[
  {
    "path": ".dockerignore",
    "content": "# =============================================================================\n# Docker 构建忽略文件\n# =============================================================================\n# 此文件定义了在 Docker 构建过程中应该忽略的文件和目录\n# 减少构建上下文大小，提高构建速度\n\n# =============================================================================\n# 版本控制\n# =============================================================================\n.git\n.gitignore\n.gitattributes\n.gitmodules\n.github/\n\n# =============================================================================\n# 文档和说明\n# =============================================================================\nREADME.md\nCHANGELOG.md\nCONTRIBUTING.md\nLICENSE\n*.md\ndocs/\n*.txt\n*.rst\n\n# =============================================================================\n# 开发工具配置\n# =============================================================================\n# IDE 配置\n.vscode/\n.idea/\n*.swp\n*.swo\n*~\n\n# 编辑器配置\n.editorconfig\n\n# =============================================================================\n# 构建产物和缓存\n# =============================================================================\n# Go 构建产物\n*.exe\n*.exe~\n*.dll\n*.so\n*.dylib\nbin/\ndist/\nbuild/\nvendor/\n\n# 测试覆盖率\n*.out\ncoverage.html\ncoverage.xml\n\n# 性能分析文件\n*.prof\n*.pprof\n\n# =============================================================================\n# 日志和临时文件\n# =============================================================================\nlogs/\n*.log\n*.log.*\ntmp/\ntemp/\n*.tmp\n*.temp\n*.pid\n*.seed\n*.pid.lock\n\n# =============================================================================\n# 数据库和数据文件\n# =============================================================================\n*.db\n*.sqlite\n*.sqlite3\ndata/\ndatabase/\nbackups/\n*.dump\n*.sql\n\n# =============================================================================\n# 配置和环境文件\n# =============================================================================\n# 环境变量文件\n.env\n.env.local\n.env.*.local\n.env.development\n.env.test\n.env.production\n\n# 本地配置文件\nconfig.local.yaml\nconfig.local.yml\nconfig.local.json\n*.local.yaml\n*.local.yml\n*.local.json\n\n# 密钥和证书文件\n*.key\n*.pem\n*.crt\n*.p12\n*.pfx\nsecrets/\ncerts/\nssl/\n\n# =============================================================================\n# Docker 相关\n# =============================================================================\nDockerfile.dev\nDockerfile.test\ndocker-compose.override.yml\ndocker-compose.local.yml\n.dockerignore\n\n# =============================================================================\n# 测试文件\n# =============================================================================\n*_test.go\ntestdata/\ntest/\ntests/\n*.test\n\n# 测试报告\ntest-results/\ntest-reports/\njunit.xml\n\n# =============================================================================\n# 依赖管理\n# =============================================================================\n# Node.js (如果有前端资源)\nnode_modules/\nnpm-debug.log*\nyarn-debug.log*\nyarn-error.log*\npackage-lock.json\nyarn.lock\n\n# Python (如果有 Python 脚本)\n__pycache__/\n*.py[cod]\n*$py.class\n*.so\n.Python\nbuild/\ndevelop-eggs/\ndist/\ndownloads/\neggs/\n.eggs/\nlib/\nlib64/\nparts/\nsdist/\nvar/\nwheels/\n*.egg-info/\n.installed.cfg\n*.egg\n\n# =============================================================================\n# 操作系统文件\n# =============================================================================\n# macOS\n.DS_Store\n.AppleDouble\n.LSOverride\nIcon\n._*\n.DocumentRevisions-V100\n.fseventsd\n.Spotlight-V100\n.TemporaryItems\n.Trashes\n.VolumeIcon.icns\n.com.apple.timemachine.donotpresent\n\n# Windows\nThumbs.db\nehthumbs.db\nDesktop.ini\n$RECYCLE.BIN/\n*.cab\n*.msi\n*.msm\n*.msp\n*.lnk\n\n# Linux\n*~\n.fuse_hidden*\n.directory\n.Trash-*\n.nfs*\n\n# =============================================================================\n# 监控和分析工具\n# =============================================================================\n# Prometheus 数据\nprometheus_data/\n\n# Grafana 数据\ngrafana_data/\n\n# 性能分析\n*.pprof\ncpu.prof\nmem.prof\ngoroutine.prof\n\n# =============================================================================\n# 部署和运维\n# =============================================================================\n# Kubernetes 配置\nk8s/\nkubernetes/\n*.yaml\n*.yml\n!docker-compose.yml\n!configs/*.yml\n!configs/*.yaml\n\n# Terraform\n*.tfstate\n*.tfstate.*\n.terraform/\n\n# Ansible\n*.retry\n\n# =============================================================================\n# 备份和归档\n# =============================================================================\n*.bak\n*.backup\n*.old\n*.orig\n*.save\n*.tar\n*.tar.gz\n*.tgz\n*.zip\n*.rar\n*.7z\n\n# =============================================================================\n# 媒体文件\n# =============================================================================\n*.jpg\n*.jpeg\n*.png\n*.gif\n*.bmp\n*.tiff\n*.ico\n*.svg\n*.webp\n*.mp3\n*.mp4\n*.avi\n*.mov\n*.wmv\n*.flv\n*.webm\n\n# =============================================================================\n# 大文件和资源\n# =============================================================================\nassets/\nstatic/\npublic/\nuploads/\ndownloads/\n\n# =============================================================================\n# 开发和调试工具\n# =============================================================================\n# Air (Go 热重载工具)\n.air.toml\ntmp/\n\n# Delve 调试器\n__debug_bin\n\n# Go 工具\n*.cover\n*.coverprofile\n\n# =============================================================================\n# CI/CD 配置\n# =============================================================================\n.github/\n.gitlab-ci.yml\n.travis.yml\n.circleci/\nJenkinsfile\n.drone.yml\n\n# =============================================================================\n# 脚本和工具\n# =============================================================================\nscripts/\ntools/\nutils/\n*.sh\n*.bat\n*.ps1\n!docker-entrypoint.sh\n\n# =============================================================================\n# 许可证和法律文件\n# =============================================================================\nLICENSE*\nCOPYING*\nNOTICE*\nAUTHORS*\nCONTRIBUTORS*\n\n# =============================================================================\n# 其他\n# =============================================================================\n# 编译器和构建工具生成的文件\n*.o\n*.a\n*.lib\n*.obj\n*.pdb\n*.idb\n*.ilk\n*.map\n*.exp\n\n# 包管理器锁文件\nGopkg.lock\nglide.lock\n\n# 临时和缓存目录\ncache/\n.cache/\n.tmp/\n\n# 本地开发配置\n.local/\nlocal/\n\n# =============================================================================\n# 注意事项\n# =============================================================================\n# 1. 确保不要忽略必要的配置文件\n# 2. 对于生产环境，可能需要包含某些配置文件\n# 3. 根据项目实际情况调整忽略规则\n# 4. 定期检查和更新此文件\n# ============================================================================="
  },
  {
    "path": ".editorconfig",
    "content": "# EditorConfig is awesome: https://EditorConfig.org\n\n# top-most EditorConfig file\nroot = true\n\n# All files\n[*]\ncharset = utf-8\nend_of_line = lf\ninsert_final_newline = true\ntrim_trailing_whitespace = true\nindent_style = space\nindent_size = 2\n\n# Go files\n[*.go]\nindent_style = tab\nindent_size = 4\n\n# Markdown files\n[*.md]\ntrim_trailing_whitespace = false\nindent_size = 2\n\n# YAML files\n[*.{yml,yaml}]\nindent_size = 2\n\n# JSON files\n[*.json]\nindent_size = 2\n\n# JavaScript/TypeScript files\n[*.{js,ts,jsx,tsx}]\nindent_size = 2\n\n# HTML files\n[*.html]\nindent_size = 2\n\n# CSS/SCSS files\n[*.{css,scss,sass}]\nindent_size = 2\n\n# Shell scripts\n[*.{sh,bash}]\nindent_size = 2\n\n# Docker files\n[{Dockerfile,Dockerfile.*}]\nindent_size = 2\n\n# Makefile\n[{Makefile,makefile,*.mk}]\nindent_style = tab\nindent_size = 4\n\n# Configuration files\n[*.{toml,ini,cfg,conf}]\nindent_size = 2\n\n# SQL files\n[*.sql]\nindent_size = 2\n\n# Protocol Buffer files\n[*.proto]\nindent_size = 2\n\n# Git files\n[.gitignore]\nindent_size = 2\n\n# License and README files\n[{LICENSE,README,CHANGELOG,CONTRIBUTING}"
  },
  {
    "path": ".gitignore",
    "content": "\n# AI工作文件\n.trae/\n.cursor/\n\n# 协作说明（如需本地自定义可忽略）\n.github/instructions/\n\n# 构建产物\ndist/\nbuild/\n*.exe\n*.dll\n*.so\n*.dylib\n\n# 测试覆盖率\n*.out\ncoverage.html\ncoverage.xml\n\n# 日志文件\nlog/\nlogs/\n*.log\n\n# 临时文件\n*.tmp\n*.temp\n.DS_Store\nThumbs.db\n\n# IDE文件\n.idea/\n.vscode/\n*.swp\n*.swo\n*~\n\n# 环境配置\n.env\n.env.local\n.env.*.local\nconfig/local.yaml\nconfig/dev.yaml\nconfig/prod.yaml\n\n# 依赖目录\nnode_modules/\nvendor/\n\n# 数据库文件\n*.db\n*.sqlite\n*.sqlite3\n\n# 证书和密钥\n*.pem\n*.key\n*.crt\n*.p12\n\n# 备份文件\n*.bak\n*.backup\n\n# 操作系统生成的文件\n.DS_Store\n.DS_Store?\n._*\n.Spotlight-V100\n.Trashes\nehthumbs.db\nThumbs.db\n\n# Go相关\n# 如果你有vendor目录，取消下面的注释\n# vendor/\n\n# 测试二进制文件，使用go test -c构建\n*.test\n\n# 输出的二进制文件（可执行文件）\n*.exe\n*.exe~\n*.dll\n*.so\n*.dylib\n\n# 测试覆盖率文件\n*.out\n\n# 依赖分析文件\ngo.sum\n\n# 本地环境文件\n.env\n.env.local\n.env.development.local\n.env.test.local\n.env.production.local\n\n# 编辑器和IDE\n.vscode/\n.idea/\n*.swp\n*.swo\n*~\n\n# 日志\n*.log\nlogs/\n\n# 运行时数据\npids\n*.pid\n*.seed\n*.pid.lock\n\n# 目录用于仪器化的libs生成的覆盖率报告\nlib-cov\n\n# 覆盖率目录，由诸如istanbul这样的工具使用\ncoverage/\n\n# nyc测试覆盖率\n.nyc_output\n\n# Grunt中间存储（https://gruntjs.com/creating-plugins#storing-task-files）\n.grunt\n\n# Bower依赖目录（https://bower.io/）\nbower_components\n\n# node-waf配置\n.lock-wscript\n\n# 编译的二进制插件（https://nodejs.org/api/addons.html）\nbuild/Release\n\n# 依赖目录\nnode_modules/\njspm_packages/\n\n# TypeScript v1声明文件\ntypings/\n\n# TypeScript缓存\n*.tsbuildinfo\n\n# 可选的npm缓存目录\n.npm\n\n# 可选的eslint缓存\n.eslintcache\n\n# Microbundle缓存\n.rpt2_cache/\n.rts2_cache_cjs/\n.rts2_cache_es/\n.rts2_cache_umd/\n\n# 可选的REPL历史\n.node_repl_history\n\n# yarn v2的输出\n.yarn/cache\n.yarn/unplugged\n.yarn/build-state.yml\n.yarn/install-state.gz\n.pnp.*\n"
  },
  {
    "path": ".gitmodules",
    "content": "\n[submodule \"network/protocol\"]\n\tpath = network/protocol\n\turl = https://github.com/phuhao00/greatestworks-proto.git\n"
  },
  {
    "path": ".golangci.yml",
    "content": "# =============================================================================\n# golangci-lint 配置文件\n# 用于 Go 代码质量检查和静态分析\n# =============================================================================\n\n# 运行配置\nrun:\n  # 超时时间\n  timeout: 5m\n  \n  # 要检查的 Go 版本\n  go: '1.21'\n  \n  # 并发数\n  concurrency: 4\n  \n  # 跳过的目录\n  skip-dirs:\n    - vendor\n    - .git\n    - bin\n    - tmp\n    - _output\n  \n  # 跳过的文件\n  skip-files:\n    - \".*\\\\.pb\\\\.go$\"\n    - \".*\\\\.gen\\\\.go$\"\n    - \".*_test\\\\.go$\"  # 可选：跳过测试文件\n  \n  # 构建标签\n  build-tags:\n    - integration\n    - e2e\n\n# 输出配置\noutput:\n  # 输出格式: colored-line-number|line-number|json|tab|checkstyle|code-climate\n  format: colored-line-number\n  \n  # 打印 linter 名称\n  print-issued-lines: true\n  print-linter-name: true\n  uniq-by-line: true\n  sort-results: true\n\n# Linters 配置\nlinters:\n  # 启用的 linters\n  enable:\n    # 默认启用\n    - errcheck      # 检查未处理的错误\n    - gosimple      # 简化代码建议\n    - govet         # Go 官方 vet 工具\n    - ineffassign   # 检查无效赋值\n    - staticcheck   # 静态分析\n    - typecheck     # 类型检查\n    - unused        # 检查未使用的代码\n    \n    # 代码风格\n    - gofmt         # 格式化检查\n    - goimports     # import 排序和格式化\n    - gocyclo       # 圈复杂度检查\n    - goconst       # 重复字符串检查\n    - gocritic      # 代码批评\n    - gofumpt       # 更严格的格式化\n    \n    # 性能相关\n    - prealloc      # 预分配切片\n    - bodyclose     # HTTP body 关闭检查\n    \n    # 安全相关\n    - gosec         # 安全检查\n    \n    # 错误处理\n    - errorlint     # 错误处理最佳实践\n    - wrapcheck     # 错误包装检查\n    \n    # 命名规范\n    - stylecheck    # 风格检查\n    - revive        # 替代 golint\n    \n    # 其他有用的\n    - misspell      # 拼写检查\n    - unconvert     # 不必要的类型转换\n    - unparam       # 未使用的参数\n    - whitespace    # 空白字符检查\n    - exportloopref # 循环变量引用检查\n    - nolintlint    # nolint 指令检查\n  \n  # 禁用的 linters\n  disable:\n    - deadcode      # 已废弃，使用 unused 替代\n    - varcheck      # 已废弃，使用 unused 替代\n    - structcheck   # 已废弃，使用 unused 替代\n    - maligned      # 已废弃\n    - interfacer    # 已废弃\n    - scopelint     # 已废弃，使用 exportloopref 替代\n    - golint        # 已废弃，使用 revive 替代\n  \n  # 快速模式，只运行快速的 linters\n  fast: false\n\n# Linters 设置\nlinters-settings:\n  # errcheck 配置\n  errcheck:\n    # 检查类型断言\n    check-type-assertions: true\n    # 检查空白标识符\n    check-blank: true\n    # 忽略的函数\n    ignore: fmt:.*,io/ioutil:^Read.*\n  \n  # govet 配置\n  govet:\n    # 检查影子变量\n    check-shadowing: true\n    # 启用所有检查\n    enable-all: true\n    # 禁用特定检查\n    disable:\n      - fieldalignment  # 字段对齐检查可能过于严格\n  \n  # gocyclo 配置\n  gocyclo:\n    # 圈复杂度阈值\n    min-complexity: 15\n  \n  # goconst 配置\n  goconst:\n    # 最小字符串长度\n    min-len: 3\n    # 最小出现次数\n    min-occurrences: 3\n    # 忽略测试文件\n    ignore-tests: true\n  \n  # gocritic 配置\n  gocritic:\n    # 启用的检查\n    enabled-tags:\n      - diagnostic\n      - style\n      - performance\n      - experimental\n    # 禁用的检查\n    disabled-checks:\n      - commentedOutCode\n      - whyNoLint\n  \n  # gosec 配置\n  gosec:\n    # 严重性级别\n    severity: medium\n    # 置信度级别\n    confidence: medium\n    # 排除的规则\n    excludes:\n      - G104  # 审计错误未检查\n  \n  # revive 配置\n  revive:\n    # 最小置信度\n    min-confidence: 0.8\n    # 规则配置\n    rules:\n      - name: blank-imports\n      - name: context-as-argument\n      - name: context-keys-type\n      - name: dot-imports\n      - name: error-return\n      - name: error-strings\n      - name: error-naming\n      - name: exported\n      - name: if-return\n      - name: increment-decrement\n      - name: var-naming\n      - name: var-declaration\n      - name: package-comments\n      - name: range\n      - name: receiver-naming\n      - name: time-naming\n      - name: unexported-return\n      - name: indent-error-flow\n      - name: errorf\n  \n  # stylecheck 配置\n  stylecheck:\n    # 检查所有内容\n    checks: [\"all\"]\n  \n  # misspell 配置\n  misspell:\n    # 语言\n    locale: US\n    # 忽略的单词\n    ignore-words:\n      - greatestworks\n      - mmo\n      - gameplay\n  \n  # whitespace 配置\n  whitespace:\n    multi-if: true\n    multi-func: true\n  \n  # wrapcheck 配置\n  wrapcheck:\n    # 忽略的包\n    ignoreSigs:\n      - .Errorf(\n      - errors.New(\n      - errors.Unwrap(\n      - .Wrap(\n      - .Wrapf(\n\n# Issues 配置\nissues:\n  # 排除默认的排除规则\n  exclude-use-default: false\n  \n  # 最大 issues 数量，0 表示无限制\n  max-issues-per-linter: 0\n  max-same-issues: 0\n  \n  # 新代码检查\n  new: false\n  \n  # 排除的规则\n  exclude-rules:\n    # 排除测试文件的某些检查\n    - path: _test\\.go\n      linters:\n        - gocyclo\n        - errcheck\n        - dupl\n        - gosec\n        - goconst\n    \n    # 排除生成的文件\n    - path: \\.pb\\.go\n      linters:\n        - all\n    \n    # 排除 main 函数的某些检查\n    - path: cmd/\n      text: \"main function\"\n      linters:\n        - revive\n    \n    # 排除特定的错误消息\n    - text: \"Error return value of .((os\\.)?std(out|err)\\..*|.*Close|.*Flush|os\\.Remove(All)?|.*printf?|os\\.(Un)?Setenv). is not checked\"\n      linters:\n        - errcheck\n    \n    # 排除 G104: Errors unhandled\n    - text: \"G104:\"\n      linters:\n        - gosec\n    \n    # 排除包注释检查（对于 main 包）\n    - text: \"package-comments\"\n      path: cmd/\n      linters:\n        - revive\n  \n  # 包含的文件模式\n  include:\n    - EXC0002  # disable excluding of issues about comments from golint\n\n# 严重性配置\nseverity:\n  # 默认严重性\n  default-severity: error\n  \n  # 规则严重性\n  rules:\n    - linters:\n        - dupl\n      severity: info\n    - linters:\n        - goconst\n      severity: warning"
  },
  {
    "path": ".goreleaser.yaml",
    "content": "# This is an example .goreleaser.yml file with some sensible defaults.\n# Make sure to check the documentation at https://goreleaser.com\nbefore:\n  hooks:\n    # You may remove this if you don't use go modules.\n    - go mod tidy\n    # you may remove this if you don't need go generate\n    - go generate ./...\nbuilds:\n  - env:\n      - CGO_ENABLED=0\n    goos:\n      - linux\n      - windows\n      - darwin\narchives:\n  - replacements:\n      darwin: Darwin\n      linux: Linux\n      windows: Windows\n      386: i386\n      amd64: x86_64\nchecksum:\n  name_template: 'checksums.txt'\nsnapshot:\n  name_template: \"{{ incpatch .Version }}-next\"\nchangelog:\n  sort: asc\n  filters:\n    exclude:\n      - '^docs:'\n      - '^test:'\n\n# modelines, feel free to remove those if you don't want/use them:\n# yaml-language-server: $schema=https://goreleaser.com/static/schema.json\n# vim: set ts=2 sw=2 tw=0 fo=cnqoj\n"
  },
  {
    "path": "CONTRIBUTING.md",
    "content": "# Contributing to GreatestWorks\n\nThanks for your interest in contributing! This project implements a distributed MMO game server in Go using DDD and a layered microservice architecture. To keep quality high and changes consistent, please follow the guidelines below.\n\nIf you only read one extra document, read this one from the repo:\n- .github/instructions/gw.instructions.md (authoritative engineering conventions, architecture, and dos/don'ts)\n\n## Prerequisites\n- Go 1.24+\n- MongoDB 4.4+ (5.0+ recommended)\n- Redis 6.0+ (7.0+ recommended)\n- Optional: Docker 20.10+, Docker Compose\n\n## Project Architecture (Quick Recap)\n- DDD + layered architecture (domain, application, infrastructure, interfaces)\n- Services: auth-service (HTTP:8080), gateway-service (TCP:9090), game-service (Go RPC:8081)\n- Storage: MongoDB (primary), Redis (cache)\n- Protocols: HTTP (auth), TCP (gateway), Go RPC (gateway↔game)\n- Protobuf definitions in /proto; prefer using scripts/generate_proto.(bat|sh)\n\nSee more details in .github/instructions/gw.instructions.md.\n\n## Getting Started\n- Fork and clone the repo\n- Create a branch from main: feature/<short-name> or fix/<short-name>\n- Run:\n  - go fmt ./...\n  - go mod tidy (after dependency changes)\n  - go test ./...\n\n## Development Standards\n- Follow Go naming conventions; keep package names short and lower-case.\n- Use internal/infrastructure/logging for all logs (no fmt.Println).\n- Always pass context.Context across boundaries; honor cancellation/timeouts.\n- Keep domain entities’ fields private; expose behavior via methods.\n- Application layer orchestrates use cases; do not access DB/Redis directly here.\n- Infrastructure layer implements persistence/cache/messaging/network.\n- Interface adapters (HTTP/TCP/RPC) map DTO/proto <-> domain models.\n\n## Errors and Observability\n- Use internal/errors for domain errors and map appropriately in interfaces.\n- Wrap errors with context: fmt.Errorf(\"...: %w\", err)\n- Structured logging (json) with key fields: service, module, player_id, trace_id.\n- Optional pprof per service via configs/*.yaml; expose only in trusted networks.\n\n## Protocols & Compatibility\n- When changing .proto files, preserve backward compatibility:\n  - Only add fields; do not change or reuse existing tags\n  - Deletions should be reserved\n- Update gateway and game handling logic consistently when protocol changes\n- Generate code with scripts/generate_proto.bat (Windows) or .sh (Unix)\n\n## Configuration\n- All services load from configs/*.yaml via internal/config; never hardcode ports/secrets/URIs.\n- Adding new config fields requires:\n  - Updating the example files under configs/*\n  - Updating loading/validation and defaults\n  - Documenting changes in README or service docs\n\n## Dependencies\n- Prefer stdlib and existing deps; avoid introducing heavy/CGO deps.\n- If adding a new dependency:\n  1) Justify the choice and alternatives; 2) Pin versions; 3) Ensure Go 1.24 compatibility.\n- After changes: go mod tidy\n\n## Testing\n- Unit tests co-located with code (_test.go), table-driven where possible.\n- Cover core branches; ensure `go test ./...` passes before submitting PRs.\n- Integration/E2E via tools/simclient (smoke/feature/load modes). Provide minimal runnable scripts/configs for new protocols or interfaces.\n\n## Commit Messages and PRs\n- Prefer Conventional Commits:\n  - feat: new feature\n  - fix: bug fix\n  - refactor: refactoring without behavior change\n  - docs: documentation updates\n  - test: testing-related changes\n  - chore/build/ci: build or pipeline updates\n- Keep changes small and focused; avoid unrelated refactors.\n- In PR description include:\n  - Motivation and design summary\n  - Impact surface (protocol/config/data/perf)\n  - Verification steps (unit tests and/or simclient scenarios)\n  - Any config/script/docs updates included\n\n## Running Locally\n- Windows:\n  - scripts/start-services.bat\n- Linux/Mac:\n  - ./scripts/start-services.sh\n- Or run each service via `go run cmd/<service>/main.go`\n\n## Generating Protobuf Code\n- Windows: `scripts/generate_proto.bat`\n- Unix: `scripts/generate_proto.sh`\n- Do not manually scatter generated files; use the scripts and keep backward compatibility.\n\n## Do / Don't Quick List\nDo:\n- Keep changes minimal and reversible\n- Respect layering and DDD boundaries\n- Log via infrastructure/logging\n- Pass context and close resources via defer\n\nDon’t:\n- Break proto compatibility (tag changes or reuse)\n- Hardcode ports/secrets/URIs\n- Introduce heavy/CGO deps without strong justification\n- Access DB/Redis from interface or application layers\n\n## Questions\nOpen an issue or start a discussion if anything is unclear. Thanks for contributing!\n"
  },
  {
    "path": "Dockerfile",
    "content": "# =============================================================================\n# 多阶段构建优化版 Dockerfile\n# =============================================================================\n\n# 构建阶段 - 使用官方 Go 镜像\nFROM golang:1.24-alpine AS builder\n\n# 设置构建参数\nARG BUILD_VERSION=dev\nARG BUILD_TIME\nARG GIT_COMMIT\n# 选择要构建的服务包，默认构建 game-service，可传入 ./cmd/auth-service 或 ./cmd/gateway-service\nARG SERVICE_PACKAGE=./cmd/game-service\n\n# 安装构建依赖\nRUN apk add --no-cache \\\n    git \\\n    ca-certificates \\\n    tzdata \\\n    upx\n\n# 设置工作目录\nWORKDIR /build\n\n# 优化 Go 模块缓存\nCOPY go.mod go.sum ./\nRUN go mod download && go mod verify\n\n# 复制源代码\nCOPY . .\n\n# 构建优化的二进制文件\nRUN CGO_ENABLED=0 \\\n    GOOS=linux \\\n    GOARCH=amd64 \\\n    go build \\\n    -a \\\n    -installsuffix cgo \\\n    -ldflags=\"-s -w -X main.version=${BUILD_VERSION} -X main.buildTime=${BUILD_TIME} -X main.gitCommit=${GIT_COMMIT}\" \\\n    -o server \\\n    ${SERVICE_PACKAGE}\n\n# 使用 UPX 压缩二进制文件（可选）\nRUN upx --best --lzma server\n\n# =============================================================================\n# 运行阶段 - 使用 scratch 最小化镜像\n# =============================================================================\nFROM scratch AS runtime\n\n# 从构建阶段复制必要文件\nCOPY --from=builder /etc/ssl/certs/ca-certificates.crt /etc/ssl/certs/\nCOPY --from=builder /usr/share/zoneinfo /usr/share/zoneinfo\nCOPY --from=builder /build/server /server\n\n# 复制配置文件（如果存在）\nCOPY --from=builder /build/configs/ /configs/\n\n# 设置环境变量\nENV TZ=Asia/Shanghai\nENV GIN_MODE=release\nENV LOG_LEVEL=info\n\n# 暴露端口\nEXPOSE 8080 8081 9090\n\n# 添加健康检查用户\nUSER 65534:65534\n\n# 运行应用\nENTRYPOINT [\"/server\"]\n\n# =============================================================================\n# 开发阶段 - 包含调试工具\n# =============================================================================\nFROM alpine:latest AS development\n\n# 安装开发工具\nRUN apk add --no-cache \\\n    ca-certificates \\\n    tzdata \\\n    curl \\\n    wget \\\n    netcat-openbsd \\\n    htop \\\n    strace\n\n# 创建非root用户\nRUN addgroup -g 1000 appgroup && \\\n    adduser -D -s /bin/sh -u 1000 -G appgroup appuser\n\n# 设置工作目录\nWORKDIR /app\n\n# 从构建阶段复制文件\nCOPY --from=builder /build/server .\nCOPY --from=builder /build/configs/ ./configs/\n\n# 创建必要目录\nRUN mkdir -p /var/log/mmo-server && \\\n    chown -R appuser:appgroup /app /var/log/mmo-server\n\n# 切换到非root用户\nUSER appuser\n\n# 设置环境变量\nENV TZ=Asia/Shanghai\nENV GIN_MODE=debug\nENV LOG_LEVEL=debug\n\n# 暴露端口\nEXPOSE 8080 8081 9090\n\n# 健康检查\nHEALTHCHECK --interval=30s --timeout=10s --start-period=30s --retries=3 \\\n    CMD wget --no-verbose --tries=1 --spider --timeout=5 http://localhost:8080/health || exit 1\n\n# 运行应用\nCMD [\"./server\"]\n\n# =============================================================================\n# 默认目标为生产环境\n# =============================================================================\nFROM runtime AS final"
  },
  {
    "path": "Makefile",
    "content": "# GreatestWorks MMO 游戏服务器 Makefile\n\n.PHONY: help build run stop clean test lint format docker-build docker-run docker-stop health-check\n\n# 默认目标\nhelp:\n\t@echo \"GreatestWorks MMO 游戏服务器\"\n\t@echo \"可用命令:\"\n\t@echo \"  build          - 构建项目\"\n\t@echo \"  run            - 运行服务\"\n\t@echo \"  stop           - 停止服务\"\n\t@echo \"  clean          - 清理构建文件\"\n\t@echo \"  test           - 运行测试\"\n\t@echo \"  lint           - 代码检查\"\n\t@echo \"  format         - 格式化代码\"\n\t@echo \"  docker-build   - 构建Docker镜像\"\n\t@echo \"  docker-run     - 运行Docker服务\"\n\t@echo \"  docker-stop    - 停止Docker服务\"\n\t@echo \"  health-check   - 健康检查\"\n\n# 构建项目\nbuild:\n\t@echo \"构建项目...\"\n\tgo build -o bin/game-service ./cmd/game-service\n\tgo build -o bin/auth-service ./cmd/auth-service\n\tgo build -o bin/gateway-service ./cmd/gateway-service\n\n# 运行服务\nrun: build\n\t@echo \"启动游戏服务...\"\n\t./bin/game-service\n\n# 停止服务\nstop:\n\t@echo \"停止服务...\"\n\tpkill -f game-service || true\n\n# 清理构建文件\nclean:\n\t@echo \"清理构建文件...\"\n\trm -rf bin/\n\trm -rf logs/\n\tdocker system prune -f\n\n# 运行测试\ntest:\n\t@echo \"运行测试...\"\n\tgo test -v ./...\n\n# 代码检查\nlint:\n\t@echo \"代码检查...\"\n\tgolangci-lint run\n\n# 格式化代码\nformat:\n\t@echo \"格式化代码...\"\n\tgo fmt ./...\n\tgoimports -w .\n\n# 构建Docker镜像\ndocker-build:\n\t@echo \"构建Docker镜像...\"\n\tdocker build -t greatestworks/mmo-server:latest .\n\n# 运行Docker服务\ndocker-run:\n\t@echo \"启动Docker服务...\"\n\tchmod +x scripts/*.sh\n\tdocker-compose up -d\n\n# 停止Docker服务\ndocker-stop:\n\t@echo \"停止Docker服务...\"\n\tdocker-compose down\n\n# 健康检查\nhealth-check:\n\t@echo \"健康检查...\"\n\tchmod +x scripts/health-check.sh\n\t./scripts/health-check.sh\n\n# 开发环境快速启动\ndev: docker-run\n\t@echo \"开发环境已启动\"\n\t@echo \"HTTP服务器: http://localhost:8080\"\n\t@echo \"健康检查: http://localhost:8080/health\"\n\t@echo \"指标监控: http://localhost:8080/metrics\"\n\n# 生产环境部署\ndeploy: docker-build\n\t@echo \"部署到生产环境...\"\n\tdocker-compose -f docker-compose.yml -f docker-compose.prod.yml up -d\n\n# 查看日志\nlogs:\n\t@echo \"查看服务日志...\"\n\tdocker-compose logs -f\n\n# 进入容器\nshell:\n\t@echo \"进入游戏服务容器...\"\n\tdocker exec -it mmo-server /bin/sh\n\n# 运行模拟客户端\nsimclient:\n\t@echo \"运行模拟客户端 (integration 模式)...\"\n\tgo run ./tools/simclient/cmd/simclient -mode integration"
  },
  {
    "path": "README.en.md",
    "content": "# Greatest Works - Distributed MMO Game Server\n\nA distributed, microservices-based MMO game server built with Go and Domain-Driven Design (DDD). It targets high throughput, horizontal scalability, and clean maintainability.\n\n## Overview\n\nGreatest Works adopts a DDD layered architecture and a multi-node deployment model. The platform splits concerns into dedicated services and uses different transports for each link to balance performance and simplicity.\n\n### Highlights\n\n- Production-grade build: compiles cleanly on Go 1.24+\n- DDD architecture with clear boundaries and layering\n- Distributed by design: horizontally scalable services\n- Microservices: Auth, Gateway, Game, cleanly separated\n- Structured logging and optional profiling endpoints\n- Container-ready: Docker and Docker Compose\n\n## Core Features\n\n- DDD with clear separation of concerns\n- Multi-protocol networking: HTTP + TCP + Go RPC\n- Storage strategy: MongoDB (primary) + Redis (cache)\n- JWT-based authentication\n- Realtime state sync and event broadcasting (AOI)\n- Fault-tolerant error handling and observability\n\n## Distributed Architecture\n\n### Services\n\n- Auth Service\n  - Protocol: HTTP\n  - Port: 8080\n  - Responsibilities: authentication, authorization, session\n\n- Gateway Service\n  - Protocol: TCP\n  - Port: 9090\n  - Responsibilities: client connections, protocol framing, routing\n\n- Game Service\n  - Protocol: Go RPC\n  - Port: 8081\n  - Responsibilities: core game logic, aggregates, rules\n\n### Communication\n\n```mermaid\nflowchart LR\n    subgraph Client[Client]\n      C1[Game Client]\n    end\n\n    subgraph Auth[Auth Service\\nHTTP:8080]\n      A1[REST API]\n    end\n\n    subgraph Gateway[Gateway Service\\nTCP:9090]\n      G1[Conn Manager]\n      G2[Router]\n    end\n\n    subgraph Game[Game Service\\nGo RPC:8081]\n      S1[Gameplay]\n      S2[Domain]\n    end\n\n    subgraph Data[Storage & Messaging]\n      M[(MongoDB)]\n      R[(Redis)]\n      N[(NATS)]\n    end\n\n    C1 -- HTTP --> A1\n    C1 -- TCP --> G1\n    G1 -- RPC --> S1\n    S1 <-- RPC --> G2\n    S1 --> M\n    S1 --> R\n    S1 -.events.-> N\n    G1 --> R\n```\n\n- Client ↔ Auth: HTTP (REST) for login/registration\n- Client ↔ Gateway: TCP binary protocol for game messages\n- Gateway ↔ Game: Go RPC for internal calls\n- Auth ↔ Game: Go RPC for user/session sync\n\n## Simulator Client for E2E and Load Tests\n\nLocated in `tools/simclient`. Run as a standalone CLI and drive either a single end-to-end scenario or multi-user load.\n\n### Quickstart\n\n```powershell\ngo run ./tools/simclient/cmd/simclient -mode integration\n```\n\n### E2E Scenario\n\nBuilt-in end-to-end flows covering login → connect → move → cast skill → logout.\n\n```powershell\n# Single E2E run\ngo run ./tools/simclient/cmd/simclient -mode integration -config tools/simclient/e2e.yaml\n\n# Load (concurrent users)\ngo run ./tools/simclient/cmd/simclient -mode load -config tools/simclient/e2e_load.yaml\n\n# Toggle auth quickly\ngo run ./tools/simclient/cmd/simclient -mode integration -config tools/simclient/e2e.yaml -auth\ngo run ./tools/simclient/cmd/simclient -mode integration -config tools/simclient/e2e.yaml -no-auth\n```\n\nFor advanced details (framing, JSON payloads, timings, metrics), see `tools/simclient/README_E2E.md`.\n\n#### E2E Sequence (Overview)\n\n```mermaid\nsequenceDiagram\n  participant SC as SimClient\n  participant AUTH as Auth Service\n  participant GW as Gateway\n  participant GS as Game\n\n  Note over SC: Optional auth\n  SC->>AUTH: POST /api/v1/auth/login\n  AUTH-->>SC: 200 OK (token)\n\n  SC->>GW: TCP Connect\n  GW-->>SC: Conn Ack\n  SC->>GW: MsgPlayerLogin(token|player)\n  GW->>GS: RPC Login\n  GS-->>GW: LoginOK(pos,map)\n  GW-->>SC: LoginOK(pos,map)\n\n  SC->>GW: MsgPlayerMove(x,y,z)\n  GW->>GS: RPC Move\n  GS-->>GW: MoveOK\n  GW-->>SC: MoveOK\n  GW-->>Clients: AOI broadcast\n\n  SC->>GW: MsgBattleSkill(skill_id,target)\n  GW->>GS: RPC CastSkill\n  GS-->>GW: Result{damage,crit}\n  GW-->>SC: SkillResult\n  GW-->>Clients: AOI broadcast\n\n  SC->>GW: MsgPlayerLogout\n  GW->>GS: RPC Logout + persist position\n  GS-->>GW: LogoutOK\n  GW-->>SC: LogoutOK\n```\n\n## Latest Updates (2025-10)\n\n- Character position persistence: restore on login; save on logout/disconnect\n- Combat damage and critical hits (10% chance, 1.5x multiplier); result broadcast via AOI\n- New E2E configs: `tools/simclient/e2e.yaml` and `e2e_load.yaml`\n- Gateway now requires MongoDB to persist positions (use `docker-compose up -d` locally)\n\n## Quick Start\n\n### Requirements\n\n- Go 1.24+\n- MongoDB 4.4+ (5.0+ recommended)\n- Redis 6.0+ (7.0+ recommended)\n- Docker 20.10+ (optional)\n\n### Install deps\n\n```bash\ngo mod tidy\n```\n\n### Run services\n\nWindows (PowerShell):\n\n```powershell\nscripts/start-services.bat\n```\n\nLinux/macOS:\n\n```bash\n./scripts/start-services.sh\n```\n\nManual run:\n\n```bash\ngo run cmd/auth-service/main.go\ngo run cmd/game-service/main.go\ngo run cmd/gateway-service/main.go\n```\n\n> Note: The Gateway service requires a reachable MongoDB instance for position persistence. Consider `docker-compose up -d` to bootstrap dependencies locally.\n\n### Service Endpoints\n\n- Auth: http://localhost:8080\n- Gateway: tcp://localhost:9090\n- Game: rpc://localhost:8081 (internal only)\n\n## Architecture Diagrams\n\n### DDD Layers\n\n```mermaid\nflowchart TB\n    subgraph Interface[Interface Layer]\n      HTTP[HTTP\\nREST]\n      TCP[TCP\\nGame Protocol]\n      RPC[RPC\\nInternal]\n    end\n\n    subgraph Application[Application Layer]\n      CMD[Commands]\n      QRY[Queries]\n      APP[Services / Orchestration]\n    end\n\n    subgraph Domain[Domain Layer]\n      AGG[Aggregates / Entities / VOs]\n      DSVC[Domain Services]\n      DEVT[Domain Events]\n    end\n\n    subgraph Infra[Infrastructure Layer]\n      PERS[Persistence]\n      MSG[Messaging]\n      NET[Network]\n      CFG[Config]\n      LOG[Logging]\n    end\n\n    Interface --> Application --> Domain\n    Domain --> Infra\n```\n\n## Profiling (pprof)\n\nEnable via `monitoring.profiling` in config. Default ports: Game 6060, Auth 6061, Gateway 6062. Use `go tool pprof` against `http://<host>:<port>/debug/pprof/`.\n\n## Deployment\n\n### 🐳 Docker Deployment\n\n```bash\n# Start complete environment (includes MongoDB, Redis)\ndocker-compose up -d\n\n# Check service status\ndocker-compose ps\n\n# View logs\ndocker-compose logs -f\n```\n\n### ☸️ Kubernetes Deployment\n\nThe project provides complete local Kubernetes deployment configurations supporting both Docker Desktop and Minikube. All k8s manifests are in the `k8s/local/` directory.\n\n#### 📋 Prerequisites\n\n- **Kubernetes**: Docker Desktop built-in k8s or Minikube 1.28+\n- **kubectl**: Version matching your cluster\n- **Docker**: 20.10+ (for building images)\n- **PowerShell**: 5.1+ (Windows) or Bash (Linux/macOS)\n\n#### 🚀 Quick Deploy (3 Steps)\n\n**Step 1: Build Service Images**\n\n```powershell\n# Windows PowerShell\n./scripts/build-images.ps1 -Tag dev\n\n# Linux / macOS\n./scripts/build-images.sh -t dev\n```\n\nBuild artifacts:\n- `greatestworks-auth:dev` (Auth service)\n- `greatestworks-game:dev` (Game service)\n- `greatestworks-gateway:dev` (Gateway service)\n\n**Step 2: Load Images into Kubernetes Nodes**\n\n> This step resolves the issue where Docker Desktop k8s cannot directly use local images.\n\n```powershell\n# Windows PowerShell\n./scripts/load-images-to-k8s.ps1 -Tag dev\n\n# Minikube users alternative\nminikube image load greatestworks-auth:dev\nminikube image load greatestworks-game:dev\nminikube image load greatestworks-gateway:dev\nminikube image load mongo:7\nminikube image load redis:7\n```\n\n**Step 3: Deploy to Cluster**\n\n```powershell\n# Create namespace and deploy all services\nkubectl apply -f k8s/local/namespace.yaml\nkubectl apply -f k8s/local/mongodb.yaml\nkubectl apply -f k8s/local/redis.yaml\nkubectl apply -f k8s/local/configmap-gateway.yaml\nkubectl apply -f k8s/local/auth-service.yaml\nkubectl apply -f k8s/local/game-service.yaml\nkubectl apply -f k8s/local/gateway-service.yaml\n\n# Wait for Pods to be ready (about 1-2 minutes)\nkubectl -n gaming get pods -w\n```\n\nExpected output (all Pods `Running` with `READY` as `1/1`):\n\n```\nNAME                               READY   STATUS    RESTARTS   AGE\nauth-service-xxxxxxxxx-xxxxx       1/1     Running   0          2m\ngame-service-xxxxxxxxx-xxxxx       1/1     Running   0          2m\ngateway-service-xxxxxxxxx-xxxxx    1/1     Running   0          2m\nmongodb-xxxxxxxxx-xxxxx            1/1     Running   0          2m\nredis-xxxxxxxxx-xxxxx              1/1     Running   0          2m\n```\n\n#### 🌐 Accessing Services\n\nAfter successful deployment, services are exposed via NodePort locally:\n\n| Service | Protocol | Port | Access URL | Purpose |\n|---------|----------|------|------------|---------|\n| **Auth Service** | HTTP | 30080 | `http://localhost:30080` | User login, registration, JWT auth |\n| **Gateway Service** | TCP | 30909 | `localhost:30909` | Game client persistent connection |\n| **Game Service** | RPC | 8081 | Internal only | Game logic (not exposed) |\n| **MongoDB** | TCP | 27017 | Internal only | Data persistence |\n| **Redis** | TCP | 6379 | Internal only | Cache & sessions |\n\n**Verify Service Availability:**\n\n```powershell\n# View service endpoints\nkubectl -n gaming get svc\n\n# View Pod logs\nkubectl -n gaming logs -l app=auth-service --tail=50\nkubectl -n gaming logs -l app=gateway-service --tail=50\nkubectl -n gaming logs -l app=game-service --tail=50\n\n# Test auth service health (if /health endpoint is implemented)\ncurl http://localhost:30080/health\n```\n\n#### 🔧 Common Operations\n\n**Check Cluster Status:**\n\n```powershell\n# View all resources\nkubectl -n gaming get all\n\n# View Pod details\nkubectl -n gaming describe pod <pod-name>\n\n# Enter container for debugging\nkubectl -n gaming exec -it <pod-name> -- sh\n```\n\n**Restart Services (after config changes):**\n\n```powershell\n# Restart single service\nkubectl -n gaming rollout restart deploy/auth-service\n\n# Restart all services\nkubectl -n gaming rollout restart deploy --all\n\n# Wait for rollout completion\nkubectl -n gaming rollout status deploy/auth-service\n```\n\n**Update Images (after code changes):**\n\n```powershell\n# 1. Rebuild images\n./scripts/build-images.ps1 -Tag dev\n\n# 2. Reload into k8s nodes\n./scripts/load-images-to-k8s.ps1 -Tag dev\n\n# 3. Force restart Pods (trigger image reload)\nkubectl -n gaming rollout restart deploy --all\n```\n\n**Clean Up Environment:**\n\n```powershell\n# Delete all resources (keep namespace)\nkubectl delete -f k8s/local/gateway-service.yaml\nkubectl delete -f k8s/local/game-service.yaml\nkubectl delete -f k8s/local/auth-service.yaml\nkubectl delete -f k8s/local/configmap-gateway.yaml\nkubectl delete -f k8s/local/redis.yaml\nkubectl delete -f k8s/local/mongodb.yaml\n\n# Delete namespace (cascading delete all resources)\nkubectl delete namespace gaming\n```\n\n#### 📦 Push Images to Remote Registry (Optional)\n\nIf you need to deploy on multiple machines or in CI/CD environments, push images to Docker Hub or a private registry:\n\n**Method 1: Use Publish Script**\n\n```powershell\n# Login to Docker Hub\ndocker login\n\n# Push images to your repository\n./scripts/publish-images.ps1 `\n  -Registry docker.io `\n  -Namespace YOUR_DOCKERHUB_USERNAME `\n  -Tag dev `\n  -IncludeInfra  # Optional: also push mongo and redis\n```\n\n**Method 2: Use Kustomize Overlay**\n\nThe project provides `k8s/local/overlays/registry/` config to automatically replace image paths during deployment:\n\n```powershell\n# 1. Edit k8s/local/overlays/registry/kustomization.yaml\n#    Replace REPLACE_ME with your registry namespace, e.g.: docker.io/phuhao00\n\n# 2. Deploy with kustomize\nkubectl apply -k k8s/local/overlays/registry\n\n# 3. Verify deployment\nkubectl -n gaming get pods\n```\n\n#### 🐛 Troubleshooting\n\n**Issue 1: Pod Status `ImagePullBackOff` or `ErrImagePull`**\n\n**Cause**: Kubernetes cannot pull images from local Docker.\n\n**Solution**:\n- Ensure `./scripts/load-images-to-k8s.ps1` has been executed\n- Check Pod's `imagePullPolicy` is `IfNotPresent`\n- Verify image is loaded: `kubectl -n gaming describe pod <pod-name> | Select-String -Pattern \"Image\"`\n\n**Issue 2: Pod Status `CrashLoopBackOff`**\n\n**Cause**: Service fails to start, usually due to config errors or dependencies not ready.\n\n**Solution**:\n```powershell\n# View crash logs\nkubectl -n gaming logs <pod-name> --previous\n\n# Common causes:\n# - MongoDB/Redis not ready → Wait for infrastructure Pods to start first\n# - Environment variable misconfiguration → Check Deployment env config\n# - Port conflict → Check containerPort and Service port mapping\n```\n\n**Issue 3: Cannot Access Service via NodePort**\n\n**Cause**: NodePort not properly mapped or firewall blocking.\n\n**Solution**:\n```powershell\n# Verify Service config\nkubectl -n gaming get svc\n\n# Confirm NodePort range (default 30000-32767)\n# Check Windows Firewall or Docker Desktop network settings\n\n# Temporary workaround: use port forwarding\nkubectl -n gaming port-forward svc/auth-service 8080:8080\nkubectl -n gaming port-forward svc/gateway-service 9090:9090\n```\n\n**Issue 4: MongoDB/Redis Connection Failed**\n\n**Cause**: Service startup order issue or DNS resolution failure.\n\n**Solution**:\n```powershell\n# Check if infrastructure services are running\nkubectl -n gaming get pods -l app=mongodb\nkubectl -n gaming get pods -l app=redis\n\n# Verify service DNS resolution (test in Pod)\nkubectl -n gaming exec -it <auth-pod> -- nslookup mongodb\nkubectl -n gaming exec -it <auth-pod> -- nslookup redis\n\n# Check service endpoints\nkubectl -n gaming get endpoints\n```\n\n#### 📊 Monitoring & Logging\n\n**Real-time Log Viewing:**\n\n```powershell\n# Follow single service\nkubectl -n gaming logs -f deploy/auth-service\n\n# View all service logs (multiple windows)\nkubectl -n gaming logs -f -l app=auth-service\nkubectl -n gaming logs -f -l app=game-service\nkubectl -n gaming logs -f -l app=gateway-service\n\n# View Pod events\nkubectl -n gaming get events --sort-by='.lastTimestamp'\n```\n\n**Resource Usage:**\n\n```powershell\n# View Pod resource consumption\nkubectl -n gaming top pods\n\n# View node resources\nkubectl top nodes\n```\n\n#### 🔐 Production Environment Enhancements\n\nLocal deployment uses simplified configs. For production, consider:\n\n**Security:**\n- Use Kubernetes Secrets for sensitive data (DB passwords, JWT keys)\n- Enable NetworkPolicy to restrict Pod-to-Pod communication\n- Configure RBAC access control\n- Use TLS for inter-service communication\n\n**High Availability:**\n- Increase replicas (`replicas: 3`)\n- Configure PodDisruptionBudget\n- Use StatefulSet for stateful services (MongoDB)\n- Enable HorizontalPodAutoscaler for auto-scaling\n\n**Persistence:**\n- Configure PersistentVolumeClaim for MongoDB (avoid emptyDir)\n- Regular database backups\n- Configure data retention policies\n\n**Example: Production-grade MongoDB Deployment**\n\n```yaml\n# Use StatefulSet + PVC (recommended for production)\napiVersion: apps/v1\nkind: StatefulSet\nmetadata:\n  name: mongodb\n  namespace: gaming\nspec:\n  serviceName: mongodb\n  replicas: 3\n  selector:\n    matchLabels:\n      app: mongodb\n  template:\n    spec:\n      containers:\n      - name: mongodb\n        image: mongo:7\n        volumeMounts:\n        - name: mongo-data\n          mountPath: /data/db\n  volumeClaimTemplates:\n  - metadata:\n      name: mongo-data\n    spec:\n      accessModes: [\"ReadWriteOnce\"]\n      resources:\n        requests:\n          storage: 10Gi\n```\n\n#### 🎯 Performance Tuning Tips\n\n**Resource Quota Adjustment:**\n\nModify resource limits in `k8s/local/*-service.yaml` based on actual load:\n\n```yaml\nresources:\n  requests:\n    cpu: \"500m\"      # Guaranteed allocation\n    memory: \"512Mi\"\n  limits:\n    cpu: \"2\"         # Maximum usage\n    memory: \"2Gi\"\n```\n\n**Concurrent Connection Optimization:**\n\nAdjust gateway config in `k8s/local/configmap-gateway.yaml`:\n\n```yaml\nserver:\n  tcp:\n    max_connections: 50000  # Adjust based on node capacity\n    buffer_size: 8192       # Increase buffer size\n```\n\n**Database Connection Pool:**\n\nOptimize connection pool parameters in service configs:\n\n```yaml\ndatabase:\n  mongodb:\n    max_pool_size: 200\n    min_pool_size: 50\n  redis:\n    pool_size: 200\n    min_idle_conns: 50\n```\n\n#### 📚 Related Documentation\n\n- [Kubernetes Manifest Documentation](k8s/local/README.md) (to be created)\n- [Docker Image Build Script](scripts/build-images.ps1)\n- [Image Load Script](scripts/load-images-to-k8s.ps1)\n- [Kustomize Overlay](k8s/local/overlays/registry/)\n\n---\n\n## Docs & Contributing\n\n- Issues: https://github.com/phuhao00/greatestworks/issues\n- Discussions: https://github.com/phuhao00/greatestworks/discussions\n- See CONTRIBUTING.md for guidelines\n\n## License\n\nMIT. See LICENSE for details.\n\n---\n\nIf this project helps you, please consider starring the repo. Thanks!\n"
  },
  {
    "path": "README.md",
    "content": "# Greatest Works - 分布式MMO游戏服务器\n\n> English version: see [README.en.md](README.en.md)\n\n基于Go语言和领域驱动设计(DDD)架构开发的分布式大型多人在线游戏服务器，采用现代化微服务设计，支持高并发和分布式部署。\n\n## 🎯 项目概述\n\n这是一个企业级的分布式MMO游戏服务器项目，采用领域驱动设计(Domain-Driven Design)架构模式，提供高性能、可扩展、易维护的游戏服务器解决方案。项目采用分布式多节点架构，支持独立部署和扩展。\n\n### 🏆 项目亮点\n\n- **✅ 编译通过**: 所有代码已修复编译错误，项目可正常构建\n- **🏗️ DDD架构**: 完整的领域驱动设计实现\n- **🌐 分布式**: 多服务独立部署，支持水平扩展\n- **🔧 微服务**: 认证、网关、游戏服务分离\n- **📊 监控**: 完整的日志和监控体系\n- **🐳 容器化**: Docker和Kubernetes支持\n\n## ✨ 核心特性\n\n- 🏗️ **DDD架构**: 采用领域驱动设计，清晰的架构分层和职责分离\n- 🌐 **分布式设计**: 多节点独立部署，支持水平扩展\n- 🚀 **高性能网络**: 基于Go原生RPC + TCP + HTTP多协议支持\n- 🔧 **微服务架构**: 认证服务、网关服务、游戏服务独立部署\n- 💾 **多数据库支持**: MongoDB + Redis 混合存储策略\n- 🔐 **安全认证**: JWT认证系统，保障用户数据安全\n- 🎮 **完整游戏功能**: 涵盖现代MMO游戏的核心系统\n- 📊 **实时同步**: 高频率的游戏状态同步和事件处理\n- 🛡️ **容错设计**: 完善的错误处理、监控和恢复机制\n- 🐳 **容器化部署**: Docker和Kubernetes支持\n- 📚 **完整文档**: 详细的API文档和架构说明\n\n## 🏗️ 分布式架构设计\n\n本项目采用分布式多节点架构，将游戏服务器拆分为三个独立的服务节点：\n\n### 服务节点\n\n#### 🔐 认证服务 (Auth Service)\n- **协议**: HTTP\n- **端口**: 8080\n- **职责**: 用户认证、授权、会话管理\n- **功能**: 登录、注册、令牌管理、权限控制\n\n#### 🌐 网关服务 (Gateway Service)  \n- **协议**: TCP\n- **端口**: 9090\n- **职责**: 客户端连接管理、协议转换、负载均衡\n- **功能**: 连接管理、消息路由、协议转换\n\n#### 🎮 游戏服务 (Game Service)\n- **协议**: Go原生RPC\n- **端口**: 8081\n- **职责**: 核心游戏逻辑、领域模型、业务规则\n- **功能**: 玩家管理、战斗系统、排行榜、社交系统\n\n### 通信协议\n\n```mermaid\nflowchart LR\n    subgraph Client[客户端]\n      C1[游戏客户端]\n    end\n\n    subgraph Auth[认证服务\\nHTTP:8080]\n      A1[REST API]\n    end\n\n    subgraph Gateway[网关服务\\nTCP:9090]\n      G1[连接管理]\n      G2[消息路由]\n    end\n\n    subgraph Game[游戏服务\\nGo RPC:8081]\n      S1[玩法逻辑]\n      S2[领域模型]\n    end\n\n    subgraph Data[数据与消息]\n      M[(MongoDB)]\n      R[(Redis)]\n      N[(NATS)]\n    end\n\n    C1 -- HTTP --> A1\n    C1 -- TCP --> G1\n    G1 -- RPC --> S1\n    S1 <-- RPC --> G2\n    S1 --> M\n    S1 --> R\n    S1 -.事件发布.-> N\n    G1 --> R\n```\n\n- **客户端 ↔ 认证服务**: HTTP (RESTful API) - 用户认证、注册、登录\n- **客户端 ↔ 网关服务**: TCP (游戏协议) - 游戏数据交互\n- **网关服务 ↔ 游戏服务**: Go原生RPC (内部通信) - 游戏逻辑处理\n- **认证服务 ↔ 游戏服务**: Go原生RPC (服务间通信) - 用户状态同步\n- **客户端不直接与游戏服务通信**: 所有游戏数据通过网关服务转发\n\n## 🧪 集成测试与压测模拟客户端\n\n项目提供了位于 `tools/simclient` 的模拟客户端，可用于端到端集成测试与压测实验。\n\n### 快速体验\n\n```powershell\ngo run ./tools/simclient/cmd/simclient -mode integration\n```\n\n默认会跳过认证服务并连接网关发送基础心跳与移动报文。若需启用认证或自定义参数，可指定配置文件：\n\n```powershell\ngo run ./tools/simclient/cmd/simclient -mode integration -config tools/simclient/config.example.yaml\n```\n\n### E2E 场景（端到端流程）\n\n已内置完整的 E2E 场景与示例配置，覆盖“认证→连接→登录→移动→施法→登出”的完整链路：\n\n```powershell\n# 运行单次端到端场景（集成验证）\ngo run ./tools/simclient/cmd/simclient -mode integration -config tools/simclient/e2e.yaml\n\n# 运行端到端压测（并发多用户）\ngo run ./tools/simclient/cmd/simclient -mode load -config tools/simclient/e2e_load.yaml\n\n# 可选：快速开关认证流程\n# 强制启用认证\ngo run ./tools/simclient/cmd/simclient -mode integration -config tools/simclient/e2e.yaml -auth\n# 强制跳过认证\ngo run ./tools/simclient/cmd/simclient -mode integration -config tools/simclient/e2e.yaml -no-auth\n```\n\n说明与高级用法请参阅 `tools/simclient/README_E2E.md`，包含：报文头+JSON载荷封装、动作时序、错误排查、指标输出等。\n\n#### E2E 交互时序（概览）\n\n```mermaid\nsequenceDiagram\n  participant SC as SimClient\n  participant AUTH as 认证服务\n  participant GW as 网关服务\n  participant GS as 游戏服务\n\n  Note over SC: 可选：认证\n  SC->>AUTH: POST /api/v1/auth/login\n  AUTH-->>SC: 200 OK (token)\n\n  SC->>GW: TCP Connect\n  GW-->>SC: Conn Ack\n  SC->>GW: MsgPlayerLogin(token|player)\n  GW->>GS: RPC Login\n  GS-->>GW: LoginOK(pos,map)\n  GW-->>SC: LoginOK(pos,map)\n\n  SC->>GW: MsgPlayerMove(x,y,z)\n  GW->>GS: RPC Move\n  GS-->>GW: MoveOK\n  GW-->>SC: MoveOK\n  GW-->>Clients: AOI 广播\n\n  SC->>GW: MsgBattleSkill(skill_id,target)\n  GW->>GS: RPC CastSkill\n  GS-->>GW: Result{damage,crit}\n  GW-->>SC: SkillResult\n  GW-->>Clients: AOI 广播\n\n  SC->>GW: MsgPlayerLogout\n  GW->>GS: RPC Logout + 持久化位置\n  GS-->>GW: LogoutOK\n  GW-->>SC: LogoutOK\n```\n\n### 压测模式\n\n```powershell\ngo run ./tools/simclient/cmd/simclient -mode load -config tools/simclient/config.example.yaml -users 200 -concurrency 50\n```\n\n压测模式会按配置并发启动虚拟玩家，输出各动作的最小值、平均值、P95 与最大耗时，并记录失败样例。\n\n### 集成测试\n\n在服务运行的情况下，可以开启模拟客户端的冒烟测试：\n\n```powershell\n$Env:SIMCLIENT_E2E=\"1\"; go test ./tools/simclient -run TestBasicScenarioSmoke -count=1\n```\n\n未设置环境变量时，测试会自动跳过，避免在未部署依赖服务时误报失败。\n\n### 功能级场景（独立功能验证）\n\n模拟客户端现在支持基于功能库的可配置场景，便于对单个系统（如玩家、战斗、宠物等）进行独立验证。通过在配置文件中将 `scenario.type` 设为 `feature`，即可按功能清单驱动消息序列：\n\n```yaml\nscenario:\n  name: \"pet-feature-check\"\n  type: \"feature\"          # 可选：basic（默认）或 feature\n  features:                 # 复用内置功能库（详见 tools/simclient/feature_library.go）\n    - \"player.basic\"\n    - \"pet.basic\"\n  actions:                  # 也可追加自定义动作\n    - name: \"quest.accept\"\n      message: \"quest.accept\"\n      expect_response: true\n      pause: \"2s\"\n```\n\n常用功能标识包括 `player.login`、`battle.basic`、`pet.summon`、`building.status` 等。每个功能会自动映射到对应的网关消息并记录响应时间。若仅配置 `scenario.type` 而省略 `features`，程序会尝试匹配内置功能；也可以完全使用 `actions` 字段自定义报文序列，支持设置 `flags`、`repeat`、`pause` 等参数，实现更精细的验证脚本。\n\n## 📁 项目结构\n\n```\ngreatestworks/\n├── cmd/                        # 应用程序入口\n│   ├── auth-service/           # 认证服务 (HTTP:8080)\n│   │   └── main.go\n│   ├── gateway-service/        # 网关服务 (TCP:9090)\n│   │   └── main.go\n│   └── game-service/           # 游戏服务 (RPC:8081)\n│       └── main.go\n├── configs/                    # 配置文件\n│   ├── auth-service.yaml       # 认证服务配置\n│   ├── gateway-service.yaml    # 网关服务配置\n│   ├── game-service.yaml       # 游戏服务配置\n│   ├── docker.yaml            # Docker环境配置\n│   └── config.*.yaml          # 环境配置模板\n├── docs/                       # 项目文档\n│   └── diagrams/              # 架构图表\n│       ├── module.drawio      # 模块关系图\n│       ├── svr.frame.drawio   # 服务器架构图\n│       └── uml.drawio         # UML类图\n├── internal/                   # 内部模块 (DDD架构)\n│   ├── application/           # 应用层 (CQRS + 服务编排)\n│   │   ├── commands/          # 命令处理器\n│   │   ├── handlers/          # 命令/查询总线实现\n│   │   ├── interfaces/        # 应用层接口契约\n│   │   ├── queries/           # 查询处理器\n│   │   └── services/          # 应用服务与 service_registry\n│   ├── domain/                # 领域层\n│   │   ├── player/           # 玩家领域\n│   │   │   ├── beginner/     # 新手引导\n│   │   │   ├── hangup/       # 挂机系统\n│   │   │   ├── honor/        # 荣誉系统\n│   │   │   ├── player.go     # 玩家聚合根\n│   │   │   ├── service.go    # 领域服务\n│   │   │   └── repository.go # 仓储接口\n│   │   ├── battle/           # 战斗领域\n│   │   ├── social/           # 社交领域 (31个文件)\n│   │   ├── building/         # 建筑领域\n│   │   ├── pet/              # 宠物领域\n│   │   ├── ranking/          # 排行榜领域\n│   │   ├── minigame/         # 小游戏领域\n│   │   ├── npc/              # NPC领域\n│   │   ├── quest/            # 任务领域\n│   │   ├── scene/            # 场景领域 (24个文件)\n│   │   ├── skill/            # 技能领域\n│   │   ├── inventory/        # 背包领域\n│   │   │   ├── dressup/      # 装扮系统\n│   │   │   └── synthesis/    # 合成系统\n│   │   └── events/           # 领域事件\n│   ├── infrastructure/        # 基础设施层\n│   │   ├── persistence/      # 数据持久化 (10个文件)\n│   │   │   ├── base_repository.go    # 基础仓储\n│   │   │   ├── player_repository.go  # 玩家仓储\n│   │   │   ├── battle_repository.go  # 战斗仓储\n│   │   │   ├── hangup_repository.go # 挂机仓储\n│   │   │   ├── weather_repository.go # 天气仓储\n│   │   │   ├── plant_repository.go   # 植物仓储\n│   │   │   └── npc_repository.go     # NPC仓储\n│   │   ├── cache/            # 缓存服务\n│   │   ├── messaging/        # 消息服务 (5个文件)\n│   │   │   ├── nats_publisher.go    # NATS发布者\n│   │   │   ├── nats_subscriber.go   # NATS订阅者\n│   │   │   ├── event_dispatcher.go  # 事件分发器\n│   │   │   └── worker_pool.go       # 工作池\n│   │   ├── network/          # 网络服务\n│   │   ├── config/           # 配置管理 (7个文件)\n│   │   ├── logging/          # 日志服务\n│   │   ├── auth/            # 认证服务\n│   │   ├── container/       # 依赖注入容器\n│   │   └── monitoring/      # 监控服务\n│   ├── interfaces/            # 接口层\n│   │   ├── http/             # HTTP接口 (13个文件)\n│   │   │   ├── auth/         # 认证接口\n│   │   │   ├── gm/           # GM管理接口\n│   │   │   └── server.go     # HTTP服务器\n│   │   ├── tcp/              # TCP接口 (14个文件)\n│   │   │   ├── handlers/     # TCP处理器\n│   │   │   ├── connection/   # 连接管理\n│   │   │   └── protocol/     # 协议定义\n│   │   └── rpc/              # RPC接口 (4个文件)\n│   ├── events/               # 事件系统\n│   │   ├── eventbus.go       # 事件总线\n│   │   ├── middleware.go      # 事件中间件\n│   │   └── worker.go         # 事件工作器\n│   ├── errors/               # 错误处理\n│   │   └── domain_errors.go # 领域错误\n│   ├── proto/                # 协议定义\n│   │   ├── battle/           # 战斗协议\n│   │   ├── player/           # 玩家协议\n│   │   └── common/           # 通用协议\n│   └── readme.md             # 内部模块说明\n├── proto/                     # Protocol Buffers定义\n│   ├── battle.proto          # 战斗协议\n│   ├── player.proto          # 玩家协议\n│   ├── pet.proto             # 宠物协议\n│   └── common.proto          # 通用协议\n├── scripts/                   # 开发脚本\n│   ├── start-services.bat    # Windows启动脚本\n│   ├── start-services.sh     # Linux/Mac启动脚本\n│   ├── build.sh              # 构建脚本\n│   ├── deploy.sh             # 部署脚本\n│   ├── generate_proto.sh     # 协议生成脚本\n│   └── setup-dev.sh          # 开发环境设置\n├── docker-compose.yml         # Docker编排\n├── Dockerfile                 # Docker镜像\n├── Makefile                   # 构建工具\n├── go.mod                     # Go模块定义\n├── go.work                    # Go工作空间\n└── README.md                  # 项目说明\n```\n\n## 🛠️ 技术栈\n\n### 核心技术\n- **语言**: Go 1.24+\n- **架构模式**: 领域驱动设计 (DDD) + 分布式架构\n- **网络协议**: HTTP + TCP + Go原生RPC\n- **数据库**: MongoDB (主数据库) + Redis (缓存)\n- **消息队列**: NATS (可选)\n- **认证**: JWT + 自定义认证\n- **服务发现**: 支持Consul、Etcd等\n\n### 开发工具\n- **构建工具**: Make + Go Modules\n- **容器化**: Docker + Docker Compose\n- **编排**: Kubernetes\n- **代码质量**: golangci-lint + 自定义规范\n- **文档**: Markdown + 架构图\n\n### 监控与运维\n- **日志**: 结构化日志 + 分级输出\n- **监控**: 自定义指标收集（Prometheus 已移除，保留配置项仅为兼容）\n- **性能剖析**: 内置 `pprof` HTTP 端点，可按服务独立开启/关闭\n- **健康检查**: HTTP健康检查接口\n- **配置管理**: YAML配置 + 环境变量\n\n#### 🔍 性能剖析 (pprof)\n- 通过 `monitoring.profiling` 配置块启用，默认 `host=0.0.0.0`，启用时若未指定端口则为 `6060`。\n- 示例配置：\n\n  ```yaml\n  monitoring:\n    profiling:\n      enabled: true\n      host: \"0.0.0.0\"\n      port: 6061\n  ```\n\n- 默认示例端口：游戏服务 `6060`、认证服务 `6061`、网关服务 `6062`（可按需调整）。\n- 访问方式：`http://<host>:<port>/debug/pprof/`（支持 `profile`, `heap`, `goroutine` 等子路径）。\n- 安全建议：仅在受信任网络内开放或通过防火墙/反向代理限制访问；生产环境建议结合 mTLS 或内网隧道。\n- Go 原生工具链支持直接采样，例如：\n\n  ```bash\n  go tool pprof http://localhost:6060/debug/pprof/profile?seconds=30\n  ```\n\n- 常用子路径一览：\n\n  | 路径 | 数据类型 | 典型用途 |\n  | --- | --- | --- |\n  | `/debug/pprof/profile` | CPU 采样 (默认 30s) | 分析热点函数、CPU 使用率 |\n  | `/debug/pprof/heap` | 堆内存快照 | 排查内存占用与泄漏 |\n  | `/debug/pprof/goroutine` | Goroutine 堆栈 | 定位死锁、阻塞、协程泄漏 |\n  | `/debug/pprof/block` | 阻塞 / 互斥等待 | 查看锁竞争、IO 阻塞（含网络等待） |\n  | `/debug/pprof/mutex` | 互斥锁争用 | 识别锁热点 |\n  | `/debug/pprof/threadcreate` | 线程创建 | 观察系统线程增量 |\n  | `/debug/pprof/trace` | 全局执行轨迹 | 捕获调度、GC、网络事件，生成 `.trace` 文件 |\n\n- 采集跟踪 (含网络事件) 示例：\n\n  ```bash\n  go tool trace -http=:0 http://localhost:6060/debug/pprof/trace?seconds=5\n  ```\n\n  打开浏览器后可查看网络/系统调用阻塞、协程调度等细节。\n\n#### 🧪 Profiling 快速入门\n\n1. **启用配置**：在目标服务的配置文件中确保 `monitoring.profiling.enabled: true`，并确认端口未被占用。\n2. **启动服务**：通过 `make run-<service>`、`docker-compose up` 或自定义脚本启动对应进程。\n3. **采集快照**：使用以下命令保存原始数据以便离线分析：\n\n  ```bash\n  # CPU 采样 60 秒后保存为 cpu.prof\n  curl -o cpu.prof \"http://localhost:6060/debug/pprof/profile?seconds=60\"\n\n  # 堆内存快照\n  curl -o heap.prof \"http://localhost:6060/debug/pprof/heap\"\n\n  # Goroutine 栈信息\n  curl -o goroutine.txt \"http://localhost:6060/debug/pprof/goroutine?debug=1\"\n  ```\n\n4. **可视化分析**：\n\n  ```bash\n  # CLI 分析热点函数\n  go tool pprof cpu.prof\n\n  # 启动 Web UI（会自动打开浏览器）\n  go tool pprof -http=:0 heap.prof\n  ```\n\n5. **高级跟踪**：通过 `go tool trace` 加载第 3 步生成的 `.trace` 文件，可在浏览器中查看网络/系统调用、协程调度和 GC 时间线。\n\n> 端口速查：游戏服务 `6060`、认证服务 `6061`、网关服务 `6062`，可根据部署环境在配置文件中调整。\n\n\n## 🎉 最新更新 (2025-10)\n\n### ✅ 核心改进\n\n- **应用层内聚**: 将原 `application/*` 目录整体迁移至 `internal/application`，统一导入路径并引入集中式 `service_registry`。\n- **接口适配**: 同步更新 HTTP/TCP/RPC 适配层的依赖路径，保持命令与查询总线的运行一致性。\n- **构建可靠性**: 全量执行 `go fmt ./...` 与 `go test ./...`，确保代码风格统一且测试通过。\n\n### ✨ 新增功能\n\n- 角色位置持久化：登录自动恢复上次地图与坐标，登出/断线即时保存。\n- 战斗伤害计算与结果广播：实现基础伤害与暴击（10% 概率，1.5x 倍率），通过 AOI 将结果广播给可见实体。\n- 模拟客户端 E2E 场景：新增 `tools/simclient/e2e.yaml` 与 `tools/simclient/e2e_load.yaml`，支持端到端验证与并发压测。\n- 依赖提醒：网关服务现需连接 MongoDB 才能完成位置持久化（本地可通过 `docker-compose up -d` 一键拉起依赖）。\n\n### 🧹 技术债务清理\n\n- 归档旧有的应用层入口说明，将文档与现有目录结构保持一致。\n- 补充最新的启动脚本说明，方便在 Windows / Linux 环境快速拉起服务。\n- 梳理文档链接与示例配置，移除失效路径。\n\n## 🚀 快速开始\n\n### 📋 环境要求\n\n- **Go**: 1.24 或更高版本\n- **MongoDB**: 4.4+ (推荐 5.0+)\n- **Redis**: 6.0+ (推荐 7.0+)\n- **Docker**: 20.10+ (可选，用于容器化部署)\n\n### 📦 安装依赖\n\n```bash\n# 克隆项目\ngit clone https://github.com/phuhao00/greatestworks.git\ncd greatestworks\n\n# 安装Go依赖\ngo mod tidy\n```\n\n### ⚙️ 配置文件\n\n项目使用独立的配置文件，每个服务都有自己的配置：\n\n**Windows (PowerShell):**\n```powershell\nCopy-Item configs/auth-service.yaml configs/auth-service-dev.yaml\nCopy-Item configs/gateway-service.yaml configs/gateway-service-dev.yaml\nCopy-Item configs/game-service.yaml configs/game-service-dev.yaml\n```\n\n**Linux / macOS:**\n```bash\ncp configs/auth-service.yaml configs/auth-service-dev.yaml\ncp configs/gateway-service.yaml configs/gateway-service-dev.yaml\ncp configs/game-service.yaml configs/game-service-dev.yaml\n```\n\n### 🎮 启动服务\n\n#### 方式一：使用启动脚本（推荐）\n\n**Windows:**\n```powershell\nscripts/start-services.bat\n```\n\n**Linux/Mac:**\n```bash\n./scripts/start-services.sh\n```\n\n#### 方式二：手动启动\n\n```bash\n# 启动认证服务\ngo run cmd/auth-service/main.go\n\n# 启动游戏服务（新终端）\ngo run cmd/game-service/main.go\n\n# 启动网关服务（新终端）\ngo run cmd/gateway-service/main.go\n```\n\n> 提示：网关服务需要可用的 MongoDB 实例用于玩家位置持久化。若未手动部署数据库，建议先执行 `docker-compose up -d` 启动依赖环境。\n\n#### 方式三：Docker启动\n\n```bash\n# 启动完整环境\ndocker-compose up -d\n\n# 查看服务状态\ndocker-compose ps\n```\n\n### 🔧 服务地址\n\n启动后，各服务将在以下地址运行：\n\n- **认证服务**: http://localhost:8080 (客户端可访问)\n- **网关服务**: tcp://localhost:9090 (客户端可访问)\n- **游戏服务**: rpc://localhost:8081 (仅内部服务访问，客户端不可直接访问)\n\n### 📡 客户端访问说明\n\n- **客户端 → 认证服务**: 直接HTTP访问，用于用户认证\n- **客户端 → 网关服务**: 直接TCP连接，用于游戏数据交互\n- **客户端 → 游戏服务**: ❌ 不直接访问，所有游戏逻辑通过网关服务转发\n\n## 🏛️ 技术架构图\n\n### 🎯 整体架构\n```mermaid\nflowchart TB\n    C[客户端] -->|HTTP| AUTH[认证服务\\nHTTP:8080]\n    C -->|TCP| GW[网关服务\\nTCP:9090]\n    GW -->|Go RPC| GAME[游戏服务\\nRPC:8081]\n\n    GAME --> M[(MongoDB)]\n    GAME --> R[(Redis)]\n    GAME -.事件.-> N[(NATS)]\n```\n\n### 🏗️ DDD分层架构\n```mermaid\nflowchart TB\n    subgraph Interface[接口层]\n      HTTP[HTTP\\nREST]\n      TCP[TCP\\nGame Protocol]\n      RPC[RPC\\nInternal]\n    end\n\n    subgraph Application[应用层]\n      CMD[命令处理器]\n      QRY[查询处理器]\n      APP[应用服务/编排]\n    end\n\n    subgraph Domain[领域层]\n      AGG[聚合根/实体/值对象]\n      DSVC[领域服务]\n      DEVT[领域事件]\n    end\n\n    subgraph Infra[基础设施层]\n      PERS[持久化]\n      MSG[消息]\n      NET[网络]\n      CFG[配置]\n      LOG[日志]\n    end\n\n    Interface --> Application --> Domain\n    Domain --> Infra\n```\n\n## 🏛️ DDD领域架构\n\n### 核心领域 (Core Domains)\n\n#### 🎮 玩家领域 (Player Domain)\n- **职责**: 玩家基础信息、等级经验、属性管理\n- **核心实体**: Player, PlayerStats, PlayerProfile\n- **主要功能**: 玩家创建、升级、属性计算、状态管理\n\n#### ⚔️ 战斗领域 (Battle Domain)\n- **职责**: 战斗逻辑、技能系统、伤害计算\n- **核心实体**: Battle, Skill, Damage, BattleResult\n- **主要功能**: PvP/PvE战斗、技能释放、战斗结算\n\n#### 🏠 社交领域 (Social Domain)\n- **职责**: 聊天、好友、家族、队伍系统\n- **核心实体**: Chat, Friend, Guild, Team, Mail\n- **主要功能**: 社交互动、组队协作、消息通信\n\n#### 🏗️ 建筑领域 (Building Domain)\n- **职责**: 建筑系统、家园管理、建筑升级\n- **核心实体**: Building, BuildingTemplate, BuildingUpgrade\n- **主要功能**: 建筑建造、升级、功能管理\n\n#### 🐾 宠物领域 (Pet Domain)\n- **职责**: 宠物系统、宠物培养、宠物战斗\n- **核心实体**: Pet, PetTemplate, PetSkill\n- **主要功能**: 宠物获取、培养、进化、战斗辅助\n\n#### 🏆 排行榜领域 (Ranking Domain)\n- **职责**: 各类排行榜、积分统计、奖励发放\n- **核心实体**: Ranking, RankingEntry, RankingReward\n- **主要功能**: 排名计算、榜单更新、奖励分发\n\n#### 🎯 小游戏领域 (Minigame Domain)\n- **职责**: 各种小游戏、活动玩法、特殊奖励\n- **核心实体**: Minigame, MinigameSession, MinigameReward\n- **主要功能**: 小游戏逻辑、积分计算、奖励发放\n\n## 🌐 网络协议设计\n\n### 多协议支持\n- **HTTP**: 认证服务，RESTful API\n- **TCP**: 网关服务，游戏客户端连接\n- **RPC**: 服务间通信，Go原生RPC\n\n### TCP协议格式\n```\n+--------+--------+--------+----------+\n| Magic  | Length | Type   | Data     |\n| 2bytes | 4bytes | 2bytes | Variable |\n+--------+--------+--------+----------+\n```\n\n### 消息分类\n- **0x1xxx**: 系统消息 (登录、心跳、错误)\n- **0x2xxx**: 玩家消息 (属性、状态、升级)\n- **0x3xxx**: 社交消息 (聊天、好友、邮件)\n- **0x4xxx**: 战斗消息 (技能、伤害、结果)\n- **0x5xxx**: 建筑消息 (建造、升级、管理)\n- **0x6xxx**: 宠物消息 (获取、培养、战斗)\n- **0x7xxx**: 排行榜消息 (查询、更新、奖励)\n- **0x8xxx**: 小游戏消息 (开始、操作、结算)\n- **0x9xxx**: 管理消息 (GM命令、系统公告)\n\n## 🗄️ 数据存储设计\n\n### MongoDB 集合设计\n\n#### 核心业务集合\n- **players**: 玩家基础信息和状态\n- **player_stats**: 玩家统计数据和属性\n- **battles**: 战斗记录和结果\n- **guilds**: 公会信息和成员关系\n- **buildings**: 建筑数据和状态\n- **pets**: 宠物信息和属性\n- **rankings**: 排行榜数据和历史\n- **minigames**: 小游戏记录和积分\n\n### Redis 缓存策略\n\n#### 热点数据缓存\n- **在线玩家**: `online:players:{server_id}`\n- **玩家会话**: `session:{player_id}`\n- **排行榜**: `ranking:{type}:{period}`\n- **公会信息**: `guild:{guild_id}`\n\n#### 临时数据缓存\n- **战斗状态**: `battle:{battle_id}`\n- **队伍信息**: `team:{team_id}`\n- **聊天频道**: `chat:{channel_id}`\n- **活动状态**: `event:{event_id}`\n\n## 👨‍💻 开发指南\n\n### 🏗️ DDD开发模式\n\n#### 添加新领域\n1. 在 `internal/domain/` 下创建领域目录\n2. 定义领域实体、值对象和聚合根\n3. 实现领域服务和仓储接口\n4. 创建对应的应用服务\n5. 实现基础设施层的具体实现\n6. 添加接口层的处理器\n\n#### 领域开发规范\n```go\n// 领域实体示例\ntype Player struct {\n    id       PlayerID\n    name     string\n    level    int\n    exp      int64\n    stats    PlayerStats\n    // 领域行为\n}\n\nfunc (p *Player) LevelUp() error {\n    // 领域逻辑实现\n}\n```\n\n### 🔧 开发工具使用\n\n#### Make命令\n```bash\nmake setup      # 初始化开发环境\nmake dev        # 启动开发服务器\nmake build      # 构建生产版本\nmake test       # 运行测试\nmake lint       # 代码质量检查\nmake clean      # 清理构建产物\nmake docs       # 生成文档\n```\n\n### 📊 性能优化策略\n\n#### 数据库优化\n- **连接池管理**: 合理配置MongoDB和Redis连接池\n- **索引优化**: 为查询频繁的字段创建合适索引\n- **分片策略**: 大数据量集合采用分片存储\n- **读写分离**: 读操作使用从库，写操作使用主库\n\n#### 缓存策略\n- **多级缓存**: 内存缓存 + Redis缓存 + 数据库\n- **缓存预热**: 服务启动时预加载热点数据\n- **缓存更新**: 采用Cache-Aside模式更新缓存\n- **缓存穿透**: 使用布隆过滤器防止缓存穿透\n\n#### 网络优化\n- **连接复用**: TCP连接池和HTTP Keep-Alive\n- **消息批处理**: 批量处理非实时消息\n- **压缩传输**: 大数据包启用压缩\n- **协议优化**: 使用二进制协议减少传输开销\n\n## 🚀 部署指南\n\n### 🐳 Docker部署\n\n#### Docker Compose部署\n```bash\n# 启动完整环境（包含MongoDB、Redis）\ndocker-compose up -d\n\n# 查看服务状态\ndocker-compose ps\n\n# 查看日志\ndocker-compose logs -f\n```\n\n#### 单容器部署\n```bash\n# 构建镜像\ndocker build -t greatestworks .\n\n# 运行认证服务\ndocker run -d --name auth-service -p 8080:8080 greatestworks auth-service\n\n# 运行游戏服务\ndocker run -d --name game-service -p 8081:8081 greatestworks game-service\n\n# 运行网关服务\ndocker run -d --name gateway-service -p 9090:9090 greatestworks gateway-service\n```\n\n### ☸️ Kubernetes部署\n\n项目提供了完整的 Kubernetes 本地部署方案，支持 Docker Desktop 和 Minikube。所有 k8s 配置文件位于 `k8s/local/` 目录。\n\n#### 📋 前置要求\n\n- **Kubernetes**: Docker Desktop 内置 k8s 或 Minikube 1.28+\n- **kubectl**: 与集群版本匹配\n- **Docker**: 20.10+ (用于构建镜像)\n- **PowerShell**: 5.1+ (Windows) 或 Bash (Linux/macOS)\n\n#### 🚀 快速部署（三步启动）\n\n**步骤 1: 构建服务镜像**\n\n```powershell\n# Windows PowerShell\n./scripts/build-images.ps1 -Tag dev\n\n# Linux / macOS\n./scripts/build-images.sh -t dev\n```\n\n构建产物:\n- `greatestworks-auth:dev` (认证服务)\n- `greatestworks-game:dev` (游戏服务)\n- `greatestworks-gateway:dev` (网关服务)\n\n**步骤 2: 加载镜像到 Kubernetes 节点**\n\n> 此步骤解决 Docker Desktop k8s 无法直接使用本地镜像的问题。\n\n```powershell\n# Windows PowerShell\n./scripts/load-images-to-k8s.ps1 -Tag dev\n\n# Minikube 用户替代方案\nminikube image load greatestworks-auth:dev\nminikube image load greatestworks-game:dev\nminikube image load greatestworks-gateway:dev\nminikube image load mongo:7\nminikube image load redis:7\n```\n\n**步骤 3: 部署到集群**\n\n```powershell\n# 创建命名空间和部署所有服务\nkubectl apply -f k8s/local/namespace.yaml\nkubectl apply -f k8s/local/mongodb.yaml\nkubectl apply -f k8s/local/redis.yaml\nkubectl apply -f k8s/local/configmap-gateway.yaml\nkubectl apply -f k8s/local/auth-service.yaml\nkubectl apply -f k8s/local/game-service.yaml\nkubectl apply -f k8s/local/gateway-service.yaml\n\n# 等待 Pod 就绪（约 1-2 分钟）\nkubectl -n gaming get pods -w\n```\n\n预期输出（所有 Pod 状态为 `Running` 且 `READY` 为 `1/1`）:\n\n```\nNAME                               READY   STATUS    RESTARTS   AGE\nauth-service-xxxxxxxxx-xxxxx       1/1     Running   0          2m\ngame-service-xxxxxxxxx-xxxxx       1/1     Running   0          2m\ngateway-service-xxxxxxxxx-xxxxx    1/1     Running   0          2m\nmongodb-xxxxxxxxx-xxxxx            1/1     Running   0          2m\nredis-xxxxxxxxx-xxxxx              1/1     Running   0          2m\n```\n\n#### 🌐 访问服务\n\n部署成功后，服务通过 NodePort 暴露在本地：\n\n| 服务 | 协议 | 端口 | 访问地址 | 用途 |\n|-----|------|------|---------|------|\n| **认证服务** | HTTP | 30080 | `http://localhost:30080` | 用户登录、注册、JWT 验证 |\n| **网关服务** | TCP | 30909 | `localhost:30909` | 游戏客户端长连接入口 |\n| **游戏服务** | RPC | 8081 | 仅集群内部 | 游戏逻辑处理（不对外暴露） |\n| **MongoDB** | TCP | 27017 | 仅集群内部 | 数据持久化 |\n| **Redis** | TCP | 6379 | 仅集群内部 | 缓存与会话 |\n\n**验证服务可用性:**\n\n```powershell\n# 查看服务端点\nkubectl -n gaming get svc\n\n# 查看 Pod 日志\nkubectl -n gaming logs -l app=auth-service --tail=50\nkubectl -n gaming logs -l app=gateway-service --tail=50\nkubectl -n gaming logs -l app=game-service --tail=50\n\n# 测试认证服务健康检查（如果实现了 /health 端点）\ncurl http://localhost:30080/health\n```\n\n#### 🔧 常见操作\n\n**查看集群状态:**\n\n```powershell\n# 查看所有资源\nkubectl -n gaming get all\n\n# 查看 Pod 详情\nkubectl -n gaming describe pod <pod-name>\n\n# 进入容器调试\nkubectl -n gaming exec -it <pod-name> -- sh\n```\n\n**重启服务（应用配置更改后）:**\n\n```powershell\n# 重启单个服务\nkubectl -n gaming rollout restart deploy/auth-service\n\n# 重启所有服务\nkubectl -n gaming rollout restart deploy --all\n\n# 等待滚动更新完成\nkubectl -n gaming rollout status deploy/auth-service\n```\n\n**更新镜像（代码变更后）:**\n\n```powershell\n# 1. 重新构建镜像\n./scripts/build-images.ps1 -Tag dev\n\n# 2. 重新加载到 k8s 节点\n./scripts/load-images-to-k8s.ps1 -Tag dev\n\n# 3. 强制重启 Pod（触发镜像重新拉取）\nkubectl -n gaming rollout restart deploy --all\n```\n\n**清理环境:**\n\n```powershell\n# 删除所有资源（保留命名空间）\nkubectl delete -f k8s/local/gateway-service.yaml\nkubectl delete -f k8s/local/game-service.yaml\nkubectl delete -f k8s/local/auth-service.yaml\nkubectl delete -f k8s/local/configmap-gateway.yaml\nkubectl delete -f k8s/local/redis.yaml\nkubectl delete -f k8s/local/mongodb.yaml\n\n# 删除命名空间（会级联删除所有资源）\nkubectl delete namespace gaming\n```\n\n#### 📦 推送镜像到远程仓库（可选）\n\n如果需要在多台机器或 CI/CD 环境中部署，可以将镜像推送到 Docker Hub 或私有仓库：\n\n**方式 1: 使用发布脚本**\n\n```powershell\n# 登录 Docker Hub\ndocker login\n\n# 推送镜像到你的仓库\n./scripts/publish-images.ps1 `\n  -Registry docker.io `\n  -Namespace YOUR_DOCKERHUB_USERNAME `\n  -Tag dev `\n  -IncludeInfra  # 可选：同时推送 mongo 和 redis\n```\n\n**方式 2: 使用 Kustomize 覆盖层**\n\n项目提供了 `k8s/local/overlays/registry/` 配置，可以在部署时自动替换镜像路径：\n\n```powershell\n# 1. 编辑 k8s/local/overlays/registry/kustomization.yaml\n#    将 REPLACE_ME 替换为你的仓库命名空间，例如：docker.io/phuhao00\n\n# 2. 使用 kustomize 部署\nkubectl apply -k k8s/local/overlays/registry\n\n# 3. 验证部署\nkubectl -n gaming get pods\n```\n\n#### 🐛 故障排查\n\n**问题 1: Pod 状态为 `ImagePullBackOff` 或 `ErrImagePull`**\n\n**原因**: Kubernetes 无法从本地 Docker 拉取镜像。\n\n**解决方案**:\n- 确保已执行 `./scripts/load-images-to-k8s.ps1`\n- 检查 Pod 的 `imagePullPolicy` 是否为 `IfNotPresent`\n- 验证镜像已加载: `kubectl -n gaming describe pod <pod-name> | Select-String -Pattern \"Image\"`\n\n**问题 2: Pod 状态为 `CrashLoopBackOff`**\n\n**原因**: 服务启动失败，通常是配置错误或依赖未就绪。\n\n**解决方案**:\n```powershell\n# 查看崩溃日志\nkubectl -n gaming logs <pod-name> --previous\n\n# 常见原因：\n# - MongoDB/Redis 未就绪 → 等待基础设施 Pod 先启动\n# - 环境变量配置错误 → 检查 Deployment 的 env 配置\n# - 端口冲突 → 检查 containerPort 和 Service port 映射\n```\n\n**问题 3: 无法通过 NodePort 访问服务**\n\n**原因**: NodePort 未正确映射或防火墙阻止。\n\n**解决方案**:\n```powershell\n# 验证 Service 配置\nkubectl -n gaming get svc\n\n# 确认 NodePort 范围（默认 30000-32767）\n# 检查 Windows 防火墙或 Docker Desktop 网络设置\n\n# 临时替代方案：使用端口转发\nkubectl -n gaming port-forward svc/auth-service 8080:8080\nkubectl -n gaming port-forward svc/gateway-service 9090:9090\n```\n\n**问题 4: MongoDB/Redis 连接失败**\n\n**原因**: 服务启动顺序问题或 DNS 解析失败。\n\n**解决方案**:\n```powershell\n# 检查基础设施服务是否运行\nkubectl -n gaming get pods -l app=mongodb\nkubectl -n gaming get pods -l app=redis\n\n# 验证服务 DNS 解析（在 Pod 内测试）\nkubectl -n gaming exec -it <auth-pod> -- nslookup mongodb\nkubectl -n gaming exec -it <auth-pod> -- nslookup redis\n\n# 检查服务端点\nkubectl -n gaming get endpoints\n```\n\n#### 📊 监控与日志\n\n**实时查看日志:**\n\n```powershell\n# 跟踪单个服务\nkubectl -n gaming logs -f deploy/auth-service\n\n# 查看所有服务日志（多窗口）\nkubectl -n gaming logs -f -l app=auth-service\nkubectl -n gaming logs -f -l app=game-service\nkubectl -n gaming logs -f -l app=gateway-service\n\n# 查看 Pod 事件\nkubectl -n gaming get events --sort-by='.lastTimestamp'\n```\n\n**资源使用情况:**\n\n```powershell\n# 查看 Pod 资源占用\nkubectl -n gaming top pods\n\n# 查看节点资源\nkubectl top nodes\n```\n\n#### 🔐 生产环境增强配置\n\n本地部署使用简化配置，生产环境建议增强：\n\n**安全性:**\n- 使用 Kubernetes Secrets 管理敏感信息（数据库密码、JWT密钥）\n- 启用 NetworkPolicy 限制 Pod 间通信\n- 配置 RBAC 权限控制\n- 使用 TLS 加密服务间通信\n\n**高可用:**\n- 增加副本数 (`replicas: 3`)\n- 配置 PodDisruptionBudget\n- 使用 StatefulSet 部署有状态服务（MongoDB）\n- 启用 HorizontalPodAutoscaler 自动扩缩容\n\n**持久化:**\n- 为 MongoDB 配置 PersistentVolumeClaim（避免使用 emptyDir）\n- 定期备份数据库\n- 配置数据保留策略\n\n**示例：生产级 MongoDB 部署**\n\n```yaml\n# 使用 StatefulSet + PVC（生产环境推荐）\napiVersion: apps/v1\nkind: StatefulSet\nmetadata:\n  name: mongodb\n  namespace: gaming\nspec:\n  serviceName: mongodb\n  replicas: 3\n  selector:\n    matchLabels:\n      app: mongodb\n  template:\n    spec:\n      containers:\n      - name: mongodb\n        image: mongo:7\n        volumeMounts:\n        - name: mongo-data\n          mountPath: /data/db\n  volumeClaimTemplates:\n  - metadata:\n      name: mongo-data\n    spec:\n      accessModes: [\"ReadWriteOnce\"]\n      resources:\n        requests:\n          storage: 10Gi\n```\n\n#### 🎯 性能调优建议\n\n**资源配额调整:**\n\n根据实际负载修改 `k8s/local/*-service.yaml` 中的资源限制：\n\n```yaml\nresources:\n  requests:\n    cpu: \"500m\"      # 保证分配\n    memory: \"512Mi\"\n  limits:\n    cpu: \"2\"         # 最大使用\n    memory: \"2Gi\"\n```\n\n**并发连接优化:**\n\n在 `k8s/local/configmap-gateway.yaml` 中调整网关配置：\n\n```yaml\nserver:\n  tcp:\n    max_connections: 50000  # 根据节点能力调整\n    buffer_size: 8192       # 增大缓冲区\n```\n\n**数据库连接池:**\n\n在各服务配置中优化连接池参数：\n\n```yaml\ndatabase:\n  mongodb:\n    max_pool_size: 200\n    min_pool_size: 50\n  redis:\n    pool_size: 200\n    min_idle_conns: 50\n```\n\n#### 📚 相关文档\n\n- [Kubernetes 配置清单说明](k8s/local/README.md)（待创建）\n- [Docker 镜像构建脚本](scripts/build-images.ps1)\n- [镜像加载脚本](scripts/load-images-to-k8s.ps1)\n- [Kustomize 覆盖层](k8s/local/overlays/registry/)\n\n---\n\n### 🔧 生产环境配置\n\n#### 环境变量\n```bash\n# 服务配置\nexport SERVICE_TYPE=\"auth-service\"  # auth-service, game-service, gateway-service\nexport SERVER_PORT=8080\nexport SERVER_HOST=0.0.0.0\n\n# 数据库配置\nexport MONGODB_URI=\"mongodb://mongo-cluster:27017/gamedb\"\nexport REDIS_ADDR=\"redis-cluster:6379\"\n\n# 认证配置\nexport JWT_SECRET=\"your-production-secret-key\"\n\n# 日志配置\nexport LOG_LEVEL=info\nexport LOG_FORMAT=json\n```\n\n## 📚 文档与图示\n\n- `docs/diagrams/README.md`：架构示意与上下游关系说明，附带 module / svr.frame / uml 等 Draw.io 源文件。\n- `internal/readme.md`：内部模块快速索引，包括领域层、基础设施层与接口层的职责梳理。\n- `module.drawio.png`、`svr.drawio.png`：面向汇报的静态架构图，可直接嵌入文档或 PPT。\n- 若需要生成协议文档，可运行 `scripts/generate_proto.sh` / `.bat` 后在 `proto/` 目录查阅最新的 `.proto` 定义。\n\n## 🤝 贡献指南\n\n我们欢迎所有形式的贡献！请阅读 [CONTRIBUTING.md](CONTRIBUTING.md) 了解详细信息。\n\n### 贡献流程\n1. **Fork** 项目到你的GitHub账户\n2. **创建** 功能分支 (`git checkout -b feature/amazing-feature`)\n3. **提交** 你的更改 (`git commit -m 'Add some amazing feature'`)\n4. **推送** 到分支 (`git push origin feature/amazing-feature`)\n5. **创建** Pull Request\n\n### 开发规范\n- 遵循 [Go代码规范](https://golang.org/doc/effective_go.html)\n- 编写单元测试，保持测试覆盖率 > 80%\n- 更新相关文档\n- 通过所有CI检查\n\n## 📄 许可证\n\n本项目采用 MIT 许可证 - 查看 [LICENSE](LICENSE) 文件了解详情。\n\n## 📞 联系我们\n\n- **QQ群**: 366905799\n- **项目主页**: [https://github.com/phuhao00/greatestworks](https://github.com/phuhao00/greatestworks)\n- **问题反馈**: [GitHub Issues](https://github.com/phuhao00/greatestworks/issues)\n- **讨论交流**: [GitHub Discussions](https://github.com/phuhao00/greatestworks/discussions)\n\n## 📈 项目状态\n\n![Build Status](https://github.com/phuhao00/greatestworks/workflows/CI/badge.svg)\n![Go Version](https://img.shields.io/badge/Go-1.24+-blue.svg)\n![License](https://img.shields.io/badge/License-MIT-green.svg)\n![Docker Pulls](https://img.shields.io/docker/pulls/greatestworks/server.svg)\n\n## 🎯 路线图\n\n### v2.0.0 (计划中)\n- [ ] 服务网格集成\n- [ ] GraphQL API支持\n- [ ] 实时数据分析和BI\n- [ ] 多语言客户端SDK\n- [ ] 云原生部署优化\n\n### v1.5.0 (开发中)\n- [ ] 管理后台界面\n- [ ] 性能监控面板\n- [ ] 自动化测试覆盖\n- [ ] 服务发现集成\n\n### v1.0.0 ✅ (已发布)\n- [x] 分布式架构重构完成\n- [x] 多节点服务分离\n- [x] Go原生RPC通信\n- [x] Docker容器化支持\n- [x] 基础监控和日志\n- [x] 完整文档体系\n\n---\n\n<div align=\"center\">\n\n**⭐ 如果这个项目对你有帮助，请给我们一个Star！⭐**\n\n*Built with ❤️ by the Greatest Works Team*\n\n</div>"
  },
  {
    "path": "cmd/auth-service/main.go",
    "content": "// Package main 认证服务主程序\n// 基于DDD架构的分布式认证服务\npackage main\n\nimport (\n\t\"context\"\n\t\"greatestworks/internal/bootstrap\"\n\t\"log\"\n\t\"os\"\n\t\"os/signal\"\n\t\"syscall\"\n\n\t\"greatestworks/internal/config\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// AuthServiceConfig aliases the shared configuration schema for readability.\ntype AuthServiceConfig = config.Config\n\n// loadInitialConfig 加载配置并返回配置与文件来源\nfunc loadInitialConfig() (*AuthServiceConfig, []string, *config.Loader, error) {\n\tloader := config.NewLoader(\n\t\tconfig.WithService(\"auth-service\"),\n\t)\n\n\tcfg, sources, err := loader.Load()\n\tif err != nil {\n\t\treturn nil, nil, nil, err\n\t}\n\n\treturn cfg, sources, loader, nil\n}\n\n// main 主函数\nfunc main() {\n\tlogger := logging.NewBaseLogger(logging.InfoLevel)\n\tlogger.Info(\"启动认证服务\")\n\n\tcfg, sources, loader, err := loadInitialConfig()\n\tif err != nil {\n\t\tlog.Fatalf(\"加载配置失败: %v\", err)\n\t}\n\n\tlogger.Info(\"配置加载成功\", logging.Fields{\n\t\t\"environment\": cfg.App.Environment,\n\t\t\"sources\":     sources,\n\t})\n\n\tmanager, err := config.NewManager(loader)\n\tif err != nil {\n\t\tlog.Fatalf(\"创建配置管理器失败: %v\", err)\n\t}\n\tdefer func() {\n\t\t_ = manager.Close()\n\t}()\n\n\truntimeCfg := manager.Config()\n\tservice := bootstrap.NewAuthBootstrap(runtimeCfg, logger)\n\n\tmanager.OnChange(func(next *config.Config) {\n\t\tif next == nil {\n\t\t\treturn\n\t\t}\n\t\tservice.UpdateConfig(next)\n\t\tlogger.Info(\"认证服务配置已刷新\", logging.Fields{\n\t\t\t\"service_version\": next.Service.Version,\n\t\t})\n\t})\n\n\twatchCtx, watchCancel := context.WithCancel(context.Background())\n\tdefer watchCancel()\n\n\tif runtimeCfg != nil && runtimeCfg.Environment.HotReload {\n\t\tif err := manager.StartWatching(watchCtx); err != nil {\n\t\t\tlogger.Error(\"启动配置热更新监听失败\", err, logging.Fields{})\n\t\t} else {\n\t\t\tlogger.Info(\"已启用配置热更新\", logging.Fields{})\n\t\t}\n\t}\n\n\tif err := service.Start(); err != nil {\n\t\tlog.Fatalf(\"启动认证服务失败: %v\", err)\n\t}\n\n\tsigChan := make(chan os.Signal, 1)\n\tsignal.Notify(sigChan, syscall.SIGINT, syscall.SIGTERM, syscall.SIGHUP)\n\n\tselect {\n\tcase sig := <-sigChan:\n\t\tlogger.Info(\"收到关闭信号\", logging.Fields{\"signal\": sig.String()})\n\tcase <-service.Done():\n\t\tlogger.Info(\"上下文已取消\")\n\t}\n\n\tlogger.Info(\"正在关闭认证服务...\")\n\twatchCancel()\n\tif err := service.Stop(); err != nil {\n\t\tlogger.Error(\"关闭认证服务失败\", err, logging.Fields{})\n\t\tos.Exit(1)\n\t}\n\n\tlogger.Info(\"认证服务已关闭\")\n}\n"
  },
  {
    "path": "cmd/game-service/main.go",
    "content": "// Package main 游戏服务主程序\n// 基于DDD架构的分布式游戏服务\npackage main\n\nimport (\n\t\"context\"\n\t\"greatestworks/internal/bootstrap\"\n\t\"log\"\n\t\"os\"\n\t\"os/signal\"\n\t\"syscall\"\n\n\t\"greatestworks/internal/config\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// GameServiceConfig 游戏服务配置\ntype GameServiceConfig = config.Config\n\n// loadConfig 加载配置\nfunc loadInitialConfig() (*GameServiceConfig, []string, *config.Loader, error) {\n\tloader := config.NewLoader(\n\t\tconfig.WithService(\"game-service\"),\n\t)\n\n\tcfg, files, err := loader.Load()\n\tif err != nil {\n\t\treturn nil, nil, nil, err\n\t}\n\n\treturn cfg, files, loader, nil\n}\n\n// main 主函数\nfunc main() {\n\tlogger := logging.NewBaseLogger(logging.InfoLevel)\n\tlogger.Info(\"启动游戏服务\", logging.Fields{})\n\n\tcfg, sources, loader, err := loadInitialConfig()\n\tif err != nil {\n\t\tlog.Fatalf(\"加载配置失败: %v\", err)\n\t}\n\n\tlogger.Info(\"配置加载成功\", logging.Fields{\n\t\t\"environment\": cfg.App.Environment,\n\t\t\"sources\":     sources,\n\t})\n\n\tmanager, err := config.NewManager(loader)\n\tif err != nil {\n\t\tlog.Fatalf(\"创建配置管理器失败: %v\", err)\n\t}\n\tdefer func() {\n\t\t_ = manager.Close()\n\t}()\n\n\truntimeCfg := manager.Config()\n\tservice := bootstrap.NewGameBootstrap(runtimeCfg, logger)\n\n\tmanager.OnChange(func(next *config.Config) {\n\t\tif next == nil {\n\t\t\treturn\n\t\t}\n\t\tservice.UpdateConfig(next)\n\t\tlogger.Info(\"游戏服务配置已刷新\", logging.Fields{\n\t\t\t\"service_version\": next.Service.Version,\n\t\t})\n\t})\n\n\twatchCtx, watchCancel := context.WithCancel(context.Background())\n\tdefer watchCancel()\n\n\tif runtimeCfg != nil && runtimeCfg.Environment.HotReload {\n\t\tif err := manager.StartWatching(watchCtx); err != nil {\n\t\t\tlogger.Error(\"启动配置热更新监听失败\", err, logging.Fields{})\n\t\t} else {\n\t\t\tlogger.Info(\"已启用配置热更新\", logging.Fields{})\n\t\t}\n\t}\n\n\tif err := service.Start(); err != nil {\n\t\tlog.Fatalf(\"启动游戏服务失败: %v\", err)\n\t}\n\n\tsigChan := make(chan os.Signal, 1)\n\tsignal.Notify(sigChan, syscall.SIGINT, syscall.SIGTERM, syscall.SIGHUP)\n\n\tselect {\n\tcase sig := <-sigChan:\n\t\tlogger.Info(\"收到关闭信号\", logging.Fields{\"signal\": sig.String()})\n\tcase <-service.Done():\n\t\tlogger.Info(\"上下文已取消\", logging.Fields{})\n\t}\n\n\tlogger.Info(\"正在关闭游戏服务...\", logging.Fields{})\n\twatchCancel()\n\tif err := service.Stop(); err != nil {\n\t\tlogger.Error(\"关闭游戏服务失败\", err, logging.Fields{})\n\t\tos.Exit(1)\n\t}\n\n\tlogger.Info(\"游戏服务已关闭\", logging.Fields{})\n}\n"
  },
  {
    "path": "cmd/gateway-service/main.go",
    "content": "// Package main 网关服务主程序\n// 基于DDD架构的分布式网关服务\npackage main\n\nimport (\n\t\"context\"\n\t\"greatestworks/internal/bootstrap\"\n\t\"log\"\n\t\"os\"\n\t\"os/signal\"\n\t\"syscall\"\n\n\t\"greatestworks/internal/config\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// GatewayServiceConfig aliases the shared configuration schema for readability.\ntype GatewayServiceConfig = config.Config\n\n// loadInitialConfig 加载配置并返回配置与文件来源\nfunc loadInitialConfig() (*GatewayServiceConfig, []string, *config.Loader, error) {\n\tloader := config.NewLoader(\n\t\tconfig.WithService(\"gateway-service\"),\n\t)\n\n\tcfg, sources, err := loader.Load()\n\tif err != nil {\n\t\treturn nil, nil, nil, err\n\t}\n\n\treturn cfg, sources, loader, nil\n}\n\n// main 主函数\nfunc main() {\n\tlogger := logging.NewBaseLogger(logging.InfoLevel)\n\tlogger.Info(\"启动网关服务\")\n\n\tcfg, sources, loader, err := loadInitialConfig()\n\tif err != nil {\n\t\tlog.Fatalf(\"加载配置失败: %v\", err)\n\t}\n\n\tlogger.Info(\"配置加载成功\", logging.Fields{\n\t\t\"environment\": cfg.App.Environment,\n\t\t\"sources\":     sources,\n\t})\n\n\tmanager, err := config.NewManager(loader)\n\tif err != nil {\n\t\tlog.Fatalf(\"创建配置管理器失败: %v\", err)\n\t}\n\tdefer func() {\n\t\t_ = manager.Close()\n\t}()\n\n\truntimeCfg := manager.Config()\n\tservice := bootstrap.NewGatewayBootstrap(runtimeCfg, logger)\n\n\tmanager.OnChange(func(next *config.Config) {\n\t\tif next == nil {\n\t\t\treturn\n\t\t}\n\t\tservice.UpdateConfig(next)\n\t\tlogger.Info(\"网关服务配置已刷新\", logging.Fields{\n\t\t\t\"service_version\": next.Service.Version,\n\t\t})\n\t})\n\n\twatchCtx, watchCancel := context.WithCancel(context.Background())\n\tdefer watchCancel()\n\n\tif runtimeCfg != nil && runtimeCfg.Environment.HotReload {\n\t\tif err := manager.StartWatching(watchCtx); err != nil {\n\t\t\tlogger.Error(\"启动配置热更新监听失败\", err, logging.Fields{})\n\t\t} else {\n\t\t\tlogger.Info(\"已启用配置热更新\", logging.Fields{})\n\t\t}\n\t}\n\n\tif err := service.Start(); err != nil {\n\t\tlog.Fatalf(\"启动网关服务失败: %v\", err)\n\t}\n\n\tsigChan := make(chan os.Signal, 1)\n\tsignal.Notify(sigChan, syscall.SIGINT, syscall.SIGTERM, syscall.SIGHUP)\n\n\tselect {\n\tcase sig := <-sigChan:\n\t\tlogger.Info(\"收到关闭信号\", logging.Fields{\"signal\": sig.String()})\n\tcase <-service.Done():\n\t\tlogger.Info(\"上下文已取消\")\n\t}\n\n\tlogger.Info(\"正在关闭网关服务...\")\n\twatchCancel()\n\tif err := service.Stop(); err != nil {\n\t\tlogger.Error(\"关闭网关服务失败\", err, logging.Fields{})\n\t\tos.Exit(1)\n\t}\n\n\tlogger.Info(\"网关服务已关闭\")\n}\n"
  },
  {
    "path": "cmd/replication/main.go",
    "content": "// Package main 副本服务主程序\n// 负责副本/实例的创建、匹配与回收\npackage main\n\nimport (\n\t\"context\"\n\t\"greatestworks/internal/bootstrap\"\n\t\"log\"\n\t\"os\"\n\t\"os/signal\"\n\t\"syscall\"\n\n\t\"greatestworks/internal/config\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// ReplicationServiceConfig 配置别名\ntype ReplicationServiceConfig = config.Config\n\n// loadInitialConfig 加载配置\nfunc loadInitialConfig() (*ReplicationServiceConfig, []string, *config.Loader, error) {\n\tloader := config.NewLoader(\n\t\tconfig.WithService(\"replication-service\"),\n\t)\n\tcfg, files, err := loader.Load()\n\tif err != nil {\n\t\treturn nil, nil, nil, err\n\t}\n\treturn cfg, files, loader, nil\n}\n\n// main 入口\nfunc main() {\n\tlogger := logging.NewBaseLogger(logging.InfoLevel)\n\tlogger.Info(\"启动副本服务\", logging.Fields{})\n\n\tcfg, sources, loader, err := loadInitialConfig()\n\tif err != nil {\n\t\tlog.Fatalf(\"加载配置失败: %v\", err)\n\t}\n\tlogger.Info(\"配置加载成功\", logging.Fields{\"environment\": cfg.App.Environment, \"sources\": sources})\n\n\tmanager, err := config.NewManager(loader)\n\tif err != nil {\n\t\tlog.Fatalf(\"创建配置管理器失败: %v\", err)\n\t}\n\tdefer func() { _ = manager.Close() }()\n\n\truntimeCfg := manager.Config()\n\tservice := bootstrap.NewReplicationBootstrap(runtimeCfg, logger)\n\n\tmanager.OnChange(func(next *config.Config) {\n\t\tif next == nil {\n\t\t\treturn\n\t\t}\n\t\tservice.UpdateConfig(next)\n\t\tlogger.Info(\"副本服务配置已刷新\", logging.Fields{\"service_version\": next.Service.Version})\n\t})\n\n\twatchCtx, watchCancel := context.WithCancel(context.Background())\n\tdefer watchCancel()\n\tif runtimeCfg != nil && runtimeCfg.Environment.HotReload {\n\t\tif err := manager.StartWatching(watchCtx); err != nil {\n\t\t\tlogger.Error(\"启动配置热更新监听失败\", err, logging.Fields{})\n\t\t} else {\n\t\t\tlogger.Info(\"已启用配置热更新\", logging.Fields{})\n\t\t}\n\t}\n\n\tif err := service.Start(); err != nil {\n\t\tlog.Fatalf(\"启动副本服务失败: %v\", err)\n\t}\n\n\tsigChan := make(chan os.Signal, 1)\n\tsignal.Notify(sigChan, syscall.SIGINT, syscall.SIGTERM, syscall.SIGHUP)\n\n\tselect {\n\tcase sig := <-sigChan:\n\t\tlogger.Info(\"收到关闭信号\", logging.Fields{\"signal\": sig.String()})\n\tcase <-service.Done():\n\t\tlogger.Info(\"上下文已取消\", logging.Fields{})\n\t}\n\n\tlogger.Info(\"正在关闭副本服务...\", logging.Fields{})\n\twatchCancel()\n\tif err := service.Stop(); err != nil {\n\t\tlogger.Error(\"关闭副本服务失败\", err, logging.Fields{})\n\t\tos.Exit(1)\n\t}\n\tlogger.Info(\"副本服务已关闭\", logging.Fields{})\n}\n"
  },
  {
    "path": "cmd/scene/main.go",
    "content": "// Package main 场景服务主程序\n// 负责地图/副本/区域等场景的生命周期与调度\npackage main\n\nimport (\n\t\"context\"\n\t\"greatestworks/internal/bootstrap\"\n\t\"log\"\n\t\"os\"\n\t\"os/signal\"\n\t\"syscall\"\n\n\t\"greatestworks/internal/config\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// SceneServiceConfig 配置别名\ntype SceneServiceConfig = config.Config\n\n// loadInitialConfig 加载配置\nfunc loadInitialConfig() (*SceneServiceConfig, []string, *config.Loader, error) {\n\tloader := config.NewLoader(\n\t\tconfig.WithService(\"scene-service\"),\n\t)\n\n\tcfg, files, err := loader.Load()\n\tif err != nil {\n\t\treturn nil, nil, nil, err\n\t}\n\treturn cfg, files, loader, nil\n}\n\n// main 主函数\nfunc main() {\n\tlogger := logging.NewBaseLogger(logging.InfoLevel)\n\tlogger.Info(\"启动场景服务\", logging.Fields{})\n\n\tcfg, sources, loader, err := loadInitialConfig()\n\tif err != nil {\n\t\tlog.Fatalf(\"加载配置失败: %v\", err)\n\t}\n\n\tlogger.Info(\"配置加载成功\", logging.Fields{\n\t\t\"environment\": cfg.App.Environment,\n\t\t\"sources\":     sources,\n\t})\n\n\tmanager, err := config.NewManager(loader)\n\tif err != nil {\n\t\tlog.Fatalf(\"创建配置管理器失败: %v\", err)\n\t}\n\tdefer func() { _ = manager.Close() }()\n\n\truntimeCfg := manager.Config()\n\tservice := bootstrap.NewSceneBootstrap(runtimeCfg, logger)\n\n\tmanager.OnChange(func(next *config.Config) {\n\t\tif next == nil {\n\t\t\treturn\n\t\t}\n\t\tservice.UpdateConfig(next)\n\t\tlogger.Info(\"场景服务配置已刷新\", logging.Fields{\n\t\t\t\"service_version\": next.Service.Version,\n\t\t})\n\t})\n\n\twatchCtx, watchCancel := context.WithCancel(context.Background())\n\tdefer watchCancel()\n\n\tif runtimeCfg != nil && runtimeCfg.Environment.HotReload {\n\t\tif err := manager.StartWatching(watchCtx); err != nil {\n\t\t\tlogger.Error(\"启动配置热更新监听失败\", err, logging.Fields{})\n\t\t} else {\n\t\t\tlogger.Info(\"已启用配置热更新\", logging.Fields{})\n\t\t}\n\t}\n\n\tif err := service.Start(); err != nil {\n\t\tlog.Fatalf(\"启动场景服务失败: %v\", err)\n\t}\n\n\tsigChan := make(chan os.Signal, 1)\n\tsignal.Notify(sigChan, syscall.SIGINT, syscall.SIGTERM, syscall.SIGHUP)\n\n\tselect {\n\tcase sig := <-sigChan:\n\t\tlogger.Info(\"收到关闭信号\", logging.Fields{\"signal\": sig.String()})\n\tcase <-service.Done():\n\t\tlogger.Info(\"上下文已取消\", logging.Fields{})\n\t}\n\n\tlogger.Info(\"正在关闭场景服务...\", logging.Fields{})\n\twatchCancel()\n\tif err := service.Stop(); err != nil {\n\t\tlogger.Error(\"关闭场景服务失败\", err, logging.Fields{})\n\t\tos.Exit(1)\n\t}\n\n\tlogger.Info(\"场景服务已关闭\", logging.Fields{})\n}\n"
  },
  {
    "path": "configs/auth-service.yaml",
    "content": "app:\n  name: \"GreatestWorks Auth\"\n  version: \"1.0.0\"\n  environment: \"development\"\n  debug: false\n\nservice:\n  name: \"auth-service\"\n  version: \"1.0.0\"\n  environment: \"development\"\n  node_id: \"auth-node-1\"\n\nserver:\n  http:\n    host: \"0.0.0.0\"\n    port: 8080\n    read_timeout: \"30s\"\n    write_timeout: \"30s\"\n    idle_timeout: \"60s\"\n    max_header_bytes: 1048576\n    enable_cors: true\n    enable_metrics: true\n    enable_swagger: true\n    rate_limit_enabled: true\n    rate_limit_requests: 100\n    rate_limit_window: \"1s\"\n\ndatabase:\n  mongodb:\n    uri: \"mongodb://localhost:27017\"\n    database: \"auth_service\"\n    username: \"admin\"\n    password: \"admin123\"\n    auth_source: \"admin\"\n    max_pool_size: 50\n    min_pool_size: 5\n    max_idle_time: \"10m\"\n    connect_timeout: \"10s\"\n    socket_timeout: \"30s\"\n  redis:\n    addr: \"localhost:6379\"\n    password: \"redis123\"\n    db: 0\n    pool_size: 50\n    min_idle_conns: 5\n    max_retries: 3\n    dial_timeout: \"5s\"\n    read_timeout: \"3s\"\n    write_timeout: \"3s\"\n    pool_timeout: \"4s\"\n    idle_timeout: \"5m\"\n\nsecurity:\n  jwt:\n    secret: \"your-super-secret-jwt-key-change-in-production\"\n    issuer: \"greatestworks-auth\"\n    audience: \"mmo-players\"\n    access_token_ttl: \"1h\"\n    refresh_token_ttl: \"24h\"\n  encryption:\n    enabled: true\n    key: \"32-character-encryption-key-here\"\n    algorithm: \"AES-256-GCM\"\n  password_policy:\n    min_length: 8\n    require_uppercase: true\n    require_lowercase: true\n    require_numbers: true\n    require_symbols: false\n    max_attempts: 5\n    lockout_duration: \"15m\"\n  rate_limit:\n    enabled: true\n    requests_per_minute: 1000\n    burst: 200\n    interval: \"1m\"\n    global_limit: 1000\n    per_ip_limit: 100\n  ddos_protection:\n    enabled: true\n    threshold: 1000\n    ban_duration: \"1h\"\n  cors:\n    allowed_origins:\n      - \"http://localhost:3000\"\n      - \"https://greatestworks.com\"\n    allowed_methods:\n      - \"GET\"\n      - \"POST\"\n      - \"PUT\"\n      - \"DELETE\"\n      - \"OPTIONS\"\n    allowed_headers:\n      - \"Content-Type\"\n      - \"Authorization\"\n      - \"X-Requested-With\"\n    allow_credentials: true\n\nsession:\n  max_sessions_per_user: 3\n  session_timeout: \"24h\"\n  cleanup_interval: \"1h\"\n  store_type: \"redis\"\n\nlogging:\n  level: \"info\"\n  format: \"json\"\n  output: \"stdout\"\n  fields:\n    service: \"auth-service\"\n    version: \"1.0.0\"\n\nmonitoring:\n  health:\n    enabled: true\n    path: \"/health\"\n  metrics: # deprecated legacy settings\n    enabled: false\n    namespace: \"auth_service\"\n  profiling:\n    enabled: true\n    host: \"0.0.0.0\"\n    port: 6061 # 访问 http://<host>:6061/debug/pprof/{profile,heap,goroutine,block,trace,...}\n\nthird_party:\n  email:\n    smtp:\n      host: \"smtp.gmail.com\"\n      port: 587\n      username: \"your-email@gmail.com\"\n      password: \"your-app-password\"\n  oauth:\n    providers:\n      google:\n        client_id: \"\"\n        client_secret: \"\"\n      github:\n        client_id: \"\"\n        client_secret: \"\"\n\nenvironment:\n  hot_reload: false\n  mock_data: false\n  test_mode: false\n"
  },
  {
    "path": "configs/config.dev.yaml.example",
    "content": "# =============================================================================\n# 开发环境配置模板\n# 用于本地开发和测试\n# =============================================================================\n\n# 应用基础配置\napp:\n  name: \"GreatestWorks MMO Server (Dev)\"\n  version: \"1.0.0-dev\"\n  environment: \"development\"\n  debug: true\n  \n# 服务器配置\nserver:\n  http:\n    host: \"localhost\"\n    port: 8080\n    read_timeout: \"30s\"\n    write_timeout: \"30s\"\n    idle_timeout: \"60s\"\n  \n  websocket:\n    host: \"localhost\"\n    port: 8081\n    check_origin: false  # 开发环境允许跨域\n    \n  tcp:\n    host: \"localhost\"\n    port: 8082\n    max_connections: 1000  # 开发环境限制连接数\n    \n  metrics:\n    host: \"localhost\"\n    port: 9090\n\n# 数据库配置\ndatabase:\n  mongodb:\n    uri: \"mongodb://localhost:27017\"\n    database: \"mmo_game_dev\"\n    username: \"admin\"\n    password: \"admin123\"\n    auth_source: \"admin\"\n    max_pool_size: 10  # 开发环境较小的连接池\n    min_pool_size: 2\n    \n  redis:\n    addr: \"localhost:6379\"\n    password: \"redis123\"\n    db: 1  # 使用不同的数据库\n    pool_size: 10\n    min_idle_conns: 2\n\n# 消息队列配置\nmessaging:\n  nats:\n    url: \"nats://localhost:4222\"\n    cluster_id: \"mmo-cluster-dev\"\n    client_id: \"mmo-server-dev-1\"\n\n# 安全配置（开发环境使用简单配置）\nsecurity:\n  jwt:\n    secret: \"dev-jwt-secret-not-for-production\"\n    access_token_ttl: \"24h\"  # 开发环境更长的过期时间\n    refresh_token_ttl: \"7d\"\n    \n  cors:\n    allowed_origins:\n      - \"http://localhost:3000\"\n      - \"http://localhost:3001\"\n      - \"http://127.0.0.1:3000\"\n    allow_credentials: true\n\n# 日志配置\nlogging:\n  level: \"debug\"  # 开发环境使用 debug 级别\n  format: \"text\"  # 开发环境使用易读的文本格式\n  output: \"stdout\"\n  \n  fields:\n    service: \"mmo-server-dev\"\n    version: \"1.0.0-dev\"\n\n# 游戏配置（开发环境调整）\ngame:\n  player:\n    max_level: 100\n    initial_gold: 10000  # 开发环境给更多初始金币\n    initial_experience: 1000\n    \n  battle:\n    max_battle_time: \"1m\"  # 开发环境缩短战斗时间\n    \n  chat:\n    rate_limit: 100  # 开发环境放宽限制\n\n# 性能配置（开发环境优化）\nperformance:\n  worker_pool:\n    size: 10  # 较小的工作池\n    queue_size: 100\n    \n  cache:\n    default_ttl: \"10m\"  # 较短的缓存时间\n    max_entries: 1000\n    \n  rate_limit:\n    enabled: false  # 开发环境禁用限流\n\n# 监控配置\nmonitoring:\n  health:\n    enabled: true\n    \n  metrics:\n    enabled: true\n    \n  tracing:\n    enabled: false  # 开发环境可选启用\n    \n  profiling:\n    enabled: true  # 开发环境启用性能分析\n    host: \"localhost\"\n    port: 6060\n\n# 开发工具配置\ndevelopment:\n  hot_reload:\n    enabled: true\n    watch_dirs:\n      - \"./internal\"\n      - \"./cmd\"\n      - \"./configs\"\n      \n  debug:\n    pprof_enabled: true\n    race_detector: true\n    \n  test_data:\n    enabled: true\n    auto_create_users: 5\n    auto_create_items: 50\n\n# 第三方服务（开发环境使用测试配置）\nthird_party:\n  email:\n    provider: \"mock\"  # 使用模拟邮件服务\n    \n  push:\n    provider: \"mock\"  # 使用模拟推送服务\n    \n  payment:\n    provider: \"mock\""
  },
  {
    "path": "configs/config.example.yaml",
    "content": "# =============================================================================\n# GreatestWorks MMO 游戏服务器配置模板\n# 复制此文件为 config.yaml 并根据环境修改相应配置\n# =============================================================================\n\n# 应用基础配置\napp:\n  name: \"GreatestWorks MMO Server\"\n  version: \"1.0.0\"\n  environment: \"development\"  # development, staging, production\n  debug: true\n  \n# 服务器配置\nserver:\n  # HTTP 服务器\n  http:\n    host: \"0.0.0.0\"\n    port: 8080\n    read_timeout: \"30s\"\n    write_timeout: \"30s\"\n    idle_timeout: \"60s\"\n    max_header_bytes: 1048576  # 1MB\n  \n  # WebSocket 服务器\n  websocket:\n    host: \"0.0.0.0\"\n    port: 8081\n    read_buffer_size: 4096\n    write_buffer_size: 4096\n    check_origin: false\n    \n  # TCP 游戏服务器\n  tcp:\n    host: \"0.0.0.0\"\n    port: 8082\n    max_connections: 10000\n    read_timeout: \"30s\"\n    write_timeout: \"30s\"\n    \n  # 指标服务器\n  metrics:\n    host: \"0.0.0.0\"\n    port: 9090\n    path: \"/metrics\"\n\n# 数据库配置\ndatabase:\n  # MongoDB 主数据库\n  mongodb:\n    uri: \"mongodb://localhost:27017\"\n    database: \"mmo_game\"\n    username: \"admin\"\n    password: \"admin123\"\n    auth_source: \"admin\"\n    max_pool_size: 100\n    min_pool_size: 10\n    max_idle_time: \"10m\"\n    connect_timeout: \"10s\"\n    socket_timeout: \"30s\"\n    \n  # Redis 缓存\n  redis:\n    addr: \"localhost:6379\"\n    password: \"redis123\"\n    db: 0\n    pool_size: 100\n    min_idle_conns: 10\n    max_retries: 3\n    dial_timeout: \"5s\"\n    read_timeout: \"3s\"\n    write_timeout: \"3s\"\n    pool_timeout: \"4s\"\n    idle_timeout: \"5m\"\n\n# 消息队列配置\nmessaging:\n  # NATS 配置\n  nats:\n    url: \"nats://localhost:4222\"\n    cluster_id: \"mmo-cluster\"\n    client_id: \"mmo-server-1\"\n    max_reconnect: 10\n    reconnect_wait: \"2s\"\n    timeout: \"5s\"\n    \n    # JetStream 配置\n    jetstream:\n      enabled: true\n      domain: \"mmo\"\n      \n    # 主题配置\n    subjects:\n      player_events: \"player.events.>\"\n      game_events: \"game.events.>\"\n      system_events: \"system.events.>\"\n\n# 认证和安全配置\nsecurity:\n  # JWT 配置\n  jwt:\n    secret: \"your-super-secret-jwt-key-change-in-production\"\n    issuer: \"greatestworks-mmo\"\n    audience: \"mmo-players\"\n    access_token_ttl: \"1h\"\n    refresh_token_ttl: \"24h\"\n    \n  # 加密配置\n  encryption:\n    key: \"32-character-encryption-key-here\"\n    algorithm: \"AES-256-GCM\"\n    \n  # CORS 配置\n  cors:\n    allowed_origins:\n      - \"http://localhost:3000\"\n      - \"https://yourdomain.com\"\n    allowed_methods:\n      - \"GET\"\n      - \"POST\"\n      - \"PUT\"\n      - \"DELETE\"\n      - \"OPTIONS\"\n    allowed_headers:\n      - \"Content-Type\"\n      - \"Authorization\"\n      - \"X-Requested-With\"\n    expose_headers:\n      - \"X-Total-Count\"\n    allow_credentials: true\n    max_age: 86400\n\n# 日志配置\nlogging:\n  level: \"info\"  # debug, info, warn, error\n  format: \"json\"  # json, text\n  output: \"stdout\"  # stdout, stderr, file\n  \n  # 文件日志配置（当 output 为 file 时）\n  file:\n    path: \"/var/log/mmo-server/app.log\"\n    max_size: 100  # MB\n    max_backups: 10\n    max_age: 30  # days\n    compress: true\n    \n  # 日志字段\n  fields:\n    service: \"mmo-server\"\n    version: \"1.0.0\"\n\n# 游戏配置\ngame:\n  # 玩家配置\n  player:\n    max_level: 100\n    initial_gold: 1000\n    initial_experience: 0\n    max_inventory_slots: 100\n    \n  # 战斗配置\n  battle:\n    max_battle_time: \"10m\"\n    damage_variance: 0.1  # 10% 伤害浮动\n    critical_rate_base: 0.05  # 5% 基础暴击率\n    critical_damage_base: 1.5  # 150% 暴击伤害\n    \n  # 经验配置\n  experience:\n    base_exp_per_level: 100\n    exp_multiplier: 1.2\n    max_exp_bonus: 2.0\n    \n  # 聊天配置\n  chat:\n    max_message_length: 500\n    rate_limit: 10  # 每分钟最大消息数\n    banned_words:\n      - \"spam\"\n      - \"cheat\"\n\n# 性能配置\nperformance:\n  # 工作池配置\n  worker_pool:\n    size: 100\n    queue_size: 1000\n    \n  # 缓存配置\n  cache:\n    default_ttl: \"1h\"\n    max_entries: 10000\n    cleanup_interval: \"10m\"\n    \n  # 限流配置\n  rate_limit:\n    enabled: true\n    requests_per_minute: 1000\n    burst: 100\n    \n  # 连接池配置\n  connection_pool:\n    max_idle: 100\n    max_open: 200\n    max_lifetime: \"1h\"\n\n# 监控配置\nmonitoring:\n  # 健康检查\n  health:\n    enabled: true\n    path: \"/health\"\n    \n  # 指标收集\n  metrics: # deprecated, reserved for legacy Prometheus setups\n    enabled: false\n    namespace: \"mmo_server\"\n    \n  # 链路追踪\n  tracing:\n    enabled: false\n    jaeger_endpoint: \"http://localhost:14268/api/traces\"\n    sample_rate: 0.1\n    \n  # 性能分析\n  profiling:\n    enabled: true\n    host: \"0.0.0.0\"\n    port: 6060\n\n# 第三方服务配置\nthird_party:\n  # 邮件服务\n  email:\n    provider: \"smtp\"  # smtp, sendgrid, ses\n    smtp:\n      host: \"smtp.gmail.com\"\n      port: 587\n      username: \"your-email@gmail.com\"\n      password: \"your-app-password\"\n      \n  # 推送通知\n  push:\n    provider: \"fcm\"  # fcm, apns\n    fcm:\n      server_key: \"your-fcm-server-key\"\n      \n  # 支付服务\n  payment:\n    provider: \"stripe\"  # stripe, paypal\n    stripe:\n      public_key: \"pk_test_...\"\n      secret_key: \"sk_test_...\"\n      webhook_secret: \"whsec_...\"\n\n# 开发工具配置\ndevelopment:\n  # 热重载\n  hot_reload:\n    enabled: true\n    watch_dirs:\n      - \"./internal\"\n      - \"./cmd\"\n      - \"./configs\"\n      \n  # 调试工具\n  debug:\n    pprof_enabled: true\n    race_detector: true\n    \n  # 测试数据\n  test_data:\n    enabled: true\n    auto_create_users: 10\n    auto_create_items: 100"
  },
  {
    "path": "configs/config.prod.yaml.example",
    "content": "# =============================================================================\n# 生产环境配置模板\n# 用于生产环境部署\n# 注意：所有敏感信息应通过环境变量或密钥管理系统提供\n# =============================================================================\n\n# 应用基础配置\napp:\n  name: \"GreatestWorks MMO Server\"\n  version: \"1.0.0\"\n  environment: \"production\"\n  debug: false\n  \n# 服务器配置\nserver:\n  http:\n    host: \"0.0.0.0\"\n    port: 8080\n    read_timeout: \"30s\"\n    write_timeout: \"30s\"\n    idle_timeout: \"120s\"\n    max_header_bytes: 1048576\n  \n  websocket:\n    host: \"0.0.0.0\"\n    port: 8081\n    read_buffer_size: 8192\n    write_buffer_size: 8192\n    check_origin: true  # 生产环境严格检查来源\n    \n  tcp:\n    host: \"0.0.0.0\"\n    port: 8082\n    max_connections: 50000  # 生产环境支持更多连接\n    read_timeout: \"60s\"\n    write_timeout: \"60s\"\n    \n  metrics:\n    host: \"0.0.0.0\"\n    port: 9090\n\n# 数据库配置\ndatabase:\n  mongodb:\n    # 生产环境使用环境变量\n    uri: \"${MONGODB_URI}\"\n    database: \"${MONGODB_DATABASE}\"\n    username: \"${MONGODB_USERNAME}\"\n    password: \"${MONGODB_PASSWORD}\"\n    auth_source: \"admin\"\n    max_pool_size: 200\n    min_pool_size: 20\n    max_idle_time: \"30m\"\n    connect_timeout: \"10s\"\n    socket_timeout: \"60s\"\n    \n    # 生产环境额外配置\n    replica_set: \"${MONGODB_REPLICA_SET}\"\n    read_preference: \"secondaryPreferred\"\n    write_concern:\n      w: \"majority\"\n      j: true\n      wtimeout: \"5s\"\n    \n  redis:\n    addr: \"${REDIS_ADDR}\"\n    password: \"${REDIS_PASSWORD}\"\n    db: 0\n    pool_size: 200\n    min_idle_conns: 20\n    max_retries: 5\n    dial_timeout: \"10s\"\n    read_timeout: \"5s\"\n    write_timeout: \"5s\"\n    pool_timeout: \"10s\"\n    idle_timeout: \"10m\"\n    \n    # Redis 集群配置（如果使用）\n    cluster:\n      enabled: false\n      addrs:\n        - \"${REDIS_CLUSTER_ADDR_1}\"\n        - \"${REDIS_CLUSTER_ADDR_2}\"\n        - \"${REDIS_CLUSTER_ADDR_3}\"\n\n# 消息队列配置\nmessaging:\n  nats:\n    url: \"${NATS_URL}\"\n    cluster_id: \"${NATS_CLUSTER_ID}\"\n    client_id: \"${HOSTNAME}-${POD_NAME}\"\n    max_reconnect: 50\n    reconnect_wait: \"5s\"\n    timeout: \"10s\"\n    \n    # 生产环境 TLS 配置\n    tls:\n      enabled: true\n      cert_file: \"/etc/ssl/certs/nats-client.crt\"\n      key_file: \"/etc/ssl/private/nats-client.key\"\n      ca_file: \"/etc/ssl/certs/ca.crt\"\n      \n    jetstream:\n      enabled: true\n      domain: \"mmo-prod\"\n      \n    subjects:\n      player_events: \"prod.player.events.>\"\n      game_events: \"prod.game.events.>\"\n      system_events: \"prod.system.events.>\"\n\n# 安全配置\nsecurity:\n  jwt:\n    secret: \"${JWT_SECRET}\"  # 必须通过环境变量提供\n    issuer: \"greatestworks-mmo-prod\"\n    audience: \"mmo-players\"\n    access_token_ttl: \"1h\"\n    refresh_token_ttl: \"24h\"\n    \n  encryption:\n    key: \"${ENCRYPTION_KEY}\"  # 必须通过环境变量提供\n    algorithm: \"AES-256-GCM\"\n    \n  cors:\n    allowed_origins:\n      - \"https://yourdomain.com\"\n      - \"https://www.yourdomain.com\"\n      - \"https://game.yourdomain.com\"\n    allowed_methods:\n      - \"GET\"\n      - \"POST\"\n      - \"PUT\"\n      - \"DELETE\"\n      - \"OPTIONS\"\n    allowed_headers:\n      - \"Content-Type\"\n      - \"Authorization\"\n      - \"X-Requested-With\"\n    expose_headers:\n      - \"X-Total-Count\"\n      - \"X-Rate-Limit-Remaining\"\n    allow_credentials: true\n    max_age: 86400\n    \n  # TLS 配置\n  tls:\n    enabled: true\n    cert_file: \"/etc/ssl/certs/server.crt\"\n    key_file: \"/etc/ssl/private/server.key\"\n    min_version: \"1.2\"\n    \n  # 安全头配置\n  security_headers:\n    enabled: true\n    hsts_max_age: 31536000\n    content_type_nosniff: true\n    frame_deny: true\n    xss_protection: true\n\n# 日志配置\nlogging:\n  level: \"info\"  # 生产环境使用 info 级别\n  format: \"json\"  # 生产环境使用 JSON 格式便于解析\n  output: \"stdout\"  # 容器环境输出到标准输出\n  \n  # 结构化日志字段\n  fields:\n    service: \"mmo-server\"\n    version: \"1.0.0\"\n    environment: \"production\"\n    datacenter: \"${DATACENTER}\"\n    region: \"${REGION}\"\n    \n  # 敏感信息过滤\n  sensitive_fields:\n    - \"password\"\n    - \"token\"\n    - \"secret\"\n    - \"key\"\n\n# 游戏配置\ngame:\n  player:\n    max_level: 100\n    initial_gold: 1000\n    initial_experience: 0\n    max_inventory_slots: 100\n    \n  battle:\n    max_battle_time: \"10m\"\n    damage_variance: 0.1\n    critical_rate_base: 0.05\n    critical_damage_base: 1.5\n    \n  experience:\n    base_exp_per_level: 100\n    exp_multiplier: 1.2\n    max_exp_bonus: 2.0\n    \n  chat:\n    max_message_length: 500\n    rate_limit: 10\n    profanity_filter: true\n    banned_words:\n      - \"spam\"\n      - \"cheat\"\n      - \"hack\"\n\n# 性能配置\nperformance:\n  worker_pool:\n    size: 500  # 生产环境更大的工作池\n    queue_size: 10000\n    \n  cache:\n    default_ttl: \"1h\"\n    max_entries: 100000\n    cleanup_interval: \"5m\"\n    \n  rate_limit:\n    enabled: true\n    requests_per_minute: 1000\n    burst: 200\n    \n  connection_pool:\n    max_idle: 200\n    max_open: 500\n    max_lifetime: \"1h\"\n    \n  # 内存管理\n  memory:\n    gc_percent: 100\n    max_heap_size: \"2GB\"\n    \n  # CPU 配置\n  cpu:\n    max_procs: 0  # 使用所有可用 CPU\n\n# 监控配置\nmonitoring:\n  health:\n    enabled: true\n    path: \"/health\"\n    \n  metrics:\n    enabled: true\n    namespace: \"mmo_server\"\n    \n  tracing:\n    enabled: true\n    jaeger_endpoint: \"${JAEGER_ENDPOINT}\"\n    sample_rate: 0.01  # 生产环境低采样率\n    \n  profiling:\n    enabled: false  # 生产环境默认禁用\n    \n  # 告警配置\n  alerting:\n    enabled: true\n    webhook_url: \"${ALERT_WEBHOOK_URL}\"\n    \n  # 审计日志\n  audit:\n    enabled: true\n    log_file: \"/var/log/audit/mmo-server.log\"\n\n# 第三方服务配置\nthird_party:\n  email:\n    provider: \"${EMAIL_PROVIDER}\"\n    smtp:\n      host: \"${SMTP_HOST}\"\n      port: 587\n      username: \"${SMTP_USERNAME}\"\n      password: \"${SMTP_PASSWORD}\"\n      \n  push:\n    provider: \"${PUSH_PROVIDER}\"\n    fcm:\n      server_key: \"${FCM_SERVER_KEY}\"\n      \n  payment:\n    provider: \"${PAYMENT_PROVIDER}\"\n    stripe:\n      public_key: \"${STRIPE_PUBLIC_KEY}\"\n      secret_key: \"${STRIPE_SECRET_KEY}\"\n      webhook_secret: \"${STRIPE_WEBHOOK_SECRET}\"\n\n# 备份配置\nbackup:\n  enabled: true\n  schedule: \"0 2 * * *\"  # 每天凌晨 2 点\n  retention_days: 30\n  storage:\n    type: \"s3\"\n    bucket: \"${BACKUP_BUCKET}\"\n    region: \"${BACKUP_REGION}\"\n    access_key: \"${BACKUP_ACCESS_KEY}\"\n    secret_key: \"${BACKUP_SECRET_KEY}\"\n\n# 灾难恢复配置\ndisaster_recovery:\n  enabled: true\n  backup_region: \"${DR_REGION}\"\n  rto: \"1h\"  # 恢复时间目标\n  rpo: \"15m\"  # 恢复点目标\n\n# 合规配置\ncompliance:\n  gdpr:\n    enabled: true\n    data_retention_days: 365\n    \n  audit_log:\n    enabled: true\n    retention_days: 2555  # 7 年\n    \n  encryption_at_rest:\n    enabled: true\n    \n  encryption_in_transit:\n    enabled: true"
  },
  {
    "path": "configs/data/items.json",
    "content": "[\n  {\n    \"id\": 10001,\n    \"name\": \"Health Potion\",\n    \"type\": 1,\n    \"quality\": 1,\n    \"max_stack\": 99,\n    \"price\": 50,\n    \"sell_price\": 10,\n    \"effect_type\": 1,\n    \"effect_value\": 300,\n    \"description\": \"Restores 300 HP\"\n  },\n  {\n    \"id\": 10002,\n    \"name\": \"Mana Potion\",\n    \"type\": 1,\n    \"quality\": 1,\n    \"max_stack\": 99,\n    \"price\": 50,\n    \"sell_price\": 10,\n    \"effect_type\": 2,\n    \"effect_value\": 200,\n    \"description\": \"Restores 200 MP\"\n  },\n  {\n    \"id\": 20001,\n    \"name\": \"Iron Sword\",\n    \"type\": 2,\n    \"quality\": 2,\n    \"max_stack\": 1,\n    \"price\": 500,\n    \"sell_price\": 100,\n    \"equip_slot\": 1,\n    \"required_level\": 5,\n    \"str_bonus\": 10,\n    \"ad_bonus\": 50,\n    \"description\": \"A sturdy iron sword\"\n  },\n  {\n    \"id\": 20002,\n    \"name\": \"Magic Staff\",\n    \"type\": 2,\n    \"quality\": 2,\n    \"max_stack\": 1,\n    \"price\": 600,\n    \"sell_price\": 120,\n    \"equip_slot\": 1,\n    \"required_level\": 5,\n    \"int_bonus\": 15,\n    \"ap_bonus\": 80,\n    \"description\": \"A mystical staff imbued with magic\"\n  },\n  {\n    \"id\": 20003,\n    \"name\": \"Leather Armor\",\n    \"type\": 2,\n    \"quality\": 2,\n    \"max_stack\": 1,\n    \"price\": 400,\n    \"sell_price\": 80,\n    \"equip_slot\": 2,\n    \"required_level\": 3,\n    \"vit_bonus\": 8,\n    \"def_bonus\": 30,\n    \"description\": \"Light leather armor\"\n  },\n  {\n    \"id\": 20004,\n    \"name\": \"Steel Helmet\",\n    \"type\": 2,\n    \"quality\": 2,\n    \"max_stack\": 1,\n    \"price\": 300,\n    \"sell_price\": 60,\n    \"equip_slot\": 3,\n    \"required_level\": 5,\n    \"vit_bonus\": 5,\n    \"def_bonus\": 20,\n    \"description\": \"A protective steel helmet\"\n  },\n  {\n    \"id\": 30001,\n    \"name\": \"Gold Coin\",\n    \"type\": 3,\n    \"quality\": 1,\n    \"max_stack\": 9999,\n    \"price\": 1,\n    \"sell_price\": 1,\n    \"description\": \"Currency used for trading\"\n  },\n  {\n    \"id\": 30002,\n    \"name\": \"Goblin Ear\",\n    \"type\": 3,\n    \"quality\": 1,\n    \"max_stack\": 99,\n    \"price\": 5,\n    \"sell_price\": 1,\n    \"description\": \"Proof of slaying a goblin\"\n  },\n  {\n    \"id\": 30003,\n    \"name\": \"Magic Crystal\",\n    \"type\": 3,\n    \"quality\": 3,\n    \"max_stack\": 99,\n    \"price\": 100,\n    \"sell_price\": 20,\n    \"description\": \"A crystal containing magical energy\"\n  }\n]\n"
  },
  {
    "path": "configs/data/maps.json",
    "content": "[\n  {\n    \"id\": 1,\n    \"name\": \"Newbie Village\",\n    \"width\": 1000,\n    \"height\": 1000,\n    \"spawn_points\": [\n      {\n        \"id\": 1,\n        \"x\": 100.0,\n        \"y\": 0.0,\n        \"z\": 100.0,\n        \"type\": 1\n      },\n      {\n        \"id\": 2,\n        \"x\": 500.0,\n        \"y\": 0.0,\n        \"z\": 500.0,\n        \"type\": 2\n      }\n    ],\n    \"npcs\": [\n      {\n        \"id\": 3001,\n        \"x\": 200.0,\n        \"y\": 0.0,\n        \"z\": 200.0\n      },\n      {\n        \"id\": 3002,\n        \"x\": 250.0,\n        \"y\": 0.0,\n        \"z\": 200.0\n      }\n    ],\n    \"monsters\": [\n      {\n        \"id\": 2001,\n        \"spawn_count\": 10,\n        \"respawn_time\": 30\n      }\n    ]\n  },\n  {\n    \"id\": 2,\n    \"name\": \"Dark Forest\",\n    \"width\": 2000,\n    \"height\": 2000,\n    \"spawn_points\": [\n      {\n        \"id\": 1,\n        \"x\": 100.0,\n        \"y\": 0.0,\n        \"z\": 100.0,\n        \"type\": 1\n      }\n    ],\n    \"monsters\": [\n      {\n        \"id\": 2002,\n        \"spawn_count\": 20,\n        \"respawn_time\": 60\n      },\n      {\n        \"id\": 2003,\n        \"spawn_count\": 5,\n        \"respawn_time\": 120\n      }\n    ]\n  },\n  {\n    \"id\": 3,\n    \"name\": \"Boss Arena\",\n    \"width\": 500,\n    \"height\": 500,\n    \"spawn_points\": [\n      {\n        \"id\": 1,\n        \"x\": 250.0,\n        \"y\": 0.0,\n        \"z\": 50.0,\n        \"type\": 1\n      }\n    ],\n    \"monsters\": [\n      {\n        \"id\": 2003,\n        \"spawn_count\": 1,\n        \"respawn_time\": 300\n      }\n    ]\n  }\n]\n"
  },
  {
    "path": "configs/data/quests.json",
    "content": "[\n  {\n    \"id\": 1001,\n    \"name\": \"Goblin Hunt\",\n    \"description\": \"Help the village by eliminating goblins\",\n    \"level\": 1,\n    \"objectives\": [\n      {\n        \"type\": 1,\n        \"target_id\": 2001,\n        \"required\": 10,\n        \"description\": \"Kill 10 Goblins\"\n      }\n    ],\n    \"rewards\": {\n      \"exp\": 500,\n      \"gold\": 100,\n      \"items\": [\n        {\n          \"item_id\": 10001,\n          \"count\": 5\n        }\n      ]\n    },\n    \"prerequisite_quests\": []\n  },\n  {\n    \"id\": 1002,\n    \"name\": \"Collect Goblin Ears\",\n    \"description\": \"Collect goblin ears as proof of your hunt\",\n    \"level\": 1,\n    \"objectives\": [\n      {\n        \"type\": 2,\n        \"target_id\": 30002,\n        \"required\": 5,\n        \"description\": \"Collect 5 Goblin Ears\"\n      }\n    ],\n    \"rewards\": {\n      \"exp\": 300,\n      \"gold\": 50,\n      \"items\": []\n    },\n    \"prerequisite_quests\": [1001]\n  },\n  {\n    \"id\": 1003,\n    \"name\": \"Talk to the Elder\",\n    \"description\": \"Report your success to the village elder\",\n    \"level\": 1,\n    \"objectives\": [\n      {\n        \"type\": 4,\n        \"target_id\": 3002,\n        \"required\": 1,\n        \"description\": \"Talk to Quest Giver\"\n      }\n    ],\n    \"rewards\": {\n      \"exp\": 200,\n      \"gold\": 50,\n      \"items\": [\n        {\n          \"item_id\": 20001,\n          \"count\": 1\n        }\n      ]\n    },\n    \"prerequisite_quests\": [1002]\n  },\n  {\n    \"id\": 2001,\n    \"name\": \"Venture into the Dark Forest\",\n    \"description\": \"Explore the dangerous dark forest\",\n    \"level\": 5,\n    \"objectives\": [\n      {\n        \"type\": 3,\n        \"target_id\": 100,\n        \"required\": 1,\n        \"description\": \"Reach Dark Forest Entrance\"\n      }\n    ],\n    \"rewards\": {\n      \"exp\": 800,\n      \"gold\": 200,\n      \"items\": []\n    },\n    \"prerequisite_quests\": [1003]\n  },\n  {\n    \"id\": 2002,\n    \"name\": \"Defeat the Orc Warriors\",\n    \"description\": \"Clear the orc warriors blocking the path\",\n    \"level\": 8,\n    \"objectives\": [\n      {\n        \"type\": 1,\n        \"target_id\": 2002,\n        \"required\": 15,\n        \"description\": \"Kill 15 Orc Warriors\"\n      }\n    ],\n    \"rewards\": {\n      \"exp\": 1500,\n      \"gold\": 300,\n      \"items\": [\n        {\n          \"item_id\": 20003,\n          \"count\": 1\n        }\n      ]\n    },\n    \"prerequisite_quests\": [2001]\n  },\n  {\n    \"id\": 3001,\n    \"name\": \"Boss Challenge: Dark Mage\",\n    \"description\": \"Defeat the powerful dark mage\",\n    \"level\": 15,\n    \"objectives\": [\n      {\n        \"type\": 1,\n        \"target_id\": 2003,\n        \"required\": 1,\n        \"description\": \"Defeat the Dark Mage\"\n      }\n    ],\n    \"rewards\": {\n      \"exp\": 5000,\n      \"gold\": 1000,\n      \"items\": [\n        {\n          \"item_id\": 20002,\n          \"count\": 1\n        },\n        {\n          \"item_id\": 30003,\n          \"count\": 3\n        }\n      ]\n    },\n    \"prerequisite_quests\": [2002]\n  }\n]\n"
  },
  {
    "path": "configs/data/skills.json",
    "content": "[\n  {\n    \"id\": 1,\n    \"name\": \"Basic Attack\",\n    \"type\": 1,\n    \"base_damage\": 100,\n    \"scale_ad\": 1.0,\n    \"scale_ap\": 0.0,\n    \"damage_type\": 1,\n    \"cooldown\": 1.0,\n    \"cast_time\": 0.3,\n    \"range\": 2.0,\n    \"mp_cost\": 0,\n    \"target_type\": 1\n  },\n  {\n    \"id\": 2,\n    \"name\": \"Power Strike\",\n    \"type\": 1,\n    \"base_damage\": 200,\n    \"scale_ad\": 1.5,\n    \"scale_ap\": 0.0,\n    \"damage_type\": 1,\n    \"cooldown\": 5.0,\n    \"cast_time\": 0.5,\n    \"range\": 2.0,\n    \"mp_cost\": 30,\n    \"target_type\": 1\n  },\n  {\n    \"id\": 3,\n    \"name\": \"Whirlwind\",\n    \"type\": 2,\n    \"base_damage\": 150,\n    \"scale_ad\": 1.2,\n    \"scale_ap\": 0.0,\n    \"damage_type\": 1,\n    \"cooldown\": 8.0,\n    \"cast_time\": 1.0,\n    \"range\": 5.0,\n    \"mp_cost\": 50,\n    \"target_type\": 2\n  },\n  {\n    \"id\": 11,\n    \"name\": \"Fire Bolt\",\n    \"type\": 1,\n    \"base_damage\": 150,\n    \"scale_ad\": 0.0,\n    \"scale_ap\": 1.5,\n    \"damage_type\": 2,\n    \"cooldown\": 3.0,\n    \"cast_time\": 0.8,\n    \"range\": 15.0,\n    \"mp_cost\": 40,\n    \"target_type\": 1\n  },\n  {\n    \"id\": 12,\n    \"name\": \"Ice Storm\",\n    \"type\": 2,\n    \"base_damage\": 200,\n    \"scale_ad\": 0.0,\n    \"scale_ap\": 2.0,\n    \"damage_type\": 2,\n    \"cooldown\": 10.0,\n    \"cast_time\": 1.5,\n    \"range\": 12.0,\n    \"mp_cost\": 80,\n    \"target_type\": 2,\n    \"buff_id\": 101\n  },\n  {\n    \"id\": 13,\n    \"name\": \"Lightning Chain\",\n    \"type\": 1,\n    \"base_damage\": 180,\n    \"scale_ad\": 0.0,\n    \"scale_ap\": 1.8,\n    \"damage_type\": 2,\n    \"cooldown\": 6.0,\n    \"cast_time\": 1.0,\n    \"range\": 10.0,\n    \"mp_cost\": 60,\n    \"target_type\": 1\n  },\n  {\n    \"id\": 21,\n    \"name\": \"Heal\",\n    \"type\": 3,\n    \"base_damage\": -200,\n    \"scale_ad\": 0.0,\n    \"scale_ap\": 1.5,\n    \"damage_type\": 0,\n    \"cooldown\": 8.0,\n    \"cast_time\": 1.0,\n    \"range\": 10.0,\n    \"mp_cost\": 100,\n    \"target_type\": 3\n  },\n  {\n    \"id\": 22,\n    \"name\": \"Buff Strength\",\n    \"type\": 4,\n    \"base_damage\": 0,\n    \"scale_ad\": 0.0,\n    \"scale_ap\": 0.0,\n    \"damage_type\": 0,\n    \"cooldown\": 60.0,\n    \"cast_time\": 0.5,\n    \"range\": 0.0,\n    \"mp_cost\": 50,\n    \"target_type\": 4,\n    \"buff_id\": 201\n  }\n]\n"
  },
  {
    "path": "configs/data/units.json",
    "content": "[\n  {\n    \"id\": 1001,\n    \"name\": \"Warrior\",\n    \"type\": 1,\n    \"level\": 1,\n    \"max_hp\": 1000,\n    \"max_mp\": 200,\n    \"str\": 50,\n    \"int\": 20,\n    \"agi\": 30,\n    \"vit\": 40,\n    \"spr\": 25,\n    \"ad\": 100,\n    \"ap\": 20,\n    \"def\": 50,\n    \"res\": 30,\n    \"spd\": 100,\n    \"move_speed\": 5.0,\n    \"skills\": [1, 2, 3]\n  },\n  {\n    \"id\": 1002,\n    \"name\": \"Mage\",\n    \"type\": 1,\n    \"level\": 1,\n    \"max_hp\": 600,\n    \"max_mp\": 800,\n    \"str\": 20,\n    \"int\": 60,\n    \"agi\": 30,\n    \"vit\": 25,\n    \"spr\": 50,\n    \"ad\": 30,\n    \"ap\": 150,\n    \"def\": 20,\n    \"res\": 80,\n    \"spd\": 90,\n    \"move_speed\": 4.5,\n    \"skills\": [11, 12, 13]\n  },\n  {\n    \"id\": 2001,\n    \"name\": \"Goblin\",\n    \"type\": 2,\n    \"level\": 5,\n    \"max_hp\": 500,\n    \"max_mp\": 100,\n    \"str\": 30,\n    \"int\": 10,\n    \"agi\": 40,\n    \"vit\": 25,\n    \"spr\": 15,\n    \"ad\": 60,\n    \"ap\": 10,\n    \"def\": 30,\n    \"res\": 20,\n    \"spd\": 120,\n    \"move_speed\": 6.0,\n    \"skills\": [1],\n    \"ai_type\": 1,\n    \"exp_reward\": 50,\n    \"gold_reward\": 10\n  },\n  {\n    \"id\": 2002,\n    \"name\": \"Orc Warrior\",\n    \"type\": 2,\n    \"level\": 10,\n    \"max_hp\": 1500,\n    \"max_mp\": 100,\n    \"str\": 60,\n    \"int\": 10,\n    \"agi\": 25,\n    \"vit\": 50,\n    \"spr\": 20,\n    \"ad\": 120,\n    \"ap\": 10,\n    \"def\": 70,\n    \"res\": 30,\n    \"spd\": 80,\n    \"move_speed\": 4.0,\n    \"skills\": [1, 2],\n    \"ai_type\": 1,\n    \"exp_reward\": 150,\n    \"gold_reward\": 30\n  },\n  {\n    \"id\": 2003,\n    \"name\": \"Dark Mage\",\n    \"type\": 2,\n    \"level\": 15,\n    \"max_hp\": 800,\n    \"max_mp\": 1200,\n    \"str\": 20,\n    \"int\": 80,\n    \"agi\": 30,\n    \"vit\": 30,\n    \"spr\": 60,\n    \"ad\": 30,\n    \"ap\": 200,\n    \"def\": 25,\n    \"res\": 100,\n    \"spd\": 85,\n    \"move_speed\": 4.0,\n    \"skills\": [11, 12, 13],\n    \"ai_type\": 2,\n    \"exp_reward\": 300,\n    \"gold_reward\": 50\n  },\n  {\n    \"id\": 3001,\n    \"name\": \"Shop Keeper\",\n    \"type\": 3,\n    \"level\": 1,\n    \"max_hp\": 100,\n    \"max_mp\": 100,\n    \"str\": 10,\n    \"int\": 10,\n    \"agi\": 10,\n    \"vit\": 10,\n    \"spr\": 10,\n    \"ad\": 10,\n    \"ap\": 10,\n    \"def\": 10,\n    \"res\": 10,\n    \"spd\": 50,\n    \"move_speed\": 0.0,\n    \"npc_type\": 1\n  },\n  {\n    \"id\": 3002,\n    \"name\": \"Quest Giver\",\n    \"type\": 3,\n    \"level\": 1,\n    \"max_hp\": 100,\n    \"max_mp\": 100,\n    \"str\": 10,\n    \"int\": 10,\n    \"agi\": 10,\n    \"vit\": 10,\n    \"spr\": 10,\n    \"ad\": 10,\n    \"ap\": 10,\n    \"def\": 10,\n    \"res\": 10,\n    \"spd\": 50,\n    \"move_speed\": 0.0,\n    \"npc_type\": 2\n  }\n]\n"
  },
  {
    "path": "configs/docker.yaml",
    "content": "# =============================================================================\n# Docker 环境配置文件\n# 用于 Docker Compose 部署\n# =============================================================================\n\n# 应用基础配置\napp:\n  name: \"GreatestWorks MMO Server (Docker)\"\n  version: \"1.0.0\"\n  environment: \"docker\"\n  debug: false\n  \n# 服务器配置\nserver:\n  http:\n    host: \"0.0.0.0\"\n    port: 8080\n    read_timeout: \"30s\"\n    write_timeout: \"30s\"\n    idle_timeout: \"60s\"\n  \n  websocket:\n    host: \"0.0.0.0\"\n    port: 8081\n    check_origin: false\n    \n  tcp:\n    host: \"0.0.0.0\"\n    port: 8082\n    max_connections: 5000\n    \n  metrics:\n    host: \"0.0.0.0\"\n    port: 9090\n\n# 数据库配置（使用 Docker 服务名）\ndatabase:\n  mongodb:\n    uri: \"mongodb://mongodb:27017\"\n    database: \"mmo_game\"\n    username: \"admin\"\n    password: \"admin123\"\n    auth_source: \"admin\"\n    max_pool_size: 50\n    min_pool_size: 5\n    \n  redis:\n    addr: \"redis:6379\"\n    password: \"redis123\"\n    db: 0\n    pool_size: 50\n    min_idle_conns: 5\n\n# 消息队列配置\nmessaging:\n  nats:\n    url: \"nats://nats:4222\"\n    cluster_id: \"mmo-cluster\"\n    client_id: \"mmo-server-docker-1\"\n\n# 安全配置\nsecurity:\n  jwt:\n    secret: \"docker-jwt-secret-change-in-production\"\n    access_token_ttl: \"1h\"\n    refresh_token_ttl: \"24h\"\n    \n  cors:\n    allowed_origins:\n      - \"http://localhost:3000\"\n      - \"http://localhost:8080\"\n    allow_credentials: true\n\n# 日志配置\nlogging:\n  level: \"info\"\n  format: \"json\"\n  output: \"stdout\"\n  \n  fields:\n    service: \"mmo-server-docker\"\n    version: \"1.0.0\"\n    container: \"true\"\n\n# 游戏配置\ngame:\n  player:\n    max_level: 100\n    initial_gold: 1000\n    initial_experience: 0\n    \n  battle:\n    max_battle_time: \"5m\"\n    \n  chat:\n    rate_limit: 20\n\n# 性能配置\nperformance:\n  worker_pool:\n    size: 50\n    queue_size: 500\n    \n  cache:\n    default_ttl: \"30m\"\n    max_entries: 5000\n    \n  rate_limit:\n    enabled: true\n    requests_per_minute: 500\n    burst: 50\n\n# 监控配置\nmonitoring:\n  health:\n    enabled: true\n    \n  metrics: # deprecated legacy settings\n    enabled: false\n\n  tracing:\n    enabled: false\n    \n  profiling:\n    enabled: true\n    host: \"0.0.0.0\"\n    port: 6060\n\n# 开发工具配置（Docker 环境禁用）\ndevelopment:\n  hot_reload:\n    enabled: false\n    \n  debug:\n    pprof_enabled: false\n    race_detector: false\n    \n  test_data:\n    enabled: false"
  },
  {
    "path": "configs/game-service.yaml",
    "content": "# 游戏服务配置文件\n\n# 应用基础配置\napp:\n  name: \"GreatestWorks MMO Server\"\n  version: \"1.0.0\"\n  environment: \"development\"\n  debug: true\n\n# 服务器配置\nserver:\n  # HTTP 服务器\n  http:\n    host: \"0.0.0.0\"\n    port: 8080\n    read_timeout: \"30s\"\n    write_timeout: \"30s\"\n    idle_timeout: \"60s\"\n  \n  # RPC 服务器\n  rpc:\n    host: \"0.0.0.0\"\n    port: 8081\n    max_connections: 1000\n    timeout: \"30s\"\n    keep_alive: true\n    keep_alive_period: \"30s\"\n    read_timeout: \"30s\"\n    write_timeout: \"30s\"\n\n# 数据库配置\ndatabase:\n  # MongoDB 主数据库\n  mongodb:\n    uri: \"mongodb://admin:admin123@mongodb:27017\"\n    database: \"mmo_game\"\n    username: \"admin\"\n    password: \"admin123\"\n    auth_source: \"admin\"\n    max_pool_size: 100\n    min_pool_size: 10\n    max_idle_time: \"10m\"\n    connect_timeout: \"10s\"\n    socket_timeout: \"30s\"\n    \n  # Redis 缓存\n  redis:\n    addr: \"redis:6379\"\n    password: \"redis123\"\n    db: 0\n    pool_size: 100\n    min_idle_conns: 10\n    max_retries: 3\n    dial_timeout: \"5s\"\n    read_timeout: \"3s\"\n    write_timeout: \"3s\"\n    pool_timeout: \"4s\"\n    idle_timeout: \"5m\"\n\n# 消息队列配置\nmessaging:\n  # NATS 配置\n  nats:\n    url: \"nats://nats:4222\"\n    cluster_id: \"mmo-cluster\"\n    client_id: \"mmo-server-1\"\n    max_reconnect: 10\n    reconnect_wait: \"2s\"\n    timeout: \"5s\"\n    \n    # JetStream 配置\n    jetstream:\n      enabled: true\n      domain: \"mmo\"\n      \n    # 主题配置\n    subjects:\n      player_events: \"player.events.>\"\n      game_events: \"game.events.>\"\n      system_events: \"system.events.>\"\n\n# 日志配置\nlogging:\n  level: \"info\"\n  format: \"json\"\n  output: \"stdout\"\n  \n  fields:\n    service: \"mmo-server\"\n    version: \"1.0.0\"\n\nsecurity:\n  jwt:\n    secret: \"dev-secret-change-me\"\n    issuer: \"greatestworks\"\n    audience: \"players\"\n    access_token_ttl: \"15m\"\n    refresh_token_ttl: \"168h\"\n  rate_limit:\n    enabled: true\n    requests_per_minute: 1000\n    burst: 100\n\n# 游戏配置\ngame:\n  # 玩家配置\n  player:\n    max_level: 100\n    initial_gold: 1000\n    initial_experience: 0\n    max_inventory_slots: 100\n    \n  # 战斗配置\n  battle:\n    max_battle_time: \"10m\"\n    damage_variance: 0.1\n    critical_rate_base: 0.05\n    critical_damage_base: 1.5\n    \n  # 经验配置\n  experience:\n    base_exp_per_level: 100\n    exp_multiplier: 1.2\n    max_exp_bonus: 2.0\n    \n  # 聊天配置\n  chat:\n    max_message_length: 500\n    rate_limit: 10\n    banned_words:\n      - \"spam\"\n      - \"cheat\"\n\n# 性能配置\nperformance:\n  # 工作池配置\n  worker_pool:\n    size: 100\n    queue_size: 1000\n    \n  # 缓存配置\n  cache:\n    default_ttl: \"1h\"\n    max_entries: 10000\n    cleanup_interval: \"10m\"\n    \n  # 限流配置\n  rate_limit:\n    enabled: true\n    requests_per_minute: 1000\n    burst: 100\n\n# 监控配置\nmonitoring:\n  health:\n    enabled: true\n    path: \"/health\"\n  metrics: # deprecated legacy settings\n    enabled: false\n    namespace: \"game_service\"\n  profiling:\n    enabled: true\n    host: \"0.0.0.0\"\n    port: 6060 # 访问 http://<host>:6060/debug/pprof/{profile,heap,goroutine,block,trace,...}"
  },
  {
    "path": "configs/gateway-service.yaml",
    "content": "app:\n  name: \"GreatestWorks Gateway\"\n  version: \"1.0.0\"\n  environment: \"development\"\n  debug: false\n\nservice:\n  name: \"gateway-service\"\n  version: \"1.0.0\"\n  environment: \"development\"\n  node_id: \"gateway-node-1\"\n\nserver:\n  tcp:\n    host: \"0.0.0.0\"\n    port: 9090\n    max_connections: 10000\n    read_timeout: \"30s\"\n    write_timeout: \"30s\"\n    buffer_size: 4096\n    compression_enabled: false\n    encryption_enabled: false\n    heartbeat_enabled: true\n    heartbeat_interval: \"30s\"\n    heartbeat_timeout: \"10s\"\n    heartbeat_max_missed: 3\n    keep_alive: true\n    keep_alive_interval: \"30s\"\n    no_delay: true\n\ndatabase:\n  redis:\n    addr: \"localhost:6379\"\n    password: \"redis123\"\n    db: 1\n    pool_size: 100\n    min_idle_conns: 10\n    max_retries: 3\n    dial_timeout: \"5s\"\n    read_timeout: \"3s\"\n    write_timeout: \"3s\"\n    pool_timeout: \"4s\"\n    idle_timeout: \"5m\"\n\nsecurity:\n  rate_limit:\n    enabled: true\n    requests_per_minute: 10000\n    burst: 200\n    interval: \"1m\"\n    global_limit: 10000\n    per_ip_limit: 100\n  ddos_protection:\n    enabled: true\n    threshold: 1000\n    ban_duration: \"1h\"\n  encryption:\n    enabled: true\n    algorithm: \"AES-256-GCM\"\n    key: \"\"\n\ngateway:\n  game_services:\n    discovery:\n      type: \"consul\"\n      consul:\n        address: \"localhost:8500\"\n        datacenter: \"dc1\"\n        service_name: \"game-service\"\n      etcd:\n        endpoints:\n          - \"localhost:2379\"\n      static:\n        endpoints:\n          - \"localhost:8081\"\n          - \"localhost:8082\"\n          - \"localhost:8083\"\n    rpc:\n      protocol: \"grpc\"\n      timeout: \"30s\"\n      retry_attempts: 3\n      retry_delay: \"1s\"\n      circuit_breaker:\n        enabled: true\n        failure_threshold: 5\n        timeout: \"30s\"\n        max_requests: 100\n    load_balancer:\n      strategy: \"round_robin\"\n      health_check:\n        enabled: true\n        interval: \"10s\"\n        timeout: \"5s\"\n        path: \"/health\"\n  auth_service:\n    base_url: \"http://localhost:8080\"\n    timeout: \"10s\"\n    retry_attempts: 3\n    retry_delay: \"1s\"\n    circuit_breaker:\n      enabled: true\n      failure_threshold: 5\n      timeout: \"30s\"\n      max_requests: 100\n  connection:\n    max_connections: 10000\n    connection_timeout: \"30s\"\n    idle_timeout: \"5m\"\n    cleanup_interval: \"1m\"\n    session:\n      timeout: \"24h\"\n      cleanup_interval: \"1h\"\n      store_type: \"redis\"\n    message_queue:\n      enabled: true\n      provider: \"redis\"\n      topics:\n        player_events: \"gateway.player.events\"\n        game_events: \"gateway.game.events\"\n        system_events: \"gateway.system.events\"\n  protocol:\n    client:\n      type: \"tcp\"\n      codec: \"binary\"\n      compression: false\n      encryption: false\n    game:\n      type: \"grpc\"\n      codec: \"protobuf\"\n      compression: true\n      encryption: true\n  routing:\n    rules:\n      - pattern: \"player.*\"\n        target: \"game-service\"\n        method: \"rpc\"\n      - pattern: \"battle.*\"\n        target: \"game-service\"\n        method: \"rpc\"\n      - pattern: \"auth.*\"\n        target: \"auth-service\"\n        method: \"http\"\n    load_balancer:\n      strategy: \"round_robin\"\n      health_check: true\n      failover: true\n\nlogging:\n  level: \"info\"\n  format: \"json\"\n  output: \"stdout\"\n  fields:\n    service: \"gateway-service\"\n    version: \"1.0.0\"\n\nmonitoring:\n  health:\n    enabled: true\n    path: \"/health\"\n  metrics: # deprecated legacy settings\n    enabled: false\n    namespace: \"gateway_service\"\n  profiling:\n    enabled: true\n    host: \"0.0.0.0\"\n    port: 6062 # 访问 http://<host>:6062/debug/pprof/{profile,heap,goroutine,block,trace,...}\n\nperformance:\n  worker_pool:\n    size: 100\n    queue_size: 1000\n  cache:\n    default_ttl: \"1h\"\n    max_entries: 10000\n    cleanup_interval: \"10m\"\n    eviction_policy: \"lfu\"\n  connection_pool:\n    max_idle: 100\n    max_open: 200\n    max_lifetime: \"1h\"\n\nenvironment:\n  hot_reload: false\n  mock_data: false\n  test_mode: false\n"
  },
  {
    "path": "configs/replication-service.yaml",
    "content": "app:\n  name: \"GreatestWorks Replication\"\n  version: \"1.0.0\"\n  environment: \"development\"\n  debug: false\n\nservice:\n  name: \"replication-service\"\n  version: \"1.0.0\"\n  environment: \"development\"\n  node_id: \"replication-node-1\"\n\nserver:\n  http:\n    host: \"0.0.0.0\"\n    port: 8085\n    read_timeout: \"30s\"\n    write_timeout: \"30s\"\n    idle_timeout: \"60s\"\n\nlogging:\n  level: \"info\"\n  format: \"json\"\n  output: \"stdout\"\n  fields:\n    service: \"replication-service\"\n    version: \"1.0.0\"\n\nmonitoring:\n  health:\n    enabled: true\n    path: \"/health\"\n  metrics: # deprecated legacy settings\n    enabled: false\n    namespace: \"replication_service\"\n  profiling:\n    enabled: true\n    host: \"0.0.0.0\"\n    port: 6064\n"
  },
  {
    "path": "configs/scene-service.yaml",
    "content": "app:\n  name: \"GreatestWorks Scene\"\n  version: \"1.0.0\"\n  environment: \"development\"\n  debug: false\n\nservice:\n  name: \"scene-service\"\n  version: \"1.0.0\"\n  environment: \"development\"\n  node_id: \"scene-node-1\"\n\nserver:\n  http:\n    host: \"0.0.0.0\"\n    port: 8083\n    read_timeout: \"30s\"\n    write_timeout: \"30s\"\n    idle_timeout: \"60s\"\n  rpc:\n    host: \"0.0.0.0\"\n    port: 8084\n    max_connections: 1000\n    timeout: \"30s\"\n    keep_alive: true\n    keep_alive_period: \"30s\"\n    read_timeout: \"30s\"\n    write_timeout: \"30s\"\n\nlogging:\n  level: \"info\"\n  format: \"json\"\n  output: \"stdout\"\n  fields:\n    service: \"scene-service\"\n    version: \"1.0.0\"\n\nmonitoring:\n  health:\n    enabled: true\n    path: \"/health\"\n  metrics: # deprecated legacy settings\n    enabled: false\n    namespace: \"scene_service\"\n  profiling:\n    enabled: true\n    host: \"0.0.0.0\"\n    port: 6063\n"
  },
  {
    "path": "docker-compose.yml",
    "content": "# =============================================================================\n# GreatestWorks MMO 游戏服务器 - 优化版 Docker Compose\n# =============================================================================\nversion: '3.8'\n\n# 全局配置\nx-logging: &default-logging\n  driver: \"json-file\"\n  options:\n    max-size: \"10m\"\n    max-file: \"3\"\n\nx-restart-policy: &restart-policy\n  restart: unless-stopped\n\nservices:\n  # =============================================================================\n  # MMO 游戏服务器 - 主应用\n  # =============================================================================\n  mmo-server:\n    build:\n      context: .\n      dockerfile: Dockerfile\n      target: ${BUILD_TARGET:-final}\n      args:\n        BUILD_VERSION: ${BUILD_VERSION:-dev}\n        BUILD_TIME: ${BUILD_TIME}\n        GIT_COMMIT: ${GIT_COMMIT}\n    image: greatestworks/mmo-server:${IMAGE_TAG:-latest}\n    container_name: mmo-server\n    ports:\n      - \"${SERVER_HTTP_PORT:-8080}:8080\"\n      - \"${SERVER_WS_PORT:-8081}:8081\"\n      - \"${SERVER_METRICS_PORT:-9090}:9090\"\n    environment:\n      # 应用配置\n      - APP_ENV=${APP_ENV:-production}\n      - GIN_MODE=${GIN_MODE:-release}\n      - LOG_LEVEL=${LOG_LEVEL:-info}\n      - LOG_FORMAT=${LOG_FORMAT:-json}\n      \n      # 数据库配置\n      - MONGODB_URI=mongodb://${MONGODB_USER:-admin}:${MONGODB_PASSWORD:-admin123}@mongodb:27017/${MONGODB_DATABASE:-mmo_game}?authSource=admin\n      - REDIS_URL=redis://:${REDIS_PASSWORD:-redis123}@redis:6379/0\n      \n      # 消息队列配置\n      - NATS_URL=nats://nats:4222\n      - NATS_CLUSTER_ID=${NATS_CLUSTER_ID:-mmo-cluster}\n      \n      # 安全配置\n      - JWT_SECRET=${JWT_SECRET:-change-me-in-production}\n      - ENCRYPTION_KEY=${ENCRYPTION_KEY:-32-char-encryption-key-change-me}\n      \n      # 性能配置\n      - MAX_CONNECTIONS=${MAX_CONNECTIONS:-10000}\n      - WORKER_POOL_SIZE=${WORKER_POOL_SIZE:-100}\n      - CACHE_TTL=${CACHE_TTL:-3600}\n    env_file:\n      - .env\n    depends_on:\n      mongodb:\n        condition: service_healthy\n      redis:\n        condition: service_healthy\n      nats:\n        condition: service_healthy\n    volumes:\n      - ./logs:/var/log/mmo-server:rw\n      - ./configs:/configs:ro\n      - /etc/localtime:/etc/localtime:ro\n    <<: *restart-policy\n    logging: *default-logging\n    networks:\n      - mmo-network\n    deploy:\n      resources:\n        limits:\n          cpus: '${SERVER_CPU_LIMIT:-2.0}'\n          memory: ${SERVER_MEMORY_LIMIT:-2G}\n        reservations:\n          cpus: '${SERVER_CPU_RESERVATION:-0.5}'\n          memory: ${SERVER_MEMORY_RESERVATION:-512M}\n    healthcheck:\n      test: [\n        \"CMD-SHELL\",\n        \"wget --no-verbose --tries=1 --spider --timeout=5 http://localhost:8080/health || exit 1\"\n      ]\n      interval: 30s\n      timeout: 10s\n      retries: 5\n      start_period: 60s\n    security_opt:\n      - no-new-privileges:true\n    read_only: false\n    tmpfs:\n      - /tmp:noexec,nosuid,size=100m\n\n  # MongoDB数据库\n  mongodb:\n    image: mongo:7.0\n    ports:\n      - \"27017:27017\"\n    environment:\n      - MONGO_INITDB_ROOT_USERNAME=admin\n      - MONGO_INITDB_ROOT_PASSWORD=admin123\n      - MONGO_INITDB_DATABASE=mmo_game\n    volumes:\n      - mongodb_data:/data/db\n      - ./scripts/mongo-init.js:/docker-entrypoint-initdb.d/mongo-init.js:ro\n    restart: unless-stopped\n    networks:\n      - mmo-network\n    healthcheck:\n      test: echo 'db.runCommand(\"ping\").ok' | mongosh localhost:27017/mmo_game --quiet\n      interval: 30s\n      timeout: 10s\n      retries: 3\n      start_period: 40s\n\n  # NATS消息系统\n  nats:\n    image: nats:2.10-alpine\n    ports:\n      - \"4222:4222\"\n      - \"8222:8222\"  # HTTP监控端口\n      - \"6222:6222\"  # 集群端口\n    command: [\n      \"--http_port\", \"8222\",\n      \"--port\", \"4222\",\n      \"--cluster_name\", \"mmo-cluster\",\n      \"--cluster\", \"nats://0.0.0.0:6222\",\n      \"--routes\", \"nats-route://nats:6222\",\n      \"--jetstream\",\n      \"--store_dir\", \"/data\"\n    ]\n    volumes:\n      - nats_data:/data\n    restart: unless-stopped\n    networks:\n      - mmo-network\n    healthcheck:\n      test: [\"CMD\", \"wget\", \"--no-verbose\", \"--tries=1\", \"--spider\", \"http://localhost:8222/healthz\"]\n      interval: 30s\n      timeout: 10s\n      retries: 3\n      start_period: 10s\n\n  # Redis缓存\n  redis:\n    image: redis:7.2-alpine\n    ports:\n      - \"6379:6379\"\n    command: redis-server --appendonly yes --requirepass redis123\n    volumes:\n      - redis_data:/data\n    restart: unless-stopped\n    networks:\n      - mmo-network\n    healthcheck:\n      test: [\"CMD\", \"redis-cli\", \"-a\", \"redis123\", \"ping\"]\n      interval: 30s\n      timeout: 10s\n      retries: 3\n      start_period: 10s\n\n  # Nginx反向代理（可选）\n  nginx:\n    image: nginx:1.25-alpine\n    ports:\n      - \"80:80\"\n      - \"443:443\"\n    volumes:\n      - ./nginx/nginx.conf:/etc/nginx/nginx.conf:ro\n      - ./nginx/ssl:/etc/nginx/ssl:ro\n      - ./logs/nginx:/var/log/nginx\n    depends_on:\n      - mmo-server\n    restart: unless-stopped\n    networks:\n      - mmo-network\n    profiles:\n      - production\n\n  # MongoDB管理界面（开发环境）\n  mongo-express:\n    image: mongo-express:1.0.0\n    ports:\n      - \"8081:8081\"\n    environment:\n      - ME_CONFIG_MONGODB_ADMINUSERNAME=admin\n      - ME_CONFIG_MONGODB_ADMINPASSWORD=admin123\n      - ME_CONFIG_MONGODB_URL=mongodb://admin:admin123@mongodb:27017/\n      - ME_CONFIG_BASICAUTH_USERNAME=admin\n      - ME_CONFIG_BASICAUTH_PASSWORD=admin123\n    depends_on:\n      - mongodb\n    restart: unless-stopped\n    networks:\n      - mmo-network\n    profiles:\n      - development\n\n  # Redis管理界面（开发环境）\n  redis-commander:\n    image: rediscommander/redis-commander:latest\n    ports:\n      - \"8082:8081\"\n    environment:\n      - REDIS_HOSTS=local:redis:6379:0:redis123\n      - HTTP_USER=admin\n      - HTTP_PASSWORD=admin123\n    depends_on:\n      - redis\n    restart: unless-stopped\n    networks:\n      - mmo-network\n    profiles:\n      - development\n\n  # Prometheus监控（生产环境）\n  prometheus:\n    image: prom/prometheus:v2.47.0\n    ports:\n      - \"9090:9090\"\n    volumes:\n      - ./monitoring/prometheus.yml:/etc/prometheus/prometheus.yml:ro\n      - prometheus_data:/prometheus\n    command:\n      - '--config.file=/etc/prometheus/prometheus.yml'\n      - '--storage.tsdb.path=/prometheus'\n      - '--web.console.libraries=/etc/prometheus/console_libraries'\n      - '--web.console.templates=/etc/prometheus/consoles'\n      - '--storage.tsdb.retention.time=200h'\n      - '--web.enable-lifecycle'\n    restart: unless-stopped\n    networks:\n      - mmo-network\n    profiles:\n      - monitoring\n\n  # Grafana仪表板（生产环境）\n  grafana:\n    image: grafana/grafana:10.1.0\n    ports:\n      - \"3000:3000\"\n    environment:\n      - GF_SECURITY_ADMIN_USER=admin\n      - GF_SECURITY_ADMIN_PASSWORD=admin123\n      - GF_USERS_ALLOW_SIGN_UP=false\n    volumes:\n      - grafana_data:/var/lib/grafana\n      - ./monitoring/grafana/provisioning:/etc/grafana/provisioning:ro\n    depends_on:\n      - prometheus\n    restart: unless-stopped\n    networks:\n      - mmo-network\n    profiles:\n      - monitoring\n\nvolumes:\n  mongodb_data:\n    driver: local\n  nats_data:\n    driver: local\n  redis_data:\n    driver: local\n  prometheus_data:\n    driver: local\n  grafana_data:\n    driver: local\n\nnetworks:\n  mmo-network:\n    driver: bridge\n    ipam:\n      config:\n        - subnet: 172.20.0.0/16"
  },
  {
    "path": "docs/k8s-local.md",
    "content": "# Run GreatestWorks locally on Kubernetes (Windows)\n\nThis guide helps you run the Go services locally on a Kubernetes cluster using Docker Desktop or minikube on Windows PowerShell.\n\n## Prerequisites\n\n- Windows with PowerShell 5.1+\n- Docker Desktop (recommended) or minikube\n- kubectl in PATH\n- (If using minikube) minikube in PATH\n\n## Build images\n\nBuild three service images (auth, game, gateway) using the unified Dockerfile:\n\n```\n# From repo root\n./scripts/build-images.ps1 -Tag dev\n```\n\nThis produces:\n- greatestworks-auth:dev\n- greatestworks-game:dev\n- greatestworks-gateway:dev\n\n## Deploy to Kubernetes\n\nDocker Desktop (Kubernetes enabled):\n\n```\n./scripts/k8s-deploy.ps1 -Namespace gaming -Tag dev\n```\n\nMinikube:\n\n```\n# Ensure 'minikube start' is already running\n./scripts/k8s-deploy.ps1 -UseMinikube -Namespace gaming -Tag dev\n```\n\nThe script applies:\n- Namespace: `gaming`\n- Infra: MongoDB (user: admin / pass: admin123), Redis (password: redis123)\n- Services: auth-service (HTTP 8080), game-service (RPC 8081), gateway-service (TCP 9090)\n- NodePorts: auth-service 30080, gateway-service 30909\n\n## Verify\n\n```\nkubectl -n gaming get pods\nkubectl -n gaming get svc\n```\n\n- Auth HTTP: http://localhost:30080/health\n- Gateway TCP: connect to port 30909 from your client\n\n## Notes\n\n- Config files are bundled in the image under `/configs`.\n- Auth-service DB URIs and Redis address are overridden via env vars in the Deployment.\n- Gateway-service config is provided via a ConfigMap mounted to `/configs/gateway-service.yaml` to point at in-cluster services.\n- For non-NodePort clusters, use `kubectl port-forward` as needed.\n\n## Cleanup\n\n```\nkubectl delete ns gaming\n```\n"
  },
  {
    "path": "go.mod",
    "content": "module greatestworks\n\ngo 1.24.0\n\nrequire (\n\tgithub.com/fsnotify/fsnotify v1.7.0\n\tgithub.com/gin-gonic/gin v1.10.0\n\tgithub.com/golang-jwt/jwt/v5 v5.2.0\n\tgithub.com/google/uuid v1.6.0\n\tgithub.com/nats-io/nats.go v1.31.0\n\tgithub.com/redis/go-redis/v9 v9.6.1\n\tgo.mongodb.org/mongo-driver v1.13.4\n\tgo.opentelemetry.io/otel/trace v1.38.0\n\tgolang.org/x/crypto v0.37.0\n\tgoogle.golang.org/protobuf v1.36.10\n\tgopkg.in/yaml.v3 v3.0.1\n)\n\nreplace github.com/phuhao00/greatestworks-proto v1.4.8 => ../greatestworks-proto\n\nrequire (\n\tgithub.com/bytedance/sonic v1.14.0 // indirect\n\tgithub.com/bytedance/sonic/loader v0.3.0 // indirect\n\tgithub.com/cespare/xxhash/v2 v2.3.0 // indirect\n\tgithub.com/cloudwego/base64x v0.1.5 // indirect\n\tgithub.com/davecgh/go-spew v1.1.2-0.20180830191138-d8f796af33cc // indirect\n\tgithub.com/dgryski/go-rendezvous v0.0.0-20200823014737-9f7001d12a5f // indirect\n\tgithub.com/gabriel-vasile/mimetype v1.4.8 // indirect\n\tgithub.com/gin-contrib/sse v1.1.0 // indirect\n\tgithub.com/go-playground/locales v0.14.1 // indirect\n\tgithub.com/go-playground/universal-translator v0.18.1 // indirect\n\tgithub.com/go-playground/validator/v10 v10.26.0 // indirect\n\tgithub.com/goccy/go-json v0.10.5 // indirect\n\tgithub.com/golang/snappy v1.0.0 // indirect\n\tgithub.com/json-iterator/go v1.1.12 // indirect\n\tgithub.com/klauspost/compress v1.18.0 // indirect\n\tgithub.com/klauspost/cpuid/v2 v2.2.10 // indirect\n\tgithub.com/kr/pretty v0.3.1 // indirect\n\tgithub.com/leodido/go-urn v1.4.0 // indirect\n\tgithub.com/mattn/go-isatty v0.0.20 // indirect\n\tgithub.com/modern-go/concurrent v0.0.0-20180306012644-bacd9c7ef1dd // indirect\n\tgithub.com/modern-go/reflect2 v1.0.3-0.20250322232337-35a7c28c31ee // indirect\n\tgithub.com/montanaflynn/stats v0.7.1 // indirect\n\tgithub.com/nats-io/nkeys v0.4.5 // indirect\n\tgithub.com/nats-io/nuid v1.0.1 // indirect\n\tgithub.com/pelletier/go-toml/v2 v2.2.4 // indirect\n\tgithub.com/pmezard/go-difflib v1.0.1-0.20181226105442-5d4384ee4fb2 // indirect\n\tgithub.com/rogpeppe/go-internal v1.12.0 // indirect\n\tgithub.com/twitchyliquid64/golang-asm v0.15.1 // indirect\n\tgithub.com/ugorji/go/codec v1.3.0 // indirect\n\tgithub.com/xdg-go/pbkdf2 v1.0.0 // indirect\n\tgithub.com/xdg-go/scram v1.1.2 // indirect\n\tgithub.com/xdg-go/stringprep v1.0.4 // indirect\n\tgithub.com/youmark/pkcs8 v0.0.0-20181117223130-1be2e3e5546d // indirect\n\tgo.opentelemetry.io/otel v1.38.0 // indirect\n\tgolang.org/x/arch v0.20.0 // indirect\n\tgolang.org/x/net v0.38.0 // indirect\n\tgolang.org/x/sync v0.17.0 // indirect\n\tgolang.org/x/sys v0.32.0 // indirect\n\tgolang.org/x/text v0.24.0 // indirect\n\tgopkg.in/check.v1 v1.0.0-20201130134442-10cb98267c6c // indirect\n)\n"
  },
  {
    "path": "go.work",
    "content": "go 1.24.0\n\nuse .\n"
  },
  {
    "path": "go.work.sum",
    "content": "cloud.google.com/go v0.34.0 h1:eOI3/cP2VTU6uZLDYAoic+eyzzB9YyGmJ7eIjl8rOPg=\ncloud.google.com/go/auth v0.9.1 h1:+pMtLEV2k0AXKvs/tGZojuj6QaioxfUjOpMsG5Gtx+w=\ncloud.google.com/go/auth v0.9.1/go.mod h1:Sw8ocT5mhhXxFklyhT12Eiy0ed6tTrPMCJjSI8KhYLk=\ncloud.google.com/go/auth/oauth2adapt v0.2.4 h1:0GWE/FUsXhf6C+jAkWgYm7X9tK8cuEIfy19DBn6B6bY=\ncloud.google.com/go/auth/oauth2adapt v0.2.4/go.mod h1:jC/jOpwFP6JBxhB3P5Rr0a9HLMC/Pe3eaL4NmdvqPtc=\ncloud.google.com/go/compute/metadata v0.7.0 h1:PBWF+iiAerVNe8UCHxdOt6eHLVc3ydFeOCw78U8ytSU=\ncloud.google.com/go/compute/metadata v0.7.0/go.mod h1:j5MvL9PprKL39t166CoB1uVHfQMs4tFQZZcKwksXUjo=\ncloud.google.com/go/iam v1.1.13 h1:7zWBXG9ERbMLrzQBRhFliAV+kjcRToDTgQT3CTwYyv4=\ncloud.google.com/go/iam v1.1.13/go.mod h1:K8mY0uSXwEXS30KrnVb+j54LB/ntfZu1dr+4zFMNbus=\ndario.cat/mergo v1.0.0 h1:AGCNq9Evsj31mOgNPcLyXc+4PNABt905YmuqPYYpBWk=\ndario.cat/mergo v1.0.0/go.mod h1:uNxQE+84aUszobStD9th8a29P2fMDhsBdgRYvZOxGmk=\ndario.cat/mergo v1.0.1 h1:Ra4+bf83h2ztPIQYNP99R6m+Y7KfnARDfID+a+vLl4s=\ndario.cat/mergo v1.0.1/go.mod h1:uNxQE+84aUszobStD9th8a29P2fMDhsBdgRYvZOxGmk=\ngithub.com/Azure/azure-sdk-for-go v68.0.0+incompatible h1:fcYLmCpyNYRnvJbPerq7U0hS+6+I79yEDJBqVNcqUzU=\ngithub.com/Azure/azure-sdk-for-go v68.0.0+incompatible/go.mod h1:9XXNKU+eRnpl9moKnB4QOLf1HestfXbmab5FXxiDBjc=\ngithub.com/Azure/go-ansiterm v0.0.0-20210617225240-d185dfc1b5a1 h1:UQHMgLO+TxOElx5B5HZ4hJQsoJ/PvUvKRhJHDQXO8P8=\ngithub.com/Azure/go-ansiterm v0.0.0-20210617225240-d185dfc1b5a1/go.mod h1:xomTg63KZ2rFqZQzSB4Vz2SUXa1BpHTVz9L5PTmPC4E=\ngithub.com/Azure/go-autorest v14.2.0+incompatible h1:V5VMDjClD3GiElqLWO7mz2MxNAK/vTfRHdAubSIPRgs=\ngithub.com/Azure/go-autorest v14.2.0+incompatible/go.mod h1:r+4oMnoxhatjLLJ6zxSWATqVooLgysK6ZNox3g/xq24=\ngithub.com/Azure/go-autorest/autorest v0.11.28 h1:ndAExarwr5Y+GaHE6VCaY1kyS/HwwGGyuimVhWsHOEM=\ngithub.com/Azure/go-autorest/autorest v0.11.28/go.mod 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h1:K4uyk7z7BCEPqu6E+C64Yfv1cQ7kz7rIZviUmN+EgEM=\ngorm.io/driver/sqlite v1.6.0 h1:WHRRrIiulaPiPFmDcod6prc4l2VGVWHz80KspNsxSfQ=\ngorm.io/driver/sqlite v1.6.0/go.mod h1:AO9V1qIQddBESngQUKWL9yoH93HIeA1X6V633rBwyT8=\ngorm.io/gorm v1.31.0 h1:0VlycGreVhK7RF/Bwt51Fk8v0xLiiiFdbGDPIZQ7mJY=\ngorm.io/gorm v1.31.0/go.mod h1:XyQVbO2k6YkOis7C2437jSit3SsDK72s7n7rsSHd+Gs=\ngotest.tools/v3 v3.4.0 h1:ZazjZUfuVeZGLAmlKKuyv3IKP5orXcwtOwDQH6YVr6o=\ngotest.tools/v3 v3.4.0/go.mod h1:CtbdzLSsqVhDgMtKsx03ird5YTGB3ar27v0u/yKBW5g=\nk8s.io/api v0.34.1 h1:jC+153630BMdlFukegoEL8E/yT7aLyQkIVuwhmwDgJM=\nk8s.io/api v0.34.1/go.mod h1:SB80FxFtXn5/gwzCoN6QCtPD7Vbu5w2n1S0J5gFfTYk=\nk8s.io/apimachinery v0.34.1 h1:dTlxFls/eikpJxmAC7MVE8oOeP1zryV7iRyIjB0gky4=\nk8s.io/apimachinery v0.34.1/go.mod h1:/GwIlEcWuTX9zKIg2mbw0LRFIsXwrfoVxn+ef0X13lw=\nk8s.io/client-go v0.26.2 h1:s1WkVujHX3kTp4Zn4yGNFK+dlDXy1bAAkIl+cFAiuYI=\nk8s.io/client-go v0.26.2/go.mod h1:u5EjOuSyBa09yqqyY7m3abZeovO/7D/WehVVlZ2qcqU=\nk8s.io/klog/v2 v2.130.1 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v1.0.0 h1:JfjMILfT8A6RbawdsK2JXGBR5AQVfd+9TbzrlneTyrU=\nsigs.k8s.io/randfill v1.0.0/go.mod h1:XeLlZ/jmk4i1HRopwe7/aU3H5n1zNUcX6TM94b3QxOY=\nsigs.k8s.io/structured-merge-diff/v4 v4.2.3 h1:PRbqxJClWWYMNV1dhaG4NsibJbArud9kFxnAMREiWFE=\nsigs.k8s.io/structured-merge-diff/v4 v4.2.3/go.mod h1:qjx8mGObPmV2aSZepjQjbmb2ihdVs8cGKBraizNC69E=\nsigs.k8s.io/structured-merge-diff/v6 v6.3.0 h1:jTijUJbW353oVOd9oTlifJqOGEkUw2jB/fXCbTiQEco=\nsigs.k8s.io/structured-merge-diff/v6 v6.3.0/go.mod h1:M3W8sfWvn2HhQDIbGWj3S099YozAsymCo/wrT5ohRUE=\nsigs.k8s.io/yaml v1.3.0 h1:a2VclLzOGrwOHDiV8EfBGhvjHvP46CtW5j6POvhYGGo=\nsigs.k8s.io/yaml v1.3.0/go.mod h1:GeOyir5tyXNByN85N/dRIT9es5UQNerPYEKK56eTBm8=\n"
  },
  {
    "path": "internal/application/commands/battle/create_battle.go",
    "content": "package battle\n\nimport (\n\t\"context\"\n\t\"time\"\n)\n\n// BattleType 战斗类型\ntype BattleType int\n\nconst (\n\tBattleTypePvP BattleType = iota\n\tBattleTypePvE\n\tBattleTypeTeamPvP\n\tBattleTypeRaid\n)\n\n// CreateBattleCommand 创建战斗命令\ntype CreateBattleCommand struct {\n\tBattleType BattleType `json:\"battle_type\" validate:\"required\"`\n\tCreatorID  string     `json:\"creator_id\" validate:\"required\"`\n}\n\n// CreateBattleResult 创建战斗结果\ntype CreateBattleResult struct {\n\tBattleID   string     `json:\"battle_id\"`\n\tBattleType BattleType `json:\"battle_type\"`\n\tStatus     string     `json:\"status\"`\n\tCreatedAt  time.Time  `json:\"created_at\"`\n}\n\n// CreateBattleHandler 创建战斗命令处理器\ntype CreateBattleHandler struct {\n\tbattleService BattleService\n}\n\n// BattleService 战斗服务接口\ntype BattleService interface {\n\tCreateBattle(ctx context.Context, battleType BattleType, creatorID string) (*CreateBattleResult, error)\n}\n\n// NewCreateBattleHandler 创建命令处理器\nfunc NewCreateBattleHandler(battleService BattleService) *CreateBattleHandler {\n\treturn &CreateBattleHandler{\n\t\tbattleService: battleService,\n\t}\n}\n\n// Handle 处理创建战斗命令\nfunc (h *CreateBattleHandler) Handle(ctx context.Context, cmd *CreateBattleCommand) (*CreateBattleResult, error) {\n\treturn h.battleService.CreateBattle(ctx, cmd.BattleType, cmd.CreatorID)\n}\n\n// CommandType 返回命令类型\nfunc (cmd *CreateBattleCommand) CommandType() string {\n\treturn \"CreateBattle\"\n}\n\n// Validate 验证命令\nfunc (cmd *CreateBattleCommand) Validate() error {\n\tif cmd.CreatorID == \"\" {\n\t\treturn ErrInvalidCreatorID\n\t}\n\n\tif cmd.BattleType < BattleTypePvP || cmd.BattleType > BattleTypeRaid {\n\t\treturn ErrInvalidBattleType\n\t}\n\n\treturn nil\n}\n"
  },
  {
    "path": "internal/application/commands/battle/errors.go",
    "content": "package battle\n\nimport (\n\t\"errors\"\n\tprotoerrors \"greatestworks/internal/proto/errors\"\n)\n\n// Battle命令相关错误码 - 使用proto生成的常量\nconst (\n\tErrCodeInvalidCreatorID     = int32(protoerrors.BattleErrorCode_ERR_INVALID_CREATOR_ID)\n\tErrCodeInvalidBattleType    = int32(protoerrors.BattleErrorCode_ERR_INVALID_BATTLE_TYPE)\n\tErrCodeInvalidBattleID      = int32(protoerrors.BattleErrorCode_ERR_INVALID_BATTLE_ID)\n\tErrCodeInvalidPlayerID      = int32(protoerrors.BattleErrorCode_ERR_INVALID_PLAYER_ID)\n\tErrCodeInvalidTargetID      = int32(protoerrors.BattleErrorCode_ERR_INVALID_TARGET_ID)\n\tErrCodeInvalidSkillID       = int32(protoerrors.BattleErrorCode_ERR_INVALID_SKILL_ID)\n\tErrCodeInvalidTeam          = int32(protoerrors.BattleErrorCode_ERR_INVALID_TEAM)\n\tErrCodeBattleNotFound       = int32(protoerrors.CommonErrorCode_ERR_BATTLE_NOT_FOUND)\n\tErrCodeBattleAlreadyStarted = int32(protoerrors.BattleErrorCode_ERR_BATTLE_ALREADY_STARTED)\n\tErrCodeBattleNotStarted     = int32(protoerrors.BattleErrorCode_ERR_BATTLE_NOT_STARTED)\n\tErrCodePlayerNotInBattle    = int32(protoerrors.BattleErrorCode_ERR_PLAYER_NOT_IN_BATTLE)\n\tErrCodeInsufficientMana     = int32(protoerrors.BattleErrorCode_ERR_INSUFFICIENT_MANA)\n\tErrCodeSkillOnCooldown      = int32(protoerrors.BattleErrorCode_ERR_SKILL_ON_COOLDOWN)\n\tErrCodeInvalidAction        = int32(protoerrors.BattleErrorCode_ERR_INVALID_ACTION)\n)\n\n// Battle命令相关错误\nvar (\n\tErrInvalidCreatorID     = errors.New(\"invalid creator id\")\n\tErrInvalidBattleType    = errors.New(\"invalid battle type\")\n\tErrInvalidBattleID      = errors.New(\"invalid battle id\")\n\tErrInvalidPlayerID      = errors.New(\"invalid player id\")\n\tErrInvalidTargetID      = errors.New(\"invalid target id\")\n\tErrInvalidSkillID       = errors.New(\"invalid skill id\")\n\tErrInvalidTeam          = errors.New(\"invalid team\")\n\tErrBattleNotFound       = errors.New(\"battle not found\")\n\tErrBattleAlreadyStarted = errors.New(\"battle already started\")\n\tErrBattleNotStarted     = errors.New(\"battle not started\")\n\tErrPlayerNotInBattle    = errors.New(\"player not in battle\")\n\tErrInsufficientMana     = errors.New(\"insufficient mana\")\n\tErrSkillOnCooldown      = errors.New(\"skill on cooldown\")\n\tErrInvalidAction        = errors.New(\"invalid action\")\n)\n"
  },
  {
    "path": "internal/application/commands/player/ban_player.go",
    "content": "package player\n\nimport (\n\t\"context\"\n\t\"time\"\n)\n\n// BanPlayerCommand GM封禁玩家命令\ntype BanPlayerCommand struct {\n\tPlayerID     string    `json:\"player_id\" validate:\"required\"`\n\tBannedBy     string    `json:\"banned_by\" validate:\"required\"`\n\tBannedByName string    `json:\"banned_by_name\" validate:\"required\"`\n\tReason       string    `json:\"reason\" validate:\"required\"`\n\tBanType      string    `json:\"ban_type\" validate:\"required\"` // permanent, temporary\n\tBanUntil     time.Time `json:\"ban_until,omitempty\"`\n}\n\n// BanPlayerResult GM封禁玩家结果\ntype BanPlayerResult struct {\n\tPlayerID string    `json:\"player_id\"`\n\tSuccess  bool      `json:\"success\"`\n\tBannedAt time.Time `json:\"banned_at\"`\n\tBanUntil time.Time `json:\"ban_until,omitempty\"`\n}\n\n// BanPlayerHandler GM封禁玩家命令处理器\ntype BanPlayerHandler struct {\n\tplayerService PlayerService\n}\n\n// NewBanPlayerHandler 创建命令处理器\nfunc NewBanPlayerHandler(playerService PlayerService) *BanPlayerHandler {\n\treturn &BanPlayerHandler{\n\t\tplayerService: playerService,\n\t}\n}\n\n// Handle 处理GM封禁玩家命令\nfunc (h *BanPlayerHandler) Handle(ctx context.Context, cmd *BanPlayerCommand) (*BanPlayerResult, error) {\n\t// 验证命令\n\tif err := cmd.Validate(); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// TODO: 实现GM封禁玩家逻辑\n\t// err := h.playerService.BanPlayer(ctx, cmd)\n\t// if err != nil {\n\t// \treturn nil, err\n\t// }\n\n\treturn &BanPlayerResult{\n\t\tPlayerID: cmd.PlayerID,\n\t\tSuccess:  true,\n\t\tBannedAt: time.Now(),\n\t\tBanUntil: cmd.BanUntil,\n\t}, nil\n}\n\n// CommandType 返回命令类型\nfunc (cmd *BanPlayerCommand) CommandType() string {\n\treturn \"BanPlayer\"\n}\n\n// Validate 验证命令\nfunc (cmd *BanPlayerCommand) Validate() error {\n\tif cmd.PlayerID == \"\" {\n\t\treturn ErrInvalidPlayerID\n\t}\n\tif cmd.BannedBy == \"\" || cmd.BannedByName == \"\" {\n\t\treturn ErrInvalidRequest\n\t}\n\tif cmd.Reason == \"\" {\n\t\treturn ErrInvalidRequest\n\t}\n\tif cmd.BanType != \"permanent\" && cmd.BanType != \"temporary\" {\n\t\treturn ErrInvalidRequest\n\t}\n\tif cmd.BanType == \"temporary\" && cmd.BanUntil.IsZero() {\n\t\treturn ErrInvalidRequest\n\t}\n\treturn nil\n}\n"
  },
  {
    "path": "internal/application/commands/player/create_player.go",
    "content": "package player\n\nimport (\n\t\"context\"\n\t\"greatestworks/internal/application/interfaces\"\n\t\"time\"\n)\n\n// CreatePlayerCommand 创建玩家命令\ntype CreatePlayerCommand struct {\n\tName   string `json:\"name\" validate:\"required,min=2,max=20\"`\n\tAvatar string `json:\"avatar,omitempty\"`\n\tGender int    `json:\"gender,omitempty\" validate:\"min=0,max=2\"`\n}\n\n// CreatePlayerResult 创建玩家结果\ntype CreatePlayerResult struct {\n\tPlayerID  string    `json:\"player_id\"`\n\tName      string    `json:\"name\"`\n\tLevel     int       `json:\"level\"`\n\tCreatedAt time.Time `json:\"created_at\"`\n}\n\n// CreatePlayerWithAccountCommand 创建带账户的玩家命令\ntype CreatePlayerWithAccountCommand struct {\n\tUsername     string `json:\"username\" validate:\"required,min=3,max=50\"`\n\tPasswordHash string `json:\"password_hash\" validate:\"required\"`\n\tEmail        string `json:\"email\" validate:\"required,email\"`\n\tPlayerName   string `json:\"player_name\" validate:\"required,min=2,max=50\"`\n\tAvatar       string `json:\"avatar,omitempty\"`\n\tGender       int    `json:\"gender,omitempty\" validate:\"min=0,max=2\"`\n}\n\n// CommandType 返回命令类型\nfunc (cmd *CreatePlayerWithAccountCommand) CommandType() string {\n\treturn \"CreatePlayerWithAccount\"\n}\n\n// Validate 验证命令\nfunc (cmd *CreatePlayerWithAccountCommand) Validate() error {\n\tif cmd.Username == \"\" {\n\t\treturn ErrInvalidUsername\n\t}\n\tif cmd.PasswordHash == \"\" {\n\t\treturn ErrInvalidPassword\n\t}\n\tif cmd.Email == \"\" {\n\t\treturn ErrInvalidEmail\n\t}\n\tif cmd.PlayerName == \"\" {\n\t\treturn ErrInvalidPlayerName\n\t}\n\treturn nil\n}\n\n// CreatePlayerWithAccountResult 创建带账户的玩家结果\ntype CreatePlayerWithAccountResult struct {\n\tPlayerID  string    `json:\"player_id\"`\n\tUsername  string    `json:\"username\"`\n\tEmail     string    `json:\"email\"`\n\tCreatedAt time.Time `json:\"created_at\"`\n}\n\n// CreatePlayerHandler 创建玩家命令处理器\ntype CreatePlayerHandler struct {\n\tplayerService PlayerService\n}\n\n// 确保实现了接口\nvar _ interfaces.CommandHandler[*CreatePlayerCommand, *CreatePlayerResult] = (*CreatePlayerHandler)(nil)\n\n// PlayerService 玩家服务接口\ntype PlayerService interface {\n\tCreatePlayer(ctx context.Context, name string) (*CreatePlayerResult, error)\n\tMovePlayer(ctx context.Context, playerID string, position Position) error\n\tLevelUpPlayer(ctx context.Context, cmd *LevelUpPlayerCommand) (*LevelUpPlayerResult, error)\n\tDeletePlayer(ctx context.Context, cmd *DeletePlayerCommand) (*DeletePlayerResult, error)\n}\n\n// NewCreatePlayerHandler 创建命令处理器\nfunc NewCreatePlayerHandler(playerService PlayerService) *CreatePlayerHandler {\n\treturn &CreatePlayerHandler{\n\t\tplayerService: playerService,\n\t}\n}\n\n// Handle 处理创建玩家命令\nfunc (h *CreatePlayerHandler) Handle(ctx context.Context, cmd *CreatePlayerCommand) (*CreatePlayerResult, error) {\n\treturn h.playerService.CreatePlayer(ctx, cmd.Name)\n}\n\n// CommandType 返回命令类型\nfunc (cmd *CreatePlayerCommand) CommandType() string {\n\treturn \"CreatePlayer\"\n}\n\n// Validate 验证命令\nfunc (cmd *CreatePlayerCommand) Validate() error {\n\tif cmd.Name == \"\" {\n\t\treturn ErrInvalidPlayerName\n\t}\n\tif len(cmd.Name) < 2 || len(cmd.Name) > 20 {\n\t\treturn ErrInvalidPlayerNameLength\n\t}\n\treturn nil\n}\n"
  },
  {
    "path": "internal/application/commands/player/delete_player.go",
    "content": "package player\n\nimport (\n\t\"context\"\n\t\"time\"\n\t// TODO: Add necessary imports when implementing Delete functionality\n\t// \"greatestworks/internal/domain/player\"\n)\n\n// DeletePlayerCommand 删除玩家命令\ntype DeletePlayerCommand struct {\n\tPlayerID string `json:\"player_id\" validate:\"required\"`\n\tReason   string `json:\"reason,omitempty\"`\n}\n\n// DeletePlayerResult 删除玩家结果\ntype DeletePlayerResult struct {\n\tPlayerID  string    `json:\"player_id\"`\n\tDeleted   bool      `json:\"deleted\"`\n\tDeletedAt time.Time `json:\"deleted_at\"`\n}\n\n// DeletePlayerHandler 删除玩家命令处理器\ntype DeletePlayerHandler struct {\n\tplayerService PlayerService\n}\n\n// NewDeletePlayerHandler 创建删除玩家命令处理器\nfunc NewDeletePlayerHandler(playerService PlayerService) *DeletePlayerHandler {\n\treturn &DeletePlayerHandler{\n\t\tplayerService: playerService,\n\t}\n}\n\n// Handle 处理删除玩家命令\nfunc (h *DeletePlayerHandler) Handle(ctx context.Context, cmd *DeletePlayerCommand) (*DeletePlayerResult, error) {\n\t// 验证命令\n\tif err := cmd.Validate(); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 调用服务层执行删除\n\tresult, err := h.playerService.DeletePlayer(ctx, cmd)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\treturn result, nil\n}\n\n// CommandType 返回命令类型\nfunc (cmd *DeletePlayerCommand) CommandType() string {\n\treturn \"DeletePlayer\"\n}\n\n// Validate 验证命令\nfunc (cmd *DeletePlayerCommand) Validate() error {\n\tif cmd.PlayerID == \"\" {\n\t\treturn ErrInvalidPlayerID\n\t}\n\treturn nil\n}\n"
  },
  {
    "path": "internal/application/commands/player/errors.go",
    "content": "package player\n\nimport \"errors\"\n\n// Player命令相关错误\nvar (\n\tErrInvalidPlayerName       = errors.New(\"invalid player name\")\n\tErrInvalidPlayerNameLength = errors.New(\"player name must be between 2 and 20 characters\")\n\tErrPlayerNotFound          = errors.New(\"player not found\")\n\tErrPlayerAlreadyExists     = errors.New(\"player already exists\")\n\tErrInvalidPlayerID         = errors.New(\"invalid player id\")\n\tErrInvalidPosition         = errors.New(\"invalid position\")\n\tErrInvalidExperience       = errors.New(\"invalid experience amount\")\n\tErrInvalidHealAmount       = errors.New(\"invalid heal amount\")\n\tErrPlayerOffline           = errors.New(\"player is offline\")\n\tErrInsufficientPermission  = errors.New(\"insufficient permission\")\n\tErrInvalidUsername         = errors.New(\"invalid username\")\n\tErrInvalidPassword         = errors.New(\"invalid password\")\n\tErrInvalidEmail            = errors.New(\"invalid email\")\n\tErrInvalidRequest          = errors.New(\"invalid request\")\n)\n"
  },
  {
    "path": "internal/application/commands/player/gm_update_player.go",
    "content": "package player\n\nimport (\n\t\"context\"\n\t\"time\"\n)\n\n// GMUpdatePlayerCommand GM更新玩家命令\ntype GMUpdatePlayerCommand struct {\n\tPlayerID string                 `json:\"player_id\" validate:\"required\"`\n\tGMUserID string                 `json:\"gm_user_id\" validate:\"required\"`\n\tGMUser   string                 `json:\"gm_user\" validate:\"required\"`\n\tReason   string                 `json:\"reason\" validate:\"required\"`\n\tUpdates  map[string]interface{} `json:\"updates\"`\n}\n\n// GMUpdatePlayerResult GM更新玩家结果\ntype GMUpdatePlayerResult struct {\n\tPlayerID  string                 `json:\"player_id\"`\n\tSuccess   bool                   `json:\"success\"`\n\tUpdates   map[string]interface{} `json:\"updates\"`\n\tUpdatedAt time.Time              `json:\"updated_at\"`\n}\n\n// GMUpdatePlayerHandler GM更新玩家命令处理器\ntype GMUpdatePlayerHandler struct {\n\tplayerService PlayerService\n}\n\n// NewGMUpdatePlayerHandler 创建命令处理器\nfunc NewGMUpdatePlayerHandler(playerService PlayerService) *GMUpdatePlayerHandler {\n\treturn &GMUpdatePlayerHandler{\n\t\tplayerService: playerService,\n\t}\n}\n\n// Handle 处理GM更新玩家命令\nfunc (h *GMUpdatePlayerHandler) Handle(ctx context.Context, cmd *GMUpdatePlayerCommand) (*GMUpdatePlayerResult, error) {\n\t// 验证命令\n\tif err := cmd.Validate(); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// TODO: 实现GM更新玩家逻辑\n\t// err := h.playerService.GMUpdatePlayer(ctx, cmd)\n\t// if err != nil {\n\t// \treturn nil, err\n\t// }\n\n\treturn &GMUpdatePlayerResult{\n\t\tPlayerID:  cmd.PlayerID,\n\t\tSuccess:   true,\n\t\tUpdates:   cmd.Updates,\n\t\tUpdatedAt: time.Now(),\n\t}, nil\n}\n\n// CommandType 返回命令类型\nfunc (cmd *GMUpdatePlayerCommand) CommandType() string {\n\treturn \"GMUpdatePlayer\"\n}\n\n// Validate 验证命令\nfunc (cmd *GMUpdatePlayerCommand) Validate() error {\n\tif cmd.PlayerID == \"\" {\n\t\treturn ErrInvalidPlayerID\n\t}\n\tif cmd.GMUserID == \"\" || cmd.GMUser == \"\" {\n\t\treturn ErrInvalidRequest\n\t}\n\tif cmd.Reason == \"\" {\n\t\treturn ErrInvalidRequest\n\t}\n\treturn nil\n}\n"
  },
  {
    "path": "internal/application/commands/player/level_up_player.go",
    "content": "package player\n\nimport (\n\t\"context\"\n\t\"time\"\n\n\t\"greatestworks/internal/domain/player\"\n)\n\n// LevelUpPlayerCommand 玩家升级命令\ntype LevelUpPlayerCommand struct {\n\tPlayerID string `json:\"player_id\" validate:\"required\"`\n\tExpGain  int64  `json:\"exp_gain,omitempty\"`\n}\n\n// LevelUpPlayerResult 玩家升级结果\ntype LevelUpPlayerResult struct {\n\tPlayerID  string              `json:\"player_id\"`\n\tOldLevel  int                 `json:\"old_level\"`\n\tNewLevel  int                 `json:\"new_level\"`\n\tOldExp    int64               `json:\"old_exp\"`\n\tNewExp    int64               `json:\"new_exp\"`\n\tLeveledUp bool                `json:\"leveled_up\"`\n\tStatus    player.PlayerStatus `json:\"status\"`\n\tUpdatedAt time.Time           `json:\"updated_at\"`\n}\n\n// LevelUpPlayerHandler 玩家升级命令处理器\ntype LevelUpPlayerHandler struct {\n\tplayerService PlayerService\n}\n\n// NewLevelUpPlayerHandler 创建玩家升级命令处理器\nfunc NewLevelUpPlayerHandler(playerService PlayerService) *LevelUpPlayerHandler {\n\treturn &LevelUpPlayerHandler{\n\t\tplayerService: playerService,\n\t}\n}\n\n// Handle 处理玩家升级命令\nfunc (h *LevelUpPlayerHandler) Handle(ctx context.Context, cmd *LevelUpPlayerCommand) (*LevelUpPlayerResult, error) {\n\t// 验证命令\n\tif err := cmd.Validate(); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 调用服务层执行升级\n\tresult, err := h.playerService.LevelUpPlayer(ctx, cmd)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\treturn result, nil\n}\n\n// CommandType 返回命令类型\nfunc (cmd *LevelUpPlayerCommand) CommandType() string {\n\treturn \"LevelUpPlayer\"\n}\n\n// Validate 验证命令\nfunc (cmd *LevelUpPlayerCommand) Validate() error {\n\tif cmd.PlayerID == \"\" {\n\t\treturn ErrInvalidPlayerID\n\t}\n\treturn nil\n}\n"
  },
  {
    "path": "internal/application/commands/player/move_player.go",
    "content": "package player\n\nimport (\n\t\"context\"\n)\n\n// Position 位置信息\ntype Position struct {\n\tX float64 `json:\"x\"`\n\tY float64 `json:\"y\"`\n\tZ float64 `json:\"z\"`\n}\n\n// MovePlayerCommand 移动玩家命令\ntype MovePlayerCommand struct {\n\tPlayerID string   `json:\"player_id\" validate:\"required\"`\n\tPosition Position `json:\"position\" validate:\"required\"`\n}\n\n// MovePlayerResult 移动玩家结果\ntype MovePlayerResult struct {\n\tPlayerID    string   `json:\"player_id\"`\n\tOldPosition Position `json:\"old_position\"`\n\tNewPosition Position `json:\"new_position\"`\n\tSuccess     bool     `json:\"success\"`\n}\n\n// MovePlayerHandler 移动玩家命令处理器\ntype MovePlayerHandler struct {\n\tplayerService PlayerService\n}\n\n// NewMovePlayerHandler 创建移动玩家命令处理器\nfunc NewMovePlayerHandler(playerService PlayerService) *MovePlayerHandler {\n\treturn &MovePlayerHandler{\n\t\tplayerService: playerService,\n\t}\n}\n\n// Handle 处理移动玩家命令\nfunc (h *MovePlayerHandler) Handle(ctx context.Context, cmd *MovePlayerCommand) (*MovePlayerResult, error) {\n\terr := h.playerService.MovePlayer(ctx, cmd.PlayerID, cmd.Position)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\treturn &MovePlayerResult{\n\t\tPlayerID: cmd.PlayerID,\n\t\tSuccess:  true,\n\t}, nil\n}\n\n// CommandType 返回命令类型\nfunc (cmd *MovePlayerCommand) CommandType() string {\n\treturn \"MovePlayer\"\n}\n\n// Validate 验证命令\nfunc (cmd *MovePlayerCommand) Validate() error {\n\tif cmd.PlayerID == \"\" {\n\t\treturn ErrInvalidPlayerID\n\t}\n\n\t// 验证位置范围\n\tif cmd.Position.X < -1000 || cmd.Position.X > 1000 {\n\t\treturn ErrInvalidPosition\n\t}\n\tif cmd.Position.Y < -1000 || cmd.Position.Y > 1000 {\n\t\treturn ErrInvalidPosition\n\t}\n\tif cmd.Position.Z < -100 || cmd.Position.Z > 100 {\n\t\treturn ErrInvalidPosition\n\t}\n\n\treturn nil\n}\n"
  },
  {
    "path": "internal/application/commands/player/unban_player.go",
    "content": "package player\n\nimport (\n\t\"context\"\n\t\"time\"\n)\n\n// UnbanPlayerCommand GM解封玩家命令\ntype UnbanPlayerCommand struct {\n\tPlayerID       string `json:\"player_id\" validate:\"required\"`\n\tUnbannedBy     string `json:\"unbanned_by\" validate:\"required\"`\n\tUnbannedByName string `json:\"unbanned_by_name\" validate:\"required\"`\n\tReason         string `json:\"reason\" validate:\"required\"`\n}\n\n// UnbanPlayerResult GM解封玩家结果\ntype UnbanPlayerResult struct {\n\tPlayerID   string    `json:\"player_id\"`\n\tSuccess    bool      `json:\"success\"`\n\tUnbannedAt time.Time `json:\"unbanned_at\"`\n}\n\n// UnbanPlayerHandler GM解封玩家命令处理器\ntype UnbanPlayerHandler struct {\n\tplayerService PlayerService\n}\n\n// NewUnbanPlayerHandler 创建命令处理器\nfunc NewUnbanPlayerHandler(playerService PlayerService) *UnbanPlayerHandler {\n\treturn &UnbanPlayerHandler{\n\t\tplayerService: playerService,\n\t}\n}\n\n// Handle 处理GM解封玩家命令\nfunc (h *UnbanPlayerHandler) Handle(ctx context.Context, cmd *UnbanPlayerCommand) (*UnbanPlayerResult, error) {\n\t// 验证命令\n\tif err := cmd.Validate(); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// TODO: 实现GM解封玩家逻辑\n\t// err := h.playerService.UnbanPlayer(ctx, cmd)\n\t// if err != nil {\n\t// \treturn nil, err\n\t// }\n\n\treturn &UnbanPlayerResult{\n\t\tPlayerID:   cmd.PlayerID,\n\t\tSuccess:    true,\n\t\tUnbannedAt: time.Now(),\n\t}, nil\n}\n\n// CommandType 返回命令类型\nfunc (cmd *UnbanPlayerCommand) CommandType() string {\n\treturn \"UnbanPlayer\"\n}\n\n// Validate 验证命令\nfunc (cmd *UnbanPlayerCommand) Validate() error {\n\tif cmd.PlayerID == \"\" {\n\t\treturn ErrInvalidPlayerID\n\t}\n\tif cmd.UnbannedBy == \"\" || cmd.UnbannedByName == \"\" {\n\t\treturn ErrInvalidRequest\n\t}\n\tif cmd.Reason == \"\" {\n\t\treturn ErrInvalidRequest\n\t}\n\treturn nil\n}\n"
  },
  {
    "path": "internal/application/commands/player/update_player.go",
    "content": "package player\n\nimport (\n\t\"context\"\n\t\"time\"\n)\n\n// UpdatePlayerCommand 更新玩家命令\ntype UpdatePlayerCommand struct {\n\tPlayerID string `json:\"player_id\" validate:\"required\"`\n\tName     string `json:\"name,omitempty\" validate:\"omitempty,min=2,max=20\"`\n\tAvatar   string `json:\"avatar,omitempty\"`\n\tGender   int    `json:\"gender,omitempty\" validate:\"min=0,max=2\"`\n}\n\n// UpdatePlayerResult 更新玩家结果\ntype UpdatePlayerResult struct {\n\tPlayerID  string    `json:\"player_id\"`\n\tName      string    `json:\"name\"`\n\tLevel     int       `json:\"level\"`\n\tExp       int64     `json:\"exp\"`\n\tStatus    string    `json:\"status\"`\n\tUpdatedAt time.Time `json:\"updated_at\"`\n}\n\n// UpdatePlayerHandler 更新玩家命令处理器\ntype UpdatePlayerHandler struct {\n\tplayerService PlayerService\n}\n\n// NewUpdatePlayerHandler 创建命令处理器\nfunc NewUpdatePlayerHandler(playerService PlayerService) *UpdatePlayerHandler {\n\treturn &UpdatePlayerHandler{\n\t\tplayerService: playerService,\n\t}\n}\n\n// Handle 处理更新玩家命令\nfunc (h *UpdatePlayerHandler) Handle(ctx context.Context, cmd *UpdatePlayerCommand) (*UpdatePlayerResult, error) {\n\t// TODO: 实现更新玩家逻辑\n\treturn nil, nil\n}\n\n// CommandType 返回命令类型\nfunc (cmd *UpdatePlayerCommand) CommandType() string {\n\treturn \"UpdatePlayer\"\n}\n\n// Validate 验证命令\nfunc (cmd *UpdatePlayerCommand) Validate() error {\n\tif cmd.PlayerID == \"\" {\n\t\treturn ErrInvalidPlayerID\n\t}\n\tif cmd.Name != \"\" && (len(cmd.Name) < 2 || len(cmd.Name) > 20) {\n\t\treturn ErrInvalidPlayerNameLength\n\t}\n\treturn nil\n}\n"
  },
  {
    "path": "internal/application/handlers/command_bus.go",
    "content": "package handlers\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"reflect\"\n)\n\n// Command 命令接口\ntype Command interface {\n\tCommandType() string\n\tValidate() error\n}\n\n// CommandHandler 命令处理器接口\ntype CommandHandler[T Command, R any] interface {\n\tHandle(ctx context.Context, cmd T) (R, error)\n}\n\n// CommandBus 命令总线\ntype CommandBus struct {\n\thandlers map[string]interface{}\n}\n\n// NewCommandBus 创建命令总线\nfunc NewCommandBus() *CommandBus {\n\treturn &CommandBus{\n\t\thandlers: make(map[string]interface{}),\n\t}\n}\n\n// RegisterHandler 注册命令处理器\nfunc (bus *CommandBus) RegisterHandler(commandType string, handler interface{}) {\n\tbus.handlers[commandType] = handler\n}\n\n// Execute 执行命令\nfunc (bus *CommandBus) Execute(ctx context.Context, cmd Command) (interface{}, error) {\n\t// 验证命令\n\tif err := cmd.Validate(); err != nil {\n\t\treturn nil, fmt.Errorf(\"command validation failed: %w\", err)\n\t}\n\n\t// 获取处理器\n\thandler, exists := bus.handlers[cmd.CommandType()]\n\tif !exists {\n\t\treturn nil, fmt.Errorf(\"no handler registered for command type: %s\", cmd.CommandType())\n\t}\n\n\t// 使用反射调用处理器\n\thandlerValue := reflect.ValueOf(handler)\n\thandlerType := reflect.TypeOf(handler)\n\n\t// 查找Handle方法\n\thandleMethod, exists := handlerType.MethodByName(\"Handle\")\n\tif !exists {\n\t\treturn nil, fmt.Errorf(\"handler does not have Handle method\")\n\t}\n\n\t// 调用Handle方法\n\targs := []reflect.Value{\n\t\thandlerValue,\n\t\treflect.ValueOf(ctx),\n\t\treflect.ValueOf(cmd),\n\t}\n\n\tresults := handleMethod.Func.Call(args)\n\tif len(results) != 2 {\n\t\treturn nil, fmt.Errorf(\"handler Handle method should return (result, error)\")\n\t}\n\n\t// 检查错误\n\tif !results[1].IsNil() {\n\t\treturn nil, results[1].Interface().(error)\n\t}\n\n\treturn results[0].Interface(), nil\n}\n\n// ExecuteTyped 执行类型化命令\nfunc ExecuteTyped[T Command, R any](ctx context.Context, bus *CommandBus, cmd T) (R, error) {\n\tresult, err := bus.Execute(ctx, cmd)\n\tif err != nil {\n\t\tvar zero R\n\t\treturn zero, err\n\t}\n\n\tif typedResult, ok := result.(R); ok {\n\t\treturn typedResult, nil\n\t}\n\n\tvar zero R\n\treturn zero, fmt.Errorf(\"unexpected result type\")\n}\n\n// Middleware 中间件接口\ntype Middleware interface {\n\tExecute(ctx context.Context, cmd Command, next func(context.Context, Command) (interface{}, error)) (interface{}, error)\n}\n\n// ValidationMiddleware 验证中间件\ntype ValidationMiddleware struct{}\n\n// Execute 执行验证中间件\nfunc (m *ValidationMiddleware) Execute(ctx context.Context, cmd Command, next func(context.Context, Command) (interface{}, error)) (interface{}, error) {\n\tif err := cmd.Validate(); err != nil {\n\t\treturn nil, fmt.Errorf(\"validation failed: %w\", err)\n\t}\n\treturn next(ctx, cmd)\n}\n\n// LoggingMiddleware 日志中间件\ntype LoggingMiddleware struct {\n\tlogger Logger\n}\n\n// Logger 日志接口\ntype Logger interface {\n\tInfo(msg string, fields ...interface{})\n\tError(msg string, err error, fields ...interface{})\n}\n\n// NewLoggingMiddleware 创建日志中间件\nfunc NewLoggingMiddleware(logger Logger) *LoggingMiddleware {\n\treturn &LoggingMiddleware{logger: logger}\n}\n\n// Execute 执行日志中间件\nfunc (m *LoggingMiddleware) Execute(ctx context.Context, cmd Command, next func(context.Context, Command) (interface{}, error)) (interface{}, error) {\n\tm.logger.Info(\"executing command\", \"type\", cmd.CommandType())\n\n\tresult, err := next(ctx, cmd)\n\tif err != nil {\n\t\tm.logger.Error(\"command execution failed\", err, \"type\", cmd.CommandType())\n\t\treturn nil, err\n\t}\n\n\tm.logger.Info(\"command executed successfully\", \"type\", cmd.CommandType())\n\treturn result, nil\n}\n"
  },
  {
    "path": "internal/application/handlers/query_bus.go",
    "content": "package handlers\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"reflect\"\n)\n\n// Query 查询接口\ntype Query interface {\n\tQueryType() string\n\tValidate() error\n}\n\n// QueryHandler 查询处理器接口\ntype QueryHandler[T Query, R any] interface {\n\tHandle(ctx context.Context, query T) (R, error)\n}\n\n// QueryBus 查询总线\ntype QueryBus struct {\n\thandlers map[string]interface{}\n}\n\n// NewQueryBus 创建查询总线\nfunc NewQueryBus() *QueryBus {\n\treturn &QueryBus{\n\t\thandlers: make(map[string]interface{}),\n\t}\n}\n\n// RegisterHandler 注册查询处理器\nfunc (bus *QueryBus) RegisterHandler(queryType string, handler interface{}) {\n\tbus.handlers[queryType] = handler\n}\n\n// Execute 执行查询\nfunc (bus *QueryBus) Execute(ctx context.Context, query Query) (interface{}, error) {\n\t// 验证查询\n\tif err := query.Validate(); err != nil {\n\t\treturn nil, fmt.Errorf(\"query validation failed: %w\", err)\n\t}\n\n\t// 获取处理器\n\thandler, exists := bus.handlers[query.QueryType()]\n\tif !exists {\n\t\treturn nil, fmt.Errorf(\"no handler registered for query type: %s\", query.QueryType())\n\t}\n\n\t// 使用反射调用处理器\n\thandlerValue := reflect.ValueOf(handler)\n\thandlerType := reflect.TypeOf(handler)\n\n\t// 查找Handle方法\n\thandleMethod, exists := handlerType.MethodByName(\"Handle\")\n\tif !exists {\n\t\treturn nil, fmt.Errorf(\"handler does not have Handle method\")\n\t}\n\n\t// 调用Handle方法\n\targs := []reflect.Value{\n\t\thandlerValue,\n\t\treflect.ValueOf(ctx),\n\t\treflect.ValueOf(query),\n\t}\n\n\tresults := handleMethod.Func.Call(args)\n\tif len(results) != 2 {\n\t\treturn nil, fmt.Errorf(\"handler Handle method should return (result, error)\")\n\t}\n\n\t// 检查错误\n\tif !results[1].IsNil() {\n\t\treturn nil, results[1].Interface().(error)\n\t}\n\n\treturn results[0].Interface(), nil\n}\n\n// ExecuteTyped 执行类型化查询\nfunc ExecuteQueryTyped[T Query, R any](ctx context.Context, bus *QueryBus, query T) (R, error) {\n\tresult, err := bus.Execute(ctx, query)\n\tif err != nil {\n\t\tvar zero R\n\t\treturn zero, err\n\t}\n\n\tif typedResult, ok := result.(R); ok {\n\t\treturn typedResult, nil\n\t}\n\n\tvar zero R\n\treturn zero, fmt.Errorf(\"unexpected result type\")\n}\n\n// QueryMiddleware 查询中间件接口\ntype QueryMiddleware interface {\n\tExecute(ctx context.Context, query Query, next func(context.Context, Query) (interface{}, error)) (interface{}, error)\n}\n\n// CachingMiddleware 缓存中间件\ntype CachingMiddleware struct {\n\tcache Cache\n}\n\n// Cache 缓存接口\ntype Cache interface {\n\tGet(key string) (interface{}, bool)\n\tSet(key string, value interface{}, ttl int) error\n\tDelete(key string) error\n}\n\n// NewCachingMiddleware 创建缓存中间件\nfunc NewCachingMiddleware(cache Cache) *CachingMiddleware {\n\treturn &CachingMiddleware{cache: cache}\n}\n\n// Execute 执行缓存中间件\nfunc (m *CachingMiddleware) Execute(ctx context.Context, query Query, next func(context.Context, Query) (interface{}, error)) (interface{}, error) {\n\t// 生成缓存键\n\tcacheKey := fmt.Sprintf(\"%s:%v\", query.QueryType(), query)\n\n\t// 尝试从缓存获取\n\tif cached, found := m.cache.Get(cacheKey); found {\n\t\treturn cached, nil\n\t}\n\n\t// 执行查询\n\tresult, err := next(ctx, query)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 缓存结果（TTL 5分钟）\n\tm.cache.Set(cacheKey, result, 300)\n\n\treturn result, nil\n}\n\n// QueryLoggingMiddleware 查询日志中间件\ntype QueryLoggingMiddleware struct {\n\tlogger Logger\n}\n\n// NewQueryLoggingMiddleware 创建查询日志中间件\nfunc NewQueryLoggingMiddleware(logger Logger) *QueryLoggingMiddleware {\n\treturn &QueryLoggingMiddleware{logger: logger}\n}\n\n// Execute 执行查询日志中间件\nfunc (m *QueryLoggingMiddleware) Execute(ctx context.Context, query Query, next func(context.Context, Query) (interface{}, error)) (interface{}, error) {\n\tm.logger.Info(\"executing query\", \"type\", query.QueryType())\n\n\tresult, err := next(ctx, query)\n\tif err != nil {\n\t\tm.logger.Error(\"query execution failed\", err, \"type\", query.QueryType())\n\t\treturn nil, err\n\t}\n\n\tm.logger.Info(\"query executed successfully\", \"type\", query.QueryType())\n\treturn result, nil\n}\n"
  },
  {
    "path": "internal/application/handlers/replication_subscribers.go",
    "content": "package handlers\n\nimport (\n\t\"context\"\n\t\"reflect\"\n\n\t\"greatestworks/internal/domain/replication\"\n\t\"greatestworks/internal/events\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// RegisterReplicationSubscribers subscribes to replication-related events and logs them.\nfunc RegisterReplicationSubscribers(bus *events.EventBus, logger logging.Logger) {\n\ttypes := []string{\n\t\treflect.TypeOf(&replication.PlayerJoinedEvent{}).String(),\n\t\treflect.TypeOf(&replication.PlayerLeftEvent{}).String(),\n\t\treflect.TypeOf(&replication.InstanceStartedEvent{}).String(),\n\t\treflect.TypeOf(&replication.InstanceFullEvent{}).String(),\n\t\treflect.TypeOf(&replication.InstanceProgressUpdatedEvent{}).String(),\n\t\treflect.TypeOf(&replication.InstanceCompletedEvent{}).String(),\n\t\treflect.TypeOf(&replication.InstanceClosingEvent{}).String(),\n\t\treflect.TypeOf(&replication.InstanceClosedEvent{}).String(),\n\t}\n\n\tfor _, t := range types {\n\t\tbus.Subscribe(t, func(ctx context.Context, e events.Event) error {\n\t\t\tlogger.Info(\"replication event\", logging.Fields{\"type\": t, \"data\": e.GetData()})\n\t\t\treturn nil\n\t\t})\n\t}\n}\n"
  },
  {
    "path": "internal/application/interfaces/command.go",
    "content": "// Package interfaces 定义应用层接口\npackage interfaces\n\nimport \"context\"\n\n// Command 命令接口\ntype Command interface {\n\tCommandType() string\n\tValidate() error\n}\n\n// CommandHandler 命令处理器接口\ntype CommandHandler[T Command, R any] interface {\n\tHandle(ctx context.Context, cmd T) (R, error)\n}\n\n// CommandBus 命令总线接口\ntype CommandBus interface {\n\tRegisterHandler(commandType string, handler interface{})\n\tExecute(ctx context.Context, cmd Command) (interface{}, error)\n}\n\n// Query 查询接口\ntype Query interface {\n\tQueryType() string\n\tValidate() error\n}\n\n// QueryHandler 查询处理器接口\ntype QueryHandler[T Query, R any] interface {\n\tHandle(ctx context.Context, query T) (R, error)\n}\n\n// QueryBus 查询总线接口\ntype QueryBus interface {\n\tRegisterHandler(queryType string, handler interface{})\n\tExecute(ctx context.Context, query Query) (interface{}, error)\n}\n\n// Event 事件接口\ntype Event interface {\n\tEventType() string\n\tAggregateID() string\n\tVersion() int64\n\tOccurredAt() int64\n}\n\n// EventHandler 事件处理器接口\ntype EventHandler[T Event] interface {\n\tHandle(ctx context.Context, event T) error\n}\n\n// EventBus 事件总线接口\ntype EventBus interface {\n\tPublish(ctx context.Context, event Event) error\n\tSubscribe(eventType string, handler EventHandler[Event]) error\n\tUnsubscribe(eventType string, handler EventHandler[Event]) error\n}\n\n// Middleware 中间件接口\ntype Middleware interface {\n\tExecute(ctx context.Context, cmd Command, next func(context.Context, Command) (interface{}, error)) (interface{}, error)\n}\n\n// QueryMiddleware 查询中间件接口\ntype QueryMiddleware interface {\n\tExecute(ctx context.Context, query Query, next func(context.Context, Query) (interface{}, error)) (interface{}, error)\n}\n"
  },
  {
    "path": "internal/application/queries/battle/errors.go",
    "content": "package battle\n\n// import \"errors\"\n\n// English comment\n"
  },
  {
    "path": "internal/application/queries/battle/get_battle.go",
    "content": "package battle\n\n// import \"time\" // 未使用\n\n// English comment// English comment// English comment// English comment// English comment\n"
  },
  {
    "path": "internal/application/queries/player/errors.go",
    "content": "package player\n\nimport \"errors\"\n\n// Player查询相关错误\nvar (\n\tErrPlayerNotFound    = errors.New(\"player not found\")\n\tErrInvalidPlayerID   = errors.New(\"invalid player id\")\n\tErrInvalidPlayerName = errors.New(\"invalid player name\")\n\tErrInvalidLevel      = errors.New(\"invalid level\")\n\tErrInvalidLimit      = errors.New(\"invalid limit\")\n\tErrQueryFailed       = errors.New(\"query failed\")\n\tErrInvalidParameters = errors.New(\"invalid parameters\")\n\tErrInvalidUsername   = errors.New(\"invalid username\")\n)\n"
  },
  {
    "path": "internal/application/queries/player/get_player.go",
    "content": "package player\n\nimport (\n\t\"context\"\n\t\"time\"\n)\n\n// GetPlayerQuery 获取玩家查询\ntype GetPlayerQuery struct {\n\tPlayerID string `json:\"player_id\" validate:\"required\"`\n}\n\n// PlayerDTO 玩家数据传输对象\ntype PlayerDTO struct {\n\tID           string      `json:\"id\"`\n\tName         string      `json:\"name\"`\n\tLevel        int         `json:\"level\"`\n\tExp          int64       `json:\"exp\"`\n\tStatus       string      `json:\"status\"`\n\tPosition     PositionDTO `json:\"position\"`\n\tStats        StatsDTO    `json:\"stats\"`\n\tUsername     string      `json:\"username,omitempty\"`\n\tEmail        string      `json:\"email,omitempty\"`\n\tAvatar       string      `json:\"avatar,omitempty\"`\n\tGender       int         `json:\"gender,omitempty\"`\n\tBanInfo      *BanInfoDTO `json:\"ban_info,omitempty\"`\n\tLastLoginAt  *time.Time  `json:\"last_login_at,omitempty\"`\n\tLastLogoutAt *time.Time  `json:\"last_logout_at,omitempty\"`\n\tOnlineTime   int64       `json:\"online_time,omitempty\"`\n\tCreatedAt    time.Time   `json:\"created_at\"`\n\tUpdatedAt    time.Time   `json:\"updated_at\"`\n}\n\n// PositionDTO 位置数据传输对象\ntype PositionDTO struct {\n\tX float64 `json:\"x\"`\n\tY float64 `json:\"y\"`\n\tZ float64 `json:\"z\"`\n}\n\n// StatsDTO 属性数据传输对象\ntype StatsDTO struct {\n\tHP      int `json:\"hp\"`\n\tMaxHP   int `json:\"max_hp\"`\n\tMP      int `json:\"mp\"`\n\tMaxMP   int `json:\"max_mp\"`\n\tAttack  int `json:\"attack\"`\n\tDefense int `json:\"defense\"`\n\tSpeed   int `json:\"speed\"`\n}\n\n// BanInfoDTO 封禁信息数据传输对象\ntype BanInfoDTO struct {\n\tIsBanned  bool       `json:\"is_banned\"`\n\tBanType   string     `json:\"ban_type,omitempty\"`\n\tReason    string     `json:\"reason,omitempty\"`\n\tBannedBy  string     `json:\"banned_by,omitempty\"`\n\tBannedAt  *time.Time `json:\"banned_at,omitempty\"`\n\tExpiresAt *time.Time `json:\"expires_at,omitempty\"`\n}\n\n// GetPlayerResult 获取玩家结果\ntype GetPlayerResult struct {\n\tPlayer *PlayerDTO `json:\"player\"`\n\tFound  bool       `json:\"found\"`\n}\n\n// GetPlayerByUsernameQuery 根据用户名获取玩家查询\ntype GetPlayerByUsernameQuery struct {\n\tUsername string `json:\"username\" validate:\"required\"`\n}\n\n// QueryType 返回查询类型\nfunc (query *GetPlayerByUsernameQuery) QueryType() string {\n\treturn \"GetPlayerByUsername\"\n}\n\n// Validate 验证查询\nfunc (query *GetPlayerByUsernameQuery) Validate() error {\n\tif query.Username == \"\" {\n\t\treturn ErrInvalidUsername\n\t}\n\treturn nil\n}\n\n// GetPlayerByUsernameResult 根据用户名获取玩家结果\ntype GetPlayerByUsernameResult struct {\n\tPlayer *PlayerWithAccountDTO `json:\"player\"`\n\tFound  bool                  `json:\"found\"`\n}\n\n// PlayerWithAccountDTO 带账户信息的玩家数据传输对象\ntype PlayerWithAccountDTO struct {\n\tID           string      `json:\"id\"`\n\tName         string      `json:\"name\"`\n\tLevel        int         `json:\"level\"`\n\tExp          int64       `json:\"exp\"`\n\tStatus       string      `json:\"status\"`\n\tPosition     PositionDTO `json:\"position\"`\n\tStats        StatsDTO    `json:\"stats\"`\n\tUsername     string      `json:\"username\"`\n\tEmail        string      `json:\"email\"`\n\tPasswordHash string      `json:\"password_hash\"`\n\tCreatedAt    time.Time   `json:\"created_at\"`\n\tUpdatedAt    time.Time   `json:\"updated_at\"`\n}\n\n// GetPlayerHandler 获取玩家查询处理器\ntype GetPlayerHandler struct {\n\tplayerQueryService PlayerQueryService\n}\n\n// PlayerQueryService 玩家查询服务接口\ntype PlayerQueryService interface {\n\tGetPlayer(ctx context.Context, playerID string) (*PlayerDTO, error)\n\tGetPlayerByName(ctx context.Context, name string) (*PlayerDTO, error)\n\tGetOnlinePlayers(ctx context.Context, limit int) ([]*PlayerDTO, error)\n\tGetPlayersByLevel(ctx context.Context, minLevel, maxLevel int) ([]*PlayerDTO, error)\n\tListPlayers(ctx context.Context, query *ListPlayersQuery) ([]*PlayerDTO, int64, error)\n}\n\n// NewGetPlayerHandler 创建查询处理器\nfunc NewGetPlayerHandler(playerQueryService PlayerQueryService) *GetPlayerHandler {\n\treturn &GetPlayerHandler{\n\t\tplayerQueryService: playerQueryService,\n\t}\n}\n\n// Handle 处理获取玩家查询\nfunc (h *GetPlayerHandler) Handle(ctx context.Context, query *GetPlayerQuery) (*GetPlayerResult, error) {\n\tplayer, err := h.playerQueryService.GetPlayer(ctx, query.PlayerID)\n\tif err != nil {\n\t\tif err == ErrPlayerNotFound {\n\t\t\treturn &GetPlayerResult{Player: nil, Found: false}, nil\n\t\t}\n\t\treturn nil, err\n\t}\n\n\treturn &GetPlayerResult{Player: player, Found: true}, nil\n}\n\n// QueryType 返回查询类型\nfunc (query *GetPlayerQuery) QueryType() string {\n\treturn \"GetPlayer\"\n}\n\n// Validate 验证查询\nfunc (query *GetPlayerQuery) Validate() error {\n\tif query.PlayerID == \"\" {\n\t\treturn ErrInvalidPlayerID\n\t}\n\treturn nil\n}\n"
  },
  {
    "path": "internal/application/queries/player/get_player_detail.go",
    "content": "package player\n\nimport (\n\t\"context\"\n)\n\n// GetPlayerDetailQuery GM获取玩家详情查询\ntype GetPlayerDetailQuery struct {\n\tPlayerID string `json:\"player_id\" validate:\"required\"`\n}\n\n// GetPlayerDetailResult GM获取玩家详情结果\ntype GetPlayerDetailResult struct {\n\tPlayer *PlayerDTO `json:\"player\"`\n\tFound  bool       `json:\"found\"`\n}\n\n// GetPlayerDetailHandler GM获取玩家详情处理器\ntype GetPlayerDetailHandler struct {\n\tplayerQueryService PlayerQueryService\n}\n\n// NewGetPlayerDetailHandler 创建GM获取玩家详情处理器\nfunc NewGetPlayerDetailHandler(playerQueryService PlayerQueryService) *GetPlayerDetailHandler {\n\treturn &GetPlayerDetailHandler{\n\t\tplayerQueryService: playerQueryService,\n\t}\n}\n\n// Handle 处理GM获取玩家详情请求\nfunc (h *GetPlayerDetailHandler) Handle(ctx context.Context, query *GetPlayerDetailQuery) (*GetPlayerDetailResult, error) {\n\t// 验证查询参数\n\tif err := query.Validate(); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// TODO: 调用服务层获取玩家详情\n\t// player, err := h.playerQueryService.GetPlayerDetail(ctx, query.PlayerID)\n\t// if err != nil {\n\t// \treturn nil, err\n\t// }\n\n\treturn &GetPlayerDetailResult{\n\t\tPlayer: nil,\n\t\tFound:  false,\n\t}, nil\n}\n\n// Validate 验证查询\nfunc (q *GetPlayerDetailQuery) Validate() error {\n\tif q.PlayerID == \"\" {\n\t\treturn ErrInvalidPlayerID\n\t}\n\treturn nil\n}\n"
  },
  {
    "path": "internal/application/queries/player/get_player_stats.go",
    "content": "package player\n\nimport (\n\t\"context\"\n\t\"time\"\n\n\t\"greatestworks/internal/domain/player\"\n)\n\n// GetPlayerStatsQuery 获取玩家统计信息查询\ntype GetPlayerStatsQuery struct {\n\tPlayerID player.PlayerID `json:\"player_id\" validate:\"required\"`\n}\n\n// GetPlayerStatsResult 获取玩家统计信息结果\ntype GetPlayerStatsResult struct {\n\tFound        bool            `json:\"found\"`\n\tPlayerID     player.PlayerID `json:\"player_id\"`\n\tTotalBattles int             `json:\"total_battles\"`\n\tWins         int             `json:\"wins\"`\n\tLosses       int             `json:\"losses\"`\n\tWinRate      float64         `json:\"win_rate\"`\n\tTotalExp     int64           `json:\"total_exp\"`\n\tPlayTime     time.Duration   `json:\"play_time\"`\n\tLastLogin    *time.Time      `json:\"last_login\"`\n\tAchievements []string        `json:\"achievements\"`\n}\n\n// GetPlayerStatsHandler 获取玩家统计信息处理器\ntype GetPlayerStatsHandler struct {\n\tplayerStatsService PlayerStatsService\n}\n\n// PlayerStatsService 玩家统计服务接口\ntype PlayerStatsService interface {\n\tGetPlayerStats(ctx context.Context, playerID player.PlayerID) (*GetPlayerStatsResult, error)\n}\n\n// NewGetPlayerStatsHandler 创建获取玩家统计信息处理器\nfunc NewGetPlayerStatsHandler(playerStatsService PlayerStatsService) *GetPlayerStatsHandler {\n\treturn &GetPlayerStatsHandler{\n\t\tplayerStatsService: playerStatsService,\n\t}\n}\n\n// Handle 处理获取玩家统计信息查询\nfunc (h *GetPlayerStatsHandler) Handle(ctx context.Context, query *GetPlayerStatsQuery) (*GetPlayerStatsResult, error) {\n\treturn h.playerStatsService.GetPlayerStats(ctx, query.PlayerID)\n}\n\n// QueryType 返回查询类型\nfunc (query *GetPlayerStatsQuery) QueryType() string {\n\treturn \"GetPlayerStatsQuery\"\n}\n\n// Validate 验证查询参数\nfunc (query *GetPlayerStatsQuery) Validate() error {\n\tif query.PlayerID.String() == \"\" {\n\t\treturn ErrInvalidPlayerID\n\t}\n\treturn nil\n}\n"
  },
  {
    "path": "internal/application/queries/player/list_players.go",
    "content": "package player\n\nimport (\n\t\"context\"\n)\n\n// ListPlayersQuery 列表查询玩家请求\ntype ListPlayersQuery struct {\n\tPage     int    `json:\"page\" validate:\"min=1\"`\n\tPageSize int    `json:\"page_size\" validate:\"min=1,max=100\"`\n\tName     string `json:\"name,omitempty\"`\n\tStatus   string `json:\"status,omitempty\"`\n\tLevel    int    `json:\"level,omitempty\"`\n}\n\n// ListPlayersResult 列表查询玩家结果\ntype ListPlayersResult struct {\n\tPlayers []*PlayerDTO `json:\"players\"`\n\tTotal   int64        `json:\"total\"`\n\tPage    int          `json:\"page\"`\n\tSize    int          `json:\"size\"`\n}\n\n// ListPlayersHandler 列表查询玩家处理器\ntype ListPlayersHandler struct {\n\tplayerQueryService PlayerQueryService\n}\n\n// NewListPlayersHandler 创建列表查询玩家处理器\nfunc NewListPlayersHandler(playerQueryService PlayerQueryService) *ListPlayersHandler {\n\treturn &ListPlayersHandler{\n\t\tplayerQueryService: playerQueryService,\n\t}\n}\n\n// Handle 处理列表查询玩家请求\nfunc (h *ListPlayersHandler) Handle(ctx context.Context, query *ListPlayersQuery) (*ListPlayersResult, error) {\n\t// 验证查询参数\n\tif err := query.Validate(); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 调用服务层获取玩家列表\n\tplayers, total, err := h.playerQueryService.ListPlayers(ctx, query)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\treturn &ListPlayersResult{\n\t\tPlayers: players,\n\t\tTotal:   total,\n\t\tPage:    query.Page,\n\t\tSize:    len(players),\n\t}, nil\n}\n\n// QueryType 返回查询类型\nfunc (q *ListPlayersQuery) QueryType() string {\n\treturn \"list_players\"\n}\n\n// Validate 验证查询参数\nfunc (q *ListPlayersQuery) Validate() error {\n\tif q.Page <= 0 {\n\t\tq.Page = 1\n\t}\n\tif q.PageSize <= 0 {\n\t\tq.PageSize = 20\n\t}\n\tif q.PageSize > 100 {\n\t\tq.PageSize = 100\n\t}\n\treturn nil\n}\n"
  },
  {
    "path": "internal/application/queries/player/search_players.go",
    "content": "package player\n\nimport (\n\t\"context\"\n)\n\n// SearchPlayersQuery GM搜索玩家查询\ntype SearchPlayersQuery struct {\n\tKeyword   string `json:\"keyword,omitempty\"`\n\tPlayerID  string `json:\"player_id,omitempty\"`\n\tUsername  string `json:\"username,omitempty\"`\n\tEmail     string `json:\"email,omitempty\"`\n\tStatus    string `json:\"status,omitempty\"`\n\tMinLevel  int    `json:\"min_level,omitempty\"`\n\tMaxLevel  int    `json:\"max_level,omitempty\"`\n\tPage      int    `json:\"page\" validate:\"min=1\"`\n\tPageSize  int    `json:\"page_size\" validate:\"min=1,max=100\"`\n\tSortBy    string `json:\"sort_by,omitempty\"`\n\tSortOrder string `json:\"sort_order,omitempty\"`\n}\n\n// SearchPlayersResult GM搜索玩家结果\ntype SearchPlayersResult struct {\n\tPlayers []*PlayerDTO `json:\"players\"`\n\tTotal   int64        `json:\"total\"`\n\tPage    int          `json:\"page\"`\n\tSize    int          `json:\"size\"`\n}\n\n// SearchPlayersHandler GM搜索玩家处理器\ntype SearchPlayersHandler struct {\n\tplayerQueryService PlayerQueryService\n}\n\n// NewSearchPlayersHandler 创建GM搜索玩家处理器\nfunc NewSearchPlayersHandler(playerQueryService PlayerQueryService) *SearchPlayersHandler {\n\treturn &SearchPlayersHandler{\n\t\tplayerQueryService: playerQueryService,\n\t}\n}\n\n// Handle 处理GM搜索玩家请求\nfunc (h *SearchPlayersHandler) Handle(ctx context.Context, query *SearchPlayersQuery) (*SearchPlayersResult, error) {\n\t// 验证查询参数\n\tif err := query.Validate(); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// TODO: 调用服务层搜索玩家\n\t// players, total, err := h.playerQueryService.SearchPlayers(ctx, query)\n\t// if err != nil {\n\t// \treturn nil, err\n\t// }\n\n\treturn &SearchPlayersResult{\n\t\tPlayers: make([]*PlayerDTO, 0),\n\t\tTotal:   0,\n\t\tPage:    query.Page,\n\t\tSize:    query.PageSize,\n\t}, nil\n}\n\n// Validate 验证查询\nfunc (q *SearchPlayersQuery) Validate() error {\n\tif q.Page < 1 {\n\t\tq.Page = 1\n\t}\n\tif q.PageSize < 1 || q.PageSize > 100 {\n\t\tq.PageSize = 20\n\t}\n\treturn nil\n}\n"
  },
  {
    "path": "internal/application/services/building_service.go",
    "content": "package services\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"greatestworks/internal/domain/building\"\n)\n\n// BuildingApplicationService 建筑应用服务\ntype BuildingApplicationService struct {\n\tbuildingRepo     building.BuildingRepository\n\tconstructionRepo building.ConstructionRepository\n\tbuildingService  *building.BuildingService\n\teventBus         building.BuildingEventBus\n}\n\n// NewBuildingApplicationService 创建建筑应用服务\nfunc NewBuildingApplicationService(\n\tbuildingRepo building.BuildingRepository,\n\tconstructionRepo building.ConstructionRepository,\n\tbuildingService *building.BuildingService,\n\teventBus building.BuildingEventBus,\n) *BuildingApplicationService {\n\treturn &BuildingApplicationService{\n\t\tbuildingRepo:     buildingRepo,\n\t\tconstructionRepo: constructionRepo,\n\t\tbuildingService:  buildingService,\n\t\teventBus:         eventBus,\n\t}\n}\n\n// CreateBuildingTypeRequest 创建建筑类型请求\ntype CreateBuildingTypeRequest struct {\n\tName         string                 `json:\"name\"`\n\tDescription  string                 `json:\"description\"`\n\tCategory     string                 `json:\"category\"`\n\tMaxLevel     int32                  `json:\"max_level\"`\n\tBaseCost     int64                  `json:\"base_cost\"`\n\tBuildTime    int32                  `json:\"build_time\"`\n\tRequirements map[string]interface{} `json:\"requirements,omitempty\"`\n\tIsActive     bool                   `json:\"is_active\"`\n}\n\n// CreateBuildingTypeResponse 创建建筑类型响应\ntype CreateBuildingTypeResponse struct {\n\tBuildingTypeID string    `json:\"building_type_id\"`\n\tName           string    `json:\"name\"`\n\tDescription    string    `json:\"description\"`\n\tCategory       string    `json:\"category\"`\n\tMaxLevel       int32     `json:\"max_level\"`\n\tBaseCost       int64     `json:\"base_cost\"`\n\tBuildTime      int32     `json:\"build_time\"`\n\tIsActive       bool      `json:\"is_active\"`\n\tCreatedAt      time.Time `json:\"created_at\"`\n}\n\n// CreateBuildingType 创建建筑类型\nfunc (s *BuildingApplicationService) CreateBuildingType(ctx context.Context, req *CreateBuildingTypeRequest) (*CreateBuildingTypeResponse, error) {\n\tif req == nil {\n\t\treturn nil, fmt.Errorf(\"request cannot be nil\")\n\t}\n\n\tif err := s.validateCreateBuildingTypeRequest(req); err != nil {\n\t\treturn nil, fmt.Errorf(\"invalid request: %w\", err)\n\t}\n\n\t// 转换建筑类别\n\t_, err := s.parseBuildingCategory(req.Category)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"invalid category: %w\", err)\n\t}\n\n\t// 创建建筑类型\n\t// TODO: 实现NewBuildingType方法\n\tbuildingType := &building.BuildingAggregate{}\n\t// TODO: 实现BuildingAggregate的方法\n\t// buildingType.SetDescription(req.Description)\n\t// buildingType.SetBaseCost(req.BaseCost)\n\t// buildingType.SetBuildTime(req.BuildTime)\n\n\t// 设置需求条件\n\t// if req.Requirements != nil {\n\t// \tfor key, value := range req.Requirements {\n\t// \t\tbuildingType.AddRequirement(key, value)\n\t// \t}\n\t// }\n\n\t// if req.IsActive {\n\t// \tbuildingType.Activate()\n\t// }\n\n\t// 保存建筑类型\n\t// TODO: 实现SaveBuildingType方法\n\tif err := s.buildingRepo.Save(ctx, buildingType); err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to save building type: %w\", err)\n\t}\n\n\t// 发布事件\n\t// TODO: 实现NewBuildingTypeCreatedEvent方法\n\tevent := &building.BuildingCreatedEvent{}\n\tif err := s.eventBus.Publish(ctx, event); err != nil {\n\t\tfmt.Printf(\"failed to publish building type created event: %v\\n\", err)\n\t}\n\n\treturn &CreateBuildingTypeResponse{\n\t\tBuildingTypeID: \"\", // TODO: buildingType.GetID(),\n\t\tName:           req.Name,\n\t\tDescription:    req.Description,\n\t\tCategory:       req.Category,\n\t\tMaxLevel:       req.MaxLevel,\n\t\tBaseCost:       req.BaseCost,\n\t\tBuildTime:      req.BuildTime,\n\t\tIsActive:       req.IsActive,\n\t\tCreatedAt:      time.Now(),\n\t}, nil\n}\n\n// StartConstructionRequest 开始建造请求\ntype StartConstructionRequest struct {\n\tPlayerID       uint64 `json:\"player_id\"`\n\tBuildingTypeID string `json:\"building_type_id\"`\n\tPosition       string `json:\"position\"`\n\tSlotID         string `json:\"slot_id\"`\n}\n\n// StartConstructionResponse 开始建造响应\ntype StartConstructionResponse struct {\n\tConstructionID string    `json:\"construction_id\"`\n\tBuildingID     string    `json:\"building_id\"`\n\tPlayerID       uint64    `json:\"player_id\"`\n\tBuildingTypeID string    `json:\"building_type_id\"`\n\tPosition       string    `json:\"position\"`\n\tSlotID         string    `json:\"slot_id\"`\n\tStatus         string    `json:\"status\"`\n\tStartedAt      time.Time `json:\"started_at\"`\n\tCompletesAt    time.Time `json:\"completes_at\"`\n\tCost           int64     `json:\"cost\"`\n}\n\n// StartConstruction 开始建造\nfunc (s *BuildingApplicationService) StartConstruction(ctx context.Context, req *StartConstructionRequest) (*StartConstructionResponse, error) {\n\tif req == nil {\n\t\treturn nil, fmt.Errorf(\"request cannot be nil\")\n\t}\n\n\tif err := s.validateStartConstructionRequest(req); err != nil {\n\t\treturn nil, fmt.Errorf(\"invalid request: %w\", err)\n\t}\n\n\t// 获取建筑类型\n\t// TODO: 实现FindBuildingTypeByID方法\n\tbuildingType, err := s.buildingRepo.FindByID(ctx, req.BuildingTypeID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to find building type: %w\", err)\n\t}\n\tif buildingType == nil {\n\t\treturn nil, fmt.Errorf(\"building type not found\")\n\t}\n\n\t// 检查建筑类型是否激活\n\tif !buildingType.IsActive() {\n\t\treturn nil, fmt.Errorf(\"building type is not active\")\n\t}\n\n\t// 检查位置是否可用\n\t// TODO: 修复Position类型转换\n\tposition := &building.Position{} // 临时解决方案\n\texistingBuilding, err := s.buildingRepo.FindByPlayerAndPosition(ctx, req.PlayerID, position)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to check position: %w\", err)\n\t}\n\tif existingBuilding != nil {\n\t\treturn nil, fmt.Errorf(\"position already occupied\")\n\t}\n\n\t// 开始建造\n\t// TODO: 修复StartConstruction方法调用\n\t// startReq := &building.StartConstructionRequest{\n\t// \tPlayerID:       req.PlayerID,\n\t// \tBuildingTypeID: req.BuildingTypeID,\n\t// \tPosition:       req.Position,\n\t// \tSlotID:         req.SlotID,\n\t// }\n\t_, err = s.buildingService.StartConstruction(ctx, nil)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to start construction: %w\", err)\n\t}\n\n\t// 发布事件\n\t// TODO: 修复NewConstructionStartedEvent方法调用\n\tevent := &building.ConstructionStartedEvent{}\n\tif err := s.eventBus.Publish(ctx, event); err != nil {\n\t\tfmt.Printf(\"failed to publish construction started event: %v\\n\", err)\n\t}\n\n\treturn &StartConstructionResponse{\n\t\tConstructionID: \"\", // TODO: construction.GetID(),\n\t\tBuildingID:     \"\", // TODO: buildingAggregate.GetID(),\n\t\tPlayerID:       req.PlayerID,\n\t\tBuildingTypeID: req.BuildingTypeID,\n\t\tPosition:       req.Position,\n\t\tSlotID:         req.SlotID,\n\t\tStatus:         \"started\", // TODO: construction.GetStatus().String(),\n\t\tStartedAt:      time.Now(),\n\t\tCompletesAt:    time.Now().Add(24 * time.Hour), // TODO: construction.GetCompletesAt(),\n\t\tCost:           0,                              // TODO: construction.GetCost(),\n\t}, nil\n}\n\n// CompleteConstructionRequest 完成建造请求\ntype CompleteConstructionRequest struct {\n\tConstructionID  string `json:\"construction_id\"`\n\tInstantComplete bool   `json:\"instant_complete\"`\n}\n\n// CompleteConstructionResponse 完成建造响应\ntype CompleteConstructionResponse struct {\n\tConstructionID string                    `json:\"construction_id\"`\n\tBuildingID     string                    `json:\"building_id\"`\n\tStatus         string                    `json:\"status\"`\n\tCompletedAt    time.Time                 `json:\"completed_at\"`\n\tRewards        []*BuildingRewardResponse `json:\"rewards,omitempty\"`\n}\n\n// BuildingRewardResponse 建筑奖励响应\ntype BuildingRewardResponse struct {\n\tType     string `json:\"type\"`\n\tItemID   string `json:\"item_id,omitempty\"`\n\tQuantity int32  `json:\"quantity\"`\n\tReason   string `json:\"reason\"`\n}\n\n// CompleteConstruction 完成建造\nfunc (s *BuildingApplicationService) CompleteConstruction(ctx context.Context, req *CompleteConstructionRequest) (*CompleteConstructionResponse, error) {\n\tif req == nil || req.ConstructionID == \"\" {\n\t\treturn nil, fmt.Errorf(\"construction ID is required\")\n\t}\n\n\t// 获取建造进程\n\tconstruction, err := s.constructionRepo.FindByID(ctx, req.ConstructionID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to find construction: %w\", err)\n\t}\n\tif construction == nil {\n\t\treturn nil, fmt.Errorf(\"construction not found\")\n\t}\n\n\t// 检查建造状态\n\t// TODO: 实现IsInProgress方法\n\t// if !construction.IsInProgress() {\n\t// \treturn nil, fmt.Errorf(\"construction is not in progress\")\n\t// }\n\n\t// 完成建造\n\t// TODO: 实现CompleteConstruction方法\n\t// _, err = s.buildingService.CompleteConstruction(ctx, req.ConstructionID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to complete construction: %w\", err)\n\t// }\n\n\t// 转换奖励响应\n\t// TODO: 修复result变量\n\t// rewardResponses := make([]*BuildingRewardResponse, len(result.Rewards))\n\t// for i, reward := range result.Rewards {\n\t// \trewardResponses[i] = &BuildingRewardResponse{\n\t// \t\tType:     reward.GetType().String(),\n\t// \t\tItemID:   reward.GetItemID(),\n\t// \t\tQuantity: reward.GetQuantity(),\n\t// \t\tReason:   reward.GetReason(),\n\t// \t}\n\t// }\n\trewardResponses := []*BuildingRewardResponse{}\n\n\t// 发布事件\n\t// TODO: 修复NewConstructionCompletedEvent方法调用\n\tevent := &building.ConstructionCompletedEvent{}\n\tif err := s.eventBus.Publish(ctx, event); err != nil {\n\t\tfmt.Printf(\"failed to publish construction completed event: %v\\n\", err)\n\t}\n\n\treturn &CompleteConstructionResponse{\n\t\tConstructionID: req.ConstructionID,\n\t\tBuildingID:     \"\",          // TODO: result.BuildingID,\n\t\tStatus:         \"completed\", // TODO: result.Status.String(),\n\t\tCompletedAt:    time.Now(),  // TODO: result.CompletedAt,\n\t\tRewards:        rewardResponses,\n\t}, nil\n}\n\n// UpgradeBuildingRequest 升级建筑请求\ntype UpgradeBuildingRequest struct {\n\tBuildingID  string `json:\"building_id\"`\n\tTargetLevel int32  `json:\"target_level\"`\n}\n\n// UpgradeBuildingResponse 升级建筑响应\ntype UpgradeBuildingResponse struct {\n\tBuildingID  string    `json:\"building_id\"`\n\tOldLevel    int32     `json:\"old_level\"`\n\tNewLevel    int32     `json:\"new_level\"`\n\tUpgradeCost int64     `json:\"upgrade_cost\"`\n\tUpgradeTime int32     `json:\"upgrade_time\"`\n\tStartedAt   time.Time `json:\"started_at\"`\n\tCompletesAt time.Time `json:\"completes_at\"`\n}\n\n// UpgradeBuilding 升级建筑\nfunc (s *BuildingApplicationService) UpgradeBuilding(ctx context.Context, req *UpgradeBuildingRequest) (*UpgradeBuildingResponse, error) {\n\tif req == nil || req.BuildingID == \"\" {\n\t\treturn nil, fmt.Errorf(\"building ID is required\")\n\t}\n\n\tif req.TargetLevel <= 0 {\n\t\treturn nil, fmt.Errorf(\"target level must be positive\")\n\t}\n\n\t// 获取建筑\n\tbuildingAggregate, err := s.buildingRepo.FindByID(ctx, req.BuildingID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to find building: %w\", err)\n\t}\n\tif buildingAggregate == nil {\n\t\treturn nil, fmt.Errorf(\"building not found\")\n\t}\n\n\t// 检查建筑状态\n\t// TODO: 实现IsCompleted方法\n\t// if !buildingAggregate.IsCompleted() {\n\t// \treturn nil, fmt.Errorf(\"building is not completed\")\n\t// }\n\n\t// TODO: 实现GetLevel方法\n\t// oldLevel := buildingAggregate.GetLevel().GetCurrentLevel()\n\n\t// 升级建筑\n\t// TODO: 实现UpgradeBuilding方法\n\t// _, err = s.buildingService.UpgradeBuilding(ctx, req.BuildingID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to upgrade building: %w\", err)\n\t// }\n\n\t// 发布事件\n\t// TODO: 修复NewBuildingUpgradeStartedEvent方法调用\n\tevent := &building.BuildingCreatedEvent{}\n\tif err := s.eventBus.Publish(ctx, event); err != nil {\n\t\tfmt.Printf(\"failed to publish building upgrade started event: %v\\n\", err)\n\t}\n\n\treturn &UpgradeBuildingResponse{\n\t\tBuildingID:  req.BuildingID,\n\t\tOldLevel:    1, // TODO: oldLevel,\n\t\tNewLevel:    req.TargetLevel,\n\t\tUpgradeCost: 0, // TODO: result.Cost,\n\t\tUpgradeTime: 0, // TODO: result.Time,\n\t\tStartedAt:   time.Now(),\n\t\tCompletesAt: time.Now().Add(24 * time.Hour), // TODO: result.CompletesAt,\n\t}, nil\n}\n\n// GetPlayerBuildingsRequest 获取玩家建筑请求\ntype GetPlayerBuildingsRequest struct {\n\tPlayerID uint64 `json:\"player_id\"`\n\tCategory string `json:\"category,omitempty\"`\n\tStatus   string `json:\"status,omitempty\"`\n}\n\n// BuildingResponse 建筑响应\ntype BuildingResponse struct {\n\tBuildingID     string                    `json:\"building_id\"`\n\tBuildingTypeID string                    `json:\"building_type_id\"`\n\tName           string                    `json:\"name\"`\n\tCategory       string                    `json:\"category\"`\n\tLevel          int32                     `json:\"level\"`\n\tMaxLevel       int32                     `json:\"max_level\"`\n\tPosition       string                    `json:\"position\"`\n\tSlotID         string                    `json:\"slot_id\"`\n\tStatus         string                    `json:\"status\"`\n\tEffects        []*BuildingEffectResponse `json:\"effects,omitempty\"`\n\tProduction     map[string]interface{}    `json:\"production,omitempty\"`\n\tCreatedAt      time.Time                 `json:\"created_at\"`\n\tCompletedAt    *time.Time                `json:\"completed_at,omitempty\"`\n\tLastUpdated    time.Time                 `json:\"last_updated\"`\n}\n\n// BuildingEffectResponse 建筑效果响应\ntype BuildingEffectResponse struct {\n\tType        string  `json:\"type\"`\n\tTarget      string  `json:\"target\"`\n\tValue       float64 `json:\"value\"`\n\tDescription string  `json:\"description\"`\n}\n\n// GetPlayerBuildingsResponse 获取玩家建筑响应\ntype GetPlayerBuildingsResponse struct {\n\tPlayerID  uint64              `json:\"player_id\"`\n\tBuildings []*BuildingResponse `json:\"buildings\"`\n\tTotal     int64               `json:\"total\"`\n}\n\n// GetPlayerBuildings 获取玩家建筑\nfunc (s *BuildingApplicationService) GetPlayerBuildings(ctx context.Context, req *GetPlayerBuildingsRequest) (*GetPlayerBuildingsResponse, error) {\n\tif req == nil || req.PlayerID == 0 {\n\t\treturn nil, fmt.Errorf(\"player ID is required\")\n\t}\n\n\t// 构建查询\n\t// TODO: 修复NewBuildingQuery方法调用\n\tquery := &building.BuildingQuery{}\n\n\tif req.Category != \"\" {\n\t\t_, err := s.parseBuildingCategory(req.Category)\n\t\tif err != nil {\n\t\t\treturn nil, fmt.Errorf(\"invalid category: %w\", err)\n\t\t}\n\t\t// TODO: 修复WithCategory方法调用\n\t\t// query = query.WithCategory(category)\n\t}\n\n\tif req.Status != \"\" {\n\t\t_, err := s.parseBuildingStatus(req.Status)\n\t\tif err != nil {\n\t\t\treturn nil, fmt.Errorf(\"invalid status: %w\", err)\n\t\t}\n\t\t// TODO: 修复WithStatus方法调用\n\t\t// query = query.WithStatus(status)\n\t}\n\n\t// 查询建筑\n\tbuildings, total, err := s.buildingRepo.FindByQuery(ctx, query)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to find buildings: %w\", err)\n\t}\n\n\t// 转换响应\n\tbuildingResponses := make([]*BuildingResponse, len(buildings))\n\tfor i, _ := range buildings {\n\t\t// 获取建筑类型信息\n\t\t// TODO: 修复FindBuildingTypeByID方法调用\n\t\t// buildingType, _ := s.buildingRepo.FindBuildingTypeByID(ctx, buildingAggregate.GetBuildingTypeID())\n\n\t\t// 转换效果\n\t\t// TODO: 实现GetEffects方法\n\t\teffectResponses := make([]*BuildingEffectResponse, 0)\n\t\t// for _, effect := range buildingAggregate.GetEffects() {\n\t\t// \teffectResponses = append(effectResponses, &BuildingEffectResponse{\n\t\t// \t\tType:        effect.GetType().String(),\n\t\t// \t\tTarget:      effect.GetTarget(),\n\t\t// \t\tValue:       effect.GetValue(),\n\t\t// \t\tDescription: effect.GetDescription(),\n\t\t// \t})\n\t\t// }\n\n\t\tbuildingResponse := &BuildingResponse{\n\t\t\tBuildingID:     \"\",       // TODO: buildingAggregate.GetID(),\n\t\t\tBuildingTypeID: \"\",       // TODO: buildingAggregate.GetBuildingTypeID(),\n\t\t\tLevel:          1,        // TODO: buildingAggregate.GetLevel().GetCurrentLevel(),\n\t\t\tPosition:       \"\",       // TODO: buildingAggregate.GetPosition(),\n\t\t\tSlotID:         \"\",       // TODO: buildingAggregate.GetSlotID(),\n\t\t\tStatus:         \"active\", // TODO: buildingAggregate.GetStatus().String(),\n\t\t\tEffects:        effectResponses,\n\t\t\tProduction:     nil,        // TODO: buildingAggregate.GetProduction(),\n\t\t\tCreatedAt:      time.Now(), // TODO: buildingAggregate.GetCreatedAt(),\n\t\t\tLastUpdated:    time.Now(), // TODO: buildingAggregate.GetUpdatedAt(),\n\t\t}\n\n\t\t// TODO: 修复buildingType变量\n\t\t// if buildingType != nil {\n\t\t// \tbuildingResponse.Name = buildingType.GetName()\n\t\t// \tbuildingResponse.Category = buildingType.GetCategory().String()\n\t\t// \tbuildingResponse.MaxLevel = buildingType.GetMaxLevel()\n\t\t// }\n\n\t\t// TODO: 实现IsCompleted方法\n\t\t// if buildingAggregate.IsCompleted() {\n\t\t// \tcompletedAt := buildingAggregate.GetCompletedAt()\n\t\t// \tbuildingResponse.CompletedAt = &completedAt\n\t\t// }\n\n\t\tbuildingResponses[i] = buildingResponse\n\t}\n\n\treturn &GetPlayerBuildingsResponse{\n\t\tPlayerID:  req.PlayerID,\n\t\tBuildings: buildingResponses,\n\t\tTotal:     total,\n\t}, nil\n}\n\n// GetBuildingDetailsRequest 获取建筑详情请求\ntype GetBuildingDetailsRequest struct {\n\tBuildingID string `json:\"building_id\"`\n}\n\n// GetBuildingDetailsResponse 获取建筑详情响应\ntype GetBuildingDetailsResponse struct {\n\tBuilding     *BuildingResponse     `json:\"building\"`\n\tConstruction *ConstructionResponse `json:\"construction,omitempty\"`\n}\n\n// ConstructionResponse 建造响应\ntype ConstructionResponse struct {\n\tConstructionID string    `json:\"construction_id\"`\n\tStatus         string    `json:\"status\"`\n\tProgress       float64   `json:\"progress\"`\n\tStartedAt      time.Time `json:\"started_at\"`\n\tCompletesAt    time.Time `json:\"completes_at\"`\n\tRemainingTime  int32     `json:\"remaining_time\"`\n\tCost           int64     `json:\"cost\"`\n}\n\n// GetBuildingDetails 获取建筑详情\nfunc (s *BuildingApplicationService) GetBuildingDetails(ctx context.Context, req *GetBuildingDetailsRequest) (*GetBuildingDetailsResponse, error) {\n\tif req == nil || req.BuildingID == \"\" {\n\t\treturn nil, fmt.Errorf(\"building ID is required\")\n\t}\n\n\t// 获取建筑\n\tbuildingAggregate, err := s.buildingRepo.FindByID(ctx, req.BuildingID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to find building: %w\", err)\n\t}\n\tif buildingAggregate == nil {\n\t\treturn nil, fmt.Errorf(\"building not found\")\n\t}\n\n\t// 获取建筑类型信息\n\t// TODO: 修复FindBuildingTypeByID方法调用\n\t// buildingType, err := s.buildingRepo.FindBuildingTypeByID(ctx, buildingAggregate.GetBuildingTypeID())\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to find building type: %w\", err)\n\t// }\n\n\t// 转换建筑响应\n\t// TODO: 实现GetEffects方法\n\teffectResponses := make([]*BuildingEffectResponse, 0)\n\t// for _, effect := range buildingAggregate.GetEffects() {\n\t// \teffectResponses = append(effectResponses, &BuildingEffectResponse{\n\t// \t\tType:        effect.GetType().String(),\n\t// \t\tTarget:      effect.GetTarget(),\n\t// \t\tValue:       effect.GetValue(),\n\t// \t\tDescription: effect.GetDescription(),\n\t// \t})\n\t// }\n\n\tbuildingResponse := &BuildingResponse{\n\t\tBuildingID:     \"\",       // TODO: buildingAggregate.GetID(),\n\t\tBuildingTypeID: \"\",       // TODO: buildingAggregate.GetBuildingTypeID(),\n\t\tLevel:          1,        // TODO: buildingAggregate.GetLevel().GetCurrentLevel(),\n\t\tPosition:       \"\",       // TODO: buildingAggregate.GetPosition(),\n\t\tSlotID:         \"\",       // TODO: buildingAggregate.GetSlotID(),\n\t\tStatus:         \"active\", // TODO: buildingAggregate.GetStatus().String(),\n\t\tEffects:        effectResponses,\n\t\tProduction:     nil,        // TODO: buildingAggregate.GetProduction(),\n\t\tCreatedAt:      time.Now(), // TODO: buildingAggregate.GetCreatedAt(),\n\t\tLastUpdated:    time.Now(), // TODO: buildingAggregate.GetUpdatedAt(),\n\t}\n\n\t// TODO: 修复buildingType变量\n\t// if buildingType != nil {\n\t// \tbuildingResponse.Name = buildingType.GetName()\n\t// \tbuildingResponse.Category = buildingType.GetCategory().String()\n\t// \tbuildingResponse.MaxLevel = buildingType.GetMaxLevel()\n\t// }\n\n\t// TODO: 实现IsCompleted方法\n\t// if buildingAggregate.IsCompleted() {\n\t// \tcompletedAt := buildingAggregate.GetCompletedAt()\n\t// \tbuildingResponse.CompletedAt = &completedAt\n\t// }\n\n\tresponse := &GetBuildingDetailsResponse{\n\t\tBuilding: buildingResponse,\n\t}\n\n\t// 获取建造信息（如果存在）\n\t// TODO: 修复FindByBuildingID方法调用\n\t// construction, err := s.constructionRepo.FindByBuildingID(ctx, req.BuildingID)\n\t// if err == nil && construction != nil && construction.IsInProgress() {\n\t// \t// 计算进度和剩余时间\n\t// \tprogress := construction.GetProgress()\n\t// \tremainingTime := int32(0)\n\t// \tif !construction.IsCompleted() {\n\t// \t\tremainingTime = int32(construction.GetCompletesAt().Sub(time.Now()).Seconds())\n\t// \t\tif remainingTime < 0 {\n\t// \t\t\tremainingTime = 0\n\t// \t\t}\n\t// \t}\n\n\t// \tresponse.Construction = &ConstructionResponse{\n\t// \t\tConstructionID: construction.GetID(),\n\t// \t\tStatus:         construction.GetStatus().String(),\n\t// \t\tProgress:       progress,\n\t// \t\tStartedAt:      construction.GetStartedAt(),\n\t// \t\tCompletesAt:    construction.GetCompletesAt(),\n\t// \t\tRemainingTime:  remainingTime,\n\t// \t\tCost:           construction.GetCost(),\n\t// \t}\n\t// }\n\n\treturn response, nil\n}\n\n// 私有方法\n\n// validateCreateBuildingTypeRequest 验证创建建筑类型请求\nfunc (s *BuildingApplicationService) validateCreateBuildingTypeRequest(req *CreateBuildingTypeRequest) error {\n\tif req.Name == \"\" {\n\t\treturn fmt.Errorf(\"name is required\")\n\t}\n\tif len(req.Name) > 100 {\n\t\treturn fmt.Errorf(\"name too long (max 100 characters)\")\n\t}\n\tif req.Category == \"\" {\n\t\treturn fmt.Errorf(\"category is required\")\n\t}\n\tif req.MaxLevel <= 0 {\n\t\treturn fmt.Errorf(\"max level must be positive\")\n\t}\n\tif req.BaseCost < 0 {\n\t\treturn fmt.Errorf(\"base cost cannot be negative\")\n\t}\n\tif req.BuildTime <= 0 {\n\t\treturn fmt.Errorf(\"build time must be positive\")\n\t}\n\treturn nil\n}\n\n// validateStartConstructionRequest 验证开始建造请求\nfunc (s *BuildingApplicationService) validateStartConstructionRequest(req *StartConstructionRequest) error {\n\tif req.PlayerID == 0 {\n\t\treturn fmt.Errorf(\"player ID is required\")\n\t}\n\tif req.BuildingTypeID == \"\" {\n\t\treturn fmt.Errorf(\"building type ID is required\")\n\t}\n\tif req.Position == \"\" {\n\t\treturn fmt.Errorf(\"position is required\")\n\t}\n\treturn nil\n}\n\n// parseBuildingCategory 解析建筑类别\n// TODO: 实现BuildingCategory类型\nfunc (s *BuildingApplicationService) parseBuildingCategory(categoryStr string) (string, error) {\n\tswitch categoryStr {\n\tcase \"residential\":\n\t\treturn \"residential\", nil\n\tcase \"commercial\":\n\t\treturn \"commercial\", nil\n\tcase \"industrial\":\n\t\treturn \"industrial\", nil\n\tcase \"military\":\n\t\treturn \"military\", nil\n\tcase \"decoration\":\n\t\treturn \"decoration\", nil\n\tcase \"special\":\n\t\treturn \"special\", nil\n\tdefault:\n\t\treturn \"residential\", fmt.Errorf(\"unknown category: %s\", categoryStr)\n\t}\n}\n\n// parseBuildingStatus 解析建筑状态\n// TODO: 实现BuildingStatus类型\nfunc (s *BuildingApplicationService) parseBuildingStatus(statusStr string) (string, error) {\n\tswitch statusStr {\n\tcase \"planning\":\n\t\treturn \"planning\", nil\n\tcase \"constructing\":\n\t\treturn \"constructing\", nil\n\tcase \"completed\":\n\t\treturn \"completed\", nil\n\tcase \"upgrading\":\n\t\treturn \"upgrading\", nil\n\tcase \"demolished\":\n\t\treturn \"demolished\", nil\n\tdefault:\n\t\treturn \"planning\", fmt.Errorf(\"unknown status: %s\", statusStr)\n\t}\n}\n"
  },
  {
    "path": "internal/application/services/character_service.go",
    "content": "package services\n\nimport (\n\t\"context\"\n\t\"errors\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"greatestworks/internal/domain/character\"\n\t\"greatestworks/internal/infrastructure/datamanager\"\n\t\"greatestworks/internal/infrastructure/persistence\"\n)\n\n// CharacterService 角色服务\ntype CharacterService struct {\n\tcharacterRepo *persistence.CharacterRepository\n\titemRepo      *persistence.ItemRepository\n\tquestRepo     *persistence.QuestRepository\n}\n\n// NewCharacterService 创建角色服务\nfunc NewCharacterService(\n\tcharacterRepo *persistence.CharacterRepository,\n\titemRepo *persistence.ItemRepository,\n\tquestRepo *persistence.QuestRepository,\n) *CharacterService {\n\treturn &CharacterService{\n\t\tcharacterRepo: characterRepo,\n\t\titemRepo:      itemRepo,\n\t\tquestRepo:     questRepo,\n\t}\n}\n\n// CreateCharacter 创建角色\nfunc (s *CharacterService) CreateCharacter(ctx context.Context, userID int64, name string, race, class int32) (int64, error) {\n\t// 生成角色ID\n\tcharacterID := time.Now().UnixNano()\n\n\t// 获取角色初始配置\n\tunitDefine := datamanager.GetInstance().GetUnit(class)\n\tif unitDefine == nil {\n\t\treturn 0, errors.New(\"invalid character class\")\n\t}\n\n\t// 创建角色\n\tdbChar := &persistence.DbCharacter{\n\t\tCharacterID: characterID,\n\t\tUserID:      userID,\n\t\tName:        name,\n\t\tRace:        race,\n\t\tClass:       class,\n\t\tLevel:       1,\n\t\tExp:         0,\n\t\tGold:        1000, // 初始金币\n\n\t\tMapID:     1, // 默认地图\n\t\tPositionX: 0.0,\n\t\tPositionY: 0.0,\n\t\tPositionZ: 0.0,\n\t\tDirection: 0.0,\n\n\t\tHP:    unitDefine.MaxHP,\n\t\tMP:    unitDefine.MaxMP,\n\t\tMaxHP: unitDefine.MaxHP,\n\t\tMaxMP: unitDefine.MaxMP,\n\n\t\tSTR: unitDefine.STR,\n\t\tINT: unitDefine.INT,\n\t\tAGI: unitDefine.AGI,\n\t\tVIT: unitDefine.VIT,\n\t\tSPR: unitDefine.SPR,\n\n\t\tAD:  unitDefine.AD,\n\t\tAP:  unitDefine.AP,\n\t\tDEF: unitDefine.DEF,\n\t\tRES: unitDefine.RES,\n\t\tSPD: unitDefine.SPD,\n\n\t\tCRI:     50,  // 默认暴击率 5%\n\t\tCRID:    150, // 默认暴击伤害 150%\n\t\tHitRate: 950, // 默认命中率 95%\n\t\tDodge:   50,  // 默认闪避率 5%\n\t}\n\n\tif err := s.characterRepo.Create(ctx, dbChar); err != nil {\n\t\treturn 0, fmt.Errorf(\"failed to create character: %w\", err)\n\t}\n\n\t// TODO: 创建初始物品\n\n\treturn characterID, nil\n}\n\n// GetCharacter 获取角色信息\nfunc (s *CharacterService) GetCharacter(ctx context.Context, characterID int64) (*persistence.DbCharacter, error) {\n\treturn s.characterRepo.FindByID(ctx, characterID)\n}\n\n// GetCharactersByUser 获取用户的所有角色\nfunc (s *CharacterService) GetCharactersByUser(ctx context.Context, userID int64) ([]*persistence.DbCharacter, error) {\n\treturn s.characterRepo.FindByUserID(ctx, userID)\n}\n\n// DeleteCharacter 删除角色\nfunc (s *CharacterService) DeleteCharacter(ctx context.Context, characterID int64) error {\n\treturn s.characterRepo.Delete(ctx, characterID)\n}\n\n// LoadCharacter 加载角色到内存（转换为领域对象）\nfunc (s *CharacterService) LoadCharacter(ctx context.Context, characterID int64) (*character.Player, error) {\n\tdbChar, err := s.characterRepo.FindByID(ctx, characterID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to load character: %w\", err)\n\t}\n\n\t// 创建领域对象\n\t// 构造实体所需的位置信息与朝向（方向先用默认前向）\n\tpos := character.NewVector3(dbChar.PositionX, dbChar.PositionY, dbChar.PositionZ)\n\tdir := character.NewVector3(0, 0, 1)\n\tplayer := character.NewPlayer(\n\t\tcharacter.EntityID(int32(dbChar.CharacterID)), // 实体ID（简化转换）\n\t\tdbChar.CharacterID,                            // 角色ID\n\t\tdbChar.UserID,                                 // 用户ID\n\t\tdbChar.Class,                                  // 使用职业作为unitID\n\t\tpos,\n\t\tdir,\n\t\tdbChar.Name,\n\t\tdbChar.Level,\n\t)\n\n\t// 设置属性\n\tplayer.SetLevel(dbChar.Level)\n\n\t// 设置基础属性到属性管理器\n\tam := player.GetAttributeManager()\n\tbase := character.Attributes{\n\t\tMaxHP:       float32(dbChar.MaxHP),\n\t\tMaxMP:       float32(dbChar.MaxMP),\n\t\tHPRegen:     0,\n\t\tMPRegen:     0,\n\t\tAD:          float32(dbChar.AD),\n\t\tAP:          float32(dbChar.AP),\n\t\tDef:         float32(dbChar.DEF),\n\t\tMDef:        float32(dbChar.RES),\n\t\tCri:         float32(dbChar.CRI) / 1000.0,     // 依据存储比例进行简单换算（占位）\n\t\tCrd:         float32(dbChar.CRID) / 100.0,     // 依据存储比例进行简单换算（占位）\n\t\tHitRate:     float32(dbChar.HitRate) / 1000.0, // 占位\n\t\tDodgeRate:   float32(dbChar.Dodge) / 1000.0,   // 占位\n\t\tSpeed:       float32(dbChar.SPD),\n\t\tAttackSpeed: 1,\n\t}\n\tam.SetBase(base)\n\n\t// 设置当前HP/MP（以增量方式设置到目标数值）\n\tif dbChar.HP > 0 {\n\t\tplayer.ChangeHP(float32(dbChar.HP))\n\t}\n\tif dbChar.MP > 0 {\n\t\tplayer.ChangeMP(float32(dbChar.MP))\n\t}\n\n\t// 设置基础属性\n\t// 由于当前领域模型未包含STR/INT/AGI/VIT/SPR等细分属性，暂不映射这些字段\n\n\t// 加载物品\n\titems, err := s.itemRepo.FindByCharacterID(ctx, characterID)\n\tif err == nil {\n\t\t// TODO: 加载物品到背包\n\t\t_ = items\n\t}\n\n\t// 加载任务\n\tquests, err := s.questRepo.FindByCharacterID(ctx, characterID)\n\tif err == nil {\n\t\t// TODO: 加载任务到任务管理器\n\t\t_ = quests\n\t}\n\n\treturn player, nil\n}\n\n// SaveCharacter 保存角色到数据库\nfunc (s *CharacterService) SaveCharacter(ctx context.Context, player *character.Player) error {\n\t// 读取最终属性用于持久化\n\tattrs := player.GetAttributeManager().Final()\n\n\tdbChar := &persistence.DbCharacter{\n\t\tCharacterID: player.CharacterID(),\n\t\tName:        player.GetName(),\n\t\tRace:        player.GetRace(),\n\t\tClass:       player.GetClass(),\n\t\tLevel:       player.Level(),\n\t\tExp:         player.GetExp(),\n\t\tGold:        player.GetGold(),\n\n\t\tHP:    int32(player.HP()),\n\t\tMP:    int32(player.MP()),\n\t\tMaxHP: int32(attrs.MaxHP),\n\t\tMaxMP: int32(attrs.MaxMP),\n\n\t\t// 领域模型暂不包含以下基础属性的独立管理，使用0占位\n\t\tSTR: 0,\n\t\tINT: 0,\n\t\tAGI: 0,\n\t\tVIT: 0,\n\t\tSPR: 0,\n\n\t\tAD:  int32(attrs.AD),\n\t\tAP:  int32(attrs.AP),\n\t\tDEF: int32(attrs.Def),\n\t\tRES: int32(attrs.MDef),\n\t\tSPD: int32(attrs.Speed),\n\n\t\tCRI:     int32(attrs.Cri * 1000),     // 与Load时的占位换算保持一致\n\t\tCRID:    int32(attrs.Crd * 100),      // 占位\n\t\tHitRate: int32(attrs.HitRate * 1000), // 占位\n\t\tDodge:   int32(attrs.DodgeRate * 1000),\n\t}\n\n\treturn s.characterRepo.Update(ctx, dbChar)\n}\n\n// UpdatePosition 更新角色位置\nfunc (s *CharacterService) UpdatePosition(ctx context.Context, characterID int64, mapID int32, x, y, z, dir float32) error {\n\treturn s.characterRepo.UpdatePosition(ctx, characterID, mapID, x, y, z, dir)\n}\n\n// UpdateLastLocation 更新角色上次位置（用于登出保存）\nfunc (s *CharacterService) UpdateLastLocation(ctx context.Context, characterID int64, mapID int32, x, y, z float32) error {\n\t// 直接调用底层仓储更新位置，direction 传0即可\n\treturn s.characterRepo.UpdatePosition(ctx, characterID, mapID, x, y, z, 0)\n}\n\n// AddExp 添加经验\nfunc (s *CharacterService) AddExp(ctx context.Context, player *character.Player, exp int64) error {\n\tplayer.AddExp(exp)\n\n\t// 检查升级\n\tfor player.CanLevelUp() {\n\t\tplayer.LevelUp()\n\t}\n\n\treturn s.SaveCharacter(ctx, player)\n}\n\n// AddGold 添加金币\nfunc (s *CharacterService) AddGold(ctx context.Context, player *character.Player, gold int64) error {\n\tplayer.AddGold(gold)\n\treturn s.SaveCharacter(ctx, player)\n}\n"
  },
  {
    "path": "internal/application/services/fight_service.go",
    "content": "package services\n\nimport (\n\t\"context\"\n\t\"errors\"\n\t\"math/rand/v2\"\n\n\t\"greatestworks/internal/domain/character\"\n\t\"greatestworks/internal/infrastructure/datamanager\"\n)\n\n// SkillCastResult 技能释放结果\ntype SkillCastResult struct {\n\tCasterID   int32\n\tTargetID   int32\n\tSkillID    int32\n\tDamage     int32\n\tIsCritical bool\n\tSuccess    bool\n\tMessage    string\n}\n\n// FightService 战斗服务\ntype FightService struct {\n\tcharacterService *CharacterService\n\tmapService       *MapService\n}\n\n// NewFightService 创建战斗服务\nfunc NewFightService(characterService *CharacterService) *FightService {\n\treturn &FightService{\n\t\tcharacterService: characterService,\n\t}\n}\n\n// SetMapService 注入地图服务用于查找实体\nfunc (s *FightService) SetMapService(ms *MapService) {\n\ts.mapService = ms\n}\n\n// CastSkill 释放技能\nfunc (s *FightService) CastSkill(ctx context.Context, caster *character.Actor, targetID int64, skillID int32) error {\n\t// 获取技能定义\n\tskillDefine := datamanager.GetInstance().GetSkill(skillID)\n\tif skillDefine == nil {\n\t\treturn errors.New(\"skill not found\")\n\t}\n\n\t// 检查技能是否学会\n\tskill := caster.GetSkillManager().GetSkill(skillID)\n\tif skill == nil {\n\t\treturn errors.New(\"skill not learned\")\n\t}\n\n\t// 检查技能状态\n\tif skill.State() != character.SkillStateReady {\n\t\treturn errors.New(\"skill is not ready\")\n\t}\n\n\t// 使用施法器释放技能（此处未解析targetID，默认无目标）\n\tif ok := caster.GetSpell().Cast(skillID, nil); !ok {\n\t\treturn errors.New(\"cast failed\")\n\t}\n\n\treturn nil\n}\n\n// CastSkillByID 基于ID的施法接口：计算伤害并返回结果（不直接应用）\n// handler 层负责广播结果；实际伤害应用可选地通过后续流程完成\nfunc (s *FightService) CastSkillByID(ctx context.Context, casterEntityID int32, targetEntityID int32, skillID int32) (*SkillCastResult, error) {\n\tresult := &SkillCastResult{\n\t\tCasterID: casterEntityID,\n\t\tTargetID: targetEntityID,\n\t\tSkillID:  skillID,\n\t\tSuccess:  false,\n\t}\n\n\t// 获取技能定义\n\tskillDefine := datamanager.GetInstance().GetSkill(skillID)\n\tif skillDefine == nil {\n\t\tresult.Message = \"skill not found\"\n\t\treturn result, errors.New(\"skill not found\")\n\t}\n\n\t// 简化计算：基于技能基础伤害与固定暴击率\n\tbaseDamage := skillDefine.BaseDamage\n\tif baseDamage == 0 {\n\t\tbaseDamage = 100 // 默认技能伤害\n\t}\n\n\t// 暴击判定（固定10%暴击率，伤害1.5倍）\n\tisCrit := (rand.Int32N(100) < 10)\n\ttotalDamage := baseDamage\n\tif isCrit {\n\t\ttotalDamage = int32(float32(totalDamage) * 1.5)\n\t}\n\n\tresult.Damage = totalDamage\n\tresult.IsCritical = isCrit\n\tresult.Success = true\n\tresult.Message = \"skill cast calculated\"\n\treturn result, nil\n}\n\n// ApplyDamage 应用伤害\nfunc (s *FightService) ApplyDamage(ctx context.Context, attacker, target *character.Actor, damage int32, dmgType int32) error {\n\tif target == nil {\n\t\treturn errors.New(\"target is nil\")\n\t}\n\n\t// 应用伤害\n\tinfo := &character.DamageInfo{\n\t\tTargetID: target.ID(),\n\t\tAttackerInfo: character.AttackerInfo{\n\t\t\tAttackerID:   attacker.ID(),\n\t\t\tAttackerType: character.AttackerTypeNormal,\n\t\t},\n\t\tAmount:     damage,\n\t\tDamageType: character.DamageType(dmgType),\n\t}\n\t_ = target.OnHurt(ctx, info)\n\n\t// 检查死亡\n\tif target.IsDeath() {\n\t\ts.onActorDeath(ctx, target, attacker)\n\t}\n\n\treturn nil\n}\n\n// ApplyHeal 应用治疗\nfunc (s *FightService) ApplyHeal(ctx context.Context, caster, target *character.Actor, heal int32) error {\n\tif target == nil {\n\t\treturn errors.New(\"target is nil\")\n\t}\n\n\tcurrentHP := target.HP()\n\tmaxHP := target.GetAttributeManager().Final().MaxHP\n\tnewHP := currentHP + float32(heal)\n\tif newHP > maxHP {\n\t\tnewHP = maxHP\n\t}\n\ttarget.ChangeHP(newHP - currentHP)\n\treturn nil\n}\n\n// ApplyBuff 应用Buff\nfunc (s *FightService) ApplyBuff(ctx context.Context, caster, target *character.Actor, buffID int32, duration float32) error {\n\tif target == nil {\n\t\treturn errors.New(\"target is nil\")\n\t}\n\n\t// 创建并添加Buff\n\tbuff := character.NewBuff(buffID, target, caster, duration)\n\ttarget.GetBuffManager().AddBuff(buff)\n\n\treturn nil\n}\n\n// RemoveBuff 移除Buff\nfunc (s *FightService) RemoveBuff(ctx context.Context, target *character.Actor, buffID int32) error {\n\tif target == nil {\n\t\treturn errors.New(\"target is nil\")\n\t}\n\n\ttarget.GetBuffManager().RemoveBuffByID(buffID)\n\treturn nil\n}\n\n// UpdateFight 更新战斗状态\nfunc (s *FightService) UpdateFight(ctx context.Context, actor *character.Actor, deltaTime float32) {\n\t// 更新技能与Buff\n\t_ = actor.GetSkillManager().Update(ctx, deltaTime)\n\t_ = actor.GetBuffManager().Update(ctx, deltaTime)\n}\n\n// onActorDeath 角色死亡处理\nfunc (s *FightService) onActorDeath(ctx context.Context, deadActor, killer *character.Actor) {\n\t// TODO: 掉落物品、经验奖励、复活处理等\n}\n\n// Resurrect 复活\nfunc (s *FightService) Resurrect(ctx context.Context, actor *character.Actor) error {\n\tif !actor.IsDeath() {\n\t\treturn errors.New(\"actor is not dead\")\n\t}\n\treturn actor.Revive(ctx)\n}\n"
  },
  {
    "path": "internal/application/services/hangup_service.go",
    "content": "package services\n\nimport (\n\t\"context\"\n\t\"time\"\n\n\t\"greatestworks/internal/domain/player/hangup\"\n)\n\n// HangupService 挂机应用服务\ntype HangupService struct {\n\thangupRepo hangup.HangupRepository\n\t// TODO: 实现这些仓储接口\n\t// locationRepo   hangup.LocationRepository\n\t// rewardRepo     hangup.RewardRepository\n\t// statisticsRepo hangup.StatisticsRepository\n\t// cacheRepo      hangup.CacheRepository\n\thangupService *hangup.HangupService\n}\n\n// NewHangupService 创建挂机应用服务\nfunc NewHangupService(\n\thangupRepo hangup.HangupRepository,\n\t// TODO: 实现这些仓储接口\n\t// locationRepo hangup.LocationRepository,\n\t// rewardRepo hangup.RewardRepository,\n\t// statisticsRepo hangup.StatisticsRepository,\n\t// cacheRepo hangup.CacheRepository,\n\thangupService *hangup.HangupService,\n) *HangupService {\n\treturn &HangupService{\n\t\thangupRepo: hangupRepo,\n\t\t// TODO: 实现这些仓储接口\n\t\t// locationRepo:   locationRepo,\n\t\t// rewardRepo:     rewardRepo,\n\t\t// statisticsRepo: statisticsRepo,\n\t\t// cacheRepo:      cacheRepo,\n\t\thangupService: hangupService,\n\t}\n}\n\n// StartHangup 开始挂机\nfunc (s *HangupService) StartHangup(ctx context.Context, playerID string, locationID string) error {\n\t// 检查玩家是否已在挂机\n\t// TODO: 修复FindActiveByPlayer方法调用\n\t// existingHangup, err := s.hangupRepo.FindActiveByPlayer(playerID)\n\t// if err != nil && !hangup.IsNotFoundError(err) {\n\t// \treturn fmt.Errorf(\"failed to check existing hangup: %w\", err)\n\t// }\n\n\t// if existingHangup != nil {\n\t// \treturn hangup.ErrAlreadyHanging\n\t// }\n\n\t// 获取挂机地点信息\n\t// TODO: 修复locationRepo字段\n\t// location, err := s.locationRepo.FindByID(locationID)\n\t// if err != nil {\n\t// \treturn fmt.Errorf(\"failed to get hangup location: %w\", err)\n\t// }\n\n\t// 创建挂机记录\n\t// TODO: 修复StartHangup方法调用\n\t// hangupRecord, err := s.hangupService.StartHangup(playerID, location)\n\t// if err != nil {\n\t// \treturn fmt.Errorf(\"failed to start hangup: %w\", err)\n\t// }\n\n\t// 保存挂机记录\n\t// TODO: 修复Save方法调用\n\t// if err := s.hangupRepo.Save(hangupRecord); err != nil {\n\t// \treturn fmt.Errorf(\"failed to save hangup record: %w\", err)\n\t// }\n\n\t// 更新缓存\n\t// TODO: 修复SetActiveHangup方法调用\n\t// if err := s.cacheRepo.SetActiveHangup(playerID, hangupRecord, time.Hour); err != nil {\n\t// \t// 缓存失败不影响主流程，只记录日志\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\treturn nil\n}\n\n// StopHangup 停止挂机\n// TODO: 修复OfflineReward类型\nfunc (s *HangupService) StopHangup(ctx context.Context, playerID string) (interface{}, error) {\n\t// 获取当前挂机记录\n\t// TODO: 修复FindActiveByPlayer方法调用\n\t// hangupRecord, err := s.hangupRepo.FindActiveByPlayer(playerID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get hangup record: %w\", err)\n\t// }\n\n\t// if hangupRecord == nil {\n\t// \treturn nil, hangup.ErrNotHanging\n\t// }\n\n\t// 计算离线奖励\n\t// TODO: 修复CalculateOfflineReward方法调用\n\t// reward, err := s.hangupService.CalculateOfflineReward(hangupRecord)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to calculate offline reward: %w\", err)\n\t// }\n\n\t// 停止挂机\n\t// TODO: 修复Stop方法调用\n\t// if err := hangupRecord.Stop(); err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to stop hangup: %w\", err)\n\t// }\n\n\t// 更新挂机记录\n\t// TODO: 修复Update方法调用\n\t// if err := s.hangupRepo.Update(hangupRecord); err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to update hangup record: %w\", err)\n\t// }\n\n\t// 保存奖励记录\n\t// TODO: 修复Save方法调用\n\t// if err := s.rewardRepo.Save(reward); err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to save reward record: %w\", err)\n\t// }\n\n\t// 更新统计数据\n\t// TODO: 修复updateStatistics方法调用\n\t// if err := s.updateStatistics(ctx, playerID, hangupRecord, reward); err != nil {\n\t// \t// 统计更新失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\t// 清除缓存\n\t// TODO: 修复DeleteActiveHangup方法调用\n\t// if err := s.cacheRepo.DeleteActiveHangup(playerID); err != nil {\n\t// \t// 缓存清除失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\t// TODO: 修复reward变量\n\treturn nil, nil\n}\n\n// GetHangupStatus 获取挂机状态\nfunc (s *HangupService) GetHangupStatus(ctx context.Context, playerID string) (*HangupStatusDTO, error) {\n\t// 先从缓存获取\n\t// TODO: 修复cacheRepo字段\n\t// cachedHangup, err := s.cacheRepo.GetActiveHangup(playerID)\n\t// if err == nil && cachedHangup != nil {\n\t// \treturn s.buildHangupStatusDTO(cachedHangup), nil\n\t// }\n\n\t// 从数据库获取\n\t// TODO: 修复FindActiveByPlayer方法调用\n\t// hangupRecord, err := s.hangupRepo.FindActiveByPlayer(playerID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get hangup record: %w\", err)\n\t// }\n\n\t// if hangupRecord == nil {\n\t// \treturn &HangupStatusDTO{\n\t// \t\tPlayerID:  playerID,\n\t// \t\tIsHanging: false,\n\t// \t}, nil\n\t// }\n\n\t// 更新缓存\n\t// TODO: 修复SetActiveHangup方法调用\n\t// if err := s.cacheRepo.SetActiveHangup(playerID, hangupRecord, time.Hour); err != nil {\n\t// \t// 缓存更新失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\t// TODO: 修复buildHangupStatusDTO方法调用\n\t// return s.buildHangupStatusDTO(hangupRecord), nil\n\treturn &HangupStatusDTO{\n\t\tPlayerID:  playerID,\n\t\tIsHanging: false,\n\t}, nil\n}\n\n// GetAvailableLocations 获取可用挂机地点\nfunc (s *HangupService) GetAvailableLocations(ctx context.Context, playerID string) ([]*HangupLocationDTO, error) {\n\t// 先从缓存获取\n\t// TODO: 修复cacheRepo字段\n\t// cachedLocations, err := s.cacheRepo.GetAvailableLocations(playerID)\n\t// if err == nil && len(cachedLocations) > 0 {\n\t// \treturn s.buildLocationDTOs(cachedLocations), nil\n\t// }\n\n\t// 从数据库获取\n\t// TODO: 修复locationRepo字段\n\t// locations, err := s.locationRepo.FindAvailableForPlayer(playerID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get available locations: %w\", err)\n\t// }\n\n\t// 更新缓存\n\t// TODO: 修复SetAvailableLocations方法调用\n\t// if err := s.cacheRepo.SetAvailableLocations(playerID, locations, time.Hour*2); err != nil {\n\t// \t// 缓存更新失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\t// TODO: 修复buildLocationDTOs方法调用\n\t// return s.buildLocationDTOs(locations), nil\n\treturn []*HangupLocationDTO{}, nil\n}\n\n// GetHangupHistory 获取挂机历史\nfunc (s *HangupService) GetHangupHistory(ctx context.Context, playerID string, limit int) ([]*HangupHistoryDTO, error) {\n\t// TODO: 修复FindHistoryByPlayer方法调用\n\t// history, err := s.hangupRepo.FindHistoryByPlayer(playerID, limit)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get hangup history: %w\", err)\n\t// }\n\n\t// TODO: 修复buildHistoryDTOs方法调用\n\t// return s.buildHistoryDTOs(history), nil\n\treturn []*HangupHistoryDTO{}, nil\n}\n\n// GetHangupStatistics 获取挂机统计\nfunc (s *HangupService) GetHangupStatistics(ctx context.Context, playerID string) (*HangupStatisticsDTO, error) {\n\t// TODO: 修复statisticsRepo字段\n\t// stats, err := s.statisticsRepo.FindByPlayer(playerID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get hangup statistics: %w\", err)\n\t// }\n\n\t// TODO: 修复buildStatisticsDTO方法调用\n\t// return s.buildStatisticsDTO(stats), nil\n\treturn &HangupStatisticsDTO{}, nil\n}\n\n// ClaimOfflineReward 领取离线奖励\nfunc (s *HangupService) ClaimOfflineReward(ctx context.Context, playerID string, rewardID string) error {\n\t// 获取奖励记录\n\t// TODO: 修复rewardRepo字段\n\t// reward, err := s.rewardRepo.FindByID(rewardID)\n\t// if err != nil {\n\t// \treturn fmt.Errorf(\"failed to get reward record: %w\", err)\n\t// }\n\n\t// if reward.PlayerID != playerID {\n\t// \treturn hangup.ErrUnauthorized\n\t// }\n\n\t// if reward.IsClaimed() {\n\t// \treturn hangup.ErrRewardAlreadyClaimed\n\t// }\n\n\t// 领取奖励\n\t// TODO: 修复Claim方法调用\n\t// if err := reward.Claim(); err != nil {\n\t// \treturn fmt.Errorf(\"failed to claim reward: %w\", err)\n\t// }\n\n\t// 更新奖励记录\n\t// TODO: 修复Update方法调用\n\t// if err := s.rewardRepo.Update(reward); err != nil {\n\t// \treturn fmt.Errorf(\"failed to update reward record: %w\", err)\n\t// }\n\n\treturn nil\n}\n\n// 私有方法\n\n// updateStatistics 更新统计数据\nfunc (s *HangupService) updateStatistics(ctx context.Context, playerID string, hangupRecord *hangup.HangupAggregate, reward *hangup.OfflineReward) error {\n\t// TODO: 修复statisticsRepo字段\n\t// stats, err := s.statisticsRepo.FindByPlayer(playerID)\n\t// if err != nil && !hangup.IsNotFoundError(err) {\n\t// \treturn err\n\t// }\n\n\t// if stats == nil {\n\t// \tstats = hangup.NewHangupStatistics(playerID)\n\t// }\n\n\t// 更新统计数据\n\t// TODO: 修复AddHangupSession方法调用\n\t// stats.AddHangupSession(hangupRecord.GetDuration(), reward.GetTotalValue())\n\t// stats.AddLocationTime(hangupRecord.GetLocationID(), hangupRecord.GetDuration())\n\n\t// 保存统计数据\n\t// TODO: 修复Save方法调用\n\t// return s.statisticsRepo.Save(stats)\n\treturn nil\n}\n\n// buildHangupStatusDTO 构建挂机状态DTO\nfunc (s *HangupService) buildHangupStatusDTO(hangupRecord *hangup.HangupAggregate) *HangupStatusDTO {\n\t// TODO: 修复HangupAggregate方法调用\n\treturn &HangupStatusDTO{\n\t\tPlayerID:        \"\",         // TODO: hangupRecord.GetPlayerID(),\n\t\tIsHanging:       false,      // TODO: hangupRecord.IsActive(),\n\t\tLocationID:      \"\",         // TODO: hangupRecord.GetLocationID(),\n\t\tLocationName:    \"\",         // TODO: hangupRecord.GetLocationName(),\n\t\tStartTime:       time.Now(), // TODO: hangupRecord.GetStartTime(),\n\t\tDuration:        0,          // TODO: hangupRecord.GetDuration(),\n\t\tEfficiency:      0,          // TODO: hangupRecord.GetEfficiency(),\n\t\tEstimatedReward: 0,          // TODO: s.calculateEstimatedReward(hangupRecord),\n\t}\n}\n\n// buildLocationDTOs 构建地点DTO列表\nfunc (s *HangupService) buildLocationDTOs(locations []*hangup.HangupLocation) []*HangupLocationDTO {\n\tdtos := make([]*HangupLocationDTO, len(locations))\n\tfor i, _ := range locations {\n\t\tdtos[i] = &HangupLocationDTO{\n\t\t\tID:            \"\",         // TODO: location.GetID(),\n\t\t\tName:          \"\",         // TODO: location.GetName(),\n\t\t\tDescription:   \"\",         // TODO: location.GetDescription(),\n\t\t\tBaseRate:      0,          // TODO: location.GetBaseRate(),\n\t\t\tRequiredLevel: 0,          // TODO: location.GetRequiredLevel(),\n\t\t\tIsUnlocked:    false,      // TODO: location.IsUnlocked(),\n\t\t\tRewardTypes:   []string{}, // TODO: location.GetRewardTypes(),\n\t\t}\n\t}\n\treturn dtos\n}\n\n// buildHistoryDTOs 构建历史DTO列表\nfunc (s *HangupService) buildHistoryDTOs(history []*hangup.HangupAggregate) []*HangupHistoryDTO {\n\tdtos := make([]*HangupHistoryDTO, len(history))\n\tfor i, _ := range history {\n\t\tdtos[i] = &HangupHistoryDTO{\n\t\t\tID:           \"\",         // TODO: record.GetID(),\n\t\t\tLocationID:   \"\",         // TODO: record.GetLocationID(),\n\t\t\tLocationName: \"\",         // TODO: record.GetLocationName(),\n\t\t\tStartTime:    time.Now(), // TODO: record.GetStartTime(),\n\t\t\tEndTime:      time.Now(), // TODO: record.GetEndTime(),\n\t\t\tDuration:     0,          // TODO: record.GetDuration(),\n\t\t\tEfficiency:   0,          // TODO: record.GetEfficiency(),\n\t\t\tTotalReward:  0,          // TODO: record.GetTotalReward(),\n\t\t}\n\t}\n\treturn dtos\n}\n\n// buildStatisticsDTO 构建统计DTO\nfunc (s *HangupService) buildStatisticsDTO(stats *hangup.HangupStatistics) *HangupStatisticsDTO {\n\t// TODO: 修复HangupStatistics方法调用\n\treturn &HangupStatisticsDTO{\n\t\tPlayerID:         \"\",         // TODO: stats.GetPlayerID(),\n\t\tTotalSessions:    0,          // TODO: stats.GetTotalSessions(),\n\t\tTotalDuration:    0,          // TODO: stats.GetTotalDuration(),\n\t\tTotalReward:      0,          // TODO: stats.GetTotalReward(),\n\t\tAverageDuration:  0,          // TODO: stats.GetAverageDuration(),\n\t\tAverageReward:    0,          // TODO: stats.GetAverageReward(),\n\t\tFavoriteLocation: \"\",         // TODO: stats.GetFavoriteLocation(),\n\t\tLocationStats:    nil,        // TODO: stats.GetLocationStats(),\n\t\tLastHangupTime:   time.Now(), // TODO: stats.GetLastHangupTime(),\n\t}\n}\n\n// calculateEstimatedReward 计算预估奖励\nfunc (s *HangupService) calculateEstimatedReward(hangupRecord *hangup.HangupAggregate) int64 {\n\t// 基于当前挂机时长和效率计算预估奖励\n\tduration := hangupRecord.GetDuration()\n\tefficiency := hangupRecord.GetEfficiency()\n\tbaseRate := hangupRecord.GetBaseRate()\n\n\treturn int64(duration.Hours() * efficiency * baseRate)\n}\n\n// DTO 定义\n\n// HangupStatusDTO 挂机状态DTO\ntype HangupStatusDTO struct {\n\tPlayerID        string        `json:\"player_id\"`\n\tIsHanging       bool          `json:\"is_hanging\"`\n\tLocationID      string        `json:\"location_id,omitempty\"`\n\tLocationName    string        `json:\"location_name,omitempty\"`\n\tStartTime       time.Time     `json:\"start_time,omitempty\"`\n\tDuration        time.Duration `json:\"duration,omitempty\"`\n\tEfficiency      float64       `json:\"efficiency,omitempty\"`\n\tEstimatedReward int64         `json:\"estimated_reward,omitempty\"`\n}\n\n// HangupLocationDTO 挂机地点DTO\ntype HangupLocationDTO struct {\n\tID            string   `json:\"id\"`\n\tName          string   `json:\"name\"`\n\tDescription   string   `json:\"description\"`\n\tBaseRate      float64  `json:\"base_rate\"`\n\tRequiredLevel int      `json:\"required_level\"`\n\tIsUnlocked    bool     `json:\"is_unlocked\"`\n\tRewardTypes   []string `json:\"reward_types\"`\n}\n\n// HangupHistoryDTO 挂机历史DTO\ntype HangupHistoryDTO struct {\n\tID           string        `json:\"id\"`\n\tLocationID   string        `json:\"location_id\"`\n\tLocationName string        `json:\"location_name\"`\n\tStartTime    time.Time     `json:\"start_time\"`\n\tEndTime      time.Time     `json:\"end_time\"`\n\tDuration     time.Duration `json:\"duration\"`\n\tEfficiency   float64       `json:\"efficiency\"`\n\tTotalReward  int64         `json:\"total_reward\"`\n}\n\n// HangupStatisticsDTO 挂机统计DTO\ntype HangupStatisticsDTO struct {\n\tPlayerID         string                    `json:\"player_id\"`\n\tTotalSessions    int64                     `json:\"total_sessions\"`\n\tTotalDuration    time.Duration             `json:\"total_duration\"`\n\tTotalReward      int64                     `json:\"total_reward\"`\n\tAverageDuration  time.Duration             `json:\"average_duration\"`\n\tAverageReward    float64                   `json:\"average_reward\"`\n\tFavoriteLocation string                    `json:\"favorite_location\"`\n\tLocationStats    map[string]*LocationStats `json:\"location_stats\"`\n\tLastHangupTime   time.Time                 `json:\"last_hangup_time\"`\n}\n\n// LocationStats 地点统计\ntype LocationStats struct {\n\tLocationID    string        `json:\"location_id\"`\n\tLocationName  string        `json:\"location_name\"`\n\tTotalTime     time.Duration `json:\"total_time\"`\n\tTotalSessions int64         `json:\"total_sessions\"`\n\tTotalReward   int64         `json:\"total_reward\"`\n\tAverageReward float64       `json:\"average_reward\"`\n}\n"
  },
  {
    "path": "internal/application/services/item_service.go",
    "content": "package services\n\nimport (\n\t\"context\"\n\t\"errors\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/datamanager\"\n\t\"greatestworks/internal/infrastructure/persistence\"\n)\n\n// ItemService 物品服务\ntype ItemService struct {\n\titemRepo *persistence.ItemRepository\n}\n\n// NewItemService 创建物品服务\nfunc NewItemService(itemRepo *persistence.ItemRepository) *ItemService {\n\treturn &ItemService{\n\t\titemRepo: itemRepo,\n\t}\n}\n\n// CreateItem 创建物品\nfunc (s *ItemService) CreateItem(ctx context.Context, characterID int64, itemID, count, slot, location int32) (int64, error) {\n\t// 获取物品配置\n\titemDefine := datamanager.GetInstance().GetItem(itemID)\n\tif itemDefine == nil {\n\t\treturn 0, errors.New(\"item not found\")\n\t}\n\n\t// 生成物品唯一ID\n\titemUID := time.Now().UnixNano()\n\n\t// 创建物品\n\titem := &persistence.DbItem{\n\t\tItemUID:     itemUID,\n\t\tCharacterID: characterID,\n\t\tItemID:      itemID,\n\t\tCount:       count,\n\t\tSlot:        slot,\n\t\tLocation:    location,\n\t\tBound:       false,\n\t\tExpire:      0,\n\t}\n\n\tif err := s.itemRepo.Create(ctx, item); err != nil {\n\t\treturn 0, fmt.Errorf(\"failed to create item: %w\", err)\n\t}\n\n\treturn itemUID, nil\n}\n\n// GetItem 获取物品\nfunc (s *ItemService) GetItem(ctx context.Context, itemUID int64) (*persistence.DbItem, error) {\n\treturn s.itemRepo.FindByUID(ctx, itemUID)\n}\n\n// GetCharacterItems 获取角色的所有物品\nfunc (s *ItemService) GetCharacterItems(ctx context.Context, characterID int64) ([]*persistence.DbItem, error) {\n\treturn s.itemRepo.FindByCharacterID(ctx, characterID)\n}\n\n// UseItem 使用物品\nfunc (s *ItemService) UseItem(ctx context.Context, itemUID int64) error {\n\titem, err := s.itemRepo.FindByUID(ctx, itemUID)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\t// 获取物品配置\n\titemDefine := datamanager.GetInstance().GetItem(item.ItemID)\n\tif itemDefine == nil {\n\t\treturn errors.New(\"item not found\")\n\t}\n\n\t// TODO: 根据物品类型执行不同的使用逻辑\n\n\t// 减少数量\n\titem.Count--\n\tif item.Count <= 0 {\n\t\t// 删除物品\n\t\treturn s.itemRepo.Delete(ctx, itemUID)\n\t}\n\n\t// 更新物品\n\treturn s.itemRepo.Update(ctx, item)\n}\n\n// MoveItem 移动物品\nfunc (s *ItemService) MoveItem(ctx context.Context, itemUID int64, newSlot, newLocation int32) error {\n\titem, err := s.itemRepo.FindByUID(ctx, itemUID)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\titem.Slot = newSlot\n\titem.Location = newLocation\n\n\treturn s.itemRepo.Update(ctx, item)\n}\n\n// DeleteItem 删除物品\nfunc (s *ItemService) DeleteItem(ctx context.Context, itemUID int64) error {\n\treturn s.itemRepo.Delete(ctx, itemUID)\n}\n\n// SplitItem 拆分物品\nfunc (s *ItemService) SplitItem(ctx context.Context, itemUID int64, splitCount int32) (int64, error) {\n\titem, err := s.itemRepo.FindByUID(ctx, itemUID)\n\tif err != nil {\n\t\treturn 0, err\n\t}\n\n\tif item.Count <= splitCount {\n\t\treturn 0, errors.New(\"invalid split count\")\n\t}\n\n\t// 减少原物品数量\n\titem.Count -= splitCount\n\tif err := s.itemRepo.Update(ctx, item); err != nil {\n\t\treturn 0, err\n\t}\n\n\t// 创建新物品\n\tnewItemUID := time.Now().UnixNano()\n\tnewItem := &persistence.DbItem{\n\t\tItemUID:     newItemUID,\n\t\tCharacterID: item.CharacterID,\n\t\tItemID:      item.ItemID,\n\t\tCount:       splitCount,\n\t\tSlot:        -1, // 未放置槽位\n\t\tLocation:    item.Location,\n\t\tBound:       item.Bound,\n\t\tExpire:      item.Expire,\n\t}\n\n\tif err := s.itemRepo.Create(ctx, newItem); err != nil {\n\t\treturn 0, err\n\t}\n\n\treturn newItemUID, nil\n}\n\n// MergeItem 合并物品\nfunc (s *ItemService) MergeItem(ctx context.Context, fromUID, toUID int64) error {\n\tfromItem, err := s.itemRepo.FindByUID(ctx, fromUID)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\ttoItem, err := s.itemRepo.FindByUID(ctx, toUID)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\t// 检查是否可以合并\n\tif fromItem.ItemID != toItem.ItemID {\n\t\treturn errors.New(\"cannot merge different items\")\n\t}\n\n\t// 获取物品配置\n\titemDefine := datamanager.GetInstance().GetItem(fromItem.ItemID)\n\tif itemDefine == nil {\n\t\treturn errors.New(\"item not found\")\n\t}\n\n\t// 合并数量\n\ttotalCount := fromItem.Count + toItem.Count\n\tif totalCount > itemDefine.MaxStack {\n\t\t// 超过堆叠上限\n\t\ttoItem.Count = itemDefine.MaxStack\n\t\tfromItem.Count = totalCount - itemDefine.MaxStack\n\t\tif err := s.itemRepo.Update(ctx, fromItem); err != nil {\n\t\t\treturn err\n\t\t}\n\t} else {\n\t\t// 全部合并\n\t\ttoItem.Count = totalCount\n\t\tif err := s.itemRepo.Delete(ctx, fromUID); err != nil {\n\t\t\treturn err\n\t\t}\n\t}\n\n\treturn s.itemRepo.Update(ctx, toItem)\n}\n"
  },
  {
    "path": "internal/application/services/mail_service.go",
    "content": "package services\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/persistence\"\n)\n\n// MailService 邮件服务\ntype MailService struct {\n\tmailRepo *persistence.MailRepository\n}\n\n// NewMailService 创建邮件服务\nfunc NewMailService(mailRepo *persistence.MailRepository) *MailService {\n\treturn &MailService{\n\t\tmailRepo: mailRepo,\n\t}\n}\n\n// SendMail 发送邮件\nfunc (s *MailService) SendMail(ctx context.Context, receiverID int64, senderName, title, content string, attachments []persistence.DbAttachment, expireDays int) (int64, error) {\n\t// 生成邮件ID\n\tmailID := time.Now().UnixNano()\n\n\thasItems := len(attachments) > 0\n\texpireAt := time.Now().AddDate(0, 0, expireDays)\n\n\tmail := &persistence.DbMail{\n\t\tMailID:      mailID,\n\t\tReceiverID:  receiverID,\n\t\tSenderName:  senderName,\n\t\tTitle:       title,\n\t\tContent:     content,\n\t\tIsRead:      false,\n\t\tHasItems:    hasItems,\n\t\tAttachments: attachments,\n\t\tExpireAt:    expireAt,\n\t}\n\n\tif err := s.mailRepo.Create(ctx, mail); err != nil {\n\t\treturn 0, fmt.Errorf(\"failed to send mail: %w\", err)\n\t}\n\n\treturn mailID, nil\n}\n\n// GetMails 获取邮件列表\nfunc (s *MailService) GetMails(ctx context.Context, receiverID int64, limit int) ([]*persistence.DbMail, error) {\n\tif limit <= 0 || limit > 100 {\n\t\tlimit = 50 // 默认50封\n\t}\n\n\treturn s.mailRepo.FindByReceiverID(ctx, receiverID, limit)\n}\n\n// ReadMail 读取邮件\nfunc (s *MailService) ReadMail(ctx context.Context, mailID int64) error {\n\treturn s.mailRepo.MarkAsRead(ctx, mailID)\n}\n\n// DeleteMail 删除邮件\nfunc (s *MailService) DeleteMail(ctx context.Context, mailID int64) error {\n\treturn s.mailRepo.Delete(ctx, mailID)\n}\n\n// ClaimAttachments 领取附件\nfunc (s *MailService) ClaimAttachments(ctx context.Context, mailID int64) ([]persistence.DbAttachment, error) {\n\t// TODO: 实现附件领取逻辑\n\t// 1. 检查背包空间\n\t// 2. 添加物品到背包\n\t// 3. 清空邮件附件或删除邮件\n\n\treturn nil, nil\n}\n\n// SendSystemMail 发送系统邮件\nfunc (s *MailService) SendSystemMail(ctx context.Context, receiverID int64, title, content string, attachments []persistence.DbAttachment) (int64, error) {\n\treturn s.SendMail(ctx, receiverID, \"System\", title, content, attachments, 7)\n}\n\n// SendRewardMail 发送奖励邮件\nfunc (s *MailService) SendRewardMail(ctx context.Context, receiverID int64, title string, itemRewards map[int32]int32) (int64, error) {\n\t// 构建附件\n\tattachments := make([]persistence.DbAttachment, 0, len(itemRewards))\n\tfor itemID, count := range itemRewards {\n\t\tattachments = append(attachments, persistence.DbAttachment{\n\t\t\tItemID: itemID,\n\t\t\tCount:  count,\n\t\t})\n\t}\n\n\tcontent := \"Congratulations! You have received rewards.\"\n\treturn s.SendMail(ctx, receiverID, \"System\", title, content, attachments, 7)\n}\n\n// CleanupExpiredMails 清理过期邮件（定时任务）\nfunc (s *MailService) CleanupExpiredMails(ctx context.Context) error {\n\treturn s.mailRepo.DeleteExpired(ctx)\n}\n"
  },
  {
    "path": "internal/application/services/map_service.go",
    "content": "package services\n\nimport (\n\t\"context\"\n\t\"errors\"\n\t\"sync\"\n\t\"time\"\n\n\t\"greatestworks/internal/domain/character\"\n\t\"greatestworks/internal/domain/mapmanager\"\n\t\"greatestworks/internal/infrastructure/datamanager\"\n)\n\n// MapService 地图服务\ntype MapService struct {\n\tmu   sync.RWMutex\n\tmaps map[int32]*mapmanager.Map\n\t// 应用层广播适配器\n\tbroadcaster mapmanager.BroadcastFn\n\t// 异步刷怪/掉落等任务\n\tspawnMgr *SpawnManager\n}\n\n// NewMapService 创建地图服务\nfunc NewMapService() *MapService {\n\treturn &MapService{\n\t\tmaps: make(map[int32]*mapmanager.Map),\n\t}\n}\n\n// SetBroadcaster 设置地图广播函数（通常由接口层注入，用于向会话发送消息）\nfunc (s *MapService) SetBroadcaster(fn mapmanager.BroadcastFn) {\n\ts.mu.Lock()\n\ts.broadcaster = fn\n\t// 将已加载地图也设置广播器\n\tfor _, m := range s.maps {\n\t\tm.SetBroadcaster(fn)\n\t}\n\ts.mu.Unlock()\n}\n\n// SetSpawnManager 注入SpawnManager以在地图生命周期中投递异步任务\nfunc (s *MapService) SetSpawnManager(sm *SpawnManager) {\n\ts.mu.Lock()\n\ts.spawnMgr = sm\n\ts.mu.Unlock()\n}\n\n// LoadMap 加载地图\nfunc (s *MapService) LoadMap(ctx context.Context, mapID int32) error {\n\ts.mu.Lock()\n\tdefer s.mu.Unlock()\n\n\t// 检查是否已加载\n\tif _, exists := s.maps[mapID]; exists {\n\t\treturn nil\n\t}\n\n\t// 获取地图配置\n\tmapDefine := datamanager.GetInstance().GetMap(mapID)\n\tif mapDefine == nil {\n\t\treturn errors.New(\"map not found\")\n\t}\n\n\t// 创建地图实例\n\tgameMap := mapmanager.NewMap(mapID, mapDefine.Name, mapDefine.Width, mapDefine.Height)\n\tif s.broadcaster != nil {\n\t\tgameMap.SetBroadcaster(s.broadcaster)\n\t}\n\ts.maps[mapID] = gameMap\n\n\treturn nil\n}\n\n// GetMap 获取地图\nfunc (s *MapService) GetMap(mapID int32) (*mapmanager.Map, error) {\n\ts.mu.RLock()\n\tdefer s.mu.RUnlock()\n\n\tgameMap, exists := s.maps[mapID]\n\tif !exists {\n\t\treturn nil, errors.New(\"map not loaded\")\n\t}\n\n\treturn gameMap, nil\n}\n\n// EnterMap 进入地图\nfunc (s *MapService) EnterMap(ctx context.Context, entity *character.Entity, mapID int32, x, y, z float32) error {\n\tgameMap, err := s.GetMap(mapID)\n\tif err != nil {\n\t\t// 尝试加载地图\n\t\tif err := s.LoadMap(ctx, mapID); err != nil {\n\t\t\treturn err\n\t\t}\n\t\tgameMap, err = s.GetMap(mapID)\n\t\tif err != nil {\n\t\t\treturn err\n\t\t}\n\t}\n\n\t// 进入地图\n\t// 设置初始位置\n\tentity.SetPosition(character.NewVector3(x, y, z))\n\t_ = gameMap.Enter(ctx, entity)\n\n\t// 可选：在进入地图时投递一次异步任务（示例）\n\tif s.spawnMgr != nil {\n\t\ts.spawnMgr.Enqueue(func(ctx context.Context) {\n\t\t\t// 占位：后续可在此触发进入地图后的刷怪或欢迎事件\n\t\t})\n\t}\n\treturn nil\n}\n\n// LeaveMap 离开地图\nfunc (s *MapService) LeaveMap(ctx context.Context, entity *character.Entity, mapID int32) error {\n\tgameMap, err := s.GetMap(mapID)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\t_ = gameMap.Leave(ctx, entity.ID())\n\treturn nil\n}\n\n// LeaveMapByID 使用地图ID和实体ID离开地图（便于接口/清理逻辑调用）\nfunc (s *MapService) LeaveMapByID(ctx context.Context, mapID int32, entityID int32) error {\n\tgameMap, err := s.GetMap(mapID)\n\tif err != nil {\n\t\treturn err\n\t}\n\treturn gameMap.Leave(ctx, character.EntityID(entityID))\n}\n\n// UpdatePosition 更新位置\nfunc (s *MapService) UpdatePosition(ctx context.Context, entity *character.Entity, mapID int32, x, y, z float32) error {\n\tgameMap, err := s.GetMap(mapID)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\treturn gameMap.UpdatePosition(entity.ID(), character.NewVector3(x, y, z))\n}\n\n// UpdatePositionByID 使用地图ID和实体ID更新位置（便于接口层调用）\nfunc (s *MapService) UpdatePositionByID(ctx context.Context, mapID int32, entityID int32, x, y, z float32) error {\n\tgameMap, err := s.GetMap(mapID)\n\tif err != nil {\n\t\treturn err\n\t}\n\treturn gameMap.UpdatePosition(character.EntityID(entityID), character.NewVector3(x, y, z))\n}\n\n// GetEntitiesInRange 获取范围内的实体\nfunc (s *MapService) GetEntitiesInRange(ctx context.Context, mapID int32, x, y, z, range_ float32) ([]*character.Entity, error) {\n\tgameMap, err := s.GetMap(mapID)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\treturn gameMap.GetEntitiesInRange(x, z, range_), nil\n}\n\n// TransferMap 传送到其他地图\nfunc (s *MapService) TransferMap(ctx context.Context, entity *character.Entity, fromMapID, toMapID int32, x, y, z float32) error {\n\t// 离开当前地图\n\tif err := s.LeaveMap(ctx, entity, fromMapID); err != nil {\n\t\treturn err\n\t}\n\n\t// 进入目标地图\n\tif err := s.EnterMap(ctx, entity, toMapID, x, y, z); err != nil {\n\t\t// 回滚：重新进入原地图\n\t\t_ = s.EnterMap(ctx, entity, fromMapID, 0, 0, 0)\n\t\treturn err\n\t}\n\n\treturn nil\n}\n\n// BroadcastToMap 向地图广播消息\nfunc (s *MapService) BroadcastToMap(ctx context.Context, mapID int32, message interface{}) error {\n\tgameMap, err := s.GetMap(mapID)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\t// 获取地图内所有实体并广播\n\tentities := gameMap.GetAllEntities()\n\trecipients := make([]character.EntityID, 0, len(entities))\n\tfor _, e := range entities {\n\t\trecipients = append(recipients, e.ID())\n\t}\n\tgameMap.BroadcastTo(recipients, \"map_broadcast\", message)\n\n\treturn nil\n}\n\n// BroadcastToRange 向范围内广播消息\nfunc (s *MapService) BroadcastToRange(ctx context.Context, mapID int32, x, y, z, range_ float32, message interface{}) error {\n\tgameMap, err := s.GetMap(mapID)\n\tif err != nil {\n\t\treturn err\n\t}\n\t// 使用AOI广播到范围内\n\tgameMap.BroadcastInRange(x, z, range_, \"range_broadcast\", message)\n\n\treturn nil\n}\n\n// Tick 地图更新（供 UpdateManager 调用）\nfunc (s *MapService) Tick(ctx context.Context, delta time.Duration) {\n\t// 目前无需要逐帧更新的逻辑；保留入口以便未来接入地图定时器/效果\n\t// 示例：遍历地图执行周期性任务\n\ts.mu.RLock()\n\tdefer s.mu.RUnlock()\n\t_ = delta\n\t_ = ctx\n\t// for _, m := range s.maps { /* m.DoPeriodicStuff() */ }\n}\n"
  },
  {
    "path": "internal/application/services/minigame_service.go",
    "content": "package services\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"greatestworks/internal/domain/minigame\"\n)\n\n// MinigameApplicationService 小游戏应用服务\ntype MinigameApplicationService struct {\n\tminigameRepo    minigame.MinigameRepository\n\tsessionRepo     minigame.GameSessionRepository\n\tminigameService *minigame.MinigameService\n\teventBus        minigame.MinigameEventBus\n}\n\n// NewMinigameApplicationService 创建小游戏应用服务\nfunc NewMinigameApplicationService(\n\tminigameRepo minigame.MinigameRepository,\n\tsessionRepo minigame.GameSessionRepository,\n\tminigameService *minigame.MinigameService,\n\teventBus minigame.MinigameEventBus,\n) *MinigameApplicationService {\n\treturn &MinigameApplicationService{\n\t\tminigameRepo:    minigameRepo,\n\t\tsessionRepo:     sessionRepo,\n\t\tminigameService: minigameService,\n\t\teventBus:        eventBus,\n\t}\n}\n\n// CreateMinigameRequest 创建小游戏请求\ntype CreateMinigameRequest struct {\n\tName        string `json:\"name\"`\n\tDescription string `json:\"description\"`\n\tGameType    string `json:\"game_type\"`\n\tDifficulty  string `json:\"difficulty\"`\n\tMaxPlayers  int32  `json:\"max_players\"`\n\tTimeLimit   int32  `json:\"time_limit\"`\n\tIsActive    bool   `json:\"is_active\"`\n}\n\n// CreateMinigameResponse 创建小游戏响应\ntype CreateMinigameResponse struct {\n\tMinigameID  string    `json:\"minigame_id\"`\n\tName        string    `json:\"name\"`\n\tDescription string    `json:\"description\"`\n\tGameType    string    `json:\"game_type\"`\n\tDifficulty  string    `json:\"difficulty\"`\n\tMaxPlayers  int32     `json:\"max_players\"`\n\tTimeLimit   int32     `json:\"time_limit\"`\n\tIsActive    bool      `json:\"is_active\"`\n\tCreatedAt   time.Time `json:\"created_at\"`\n}\n\n// CreateMinigame 创建小游戏\nfunc (s *MinigameApplicationService) CreateMinigame(ctx context.Context, req *CreateMinigameRequest) (*CreateMinigameResponse, error) {\n\tif req == nil {\n\t\treturn nil, fmt.Errorf(\"request cannot be nil\")\n\t}\n\n\tif err := s.validateCreateMinigameRequest(req); err != nil {\n\t\treturn nil, fmt.Errorf(\"invalid request: %w\", err)\n\t}\n\n\t// 转换游戏类型\n\t_, err := s.parseGameType(req.GameType)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"invalid game type: %w\", err)\n\t}\n\n\t// 转换难度\n\t_, err = s.parseDifficulty(req.Difficulty)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"invalid difficulty: %w\", err)\n\t}\n\n\t// 创建小游戏聚合根\n\t// TODO: 修复NewMinigameAggregate方法调用\n\t// minigameAggregate := minigame.NewMinigameAggregate(req.Name, gameType, difficulty)\n\tminigameAggregate := &minigame.MinigameAggregate{}\n\t// TODO: 修复SetDescription方法调用\n\t// minigameAggregate.SetDescription(req.Description)\n\t// minigameAggregate.SetMaxPlayers(req.MaxPlayers)\n\t// minigameAggregate.SetTimeLimit(req.TimeLimit)\n\t// if req.IsActive {\n\t// \tminigameAggregate.Activate()\n\t// }\n\n\t// 保存小游戏\n\tif err := s.minigameRepo.Save(ctx, minigameAggregate); err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to save minigame: %w\", err)\n\t}\n\n\t// 发布事件\n\t// TODO: 修复NewMinigameCreatedEvent方法调用\n\t// event := minigame.NewMinigameCreatedEvent(minigameAggregate.GetID(), req.Name, gameType, difficulty)\n\t// if err := s.eventBus.Publish(ctx, event); err != nil {\n\t// \tfmt.Printf(\"failed to publish minigame created event: %v\\n\", err)\n\t// }\n\n\treturn &CreateMinigameResponse{\n\t\tMinigameID:  \"\", // TODO: minigameAggregate.GetID(),\n\t\tName:        req.Name,\n\t\tDescription: req.Description,\n\t\tGameType:    req.GameType,\n\t\tDifficulty:  req.Difficulty,\n\t\tMaxPlayers:  req.MaxPlayers,\n\t\tTimeLimit:   req.TimeLimit,\n\t\tIsActive:    req.IsActive,\n\t\tCreatedAt:   time.Now(), // TODO: minigameAggregate.GetCreatedAt(),\n\t}, nil\n}\n\n// StartGameSessionRequest 开始游戏会话请求\ntype StartGameSessionRequest struct {\n\tMinigameID string                 `json:\"minigame_id\"`\n\tPlayerID   uint64                 `json:\"player_id\"`\n\tSettings   map[string]interface{} `json:\"settings,omitempty\"`\n}\n\n// StartGameSessionResponse 开始游戏会话响应\ntype StartGameSessionResponse struct {\n\tSessionID  string    `json:\"session_id\"`\n\tMinigameID string    `json:\"minigame_id\"`\n\tPlayerID   uint64    `json:\"player_id\"`\n\tStatus     string    `json:\"status\"`\n\tTimeLimit  int32     `json:\"time_limit\"`\n\tStartedAt  time.Time `json:\"started_at\"`\n\tExpiresAt  time.Time `json:\"expires_at\"`\n}\n\n// StartGameSession 开始游戏会话\nfunc (s *MinigameApplicationService) StartGameSession(ctx context.Context, req *StartGameSessionRequest) (*StartGameSessionResponse, error) {\n\tif req == nil {\n\t\treturn nil, fmt.Errorf(\"request cannot be nil\")\n\t}\n\n\tif err := s.validateStartGameSessionRequest(req); err != nil {\n\t\treturn nil, fmt.Errorf(\"invalid request: %w\", err)\n\t}\n\n\t// 获取小游戏\n\tminigameAggregate, err := s.minigameRepo.FindByID(ctx, req.MinigameID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to find minigame: %w\", err)\n\t}\n\tif minigameAggregate == nil {\n\t\treturn nil, fmt.Errorf(\"minigame not found\")\n\t}\n\n\t// 检查游戏是否激活\n\t// TODO: 修复IsActive方法调用\n\t// if !minigameAggregate.IsActive() {\n\t// \treturn nil, fmt.Errorf(\"minigame is not active\")\n\t// }\n\n\t// 检查玩家是否有进行中的会话\n\t// TODO: 修复FindActiveByPlayer方法调用\n\t// activeSession, err := s.sessionRepo.FindActiveByPlayer(ctx, req.PlayerID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to check active session: %w\", err)\n\t// }\n\t// if activeSession != nil {\n\t// \treturn nil, fmt.Errorf(\"player already has an active game session\")\n\t// }\n\n\t// 创建游戏会话\n\t// TODO: 修复StartGameSession方法调用\n\t// session, err := s.minigameService.StartGameSession(ctx, req.MinigameID, req.PlayerID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to start game session: %w\", err)\n\t// }\n\n\t// 设置游戏设置\n\t// TODO: 修复session变量\n\t// if req.Settings != nil {\n\t// \tfor key, value := range req.Settings {\n\t// \t\tsession.SetSetting(key, value)\n\t// \t}\n\t// \tif err := s.sessionRepo.Save(ctx, session); err != nil {\n\t// \t\treturn nil, fmt.Errorf(\"failed to save session settings: %w\", err)\n\t// \t}\n\t// }\n\n\t// 发布事件\n\t// TODO: 修复NewGameSessionStartedEvent方法调用\n\t// event := minigame.NewGameSessionStartedEvent(session.GetID(), req.MinigameID, req.PlayerID)\n\t// if err := s.eventBus.Publish(ctx, event); err != nil {\n\t// \tfmt.Printf(\"failed to publish game session started event: %v\\n\", err)\n\t// }\n\n\treturn &StartGameSessionResponse{\n\t\tSessionID:  \"\", // TODO: session.GetID(),\n\t\tMinigameID: req.MinigameID,\n\t\tPlayerID:   req.PlayerID,\n\t\tStatus:     \"active\",                         // TODO: session.GetStatus().String(),\n\t\tTimeLimit:  0,                                // TODO: req.TimeLimit,\n\t\tStartedAt:  time.Now(),                       // TODO: session.GetStartedAt(),\n\t\tExpiresAt:  time.Now().Add(30 * time.Minute), // TODO: session.GetExpiresAt(),\n\t}, nil\n}\n\n// SubmitGameScoreRequest 提交游戏分数请求\ntype SubmitGameScoreRequest struct {\n\tSessionID string                 `json:\"session_id\"`\n\tScore     int64                  `json:\"score\"`\n\tGameData  map[string]interface{} `json:\"game_data,omitempty\"`\n}\n\n// SubmitGameScoreResponse 提交游戏分数响应\ntype SubmitGameScoreResponse struct {\n\tSessionID    string                `json:\"session_id\"`\n\tScore        int64                 `json:\"score\"`\n\tBestScore    int64                 `json:\"best_score\"`\n\tIsNewRecord  bool                  `json:\"is_new_record\"`\n\tRewards      []*GameRewardResponse `json:\"rewards,omitempty\"`\n\tAchievements []string              `json:\"achievements,omitempty\"`\n\tCompletedAt  time.Time             `json:\"completed_at\"`\n}\n\n// GameRewardResponse 游戏奖励响应\ntype GameRewardResponse struct {\n\tType     string `json:\"type\"`\n\tItemID   string `json:\"item_id,omitempty\"`\n\tQuantity int32  `json:\"quantity\"`\n\tReason   string `json:\"reason\"`\n}\n\n// SubmitGameScore 提交游戏分数\nfunc (s *MinigameApplicationService) SubmitGameScore(ctx context.Context, req *SubmitGameScoreRequest) (*SubmitGameScoreResponse, error) {\n\tif req == nil {\n\t\treturn nil, fmt.Errorf(\"request cannot be nil\")\n\t}\n\n\tif err := s.validateSubmitGameScoreRequest(req); err != nil {\n\t\treturn nil, fmt.Errorf(\"invalid request: %w\", err)\n\t}\n\n\t// 获取游戏会话\n\tsession, err := s.sessionRepo.FindByID(ctx, req.SessionID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to find session: %w\", err)\n\t}\n\tif session == nil {\n\t\treturn nil, fmt.Errorf(\"session not found\")\n\t}\n\n\t// 检查会话状态\n\tif !session.IsActive() {\n\t\treturn nil, fmt.Errorf(\"session is not active\")\n\t}\n\n\t// 检查会话是否过期\n\t// TODO: 修复IsExpired方法调用\n\t// if session.IsExpired() {\n\t// \treturn nil, fmt.Errorf(\"session has expired\")\n\t// }\n\n\t// 提交分数并完成会话\n\t// TODO: 修复SubmitGameScore方法调用\n\t// result, err := s.minigameService.SubmitGameScore(ctx, req.SessionID, req.Score)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to submit game score: %w\", err)\n\t// }\n\n\t// 设置游戏数据\n\t// TODO: 修复session变量\n\t// if req.GameData != nil {\n\t// \tfor key, value := range req.GameData {\n\t// \t\tsession.SetGameData(key, value)\n\t// \t}\n\t// \tif err := s.sessionRepo.Save(ctx, session); err != nil {\n\t// \t\treturn nil, fmt.Errorf(\"failed to save session game data: %w\", err)\n\t// \t}\n\t// }\n\n\t// 转换奖励响应\n\t// TODO: 修复result变量\n\t// rewardResponses := make([]*GameRewardResponse, len(result.Rewards))\n\t// for i, reward := range result.Rewards {\n\t// \trewardResponses[i] = &GameRewardResponse{\n\t// \t\tType:     reward.GetType().String(),\n\t// \t\tItemID:   reward.GetItemID(),\n\t// \t\tQuantity: reward.GetQuantity(),\n\t// \t\tReason:   reward.GetReason(),\n\t// \t}\n\t// }\n\n\t// 发布事件\n\t// TODO: 修复NewGameScoreSubmittedEvent方法调用\n\t// event := minigame.NewGameScoreSubmittedEvent(\n\t// \treq.SessionID,\n\t// \tsession.GetMinigameID(),\n\t// \tsession.GetPlayerID(),\n\t// \treq.Score,\n\t// \tresult.IsNewRecord,\n\t// )\n\t// if err := s.eventBus.Publish(ctx, event); err != nil {\n\t// \tfmt.Printf(\"failed to publish game score submitted event: %v\\n\", err)\n\t// }\n\n\treturn &SubmitGameScoreResponse{\n\t\tSessionID:    req.SessionID,\n\t\tScore:        req.Score,\n\t\tBestScore:    0,          // TODO: result.BestScore,\n\t\tIsNewRecord:  false,      // TODO: result.IsNewRecord,\n\t\tRewards:      nil,        // TODO: rewardResponses,\n\t\tAchievements: nil,        // TODO: result.Achievements,\n\t\tCompletedAt:  time.Now(), // TODO: session.GetCompletedAt(),\n\t}, nil\n}\n\n// GetGameSessionRequest 获取游戏会话请求\ntype GetGameSessionRequest struct {\n\tSessionID string `json:\"session_id\"`\n}\n\n// GetGameSessionResponse 获取游戏会话响应\ntype GetGameSessionResponse struct {\n\tSessionID   string                 `json:\"session_id\"`\n\tMinigameID  string                 `json:\"minigame_id\"`\n\tPlayerID    uint64                 `json:\"player_id\"`\n\tStatus      string                 `json:\"status\"`\n\tScore       int64                  `json:\"score\"`\n\tTimeLimit   int32                  `json:\"time_limit\"`\n\tTimeElapsed int32                  `json:\"time_elapsed\"`\n\tSettings    map[string]interface{} `json:\"settings,omitempty\"`\n\tGameData    map[string]interface{} `json:\"game_data,omitempty\"`\n\tStartedAt   time.Time              `json:\"started_at\"`\n\tExpiresAt   time.Time              `json:\"expires_at\"`\n\tCompletedAt *time.Time             `json:\"completed_at,omitempty\"`\n}\n\n// GetGameSession 获取游戏会话\nfunc (s *MinigameApplicationService) GetGameSession(ctx context.Context, req *GetGameSessionRequest) (*GetGameSessionResponse, error) {\n\tif req == nil || req.SessionID == \"\" {\n\t\treturn nil, fmt.Errorf(\"session ID is required\")\n\t}\n\n\t// 获取游戏会话\n\tsession, err := s.sessionRepo.FindByID(ctx, req.SessionID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to find session: %w\", err)\n\t}\n\tif session == nil {\n\t\treturn nil, fmt.Errorf(\"session not found\")\n\t}\n\n\t// 计算已用时间\n\ttimeElapsed := int32(0)\n\tif session.IsActive() {\n\t\ttimeElapsed = int32(time.Since(session.GetStartedAt()).Seconds())\n\t} else if !session.GetCompletedAt().IsZero() {\n\t\ttimeElapsed = int32(session.GetCompletedAt().Sub(session.GetStartedAt()).Seconds())\n\t}\n\n\tresponse := &GetGameSessionResponse{\n\t\tSessionID:   session.GetID(),\n\t\tMinigameID:  session.GetMinigameID(),\n\t\tPlayerID:    session.GetPlayerID(),\n\t\tStatus:      session.GetStatus().String(),\n\t\tScore:       session.GetScore(),\n\t\tTimeLimit:   int32(session.GetTimeLimit().Seconds()), // TODO: 修复类型转换\n\t\tTimeElapsed: timeElapsed,\n\t\tSettings:    session.GetSettings(),\n\t\tGameData:    nil, // TODO: session.GetGameData(),\n\t\tStartedAt:   session.GetStartedAt(),\n\t\tExpiresAt:   session.GetExpiresAt(),\n\t}\n\n\tif !session.GetCompletedAt().IsZero() {\n\t\tcompletedAt := session.GetCompletedAt()\n\t\tresponse.CompletedAt = &completedAt\n\t}\n\n\treturn response, nil\n}\n\n// GetPlayerScoresRequest 获取玩家分数请求\ntype GetPlayerScoresRequest struct {\n\tPlayerID   uint64 `json:\"player_id\"`\n\tMinigameID string `json:\"minigame_id,omitempty\"`\n\tLimit      int    `json:\"limit\"`\n}\n\n// PlayerScoreResponse 玩家分数响应\ntype PlayerScoreResponse struct {\n\tSessionID   string    `json:\"session_id\"`\n\tMinigameID  string    `json:\"minigame_id\"`\n\tScore       int64     `json:\"score\"`\n\tRank        int32     `json:\"rank\"`\n\tCompletedAt time.Time `json:\"completed_at\"`\n}\n\n// GetPlayerScoresResponse 获取玩家分数响应\ntype GetPlayerScoresResponse struct {\n\tPlayerID uint64                 `json:\"player_id\"`\n\tScores   []*PlayerScoreResponse `json:\"scores\"`\n\tTotal    int64                  `json:\"total\"`\n}\n\n// GetPlayerScores 获取玩家分数\nfunc (s *MinigameApplicationService) GetPlayerScores(ctx context.Context, req *GetPlayerScoresRequest) (*GetPlayerScoresResponse, error) {\n\tif req == nil || req.PlayerID == 0 {\n\t\treturn nil, fmt.Errorf(\"player ID is required\")\n\t}\n\n\t// 设置默认值\n\tif req.Limit <= 0 {\n\t\treq.Limit = 20\n\t}\n\tif req.Limit > 100 {\n\t\treq.Limit = 100\n\t}\n\n\t// 构建查询\n\t// TODO: 修复NewGameSessionQuery方法调用\n\t// query := minigame.NewGameSessionQuery().\n\t// \tWithPlayer(req.PlayerID).\n\t// \tWithStatus(minigame.SessionStatusCompleted).\n\t// \tWithSort(\"completed_at\", \"desc\").\n\t// \tWithLimit(req.Limit)\n\n\t// TODO: 修复query变量\n\t// if req.MinigameID != \"\" {\n\t// \tquery = query.WithMinigame(req.MinigameID)\n\t// }\n\n\t// 查询会话\n\t// TODO: 修复FindByQuery方法调用\n\t// sessions, total, err := s.sessionRepo.FindByQuery(ctx, query)\n\tsessions, total := []*minigame.GameSession{}, 0\n\t// TODO: 修复err变量\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to find sessions: %w\", err)\n\t// }\n\n\t// 转换响应\n\tscoreResponses := make([]*PlayerScoreResponse, len(sessions))\n\tfor i, session := range sessions {\n\t\t// 获取排名（这里简化处理，实际可能需要更复杂的排名计算）\n\t\t// TODO: 修复GetPlayerRank方法调用\n\t\t// rank, _ := s.minigameService.GetPlayerRank(ctx, session.GetMinigameID(), req.PlayerID)\n\t\trank := 0\n\n\t\tscoreResponses[i] = &PlayerScoreResponse{\n\t\t\tSessionID:   session.GetID(),\n\t\t\tMinigameID:  session.GetMinigameID(),\n\t\t\tScore:       session.GetScore(),\n\t\t\tRank:        int32(rank), // TODO: 修复类型转换\n\t\t\tCompletedAt: session.GetCompletedAt(),\n\t\t}\n\t}\n\n\treturn &GetPlayerScoresResponse{\n\t\tPlayerID: req.PlayerID,\n\t\tScores:   scoreResponses,\n\t\tTotal:    int64(total), // TODO: 修复类型转换\n\t}, nil\n}\n\n// GetMinigameLeaderboardRequest 获取小游戏排行榜请求\ntype GetMinigameLeaderboardRequest struct {\n\tMinigameID string `json:\"minigame_id\"`\n\tPeriod     string `json:\"period\"`\n\tLimit      int    `json:\"limit\"`\n}\n\n// LeaderboardEntryResponse 排行榜条目响应\ntype LeaderboardEntryResponse struct {\n\tPlayerID    uint64    `json:\"player_id\"`\n\tRank        int32     `json:\"rank\"`\n\tScore       int64     `json:\"score\"`\n\tSessionID   string    `json:\"session_id\"`\n\tCompletedAt time.Time `json:\"completed_at\"`\n}\n\n// GetMinigameLeaderboardResponse 获取小游戏排行榜响应\ntype GetMinigameLeaderboardResponse struct {\n\tMinigameID string                      `json:\"minigame_id\"`\n\tPeriod     string                      `json:\"period\"`\n\tEntries    []*LeaderboardEntryResponse `json:\"entries\"`\n\tUpdatedAt  time.Time                   `json:\"updated_at\"`\n}\n\n// GetMinigameLeaderboard 获取小游戏排行榜\nfunc (s *MinigameApplicationService) GetMinigameLeaderboard(ctx context.Context, req *GetMinigameLeaderboardRequest) (*GetMinigameLeaderboardResponse, error) {\n\tif req == nil || req.MinigameID == \"\" {\n\t\treturn nil, fmt.Errorf(\"minigame ID is required\")\n\t}\n\n\t// 设置默认值\n\tif req.Limit <= 0 {\n\t\treq.Limit = 10\n\t}\n\tif req.Limit > 100 {\n\t\treq.Limit = 100\n\t}\n\tif req.Period == \"\" {\n\t\treq.Period = \"all_time\"\n\t}\n\n\t// 获取排行榜\n\t// TODO: 修复GetLeaderboard方法调用\n\t// leaderboard, err := s.minigameService.GetLeaderboard(ctx, req.MinigameID, req.Period, req.Limit)\n\t// TODO: 修复LeaderboardEntry类型\n\t// leaderboard := []*minigame.LeaderboardEntry{}\n\t// TODO: 修复err变量\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get leaderboard: %w\", err)\n\t// }\n\n\t// 转换响应\n\t// TODO: 修复leaderboard.Entries\n\t// entryResponses := make([]*LeaderboardEntryResponse, len(leaderboard.Entries))\n\t// for i, entry := range leaderboard.Entries {\n\t// \tentryResponses[i] = &LeaderboardEntryResponse{\n\t// \t\tPlayerID:    entry.PlayerID,\n\t// \t\tRank:        entry.Rank,\n\t// \t\tScore:       entry.Score,\n\t// \t\tSessionID:   entry.SessionID,\n\t// \t\tCompletedAt: entry.CompletedAt,\n\t// \t}\n\t// }\n\n\treturn &GetMinigameLeaderboardResponse{\n\t\tMinigameID: req.MinigameID,\n\t\tPeriod:     req.Period,\n\t\tEntries:    nil,        // TODO: entryResponses,\n\t\tUpdatedAt:  time.Now(), // TODO: leaderboard.UpdatedAt,\n\t}, nil\n}\n\n// 私有方法\n\n// validateCreateMinigameRequest 验证创建小游戏请求\nfunc (s *MinigameApplicationService) validateCreateMinigameRequest(req *CreateMinigameRequest) error {\n\tif req.Name == \"\" {\n\t\treturn fmt.Errorf(\"name is required\")\n\t}\n\tif len(req.Name) > 100 {\n\t\treturn fmt.Errorf(\"name too long (max 100 characters)\")\n\t}\n\tif req.GameType == \"\" {\n\t\treturn fmt.Errorf(\"game type is required\")\n\t}\n\tif req.Difficulty == \"\" {\n\t\treturn fmt.Errorf(\"difficulty is required\")\n\t}\n\tif req.MaxPlayers <= 0 {\n\t\treturn fmt.Errorf(\"max players must be positive\")\n\t}\n\tif req.TimeLimit <= 0 {\n\t\treturn fmt.Errorf(\"time limit must be positive\")\n\t}\n\treturn nil\n}\n\n// validateStartGameSessionRequest 验证开始游戏会话请求\nfunc (s *MinigameApplicationService) validateStartGameSessionRequest(req *StartGameSessionRequest) error {\n\tif req.MinigameID == \"\" {\n\t\treturn fmt.Errorf(\"minigame ID is required\")\n\t}\n\tif req.PlayerID == 0 {\n\t\treturn fmt.Errorf(\"player ID is required\")\n\t}\n\treturn nil\n}\n\n// validateSubmitGameScoreRequest 验证提交游戏分数请求\nfunc (s *MinigameApplicationService) validateSubmitGameScoreRequest(req *SubmitGameScoreRequest) error {\n\tif req.SessionID == \"\" {\n\t\treturn fmt.Errorf(\"session ID is required\")\n\t}\n\tif req.Score < 0 {\n\t\treturn fmt.Errorf(\"score cannot be negative\")\n\t}\n\treturn nil\n}\n\n// parseGameType 解析游戏类型\nfunc (s *MinigameApplicationService) parseGameType(gameTypeStr string) (minigame.GameType, error) {\n\tswitch gameTypeStr {\n\tcase \"puzzle\":\n\t\treturn minigame.GameTypePuzzle, nil\n\tcase \"action\":\n\t\treturn minigame.GameTypePuzzle, nil // TODO: minigame.GameTypeAction\n\tcase \"strategy\":\n\t\treturn minigame.GameTypePuzzle, nil // TODO: minigame.GameTypeStrategy\n\tcase \"arcade\":\n\t\treturn minigame.GameTypePuzzle, nil // TODO: minigame.GameTypeArcade\n\tcase \"card\":\n\t\treturn minigame.GameTypePuzzle, nil // TODO: minigame.GameTypeCard\n\tcase \"quiz\":\n\t\treturn minigame.GameTypePuzzle, nil // TODO: minigame.GameTypeQuiz\n\tdefault:\n\t\treturn minigame.GameTypePuzzle, fmt.Errorf(\"unknown game type: %s\", gameTypeStr)\n\t}\n}\n\n// parseDifficulty 解析难度\nfunc (s *MinigameApplicationService) parseDifficulty(difficultyStr string) (minigame.GameDifficulty, error) {\n\tswitch difficultyStr {\n\tcase \"easy\":\n\t\treturn minigame.GameDifficultyEasy, nil\n\tcase \"normal\":\n\t\treturn minigame.GameDifficultyNormal, nil\n\tcase \"hard\":\n\t\treturn minigame.GameDifficultyHard, nil\n\tcase \"expert\":\n\t\treturn minigame.GameDifficultyExpert, nil\n\tdefault:\n\t\treturn minigame.GameDifficultyNormal, fmt.Errorf(\"unknown difficulty: %s\", difficultyStr)\n\t}\n}\n"
  },
  {
    "path": "internal/application/services/npc_service.go",
    "content": "package services\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"greatestworks/internal/domain/npc\"\n)\n\n// NPCService NPC应用服务\ntype NPCService struct {\n\tnpcRepo          npc.NPCRepository\n\tdialogueRepo     npc.DialogueRepository\n\tquestRepo        npc.QuestRepository\n\tshopRepo         npc.ShopRepository\n\trelationshipRepo npc.RelationshipRepository\n\tstatisticsRepo   npc.NPCStatisticsRepository\n\tcacheRepo        npc.NPCCacheRepository\n\tnpcService       *npc.NPCService\n}\n\n// NewNPCService 创建NPC应用服务\nfunc NewNPCService(\n\tnpcRepo npc.NPCRepository,\n\tdialogueRepo npc.DialogueRepository,\n\tquestRepo npc.QuestRepository,\n\tshopRepo npc.ShopRepository,\n\trelationshipRepo npc.RelationshipRepository,\n\tstatisticsRepo npc.NPCStatisticsRepository,\n\tcacheRepo npc.NPCCacheRepository,\n\tnpcService *npc.NPCService,\n) *NPCService {\n\treturn &NPCService{\n\t\tnpcRepo:          npcRepo,\n\t\tdialogueRepo:     dialogueRepo,\n\t\tquestRepo:        questRepo,\n\t\tshopRepo:         shopRepo,\n\t\trelationshipRepo: relationshipRepo,\n\t\tstatisticsRepo:   statisticsRepo,\n\t\tcacheRepo:        cacheRepo,\n\t\tnpcService:       npcService,\n\t}\n}\n\n// GetNPCInfo 获取NPC信息\nfunc (s *NPCService) GetNPCInfo(ctx context.Context, npcID string) (*NPCDTO, error) {\n\t// 先从缓存获取\n\tcachedNPC, err := s.cacheRepo.GetNPC(npcID)\n\tif err == nil && cachedNPC != nil {\n\t\treturn s.buildNPCDTO(cachedNPC), nil\n\t}\n\n\t// 从数据库获取\n\tnpcAggregate, err := s.npcRepo.FindByID(npcID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to get NPC info: %w\", err)\n\t}\n\n\t// 更新缓存\n\tif err := s.cacheRepo.SetNPC(npcID, npcAggregate, time.Hour); err != nil {\n\t\t// 缓存更新失败不影响主流程\n\t\t// TODO: 添加日志记录\n\t}\n\n\treturn s.buildNPCDTO(npcAggregate), nil\n}\n\n// GetNearbyNPCs 获取附近的NPC\nfunc (s *NPCService) GetNearbyNPCs(ctx context.Context, playerID string, location *npc.Location, radius float64) ([]*NPCDTO, error) {\n\t// 先从缓存获取\n\tcachedNPCs, err := s.cacheRepo.GetLocationIndex(location.GetRegion())\n\tif err == nil && len(cachedNPCs) > 0 {\n\t\t// 过滤距离\n\t\tnearbyNPCs := s.filterNPCsByDistance(cachedNPCs, location, radius)\n\t\treturn s.buildNPCDTOs(nearbyNPCs), nil\n\t}\n\n\t// 从数据库获取\n\tnearbyNPCs, err := s.npcRepo.FindByLocation(location, radius)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to get nearby NPCs: %w\", err)\n\t}\n\n\t// 更新缓存\n\tif err := s.cacheRepo.SetLocationIndex(location.GetRegion(), nearbyNPCs, time.Minute*30); err != nil {\n\t\t// 缓存更新失败不影响主流程\n\t\t// TODO: 添加日志记录\n\t}\n\n\treturn s.buildNPCDTOs(nearbyNPCs), nil\n}\n\n// StartDialogue 开始对话\nfunc (s *NPCService) StartDialogue(ctx context.Context, playerID string, npcID string) (*DialogueSessionDTO, error) {\n\t// 获取NPC信息\n\tnpcAggregate, err := s.npcRepo.FindByID(npcID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to get NPC info: %w\", err)\n\t}\n\n\t// 检查是否已有对话会话\n\texistingSession, err := s.cacheRepo.GetSession(npcID, playerID)\n\tif err == nil && existingSession != nil {\n\t\treturn s.buildDialogueSessionDTO(existingSession), nil\n\t}\n\n\t// 开始新对话\n\tsession, err := s.npcService.StartDialogue(playerID, npcAggregate)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to start dialogue: %w\", err)\n\t}\n\n\t// 缓存对话会话\n\tif err := s.cacheRepo.SetSession(npcID, playerID, session, time.Hour); err != nil {\n\t\t// 缓存失败不影响主流程\n\t\t// TODO: 添加日志记录\n\t}\n\n\treturn s.buildDialogueSessionDTO(session), nil\n}\n\n// ContinueDialogue 继续对话\nfunc (s *NPCService) ContinueDialogue(ctx context.Context, playerID string, npcID string, choiceID string) (*DialogueResponseDTO, error) {\n\t// 获取对话会话\n\tsession, err := s.cacheRepo.GetSession(npcID, playerID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to get dialogue session: %w\", err)\n\t}\n\n\tif session == nil {\n\t\treturn nil, npc.ErrDialogueSessionNotFound\n\t}\n\n\t// 处理对话选择\n\t// TODO: 修复choiceID类型转换\n\t// response, err := s.npcService.ProcessDialogueChoice(session, choiceID)\n\tresponse := &npc.DialogueResponse{}\n\t// TODO: 修复err变量\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to process dialogue choice: %w\", err)\n\t// }\n\n\t// 更新会话缓存\n\tif err := s.cacheRepo.SetSession(npcID, playerID, session, time.Hour); err != nil {\n\t\t// 缓存更新失败不影响主流程\n\t\t// TODO: 添加日志记录\n\t}\n\n\treturn s.buildDialogueResponseDTO(response), nil\n}\n\n// EndDialogue 结束对话\nfunc (s *NPCService) EndDialogue(ctx context.Context, playerID string, npcID string) error {\n\t// 获取对话会话\n\tsession, err := s.cacheRepo.GetSession(npcID, playerID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to get dialogue session: %w\", err)\n\t}\n\n\tif session != nil {\n\t\t// 结束对话\n\t\tif err := s.npcService.EndDialogue(session); err != nil {\n\t\t\treturn fmt.Errorf(\"failed to end dialogue: %w\", err)\n\t\t}\n\n\t\t// 更新统计数据\n\t\tif err := s.updateDialogueStatistics(ctx, playerID, npcID, session); err != nil {\n\t\t\t// 统计更新失败不影响主流程\n\t\t\t// TODO: 添加日志记录\n\t\t}\n\t}\n\n\t// 清除会话缓存\n\tif err := s.cacheRepo.DeleteSession(npcID, playerID); err != nil {\n\t\t// 缓存清除失败不影响主流程\n\t\t// TODO: 添加日志记录\n\t}\n\n\treturn nil\n}\n\n// GetAvailableQuests 获取可用任务\nfunc (s *NPCService) GetAvailableQuests(ctx context.Context, playerID string, npcID string) ([]*QuestDTO, error) {\n\t// 获取NPC的任务\n\tquests, err := s.questRepo.FindByNPC(npcID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to get NPC quests: %w\", err)\n\t}\n\n\t// 过滤可用任务\n\tavailableQuests := make([]*npc.Quest, 0)\n\tfor _, quest := range quests {\n\t\tif s.npcService.IsQuestAvailable(playerID, quest) {\n\t\t\tavailableQuests = append(availableQuests, quest)\n\t\t}\n\t}\n\n\treturn s.buildQuestDTOs(availableQuests), nil\n}\n\n// AcceptQuest 接受任务\nfunc (s *NPCService) AcceptQuest(ctx context.Context, playerID string, questID string) (*QuestInstanceDTO, error) {\n\t// 获取任务信息\n\tquest, err := s.questRepo.FindByID(questID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to get quest info: %w\", err)\n\t}\n\n\t// 接受任务\n\tquestInstance, err := s.npcService.AcceptQuest(playerID, quest)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to accept quest: %w\", err)\n\t}\n\n\t// 保存任务实例\n\tif err := s.questRepo.SaveInstance(questInstance); err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to save quest instance: %w\", err)\n\t}\n\n\treturn s.buildQuestInstanceDTO(questInstance), nil\n}\n\n// CompleteQuest 完成任务\nfunc (s *NPCService) CompleteQuest(ctx context.Context, playerID string, questID string) (*QuestRewardDTO, error) {\n\t// 获取任务实例\n\tquestInstance, err := s.questRepo.FindInstance(questID, playerID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to get quest instance: %w\", err)\n\t}\n\n\t// 完成任务\n\treward, err := s.npcService.CompleteQuest(questInstance)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to complete quest: %w\", err)\n\t}\n\n\t// 更新任务实例\n\tif err := s.questRepo.UpdateInstance(questInstance); err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to update quest instance: %w\", err)\n\t}\n\n\t// 更新统计数据\n\tif err := s.updateQuestStatistics(ctx, playerID, questInstance, reward); err != nil {\n\t\t// 统计更新失败不影响主流程\n\t\t// TODO: 添加日志记录\n\t}\n\n\treturn s.buildQuestRewardDTO(reward), nil\n}\n\n// GetShopInfo 获取商店信息\nfunc (s *NPCService) GetShopInfo(ctx context.Context, npcID string) (*ShopDTO, error) {\n\t// 获取商店信息\n\tshop, err := s.shopRepo.FindByNPC(npcID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to get shop info: %w\", err)\n\t}\n\n\treturn s.buildShopDTO(shop), nil\n}\n\n// BuyItem 购买物品\nfunc (s *NPCService) BuyItem(ctx context.Context, playerID string, shopID string, itemID string, quantity int) (*TradeResultDTO, error) {\n\t// 获取商店信息\n\tshop, err := s.shopRepo.FindByID(shopID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to get shop info: %w\", err)\n\t}\n\n\t// 执行购买\n\t_, err = s.npcService.BuyItem(playerID, shop, itemID, quantity)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to buy item: %w\", err)\n\t}\n\n\t// 保存交易记录\n\t// TODO: 修复tradeResult.Price\n\t// tradeRecord := npc.NewTradeRecord(shopID, playerID, itemID, quantity, tradeResult.Price)\n\ttradeRecord := npc.NewTradeRecord(shopID, playerID, itemID, quantity, 0) // TODO: tradeResult.Price\n\tif err := s.shopRepo.SaveTradeRecord(tradeRecord); err != nil {\n\t\t// 交易记录保存失败不影响主流程\n\t\t// TODO: 添加日志记录\n\t}\n\n\t// 更新商店\n\tif err := s.shopRepo.Update(shop); err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to update shop: %w\", err)\n\t}\n\n\t// TODO: 修复buildTradeResultDTO方法调用\n\t// return s.buildTradeResultDTO(tradeResult), nil\n\treturn &TradeResultDTO{}, nil\n}\n\n// GetRelationship 获取关系信息\nfunc (s *NPCService) GetRelationship(ctx context.Context, playerID string, npcID string) (*RelationshipDTO, error) {\n\t// 先从缓存获取\n\tcachedRelationship, err := s.cacheRepo.GetRelationship(playerID, npcID)\n\tif err == nil && cachedRelationship != nil {\n\t\treturn s.buildRelationshipDTO(cachedRelationship), nil\n\t}\n\n\t// 从数据库获取\n\trelationship, err := s.relationshipRepo.FindByID(playerID, npcID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to get relationship: %w\", err)\n\t}\n\n\t// 更新缓存\n\tif err := s.cacheRepo.SetRelationship(playerID, npcID, relationship, time.Hour*2); err != nil {\n\t\t// 缓存更新失败不影响主流程\n\t\t// TODO: 添加日志记录\n\t}\n\n\treturn s.buildRelationshipDTO(relationship), nil\n}\n\n// UpdateRelationship 更新关系\nfunc (s *NPCService) UpdateRelationship(ctx context.Context, playerID string, npcID string, changeType npc.RelationshipChangeType, value int, reason string) error {\n\t// 获取关系信息\n\trelationship, err := s.relationshipRepo.FindByID(playerID, npcID)\n\tif err != nil && !npc.IsNotFoundError(err) {\n\t\treturn fmt.Errorf(\"failed to get relationship: %w\", err)\n\t}\n\n\tif relationship == nil {\n\t\t// 创建新关系\n\t\trelationship = npc.NewRelationship(playerID, npcID)\n\t}\n\n\t// 更新关系值\n\toldValue := relationship.GetValue()\n\toldLevel := relationship.GetLevel()\n\n\tif err := relationship.ChangeValue(value, reason); err != nil {\n\t\treturn fmt.Errorf(\"failed to change relationship value: %w\", err)\n\t}\n\n\t// 保存关系\n\tif err := s.relationshipRepo.Save(relationship); err != nil {\n\t\treturn fmt.Errorf(\"failed to save relationship: %w\", err)\n\t}\n\n\t// 记录关系变化事件\n\tif relationship.GetValue() != oldValue {\n\t\tevent := npc.NewRelationshipChangedEvent(\n\t\t\tnpcID, playerID,\n\t\t\toldValue, relationship.GetValue(),\n\t\t\toldLevel, relationship.GetLevel(),\n\t\t\tchangeType, reason,\n\t\t)\n\t\t// TODO: 发布事件\n\t\t_ = event\n\t}\n\n\t// 清除缓存\n\tif err := s.cacheRepo.DeleteRelationship(playerID, npcID); err != nil {\n\t\t// 缓存清除失败不影响主流程\n\t\t// TODO: 添加日志记录\n\t}\n\n\treturn nil\n}\n\n// GetNPCStatistics 获取NPC统计\nfunc (s *NPCService) GetNPCStatistics(ctx context.Context, npcID string) (*NPCStatisticsDTO, error) {\n\tstats, err := s.statisticsRepo.FindStatistics(npcID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to get NPC statistics: %w\", err)\n\t}\n\n\treturn s.buildNPCStatisticsDTO(stats), nil\n}\n\n// 私有方法\n\n// filterNPCsByDistance 按距离过滤NPC\nfunc (s *NPCService) filterNPCsByDistance(npcs []*npc.NPCAggregate, location *npc.Location, radius float64) []*npc.NPCAggregate {\n\tfiltered := make([]*npc.NPCAggregate, 0)\n\tfor _, npcAgg := range npcs {\n\t\tif npcAgg.GetLocation().DistanceTo(location) <= radius {\n\t\t\tfiltered = append(filtered, npcAgg)\n\t\t}\n\t}\n\treturn filtered\n}\n\n// updateDialogueStatistics 更新对话统计\nfunc (s *NPCService) updateDialogueStatistics(ctx context.Context, playerID string, npcID string, session *npc.DialogueSession) error {\n\tstats, err := s.statisticsRepo.FindStatistics(npcID)\n\tif err != nil && !npc.IsNotFoundError(err) {\n\t\treturn err\n\t}\n\n\tif stats == nil {\n\t\tstats = npc.NewNPCStatistics(npcID)\n\t}\n\n\t// 更新统计数据\n\tstats.AddDialogueSession(playerID, session.GetDuration())\n\tstats.UpdateLastInteractionTime(session.GetEndTime())\n\n\t// 保存统计数据\n\treturn s.statisticsRepo.SaveStatistics(stats)\n}\n\n// updateQuestStatistics 更新任务统计\nfunc (s *NPCService) updateQuestStatistics(ctx context.Context, playerID string, questInstance *npc.QuestInstance, reward *npc.QuestReward) error {\n\tstats, err := s.statisticsRepo.FindStatistics(questInstance.GetNPCID())\n\tif err != nil && !npc.IsNotFoundError(err) {\n\t\treturn err\n\t}\n\n\tif stats == nil {\n\t\tstats = npc.NewNPCStatistics(questInstance.GetNPCID())\n\t}\n\n\t// 更新统计数据\n\tstats.AddQuestCompletion(playerID, questInstance.GetQuestID(), reward.GetTotalValue())\n\tstats.UpdateLastInteractionTime(questInstance.GetCompletedAt())\n\n\t// 保存统计数据\n\treturn s.statisticsRepo.SaveStatistics(stats)\n}\n\n// 构建DTO方法\n\n// buildNPCDTO 构建NPC DTO\nfunc (s *NPCService) buildNPCDTO(npcAggregate *npc.NPCAggregate) *NPCDTO {\n\treturn &NPCDTO{\n\t\tID:          npcAggregate.GetID(),\n\t\tName:        npcAggregate.GetName(),\n\t\tDescription: npcAggregate.GetDescription(),\n\t\tType:        npcAggregate.GetType().String(),\n\t\tStatus:      npcAggregate.GetStatus().String(),\n\t\tLocation:    s.buildLocationDTO(npcAggregate.GetLocation()),\n\t\tAttributes:  s.buildAttributesDTO(npcAggregate.GetAttributes()),\n\t\tBehavior:    s.buildBehaviorDTO(npcAggregate.GetBehavior()),\n\t\tHasDialogue: npcAggregate.HasDialogue(),\n\t\tHasQuests:   npcAggregate.HasQuests(),\n\t\tHasShop:     npcAggregate.HasShop(),\n\t\tCreatedAt:   npcAggregate.GetCreatedAt(),\n\t\tUpdatedAt:   npcAggregate.GetUpdatedAt(),\n\t}\n}\n\n// buildNPCDTOs 构建NPC DTO列表\nfunc (s *NPCService) buildNPCDTOs(npcs []*npc.NPCAggregate) []*NPCDTO {\n\tdtos := make([]*NPCDTO, len(npcs))\n\tfor i, npcAgg := range npcs {\n\t\tdtos[i] = s.buildNPCDTO(npcAgg)\n\t}\n\treturn dtos\n}\n\n// buildLocationDTO 构建位置DTO\nfunc (s *NPCService) buildLocationDTO(location *npc.Location) *LocationDTO {\n\treturn &LocationDTO{\n\t\tX:      location.GetX(),\n\t\tY:      location.GetY(),\n\t\tZ:      location.GetZ(),\n\t\tRegion: location.GetRegion(),\n\t\tZone:   location.GetZone(),\n\t}\n}\n\n// buildAttributesDTO 构建属性DTO\nfunc (s *NPCService) buildAttributesDTO(attributes *npc.NPCAttributes) *NPCAttributesDTO {\n\treturn &NPCAttributesDTO{\n\t\tLevel:        attributes.GetLevel(),\n\t\tHealth:       attributes.GetHealth(),\n\t\tMaxHealth:    attributes.GetMaxHealth(),\n\t\tAttack:       attributes.GetAttack(),\n\t\tDefense:      attributes.GetDefense(),\n\t\tSpeed:        attributes.GetSpeed(),\n\t\tIntelligence: attributes.GetIntelligence(),\n\t}\n}\n\n// buildBehaviorDTO 构建行为DTO\nfunc (s *NPCService) buildBehaviorDTO(behavior *npc.NPCBehavior) *NPCBehaviorDTO {\n\treturn &NPCBehaviorDTO{\n\t\tCurrentAction: behavior.GetCurrentAction().String(),\n\t\tNextAction:    behavior.GetNextAction().String(),\n\t\tCooldown:      behavior.GetCooldown(),\n\t\tIsActive:      behavior.IsActive(),\n\t}\n}\n\n// buildDialogueSessionDTO 构建对话会话DTO\nfunc (s *NPCService) buildDialogueSessionDTO(session *npc.DialogueSession) *DialogueSessionDTO {\n\treturn &DialogueSessionDTO{\n\t\tSessionID:     session.GetID(),\n\t\tNPCID:         session.GetNPCID(),\n\t\tPlayerID:      session.GetPlayerID(),\n\t\tCurrentNodeID: session.GetCurrentNodeID(),\n\t\tStartTime:     session.GetStartTime(),\n\t\tIsActive:      session.IsActive(),\n\t\tContext:       session.GetContext(),\n\t}\n}\n\n// buildDialogueResponseDTO 构建对话响应DTO\nfunc (s *NPCService) buildDialogueResponseDTO(response *npc.DialogueResponse) *DialogueResponseDTO {\n\treturn &DialogueResponseDTO{\n\t\tNodeID:     response.GetNodeID(),\n\t\tText:       response.GetText(),\n\t\tChoices:    s.buildDialogueChoiceDTOs(response.GetChoices()),\n\t\tActions:    nil,   // TODO: response.GetActions(),\n\t\tIsEnd:      false, // TODO: response.IsEnd(),\n\t\tNextNodeID: \"\",    // TODO: response.GetNextNodeID(),\n\t}\n}\n\n// buildDialogueChoiceDTOs 构建对话选择DTO列表\nfunc (s *NPCService) buildDialogueChoiceDTOs(choices []*npc.DialogueOption) []*DialogueChoiceDTO {\n\tdtos := make([]*DialogueChoiceDTO, len(choices))\n\tfor i, choice := range choices {\n\t\tdtos[i] = &DialogueChoiceDTO{\n\t\t\tID:          choice.GetID(),\n\t\t\tText:        choice.GetText(),\n\t\t\tCondition:   \"\",   // TODO: choice.GetCondition(),\n\t\t\tNextNodeID:  \"\",   // TODO: choice.GetNextNodeID(),\n\t\t\tIsAvailable: true, // TODO: choice.IsAvailable(),\n\t\t}\n\t}\n\treturn dtos\n}\n\n// buildQuestDTOs 构建任务DTO列表\nfunc (s *NPCService) buildQuestDTOs(quests []*npc.Quest) []*QuestDTO {\n\tdtos := make([]*QuestDTO, len(quests))\n\tfor i, quest := range quests {\n\t\tdtos[i] = &QuestDTO{\n\t\t\tID:            quest.GetID(),\n\t\t\tName:          quest.GetName(),\n\t\t\tDescription:   quest.GetDescription(),\n\t\t\tType:          quest.GetType().String(),\n\t\t\tRequiredLevel: 0,          // TODO: quest.GetRequiredLevel(),\n\t\t\tRewards:       nil,        // TODO: quest.GetRewards(),\n\t\t\tObjectives:    []string{}, // TODO: quest.GetObjectives(),\n\t\t\tIsRepeatable:  false,      // TODO: quest.IsRepeatable(),\n\t\t\tCooldown:      0,          // TODO: quest.GetCooldown(),\n\t\t}\n\t}\n\treturn dtos\n}\n\n// buildQuestInstanceDTO 构建任务实例DTO\nfunc (s *NPCService) buildQuestInstanceDTO(instance *npc.QuestInstance) *QuestInstanceDTO {\n\treturn &QuestInstanceDTO{\n\t\tID:          \"\", // TODO: instance.GetID(),\n\t\tQuestID:     instance.GetQuestID(),\n\t\tPlayerID:    instance.GetPlayerID(),\n\t\tStatus:      instance.GetStatus().String(),\n\t\tProgress:    map[string]int{}, // TODO: instance.GetProgress(),\n\t\tStartTime:   time.Now(),       // TODO: instance.GetStartTime(),\n\t\tEndTime:     time.Now(),       // TODO: instance.GetEndTime(),\n\t\tIsCompleted: false,            // TODO: instance.IsCompleted(),\n\t}\n}\n\n// buildQuestRewardDTO 构建任务奖励DTO\nfunc (s *NPCService) buildQuestRewardDTO(reward *npc.QuestReward) *QuestRewardDTO {\n\treturn &QuestRewardDTO{\n\t\tExperience: 0,        // TODO: reward.GetExperience(),\n\t\tItems:      nil,      // TODO: reward.GetItems(),\n\t\tGold:       0,        // TODO: reward.GetGold(),\n\t\tTotalValue: int64(0), // TODO: reward.GetTotalValue(),\n\t}\n}\n\n// buildShopDTO 构建商店DTO\nfunc (s *NPCService) buildShopDTO(shop *npc.Shop) *ShopDTO {\n\treturn &ShopDTO{\n\t\tID:          shop.GetID(),\n\t\tNPCID:       \"\", // TODO: shop.GetNPCID(),\n\t\tName:        shop.GetName(),\n\t\tDescription: \"\",                                     // TODO: shop.GetDescription(),\n\t\tItems:       s.buildShopItemDTOs([]*npc.ShopItem{}), // TODO: shop.GetItems(),\n\t\tIsOpen:      shop.IsOpen(),\n\t\tSchedule:    s.buildShopScheduleDTO(nil), // TODO: shop.GetSchedule(),\n\t}\n}\n\n// buildShopItemDTOs 构建商店物品DTO列表\nfunc (s *NPCService) buildShopItemDTOs(items []*npc.ShopItem) []*ShopItemDTO {\n\tdtos := make([]*ShopItemDTO, len(items))\n\tfor i, item := range items {\n\t\tdtos[i] = &ShopItemDTO{\n\t\t\tID:          item.GetID(),\n\t\t\tName:        item.GetName(),\n\t\t\tDescription: \"\",                     // TODO: item.GetDescription(),\n\t\t\tPrice:       int64(item.GetPrice()), // TODO: 修复类型转换\n\t\t\tStock:       item.GetStock(),\n\t\t\tMaxStock:    0, // TODO: item.GetMaxStock(),\n\t\t\tIsAvailable: item.IsAvailable(),\n\t\t}\n\t}\n\treturn dtos\n}\n\n// buildShopScheduleDTO 构建商店日程DTO\nfunc (s *NPCService) buildShopScheduleDTO(schedule *npc.ShopSchedule) *ShopScheduleDTO {\n\treturn &ShopScheduleDTO{\n\t\tOpenTime:  time.Now(), // TODO: schedule.GetOpenTime(),\n\t\tCloseTime: time.Now(), // TODO: schedule.GetCloseTime(),\n\t\tIsOpen24H: false,      // TODO: schedule.IsOpen24H(),\n\t\tWeekdays:  []int{},    // TODO: schedule.GetWeekdays(),\n\t}\n}\n\n// buildTradeResultDTO 构建交易结果DTO\nfunc (s *NPCService) buildTradeResultDTO(result *npc.TradeResult) *TradeResultDTO {\n\treturn &TradeResultDTO{\n\t\tItemID:     \"\",    // TODO: result.GetItemID(),\n\t\tQuantity:   0,     // TODO: result.GetQuantity(),\n\t\tPrice:      0,     // TODO: result.GetPrice(),\n\t\tTotalPrice: 0,     // TODO: result.GetTotalPrice(),\n\t\tSuccess:    false, // TODO: result.IsSuccess(),\n\t\tMessage:    \"\",    // TODO: result.GetMessage(),\n\t}\n}\n\n// buildRelationshipDTO 构建关系DTO\nfunc (s *NPCService) buildRelationshipDTO(relationship *npc.Relationship) *RelationshipDTO {\n\treturn &RelationshipDTO{\n\t\tPlayerID:    \"\", // TODO: relationship.GetPlayerID(),\n\t\tNPCID:       \"\", // TODO: relationship.GetNPCID(),\n\t\tValue:       relationship.GetValue(),\n\t\tLevel:       relationship.GetLevel().String(),\n\t\tLastChanged: time.Now(), // TODO: relationship.GetLastChanged(),\n\t\tIsLocked:    false,      // TODO: relationship.IsLocked(),\n\t}\n}\n\n// buildNPCStatisticsDTO 构建NPC统计DTO\nfunc (s *NPCService) buildNPCStatisticsDTO(stats *npc.NPCStatistics) *NPCStatisticsDTO {\n\treturn &NPCStatisticsDTO{\n\t\tNPCID:                  \"\",         // TODO: stats.GetNPCID(),\n\t\tTotalInteractions:      0,          // TODO: stats.GetTotalInteractions(),\n\t\tDialogueCount:          0,          // TODO: stats.GetDialogueCount(),\n\t\tQuestCount:             0,          // TODO: stats.GetQuestCount(),\n\t\tTradeCount:             0,          // TODO: stats.GetTradeCount(),\n\t\tUniqueVisitors:         0,          // TODO: stats.GetUniqueVisitors(),\n\t\tAverageInteractionTime: 0,          // TODO: stats.GetAverageInteractionTime(),\n\t\tLastInteractionTime:    time.Now(), // TODO: stats.GetLastInteractionTime(),\n\t\tPopularityScore:        0,          // TODO: stats.GetPopularityScore(),\n\t}\n}\n\n// DTO 定义\n\n// NPCDTO NPC DTO\ntype NPCDTO struct {\n\tID          string            `json:\"id\"`\n\tName        string            `json:\"name\"`\n\tDescription string            `json:\"description\"`\n\tType        string            `json:\"type\"`\n\tStatus      string            `json:\"status\"`\n\tLocation    *LocationDTO      `json:\"location\"`\n\tAttributes  *NPCAttributesDTO `json:\"attributes\"`\n\tBehavior    *NPCBehaviorDTO   `json:\"behavior\"`\n\tHasDialogue bool              `json:\"has_dialogue\"`\n\tHasQuests   bool              `json:\"has_quests\"`\n\tHasShop     bool              `json:\"has_shop\"`\n\tCreatedAt   time.Time         `json:\"created_at\"`\n\tUpdatedAt   time.Time         `json:\"updated_at\"`\n}\n\n// LocationDTO 位置DTO\ntype LocationDTO struct {\n\tX      float64 `json:\"x\"`\n\tY      float64 `json:\"y\"`\n\tZ      float64 `json:\"z\"`\n\tRegion string  `json:\"region\"`\n\tZone   string  `json:\"zone\"`\n}\n\n// NPCAttributesDTO NPC属性DTO\ntype NPCAttributesDTO struct {\n\tLevel        int     `json:\"level\"`\n\tHealth       int     `json:\"health\"`\n\tMaxHealth    int     `json:\"max_health\"`\n\tAttack       int     `json:\"attack\"`\n\tDefense      int     `json:\"defense\"`\n\tSpeed        float64 `json:\"speed\"`\n\tIntelligence int     `json:\"intelligence\"`\n}\n\n// NPCBehaviorDTO NPC行为DTO\ntype NPCBehaviorDTO struct {\n\tCurrentAction string        `json:\"current_action\"`\n\tNextAction    string        `json:\"next_action\"`\n\tCooldown      time.Duration `json:\"cooldown\"`\n\tIsActive      bool          `json:\"is_active\"`\n}\n\n// DialogueSessionDTO 对话会话DTO\ntype DialogueSessionDTO struct {\n\tSessionID     string                 `json:\"session_id\"`\n\tNPCID         string                 `json:\"npc_id\"`\n\tPlayerID      string                 `json:\"player_id\"`\n\tCurrentNodeID string                 `json:\"current_node_id\"`\n\tStartTime     time.Time              `json:\"start_time\"`\n\tIsActive      bool                   `json:\"is_active\"`\n\tContext       map[string]interface{} `json:\"context\"`\n}\n\n// DialogueResponseDTO 对话响应DTO\ntype DialogueResponseDTO struct {\n\tNodeID     string               `json:\"node_id\"`\n\tText       string               `json:\"text\"`\n\tChoices    []*DialogueChoiceDTO `json:\"choices\"`\n\tActions    []string             `json:\"actions\"`\n\tIsEnd      bool                 `json:\"is_end\"`\n\tNextNodeID string               `json:\"next_node_id,omitempty\"`\n}\n\n// DialogueChoiceDTO 对话选择DTO\ntype DialogueChoiceDTO struct {\n\tID          string `json:\"id\"`\n\tText        string `json:\"text\"`\n\tCondition   string `json:\"condition,omitempty\"`\n\tNextNodeID  string `json:\"next_node_id\"`\n\tIsAvailable bool   `json:\"is_available\"`\n}\n\n// QuestDTO 任务DTO\ntype QuestDTO struct {\n\tID            string                 `json:\"id\"`\n\tName          string                 `json:\"name\"`\n\tDescription   string                 `json:\"description\"`\n\tType          string                 `json:\"type\"`\n\tRequiredLevel int                    `json:\"required_level\"`\n\tRewards       map[string]interface{} `json:\"rewards\"`\n\tObjectives    []string               `json:\"objectives\"`\n\tIsRepeatable  bool                   `json:\"is_repeatable\"`\n\tCooldown      time.Duration          `json:\"cooldown\"`\n}\n\n// QuestInstanceDTO 任务实例DTO\ntype QuestInstanceDTO struct {\n\tID          string         `json:\"id\"`\n\tQuestID     string         `json:\"quest_id\"`\n\tPlayerID    string         `json:\"player_id\"`\n\tStatus      string         `json:\"status\"`\n\tProgress    map[string]int `json:\"progress\"`\n\tStartTime   time.Time      `json:\"start_time\"`\n\tEndTime     time.Time      `json:\"end_time\"`\n\tIsCompleted bool           `json:\"is_completed\"`\n}\n\n// QuestRewardDTO 任务奖励DTO\ntype QuestRewardDTO struct {\n\tExperience int64          `json:\"experience\"`\n\tItems      map[string]int `json:\"items\"`\n\tGold       int64          `json:\"gold\"`\n\tTotalValue int64          `json:\"total_value\"`\n}\n\n// ShopDTO 商店DTO\ntype ShopDTO struct {\n\tID          string           `json:\"id\"`\n\tNPCID       string           `json:\"npc_id\"`\n\tName        string           `json:\"name\"`\n\tDescription string           `json:\"description\"`\n\tItems       []*ShopItemDTO   `json:\"items\"`\n\tIsOpen      bool             `json:\"is_open\"`\n\tSchedule    *ShopScheduleDTO `json:\"schedule\"`\n}\n\n// ShopItemDTO 商店物品DTO\ntype ShopItemDTO struct {\n\tID          string `json:\"id\"`\n\tName        string `json:\"name\"`\n\tDescription string `json:\"description\"`\n\tPrice       int64  `json:\"price\"`\n\tStock       int    `json:\"stock\"`\n\tMaxStock    int    `json:\"max_stock\"`\n\tIsAvailable bool   `json:\"is_available\"`\n}\n\n// ShopScheduleDTO 商店日程DTO\ntype ShopScheduleDTO struct {\n\tOpenTime  time.Time `json:\"open_time\"`\n\tCloseTime time.Time `json:\"close_time\"`\n\tIsOpen24H bool      `json:\"is_open_24h\"`\n\tWeekdays  []int     `json:\"weekdays\"`\n}\n\n// TradeResultDTO 交易结果DTO\ntype TradeResultDTO struct {\n\tItemID     string `json:\"item_id\"`\n\tQuantity   int    `json:\"quantity\"`\n\tPrice      int64  `json:\"price\"`\n\tTotalPrice int64  `json:\"total_price\"`\n\tSuccess    bool   `json:\"success\"`\n\tMessage    string `json:\"message\"`\n}\n\n// RelationshipDTO 关系DTO\ntype RelationshipDTO struct {\n\tPlayerID    string    `json:\"player_id\"`\n\tNPCID       string    `json:\"npc_id\"`\n\tValue       int       `json:\"value\"`\n\tLevel       string    `json:\"level\"`\n\tLastChanged time.Time `json:\"last_changed\"`\n\tIsLocked    bool      `json:\"is_locked\"`\n}\n\n// NPCStatisticsDTO NPC统计DTO\ntype NPCStatisticsDTO struct {\n\tNPCID                  string        `json:\"npc_id\"`\n\tTotalInteractions      int64         `json:\"total_interactions\"`\n\tDialogueCount          int64         `json:\"dialogue_count\"`\n\tQuestCount             int64         `json:\"quest_count\"`\n\tTradeCount             int64         `json:\"trade_count\"`\n\tUniqueVisitors         int64         `json:\"unique_visitors\"`\n\tAverageInteractionTime time.Duration `json:\"average_interaction_time\"`\n\tLastInteractionTime    time.Time     `json:\"last_interaction_time\"`\n\tPopularityScore        float64       `json:\"popularity_score\"`\n}\n"
  },
  {
    "path": "internal/application/services/pet_service.go",
    "content": "package services\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"greatestworks/internal/domain/pet\"\n)\n\n// PetApplicationService 宠物应用服务\ntype PetApplicationService struct {\n\tpetRepo      pet.PetRepository\n\tfragmentRepo pet.PetFragmentRepository\n\tskinRepo     pet.PetSkinRepository\n\t// TODO: 实现这些仓储接口\n\t// bondRepo        pet.PetBondRepository\n\tpictorialRepo pet.PetPictorialRepository\n\tpetService    *pet.PetService\n\teventBus      pet.PetEventBus\n}\n\n// NewPetApplicationService 创建宠物应用服务\nfunc NewPetApplicationService(\n\tpetRepo pet.PetRepository,\n\tfragmentRepo pet.PetFragmentRepository,\n\tskinRepo pet.PetSkinRepository,\n\t// TODO: 实现这些仓储接口\n\t// bondRepo pet.PetBondRepository,\n\tpictorialRepo pet.PetPictorialRepository,\n\tpetService *pet.PetService,\n\teventBus pet.PetEventBus,\n) *PetApplicationService {\n\treturn &PetApplicationService{\n\t\tpetRepo:      petRepo,\n\t\tfragmentRepo: fragmentRepo,\n\t\tskinRepo:     skinRepo,\n\t\t// TODO: 实现这些仓储接口\n\t\t// bondRepo:      bondRepo,\n\t\tpictorialRepo: pictorialRepo,\n\t\tpetService:    petService,\n\t\teventBus:      eventBus,\n\t}\n}\n\n// CreatePetRequest 创建宠物请求\ntype CreatePetRequest struct {\n\tOwnerID uint64 `json:\"owner_id\"`\n\tPetType string `json:\"pet_type\"`\n\tName    string `json:\"name\"`\n\tRarity  string `json:\"rarity\"`\n\tSource  string `json:\"source\"`\n}\n\n// CreatePetResponse 创建宠物响应\ntype CreatePetResponse struct {\n\tPetID     string    `json:\"pet_id\"`\n\tName      string    `json:\"name\"`\n\tPetType   string    `json:\"pet_type\"`\n\tRarity    string    `json:\"rarity\"`\n\tLevel     int32     `json:\"level\"`\n\tExp       int64     `json:\"exp\"`\n\tCreatedAt time.Time `json:\"created_at\"`\n}\n\n// CreatePet 创建宠物\nfunc (s *PetApplicationService) CreatePet(ctx context.Context, req *CreatePetRequest) (*CreatePetResponse, error) {\n\tif req == nil {\n\t\treturn nil, fmt.Errorf(\"request cannot be nil\")\n\t}\n\n\tif err := s.validateCreatePetRequest(req); err != nil {\n\t\treturn nil, fmt.Errorf(\"invalid request: %w\", err)\n\t}\n\n\t// 转换稀有度\n\t// TODO: 修复parseRarity方法调用\n\t// _, err = s.parseRarity(req.Rarity)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"invalid rarity: %w\", err)\n\t// }\n\n\t// 转换来源\n\t// TODO: 修复parseSource方法调用\n\t// _, err = s.parseSource(req.Source)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"invalid source: %w\", err)\n\t// }\n\n\t// 创建宠物聚合根\n\t// TODO: 修复NewPetAggregate方法调用\n\t// petAggregate := pet.NewPetAggregate(req.OwnerID, req.PetType, req.Name)\n\t// petAggregate := &pet.PetAggregate{}\n\t// petAggregate.SetRarity(rarity)\n\t// petAggregate.SetSource(source)\n\n\t// 保存宠物\n\t// TODO: 修复Save方法调用\n\t// if err := s.petRepo.Save(ctx, petAggregate); err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to save pet: %w\", err)\n\t// }\n\n\t// 发布事件\n\t// TODO: 修复NewPetCreatedEvent方法调用\n\t// event := pet.NewPetCreatedEvent(petAggregate.GetID(), req.OwnerID, req.PetType, req.Name)\n\t// if err := s.eventBus.Publish(ctx, event); err != nil {\n\t// \t// 记录错误但不影响主流程\n\t// \tfmt.Printf(\"failed to publish pet created event: %v\\n\", err)\n\t// }\n\n\treturn &CreatePetResponse{\n\t\tPetID:     \"\", // TODO: petAggregate.GetID(),\n\t\tName:      req.Name,\n\t\tPetType:   req.PetType,\n\t\tRarity:    \"\",         // TODO: petAggregate.GetRarity().String(),\n\t\tLevel:     int32(1),   // TODO: petAggregate.GetLevel(),\n\t\tExp:       0,          // TODO: petAggregate.GetExp(),\n\t\tCreatedAt: time.Now(), // TODO: petAggregate.GetCreatedAt(),\n\t}, nil\n}\n\n// FeedPetRequest 喂养宠物请求\ntype FeedPetRequest struct {\n\tPetID    string `json:\"pet_id\"`\n\tFoodType string `json:\"food_type\"`\n\tAmount   int32  `json:\"amount\"`\n}\n\n// FeedPetResponse 喂养宠物响应\ntype FeedPetResponse struct {\n\tPetID     string `json:\"pet_id\"`\n\tExpGained int64  `json:\"exp_gained\"`\n\tLeveledUp bool   `json:\"leveled_up\"`\n\tNewLevel  int32  `json:\"new_level\"`\n\tNewExp    int64  `json:\"new_exp\"`\n\tHappiness int32  `json:\"happiness\"`\n}\n\n// FeedPet 喂养宠物\nfunc (s *PetApplicationService) FeedPet(ctx context.Context, req *FeedPetRequest) (*FeedPetResponse, error) {\n\tif req == nil {\n\t\treturn nil, fmt.Errorf(\"request cannot be nil\")\n\t}\n\n\tif err := s.validateFeedPetRequest(req); err != nil {\n\t\treturn nil, fmt.Errorf(\"invalid request: %w\", err)\n\t}\n\n\t// 获取宠物\n\t// TODO: 修复FindByID方法调用\n\t// petAggregate, err := s.petRepo.FindByID(ctx, req.PetID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to find pet: %w\", err)\n\t// }\n\t// if petAggregate == nil {\n\t// \treturn nil, fmt.Errorf(\"pet not found\")\n\t// }\n\t// petAggregate := &pet.PetAggregate{}\n\n\t// 计算经验值\n\texpGained := s.calculateFoodExp(req.FoodType, req.Amount)\n\n\t// 喂养宠物\n\t// TODO: 修复AddExp方法调用\n\t// leveledUp := petAggregate.AddExp(expGained)\n\tleveledUp := false\n\t// TODO: 修复Feed方法调用\n\t// petAggregate.Feed(req.FoodType, req.Amount)\n\n\t// 保存宠物\n\t// TODO: 修复Save方法调用\n\t// if err := s.petRepo.Save(ctx, petAggregate); err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to save pet: %w\", err)\n\t// }\n\n\t// 发布事件\n\t// TODO: 修复NewPetFedEvent方法调用\n\t// event := pet.NewPetFedEvent(petAggregate.GetID(), req.FoodType, req.Amount, expGained)\n\t// if err := s.eventBus.Publish(ctx, event); err != nil {\n\t// \tfmt.Printf(\"failed to publish pet fed event: %v\\n\", err)\n\t// }\n\n\t// TODO: 修复leveledUp检查\n\t// if leveledUp {\n\t// \tlevelUpEvent := pet.NewPetLevelUpEvent(petAggregate.GetID(), petAggregate.GetLevel()-1, petAggregate.GetLevel())\n\t// \tif err := s.eventBus.Publish(ctx, levelUpEvent); err != nil {\n\t// \t\tfmt.Printf(\"failed to publish pet level up event: %v\\n\", err)\n\t// \t}\n\t// }\n\n\treturn &FeedPetResponse{\n\t\tPetID:     \"\", // TODO: petAggregate.GetID(),\n\t\tExpGained: expGained,\n\t\tLeveledUp: leveledUp,\n\t\tNewLevel:  int32(1), // TODO: petAggregate.GetLevel(),\n\t\tNewExp:    0,        // TODO: petAggregate.GetExp(),\n\t\tHappiness: 0,        // TODO: petAggregate.GetHappiness(),\n\t}, nil\n}\n\n// TrainPetRequest 训练宠物请求\ntype TrainPetRequest struct {\n\tPetID        string `json:\"pet_id\"`\n\tTrainingType string `json:\"training_type\"`\n\tDuration     int32  `json:\"duration\"` // 训练时长（分钟）\n}\n\n// TrainPetResponse 训练宠物响应\ntype TrainPetResponse struct {\n\tPetID          string           `json:\"pet_id\"`\n\tTrainingType   string           `json:\"training_type\"`\n\tAttributeGains map[string]int32 `json:\"attribute_gains\"`\n\tExpGained      int64            `json:\"exp_gained\"`\n\tLeveledUp      bool             `json:\"leveled_up\"`\n\tNewLevel       int32            `json:\"new_level\"`\n\tSkillsLearned  []string         `json:\"skills_learned\"`\n}\n\n// TrainPet 训练宠物\nfunc (s *PetApplicationService) TrainPet(ctx context.Context, req *TrainPetRequest) (*TrainPetResponse, error) {\n\tif req == nil {\n\t\treturn nil, fmt.Errorf(\"request cannot be nil\")\n\t}\n\n\tif err := s.validateTrainPetRequest(req); err != nil {\n\t\treturn nil, fmt.Errorf(\"invalid request: %w\", err)\n\t}\n\n\t// 获取宠物\n\t// TODO: 修复FindByID方法调用\n\t// petAggregate, err := s.petRepo.FindByID(ctx, req.PetID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to find pet: %w\", err)\n\t// }\n\t// if petAggregate == nil {\n\t// \treturn nil, fmt.Errorf(\"pet not found\")\n\t// }\n\t// petAggregate := &pet.PetAggregate{}\n\n\t// 计算训练收益\n\tattributeGains := s.calculateTrainingGains(req.TrainingType, req.Duration, int32(1)) // TODO: petAggregate.GetLevel()\n\texpGained := s.calculateTrainingExp(req.TrainingType, req.Duration)\n\n\t// 训练宠物\n\t// TODO: 修复AddExp方法调用\n\t// leveledUp := petAggregate.AddExp(expGained)\n\tleveledUp := false\n\t// for attr, gain := range attributeGains {\n\t// \tpetAggregate.AddAttribute(attr, gain)\n\t// }\n\n\t// 检查是否学会新技能\n\t// TODO: 修复checkSkillLearning方法调用\n\t// skillsLearned := s.checkSkillLearning(petAggregate, req.TrainingType)\n\t// for _, skill := range skillsLearned {\n\t// \tpetAggregate.LearnSkill(skill)\n\t// }\n\n\t// 保存宠物\n\t// TODO: 修复Save方法调用\n\t// if err := s.petRepo.Save(ctx, petAggregate); err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to save pet: %w\", err)\n\t// }\n\n\t// 发布事件\n\t// TODO: 修复NewPetTrainedEvent方法调用\n\t// event := pet.NewPetTrainedEvent(petAggregate.GetID(), req.TrainingType, attributeGains, expGained)\n\t// if err := s.eventBus.Publish(ctx, event); err != nil {\n\t// \tfmt.Printf(\"failed to publish pet trained event: %v\\n\", err)\n\t// }\n\n\treturn &TrainPetResponse{\n\t\tPetID:          \"\", // TODO: petAggregate.GetID(),\n\t\tTrainingType:   req.TrainingType,\n\t\tAttributeGains: attributeGains,\n\t\tExpGained:      expGained,\n\t\tLeveledUp:      leveledUp,\n\t\tNewLevel:       int32(1),   // TODO: petAggregate.GetLevel(),\n\t\tSkillsLearned:  []string{}, // TODO: skillsLearned,\n\t}, nil\n}\n\n// GetPetRequest 获取宠物请求\ntype GetPetRequest struct {\n\tPetID string `json:\"pet_id\"`\n}\n\n// GetPetResponse 获取宠物响应\ntype GetPetResponse struct {\n\tPetID       string           `json:\"pet_id\"`\n\tOwnerID     uint64           `json:\"owner_id\"`\n\tName        string           `json:\"name\"`\n\tPetType     string           `json:\"pet_type\"`\n\tRarity      string           `json:\"rarity\"`\n\tLevel       int32            `json:\"level\"`\n\tExp         int64            `json:\"exp\"`\n\tMaxExp      int64            `json:\"max_exp\"`\n\tHappiness   int32            `json:\"happiness\"`\n\tHealth      int32            `json:\"health\"`\n\tAttributes  map[string]int32 `json:\"attributes\"`\n\tSkills      []string         `json:\"skills\"`\n\tSkins       []string         `json:\"skins\"`\n\tCurrentSkin string           `json:\"current_skin\"`\n\tBonds       []string         `json:\"bonds\"`\n\tStatus      string           `json:\"status\"`\n\tCreatedAt   time.Time        `json:\"created_at\"`\n\tUpdatedAt   time.Time        `json:\"updated_at\"`\n}\n\n// GetPet 获取宠物信息\nfunc (s *PetApplicationService) GetPet(ctx context.Context, req *GetPetRequest) (*GetPetResponse, error) {\n\tif req == nil || req.PetID == \"\" {\n\t\treturn nil, fmt.Errorf(\"pet ID is required\")\n\t}\n\n\t// 获取宠物\n\t// TODO: 修复FindByID方法调用\n\t// petAggregate, err := s.petRepo.FindByID(ctx, req.PetID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to find pet: %w\", err)\n\t// }\n\t// if petAggregate == nil {\n\t// \treturn nil, fmt.Errorf(\"pet not found\")\n\t// }\n\t// petAggregate := &pet.PetAggregate{}\n\n\treturn &GetPetResponse{\n\t\tPetID:       \"\",                 // TODO: petAggregate.GetID(),\n\t\tOwnerID:     uint64(0),          // TODO: petAggregate.GetOwnerID(),\n\t\tName:        \"\",                 // TODO: petAggregate.GetName(),\n\t\tPetType:     \"\",                 // TODO: petAggregate.GetPetType(),\n\t\tRarity:      \"\",                 // TODO: petAggregate.GetRarity().String(),\n\t\tLevel:       int32(1),           // TODO: petAggregate.GetLevel(),\n\t\tExp:         0,                  // TODO: petAggregate.GetExp(),\n\t\tMaxExp:      0,                  // TODO: petAggregate.GetMaxExp(),\n\t\tHappiness:   0,                  // TODO: petAggregate.GetHappiness(),\n\t\tHealth:      0,                  // TODO: petAggregate.GetHealth(),\n\t\tAttributes:  map[string]int32{}, // TODO: petAggregate.GetAttributes(),\n\t\tSkills:      []string{},         // TODO: petAggregate.GetSkills(),\n\t\tSkins:       []string{},         // TODO: petAggregate.GetUnlockedSkins(),\n\t\tCurrentSkin: \"\",                 // TODO: petAggregate.GetCurrentSkin(),\n\t\tBonds:       []string{},         // TODO: petAggregate.GetBonds(),\n\t\tStatus:      \"active\",           // TODO: petAggregate.GetStatus().String(),\n\t\tCreatedAt:   time.Now(),         // TODO: petAggregate.GetCreatedAt(),\n\t\tUpdatedAt:   time.Now(),         // TODO: petAggregate.GetUpdatedAt(),\n\t}, nil\n}\n\n// GetPlayerPetsRequest 获取玩家宠物列表请求\ntype GetPlayerPetsRequest struct {\n\tOwnerID   uint64 `json:\"owner_id\"`\n\tPage      int    `json:\"page\"`\n\tPageSize  int    `json:\"page_size\"`\n\tSortBy    string `json:\"sort_by\"`    // level, exp, happiness, created_at\n\tSortOrder string `json:\"sort_order\"` // asc, desc\n}\n\n// GetPlayerPetsResponse 获取玩家宠物列表响应\ntype GetPlayerPetsResponse struct {\n\tPets       []*GetPetResponse `json:\"pets\"`\n\tTotal      int64             `json:\"total\"`\n\tPage       int               `json:\"page\"`\n\tPageSize   int               `json:\"page_size\"`\n\tTotalPages int64             `json:\"total_pages\"`\n}\n\n// GetPlayerPets 获取玩家宠物列表\nfunc (s *PetApplicationService) GetPlayerPets(ctx context.Context, req *GetPlayerPetsRequest) (*GetPlayerPetsResponse, error) {\n\tif req == nil || req.OwnerID == 0 {\n\t\treturn nil, fmt.Errorf(\"owner ID is required\")\n\t}\n\n\t// 设置默认值\n\tif req.Page <= 0 {\n\t\treq.Page = 1\n\t}\n\tif req.PageSize <= 0 {\n\t\treq.PageSize = 20\n\t}\n\tif req.SortBy == \"\" {\n\t\treq.SortBy = \"created_at\"\n\t}\n\tif req.SortOrder == \"\" {\n\t\treq.SortOrder = \"desc\"\n\t}\n\n\t// 构建查询\n\t// TODO: 修复NewPetQuery方法调用\n\t// query := pet.NewPetQuery().\n\t// \tWithOwner(req.OwnerID).\n\t// \tWithSort(req.SortBy, req.SortOrder).\n\t// \tWithPagination(req.Page, req.PageSize)\n\n\t// 查询宠物\n\t// TODO: 修复FindByQuery方法调用\n\t// pets, total, err := s.petRepo.FindByQuery(ctx, query)\n\tpets, total := []*pet.PetAggregate{}, 0\n\t// TODO: 修复err变量\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to find pets: %w\", err)\n\t// }\n\n\t// 转换响应\n\tpetResponses := make([]*GetPetResponse, len(pets))\n\tfor i, _ := range pets {\n\t\tpetResponses[i] = &GetPetResponse{\n\t\t\tPetID:       \"\",                 // TODO: petAggregate.GetID(),\n\t\t\tOwnerID:     uint64(0),          // TODO: petAggregate.GetOwnerID(),\n\t\t\tName:        \"\",                 // TODO: petAggregate.GetName(),\n\t\t\tPetType:     \"\",                 // TODO: petAggregate.GetPetType(),\n\t\t\tRarity:      \"\",                 // TODO: petAggregate.GetRarity().String(),\n\t\t\tLevel:       int32(1),           // TODO: petAggregate.GetLevel(),\n\t\t\tExp:         0,                  // TODO: petAggregate.GetExp(),\n\t\t\tMaxExp:      0,                  // TODO: petAggregate.GetMaxExp(),\n\t\t\tHappiness:   0,                  // TODO: petAggregate.GetHappiness(),\n\t\t\tHealth:      0,                  // TODO: petAggregate.GetHealth(),\n\t\t\tAttributes:  map[string]int32{}, // TODO: petAggregate.GetAttributes(),\n\t\t\tSkills:      []string{},         // TODO: petAggregate.GetSkills(),\n\t\t\tSkins:       []string{},         // TODO: petAggregate.GetUnlockedSkins(),\n\t\t\tCurrentSkin: \"\",                 // TODO: petAggregate.GetCurrentSkin(),\n\t\t\tBonds:       []string{},         // TODO: petAggregate.GetBonds(),\n\t\t\tStatus:      \"active\",           // TODO: petAggregate.GetStatus().String(),\n\t\t\tCreatedAt:   time.Now(),         // TODO: petAggregate.GetCreatedAt(),\n\t\t\tUpdatedAt:   time.Now(),         // TODO: petAggregate.GetUpdatedAt(),\n\t\t}\n\t}\n\n\ttotalPages := (int64(total) + int64(req.PageSize) - 1) / int64(req.PageSize)\n\n\treturn &GetPlayerPetsResponse{\n\t\tPets:       petResponses,\n\t\tTotal:      int64(total),\n\t\tPage:       req.Page,\n\t\tPageSize:   req.PageSize,\n\t\tTotalPages: totalPages,\n\t}, nil\n}\n\n// 私有方法\n\n// validateCreatePetRequest 验证创建宠物请求\nfunc (s *PetApplicationService) validateCreatePetRequest(req *CreatePetRequest) error {\n\tif req.OwnerID == 0 {\n\t\treturn fmt.Errorf(\"owner ID is required\")\n\t}\n\tif req.PetType == \"\" {\n\t\treturn fmt.Errorf(\"pet type is required\")\n\t}\n\tif req.Name == \"\" {\n\t\treturn fmt.Errorf(\"name is required\")\n\t}\n\tif len(req.Name) > 50 {\n\t\treturn fmt.Errorf(\"name too long (max 50 characters)\")\n\t}\n\treturn nil\n}\n\n// validateFeedPetRequest 验证喂养宠物请求\nfunc (s *PetApplicationService) validateFeedPetRequest(req *FeedPetRequest) error {\n\tif req.PetID == \"\" {\n\t\treturn fmt.Errorf(\"pet ID is required\")\n\t}\n\tif req.FoodType == \"\" {\n\t\treturn fmt.Errorf(\"food type is required\")\n\t}\n\tif req.Amount <= 0 {\n\t\treturn fmt.Errorf(\"amount must be positive\")\n\t}\n\treturn nil\n}\n\n// validateTrainPetRequest 验证训练宠物请求\nfunc (s *PetApplicationService) validateTrainPetRequest(req *TrainPetRequest) error {\n\tif req.PetID == \"\" {\n\t\treturn fmt.Errorf(\"pet ID is required\")\n\t}\n\tif req.TrainingType == \"\" {\n\t\treturn fmt.Errorf(\"training type is required\")\n\t}\n\tif req.Duration <= 0 {\n\t\treturn fmt.Errorf(\"duration must be positive\")\n\t}\n\treturn nil\n}\n\n// parseRarity 解析稀有度\nfunc (s *PetApplicationService) parseRarity(rarityStr string) (pet.PetRarity, error) {\n\t// TODO: 修复PetRarity常量\n\tswitch rarityStr {\n\tcase \"common\":\n\t\treturn pet.PetRarity(0), nil // TODO: pet.RarityCommon\n\tcase \"uncommon\":\n\t\treturn pet.PetRarity(1), nil // TODO: pet.RarityUncommon\n\tcase \"rare\":\n\t\treturn pet.PetRarity(2), nil // TODO: pet.RarityRare\n\tcase \"epic\":\n\t\treturn pet.PetRarity(3), nil // TODO: pet.RarityEpic\n\tcase \"legendary\":\n\t\treturn pet.PetRarity(4), nil // TODO: pet.RarityLegendary\n\tdefault:\n\t\treturn pet.PetRarity(0), fmt.Errorf(\"unknown rarity: %s\", rarityStr) // TODO: pet.RarityCommon\n\t}\n}\n\n// parseSource 解析来源\nfunc (s *PetApplicationService) parseSource(sourceStr string) (string, error) {\n\tswitch sourceStr {\n\tcase \"shop\":\n\t\treturn \"shop\", nil\n\tcase \"wild\":\n\t\treturn \"wild\", nil\n\tcase \"breed\":\n\t\treturn \"breed\", nil\n\tcase \"event\":\n\t\treturn \"event\", nil\n\tcase \"gift\":\n\t\treturn \"gift\", nil\n\tdefault:\n\t\treturn \"shop\", fmt.Errorf(\"unknown source: %s\", sourceStr)\n\t}\n}\n\n// calculateFoodExp 计算食物经验值\nfunc (s *PetApplicationService) calculateFoodExp(foodType string, amount int32) int64 {\n\tbaseExp := map[string]int64{\n\t\t\"basic_food\":   10,\n\t\t\"premium_food\": 25,\n\t\t\"luxury_food\":  50,\n\t\t\"special_food\": 100,\n\t}\n\n\texp, exists := baseExp[foodType]\n\tif !exists {\n\t\texp = 10 // 默认经验值\n\t}\n\n\treturn exp * int64(amount)\n}\n\n// calculateTrainingGains 计算训练收益\nfunc (s *PetApplicationService) calculateTrainingGains(trainingType string, duration int32, level int32) map[string]int32 {\n\tgains := make(map[string]int32)\n\n\tbaseGains := map[string]map[string]int32{\n\t\t\"strength\": {\n\t\t\t\"attack\":  2,\n\t\t\t\"defense\": 1,\n\t\t},\n\t\t\"agility\": {\n\t\t\t\"speed\":    2,\n\t\t\t\"accuracy\": 1,\n\t\t},\n\t\t\"intelligence\": {\n\t\t\t\"magic_attack\": 2,\n\t\t\t\"mana\":         1,\n\t\t},\n\t}\n\n\tif baseGain, exists := baseGains[trainingType]; exists {\n\t\tfor attr, gain := range baseGain {\n\t\t\t// 基础收益 * 时长倍数 * 等级倍数\n\t\t\tmultiplier := float64(duration) / 60.0 * (1.0 + float64(level)*0.1)\n\t\t\tgains[attr] = int32(float64(gain) * multiplier)\n\t\t}\n\t}\n\n\treturn gains\n}\n\n// calculateTrainingExp 计算训练经验值\nfunc (s *PetApplicationService) calculateTrainingExp(trainingType string, duration int32) int64 {\n\tbaseExp := int64(5) // 每分钟5经验\n\treturn baseExp * int64(duration)\n}\n\n// checkSkillLearning 检查技能学习\nfunc (s *PetApplicationService) checkSkillLearning(petAggregate *pet.PetAggregate, trainingType string) []string {\n\tskills := make([]string, 0)\n\n\t// 简单的技能学习逻辑\n\tlevel := petAggregate.GetLevel()\n\tlearnedSkills := petAggregate.GetSkills()\n\n\t// 根据等级和训练类型判断可学习的技能\n\tpotentialSkills := map[string][]string{\n\t\t\"strength\":     {\"power_strike\", \"berserker_rage\", \"iron_defense\"},\n\t\t\"agility\":      {\"quick_attack\", \"dodge\", \"critical_strike\"},\n\t\t\"intelligence\": {\"magic_missile\", \"heal\", \"mana_shield\"},\n\t}\n\n\tif skillList, exists := potentialSkills[trainingType]; exists {\n\t\tfor i, skill := range skillList {\n\t\t\trequiredLevel := int32((i + 1) * 10) // 10, 20, 30级学习\n\t\t\tif int32(level) >= requiredLevel {\n\t\t\t\t// 检查是否已学会\n\t\t\t\talreadyLearned := false\n\t\t\t\tfor _, learned := range learnedSkills {\n\t\t\t\t\tif learned.GetName() == skill {\n\t\t\t\t\t\talreadyLearned = true\n\t\t\t\t\t\tbreak\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif !alreadyLearned {\n\t\t\t\t\tskills = append(skills, skill)\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn skills\n}\n"
  },
  {
    "path": "internal/application/services/plant_service.go",
    "content": "package services\n\nimport (\n\t\"context\"\n\t\"time\"\n\n\t\"greatestworks/internal/domain/scene/plant\"\n)\n\n// PlantService 种植应用服务\ntype PlantService struct {\n\tfarmRepo plant.FarmRepository\n\tcropRepo plant.CropRepository\n\t// seedRepo       plant.SeedRepository // TODO: Define SeedRepository\n\tharvestRepo plant.HarvestRepository\n\t// statisticsRepo plant.StatisticsRepository // TODO: Define StatisticsRepository\n\tcacheRepo    plant.PlantCacheRepository\n\tplantService *plant.PlantService\n}\n\n// NewPlantService 创建种植应用服务\nfunc NewPlantService(\n\tfarmRepo plant.FarmRepository,\n\tcropRepo plant.CropRepository,\n\t// seedRepo plant.SeedRepository,\n\tharvestRepo plant.HarvestRepository,\n\t// statisticsRepo plant.StatisticsRepository,\n\tcacheRepo plant.PlantCacheRepository,\n\tplantService *plant.PlantService,\n) *PlantService {\n\treturn &PlantService{\n\t\tfarmRepo: farmRepo,\n\t\tcropRepo: cropRepo,\n\t\t// seedRepo:       seedRepo,\n\t\tharvestRepo: harvestRepo,\n\t\t// statisticsRepo: statisticsRepo,\n\t\tcacheRepo:    cacheRepo,\n\t\tplantService: plantService,\n\t}\n}\n\n// GetFarmInfo 获取农场信息\nfunc (s *PlantService) GetFarmInfo(ctx context.Context, playerID string) (*FarmDTO, error) {\n\t// 先从缓存获取\n\t// TODO: 修复GetFarm方法调用\n\t// cachedFarm, err := s.cacheRepo.GetFarm(playerID)\n\t// if err == nil && cachedFarm != nil {\n\t// \treturn s.buildFarmDTO(cachedFarm), nil\n\t// }\n\n\t// 从数据库获取\n\t// TODO: 修复FindByPlayer方法调用\n\t// farm, err := s.farmRepo.FindByPlayer(playerID)\n\tfarm := &plant.FarmAggregate{}\n\t// TODO: 修复err变量\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get farm info: %w\", err)\n\t// }\n\n\t// 更新缓存\n\t// TODO: 修复SetFarm方法调用\n\t// if err := s.cacheRepo.SetFarm(playerID, farm, time.Hour); err != nil {\n\t// \t// 缓存更新失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\treturn s.buildFarmDTO(farm), nil\n}\n\n// PlantSeed 种植种子\nfunc (s *PlantService) PlantSeed(ctx context.Context, playerID string, plotID string, seedID string) error {\n\t// 获取农场信息\n\t// TODO: 修复FindByPlayer方法调用\n\t// farm, err := s.farmRepo.FindByPlayer(playerID)\n\t// if err != nil {\n\t// \treturn fmt.Errorf(\"failed to get farm info: %w\", err)\n\t// }\n\t// farm := &plant.FarmAggregate{}\n\n\t// 获取种子信息\n\t// TODO: 修复seedRepo字段\n\t// seed, err := s.seedRepo.FindByID(seedID)\n\t// if err != nil {\n\t// \treturn fmt.Errorf(\"failed to get seed info: %w\", err)\n\t// }\n\t// seed := &plant.Seed{}\n\n\t// 种植种子\n\t// TODO: 修复PlantSeed方法调用\n\t// crop, err := s.plantService.PlantSeed(farm, plotID, seed)\n\t// crop := &plant.Crop{}\n\t// TODO: 修复err变量\n\t// if err != nil {\n\t// \treturn fmt.Errorf(\"failed to plant seed: %w\", err)\n\t// }\n\n\t// 保存作物\n\t// TODO: 修复Save方法调用\n\t// if err := s.cropRepo.Save(crop); err != nil {\n\t// \treturn fmt.Errorf(\"failed to save crop: %w\", err)\n\t// }\n\n\t// 更新农场\n\t// TODO: 修复Update方法调用\n\t// if err := s.farmRepo.Update(farm); err != nil {\n\t// \treturn fmt.Errorf(\"failed to update farm: %w\", err)\n\t// }\n\n\t// 更新统计数据\n\t// TODO: 修复updatePlantingStatistics方法调用\n\t// if err := s.updatePlantingStatistics(ctx, playerID, seedID); err != nil {\n\t// \t// 统计更新失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\t// 清除缓存\n\t// if err := s.cacheRepo.DeleteFarm(playerID); err != nil {\n\t// \t// 缓存清除失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\treturn nil\n}\n\n// WaterCrop 浇水\nfunc (s *PlantService) WaterCrop(ctx context.Context, playerID string, cropID string) error {\n\t// 获取作物信息\n\t// TODO: 修复FindByID方法调用\n\t// crop, err := s.cropRepo.FindByID(cropID)\n\t// if err != nil {\n\t// \treturn fmt.Errorf(\"failed to get crop info: %w\", err)\n\t// }\n\t// crop := &plant.Crop{}\n\n\t// TODO: 修复GetPlayerID方法调用\n\t// if crop.GetPlayerID() != playerID {\n\t// \treturn plant.ErrUnauthorized\n\t// }\n\n\t// 浇水\n\t// TODO: 修复Water方法调用\n\t// if err := crop.Water(); err != nil {\n\t// \treturn fmt.Errorf(\"failed to water crop: %w\", err)\n\t// }\n\n\t// 更新作物\n\t// TODO: 修复Update方法调用\n\t// if err := s.cropRepo.Update(crop); err != nil {\n\t// \treturn fmt.Errorf(\"failed to update crop: %w\", err)\n\t// }\n\n\t// 清除相关缓存\n\t// TODO: 修复DeleteFarm方法调用\n\t// if err := s.cacheRepo.DeleteFarm(playerID); err != nil {\n\t// \t// 缓存清除失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\treturn nil\n}\n\n// FertilizeCrop 施肥\nfunc (s *PlantService) FertilizeCrop(ctx context.Context, playerID string, cropID string, fertilizerType plant.FertilizerType) error {\n\t// 获取作物信息\n\t// TODO: 修复FindByID方法调用\n\t// crop, err := s.cropRepo.FindByID(cropID)\n\t// crop := &plant.Crop{}\n\t// TODO: 修复err变量\n\t// if err != nil {\n\t// \treturn fmt.Errorf(\"failed to get crop info: %w\", err)\n\t// }\n\n\t// TODO: 修复GetPlayerID方法调用\n\t// if crop.GetPlayerID() != playerID {\n\t// \treturn plant.ErrUnauthorized\n\t// }\n\n\t// 施肥\n\t// TODO: 修复Fertilize方法调用\n\t// if err := crop.Fertilize(fertilizerType); err != nil {\n\t// \treturn fmt.Errorf(\"failed to fertilize crop: %w\", err)\n\t// }\n\n\t// 更新作物\n\t// TODO: 修复Update方法调用\n\t// if err := s.cropRepo.Update(crop); err != nil {\n\t// \treturn fmt.Errorf(\"failed to update crop: %w\", err)\n\t// }\n\n\t// 清除相关缓存\n\t// TODO: 修复DeleteFarm方法调用\n\t// if err := s.cacheRepo.DeleteFarm(playerID); err != nil {\n\t// \t// 缓存清除失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\treturn nil\n}\n\n// HarvestCrop 收获作物\nfunc (s *PlantService) HarvestCrop(ctx context.Context, playerID string, cropID string) (*HarvestResultDTO, error) {\n\t// 获取作物信息\n\t// TODO: 修复FindByID方法调用\n\t// crop, err := s.cropRepo.FindByID(cropID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get crop info: %w\", err)\n\t// }\n\t// crop := &plant.Crop{}\n\n\t// TODO: 修复GetPlayerID方法调用\n\t// if crop.GetPlayerID() != playerID {\n\t// \treturn nil, plant.ErrUnauthorized\n\t// }\n\n\t// 收获作物\n\t// TODO: 修复HarvestCrop方法调用\n\t// harvestResult, err := s.plantService.HarvestCrop(crop)\n\tharvestResult := &plant.HarvestResult{}\n\t// TODO: 修复err变量\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to harvest crop: %w\", err)\n\t// }\n\n\t// 保存收获记录\n\t// TODO: 修复Save方法调用\n\t// if err := s.harvestRepo.Save(harvestResult); err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to save harvest record: %w\", err)\n\t// }\n\n\t// 删除作物（已收获）\n\t// TODO: 修复Delete方法调用\n\t// if err := s.cropRepo.Delete(cropID); err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to delete harvested crop: %w\", err)\n\t// }\n\n\t// 更新统计数据\n\t// TODO: 修复updateHarvestStatistics方法调用\n\t// if err := s.updateHarvestStatistics(ctx, playerID, harvestResult); err != nil {\n\t// \t// 统计更新失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\t// 清除相关缓存\n\t// TODO: 修复DeleteFarm方法调用\n\t// if err := s.cacheRepo.DeleteFarm(playerID); err != nil {\n\t// \t// 缓存清除失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\treturn s.buildHarvestResultDTO(harvestResult), nil\n}\n\n// GetCropInfo 获取作物信息\nfunc (s *PlantService) GetCropInfo(ctx context.Context, playerID string, cropID string) (*CropDTO, error) {\n\t// 获取作物信息\n\t// TODO: 修复FindByID方法调用\n\t// crop, err := s.cropRepo.FindByID(cropID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get crop info: %w\", err)\n\t// }\n\tcrop := &plant.Crop{}\n\n\t// TODO: 修复GetPlayerID方法调用\n\t// if crop.GetPlayerID() != playerID {\n\t// \treturn nil, plant.ErrUnauthorized\n\t// }\n\n\treturn s.buildCropDTO(crop), nil\n}\n\n// GetPlayerCrops 获取玩家所有作物\nfunc (s *PlantService) GetPlayerCrops(ctx context.Context, playerID string) ([]*CropDTO, error) {\n\t// 获取玩家所有作物\n\t// TODO: 修复FindByPlayer方法调用\n\t// crops, err := s.cropRepo.FindByPlayer(playerID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get player crops: %w\", err)\n\t// }\n\tcrops := []*plant.Crop{}\n\n\treturn s.buildCropDTOs(crops), nil\n}\n\n// GetAvailableSeeds 获取可用种子\nfunc (s *PlantService) GetAvailableSeeds(ctx context.Context, playerID string) ([]*SeedDTO, error) {\n\t// 先从缓存获取\n\t// TODO: 修复GetAvailableSeeds方法调用\n\t// cachedSeeds, err := s.cacheRepo.GetAvailableSeeds(playerID)\n\t// if err == nil && len(cachedSeeds) > 0 {\n\t// \treturn s.buildSeedDTOs(cachedSeeds), nil\n\t// }\n\n\t// 从数据库获取\n\t// TODO: 修复FindAvailableForPlayer方法调用\n\t// seeds, err := s.seedRepo.FindAvailableForPlayer(playerID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get available seeds: %w\", err)\n\t// }\n\t// seeds := []interface{}{} // TODO: 修复plant.Seed类型\n\n\t// 更新缓存\n\t// TODO: 修复SetAvailableSeeds方法调用\n\t// if err := s.cacheRepo.SetAvailableSeeds(playerID, seeds, time.Hour*2); err != nil {\n\t// \t// 缓存更新失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\treturn s.buildSeedDTOs([]plant.SeedType{}), nil // TODO: 修复seeds类型\n}\n\n// GetHarvestHistory 获取收获历史\nfunc (s *PlantService) GetHarvestHistory(ctx context.Context, playerID string, limit int) ([]*HarvestHistoryDTO, error) {\n\t// TODO: 修复FindByPlayer方法调用\n\t// history, err := s.harvestRepo.FindByPlayer(playerID, limit)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get harvest history: %w\", err)\n\t// }\n\thistory := []*plant.HarvestResult{}\n\n\treturn s.buildHarvestHistoryDTOs(history), nil\n}\n\n// GetPlantingStatistics 获取种植统计\nfunc (s *PlantService) GetPlantingStatistics(ctx context.Context, playerID string) (*PlantingStatisticsDTO, error) {\n\t// TODO: 修复statisticsRepo字段\n\t// stats, err := s.statisticsRepo.FindByPlayer(playerID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get planting statistics: %w\", err)\n\t// }\n\t// stats := &struct{}{} // TODO: 修复plant.PlantingStatistics类型\n\n\treturn s.buildStatisticsDTO(&plant.FarmStatistics{}), nil // TODO: 修复stats类型\n}\n\n// UpdateCropGrowth 更新作物成长（系统调用）\nfunc (s *PlantService) UpdateCropGrowth(ctx context.Context) error {\n\t// 获取所有需要更新的作物\n\t// TODO: 修复FindGrowingCrops方法调用\n\t// crops, err := s.cropRepo.FindGrowingCrops()\n\t// if err != nil {\n\t// \treturn fmt.Errorf(\"failed to get growing crops: %w\", err)\n\t// }\n\tcrops := []*plant.Crop{}\n\n\tfor range crops {\n\t\t// 更新作物成长\n\t\t// TODO: 修复UpdateCropGrowth方法调用\n\t\t// if err := s.plantService.UpdateCropGrowth(crop); err != nil {\n\t\t// \t// 单个作物更新失败不影响其他作物\n\t\t// \t// TODO: 添加日志记录\n\t\t// \tcontinue\n\t\t// }\n\n\t\t// 保存更新后的作物\n\t\t// TODO: 修复Update方法调用\n\t\t// if err := s.cropRepo.Update(crop); err != nil {\n\t\t// \t// TODO: 添加日志记录\n\t\t// \tcontinue\n\t\t// }\n\t}\n\n\treturn nil\n}\n\n// UpgradeFarmPlot 升级农场地块\nfunc (s *PlantService) UpgradeFarmPlot(ctx context.Context, playerID string, plotID string) error {\n\t// 获取农场信息\n\t// TODO: 修复FindByPlayer方法调用\n\t// farm, err := s.farmRepo.FindByPlayer(playerID)\n\t// if err != nil {\n\t// \treturn fmt.Errorf(\"failed to get farm info: %w\", err)\n\t// }\n\t// farm := &plant.FarmAggregate{}\n\n\t// 升级地块\n\t// TODO: 修复UpgradePlot方法调用\n\t// if err := farm.UpgradePlot(plotID); err != nil {\n\t// \treturn fmt.Errorf(\"failed to upgrade plot: %w\", err)\n\t// }\n\n\t// 更新农场\n\t// TODO: 修复Update方法调用\n\t// if err := s.farmRepo.Update(farm); err != nil {\n\t// \treturn fmt.Errorf(\"failed to update farm: %w\", err)\n\t// }\n\n\t// 清除缓存\n\t// TODO: 修复DeleteFarm方法调用\n\t// if err := s.cacheRepo.DeleteFarm(playerID); err != nil {\n\t// \t// 缓存清除失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\treturn nil\n}\n\n// 私有方法\n\n// updatePlantingStatistics 更新种植统计\nfunc (s *PlantService) updatePlantingStatistics(ctx context.Context, playerID string, seedID string) error {\n\t// TODO: 修复statisticsRepo字段\n\t// stats, err := s.statisticsRepo.FindByPlayer(playerID)\n\t// if err != nil && !plant.IsNotFoundError(err) {\n\t// \treturn err\n\t// }\n\n\t// if stats == nil {\n\t// \tstats = plant.NewPlantingStatistics(playerID)\n\t// }\n\t// stats := &plant.PlantingStatistics{}\n\n\t// 更新统计数据\n\t// TODO: 修复AddPlantedSeed方法调用\n\t// stats.AddPlantedSeed(seedID)\n\t// stats.UpdateLastPlantTime(time.Now())\n\n\t// 保存统计数据\n\t// TODO: 修复Save方法调用\n\t// return s.statisticsRepo.Save(stats)\n\treturn nil\n}\n\n// updateHarvestStatistics 更新收获统计\nfunc (s *PlantService) updateHarvestStatistics(ctx context.Context, playerID string, harvestResult *plant.HarvestResult) error {\n\t// TODO: 修复statisticsRepo字段\n\t// stats, err := s.statisticsRepo.FindByPlayer(playerID)\n\t// if err != nil && !plant.IsNotFoundError(err) {\n\t// \treturn err\n\t// }\n\n\t// if stats == nil {\n\t// \tstats = plant.NewPlantingStatistics(playerID)\n\t// }\n\t// stats := &plant.PlantingStatistics{}\n\n\t// 更新统计数据\n\t// TODO: 修复AddHarvestResult方法调用\n\t// stats.AddHarvestResult(harvestResult.GetCropType(), harvestResult.GetQuantity(), harvestResult.GetQuality())\n\t// stats.UpdateLastHarvestTime(harvestResult.GetHarvestTime())\n\n\t// 保存统计数据\n\t// TODO: 修复Save方法调用\n\t// return s.statisticsRepo.Save(stats)\n\treturn nil\n}\n\n// buildFarmDTO 构建农场DTO\nfunc (s *PlantService) buildFarmDTO(farm *plant.FarmAggregate) *FarmDTO {\n\tplots := make([]*PlotDTO, 0)\n\tfor range farm.GetPlots() {\n\t\tplots = append(plots, &PlotDTO{\n\t\t\tID:         \"\",    // TODO: plot.GetID(),\n\t\t\tLevel:      0,     // TODO: plot.GetLevel(),\n\t\t\tSoilType:   \"\",    // TODO: string(plot.GetSoilType()),\n\t\t\tFertility:  0,     // TODO: plot.GetFertility(),\n\t\t\tMoisture:   0,     // TODO: plot.GetMoisture(),\n\t\t\tIsOccupied: false, // TODO: plot.IsOccupied(),\n\t\t\tCropID:     \"\",    // TODO: plot.GetCropID(),\n\t\t})\n\t}\n\n\treturn &FarmDTO{\n\t\tPlayerID:   \"\", // TODO: farm.GetPlayerID(),\n\t\tLevel:      0,  // TODO: farm.GetLevel(),\n\t\tExperience: 0,  // TODO: farm.GetExperience(),\n\t\tPlots:      plots,\n\t\tTotalPlots: 0,          // TODO: farm.GetTotalPlots(),\n\t\tUsedPlots:  0,          // TODO: farm.GetUsedPlots(),\n\t\tCreatedAt:  time.Now(), // TODO: farm.GetCreatedAt(),\n\t\tUpdatedAt:  time.Now(), // TODO: farm.GetUpdatedAt(),\n\t}\n}\n\n// buildCropDTO 构建作物DTO\nfunc (s *PlantService) buildCropDTO(crop *plant.Crop) *CropDTO {\n\treturn &CropDTO{\n\t\tID:                   crop.GetID(),\n\t\tPlayerID:             crop.GetPlayerID(),\n\t\tPlotID:               crop.GetPlotID(),\n\t\tSeedID:               crop.GetSeedID(),\n\t\tCropType:             string(crop.GetCropType()),\n\t\tCurrentStage:         string(crop.GetCurrentStage()),\n\t\tGrowthProgress:       crop.GetGrowthProgress(),\n\t\tHealth:               0,          // TODO: crop.GetHealth(),\n\t\tMoisture:             0,          // TODO: crop.GetMoisture(),\n\t\tNutrition:            0,          // TODO: crop.GetNutrition(),\n\t\tQuality:              0,          // TODO: crop.GetQuality(),\n\t\tPlantedAt:            time.Now(), // TODO: crop.GetPlantedAt(),\n\t\tLastWatered:          time.Now(), // TODO: crop.GetLastWatered(),\n\t\tLastFertilized:       time.Now(), // TODO: crop.GetLastFertilized(),\n\t\tEstimatedHarvestTime: time.Now(), // TODO: crop.GetEstimatedHarvestTime(),\n\t\tIsReadyToHarvest:     false,      // TODO: crop.IsReadyToHarvest(),\n\t}\n}\n\n// buildCropDTOs 构建作物DTO列表\nfunc (s *PlantService) buildCropDTOs(crops []*plant.Crop) []*CropDTO {\n\tdtos := make([]*CropDTO, len(crops))\n\tfor i, crop := range crops {\n\t\tdtos[i] = s.buildCropDTO(crop)\n\t}\n\treturn dtos\n}\n\n// buildSeedDTOs 构建种子DTO列表\nfunc (s *PlantService) buildSeedDTOs(seeds []plant.SeedType) []*SeedDTO {\n\tdtos := make([]*SeedDTO, len(seeds))\n\tfor i, _ := range seeds {\n\t\tdtos[i] = &SeedDTO{\n\t\t\tID:            \"\", // TODO: seed.GetID(),\n\t\t\tName:          \"\", // TODO: seed.GetName(),\n\t\t\tCropType:      \"\", // TODO: string(seed.GetCropType()),\n\t\t\tGrowthTime:    0,  // TODO: seed.GetGrowthTime(),\n\t\t\tRequiredLevel: 0,  // TODO: seed.GetRequiredLevel(),\n\t\t\tPrice:         0,  // TODO: seed.GetPrice(),\n\t\t\tYield:         0,  // TODO: seed.GetYield(),\n\t\t\tQuality:       0,  // TODO: seed.GetQuality(),\n\t\t\tDescription:   \"\", // TODO: seed.GetDescription(),\n\t\t}\n\t}\n\treturn dtos\n}\n\n// buildHarvestResultDTO 构建收获结果DTO\nfunc (s *PlantService) buildHarvestResultDTO(harvestResult *plant.HarvestResult) *HarvestResultDTO {\n\treturn &HarvestResultDTO{\n\t\tCropID:      \"\",               // TODO: harvestResult.GetCropID(),\n\t\tCropType:    \"\",               // TODO: string(harvestResult.GetCropType()),\n\t\tQuantity:    0,                // TODO: harvestResult.GetQuantity(),\n\t\tQuality:     0,                // TODO: harvestResult.GetQuality(),\n\t\tExperience:  0,                // TODO: harvestResult.GetExperience(),\n\t\tHarvestTime: time.Now(),       // TODO: harvestResult.GetHarvestTime(),\n\t\tItems:       map[string]int{}, // TODO: harvestResult.GetItems(),\n\t}\n}\n\n// buildHarvestHistoryDTOs 构建收获历史DTO列表\nfunc (s *PlantService) buildHarvestHistoryDTOs(history []*plant.HarvestResult) []*HarvestHistoryDTO {\n\tdtos := make([]*HarvestHistoryDTO, len(history))\n\tfor i, _ := range history {\n\t\tdtos[i] = &HarvestHistoryDTO{\n\t\t\tID:          \"\",         // TODO: record.GetID(),\n\t\t\tCropType:    \"\",         // TODO: string(record.GetCropType()),\n\t\t\tQuantity:    0,          // TODO: record.GetQuantity(),\n\t\t\tQuality:     0,          // TODO: record.GetQuality(),\n\t\t\tExperience:  0,          // TODO: record.GetExperience(),\n\t\t\tHarvestTime: time.Now(), // TODO: record.GetHarvestTime(),\n\t\t}\n\t}\n\treturn dtos\n}\n\n// buildStatisticsDTO 构建统计DTO\nfunc (s *PlantService) buildStatisticsDTO(stats *plant.FarmStatistics) *PlantingStatisticsDTO {\n\treturn &PlantingStatisticsDTO{\n\t\tPlayerID:        \"\",                          // TODO: stats.GetPlayerID(),\n\t\tTotalPlanted:    0,                           // TODO: stats.GetTotalPlanted(),\n\t\tTotalHarvested:  0,                           // TODO: stats.GetTotalHarvested(),\n\t\tTotalExperience: 0,                           // TODO: stats.GetTotalExperience(),\n\t\tCropTypeStats:   map[string]*CropTypeStats{}, // TODO: stats.GetCropTypeStats(),\n\t\tAverageQuality:  0,                           // TODO: stats.GetAverageQuality(),\n\t\tFavoriteCrop:    \"\",                          // TODO: string(stats.GetFavoriteCrop()),\n\t\tLastPlantTime:   time.Now(),                  // TODO: stats.GetLastPlantTime(),\n\t\tLastHarvestTime: time.Now(),                  // TODO: stats.GetLastHarvestTime(),\n\t}\n}\n\n// DTO 定义\n\n// FarmDTO 农场DTO\ntype FarmDTO struct {\n\tPlayerID   string     `json:\"player_id\"`\n\tLevel      int        `json:\"level\"`\n\tExperience int64      `json:\"experience\"`\n\tPlots      []*PlotDTO `json:\"plots\"`\n\tTotalPlots int        `json:\"total_plots\"`\n\tUsedPlots  int        `json:\"used_plots\"`\n\tCreatedAt  time.Time  `json:\"created_at\"`\n\tUpdatedAt  time.Time  `json:\"updated_at\"`\n}\n\n// PlotDTO 地块DTO\ntype PlotDTO struct {\n\tID         string  `json:\"id\"`\n\tLevel      int     `json:\"level\"`\n\tSoilType   string  `json:\"soil_type\"`\n\tFertility  float64 `json:\"fertility\"`\n\tMoisture   float64 `json:\"moisture\"`\n\tIsOccupied bool    `json:\"is_occupied\"`\n\tCropID     string  `json:\"crop_id,omitempty\"`\n}\n\n// CropDTO 作物DTO\ntype CropDTO struct {\n\tID                   string    `json:\"id\"`\n\tPlayerID             string    `json:\"player_id\"`\n\tPlotID               string    `json:\"plot_id\"`\n\tSeedID               string    `json:\"seed_id\"`\n\tCropType             string    `json:\"crop_type\"`\n\tCurrentStage         string    `json:\"current_stage\"`\n\tGrowthProgress       float64   `json:\"growth_progress\"`\n\tHealth               float64   `json:\"health\"`\n\tMoisture             float64   `json:\"moisture\"`\n\tNutrition            float64   `json:\"nutrition\"`\n\tQuality              float64   `json:\"quality\"`\n\tPlantedAt            time.Time `json:\"planted_at\"`\n\tLastWatered          time.Time `json:\"last_watered\"`\n\tLastFertilized       time.Time `json:\"last_fertilized\"`\n\tEstimatedHarvestTime time.Time `json:\"estimated_harvest_time\"`\n\tIsReadyToHarvest     bool      `json:\"is_ready_to_harvest\"`\n}\n\n// SeedDTO 种子DTO\ntype SeedDTO struct {\n\tID            string        `json:\"id\"`\n\tName          string        `json:\"name\"`\n\tCropType      string        `json:\"crop_type\"`\n\tGrowthTime    time.Duration `json:\"growth_time\"`\n\tRequiredLevel int           `json:\"required_level\"`\n\tPrice         int64         `json:\"price\"`\n\tYield         int           `json:\"yield\"`\n\tQuality       float64       `json:\"quality\"`\n\tDescription   string        `json:\"description\"`\n}\n\n// HarvestResultDTO 收获结果DTO\ntype HarvestResultDTO struct {\n\tCropID      string         `json:\"crop_id\"`\n\tCropType    string         `json:\"crop_type\"`\n\tQuantity    int            `json:\"quantity\"`\n\tQuality     float64        `json:\"quality\"`\n\tExperience  int64          `json:\"experience\"`\n\tHarvestTime time.Time      `json:\"harvest_time\"`\n\tItems       map[string]int `json:\"items\"`\n}\n\n// HarvestHistoryDTO 收获历史DTO\ntype HarvestHistoryDTO struct {\n\tID          string    `json:\"id\"`\n\tCropType    string    `json:\"crop_type\"`\n\tQuantity    int       `json:\"quantity\"`\n\tQuality     float64   `json:\"quality\"`\n\tExperience  int64     `json:\"experience\"`\n\tHarvestTime time.Time `json:\"harvest_time\"`\n}\n\n// PlantingStatisticsDTO 种植统计DTO\ntype PlantingStatisticsDTO struct {\n\tPlayerID        string                    `json:\"player_id\"`\n\tTotalPlanted    int64                     `json:\"total_planted\"`\n\tTotalHarvested  int64                     `json:\"total_harvested\"`\n\tTotalExperience int64                     `json:\"total_experience\"`\n\tCropTypeStats   map[string]*CropTypeStats `json:\"crop_type_stats\"`\n\tAverageQuality  float64                   `json:\"average_quality\"`\n\tFavoriteCrop    string                    `json:\"favorite_crop\"`\n\tLastPlantTime   time.Time                 `json:\"last_plant_time\"`\n\tLastHarvestTime time.Time                 `json:\"last_harvest_time\"`\n}\n\n// CropTypeStats 作物类型统计\ntype CropTypeStats struct {\n\tCropType       string  `json:\"crop_type\"`\n\tTotalPlanted   int64   `json:\"total_planted\"`\n\tTotalHarvested int64   `json:\"total_harvested\"`\n\tAverageQuality float64 `json:\"average_quality\"`\n\tTotalYield     int64   `json:\"total_yield\"`\n\tSuccessRate    float64 `json:\"success_rate\"`\n}\n"
  },
  {
    "path": "internal/application/services/player_service.go",
    "content": "// Package services 应用服务层\npackage services\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"log\"\n\n\t\"greatestworks/internal/domain/player\"\n)\n\n// PlayerService 玩家应用服务\ntype PlayerService struct {\n\tplayerRepo player.Repository\n}\n\n// NewPlayerService 创建新的玩家应用服务\nfunc NewPlayerService(playerRepo player.Repository) *PlayerService {\n\treturn &PlayerService{\n\t\tplayerRepo: playerRepo,\n\t}\n}\n\n// CreatePlayerCommand 创建玩家命令\ntype CreatePlayerCommand struct {\n\tName string `json:\"name\" validate:\"required,min=2,max=20\"`\n}\n\n// CreatePlayerResult 创建玩家结果\ntype CreatePlayerResult struct {\n\tPlayerID string `json:\"player_id\"`\n\tName     string `json:\"name\"`\n\tLevel    int    `json:\"level\"`\n}\n\n// CreatePlayer 创建玩家\nfunc (s *PlayerService) CreatePlayer(ctx context.Context, cmd *CreatePlayerCommand) (*CreatePlayerResult, error) {\n\t// 验证玩家名称是否已存在\n\texists := s.playerRepo.ExistsByName(ctx, cmd.Name)\n\tif exists {\n\t\treturn nil, player.ErrPlayerAlreadyExists\n\t}\n\n\t// 创建新玩家\n\tnewPlayer := player.NewPlayer(cmd.Name)\n\n\t// 保存玩家\n\tif err := s.playerRepo.Save(ctx, newPlayer); err != nil {\n\t\treturn nil, fmt.Errorf(\"保存玩家失败: %w\", err)\n\t}\n\n\tlog.Printf(\"创建玩家成功: %s (ID: %s)\", newPlayer.Name(), newPlayer.ID().String())\n\n\treturn &CreatePlayerResult{\n\t\tPlayerID: newPlayer.ID().String(),\n\t\tName:     newPlayer.Name(),\n\t\tLevel:    newPlayer.Level(),\n\t}, nil\n}\n\n// MovePlayer 移动玩家\nfunc (s *PlayerService) MovePlayer(ctx context.Context, playerID string, position player.Position) error {\n\t// 获取玩家\n\tplayerIDObj := player.PlayerIDFromString(playerID)\n\tp, err := s.playerRepo.FindByID(ctx, playerIDObj)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"获取玩家失败: %w\", err)\n\t}\n\tif p == nil {\n\t\treturn player.ErrPlayerNotFound\n\t}\n\n\t// 更新玩家位置\n\tif err := p.MoveTo(position); err != nil {\n\t\treturn fmt.Errorf(\"移动玩家失败: %w\", err)\n\t}\n\n\t// 保存玩家\n\tif err := s.playerRepo.Save(ctx, p); err != nil {\n\t\treturn fmt.Errorf(\"保存玩家失败: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// LoginPlayerCommand 玩家登录命令\ntype LoginPlayerCommand struct {\n\tPlayerID string `json:\"player_id\" validate:\"required\"`\n}\n\n// LoginPlayerResult 玩家登录结果\ntype LoginPlayerResult struct {\n\tPlayerID string              `json:\"player_id\"`\n\tName     string              `json:\"name\"`\n\tLevel    int                 `json:\"level\"`\n\tStatus   player.PlayerStatus `json:\"status\"`\n\tPosition player.Position     `json:\"position\"`\n\tStats    player.PlayerStats  `json:\"stats\"`\n}\n\n// LoginPlayer 玩家登录\nfunc (s *PlayerService) LoginPlayer(ctx context.Context, cmd *LoginPlayerCommand) (*LoginPlayerResult, error) {\n\t// 解析玩家ID\n\tplayerID := player.PlayerID{}\n\t// 注意：这里需要实现PlayerID的解析逻辑\n\n\t// 查找玩家\n\tp, err := s.playerRepo.FindByID(ctx, playerID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"查找玩家失败: %w\", err)\n\t}\n\n\t// 设置玩家上线\n\tp.SetOnline()\n\n\t// 更新玩家状态\n\tif err := s.playerRepo.Update(ctx, p); err != nil {\n\t\treturn nil, fmt.Errorf(\"更新玩家状态失败: %w\", err)\n\t}\n\n\tlog.Printf(\"玩家登录成功: %s (ID: %s)\", p.Name(), p.ID().String())\n\n\treturn &LoginPlayerResult{\n\t\tPlayerID: p.ID().String(),\n\t\tName:     p.Name(),\n\t\tLevel:    p.Level(),\n\t\tStatus:   p.Status(),\n\t\tPosition: p.GetPosition(),\n\t\tStats:    p.Stats(),\n\t}, nil\n}\n\n// LogoutPlayerCommand 玩家登出命令\ntype LogoutPlayerCommand struct {\n\tPlayerID string `json:\"player_id\" validate:\"required\"`\n}\n\n// LogoutPlayer 玩家登出\nfunc (s *PlayerService) LogoutPlayer(ctx context.Context, cmd *LogoutPlayerCommand) error {\n\t// 解析玩家ID\n\tplayerID := player.PlayerID{}\n\t// 注意：这里需要实现PlayerID的解析逻辑\n\n\t// 查找玩家\n\tp, err := s.playerRepo.FindByID(ctx, playerID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"查找玩家失败: %w\", err)\n\t}\n\n\t// 设置玩家下线\n\tp.SetOffline()\n\n\t// 更新玩家状态\n\tif err := s.playerRepo.Update(ctx, p); err != nil {\n\t\treturn fmt.Errorf(\"更新玩家状态失败: %w\", err)\n\t}\n\n\tlog.Printf(\"玩家登出成功: %s (ID: %s)\", p.Name(), p.ID().String())\n\treturn nil\n}\n\n// MovePlayerCommand 玩家移动命令\ntype MovePlayerCommand struct {\n\tPlayerID string          `json:\"player_id\" validate:\"required\"`\n\tPosition player.Position `json:\"position\" validate:\"required\"`\n}\n\n// MovePlayerWithCommand 使用命令移动玩家\nfunc (s *PlayerService) MovePlayerWithCommand(ctx context.Context, cmd *MovePlayerCommand) error {\n\t// 解析玩家ID\n\tplayerID := player.PlayerID{}\n\t// 注意：这里需要实现PlayerID的解析逻辑\n\n\t// 查找玩家\n\tp, err := s.playerRepo.FindByID(ctx, playerID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"查找玩家失败: %w\", err)\n\t}\n\n\t// 移动玩家\n\tif err := p.MoveTo(cmd.Position); err != nil {\n\t\treturn fmt.Errorf(\"移动玩家失败: %w\", err)\n\t}\n\n\t// 更新玩家位置\n\tif err := s.playerRepo.Update(ctx, p); err != nil {\n\t\treturn fmt.Errorf(\"更新玩家位置失败: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// GetPlayerQuery 获取玩家查询\ntype GetPlayerQuery struct {\n\tPlayerID string `json:\"player_id\" validate:\"required\"`\n}\n\n// DeletePlayer 删除玩家\nfunc (s *PlayerService) DeletePlayer(ctx context.Context, playerID string) error {\n\t// 解析玩家ID\n\tpid := player.PlayerIDFromString(playerID)\n\n\t// 查找玩家\n\tp, err := s.playerRepo.FindByID(ctx, pid)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"查找玩家失败: %w\", err)\n\t}\n\tif p == nil {\n\t\treturn player.ErrPlayerNotFound\n\t}\n\n\t// 删除玩家\n\tif err := s.playerRepo.Delete(ctx, pid); err != nil {\n\t\treturn fmt.Errorf(\"删除玩家失败: %w\", err)\n\t}\n\n\tlog.Printf(\"删除玩家成功: %s (ID: %s)\", p.Name(), p.ID().String())\n\treturn nil\n}\n\n// GetPlayerResult 获取玩家结果\ntype GetPlayerResult struct {\n\tPlayerID string              `json:\"player_id\"`\n\tName     string              `json:\"name\"`\n\tLevel    int                 `json:\"level\"`\n\tExp      int64               `json:\"exp\"`\n\tStatus   player.PlayerStatus `json:\"status\"`\n\tPosition player.Position     `json:\"position\"`\n\tStats    player.PlayerStats  `json:\"stats\"`\n}\n\n// GetPlayer 获取玩家信息\nfunc (s *PlayerService) GetPlayer(ctx context.Context, query *GetPlayerQuery) (*GetPlayerResult, error) {\n\t// 解析玩家ID\n\tplayerID := player.PlayerID{}\n\t// 注意：这里需要实现PlayerID的解析逻辑\n\n\t// 查找玩家\n\tp, err := s.playerRepo.FindByID(ctx, playerID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"查找玩家失败: %w\", err)\n\t}\n\n\treturn &GetPlayerResult{\n\t\tPlayerID: p.ID().String(),\n\t\tName:     p.Name(),\n\t\tLevel:    p.Level(),\n\t\tStatus:   p.Status(),\n\t\tPosition: p.GetPosition(),\n\t\tStats:    p.Stats(),\n\t}, nil\n}\n\n// GetOnlinePlayersQuery 获取在线玩家查询\ntype GetOnlinePlayersQuery struct {\n\tLimit int `json:\"limit\" validate:\"min=1,max=100\"`\n}\n\n// GetOnlinePlayersResult 获取在线玩家结果\ntype GetOnlinePlayersResult struct {\n\tPlayers []*GetPlayerResult `json:\"players\"`\n\tTotal   int                `json:\"total\"`\n}\n\n// GetOnlinePlayers 获取在线玩家列表\nfunc (s *PlayerService) GetOnlinePlayers(ctx context.Context, query *GetOnlinePlayersQuery) (*GetOnlinePlayersResult, error) {\n\tif query.Limit <= 0 {\n\t\tquery.Limit = 10\n\t}\n\n\t// 查找在线玩家\n\tplayers, err := s.playerRepo.FindOnlinePlayers(ctx, query.Limit)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"查找在线玩家失败: %w\", err)\n\t}\n\n\t// 转换结果\n\tresults := make([]*GetPlayerResult, 0, len(players))\n\tfor _, p := range players {\n\t\tresults = append(results, &GetPlayerResult{\n\t\t\tPlayerID: p.ID().String(),\n\t\t\tName:     p.Name(),\n\t\t\tLevel:    p.Level(),\n\t\t\tStatus:   p.Status(),\n\t\t\tPosition: p.GetPosition(),\n\t\t\tStats:    p.Stats(),\n\t\t})\n\t}\n\n\treturn &GetOnlinePlayersResult{\n\t\tPlayers: results,\n\t\tTotal:   len(results),\n\t}, nil\n}\n\n// Login 玩家登录\nfunc (s *PlayerService) Login(ctx context.Context, playerID string) (*LoginPlayerResult, error) {\n\t// 解析玩家ID\n\tpid := player.PlayerID{}\n\n\t// 查找玩家\n\tp, err := s.playerRepo.FindByID(ctx, pid)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"获取玩家失败: %w\", err)\n\t}\n\tif p == nil {\n\t\treturn nil, player.ErrPlayerNotFound\n\t}\n\n\t// 更新玩家状态为在线\n\tp.SetOnline()\n\n\t// 保存玩家\n\tif err := s.playerRepo.Save(ctx, p); err != nil {\n\t\treturn nil, fmt.Errorf(\"保存玩家失败: %w\", err)\n\t}\n\n\treturn &LoginPlayerResult{\n\t\tPlayerID: p.ID().String(),\n\t\tName:     p.Name(),\n\t\tLevel:    p.Level(),\n\t\tStatus:   p.Status(),\n\t\tPosition: p.GetPosition(),\n\t\tStats:    p.Stats(),\n\t}, nil\n}\n\n// Logout 玩家登出\nfunc (s *PlayerService) Logout(ctx context.Context, playerID string) error {\n\t// 解析玩家ID\n\tpid := player.PlayerID{}\n\n\t// 查找玩家\n\tp, err := s.playerRepo.FindByID(ctx, pid)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"获取玩家失败: %w\", err)\n\t}\n\tif p == nil {\n\t\treturn player.ErrPlayerNotFound\n\t}\n\n\t// 更新玩家状态为离线\n\tp.SetOffline()\n\n\t// 保存玩家\n\tif err := s.playerRepo.Save(ctx, p); err != nil {\n\t\treturn fmt.Errorf(\"保存玩家失败: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// GetPlayerInfo 获取玩家信息\nfunc (s *PlayerService) GetPlayerInfo(ctx context.Context, playerID string) (*LoginPlayerResult, error) {\n\t// 解析玩家ID\n\tpid := player.PlayerID{}\n\n\t// 查找玩家\n\tp, err := s.playerRepo.FindByID(ctx, pid)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"获取玩家失败: %w\", err)\n\t}\n\tif p == nil {\n\t\treturn nil, player.ErrPlayerNotFound\n\t}\n\n\treturn &LoginPlayerResult{\n\t\tPlayerID: p.ID().String(),\n\t\tName:     p.Name(),\n\t\tLevel:    p.Level(),\n\t\tStatus:   p.Status(),\n\t\tPosition: p.GetPosition(),\n\t\tStats:    p.Stats(),\n\t}, nil\n}\n\n// UpdatePlayer 更新玩家信息\nfunc (s *PlayerService) UpdatePlayer(ctx context.Context, playerID string, updates map[string]interface{}) error {\n\t// 解析玩家ID\n\tpid := player.PlayerID{}\n\n\t// 查找玩家\n\tp, err := s.playerRepo.FindByID(ctx, pid)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"获取玩家失败: %w\", err)\n\t}\n\tif p == nil {\n\t\treturn player.ErrPlayerNotFound\n\t}\n\n\t// 应用更新\n\tfor key, value := range updates {\n\t\tswitch key {\n\t\tcase \"name\":\n\t\t\t// TODO: 实现名称更新逻辑\n\t\t\t_ = value\n\t\tcase \"level\":\n\t\t\t// TODO: 实现等级更新逻辑\n\t\t\t_ = value\n\t\t\t// 可以添加更多字段的更新逻辑\n\t\t}\n\t}\n\n\t// 保存玩家\n\tif err := s.playerRepo.Save(ctx, p); err != nil {\n\t\treturn fmt.Errorf(\"保存玩家失败: %w\", err)\n\t}\n\n\treturn nil\n}\n"
  },
  {
    "path": "internal/application/services/quest_service.go",
    "content": "package services\n\nimport (\n\t\"context\"\n\t\"errors\"\n\t\"fmt\"\n\n\t\"greatestworks/internal/domain/quest\"\n\t\"greatestworks/internal/infrastructure/datamanager\"\n\t\"greatestworks/internal/infrastructure/persistence\"\n)\n\n// QuestService 任务服务\ntype QuestService struct {\n\tquestRepo *persistence.QuestRepository\n}\n\n// NewQuestService 创建任务服务\nfunc NewQuestService(questRepo *persistence.QuestRepository) *QuestService {\n\treturn &QuestService{\n\t\tquestRepo: questRepo,\n\t}\n}\n\n// AcceptQuest 接受任务\nfunc (s *QuestService) AcceptQuest(ctx context.Context, characterID int64, questID int32) error {\n\t// 获取任务配置\n\tquestDefine := datamanager.GetInstance().GetQuest(questID)\n\tif questDefine == nil {\n\t\treturn errors.New(\"quest not found\")\n\t}\n\n\t// 检查前置任务\n\t// TODO: 实现前置任务检查\n\n\t// 创建任务进度\n\tobjectives := make([]persistence.DbObjective, len(questDefine.Objectives))\n\tfor i, obj := range questDefine.Objectives {\n\t\tobjectives[i] = persistence.DbObjective{\n\t\t\tType:     obj.Type,\n\t\t\tTargetID: obj.TargetID,\n\t\t\tRequired: obj.Required,\n\t\t\tCurrent:  0,\n\t\t}\n\t}\n\n\tdbQuest := &persistence.DbQuest{\n\t\tCharacterID: characterID,\n\t\tQuestID:     questID,\n\t\tStatus:      0, // 进行中\n\t\tObjectives:  objectives,\n\t}\n\n\tif err := s.questRepo.Create(ctx, dbQuest); err != nil {\n\t\treturn fmt.Errorf(\"failed to accept quest: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// GetQuests 获取角色的任务列表\nfunc (s *QuestService) GetQuests(ctx context.Context, characterID int64) ([]*persistence.DbQuest, error) {\n\treturn s.questRepo.FindByCharacterID(ctx, characterID)\n}\n\n// UpdateObjective 更新任务目标\nfunc (s *QuestService) UpdateObjective(ctx context.Context, characterID int64, questID, objType, targetID, progress int32) error {\n\tquests, err := s.questRepo.FindByCharacterID(ctx, characterID)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\t// 查找对应任务\n\tvar targetQuest *persistence.DbQuest\n\tfor _, q := range quests {\n\t\tif q.QuestID == questID && q.Status == 0 {\n\t\t\ttargetQuest = q\n\t\t\tbreak\n\t\t}\n\t}\n\n\tif targetQuest == nil {\n\t\treturn errors.New(\"quest not found or already completed\")\n\t}\n\n\t// 更新目标进度\n\tupdated := false\n\tfor i := range targetQuest.Objectives {\n\t\tobj := &targetQuest.Objectives[i]\n\t\tif obj.Type == objType && obj.TargetID == targetID {\n\t\t\tobj.Current += progress\n\t\t\tif obj.Current > obj.Required {\n\t\t\t\tobj.Current = obj.Required\n\t\t\t}\n\t\t\tupdated = true\n\t\t}\n\t}\n\n\tif !updated {\n\t\treturn errors.New(\"objective not found\")\n\t}\n\n\t// 检查是否完成\n\tallComplete := true\n\tfor _, obj := range targetQuest.Objectives {\n\t\tif obj.Current < obj.Required {\n\t\t\tallComplete = false\n\t\t\tbreak\n\t\t}\n\t}\n\n\tif allComplete {\n\t\ttargetQuest.Status = 1 // 已完成\n\t}\n\n\treturn s.questRepo.Update(ctx, targetQuest)\n}\n\n// SubmitQuest 提交任务\nfunc (s *QuestService) SubmitQuest(ctx context.Context, characterID int64, questID int32) error {\n\tquests, err := s.questRepo.FindByCharacterID(ctx, characterID)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\t// 查找对应任务\n\tvar targetQuest *persistence.DbQuest\n\tfor _, q := range quests {\n\t\tif q.QuestID == questID && q.Status == 1 {\n\t\t\ttargetQuest = q\n\t\t\tbreak\n\t\t}\n\t}\n\n\tif targetQuest == nil {\n\t\treturn errors.New(\"quest not completed\")\n\t}\n\n\t// 获取任务配置\n\tquestDefine := datamanager.GetInstance().GetQuest(questID)\n\tif questDefine == nil {\n\t\treturn errors.New(\"quest not found\")\n\t}\n\n\t// TODO: 发放奖励\n\t// - 经验\n\t// - 金币\n\t// - 物品\n\n\t// 标记为已领取\n\ttargetQuest.Status = 2\n\n\treturn s.questRepo.Update(ctx, targetQuest)\n}\n\n// AbandonQuest 放弃任务\nfunc (s *QuestService) AbandonQuest(ctx context.Context, characterID int64, questID int32) error {\n\tquests, err := s.questRepo.FindByCharacterID(ctx, characterID)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\t// 查找对应任务\n\tvar targetQuest *persistence.DbQuest\n\tfor _, q := range quests {\n\t\tif q.QuestID == questID && q.Status == 0 {\n\t\t\ttargetQuest = q\n\t\t\tbreak\n\t\t}\n\t}\n\n\tif targetQuest == nil {\n\t\treturn errors.New(\"quest not found or already completed\")\n\t}\n\n\t// 删除任务进度（这里简化处理，实际可能需要软删除）\n\t// TODO: 实现任务删除\n\t_ = targetQuest\n\n\treturn nil\n}\n\n// OnKill 击杀事件处理\nfunc (s *QuestService) OnKill(ctx context.Context, characterID int64, targetID int32) error {\n\treturn s.UpdateObjective(ctx, characterID, 0, int32(quest.ObjectiveTypeKill), targetID, 1)\n}\n\n// OnCollect 收集事件处理\nfunc (s *QuestService) OnCollect(ctx context.Context, characterID int64, itemID, count int32) error {\n\treturn s.UpdateObjective(ctx, characterID, 0, int32(quest.ObjectiveTypeCollect), itemID, count)\n}\n\n// OnReach 到达事件处理\nfunc (s *QuestService) OnReach(ctx context.Context, characterID int64, locationID int32) error {\n\treturn s.UpdateObjective(ctx, characterID, 0, int32(quest.ObjectiveTypeReach), locationID, 1)\n}\n\n// OnTalk 对话事件处理\nfunc (s *QuestService) OnTalk(ctx context.Context, characterID int64, npcID int32) error {\n\treturn s.UpdateObjective(ctx, characterID, 0, int32(quest.ObjectiveTypeTalk), npcID, 1)\n}\n"
  },
  {
    "path": "internal/application/services/ranking_service.go",
    "content": "package services\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"greatestworks/internal/domain/ranking\"\n)\n\n// RankingApplicationService 排行榜应用服务\ntype RankingApplicationService struct {\n\trankingRepo    ranking.RankingRepository\n\trankEntryRepo  ranking.RankEntryRepository\n\trankingService *ranking.RankingService\n\teventBus       ranking.RankingEventBus\n}\n\n// NewRankingApplicationService 创建排行榜应用服务\nfunc NewRankingApplicationService(\n\trankingRepo ranking.RankingRepository,\n\trankEntryRepo ranking.RankEntryRepository,\n\trankingService *ranking.RankingService,\n\teventBus ranking.RankingEventBus,\n) *RankingApplicationService {\n\treturn &RankingApplicationService{\n\t\trankingRepo:    rankingRepo,\n\t\trankEntryRepo:  rankEntryRepo,\n\t\trankingService: rankingService,\n\t\teventBus:       eventBus,\n\t}\n}\n\n// CreateRankingRequest 创建排行榜请求\ntype CreateRankingRequest struct {\n\tName        string `json:\"name\"`\n\tDescription string `json:\"description\"`\n\tRankType    string `json:\"rank_type\"`\n\tPeriodType  string `json:\"period_type\"`\n\tMaxEntries  int32  `json:\"max_entries\"`\n\tIsActive    bool   `json:\"is_active\"`\n}\n\n// CreateRankingResponse 创建排行榜响应\ntype CreateRankingResponse struct {\n\tRankingID   string    `json:\"ranking_id\"`\n\tName        string    `json:\"name\"`\n\tDescription string    `json:\"description\"`\n\tRankType    string    `json:\"rank_type\"`\n\tPeriodType  string    `json:\"period_type\"`\n\tMaxEntries  int32     `json:\"max_entries\"`\n\tIsActive    bool      `json:\"is_active\"`\n\tCreatedAt   time.Time `json:\"created_at\"`\n}\n\n// CreateRanking 创建排行榜\nfunc (s *RankingApplicationService) CreateRanking(ctx context.Context, req *CreateRankingRequest) (*CreateRankingResponse, error) {\n\tif req == nil {\n\t\treturn nil, fmt.Errorf(\"request cannot be nil\")\n\t}\n\n\tif err := s.validateCreateRankingRequest(req); err != nil {\n\t\treturn nil, fmt.Errorf(\"invalid request: %w\", err)\n\t}\n\n\t// 转换排行榜类型\n\t// rankType, err := s.parseRankType(req.RankType)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"invalid rank type: %w\", err)\n\t// }\n\n\t// 转换周期类型\n\t// periodType, err := s.parsePeriodType(req.PeriodType)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"invalid period type: %w\", err)\n\t// }\n\n\t// 创建排行榜聚合根\n\t// TODO: 修复NewRankingAggregate方法调用\n\t// rankingAggregate := ranking.NewRankingAggregate(req.Name, rankType, periodType)\n\t// rankingAggregate := &ranking.RankingAggregate{}\n\t// TODO: 修复SetDescription方法调用\n\t// rankingAggregate.SetDescription(req.Description)\n\t// TODO: 修复SetMaxEntries方法调用\n\t// rankingAggregate.SetMaxEntries(req.MaxEntries)\n\t// TODO: 修复Activate方法调用\n\t// if req.IsActive {\n\t// \trankingAggregate.Activate()\n\t// }\n\n\t// 保存排行榜\n\t// TODO: 修复Save方法调用\n\t// if err := s.rankingRepo.Save(ctx, rankingAggregate); err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to save ranking: %w\", err)\n\t// }\n\n\t// 发布事件\n\t// TODO: 修复NewRankingCreatedEvent方法调用\n\t// event := ranking.NewRankingCreatedEvent(rankingAggregate.GetID(), req.Name, rankType, periodType)\n\t// event := &ranking.RankingCreatedEvent{}\n\t// TODO: 修复Publish方法调用\n\t// if err := s.eventBus.Publish(ctx, event); err != nil {\n\t// \tfmt.Printf(\"failed to publish ranking created event: %v\\n\", err)\n\t// }\n\n\treturn &CreateRankingResponse{\n\t\tRankingID:   \"\",         // TODO: rankingAggregate.GetID(),\n\t\tName:        \"\",         // TODO: rankingAggregate.GetName(),\n\t\tDescription: \"\",         // TODO: rankingAggregate.GetDescription(),\n\t\tRankType:    \"\",         // TODO: rankingAggregate.GetRankType().String(),\n\t\tPeriodType:  \"\",         // TODO: rankingAggregate.GetPeriodType().String(),\n\t\tMaxEntries:  0,          // TODO: rankingAggregate.GetMaxEntries(),\n\t\tIsActive:    false,      // TODO: rankingAggregate.IsActive(),\n\t\tCreatedAt:   time.Now(), // TODO: rankingAggregate.GetCreatedAt(),\n\t}, nil\n}\n\n// UpdatePlayerScoreRequest 更新玩家分数请求\ntype UpdatePlayerScoreRequest struct {\n\tRankingID string                 `json:\"ranking_id\"`\n\tPlayerID  uint64                 `json:\"player_id\"`\n\tScore     int64                  `json:\"score\"`\n\tMetadata  map[string]interface{} `json:\"metadata,omitempty\"`\n}\n\n// UpdatePlayerScoreResponse 更新玩家分数响应\ntype UpdatePlayerScoreResponse struct {\n\tRankingID    string `json:\"ranking_id\"`\n\tPlayerID     uint64 `json:\"player_id\"`\n\tOldScore     int64  `json:\"old_score\"`\n\tNewScore     int64  `json:\"new_score\"`\n\tOldRank      int32  `json:\"old_rank\"`\n\tNewRank      int32  `json:\"new_rank\"`\n\tRankChanged  bool   `json:\"rank_changed\"`\n\tScoreChanged bool   `json:\"score_changed\"`\n}\n\n// UpdatePlayerScore 更新玩家分数\nfunc (s *RankingApplicationService) UpdatePlayerScore(ctx context.Context, req *UpdatePlayerScoreRequest) (*UpdatePlayerScoreResponse, error) {\n\tif req == nil {\n\t\treturn nil, fmt.Errorf(\"request cannot be nil\")\n\t}\n\n\tif err := s.validateUpdatePlayerScoreRequest(req); err != nil {\n\t\treturn nil, fmt.Errorf(\"invalid request: %w\", err)\n\t}\n\n\t// 获取排行榜\n\t// rankingAggregate, err := s.rankingRepo.FindByID(ctx, req.RankingID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to find ranking: %w\", err)\n\t// }\n\t// if rankingAggregate == nil {\n\t// \treturn nil, fmt.Errorf(\"ranking not found\")\n\t// }\n\t// rankingAggregate := &ranking.RankingAggregate{}\n\n\t// 检查排行榜是否激活\n\t// TODO: 修复IsActive方法调用\n\t// if !rankingAggregate.IsActive() {\n\t// \treturn nil, fmt.Errorf(\"ranking is not active\")\n\t// }\n\n\t// 获取当前玩家排名条目\n\t// TODO: 修复FindByRankingAndPlayer方法调用\n\t// currentEntry, err := s.rankEntryRepo.FindByRankingAndPlayer(ctx, req.RankingID, req.PlayerID)\n\t// TODO: 修复err变量\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to find current entry: %w\", err)\n\t// }\n\n\toldScore := int64(0)\n\toldRank := int64(0)\n\n\t// 更新分数\n\t// entry, err := s.rankingService.UpdatePlayerScore(ctx, req.RankingID, req.PlayerID, req.Score)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to update player score: %w\", err)\n\t// }\n\tentry := &ranking.RankEntry{}\n\n\t// 设置元数据\n\t// if req.Metadata != nil {\n\t// \tfor key, value := range req.Metadata {\n\t// \t\tentry.SetMetadata(key, value)\n\t// \t}\n\t// \tif err := s.rankEntryRepo.Save(ctx, entry); err != nil {\n\t// \t\treturn nil, fmt.Errorf(\"failed to save entry metadata: %w\", err)\n\t// \t}\n\t// }\n\n\tnewScore := entry.GetScore()\n\tnewRank := entry.GetRank()\n\trankChanged := oldRank != newRank\n\tscoreChanged := oldScore != newScore\n\n\t// 发布事件\n\t// if scoreChanged {\n\t// \tevent := ranking.NewPlayerScoreUpdatedEvent(req.RankingID, req.PlayerID, oldScore, newScore)\n\t// \tif err := s.eventBus.Publish(ctx, event); err != nil {\n\t// \t\tfmt.Printf(\"failed to publish score updated event: %v\\n\", err)\n\t// \t}\n\t// }\n\n\t// if rankChanged {\n\t// \tevent := ranking.NewPlayerRankChangedEvent(req.RankingID, req.PlayerID, oldRank, newRank)\n\t// \tif err := s.eventBus.Publish(ctx, event); err != nil {\n\t// \t\tfmt.Printf(\"failed to publish rank changed event: %v\\n\", err)\n\t// \t}\n\t// }\n\n\treturn &UpdatePlayerScoreResponse{\n\t\tRankingID:    req.RankingID,\n\t\tPlayerID:     req.PlayerID,\n\t\tOldScore:     oldScore,\n\t\tNewScore:     newScore,\n\t\tOldRank:      int32(oldRank),\n\t\tNewRank:      int32(newRank),\n\t\tRankChanged:  rankChanged,\n\t\tScoreChanged: scoreChanged,\n\t}, nil\n}\n\n// GetRankingRequest 获取排行榜请求\ntype GetRankingRequest struct {\n\tRankingID string `json:\"ranking_id\"`\n\tPage      int    `json:\"page\"`\n\tPageSize  int    `json:\"page_size\"`\n}\n\n// RankEntryResponse 排名条目响应\ntype RankEntryResponse struct {\n\tPlayerID  uint64                 `json:\"player_id\"`\n\tRank      int32                  `json:\"rank\"`\n\tScore     int64                  `json:\"score\"`\n\tMetadata  map[string]interface{} `json:\"metadata,omitempty\"`\n\tUpdatedAt time.Time              `json:\"updated_at\"`\n}\n\n// GetRankingResponse 获取排行榜响应\ntype GetRankingResponse struct {\n\tRankingID   string               `json:\"ranking_id\"`\n\tName        string               `json:\"name\"`\n\tDescription string               `json:\"description\"`\n\tRankType    string               `json:\"rank_type\"`\n\tPeriodType  string               `json:\"period_type\"`\n\tEntries     []*RankEntryResponse `json:\"entries\"`\n\tTotal       int64                `json:\"total\"`\n\tPage        int                  `json:\"page\"`\n\tPageSize    int                  `json:\"page_size\"`\n\tTotalPages  int64                `json:\"total_pages\"`\n\tUpdatedAt   time.Time            `json:\"updated_at\"`\n}\n\n// GetRanking 获取排行榜\nfunc (s *RankingApplicationService) GetRanking(ctx context.Context, req *GetRankingRequest) (*GetRankingResponse, error) {\n\tif req == nil || req.RankingID == \"\" {\n\t\treturn nil, fmt.Errorf(\"ranking ID is required\")\n\t}\n\n\t// 设置默认值\n\tif req.Page <= 0 {\n\t\treq.Page = 1\n\t}\n\tif req.PageSize <= 0 {\n\t\treq.PageSize = 50\n\t}\n\n\t// 获取排行榜\n\t// rankingAggregate, err := s.rankingRepo.FindByID(ctx, req.RankingID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to find ranking: %w\", err)\n\t// }\n\t// if rankingAggregate == nil {\n\t// \treturn nil, fmt.Errorf(\"ranking not found\")\n\t// }\n\n\t// 构建查询\n\t// query := ranking.NewRankEntryQuery().\n\t// \tWithRanking(req.RankingID).\n\t// \tWithSort(\"rank\", \"asc\").\n\t// \tWithPagination(req.Page, req.PageSize)\n\n\t// 查询排名条目\n\t// entries, total, err := s.rankEntryRepo.FindByQuery(ctx, query)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to find rank entries: %w\", err)\n\t// }\n\tentries := []*ranking.RankEntry{}\n\ttotal := 0\n\n\t// 转换响应\n\tentryResponses := make([]*RankEntryResponse, len(entries))\n\tfor i, entry := range entries {\n\t\tentryResponses[i] = &RankEntryResponse{\n\t\t\tPlayerID:  entry.GetPlayerID(),\n\t\t\tRank:      int32(entry.GetRank()),\n\t\t\tScore:     entry.GetScore(),\n\t\t\tMetadata:  entry.GetMetadata(),\n\t\t\tUpdatedAt: entry.GetUpdatedAt(),\n\t\t}\n\t}\n\n\ttotalPages := (int64(total) + int64(req.PageSize) - 1) / int64(req.PageSize)\n\n\treturn &GetRankingResponse{\n\t\tRankingID:   \"\", // TODO: rankingAggregate.GetID(),\n\t\tName:        \"\", // TODO: rankingAggregate.GetName(),\n\t\tDescription: \"\", // TODO: rankingAggregate.GetDescription(),\n\t\tRankType:    \"\", // TODO: rankingAggregate.GetRankType().String(),\n\t\tPeriodType:  \"\", // TODO: rankingAggregate.GetPeriodType().String(),\n\t\tEntries:     entryResponses,\n\t\tTotal:       int64(total),\n\t\tPage:        req.Page,\n\t\tPageSize:    req.PageSize,\n\t\tTotalPages:  totalPages,\n\t\tUpdatedAt:   time.Now(), // TODO: rankingAggregate.GetUpdatedAt(),\n\t}, nil\n}\n\n// GetPlayerRankRequest 获取玩家排名请求\ntype GetPlayerRankRequest struct {\n\tRankingID string `json:\"ranking_id\"`\n\tPlayerID  uint64 `json:\"player_id\"`\n}\n\n// GetPlayerRankResponse 获取玩家排名响应\ntype GetPlayerRankResponse struct {\n\tRankingID string                 `json:\"ranking_id\"`\n\tPlayerID  uint64                 `json:\"player_id\"`\n\tRank      int32                  `json:\"rank\"`\n\tScore     int64                  `json:\"score\"`\n\tMetadata  map[string]interface{} `json:\"metadata,omitempty\"`\n\tUpdatedAt time.Time              `json:\"updated_at\"`\n\tFound     bool                   `json:\"found\"`\n}\n\n// GetPlayerRank 获取玩家排名\nfunc (s *RankingApplicationService) GetPlayerRank(ctx context.Context, req *GetPlayerRankRequest) (*GetPlayerRankResponse, error) {\n\tif req == nil || req.RankingID == \"\" || req.PlayerID == 0 {\n\t\treturn nil, fmt.Errorf(\"ranking ID and player ID are required\")\n\t}\n\n\t// 获取玩家排名条目\n\t// entry, err := s.rankEntryRepo.FindByRankingAndPlayer(ctx, req.RankingID, req.PlayerID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to find player rank: %w\", err)\n\t// }\n\t// 占位实现：未接入存储，默认未找到\n\treturn &GetPlayerRankResponse{\n\t\tRankingID: req.RankingID,\n\t\tPlayerID:  req.PlayerID,\n\t\tFound:     false,\n\t}, nil\n\n\t// 以下为真实实现路径，待存储接入后启用\n\t// return &GetPlayerRankResponse{\n\t//     RankingID: req.RankingID,\n\t//     PlayerID:  req.PlayerID,\n\t//     Rank:      int32(entry.GetRank()),\n\t//     Score:     entry.GetScore(),\n\t//     Metadata:  entry.GetMetadata(),\n\t//     UpdatedAt: entry.GetUpdatedAt(),\n\t//     Found:     true,\n\t// }, nil\n}\n\n// GetTopPlayersRequest 获取排行榜前N名请求\ntype GetTopPlayersRequest struct {\n\tRankingID string `json:\"ranking_id\"`\n\tLimit     int    `json:\"limit\"`\n}\n\n// GetTopPlayersResponse 获取排行榜前N名响应\ntype GetTopPlayersResponse struct {\n\tRankingID string               `json:\"ranking_id\"`\n\tEntries   []*RankEntryResponse `json:\"entries\"`\n\tUpdatedAt time.Time            `json:\"updated_at\"`\n}\n\n// GetTopPlayers 获取排行榜前N名\nfunc (s *RankingApplicationService) GetTopPlayers(ctx context.Context, req *GetTopPlayersRequest) (*GetTopPlayersResponse, error) {\n\tif req == nil || req.RankingID == \"\" {\n\t\treturn nil, fmt.Errorf(\"ranking ID is required\")\n\t}\n\n\t// 设置默认值\n\tif req.Limit <= 0 {\n\t\treq.Limit = 10\n\t}\n\tif req.Limit > 100 {\n\t\treq.Limit = 100 // 限制最大数量\n\t}\n\n\t// 获取排行榜\n\t// rankingAggregate, err := s.rankingRepo.FindByID(ctx, req.RankingID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to find ranking: %w\", err)\n\t// }\n\t// if rankingAggregate == nil {\n\t// \treturn nil, fmt.Errorf(\"ranking not found\")\n\t// }\n\n\t// 获取前N名\n\t// entries, err := s.rankingService.GetTopPlayers(ctx, req.RankingID, req.Limit)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get top players: %w\", err)\n\t// }\n\tentries := []*ranking.RankEntry{}\n\n\t// 转换响应\n\tentryResponses := make([]*RankEntryResponse, len(entries))\n\tfor i, entry := range entries {\n\t\tentryResponses[i] = &RankEntryResponse{\n\t\t\tPlayerID:  entry.GetPlayerID(),\n\t\t\tRank:      int32(entry.GetRank()),\n\t\t\tScore:     entry.GetScore(),\n\t\t\tMetadata:  entry.GetMetadata(),\n\t\t\tUpdatedAt: entry.GetUpdatedAt(),\n\t\t}\n\t}\n\n\treturn &GetTopPlayersResponse{\n\t\tRankingID: req.RankingID,\n\t\tEntries:   entryResponses,\n\t\tUpdatedAt: time.Now(), // TODO: rankingAggregate.GetUpdatedAt(),\n\t}, nil\n}\n\n// ResetRankingRequest 重置排行榜请求\ntype ResetRankingRequest struct {\n\tRankingID string `json:\"ranking_id\"`\n\tReason    string `json:\"reason\"`\n}\n\n// ResetRankingResponse 重置排行榜响应\ntype ResetRankingResponse struct {\n\tRankingID      string    `json:\"ranking_id\"`\n\tEntriesCleared int64     `json:\"entries_cleared\"`\n\tResetAt        time.Time `json:\"reset_at\"`\n}\n\n// ResetRanking 重置排行榜\nfunc (s *RankingApplicationService) ResetRanking(ctx context.Context, req *ResetRankingRequest) (*ResetRankingResponse, error) {\n\tif req == nil || req.RankingID == \"\" {\n\t\treturn nil, fmt.Errorf(\"ranking ID is required\")\n\t}\n\n\t// 获取排行榜\n\t// rankingAggregate, err := s.rankingRepo.FindByID(ctx, req.RankingID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to find ranking: %w\", err)\n\t// }\n\t// if rankingAggregate == nil {\n\t// \treturn nil, fmt.Errorf(\"ranking not found\")\n\t// }\n\n\t// 重置排行榜\n\t// entriesCleared, err := s.rankingService.ResetRanking(ctx, req.RankingID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to reset ranking: %w\", err)\n\t// }\n\t// entriesCleared := &ranking.RankingOperationResult{}\n\n\t// 更新排行榜状态\n\t// rankingAggregate.Reset()\n\t// if err := s.rankingRepo.Save(ctx, rankingAggregate); err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to save ranking: %w\", err)\n\t// }\n\n\t// 发布事件\n\t// event := ranking.NewRankingResetEvent(req.RankingID, req.Reason, entriesCleared)\n\t// if err := s.eventBus.Publish(ctx, event); err != nil {\n\t// \tfmt.Printf(\"failed to publish ranking reset event: %v\\n\", err)\n\t// }\n\n\treturn &ResetRankingResponse{\n\t\tRankingID:      req.RankingID,\n\t\tEntriesCleared: 0, // TODO: entriesCleared,\n\t\tResetAt:        time.Now(),\n\t}, nil\n}\n\n// 私有方法\n\n// validateCreateRankingRequest 验证创建排行榜请求\nfunc (s *RankingApplicationService) validateCreateRankingRequest(req *CreateRankingRequest) error {\n\tif req.Name == \"\" {\n\t\treturn fmt.Errorf(\"name is required\")\n\t}\n\tif len(req.Name) > 100 {\n\t\treturn fmt.Errorf(\"name too long (max 100 characters)\")\n\t}\n\tif req.RankType == \"\" {\n\t\treturn fmt.Errorf(\"rank type is required\")\n\t}\n\tif req.PeriodType == \"\" {\n\t\treturn fmt.Errorf(\"period type is required\")\n\t}\n\tif req.MaxEntries <= 0 {\n\t\treturn fmt.Errorf(\"max entries must be positive\")\n\t}\n\tif req.MaxEntries > 10000 {\n\t\treturn fmt.Errorf(\"max entries too large (max 10000)\")\n\t}\n\treturn nil\n}\n\n// validateUpdatePlayerScoreRequest 验证更新玩家分数请求\nfunc (s *RankingApplicationService) validateUpdatePlayerScoreRequest(req *UpdatePlayerScoreRequest) error {\n\tif req.RankingID == \"\" {\n\t\treturn fmt.Errorf(\"ranking ID is required\")\n\t}\n\tif req.PlayerID == 0 {\n\t\treturn fmt.Errorf(\"player ID is required\")\n\t}\n\treturn nil\n}\n\n// parseRankType 解析排行榜类型\nfunc (s *RankingApplicationService) parseRankType(rankTypeStr string) (ranking.RankType, error) {\n\tswitch rankTypeStr {\n\tcase \"level\":\n\t\treturn ranking.RankTypeLevel, nil\n\tcase \"exp\":\n\t\treturn ranking.RankTypeLevel, nil // TODO: 修复RankTypeExp\n\tcase \"power\":\n\t\treturn ranking.RankTypePower, nil\n\tcase \"wealth\":\n\t\treturn ranking.RankTypeWealth, nil\n\tcase \"achievement\":\n\t\treturn ranking.RankTypeAchievement, nil\n\tcase \"pvp\":\n\t\treturn ranking.RankTypeLevel, nil // TODO: 修复RankTypePvP\n\tcase \"guild\":\n\t\treturn ranking.RankTypeGuild, nil\n\tdefault:\n\t\treturn ranking.RankTypeLevel, fmt.Errorf(\"unknown rank type: %s\", rankTypeStr)\n\t}\n}\n\n// parsePeriodType 解析周期类型\nfunc (s *RankingApplicationService) parsePeriodType(periodTypeStr string) (ranking.RankPeriod, error) {\n\tswitch periodTypeStr {\n\tcase \"permanent\":\n\t\treturn ranking.RankPeriodPermanent, nil\n\tcase \"daily\":\n\t\treturn ranking.RankPeriodDaily, nil\n\tcase \"weekly\":\n\t\treturn ranking.RankPeriodWeekly, nil\n\tcase \"monthly\":\n\t\treturn ranking.RankPeriodMonthly, nil\n\tcase \"seasonal\":\n\t\treturn ranking.RankPeriodSeasonal, nil\n\tdefault:\n\t\treturn ranking.RankPeriodPermanent, fmt.Errorf(\"unknown period type: %s\", periodTypeStr)\n\t}\n}\n"
  },
  {
    "path": "internal/application/services/replication_service.go",
    "content": "// Package services 应用服务层\n// ReplicationService 编排副本实例的创建、管理和销毁\npackage services\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"greatestworks/internal/domain/replication\"\n\t\"greatestworks/internal/infrastructure/logging\"\n\n\t\"github.com/google/uuid\"\n)\n\n// ReplicationService 副本应用服务\ntype ReplicationService struct {\n\treplicationRepo replication.Repository\n\teventBus        EventPublisher\n\tlogger          logging.Logger\n}\n\n// NewReplicationService 创建副本应用服务\nfunc NewReplicationService(\n\treplicationRepo replication.Repository,\n\teventBus EventPublisher,\n\tlogger logging.Logger,\n) *ReplicationService {\n\treturn &ReplicationService{\n\t\treplicationRepo: replicationRepo,\n\t\teventBus:        eventBus,\n\t\tlogger:          logger,\n\t}\n}\n\n// CreateInstanceCommand 创建实例命令\ntype CreateInstanceCommand struct {\n\tTemplateID    string\n\tInstanceType  int\n\tOwnerPlayerID string\n\tOwnerName     string\n\tOwnerLevel    int\n\tMaxPlayers    int\n\tDifficulty    int\n\tLifetime      time.Duration\n}\n\n// JoinInstanceCommand 加入实例命令\ntype JoinInstanceCommand struct {\n\tInstanceID string\n\tPlayerID   string\n\tPlayerName string\n\tLevel      int\n\tRole       string\n}\n\n// LeaveInstanceCommand 离开实例命令\ntype LeaveInstanceCommand struct {\n\tInstanceID string\n\tPlayerID   string\n}\n\n// UpdateInstanceProgressCommand 更新实例进度命令\ntype UpdateInstanceProgressCommand struct {\n\tInstanceID    string\n\tProgress      int\n\tCompletedTask string\n}\n\n// InstanceInfoDTO 实例信息DTO\ntype InstanceInfoDTO struct {\n\tInstanceID   string\n\tTemplateID   string\n\tInstanceType int\n\tStatus       int\n\tPlayerCount  int\n\tMaxPlayers   int\n\tProgress     int\n\tSceneID      string\n\tCreatedAt    time.Time\n\tOwnerID      string\n\tDifficulty   int\n}\n\n// CreateInstance 创建副本实例\nfunc (s *ReplicationService) CreateInstance(ctx context.Context, cmd *CreateInstanceCommand) (*InstanceInfoDTO, error) {\n\t// 基础校验\n\tif cmd == nil {\n\t\treturn nil, fmt.Errorf(\"invalid command\")\n\t}\n\tif cmd.TemplateID == \"\" || cmd.OwnerPlayerID == \"\" {\n\t\treturn nil, fmt.Errorf(\"template_id and owner_player_id are required\")\n\t}\n\tif cmd.MaxPlayers <= 0 {\n\t\treturn nil, fmt.Errorf(\"max_players must be > 0\")\n\t}\n\tif cmd.Lifetime <= 0 {\n\t\treturn nil, fmt.Errorf(\"lifetime must be > 0\")\n\t}\n\ts.logger.Info(\"创建副本实例\", logging.Fields{\n\t\t\"template_id\": cmd.TemplateID,\n\t\t\"owner_id\":    cmd.OwnerPlayerID,\n\t})\n\n\t// 生成实例ID\n\tinstanceID := uuid.New().String()\n\n\t// 创建领域对象\n\tinstance := replication.NewInstance(\n\t\tinstanceID,\n\t\tcmd.TemplateID,\n\t\treplication.InstanceType(cmd.InstanceType),\n\t\tcmd.OwnerPlayerID,\n\t\tcmd.MaxPlayers,\n\t\tcmd.Lifetime,\n\t)\n\n\t// 添加创建者作为第一个玩家\n\tif err := instance.AddPlayer(cmd.OwnerPlayerID, cmd.OwnerName, cmd.OwnerLevel, \"\"); err != nil {\n\t\treturn nil, fmt.Errorf(\"添加创建者失败: %w\", err)\n\t}\n\n\t// 保存到仓储\n\tif err := s.replicationRepo.Save(ctx, instance); err != nil {\n\t\treturn nil, fmt.Errorf(\"保存实例失败: %w\", err)\n\t}\n\n\t// 发布领域事件\n\ts.publishEvents(ctx, instance)\n\n\ts.logger.Info(\"副本实例创建成功\", logging.Fields{\n\t\t\"instance_id\": instanceID,\n\t\t\"template_id\": cmd.TemplateID,\n\t})\n\n\treturn &InstanceInfoDTO{\n\t\tInstanceID:   instance.ID(),\n\t\tTemplateID:   instance.TemplateID(),\n\t\tInstanceType: int(instance.Type()),\n\t\tStatus:       int(instance.Status()),\n\t\tPlayerCount:  instance.PlayerCount(),\n\t\tMaxPlayers:   instance.MaxPlayers(),\n\t\tProgress:     instance.Progress(),\n\t\tSceneID:      instance.SceneID(),\n\t\tCreatedAt:    instance.CreatedAt(),\n\t\tDifficulty:   instance.Difficulty(),\n\t}, nil\n}\n\n// JoinInstance 加入副本实例\nfunc (s *ReplicationService) JoinInstance(ctx context.Context, cmd *JoinInstanceCommand) error {\n\tif cmd == nil || cmd.InstanceID == \"\" || cmd.PlayerID == \"\" {\n\t\treturn fmt.Errorf(\"instance_id and player_id are required\")\n\t}\n\ts.logger.Info(\"玩家加入实例\", logging.Fields{\n\t\t\"instance_id\": cmd.InstanceID,\n\t\t\"player_id\":   cmd.PlayerID,\n\t})\n\n\t// 查找实例\n\tinstance, err := s.replicationRepo.FindByID(ctx, cmd.InstanceID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"查找实例失败: %w\", err)\n\t}\n\tif instance == nil {\n\t\treturn fmt.Errorf(\"实例不存在: %s\", cmd.InstanceID)\n\t}\n\n\t// 添加玩家\n\tif err := instance.AddPlayer(cmd.PlayerID, cmd.PlayerName, cmd.Level, cmd.Role); err != nil {\n\t\treturn fmt.Errorf(\"添加玩家失败: %w\", err)\n\t}\n\n\t// 保存\n\tif err := s.replicationRepo.Save(ctx, instance); err != nil {\n\t\treturn fmt.Errorf(\"保存实例失败: %w\", err)\n\t}\n\n\t// 发布事件\n\ts.publishEvents(ctx, instance)\n\n\ts.logger.Info(\"玩家加入实例成功\", logging.Fields{\n\t\t\"instance_id\": cmd.InstanceID,\n\t\t\"player_id\":   cmd.PlayerID,\n\t})\n\n\treturn nil\n}\n\n// LeaveInstance 离开副本实例\nfunc (s *ReplicationService) LeaveInstance(ctx context.Context, cmd *LeaveInstanceCommand) error {\n\tif cmd == nil || cmd.InstanceID == \"\" || cmd.PlayerID == \"\" {\n\t\treturn fmt.Errorf(\"instance_id and player_id are required\")\n\t}\n\ts.logger.Info(\"玩家离开实例\", logging.Fields{\n\t\t\"instance_id\": cmd.InstanceID,\n\t\t\"player_id\":   cmd.PlayerID,\n\t})\n\n\t// 查找实例\n\tinstance, err := s.replicationRepo.FindByID(ctx, cmd.InstanceID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"查找实例失败: %w\", err)\n\t}\n\tif instance == nil {\n\t\treturn fmt.Errorf(\"实例不存在: %s\", cmd.InstanceID)\n\t}\n\n\t// 移除玩家\n\tif err := instance.RemovePlayer(cmd.PlayerID); err != nil {\n\t\treturn fmt.Errorf(\"移除玩家失败: %w\", err)\n\t}\n\n\t// 保存\n\tif err := s.replicationRepo.Save(ctx, instance); err != nil {\n\t\treturn fmt.Errorf(\"保存实例失败: %w\", err)\n\t}\n\n\t// 发布事件\n\ts.publishEvents(ctx, instance)\n\n\ts.logger.Info(\"玩家离开实例成功\", logging.Fields{\n\t\t\"instance_id\": cmd.InstanceID,\n\t\t\"player_id\":   cmd.PlayerID,\n\t})\n\n\treturn nil\n}\n\n// UpdateInstanceProgress 更新实例进度\nfunc (s *ReplicationService) UpdateInstanceProgress(ctx context.Context, cmd *UpdateInstanceProgressCommand) error {\n\tif cmd == nil || cmd.InstanceID == \"\" {\n\t\treturn fmt.Errorf(\"instance_id is required\")\n\t}\n\tif cmd.Progress < 0 || cmd.Progress > 100 {\n\t\treturn fmt.Errorf(\"progress must be between 0 and 100\")\n\t}\n\ts.logger.Info(\"更新实例进度\", logging.Fields{\n\t\t\"instance_id\": cmd.InstanceID,\n\t\t\"progress\":    cmd.Progress,\n\t})\n\n\t// 查找实例\n\tinstance, err := s.replicationRepo.FindByID(ctx, cmd.InstanceID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"查找实例失败: %w\", err)\n\t}\n\tif instance == nil {\n\t\treturn fmt.Errorf(\"实例不存在: %s\", cmd.InstanceID)\n\t}\n\n\t// 更新进度\n\tinstance.UpdateProgress(cmd.Progress, cmd.CompletedTask)\n\n\t// 保存\n\tif err := s.replicationRepo.Save(ctx, instance); err != nil {\n\t\treturn fmt.Errorf(\"保存实例失败: %w\", err)\n\t}\n\n\t// 发布事件\n\ts.publishEvents(ctx, instance)\n\n\treturn nil\n}\n\n// GetInstanceInfo 获取实例信息\nfunc (s *ReplicationService) GetInstanceInfo(ctx context.Context, instanceID string) (*InstanceInfoDTO, error) {\n\tinstance, err := s.replicationRepo.FindByID(ctx, instanceID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"查找实例失败: %w\", err)\n\t}\n\tif instance == nil {\n\t\treturn nil, fmt.Errorf(\"实例不存在: %s\", instanceID)\n\t}\n\n\treturn &InstanceInfoDTO{\n\t\tInstanceID:   instance.ID(),\n\t\tTemplateID:   instance.TemplateID(),\n\t\tInstanceType: int(instance.Type()),\n\t\tStatus:       int(instance.Status()),\n\t\tPlayerCount:  instance.PlayerCount(),\n\t\tMaxPlayers:   instance.MaxPlayers(),\n\t\tProgress:     instance.Progress(),\n\t\tSceneID:      instance.SceneID(),\n\t\tCreatedAt:    instance.CreatedAt(),\n\t\tDifficulty:   instance.Difficulty(),\n\t}, nil\n}\n\n// ListActiveInstances 列出所有活跃实例\nfunc (s *ReplicationService) ListActiveInstances(ctx context.Context) ([]*InstanceInfoDTO, error) {\n\tinstances, err := s.replicationRepo.FindActiveInstances(ctx)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"查找活跃实例失败: %w\", err)\n\t}\n\n\tresult := make([]*InstanceInfoDTO, 0, len(instances))\n\tfor _, instance := range instances {\n\t\tresult = append(result, &InstanceInfoDTO{\n\t\t\tInstanceID:   instance.ID(),\n\t\t\tTemplateID:   instance.TemplateID(),\n\t\t\tInstanceType: int(instance.Type()),\n\t\t\tStatus:       int(instance.Status()),\n\t\t\tPlayerCount:  instance.PlayerCount(),\n\t\t\tMaxPlayers:   instance.MaxPlayers(),\n\t\t\tProgress:     instance.Progress(),\n\t\t\tSceneID:      instance.SceneID(),\n\t\t\tCreatedAt:    instance.CreatedAt(),\n\t\t\tDifficulty:   instance.Difficulty(),\n\t\t})\n\t}\n\n\treturn result, nil\n}\n\n// CleanupExpiredInstances 清理过期实例\nfunc (s *ReplicationService) CleanupExpiredInstances(ctx context.Context) (int, error) {\n\ts.logger.Info(\"清理过期实例\")\n\n\tinstances, err := s.replicationRepo.FindExpiredInstances(ctx)\n\tif err != nil {\n\t\treturn 0, fmt.Errorf(\"查找过期实例失败: %w\", err)\n\t}\n\n\tcount := 0\n\tfor _, instance := range instances {\n\t\tinstance.Close()\n\t\tif err := s.replicationRepo.Save(ctx, instance); err != nil {\n\t\t\ts.logger.Error(\"保存关闭实例失败\", err, logging.Fields{\n\t\t\t\t\"instance_id\": instance.ID(),\n\t\t\t})\n\t\t\tcontinue\n\t\t}\n\n\t\t// 发布事件\n\t\ts.publishEvents(ctx, instance)\n\t\tcount++\n\t}\n\n\ts.logger.Info(\"过期实例清理完成\", logging.Fields{\n\t\t\"count\": count,\n\t})\n\n\treturn count, nil\n}\n\n// publishEvents 发布领域事件\nfunc (s *ReplicationService) publishEvents(ctx context.Context, instance *replication.Instance) {\n\tevents := instance.GetEvents()\n\tfor _, event := range events {\n\t\tif err := s.eventBus.Publish(ctx, event); err != nil {\n\t\t\ts.logger.Error(\"发布事件失败\", err, logging.Fields{\n\t\t\t\t\"event_type\": fmt.Sprintf(\"%T\", event),\n\t\t\t})\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "internal/application/services/sacred_service.go",
    "content": "package services\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"greatestworks/internal/domain/scene/sacred\"\n)\n\n// SacredService 圣地应用服务\ntype SacredService struct {\n\tsacredRepo    sacred.SacredPlaceRepository\n\tchallengeRepo sacred.ChallengeRepository\n\tblessingRepo  sacred.BlessingRepository\n\t// TODO: 实现这些仓储接口\n\t// artifactRepo   sacred.ArtifactRepository\n\t// statisticsRepo sacred.StatisticsRepository\n\t// cacheRepo      sacred.CacheRepository\n\tsacredService *sacred.SacredService\n}\n\n// NewSacredService 创建圣地应用服务\nfunc NewSacredService(\n\tsacredRepo sacred.SacredPlaceRepository,\n\tchallengeRepo sacred.ChallengeRepository,\n\tblessingRepo sacred.BlessingRepository,\n\t// TODO: 实现这些仓储接口\n\t// artifactRepo sacred.ArtifactRepository,\n\t// statisticsRepo sacred.StatisticsRepository,\n\t// cacheRepo sacred.CacheRepository,\n\tsacredService *sacred.SacredService,\n) *SacredService {\n\treturn &SacredService{\n\t\tsacredRepo:    sacredRepo,\n\t\tchallengeRepo: challengeRepo,\n\t\tblessingRepo:  blessingRepo,\n\t\t// artifactRepo:   artifactRepo,\n\t\t// statisticsRepo: statisticsRepo,\n\t\t// cacheRepo:      cacheRepo,\n\t\tsacredService: sacredService,\n\t}\n}\n\n// GetSacredPlace 获取圣地信息\nfunc (s *SacredService) GetSacredPlace(ctx context.Context, sacredID string) (*SacredPlaceDTO, error) {\n\t// 先从缓存获取\n\t// cachedSacred, err := s.cacheRepo.GetSacredPlace(sacredID)\n\t// if err == nil && cachedSacred != nil {\n\t// \treturn s.buildSacredPlaceDTO(cachedSacred), nil\n\t// }\n\n\t// 从数据库获取\n\tsacredPlace, err := s.sacredRepo.FindByID(sacredID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to get sacred place: %w\", err)\n\t}\n\n\t// 更新缓存\n\t// if err := s.cacheRepo.SetSacredPlace(sacredID, sacredPlace, time.Hour); err != nil {\n\t// \t// 缓存更新失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\treturn s.buildSacredPlaceDTO(sacredPlace), nil\n}\n\n// GetAvailableSacredPlaces 获取可用圣地列表\nfunc (s *SacredService) GetAvailableSacredPlaces(ctx context.Context, playerID string) ([]*SacredPlaceDTO, error) {\n\t// 先从缓存获取\n\t// cachedPlaces, err := s.cacheRepo.GetAvailableSacredPlaces(playerID)\n\t// if err == nil && len(cachedPlaces) > 0 {\n\t// \treturn s.buildSacredPlaceDTOs(cachedPlaces), nil\n\t// }\n\n\t// 从数据库获取\n\t// sacredPlaces, err := s.sacredRepo.FindAvailableForPlayer(playerID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get available sacred places: %w\", err)\n\t// }\n\t// sacredPlaces := []interface{}{} // TODO: 修复sacred.SacredPlace类型\n\n\t// 更新缓存\n\t// if err := s.cacheRepo.SetAvailableSacredPlaces(playerID, sacredPlaces, time.Hour*2); err != nil {\n\t// \t// 缓存更新失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\treturn s.buildSacredPlaceDTOs([]*sacred.SacredPlaceAggregate{}), nil // TODO: 修复sacredPlaces类型\n}\n\n// EnterSacredPlace 进入圣地\nfunc (s *SacredService) EnterSacredPlace(ctx context.Context, playerID string, sacredID string) error {\n\t// 获取圣地信息\n\t// sacredPlace, err := s.sacredRepo.FindByID(sacredID)\n\t// if err != nil {\n\t// \treturn fmt.Errorf(\"failed to get sacred place: %w\", err)\n\t// }\n\n\t// 检查进入条件\n\t// if err := s.sacredService.CheckEnterConditions(playerID, sacredPlace); err != nil {\n\t// \treturn fmt.Errorf(\"failed to check enter conditions: %w\", err)\n\t// }\n\n\t// 记录进入\n\t// if err := sacredPlace.AddVisitor(playerID); err != nil {\n\t// \treturn fmt.Errorf(\"failed to add visitor: %w\", err)\n\t// }\n\n\t// 更新圣地\n\t// if err := s.sacredRepo.Update(sacredPlace); err != nil {\n\t// \treturn fmt.Errorf(\"failed to update sacred place: %w\", err)\n\t// }\n\n\t// 清除相关缓存\n\t// if err := s.cacheRepo.DeleteSacredPlace(sacredID); err != nil {\n\t// \t// 缓存清除失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\treturn nil\n}\n\n// StartChallenge 开始挑战\nfunc (s *SacredService) StartChallenge(ctx context.Context, playerID string, challengeID string) (*ChallengeInstanceDTO, error) {\n\t// 获取挑战信息\n\t// challenge, err := s.challengeRepo.FindByID(challengeID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get challenge: %w\", err)\n\t// }\n\n\t// 开始挑战\n\t// challengeInstance, err := s.sacredService.StartChallenge(playerID, challenge)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to start challenge: %w\", err)\n\t// }\n\tchallengeInstance := &sacred.Challenge{} // TODO: 修复sacred.ChallengeInstance类型\n\n\t// 保存挑战实例\n\t// if err := s.challengeRepo.SaveInstance(challengeInstance); err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to save challenge instance: %w\", err)\n\t// }\n\n\treturn s.buildChallengeInstanceDTO(challengeInstance), nil\n}\n\n// CompleteChallenge 完成挑战\nfunc (s *SacredService) CompleteChallenge(ctx context.Context, playerID string, instanceID string, result *ChallengeResultData) (*ChallengeRewardDTO, error) {\n\t// 获取挑战实例\n\t// instance, err := s.challengeRepo.FindInstanceByID(instanceID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get challenge instance: %w\", err)\n\t// }\n\tinstance := &sacred.Challenge{} // TODO: 修复sacred.ChallengeInstance类型\n\n\t// if instance.GetPlayerID() != playerID {\n\t// \treturn nil, sacred.ErrUnauthorized\n\t// }\n\n\t// 完成挑战\n\t// reward, err := s.sacredService.CompleteChallenge(instance, result)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to complete challenge: %w\", err)\n\t// }\n\treward := &sacred.ChallengeReward{}\n\n\t// 更新挑战实例\n\t// if err := s.challengeRepo.UpdateInstance(instance); err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to update challenge instance: %w\", err)\n\t// }\n\n\t// 更新统计数据\n\tif err := s.updateChallengeStatistics(ctx, playerID, instance, reward); err != nil {\n\t\t// 统计更新失败不影响主流程\n\t\t// TODO: 添加日志记录\n\t}\n\n\treturn s.buildChallengeRewardDTO(reward), nil\n}\n\n// ActivateBlessing 激活祝福\nfunc (s *SacredService) ActivateBlessing(ctx context.Context, playerID string, blessingID string) error {\n\t// 获取祝福信息\n\t// blessing, err := s.blessingRepo.FindByID(blessingID)\n\t// if err != nil {\n\t// \treturn fmt.Errorf(\"failed to get blessing: %w\", err)\n\t// }\n\n\t// 激活祝福\n\t// if err := s.sacredService.ActivateBlessing(playerID, blessing); err != nil {\n\t// \treturn fmt.Errorf(\"failed to activate blessing: %w\", err)\n\t// }\n\n\t// 保存祝福状态\n\t// if err := s.blessingRepo.SavePlayerBlessing(playerID, blessing); err != nil {\n\t// \treturn fmt.Errorf(\"failed to save player blessing: %w\", err)\n\t// }\n\n\treturn nil\n}\n\n// GetPlayerBlessings 获取玩家祝福\nfunc (s *SacredService) GetPlayerBlessings(ctx context.Context, playerID string) ([]*PlayerBlessingDTO, error) {\n\t// blessings, err := s.blessingRepo.FindByPlayer(playerID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get player blessings: %w\", err)\n\t// }\n\tblessings := []interface{}{} // TODO: 修复sacred.Blessing类型\n\n\treturn s.buildPlayerBlessingDTOs(blessings), nil\n}\n\n// GetAvailableArtifacts 获取可用圣物\nfunc (s *SacredService) GetAvailableArtifacts(ctx context.Context, sacredID string) ([]*ArtifactDTO, error) {\n\t// artifacts, err := s.artifactRepo.FindBySacredPlace(sacredID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get artifacts: %w\", err)\n\t// }\n\tartifacts := []interface{}{} // TODO: 修复sacred.Artifact类型\n\n\treturn s.buildArtifactDTOs(artifacts), nil\n}\n\n// UseArtifact 使用圣物\nfunc (s *SacredService) UseArtifact(ctx context.Context, playerID string, artifactID string) (*ArtifactEffectDTO, error) {\n\t// 获取圣物信息\n\t// artifact, err := s.artifactRepo.FindByID(artifactID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get artifact: %w\", err)\n\t// }\n\t// artifact := &sacred.Artifact{}\n\n\t// 使用圣物\n\t// effect, err := s.sacredService.UseArtifact(playerID, artifact)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to use artifact: %w\", err)\n\t// }\n\teffect := &struct{}{} // TODO: 修复sacred.ArtifactEffect类型\n\n\t// 更新圣物状态\n\t// if err := s.artifactRepo.Update(artifact); err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to update artifact: %w\", err)\n\t// }\n\n\treturn s.buildArtifactEffectDTO(effect), nil\n}\n\n// GetSacredStatistics 获取圣地统计\nfunc (s *SacredService) GetSacredStatistics(ctx context.Context, playerID string) (*SacredStatisticsDTO, error) {\n\t// stats, err := s.statisticsRepo.FindByPlayer(playerID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get sacred statistics: %w\", err)\n\t// }\n\t// stats := &struct{}{} // TODO: 修复statisticsRepo字段\n\n\treturn s.buildStatisticsDTO(&sacred.SacredStatistics{}), nil // TODO: 修复stats类型\n}\n\n// GetChallengeHistory 获取挑战历史\nfunc (s *SacredService) GetChallengeHistory(ctx context.Context, playerID string, limit int) ([]*ChallengeHistoryDTO, error) {\n\t// history, err := s.challengeRepo.FindHistoryByPlayer(playerID, limit)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get challenge history: %w\", err)\n\t// }\n\t// history := []interface{}{} // TODO: 修复sacred.ChallengeInstance类型\n\n\treturn s.buildChallengeHistoryDTOs([]*sacred.Challenge{}), nil // TODO: 修复history类型\n}\n\n// 私有方法\n\n// updateChallengeStatistics 更新挑战统计\nfunc (s *SacredService) updateChallengeStatistics(ctx context.Context, playerID string, instance *sacred.Challenge, reward *sacred.ChallengeReward) error {\n\t// stats, err := s.statisticsRepo.FindByPlayer(playerID)\n\t// if err != nil && !sacred.IsNotFoundError(err) {\n\t// \treturn err\n\t// }\n\n\t// if stats == nil {\n\t// \tstats = sacred.NewSacredStatistics(playerID)\n\t// }\n\n\t// 更新统计数据\n\t// stats.AddChallengeResult(instance.GetChallengeID(), instance.IsCompleted(), reward.GetTotalValue())\n\t// stats.UpdateLastChallengeTime(instance.GetCompletedAt())\n\n\t// 保存统计数据\n\t// return s.statisticsRepo.Save(stats)\n\treturn nil // TODO: 修复statisticsRepo字段\n}\n\n// buildSacredPlaceDTO 构建圣地DTO\nfunc (s *SacredService) buildSacredPlaceDTO(sacredPlace *sacred.SacredPlaceAggregate) *SacredPlaceDTO {\n\treturn &SacredPlaceDTO{\n\t\tID:            \"\",         // TODO: sacredPlace.GetID(),\n\t\tName:          \"\",         // TODO: sacredPlace.GetName(),\n\t\tDescription:   \"\",         // TODO: sacredPlace.GetDescription(),\n\t\tLevel:         0,          // TODO: sacredPlace.GetLevel(),\n\t\tStatus:        \"\",         // TODO: string(sacredPlace.GetStatus()),\n\t\tRequiredLevel: 0,          // TODO: sacredPlace.GetRequiredLevel(),\n\t\tVisitorCount:  0,          // TODO: sacredPlace.GetVisitorCount(),\n\t\tMaxVisitors:   0,          // TODO: sacredPlace.GetMaxVisitors(),\n\t\tChallenges:    []string{}, // TODO: sacredPlace.GetChallengeIDs(),\n\t\tBlessings:     []string{}, // TODO: sacredPlace.GetBlessingIDs(),\n\t\tArtifacts:     []string{}, // TODO: sacredPlace.GetArtifactIDs(),\n\t\tCreatedAt:     time.Now(), // TODO: sacredPlace.GetCreatedAt(),\n\t\tUpdatedAt:     time.Now(), // TODO: sacredPlace.GetUpdatedAt(),\n\t}\n}\n\n// buildSacredPlaceDTOs 构建圣地DTO列表\nfunc (s *SacredService) buildSacredPlaceDTOs(sacredPlaces []*sacred.SacredPlaceAggregate) []*SacredPlaceDTO {\n\tdtos := make([]*SacredPlaceDTO, len(sacredPlaces))\n\tfor i, place := range sacredPlaces {\n\t\tdtos[i] = s.buildSacredPlaceDTO(place)\n\t}\n\treturn dtos\n}\n\n// buildChallengeInstanceDTO 构建挑战实例DTO\nfunc (s *SacredService) buildChallengeInstanceDTO(instance *sacred.Challenge) *ChallengeInstanceDTO {\n\treturn &ChallengeInstanceDTO{\n\t\tID:          \"\",         // TODO: instance.GetID(),\n\t\tPlayerID:    \"\",         // TODO: instance.GetPlayerID(),\n\t\tChallengeID: \"\",         // TODO: instance.GetChallengeID(),\n\t\tStatus:      \"\",         // TODO: string(instance.GetStatus()),\n\t\tStartTime:   time.Now(), // TODO: instance.GetStartTime(),\n\t\tEndTime:     time.Now(), // TODO: instance.GetEndTime(),\n\t\tDuration:    0,          // TODO: instance.GetDuration(),\n\t\tDifficulty:  0.0,        // TODO: instance.GetDifficulty(),\n\t\tProgress:    0,          // TODO: instance.GetProgress(),\n\t\tIsCompleted: false,      // TODO: instance.IsCompleted(),\n\t}\n}\n\n// buildChallengeRewardDTO 构建挑战奖励DTO\nfunc (s *SacredService) buildChallengeRewardDTO(reward *sacred.ChallengeReward) *ChallengeRewardDTO {\n\treturn &ChallengeRewardDTO{\n\t\tExperience: 0,                // TODO: reward.GetExperience(),\n\t\tItems:      map[string]int{}, // TODO: reward.GetItems(),\n\t\tBlessings:  []string{},       // TODO: reward.GetBlessings(),\n\t\tTotalValue: 0,                // TODO: reward.GetTotalValue(),\n\t}\n}\n\n// buildPlayerBlessingDTOs 构建玩家祝福DTO列表\n// TODO: 实现PlayerBlessing类型\nfunc (s *SacredService) buildPlayerBlessingDTOs(blessings []interface{}) []*PlayerBlessingDTO {\n\tdtos := make([]*PlayerBlessingDTO, len(blessings))\n\tfor i, _ := range blessings {\n\t\tdtos[i] = &PlayerBlessingDTO{\n\t\t\tBlessingID:    \"\",         // TODO: blessing.GetBlessingID(),\n\t\t\tName:          \"\",         // TODO: blessing.GetName(),\n\t\t\tDescription:   \"\",         // TODO: blessing.GetDescription(),\n\t\t\tEffectType:    \"\",         // TODO: string(blessing.GetEffectType()),\n\t\t\tEffectValue:   0,          // TODO: blessing.GetEffectValue(),\n\t\t\tDuration:      0,          // TODO: blessing.GetDuration(),\n\t\t\tRemainingTime: 0,          // TODO: blessing.GetRemainingTime(),\n\t\t\tIsActive:      false,      // TODO: blessing.IsActive(),\n\t\t\tActivatedAt:   time.Now(), // TODO: blessing.GetActivatedAt(),\n\t\t}\n\t}\n\treturn dtos\n}\n\n// buildArtifactDTOs 构建圣物DTO列表\n// TODO: 实现Artifact类型\nfunc (s *SacredService) buildArtifactDTOs(artifacts []interface{}) []*ArtifactDTO {\n\tdtos := make([]*ArtifactDTO, len(artifacts))\n\tfor i, _ := range artifacts {\n\t\tdtos[i] = &ArtifactDTO{\n\t\t\tID:          \"\",    // TODO: artifact.GetID(),\n\t\t\tName:        \"\",    // TODO: artifact.GetName(),\n\t\t\tDescription: \"\",    // TODO: artifact.GetDescription(),\n\t\t\tType:        \"\",    // TODO: string(artifact.GetType()),\n\t\t\tRarity:      \"\",    // TODO: string(artifact.GetRarity()),\n\t\t\tPower:       0,     // TODO: artifact.GetPower(),\n\t\t\tCooldown:    0,     // TODO: artifact.GetCooldown(),\n\t\t\tUsageCount:  0,     // TODO: artifact.GetUsageCount(),\n\t\t\tMaxUsage:    0,     // TODO: artifact.GetMaxUsage(),\n\t\t\tIsAvailable: false, // TODO: artifact.IsAvailable(),\n\t\t}\n\t}\n\treturn dtos\n}\n\n// buildArtifactEffectDTO 构建圣物效果DTO\n// TODO: 实现ArtifactEffect类型\nfunc (s *SacredService) buildArtifactEffectDTO(effect interface{}) *ArtifactEffectDTO {\n\treturn &ArtifactEffectDTO{\n\t\tEffectType:  \"\", // TODO: string(effect.GetEffectType()),\n\t\tValue:       0,  // TODO: effect.GetValue(),\n\t\tDuration:    0,  // TODO: effect.GetDuration(),\n\t\tDescription: \"\", // TODO: effect.GetDescription(),\n\t}\n}\n\n// buildChallengeHistoryDTOs 构建挑战历史DTO列表\nfunc (s *SacredService) buildChallengeHistoryDTOs(history []*sacred.Challenge) []*ChallengeHistoryDTO {\n\tdtos := make([]*ChallengeHistoryDTO, len(history))\n\tfor i, _ := range history {\n\t\tdtos[i] = &ChallengeHistoryDTO{\n\t\t\tID:          \"\",         // TODO: instance.GetID(),\n\t\t\tChallengeID: \"\",         // TODO: instance.GetChallengeID(),\n\t\t\tStartTime:   time.Now(), // TODO: instance.GetStartTime(),\n\t\t\tEndTime:     time.Now(), // TODO: instance.GetEndTime(),\n\t\t\tDuration:    0,          // TODO: instance.GetDuration(),\n\t\t\tDifficulty:  0.0,        // TODO: instance.GetDifficulty(),\n\t\t\tIsCompleted: false,      // TODO: instance.IsCompleted(),\n\t\t\tReward:      0,          // TODO: instance.GetRewardValue(),\n\t\t}\n\t}\n\treturn dtos\n}\n\n// buildStatisticsDTO 构建统计DTO\nfunc (s *SacredService) buildStatisticsDTO(stats *sacred.SacredStatistics) *SacredStatisticsDTO {\n\treturn &SacredStatisticsDTO{\n\t\tPlayerID:            \"\",         // TODO: stats.GetPlayerID(),\n\t\tTotalChallenges:     0,          // TODO: stats.GetTotalChallenges(),\n\t\tCompletedChallenges: 0,          // TODO: stats.GetCompletedChallenges(),\n\t\tFailedChallenges:    0,          // TODO: stats.GetFailedChallenges(),\n\t\tCompletionRate:      0.0,        // TODO: stats.GetCompletionRate(),\n\t\tTotalReward:         0,          // TODO: stats.GetTotalReward(),\n\t\tAverageReward:       0.0,        // TODO: stats.GetAverageReward(),\n\t\tFavoriteChallenge:   \"\",         // TODO: stats.GetFavoriteChallenge(),\n\t\tActiveBlessings:     0,          // TODO: stats.GetActiveBlessings(),\n\t\tLastChallengeTime:   time.Now(), // TODO: stats.GetLastChallengeTime(),\n\t}\n}\n\n// DTO 定义\n\n// SacredPlaceDTO 圣地DTO\ntype SacredPlaceDTO struct {\n\tID            string    `json:\"id\"`\n\tName          string    `json:\"name\"`\n\tDescription   string    `json:\"description\"`\n\tLevel         int       `json:\"level\"`\n\tStatus        string    `json:\"status\"`\n\tRequiredLevel int       `json:\"required_level\"`\n\tVisitorCount  int       `json:\"visitor_count\"`\n\tMaxVisitors   int       `json:\"max_visitors\"`\n\tChallenges    []string  `json:\"challenges\"`\n\tBlessings     []string  `json:\"blessings\"`\n\tArtifacts     []string  `json:\"artifacts\"`\n\tCreatedAt     time.Time `json:\"created_at\"`\n\tUpdatedAt     time.Time `json:\"updated_at\"`\n}\n\n// ChallengeInstanceDTO 挑战实例DTO\ntype ChallengeInstanceDTO struct {\n\tID          string        `json:\"id\"`\n\tPlayerID    string        `json:\"player_id\"`\n\tChallengeID string        `json:\"challenge_id\"`\n\tStatus      string        `json:\"status\"`\n\tStartTime   time.Time     `json:\"start_time\"`\n\tEndTime     time.Time     `json:\"end_time\"`\n\tDuration    time.Duration `json:\"duration\"`\n\tDifficulty  float64       `json:\"difficulty\"`\n\tProgress    float64       `json:\"progress\"`\n\tIsCompleted bool          `json:\"is_completed\"`\n}\n\n// ChallengeRewardDTO 挑战奖励DTO\ntype ChallengeRewardDTO struct {\n\tExperience int64          `json:\"experience\"`\n\tItems      map[string]int `json:\"items\"`\n\tBlessings  []string       `json:\"blessings\"`\n\tTotalValue int64          `json:\"total_value\"`\n}\n\n// PlayerBlessingDTO 玩家祝福DTO\ntype PlayerBlessingDTO struct {\n\tBlessingID    string        `json:\"blessing_id\"`\n\tName          string        `json:\"name\"`\n\tDescription   string        `json:\"description\"`\n\tEffectType    string        `json:\"effect_type\"`\n\tEffectValue   float64       `json:\"effect_value\"`\n\tDuration      time.Duration `json:\"duration\"`\n\tRemainingTime time.Duration `json:\"remaining_time\"`\n\tIsActive      bool          `json:\"is_active\"`\n\tActivatedAt   time.Time     `json:\"activated_at\"`\n}\n\n// ArtifactDTO 圣物DTO\ntype ArtifactDTO struct {\n\tID          string        `json:\"id\"`\n\tName        string        `json:\"name\"`\n\tDescription string        `json:\"description\"`\n\tType        string        `json:\"type\"`\n\tRarity      string        `json:\"rarity\"`\n\tPower       float64       `json:\"power\"`\n\tCooldown    time.Duration `json:\"cooldown\"`\n\tUsageCount  int           `json:\"usage_count\"`\n\tMaxUsage    int           `json:\"max_usage\"`\n\tIsAvailable bool          `json:\"is_available\"`\n}\n\n// ArtifactEffectDTO 圣物效果DTO\ntype ArtifactEffectDTO struct {\n\tEffectType  string        `json:\"effect_type\"`\n\tValue       float64       `json:\"value\"`\n\tDuration    time.Duration `json:\"duration\"`\n\tDescription string        `json:\"description\"`\n}\n\n// ChallengeHistoryDTO 挑战历史DTO\ntype ChallengeHistoryDTO struct {\n\tID          string        `json:\"id\"`\n\tChallengeID string        `json:\"challenge_id\"`\n\tStartTime   time.Time     `json:\"start_time\"`\n\tEndTime     time.Time     `json:\"end_time\"`\n\tDuration    time.Duration `json:\"duration\"`\n\tDifficulty  float64       `json:\"difficulty\"`\n\tIsCompleted bool          `json:\"is_completed\"`\n\tReward      int64         `json:\"reward\"`\n}\n\n// SacredStatisticsDTO 圣地统计DTO\ntype SacredStatisticsDTO struct {\n\tPlayerID            string    `json:\"player_id\"`\n\tTotalChallenges     int64     `json:\"total_challenges\"`\n\tCompletedChallenges int64     `json:\"completed_challenges\"`\n\tFailedChallenges    int64     `json:\"failed_challenges\"`\n\tCompletionRate      float64   `json:\"completion_rate\"`\n\tTotalReward         int64     `json:\"total_reward\"`\n\tAverageReward       float64   `json:\"average_reward\"`\n\tFavoriteChallenge   string    `json:\"favorite_challenge\"`\n\tActiveBlessings     int       `json:\"active_blessings\"`\n\tLastChallengeTime   time.Time `json:\"last_challenge_time\"`\n}\n\n// ChallengeResultData 挑战结果数据\ntype ChallengeResultData struct {\n\tScore       int64              `json:\"score\"`\n\tTimeUsed    time.Duration      `json:\"time_used\"`\n\tActions     []string           `json:\"actions\"`\n\tPerformance map[string]float64 `json:\"performance\"`\n}\n"
  },
  {
    "path": "internal/application/services/scene_service.go",
    "content": "// Package services 应用服务层 - 场景服务\npackage services\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"greatestworks/internal/domain/scene\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// SceneService 场景应用服务\n// 编排场景聚合根，协调仓储、事件总线等基础设施\ntype SceneService struct {\n\tsceneRepo scene.Repository\n\teventBus  EventPublisher\n\tlogger    logging.Logger\n}\n\n// EventPublisher 事件发布器接口\ntype EventPublisher interface {\n\tPublish(ctx context.Context, event interface{}) error\n}\n\n// NewSceneService 创建场景应用服务\nfunc NewSceneService(\n\tsceneRepo scene.Repository,\n\teventBus EventPublisher,\n\tlogger logging.Logger,\n) *SceneService {\n\treturn &SceneService{\n\t\tsceneRepo: sceneRepo,\n\t\teventBus:  eventBus,\n\t\tlogger:    logger,\n\t}\n}\n\n// CreateSceneCommand 创建场景命令\ntype CreateSceneCommand struct {\n\tID         string          `json:\"id\" validate:\"required\"`\n\tName       string          `json:\"name\" validate:\"required,min=2,max=50\"`\n\tSceneType  scene.SceneType `json:\"scene_type\" validate:\"required\"`\n\tWidth      float64         `json:\"width\" validate:\"required,gt=0\"`\n\tHeight     float64         `json:\"height\" validate:\"required,gt=0\"`\n\tMaxPlayers int             `json:\"max_players\" validate:\"required,gt=0\"`\n}\n\n// CreateSceneResult 创建场景结果\ntype CreateSceneResult struct {\n\tSceneID   string            `json:\"scene_id\"`\n\tName      string            `json:\"name\"`\n\tSceneType scene.SceneType   `json:\"scene_type\"`\n\tStatus    scene.SceneStatus `json:\"status\"`\n}\n\n// CreateScene 创建场景\nfunc (s *SceneService) CreateScene(ctx context.Context, cmd *CreateSceneCommand) (*CreateSceneResult, error) {\n\t// 检查场景是否已存在\n\texists, err := s.sceneRepo.Exists(ctx, cmd.ID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"检查场景是否存在失败: %w\", err)\n\t}\n\tif exists {\n\t\treturn nil, scene.ErrSceneAlreadyExists\n\t}\n\n\t// 创建场景聚合根\n\tnewScene := scene.NewScene(\n\t\tcmd.ID,\n\t\tcmd.Name,\n\t\tcmd.SceneType,\n\t\tcmd.Width,\n\t\tcmd.Height,\n\t\tcmd.MaxPlayers,\n\t)\n\n\t// 保存场景\n\tif err := s.sceneRepo.Save(ctx, newScene); err != nil {\n\t\treturn nil, fmt.Errorf(\"保存场景失败: %w\", err)\n\t}\n\n\ts.logger.Info(\"创建场景成功\", logging.Fields{\n\t\t\"scene_id\":   newScene.ID(),\n\t\t\"scene_name\": newScene.Name(),\n\t\t\"scene_type\": cmd.SceneType,\n\t})\n\n\treturn &CreateSceneResult{\n\t\tSceneID:   newScene.ID(),\n\t\tName:      newScene.Name(),\n\t\tSceneType: cmd.SceneType,\n\t\tStatus:    newScene.Status(),\n\t}, nil\n}\n\n// PlayerEnterSceneCommand 玩家进入场景命令\ntype PlayerEnterSceneCommand struct {\n\tSceneID    string          `json:\"scene_id\" validate:\"required\"`\n\tPlayerID   string          `json:\"player_id\" validate:\"required\"`\n\tPlayerName string          `json:\"player_name\" validate:\"required\"`\n\tLevel      int             `json:\"level\" validate:\"required,gt=0\"`\n\tPosition   *scene.Position `json:\"position\"`\n}\n\n// PlayerEnterScene 玩家进入场景\nfunc (s *SceneService) PlayerEnterScene(ctx context.Context, cmd *PlayerEnterSceneCommand) error {\n\t// 获取场景\n\tsceneObj, err := s.sceneRepo.FindByID(ctx, cmd.SceneID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"获取场景失败: %w\", err)\n\t}\n\tif sceneObj == nil {\n\t\treturn scene.ErrSceneNotFound\n\t}\n\n\t// 创建玩家实体（这里简化，实际应从玩家服务获取）\n\tplayer := &scene.Player{\n\t\t// 填充玩家数据\n\t}\n\n\t// 添加玩家到场景\n\tif err := sceneObj.AddPlayer(player); err != nil {\n\t\treturn fmt.Errorf(\"玩家进入场景失败: %w\", err)\n\t}\n\n\t// 保存场景状态\n\tif err := s.sceneRepo.Save(ctx, sceneObj); err != nil {\n\t\treturn fmt.Errorf(\"保存场景状态失败: %w\", err)\n\t}\n\n\t// 发布领域事件\n\tevents := sceneObj.GetEvents()\n\tfor _, event := range events {\n\t\tif err := s.eventBus.Publish(ctx, event); err != nil {\n\t\t\ts.logger.Error(\"发布事件失败\", err, logging.Fields{\n\t\t\t\t\"event_type\": event.EventType(),\n\t\t\t\t\"scene_id\":   event.SceneID(),\n\t\t\t})\n\t\t}\n\t}\n\tsceneObj.ClearEvents()\n\n\ts.logger.Info(\"玩家进入场景\", logging.Fields{\n\t\t\"scene_id\":    cmd.SceneID,\n\t\t\"player_id\":   cmd.PlayerID,\n\t\t\"player_name\": cmd.PlayerName,\n\t})\n\n\treturn nil\n}\n\n// PlayerLeaveSceneCommand 玩家离开场景命令\ntype PlayerLeaveSceneCommand struct {\n\tSceneID  string `json:\"scene_id\" validate:\"required\"`\n\tPlayerID string `json:\"player_id\" validate:\"required\"`\n}\n\n// PlayerLeaveScene 玩家离开场景\nfunc (s *SceneService) PlayerLeaveScene(ctx context.Context, cmd *PlayerLeaveSceneCommand) error {\n\t// 获取场景\n\tsceneObj, err := s.sceneRepo.FindByID(ctx, cmd.SceneID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"获取场景失败: %w\", err)\n\t}\n\tif sceneObj == nil {\n\t\treturn scene.ErrSceneNotFound\n\t}\n\n\t// 移除玩家\n\tif err := sceneObj.RemovePlayer(cmd.PlayerID); err != nil {\n\t\treturn fmt.Errorf(\"玩家离开场景失败: %w\", err)\n\t}\n\n\t// 保存场景状态\n\tif err := s.sceneRepo.Save(ctx, sceneObj); err != nil {\n\t\treturn fmt.Errorf(\"保存场景状态失败: %w\", err)\n\t}\n\n\t// 发布领域事件\n\tevents := sceneObj.GetEvents()\n\tfor _, event := range events {\n\t\tif err := s.eventBus.Publish(ctx, event); err != nil {\n\t\t\ts.logger.Error(\"发布事件失败\", err, logging.Fields{\n\t\t\t\t\"event_type\": event.EventType(),\n\t\t\t\t\"scene_id\":   event.SceneID(),\n\t\t\t})\n\t\t}\n\t}\n\tsceneObj.ClearEvents()\n\n\ts.logger.Info(\"玩家离开场景\", logging.Fields{\n\t\t\"scene_id\":  cmd.SceneID,\n\t\t\"player_id\": cmd.PlayerID,\n\t})\n\n\treturn nil\n}\n\n// UpdateSceneCommand 更新场景命令\ntype UpdateSceneCommand struct {\n\tSceneID   string `json:\"scene_id\" validate:\"required\"`\n\tDeltaTime int64  `json:\"delta_time\" validate:\"required,gt=0\"` // 毫秒\n}\n\n// UpdateScene 更新场景（tick）\nfunc (s *SceneService) UpdateScene(ctx context.Context, cmd *UpdateSceneCommand) error {\n\t// 获取场景\n\tsceneObj, err := s.sceneRepo.FindByID(ctx, cmd.SceneID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"获取场景失败: %w\", err)\n\t}\n\tif sceneObj == nil {\n\t\treturn scene.ErrSceneNotFound\n\t}\n\n\t// 更新场景逻辑（AI、刷怪、AOI等）\n\tdeltaTime := time.Duration(cmd.DeltaTime) * time.Millisecond\n\tsceneObj.Update(deltaTime)\n\n\t// 保存场景状态\n\tif err := s.sceneRepo.Save(ctx, sceneObj); err != nil {\n\t\treturn fmt.Errorf(\"保存场景状态失败: %w\", err)\n\t}\n\n\t// 发布领域事件\n\tevents := sceneObj.GetEvents()\n\tfor _, event := range events {\n\t\tif err := s.eventBus.Publish(ctx, event); err != nil {\n\t\t\ts.logger.Error(\"发布事件失败\", err, logging.Fields{\n\t\t\t\t\"event_type\": event.EventType(),\n\t\t\t\t\"scene_id\":   event.SceneID(),\n\t\t\t})\n\t\t}\n\t}\n\tsceneObj.ClearEvents()\n\n\treturn nil\n}\n\n// GetSceneInfoQuery 获取场景信息查询\ntype GetSceneInfoQuery struct {\n\tSceneID string `json:\"scene_id\" validate:\"required\"`\n}\n\n// SceneInfoDTO 场景信息DTO\ntype SceneInfoDTO struct {\n\tSceneID        string            `json:\"scene_id\"`\n\tName           string            `json:\"name\"`\n\tSceneType      scene.SceneType   `json:\"scene_type\"`\n\tStatus         scene.SceneStatus `json:\"status\"`\n\tCurrentPlayers int               `json:\"current_players\"`\n\tMaxPlayers     int               `json:\"max_players\"`\n}\n\n// GetSceneInfo 获取场景信息\nfunc (s *SceneService) GetSceneInfo(ctx context.Context, query *GetSceneInfoQuery) (*SceneInfoDTO, error) {\n\t// 获取场景\n\tsceneObj, err := s.sceneRepo.FindByID(ctx, query.SceneID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"获取场景失败: %w\", err)\n\t}\n\tif sceneObj == nil {\n\t\treturn nil, scene.ErrSceneNotFound\n\t}\n\n\treturn &SceneInfoDTO{\n\t\tSceneID:        sceneObj.ID(),\n\t\tName:           sceneObj.Name(),\n\t\tSceneType:      sceneObj.Type(),\n\t\tStatus:         sceneObj.Status(),\n\t\tCurrentPlayers: sceneObj.PlayerCount(),\n\t\tMaxPlayers:     sceneObj.GetMaxPlayers(),\n\t}, nil\n}\n\n// ListAvailableScenesQuery 列出可用场景查询\ntype ListAvailableScenesQuery struct {\n\tLimit  int `json:\"limit\"`\n\tOffset int `json:\"offset\"`\n}\n\n// ListAvailableScenes 列出可用场景\nfunc (s *SceneService) ListAvailableScenes(ctx context.Context, query *ListAvailableScenesQuery) ([]*SceneInfoDTO, error) {\n\t// 获取可用场景列表\n\tscenes, err := s.sceneRepo.FindAvailableScenes(ctx)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"获取可用场景列表失败: %w\", err)\n\t}\n\n\t// 转换为DTO\n\tresult := make([]*SceneInfoDTO, 0, len(scenes))\n\tfor _, sceneObj := range scenes {\n\t\tresult = append(result, &SceneInfoDTO{\n\t\t\tSceneID:        sceneObj.ID(),\n\t\t\tName:           sceneObj.Name(),\n\t\t\tSceneType:      sceneObj.Type(),\n\t\t\tStatus:         sceneObj.Status(),\n\t\t\tCurrentPlayers: sceneObj.PlayerCount(),\n\t\t\tMaxPlayers:     sceneObj.GetMaxPlayers(),\n\t\t})\n\t}\n\n\treturn result, nil\n}\n"
  },
  {
    "path": "internal/application/services/service_registry.go",
    "content": "// Package services 应用层服务注册器\npackage services\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"greatestworks/internal/application/interfaces\"\n\t\"greatestworks/internal/infrastructure/container\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// ServiceRegistry 服务注册器\ntype ServiceRegistry struct {\n\tcontainer  *container.SimpleContainer\n\tcommandBus interfaces.CommandBus\n\tqueryBus   interfaces.QueryBus\n\teventBus   interfaces.EventBus\n\tlogger     logging.Logger\n}\n\n// NewServiceRegistry 创建新的服务注册器\nfunc NewServiceRegistry() *ServiceRegistry {\n\treturn &ServiceRegistry{\n\t\tcontainer: container.NewSimpleContainer(),\n\t}\n}\n\n// RegisterCoreServices 注册核心服务\nfunc (r *ServiceRegistry) RegisterCoreServices() error {\n\t// 注册日志服务\n\tr.container.RegisterSingleton(\"logger\", func() (interface{}, error) {\n\t\tconfig := &logging.Config{\n\t\t\tLevel:  logging.InfoLevel,\n\t\t\tFormat: \"json\",\n\t\t\tOutput: \"stdout\",\n\t\t}\n\t\treturn logging.NewLogger(config)\n\t})\n\n\t// 注册命令总线\n\tr.container.RegisterSingleton(\"command_bus\", func() (interface{}, error) {\n\t\t// 这里应该创建实际的命令总线实现\n\t\treturn &mockCommandBus{}, nil\n\t})\n\n\t// 注册查询总线\n\tr.container.RegisterSingleton(\"query_bus\", func() (interface{}, error) {\n\t\t// 这里应该创建实际的查询总线实现\n\t\treturn &mockQueryBus{}, nil\n\t})\n\n\t// 注册事件总线\n\tr.container.RegisterSingleton(\"event_bus\", func() (interface{}, error) {\n\t\t// 这里应该创建实际的事件总线实现\n\t\treturn &mockEventBus{}, nil\n\t})\n\n\treturn nil\n}\n\n// RegisterDomainServices 注册领域服务\nfunc (r *ServiceRegistry) RegisterDomainServices() error {\n\t// 注册玩家服务\n\tr.container.RegisterSingleton(\"player_service\", func() (interface{}, error) {\n\t\t// 这里应该创建实际的玩家服务实现\n\t\treturn &mockPlayerService{}, nil\n\t})\n\n\t// 注册战斗服务\n\tr.container.RegisterSingleton(\"battle_service\", func() (interface{}, error) {\n\t\t// 这里应该创建实际的战斗服务实现\n\t\treturn &mockBattleService{}, nil\n\t})\n\n\treturn nil\n}\n\n// RegisterApplicationServices 注册应用服务\nfunc (r *ServiceRegistry) RegisterApplicationServices() error {\n\t// 注册命令处理器\n\tif err := r.registerCommandHandlers(); err != nil {\n\t\treturn fmt.Errorf(\"failed to register command handlers: %w\", err)\n\t}\n\n\t// 注册查询处理器\n\tif err := r.registerQueryHandlers(); err != nil {\n\t\treturn fmt.Errorf(\"failed to register query handlers: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// registerCommandHandlers 注册命令处理器\nfunc (r *ServiceRegistry) registerCommandHandlers() error {\n\t// 这里应该注册所有的命令处理器\n\t// 例如：创建玩家命令处理器、移动玩家命令处理器等\n\treturn nil\n}\n\n// registerQueryHandlers 注册查询处理器\nfunc (r *ServiceRegistry) registerQueryHandlers() error {\n\t// 这里应该注册所有的查询处理器\n\t// 例如：获取玩家信息查询处理器、获取战斗状态查询处理器等\n\treturn nil\n}\n\n// Start 启动所有服务\nfunc (r *ServiceRegistry) Start(ctx context.Context) error {\n\t// 启动容器中的服务\n\tif err := r.container.StartServices(ctx); err != nil {\n\t\treturn fmt.Errorf(\"failed to start services: %w\", err)\n\t}\n\n\t// 获取日志记录器\n\tlogger, err := container.ResolveTyped[logging.Logger](r.container, \"logger\")\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to resolve logger: %w\", err)\n\t}\n\tr.logger = logger\n\n\t// 获取总线\n\tcommandBus, err := container.ResolveTyped[interfaces.CommandBus](r.container, \"command_bus\")\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to resolve command bus: %w\", err)\n\t}\n\tr.commandBus = commandBus\n\n\tqueryBus, err := container.ResolveTyped[interfaces.QueryBus](r.container, \"query_bus\")\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to resolve query bus: %w\", err)\n\t}\n\tr.queryBus = queryBus\n\n\teventBus, err := container.ResolveTyped[interfaces.EventBus](r.container, \"event_bus\")\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to resolve event bus: %w\", err)\n\t}\n\tr.eventBus = eventBus\n\n\tr.logger.Info(\"服务注册器启动成功\")\n\treturn nil\n}\n\n// Stop 停止所有服务\nfunc (r *ServiceRegistry) Stop(ctx context.Context) error {\n\tif err := r.container.StopServices(ctx); err != nil {\n\t\treturn fmt.Errorf(\"failed to stop services: %w\", err)\n\t}\n\n\tif r.logger != nil {\n\t\tr.logger.Info(\"服务注册器已停止\")\n\t}\n\treturn nil\n}\n\n// GetContainer 获取容器\nfunc (r *ServiceRegistry) GetContainer() *container.SimpleContainer {\n\treturn r.container\n}\n\n// GetCommandBus 获取命令总线\nfunc (r *ServiceRegistry) GetCommandBus() interfaces.CommandBus {\n\treturn r.commandBus\n}\n\n// GetQueryBus 获取查询总线\nfunc (r *ServiceRegistry) GetQueryBus() interfaces.QueryBus {\n\treturn r.queryBus\n}\n\n// GetEventBus 获取事件总线\nfunc (r *ServiceRegistry) GetEventBus() interfaces.EventBus {\n\treturn r.eventBus\n}\n\n// GetLogger 获取日志记录器\nfunc (r *ServiceRegistry) GetLogger() logging.Logger {\n\treturn r.logger\n}\n\n// 模拟实现（实际项目中应该替换为真实实现）\n\ntype mockCommandBus struct{}\n\nfunc (m *mockCommandBus) RegisterHandler(commandType string, handler interface{}) {}\nfunc (m *mockCommandBus) Execute(ctx context.Context, cmd interfaces.Command) (interface{}, error) {\n\treturn nil, fmt.Errorf(\"not implemented\")\n}\n\ntype mockQueryBus struct{}\n\nfunc (m *mockQueryBus) RegisterHandler(queryType string, handler interface{}) {}\nfunc (m *mockQueryBus) Execute(ctx context.Context, query interfaces.Query) (interface{}, error) {\n\treturn nil, fmt.Errorf(\"not implemented\")\n}\n\ntype mockEventBus struct{}\n\nfunc (m *mockEventBus) Publish(ctx context.Context, event interfaces.Event) error {\n\treturn fmt.Errorf(\"not implemented\")\n}\nfunc (m *mockEventBus) Subscribe(eventType string, handler interfaces.EventHandler[interfaces.Event]) error {\n\treturn fmt.Errorf(\"not implemented\")\n}\nfunc (m *mockEventBus) Unsubscribe(eventType string, handler interfaces.EventHandler[interfaces.Event]) error {\n\treturn fmt.Errorf(\"not implemented\")\n}\n\ntype mockPlayerService struct{}\n\ntype mockBattleService struct{}\n"
  },
  {
    "path": "internal/application/services/spawn_manager.go",
    "content": "package services\n\nimport (\n\t\"context\"\n\t\"sync\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// SpawnTask is a unit of spawning work executed asynchronously.\ntype SpawnTask func(ctx context.Context)\n\n// SpawnManager provides a simple asynchronous queue to run spawn tasks.\ntype SpawnManager struct {\n\tlogger logging.Logger\n\tch     chan SpawnTask\n\twg     sync.WaitGroup\n\tcancel context.CancelFunc\n}\n\nfunc NewSpawnManager(logger logging.Logger, queueSize int) *SpawnManager {\n\tif queueSize <= 0 {\n\t\tqueueSize = 1024\n\t}\n\treturn &SpawnManager{\n\t\tlogger: logger,\n\t\tch:     make(chan SpawnTask, queueSize),\n\t}\n}\n\nfunc (m *SpawnManager) Start(parent context.Context, workers int) {\n\tif workers <= 0 {\n\t\tworkers = 2\n\t}\n\tctx, cancel := context.WithCancel(parent)\n\tm.cancel = cancel\n\tm.logger.Info(\"SpawnManager starting\", logging.Fields{\"workers\": workers})\n\tfor i := 0; i < workers; i++ {\n\t\tm.wg.Add(1)\n\t\tgo func(id int) {\n\t\t\tdefer m.wg.Done()\n\t\t\tfor {\n\t\t\t\tselect {\n\t\t\t\tcase <-ctx.Done():\n\t\t\t\t\treturn\n\t\t\t\tcase task := <-m.ch:\n\t\t\t\t\tsafeRun(ctx, task, m.logger)\n\t\t\t\t}\n\t\t\t}\n\t\t}(i)\n\t}\n}\n\nfunc (m *SpawnManager) Stop() {\n\tif m.cancel != nil {\n\t\tm.cancel()\n\t}\n\tclose(m.ch)\n\tdone := make(chan struct{})\n\tgo func() { m.wg.Wait(); close(done) }()\n\tselect {\n\tcase <-done:\n\tcase <-time.After(2 * time.Second):\n\t\t// timeout best-effort\n\t}\n}\n\nfunc (m *SpawnManager) Enqueue(task SpawnTask) {\n\tselect {\n\tcase m.ch <- task:\n\tdefault:\n\t\tm.logger.Warn(\"Spawn queue full, dropping task\", logging.Fields{})\n\t}\n}\n\nfunc safeRun(ctx context.Context, task SpawnTask, logger logging.Logger) {\n\tdefer func() {\n\t\tif r := recover(); r != nil {\n\t\t\tlogger.Error(\"spawn task panic\", nil, logging.Fields{\"recover\": r})\n\t\t}\n\t}()\n\ttask(ctx)\n}\n"
  },
  {
    "path": "internal/application/services/update_manager.go",
    "content": "package services\n\nimport (\n\t\"context\"\n\t\"sync\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// Updatable represents any object that can be updated on each tick.\ntype Updatable interface {\n\tUpdate(ctx context.Context, delta time.Duration) error\n}\n\n// UpdateFunc is a functional adapter to register plain functions.\ntype UpdateFunc func(ctx context.Context, delta time.Duration) error\n\nfunc (f UpdateFunc) Update(ctx context.Context, delta time.Duration) error { return f(ctx, delta) }\n\n// UpdateManager runs a game-loop style tick and calls registered updatables.\ntype UpdateManager struct {\n\tlogger   logging.Logger\n\tinterval time.Duration\n\tmu       sync.RWMutex\n\trunning  bool\n\tcancel   context.CancelFunc\n\tupdaters map[string]Updatable\n}\n\n// NewUpdateManager creates an update manager with a default interval (50ms ~ 20 TPS) when interval<=0.\nfunc NewUpdateManager(logger logging.Logger, interval time.Duration) *UpdateManager {\n\tif interval <= 0 {\n\t\tinterval = 50 * time.Millisecond\n\t}\n\treturn &UpdateManager{\n\t\tlogger:   logger,\n\t\tinterval: interval,\n\t\tupdaters: make(map[string]Updatable),\n\t}\n}\n\n// Register adds an updatable by id (last write wins).\nfunc (m *UpdateManager) Register(id string, u Updatable) {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\tm.updaters[id] = u\n}\n\n// Unregister removes an updatable.\nfunc (m *UpdateManager) Unregister(id string) {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\tdelete(m.updaters, id)\n}\n\n// Start begins the tick loop in a goroutine; calling Start again has no effect.\nfunc (m *UpdateManager) Start(parent context.Context) {\n\tm.mu.Lock()\n\tif m.running {\n\t\tm.mu.Unlock()\n\t\treturn\n\t}\n\tctx, cancel := context.WithCancel(parent)\n\tm.cancel = cancel\n\tm.running = true\n\tm.mu.Unlock()\n\n\tgo m.loop(ctx)\n}\n\n// Stop cancels the loop and waits for it to end.\nfunc (m *UpdateManager) Stop() {\n\tm.mu.Lock()\n\tif !m.running {\n\t\tm.mu.Unlock()\n\t\treturn\n\t}\n\tcancel := m.cancel\n\tm.running = false\n\tm.cancel = nil\n\tm.mu.Unlock()\n\tif cancel != nil {\n\t\tcancel()\n\t}\n}\n\nfunc (m *UpdateManager) loop(ctx context.Context) {\n\tticker := time.NewTicker(m.interval)\n\tdefer ticker.Stop()\n\tlast := time.Now()\n\n\tm.logger.Info(\"UpdateManager loop started\", logging.Fields{\"interval_ms\": m.interval.Milliseconds()})\n\tfor {\n\t\tselect {\n\t\tcase <-ctx.Done():\n\t\t\tm.logger.Info(\"UpdateManager loop stopped\")\n\t\t\treturn\n\t\tcase <-ticker.C:\n\t\t\tnow := time.Now()\n\t\t\tdelta := now.Sub(last)\n\t\t\tlast = now\n\t\t\tm.tick(ctx, delta)\n\t\t}\n\t}\n}\n\nfunc (m *UpdateManager) tick(ctx context.Context, delta time.Duration) {\n\tm.mu.RLock()\n\t// copy to avoid holding lock during updates\n\tupdaters := make([]Updatable, 0, len(m.updaters))\n\tfor _, u := range m.updaters {\n\t\tupdaters = append(updaters, u)\n\t}\n\tm.mu.RUnlock()\n\n\tfor _, u := range updaters {\n\t\t// Best-effort: isolate panics per updater\n\t\tfunc() {\n\t\t\tdefer func() {\n\t\t\t\tif r := recover(); r != nil {\n\t\t\t\t\tm.logger.Error(\"updater panic\", nil, logging.Fields{\"recover\": r})\n\t\t\t\t}\n\t\t\t}()\n\t\t\tif err := u.Update(ctx, delta); err != nil {\n\t\t\t\tm.logger.Warn(\"updater error\", logging.Fields{\"error\": err.Error()})\n\t\t\t}\n\t\t}()\n\t}\n}\n"
  },
  {
    "path": "internal/application/services/user_service.go",
    "content": "package services\n\nimport (\n\t\"context\"\n\t\"errors\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/persistence\"\n\n\t\"golang.org/x/crypto/bcrypt\"\n)\n\n// UserService 用户服务\ntype UserService struct {\n\tuserRepo *persistence.UserRepository\n}\n\n// NewUserService 创建用户服务\nfunc NewUserService(userRepo *persistence.UserRepository) *UserService {\n\treturn &UserService{\n\t\tuserRepo: userRepo,\n\t}\n}\n\n// Register 注册新用户\nfunc (s *UserService) Register(ctx context.Context, username, password string) (int64, error) {\n\t// 检查用户名是否存在\n\texistingUser, err := s.userRepo.FindByUsername(ctx, username)\n\tif err == nil && existingUser != nil {\n\t\treturn 0, errors.New(\"username already exists\")\n\t}\n\n\t// 密码哈希\n\tpasswordHash, err := bcrypt.GenerateFromPassword([]byte(password), bcrypt.DefaultCost)\n\tif err != nil {\n\t\treturn 0, fmt.Errorf(\"failed to hash password: %w\", err)\n\t}\n\n\t// 生成用户ID（实际应用中应使用分布式ID生成器）\n\tuserID := time.Now().UnixNano()\n\n\t// 创建用户\n\tuser := &persistence.DbUser{\n\t\tUserID:       userID,\n\t\tUsername:     username,\n\t\tPasswordHash: string(passwordHash),\n\t\tStatus:       0,\n\t}\n\n\tif err := s.userRepo.Create(ctx, user); err != nil {\n\t\treturn 0, fmt.Errorf(\"failed to create user: %w\", err)\n\t}\n\n\treturn userID, nil\n}\n\n// Login 用户登录\nfunc (s *UserService) Login(ctx context.Context, username, password string) (int64, error) {\n\t// 查找用户\n\tuser, err := s.userRepo.FindByUsername(ctx, username)\n\tif err != nil {\n\t\treturn 0, errors.New(\"invalid username or password\")\n\t}\n\n\t// 检查用户状态\n\tif user.Status != 0 {\n\t\treturn 0, errors.New(\"user account is banned\")\n\t}\n\n\t// 验证密码\n\tif err := bcrypt.CompareHashAndPassword([]byte(user.PasswordHash), []byte(password)); err != nil {\n\t\treturn 0, errors.New(\"invalid username or password\")\n\t}\n\n\t// 更新最后登录时间\n\tif err := s.userRepo.UpdateLastLogin(ctx, user.UserID); err != nil {\n\t\t// 记录日志但不影响登录\n\t}\n\n\treturn user.UserID, nil\n}\n\n// GetUserInfo 获取用户信息\nfunc (s *UserService) GetUserInfo(ctx context.Context, userID int64) (*persistence.DbUser, error) {\n\treturn s.userRepo.FindByID(ctx, userID)\n}\n\n// BanUser 封禁用户\nfunc (s *UserService) BanUser(ctx context.Context, userID int64) error {\n\tuser, err := s.userRepo.FindByID(ctx, userID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"user not found: %w\", err)\n\t}\n\n\tuser.Status = 1\n\treturn s.userRepo.Update(ctx, user)\n}\n\n// UnbanUser 解封用户\nfunc (s *UserService) UnbanUser(ctx context.Context, userID int64) error {\n\tuser, err := s.userRepo.FindByID(ctx, userID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"user not found: %w\", err)\n\t}\n\n\tuser.Status = 0\n\treturn s.userRepo.Update(ctx, user)\n}\n"
  },
  {
    "path": "internal/application/services/weather_service.go",
    "content": "package services\n\nimport (\n\t\"context\"\n\t\"time\"\n\n\t\"greatestworks/internal/domain/scene/weather\"\n)\n\n// WeatherService 天气应用服务\ntype WeatherService struct {\n\tweatherRepo  weather.WeatherRepository\n\tforecastRepo weather.WeatherForecastRepository\n\teffectRepo   weather.WeatherEffectRepository\n\t// statisticsRepo weather.StatisticsRepository // TODO: Define StatisticsRepository\n\tcacheRepo      weather.WeatherCacheRepository\n\tweatherService *weather.WeatherService\n}\n\n// NewWeatherService 创建天气应用服务\nfunc NewWeatherService(\n\tweatherRepo weather.WeatherRepository,\n\tforecastRepo weather.WeatherForecastRepository,\n\teffectRepo weather.WeatherEffectRepository,\n\t// statisticsRepo weather.StatisticsRepository,\n\tcacheRepo weather.WeatherCacheRepository,\n\tweatherService *weather.WeatherService,\n) *WeatherService {\n\treturn &WeatherService{\n\t\tweatherRepo:  weatherRepo,\n\t\tforecastRepo: forecastRepo,\n\t\teffectRepo:   effectRepo,\n\t\t// statisticsRepo: statisticsRepo,\n\t\tcacheRepo:      cacheRepo,\n\t\tweatherService: weatherService,\n\t}\n}\n\n// GetCurrentWeather 获取当前天气\nfunc (s *WeatherService) GetCurrentWeather(ctx context.Context, regionID string) (*WeatherDTO, error) {\n\t// 先从缓存获取\n\t// cachedWeather, err := s.cacheRepo.GetCurrentWeather(regionID)\n\t// if err == nil && cachedWeather != nil {\n\t// \treturn s.buildWeatherDTO(cachedWeather), nil\n\t// }\n\n\t// 从数据库获取\n\t// currentWeather, err := s.weatherRepo.FindCurrentByRegion(regionID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get current weather: %w\", err)\n\t// }\n\t// currentWeather := &weather.WeatherState{}\n\n\t// 更新缓存\n\t// if err := s.cacheRepo.SetCurrentWeather(regionID, currentWeather, time.Minute*10); err != nil {\n\t// \t// 缓存更新失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\treturn s.buildWeatherDTO(&weather.WeatherAggregate{}), nil // TODO: 修复currentWeather类型\n}\n\n// GetWeatherForecast 获取天气预报\nfunc (s *WeatherService) GetWeatherForecast(ctx context.Context, regionID string, days int) ([]*WeatherForecastDTO, error) {\n\t// 先从缓存获取\n\t// cachedForecast, err := s.cacheRepo.GetWeatherForecast(regionID, days)\n\t// if err == nil && len(cachedForecast) > 0 {\n\t// \treturn s.buildForecastDTOs(cachedForecast), nil\n\t// }\n\n\t// 生成天气预报\n\t// forecasts, err := s.weatherService.GenerateForecast(regionID, days)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to generate weather forecast: %w\", err)\n\t// }\n\tforecasts := []*weather.WeatherForecast{}\n\n\t// 保存预报数据\n\t// for _, forecast := range forecasts {\n\t// \tif err := s.forecastRepo.Save(forecast); err != nil {\n\t// \t\t// 保存失败不影响返回结果\n\t// \t\t// TODO: 添加日志记录\n\t// \t}\n\t// }\n\n\t// 更新缓存\n\t// if err := s.cacheRepo.SetWeatherForecast(regionID, forecasts, time.Hour); err != nil {\n\t// \t// 缓存更新失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\treturn s.buildForecastDTOs(forecasts), nil\n}\n\n// GetWeatherEffects 获取天气影响\n// TODO: 实现EffectTargetType类型\nfunc (s *WeatherService) GetWeatherEffects(ctx context.Context, regionID string, targetType string) ([]*WeatherEffectDTO, error) {\n\t// 获取当前天气\n\t// currentWeather, err := s.weatherRepo.FindCurrentByRegion(regionID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get current weather: %w\", err)\n\t// }\n\t// currentWeather := &weather.WeatherState{}\n\n\t// 获取天气影响\n\t// effects, err := s.weatherService.CalculateEffects(currentWeather, targetType)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to calculate weather effects: %w\", err)\n\t// }\n\teffects := []*weather.WeatherEffect{}\n\n\treturn s.buildEffectDTOs(effects), nil\n}\n\n// UpdateWeather 更新天气（系统调用）\nfunc (s *WeatherService) UpdateWeather(ctx context.Context, regionID string) error {\n\t// 获取当前天气\n\t// currentWeather, err := s.weatherRepo.FindCurrentByRegion(regionID)\n\t// if err != nil && !weather.IsNotFoundError(err) {\n\t// \treturn fmt.Errorf(\"failed to get current weather: %w\", err)\n\t// }\n\t// currentWeather := &weather.WeatherAggregate{}\n\n\t// 生成新天气\n\t// newWeather, err := s.weatherService.GenerateNextWeather(regionID, currentWeather)\n\t// if err != nil {\n\t// \treturn fmt.Errorf(\"failed to generate new weather: %w\", err)\n\t// }\n\t// newWeather := &weather.WeatherAggregate{}\n\n\t// 保存新天气\n\t// if err := s.weatherRepo.Save(newWeather); err != nil {\n\t// \treturn fmt.Errorf(\"failed to save new weather: %w\", err)\n\t// }\n\n\t// 更新统计数据\n\t// if err := s.updateStatistics(ctx, regionID, newWeather); err != nil {\n\t// \t// 统计更新失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\t// 清除相关缓存\n\t// if err := s.cacheRepo.DeleteCurrentWeather(regionID); err != nil {\n\t// \t// 缓存清除失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\treturn nil\n}\n\n// GetWeatherHistory 获取天气历史\nfunc (s *WeatherService) GetWeatherHistory(ctx context.Context, regionID string, startTime, endTime time.Time) ([]*WeatherHistoryDTO, error) {\n\t// weatherHistory, err := s.weatherRepo.FindByRegionAndTimeRange(regionID, startTime, endTime)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get weather history: %w\", err)\n\t// }\n\tweatherHistory := []*weather.WeatherAggregate{}\n\n\treturn s.buildHistoryDTOs(weatherHistory), nil\n}\n\n// GetWeatherStatistics 获取天气统计\nfunc (s *WeatherService) GetWeatherStatistics(ctx context.Context, regionID string) (*WeatherStatisticsDTO, error) {\n\t// stats, err := s.statisticsRepo.FindByRegion(regionID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get weather statistics: %w\", err)\n\t// }\n\treturn s.buildStatisticsDTO(&weather.WeatherStatistics{}), nil // TODO: 修复stats类型\n}\n\n// GetGlobalWeatherInfo 获取全局天气信息\nfunc (s *WeatherService) GetGlobalWeatherInfo(ctx context.Context) (*GlobalWeatherDTO, error) {\n\t// 先从缓存获取\n\t// cachedGlobal, err := s.cacheRepo.GetGlobalWeatherInfo()\n\t// if err == nil && cachedGlobal != nil {\n\t// \treturn cachedGlobal, nil\n\t// }\n\n\t// 获取所有区域的当前天气\n\t// allWeather, err := s.weatherRepo.FindAllCurrent()\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get all current weather: %w\", err)\n\t// }\n\tallWeather := []*weather.WeatherAggregate{}\n\n\t// 构建全局天气信息\n\tglobalInfo := s.buildGlobalWeatherDTO(allWeather)\n\n\t// 更新缓存\n\t// if err := s.cacheRepo.SetGlobalWeatherInfo(globalInfo, time.Minute*5); err != nil {\n\t// \t// 缓存更新失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\treturn globalInfo, nil\n}\n\n// TriggerSpecialWeather 触发特殊天气事件\nfunc (s *WeatherService) TriggerSpecialWeather(ctx context.Context, regionID string, weatherType weather.WeatherType, duration time.Duration) error {\n\t// 创建特殊天气事件\n\t// specialWeather, err := s.weatherService.CreateSpecialWeather(regionID, weatherType, duration)\n\t// if err != nil {\n\t// \treturn fmt.Errorf(\"failed to create special weather: %w\", err)\n\t// }\n\t// specialWeather := &weather.WeatherAggregate{}\n\n\t// 保存特殊天气\n\t// if err := s.weatherRepo.Save(specialWeather); err != nil {\n\t// \treturn fmt.Errorf(\"failed to save special weather: %w\", err)\n\t// }\n\n\t// 清除相关缓存\n\t// if err := s.cacheRepo.DeleteCurrentWeather(regionID); err != nil {\n\t// \t// 缓存清除失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\treturn nil\n}\n\n// GetSeasonInfo 获取季节信息\nfunc (s *WeatherService) GetSeasonInfo(ctx context.Context, regionID string) (*SeasonInfoDTO, error) {\n\t// 先从缓存获取\n\t// cachedSeason, err := s.cacheRepo.GetSeasonInfo(regionID)\n\t// if err == nil && cachedSeason != nil {\n\t// \treturn cachedSeason, nil\n\t// }\n\n\t// 计算当前季节信息\n\t// seasonInfo, err := s.weatherService.GetCurrentSeason(regionID)\n\t// if err != nil {\n\t// \treturn nil, fmt.Errorf(\"failed to get season info: %w\", err)\n\t// }\n\t// seasonInfo := &weather.SeasonInfo{}\n\n\tseasonDTO := s.buildSeasonInfoDTO(&struct{}{}) // TODO: 修复weather.SeasonInfo类型\n\n\t// 更新缓存\n\t// if err := s.cacheRepo.SetSeasonInfo(regionID, seasonDTO, time.Hour*6); err != nil {\n\t// \t// 缓存更新失败不影响主流程\n\t// \t// TODO: 添加日志记录\n\t// }\n\n\treturn seasonDTO, nil\n}\n\n// 私有方法\n\n// updateStatistics 更新统计数据\nfunc (s *WeatherService) updateStatistics(ctx context.Context, regionID string, newWeather *weather.WeatherAggregate) error {\n\t// TODO: 修复statisticsRepo字段\n\t// stats, err := s.statisticsRepo.FindByRegion(regionID)\n\t// if err != nil && !weather.IsNotFoundError(err) {\n\t// \treturn err\n\t// }\n\n\t// if stats == nil {\n\t// \tstats = weather.NewWeatherStatistics(regionID)\n\t// }\n\n\t// 更新统计数据\n\t// stats.AddWeatherRecord(newWeather.GetWeatherType(), newWeather.GetIntensity())\n\t// stats.UpdateLastWeatherTime(newWeather.GetStartTime())\n\n\t// 保存统计数据\n\t// return s.statisticsRepo.Save(stats)\n\treturn nil // TODO: 修复updateStatistics方法\n}\n\n// buildWeatherDTO 构建天气DTO\nfunc (s *WeatherService) buildWeatherDTO(weatherAggregate *weather.WeatherAggregate) *WeatherDTO {\n\treturn &WeatherDTO{\n\t\tRegionID:    weatherAggregate.GetRegionID(),\n\t\tWeatherType: weatherAggregate.GetWeatherType().String(),\n\t\tIntensity:   float64(weatherAggregate.GetIntensity()),\n\t\tTemperature: weatherAggregate.GetTemperature(),\n\t\tHumidity:    weatherAggregate.GetHumidity(),\n\t\tWindSpeed:   weatherAggregate.GetWindSpeed(),\n\t\tVisibility:  weatherAggregate.GetVisibility(),\n\t\tStartTime:   weatherAggregate.GetStartTime(),\n\t\tEndTime:     weatherAggregate.GetEndTime(),\n\t\tDuration:    weatherAggregate.GetDuration(),\n\t\tIsSpecial:   weatherAggregate.IsSpecialWeather(),\n\t\tDescription: weatherAggregate.GetDescription(),\n\t}\n}\n\n// buildForecastDTOs 构建预报DTO列表\nfunc (s *WeatherService) buildForecastDTOs(forecasts []*weather.WeatherForecast) []*WeatherForecastDTO {\n\tdtos := make([]*WeatherForecastDTO, len(forecasts))\n\tfor i, _ := range forecasts {\n\t\tdtos[i] = &WeatherForecastDTO{\n\t\t\tRegionID:     \"\",         // TODO: forecast.GetRegionID(),\n\t\t\tForecastDate: time.Now(), // TODO: forecast.GetForecastDate(),\n\t\t\tWeatherType:  \"\",         // TODO: string(forecast.GetWeatherType()),\n\t\t\tIntensity:    0.0,        // TODO: float64(forecast.GetIntensity()),\n\t\t\tTemperature:  0.0,        // TODO: forecast.GetTemperature(),\n\t\t\tHumidity:     0.0,        // TODO: forecast.GetHumidity(),\n\t\t\tWindSpeed:    0.0,        // TODO: forecast.GetWindSpeed(),\n\t\t\tProbability:  0.0,        // TODO: forecast.GetProbability(),\n\t\t\tDescription:  \"\",         // TODO: forecast.GetDescription(),\n\t\t}\n\t}\n\treturn dtos\n}\n\n// buildEffectDTOs 构建影响DTO列表\nfunc (s *WeatherService) buildEffectDTOs(effects []*weather.WeatherEffect) []*WeatherEffectDTO {\n\tdtos := make([]*WeatherEffectDTO, len(effects))\n\tfor i, _ := range effects {\n\t\tdtos[i] = &WeatherEffectDTO{\n\t\t\tEffectType:  \"\",    // TODO: string(effect.GetEffectType()),\n\t\t\tTargetType:  \"\",    // TODO: string(effect.GetTargetType()),\n\t\t\tModifier:    0.0,   // TODO: effect.GetModifier(),\n\t\t\tDuration:    0,     // TODO: effect.GetDuration(),\n\t\t\tIsPositive:  false, // TODO: effect.IsPositive(),\n\t\t\tDescription: \"\",    // TODO: effect.GetDescription(),\n\t\t}\n\t}\n\treturn dtos\n}\n\n// buildHistoryDTOs 构建历史DTO列表\nfunc (s *WeatherService) buildHistoryDTOs(history []*weather.WeatherAggregate) []*WeatherHistoryDTO {\n\tdtos := make([]*WeatherHistoryDTO, len(history))\n\tfor i, record := range history {\n\t\tdtos[i] = &WeatherHistoryDTO{\n\t\t\tRegionID:    record.GetRegionID(),\n\t\t\tWeatherType: record.GetWeatherType().String(),\n\t\t\tIntensity:   float64(record.GetIntensity()),\n\t\t\tTemperature: record.GetTemperature(),\n\t\t\tStartTime:   record.GetStartTime(),\n\t\t\tEndTime:     record.GetEndTime(),\n\t\t\tDuration:    record.GetDuration(),\n\t\t\tIsSpecial:   record.IsSpecialWeather(),\n\t\t}\n\t}\n\treturn dtos\n}\n\n// buildStatisticsDTO 构建统计DTO\nfunc (s *WeatherService) buildStatisticsDTO(stats *weather.WeatherStatistics) *WeatherStatisticsDTO {\n\treturn &WeatherStatisticsDTO{\n\t\tRegionID:            \"\",                 // TODO: stats.GetRegionID(),\n\t\tTotalRecords:        0,                  // TODO: stats.GetTotalRecords(),\n\t\tWeatherTypeStats:    map[string]int64{}, // TODO: stats.GetWeatherTypeStats(),\n\t\tAverageTemperature:  0.0,                // TODO: stats.GetAverageTemperature(),\n\t\tAverageHumidity:     0.0,                // TODO: stats.GetAverageHumidity(),\n\t\tAverageWindSpeed:    0.0,                // TODO: stats.GetAverageWindSpeed(),\n\t\tMostCommonWeather:   \"\",                 // TODO: string(stats.GetMostCommonWeather()),\n\t\tSpecialWeatherCount: 0,                  // TODO: stats.GetSpecialWeatherCount(),\n\t\tLastWeatherTime:     time.Now(),         // TODO: stats.GetLastWeatherTime(),\n\t}\n}\n\n// buildGlobalWeatherDTO 构建全局天气DTO\nfunc (s *WeatherService) buildGlobalWeatherDTO(allWeather []*weather.WeatherAggregate) *GlobalWeatherDTO {\n\tregionWeather := make(map[string]*WeatherDTO)\n\tweatherTypeCount := make(map[string]int)\n\ttotalRegions := len(allWeather)\n\tspecialWeatherCount := 0\n\n\tfor _, w := range allWeather {\n\t\tregionWeather[w.GetRegionID()] = s.buildWeatherDTO(w)\n\t\tweatherType := w.GetWeatherType().String()\n\t\tweatherTypeCount[weatherType]++\n\t\tif w.IsSpecialWeather() {\n\t\t\tspecialWeatherCount++\n\t\t}\n\t}\n\n\treturn &GlobalWeatherDTO{\n\t\tRegionWeather:       regionWeather,\n\t\tTotalRegions:        totalRegions,\n\t\tWeatherTypeCount:    weatherTypeCount,\n\t\tSpecialWeatherCount: specialWeatherCount,\n\t\tLastUpdateTime:      time.Now(),\n\t}\n}\n\n// buildSeasonInfoDTO 构建季节信息DTO\n// TODO: 实现SeasonInfo类型\nfunc (s *WeatherService) buildSeasonInfoDTO(seasonInfo interface{}) *SeasonInfoDTO {\n\treturn &SeasonInfoDTO{\n\t\tCurrentSeason:    \"\",                   // TODO: string(seasonInfo.GetCurrentSeason()),\n\t\tSeasonProgress:   0.0,                  // TODO: seasonInfo.GetSeasonProgress(),\n\t\tDaysRemaining:    0,                    // TODO: seasonInfo.GetDaysRemaining(),\n\t\tNextSeason:       \"\",                   // TODO: string(seasonInfo.GetNextSeason()),\n\t\tSeasonEffects:    map[string]float64{}, // TODO: seasonInfo.GetSeasonEffects(),\n\t\tTemperatureRange: map[string]float64{}, // TODO: seasonInfo.GetTemperatureRange(),\n\t\tWeatherTendency:  map[string]float64{}, // TODO: seasonInfo.GetWeatherTendency(),\n\t}\n}\n\n// DTO 定义\n\n// WeatherDTO 天气DTO\ntype WeatherDTO struct {\n\tRegionID    string        `json:\"region_id\"`\n\tWeatherType string        `json:\"weather_type\"`\n\tIntensity   float64       `json:\"intensity\"`\n\tTemperature float64       `json:\"temperature\"`\n\tHumidity    float64       `json:\"humidity\"`\n\tWindSpeed   float64       `json:\"wind_speed\"`\n\tVisibility  float64       `json:\"visibility\"`\n\tStartTime   time.Time     `json:\"start_time\"`\n\tEndTime     time.Time     `json:\"end_time\"`\n\tDuration    time.Duration `json:\"duration\"`\n\tIsSpecial   bool          `json:\"is_special\"`\n\tDescription string        `json:\"description\"`\n}\n\n// WeatherForecastDTO 天气预报DTO\ntype WeatherForecastDTO struct {\n\tRegionID     string    `json:\"region_id\"`\n\tForecastDate time.Time `json:\"forecast_date\"`\n\tWeatherType  string    `json:\"weather_type\"`\n\tIntensity    float64   `json:\"intensity\"`\n\tTemperature  float64   `json:\"temperature\"`\n\tHumidity     float64   `json:\"humidity\"`\n\tWindSpeed    float64   `json:\"wind_speed\"`\n\tProbability  float64   `json:\"probability\"`\n\tDescription  string    `json:\"description\"`\n}\n\n// WeatherEffectDTO 天气影响DTO\ntype WeatherEffectDTO struct {\n\tEffectType  string        `json:\"effect_type\"`\n\tTargetType  string        `json:\"target_type\"`\n\tModifier    float64       `json:\"modifier\"`\n\tDuration    time.Duration `json:\"duration\"`\n\tIsPositive  bool          `json:\"is_positive\"`\n\tDescription string        `json:\"description\"`\n}\n\n// WeatherHistoryDTO 天气历史DTO\ntype WeatherHistoryDTO struct {\n\tRegionID    string        `json:\"region_id\"`\n\tWeatherType string        `json:\"weather_type\"`\n\tIntensity   float64       `json:\"intensity\"`\n\tTemperature float64       `json:\"temperature\"`\n\tStartTime   time.Time     `json:\"start_time\"`\n\tEndTime     time.Time     `json:\"end_time\"`\n\tDuration    time.Duration `json:\"duration\"`\n\tIsSpecial   bool          `json:\"is_special\"`\n}\n\n// WeatherStatisticsDTO 天气统计DTO\ntype WeatherStatisticsDTO struct {\n\tRegionID            string           `json:\"region_id\"`\n\tTotalRecords        int64            `json:\"total_records\"`\n\tWeatherTypeStats    map[string]int64 `json:\"weather_type_stats\"`\n\tAverageTemperature  float64          `json:\"average_temperature\"`\n\tAverageHumidity     float64          `json:\"average_humidity\"`\n\tAverageWindSpeed    float64          `json:\"average_wind_speed\"`\n\tMostCommonWeather   string           `json:\"most_common_weather\"`\n\tSpecialWeatherCount int64            `json:\"special_weather_count\"`\n\tLastWeatherTime     time.Time        `json:\"last_weather_time\"`\n}\n\n// GlobalWeatherDTO 全局天气DTO\ntype GlobalWeatherDTO struct {\n\tRegionWeather       map[string]*WeatherDTO `json:\"region_weather\"`\n\tTotalRegions        int                    `json:\"total_regions\"`\n\tWeatherTypeCount    map[string]int         `json:\"weather_type_count\"`\n\tSpecialWeatherCount int                    `json:\"special_weather_count\"`\n\tLastUpdateTime      time.Time              `json:\"last_update_time\"`\n}\n\n// SeasonInfoDTO 季节信息DTO\ntype SeasonInfoDTO struct {\n\tCurrentSeason    string             `json:\"current_season\"`\n\tSeasonProgress   float64            `json:\"season_progress\"`\n\tDaysRemaining    int                `json:\"days_remaining\"`\n\tNextSeason       string             `json:\"next_season\"`\n\tSeasonEffects    map[string]float64 `json:\"season_effects\"`\n\tTemperatureRange map[string]float64 `json:\"temperature_range\"`\n\tWeatherTendency  map[string]float64 `json:\"weather_tendency\"`\n}\n"
  },
  {
    "path": "internal/auth/jwt.go",
    "content": "// Package auth JWT认证相关功能\n// Author: MMO Server Team\n// Created: 2024\n\npackage auth\n\nimport (\n\t\"errors\"\n\t\"time\"\n\n\t\"github.com/golang-jwt/jwt/v5\"\n)\n\n// JWTManager JWT管理器\ntype JWTManager struct {\n\tsecretKey     []byte\n\ttokenDuration time.Duration\n}\n\n// UserClaims 用户声明\ntype UserClaims struct {\n\tUserID   string `json:\"user_id\"`\n\tUsername string `json:\"username\"`\n\tRole     string `json:\"role\"`\n\tjwt.RegisteredClaims\n}\n\n// NewJWTManager 创建JWT管理器\nfunc NewJWTManager(secretKey string, tokenDuration time.Duration) *JWTManager {\n\treturn &JWTManager{\n\t\tsecretKey:     []byte(secretKey),\n\t\ttokenDuration: tokenDuration,\n\t}\n}\n\n// Generate 生成JWT令牌\nfunc (manager *JWTManager) Generate(userID, username, role string) (string, error) {\n\tclaims := UserClaims{\n\t\tUserID:   userID,\n\t\tUsername: username,\n\t\tRole:     role,\n\t\tRegisteredClaims: jwt.RegisteredClaims{\n\t\t\tExpiresAt: jwt.NewNumericDate(time.Now().Add(manager.tokenDuration)),\n\t\t\tIssuedAt:  jwt.NewNumericDate(time.Now()),\n\t\t\tNotBefore: jwt.NewNumericDate(time.Now()),\n\t\t},\n\t}\n\n\ttoken := jwt.NewWithClaims(jwt.SigningMethodHS256, claims)\n\treturn token.SignedString(manager.secretKey)\n}\n\n// Verify 验证JWT令牌\nfunc (manager *JWTManager) Verify(tokenString string) (*UserClaims, error) {\n\ttoken, err := jwt.ParseWithClaims(\n\t\ttokenString,\n\t\t&UserClaims{},\n\t\tfunc(token *jwt.Token) (interface{}, error) {\n\t\t\t_, ok := token.Method.(*jwt.SigningMethodHMAC)\n\t\t\tif !ok {\n\t\t\t\treturn nil, errors.New(\"unexpected token signing method\")\n\t\t\t}\n\t\t\treturn manager.secretKey, nil\n\t\t},\n\t)\n\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\tclaims, ok := token.Claims.(*UserClaims)\n\tif !ok {\n\t\treturn nil, errors.New(\"invalid token claims\")\n\t}\n\n\treturn claims, nil\n}\n\n// Refresh 刷新JWT令牌\nfunc (manager *JWTManager) Refresh(tokenString string) (string, error) {\n\tclaims, err := manager.Verify(tokenString)\n\tif err != nil {\n\t\treturn \"\", err\n\t}\n\n\t// 检查令牌是否即将过期（在过期前30分钟内可以刷新）\n\tif time.Until(claims.ExpiresAt.Time) > 30*time.Minute {\n\t\treturn \"\", errors.New(\"token is not eligible for refresh\")\n\t}\n\n\treturn manager.Generate(claims.UserID, claims.Username, claims.Role)\n}\n"
  },
  {
    "path": "internal/base_module.go",
    "content": "package internal\n\nimport (\n\t// \"greatestworks/internal/infrastructure/module_router\" // TODO: 实现模块路由\n\t// \"greatestworks/internal/infrastructure/net/call\" // TODO: 实现网络调用\n\t// \"greatestworks/internal/note/event\" // TODO: 实现事件系统\n\n\t\"go.opentelemetry.io/otel/trace\"\n)\n\ntype BaseModule struct {\n\tModuleName          string\n\tactiveEventCategory map[int]bool\n\ttracer              trace.Tracer\n\t// methods             []call.MethodKey // TODO: 实现call包\n}\n\nfunc (b *BaseModule) OnEvent(c Character, event interface{}) {\n\t// TODO: 实现event处理\n}\n\nfunc (b *BaseModule) SetEventCategoryActive(eventCategory int) {\n\tb.activeEventCategory[eventCategory] = true\n}\n\nfunc NewBaseModule() *BaseModule {\n\treturn &BaseModule{}\n}\n\nfunc (b *BaseModule) Get(id uint32) interface{} {\n\treturn nil\n}\n\nfunc (b *BaseModule) Load() {\n\n}\n\nfunc (b *BaseModule) Save() {\n\n}\n\nfunc (b *BaseModule) GetName() string {\n\treturn b.ModuleName\n}\n\nfunc (b *BaseModule) Description() string {\n\treturn \"\"\n}\n\nfunc (b *BaseModule) SetName(str string) {\n\tb.ModuleName = str\n}\n\nfunc (b *BaseModule) OnStart() {\n\n}\n\nfunc (b *BaseModule) AfterStart() {\n\n}\n\nfunc (b *BaseModule) OnStop() {\n\n}\n\nfunc (b *BaseModule) AfterStop() {\n\n}\n\nfunc (b *BaseModule) RegisterHandler() {\n\t// TODO: 实现module_router\n\t// module_router.RegisterModuleMessageHandler(0, 0, nil)\n}\n"
  },
  {
    "path": "internal/bootstrap/auth_bootstrap.go",
    "content": "package bootstrap\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"sync/atomic\"\n\t\"time\"\n\n\t\"github.com/redis/go-redis/v9\"\n\t\"go.mongodb.org/mongo-driver/mongo\"\n\n\t\"greatestworks/internal/config\"\n\t\"greatestworks/internal/database\"\n\t\"greatestworks/internal/events\"\n\t\"greatestworks/internal/infrastructure/logging\"\n\t\"greatestworks/internal/infrastructure/messaging\"\n\t\"greatestworks/internal/infrastructure/monitoring\"\n\thttpiface \"greatestworks/internal/interfaces/http\"\n)\n\n// AuthBootstrap wires infrastructure for the auth service\ntype AuthBootstrap struct {\n\tconfig     atomic.Pointer[config.Config]\n\tlogger     logging.Logger\n\thttpServer *httpiface.Server\n\tprofiler   *monitoring.Profiler\n\n\t// infra\n\tmongoClient *mongo.Client\n\tredisClient *redis.Client\n\teventBus    *events.EventBus\n\n\tctx    context.Context\n\tcancel context.CancelFunc\n}\n\nfunc NewAuthBootstrap(cfg *config.Config, logger logging.Logger) *AuthBootstrap {\n\tctx, cancel := context.WithCancel(context.Background())\n\tb := &AuthBootstrap{logger: logger, ctx: ctx, cancel: cancel}\n\tif cfg != nil {\n\t\tb.config.Store(cfg)\n\t}\n\treturn b\n}\n\nfunc (s *AuthBootstrap) UpdateConfig(cfg *config.Config) {\n\tif cfg != nil {\n\t\ts.config.Store(cfg)\n\t}\n}\n\nfunc (s *AuthBootstrap) Start() error {\n\tcfg := s.config.Load()\n\tif cfg == nil {\n\t\treturn fmt.Errorf(\"auth service configuration not loaded\")\n\t}\n\n\ts.logger.Info(\"Starting auth service\", logging.Fields{\n\t\t\"service\": cfg.Service.Name,\n\t\t\"version\": cfg.Service.Version,\n\t\t\"node_id\": cfg.Service.NodeID,\n\t})\n\n\tif err := s.initializeInfrastructure(cfg); err != nil {\n\t\treturn fmt.Errorf(\"初始化基础设施失败: %w\", err)\n\t}\n\tif err := s.initializeHTTPServer(cfg); err != nil {\n\t\treturn fmt.Errorf(\"初始化HTTP服务器失败: %w\", err)\n\t}\n\n\tgo func() {\n\t\tif err := s.httpServer.Start(); err != nil {\n\t\t\ts.logger.Error(\"HTTP server start failed\", err)\n\t\t}\n\t}()\n\n\ts.profiler = monitoring.NewProfiler(s.logger)\n\tif cfg.Monitoring.Profiling.Enabled {\n\t\thost := cfg.Monitoring.Profiling.Host\n\t\tif host == \"\" {\n\t\t\thost = cfg.Server.HTTP.Host\n\t\t}\n\t\tif cfg.Monitoring.Profiling.Port == 0 {\n\t\t\ts.logger.Warn(\"pprof未启动: 未配置端口\")\n\t\t} else if host == cfg.Server.HTTP.Host && cfg.Monitoring.Profiling.Port == cfg.Server.HTTP.Port {\n\t\t\ts.logger.Info(\"pprof routes enabled on primary HTTP server\", logging.Fields{\"addr\": fmt.Sprintf(\"%s:%d\", cfg.Server.HTTP.Host, cfg.Server.HTTP.Port), \"path\": \"/debug/pprof/\"})\n\t\t} else if err := s.profiler.Start(host, cfg.Monitoring.Profiling.Port); err != nil {\n\t\t\ts.logger.Error(\"Failed to start pprof server\", err, logging.Fields{\"host\": host, \"port\": cfg.Monitoring.Profiling.Port})\n\t\t}\n\t}\n\n\ts.logger.Info(\"Auth service started successfully\", logging.Fields{\n\t\t\"http_addr\": fmt.Sprintf(\"%s:%d\", cfg.Server.HTTP.Host, cfg.Server.HTTP.Port),\n\t})\n\treturn nil\n}\n\nfunc (s *AuthBootstrap) Stop() error {\n\ts.logger.Info(\"停止认证服务\")\n\ts.cancel()\n\tif s.httpServer != nil {\n\t\tif err := s.httpServer.Stop(); err != nil {\n\t\t\ts.logger.Error(\"Failed to stop HTTP server\", err)\n\t\t\treturn err\n\t\t}\n\t}\n\tif s.profiler != nil {\n\t\tif err := s.profiler.Stop(context.Background()); err != nil {\n\t\t\ts.logger.Error(\"Failed to stop pprof server\", err)\n\t\t\treturn err\n\t\t}\n\t}\n\tif s.mongoClient != nil {\n\t\tif err := s.mongoClient.Disconnect(s.ctx); err != nil {\n\t\t\ts.logger.Error(\"Failed to disconnect MongoDB\", err)\n\t\t}\n\t}\n\tif s.redisClient != nil {\n\t\tif err := s.redisClient.Close(); err != nil {\n\t\t\ts.logger.Error(\"Failed to close Redis\", err)\n\t\t}\n\t}\n\tif s.eventBus != nil {\n\t\ts.eventBus.Close()\n\t}\n\ts.logger.Info(\"认证服务已停止\")\n\treturn nil\n}\n\nfunc (s *AuthBootstrap) initializeInfrastructure(cfg *config.Config) error {\n\ts.logger.Info(\"初始化基础设施层\")\n\t// Mongo\n\tmongoConfig := &database.MongoConfig{\n\t\tURI: cfg.Database.MongoDB.URI, Database: cfg.Database.MongoDB.Database,\n\t\tMaxPoolSize: uint64(cfg.Database.MongoDB.MaxPoolSize), MinPoolSize: uint64(cfg.Database.MongoDB.MinPoolSize),\n\t\tMaxIdleTime: int(cfg.Database.MongoDB.MaxIdleTime / time.Second), ConnectTimeout: int(cfg.Database.MongoDB.ConnectTimeout / time.Second), SocketTimeout: int(cfg.Database.MongoDB.SocketTimeout / time.Second),\n\t}\n\tmongoDB := database.NewMongoDB(mongoConfig)\n\tif err := mongoDB.Connect(s.ctx); err != nil {\n\t\treturn fmt.Errorf(\"连接MongoDB失败: %w\", err)\n\t}\n\ts.mongoClient = mongoDB.GetClient()\n\ts.logger.Info(\"MongoDB连接成功\", logging.Fields{\"database\": mongoConfig.Database})\n\n\t// Redis\n\tredisConfig := &database.RedisConfig{\n\t\tAddr: cfg.Database.Redis.Addr, Password: cfg.Database.Redis.Password, DB: cfg.Database.Redis.DB,\n\t\tPoolSize: cfg.Database.Redis.PoolSize, MinIdleConns: cfg.Database.Redis.MinIdleConns,\n\t\tDialTimeout: int(cfg.Database.Redis.DialTimeout / time.Second), ReadTimeout: int(cfg.Database.Redis.ReadTimeout / time.Second), WriteTimeout: int(cfg.Database.Redis.WriteTimeout / time.Second),\n\t}\n\tredisDB := database.NewRedis(redisConfig)\n\tif err := redisDB.Connect(s.ctx); err != nil {\n\t\treturn fmt.Errorf(\"连接Redis失败: %w\", err)\n\t}\n\ts.redisClient = redisDB.GetClient()\n\ts.logger.Info(\"Redis连接成功\", logging.Fields{\"addr\": redisConfig.Addr, \"db\": redisConfig.DB})\n\n\t// Event bus (optional)\n\teventLogger := messaging.NewEventLoggerAdapter(s.logger)\n\ts.eventBus = events.NewEventBus(eventLogger)\n\tif cfg.Messaging.NATS.URL != \"\" {\n\t\tif err := s.eventBus.ConnectNATS(cfg.Messaging.NATS.URL); err != nil {\n\t\t\ts.logger.Error(\"连接NATS失败\", err, logging.Fields{\"url\": cfg.Messaging.NATS.URL})\n\t\t} else {\n\t\t\ts.logger.Info(\"NATS连接成功\", logging.Fields{\"url\": cfg.Messaging.NATS.URL})\n\t\t}\n\t}\n\ts.logger.Info(\"基础设施层初始化完成\")\n\treturn nil\n}\n\nfunc (s *AuthBootstrap) initializeHTTPServer(cfg *config.Config) error {\n\ts.logger.Info(\"初始化HTTP服务器\")\n\thttpConfig := &httpiface.ServerConfig{\n\t\tHost: cfg.Server.HTTP.Host, Port: cfg.Server.HTTP.Port,\n\t\tReadTimeout: cfg.Server.HTTP.ReadTimeout, WriteTimeout: cfg.Server.HTTP.WriteTimeout, IdleTimeout: cfg.Server.HTTP.IdleTimeout,\n\t}\n\ts.httpServer = httpiface.NewServer(httpConfig, s.logger)\n\tif cfg.Monitoring.Profiling.Enabled && cfg.Monitoring.Profiling.Host == cfg.Server.HTTP.Host && cfg.Monitoring.Profiling.Port == cfg.Server.HTTP.Port {\n\t\ts.httpServer.EnableProfiling()\n\t}\n\ts.logger.Info(\"HTTP服务器初始化完成\")\n\treturn nil\n}\n\n// Done returns a channel that's closed when the service context is canceled.\nfunc (s *AuthBootstrap) Done() <-chan struct{} { return s.ctx.Done() }\n"
  },
  {
    "path": "internal/bootstrap/game_bootstrap.go",
    "content": "package bootstrap\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"sync/atomic\"\n\t\"time\"\n\n\t\"github.com/redis/go-redis/v9\"\n\t\"go.mongodb.org/mongo-driver/mongo\"\n\n\t\"greatestworks/internal/application/handlers\"\n\t\"greatestworks/internal/config\"\n\t\"greatestworks/internal/database\"\n\t\"greatestworks/internal/events\"\n\t\"greatestworks/internal/infrastructure/logging\"\n\t\"greatestworks/internal/infrastructure/messaging\"\n\t\"greatestworks/internal/infrastructure/monitoring\"\n\thttpiface \"greatestworks/internal/interfaces/http\"\n\t\"greatestworks/internal/interfaces/rpc\"\n)\n\n// GameBootstrap wires infrastructure and app layers for the game service\ntype GameBootstrap struct {\n\tconfig     atomic.Pointer[config.Config]\n\tlogger     logging.Logger\n\thttpServer *httpiface.Server\n\trpcServer  *rpc.RPCServer\n\tprofiler   *monitoring.Profiler\n\n\t// infra\n\tmongoClient *mongo.Client\n\tredisClient *redis.Client\n\teventBus    *events.EventBus\n\n\t// buses\n\tcommandBus *handlers.CommandBus\n\tqueryBus   *handlers.QueryBus\n\n\tctx    context.Context\n\tcancel context.CancelFunc\n}\n\nfunc NewGameBootstrap(cfg *config.Config, logger logging.Logger) *GameBootstrap {\n\tctx, cancel := context.WithCancel(context.Background())\n\tb := &GameBootstrap{logger: logger, ctx: ctx, cancel: cancel}\n\tif cfg != nil {\n\t\tb.config.Store(cfg)\n\t}\n\treturn b\n}\n\nfunc (s *GameBootstrap) UpdateConfig(cfg *config.Config) {\n\tif cfg != nil {\n\t\ts.config.Store(cfg)\n\t}\n}\n\nfunc (s *GameBootstrap) Start() error {\n\tcfg := s.config.Load()\n\tif cfg == nil {\n\t\treturn fmt.Errorf(\"game service configuration not loaded\")\n\t}\n\n\ts.logger.Info(\"Starting game service\", logging.Fields{\"service\": cfg.Service.Name, \"version\": cfg.Service.Version, \"node_id\": cfg.Service.NodeID})\n\n\tif err := s.initializeInfrastructure(cfg); err != nil {\n\t\treturn fmt.Errorf(\"初始化基础设施失败: %w\", err)\n\t}\n\tif err := s.initializeApplicationLayer(cfg); err != nil {\n\t\treturn fmt.Errorf(\"初始化应用服务层失败: %w\", err)\n\t}\n\tif err := s.initializeHTTPServer(cfg); err != nil {\n\t\treturn fmt.Errorf(\"初始化HTTP服务器失败: %w\", err)\n\t}\n\tif err := s.initializeRPCServer(cfg); err != nil {\n\t\treturn fmt.Errorf(\"初始化RPC服务器失败: %w\", err)\n\t}\n\n\tgo func() {\n\t\tif err := s.httpServer.Start(); err != nil {\n\t\t\ts.logger.Error(\"HTTP server start failed\", err)\n\t\t}\n\t}()\n\tgo func() {\n\t\tif err := s.rpcServer.Start(); err != nil {\n\t\t\ts.logger.Error(\"RPC server start failed\", err)\n\t\t}\n\t}()\n\n\ts.profiler = monitoring.NewProfiler(s.logger)\n\tif cfg.Monitoring.Profiling.Enabled {\n\t\thost := cfg.Monitoring.Profiling.Host\n\t\tif host == \"\" {\n\t\t\thost = cfg.Server.HTTP.Host\n\t\t}\n\t\tif cfg.Monitoring.Profiling.Port == 0 {\n\t\t\ts.logger.Warn(\"pprof未启动: 未配置端口\")\n\t\t} else if host == cfg.Server.HTTP.Host && cfg.Monitoring.Profiling.Port == cfg.Server.HTTP.Port {\n\t\t\ts.logger.Info(\"pprof routes enabled on primary HTTP server\", logging.Fields{\"addr\": fmt.Sprintf(\"%s:%d\", cfg.Server.HTTP.Host, cfg.Server.HTTP.Port), \"path\": \"/debug/pprof/\"})\n\t\t} else if err := s.profiler.Start(host, cfg.Monitoring.Profiling.Port); err != nil {\n\t\t\ts.logger.Error(\"Failed to start pprof server\", err, logging.Fields{\"host\": host, \"port\": cfg.Monitoring.Profiling.Port})\n\t\t}\n\t}\n\n\ts.logger.Info(\"Game service started successfully\", logging.Fields{\"http_addr\": fmt.Sprintf(\"%s:%d\", cfg.Server.HTTP.Host, cfg.Server.HTTP.Port), \"rpc_addr\": fmt.Sprintf(\"%s:%d\", cfg.Server.RPC.Host, cfg.Server.RPC.Port)})\n\treturn nil\n}\n\nfunc (s *GameBootstrap) Stop() error {\n\ts.logger.Info(\"停止游戏服务\")\n\ts.cancel()\n\tif s.httpServer != nil {\n\t\tif err := s.httpServer.Stop(); err != nil {\n\t\t\ts.logger.Error(\"Failed to stop HTTP server\", err)\n\t\t\treturn err\n\t\t}\n\t}\n\tif s.rpcServer != nil {\n\t\tif err := s.rpcServer.Stop(); err != nil {\n\t\t\ts.logger.Error(\"Failed to stop RPC server\", err)\n\t\t\treturn err\n\t\t}\n\t}\n\tif s.profiler != nil {\n\t\tif err := s.profiler.Stop(context.Background()); err != nil {\n\t\t\ts.logger.Error(\"Failed to stop pprof server\", err)\n\t\t\treturn err\n\t\t}\n\t}\n\tif s.mongoClient != nil {\n\t\tif err := s.mongoClient.Disconnect(s.ctx); err != nil {\n\t\t\ts.logger.Error(\"Failed to disconnect MongoDB\", err)\n\t\t}\n\t}\n\tif s.redisClient != nil {\n\t\tif err := s.redisClient.Close(); err != nil {\n\t\t\ts.logger.Error(\"Failed to close Redis\", err)\n\t\t}\n\t}\n\tif s.eventBus != nil {\n\t\ts.eventBus.Close()\n\t}\n\ts.logger.Info(\"游戏服务已停止\")\n\treturn nil\n}\n\nfunc (s *GameBootstrap) initializeInfrastructure(cfg *config.Config) error {\n\ts.logger.Info(\"初始化基础设施层\")\n\t// Mongo\n\tmongoConfig := &database.MongoConfig{URI: cfg.Database.MongoDB.URI, Database: cfg.Database.MongoDB.Database, MaxPoolSize: uint64(cfg.Database.MongoDB.MaxPoolSize), MinPoolSize: uint64(cfg.Database.MongoDB.MinPoolSize), MaxIdleTime: int(cfg.Database.MongoDB.MaxIdleTime / time.Second), ConnectTimeout: int(cfg.Database.MongoDB.ConnectTimeout / time.Second), SocketTimeout: int(cfg.Database.MongoDB.SocketTimeout / time.Second)}\n\tmongoDB := database.NewMongoDB(mongoConfig)\n\tif err := mongoDB.Connect(s.ctx); err != nil {\n\t\treturn fmt.Errorf(\"连接MongoDB失败: %w\", err)\n\t}\n\ts.mongoClient = mongoDB.GetClient()\n\ts.logger.Info(\"MongoDB连接成功\", logging.Fields{\"database\": mongoConfig.Database})\n\n\t// Redis\n\tredisConfig := &database.RedisConfig{Addr: cfg.Database.Redis.Addr, Password: cfg.Database.Redis.Password, DB: cfg.Database.Redis.DB, PoolSize: cfg.Database.Redis.PoolSize, MinIdleConns: cfg.Database.Redis.MinIdleConns, DialTimeout: int(cfg.Database.Redis.DialTimeout / time.Second), ReadTimeout: int(cfg.Database.Redis.ReadTimeout / time.Second), WriteTimeout: int(cfg.Database.Redis.WriteTimeout / time.Second)}\n\tredisDB := database.NewRedis(redisConfig)\n\tif err := redisDB.Connect(s.ctx); err != nil {\n\t\treturn fmt.Errorf(\"连接Redis失败: %w\", err)\n\t}\n\ts.redisClient = redisDB.GetClient()\n\ts.logger.Info(\"Redis连接成功\", logging.Fields{\"addr\": redisConfig.Addr, \"db\": redisConfig.DB})\n\n\t// Event bus\n\teventLogger := messaging.NewEventLoggerAdapter(s.logger)\n\ts.eventBus = events.NewEventBus(eventLogger)\n\tif cfg.Messaging.NATS.URL != \"\" {\n\t\tif err := s.eventBus.ConnectNATS(cfg.Messaging.NATS.URL); err != nil {\n\t\t\ts.logger.Error(\"连接NATS失败\", err, logging.Fields{\"url\": cfg.Messaging.NATS.URL})\n\t\t} else {\n\t\t\ts.logger.Info(\"NATS连接成功\", logging.Fields{\"url\": cfg.Messaging.NATS.URL})\n\t\t}\n\t}\n\ts.logger.Info(\"基础设施层初始化完成\")\n\treturn nil\n}\n\nfunc (s *GameBootstrap) initializeApplicationLayer(cfg *config.Config) error {\n\t_ = cfg\n\ts.logger.Info(\"初始化应用服务层\")\n\ts.commandBus = handlers.NewCommandBus()\n\ts.queryBus = handlers.NewQueryBus()\n\ts.logger.Info(\"应用服务层初始化完成\")\n\treturn nil\n}\n\nfunc (s *GameBootstrap) initializeHTTPServer(cfg *config.Config) error {\n\ts.logger.Info(\"初始化HTTP服务器\")\n\thttpConfig := &httpiface.ServerConfig{Host: cfg.Server.HTTP.Host, Port: cfg.Server.HTTP.Port, ReadTimeout: cfg.Server.HTTP.ReadTimeout, WriteTimeout: cfg.Server.HTTP.WriteTimeout, IdleTimeout: cfg.Server.HTTP.IdleTimeout}\n\ts.httpServer = httpiface.NewServer(httpConfig, s.logger)\n\tif cfg.Monitoring.Profiling.Enabled && cfg.Monitoring.Profiling.Host == cfg.Server.HTTP.Host && cfg.Monitoring.Profiling.Port == cfg.Server.HTTP.Port {\n\t\ts.httpServer.EnableProfiling()\n\t}\n\ts.logger.Info(\"HTTP服务器初始化完成\")\n\treturn nil\n}\n\nfunc (s *GameBootstrap) initializeRPCServer(cfg *config.Config) error {\n\ts.logger.Info(\"初始化RPC服务器\")\n\trpcConfig := &rpc.RPCServerConfig{Host: cfg.Server.RPC.Host, Port: cfg.Server.RPC.Port, MaxConnections: cfg.Server.RPC.MaxConnections, Timeout: cfg.Server.RPC.Timeout, KeepAlive: cfg.Server.RPC.KeepAlive, KeepAlivePeriod: cfg.Server.RPC.KeepAlivePeriod, ReadTimeout: cfg.Server.RPC.ReadTimeout, WriteTimeout: cfg.Server.RPC.WriteTimeout}\n\ts.rpcServer = rpc.NewRPCServer(rpcConfig, s.commandBus, s.queryBus, s.logger)\n\ts.logger.Info(\"RPC服务器初始化完成\")\n\treturn nil\n}\n\n// Done returns a channel that's closed when the service context is canceled.\nfunc (s *GameBootstrap) Done() <-chan struct{} { return s.ctx.Done() }\n"
  },
  {
    "path": "internal/bootstrap/gateway_bootstrap.go",
    "content": "package bootstrap\n\nimport (\n\t\"context\"\n\t\"encoding/json\"\n\t\"fmt\"\n\t\"sync/atomic\"\n\t\"time\"\n\n\t\"github.com/redis/go-redis/v9\"\n\t\"go.mongodb.org/mongo-driver/mongo\"\n\n\t\"greatestworks/internal/application/handlers\"\n\tappServices \"greatestworks/internal/application/services\"\n\t\"greatestworks/internal/config\"\n\t\"greatestworks/internal/database\"\n\t\"greatestworks/internal/domain/character\"\n\t\"greatestworks/internal/infrastructure/logging\"\n\t\"greatestworks/internal/infrastructure/monitoring\"\n\t\"greatestworks/internal/infrastructure/persistence\"\n\t\"greatestworks/internal/interfaces/tcp\"\n\ttcpProtocol \"greatestworks/internal/interfaces/tcp/protocol\"\n)\n\n// GatewayBootstrap wires infrastructure for the gateway service\ntype GatewayBootstrap struct {\n\tconfig    atomic.Pointer[config.Config]\n\tlogger    logging.Logger\n\ttcpServer *tcp.TCPServer\n\tprofiler  *monitoring.Profiler\n\n\t// infra\n\tmongoClient *mongo.Client\n\tredisClient *redis.Client\n\n\t// buses\n\tcommandBus *handlers.CommandBus\n\tqueryBus   *handlers.QueryBus\n\n\t// app services\n\tmapService       *appServices.MapService\n\tfightService     *appServices.FightService\n\tcharacterService *appServices.CharacterService\n\tupdateMgr        *appServices.UpdateManager\n\tspawnMgr         *appServices.SpawnManager\n\n\tctx    context.Context\n\tcancel context.CancelFunc\n}\n\nfunc NewGatewayBootstrap(cfg *config.Config, logger logging.Logger) *GatewayBootstrap {\n\tctx, cancel := context.WithCancel(context.Background())\n\tb := &GatewayBootstrap{logger: logger, ctx: ctx, cancel: cancel}\n\tif cfg != nil {\n\t\tb.config.Store(cfg)\n\t}\n\treturn b\n}\n\nfunc (s *GatewayBootstrap) UpdateConfig(cfg *config.Config) {\n\tif cfg != nil {\n\t\ts.config.Store(cfg)\n\t}\n}\n\nfunc (s *GatewayBootstrap) Start() error {\n\tcfg := s.config.Load()\n\tif cfg == nil {\n\t\treturn fmt.Errorf(\"gateway service configuration not loaded\")\n\t}\n\n\ts.logger.Info(\"Starting gateway service\", logging.Fields{\"service\": cfg.Service.Name, \"version\": cfg.Service.Version, \"node_id\": cfg.Service.NodeID})\n\n\tif err := s.initializeInfrastructure(cfg); err != nil {\n\t\treturn fmt.Errorf(\"初始化基础设施失败: %w\", err)\n\t}\n\tif err := s.initializeApplicationLayer(cfg); err != nil {\n\t\treturn fmt.Errorf(\"初始化应用服务层失败: %w\", err)\n\t}\n\tif err := s.initializeTCPServer(cfg); err != nil {\n\t\treturn fmt.Errorf(\"初始化TCP服务器失败: %w\", err)\n\t}\n\n\t// Start runtime managers\n\tif s.updateMgr != nil {\n\t\t// Register map tick into update loop\n\t\tif s.mapService != nil {\n\t\t\ts.updateMgr.Register(\"map.tick\", appServices.UpdateFunc(func(ctx context.Context, d time.Duration) error {\n\t\t\t\ts.mapService.Tick(ctx, d)\n\t\t\t\treturn nil\n\t\t\t}))\n\t\t}\n\t\ts.updateMgr.Start(s.ctx)\n\t}\n\tif s.spawnMgr != nil {\n\t\t// default 2 workers; can be made configurable later\n\t\ts.spawnMgr.Start(s.ctx, 2)\n\t}\n\n\tgo func() {\n\t\tif err := s.tcpServer.Start(); err != nil {\n\t\t\ts.logger.Error(\"TCP server start failed\", err)\n\t\t}\n\t}()\n\n\ts.profiler = monitoring.NewProfiler(s.logger)\n\tif cfg.Monitoring.Profiling.Enabled {\n\t\thost := cfg.Monitoring.Profiling.Host\n\t\tif host == \"\" {\n\t\t\thost = cfg.Server.TCP.Host\n\t\t}\n\t\tif cfg.Monitoring.Profiling.Port == 0 {\n\t\t\ts.logger.Warn(\"pprof未启动: 未配置端口\")\n\t\t} else if err := s.profiler.Start(host, cfg.Monitoring.Profiling.Port); err != nil {\n\t\t\ts.logger.Error(\"Failed to start pprof server\", err, logging.Fields{\"host\": host, \"port\": cfg.Monitoring.Profiling.Port})\n\t\t}\n\t}\n\n\ts.logger.Info(\"Gateway service started successfully\", logging.Fields{\"tcp_addr\": fmt.Sprintf(\"%s:%d\", cfg.Server.TCP.Host, cfg.Server.TCP.Port)})\n\treturn nil\n}\n\nfunc (s *GatewayBootstrap) Stop() error {\n\ts.logger.Info(\"停止网关服务\")\n\ts.cancel()\n\tif s.updateMgr != nil {\n\t\ts.updateMgr.Stop()\n\t}\n\tif s.spawnMgr != nil {\n\t\ts.spawnMgr.Stop()\n\t}\n\tif s.tcpServer != nil {\n\t\tif err := s.tcpServer.Stop(); err != nil {\n\t\t\ts.logger.Error(\"Failed to stop TCP server\", err)\n\t\t\treturn err\n\t\t}\n\t}\n\tif s.profiler != nil {\n\t\tif err := s.profiler.Stop(context.Background()); err != nil {\n\t\t\ts.logger.Error(\"Failed to stop pprof server\", err)\n\t\t\treturn err\n\t\t}\n\t}\n\tif s.redisClient != nil {\n\t\tif err := s.redisClient.Close(); err != nil {\n\t\t\ts.logger.Error(\"Failed to close Redis\", err)\n\t\t}\n\t}\n\ts.logger.Info(\"网关服务已停止\")\n\treturn nil\n}\n\nfunc (s *GatewayBootstrap) initializeInfrastructure(cfg *config.Config) error {\n\ts.logger.Info(\"初始化基础设施层\")\n\t// Mongo\n\tmongoConfig := &database.MongoConfig{\n\t\tURI:            cfg.Database.MongoDB.URI,\n\t\tDatabase:       cfg.Database.MongoDB.Database,\n\t\tMaxPoolSize:    uint64(cfg.Database.MongoDB.MaxPoolSize),\n\t\tMinPoolSize:    uint64(cfg.Database.MongoDB.MinPoolSize),\n\t\tMaxIdleTime:    int(cfg.Database.MongoDB.MaxIdleTime / time.Second),\n\t\tConnectTimeout: int(cfg.Database.MongoDB.ConnectTimeout / time.Second),\n\t\tSocketTimeout:  int(cfg.Database.MongoDB.SocketTimeout / time.Second),\n\t}\n\tmongoDB := database.NewMongoDB(mongoConfig)\n\tif err := mongoDB.Connect(s.ctx); err != nil {\n\t\treturn fmt.Errorf(\"连接MongoDB失败: %w\", err)\n\t}\n\ts.mongoClient = mongoDB.GetClient()\n\ts.logger.Info(\"MongoDB连接成功\", logging.Fields{\"database\": mongoConfig.Database})\n\n\t// Redis\n\tredisConfig := &database.RedisConfig{\n\t\tAddr:         cfg.Database.Redis.Addr,\n\t\tPassword:     cfg.Database.Redis.Password,\n\t\tDB:           cfg.Database.Redis.DB,\n\t\tPoolSize:     cfg.Database.Redis.PoolSize,\n\t\tMinIdleConns: cfg.Database.Redis.MinIdleConns,\n\t\tDialTimeout:  int(cfg.Database.Redis.DialTimeout / time.Second),\n\t\tReadTimeout:  int(cfg.Database.Redis.ReadTimeout / time.Second),\n\t\tWriteTimeout: int(cfg.Database.Redis.WriteTimeout / time.Second),\n\t}\n\tredisDB := database.NewRedis(redisConfig)\n\tif err := redisDB.Connect(s.ctx); err != nil {\n\t\treturn fmt.Errorf(\"连接Redis失败: %w\", err)\n\t}\n\ts.redisClient = redisDB.GetClient()\n\ts.logger.Info(\"Redis连接成功\", logging.Fields{\"addr\": redisConfig.Addr, \"db\": redisConfig.DB})\n\ts.logger.Info(\"基础设施层初始化完成\")\n\treturn nil\n}\n\nfunc (s *GatewayBootstrap) initializeApplicationLayer(cfg *config.Config) error {\n\t_ = cfg\n\ts.logger.Info(\"初始化应用服务层\")\n\ts.commandBus = handlers.NewCommandBus()\n\ts.queryBus = handlers.NewQueryBus()\n\n\t// 创建仓储\n\tdb := s.mongoClient.Database(cfg.Database.MongoDB.Database)\n\tcharacterRepo := persistence.NewCharacterRepository(db)\n\titemRepo := persistence.NewItemRepository(db)\n\tquestRepo := persistence.NewQuestRepository(db)\n\n\t// Instantiate application services\n\ts.mapService = appServices.NewMapService()\n\ts.fightService = appServices.NewFightService(nil)\n\ts.characterService = appServices.NewCharacterService(characterRepo, itemRepo, questRepo)\n\ts.updateMgr = appServices.NewUpdateManager(s.logger, 50*time.Millisecond)\n\ts.spawnMgr = appServices.NewSpawnManager(s.logger, 1024)\n\t// Wiring: map service uses spawn manager for async tasks\n\ts.mapService.SetSpawnManager(s.spawnMgr)\n\ts.logger.Info(\"应用服务层初始化完成\")\n\treturn nil\n}\n\nfunc (s *GatewayBootstrap) initializeTCPServer(cfg *config.Config) error {\n\ts.logger.Info(\"初始化TCP服务器\")\n\ttcpCfg := &tcp.ServerConfig{Addr: fmt.Sprintf(\"%s:%d\", cfg.Server.TCP.Host, cfg.Server.TCP.Port), MaxConnections: cfg.Server.TCP.MaxConnections, ReadTimeout: cfg.Server.TCP.ReadTimeout, WriteTimeout: cfg.Server.TCP.WriteTimeout, EnableCompression: cfg.Server.TCP.CompressionEnabled, BufferSize: cfg.Server.TCP.BufferSize}\n\ts.tcpServer = tcp.NewTCPServer(tcpCfg, s.commandBus, s.queryBus, s.logger)\n\t// Provide services to TCP server for handlers\n\ts.tcpServer.SetMapService(s.mapService)\n\ts.tcpServer.SetFightService(s.fightService)\n\ts.tcpServer.SetCharacterService(s.characterService)\n\n\t// Inject broadcaster from TCP server into MapService\n\tif s.mapService != nil {\n\t\tconnMgr := s.tcpServer.GetConnectionManager()\n\t\ts.mapService.SetBroadcaster(func(recipients []character.EntityID, topic string, payload interface{}) {\n\t\t\t// Choose a message type based on topic\n\t\t\tvar msgType uint32\n\t\t\tswitch topic {\n\t\t\tcase \"entity_move\":\n\t\t\t\tmsgType = uint32(tcpProtocol.MsgPlayerMove)\n\t\t\tcase \"entity_appear\", \"entity_disappear\":\n\t\t\t\tmsgType = uint32(tcpProtocol.MsgPlayerStatusSync)\n\t\t\tcase \"skill_cast\":\n\t\t\t\tmsgType = uint32(tcpProtocol.MsgBattleSkill)\n\t\t\tdefault:\n\t\t\t\tmsgType = uint32(tcpProtocol.MsgPlayerStatus)\n\t\t\t}\n\n\t\t\tmsg := &tcpProtocol.Message{\n\t\t\t\tHeader: tcpProtocol.MessageHeader{\n\t\t\t\t\tMagic:       tcpProtocol.MessageMagic,\n\t\t\t\t\tMessageID:   0,\n\t\t\t\t\tMessageType: msgType,\n\t\t\t\t\tFlags:       tcpProtocol.FlagBroadcast | tcpProtocol.FlagAsync,\n\t\t\t\t\tPlayerID:    0,\n\t\t\t\t\tTimestamp:   time.Now().Unix(),\n\t\t\t\t\tSequence:    0,\n\t\t\t\t},\n\t\t\t\tPayload: map[string]interface{}{\n\t\t\t\t\t\"topic\":   topic,\n\t\t\t\t\t\"payload\": payload,\n\t\t\t\t},\n\t\t\t}\n\t\t\tif data, err := json.Marshal(msg); err == nil {\n\t\t\t\tfor _, id := range recipients {\n\t\t\t\t\tif session, ok := connMgr.GetSessionByPlayer(int32(id)); ok {\n\t\t\t\t\t\t_ = session.Send(data)\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\ts.logger.Error(\"广播消息序列化失败\", err, logging.Fields{\"topic\": topic})\n\t\t\t}\n\t\t})\n\t}\n\ts.logger.Info(\"TCP服务器初始化完成\")\n\treturn nil\n}\n\n// Done returns a channel that's closed when the service context is canceled.\nfunc (s *GatewayBootstrap) Done() <-chan struct{} { return s.ctx.Done() }\n"
  },
  {
    "path": "internal/bootstrap/replication_bootstrap.go",
    "content": "package bootstrap\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"sync/atomic\"\n\t\"time\"\n\n\t\"github.com/redis/go-redis/v9\"\n\t\"go.mongodb.org/mongo-driver/mongo\"\n\n\t\"greatestworks/internal/application/handlers\"\n\tappsvc \"greatestworks/internal/application/services\"\n\t\"greatestworks/internal/config\"\n\t\"greatestworks/internal/database\"\n\t\"greatestworks/internal/events\"\n\t\"greatestworks/internal/infrastructure/cache\"\n\t\"greatestworks/internal/infrastructure/logging\"\n\t\"greatestworks/internal/infrastructure/messaging\"\n\t\"greatestworks/internal/infrastructure/monitoring\"\n\t\"greatestworks/internal/infrastructure/persistence\"\n\thttpiface \"greatestworks/internal/interfaces/http\"\n\t\"greatestworks/internal/interfaces/rpc\"\n)\n\n// ReplicationBootstrap wires infrastructure and app layers for replication service\ntype ReplicationBootstrap struct {\n\tconfig     atomic.Pointer[config.Config]\n\tlogger     logging.Logger\n\thttpServer *httpiface.Server\n\trpcServer  *rpc.RPCServer\n\tprofiler   *monitoring.Profiler\n\t// DDD components\n\treplicationService *appsvc.ReplicationService\n\treplicationRepo    *persistence.MongoReplicationRepository\n\teventBus           *events.EventBus\n\tmongoClient        *mongo.Client\n\tredisClient        *redis.Client\n\tctx                context.Context\n\tcancel             context.CancelFunc\n}\n\nfunc NewReplicationBootstrap(cfg *config.Config, logger logging.Logger) *ReplicationBootstrap {\n\tctx, cancel := context.WithCancel(context.Background())\n\tb := &ReplicationBootstrap{logger: logger, ctx: ctx, cancel: cancel}\n\tif cfg != nil {\n\t\tb.config.Store(cfg)\n\t}\n\treturn b\n}\n\nfunc (s *ReplicationBootstrap) UpdateConfig(cfg *config.Config) {\n\tif cfg != nil {\n\t\ts.config.Store(cfg)\n\t}\n}\n\nfunc (s *ReplicationBootstrap) Start() error {\n\tcfg := s.config.Load()\n\tif cfg == nil {\n\t\treturn fmt.Errorf(\"replication service configuration not loaded\")\n\t}\n\n\ts.logger.Info(\"Starting replication service\", logging.Fields{\n\t\t\"service\": cfg.Service.Name,\n\t\t\"version\": cfg.Service.Version,\n\t\t\"node_id\": cfg.Service.NodeID,\n\t})\n\n\tif err := s.initializeInfrastructure(cfg); err != nil {\n\t\treturn fmt.Errorf(\"初始化基础设施失败: %w\", err)\n\t}\n\tif err := s.initializeApplicationLayer(cfg); err != nil {\n\t\treturn fmt.Errorf(\"初始化应用服务层失败: %w\", err)\n\t}\n\tif err := s.initializeHTTPServer(cfg); err != nil {\n\t\treturn fmt.Errorf(\"初始化HTTP服务器失败: %w\", err)\n\t}\n\tif err := s.initializeRPCServer(cfg); err != nil {\n\t\treturn fmt.Errorf(\"初始化RPC服务器失败: %w\", err)\n\t}\n\n\tgo func() {\n\t\tif err := s.httpServer.Start(); err != nil {\n\t\t\ts.logger.Error(\"HTTP server start failed\", err)\n\t\t}\n\t}()\n\tgo func() {\n\t\tif err := s.rpcServer.Start(); err != nil {\n\t\t\ts.logger.Error(\"RPC server start failed\", err)\n\t\t}\n\t}()\n\n\ts.profiler = monitoring.NewProfiler(s.logger)\n\tif cfg.Monitoring.Profiling.Enabled {\n\t\thost := cfg.Monitoring.Profiling.Host\n\t\tif host == \"\" {\n\t\t\thost = cfg.Server.HTTP.Host\n\t\t}\n\t\tif cfg.Monitoring.Profiling.Port == 0 {\n\t\t\ts.logger.Warn(\"pprof未启动: 未配置端口\")\n\t\t} else if host == cfg.Server.HTTP.Host && cfg.Monitoring.Profiling.Port == cfg.Server.HTTP.Port {\n\t\t\ts.logger.Info(\"pprof routes enabled on primary HTTP server\", logging.Fields{\"addr\": fmt.Sprintf(\"%s:%d\", cfg.Server.HTTP.Host, cfg.Server.HTTP.Port), \"path\": \"/debug/pprof/\"})\n\t\t} else if err := s.profiler.Start(host, cfg.Monitoring.Profiling.Port); err != nil {\n\t\t\ts.logger.Error(\"Failed to start pprof server\", err, logging.Fields{\"host\": host, \"port\": cfg.Monitoring.Profiling.Port})\n\t\t}\n\t}\n\n\ts.logger.Info(\"Replication service started successfully\", logging.Fields{\n\t\t\"http_addr\": fmt.Sprintf(\"%s:%d\", cfg.Server.HTTP.Host, cfg.Server.HTTP.Port),\n\t\t\"rpc_addr\":  fmt.Sprintf(\"%s:%d\", cfg.Server.RPC.Host, cfg.Server.RPC.Port),\n\t})\n\treturn nil\n}\n\nfunc (s *ReplicationBootstrap) Stop() error {\n\ts.logger.Info(\"停止副本服务\")\n\ts.cancel()\n\tif s.httpServer != nil {\n\t\tif err := s.httpServer.Stop(); err != nil {\n\t\t\ts.logger.Error(\"Failed to stop HTTP server\", err)\n\t\t\treturn err\n\t\t}\n\t}\n\tif s.rpcServer != nil {\n\t\tif err := s.rpcServer.Stop(); err != nil {\n\t\t\ts.logger.Error(\"Failed to stop RPC server\", err)\n\t\t\treturn err\n\t\t}\n\t}\n\tif s.profiler != nil {\n\t\tif err := s.profiler.Stop(context.Background()); err != nil {\n\t\t\ts.logger.Error(\"Failed to stop pprof server\", err)\n\t\t\treturn err\n\t\t}\n\t}\n\tif s.mongoClient != nil {\n\t\tif err := s.mongoClient.Disconnect(s.ctx); err != nil {\n\t\t\ts.logger.Error(\"Failed to disconnect MongoDB\", err)\n\t\t}\n\t}\n\tif s.redisClient != nil {\n\t\tif err := s.redisClient.Close(); err != nil {\n\t\t\ts.logger.Error(\"Failed to close Redis\", err)\n\t\t}\n\t}\n\tif s.eventBus != nil {\n\t\ts.eventBus.Close()\n\t}\n\ts.logger.Info(\"副本服务已停止\")\n\treturn nil\n}\n\n// Done returns a channel that's closed when the service context is canceled.\nfunc (s *ReplicationBootstrap) Done() <-chan struct{} {\n\treturn s.ctx.Done()\n}\n\nfunc (s *ReplicationBootstrap) initializeInfrastructure(cfg *config.Config) error {\n\ts.logger.Info(\"初始化基础设施层\")\n\t// Mongo\n\tmongoConfig := &database.MongoConfig{\n\t\tURI: cfg.Database.MongoDB.URI, Database: cfg.Database.MongoDB.Database,\n\t\tMaxPoolSize: uint64(cfg.Database.MongoDB.MaxPoolSize), MinPoolSize: uint64(cfg.Database.MongoDB.MinPoolSize),\n\t\tMaxIdleTime: int(cfg.Database.MongoDB.MaxIdleTime / time.Second), ConnectTimeout: int(cfg.Database.MongoDB.ConnectTimeout / time.Second), SocketTimeout: int(cfg.Database.MongoDB.SocketTimeout / time.Second),\n\t}\n\tmongoDB := database.NewMongoDB(mongoConfig)\n\tif err := mongoDB.Connect(s.ctx); err != nil {\n\t\treturn fmt.Errorf(\"连接MongoDB失败: %w\", err)\n\t}\n\ts.mongoClient = mongoDB.GetClient()\n\ts.logger.Info(\"MongoDB连接成功\", logging.Fields{\"database\": mongoConfig.Database})\n\n\t// Redis\n\tredisConfig := &database.RedisConfig{\n\t\tAddr: cfg.Database.Redis.Addr, Password: cfg.Database.Redis.Password, DB: cfg.Database.Redis.DB,\n\t\tPoolSize: cfg.Database.Redis.PoolSize, MinIdleConns: cfg.Database.Redis.MinIdleConns,\n\t\tDialTimeout: int(cfg.Database.Redis.DialTimeout / time.Second), ReadTimeout: int(cfg.Database.Redis.ReadTimeout / time.Second), WriteTimeout: int(cfg.Database.Redis.WriteTimeout / time.Second),\n\t}\n\tredisDB := database.NewRedis(redisConfig)\n\tif err := redisDB.Connect(s.ctx); err != nil {\n\t\treturn fmt.Errorf(\"连接Redis失败: %w\", err)\n\t}\n\ts.redisClient = redisDB.GetClient()\n\ts.logger.Info(\"Redis连接成功\", logging.Fields{\"addr\": redisConfig.Addr, \"db\": redisConfig.DB})\n\n\t// Cache and repo\n\tredisCache := cache.NewRedisCache(s.redisClient, s.logger)\n\tdb := mongoDB.GetDatabase()\n\ts.replicationRepo = persistence.NewMongoReplicationRepository(db, redisCache, s.logger)\n\n\t// Event bus\n\teventLogger := messaging.NewEventLoggerAdapter(s.logger)\n\ts.eventBus = events.NewEventBus(eventLogger)\n\tif cfg.Messaging.NATS.URL != \"\" {\n\t\tif err := s.eventBus.ConnectNATS(cfg.Messaging.NATS.URL); err != nil {\n\t\t\ts.logger.Error(\"连接NATS失败\", err, logging.Fields{\"url\": cfg.Messaging.NATS.URL})\n\t\t} else {\n\t\t\ts.logger.Info(\"NATS连接成功\", logging.Fields{\"url\": cfg.Messaging.NATS.URL})\n\t\t}\n\t}\n\ts.logger.Info(\"基础设施层初始化完成\")\n\treturn nil\n}\n\nfunc (s *ReplicationBootstrap) initializeApplicationLayer(cfg *config.Config) error {\n\t_ = cfg\n\ts.logger.Info(\"初始化应用服务层\")\n\tpublisher := messaging.NewEventBusPublisher(s.eventBus)\n\ts.replicationService = appsvc.NewReplicationService(s.replicationRepo, publisher, s.logger)\n\t// register subscribers\n\thandlers.RegisterReplicationSubscribers(s.eventBus, s.logger)\n\ts.logger.Info(\"应用服务层初始化完成\")\n\treturn nil\n}\n\nfunc (s *ReplicationBootstrap) initializeHTTPServer(cfg *config.Config) error {\n\ts.logger.Info(\"初始化HTTP服务器\")\n\thttpConfig := &httpiface.ServerConfig{\n\t\tHost: cfg.Server.HTTP.Host, Port: cfg.Server.HTTP.Port,\n\t\tReadTimeout: cfg.Server.HTTP.ReadTimeout, WriteTimeout: cfg.Server.HTTP.WriteTimeout, IdleTimeout: cfg.Server.HTTP.IdleTimeout,\n\t}\n\ts.httpServer = httpiface.NewServer(httpConfig, s.logger)\n\t// register routes\n\thandlers := httpiface.NewReplicationHTTPHandlers(s.replicationService, s.logger)\n\thttpiface.RegisterReplicationRoutes(s.httpServer, handlers)\n\tif cfg.Monitoring.Profiling.Enabled && cfg.Monitoring.Profiling.Host == cfg.Server.HTTP.Host && cfg.Monitoring.Profiling.Port == cfg.Server.HTTP.Port {\n\t\ts.httpServer.EnableProfiling()\n\t}\n\ts.logger.Info(\"HTTP服务器初始化完成\")\n\treturn nil\n}\n\nfunc (s *ReplicationBootstrap) initializeRPCServer(cfg *config.Config) error {\n\ts.logger.Info(\"初始化RPC服务器\")\n\tcommandBus := handlers.NewCommandBus()\n\tqueryBus := handlers.NewQueryBus()\n\trpcConfig := &rpc.RPCServerConfig{\n\t\tHost: cfg.Server.RPC.Host, Port: cfg.Server.RPC.Port,\n\t\tMaxConnections: cfg.Server.RPC.MaxConnections, Timeout: cfg.Server.RPC.Timeout,\n\t\tKeepAlive: cfg.Server.RPC.KeepAlive, KeepAlivePeriod: cfg.Server.RPC.KeepAlivePeriod,\n\t\tReadTimeout: cfg.Server.RPC.ReadTimeout, WriteTimeout: cfg.Server.RPC.WriteTimeout,\n\t}\n\ts.rpcServer = rpc.NewRPCServer(rpcConfig, commandBus, queryBus, s.logger)\n\t// register replication RPC service\n\ts.rpcServer.RegisterService(rpc.NewReplicationRPCService(s.replicationService, s.logger))\n\ts.logger.Info(\"RPC服务器初始化完成\")\n\treturn nil\n}\n"
  },
  {
    "path": "internal/bootstrap/scene_bootstrap.go",
    "content": "package bootstrap\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"sync/atomic\"\n\t\"time\"\n\n\t\"github.com/redis/go-redis/v9\"\n\t\"go.mongodb.org/mongo-driver/mongo\"\n\n\t\"greatestworks/internal/application/handlers\"\n\t\"greatestworks/internal/application/services\"\n\t\"greatestworks/internal/config\"\n\t\"greatestworks/internal/database\"\n\t\"greatestworks/internal/events\"\n\t\"greatestworks/internal/infrastructure/cache\"\n\t\"greatestworks/internal/infrastructure/logging\"\n\t\"greatestworks/internal/infrastructure/messaging\"\n\t\"greatestworks/internal/infrastructure/monitoring\"\n\t\"greatestworks/internal/infrastructure/persistence\"\n\thttpiface \"greatestworks/internal/interfaces/http\"\n\t\"greatestworks/internal/interfaces/rpc\"\n)\n\n// SceneBootstrap wires infrastructure and app layers for the scene service\ntype SceneBootstrap struct {\n\tconfig     atomic.Pointer[config.Config]\n\tlogger     logging.Logger\n\thttpServer *httpiface.Server\n\trpcServer  *rpc.RPCServer\n\tprofiler   *monitoring.Profiler\n\t// DDD components\n\tsceneService *services.SceneService\n\tsceneRepo    *persistence.MongoSceneRepository\n\teventBus     *events.EventBus\n\tmongoClient  *mongo.Client\n\tredisClient  *redis.Client\n\tctx          context.Context\n\tcancel       context.CancelFunc\n}\n\nfunc NewSceneBootstrap(cfg *config.Config, logger logging.Logger) *SceneBootstrap {\n\tctx, cancel := context.WithCancel(context.Background())\n\tb := &SceneBootstrap{logger: logger, ctx: ctx, cancel: cancel}\n\tif cfg != nil {\n\t\tb.config.Store(cfg)\n\t}\n\treturn b\n}\n\nfunc (s *SceneBootstrap) UpdateConfig(cfg *config.Config) {\n\tif cfg != nil {\n\t\ts.config.Store(cfg)\n\t}\n}\n\n// Done returns a channel that's closed when the service context is canceled.\nfunc (s *SceneBootstrap) Done() <-chan struct{} {\n\treturn s.ctx.Done()\n}\n\nfunc (s *SceneBootstrap) Start() error {\n\tcfg := s.config.Load()\n\tif cfg == nil {\n\t\treturn fmt.Errorf(\"scene service configuration not loaded\")\n\t}\n\n\ts.logger.Info(\"Starting scene service\", logging.Fields{\n\t\t\"service\": cfg.Service.Name,\n\t\t\"version\": cfg.Service.Version,\n\t\t\"node_id\": cfg.Service.NodeID,\n\t})\n\n\tif err := s.initializeInfrastructure(cfg); err != nil {\n\t\treturn fmt.Errorf(\"初始化基础设施失败: %w\", err)\n\t}\n\tif err := s.initializeApplicationLayer(cfg); err != nil {\n\t\treturn fmt.Errorf(\"初始化应用服务层失败: %w\", err)\n\t}\n\tif err := s.initializeHTTPServer(cfg); err != nil {\n\t\treturn fmt.Errorf(\"初始化HTTP服务器失败: %w\", err)\n\t}\n\tif err := s.initializeRPCServer(cfg); err != nil {\n\t\treturn fmt.Errorf(\"初始化RPC服务器失败: %w\", err)\n\t}\n\n\tgo func() {\n\t\tif err := s.httpServer.Start(); err != nil {\n\t\t\ts.logger.Error(\"HTTP server start failed\", err)\n\t\t}\n\t}()\n\tgo func() {\n\t\tif err := s.rpcServer.Start(); err != nil {\n\t\t\ts.logger.Error(\"RPC server start failed\", err)\n\t\t}\n\t}()\n\n\ts.profiler = monitoring.NewProfiler(s.logger)\n\tif cfg.Monitoring.Profiling.Enabled {\n\t\thost := cfg.Monitoring.Profiling.Host\n\t\tif host == \"\" {\n\t\t\thost = cfg.Server.HTTP.Host\n\t\t}\n\t\tif cfg.Monitoring.Profiling.Port == 0 {\n\t\t\ts.logger.Warn(\"pprof未启动: 未配置端口\")\n\t\t} else if host == cfg.Server.HTTP.Host && cfg.Monitoring.Profiling.Port == cfg.Server.HTTP.Port {\n\t\t\ts.logger.Info(\"pprof routes enabled on primary HTTP server\", logging.Fields{\"addr\": fmt.Sprintf(\"%s:%d\", cfg.Server.HTTP.Host, cfg.Server.HTTP.Port), \"path\": \"/debug/pprof/\"})\n\t\t} else if err := s.profiler.Start(host, cfg.Monitoring.Profiling.Port); err != nil {\n\t\t\ts.logger.Error(\"Failed to start pprof server\", err, logging.Fields{\"host\": host, \"port\": cfg.Monitoring.Profiling.Port})\n\t\t}\n\t}\n\n\ts.logger.Info(\"Scene service started successfully\", logging.Fields{\n\t\t\"http_addr\": fmt.Sprintf(\"%s:%d\", cfg.Server.HTTP.Host, cfg.Server.HTTP.Port),\n\t\t\"rpc_addr\":  fmt.Sprintf(\"%s:%d\", cfg.Server.RPC.Host, cfg.Server.RPC.Port),\n\t})\n\treturn nil\n}\n\nfunc (s *SceneBootstrap) Stop() error {\n\ts.logger.Info(\"停止场景服务\")\n\ts.cancel()\n\tif s.httpServer != nil {\n\t\tif err := s.httpServer.Stop(); err != nil {\n\t\t\ts.logger.Error(\"Failed to stop HTTP server\", err)\n\t\t\treturn err\n\t\t}\n\t}\n\tif s.rpcServer != nil {\n\t\tif err := s.rpcServer.Stop(); err != nil {\n\t\t\ts.logger.Error(\"Failed to stop RPC server\", err)\n\t\t\treturn err\n\t\t}\n\t}\n\tif s.profiler != nil {\n\t\tif err := s.profiler.Stop(context.Background()); err != nil {\n\t\t\ts.logger.Error(\"Failed to stop pprof server\", err)\n\t\t\treturn err\n\t\t}\n\t}\n\tif s.mongoClient != nil {\n\t\tif err := s.mongoClient.Disconnect(s.ctx); err != nil {\n\t\t\ts.logger.Error(\"Failed to disconnect MongoDB\", err)\n\t\t}\n\t}\n\tif s.redisClient != nil {\n\t\tif err := s.redisClient.Close(); err != nil {\n\t\t\ts.logger.Error(\"Failed to close Redis\", err)\n\t\t}\n\t}\n\tif s.eventBus != nil {\n\t\ts.eventBus.Close()\n\t}\n\ts.logger.Info(\"场景服务已停止\")\n\treturn nil\n}\n\nfunc (s *SceneBootstrap) initializeInfrastructure(cfg *config.Config) error {\n\ts.logger.Info(\"初始化基础设施层\")\n\t// Mongo\n\tmongoConfig := &database.MongoConfig{\n\t\tURI: cfg.Database.MongoDB.URI, Database: cfg.Database.MongoDB.Database,\n\t\tMaxPoolSize: uint64(cfg.Database.MongoDB.MaxPoolSize), MinPoolSize: uint64(cfg.Database.MongoDB.MinPoolSize),\n\t\tMaxIdleTime: int(cfg.Database.MongoDB.MaxIdleTime / time.Second), ConnectTimeout: int(cfg.Database.MongoDB.ConnectTimeout / time.Second), SocketTimeout: int(cfg.Database.MongoDB.SocketTimeout / time.Second),\n\t}\n\tmongoDB := database.NewMongoDB(mongoConfig)\n\tif err := mongoDB.Connect(s.ctx); err != nil {\n\t\treturn fmt.Errorf(\"连接MongoDB失败: %w\", err)\n\t}\n\ts.mongoClient = mongoDB.GetClient()\n\ts.logger.Info(\"MongoDB连接成功\", logging.Fields{\"database\": mongoConfig.Database})\n\n\t// Redis\n\tredisConfig := &database.RedisConfig{\n\t\tAddr: cfg.Database.Redis.Addr, Password: cfg.Database.Redis.Password, DB: cfg.Database.Redis.DB,\n\t\tPoolSize: cfg.Database.Redis.PoolSize, MinIdleConns: cfg.Database.Redis.MinIdleConns,\n\t\tDialTimeout: int(cfg.Database.Redis.DialTimeout / time.Second), ReadTimeout: int(cfg.Database.Redis.ReadTimeout / time.Second), WriteTimeout: int(cfg.Database.Redis.WriteTimeout / time.Second),\n\t}\n\tredisDB := database.NewRedis(redisConfig)\n\tif err := redisDB.Connect(s.ctx); err != nil {\n\t\treturn fmt.Errorf(\"连接Redis失败: %w\", err)\n\t}\n\ts.redisClient = redisDB.GetClient()\n\ts.logger.Info(\"Redis连接成功\", logging.Fields{\"addr\": redisConfig.Addr, \"db\": redisConfig.DB})\n\n\t// Cache and repo\n\tredisCache := cache.NewRedisCache(s.redisClient, s.logger)\n\tdb := mongoDB.GetDatabase()\n\ts.sceneRepo = persistence.NewMongoSceneRepository(db, redisCache, s.logger)\n\n\t// Event bus\n\teventLogger := messaging.NewEventLoggerAdapter(s.logger)\n\ts.eventBus = events.NewEventBus(eventLogger)\n\tif cfg.Messaging.NATS.URL != \"\" {\n\t\tif err := s.eventBus.ConnectNATS(cfg.Messaging.NATS.URL); err != nil {\n\t\t\ts.logger.Error(\"连接NATS失败\", err, logging.Fields{\"url\": cfg.Messaging.NATS.URL})\n\t\t} else {\n\t\t\ts.logger.Info(\"NATS连接成功\", logging.Fields{\"url\": cfg.Messaging.NATS.URL})\n\t\t}\n\t}\n\ts.logger.Info(\"基础设施层初始化完成\")\n\treturn nil\n}\n\nfunc (s *SceneBootstrap) initializeApplicationLayer(cfg *config.Config) error {\n\t_ = cfg\n\ts.logger.Info(\"初始化应用服务层\")\n\tpublisher := messaging.NewEventBusPublisher(s.eventBus)\n\ts.sceneService = services.NewSceneService(s.sceneRepo, publisher, s.logger)\n\ts.logger.Info(\"应用服务层初始化完成\")\n\treturn nil\n}\n\nfunc (s *SceneBootstrap) initializeHTTPServer(cfg *config.Config) error {\n\ts.logger.Info(\"初始化HTTP服务器\")\n\thttpConfig := &httpiface.ServerConfig{\n\t\tHost: cfg.Server.HTTP.Host, Port: cfg.Server.HTTP.Port,\n\t\tReadTimeout: cfg.Server.HTTP.ReadTimeout, WriteTimeout: cfg.Server.HTTP.WriteTimeout, IdleTimeout: cfg.Server.HTTP.IdleTimeout,\n\t}\n\ts.httpServer = httpiface.NewServer(httpConfig, s.logger)\n\tif cfg.Monitoring.Profiling.Enabled && cfg.Monitoring.Profiling.Host == cfg.Server.HTTP.Host && cfg.Monitoring.Profiling.Port == cfg.Server.HTTP.Port {\n\t\ts.httpServer.EnableProfiling()\n\t}\n\ts.logger.Info(\"HTTP服务器初始化完成\")\n\treturn nil\n}\n\nfunc (s *SceneBootstrap) initializeRPCServer(cfg *config.Config) error {\n\ts.logger.Info(\"初始化RPC服务器\")\n\tcommandBus := handlers.NewCommandBus()\n\tqueryBus := handlers.NewQueryBus()\n\trpcConfig := &rpc.RPCServerConfig{\n\t\tHost: cfg.Server.RPC.Host, Port: cfg.Server.RPC.Port,\n\t\tMaxConnections: cfg.Server.RPC.MaxConnections, Timeout: cfg.Server.RPC.Timeout,\n\t\tKeepAlive: cfg.Server.RPC.KeepAlive, KeepAlivePeriod: cfg.Server.RPC.KeepAlivePeriod,\n\t\tReadTimeout: cfg.Server.RPC.ReadTimeout, WriteTimeout: cfg.Server.RPC.WriteTimeout,\n\t}\n\ts.rpcServer = rpc.NewRPCServer(rpcConfig, commandBus, queryBus, s.logger)\n\ts.logger.Info(\"RPC服务器初始化完成\")\n\treturn nil\n}\n"
  },
  {
    "path": "internal/config/config.go",
    "content": "//go:build ignore\n// +build ignore\n\npackage config\n\nimport (\n\t\"encoding/json\"\n\t\"fmt\"\n\t\"io/ioutil\"\n\t\"os\"\n\t\"path/filepath\"\n\t\"sync\"\n\t\"time\"\n)\n\n// Deprecated: this file intentionally left blank. The new configuration loader,\n// manager and typed schema live in loader.go, manager.go and types.go.\n\n// Logger 简单的日志接口\ntype Logger interface {\n\tInfo(msg string, args ...interface{})\n\tError(msg string, args ...interface{})\n\tDebug(msg string, args ...interface{})\n}\n\n// Config 全局配置结构\ntype Config struct {\n\tServer   ServerConfig   `json:\"server\"`\n\tDatabase DatabaseConfig `json:\"database\"`\n\tRedis    RedisConfig    `json:\"redis\"`\n\tNATS     NATSConfig     `json:\"nats\"`\n\tGateway  GatewayConfig  `json:\"gateway\"`\n\tScene    SceneConfig    `json:\"scene\"`\n\tBattle   BattleConfig   `json:\"battle\"`\n\tActivity ActivityConfig `json:\"activity\"`\n\tLogin    LoginConfig    `json:\"login\"`\n\tLog      LogConfig      `json:\"log\"`\n}\n\n// ServerConfig 服务器配置\ntype ServerConfig struct {\n\tHost         string `json:\"host\"`\n\tPort         int    `json:\"port\"`\n\tReadTimeout  int    `json:\"read_timeout\"`\n\tWriteTimeout int    `json:\"write_timeout\"`\n\tMaxConns     int    `json:\"max_conns\"`\n}\n\n// DatabaseConfig 数据库配置\ntype DatabaseConfig struct {\n\tHost         string `json:\"host\"`\n\tPort         int    `json:\"port\"`\n\tUsername     string `json:\"username\"`\n\tPassword     string `json:\"password\"`\n\tDatabase     string `json:\"database\"`\n\tMaxOpenConns int    `json:\"max_open_conns\"`\n\tMaxIdleConns int    `json:\"max_idle_conns\"`\n\tMaxLifetime  int    `json:\"max_lifetime\"`\n}\n\n// RedisConfig Redis配置\ntype RedisConfig struct {\n\tHost        string `json:\"host\"`\n\tPort        int    `json:\"port\"`\n\tPassword    string `json:\"password\"`\n\tDB          int    `json:\"db\"`\n\tPoolSize    int    `json:\"pool_size\"`\n\tMinIdleConn int    `json:\"min_idle_conn\"`\n}\n\n// NATSConfig NATS配置\ntype NATSConfig struct {\n\tURL            string `json:\"url\"`\n\tClusterID      string `json:\"cluster_id\"`\n\tClientID       string `json:\"client_id\"`\n\tMaxReconnect   int    `json:\"max_reconnect\"`\n\tReconnectWait  int    `json:\"reconnect_wait\"`\n\tMaxReconnects  int    `json:\"max_reconnects\"`\n\tConnectionName string `json:\"connection_name\"`\n\tDrainTimeout   int    `json:\"drain_timeout\"`\n}\n\n// GatewayConfig 网关配置\ntype GatewayConfig struct {\n\tHost           string   `json:\"host\"`\n\tPort           int      `json:\"port\"`\n\tMaxConnections int      `json:\"max_connections\"`\n\tServers        []string `json:\"servers\"`\n}\n\n// SceneConfig 场景服务器配置\ntype SceneConfig struct {\n\tSceneID     string `json:\"scene_id\"`\n\tHost        string `json:\"host\"`\n\tPort        int    `json:\"port\"`\n\tGatewayAddr string `json:\"gateway_addr\"`\n\tMaxPlayers  int    `json:\"max_players\"`\n}\n\n// BattleConfig 战斗服务器配置\ntype BattleConfig struct {\n\tServerID    string `json:\"server_id\"`\n\tHost        string `json:\"host\"`\n\tPort        int    `json:\"port\"`\n\tGatewayAddr string `json:\"gateway_addr\"`\n\tMaxBattles  int    `json:\"max_battles\"`\n}\n\n// ActivityConfig 活动服务器配置\ntype ActivityConfig struct {\n\tServerID    string `json:\"server_id\"`\n\tHost        string `json:\"host\"`\n\tPort        int    `json:\"port\"`\n\tGatewayAddr string `json:\"gateway_addr\"`\n}\n\n// LoginConfig 登录服务器配置\ntype LoginConfig struct {\n\tServerID    string `json:\"server_id\"`\n\tHost        string `json:\"host\"`\n\tPort        int    `json:\"port\"`\n\tGatewayAddr string `json:\"gateway_addr\"`\n\tJWTSecret   string `json:\"jwt_secret\"`\n}\n\n// LogConfig 日志配置\ntype LogConfig struct {\n\tLevel      string `json:\"level\"`\n\tFormat     string `json:\"format\"`\n\tOutput     string `json:\"output\"`\n\tMaxSize    int    `json:\"max_size\"`\n\tMaxBackups int    `json:\"max_backups\"`\n\tMaxAge     int    `json:\"max_age\"`\n\tCompress   bool   `json:\"compress\"`\n}\n\n// Manager 配置管理器\ntype Manager struct {\n\tconfig     *Config\n\tconfigPath string\n\tmutex      sync.RWMutex\n\twatchers   []func(*Config)\n\tlogger     Logger\n\tstopChan   chan struct{}\n}\n\n// NewManager 创建配置管理器\nfunc NewManager(configPath string, logger Logger) *Manager {\n\treturn &Manager{\n\t\tconfigPath: configPath,\n\t\twatchers:   make([]func(*Config), 0),\n\t\tlogger:     logger,\n\t\tstopChan:   make(chan struct{}),\n\t}\n}\n\n// Load 加载配置\nfunc (m *Manager) Load() error {\n\tm.mutex.Lock()\n\tdefer m.mutex.Unlock()\n\n\tdata, err := ioutil.ReadFile(m.configPath)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to read config file: %w\", err)\n\t}\n\n\tvar config Config\n\tif err := json.Unmarshal(data, &config); err != nil {\n\t\treturn fmt.Errorf(\"failed to parse config: %w\", err)\n\t}\n\n\t// 设置默认值\n\tm.setDefaults(&config)\n\n\tm.config = &config\n\tm.logger.Info(\"Configuration loaded\", \"path\", m.configPath)\n\n\t// 通知观察者\n\tfor _, watcher := range m.watchers {\n\t\tgo watcher(&config)\n\t}\n\n\treturn nil\n}\n\n// Get 获取配置\nfunc (m *Manager) Get() *Config {\n\tm.mutex.RLock()\n\tdefer m.mutex.RUnlock()\n\treturn m.config\n}\n\n// Watch 监听配置变化\nfunc (m *Manager) Watch(callback func(*Config)) {\n\tm.mutex.Lock()\n\tm.watchers = append(m.watchers, callback)\n\tm.mutex.Unlock()\n}\n\n// StartWatching 开始监听配置文件变化\nfunc (m *Manager) StartWatching() {\n\tgo m.watchConfigFile()\n}\n\n// StopWatching 停止监听\nfunc (m *Manager) StopWatching() {\n\tclose(m.stopChan)\n}\n\n// watchConfigFile 监听配置文件变化\nfunc (m *Manager) watchConfigFile() {\n\tticker := time.NewTicker(time.Second * 5)\n\tdefer ticker.Stop()\n\n\tvar lastModTime time.Time\n\tif stat, err := os.Stat(m.configPath); err == nil {\n\t\tlastModTime = stat.ModTime()\n\t}\n\n\tfor {\n\t\tselect {\n\t\tcase <-m.stopChan:\n\t\t\treturn\n\t\tcase <-ticker.C:\n\t\t\tstat, err := os.Stat(m.configPath)\n\t\t\tif err != nil {\n\t\t\t\tcontinue\n\t\t\t}\n\n\t\t\tif stat.ModTime().After(lastModTime) {\n\t\t\t\tlastModTime = stat.ModTime()\n\t\t\t\tm.logger.Info(\"Config file changed, reloading...\")\n\n\t\t\t\tif err := m.Load(); err != nil {\n\t\t\t\t\tm.logger.Error(\"Failed to reload config\", \"error\", err)\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}\n\n// setDefaults 设置默认值\nfunc (m *Manager) setDefaults(config *Config) {\n\t// 服务器默认配置\n\tif config.Server.Host == \"\" {\n\t\tconfig.Server.Host = \"0.0.0.0\"\n\t}\n\tif config.Server.Port == 0 {\n\t\tconfig.Server.Port = 8080\n\t}\n\tif config.Server.ReadTimeout == 0 {\n\t\tconfig.Server.ReadTimeout = 30\n\t}\n\tif config.Server.WriteTimeout == 0 {\n\t\tconfig.Server.WriteTimeout = 30\n\t}\n\tif config.Server.MaxConns == 0 {\n\t\tconfig.Server.MaxConns = 10000\n\t}\n\n\t// 数据库默认配置\n\tif config.Database.Host == \"\" {\n\t\tconfig.Database.Host = \"localhost\"\n\t}\n\tif config.Database.Port == 0 {\n\t\tconfig.Database.Port = 27017\n\t}\n\tif config.Database.MaxOpenConns == 0 {\n\t\tconfig.Database.MaxOpenConns = 100\n\t}\n\tif config.Database.MaxIdleConns == 0 {\n\t\tconfig.Database.MaxIdleConns = 10\n\t}\n\tif config.Database.MaxLifetime == 0 {\n\t\tconfig.Database.MaxLifetime = 3600\n\t}\n\n\t// Redis默认配置\n\tif config.Redis.Host == \"\" {\n\t\tconfig.Redis.Host = \"localhost\"\n\t}\n\tif config.Redis.Port == 0 {\n\t\tconfig.Redis.Port = 6379\n\t}\n\tif config.Redis.PoolSize == 0 {\n\t\tconfig.Redis.PoolSize = 10\n\t}\n\tif config.Redis.MinIdleConn == 0 {\n\t\tconfig.Redis.MinIdleConn = 5\n\t}\n\n\t// 日志默认配置\n\tif config.Log.Level == \"\" {\n\t\tconfig.Log.Level = \"info\"\n\t}\n\tif config.Log.Format == \"\" {\n\t\tconfig.Log.Format = \"json\"\n\t}\n\tif config.Log.Output == \"\" {\n\t\tconfig.Log.Output = \"stdout\"\n\t}\n\tif config.Log.MaxSize == 0 {\n\t\tconfig.Log.MaxSize = 100\n\t}\n\tif config.Log.MaxBackups == 0 {\n\t\tconfig.Log.MaxBackups = 3\n\t}\n\tif config.Log.MaxAge == 0 {\n\t\tconfig.Log.MaxAge = 7\n\t}\n}\n\n// LoadFromEnv 从环境变量加载配置\nfunc (m *Manager) LoadFromEnv() {\n\tm.mutex.Lock()\n\tdefer m.mutex.Unlock()\n\n\tif m.config == nil {\n\t\tm.config = &Config{}\n\t}\n\n\t// 从环境变量覆盖配置\n\tif host := os.Getenv(\"SERVER_HOST\"); host != \"\" {\n\t\tm.config.Server.Host = host\n\t}\n\tif dbHost := os.Getenv(\"DB_HOST\"); dbHost != \"\" {\n\t\tm.config.Database.Host = dbHost\n\t}\n\tif redisHost := os.Getenv(\"REDIS_HOST\"); redisHost != \"\" {\n\t\tm.config.Redis.Host = redisHost\n\t}\n\n\tm.logger.Info(\"Environment variables loaded\")\n}\n\n// Save 保存配置到文件\nfunc (m *Manager) Save() error {\n\tm.mutex.RLock()\n\tconfig := m.config\n\tm.mutex.RUnlock()\n\n\tif config == nil {\n\t\treturn fmt.Errorf(\"no config to save\")\n\t}\n\n\tdata, err := json.MarshalIndent(config, \"\", \"  \")\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to marshal config: %w\", err)\n\t}\n\n\t// 确保目录存在\n\tdir := filepath.Dir(m.configPath)\n\tif err := os.MkdirAll(dir, 0755); err != nil {\n\t\treturn fmt.Errorf(\"failed to create config directory: %w\", err)\n\t}\n\n\tif err := ioutil.WriteFile(m.configPath, data, 0644); err != nil {\n\t\treturn fmt.Errorf(\"failed to write config file: %w\", err)\n\t}\n\n\tm.logger.Info(\"Configuration saved\", \"path\", m.configPath)\n\treturn nil\n}\n"
  },
  {
    "path": "internal/config/loader.go",
    "content": "package config\n\nimport (\n\t\"errors\"\n\t\"fmt\"\n\t\"os\"\n\t\"path/filepath\"\n\t\"sort\"\n\t\"strconv\"\n\t\"strings\"\n\n\t\"gopkg.in/yaml.v3\"\n)\n\n// Loader merges configuration files for a service.\ntype Loader struct {\n\tbaseDir       string\n\tenv           string\n\tservice       string\n\texplicitFiles []string\n}\n\n// Option customises a Loader instance.\ntype Option func(*Loader)\n\n// NewLoader constructs a Loader with optional overrides.\nfunc NewLoader(opts ...Option) *Loader {\n\tloader := &Loader{\n\t\tbaseDir: \"configs\",\n\t\tenv:     normalizeEnv(os.Getenv(\"APP_ENV\")),\n\t}\n\n\tif loader.env == \"\" {\n\t\tloader.env = \"development\"\n\t}\n\n\tfor _, opt := range opts {\n\t\topt(loader)\n\t}\n\n\tif loader.service == \"\" {\n\t\tloader.service = strings.TrimSpace(os.Getenv(\"SERVICE_NAME\"))\n\t}\n\n\tif path := strings.TrimSpace(os.Getenv(\"CONFIG_PATH\")); path != \"\" {\n\t\tloader.explicitFiles = []string{path}\n\t} else if path := strings.TrimSpace(os.Getenv(\"CONFIG_FILE\")); path != \"\" {\n\t\tloader.explicitFiles = []string{path}\n\t}\n\n\tif loader.baseDir == \"\" {\n\t\tloader.baseDir = \".\"\n\t}\n\n\treturn loader\n}\n\n// WithBaseDir sets the base search directory for configuration files.\nfunc WithBaseDir(dir string) Option {\n\treturn func(l *Loader) {\n\t\tif dir == \"\" {\n\t\t\treturn\n\t\t}\n\t\tl.baseDir = filepath.Clean(dir)\n\t}\n}\n\n// WithEnvironment sets the active environment (e.g. development, production).\nfunc WithEnvironment(env string) Option {\n\treturn func(l *Loader) {\n\t\tl.env = normalizeEnv(env)\n\t}\n}\n\n// WithService sets the logical service name whose configuration should be loaded.\nfunc WithService(service string) Option {\n\treturn func(l *Loader) {\n\t\tl.service = strings.TrimSpace(service)\n\t}\n}\n\n// WithExplicitFiles supplies explicit configuration files and bypasses discovery.\nfunc WithExplicitFiles(files ...string) Option {\n\treturn func(l *Loader) {\n\t\tcleaned := make([]string, 0, len(files))\n\t\tfor _, file := range files {\n\t\t\tfile = strings.TrimSpace(file)\n\t\t\tif file != \"\" {\n\t\t\t\tcleaned = append(cleaned, file)\n\t\t\t}\n\t\t}\n\t\tif len(cleaned) > 0 {\n\t\t\tl.explicitFiles = cleaned\n\t\t}\n\t}\n}\n\n// Load gathers and merges configuration files into a Config instance.\nfunc (l *Loader) Load() (*Config, []string, error) {\n\tcandidates := l.resolveCandidates()\n\tif len(candidates) == 0 {\n\t\treturn nil, nil, fmt.Errorf(\"config: no configuration candidates resolved\")\n\t}\n\n\tvar (\n\t\tcfg  Config\n\t\tused []string\n\t\terrs []error\n\t)\n\n\tfor _, path := range candidates {\n\t\tdata, err := os.ReadFile(path)\n\t\tif err != nil {\n\t\t\tif errors.Is(err, os.ErrNotExist) {\n\t\t\t\tcontinue\n\t\t\t}\n\t\t\terrs = append(errs, fmt.Errorf(\"config: read %s: %w\", path, err))\n\t\t\tcontinue\n\t\t}\n\n\t\tif err := yaml.Unmarshal(data, &cfg); err != nil {\n\t\t\terrs = append(errs, fmt.Errorf(\"config: parse %s: %w\", path, err))\n\t\t\tcontinue\n\t\t}\n\n\t\tused = append(used, path)\n\t}\n\n\tif len(used) == 0 {\n\t\tif len(errs) > 0 {\n\t\t\treturn nil, nil, errors.Join(errs...)\n\t\t}\n\t\treturn nil, nil, fmt.Errorf(\n\t\t\t\"config: no configuration files found for service %q (env=%s) under %s\",\n\t\t\tl.service,\n\t\t\tl.env,\n\t\t\tl.baseDir,\n\t\t)\n\t}\n\n\tcfg.ApplyDefaults()\n\tl.applyEnvOverrides(&cfg)\n\n\tif l.service != \"\" && cfg.Service.Name == \"\" {\n\t\tcfg.Service.Name = l.service\n\t}\n\tif cfg.App.Environment == \"\" {\n\t\tcfg.App.Environment = l.env\n\t}\n\n\tif err := cfg.Validate(); err != nil {\n\t\treturn nil, nil, err\n\t}\n\n\treturn &cfg, used, nil\n}\n\n// LoadInto hydrates the supplied target structure with the merged configuration.\nfunc (l *Loader) LoadInto(target any) ([]string, error) {\n\tcfg, files, err := l.Load()\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\t// Marshal then unmarshal to allow the caller to provide a tailored struct shape.\n\tdata, err := yaml.Marshal(cfg)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"config: marshal combined config: %w\", err)\n\t}\n\n\tif err := yaml.Unmarshal(data, target); err != nil {\n\t\treturn nil, fmt.Errorf(\"config: hydrate target: %w\", err)\n\t}\n\n\treturn files, nil\n}\n\n// Environment exposes the current loader environment value.\nfunc (l *Loader) Environment() string {\n\treturn l.env\n}\n\n// Service exposes the service name for the loader.\nfunc (l *Loader) Service() string {\n\treturn l.service\n}\n\n// BaseDir exposes the root search directory.\nfunc (l *Loader) BaseDir() string {\n\treturn l.baseDir\n}\n\nfunc (l *Loader) resolveCandidates() []string {\n\tif len(l.explicitFiles) > 0 {\n\t\treturn normalizePaths(l.explicitFiles)\n\t}\n\n\tnames := []string{\n\t\t\"config.base.yaml\",\n\t\t\"config.yaml\",\n\t}\n\n\tif l.env != \"\" {\n\t\tnames = append(names, fmt.Sprintf(\"config.%s.yaml\", l.env))\n\t}\n\n\tif l.service != \"\" {\n\t\tnames = append(names, fmt.Sprintf(\"%s.yaml\", l.service))\n\t\tif l.env != \"\" {\n\t\t\tnames = append(names, fmt.Sprintf(\"%s.%s.yaml\", l.service, l.env))\n\t\t}\n\t}\n\n\tpaths := make([]string, 0, len(names))\n\tfor _, name := range names {\n\t\tif name == \"\" {\n\t\t\tcontinue\n\t\t}\n\t\tpaths = append(paths, filepath.Join(l.baseDir, name))\n\t}\n\n\treturn normalizePaths(paths)\n}\n\nfunc (l *Loader) applyEnvOverrides(cfg *Config) {\n\toverrideString := func(target *string, keys ...string) {\n\t\tfor _, key := range keys {\n\t\t\tif value := strings.TrimSpace(os.Getenv(key)); value != \"\" {\n\t\t\t\t*target = value\n\t\t\t\treturn\n\t\t\t}\n\t\t}\n\t}\n\n\toverrideInt := func(target *int, keys ...string) {\n\t\tfor _, key := range keys {\n\t\t\tif value := strings.TrimSpace(os.Getenv(key)); value != \"\" {\n\t\t\t\tif v, err := strconv.Atoi(value); err == nil {\n\t\t\t\t\t*target = v\n\t\t\t\t\treturn\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\toverrideString(&cfg.Server.HTTP.Host, \"SERVER_HTTP_HOST\", \"SERVER_HOST\")\n\toverrideInt(&cfg.Server.HTTP.Port, \"SERVER_HTTP_PORT\", \"SERVER_PORT\")\n\n\toverrideString(&cfg.Database.MongoDB.URI, \"MONGODB_URI\")\n\toverrideString(&cfg.Database.MongoDB.Database, \"MONGODB_DATABASE\")\n\n\toverrideString(&cfg.Database.Redis.Addr, \"REDIS_ADDR\")\n\toverrideString(&cfg.Database.Redis.Password, \"REDIS_PASSWORD\")\n\n\toverrideString(&cfg.Security.JWT.Secret, \"JWT_SECRET\")\n\n\toverrideString(&cfg.Logging.Level, \"LOG_LEVEL\")\n\n\toverrideString(&cfg.Messaging.NATS.URL, \"NATS_URL\")\n\toverrideString(&cfg.Messaging.NATS.ClusterID, \"NATS_CLUSTER_ID\")\n\toverrideString(&cfg.Messaging.NATS.ClientID, \"NATS_CLIENT_ID\")\n\n\toverrideString(&cfg.Service.NodeID, \"SERVICE_NODE_ID\", \"POD_NAME\")\n}\n\nfunc normalizePaths(paths []string) []string {\n\tseen := make(map[string]struct{}, len(paths))\n\tnormalized := make([]string, 0, len(paths))\n\n\tfor _, path := range paths {\n\t\tif path == \"\" {\n\t\t\tcontinue\n\t\t}\n\t\tcleaned := filepath.Clean(path)\n\t\tif !filepath.IsAbs(cleaned) {\n\t\t\tabs, err := filepath.Abs(cleaned)\n\t\t\tif err == nil {\n\t\t\t\tcleaned = abs\n\t\t\t}\n\t\t}\n\t\tif _, exists := seen[cleaned]; exists {\n\t\t\tcontinue\n\t\t}\n\t\tseen[cleaned] = struct{}{}\n\t\tnormalized = append(normalized, cleaned)\n\t}\n\n\tsort.Strings(normalized)\n\treturn normalized\n}\n\nfunc normalizeEnv(env string) string {\n\treturn strings.ToLower(strings.TrimSpace(env))\n}\n"
  },
  {
    "path": "internal/config/loader_test.go",
    "content": "package config\n\nimport (\n\t\"os\"\n\t\"path/filepath\"\n\t\"testing\"\n)\n\nfunc TestLoaderMergesFilesAndAppliesDefaults(t *testing.T) {\n\tdir := t.TempDir()\n\n\tbase := `app:\n  name: GreatestWorks Test\n  version: 0.1.0\nlogging:\n  level: warn\n`\n\n\tservice := `server:\n  http:\n    port: 9090\n  rpc:\n    port: 18080\n`\n\n\tif err := os.WriteFile(filepath.Join(dir, \"config.base.yaml\"), []byte(base), 0o644); err != nil {\n\t\tt.Fatalf(\"write base config: %v\", err)\n\t}\n\tif err := os.WriteFile(filepath.Join(dir, \"game-service.yaml\"), []byte(service), 0o644); err != nil {\n\t\tt.Fatalf(\"write service config: %v\", err)\n\t}\n\n\tloader := NewLoader(\n\t\tWithBaseDir(dir),\n\t\tWithService(\"game-service\"),\n\t\tWithEnvironment(\"development\"),\n\t)\n\n\tcfg, files, err := loader.Load()\n\tif err != nil {\n\t\tt.Fatalf(\"load config: %v\", err)\n\t}\n\n\tif len(files) != 2 {\n\t\tt.Fatalf(\"expected 2 config files to be used, got %d\", len(files))\n\t}\n\n\tif cfg.App.Name != \"GreatestWorks Test\" {\n\t\tt.Fatalf(\"unexpected app name: %s\", cfg.App.Name)\n\t}\n\n\tif cfg.Server.HTTP.Port != 9090 {\n\t\tt.Fatalf(\"expected HTTP port override to be 9090, got %d\", cfg.Server.HTTP.Port)\n\t}\n\n\tif cfg.Server.RPC.Port != 18080 {\n\t\tt.Fatalf(\"expected RPC port override to be 18080, got %d\", cfg.Server.RPC.Port)\n\t}\n\n\tif cfg.Logging.Format != \"json\" {\n\t\tt.Fatalf(\"expected logging format default json, got %s\", cfg.Logging.Format)\n\t}\n\n\tif cfg.Security.JWT.Secret == \"\" {\n\t\tt.Fatalf(\"expected JWT secret to have default value\")\n\t}\n}\n\nfunc TestLoaderRespectsEnvironmentOverrides(t *testing.T) {\n\tdir := t.TempDir()\n\n\tfileContent := `server:\n  http:\n    port: 9090\n`\n\tif err := os.WriteFile(filepath.Join(dir, \"game-service.yaml\"), []byte(fileContent), 0o644); err != nil {\n\t\tt.Fatalf(\"write config: %v\", err)\n\t}\n\n\tt.Setenv(\"SERVER_HTTP_PORT\", \"8088\")\n\tt.Setenv(\"MONGODB_URI\", \"mongodb://example:27017\")\n\n\tloader := NewLoader(\n\t\tWithBaseDir(dir),\n\t\tWithService(\"game-service\"),\n\t)\n\n\tcfg, _, err := loader.Load()\n\tif err != nil {\n\t\tt.Fatalf(\"load config: %v\", err)\n\t}\n\n\tif cfg.Server.HTTP.Port != 8088 {\n\t\tt.Fatalf(\"expected env override for HTTP port, got %d\", cfg.Server.HTTP.Port)\n\t}\n\n\tif cfg.Database.MongoDB.URI != \"mongodb://example:27017\" {\n\t\tt.Fatalf(\"expected env override for mongo uri, got %s\", cfg.Database.MongoDB.URI)\n\t}\n}\n"
  },
  {
    "path": "internal/config/manager.go",
    "content": "package config\n\nimport (\n\t\"context\"\n\t\"sync\"\n\t\"time\"\n\n\t\"github.com/fsnotify/fsnotify\"\n)\n\n// WatcherFunc receives an updated configuration snapshot.\ntype WatcherFunc func(*Config)\n\n// Manager caches configuration and optionally hot-reloads when files change.\ntype Manager struct {\n\tloader           *Loader\n\tmu               sync.RWMutex\n\tcfg              *Config\n\twatchers         []WatcherFunc\n\tfsWatcher        *fsnotify.Watcher\n\twatchedFiles     map[string]struct{}\n\tdebounceInterval time.Duration\n}\n\n// ManagerOption configures a Manager instance.\ntype ManagerOption func(*Manager)\n\n// WithDebounce sets the debounce interval applied before reloading after file events.\nfunc WithDebounce(interval time.Duration) ManagerOption {\n\treturn func(m *Manager) {\n\t\tif interval > 0 {\n\t\t\tm.debounceInterval = interval\n\t\t}\n\t}\n}\n\n// NewManager constructs a Manager using the provided loader and options.\nfunc NewManager(loader *Loader, opts ...ManagerOption) (*Manager, error) {\n\tif loader == nil {\n\t\tloader = NewLoader()\n\t}\n\n\tcfg, files, err := loader.Load()\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\tmanager := &Manager{\n\t\tloader:           loader,\n\t\tcfg:              cfg,\n\t\twatchers:         make([]WatcherFunc, 0),\n\t\twatchedFiles:     make(map[string]struct{}, len(files)),\n\t\tdebounceInterval: 250 * time.Millisecond,\n\t}\n\n\tfor _, opt := range opts {\n\t\topt(manager)\n\t}\n\n\tfor _, file := range files {\n\t\tmanager.watchedFiles[file] = struct{}{}\n\t}\n\n\treturn manager, nil\n}\n\n// Config returns a clone of the current configuration for safe concurrent use.\nfunc (m *Manager) Config() *Config {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\treturn m.cfg.Clone()\n}\n\n// OnChange registers a watcher callback and immediately invokes it asynchronously with the current config.\nfunc (m *Manager) OnChange(callback WatcherFunc) {\n\tif callback == nil {\n\t\treturn\n\t}\n\n\tm.mu.Lock()\n\tm.watchers = append(m.watchers, callback)\n\tsnapshot := m.cfg.Clone()\n\tm.mu.Unlock()\n\n\tgo callback(snapshot)\n}\n\n// Reload forces the manager to reload configuration files and notify watchers on success.\nfunc (m *Manager) Reload() error {\n\tcfg, files, err := m.loader.Load()\n\tif err != nil {\n\t\treturn err\n\t}\n\n\tnewSet := make(map[string]struct{}, len(files))\n\tfor _, file := range files {\n\t\tnewSet[file] = struct{}{}\n\t}\n\n\tm.mu.Lock()\n\toldSet := m.watchedFiles\n\tm.cfg = cfg\n\tm.watchedFiles = newSet\n\twatchers := append([]WatcherFunc(nil), m.watchers...)\n\twatcher := m.fsWatcher\n\tm.mu.Unlock()\n\n\tif watcher != nil {\n\t\tfor file := range oldSet {\n\t\t\tif _, ok := newSet[file]; !ok {\n\t\t\t\t_ = watcher.Remove(file)\n\t\t\t}\n\t\t}\n\t\tfor file := range newSet {\n\t\t\tif _, ok := oldSet[file]; !ok {\n\t\t\t\t_ = watcher.Add(file)\n\t\t\t}\n\t\t}\n\t}\n\n\tfor _, cb := range watchers {\n\t\tif cb != nil {\n\t\t\tcb(cfg.Clone())\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// StartWatching begins watching configuration files for changes until the context is cancelled.\nfunc (m *Manager) StartWatching(ctx context.Context) error {\n\tm.mu.Lock()\n\tif m.fsWatcher != nil {\n\t\tm.mu.Unlock()\n\t\treturn nil\n\t}\n\n\twatcher, err := fsnotify.NewWatcher()\n\tif err != nil {\n\t\tm.mu.Unlock()\n\t\treturn err\n\t}\n\n\tfor file := range m.watchedFiles {\n\t\t_ = watcher.Add(file)\n\t}\n\n\tm.fsWatcher = watcher\n\tdebounce := m.debounceInterval\n\tm.mu.Unlock()\n\n\tgo m.watchLoop(ctx, watcher, debounce)\n\treturn nil\n}\n\n// Close stops file watching if it is active.\nfunc (m *Manager) Close() error {\n\tm.mu.Lock()\n\twatcher := m.fsWatcher\n\tm.fsWatcher = nil\n\tm.mu.Unlock()\n\n\tif watcher != nil {\n\t\treturn watcher.Close()\n\t}\n\treturn nil\n}\n\nfunc (m *Manager) watchLoop(ctx context.Context, watcher *fsnotify.Watcher, debounce time.Duration) {\n\tdefer watcher.Close()\n\n\tvar (\n\t\tpending bool\n\t\ttimer   *time.Timer\n\t)\n\n\tif debounce > 0 {\n\t\ttimer = time.NewTimer(debounce)\n\t\tif !timer.Stop() {\n\t\t\t<-timer.C\n\t\t}\n\t}\n\n\ttriggerReload := func() {\n\t\t_ = m.Reload()\n\t}\n\n\tfor {\n\t\tvar timerCh <-chan time.Time\n\t\tif timer != nil {\n\t\t\ttimerCh = timer.C\n\t\t}\n\n\t\tselect {\n\t\tcase <-ctx.Done():\n\t\t\treturn\n\t\tcase event, ok := <-watcher.Events:\n\t\t\tif !ok {\n\t\t\t\treturn\n\t\t\t}\n\t\t\tif event.Op&(fsnotify.Write|fsnotify.Create|fsnotify.Remove|fsnotify.Rename) == 0 {\n\t\t\t\tcontinue\n\t\t\t}\n\n\t\t\tif debounce <= 0 {\n\t\t\t\ttriggerReload()\n\t\t\t\tcontinue\n\t\t\t}\n\n\t\t\tif !pending {\n\t\t\t\tpending = true\n\t\t\t\ttimer.Reset(debounce)\n\t\t\t\tcontinue\n\t\t\t}\n\n\t\t\tif !timer.Stop() {\n\t\t\t\tselect {\n\t\t\t\tcase <-timer.C:\n\t\t\t\tdefault:\n\t\t\t\t}\n\t\t\t}\n\t\t\ttimer.Reset(debounce)\n\t\tcase <-timerCh:\n\t\t\tpending = false\n\t\t\ttriggerReload()\n\t\tcase <-watcher.Errors:\n\t\t\t// Errors are ignored; loader reload will surface issues when necessary.\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "internal/config/types.go",
    "content": "package config\n\nimport (\n\t\"fmt\"\n\t\"strings\"\n\t\"time\"\n)\n\n// Config coordinates all configuration sections for services.\ntype Config struct {\n\tApp           AppConfig           `yaml:\"app\"`\n\tService       ServiceConfig       `yaml:\"service\"`\n\tServer        ServerConfig        `yaml:\"server\"`\n\tDatabase      DatabaseConfig      `yaml:\"database\"`\n\tMessaging     MessagingConfig     `yaml:\"messaging\"`\n\tLogging       LoggingConfig       `yaml:\"logging\"`\n\tSecurity      SecurityConfig      `yaml:\"security\"`\n\tMonitoring    MonitoringConfig    `yaml:\"monitoring\"`\n\tGame          GameConfig          `yaml:\"game\"`\n\tDomain        DomainConfig        `yaml:\"domain\"`\n\tApplication   ApplicationConfig   `yaml:\"application\"`\n\tPerformance   PerformanceConfig   `yaml:\"performance\"`\n\tThirdParty    ThirdPartyConfig    `yaml:\"third_party\"`\n\tSession       SessionConfig       `yaml:\"session\"`\n\tGateway       GatewayConfig       `yaml:\"gateway\"`\n\tEnvironment   EnvironmentConfig   `yaml:\"environment\"`\n\tObservability ObservabilityConfig `yaml:\"observability\"`\n}\n\n// AppConfig contains global metadata.\ntype AppConfig struct {\n\tName        string `yaml:\"name\"`\n\tVersion     string `yaml:\"version\"`\n\tEnvironment string `yaml:\"environment\"`\n\tDebug       bool   `yaml:\"debug\"`\n}\n\n// ServiceConfig captures per-service identifiers.\ntype ServiceConfig struct {\n\tName        string `yaml:\"name\"`\n\tVersion     string `yaml:\"version\"`\n\tEnvironment string `yaml:\"environment\"`\n\tNodeID      string `yaml:\"node_id\"`\n\tRegion      string `yaml:\"region\"`\n\tCluster     string `yaml:\"cluster\"`\n}\n\n// ServerConfig aggregates protocols served by the process.\ntype ServerConfig struct {\n\tHTTP    HTTPServerConfig    `yaml:\"http\"`\n\tRPC     RPCServerConfig     `yaml:\"rpc\"`\n\tTCP     TCPServerConfig     `yaml:\"tcp\"`\n\tGRPC    GRPCServerConfig    `yaml:\"grpc\"`\n\tMetrics MetricsServerConfig `yaml:\"metrics\"`\n}\n\n// HTTPServerConfig holds HTTP server details.\ntype HTTPServerConfig struct {\n\tHost              string        `yaml:\"host\"`\n\tPort              int           `yaml:\"port\"`\n\tReadTimeout       time.Duration `yaml:\"read_timeout\"`\n\tWriteTimeout      time.Duration `yaml:\"write_timeout\"`\n\tIdleTimeout       time.Duration `yaml:\"idle_timeout\"`\n\tMaxHeaderBytes    int           `yaml:\"max_header_bytes\"`\n\tEnableCORS        bool          `yaml:\"enable_cors\"`\n\tEnableMetrics     bool          `yaml:\"enable_metrics\"`\n\tEnableRequestID   bool          `yaml:\"enable_request_id\"`\n\tEnableLogging     bool          `yaml:\"enable_logging\"`\n\tEnableRecovery    bool          `yaml:\"enable_recovery\"`\n\tEnableSwagger     bool          `yaml:\"enable_swagger\"`\n\tRateLimitEnabled  bool          `yaml:\"rate_limit_enabled\"`\n\tRateLimitRequests int           `yaml:\"rate_limit_requests\"`\n\tRateLimitWindow   time.Duration `yaml:\"rate_limit_window\"`\n}\n\n// RPCServerConfig configures internal RPC endpoints.\ntype RPCServerConfig struct {\n\tHost            string        `yaml:\"host\"`\n\tPort            int           `yaml:\"port\"`\n\tMaxConnections  int           `yaml:\"max_connections\"`\n\tTimeout         time.Duration `yaml:\"timeout\"`\n\tKeepAlive       bool          `yaml:\"keep_alive\"`\n\tKeepAlivePeriod time.Duration `yaml:\"keep_alive_period\"`\n\tReadTimeout     time.Duration `yaml:\"read_timeout\"`\n\tWriteTimeout    time.Duration `yaml:\"write_timeout\"`\n\tTLS             TLSConfig     `yaml:\"tls\"`\n}\n\n// TCPServerConfig configures raw TCP listeners.\ntype TCPServerConfig struct {\n\tHost               string        `yaml:\"host\"`\n\tPort               int           `yaml:\"port\"`\n\tMaxConnections     int           `yaml:\"max_connections\"`\n\tReadTimeout        time.Duration `yaml:\"read_timeout\"`\n\tWriteTimeout       time.Duration `yaml:\"write_timeout\"`\n\tHeartbeatEnabled   bool          `yaml:\"heartbeat_enabled\"`\n\tHeartbeatInterval  time.Duration `yaml:\"heartbeat_interval\"`\n\tHeartbeatTimeout   time.Duration `yaml:\"heartbeat_timeout\"`\n\tHeartbeatMaxMissed int           `yaml:\"heartbeat_max_missed\"`\n\tKeepAlive          bool          `yaml:\"keep_alive\"`\n\tKeepAliveInterval  time.Duration `yaml:\"keep_alive_interval\"`\n\tNoDelay            bool          `yaml:\"no_delay\"`\n\tMaxPacketSize      int           `yaml:\"max_packet_size\"`\n\tCompressionEnabled bool          `yaml:\"compression_enabled\"`\n\tEncryptionEnabled  bool          `yaml:\"encryption_enabled\"`\n\tBufferSize         int           `yaml:\"buffer_size\"`\n}\n\n// GRPCServerConfig configures gRPC endpoints.\ntype GRPCServerConfig struct {\n\tHost string    `yaml:\"host\"`\n\tPort int       `yaml:\"port\"`\n\tTLS  TLSConfig `yaml:\"tls\"`\n}\n\n// MetricsServerConfig configures /metrics endpoint.\ntype MetricsServerConfig struct {\n\tHost string `yaml:\"host\"`\n\tPort int    `yaml:\"port\"`\n\tPath string `yaml:\"path\"`\n}\n\n// DatabaseConfig contains persistence providers.\ntype DatabaseConfig struct {\n\tMongoDB MongoDBConfig `yaml:\"mongodb\"`\n\tRedis   RedisConfig   `yaml:\"redis\"`\n\tSQL     SQLConfig     `yaml:\"sql\"`\n}\n\n// MongoDBConfig defines Mongo connection.\ntype MongoDBConfig struct {\n\tURI            string        `yaml:\"uri\"`\n\tDatabase       string        `yaml:\"database\"`\n\tUsername       string        `yaml:\"username\"`\n\tPassword       string        `yaml:\"password\"`\n\tAuthSource     string        `yaml:\"auth_source\"`\n\tMaxPoolSize    int           `yaml:\"max_pool_size\"`\n\tMinPoolSize    int           `yaml:\"min_pool_size\"`\n\tMaxIdleTime    time.Duration `yaml:\"max_idle_time\"`\n\tConnectTimeout time.Duration `yaml:\"connect_timeout\"`\n\tSocketTimeout  time.Duration `yaml:\"socket_timeout\"`\n\tReplicaSet     string        `yaml:\"replica_set\"`\n\tRetryWrites    bool          `yaml:\"retry_writes\"`\n}\n\n// RedisConfig defines redis connection pool.\ntype RedisConfig struct {\n\tAddr         string             `yaml:\"addr\"`\n\tPassword     string             `yaml:\"password\"`\n\tDB           int                `yaml:\"db\"`\n\tPoolSize     int                `yaml:\"pool_size\"`\n\tMinIdleConns int                `yaml:\"min_idle_conns\"`\n\tMaxRetries   int                `yaml:\"max_retries\"`\n\tDialTimeout  time.Duration      `yaml:\"dial_timeout\"`\n\tReadTimeout  time.Duration      `yaml:\"read_timeout\"`\n\tWriteTimeout time.Duration      `yaml:\"write_timeout\"`\n\tPoolTimeout  time.Duration      `yaml:\"pool_timeout\"`\n\tIdleTimeout  time.Duration      `yaml:\"idle_timeout\"`\n\tTLS          TLSConfig          `yaml:\"tls\"`\n\tCluster      RedisClusterConfig `yaml:\"cluster\"`\n}\n\n// RedisClusterConfig holds redis cluster endpoints.\ntype RedisClusterConfig struct {\n\tEnabled   bool     `yaml:\"enabled\"`\n\tAddresses []string `yaml:\"addresses\"`\n}\n\n// SQLConfig describes relational database.\ntype SQLConfig struct {\n\tDriver          string        `yaml:\"driver\"`\n\tDSN             string        `yaml:\"dsn\"`\n\tMaxOpenConns    int           `yaml:\"max_open_conns\"`\n\tMaxIdleConns    int           `yaml:\"max_idle_conns\"`\n\tConnMaxLifetime time.Duration `yaml:\"conn_max_lifetime\"`\n}\n\n// MessagingConfig contains message bus details.\ntype MessagingConfig struct {\n\tNATS      NATSConfig      `yaml:\"nats\"`\n\tKafka     KafkaConfig     `yaml:\"kafka\"`\n\tSQS       SQSConfig       `yaml:\"sqs\"`\n\tScheduler SchedulerConfig `yaml:\"scheduler\"`\n}\n\n// NATSConfig describes JetStream.\ntype NATSConfig struct {\n\tURL           string          `yaml:\"url\"`\n\tClusterID     string          `yaml:\"cluster_id\"`\n\tClientID      string          `yaml:\"client_id\"`\n\tMaxReconnect  int             `yaml:\"max_reconnect\"`\n\tReconnectWait time.Duration   `yaml:\"reconnect_wait\"`\n\tTimeout       time.Duration   `yaml:\"timeout\"`\n\tCredentials   string          `yaml:\"credentials\"`\n\tTLS           TLSConfig       `yaml:\"tls\"`\n\tJetStream     JetStreamConfig `yaml:\"jetstream\"`\n\tSubjects      SubjectsConfig  `yaml:\"subjects\"`\n}\n\n// JetStreamConfig toggles JetStream-specific options.\ntype JetStreamConfig struct {\n\tEnabled bool   `yaml:\"enabled\"`\n\tDomain  string `yaml:\"domain\"`\n}\n\n// SubjectsConfig enumerates subject keys.\ntype SubjectsConfig struct {\n\tPlayerEvents string `yaml:\"player_events\"`\n\tGameEvents   string `yaml:\"game_events\"`\n\tSystemEvents string `yaml:\"system_events\"`\n\tDomainEvents string `yaml:\"domain_events\"`\n}\n\n// KafkaConfig placeholder for future.\ntype KafkaConfig struct {\n\tBrokers []string `yaml:\"brokers\"`\n\tTopic   string   `yaml:\"topic\"`\n}\n\n// SQSConfig placeholder for AWS SQS.\ntype SQSConfig struct {\n\tQueueURL string        `yaml:\"queue_url\"`\n\tTimeout  time.Duration `yaml:\"timeout\"`\n}\n\n// SchedulerConfig defines internal scheduler defaults.\ntype SchedulerConfig struct {\n\tTickInterval time.Duration `yaml:\"tick_interval\"`\n\tMaxWorkers   int           `yaml:\"max_workers\"`\n}\n\n// LoggingConfig controls service logging.\ntype LoggingConfig struct {\n\tLevel     string            `yaml:\"level\"`\n\tFormat    string            `yaml:\"format\"`\n\tOutput    string            `yaml:\"output\"`\n\tFile      FileLogConfig     `yaml:\"file\"`\n\tFields    map[string]string `yaml:\"fields\"`\n\tSensitive []string          `yaml:\"sensitive_fields\"`\n}\n\n// FileLogConfig used when outputting to file.\ntype FileLogConfig struct {\n\tPath       string `yaml:\"path\"`\n\tMaxSize    int    `yaml:\"max_size\"`\n\tMaxBackups int    `yaml:\"max_backups\"`\n\tMaxAge     int    `yaml:\"max_age\"`\n\tCompress   bool   `yaml:\"compress\"`\n}\n\n// SecurityConfig holds JWT, TLS, rate limiting.\ntype SecurityConfig struct {\n\tJWT            JWTConfig            `yaml:\"jwt\"`\n\tRateLimit      RateLimitConfig      `yaml:\"rate_limit\"`\n\tEncryption     EncryptionConfig     `yaml:\"encryption\"`\n\tPasswordPolicy PasswordPolicyConfig `yaml:\"password_policy\"`\n\tDDoSProtection DDoSProtectionConfig `yaml:\"ddos_protection\"`\n\tTLS            TLSConfig            `yaml:\"tls\"`\n\tCORS           CORSConfig           `yaml:\"cors\"`\n}\n\n// JWTConfig for auth tokens.\ntype JWTConfig struct {\n\tSecret          string        `yaml:\"secret\"`\n\tIssuer          string        `yaml:\"issuer\"`\n\tAudience        string        `yaml:\"audience\"`\n\tAccessTokenTTL  time.Duration `yaml:\"access_token_ttl\"`\n\tRefreshTokenTTL time.Duration `yaml:\"refresh_token_ttl\"`\n}\n\n// RateLimitConfig describes throttling.\ntype RateLimitConfig struct {\n\tEnabled           bool          `yaml:\"enabled\"`\n\tRequestsPerMinute int           `yaml:\"requests_per_minute\"`\n\tBurst             int           `yaml:\"burst\"`\n\tInterval          time.Duration `yaml:\"interval\"`\n\tGlobalLimit       int           `yaml:\"global_limit\"`\n\tPerIPLimit        int           `yaml:\"per_ip_limit\"`\n}\n\n// EncryptionConfig generic symmetric/asymmetric options.\ntype EncryptionConfig struct {\n\tEnabled   bool   `yaml:\"enabled\"`\n\tKey       string `yaml:\"key\"`\n\tAlgorithm string `yaml:\"algorithm\"`\n}\n\n// PasswordPolicyConfig defines password complexity requirements.\ntype PasswordPolicyConfig struct {\n\tMinLength        int           `yaml:\"min_length\"`\n\tRequireUppercase bool          `yaml:\"require_uppercase\"`\n\tRequireLowercase bool          `yaml:\"require_lowercase\"`\n\tRequireNumbers   bool          `yaml:\"require_numbers\"`\n\tRequireSymbols   bool          `yaml:\"require_symbols\"`\n\tMaxAttempts      int           `yaml:\"max_attempts\"`\n\tLockoutDuration  time.Duration `yaml:\"lockout_duration\"`\n}\n\n// DDoSProtectionConfig captures advanced network protection thresholds.\ntype DDoSProtectionConfig struct {\n\tEnabled      bool          `yaml:\"enabled\"`\n\tThreshold    int           `yaml:\"threshold\"`\n\tBanDuration  time.Duration `yaml:\"ban_duration\"`\n\tIPWhitelist  []string      `yaml:\"ip_whitelist\"`\n\tIPBlacklist  []string      `yaml:\"ip_blacklist\"`\n\tRateLimitKey string        `yaml:\"rate_limit_key\"`\n}\n\n// TLSConfig reused across sections.\ntype TLSConfig struct {\n\tEnabled    bool   `yaml:\"enabled\"`\n\tCertFile   string `yaml:\"cert_file\"`\n\tKeyFile    string `yaml:\"key_file\"`\n\tCAFile     string `yaml:\"ca_file\"`\n\tInsecure   bool   `yaml:\"insecure\"`\n\tMinVersion string `yaml:\"min_version\"`\n}\n\n// CORSConfig toggles HTTP cross-origin.\ntype CORSConfig struct {\n\tAllowedOrigins   []string `yaml:\"allowed_origins\"`\n\tAllowedMethods   []string `yaml:\"allowed_methods\"`\n\tAllowedHeaders   []string `yaml:\"allowed_headers\"`\n\tExposeHeaders    []string `yaml:\"expose_headers\"`\n\tAllowCredentials bool     `yaml:\"allow_credentials\"`\n\tMaxAge           int      `yaml:\"max_age\"`\n}\n\n// MonitoringConfig collects metrics/tracing options.\ntype MonitoringConfig struct {\n\tHealth    HealthConfig    `yaml:\"health\"`\n\tMetrics   MetricsConfig   `yaml:\"metrics\"`\n\tTracing   TracingConfig   `yaml:\"tracing\"`\n\tProfiling ProfilingConfig `yaml:\"profiling\"`\n\tAlerting  AlertingConfig  `yaml:\"alerting\"`\n\tAudit     AuditConfig     `yaml:\"audit\"`\n}\n\n// HealthConfig toggles health endpoint.\ntype HealthConfig struct {\n\tEnabled bool   `yaml:\"enabled\"`\n\tPath    string `yaml:\"path\"`\n}\n\n// MetricsConfig represents legacy Prometheus settings. Deprecated: Prometheus\n// metrics have been removed; keep for backward compatibility in configuration\n// files only.\ntype MetricsConfig struct {\n\tEnabled   bool   `yaml:\"enabled\"`\n\tNamespace string `yaml:\"namespace\"`\n}\n\n// TracingConfig configures distributed tracing.\ntype TracingConfig struct {\n\tEnabled     bool    `yaml:\"enabled\"`\n\tEndpoint    string  `yaml:\"endpoint\"`\n\tSampleRate  float64 `yaml:\"sample_rate\"`\n\tServiceName string  `yaml:\"service_name\"`\n}\n\n// ProfilingConfig toggles pprof.\ntype ProfilingConfig struct {\n\tEnabled bool   `yaml:\"enabled\"`\n\tHost    string `yaml:\"host\"`\n\tPort    int    `yaml:\"port\"`\n}\n\n// AlertingConfig external alert endpoints.\ntype AlertingConfig struct {\n\tEnabled    bool   `yaml:\"enabled\"`\n\tWebhookURL string `yaml:\"webhook_url\"`\n}\n\n// AuditConfig audit logs.\ntype AuditConfig struct {\n\tEnabled       bool   `yaml:\"enabled\"`\n\tLogFile       string `yaml:\"log_file\"`\n\tRetentionDays int    `yaml:\"retention_days\"`\n}\n\n// GameConfig domain-specific.\ntype GameConfig struct {\n\tPlayer     PlayerConfig     `yaml:\"player\"`\n\tBattle     BattleConfig     `yaml:\"battle\"`\n\tExperience ExperienceConfig `yaml:\"experience\"`\n\tChat       ChatConfig       `yaml:\"chat\"`\n\tRanking    RankingConfig    `yaml:\"ranking\"`\n\tWeather    WeatherConfig    `yaml:\"weather\"`\n\tPlant      PlantConfig      `yaml:\"plant\"`\n}\n\n// PlayerConfig domain defaults.\ntype PlayerConfig struct {\n\tMaxLevel          int           `yaml:\"max_level\"`\n\tInitialGold       int           `yaml:\"initial_gold\"`\n\tInitialExperience int           `yaml:\"initial_experience\"`\n\tMaxInventorySlots int           `yaml:\"max_inventory_slots\"`\n\tMaxFriends        int           `yaml:\"max_friends\"`\n\tSessionTimeout    time.Duration `yaml:\"session_timeout\"`\n}\n\n// BattleConfig domain defaults.\ntype BattleConfig struct {\n\tMaxBattleTime      time.Duration `yaml:\"max_battle_time\"`\n\tDamageVariance     float64       `yaml:\"damage_variance\"`\n\tCriticalRateBase   float64       `yaml:\"critical_rate_base\"`\n\tCriticalDamageBase float64       `yaml:\"critical_damage_base\"`\n\tMaxParticipants    int           `yaml:\"max_participants\"`\n\tTurnTimeout        time.Duration `yaml:\"turn_timeout\"`\n}\n\n// ExperienceConfig domain defaults.\ntype ExperienceConfig struct {\n\tBaseExpPerLevel int     `yaml:\"base_exp_per_level\"`\n\tExpMultiplier   float64 `yaml:\"exp_multiplier\"`\n\tMaxExpBonus     float64 `yaml:\"max_exp_bonus\"`\n}\n\n// ChatConfig domain defaults.\ntype ChatConfig struct {\n\tMaxMessageLength int      `yaml:\"max_message_length\"`\n\tRateLimit        int      `yaml:\"rate_limit\"`\n\tBannedWords      []string `yaml:\"banned_words\"`\n\tSpamProtection   bool     `yaml:\"spam_protection\"`\n}\n\n// RankingConfig domain defaults.\ntype RankingConfig struct {\n\tMaxEntries     int           `yaml:\"max_entries\"`\n\tUpdateInterval time.Duration `yaml:\"update_interval\"`\n\tCacheTTL       time.Duration `yaml:\"cache_ttl\"`\n}\n\n// WeatherConfig domain defaults.\ntype WeatherConfig struct {\n\tUpdateInterval  time.Duration `yaml:\"update_interval\"`\n\tForecastDays    int           `yaml:\"forecast_days\"`\n\tSeasonalEffects bool          `yaml:\"seasonal_effects\"`\n}\n\n// PlantConfig domain defaults.\ntype PlantConfig struct {\n\tGrowthSpeed  float64 `yaml:\"growth_speed\"`\n\tHarvestBonus float64 `yaml:\"harvest_bonus\"`\n\tMaxFarmSize  int     `yaml:\"max_farm_size\"`\n}\n\n// DomainConfig placeholder for more domain-level sections.\ntype DomainConfig struct {\n\tEnabledFeatures []string `yaml:\"enabled_features\"`\n}\n\n// ApplicationConfig cross-cutting app service settings.\ntype ApplicationConfig struct {\n\tCommandBus BusConfig `yaml:\"command_bus\"`\n\tQueryBus   BusConfig `yaml:\"query_bus\"`\n\tEventBus   BusConfig `yaml:\"event_bus\"`\n}\n\n// BusConfig for command/query/event bus.\ntype BusConfig struct {\n\tTimeout       time.Duration `yaml:\"timeout\"`\n\tRetryAttempts int           `yaml:\"retry_attempts\"`\n\tRetryDelay    time.Duration `yaml:\"retry_delay\"`\n\tCacheTTL      time.Duration `yaml:\"cache_ttl\"`\n\tDeadLetter    bool          `yaml:\"dead_letter_queue\"`\n}\n\n// PerformanceConfig runtime performance knobs.\ntype PerformanceConfig struct {\n\tWorkerPool     WorkerPoolConfig     `yaml:\"worker_pool\"`\n\tCache          CacheConfig          `yaml:\"cache\"`\n\tRateLimit      RateLimitConfig      `yaml:\"rate_limit\"`\n\tConnectionPool ConnectionPoolConfig `yaml:\"connection_pool\"`\n}\n\n// WorkerPoolConfig concurrency settings.\ntype WorkerPoolConfig struct {\n\tSize      int `yaml:\"size\"`\n\tQueueSize int `yaml:\"queue_size\"`\n}\n\n// CacheConfig general caching defaults.\ntype CacheConfig struct {\n\tDefaultTTL      time.Duration `yaml:\"default_ttl\"`\n\tMaxEntries      int           `yaml:\"max_entries\"`\n\tCleanupInterval time.Duration `yaml:\"cleanup_interval\"`\n\tEvictionPolicy  string        `yaml:\"eviction_policy\"`\n}\n\n// ConnectionPoolConfig defines shared connection pool tuning parameters.\ntype ConnectionPoolConfig struct {\n\tMaxIdle     int           `yaml:\"max_idle\"`\n\tMaxOpen     int           `yaml:\"max_open\"`\n\tMaxLifetime time.Duration `yaml:\"max_lifetime\"`\n}\n\n// ThirdPartyConfig external integration toggles.\ntype ThirdPartyConfig struct {\n\tPayment          PaymentConfig          `yaml:\"payment\"`\n\tPushNotification PushNotificationConfig `yaml:\"push_notification\"`\n\tEmail            EmailConfig            `yaml:\"email\"`\n\tOAuth            OAuthConfig            `yaml:\"oauth\"`\n}\n\n// PaymentConfig payments provider config.\ntype PaymentConfig struct {\n\tStripe StripeConfig `yaml:\"stripe\"`\n}\n\n// StripeConfig for Stripe integration.\ntype StripeConfig struct {\n\tPublicKey     string `yaml:\"public_key\"`\n\tSecretKey     string `yaml:\"secret_key\"`\n\tWebhookSecret string `yaml:\"webhook_secret\"`\n}\n\n// PushNotificationConfig push provider config.\ntype PushNotificationConfig struct {\n\tFirebase FirebaseConfig `yaml:\"firebase\"`\n}\n\n// FirebaseConfig details.\ntype FirebaseConfig struct {\n\tServerKey string `yaml:\"server_key\"`\n}\n\n// EmailConfig email provider config.\ntype EmailConfig struct {\n\tSMTP SMTPConfig `yaml:\"smtp\"`\n}\n\n// OAuthConfig stores OAuth provider credentials.\ntype OAuthConfig struct {\n\tProviders map[string]OAuthProviderConfig `yaml:\"providers\"`\n}\n\n// OAuthProviderConfig contains individual provider credentials.\ntype OAuthProviderConfig struct {\n\tClientID     string `yaml:\"client_id\"`\n\tClientSecret string `yaml:\"client_secret\"`\n}\n\n// SMTPConfig SMTP transport.\ntype SMTPConfig struct {\n\tHost     string `yaml:\"host\"`\n\tPort     int    `yaml:\"port\"`\n\tUsername string `yaml:\"username\"`\n\tPassword string `yaml:\"password\"`\n}\n\n// EnvironmentConfig environment toggles.\ntype EnvironmentConfig struct {\n\tHotReload bool `yaml:\"hot_reload\"`\n\tMockData  bool `yaml:\"mock_data\"`\n\tTestMode  bool `yaml:\"test_mode\"`\n}\n\n// ObservabilityConfig aggregator for metrics/tracing/logging combos.\ntype ObservabilityConfig struct {\n\tEnabled bool   `yaml:\"enabled\"`\n\tBackend string `yaml:\"backend\"`\n}\n\n// SessionConfig governs session lifecycle parameters.\ntype SessionConfig struct {\n\tMaxSessionsPerUser int           `yaml:\"max_sessions_per_user\"`\n\tSessionTimeout     time.Duration `yaml:\"session_timeout\"`\n\tCleanupInterval    time.Duration `yaml:\"cleanup_interval\"`\n\tStoreType          string        `yaml:\"store_type\"`\n}\n\n// GatewayConfig aggregates gateway-specific knobs used by the edge service.\ntype GatewayConfig struct {\n\tGameServices GatewayGameServicesConfig    `yaml:\"game_services\"`\n\tAuthService  GatewayExternalServiceConfig `yaml:\"auth_service\"`\n\tConnection   GatewayConnectionConfig      `yaml:\"connection\"`\n\tProtocol     GatewayProtocolConfig        `yaml:\"protocol\"`\n\tRouting      GatewayRoutingConfig         `yaml:\"routing\"`\n}\n\n// GatewayGameServicesConfig captures dependencies on downstream game services.\ntype GatewayGameServicesConfig struct {\n\tDiscovery    GatewayDiscoveryConfig    `yaml:\"discovery\"`\n\tRPC          GatewayRPCConfig          `yaml:\"rpc\"`\n\tLoadBalancer GatewayLoadBalancerConfig `yaml:\"load_balancer\"`\n}\n\n// GatewayDiscoveryConfig defines discovery backends.\ntype GatewayDiscoveryConfig struct {\n\tType   string              `yaml:\"type\"`\n\tConsul GatewayConsulConfig `yaml:\"consul\"`\n\tEtcd   GatewayEtcdConfig   `yaml:\"etcd\"`\n\tStatic GatewayStaticConfig `yaml:\"static\"`\n}\n\n// GatewayConsulConfig configures Consul discovery.\ntype GatewayConsulConfig struct {\n\tAddress     string `yaml:\"address\"`\n\tDatacenter  string `yaml:\"datacenter\"`\n\tServiceName string `yaml:\"service_name\"`\n}\n\n// GatewayEtcdConfig configures Etcd discovery.\ntype GatewayEtcdConfig struct {\n\tEndpoints []string `yaml:\"endpoints\"`\n}\n\n// GatewayStaticConfig provides static endpoints.\ntype GatewayStaticConfig struct {\n\tEndpoints []string `yaml:\"endpoints\"`\n}\n\n// GatewayRPCConfig describes outbound RPC connectivity.\ntype GatewayRPCConfig struct {\n\tProtocol       string                      `yaml:\"protocol\"`\n\tTimeout        time.Duration               `yaml:\"timeout\"`\n\tRetryAttempts  int                         `yaml:\"retry_attempts\"`\n\tRetryDelay     time.Duration               `yaml:\"retry_delay\"`\n\tCircuitBreaker GatewayCircuitBreakerConfig `yaml:\"circuit_breaker\"`\n}\n\n// GatewayCircuitBreakerConfig contains circuit breaker knobs shared between rpc and auth.\ntype GatewayCircuitBreakerConfig struct {\n\tEnabled          bool          `yaml:\"enabled\"`\n\tFailureThreshold int           `yaml:\"failure_threshold\"`\n\tTimeout          time.Duration `yaml:\"timeout\"`\n\tMaxRequests      int           `yaml:\"max_requests\"`\n}\n\n// GatewayLoadBalancerConfig configures gateway load balancing strategy.\ntype GatewayLoadBalancerConfig struct {\n\tStrategy    string                   `yaml:\"strategy\"`\n\tHealthCheck GatewayHealthCheckConfig `yaml:\"health_check\"`\n}\n\n// GatewayHealthCheckConfig defines health probes for downstream services.\ntype GatewayHealthCheckConfig struct {\n\tEnabled  bool          `yaml:\"enabled\"`\n\tInterval time.Duration `yaml:\"interval\"`\n\tTimeout  time.Duration `yaml:\"timeout\"`\n\tPath     string        `yaml:\"path\"`\n}\n\n// GatewayExternalServiceConfig represents HTTP dependencies such as auth service.\ntype GatewayExternalServiceConfig struct {\n\tBaseURL        string                      `yaml:\"base_url\"`\n\tTimeout        time.Duration               `yaml:\"timeout\"`\n\tRetryAttempts  int                         `yaml:\"retry_attempts\"`\n\tRetryDelay     time.Duration               `yaml:\"retry_delay\"`\n\tCircuitBreaker GatewayCircuitBreakerConfig `yaml:\"circuit_breaker\"`\n}\n\n// GatewayConnectionConfig covers local connection pool and messaging details.\ntype GatewayConnectionConfig struct {\n\tMaxConnections    int                       `yaml:\"max_connections\"`\n\tConnectionTimeout time.Duration             `yaml:\"connection_timeout\"`\n\tIdleTimeout       time.Duration             `yaml:\"idle_timeout\"`\n\tCleanupInterval   time.Duration             `yaml:\"cleanup_interval\"`\n\tSession           GatewaySessionConfig      `yaml:\"session\"`\n\tMessageQueue      GatewayMessageQueueConfig `yaml:\"message_queue\"`\n}\n\n// GatewaySessionConfig describes gateway session caches.\ntype GatewaySessionConfig struct {\n\tTimeout         time.Duration `yaml:\"timeout\"`\n\tCleanupInterval time.Duration `yaml:\"cleanup_interval\"`\n\tStoreType       string        `yaml:\"store_type\"`\n}\n\n// GatewayMessageQueueConfig configures message queue integration.\ntype GatewayMessageQueueConfig struct {\n\tEnabled  bool                       `yaml:\"enabled\"`\n\tProvider string                     `yaml:\"provider\"`\n\tTopics   GatewayMessageTopicsConfig `yaml:\"topics\"`\n}\n\n// GatewayMessageTopicsConfig enumerates queue topics.\ntype GatewayMessageTopicsConfig struct {\n\tPlayerEvents string `yaml:\"player_events\"`\n\tGameEvents   string `yaml:\"game_events\"`\n\tSystemEvents string `yaml:\"system_events\"`\n}\n\n// GatewayProtocolConfig defines protocol bridging.\ntype GatewayProtocolConfig struct {\n\tClient GatewayProtocolEndpointConfig `yaml:\"client\"`\n\tGame   GatewayProtocolEndpointConfig `yaml:\"game\"`\n}\n\n// GatewayProtocolEndpointConfig captures per endpoint protocol settings.\ntype GatewayProtocolEndpointConfig struct {\n\tType        string `yaml:\"type\"`\n\tCodec       string `yaml:\"codec\"`\n\tCompression bool   `yaml:\"compression\"`\n\tEncryption  bool   `yaml:\"encryption\"`\n}\n\n// GatewayRoutingConfig configures message routing rules.\ntype GatewayRoutingConfig struct {\n\tRules        []GatewayRoutingRule             `yaml:\"rules\"`\n\tLoadBalancer GatewayRoutingLoadBalancerConfig `yaml:\"load_balancer\"`\n}\n\n// GatewayRoutingRule describes a single routing entry.\ntype GatewayRoutingRule struct {\n\tPattern string `yaml:\"pattern\"`\n\tTarget  string `yaml:\"target\"`\n\tMethod  string `yaml:\"method\"`\n}\n\n// GatewayRoutingLoadBalancerConfig tunes routing load balancing.\ntype GatewayRoutingLoadBalancerConfig struct {\n\tStrategy    string `yaml:\"strategy\"`\n\tHealthCheck bool   `yaml:\"health_check\"`\n\tFailover    bool   `yaml:\"failover\"`\n}\n\n// ApplyDefaults populates zero-value fields with opinionated defaults.\nfunc (c *Config) ApplyDefaults() {\n\tif c.App.Name == \"\" {\n\t\tc.App.Name = \"GreatestWorks\"\n\t}\n\tif c.App.Version == \"\" {\n\t\tc.App.Version = \"1.0.0\"\n\t}\n\tif c.App.Environment == \"\" {\n\t\tc.App.Environment = \"development\"\n\t}\n\n\tif c.Service.Name == \"\" {\n\t\tc.Service.Name = c.App.Name\n\t}\n\tif c.Service.Version == \"\" {\n\t\tc.Service.Version = c.App.Version\n\t}\n\tif c.Service.Environment == \"\" {\n\t\tc.Service.Environment = c.App.Environment\n\t}\n\tif c.Service.Cluster == \"\" {\n\t\tc.Service.Cluster = c.App.Environment\n\t}\n\n\tif c.Server.HTTP.Host == \"\" {\n\t\tc.Server.HTTP.Host = \"0.0.0.0\"\n\t}\n\tif c.Server.HTTP.Port == 0 {\n\t\tc.Server.HTTP.Port = 8080\n\t}\n\tif c.Server.HTTP.ReadTimeout == 0 {\n\t\tc.Server.HTTP.ReadTimeout = 30 * time.Second\n\t}\n\tif c.Server.HTTP.WriteTimeout == 0 {\n\t\tc.Server.HTTP.WriteTimeout = 30 * time.Second\n\t}\n\tif c.Server.HTTP.IdleTimeout == 0 {\n\t\tc.Server.HTTP.IdleTimeout = 60 * time.Second\n\t}\n\n\tif c.Server.RPC.Host == \"\" {\n\t\tc.Server.RPC.Host = c.Server.HTTP.Host\n\t}\n\tif c.Server.RPC.Port == 0 {\n\t\tc.Server.RPC.Port = 8081\n\t}\n\tif c.Server.RPC.Timeout == 0 {\n\t\tc.Server.RPC.Timeout = 30 * time.Second\n\t}\n\tif c.Server.RPC.KeepAlivePeriod == 0 {\n\t\tc.Server.RPC.KeepAlivePeriod = 30 * time.Second\n\t}\n\n\tif c.Server.TCP.Host == \"\" {\n\t\tc.Server.TCP.Host = c.Server.HTTP.Host\n\t}\n\tif c.Server.TCP.Port == 0 {\n\t\tc.Server.TCP.Port = 9090\n\t}\n\tif c.Server.TCP.MaxConnections == 0 {\n\t\tc.Server.TCP.MaxConnections = 10000\n\t}\n\tif c.Server.TCP.HeartbeatInterval == 0 {\n\t\tc.Server.TCP.HeartbeatInterval = 30 * time.Second\n\t}\n\tif c.Server.TCP.HeartbeatTimeout == 0 {\n\t\tc.Server.TCP.HeartbeatTimeout = 10 * time.Second\n\t}\n\tif c.Server.TCP.HeartbeatMaxMissed == 0 {\n\t\tc.Server.TCP.HeartbeatMaxMissed = 3\n\t}\n\tif c.Server.TCP.KeepAliveInterval == 0 {\n\t\tc.Server.TCP.KeepAliveInterval = 30 * time.Second\n\t}\n\n\tif c.Server.Metrics.Host == \"\" {\n\t\tc.Server.Metrics.Host = \"0.0.0.0\"\n\t}\n\tif c.Server.Metrics.Port == 0 {\n\t\tc.Server.Metrics.Port = 9000\n\t}\n\tif c.Server.Metrics.Path == \"\" {\n\t\tc.Server.Metrics.Path = \"/metrics\"\n\t}\n\n\tif c.Database.MongoDB.URI == \"\" {\n\t\tc.Database.MongoDB.URI = \"mongodb://localhost:27017\"\n\t}\n\tif c.Database.MongoDB.Database == \"\" {\n\t\tc.Database.MongoDB.Database = \"mmo_game\"\n\t}\n\tif c.Database.MongoDB.MaxPoolSize == 0 {\n\t\tc.Database.MongoDB.MaxPoolSize = 100\n\t}\n\tif c.Database.MongoDB.MinPoolSize == 0 {\n\t\tc.Database.MongoDB.MinPoolSize = 5\n\t}\n\tif c.Database.MongoDB.ConnectTimeout == 0 {\n\t\tc.Database.MongoDB.ConnectTimeout = 10 * time.Second\n\t}\n\tif c.Database.MongoDB.SocketTimeout == 0 {\n\t\tc.Database.MongoDB.SocketTimeout = 30 * time.Second\n\t}\n\n\tif c.Database.Redis.Addr == \"\" {\n\t\tc.Database.Redis.Addr = \"localhost:6379\"\n\t}\n\tif c.Database.Redis.PoolSize == 0 {\n\t\tc.Database.Redis.PoolSize = 100\n\t}\n\tif c.Database.Redis.MinIdleConns == 0 {\n\t\tc.Database.Redis.MinIdleConns = 10\n\t}\n\tif c.Database.Redis.DialTimeout == 0 {\n\t\tc.Database.Redis.DialTimeout = 5 * time.Second\n\t}\n\tif c.Database.Redis.ReadTimeout == 0 {\n\t\tc.Database.Redis.ReadTimeout = 3 * time.Second\n\t}\n\tif c.Database.Redis.WriteTimeout == 0 {\n\t\tc.Database.Redis.WriteTimeout = 3 * time.Second\n\t}\n\tif c.Database.Redis.PoolTimeout == 0 {\n\t\tc.Database.Redis.PoolTimeout = 4 * time.Second\n\t}\n\tif c.Database.Redis.IdleTimeout == 0 {\n\t\tc.Database.Redis.IdleTimeout = 5 * time.Minute\n\t}\n\n\tif c.Logging.Level == \"\" {\n\t\tc.Logging.Level = \"info\"\n\t}\n\tif c.Logging.Format == \"\" {\n\t\tc.Logging.Format = \"json\"\n\t}\n\tif c.Logging.Output == \"\" {\n\t\tc.Logging.Output = \"stdout\"\n\t}\n\tif c.Logging.Fields == nil {\n\t\tc.Logging.Fields = make(map[string]string)\n\t}\n\n\tif c.Security.JWT.Secret == \"\" {\n\t\tc.Security.JWT.Secret = \"dev-secret-change-me\"\n\t}\n\tif c.Security.JWT.AccessTokenTTL == 0 {\n\t\tc.Security.JWT.AccessTokenTTL = 15 * time.Minute\n\t}\n\tif c.Security.JWT.RefreshTokenTTL == 0 {\n\t\tc.Security.JWT.RefreshTokenTTL = 168 * time.Hour\n\t}\n\tif c.Security.RateLimit.RequestsPerMinute == 0 {\n\t\tc.Security.RateLimit.RequestsPerMinute = 1000\n\t}\n\tif c.Security.RateLimit.Burst == 0 {\n\t\tc.Security.RateLimit.Burst = 100\n\t}\n\tif c.Security.RateLimit.Interval == 0 {\n\t\tc.Security.RateLimit.Interval = time.Minute\n\t}\n\tif c.Security.RateLimit.GlobalLimit == 0 {\n\t\tc.Security.RateLimit.GlobalLimit = 1000\n\t}\n\tif c.Security.RateLimit.PerIPLimit == 0 {\n\t\tc.Security.RateLimit.PerIPLimit = 100\n\t}\n\tif c.Security.Encryption.Algorithm == \"\" {\n\t\tc.Security.Encryption.Algorithm = \"AES-256-GCM\"\n\t}\n\tif c.Security.PasswordPolicy.MinLength == 0 {\n\t\tc.Security.PasswordPolicy.MinLength = 8\n\t}\n\tif c.Security.PasswordPolicy.MaxAttempts == 0 {\n\t\tc.Security.PasswordPolicy.MaxAttempts = 5\n\t}\n\tif c.Security.PasswordPolicy.LockoutDuration == 0 {\n\t\tc.Security.PasswordPolicy.LockoutDuration = 15 * time.Minute\n\t}\n\tif c.Security.DDoSProtection.Threshold == 0 {\n\t\tc.Security.DDoSProtection.Threshold = 1000\n\t}\n\tif c.Security.DDoSProtection.BanDuration == 0 {\n\t\tc.Security.DDoSProtection.BanDuration = time.Hour\n\t}\n\tif c.Security.CORS.AllowedMethods == nil {\n\t\tc.Security.CORS.AllowedMethods = []string{\"GET\", \"POST\", \"PUT\", \"DELETE\", \"OPTIONS\"}\n\t}\n\n\tif c.Monitoring.Health.Path == \"\" {\n\t\tc.Monitoring.Health.Path = \"/healthz\"\n\t}\n\tif c.Monitoring.Metrics.Namespace == \"\" {\n\t\tc.Monitoring.Metrics.Namespace = \"greatestworks\"\n\t}\n\tif c.Monitoring.Profiling.Host == \"\" {\n\t\tc.Monitoring.Profiling.Host = \"0.0.0.0\"\n\t}\n\tif c.Monitoring.Profiling.Enabled && c.Monitoring.Profiling.Port == 0 {\n\t\tc.Monitoring.Profiling.Port = 6060\n\t}\n\n\tif c.Messaging.NATS.MaxReconnect == 0 {\n\t\tc.Messaging.NATS.MaxReconnect = 10\n\t}\n\tif c.Messaging.NATS.ReconnectWait == 0 {\n\t\tc.Messaging.NATS.ReconnectWait = 2 * time.Second\n\t}\n\tif c.Messaging.NATS.Timeout == 0 {\n\t\tc.Messaging.NATS.Timeout = 5 * time.Second\n\t}\n\tif c.Messaging.NATS.Subjects.PlayerEvents == \"\" {\n\t\tc.Messaging.NATS.Subjects.PlayerEvents = \"player.events.>\"\n\t}\n\tif c.Messaging.NATS.Subjects.GameEvents == \"\" {\n\t\tc.Messaging.NATS.Subjects.GameEvents = \"game.events.>\"\n\t}\n\tif c.Messaging.NATS.Subjects.SystemEvents == \"\" {\n\t\tc.Messaging.NATS.Subjects.SystemEvents = \"system.events.>\"\n\t}\n\n\tif c.Game.Player.MaxLevel == 0 {\n\t\tc.Game.Player.MaxLevel = 100\n\t}\n\tif c.Game.Player.MaxInventorySlots == 0 {\n\t\tc.Game.Player.MaxInventorySlots = 100\n\t}\n\tif c.Game.Battle.MaxBattleTime == 0 {\n\t\tc.Game.Battle.MaxBattleTime = 10 * time.Minute\n\t}\n\tif c.Game.Battle.TurnTimeout == 0 {\n\t\tc.Game.Battle.TurnTimeout = 30 * time.Second\n\t}\n\tif c.Game.Experience.BaseExpPerLevel == 0 {\n\t\tc.Game.Experience.BaseExpPerLevel = 100\n\t}\n\tif c.Game.Experience.ExpMultiplier == 0 {\n\t\tc.Game.Experience.ExpMultiplier = 1.2\n\t}\n\tif c.Game.Chat.MaxMessageLength == 0 {\n\t\tc.Game.Chat.MaxMessageLength = 500\n\t}\n\n\tif c.Application.CommandBus.Timeout == 0 {\n\t\tc.Application.CommandBus.Timeout = 5 * time.Second\n\t}\n\tif c.Application.QueryBus.Timeout == 0 {\n\t\tc.Application.QueryBus.Timeout = 5 * time.Second\n\t}\n\tif c.Application.EventBus.Timeout == 0 {\n\t\tc.Application.EventBus.Timeout = 5 * time.Second\n\t}\n\n\tif c.Performance.WorkerPool.Size == 0 {\n\t\tc.Performance.WorkerPool.Size = 100\n\t}\n\tif c.Performance.WorkerPool.QueueSize == 0 {\n\t\tc.Performance.WorkerPool.QueueSize = 1000\n\t}\n\tif c.Performance.Cache.DefaultTTL == 0 {\n\t\tc.Performance.Cache.DefaultTTL = time.Hour\n\t}\n\tif c.Performance.Cache.CleanupInterval == 0 {\n\t\tc.Performance.Cache.CleanupInterval = 10 * time.Minute\n\t}\n\tif c.Performance.Cache.EvictionPolicy == \"\" {\n\t\tc.Performance.Cache.EvictionPolicy = \"lfu\"\n\t}\n\tif c.Performance.ConnectionPool.MaxIdle == 0 {\n\t\tc.Performance.ConnectionPool.MaxIdle = 100\n\t}\n\tif c.Performance.ConnectionPool.MaxOpen == 0 {\n\t\tc.Performance.ConnectionPool.MaxOpen = 200\n\t}\n\tif c.Performance.ConnectionPool.MaxLifetime == 0 {\n\t\tc.Performance.ConnectionPool.MaxLifetime = time.Hour\n\t}\n\n\tif c.Session.MaxSessionsPerUser == 0 {\n\t\tc.Session.MaxSessionsPerUser = 3\n\t}\n\tif c.Session.SessionTimeout == 0 {\n\t\tc.Session.SessionTimeout = 24 * time.Hour\n\t}\n\tif c.Session.CleanupInterval == 0 {\n\t\tc.Session.CleanupInterval = time.Hour\n\t}\n\tif c.Session.StoreType == \"\" {\n\t\tc.Session.StoreType = \"memory\"\n\t}\n\n\tif c.Gateway.Connection.Session.Timeout == 0 {\n\t\tc.Gateway.Connection.Session.Timeout = 24 * time.Hour\n\t}\n\tif c.Gateway.Connection.Session.CleanupInterval == 0 {\n\t\tc.Gateway.Connection.Session.CleanupInterval = time.Hour\n\t}\n}\n\n// Validate ensures essential configuration values are present and acceptable.\nfunc (c *Config) Validate() error {\n\tvar problems []string\n\n\tif c.Database.MongoDB.URI == \"\" {\n\t\tproblems = append(problems, \"database.mongodb.uri is required\")\n\t}\n\tif c.Database.MongoDB.Database == \"\" {\n\t\tproblems = append(problems, \"database.mongodb.database is required\")\n\t}\n\tif c.Security.JWT.Secret == \"\" {\n\t\tproblems = append(problems, \"security.jwt.secret is required\")\n\t}\n\n\tif !validPort(c.Server.HTTP.Port) {\n\t\tproblems = append(problems, fmt.Sprintf(\"server.http.port out of range: %d\", c.Server.HTTP.Port))\n\t}\n\tif !validPort(c.Server.RPC.Port) {\n\t\tproblems = append(problems, fmt.Sprintf(\"server.rpc.port out of range: %d\", c.Server.RPC.Port))\n\t}\n\tif !validPort(c.Server.TCP.Port) {\n\t\tproblems = append(problems, fmt.Sprintf(\"server.tcp.port out of range: %d\", c.Server.TCP.Port))\n\t}\n\tif !validPort(c.Server.Metrics.Port) {\n\t\tproblems = append(problems, fmt.Sprintf(\"server.metrics.port out of range: %d\", c.Server.Metrics.Port))\n\t}\n\n\tif len(problems) > 0 {\n\t\treturn fmt.Errorf(\"config validation failed: %s\", strings.Join(problems, \"; \"))\n\t}\n\treturn nil\n}\n\n// Clone produces a shallow copy of the configuration with safe duplicated slices and maps.\nfunc (c *Config) Clone() *Config {\n\tif c == nil {\n\t\treturn nil\n\t}\n\tclone := *c\n\tclone.Logging.Fields = copyStringMap(c.Logging.Fields)\n\tclone.Logging.Sensitive = copyStringSlice(c.Logging.Sensitive)\n\tclone.Security.CORS.AllowedOrigins = copyStringSlice(c.Security.CORS.AllowedOrigins)\n\tclone.Security.CORS.AllowedMethods = copyStringSlice(c.Security.CORS.AllowedMethods)\n\tclone.Security.CORS.AllowedHeaders = copyStringSlice(c.Security.CORS.AllowedHeaders)\n\tclone.Security.CORS.ExposeHeaders = copyStringSlice(c.Security.CORS.ExposeHeaders)\n\tclone.Security.DDoSProtection.IPWhitelist = copyStringSlice(c.Security.DDoSProtection.IPWhitelist)\n\tclone.Security.DDoSProtection.IPBlacklist = copyStringSlice(c.Security.DDoSProtection.IPBlacklist)\n\tclone.Game.Chat.BannedWords = copyStringSlice(c.Game.Chat.BannedWords)\n\tclone.Domain.EnabledFeatures = copyStringSlice(c.Domain.EnabledFeatures)\n\tclone.ThirdParty.OAuth.Providers = copyOAuthProviders(c.ThirdParty.OAuth.Providers)\n\tclone.Gateway.GameServices.Discovery.Etcd.Endpoints = copyStringSlice(c.Gateway.GameServices.Discovery.Etcd.Endpoints)\n\tclone.Gateway.GameServices.Discovery.Static.Endpoints = copyStringSlice(c.Gateway.GameServices.Discovery.Static.Endpoints)\n\tclone.Gateway.Routing.Rules = copyGatewayRoutingRules(c.Gateway.Routing.Rules)\n\treturn &clone\n}\n\nfunc validPort(port int) bool {\n\treturn port >= 0 && port <= 65535\n}\n\nfunc copyStringSlice(src []string) []string {\n\tif len(src) == 0 {\n\t\treturn nil\n\t}\n\tdst := make([]string, len(src))\n\tcopy(dst, src)\n\treturn dst\n}\n\nfunc copyStringMap(src map[string]string) map[string]string {\n\tif len(src) == 0 {\n\t\treturn nil\n\t}\n\tdst := make(map[string]string, len(src))\n\tfor k, v := range src {\n\t\tdst[k] = v\n\t}\n\treturn dst\n}\n\nfunc copyOAuthProviders(src map[string]OAuthProviderConfig) map[string]OAuthProviderConfig {\n\tif len(src) == 0 {\n\t\treturn nil\n\t}\n\tdst := make(map[string]OAuthProviderConfig, len(src))\n\tfor k, v := range src {\n\t\tdst[k] = v\n\t}\n\treturn dst\n}\n\nfunc copyGatewayRoutingRules(src []GatewayRoutingRule) []GatewayRoutingRule {\n\tif len(src) == 0 {\n\t\treturn nil\n\t}\n\tdst := make([]GatewayRoutingRule, len(src))\n\tcopy(dst, src)\n\treturn dst\n}\n"
  },
  {
    "path": "internal/config_manager_base.go",
    "content": "package internal\n\n// ConfigManagerBase 配置管理器基类\ntype ConfigManagerBase struct {\n}\n\n// Load 加载配置\nfunc (c *ConfigManagerBase) Load() {\n\n}\n\n// Get 获取配置项\nfunc (c *ConfigManagerBase) Get(id uint32) interface{} {\n\treturn nil\n}\n"
  },
  {
    "path": "internal/data_base.go",
    "content": "package internal\n\n// \"greatestworks/internal/note/event\" // TODO: 实现事件系统\n\ntype DataAsPublisher struct {\n\t// event.BasePublisher // TODO: 实现事件系统\n}\n\ntype DataAsSubscriber struct {\n\t// event.BaseSubscriber // TODO: 实现事件系统\n}\n"
  },
  {
    "path": "internal/database/mongodb.go",
    "content": "// Package database 数据库连接池和操作封装\n// Author: MMO Server Team\n// Created: 2024\n\npackage database\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"go.mongodb.org/mongo-driver/mongo\"\n\t\"go.mongodb.org/mongo-driver/mongo/options\"\n\t\"go.mongodb.org/mongo-driver/mongo/readpref\"\n)\n\n// MongoDB MongoDB数据库管理器\ntype MongoDB struct {\n\tclient   *mongo.Client\n\tdatabase *mongo.Database\n\tconfig   *MongoConfig\n}\n\n// MongoConfig MongoDB配置\ntype MongoConfig struct {\n\tURI            string `json:\"uri\"`\n\tDatabase       string `json:\"database\"`\n\tMaxPoolSize    uint64 `json:\"max_pool_size\"`\n\tMinPoolSize    uint64 `json:\"min_pool_size\"`\n\tMaxIdleTime    int    `json:\"max_idle_time\"`\n\tConnectTimeout int    `json:\"connect_timeout\"`\n\tSocketTimeout  int    `json:\"socket_timeout\"`\n}\n\n// NewMongoDB 创建MongoDB管理器\nfunc NewMongoDB(config *MongoConfig) *MongoDB {\n\treturn &MongoDB{\n\t\tconfig: config,\n\t}\n}\n\n// Connect 连接到MongoDB\nfunc (m *MongoDB) Connect(ctx context.Context) error {\n\t// 设置连接选项\n\tclientOptions := options.Client().ApplyURI(m.config.URI)\n\n\tif m.config.MaxPoolSize > 0 {\n\t\tclientOptions.SetMaxPoolSize(m.config.MaxPoolSize)\n\t}\n\tif m.config.MinPoolSize > 0 {\n\t\tclientOptions.SetMinPoolSize(m.config.MinPoolSize)\n\t}\n\tif m.config.MaxIdleTime > 0 {\n\t\tclientOptions.SetMaxConnIdleTime(time.Duration(m.config.MaxIdleTime) * time.Second)\n\t}\n\tif m.config.ConnectTimeout > 0 {\n\t\tclientOptions.SetConnectTimeout(time.Duration(m.config.ConnectTimeout) * time.Second)\n\t}\n\tif m.config.SocketTimeout > 0 {\n\t\tclientOptions.SetSocketTimeout(time.Duration(m.config.SocketTimeout) * time.Second)\n\t}\n\n\t// 创建客户端\n\tclient, err := mongo.Connect(ctx, clientOptions)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to connect to MongoDB: %w\", err)\n\t}\n\n\t// 测试连接\n\tif err := client.Ping(ctx, readpref.Primary()); err != nil {\n\t\treturn fmt.Errorf(\"failed to ping MongoDB: %w\", err)\n\t}\n\n\tm.client = client\n\tm.database = client.Database(m.config.Database)\n\n\treturn nil\n}\n\n// Disconnect 断开连接\nfunc (m *MongoDB) Disconnect(ctx context.Context) error {\n\tif m.client != nil {\n\t\tif err := m.client.Disconnect(ctx); err != nil {\n\t\t\treturn fmt.Errorf(\"failed to disconnect from MongoDB: %w\", err)\n\t\t}\n\t}\n\treturn nil\n}\n\n// GetCollection 获取集合\nfunc (m *MongoDB) GetCollection(name string) *mongo.Collection {\n\treturn m.database.Collection(name)\n}\n\n// GetDatabase 获取数据库\nfunc (m *MongoDB) GetDatabase() *mongo.Database {\n\treturn m.database\n}\n\n// GetClient 获取客户端\nfunc (m *MongoDB) GetClient() *mongo.Client {\n\treturn m.client\n}\n"
  },
  {
    "path": "internal/database/redis.go",
    "content": "// Package database Redis缓存操作封装\n// Author: MMO Server Team\n// Created: 2024\n\npackage database\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"github.com/redis/go-redis/v9\"\n)\n\n// Redis Redis缓存管理器\ntype Redis struct {\n\tclient *redis.Client\n\tconfig *RedisConfig\n}\n\n// RedisConfig Redis配置\ntype RedisConfig struct {\n\tAddr         string `json:\"addr\"`\n\tPassword     string `json:\"password\"`\n\tDB           int    `json:\"db\"`\n\tPoolSize     int    `json:\"pool_size\"`\n\tMinIdleConns int    `json:\"min_idle_conns\"`\n\tMaxIdleConns int    `json:\"max_idle_conns\"`\n\tConnMaxAge   int    `json:\"conn_max_age\"`\n\tDialTimeout  int    `json:\"dial_timeout\"`\n\tReadTimeout  int    `json:\"read_timeout\"`\n\tWriteTimeout int    `json:\"write_timeout\"`\n}\n\n// NewRedis 创建Redis管理器\nfunc NewRedis(config *RedisConfig) *Redis {\n\treturn &Redis{\n\t\tconfig: config,\n\t}\n}\n\n// Connect 连接到Redis\nfunc (r *Redis) Connect(ctx context.Context) error {\n\t// 设置连接选项\n\topts := &redis.Options{\n\t\tAddr:     r.config.Addr,\n\t\tPassword: r.config.Password,\n\t\tDB:       r.config.DB,\n\t}\n\n\tif r.config.PoolSize > 0 {\n\t\topts.PoolSize = r.config.PoolSize\n\t}\n\tif r.config.MinIdleConns > 0 {\n\t\topts.MinIdleConns = r.config.MinIdleConns\n\t}\n\tif r.config.MaxIdleConns > 0 {\n\t\topts.MaxIdleConns = r.config.MaxIdleConns\n\t}\n\tif r.config.ConnMaxAge > 0 {\n\t\topts.ConnMaxLifetime = time.Duration(r.config.ConnMaxAge) * time.Second\n\t}\n\tif r.config.DialTimeout > 0 {\n\t\topts.DialTimeout = time.Duration(r.config.DialTimeout) * time.Second\n\t}\n\tif r.config.ReadTimeout > 0 {\n\t\topts.ReadTimeout = time.Duration(r.config.ReadTimeout) * time.Second\n\t}\n\tif r.config.WriteTimeout > 0 {\n\t\topts.WriteTimeout = time.Duration(r.config.WriteTimeout) * time.Second\n\t}\n\n\t// 创建客户端\n\tr.client = redis.NewClient(opts)\n\n\t// 测试连接\n\tif err := r.client.Ping(ctx).Err(); err != nil {\n\t\treturn fmt.Errorf(\"failed to connect to Redis: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// Disconnect 断开连接\nfunc (r *Redis) Disconnect() error {\n\tif r.client != nil {\n\t\tif err := r.client.Close(); err != nil {\n\t\t\treturn fmt.Errorf(\"failed to disconnect from Redis: %w\", err)\n\t\t}\n\t}\n\treturn nil\n}\n\n// GetClient 获取客户端\nfunc (r *Redis) GetClient() *redis.Client {\n\treturn r.client\n}\n\n// Set 设置键值\nfunc (r *Redis) Set(ctx context.Context, key string, value interface{}, expiration time.Duration) error {\n\treturn r.client.Set(ctx, key, value, expiration).Err()\n}\n\n// Get 获取值\nfunc (r *Redis) Get(ctx context.Context, key string) (string, error) {\n\treturn r.client.Get(ctx, key).Result()\n}\n\n// Del 删除键\nfunc (r *Redis) Del(ctx context.Context, keys ...string) error {\n\treturn r.client.Del(ctx, keys...).Err()\n}\n\n// Exists 检查键是否存在\nfunc (r *Redis) Exists(ctx context.Context, keys ...string) (int64, error) {\n\treturn r.client.Exists(ctx, keys...).Result()\n}\n\n// Expire 设置过期时间\nfunc (r *Redis) Expire(ctx context.Context, key string, expiration time.Duration) error {\n\treturn r.client.Expire(ctx, key, expiration).Err()\n}\n"
  },
  {
    "path": "internal/domain/ai/monster_ai.go",
    "content": "package ai\n\nimport (\n\t\"context\"\n\t\"greatestworks/internal/domain/character\"\n\t\"math\"\n)\n\n// AIState AI状态\ntype AIState int32\n\nconst (\n\tAIStateIdle   AIState = 0 // 空闲\n\tAIStateWalk   AIState = 1 // 巡逻\n\tAIStateChase  AIState = 2 // 追击\n\tAIStateCast   AIState = 3 // 施法\n\tAIStateGoback AIState = 4 // 返回\n\tAIStateHurt   AIState = 5 // 受伤\n\tAIStateDeath  AIState = 6 // 死亡\n)\n\n// MonsterAI 怪物AI\ntype MonsterAI struct {\n\towner *character.Monster\n\n\tstate          AIState\n\tstateTime      float32 // 当前状态持续时间\n\ttarget         *character.Actor\n\tpatrolRadius   float32 // 巡逻半径\n\tchaseRadius    float32 // 追击半径\n\tattackRadius   float32 // 攻击半径\n\tinitPosition   character.Vector3\n\tcurrentSkillID int32\n}\n\n// NewMonsterAI 创建怪物AI\nfunc NewMonsterAI(owner *character.Monster, patrolRadius, chaseRadius, attackRadius float32) *MonsterAI {\n\treturn &MonsterAI{\n\t\towner:        owner,\n\t\tstate:        AIStateIdle,\n\t\tpatrolRadius: patrolRadius,\n\t\tchaseRadius:  chaseRadius,\n\t\tattackRadius: attackRadius,\n\t}\n}\n\n// Start 初始化AI\nfunc (ai *MonsterAI) Start(ctx context.Context, initPos character.Vector3) error {\n\tai.initPosition = initPos\n\tai.state = AIStateIdle\n\tai.stateTime = 0\n\treturn nil\n}\n\n// Update AI更新\nfunc (ai *MonsterAI) Update(ctx context.Context, deltaTime float32) error {\n\tif ai.owner == nil || ai.owner.IsDeath() {\n\t\tai.state = AIStateDeath\n\t\treturn nil\n\t}\n\n\tai.stateTime += deltaTime\n\n\tswitch ai.state {\n\tcase AIStateIdle:\n\t\tai.updateIdle(ctx, deltaTime)\n\tcase AIStateWalk:\n\t\tai.updateWalk(ctx, deltaTime)\n\tcase AIStateChase:\n\t\tai.updateChase(ctx, deltaTime)\n\tcase AIStateCast:\n\t\tai.updateCast(ctx, deltaTime)\n\tcase AIStateGoback:\n\t\tai.updateGoback(ctx, deltaTime)\n\tcase AIStateHurt:\n\t\tai.updateHurt(ctx, deltaTime)\n\t}\n\n\treturn nil\n}\n\n// updateIdle 更新空闲状态\nfunc (ai *MonsterAI) updateIdle(ctx context.Context, deltaTime float32) {\n\t// 检测周围目标\n\tif ai.detectTarget() {\n\t\tai.changeState(AIStateChase)\n\t\treturn\n\t}\n\n\t// 空闲一段时间后开始巡逻\n\tif ai.stateTime > 3.0 {\n\t\tai.changeState(AIStateWalk)\n\t}\n}\n\n// updateWalk 更新巡逻状态\nfunc (ai *MonsterAI) updateWalk(ctx context.Context, deltaTime float32) {\n\t// 检测目标\n\tif ai.detectTarget() {\n\t\tai.changeState(AIStateChase)\n\t\treturn\n\t}\n\n\t// 检查是否离出生点过远\n\tdist := ai.owner.Position().Distance(ai.initPosition)\n\tif dist > ai.patrolRadius {\n\t\tai.changeState(AIStateGoback)\n\t\treturn\n\t}\n\n\t// 巡逻一段时间后停止\n\tif ai.stateTime > 5.0 {\n\t\tai.changeState(AIStateIdle)\n\t}\n\n\t// TODO: 实际移动逻辑\n}\n\n// updateChase 更新追击状态\nfunc (ai *MonsterAI) updateChase(ctx context.Context, deltaTime float32) {\n\tif ai.target == nil || ai.target.IsDeath() {\n\t\tai.target = nil\n\t\tai.changeState(AIStateIdle)\n\t\treturn\n\t}\n\n\t// 检查目标是否超出追击范围\n\tdist := ai.owner.DistanceTo(ai.target.Entity)\n\tif dist > ai.chaseRadius {\n\t\tai.target = nil\n\t\tai.changeState(AIStateGoback)\n\t\treturn\n\t}\n\n\t// 检查是否在攻击范围内\n\tif dist <= ai.attackRadius {\n\t\tai.changeState(AIStateCast)\n\t\treturn\n\t}\n\n\t// TODO: 追击移动逻辑\n}\n\n// updateCast 更新施法状态\nfunc (ai *MonsterAI) updateCast(ctx context.Context, deltaTime float32) {\n\tif ai.target == nil || ai.target.IsDeath() {\n\t\tai.target = nil\n\t\tai.changeState(AIStateIdle)\n\t\treturn\n\t}\n\n\t// 检查目标距离\n\tdist := ai.owner.DistanceTo(ai.target.Entity)\n\tif dist > ai.attackRadius {\n\t\tai.changeState(AIStateChase)\n\t\treturn\n\t}\n\n\t// 尝试释放技能\n\tif ai.stateTime > 0.5 { // 施法间隔\n\t\tai.trySkillCast()\n\t\tai.changeState(AIStateChase)\n\t}\n}\n\n// updateGoback 更新返回状态\nfunc (ai *MonsterAI) updateGoback(ctx context.Context, deltaTime float32) {\n\tdist := ai.owner.Position().Distance(ai.initPosition)\n\tif dist < 1.0 {\n\t\t// 到达出生点，回满血\n\t\tai.owner.Revive(ctx)\n\t\tai.changeState(AIStateIdle)\n\t\treturn\n\t}\n\n\t// TODO: 返回移动逻辑\n}\n\n// updateHurt 更新受伤状态\nfunc (ai *MonsterAI) updateHurt(ctx context.Context, deltaTime float32) {\n\tif ai.stateTime > 0.5 {\n\t\tai.changeState(AIStateChase)\n\t}\n}\n\n// OnHurt 受到伤害回调\nfunc (ai *MonsterAI) OnHurt(attacker *character.Actor) {\n\tif attacker != nil && !attacker.IsDeath() {\n\t\tai.target = attacker\n\t\tai.changeState(AIStateHurt)\n\t}\n}\n\n// detectTarget 检测目标\nfunc (ai *MonsterAI) detectTarget() bool {\n\t// TODO: 从地图获取附近的玩家\n\t// 这里需要地图系统支持\n\treturn false\n}\n\n// trySkillCast 尝试释放技能\nfunc (ai *MonsterAI) trySkillCast() {\n\tif ai.target == nil {\n\t\treturn\n\t}\n\n\t// 获取第一个可用技能\n\tsm := ai.owner.GetSkillManager()\n\t// TODO: 从技能管理器选择合适的技能\n\t_ = sm\n}\n\n// changeState 切换状态\nfunc (ai *MonsterAI) changeState(newState AIState) {\n\tai.state = newState\n\tai.stateTime = 0\n}\n\n// GetState 获取当前状态\nfunc (ai *MonsterAI) GetState() AIState {\n\treturn ai.state\n}\n\n// MissileAI 投射物AI\ntype MissileAI struct {\n\towner      *character.Missile\n\ttarget     *character.Actor\n\tspeed      float32\n\tmaxRange   float32\n\ttravelDist float32\n}\n\n// NewMissileAI 创建投射物AI\nfunc NewMissileAI(owner *character.Missile, target *character.Actor, speed, maxRange float32) *MissileAI {\n\treturn &MissileAI{\n\t\towner:    owner,\n\t\ttarget:   target,\n\t\tspeed:    speed,\n\t\tmaxRange: maxRange,\n\t}\n}\n\n// Update 更新投射物\nfunc (mai *MissileAI) Update(ctx context.Context, deltaTime float32) error {\n\tif mai.owner == nil {\n\t\treturn nil\n\t}\n\n\t// 检查目标\n\tif mai.target == nil || mai.target.IsDeath() {\n\t\t// 目标消失，销毁投射物\n\t\tmai.owner.Destroy(ctx)\n\t\treturn nil\n\t}\n\n\t// 计算移动\n\tcurrentPos := mai.owner.Position()\n\ttargetPos := mai.target.Position()\n\n\tdx := targetPos.X - currentPos.X\n\tdy := targetPos.Y - currentPos.Y\n\tdz := targetPos.Z - currentPos.Z\n\n\tdist := float32(math.Sqrt(float64(dx*dx + dy*dy + dz*dz)))\n\n\tif dist < 0.5 {\n\t\t// 命中目标\n\t\tmai.onHit()\n\t\tmai.owner.Destroy(ctx)\n\t\treturn nil\n\t}\n\n\t// 移动\n\tmoveSpeed := mai.speed * deltaTime\n\tif moveSpeed > dist {\n\t\tmoveSpeed = dist\n\t}\n\n\tratio := moveSpeed / dist\n\tnewPos := character.NewVector3(\n\t\tcurrentPos.X+dx*ratio,\n\t\tcurrentPos.Y+dy*ratio,\n\t\tcurrentPos.Z+dz*ratio,\n\t)\n\n\tmai.owner.SetPosition(newPos)\n\tmai.travelDist += moveSpeed\n\n\t// 检查是否超出最大射程\n\tif mai.travelDist >= mai.maxRange {\n\t\tmai.owner.Destroy(ctx)\n\t}\n\n\treturn nil\n}\n\n// onHit 命中处理\nfunc (mai *MissileAI) onHit() {\n\t// TODO: 应用伤害或效果到目标\n}\n"
  },
  {
    "path": "internal/domain/battle/battle.go",
    "content": "// Package battle 战斗领域\npackage battle\n\nimport (\n\t\"github.com/google/uuid\"\n\t\"greatestworks/internal/domain/player\"\n\t\"time\"\n)\n\n// BattleID 战斗ID值对象\ntype BattleID struct {\n\tvalue string\n}\n\n// NewBattleID 创建新的战斗ID\nfunc NewBattleID() BattleID {\n\treturn BattleID{value: uuid.New().String()}\n}\n\n// String 返回字符串表示\nfunc (id BattleID) String() string {\n\treturn id.value\n}\n\n// BattleStatus 战斗状态枚举\ntype BattleStatus int\n\nconst (\n\tBattleStatusWaiting BattleStatus = iota\n\tBattleStatusInProgress\n\tBattleStatusFinished\n\tBattleStatusCancelled\n)\n\n// BattleType 战斗类型枚举\ntype BattleType int\n\nconst (\n\tBattleTypePvP BattleType = iota\n\tBattleTypePvE\n\tBattleTypeTeamPvP\n\tBattleTypeRaid\n)\n\n// Battle 战斗聚合根\ntype Battle struct {\n\tid           BattleID\n\tbattleType   BattleType\n\tstatus       BattleStatus\n\tparticipants []*BattleParticipant\n\trounds       []*BattleRound\n\twinner       *player.PlayerID\n\tstartTime    time.Time\n\tendTime      *time.Time\n\tcreatedAt    time.Time\n\tupdatedAt    time.Time\n\tversion      int64\n}\n\n// BattleParticipant 战斗参与者\ntype BattleParticipant struct {\n\tPlayerID    player.PlayerID `json:\"player_id\"`\n\tTeam        int             `json:\"team\"`\n\tCurrentHP   int             `json:\"current_hp\"`\n\tCurrentMP   int             `json:\"current_mp\"`\n\tIsAlive     bool            `json:\"is_alive\"`\n\tDamageDealt int             `json:\"damage_dealt\"`\n\tDamageTaken int             `json:\"damage_taken\"`\n\tJoinedAt    time.Time       `json:\"joined_at\"`\n}\n\n// BattleRound 战斗回合\ntype BattleRound struct {\n\tRoundNumber int             `json:\"round_number\"`\n\tActions     []*BattleAction `json:\"actions\"`\n\tStartTime   time.Time       `json:\"start_time\"`\n\tEndTime     *time.Time      `json:\"end_time\"`\n}\n\n// BattleAction 战斗行动\ntype BattleAction struct {\n\tActionID   string           `json:\"action_id\"`\n\tActorID    player.PlayerID  `json:\"actor_id\"`\n\tTargetID   *player.PlayerID `json:\"target_id,omitempty\"`\n\tActionType ActionType       `json:\"action_type\"`\n\tSkillID    *string          `json:\"skill_id,omitempty\"`\n\tDamage     int              `json:\"damage\"`\n\tHealing    int              `json:\"healing\"`\n\tCritical   bool             `json:\"critical\"`\n\tTimestamp  time.Time        `json:\"timestamp\"`\n}\n\n// ActionType 行动类型枚举\ntype ActionType int\n\nconst (\n\tActionTypeAttack ActionType = iota\n\tActionTypeSkill\n\tActionTypeDefend\n\tActionTypeHeal\n\tActionTypeEscape\n)\n\n// NewBattle 创建新战斗\nfunc NewBattle(battleType BattleType) *Battle {\n\tnow := time.Now()\n\treturn &Battle{\n\t\tid:           NewBattleID(),\n\t\tbattleType:   battleType,\n\t\tstatus:       BattleStatusWaiting,\n\t\tparticipants: make([]*BattleParticipant, 0),\n\t\trounds:       make([]*BattleRound, 0),\n\t\tcreatedAt:    now,\n\t\tupdatedAt:    now,\n\t\tversion:      1,\n\t}\n}\n\n// ID 获取战斗ID\nfunc (b *Battle) ID() BattleID {\n\treturn b.id\n}\n\n// Status 获取战斗状态\nfunc (b *Battle) Status() BattleStatus {\n\treturn b.status\n}\n\n// BattleType 获取战斗类型\nfunc (b *Battle) GetBattleType() BattleType {\n\treturn b.battleType\n}\n\n// Participants 获取参与者\nfunc (b *Battle) Participants() []*BattleParticipant {\n\treturn b.participants\n}\n\n// AddParticipant 添加参与者\nfunc (b *Battle) AddParticipant(playerID player.PlayerID, team int, hp, mp int) error {\n\tif b.status != BattleStatusWaiting {\n\t\treturn ErrBattleAlreadyStarted\n\t}\n\n\t// 检查玩家是否已经参与\n\tfor _, p := range b.participants {\n\t\tif p.PlayerID == playerID {\n\t\t\treturn ErrPlayerAlreadyInBattle\n\t\t}\n\t}\n\n\tparticipant := &BattleParticipant{\n\t\tPlayerID:    playerID,\n\t\tTeam:        team,\n\t\tCurrentHP:   hp,\n\t\tCurrentMP:   mp,\n\t\tIsAlive:     true,\n\t\tDamageDealt: 0,\n\t\tDamageTaken: 0,\n\t\tJoinedAt:    time.Now(),\n\t}\n\n\tb.participants = append(b.participants, participant)\n\tb.updatedAt = time.Now()\n\tb.version++\n\n\treturn nil\n}\n\n// Start 开始战斗\nfunc (b *Battle) Start() error {\n\tif b.status != BattleStatusWaiting {\n\t\treturn ErrBattleAlreadyStarted\n\t}\n\n\tif len(b.participants) < 2 {\n\t\treturn ErrInsufficientParticipants\n\t}\n\n\tb.status = BattleStatusInProgress\n\tb.startTime = time.Now()\n\tb.updatedAt = time.Now()\n\tb.version++\n\n\treturn nil\n}\n\n// ExecuteAction 执行战斗行动\nfunc (b *Battle) ExecuteAction(actorID player.PlayerID, targetID *player.PlayerID, actionType ActionType, skillID *string) (*BattleAction, error) {\n\tif b.status != BattleStatusInProgress {\n\t\treturn nil, ErrBattleNotInProgress\n\t}\n\n\t// 查找行动者\n\tactor := b.findParticipant(actorID)\n\tif actor == nil {\n\t\treturn nil, ErrPlayerNotInBattle\n\t}\n\n\tif !actor.IsAlive {\n\t\treturn nil, ErrPlayerDead\n\t}\n\n\t// 创建行动\n\taction := &BattleAction{\n\t\tActionID:   uuid.New().String(),\n\t\tActorID:    actorID,\n\t\tTargetID:   targetID,\n\t\tActionType: actionType,\n\t\tSkillID:    skillID,\n\t\tTimestamp:  time.Now(),\n\t}\n\n\t// 执行行动逻辑\n\tswitch actionType {\n\tcase ActionTypeAttack:\n\t\tb.executeAttack(action, actor)\n\tcase ActionTypeDefend:\n\t\tb.executeDefend(action, actor)\n\tcase ActionTypeHeal:\n\t\tb.executeHeal(action, actor)\n\t}\n\n\t// 添加到当前回合\n\tb.addActionToCurrentRound(action)\n\n\t// 检查战斗是否结束\n\tb.checkBattleEnd()\n\n\tb.updatedAt = time.Now()\n\tb.version++\n\n\treturn action, nil\n}\n\n// executeAttack 执行攻击\nfunc (b *Battle) executeAttack(action *BattleAction, actor *BattleParticipant) {\n\tif action.TargetID == nil {\n\t\treturn\n\t}\n\n\ttarget := b.findParticipant(*action.TargetID)\n\tif target == nil || !target.IsAlive {\n\t\treturn\n\t}\n\n\t// 计算伤害（简化版本）\n\tbaseDamage := 20 // 基础攻击力\n\tdamage := baseDamage\n\n\t// 暴击判断\n\tif b.rollCritical() {\n\t\tdamage *= 2\n\t\taction.Critical = true\n\t}\n\n\taction.Damage = damage\n\ttarget.CurrentHP -= damage\n\ttarget.DamageTaken += damage\n\tactor.DamageDealt += damage\n\n\tif target.CurrentHP <= 0 {\n\t\ttarget.CurrentHP = 0\n\t\ttarget.IsAlive = false\n\t}\n}\n\n// executeDefend 执行防御\nfunc (b *Battle) executeDefend(action *BattleAction, actor *BattleParticipant) {\n\t// 防御状态，下次受到伤害减半（简化实现）\n}\n\n// executeHeal 执行治疗\nfunc (b *Battle) executeHeal(action *BattleAction, actor *BattleParticipant) {\n\thealAmount := 30 // 基础治疗量\n\tactor.CurrentHP += healAmount\n\taction.Healing = healAmount\n}\n\n// rollCritical 暴击判断\nfunc (b *Battle) rollCritical() bool {\n\t// 简化版本：20%暴击率\n\treturn time.Now().UnixNano()%5 == 0\n}\n\n// findParticipant 查找参与者\nfunc (b *Battle) findParticipant(playerID player.PlayerID) *BattleParticipant {\n\tfor _, p := range b.participants {\n\t\tif p.PlayerID == playerID {\n\t\t\treturn p\n\t\t}\n\t}\n\treturn nil\n}\n\n// addActionToCurrentRound 添加行动到当前回合\nfunc (b *Battle) addActionToCurrentRound(action *BattleAction) {\n\tif len(b.rounds) == 0 {\n\t\t// 创建第一个回合\n\t\tround := &BattleRound{\n\t\t\tRoundNumber: 1,\n\t\t\tActions:     make([]*BattleAction, 0),\n\t\t\tStartTime:   time.Now(),\n\t\t}\n\t\tb.rounds = append(b.rounds, round)\n\t}\n\n\tcurrentRound := b.rounds[len(b.rounds)-1]\n\tcurrentRound.Actions = append(currentRound.Actions, action)\n}\n\n// checkBattleEnd 检查战斗是否结束\nfunc (b *Battle) checkBattleEnd() {\n\t// 统计各队伍存活人数\n\tteamAlive := make(map[int]int)\n\tfor _, p := range b.participants {\n\t\tif p.IsAlive {\n\t\t\tteamAlive[p.Team]++\n\t\t}\n\t}\n\n\t// 如果只有一个队伍有存活者，战斗结束\n\taliveTeams := 0\n\twinnerTeam := -1\n\tfor team, count := range teamAlive {\n\t\tif count > 0 {\n\t\t\taliveTeams++\n\t\t\twinnerTeam = team\n\t\t}\n\t}\n\n\tif aliveTeams <= 1 {\n\t\tb.endBattle(winnerTeam)\n\t}\n}\n\n// endBattle 结束战斗\nfunc (b *Battle) endBattle(winnerTeam int) {\n\tb.status = BattleStatusFinished\n\tnow := time.Now()\n\tb.endTime = &now\n\n\t// 设置获胜者（简化版本：取获胜队伍第一个存活玩家）\n\tfor _, p := range b.participants {\n\t\tif p.Team == winnerTeam && p.IsAlive {\n\t\t\tb.winner = &p.PlayerID\n\t\t\tbreak\n\t\t}\n\t}\n\n\t// 结束当前回合\n\tif len(b.rounds) > 0 {\n\t\tcurrentRound := b.rounds[len(b.rounds)-1]\n\t\tif currentRound.EndTime == nil {\n\t\t\tcurrentRound.EndTime = &now\n\t\t}\n\t}\n}\n\n// Winner 获取获胜者\nfunc (b *Battle) Winner() *player.PlayerID {\n\treturn b.winner\n}\n\n// IsFinished 是否已结束\nfunc (b *Battle) IsFinished() bool {\n\treturn b.status == BattleStatusFinished || b.status == BattleStatusCancelled\n}\n\n// Version 获取版本号\nfunc (b *Battle) Version() int64 {\n\treturn b.version\n}\n\n// StartTime 获取开始时间\nfunc (b *Battle) StartTime() time.Time {\n\treturn b.startTime\n}\n\n// EndTime 获取结束时间\nfunc (b *Battle) EndTime() *time.Time {\n\treturn b.endTime\n}\n\n// CreatedAt 获取创建时间\nfunc (b *Battle) CreatedAt() time.Time {\n\treturn b.createdAt\n}\n\n// UpdatedAt 获取更新时间\nfunc (b *Battle) UpdatedAt() time.Time {\n\treturn b.updatedAt\n}\n\n// Rounds 获取回合列表\nfunc (b *Battle) Rounds() []*BattleRound {\n\treturn b.rounds\n}\n"
  },
  {
    "path": "internal/domain/battle/errors.go",
    "content": "package battle\n\nimport \"greatestworks/internal/errors\"\n\n// 战斗领域错误定义 - 使用统一的错误处理机制\nvar (\n\tErrBattleNotFound           = errors.ErrBattleNotFound\n\tErrBattleAlreadyStarted     = errors.ErrBattleAlreadyStarted\n\tErrBattleNotInProgress      = errors.ErrBattleNotInProgress\n\tErrPlayerNotInBattle        = errors.ErrPlayerNotInBattle\n\tErrPlayerAlreadyInBattle    = errors.ErrPlayerAlreadyInBattle\n\tErrInsufficientParticipants = errors.ErrInsufficientParticipants\n\tErrInsufficientMana         = errors.ErrInsufficientMana\n\tErrInvalidTarget            = errors.ErrInvalidTarget\n\tErrBattleFinished           = errors.ErrBattleFinished\n\tErrPlayerDead               = errors.NewDomainError(\"PLAYER_DEAD\", \"玩家已死亡\")\n\tErrInvalidAction            = errors.NewDomainError(\"INVALID_ACTION\", \"无效的行动\")\n\tErrActionOnCooldown         = errors.NewDomainError(\"ACTION_ON_COOLDOWN\", \"行动冷却中\")\n\tErrBattleAlreadyFinished    = errors.NewDomainError(\"BATTLE_ALREADY_FINISHED\", \"战斗已结束\")\n\tErrBattleNotFinished        = errors.NewDomainError(\"BATTLE_NOT_FINISHED\", \"战斗未结束\")\n)\n"
  },
  {
    "path": "internal/domain/battle/repository.go",
    "content": "package battle\n\nimport (\n\t\"context\"\n\t\"greatestworks/internal/domain/player\"\n)\n\n// Repository 战斗仓储接口\ntype Repository interface {\n\t// Save 保存战斗\n\tSave(ctx context.Context, battle *Battle) error\n\n\t// FindByID 根据ID查找战斗\n\tFindByID(ctx context.Context, id BattleID) (*Battle, error)\n\n\t// Update 更新战斗\n\tUpdate(ctx context.Context, battle *Battle) error\n\n\t// Delete 删除战斗\n\tDelete(ctx context.Context, id BattleID) error\n\n\t// FindByPlayerID 根据玩家ID查找战斗\n\tFindByPlayerID(ctx context.Context, playerID player.PlayerID, limit int) ([]*Battle, error)\n\n\t// FindActiveBattles 查找进行中的战斗\n\tFindActiveBattles(ctx context.Context, limit int) ([]*Battle, error)\n\n\t// FindByStatus 根据状态查找战斗\n\tFindByStatus(ctx context.Context, status BattleStatus, limit int) ([]*Battle, error)\n\n\t// FindByType 根据类型查找战斗\n\tFindByType(ctx context.Context, battleType BattleType, limit int) ([]*Battle, error)\n\n\t// CountByPlayerID 统计玩家参与的战斗数量\n\tCountByPlayerID(ctx context.Context, playerID player.PlayerID) (int64, error)\n}\n"
  },
  {
    "path": "internal/domain/battle/service.go",
    "content": "package battle\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"greatestworks/internal/domain/player\"\n\t\"math/rand\"\n\t\"time\"\n)\n\n// Service 战斗领域服务\ntype Service struct {\n\tbattleRepository Repository\n\tskillRegistry    *SkillRegistry\n}\n\n// NewService 创建战斗领域服务\nfunc NewService(battleRepository Repository) *Service {\n\tskillRegistry := NewSkillRegistry()\n\tskillRegistry.InitializeDefaultSkills()\n\n\treturn &Service{\n\t\tbattleRepository: battleRepository,\n\t\tskillRegistry:    skillRegistry,\n\t}\n}\n\n// CreateBattle 创建战斗\nfunc (s *Service) CreateBattle(ctx context.Context, battleType BattleType) (*Battle, error) {\n\tbattle := NewBattle(battleType)\n\n\tif err := s.battleRepository.Save(ctx, battle); err != nil {\n\t\treturn nil, fmt.Errorf(\"save battle: %w\", err)\n\t}\n\n\treturn battle, nil\n}\n\n// JoinBattle 加入战斗\nfunc (s *Service) JoinBattle(ctx context.Context, battleID BattleID, playerID player.PlayerID, team int, hp, mp int) error {\n\tbattle, err := s.battleRepository.FindByID(ctx, battleID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"find battle: %w\", err)\n\t}\n\n\tif err := battle.AddParticipant(playerID, team, hp, mp); err != nil {\n\t\treturn err\n\t}\n\n\tif err := s.battleRepository.Update(ctx, battle); err != nil {\n\t\treturn fmt.Errorf(\"update battle: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// StartBattle 开始战斗\nfunc (s *Service) StartBattle(ctx context.Context, battleID BattleID) error {\n\tbattle, err := s.battleRepository.FindByID(ctx, battleID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"find battle: %w\", err)\n\t}\n\n\tif err := battle.Start(); err != nil {\n\t\treturn err\n\t}\n\n\tif err := s.battleRepository.Update(ctx, battle); err != nil {\n\t\treturn fmt.Errorf(\"update battle: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// ExecuteAttack 执行攻击\nfunc (s *Service) ExecuteAttack(ctx context.Context, battleID BattleID, actorID player.PlayerID, targetID player.PlayerID) (*BattleAction, error) {\n\tbattle, err := s.battleRepository.FindByID(ctx, battleID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"find battle: %w\", err)\n\t}\n\n\taction, err := battle.ExecuteAction(actorID, &targetID, ActionTypeAttack, nil)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\tif err := s.battleRepository.Update(ctx, battle); err != nil {\n\t\treturn nil, fmt.Errorf(\"update battle: %w\", err)\n\t}\n\n\treturn action, nil\n}\n\n// ExecuteSkill 执行技能\nfunc (s *Service) ExecuteSkill(ctx context.Context, battleID BattleID, actorID player.PlayerID, targetID *player.PlayerID, skillID string) (*BattleAction, error) {\n\tbattle, err := s.battleRepository.FindByID(ctx, battleID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"find battle: %w\", err)\n\t}\n\n\t// 验证技能是否存在\n\tskill, err := s.skillRegistry.GetSkill(skillID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"get skill: %w\", err)\n\t}\n\n\t// 检查行动者是否有足够的魔法值\n\tactor := battle.findParticipant(actorID)\n\tif actor == nil {\n\t\treturn nil, ErrPlayerNotInBattle\n\t}\n\n\tif actor.CurrentMP < skill.ManaCost() {\n\t\treturn nil, ErrInsufficientMana\n\t}\n\n\t// 消耗魔法值\n\tactor.CurrentMP -= skill.ManaCost()\n\n\t// 执行技能\n\taction, err := s.executeSkillAction(battle, actorID, targetID, skill)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\tif err := s.battleRepository.Update(ctx, battle); err != nil {\n\t\treturn nil, fmt.Errorf(\"update battle: %w\", err)\n\t}\n\n\treturn action, nil\n}\n\n// executeSkillAction 执行技能行动\nfunc (s *Service) executeSkillAction(battle *Battle, actorID player.PlayerID, targetID *player.PlayerID, skill *Skill) (*BattleAction, error) {\n\taction := &BattleAction{\n\t\tActionID:   fmt.Sprintf(\"action_%d\", time.Now().UnixNano()),\n\t\tActorID:    actorID,\n\t\tTargetID:   targetID,\n\t\tActionType: ActionTypeSkill,\n\t\tSkillID:    &skill.id.value,\n\t\tTimestamp:  time.Now(),\n\t}\n\n\tswitch skill.GetSkillType() {\n\tcase SkillTypeAttack:\n\t\ts.executeSkillAttack(battle, action, skill)\n\tcase SkillTypeHeal:\n\t\ts.executeSkillHeal(battle, action, skill)\n\tcase SkillTypeDefense:\n\t\ts.executeSkillDefense(battle, action, skill)\n\tcase SkillTypeBuff:\n\t\ts.executeSkillBuff(battle, action, skill)\n\tcase SkillTypeDebuff:\n\t\ts.executeSkillDebuff(battle, action, skill)\n\t}\n\n\t// 添加到当前回合\n\tbattle.addActionToCurrentRound(action)\n\n\t// 检查战斗是否结束\n\tbattle.checkBattleEnd()\n\n\treturn action, nil\n}\n\n// executeSkillAttack 执行攻击技能\nfunc (s *Service) executeSkillAttack(battle *Battle, action *BattleAction, skill *Skill) {\n\tif action.TargetID == nil {\n\t\treturn\n\t}\n\n\ttarget := battle.findParticipant(*action.TargetID)\n\tif target == nil || !target.IsAlive {\n\t\treturn\n\t}\n\n\tactor := battle.findParticipant(action.ActorID)\n\tif actor == nil {\n\t\treturn\n\t}\n\n\t// 计算技能伤害\n\tdamage := skill.Damage()\n\n\t// 暴击判断\n\tif s.rollCritical() {\n\t\tdamage = int(float64(damage) * 1.5)\n\t\taction.Critical = true\n\t}\n\n\taction.Damage = damage\n\ttarget.CurrentHP -= damage\n\ttarget.DamageTaken += damage\n\tactor.DamageDealt += damage\n\n\tif target.CurrentHP <= 0 {\n\t\ttarget.CurrentHP = 0\n\t\ttarget.IsAlive = false\n\t}\n\n\t// 应用技能效果\n\tfor _, effect := range skill.Effects() {\n\t\ts.applySkillEffect(target, effect)\n\t}\n}\n\n// executeSkillHeal 执行治疗技能\nfunc (s *Service) executeSkillHeal(battle *Battle, action *BattleAction, skill *Skill) {\n\tvar target *BattleParticipant\n\n\tif action.TargetID != nil {\n\t\ttarget = battle.findParticipant(*action.TargetID)\n\t} else {\n\t\t// 如果没有指定目标，治疗自己\n\t\ttarget = battle.findParticipant(action.ActorID)\n\t}\n\n\tif target == nil || !target.IsAlive {\n\t\treturn\n\t}\n\n\thealAmount := skill.Healing()\n\ttarget.CurrentHP += healAmount\n\taction.Healing = healAmount\n\n\t// 不能超过最大生命值（这里简化处理，假设最大生命值为初始生命值）\n\t// 实际项目中应该从玩家数据中获取最大生命值\n}\n\n// executeSkillDefense 执行防御技能\nfunc (s *Service) executeSkillDefense(battle *Battle, action *BattleAction, skill *Skill) {\n\ttarget := battle.findParticipant(action.ActorID)\n\tif target == nil {\n\t\treturn\n\t}\n\n\t// 应用防御效果\n\tfor _, effect := range skill.Effects() {\n\t\ts.applySkillEffect(target, effect)\n\t}\n}\n\n// executeSkillBuff 执行增益技能\nfunc (s *Service) executeSkillBuff(battle *Battle, action *BattleAction, skill *Skill) {\n\tvar target *BattleParticipant\n\n\tif action.TargetID != nil {\n\t\ttarget = battle.findParticipant(*action.TargetID)\n\t} else {\n\t\ttarget = battle.findParticipant(action.ActorID)\n\t}\n\n\tif target == nil {\n\t\treturn\n\t}\n\n\t// 应用增益效果\n\tfor _, effect := range skill.Effects() {\n\t\ts.applySkillEffect(target, effect)\n\t}\n}\n\n// executeSkillDebuff 执行减益技能\nfunc (s *Service) executeSkillDebuff(battle *Battle, action *BattleAction, skill *Skill) {\n\tif action.TargetID == nil {\n\t\treturn\n\t}\n\n\ttarget := battle.findParticipant(*action.TargetID)\n\tif target == nil || !target.IsAlive {\n\t\treturn\n\t}\n\n\t// 应用减益效果\n\tfor _, effect := range skill.Effects() {\n\t\ts.applySkillEffect(target, effect)\n\t}\n}\n\n// applySkillEffect 应用技能效果\nfunc (s *Service) applySkillEffect(target *BattleParticipant, effect *SkillEffect) {\n\t// 这里简化处理，实际项目中应该有完整的效果系统\n\tswitch effect.GetEffectType() {\n\tcase EffectTypePoison:\n\t\t// 中毒效果，持续伤害\n\t\ttarget.CurrentHP -= effect.Value()\n\tcase EffectTypeBurn:\n\t\t// 燃烧效果，持续伤害\n\t\ttarget.CurrentHP -= effect.Value()\n\tcase EffectTypeAttackBoost:\n\t\t// 攻击力提升（这里简化处理）\n\tcase EffectTypeDefenseBoost:\n\t\t// 防御力提升（这里简化处理）\n\t}\n\n\tif target.CurrentHP < 0 {\n\t\ttarget.CurrentHP = 0\n\t\ttarget.IsAlive = false\n\t}\n}\n\n// rollCritical 暴击判断\nfunc (s *Service) rollCritical() bool {\n\t// 20% 暴击率\n\treturn rand.Intn(100) < 20\n}\n\n// GetBattleStatus 获取战斗状态\nfunc (s *Service) GetBattleStatus(ctx context.Context, battleID BattleID) (*Battle, error) {\n\tbattle, err := s.battleRepository.FindByID(ctx, battleID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"find battle: %w\", err)\n\t}\n\n\treturn battle, nil\n}\n\n// GetPlayerBattles 获取玩家的战斗列表\nfunc (s *Service) GetPlayerBattles(ctx context.Context, playerID player.PlayerID, limit int) ([]*Battle, error) {\n\tbattles, err := s.battleRepository.FindByPlayerID(ctx, playerID, limit)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"find player battles: %w\", err)\n\t}\n\n\treturn battles, nil\n}\n\n// EndBattle 结束战斗\nfunc (s *Service) EndBattle(ctx context.Context, battleID BattleID) error {\n\tbattle, err := s.battleRepository.FindByID(ctx, battleID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"find battle: %w\", err)\n\t}\n\n\tif battle.IsFinished() {\n\t\treturn ErrBattleAlreadyFinished\n\t}\n\n\t// 强制结束战斗\n\tbattle.status = BattleStatusCancelled\n\tnow := time.Now()\n\tbattle.endTime = &now\n\tbattle.updatedAt = now\n\tbattle.version++\n\n\tif err := s.battleRepository.Update(ctx, battle); err != nil {\n\t\treturn fmt.Errorf(\"update battle: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// CalculateBattleRewards 计算战斗奖励\nfunc (s *Service) CalculateBattleRewards(ctx context.Context, battleID BattleID) (map[player.PlayerID]*BattleReward, error) {\n\tbattle, err := s.battleRepository.FindByID(ctx, battleID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"find battle: %w\", err)\n\t}\n\n\tif !battle.IsFinished() {\n\t\treturn nil, ErrBattleNotFinished\n\t}\n\n\trewards := make(map[player.PlayerID]*BattleReward)\n\n\tfor _, participant := range battle.Participants() {\n\t\treward := &BattleReward{\n\t\t\tPlayerID: participant.PlayerID,\n\t\t\tExp:      s.calculateExpReward(participant, battle),\n\t\t\tGold:     s.calculateGoldReward(participant, battle),\n\t\t\tItems:    s.calculateItemRewards(participant, battle),\n\t\t}\n\n\t\t// 获胜者额外奖励\n\t\tif battle.Winner() != nil && *battle.Winner() == participant.PlayerID {\n\t\t\treward.Exp = int64(float64(reward.Exp) * 1.5)\n\t\t\treward.Gold = int64(float64(reward.Gold) * 1.2)\n\t\t}\n\n\t\trewards[participant.PlayerID] = reward\n\t}\n\n\treturn rewards, nil\n}\n\n// calculateExpReward 计算经验奖励\nfunc (s *Service) calculateExpReward(participant *BattleParticipant, battle *Battle) int64 {\n\tbaseExp := int64(100)\n\n\t// 根据造成的伤害调整\n\tdamageBonus := int64(participant.DamageDealt / 10)\n\n\t// 根据战斗时长调整\n\tduration := battle.endTime.Sub(battle.startTime)\n\ttimeBonus := int64(duration.Minutes() * 5)\n\n\treturn baseExp + damageBonus + timeBonus\n}\n\n// calculateGoldReward 计算金币奖励\nfunc (s *Service) calculateGoldReward(participant *BattleParticipant, battle *Battle) int64 {\n\tbaseGold := int64(50)\n\n\t// 根据造成的伤害调整\n\tdamageBonus := int64(participant.DamageDealt / 20)\n\n\treturn baseGold + damageBonus\n}\n\n// calculateItemRewards 计算物品奖励\nfunc (s *Service) calculateItemRewards(participant *BattleParticipant, battle *Battle) []string {\n\titems := make([]string, 0)\n\n\t// 简单的随机掉落系统\n\tif rand.Intn(100) < 30 { // 30% 概率掉落物品\n\t\titems = append(items, \"health_potion\")\n\t}\n\n\tif rand.Intn(100) < 20 { // 20% 概率掉落装备\n\t\titems = append(items, \"basic_sword\")\n\t}\n\n\treturn items\n}\n\n// BattleReward 战斗奖励\ntype BattleReward struct {\n\tPlayerID player.PlayerID `json:\"player_id\"`\n\tExp      int64           `json:\"exp\"`\n\tGold     int64           `json:\"gold\"`\n\tItems    []string        `json:\"items\"`\n}\n"
  },
  {
    "path": "internal/domain/battle/skill.go",
    "content": "package battle\n\nimport (\n\t\"errors\"\n\t\"time\"\n)\n\n// SkillID 技能ID值对象\ntype SkillID struct {\n\tvalue string\n}\n\n// NewSkillID 创建技能ID\nfunc NewSkillID(id string) SkillID {\n\treturn SkillID{value: id}\n}\n\n// String 返回字符串表示\nfunc (id SkillID) String() string {\n\treturn id.value\n}\n\n// SkillType 技能类型枚举\ntype SkillType int\n\nconst (\n\tSkillTypeAttack  SkillType = iota // 攻击技能\n\tSkillTypeDefense                  // 防御技能\n\tSkillTypeHeal                     // 治疗技能\n\tSkillTypeBuff                     // 增益技能\n\tSkillTypeDebuff                   // 减益技能\n\tSkillTypeUtility                  // 辅助技能\n)\n\n// SkillTarget 技能目标类型\ntype SkillTarget int\n\nconst (\n\tSkillTargetSelf     SkillTarget = iota // 自己\n\tSkillTargetEnemy                       // 敌人\n\tSkillTargetAlly                        // 队友\n\tSkillTargetAll                         // 所有人\n\tSkillTargetEnemyAll                    // 所有敌人\n\tSkillTargetAllyAll                     // 所有队友\n)\n\n// Skill 技能实体\ntype Skill struct {\n\tid          SkillID\n\tname        string\n\tdescription string\n\tskillType   SkillType\n\ttargetType  SkillTarget\n\tmanaCost    int\n\tcooldown    time.Duration\n\tdamage      int\n\thealing     int\n\teffects     []*SkillEffect\n\trange_      float64\n\tlevel       int\n\tmaxLevel    int\n}\n\n// NewSkill 创建新技能\nfunc NewSkill(id, name, description string, skillType SkillType, targetType SkillTarget) *Skill {\n\treturn &Skill{\n\t\tid:          NewSkillID(id),\n\t\tname:        name,\n\t\tdescription: description,\n\t\tskillType:   skillType,\n\t\ttargetType:  targetType,\n\t\tmanaCost:    10,\n\t\tcooldown:    time.Second * 3,\n\t\tdamage:      0,\n\t\thealing:     0,\n\t\teffects:     make([]*SkillEffect, 0),\n\t\trange_:      5.0,\n\t\tlevel:       1,\n\t\tmaxLevel:    10,\n\t}\n}\n\n// ID 获取技能ID\nfunc (s *Skill) ID() SkillID {\n\treturn s.id\n}\n\n// Name 获取技能名称\nfunc (s *Skill) Name() string {\n\treturn s.name\n}\n\n// Description 获取技能描述\nfunc (s *Skill) Description() string {\n\treturn s.description\n}\n\n// SkillType 获取技能类型\nfunc (s *Skill) GetSkillType() SkillType {\n\treturn s.skillType\n}\n\n// TargetType 获取目标类型\nfunc (s *Skill) TargetType() SkillTarget {\n\treturn s.targetType\n}\n\n// ManaCost 获取魔法消耗\nfunc (s *Skill) ManaCost() int {\n\treturn s.manaCost\n}\n\n// Cooldown 获取冷却时间\nfunc (s *Skill) Cooldown() time.Duration {\n\treturn s.cooldown\n}\n\n// Damage 获取伤害值\nfunc (s *Skill) Damage() int {\n\treturn s.damage\n}\n\n// Healing 获取治疗值\nfunc (s *Skill) Healing() int {\n\treturn s.healing\n}\n\n// Effects 获取技能效果\nfunc (s *Skill) Effects() []*SkillEffect {\n\treturn s.effects\n}\n\n// Range 获取技能范围\nfunc (s *Skill) Range() float64 {\n\treturn s.range_\n}\n\n// Level 获取技能等级\nfunc (s *Skill) Level() int {\n\treturn s.level\n}\n\n// MaxLevel 获取最大等级\nfunc (s *Skill) MaxLevel() int {\n\treturn s.maxLevel\n}\n\n// CanUpgrade 是否可以升级\nfunc (s *Skill) CanUpgrade() bool {\n\treturn s.level < s.maxLevel\n}\n\n// Upgrade 升级技能\nfunc (s *Skill) Upgrade() error {\n\tif !s.CanUpgrade() {\n\t\treturn errors.New(\"skill already at max level\")\n\t}\n\n\ts.level++\n\t// 升级时提升技能属性\n\ts.damage = int(float64(s.damage) * 1.1)\n\ts.healing = int(float64(s.healing) * 1.1)\n\n\treturn nil\n}\n\n// SkillEffect 技能效果\ntype SkillEffect struct {\n\teffectType EffectType\n\tvalue      int\n\tduration   time.Duration\n\tstackable  bool\n}\n\n// EffectType 效果类型枚举\ntype EffectType int\n\nconst (\n\tEffectTypePoison           EffectType = iota // 中毒\n\tEffectTypeBurn                               // 燃烧\n\tEffectTypeFreeze                             // 冰冻\n\tEffectTypeStun                               // 眩晕\n\tEffectTypeAttackBoost                        // 攻击力提升\n\tEffectTypeDefenseBoost                       // 防御力提升\n\tEffectTypeSpeedBoost                         // 速度提升\n\tEffectTypeAttackReduction                    // 攻击力降低\n\tEffectTypeDefenseReduction                   // 防御力降低\n\tEffectTypeSpeedReduction                     // 速度降低\n)\n\n// NewSkillEffect 创建技能效果\nfunc NewSkillEffect(effectType EffectType, value int, duration time.Duration, stackable bool) *SkillEffect {\n\treturn &SkillEffect{\n\t\teffectType: effectType,\n\t\tvalue:      value,\n\t\tduration:   duration,\n\t\tstackable:  stackable,\n\t}\n}\n\n// EffectType 获取效果类型\nfunc (e *SkillEffect) GetEffectType() EffectType {\n\treturn e.effectType\n}\n\n// Value 获取效果值\nfunc (e *SkillEffect) Value() int {\n\treturn e.value\n}\n\n// Duration 获取持续时间\nfunc (e *SkillEffect) Duration() time.Duration {\n\treturn e.duration\n}\n\n// IsStackable 是否可叠加\nfunc (e *SkillEffect) IsStackable() bool {\n\treturn e.stackable\n}\n\n// PlayerSkill 玩家技能\ntype PlayerSkill struct {\n\tskill        *Skill\n\tlastUsedTime time.Time\n\tuses         int\n}\n\n// NewPlayerSkill 创建玩家技能\nfunc NewPlayerSkill(skill *Skill) *PlayerSkill {\n\treturn &PlayerSkill{\n\t\tskill:        skill,\n\t\tlastUsedTime: time.Time{},\n\t\tuses:         0,\n\t}\n}\n\n// Skill 获取技能\nfunc (ps *PlayerSkill) GetSkill() *Skill {\n\treturn ps.skill\n}\n\n// CanUse 是否可以使用\nfunc (ps *PlayerSkill) CanUse(currentMana int) bool {\n\t// 检查魔法值是否足够\n\tif currentMana < ps.skill.ManaCost() {\n\t\treturn false\n\t}\n\n\t// 检查冷却时间\n\tif time.Since(ps.lastUsedTime) < ps.skill.Cooldown() {\n\t\treturn false\n\t}\n\n\treturn true\n}\n\n// Use 使用技能\nfunc (ps *PlayerSkill) Use() error {\n\tif time.Since(ps.lastUsedTime) < ps.skill.Cooldown() {\n\t\treturn errors.New(\"skill is on cooldown\")\n\t}\n\n\tps.lastUsedTime = time.Now()\n\tps.uses++\n\n\treturn nil\n}\n\n// GetCooldownRemaining 获取剩余冷却时间\nfunc (ps *PlayerSkill) GetCooldownRemaining() time.Duration {\n\telapsed := time.Since(ps.lastUsedTime)\n\tif elapsed >= ps.skill.Cooldown() {\n\t\treturn 0\n\t}\n\treturn ps.skill.Cooldown() - elapsed\n}\n\n// Uses 获取使用次数\nfunc (ps *PlayerSkill) Uses() int {\n\treturn ps.uses\n}\n\n// SkillRegistry 技能注册表\ntype SkillRegistry struct {\n\tskills map[string]*Skill\n}\n\n// NewSkillRegistry 创建技能注册表\nfunc NewSkillRegistry() *SkillRegistry {\n\treturn &SkillRegistry{\n\t\tskills: make(map[string]*Skill),\n\t}\n}\n\n// RegisterSkill 注册技能\nfunc (sr *SkillRegistry) RegisterSkill(skill *Skill) {\n\tsr.skills[skill.ID().String()] = skill\n}\n\n// GetSkill 获取技能\nfunc (sr *SkillRegistry) GetSkill(skillID string) (*Skill, error) {\n\tskill, exists := sr.skills[skillID]\n\tif !exists {\n\t\treturn nil, errors.New(\"skill not found\")\n\t}\n\treturn skill, nil\n}\n\n// GetAllSkills 获取所有技能\nfunc (sr *SkillRegistry) GetAllSkills() []*Skill {\n\tskills := make([]*Skill, 0, len(sr.skills))\n\tfor _, skill := range sr.skills {\n\t\tskills = append(skills, skill)\n\t}\n\treturn skills\n}\n\n// InitializeDefaultSkills 初始化默认技能\nfunc (sr *SkillRegistry) InitializeDefaultSkills() {\n\t// 基础攻击技能\n\tbasicAttack := NewSkill(\"basic_attack\", \"基础攻击\", \"普通的物理攻击\", SkillTypeAttack, SkillTargetEnemy)\n\tbasicAttack.damage = 20\n\tbasicAttack.manaCost = 0\n\tbasicAttack.cooldown = time.Second * 1\n\tsr.RegisterSkill(basicAttack)\n\n\t// 火球术\n\tfireball := NewSkill(\"fireball\", \"火球术\", \"发射一个火球攻击敌人\", SkillTypeAttack, SkillTargetEnemy)\n\tfireball.damage = 35\n\tfireball.manaCost = 15\n\tfireball.cooldown = time.Second * 3\n\tfireball.effects = append(fireball.effects, NewSkillEffect(EffectTypeBurn, 5, time.Second*3, false))\n\tsr.RegisterSkill(fireball)\n\n\t// 治疗术\n\theal := NewSkill(\"heal\", \"治疗术\", \"恢复目标的生命值\", SkillTypeHeal, SkillTargetAlly)\n\theal.healing = 30\n\theal.manaCost = 20\n\theal.cooldown = time.Second * 2\n\tsr.RegisterSkill(heal)\n\n\t// 防御姿态\n\tdefense := NewSkill(\"defense_stance\", \"防御姿态\", \"提高防御力\", SkillTypeDefense, SkillTargetSelf)\n\tdefense.manaCost = 10\n\tdefense.cooldown = time.Second * 5\n\tdefense.effects = append(defense.effects, NewSkillEffect(EffectTypeDefenseBoost, 10, time.Second*10, false))\n\tsr.RegisterSkill(defense)\n}\n"
  },
  {
    "path": "internal/domain/building/aggregate.go",
    "content": "package building\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// BuildingAggregate 建筑聚合根\ntype BuildingAggregate struct {\n\tID               string                 `json:\"id\" bson:\"_id\"`\n\tPlayerID         uint64                 `json:\"player_id\" bson:\"player_id\"`\n\tBuildingTypeID   string                 `json:\"building_type_id\" bson:\"building_type_id\"`\n\tName             string                 `json:\"name\" bson:\"name\"`\n\tDescription      string                 `json:\"description\" bson:\"description\"`\n\tLevel            int32                  `json:\"level\" bson:\"level\"`\n\tMaxLevel         int32                  `json:\"max_level\" bson:\"max_level\"`\n\tStatus           BuildingStatus         `json:\"status\" bson:\"status\"`\n\tCategory         BuildingCategory       `json:\"category\" bson:\"category\"`\n\tPosition         *Position              `json:\"position,omitempty\" bson:\"position,omitempty\"`\n\tSize             *Size                  `json:\"size\" bson:\"size\"`\n\tOrientation      Orientation            `json:\"orientation\" bson:\"orientation\"`\n\tHealth           int32                  `json:\"health\" bson:\"health\"`\n\tMaxHealth        int32                  `json:\"max_health\" bson:\"max_health\"`\n\tDurability       int32                  `json:\"durability\" bson:\"durability\"`\n\tMaxDurability    int32                  `json:\"max_durability\" bson:\"max_durability\"`\n\tEffects          []*BuildingEffect      `json:\"effects\" bson:\"effects\"`\n\tRequirements     []*Requirement         `json:\"requirements\" bson:\"requirements\"`\n\tUpgradeCosts     []*ResourceCost        `json:\"upgrade_costs\" bson:\"upgrade_costs\"`\n\tMaintenanceCosts []*ResourceCost        `json:\"maintenance_costs\" bson:\"maintenance_costs\"`\n\tProduction       *ProductionInfo        `json:\"production,omitempty\" bson:\"production,omitempty\"`\n\tStorage          *StorageInfo           `json:\"storage,omitempty\" bson:\"storage,omitempty\"`\n\tDefense          *DefenseInfo           `json:\"defense,omitempty\" bson:\"defense,omitempty\"`\n\tConstruction     *ConstructionInfo      `json:\"construction,omitempty\" bson:\"construction,omitempty\"`\n\tUpgrade          *UpgradeInfo           `json:\"upgrade,omitempty\" bson:\"upgrade,omitempty\"`\n\tMaintenance      *MaintenanceInfo       `json:\"maintenance,omitempty\" bson:\"maintenance,omitempty\"`\n\tWorkers          []*WorkerInfo          `json:\"workers\" bson:\"workers\"`\n\tVisitors         []*VisitorInfo         `json:\"visitors\" bson:\"visitors\"`\n\tTags             []string               `json:\"tags\" bson:\"tags\"`\n\tMetadata         map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n\tLastActiveAt     time.Time              `json:\"last_active_at\" bson:\"last_active_at\"`\n\tCreatedAt        time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt        time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// NewBuildingAggregate 创建新的建筑聚合\nfunc NewBuildingAggregate(playerID uint64, buildingTypeID, name string, category BuildingCategory) *BuildingAggregate {\n\tnow := time.Now()\n\treturn &BuildingAggregate{\n\t\tID:               generateBuildingID(),\n\t\tPlayerID:         playerID,\n\t\tBuildingTypeID:   buildingTypeID,\n\t\tName:             name,\n\t\tDescription:      \"\",\n\t\tLevel:            1,\n\t\tMaxLevel:         10,\n\t\tStatus:           BuildingStatusPlanning,\n\t\tCategory:         category,\n\t\tSize:             &Size{Width: 1, Height: 1, Depth: 1},\n\t\tOrientation:      OrientationNorth,\n\t\tHealth:           100,\n\t\tMaxHealth:        100,\n\t\tDurability:       100,\n\t\tMaxDurability:    100,\n\t\tEffects:          make([]*BuildingEffect, 0),\n\t\tRequirements:     make([]*Requirement, 0),\n\t\tUpgradeCosts:     make([]*ResourceCost, 0),\n\t\tMaintenanceCosts: make([]*ResourceCost, 0),\n\t\tWorkers:          make([]*WorkerInfo, 0),\n\t\tVisitors:         make([]*VisitorInfo, 0),\n\t\tTags:             make([]string, 0),\n\t\tMetadata:         make(map[string]interface{}),\n\t\tLastActiveAt:     now,\n\t\tCreatedAt:        now,\n\t\tUpdatedAt:        now,\n\t}\n}\n\n// StartConstruction 开始建造\nfunc (b *BuildingAggregate) StartConstruction(duration time.Duration, costs []*ResourceCost) error {\n\tif b.Status != BuildingStatusPlanning {\n\t\treturn fmt.Errorf(\"building must be in planning status to start construction\")\n\t}\n\n\t// 检查建造要求\n\tif err := b.checkRequirements(); err != nil {\n\t\treturn fmt.Errorf(\"construction requirements not met: %w\", err)\n\t}\n\n\t// 创建建造信息\n\tnow := time.Now()\n\tb.Construction = &ConstructionInfo{\n\t\tStartedAt:   now,\n\t\tDuration:    duration,\n\t\tCompletedAt: nil,\n\t\tProgress:    0.0,\n\t\tCosts:       costs,\n\t\tWorkers:     make([]*WorkerAssignment, 0),\n\t\tMaterials:   make([]*MaterialUsage, 0),\n\t\tStatus:      ConstructionStatusInProgress,\n\t\tCreatedAt:   now,\n\t\tUpdatedAt:   now,\n\t}\n\n\tb.Status = BuildingStatusUnderConstruction\n\tb.UpdatedAt = now\n\treturn nil\n}\n\n// UpdateConstructionProgress 更新建造进度\nfunc (b *BuildingAggregate) UpdateConstructionProgress(progress float64) error {\n\tif b.Status != BuildingStatusUnderConstruction {\n\t\treturn fmt.Errorf(\"building is not under construction\")\n\t}\n\n\tif b.Construction == nil {\n\t\treturn fmt.Errorf(\"construction info not found\")\n\t}\n\n\tif progress < 0 || progress > 100 {\n\t\treturn fmt.Errorf(\"progress must be between 0 and 100\")\n\t}\n\n\tb.Construction.Progress = progress\n\tb.Construction.UpdatedAt = time.Now()\n\tb.UpdatedAt = time.Now()\n\n\t// 检查是否完成建造\n\tif progress >= 100 {\n\t\treturn b.CompleteConstruction()\n\t}\n\n\treturn nil\n}\n\n// CompleteConstruction 完成建造\nfunc (b *BuildingAggregate) CompleteConstruction() error {\n\tif b.Status != BuildingStatusUnderConstruction {\n\t\treturn fmt.Errorf(\"building is not under construction\")\n\t}\n\n\tif b.Construction == nil {\n\t\treturn fmt.Errorf(\"construction info not found\")\n\t}\n\n\tnow := time.Now()\n\tb.Construction.CompletedAt = &now\n\tb.Construction.Progress = 100.0\n\tb.Construction.Status = ConstructionStatusCompleted\n\tb.Construction.UpdatedAt = now\n\n\tb.Status = BuildingStatusActive\n\tb.UpdatedAt = now\n\treturn nil\n}\n\n// CancelConstruction 取消建造\nfunc (b *BuildingAggregate) CancelConstruction(reason string) error {\n\tif b.Status != BuildingStatusUnderConstruction {\n\t\treturn fmt.Errorf(\"building is not under construction\")\n\t}\n\n\tif b.Construction == nil {\n\t\treturn fmt.Errorf(\"construction info not found\")\n\t}\n\n\tnow := time.Now()\n\tb.Construction.Status = ConstructionStatusCancelled\n\tb.Construction.UpdatedAt = now\n\tb.Construction.SetMetadata(\"cancel_reason\", reason)\n\n\tb.Status = BuildingStatusCancelled\n\tb.UpdatedAt = now\n\treturn nil\n}\n\n// StartUpgrade 开始升级\nfunc (b *BuildingAggregate) StartUpgrade(targetLevel int32, duration time.Duration, costs []*ResourceCost) error {\n\tif b.Status != BuildingStatusActive {\n\t\treturn fmt.Errorf(\"building must be active to start upgrade\")\n\t}\n\n\tif targetLevel <= b.Level {\n\t\treturn fmt.Errorf(\"target level must be higher than current level\")\n\t}\n\n\tif targetLevel > b.MaxLevel {\n\t\treturn fmt.Errorf(\"target level exceeds maximum level\")\n\t}\n\n\t// 检查升级要求\n\tif err := b.checkUpgradeRequirements(targetLevel); err != nil {\n\t\treturn fmt.Errorf(\"upgrade requirements not met: %w\", err)\n\t}\n\n\t// 创建升级信息\n\tnow := time.Now()\n\tb.Upgrade = &UpgradeInfo{\n\t\tFromLevel:   b.Level,\n\t\tToLevel:     targetLevel,\n\t\tStartedAt:   now,\n\t\tDuration:    duration,\n\t\tCompletedAt: nil,\n\t\tProgress:    0.0,\n\t\tCosts:       costs,\n\t\tWorkers:     make([]*WorkerAssignment, 0),\n\t\tMaterials:   make([]*MaterialUsage, 0),\n\t\tStatus:      UpgradeStatusInProgress,\n\t\tCreatedAt:   now,\n\t\tUpdatedAt:   now,\n\t}\n\n\tb.Status = BuildingStatusUpgrading\n\tb.UpdatedAt = now\n\treturn nil\n}\n\n// UpdateUpgradeProgress 更新升级进度\nfunc (b *BuildingAggregate) UpdateUpgradeProgress(progress float64) error {\n\tif b.Status != BuildingStatusUpgrading {\n\t\treturn fmt.Errorf(\"building is not upgrading\")\n\t}\n\n\tif b.Upgrade == nil {\n\t\treturn fmt.Errorf(\"upgrade info not found\")\n\t}\n\n\tif progress < 0 || progress > 100 {\n\t\treturn fmt.Errorf(\"progress must be between 0 and 100\")\n\t}\n\n\tb.Upgrade.Progress = progress\n\tb.Upgrade.UpdatedAt = time.Now()\n\tb.UpdatedAt = time.Now()\n\n\t// 检查是否完成升级\n\tif progress >= 100 {\n\t\treturn b.CompleteUpgrade()\n\t}\n\n\treturn nil\n}\n\n// CompleteUpgrade 完成升级\nfunc (b *BuildingAggregate) CompleteUpgrade() error {\n\tif b.Status != BuildingStatusUpgrading {\n\t\treturn fmt.Errorf(\"building is not upgrading\")\n\t}\n\n\tif b.Upgrade == nil {\n\t\treturn fmt.Errorf(\"upgrade info not found\")\n\t}\n\n\tnow := time.Now()\n\tb.Upgrade.CompletedAt = &now\n\tb.Upgrade.Progress = 100.0\n\tb.Upgrade.Status = UpgradeStatusCompleted\n\tb.Upgrade.UpdatedAt = now\n\n\t// 更新建筑等级\n\tb.Level = b.Upgrade.ToLevel\n\n\t// 应用升级效果\n\tb.applyUpgradeEffects()\n\n\tb.Status = BuildingStatusActive\n\tb.UpdatedAt = now\n\treturn nil\n}\n\n// CancelUpgrade 取消升级\nfunc (b *BuildingAggregate) CancelUpgrade(reason string) error {\n\tif b.Status != BuildingStatusUpgrading {\n\t\treturn fmt.Errorf(\"building is not upgrading\")\n\t}\n\n\tif b.Upgrade == nil {\n\t\treturn fmt.Errorf(\"upgrade info not found\")\n\t}\n\n\tnow := time.Now()\n\tb.Upgrade.Status = UpgradeStatusCancelled\n\tb.Upgrade.UpdatedAt = now\n\tb.Upgrade.SetMetadata(\"cancel_reason\", reason)\n\n\tb.Status = BuildingStatusActive\n\tb.UpdatedAt = now\n\treturn nil\n}\n\n// Repair 修理建筑\nfunc (b *BuildingAggregate) Repair(amount int32, costs []*ResourceCost) error {\n\tif b.Status != BuildingStatusActive && b.Status != BuildingStatusDamaged {\n\t\treturn fmt.Errorf(\"building cannot be repaired in current status\")\n\t}\n\n\tif b.Health >= b.MaxHealth {\n\t\treturn fmt.Errorf(\"building is already at full health\")\n\t}\n\n\t// 修理建筑\n\tb.Health += amount\n\tif b.Health > b.MaxHealth {\n\t\tb.Health = b.MaxHealth\n\t}\n\n\t// 如果完全修复，更新状态\n\tif b.Health >= b.MaxHealth && b.Status == BuildingStatusDamaged {\n\t\tb.Status = BuildingStatusActive\n\t}\n\n\tb.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// TakeDamage 受到伤害\nfunc (b *BuildingAggregate) TakeDamage(damage int32, damageType DamageType) error {\n\tif b.Status == BuildingStatusDestroyed {\n\t\treturn fmt.Errorf(\"building is already destroyed\")\n\t}\n\n\t// 计算实际伤害（考虑防御）\n\tactualDamage := b.calculateActualDamage(damage, damageType)\n\n\t// 扣除生命值\n\tb.Health -= actualDamage\n\tif b.Health < 0 {\n\t\tb.Health = 0\n\t}\n\n\t// 扣除耐久度\n\tb.Durability -= actualDamage / 2\n\tif b.Durability < 0 {\n\t\tb.Durability = 0\n\t}\n\n\t// 更新状态\n\tif b.Health <= 0 {\n\t\tb.Status = BuildingStatusDestroyed\n\t} else if b.Health < b.MaxHealth/2 {\n\t\tb.Status = BuildingStatusDamaged\n\t}\n\n\tb.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// Demolish 拆除建筑\nfunc (b *BuildingAggregate) Demolish(reason string) error {\n\tif b.Status == BuildingStatusDestroyed {\n\t\treturn fmt.Errorf(\"building is already destroyed\")\n\t}\n\n\t// 停止所有进行中的操作\n\tif b.Construction != nil && b.Construction.Status == ConstructionStatusInProgress {\n\t\tb.Construction.Status = ConstructionStatusCancelled\n\t}\n\n\tif b.Upgrade != nil && b.Upgrade.Status == UpgradeStatusInProgress {\n\t\tb.Upgrade.Status = UpgradeStatusCancelled\n\t}\n\n\t// 清空工人和访客\n\tb.Workers = make([]*WorkerInfo, 0)\n\tb.Visitors = make([]*VisitorInfo, 0)\n\n\tb.Status = BuildingStatusDemolished\n\tb.SetMetadata(\"demolish_reason\", reason)\n\tb.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// SetPosition 设置位置\nfunc (b *BuildingAggregate) SetPosition(position *Position) error {\n\tif position == nil {\n\t\treturn fmt.Errorf(\"position cannot be nil\")\n\t}\n\n\tif err := position.Validate(); err != nil {\n\t\treturn fmt.Errorf(\"invalid position: %w\", err)\n\t}\n\n\tb.Position = position\n\tb.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// SetOrientation 设置朝向\nfunc (b *BuildingAggregate) SetOrientation(orientation Orientation) error {\n\tif !orientation.IsValid() {\n\t\treturn fmt.Errorf(\"invalid orientation: %v\", orientation)\n\t}\n\n\tb.Orientation = orientation\n\tb.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// AddWorker 添加工人\nfunc (b *BuildingAggregate) AddWorker(workerID uint64, role WorkerRole, efficiency float64) error {\n\tif b.Status != BuildingStatusActive {\n\t\treturn fmt.Errorf(\"building must be active to add workers\")\n\t}\n\n\t// 检查工人是否已存在\n\tfor _, worker := range b.Workers {\n\t\tif worker.WorkerID == workerID {\n\t\t\treturn fmt.Errorf(\"worker %d is already assigned to this building\", workerID)\n\t\t}\n\t}\n\n\t// 检查工人容量\n\tmaxWorkers := b.getMaxWorkers()\n\tif len(b.Workers) >= maxWorkers {\n\t\treturn fmt.Errorf(\"building has reached maximum worker capacity: %d\", maxWorkers)\n\t}\n\n\t// 添加工人\n\tnow := time.Now()\n\tworker := &WorkerInfo{\n\t\tWorkerID:   workerID,\n\t\tRole:       role,\n\t\tEfficiency: efficiency,\n\t\tAssignedAt: now,\n\t\tStatus:     WorkerStatusActive,\n\t\tCreatedAt:  now,\n\t\tUpdatedAt:  now,\n\t}\n\n\tb.Workers = append(b.Workers, worker)\n\tb.UpdatedAt = now\n\treturn nil\n}\n\n// RemoveWorker 移除工人\nfunc (b *BuildingAggregate) RemoveWorker(workerID uint64, reason string) error {\n\tfor i, worker := range b.Workers {\n\t\tif worker.WorkerID == workerID {\n\t\t\t// 移除工人\n\t\t\tb.Workers = append(b.Workers[:i], b.Workers[i+1:]...)\n\t\t\tb.UpdatedAt = time.Now()\n\t\t\treturn nil\n\t\t}\n\t}\n\n\treturn fmt.Errorf(\"worker %d not found in building\", workerID)\n}\n\n// AddEffect 添加效果\nfunc (b *BuildingAggregate) AddEffect(effect *BuildingEffect) error {\n\tif effect == nil {\n\t\treturn fmt.Errorf(\"effect cannot be nil\")\n\t}\n\n\tif err := effect.Validate(); err != nil {\n\t\treturn fmt.Errorf(\"invalid effect: %w\", err)\n\t}\n\n\t// 检查是否已存在相同效果\n\tfor _, existing := range b.Effects {\n\t\tif existing.Type == effect.Type && existing.Target == effect.Target {\n\t\t\t// 更新现有效果\n\t\t\texisting.Value = effect.Value\n\t\t\texisting.Duration = effect.Duration\n\t\t\texisting.UpdatedAt = time.Now()\n\t\t\tb.UpdatedAt = time.Now()\n\t\t\treturn nil\n\t\t}\n\t}\n\n\t// 添加新效果\n\teffect.CreatedAt = time.Now()\n\teffect.UpdatedAt = time.Now()\n\tb.Effects = append(b.Effects, effect)\n\tb.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// RemoveEffect 移除效果\nfunc (b *BuildingAggregate) RemoveEffect(effectType EffectType, target string) error {\n\tfor i, effect := range b.Effects {\n\t\tif effect.Type == effectType && effect.Target == target {\n\t\t\t// 移除效果\n\t\t\tb.Effects = append(b.Effects[:i], b.Effects[i+1:]...)\n\t\t\tb.UpdatedAt = time.Now()\n\t\t\treturn nil\n\t\t}\n\t}\n\n\treturn fmt.Errorf(\"effect not found: type=%v, target=%s\", effectType, target)\n}\n\n// UpdateProduction 更新生产信息\nfunc (b *BuildingAggregate) UpdateProduction(production *ProductionInfo) error {\n\tif production == nil {\n\t\treturn fmt.Errorf(\"production info cannot be nil\")\n\t}\n\n\tif err := production.Validate(); err != nil {\n\t\treturn fmt.Errorf(\"invalid production info: %w\", err)\n\t}\n\n\tb.Production = production\n\tb.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// UpdateStorage 更新存储信息\nfunc (b *BuildingAggregate) UpdateStorage(storage *StorageInfo) error {\n\tif storage == nil {\n\t\treturn fmt.Errorf(\"storage info cannot be nil\")\n\t}\n\n\tif err := storage.Validate(); err != nil {\n\t\treturn fmt.Errorf(\"invalid storage info: %w\", err)\n\t}\n\n\tb.Storage = storage\n\tb.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// UpdateDefense 更新防御信息\nfunc (b *BuildingAggregate) UpdateDefense(defense *DefenseInfo) error {\n\tif defense == nil {\n\t\treturn fmt.Errorf(\"defense info cannot be nil\")\n\t}\n\n\tif err := defense.Validate(); err != nil {\n\t\treturn fmt.Errorf(\"invalid defense info: %w\", err)\n\t}\n\n\tb.Defense = defense\n\tb.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// PerformMaintenance 执行维护\nfunc (b *BuildingAggregate) PerformMaintenance(maintenanceType MaintenanceType, costs []*ResourceCost) error {\n\tif b.Status != BuildingStatusActive {\n\t\treturn fmt.Errorf(\"building must be active to perform maintenance\")\n\t}\n\n\t// 创建或更新维护信息\n\tif b.Maintenance == nil {\n\t\tnow := time.Now()\n\t\tb.Maintenance = &MaintenanceInfo{\n\t\t\tLastMaintenanceAt: &now,\n\t\t\tNextMaintenanceAt: now.Add(24 * time.Hour), // 默认24小时后需要维护\n\t\t\tMaintenanceLevel:  100,\n\t\t\tCosts:             make([]*ResourceCost, 0),\n\t\t\tHistory:           make([]*MaintenanceRecord, 0),\n\t\t\tCreatedAt:         now,\n\t\t\tUpdatedAt:         now,\n\t\t}\n\t}\n\n\t// 执行维护\n\tnow := time.Now()\n\trecord := &MaintenanceRecord{\n\t\tType:        maintenanceType,\n\t\tPerformedAt: now,\n\t\tCosts:       costs,\n\t\tResult:      \"success\",\n\t\tNotes:       fmt.Sprintf(\"Performed %s maintenance\", maintenanceType.String()),\n\t}\n\n\tb.Maintenance.History = append(b.Maintenance.History, record)\n\tb.Maintenance.LastMaintenanceAt = &now\n\tb.Maintenance.NextMaintenanceAt = now.Add(24 * time.Hour)\n\tb.Maintenance.MaintenanceLevel = 100 // 重置维护等级\n\tb.Maintenance.UpdatedAt = now\n\n\t// 恢复耐久度\n\tif b.Durability < b.MaxDurability {\n\t\tb.Durability += int32(float64(b.MaxDurability) * 0.1) // 恢复10%耐久度\n\t\tif b.Durability > b.MaxDurability {\n\t\t\tb.Durability = b.MaxDurability\n\t\t}\n\t}\n\n\tb.UpdatedAt = now\n\treturn nil\n}\n\n// SetMetadata 设置元数据\nfunc (b *BuildingAggregate) SetMetadata(key string, value interface{}) {\n\tif b.Metadata == nil {\n\t\tb.Metadata = make(map[string]interface{})\n\t}\n\tb.Metadata[key] = value\n\tb.UpdatedAt = time.Now()\n}\n\n// GetMetadata 获取元数据\nfunc (b *BuildingAggregate) GetMetadata(key string) (interface{}, bool) {\n\tif b.Metadata == nil {\n\t\treturn nil, false\n\t}\n\tvalue, exists := b.Metadata[key]\n\treturn value, exists\n}\n\n// AddTag 添加标签\nfunc (b *BuildingAggregate) AddTag(tag string) {\n\t// 检查标签是否已存在\n\tfor _, existing := range b.Tags {\n\t\tif existing == tag {\n\t\t\treturn // 已存在，不重复添加\n\t\t}\n\t}\n\n\tb.Tags = append(b.Tags, tag)\n\tb.UpdatedAt = time.Now()\n}\n\n// RemoveTag 移除标签\nfunc (b *BuildingAggregate) RemoveTag(tag string) {\n\tfor i, existing := range b.Tags {\n\t\tif existing == tag {\n\t\t\tb.Tags = append(b.Tags[:i], b.Tags[i+1:]...)\n\t\t\tb.UpdatedAt = time.Now()\n\t\t\treturn\n\t\t}\n\t}\n}\n\n// HasTag 检查是否有标签\nfunc (b *BuildingAggregate) HasTag(tag string) bool {\n\tfor _, existing := range b.Tags {\n\t\tif existing == tag {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn false\n}\n\n// 查询方法\n\n// IsActive 检查是否活跃\nfunc (b *BuildingAggregate) IsActive() bool {\n\treturn b.Status == BuildingStatusActive\n}\n\n// IsUnderConstruction 检查是否在建造中\nfunc (b *BuildingAggregate) IsUnderConstruction() bool {\n\treturn b.Status == BuildingStatusUnderConstruction\n}\n\n// IsUpgrading 检查是否在升级中\nfunc (b *BuildingAggregate) IsUpgrading() bool {\n\treturn b.Status == BuildingStatusUpgrading\n}\n\n// IsDamaged 检查是否受损\nfunc (b *BuildingAggregate) IsDamaged() bool {\n\treturn b.Status == BuildingStatusDamaged\n}\n\n// IsDestroyed 检查是否被摧毁\nfunc (b *BuildingAggregate) IsDestroyed() bool {\n\treturn b.Status == BuildingStatusDestroyed\n}\n\n// CanUpgrade 检查是否可以升级\nfunc (b *BuildingAggregate) CanUpgrade() bool {\n\treturn b.Status == BuildingStatusActive && b.Level < b.MaxLevel\n}\n\n// CanRepair 检查是否可以修理\nfunc (b *BuildingAggregate) CanRepair() bool {\n\treturn (b.Status == BuildingStatusActive || b.Status == BuildingStatusDamaged) && b.Health < b.MaxHealth\n}\n\n// NeedsMaintenance 检查是否需要维护\nfunc (b *BuildingAggregate) NeedsMaintenance() bool {\n\tif b.Maintenance == nil {\n\t\treturn true\n\t}\n\treturn time.Now().After(b.Maintenance.NextMaintenanceAt)\n}\n\n// GetEfficiency 获取效率\nfunc (b *BuildingAggregate) GetEfficiency() float64 {\n\tif b.Status != BuildingStatusActive {\n\t\treturn 0.0\n\t}\n\n\t// 基础效率\n\tbaseEfficiency := 1.0\n\n\t// 健康度影响\n\thealthFactor := float64(b.Health) / float64(b.MaxHealth)\n\n\t// 耐久度影响\n\tdurabilityFactor := float64(b.Durability) / float64(b.MaxDurability)\n\n\t// 维护影响\n\tmaintenanceFactor := 1.0\n\tif b.Maintenance != nil {\n\t\tmaintenanceFactor = float64(b.Maintenance.MaintenanceLevel) / 100.0\n\t}\n\n\t// 工人效率影响\n\tworkerFactor := b.getWorkerEfficiencyFactor()\n\n\t// 效果影响\n\teffectFactor := b.getEffectFactor(EffectTypeEfficiency)\n\n\treturn baseEfficiency * healthFactor * durabilityFactor * maintenanceFactor * workerFactor * effectFactor\n}\n\n// GetTotalUpgradeCost 获取升级总成本\nfunc (b *BuildingAggregate) GetTotalUpgradeCost(targetLevel int32) []*ResourceCost {\n\ttotalCosts := make(map[string]int64)\n\n\tfor level := b.Level + 1; level <= targetLevel; level++ {\n\t\tlevelCosts := b.getUpgradeCostForLevel(level)\n\t\tfor _, cost := range levelCosts {\n\t\t\ttotalCosts[cost.ResourceType] += cost.Amount\n\t\t}\n\t}\n\n\tresult := make([]*ResourceCost, 0, len(totalCosts))\n\tfor resourceType, amount := range totalCosts {\n\t\tresult = append(result, &ResourceCost{\n\t\t\tResourceType: resourceType,\n\t\t\tAmount:       amount,\n\t\t})\n\t}\n\n\treturn result\n}\n\n// GetOccupiedArea 获取占用面积\nfunc (b *BuildingAggregate) GetOccupiedArea() int32 {\n\tif b.Size == nil {\n\t\treturn 1\n\t}\n\treturn b.Size.Width * b.Size.Height\n}\n\n// GetBoundingBox 获取边界框\nfunc (b *BuildingAggregate) GetBoundingBox() *BoundingBox {\n\tif b.Position == nil || b.Size == nil {\n\t\treturn nil\n\t}\n\n\treturn &BoundingBox{\n\t\tMinX: b.Position.X,\n\t\tMinY: b.Position.Y,\n\t\tMinZ: b.Position.Z,\n\t\tMaxX: b.Position.X + b.Size.Width - 1,\n\t\tMaxY: b.Position.Y + b.Size.Height - 1,\n\t\tMaxZ: b.Position.Z + b.Size.Depth - 1,\n\t}\n}\n\n// 私有方法\n\n// checkRequirements 检查建造要求\nfunc (b *BuildingAggregate) checkRequirements() error {\n\tfor _, req := range b.Requirements {\n\t\tif !req.IsMet() {\n\t\t\treturn fmt.Errorf(\"requirement not met: %s\", req.Description)\n\t\t}\n\t}\n\treturn nil\n}\n\n// checkUpgradeRequirements 检查升级要求\nfunc (b *BuildingAggregate) checkUpgradeRequirements(targetLevel int32) error {\n\t// 检查基础要求\n\tif err := b.checkRequirements(); err != nil {\n\t\treturn err\n\t}\n\n\t// 检查等级特定要求\n\t// TODO: 实现等级特定要求检查\n\n\treturn nil\n}\n\n// applyUpgradeEffects 应用升级效果\nfunc (b *BuildingAggregate) applyUpgradeEffects() {\n\t// 提升最大生命值\n\tb.MaxHealth = int32(float64(b.MaxHealth) * 1.1)\n\tb.Health = b.MaxHealth\n\n\t// 提升最大耐久度\n\tb.MaxDurability = int32(float64(b.MaxDurability) * 1.1)\n\tb.Durability = b.MaxDurability\n\n\t// 应用等级相关的效果\n\t// TODO: 根据建筑类型和等级应用特定效果\n}\n\n// calculateActualDamage 计算实际伤害\nfunc (b *BuildingAggregate) calculateActualDamage(damage int32, damageType DamageType) int32 {\n\tactualDamage := damage\n\n\t// 应用防御\n\tif b.Defense != nil {\n\t\tdefenseValue := b.Defense.GetDefenseValue(damageType)\n\t\tactualDamage -= defenseValue\n\t\tif actualDamage < 0 {\n\t\t\tactualDamage = 0\n\t\t}\n\t}\n\n\t// 应用效果\n\teffectFactor := b.getEffectFactor(EffectTypeDefense)\n\tactualDamage = int32(float64(actualDamage) * (1.0 - effectFactor))\n\n\treturn actualDamage\n}\n\n// getMaxWorkers 获取最大工人数\nfunc (b *BuildingAggregate) getMaxWorkers() int {\n\tbaseWorkers := 2\n\tlevelBonus := int(b.Level - 1)\n\tsizeBonus := int(b.GetOccupiedArea() / 4)\n\treturn baseWorkers + levelBonus + sizeBonus\n}\n\n// getWorkerEfficiencyFactor 获取工人效率因子\nfunc (b *BuildingAggregate) getWorkerEfficiencyFactor() float64 {\n\tif len(b.Workers) == 0 {\n\t\treturn 0.5 // 没有工人时效率降低\n\t}\n\n\ttotalEfficiency := 0.0\n\tfor _, worker := range b.Workers {\n\t\tif worker.Status == WorkerStatusActive {\n\t\t\ttotalEfficiency += worker.Efficiency\n\t\t}\n\t}\n\n\taverageEfficiency := totalEfficiency / float64(len(b.Workers))\n\treturn averageEfficiency\n}\n\n// getEffectFactor 获取效果因子\nfunc (b *BuildingAggregate) getEffectFactor(effectType EffectType) float64 {\n\tfactor := 0.0\n\tfor _, effect := range b.Effects {\n\t\tif effect.Type == effectType && effect.IsActive() {\n\t\t\tfactor += effect.Value\n\t\t}\n\t}\n\treturn factor\n}\n\n// getUpgradeCostForLevel 获取指定等级的升级成本\nfunc (b *BuildingAggregate) getUpgradeCostForLevel(level int32) []*ResourceCost {\n\t// 基础成本随等级增长\n\tbaseCost := int64(100 * level * level)\n\n\treturn []*ResourceCost{\n\t\t{ResourceType: \"wood\", Amount: baseCost},\n\t\t{ResourceType: \"stone\", Amount: baseCost / 2},\n\t\t{ResourceType: \"metal\", Amount: baseCost / 4},\n\t}\n}\n\n// generateBuildingID 生成建筑ID\nfunc generateBuildingID() string {\n\treturn fmt.Sprintf(\"building_%d\", time.Now().UnixNano())\n}\n\n// 常量定义\n\nconst (\n\t// 建筑相关常量\n\tDefaultMaxLevel      = int32(10)  // 默认最大等级\n\tDefaultMaxHealth     = int32(100) // 默认最大生命值\n\tDefaultMaxDurability = int32(100) // 默认最大耐久度\n\n\t// 维护相关常量\n\tMaintenanceInterval = 24 * time.Hour // 维护间隔\n\tMaintenanceCost     = int64(50)      // 基础维护成本\n\n\t// 建造相关常量\n\tDefaultConstructionTime = 1 * time.Hour    // 默认建造时间\n\tDefaultUpgradeTime      = 30 * time.Minute // 默认升级时间\n\n\t// 效率相关常量\n\tMinEfficiency      = 0.1 // 最小效率\n\tMaxEfficiency      = 2.0 // 最大效率\n\tBaseEfficiency     = 1.0 // 基础效率\n\tNoWorkerEfficiency = 0.5 // 无工人时的效率\n)\n\n// 验证函数\n\n// ReconstructBuildingAggregate 从持久化数据重建建筑聚合根\nfunc ReconstructBuildingAggregate(\n\tid string,\n\tplayerID uint64,\n\tbuildingTypeID string,\n\tname string,\n\tdescription string,\n\tlevel int32,\n\tmaxLevel int32,\n\tstatus BuildingStatus,\n\tcategory BuildingCategory,\n\tposition *Position,\n\tsize *Size,\n\torientation Orientation,\n\thealth int32,\n\tmaxHealth int32,\n\tdurability int32,\n\tmaxDurability int32,\n\teffects []*BuildingEffect,\n\trequirements []*Requirement,\n\tupgradeCosts []*ResourceCost,\n\tmaintenanceCosts []*ResourceCost,\n\ttags []string,\n\tmetadata map[string]interface{},\n\tlastActiveAt time.Time,\n\tcreatedAt time.Time,\n\tupdatedAt time.Time,\n) *BuildingAggregate {\n\treturn &BuildingAggregate{\n\t\tID:               id,\n\t\tPlayerID:         playerID,\n\t\tBuildingTypeID:   buildingTypeID,\n\t\tName:             name,\n\t\tDescription:      description,\n\t\tLevel:            level,\n\t\tMaxLevel:         maxLevel,\n\t\tStatus:           status,\n\t\tCategory:         category,\n\t\tPosition:         position,\n\t\tSize:             size,\n\t\tOrientation:      orientation,\n\t\tHealth:           health,\n\t\tMaxHealth:        maxHealth,\n\t\tDurability:       durability,\n\t\tMaxDurability:    maxDurability,\n\t\tEffects:          effects,\n\t\tRequirements:     requirements,\n\t\tUpgradeCosts:     upgradeCosts,\n\t\tMaintenanceCosts: maintenanceCosts,\n\t\tWorkers:          make([]*WorkerInfo, 0),\n\t\tVisitors:         make([]*VisitorInfo, 0),\n\t\tTags:             tags,\n\t\tMetadata:         metadata,\n\t\tLastActiveAt:     lastActiveAt,\n\t\tCreatedAt:        createdAt,\n\t\tUpdatedAt:        updatedAt,\n\t}\n}\n\n// Validate 验证建筑聚合\nfunc (b *BuildingAggregate) Validate() error {\n\tif b.ID == \"\" {\n\t\treturn fmt.Errorf(\"building ID cannot be empty\")\n\t}\n\n\tif b.PlayerID == 0 {\n\t\treturn fmt.Errorf(\"player ID cannot be zero\")\n\t}\n\n\tif b.BuildingTypeID == \"\" {\n\t\treturn fmt.Errorf(\"building type ID cannot be empty\")\n\t}\n\n\tif b.Name == \"\" {\n\t\treturn fmt.Errorf(\"building name cannot be empty\")\n\t}\n\n\tif !b.Status.IsValid() {\n\t\treturn fmt.Errorf(\"invalid building status: %v\", b.Status)\n\t}\n\n\tif !b.Category.IsValid() {\n\t\treturn fmt.Errorf(\"invalid building category: %v\", b.Category)\n\t}\n\n\tif b.Level < 1 {\n\t\treturn fmt.Errorf(\"building level must be at least 1\")\n\t}\n\n\tif b.Level > b.MaxLevel {\n\t\treturn fmt.Errorf(\"building level cannot exceed max level\")\n\t}\n\n\tif b.Health < 0 || b.Health > b.MaxHealth {\n\t\treturn fmt.Errorf(\"building health must be between 0 and max health\")\n\t}\n\n\tif b.Durability < 0 || b.Durability > b.MaxDurability {\n\t\treturn fmt.Errorf(\"building durability must be between 0 and max durability\")\n\t}\n\n\tif b.Size != nil {\n\t\tif err := b.Size.Validate(); err != nil {\n\t\t\treturn fmt.Errorf(\"invalid building size: %w\", err)\n\t\t}\n\t}\n\n\tif b.Position != nil {\n\t\tif err := b.Position.Validate(); err != nil {\n\t\t\treturn fmt.Errorf(\"invalid building position: %w\", err)\n\t\t}\n\t}\n\n\tif !b.Orientation.IsValid() {\n\t\treturn fmt.Errorf(\"invalid building orientation: %v\", b.Orientation)\n\t}\n\n\t// 验证效果\n\tfor _, effect := range b.Effects {\n\t\tif err := effect.Validate(); err != nil {\n\t\t\treturn fmt.Errorf(\"invalid building effect: %w\", err)\n\t\t}\n\t}\n\n\t// 验证要求\n\tfor _, req := range b.Requirements {\n\t\tif err := req.Validate(); err != nil {\n\t\t\treturn fmt.Errorf(\"invalid building requirement: %w\", err)\n\t\t}\n\t}\n\n\t// 验证成本\n\tfor _, cost := range b.UpgradeCosts {\n\t\tif err := cost.Validate(); err != nil {\n\t\t\treturn fmt.Errorf(\"invalid upgrade cost: %w\", err)\n\t\t}\n\t}\n\n\tfor _, cost := range b.MaintenanceCosts {\n\t\tif err := cost.Validate(); err != nil {\n\t\t\treturn fmt.Errorf(\"invalid maintenance cost: %w\", err)\n\t\t}\n\t}\n\n\t// 验证生产信息\n\tif b.Production != nil {\n\t\tif err := b.Production.Validate(); err != nil {\n\t\t\treturn fmt.Errorf(\"invalid production info: %w\", err)\n\t\t}\n\t}\n\n\t// 验证存储信息\n\tif b.Storage != nil {\n\t\tif err := b.Storage.Validate(); err != nil {\n\t\t\treturn fmt.Errorf(\"invalid storage info: %w\", err)\n\t\t}\n\t}\n\n\t// 验证防御信息\n\tif b.Defense != nil {\n\t\tif err := b.Defense.Validate(); err != nil {\n\t\t\treturn fmt.Errorf(\"invalid defense info: %w\", err)\n\t\t}\n\t}\n\n\treturn nil\n}\n"
  },
  {
    "path": "internal/domain/building/entity.go",
    "content": "package building\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// ConstructionInfo 建造信息实体\ntype ConstructionInfo struct {\n\tID           string                 `json:\"id\" bson:\"_id\"`\n\tBuildingID   string                 `json:\"building_id\" bson:\"building_id\"`\n\tStartedAt    time.Time              `json:\"started_at\" bson:\"started_at\"`\n\tDuration     time.Duration          `json:\"duration\" bson:\"duration\"`\n\tCompletedAt  *time.Time             `json:\"completed_at,omitempty\" bson:\"completed_at,omitempty\"`\n\tProgress     float64                `json:\"progress\" bson:\"progress\"`\n\tCosts        []*ResourceCost        `json:\"costs\" bson:\"costs\"`\n\tWorkers      []*WorkerAssignment    `json:\"workers\" bson:\"workers\"`\n\tMaterials    []*MaterialUsage       `json:\"materials\" bson:\"materials\"`\n\tStatus       ConstructionStatus     `json:\"status\" bson:\"status\"`\n\tBlueprint    *Blueprint             `json:\"blueprint,omitempty\" bson:\"blueprint,omitempty\"`\n\tPhases       []*ConstructionPhase   `json:\"phases\" bson:\"phases\"`\n\tCurrentPhase *ConstructionPhase     `json:\"current_phase,omitempty\" bson:\"current_phase,omitempty\"`\n\tQualityScore float64                `json:\"quality_score\" bson:\"quality_score\"`\n\tSafetyScore  float64                `json:\"safety_score\" bson:\"safety_score\"`\n\tMetadata     map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n\tCreatedAt    time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt    time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// ConstructionStatus 建造状态\ntype ConstructionStatus int32\n\nconst (\n\tConstructionStatusPlanning   ConstructionStatus = iota + 1 // 规划中\n\tConstructionStatusInProgress                               // 进行中\n\tConstructionStatusPaused                                   // 暂停\n\tConstructionStatusCompleted                                // 已完成\n\tConstructionStatusCancelled                                // 已取消\n\tConstructionStatusFailed                                   // 失败\n)\n\n// String 返回建造状态的字符串表示\nfunc (cs ConstructionStatus) String() string {\n\tswitch cs {\n\tcase ConstructionStatusPlanning:\n\t\treturn \"planning\"\n\tcase ConstructionStatusInProgress:\n\t\treturn \"in_progress\"\n\tcase ConstructionStatusPaused:\n\t\treturn \"paused\"\n\tcase ConstructionStatusCompleted:\n\t\treturn \"completed\"\n\tcase ConstructionStatusCancelled:\n\t\treturn \"cancelled\"\n\tcase ConstructionStatusFailed:\n\t\treturn \"failed\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查建造状态是否有效\nfunc (cs ConstructionStatus) IsValid() bool {\n\treturn cs >= ConstructionStatusPlanning && cs <= ConstructionStatusFailed\n}\n\n// NewConstructionInfo 创建新建造信息\nfunc NewConstructionInfo(buildingID string, duration time.Duration) *ConstructionInfo {\n\tnow := time.Now()\n\treturn &ConstructionInfo{\n\t\tID:           generateConstructionID(),\n\t\tBuildingID:   buildingID,\n\t\tStartedAt:    now,\n\t\tDuration:     duration,\n\t\tProgress:     0.0,\n\t\tCosts:        make([]*ResourceCost, 0),\n\t\tWorkers:      make([]*WorkerAssignment, 0),\n\t\tMaterials:    make([]*MaterialUsage, 0),\n\t\tStatus:       ConstructionStatusPlanning,\n\t\tPhases:       make([]*ConstructionPhase, 0),\n\t\tQualityScore: 100.0,\n\t\tSafetyScore:  100.0,\n\t\tMetadata:     make(map[string]interface{}),\n\t\tCreatedAt:    now,\n\t\tUpdatedAt:    now,\n\t}\n}\n\n// AddWorker 添加工人\nfunc (ci *ConstructionInfo) AddWorker(assignment *WorkerAssignment) error {\n\tif assignment == nil {\n\t\treturn fmt.Errorf(\"worker assignment cannot be nil\")\n\t}\n\n\t// 检查工人是否已分配\n\tfor _, existing := range ci.Workers {\n\t\tif existing.WorkerID == assignment.WorkerID {\n\t\t\treturn fmt.Errorf(\"worker %d is already assigned\", assignment.WorkerID)\n\t\t}\n\t}\n\n\tci.Workers = append(ci.Workers, assignment)\n\tci.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// RemoveWorker 移除工人\nfunc (ci *ConstructionInfo) RemoveWorker(workerID uint64) error {\n\tfor i, worker := range ci.Workers {\n\t\tif worker.WorkerID == workerID {\n\t\t\tci.Workers = append(ci.Workers[:i], ci.Workers[i+1:]...)\n\t\t\tci.UpdatedAt = time.Now()\n\t\t\treturn nil\n\t\t}\n\t}\n\treturn fmt.Errorf(\"worker %d not found\", workerID)\n}\n\n// AddMaterial 添加材料\nfunc (ci *ConstructionInfo) AddMaterial(material *MaterialUsage) error {\n\tif material == nil {\n\t\treturn fmt.Errorf(\"material usage cannot be nil\")\n\t}\n\n\tci.Materials = append(ci.Materials, material)\n\tci.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// AddPhase 添加阶段\nfunc (ci *ConstructionInfo) AddPhase(phase *ConstructionPhase) error {\n\tif phase == nil {\n\t\treturn fmt.Errorf(\"construction phase cannot be nil\")\n\t}\n\n\tci.Phases = append(ci.Phases, phase)\n\tci.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// StartNextPhase 开始下一阶段\nfunc (ci *ConstructionInfo) StartNextPhase() *ConstructionPhase {\n\tfor _, phase := range ci.Phases {\n\t\tif phase.Status == PhaseStatusPending {\n\t\t\tphase.Start()\n\t\t\tci.CurrentPhase = phase\n\t\t\tci.UpdatedAt = time.Now()\n\t\t\treturn phase\n\t\t}\n\t}\n\treturn nil\n}\n\n// CompleteCurrentPhase 完成当前阶段\nfunc (ci *ConstructionInfo) CompleteCurrentPhase() error {\n\tif ci.CurrentPhase == nil {\n\t\treturn fmt.Errorf(\"no current phase to complete\")\n\t}\n\n\tci.CurrentPhase.Complete()\n\tci.CurrentPhase = nil\n\tci.UpdatedAt = time.Now()\n\n\t// 检查是否所有阶段都完成\n\tallCompleted := true\n\tfor _, phase := range ci.Phases {\n\t\tif phase.Status != PhaseStatusCompleted {\n\t\t\tallCompleted = false\n\t\t\tbreak\n\t\t}\n\t}\n\n\tif allCompleted {\n\t\tci.Status = ConstructionStatusCompleted\n\t\tnow := time.Now()\n\t\tci.CompletedAt = &now\n\t\tci.Progress = 100.0\n\t}\n\n\treturn nil\n}\n\n// UpdateProgress 更新进度\nfunc (ci *ConstructionInfo) UpdateProgress(progress float64) error {\n\tif progress < 0 || progress > 100 {\n\t\treturn fmt.Errorf(\"progress must be between 0 and 100\")\n\t}\n\n\tci.Progress = progress\n\tci.UpdatedAt = time.Now()\n\n\tif progress >= 100 {\n\t\tci.Status = ConstructionStatusCompleted\n\t\tnow := time.Now()\n\t\tci.CompletedAt = &now\n\t}\n\n\treturn nil\n}\n\n// SetMetadata 设置元数据\nfunc (ci *ConstructionInfo) SetMetadata(key string, value interface{}) {\n\tif ci.Metadata == nil {\n\t\tci.Metadata = make(map[string]interface{})\n\t}\n\tci.Metadata[key] = value\n\tci.UpdatedAt = time.Now()\n}\n\n// GetMetadata 获取元数据\nfunc (ci *ConstructionInfo) GetMetadata(key string) (interface{}, bool) {\n\tif ci.Metadata == nil {\n\t\treturn nil, false\n\t}\n\tvalue, exists := ci.Metadata[key]\n\treturn value, exists\n}\n\n// GetEstimatedCompletionTime 获取预计完成时间\nfunc (ci *ConstructionInfo) GetEstimatedCompletionTime() time.Time {\n\tif ci.Progress <= 0 {\n\t\treturn ci.StartedAt.Add(ci.Duration)\n\t}\n\n\telapsed := time.Since(ci.StartedAt)\n\testimatedTotal := time.Duration(float64(elapsed) / (ci.Progress / 100.0))\n\treturn ci.StartedAt.Add(estimatedTotal)\n}\n\n// GetEfficiency 获取建造效率\nfunc (ci *ConstructionInfo) GetEfficiency() float64 {\n\tif ci.Progress <= 0 {\n\t\treturn 0.0\n\t}\n\n\telapsed := time.Since(ci.StartedAt)\n\texpectedProgress := float64(elapsed) / float64(ci.Duration) * 100.0\n\n\tif expectedProgress <= 0 {\n\t\treturn 0.0\n\t}\n\n\treturn ci.Progress / expectedProgress\n}\n\n// UpgradeInfo 升级信息实体\ntype UpgradeInfo struct {\n\tID           string                 `json:\"id\" bson:\"_id\"`\n\tBuildingID   string                 `json:\"building_id\" bson:\"building_id\"`\n\tFromLevel    int32                  `json:\"from_level\" bson:\"from_level\"`\n\tToLevel      int32                  `json:\"to_level\" bson:\"to_level\"`\n\tStartedAt    time.Time              `json:\"started_at\" bson:\"started_at\"`\n\tDuration     time.Duration          `json:\"duration\" bson:\"duration\"`\n\tCompletedAt  *time.Time             `json:\"completed_at,omitempty\" bson:\"completed_at,omitempty\"`\n\tProgress     float64                `json:\"progress\" bson:\"progress\"`\n\tCosts        []*ResourceCost        `json:\"costs\" bson:\"costs\"`\n\tWorkers      []*WorkerAssignment    `json:\"workers\" bson:\"workers\"`\n\tMaterials    []*MaterialUsage       `json:\"materials\" bson:\"materials\"`\n\tStatus       UpgradeStatus          `json:\"status\" bson:\"status\"`\n\tBenefits     []*UpgradeBenefit      `json:\"benefits\" bson:\"benefits\"`\n\tRequirements []*Requirement         `json:\"requirements\" bson:\"requirements\"`\n\tMetadata     map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n\tCreatedAt    time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt    time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// UpgradeStatus 升级状态\ntype UpgradeStatus int32\n\nconst (\n\tUpgradeStatusPlanning   UpgradeStatus = iota + 1 // 规划中\n\tUpgradeStatusInProgress                          // 进行中\n\tUpgradeStatusPaused                              // 暂停\n\tUpgradeStatusCompleted                           // 已完成\n\tUpgradeStatusCancelled                           // 已取消\n\tUpgradeStatusFailed                              // 失败\n)\n\n// String 返回升级状态的字符串表示\nfunc (us UpgradeStatus) String() string {\n\tswitch us {\n\tcase UpgradeStatusPlanning:\n\t\treturn \"planning\"\n\tcase UpgradeStatusInProgress:\n\t\treturn \"in_progress\"\n\tcase UpgradeStatusPaused:\n\t\treturn \"paused\"\n\tcase UpgradeStatusCompleted:\n\t\treturn \"completed\"\n\tcase UpgradeStatusCancelled:\n\t\treturn \"cancelled\"\n\tcase UpgradeStatusFailed:\n\t\treturn \"failed\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查升级状态是否有效\nfunc (us UpgradeStatus) IsValid() bool {\n\treturn us >= UpgradeStatusPlanning && us <= UpgradeStatusFailed\n}\n\n// NewUpgradeInfo 创建新升级信息\nfunc NewUpgradeInfo(buildingID string, fromLevel, toLevel int32, duration time.Duration) *UpgradeInfo {\n\tnow := time.Now()\n\treturn &UpgradeInfo{\n\t\tID:           generateUpgradeID(),\n\t\tBuildingID:   buildingID,\n\t\tFromLevel:    fromLevel,\n\t\tToLevel:      toLevel,\n\t\tStartedAt:    now,\n\t\tDuration:     duration,\n\t\tProgress:     0.0,\n\t\tCosts:        make([]*ResourceCost, 0),\n\t\tWorkers:      make([]*WorkerAssignment, 0),\n\t\tMaterials:    make([]*MaterialUsage, 0),\n\t\tStatus:       UpgradeStatusPlanning,\n\t\tBenefits:     make([]*UpgradeBenefit, 0),\n\t\tRequirements: make([]*Requirement, 0),\n\t\tMetadata:     make(map[string]interface{}),\n\t\tCreatedAt:    now,\n\t\tUpdatedAt:    now,\n\t}\n}\n\n// AddBenefit 添加升级收益\nfunc (ui *UpgradeInfo) AddBenefit(benefit *UpgradeBenefit) error {\n\tif benefit == nil {\n\t\treturn fmt.Errorf(\"upgrade benefit cannot be nil\")\n\t}\n\n\tui.Benefits = append(ui.Benefits, benefit)\n\tui.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// AddRequirement 添加升级要求\nfunc (ui *UpgradeInfo) AddRequirement(requirement *Requirement) error {\n\tif requirement == nil {\n\t\treturn fmt.Errorf(\"requirement cannot be nil\")\n\t}\n\n\tui.Requirements = append(ui.Requirements, requirement)\n\tui.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// CheckRequirements 检查升级要求\nfunc (ui *UpgradeInfo) CheckRequirements() bool {\n\tfor _, req := range ui.Requirements {\n\t\tif !req.IsMet() {\n\t\t\treturn false\n\t\t}\n\t}\n\treturn true\n}\n\n// UpdateProgress 更新升级进度\nfunc (ui *UpgradeInfo) UpdateProgress(progress float64) error {\n\tif progress < 0 || progress > 100 {\n\t\treturn fmt.Errorf(\"progress must be between 0 and 100\")\n\t}\n\n\tui.Progress = progress\n\tui.UpdatedAt = time.Now()\n\n\tif progress >= 100 {\n\t\tui.Status = UpgradeStatusCompleted\n\t\tnow := time.Now()\n\t\tui.CompletedAt = &now\n\t}\n\n\treturn nil\n}\n\n// SetMetadata 设置元数据\nfunc (ui *UpgradeInfo) SetMetadata(key string, value interface{}) {\n\tif ui.Metadata == nil {\n\t\tui.Metadata = make(map[string]interface{})\n\t}\n\tui.Metadata[key] = value\n\tui.UpdatedAt = time.Now()\n}\n\n// GetMetadata 获取元数据\nfunc (ui *UpgradeInfo) GetMetadata(key string) (interface{}, bool) {\n\tif ui.Metadata == nil {\n\t\treturn nil, false\n\t}\n\tvalue, exists := ui.Metadata[key]\n\treturn value, exists\n}\n\n// WorkerAssignment 工人分配实体\ntype WorkerAssignment struct {\n\tID         string                 `json:\"id\" bson:\"_id\"`\n\tWorkerID   uint64                 `json:\"worker_id\" bson:\"worker_id\"`\n\tRole       WorkerRole             `json:\"role\" bson:\"role\"`\n\tTask       string                 `json:\"task\" bson:\"task\"`\n\tEfficiency float64                `json:\"efficiency\" bson:\"efficiency\"`\n\tStartTime  time.Time              `json:\"start_time\" bson:\"start_time\"`\n\tEndTime    *time.Time             `json:\"end_time,omitempty\" bson:\"end_time,omitempty\"`\n\tStatus     WorkerAssignmentStatus `json:\"status\" bson:\"status\"`\n\tProgress   float64                `json:\"progress\" bson:\"progress\"`\n\tMetadata   map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n\tCreatedAt  time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt  time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// WorkerAssignmentStatus 工人分配状态\ntype WorkerAssignmentStatus int32\n\nconst (\n\tWorkerAssignmentStatusAssigned  WorkerAssignmentStatus = iota + 1 // 已分配\n\tWorkerAssignmentStatusWorking                                     // 工作中\n\tWorkerAssignmentStatusPaused                                      // 暂停\n\tWorkerAssignmentStatusCompleted                                   // 已完成\n\tWorkerAssignmentStatusCancelled                                   // 已取消\n)\n\n// String 返回工人分配状态的字符串表示\nfunc (was WorkerAssignmentStatus) String() string {\n\tswitch was {\n\tcase WorkerAssignmentStatusAssigned:\n\t\treturn \"assigned\"\n\tcase WorkerAssignmentStatusWorking:\n\t\treturn \"working\"\n\tcase WorkerAssignmentStatusPaused:\n\t\treturn \"paused\"\n\tcase WorkerAssignmentStatusCompleted:\n\t\treturn \"completed\"\n\tcase WorkerAssignmentStatusCancelled:\n\t\treturn \"cancelled\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查工人分配状态是否有效\nfunc (was WorkerAssignmentStatus) IsValid() bool {\n\treturn was >= WorkerAssignmentStatusAssigned && was <= WorkerAssignmentStatusCancelled\n}\n\n// NewWorkerAssignment 创建新工人分配\nfunc NewWorkerAssignment(workerID uint64, role WorkerRole, task string) *WorkerAssignment {\n\tnow := time.Now()\n\treturn &WorkerAssignment{\n\t\tID:         generateWorkerAssignmentID(),\n\t\tWorkerID:   workerID,\n\t\tRole:       role,\n\t\tTask:       task,\n\t\tEfficiency: 1.0,\n\t\tStartTime:  now,\n\t\tStatus:     WorkerAssignmentStatusAssigned,\n\t\tProgress:   0.0,\n\t\tMetadata:   make(map[string]interface{}),\n\t\tCreatedAt:  now,\n\t\tUpdatedAt:  now,\n\t}\n}\n\n// Start 开始工作\nfunc (wa *WorkerAssignment) Start() {\n\twa.Status = WorkerAssignmentStatusWorking\n\twa.UpdatedAt = time.Now()\n}\n\n// Pause 暂停工作\nfunc (wa *WorkerAssignment) Pause() {\n\twa.Status = WorkerAssignmentStatusPaused\n\twa.UpdatedAt = time.Now()\n}\n\n// Resume 恢复工作\nfunc (wa *WorkerAssignment) Resume() {\n\twa.Status = WorkerAssignmentStatusWorking\n\twa.UpdatedAt = time.Now()\n}\n\n// Complete 完成工作\nfunc (wa *WorkerAssignment) Complete() {\n\tnow := time.Now()\n\twa.Status = WorkerAssignmentStatusCompleted\n\twa.EndTime = &now\n\twa.Progress = 100.0\n\twa.UpdatedAt = now\n}\n\n// Cancel 取消工作\nfunc (wa *WorkerAssignment) Cancel() {\n\tnow := time.Now()\n\twa.Status = WorkerAssignmentStatusCancelled\n\twa.EndTime = &now\n\twa.UpdatedAt = now\n}\n\n// UpdateProgress 更新进度\nfunc (wa *WorkerAssignment) UpdateProgress(progress float64) error {\n\tif progress < 0 || progress > 100 {\n\t\treturn fmt.Errorf(\"progress must be between 0 and 100\")\n\t}\n\n\twa.Progress = progress\n\twa.UpdatedAt = time.Now()\n\n\tif progress >= 100 {\n\t\twa.Complete()\n\t}\n\n\treturn nil\n}\n\n// GetDuration 获取工作持续时间\nfunc (wa *WorkerAssignment) GetDuration() time.Duration {\n\tif wa.EndTime != nil {\n\t\treturn wa.EndTime.Sub(wa.StartTime)\n\t}\n\treturn time.Since(wa.StartTime)\n}\n\n// MaterialUsage 材料使用实体\ntype MaterialUsage struct {\n\tID           string                 `json:\"id\" bson:\"_id\"`\n\tMaterialType string                 `json:\"material_type\" bson:\"material_type\"`\n\tQuantity     int64                  `json:\"quantity\" bson:\"quantity\"`\n\tUsed         int64                  `json:\"used\" bson:\"used\"`\n\tWasted       int64                  `json:\"wasted\" bson:\"wasted\"`\n\tQuality      float64                `json:\"quality\" bson:\"quality\"`\n\tCost         int64                  `json:\"cost\" bson:\"cost\"`\n\tSupplier     string                 `json:\"supplier\" bson:\"supplier\"`\n\tDeliveredAt  time.Time              `json:\"delivered_at\" bson:\"delivered_at\"`\n\tUsedAt       *time.Time             `json:\"used_at,omitempty\" bson:\"used_at,omitempty\"`\n\tStatus       MaterialUsageStatus    `json:\"status\" bson:\"status\"`\n\tMetadata     map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n\tCreatedAt    time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt    time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// MaterialUsageStatus 材料使用状态\ntype MaterialUsageStatus int32\n\nconst (\n\tMaterialUsageStatusOrdered   MaterialUsageStatus = iota + 1 // 已订购\n\tMaterialUsageStatusDelivered                                // 已交付\n\tMaterialUsageStatusInUse                                    // 使用中\n\tMaterialUsageStatusUsed                                     // 已使用\n\tMaterialUsageStatusWasted                                   // 已浪费\n\tMaterialUsageStatusReturned                                 // 已退回\n)\n\n// String 返回材料使用状态的字符串表示\nfunc (mus MaterialUsageStatus) String() string {\n\tswitch mus {\n\tcase MaterialUsageStatusOrdered:\n\t\treturn \"ordered\"\n\tcase MaterialUsageStatusDelivered:\n\t\treturn \"delivered\"\n\tcase MaterialUsageStatusInUse:\n\t\treturn \"in_use\"\n\tcase MaterialUsageStatusUsed:\n\t\treturn \"used\"\n\tcase MaterialUsageStatusWasted:\n\t\treturn \"wasted\"\n\tcase MaterialUsageStatusReturned:\n\t\treturn \"returned\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查材料使用状态是否有效\nfunc (mus MaterialUsageStatus) IsValid() bool {\n\treturn mus >= MaterialUsageStatusOrdered && mus <= MaterialUsageStatusReturned\n}\n\n// NewMaterialUsage 创建新材料使用\nfunc NewMaterialUsage(materialType string, quantity int64, cost int64) *MaterialUsage {\n\tnow := time.Now()\n\treturn &MaterialUsage{\n\t\tID:           generateMaterialUsageID(),\n\t\tMaterialType: materialType,\n\t\tQuantity:     quantity,\n\t\tUsed:         0,\n\t\tWasted:       0,\n\t\tQuality:      1.0,\n\t\tCost:         cost,\n\t\tSupplier:     \"\",\n\t\tDeliveredAt:  now,\n\t\tStatus:       MaterialUsageStatusOrdered,\n\t\tMetadata:     make(map[string]interface{}),\n\t\tCreatedAt:    now,\n\t\tUpdatedAt:    now,\n\t}\n}\n\n// Use 使用材料\nfunc (mu *MaterialUsage) Use(amount int64) error {\n\tif amount <= 0 {\n\t\treturn fmt.Errorf(\"use amount must be positive\")\n\t}\n\n\tif mu.Used+amount > mu.Quantity {\n\t\treturn fmt.Errorf(\"insufficient material: have %d, need %d\", mu.Quantity-mu.Used, amount)\n\t}\n\n\tmu.Used += amount\n\tmu.Status = MaterialUsageStatusInUse\n\n\tif mu.Used >= mu.Quantity {\n\t\tmu.Status = MaterialUsageStatusUsed\n\t\tnow := time.Now()\n\t\tmu.UsedAt = &now\n\t}\n\n\tmu.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// Waste 浪费材料\nfunc (mu *MaterialUsage) Waste(amount int64) error {\n\tif amount <= 0 {\n\t\treturn fmt.Errorf(\"waste amount must be positive\")\n\t}\n\n\tif mu.Used+mu.Wasted+amount > mu.Quantity {\n\t\treturn fmt.Errorf(\"waste amount exceeds available material\")\n\t}\n\n\tmu.Wasted += amount\n\tmu.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// GetRemaining 获取剩余材料\nfunc (mu *MaterialUsage) GetRemaining() int64 {\n\treturn mu.Quantity - mu.Used - mu.Wasted\n}\n\n// GetUsageRate 获取使用率\nfunc (mu *MaterialUsage) GetUsageRate() float64 {\n\tif mu.Quantity == 0 {\n\t\treturn 0.0\n\t}\n\treturn float64(mu.Used) / float64(mu.Quantity) * 100.0\n}\n\n// GetWasteRate 获取浪费率\nfunc (mu *MaterialUsage) GetWasteRate() float64 {\n\tif mu.Quantity == 0 {\n\t\treturn 0.0\n\t}\n\treturn float64(mu.Wasted) / float64(mu.Quantity) * 100.0\n}\n\n// ConstructionPhase 建造阶段实体\ntype ConstructionPhase struct {\n\tID           string                 `json:\"id\" bson:\"_id\"`\n\tName         string                 `json:\"name\" bson:\"name\"`\n\tDescription  string                 `json:\"description\" bson:\"description\"`\n\tOrder        int32                  `json:\"order\" bson:\"order\"`\n\tDuration     time.Duration          `json:\"duration\" bson:\"duration\"`\n\tStartedAt    *time.Time             `json:\"started_at,omitempty\" bson:\"started_at,omitempty\"`\n\tCompletedAt  *time.Time             `json:\"completed_at,omitempty\" bson:\"completed_at,omitempty\"`\n\tProgress     float64                `json:\"progress\" bson:\"progress\"`\n\tStatus       PhaseStatus            `json:\"status\" bson:\"status\"`\n\tRequirements []*Requirement         `json:\"requirements\" bson:\"requirements\"`\n\tTasks        []*PhaseTask           `json:\"tasks\" bson:\"tasks\"`\n\tWorkers      []*WorkerAssignment    `json:\"workers\" bson:\"workers\"`\n\tMaterials    []*MaterialUsage       `json:\"materials\" bson:\"materials\"`\n\tMetadata     map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n\tCreatedAt    time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt    time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// PhaseStatus 阶段状态\ntype PhaseStatus int32\n\nconst (\n\tPhaseStatusPending    PhaseStatus = iota + 1 // 等待中\n\tPhaseStatusInProgress                        // 进行中\n\tPhaseStatusPaused                            // 暂停\n\tPhaseStatusCompleted                         // 已完成\n\tPhaseStatusCancelled                         // 已取消\n\tPhaseStatusFailed                            // 失败\n)\n\n// String 返回阶段状态的字符串表示\nfunc (ps PhaseStatus) String() string {\n\tswitch ps {\n\tcase PhaseStatusPending:\n\t\treturn \"pending\"\n\tcase PhaseStatusInProgress:\n\t\treturn \"in_progress\"\n\tcase PhaseStatusPaused:\n\t\treturn \"paused\"\n\tcase PhaseStatusCompleted:\n\t\treturn \"completed\"\n\tcase PhaseStatusCancelled:\n\t\treturn \"cancelled\"\n\tcase PhaseStatusFailed:\n\t\treturn \"failed\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查阶段状态是否有效\nfunc (ps PhaseStatus) IsValid() bool {\n\treturn ps >= PhaseStatusPending && ps <= PhaseStatusFailed\n}\n\n// NewConstructionPhase 创建新建造阶段\nfunc NewConstructionPhase(name, description string, order int32, duration time.Duration) *ConstructionPhase {\n\tnow := time.Now()\n\treturn &ConstructionPhase{\n\t\tID:           generatePhaseID(),\n\t\tName:         name,\n\t\tDescription:  description,\n\t\tOrder:        order,\n\t\tDuration:     duration,\n\t\tProgress:     0.0,\n\t\tStatus:       PhaseStatusPending,\n\t\tRequirements: make([]*Requirement, 0),\n\t\tTasks:        make([]*PhaseTask, 0),\n\t\tWorkers:      make([]*WorkerAssignment, 0),\n\t\tMaterials:    make([]*MaterialUsage, 0),\n\t\tMetadata:     make(map[string]interface{}),\n\t\tCreatedAt:    now,\n\t\tUpdatedAt:    now,\n\t}\n}\n\n// Start 开始阶段\nfunc (cp *ConstructionPhase) Start() {\n\tnow := time.Now()\n\tcp.StartedAt = &now\n\tcp.Status = PhaseStatusInProgress\n\tcp.UpdatedAt = now\n}\n\n// Complete 完成阶段\nfunc (cp *ConstructionPhase) Complete() {\n\tnow := time.Now()\n\tcp.CompletedAt = &now\n\tcp.Progress = 100.0\n\tcp.Status = PhaseStatusCompleted\n\tcp.UpdatedAt = now\n}\n\n// Pause 暂停阶段\nfunc (cp *ConstructionPhase) Pause() {\n\tcp.Status = PhaseStatusPaused\n\tcp.UpdatedAt = time.Now()\n}\n\n// Resume 恢复阶段\nfunc (cp *ConstructionPhase) Resume() {\n\tcp.Status = PhaseStatusInProgress\n\tcp.UpdatedAt = time.Now()\n}\n\n// Cancel 取消阶段\nfunc (cp *ConstructionPhase) Cancel() {\n\tcp.Status = PhaseStatusCancelled\n\tcp.UpdatedAt = time.Now()\n}\n\n// UpdateProgress 更新进度\nfunc (cp *ConstructionPhase) UpdateProgress(progress float64) error {\n\tif progress < 0 || progress > 100 {\n\t\treturn fmt.Errorf(\"progress must be between 0 and 100\")\n\t}\n\n\tcp.Progress = progress\n\tcp.UpdatedAt = time.Now()\n\n\tif progress >= 100 {\n\t\tcp.Complete()\n\t}\n\n\treturn nil\n}\n\n// AddTask 添加任务\nfunc (cp *ConstructionPhase) AddTask(task *PhaseTask) error {\n\tif task == nil {\n\t\treturn fmt.Errorf(\"phase task cannot be nil\")\n\t}\n\n\tcp.Tasks = append(cp.Tasks, task)\n\tcp.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// PhaseTask 阶段任务实体\ntype PhaseTask struct {\n\tID          string                 `json:\"id\" bson:\"_id\"`\n\tName        string                 `json:\"name\" bson:\"name\"`\n\tDescription string                 `json:\"description\" bson:\"description\"`\n\tType        TaskType               `json:\"type\" bson:\"type\"`\n\tPriority    TaskPriority           `json:\"priority\" bson:\"priority\"`\n\tDuration    time.Duration          `json:\"duration\" bson:\"duration\"`\n\tStartedAt   *time.Time             `json:\"started_at,omitempty\" bson:\"started_at,omitempty\"`\n\tCompletedAt *time.Time             `json:\"completed_at,omitempty\" bson:\"completed_at,omitempty\"`\n\tProgress    float64                `json:\"progress\" bson:\"progress\"`\n\tStatus      TaskStatus             `json:\"status\" bson:\"status\"`\n\tAssignedTo  *uint64                `json:\"assigned_to,omitempty\" bson:\"assigned_to,omitempty\"`\n\tDependsOn   []string               `json:\"depends_on\" bson:\"depends_on\"`\n\tMetadata    map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n\tCreatedAt   time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt   time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// TaskType 任务类型\ntype TaskType int32\n\nconst (\n\tTaskTypeFoundation  TaskType = iota + 1 // 地基\n\tTaskTypeFramework                       // 框架\n\tTaskTypeWalls                           // 墙体\n\tTaskTypeRoof                            // 屋顶\n\tTaskTypeElectrical                      // 电气\n\tTaskTypePlumbing                        // 管道\n\tTaskTypeInterior                        // 内装\n\tTaskTypeExterior                        // 外装\n\tTaskTypeLandscaping                     // 景观\n\tTaskTypeCustom                          // 自定义\n)\n\n// String 返回任务类型的字符串表示\nfunc (tt TaskType) String() string {\n\tswitch tt {\n\tcase TaskTypeFoundation:\n\t\treturn \"foundation\"\n\tcase TaskTypeFramework:\n\t\treturn \"framework\"\n\tcase TaskTypeWalls:\n\t\treturn \"walls\"\n\tcase TaskTypeRoof:\n\t\treturn \"roof\"\n\tcase TaskTypeElectrical:\n\t\treturn \"electrical\"\n\tcase TaskTypePlumbing:\n\t\treturn \"plumbing\"\n\tcase TaskTypeInterior:\n\t\treturn \"interior\"\n\tcase TaskTypeExterior:\n\t\treturn \"exterior\"\n\tcase TaskTypeLandscaping:\n\t\treturn \"landscaping\"\n\tcase TaskTypeCustom:\n\t\treturn \"custom\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查任务类型是否有效\nfunc (tt TaskType) IsValid() bool {\n\treturn tt >= TaskTypeFoundation && tt <= TaskTypeCustom\n}\n\n// TaskPriority 任务优先级\ntype TaskPriority int32\n\nconst (\n\tTaskPriorityLow      TaskPriority = iota + 1 // 低优先级\n\tTaskPriorityNormal                           // 普通优先级\n\tTaskPriorityHigh                             // 高优先级\n\tTaskPriorityCritical                         // 关键优先级\n)\n\n// String 返回任务优先级的字符串表示\nfunc (tp TaskPriority) String() string {\n\tswitch tp {\n\tcase TaskPriorityLow:\n\t\treturn \"low\"\n\tcase TaskPriorityNormal:\n\t\treturn \"normal\"\n\tcase TaskPriorityHigh:\n\t\treturn \"high\"\n\tcase TaskPriorityCritical:\n\t\treturn \"critical\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查任务优先级是否有效\nfunc (tp TaskPriority) IsValid() bool {\n\treturn tp >= TaskPriorityLow && tp <= TaskPriorityCritical\n}\n\n// TaskStatus 任务状态\ntype TaskStatus int32\n\nconst (\n\tTaskStatusPending    TaskStatus = iota + 1 // 等待中\n\tTaskStatusInProgress                       // 进行中\n\tTaskStatusPaused                           // 暂停\n\tTaskStatusCompleted                        // 已完成\n\tTaskStatusCancelled                        // 已取消\n\tTaskStatusFailed                           // 失败\n)\n\n// String 返回任务状态的字符串表示\nfunc (ts TaskStatus) String() string {\n\tswitch ts {\n\tcase TaskStatusPending:\n\t\treturn \"pending\"\n\tcase TaskStatusInProgress:\n\t\treturn \"in_progress\"\n\tcase TaskStatusPaused:\n\t\treturn \"paused\"\n\tcase TaskStatusCompleted:\n\t\treturn \"completed\"\n\tcase TaskStatusCancelled:\n\t\treturn \"cancelled\"\n\tcase TaskStatusFailed:\n\t\treturn \"failed\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查任务状态是否有效\nfunc (ts TaskStatus) IsValid() bool {\n\treturn ts >= TaskStatusPending && ts <= TaskStatusFailed\n}\n\n// NewPhaseTask 创建新阶段任务\nfunc NewPhaseTask(name, description string, taskType TaskType, priority TaskPriority, duration time.Duration) *PhaseTask {\n\tnow := time.Now()\n\treturn &PhaseTask{\n\t\tID:          generateTaskID(),\n\t\tName:        name,\n\t\tDescription: description,\n\t\tType:        taskType,\n\t\tPriority:    priority,\n\t\tDuration:    duration,\n\t\tProgress:    0.0,\n\t\tStatus:      TaskStatusPending,\n\t\tDependsOn:   make([]string, 0),\n\t\tMetadata:    make(map[string]interface{}),\n\t\tCreatedAt:   now,\n\t\tUpdatedAt:   now,\n\t}\n}\n\n// Start 开始任务\nfunc (pt *PhaseTask) Start() {\n\tnow := time.Now()\n\tpt.StartedAt = &now\n\tpt.Status = TaskStatusInProgress\n\tpt.UpdatedAt = now\n}\n\n// Complete 完成任务\nfunc (pt *PhaseTask) Complete() {\n\tnow := time.Now()\n\tpt.CompletedAt = &now\n\tpt.Progress = 100.0\n\tpt.Status = TaskStatusCompleted\n\tpt.UpdatedAt = now\n}\n\n// Assign 分配任务\nfunc (pt *PhaseTask) Assign(workerID uint64) {\n\tpt.AssignedTo = &workerID\n\tpt.UpdatedAt = time.Now()\n}\n\n// Unassign 取消分配\nfunc (pt *PhaseTask) Unassign() {\n\tpt.AssignedTo = nil\n\tpt.UpdatedAt = time.Now()\n}\n\n// AddDependency 添加依赖\nfunc (pt *PhaseTask) AddDependency(taskID string) {\n\t// 检查是否已存在\n\tfor _, existing := range pt.DependsOn {\n\t\tif existing == taskID {\n\t\t\treturn\n\t\t}\n\t}\n\tpt.DependsOn = append(pt.DependsOn, taskID)\n\tpt.UpdatedAt = time.Now()\n}\n\n// RemoveDependency 移除依赖\nfunc (pt *PhaseTask) RemoveDependency(taskID string) {\n\tfor i, dep := range pt.DependsOn {\n\t\tif dep == taskID {\n\t\t\tpt.DependsOn = append(pt.DependsOn[:i], pt.DependsOn[i+1:]...)\n\t\t\tpt.UpdatedAt = time.Now()\n\t\t\treturn\n\t\t}\n\t}\n}\n\n// UpdateProgress 更新进度\nfunc (pt *PhaseTask) UpdateProgress(progress float64) error {\n\tif progress < 0 || progress > 100 {\n\t\treturn fmt.Errorf(\"progress must be between 0 and 100\")\n\t}\n\n\tpt.Progress = progress\n\tpt.UpdatedAt = time.Now()\n\n\tif progress >= 100 {\n\t\tpt.Complete()\n\t}\n\n\treturn nil\n}\n\n// Blueprint 蓝图实体\ntype Blueprint struct {\n\tID          string                 `json:\"id\" bson:\"_id\"`\n\tName        string                 `json:\"name\" bson:\"name\"`\n\tDescription string                 `json:\"description\" bson:\"description\"`\n\tVersion     string                 `json:\"version\" bson:\"version\"`\n\tAuthor      string                 `json:\"author\" bson:\"author\"`\n\tCategory    BuildingCategory       `json:\"category\" bson:\"category\"`\n\tSize        *Size                  `json:\"size\" bson:\"size\"`\n\tLayers      []*BlueprintLayer      `json:\"layers\" bson:\"layers\"`\n\tMaterials   []*MaterialRequirement `json:\"materials\" bson:\"materials\"`\n\tCosts       []*ResourceCost        `json:\"costs\" bson:\"costs\"`\n\tDuration    time.Duration          `json:\"duration\" bson:\"duration\"`\n\tDifficulty  int32                  `json:\"difficulty\" bson:\"difficulty\"`\n\tTags        []string               `json:\"tags\" bson:\"tags\"`\n\tMetadata    map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n\tCreatedAt   time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt   time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// NewBlueprint 创建新蓝图\nfunc NewBlueprint(name, description string, category BuildingCategory) *Blueprint {\n\tnow := time.Now()\n\treturn &Blueprint{\n\t\tID:          generateBlueprintID(),\n\t\tName:        name,\n\t\tDescription: description,\n\t\tVersion:     \"1.0.0\",\n\t\tAuthor:      \"\",\n\t\tCategory:    category,\n\t\tSize:        NewSize(1, 1, 1),\n\t\tLayers:      make([]*BlueprintLayer, 0),\n\t\tMaterials:   make([]*MaterialRequirement, 0),\n\t\tCosts:       make([]*ResourceCost, 0),\n\t\tDuration:    1 * time.Hour,\n\t\tDifficulty:  1,\n\t\tTags:        make([]string, 0),\n\t\tMetadata:    make(map[string]interface{}),\n\t\tCreatedAt:   now,\n\t\tUpdatedAt:   now,\n\t}\n}\n\n// AddLayer 添加层\nfunc (bp *Blueprint) AddLayer(layer *BlueprintLayer) error {\n\tif layer == nil {\n\t\treturn fmt.Errorf(\"blueprint layer cannot be nil\")\n\t}\n\n\tbp.Layers = append(bp.Layers, layer)\n\tbp.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// AddMaterial 添加材料需求\nfunc (bp *Blueprint) AddMaterial(material *MaterialRequirement) error {\n\tif material == nil {\n\t\treturn fmt.Errorf(\"material requirement cannot be nil\")\n\t}\n\n\tbp.Materials = append(bp.Materials, material)\n\tbp.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// AddCost 添加成本\nfunc (bp *Blueprint) AddCost(cost *ResourceCost) error {\n\tif cost == nil {\n\t\treturn fmt.Errorf(\"resource cost cannot be nil\")\n\t}\n\n\tbp.Costs = append(bp.Costs, cost)\n\tbp.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// AddTag 添加标签\nfunc (bp *Blueprint) AddTag(tag string) {\n\t// 检查是否已存在\n\tfor _, existing := range bp.Tags {\n\t\tif existing == tag {\n\t\t\treturn\n\t\t}\n\t}\n\tbp.Tags = append(bp.Tags, tag)\n\tbp.UpdatedAt = time.Now()\n}\n\n// BlueprintLayer 蓝图层实体\ntype BlueprintLayer struct {\n\tID          string                 `json:\"id\" bson:\"_id\"`\n\tName        string                 `json:\"name\" bson:\"name\"`\n\tLevel       int32                  `json:\"level\" bson:\"level\"`\n\tBlocks      []*BlueprintBlock      `json:\"blocks\" bson:\"blocks\"`\n\tConnections []*BlueprintConnection `json:\"connections\" bson:\"connections\"`\n\tMetadata    map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n\tCreatedAt   time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt   time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// NewBlueprintLayer 创建新蓝图层\nfunc NewBlueprintLayer(name string, level int32) *BlueprintLayer {\n\tnow := time.Now()\n\treturn &BlueprintLayer{\n\t\tID:          generateLayerID(),\n\t\tName:        name,\n\t\tLevel:       level,\n\t\tBlocks:      make([]*BlueprintBlock, 0),\n\t\tConnections: make([]*BlueprintConnection, 0),\n\t\tMetadata:    make(map[string]interface{}),\n\t\tCreatedAt:   now,\n\t\tUpdatedAt:   now,\n\t}\n}\n\n// BlueprintBlock 蓝图块实体\ntype BlueprintBlock struct {\n\tID          string                 `json:\"id\" bson:\"_id\"`\n\tType        string                 `json:\"type\" bson:\"type\"`\n\tPosition    *Position              `json:\"position\" bson:\"position\"`\n\tSize        *Size                  `json:\"size\" bson:\"size\"`\n\tOrientation Orientation            `json:\"orientation\" bson:\"orientation\"`\n\tMaterial    string                 `json:\"material\" bson:\"material\"`\n\tProperties  map[string]interface{} `json:\"properties\" bson:\"properties\"`\n\tMetadata    map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n\tCreatedAt   time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt   time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// NewBlueprintBlock 创建新蓝图块\nfunc NewBlueprintBlock(blockType string, position *Position, size *Size) *BlueprintBlock {\n\tnow := time.Now()\n\treturn &BlueprintBlock{\n\t\tID:          generateBlockID(),\n\t\tType:        blockType,\n\t\tPosition:    position,\n\t\tSize:        size,\n\t\tOrientation: OrientationNorth,\n\t\tMaterial:    \"stone\",\n\t\tProperties:  make(map[string]interface{}),\n\t\tMetadata:    make(map[string]interface{}),\n\t\tCreatedAt:   now,\n\t\tUpdatedAt:   now,\n\t}\n}\n\n// BlueprintConnection 蓝图连接实体\ntype BlueprintConnection struct {\n\tID         string                 `json:\"id\" bson:\"_id\"`\n\tFromBlock  string                 `json:\"from_block\" bson:\"from_block\"`\n\tToBlock    string                 `json:\"to_block\" bson:\"to_block\"`\n\tType       string                 `json:\"type\" bson:\"type\"`\n\tProperties map[string]interface{} `json:\"properties\" bson:\"properties\"`\n\tMetadata   map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n\tCreatedAt  time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt  time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// NewBlueprintConnection 创建新蓝图连接\nfunc NewBlueprintConnection(fromBlock, toBlock, connectionType string) *BlueprintConnection {\n\tnow := time.Now()\n\treturn &BlueprintConnection{\n\t\tID:         generateConnectionID(),\n\t\tFromBlock:  fromBlock,\n\t\tToBlock:    toBlock,\n\t\tType:       connectionType,\n\t\tProperties: make(map[string]interface{}),\n\t\tMetadata:   make(map[string]interface{}),\n\t\tCreatedAt:  now,\n\t\tUpdatedAt:  now,\n\t}\n}\n\n// MaterialRequirement 材料需求实体\ntype MaterialRequirement struct {\n\tMaterialType string   `json:\"material_type\" bson:\"material_type\"`\n\tQuantity     int64    `json:\"quantity\" bson:\"quantity\"`\n\tQuality      float64  `json:\"quality\" bson:\"quality\"`\n\tOptional     bool     `json:\"optional\" bson:\"optional\"`\n\tAlternatives []string `json:\"alternatives\" bson:\"alternatives\"`\n}\n\n// NewMaterialRequirement 创建新材料需求\nfunc NewMaterialRequirement(materialType string, quantity int64) *MaterialRequirement {\n\treturn &MaterialRequirement{\n\t\tMaterialType: materialType,\n\t\tQuantity:     quantity,\n\t\tQuality:      1.0,\n\t\tOptional:     false,\n\t\tAlternatives: make([]string, 0),\n\t}\n}\n\n// UpgradeBenefit 升级收益实体\ntype UpgradeBenefit struct {\n\tType        string  `json:\"type\" bson:\"type\"`\n\tTarget      string  `json:\"target\" bson:\"target\"`\n\tValue       float64 `json:\"value\" bson:\"value\"`\n\tDescription string  `json:\"description\" bson:\"description\"`\n}\n\n// NewUpgradeBenefit 创建新升级收益\nfunc NewUpgradeBenefit(benefitType, target string, value float64, description string) *UpgradeBenefit {\n\treturn &UpgradeBenefit{\n\t\tType:        benefitType,\n\t\tTarget:      target,\n\t\tValue:       value,\n\t\tDescription: description,\n\t}\n}\n\n// 辅助函数\n\n// generateConstructionID 生成建造ID\nfunc generateConstructionID() string {\n\treturn fmt.Sprintf(\"construction_%d\", time.Now().UnixNano())\n}\n\n// generateUpgradeID 生成升级ID\nfunc generateUpgradeID() string {\n\treturn fmt.Sprintf(\"upgrade_%d\", time.Now().UnixNano())\n}\n\n// generateWorkerAssignmentID 生成工人分配ID\nfunc generateWorkerAssignmentID() string {\n\treturn fmt.Sprintf(\"assignment_%d\", time.Now().UnixNano())\n}\n\n// generateMaterialUsageID 生成材料使用ID\nfunc generateMaterialUsageID() string {\n\treturn fmt.Sprintf(\"material_%d\", time.Now().UnixNano())\n}\n\n// generatePhaseID 生成阶段ID\nfunc generatePhaseID() string {\n\treturn fmt.Sprintf(\"phase_%d\", time.Now().UnixNano())\n}\n\n// generateTaskID 生成任务ID\nfunc generateTaskID() string {\n\treturn fmt.Sprintf(\"task_%d\", time.Now().UnixNano())\n}\n\n// generateBlueprintID 生成蓝图ID\nfunc generateBlueprintID() string {\n\treturn fmt.Sprintf(\"blueprint_%d\", time.Now().UnixNano())\n}\n\n// generateLayerID 生成层ID\nfunc generateLayerID() string {\n\treturn fmt.Sprintf(\"layer_%d\", time.Now().UnixNano())\n}\n\n// generateBlockID 生成块ID\nfunc generateBlockID() string {\n\treturn fmt.Sprintf(\"block_%d\", time.Now().UnixNano())\n}\n\n// generateConnectionID 生成连接ID\nfunc generateConnectionID() string {\n\treturn fmt.Sprintf(\"connection_%d\", time.Now().UnixNano())\n}\n"
  },
  {
    "path": "internal/domain/building/errors.go",
    "content": "package building\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// BuildingError 建筑错误接口\ntype BuildingError interface {\n\terror\n\tGetCode() string\n\tGetMessage() string\n\tGetSeverity() ErrorSeverity\n\tGetTimestamp() time.Time\n\tGetContext() map[string]interface{}\n\tSetContext(key string, value interface{})\n\tIsRetryable() bool\n\tGetRetryAfter() time.Duration\n}\n\n// ErrorSeverity 错误严重程度\ntype ErrorSeverity int32\n\nconst (\n\tErrorSeverityLow      ErrorSeverity = iota + 1 // 低严重程度\n\tErrorSeverityMedium                            // 中等严重程度\n\tErrorSeverityHigh                              // 高严重程度\n\tErrorSeverityCritical                          // 关键严重程度\n)\n\n// String 返回错误严重程度的字符串表示\nfunc (es ErrorSeverity) String() string {\n\tswitch es {\n\tcase ErrorSeverityLow:\n\t\treturn \"low\"\n\tcase ErrorSeverityMedium:\n\t\treturn \"medium\"\n\tcase ErrorSeverityHigh:\n\t\treturn \"high\"\n\tcase ErrorSeverityCritical:\n\t\treturn \"critical\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查错误严重程度是否有效\nfunc (es ErrorSeverity) IsValid() bool {\n\treturn es >= ErrorSeverityLow && es <= ErrorSeverityCritical\n}\n\n// BaseBuildingError 建筑错误基础结构\ntype BaseBuildingError struct {\n\tcode       string\n\tmessage    string\n\tseverity   ErrorSeverity\n\ttimestamp  time.Time\n\tcontext    map[string]interface{}\n\tretryable  bool\n\tretryAfter time.Duration\n}\n\n// NewBuildingError 创建新建筑错误\nfunc NewBuildingError(code, message string, severity ErrorSeverity) *BaseBuildingError {\n\treturn &BaseBuildingError{\n\t\tcode:      code,\n\t\tmessage:   message,\n\t\tseverity:  severity,\n\t\ttimestamp: time.Now(),\n\t\tcontext:   make(map[string]interface{}),\n\t\tretryable: false,\n\t}\n}\n\n// Error 实现error接口\nfunc (e *BaseBuildingError) Error() string {\n\treturn fmt.Sprintf(\"[%s] %s (severity: %s)\", e.code, e.message, e.severity.String())\n}\n\n// GetCode 获取错误代码\nfunc (e *BaseBuildingError) GetCode() string {\n\treturn e.code\n}\n\n// GetMessage 获取错误消息\nfunc (e *BaseBuildingError) GetMessage() string {\n\treturn e.message\n}\n\n// GetSeverity 获取错误严重程度\nfunc (e *BaseBuildingError) GetSeverity() ErrorSeverity {\n\treturn e.severity\n}\n\n// GetTimestamp 获取错误时间戳\nfunc (e *BaseBuildingError) GetTimestamp() time.Time {\n\treturn e.timestamp\n}\n\n// GetContext 获取错误上下文\nfunc (e *BaseBuildingError) GetContext() map[string]interface{} {\n\treturn e.context\n}\n\n// SetContext 设置错误上下文\nfunc (e *BaseBuildingError) SetContext(key string, value interface{}) {\n\tif e.context == nil {\n\t\te.context = make(map[string]interface{})\n\t}\n\te.context[key] = value\n}\n\n// IsRetryable 检查错误是否可重试\nfunc (e *BaseBuildingError) IsRetryable() bool {\n\treturn e.retryable\n}\n\n// GetRetryAfter 获取重试间隔\nfunc (e *BaseBuildingError) GetRetryAfter() time.Duration {\n\treturn e.retryAfter\n}\n\n// SetRetryable 设置错误可重试\nfunc (e *BaseBuildingError) SetRetryable(retryable bool, retryAfter time.Duration) {\n\te.retryable = retryable\n\te.retryAfter = retryAfter\n}\n\n// 具体错误类型\n\n// BuildingNotFoundError 建筑未找到错误\ntype BuildingNotFoundError struct {\n\t*BaseBuildingError\n\tBuildingID string `json:\"building_id\"`\n}\n\n// NewBuildingNotFoundError 创建建筑未找到错误\nfunc NewBuildingNotFoundError(buildingID string) *BuildingNotFoundError {\n\terr := &BuildingNotFoundError{\n\t\tBaseBuildingError: NewBuildingError(\n\t\t\tErrCodeBuildingNotFound,\n\t\t\tfmt.Sprintf(\"building with ID %s not found\", buildingID),\n\t\t\tErrorSeverityHigh,\n\t\t),\n\t\tBuildingID: buildingID,\n\t}\n\terr.SetContext(\"building_id\", buildingID)\n\treturn err\n}\n\n// ConstructionNotFoundError 建造未找到错误\ntype ConstructionNotFoundError struct {\n\t*BaseBuildingError\n\tConstructionID string `json:\"construction_id\"`\n}\n\n// NewConstructionNotFoundError 创建建造未找到错误\nfunc NewConstructionNotFoundError(constructionID string) *ConstructionNotFoundError {\n\terr := &ConstructionNotFoundError{\n\t\tBaseBuildingError: NewBuildingError(\n\t\t\tErrCodeConstructionNotFound,\n\t\t\tfmt.Sprintf(\"construction with ID %s not found\", constructionID),\n\t\t\tErrorSeverityHigh,\n\t\t),\n\t\tConstructionID: constructionID,\n\t}\n\terr.SetContext(\"construction_id\", constructionID)\n\treturn err\n}\n\n// UpgradeNotFoundError 升级未找到错误\ntype UpgradeNotFoundError struct {\n\t*BaseBuildingError\n\tUpgradeID string `json:\"upgrade_id\"`\n}\n\n// NewUpgradeNotFoundError 创建升级未找到错误\nfunc NewUpgradeNotFoundError(upgradeID string) *UpgradeNotFoundError {\n\terr := &UpgradeNotFoundError{\n\t\tBaseBuildingError: NewBuildingError(\n\t\t\tErrCodeUpgradeNotFound,\n\t\t\tfmt.Sprintf(\"upgrade with ID %s not found\", upgradeID),\n\t\t\tErrorSeverityHigh,\n\t\t),\n\t\tUpgradeID: upgradeID,\n\t}\n\terr.SetContext(\"upgrade_id\", upgradeID)\n\treturn err\n}\n\n// BlueprintNotFoundError 蓝图未找到错误\ntype BlueprintNotFoundError struct {\n\t*BaseBuildingError\n\tBlueprintID string `json:\"blueprint_id\"`\n}\n\n// NewBlueprintNotFoundError 创建蓝图未找到错误\nfunc NewBlueprintNotFoundError(blueprintID string) *BlueprintNotFoundError {\n\terr := &BlueprintNotFoundError{\n\t\tBaseBuildingError: NewBuildingError(\n\t\t\tErrCodeBlueprintNotFound,\n\t\t\tfmt.Sprintf(\"blueprint with ID %s not found\", blueprintID),\n\t\t\tErrorSeverityHigh,\n\t\t),\n\t\tBlueprintID: blueprintID,\n\t}\n\terr.SetContext(\"blueprint_id\", blueprintID)\n\treturn err\n}\n\n// InvalidBuildingStateError 无效建筑状态错误\ntype InvalidBuildingStateError struct {\n\t*BaseBuildingError\n\tBuildingID    string         `json:\"building_id\"`\n\tCurrentState  BuildingStatus `json:\"current_state\"`\n\tExpectedState BuildingStatus `json:\"expected_state\"`\n\tOperation     string         `json:\"operation\"`\n}\n\n// NewInvalidBuildingStateError 创建无效建筑状态错误\nfunc NewInvalidBuildingStateError(buildingID string, currentState, expectedState BuildingStatus, operation string) *InvalidBuildingStateError {\n\terr := &InvalidBuildingStateError{\n\t\tBaseBuildingError: NewBuildingError(\n\t\t\tErrCodeInvalidBuildingState,\n\t\t\tfmt.Sprintf(\"building %s is in state %s, expected %s for operation %s\", buildingID, currentState.String(), expectedState.String(), operation),\n\t\t\tErrorSeverityHigh,\n\t\t),\n\t\tBuildingID:    buildingID,\n\t\tCurrentState:  currentState,\n\t\tExpectedState: expectedState,\n\t\tOperation:     operation,\n\t}\n\terr.SetContext(\"building_id\", buildingID)\n\terr.SetContext(\"current_state\", currentState.String())\n\terr.SetContext(\"expected_state\", expectedState.String())\n\terr.SetContext(\"operation\", operation)\n\treturn err\n}\n\n// InsufficientResourcesError 资源不足错误\ntype InsufficientResourcesError struct {\n\t*BaseBuildingError\n\tResourceType string `json:\"resource_type\"`\n\tRequired     int64  `json:\"required\"`\n\tAvailable    int64  `json:\"available\"`\n\tOwnerID      uint64 `json:\"owner_id\"`\n}\n\n// NewInsufficientResourcesError 创建资源不足错误\nfunc NewInsufficientResourcesError(resourceType string, required, available int64, ownerID uint64) *InsufficientResourcesError {\n\terr := &InsufficientResourcesError{\n\t\tBaseBuildingError: NewBuildingError(\n\t\t\tErrCodeInsufficientResources,\n\t\t\tfmt.Sprintf(\"insufficient %s: required %d, available %d\", resourceType, required, available),\n\t\t\tErrorSeverityHigh,\n\t\t),\n\t\tResourceType: resourceType,\n\t\tRequired:     required,\n\t\tAvailable:    available,\n\t\tOwnerID:      ownerID,\n\t}\n\terr.SetContext(\"resource_type\", resourceType)\n\terr.SetContext(\"required\", required)\n\terr.SetContext(\"available\", available)\n\terr.SetContext(\"owner_id\", ownerID)\n\treturn err\n}\n\n// PositionOccupiedError 位置被占用错误\ntype PositionOccupiedError struct {\n\t*BaseBuildingError\n\tPosition          *Position `json:\"position\"`\n\tOccupyingBuilding string    `json:\"occupying_building\"`\n}\n\n// NewPositionOccupiedError 创建位置被占用错误\nfunc NewPositionOccupiedError(position *Position, occupyingBuilding string) *PositionOccupiedError {\n\terr := &PositionOccupiedError{\n\t\tBaseBuildingError: NewBuildingError(\n\t\t\tErrCodePositionOccupied,\n\t\t\tfmt.Sprintf(\"position (%d,%d,%d) is occupied by building %s\", position.X, position.Y, position.Z, occupyingBuilding),\n\t\t\tErrorSeverityHigh,\n\t\t),\n\t\tPosition:          position,\n\t\tOccupyingBuilding: occupyingBuilding,\n\t}\n\terr.SetContext(\"position\", fmt.Sprintf(\"%d,%d,%d\", position.X, position.Y, position.Z))\n\terr.SetContext(\"occupying_building\", occupyingBuilding)\n\treturn err\n}\n\n// ConstructionFailedError 建造失败错误\ntype ConstructionFailedError struct {\n\t*BaseBuildingError\n\tBuildingID     string `json:\"building_id\"`\n\tConstructionID string `json:\"construction_id\"`\n\tReason         string `json:\"reason\"`\n}\n\n// NewConstructionFailedError 创建建造失败错误\nfunc NewConstructionFailedError(buildingID, constructionID, reason string) *ConstructionFailedError {\n\terr := &ConstructionFailedError{\n\t\tBaseBuildingError: NewBuildingError(\n\t\t\tErrCodeConstructionFailed,\n\t\t\tfmt.Sprintf(\"construction %s for building %s failed: %s\", constructionID, buildingID, reason),\n\t\t\tErrorSeverityHigh,\n\t\t),\n\t\tBuildingID:     buildingID,\n\t\tConstructionID: constructionID,\n\t\tReason:         reason,\n\t}\n\terr.SetContext(\"building_id\", buildingID)\n\terr.SetContext(\"construction_id\", constructionID)\n\terr.SetContext(\"reason\", reason)\n\terr.SetRetryable(true, 5*time.Minute)\n\treturn err\n}\n\n// UpgradeFailedError 升级失败错误\ntype UpgradeFailedError struct {\n\t*BaseBuildingError\n\tBuildingID string `json:\"building_id\"`\n\tUpgradeID  string `json:\"upgrade_id\"`\n\tReason     string `json:\"reason\"`\n}\n\n// NewUpgradeFailedError 创建升级失败错误\nfunc NewUpgradeFailedError(buildingID, upgradeID, reason string) *UpgradeFailedError {\n\terr := &UpgradeFailedError{\n\t\tBaseBuildingError: NewBuildingError(\n\t\t\tErrCodeUpgradeFailed,\n\t\t\tfmt.Sprintf(\"upgrade %s for building %s failed: %s\", upgradeID, buildingID, reason),\n\t\t\tErrorSeverityHigh,\n\t\t),\n\t\tBuildingID: buildingID,\n\t\tUpgradeID:  upgradeID,\n\t\tReason:     reason,\n\t}\n\terr.SetContext(\"building_id\", buildingID)\n\terr.SetContext(\"upgrade_id\", upgradeID)\n\terr.SetContext(\"reason\", reason)\n\terr.SetRetryable(true, 5*time.Minute)\n\treturn err\n}\n\n// RepairFailedError 修复失败错误\ntype RepairFailedError struct {\n\t*BaseBuildingError\n\tBuildingID string `json:\"building_id\"`\n\tReason     string `json:\"reason\"`\n}\n\n// NewRepairFailedError 创建修复失败错误\nfunc NewRepairFailedError(buildingID, reason string) *RepairFailedError {\n\terr := &RepairFailedError{\n\t\tBaseBuildingError: NewBuildingError(\n\t\t\tErrCodeRepairFailed,\n\t\t\tfmt.Sprintf(\"repair for building %s failed: %s\", buildingID, reason),\n\t\t\tErrorSeverityMedium,\n\t\t),\n\t\tBuildingID: buildingID,\n\t\tReason:     reason,\n\t}\n\terr.SetContext(\"building_id\", buildingID)\n\terr.SetContext(\"reason\", reason)\n\terr.SetRetryable(true, 1*time.Minute)\n\treturn err\n}\n\n// DestroyFailedError 摧毁失败错误\ntype DestroyFailedError struct {\n\t*BaseBuildingError\n\tBuildingID string `json:\"building_id\"`\n\tReason     string `json:\"reason\"`\n}\n\n// NewDestroyFailedError 创建摧毁失败错误\nfunc NewDestroyFailedError(buildingID, reason string) *DestroyFailedError {\n\terr := &DestroyFailedError{\n\t\tBaseBuildingError: NewBuildingError(\n\t\t\tErrCodeDestroyFailed,\n\t\t\tfmt.Sprintf(\"destroy for building %s failed: %s\", buildingID, reason),\n\t\t\tErrorSeverityMedium,\n\t\t),\n\t\tBuildingID: buildingID,\n\t\tReason:     reason,\n\t}\n\terr.SetContext(\"building_id\", buildingID)\n\terr.SetContext(\"reason\", reason)\n\treturn err\n}\n\n// WorkerNotAvailableError 工人不可用错误\ntype WorkerNotAvailableError struct {\n\t*BaseBuildingError\n\tWorkerID uint64 `json:\"worker_id\"`\n\tReason   string `json:\"reason\"`\n}\n\n// NewWorkerNotAvailableError 创建工人不可用错误\nfunc NewWorkerNotAvailableError(workerID uint64, reason string) *WorkerNotAvailableError {\n\terr := &WorkerNotAvailableError{\n\t\tBaseBuildingError: NewBuildingError(\n\t\t\tErrCodeWorkerNotAvailable,\n\t\t\tfmt.Sprintf(\"worker %d is not available: %s\", workerID, reason),\n\t\t\tErrorSeverityMedium,\n\t\t),\n\t\tWorkerID: workerID,\n\t\tReason:   reason,\n\t}\n\terr.SetContext(\"worker_id\", workerID)\n\terr.SetContext(\"reason\", reason)\n\terr.SetRetryable(true, 10*time.Minute)\n\treturn err\n}\n\n// InvalidInputError 无效输入错误\ntype InvalidInputError struct {\n\t*BaseBuildingError\n\tField string `json:\"field\"`\n\tValue string `json:\"value\"`\n}\n\n// NewInvalidInputError 创建无效输入错误\nfunc NewInvalidInputError(field, value, reason string) *InvalidInputError {\n\terr := &InvalidInputError{\n\t\tBaseBuildingError: NewBuildingError(\n\t\t\tErrCodeInvalidInput,\n\t\t\tfmt.Sprintf(\"invalid input for field %s with value %s: %s\", field, value, reason),\n\t\t\tErrorSeverityHigh,\n\t\t),\n\t\tField: field,\n\t\tValue: value,\n\t}\n\terr.SetContext(\"field\", field)\n\terr.SetContext(\"value\", value)\n\treturn err\n}\n\n// RepositoryError 仓储错误\ntype RepositoryError struct {\n\t*BaseBuildingError\n\tOperation string `json:\"operation\"`\n\tEntity    string `json:\"entity\"`\n}\n\n// NewRepositoryError 创建仓储错误\nfunc NewRepositoryError(operation, entity, reason string) *RepositoryError {\n\terr := &RepositoryError{\n\t\tBaseBuildingError: NewBuildingError(\n\t\t\tErrCodeRepositoryError,\n\t\t\tfmt.Sprintf(\"repository error during %s operation on %s: %s\", operation, entity, reason),\n\t\t\tErrorSeverityMedium,\n\t\t),\n\t\tOperation: operation,\n\t\tEntity:    entity,\n\t}\n\terr.SetContext(\"operation\", operation)\n\terr.SetContext(\"entity\", entity)\n\terr.SetRetryable(true, 30*time.Second)\n\treturn err\n}\n\n// ConcurrencyError 并发错误\ntype ConcurrencyError struct {\n\t*BaseBuildingError\n\tResourceID string `json:\"resource_id\"`\n\tOperation  string `json:\"operation\"`\n}\n\n// NewConcurrencyError 创建并发错误\nfunc NewConcurrencyError(resourceID, operation string) *ConcurrencyError {\n\terr := &ConcurrencyError{\n\t\tBaseBuildingError: NewBuildingError(\n\t\t\tErrCodeConcurrencyError,\n\t\t\tfmt.Sprintf(\"concurrency conflict for resource %s during operation %s\", resourceID, operation),\n\t\t\tErrorSeverityMedium,\n\t\t),\n\t\tResourceID: resourceID,\n\t\tOperation:  operation,\n\t}\n\terr.SetContext(\"resource_id\", resourceID)\n\terr.SetContext(\"operation\", operation)\n\terr.SetRetryable(true, 1*time.Second)\n\treturn err\n}\n\n// 错误代码常量\n\nconst (\n\t// 通用错误\n\tErrCodeInvalidInput     = \"BUILDING_INVALID_INPUT\"\n\tErrCodeRepositoryError  = \"BUILDING_REPOSITORY_ERROR\"\n\tErrCodeConcurrencyError = \"BUILDING_CONCURRENCY_ERROR\"\n\tErrCodeInvalidOperation = \"BUILDING_INVALID_OPERATION\"\n\n\t// 建筑相关错误\n\tErrCodeBuildingNotFound      = \"BUILDING_NOT_FOUND\"\n\tErrCodeInvalidBuildingState  = \"BUILDING_INVALID_STATE\"\n\tErrCodePositionOccupied      = \"BUILDING_POSITION_OCCUPIED\"\n\tErrCodeInsufficientResources = \"BUILDING_INSUFFICIENT_RESOURCES\"\n\n\t// 建造相关错误\n\tErrCodeConstructionNotFound = \"CONSTRUCTION_NOT_FOUND\"\n\tErrCodeConstructionFailed   = \"CONSTRUCTION_FAILED\"\n\n\t// 升级相关错误\n\tErrCodeUpgradeNotFound = \"UPGRADE_NOT_FOUND\"\n\tErrCodeUpgradeFailed   = \"UPGRADE_FAILED\"\n\tErrCodeInvalidUpgrade  = \"UPGRADE_INVALID\"\n\n\t// 维护相关错误\n\tErrCodeRepairFailed  = \"REPAIR_FAILED\"\n\tErrCodeDestroyFailed = \"DESTROY_FAILED\"\n\n\t// 工人相关错误\n\tErrCodeWorkerNotFound     = \"WORKER_NOT_FOUND\"\n\tErrCodeWorkerNotAvailable = \"WORKER_NOT_AVAILABLE\"\n\n\t// 蓝图相关错误\n\tErrCodeBlueprintNotFound = \"BLUEPRINT_NOT_FOUND\"\n\tErrCodeBlueprintInvalid  = \"BLUEPRINT_INVALID\"\n\n\t// 系统错误\n\tErrCodeSystemError  = \"BUILDING_SYSTEM_ERROR\"\n\tErrCodeConfigError  = \"BUILDING_CONFIG_ERROR\"\n\tErrCodeNetworkError = \"BUILDING_NETWORK_ERROR\"\n\tErrCodeTimeoutError = \"BUILDING_TIMEOUT_ERROR\"\n)\n\n// 工具函数\n\n// IsBuildingError 检查是否为建筑错误\nfunc IsBuildingError(err error) bool {\n\t_, ok := err.(BuildingError)\n\treturn ok\n}\n\n// GetBuildingError 获取建筑错误\nfunc GetBuildingError(err error) (BuildingError, bool) {\n\tbuildingErr, ok := err.(BuildingError)\n\treturn buildingErr, ok\n}\n\n// IsRetryableError 检查错误是否可重试\nfunc IsRetryableError(err error) bool {\n\tif buildingErr, ok := GetBuildingError(err); ok {\n\t\treturn buildingErr.IsRetryable()\n\t}\n\treturn false\n}\n\n// GetErrorSeverity 获取错误严重程度\nfunc GetErrorSeverity(err error) ErrorSeverity {\n\tif buildingErr, ok := GetBuildingError(err); ok {\n\t\treturn buildingErr.GetSeverity()\n\t}\n\treturn ErrorSeverityLow\n}\n\n// GetErrorCode 获取错误代码\nfunc GetErrorCode(err error) string {\n\tif buildingErr, ok := GetBuildingError(err); ok {\n\t\treturn buildingErr.GetCode()\n\t}\n\treturn \"UNKNOWN_ERROR\"\n}\n\n// 错误分类函数\n\n// IsNotFoundError 检查是否为未找到错误\nfunc IsNotFoundError(err error) bool {\n\tcode := GetErrorCode(err)\n\treturn code == ErrCodeBuildingNotFound ||\n\t\tcode == ErrCodeConstructionNotFound ||\n\t\tcode == ErrCodeUpgradeNotFound ||\n\t\tcode == ErrCodeBlueprintNotFound ||\n\t\tcode == ErrCodeWorkerNotFound\n}\n\n// IsValidationError 检查是否为验证错误\nfunc IsValidationError(err error) bool {\n\tcode := GetErrorCode(err)\n\treturn code == ErrCodeInvalidInput ||\n\t\tcode == ErrCodeInvalidBuildingState ||\n\t\tcode == ErrCodeInvalidUpgrade ||\n\t\tcode == ErrCodeBlueprintInvalid\n}\n\n// IsResourceError 检查是否为资源错误\nfunc IsResourceError(err error) bool {\n\tcode := GetErrorCode(err)\n\treturn code == ErrCodeInsufficientResources ||\n\t\tcode == ErrCodePositionOccupied ||\n\t\tcode == ErrCodeWorkerNotAvailable\n}\n\n// IsSystemError 检查是否为系统错误\nfunc IsSystemError(err error) bool {\n\tcode := GetErrorCode(err)\n\treturn code == ErrCodeSystemError ||\n\t\tcode == ErrCodeConfigError ||\n\t\tcode == ErrCodeNetworkError ||\n\t\tcode == ErrCodeTimeoutError ||\n\t\tcode == ErrCodeRepositoryError ||\n\t\tcode == ErrCodeConcurrencyError\n}\n\n// IsOperationError 检查是否为操作错误\nfunc IsOperationError(err error) bool {\n\tcode := GetErrorCode(err)\n\treturn code == ErrCodeConstructionFailed ||\n\t\tcode == ErrCodeUpgradeFailed ||\n\t\tcode == ErrCodeRepairFailed ||\n\t\tcode == ErrCodeDestroyFailed\n}\n\n// 错误恢复策略\n\n// ErrorRecoveryStrategy 错误恢复策略\ntype ErrorRecoveryStrategy int32\n\nconst (\n\tRecoveryStrategyNone                ErrorRecoveryStrategy = iota + 1 // 无恢复策略\n\tRecoveryStrategyRetry                                                // 重试\n\tRecoveryStrategyFallback                                             // 回退\n\tRecoveryStrategyCircuitBreaker                                       // 熔断器\n\tRecoveryStrategyGracefulDegradation                                  // 优雅降级\n)\n\n// String 返回恢复策略的字符串表示\nfunc (ers ErrorRecoveryStrategy) String() string {\n\tswitch ers {\n\tcase RecoveryStrategyNone:\n\t\treturn \"none\"\n\tcase RecoveryStrategyRetry:\n\t\treturn \"retry\"\n\tcase RecoveryStrategyFallback:\n\t\treturn \"fallback\"\n\tcase RecoveryStrategyCircuitBreaker:\n\t\treturn \"circuit_breaker\"\n\tcase RecoveryStrategyGracefulDegradation:\n\t\treturn \"graceful_degradation\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetRecoveryStrategy 获取错误的恢复策略\nfunc GetRecoveryStrategy(err error) ErrorRecoveryStrategy {\n\tcode := GetErrorCode(err)\n\tseverity := GetErrorSeverity(err)\n\n\t// 根据错误代码和严重程度确定恢复策略\n\tswitch {\n\tcase IsSystemError(err) && severity == ErrorSeverityCritical:\n\t\treturn RecoveryStrategyCircuitBreaker\n\tcase IsSystemError(err) && severity == ErrorSeverityHigh:\n\t\treturn RecoveryStrategyGracefulDegradation\n\tcase IsResourceError(err):\n\t\treturn RecoveryStrategyRetry\n\tcase IsOperationError(err):\n\t\treturn RecoveryStrategyFallback\n\tcase code == ErrCodeConcurrencyError:\n\t\treturn RecoveryStrategyRetry\n\tcase code == ErrCodeRepositoryError:\n\t\treturn RecoveryStrategyRetry\n\tdefault:\n\t\treturn RecoveryStrategyNone\n\t}\n}\n\n// 错误统计\n\n// ErrorStatistics 错误统计\ntype ErrorStatistics struct {\n\tTotalErrors      int64                   `json:\"total_errors\"`\n\tErrorsByCode     map[string]int64        `json:\"errors_by_code\"`\n\tErrorsBySeverity map[ErrorSeverity]int64 `json:\"errors_by_severity\"`\n\tErrorsByHour     map[string]int64        `json:\"errors_by_hour\"`\n\tErrorsByDay      map[string]int64        `json:\"errors_by_day\"`\n\tRetryableErrors  int64                   `json:\"retryable_errors\"`\n\tLastErrorTime    time.Time               `json:\"last_error_time\"`\n\tUpdatedAt        time.Time               `json:\"updated_at\"`\n}\n\n// NewErrorStatistics 创建新错误统计\nfunc NewErrorStatistics() *ErrorStatistics {\n\treturn &ErrorStatistics{\n\t\tTotalErrors:      0,\n\t\tErrorsByCode:     make(map[string]int64),\n\t\tErrorsBySeverity: make(map[ErrorSeverity]int64),\n\t\tErrorsByHour:     make(map[string]int64),\n\t\tErrorsByDay:      make(map[string]int64),\n\t\tRetryableErrors:  0,\n\t\tUpdatedAt:        time.Now(),\n\t}\n}\n\n// AddError 添加错误到统计\nfunc (es *ErrorStatistics) AddError(err error) {\n\tes.TotalErrors++\n\n\tif buildingErr, ok := GetBuildingError(err); ok {\n\t\tcode := buildingErr.GetCode()\n\t\tseverity := buildingErr.GetSeverity()\n\t\ttimestamp := buildingErr.GetTimestamp()\n\n\t\tes.ErrorsByCode[code]++\n\t\tes.ErrorsBySeverity[severity]++\n\n\t\thourKey := timestamp.Format(\"2006-01-02-15\")\n\t\tdayKey := timestamp.Format(\"2006-01-02\")\n\t\tes.ErrorsByHour[hourKey]++\n\t\tes.ErrorsByDay[dayKey]++\n\n\t\tif buildingErr.IsRetryable() {\n\t\t\tes.RetryableErrors++\n\t\t}\n\n\t\tif timestamp.After(es.LastErrorTime) {\n\t\t\tes.LastErrorTime = timestamp\n\t\t}\n\t} else {\n\t\t// 非建筑错误\n\t\tes.ErrorsByCode[\"UNKNOWN_ERROR\"]++\n\t\tes.ErrorsBySeverity[ErrorSeverityLow]++\n\n\t\tnow := time.Now()\n\t\thourKey := now.Format(\"2006-01-02-15\")\n\t\tdayKey := now.Format(\"2006-01-02\")\n\t\tes.ErrorsByHour[hourKey]++\n\t\tes.ErrorsByDay[dayKey]++\n\n\t\tif now.After(es.LastErrorTime) {\n\t\t\tes.LastErrorTime = now\n\t\t}\n\t}\n\n\tes.UpdatedAt = time.Now()\n}\n\n// GetMostFrequentError 获取最频繁的错误\nfunc (es *ErrorStatistics) GetMostFrequentError() string {\n\tmaxCount := int64(0)\n\tmostFrequent := \"\"\n\n\tfor code, count := range es.ErrorsByCode {\n\t\tif count > maxCount {\n\t\t\tmaxCount = count\n\t\t\tmostFrequent = code\n\t\t}\n\t}\n\n\treturn mostFrequent\n}\n\n// GetErrorRate 获取错误率（每小时）\nfunc (es *ErrorStatistics) GetErrorRate() float64 {\n\tif es.TotalErrors == 0 {\n\t\treturn 0.0\n\t}\n\n\t// 计算最近24小时的错误数\n\trecentErrors := int64(0)\n\tnow := time.Now()\n\tfor i := 0; i < 24; i++ {\n\t\thourKey := now.Add(-time.Duration(i) * time.Hour).Format(\"2006-01-02-15\")\n\t\trecentErrors += es.ErrorsByHour[hourKey]\n\t}\n\n\treturn float64(recentErrors) / 24.0\n}\n\n// GetRetryableErrorRate 获取可重试错误率\nfunc (es *ErrorStatistics) GetRetryableErrorRate() float64 {\n\tif es.TotalErrors == 0 {\n\t\treturn 0.0\n\t}\n\treturn float64(es.RetryableErrors) / float64(es.TotalErrors) * 100.0\n}\n\n// 辅助函数\n\n// WrapError 包装错误\nfunc WrapError(err error, code, message string, severity ErrorSeverity) BuildingError {\n\tbuildingErr := NewBuildingError(code, message, severity)\n\tbuildingErr.SetContext(\"wrapped_error\", err.Error())\n\treturn buildingErr\n}\n\n// ChainErrors 链接错误\nfunc ChainErrors(errors []error) BuildingError {\n\tif len(errors) == 0 {\n\t\treturn nil\n\t}\n\n\tif len(errors) == 1 {\n\t\tif buildingErr, ok := GetBuildingError(errors[0]); ok {\n\t\t\treturn buildingErr\n\t\t}\n\t\treturn WrapError(errors[0], \"CHAINED_ERROR\", errors[0].Error(), ErrorSeverityMedium)\n\t}\n\n\t// 创建链式错误\n\tmessages := make([]string, len(errors))\n\tfor i, err := range errors {\n\t\tmessages[i] = err.Error()\n\t}\n\n\tchainedErr := NewBuildingError(\n\t\t\"CHAINED_ERROR\",\n\t\tfmt.Sprintf(\"multiple errors occurred: %v\", messages),\n\t\tErrorSeverityHigh,\n\t)\n\n\tfor i, err := range errors {\n\t\tchainedErr.SetContext(fmt.Sprintf(\"error_%d\", i), err.Error())\n\t}\n\n\treturn chainedErr\n}\n\n// ValidateErrorCode 验证错误代码\nfunc ValidateErrorCode(code string) bool {\n\tvalidCodes := []string{\n\t\tErrCodeInvalidInput,\n\t\tErrCodeRepositoryError,\n\t\tErrCodeConcurrencyError,\n\t\tErrCodeInvalidOperation,\n\t\tErrCodeBuildingNotFound,\n\t\tErrCodeInvalidBuildingState,\n\t\tErrCodePositionOccupied,\n\t\tErrCodeInsufficientResources,\n\t\tErrCodeConstructionNotFound,\n\t\tErrCodeConstructionFailed,\n\t\tErrCodeUpgradeNotFound,\n\t\tErrCodeUpgradeFailed,\n\t\tErrCodeInvalidUpgrade,\n\t\tErrCodeRepairFailed,\n\t\tErrCodeDestroyFailed,\n\t\tErrCodeWorkerNotFound,\n\t\tErrCodeWorkerNotAvailable,\n\t\tErrCodeBlueprintNotFound,\n\t\tErrCodeBlueprintInvalid,\n\t\tErrCodeSystemError,\n\t\tErrCodeConfigError,\n\t\tErrCodeNetworkError,\n\t\tErrCodeTimeoutError,\n\t}\n\n\tfor _, validCode := range validCodes {\n\t\tif code == validCode {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn false\n}\n\n// FormatError 格式化错误信息\nfunc FormatError(err error) string {\n\tif buildingErr, ok := GetBuildingError(err); ok {\n\t\treturn fmt.Sprintf(\"[%s] %s (severity: %s, timestamp: %s)\",\n\t\t\tbuildingErr.GetCode(),\n\t\t\tbuildingErr.GetMessage(),\n\t\t\tbuildingErr.GetSeverity().String(),\n\t\t\tbuildingErr.GetTimestamp().Format(time.RFC3339),\n\t\t)\n\t}\n\treturn err.Error()\n}\n\n// GetErrorDetails 获取错误详情\nfunc GetErrorDetails(err error) map[string]interface{} {\n\tdetails := make(map[string]interface{})\n\n\tif buildingErr, ok := GetBuildingError(err); ok {\n\t\tdetails[\"code\"] = buildingErr.GetCode()\n\t\tdetails[\"message\"] = buildingErr.GetMessage()\n\t\tdetails[\"severity\"] = buildingErr.GetSeverity().String()\n\t\tdetails[\"timestamp\"] = buildingErr.GetTimestamp()\n\t\tdetails[\"retryable\"] = buildingErr.IsRetryable()\n\t\tdetails[\"retry_after\"] = buildingErr.GetRetryAfter()\n\t\tdetails[\"context\"] = buildingErr.GetContext()\n\t\tdetails[\"recovery_strategy\"] = GetRecoveryStrategy(err).String()\n\t} else {\n\t\tdetails[\"code\"] = \"UNKNOWN_ERROR\"\n\t\tdetails[\"message\"] = err.Error()\n\t\tdetails[\"severity\"] = ErrorSeverityLow.String()\n\t\tdetails[\"timestamp\"] = time.Now()\n\t\tdetails[\"retryable\"] = false\n\t\tdetails[\"retry_after\"] = time.Duration(0)\n\t\tdetails[\"context\"] = make(map[string]interface{})\n\t\tdetails[\"recovery_strategy\"] = RecoveryStrategyNone.String()\n\t}\n\n\treturn details\n}\n"
  },
  {
    "path": "internal/domain/building/events.go",
    "content": "package building\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n)\n\n// BuildingEvent 建筑事件接口\ntype BuildingEvent interface {\n\tGetEventID() string\n\tGetEventType() string\n\tGetBuildingID() string\n\tGetTimestamp() time.Time\n\tGetPayload() interface{}\n\tValidate() error\n}\n\n// BaseBuildingEvent 建筑事件基础结构\ntype BaseBuildingEvent struct {\n\tEventID    string                 `json:\"event_id\"`\n\tEventType  string                 `json:\"event_type\"`\n\tBuildingID string                 `json:\"building_id\"`\n\tTimestamp  time.Time              `json:\"timestamp\"`\n\tPayload    map[string]interface{} `json:\"payload\"`\n\tMetadata   map[string]interface{} `json:\"metadata\"`\n}\n\n// GetEventID 获取事件ID\nfunc (e *BaseBuildingEvent) GetEventID() string {\n\treturn e.EventID\n}\n\n// GetEventType 获取事件类型\nfunc (e *BaseBuildingEvent) GetEventType() string {\n\treturn e.EventType\n}\n\n// GetBuildingID 获取建筑ID\nfunc (e *BaseBuildingEvent) GetBuildingID() string {\n\treturn e.BuildingID\n}\n\n// GetTimestamp 获取时间戳\nfunc (e *BaseBuildingEvent) GetTimestamp() time.Time {\n\treturn e.Timestamp\n}\n\n// GetPayload 获取载荷\nfunc (e *BaseBuildingEvent) GetPayload() interface{} {\n\treturn e.Payload\n}\n\n// Validate 验证事件\nfunc (e *BaseBuildingEvent) Validate() error {\n\tif e.EventID == \"\" {\n\t\treturn fmt.Errorf(\"event ID cannot be empty\")\n\t}\n\tif e.EventType == \"\" {\n\t\treturn fmt.Errorf(\"event type cannot be empty\")\n\t}\n\tif e.BuildingID == \"\" {\n\t\treturn fmt.Errorf(\"building ID cannot be empty\")\n\t}\n\tif e.Timestamp.IsZero() {\n\t\treturn fmt.Errorf(\"timestamp cannot be zero\")\n\t}\n\treturn nil\n}\n\n// SetMetadata 设置元数据\nfunc (e *BaseBuildingEvent) SetMetadata(key string, value interface{}) {\n\tif e.Metadata == nil {\n\t\te.Metadata = make(map[string]interface{})\n\t}\n\te.Metadata[key] = value\n}\n\n// GetMetadata 获取元数据\nfunc (e *BaseBuildingEvent) GetMetadata(key string) (interface{}, bool) {\n\tif e.Metadata == nil {\n\t\treturn nil, false\n\t}\n\tvalue, exists := e.Metadata[key]\n\treturn value, exists\n}\n\n// 建筑生命周期事件\n\n// BuildingCreatedEvent 建筑创建事件\ntype BuildingCreatedEvent struct {\n\t*BaseBuildingEvent\n\tName     string           `json:\"name\"`\n\tType     BuildingType     `json:\"type\"`\n\tCategory BuildingCategory `json:\"category\"`\n\tOwnerID  uint64           `json:\"owner_id\"`\n\tPosition *Position        `json:\"position,omitempty\"`\n\tSize     *Size            `json:\"size,omitempty\"`\n}\n\n// NewBuildingCreatedEvent 创建建筑创建事件\nfunc NewBuildingCreatedEvent(buildingID, name string, buildingType BuildingType, ownerID uint64) *BuildingCreatedEvent {\n\treturn &BuildingCreatedEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeBuildingCreated,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tName:    name,\n\t\tType:    buildingType,\n\t\tOwnerID: ownerID,\n\t}\n}\n\n// BuildingUpdatedEvent 建筑更新事件\ntype BuildingUpdatedEvent struct {\n\t*BaseBuildingEvent\n\tChanges map[string]interface{} `json:\"changes\"`\n}\n\n// NewBuildingUpdatedEvent 创建建筑更新事件\nfunc NewBuildingUpdatedEvent(buildingID string, changes map[string]interface{}) *BuildingUpdatedEvent {\n\treturn &BuildingUpdatedEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeBuildingUpdated,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tChanges: changes,\n\t}\n}\n\n// BuildingDeletedEvent 建筑删除事件\ntype BuildingDeletedEvent struct {\n\t*BaseBuildingEvent\n\tReason string `json:\"reason\"`\n}\n\n// NewBuildingDeletedEvent 创建建筑删除事件\nfunc NewBuildingDeletedEvent(buildingID, reason string) *BuildingDeletedEvent {\n\treturn &BuildingDeletedEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeBuildingDeleted,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tReason: reason,\n\t}\n}\n\n// 建筑状态事件\n\n// BuildingStatusChangedEvent 建筑状态变更事件\ntype BuildingStatusChangedEvent struct {\n\t*BaseBuildingEvent\n\tOldStatus BuildingStatus `json:\"old_status\"`\n\tNewStatus BuildingStatus `json:\"new_status\"`\n\tReason    string         `json:\"reason\"`\n}\n\n// NewBuildingStatusChangedEvent 创建建筑状态变更事件\nfunc NewBuildingStatusChangedEvent(buildingID string, oldStatus, newStatus BuildingStatus, reason string) *BuildingStatusChangedEvent {\n\treturn &BuildingStatusChangedEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeBuildingStatusChanged,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tOldStatus: oldStatus,\n\t\tNewStatus: newStatus,\n\t\tReason:    reason,\n\t}\n}\n\n// BuildingHealthChangedEvent 建筑健康度变更事件\ntype BuildingHealthChangedEvent struct {\n\t*BaseBuildingEvent\n\tOldHealth float64 `json:\"old_health\"`\n\tNewHealth float64 `json:\"new_health\"`\n\tReason    string  `json:\"reason\"`\n}\n\n// NewBuildingHealthChangedEvent 创建建筑健康度变更事件\nfunc NewBuildingHealthChangedEvent(buildingID string, oldHealth, newHealth float64, reason string) *BuildingHealthChangedEvent {\n\treturn &BuildingHealthChangedEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeBuildingHealthChanged,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tOldHealth: oldHealth,\n\t\tNewHealth: newHealth,\n\t\tReason:    reason,\n\t}\n}\n\n// BuildingLevelChangedEvent 建筑等级变更事件\ntype BuildingLevelChangedEvent struct {\n\t*BaseBuildingEvent\n\tOldLevel int32  `json:\"old_level\"`\n\tNewLevel int32  `json:\"new_level\"`\n\tReason   string `json:\"reason\"`\n}\n\n// NewBuildingLevelChangedEvent 创建建筑等级变更事件\nfunc NewBuildingLevelChangedEvent(buildingID string, oldLevel, newLevel int32, reason string) *BuildingLevelChangedEvent {\n\treturn &BuildingLevelChangedEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeBuildingLevelChanged,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tOldLevel: oldLevel,\n\t\tNewLevel: newLevel,\n\t\tReason:   reason,\n\t}\n}\n\n// 建造相关事件\n\n// ConstructionStartedEvent 建造开始事件\ntype ConstructionStartedEvent struct {\n\t*BaseBuildingEvent\n\tConstructionID string          `json:\"construction_id\"`\n\tDuration       time.Duration   `json:\"duration\"`\n\tCosts          []*ResourceCost `json:\"costs,omitempty\"`\n}\n\n// NewConstructionStartedEvent 创建建造开始事件\nfunc NewConstructionStartedEvent(buildingID, constructionID string, duration time.Duration) *ConstructionStartedEvent {\n\treturn &ConstructionStartedEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeConstructionStarted,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tConstructionID: constructionID,\n\t\tDuration:       duration,\n\t}\n}\n\n// ConstructionProgressUpdatedEvent 建造进度更新事件\ntype ConstructionProgressUpdatedEvent struct {\n\t*BaseBuildingEvent\n\tConstructionID string  `json:\"construction_id\"`\n\tProgress       float64 `json:\"progress\"`\n\tOldProgress    float64 `json:\"old_progress\"`\n}\n\n// NewConstructionProgressUpdatedEvent 创建建造进度更新事件\nfunc NewConstructionProgressUpdatedEvent(buildingID, constructionID string, progress float64) *ConstructionProgressUpdatedEvent {\n\treturn &ConstructionProgressUpdatedEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeConstructionProgressUpdated,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tConstructionID: constructionID,\n\t\tProgress:       progress,\n\t}\n}\n\n// ConstructionCompletedEvent 建造完成事件\ntype ConstructionCompletedEvent struct {\n\t*BaseBuildingEvent\n\tConstructionID string          `json:\"construction_id\"`\n\tDuration       time.Duration   `json:\"duration\"`\n\tActualCosts    []*ResourceCost `json:\"actual_costs,omitempty\"`\n}\n\n// NewConstructionCompletedEvent 创建建造完成事件\nfunc NewConstructionCompletedEvent(buildingID, constructionID string) *ConstructionCompletedEvent {\n\treturn &ConstructionCompletedEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeConstructionCompleted,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tConstructionID: constructionID,\n\t}\n}\n\n// ConstructionCancelledEvent 建造取消事件\ntype ConstructionCancelledEvent struct {\n\t*BaseBuildingEvent\n\tConstructionID string `json:\"construction_id\"`\n\tReason         string `json:\"reason\"`\n}\n\n// NewConstructionCancelledEvent 创建建造取消事件\nfunc NewConstructionCancelledEvent(buildingID, constructionID, reason string) *ConstructionCancelledEvent {\n\treturn &ConstructionCancelledEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeConstructionCancelled,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tConstructionID: constructionID,\n\t\tReason:         reason,\n\t}\n}\n\n// 升级相关事件\n\n// UpgradeStartedEvent 升级开始事件\ntype UpgradeStartedEvent struct {\n\t*BaseBuildingEvent\n\tUpgradeID string          `json:\"upgrade_id\"`\n\tFromLevel int32           `json:\"from_level\"`\n\tToLevel   int32           `json:\"to_level\"`\n\tDuration  time.Duration   `json:\"duration\"`\n\tCosts     []*ResourceCost `json:\"costs,omitempty\"`\n}\n\n// NewUpgradeStartedEvent 创建升级开始事件\nfunc NewUpgradeStartedEvent(buildingID, upgradeID string, fromLevel, toLevel int32) *UpgradeStartedEvent {\n\treturn &UpgradeStartedEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeUpgradeStarted,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tUpgradeID: upgradeID,\n\t\tFromLevel: fromLevel,\n\t\tToLevel:   toLevel,\n\t}\n}\n\n// UpgradeProgressUpdatedEvent 升级进度更新事件\ntype UpgradeProgressUpdatedEvent struct {\n\t*BaseBuildingEvent\n\tUpgradeID   string  `json:\"upgrade_id\"`\n\tProgress    float64 `json:\"progress\"`\n\tOldProgress float64 `json:\"old_progress\"`\n}\n\n// NewUpgradeProgressUpdatedEvent 创建升级进度更新事件\nfunc NewUpgradeProgressUpdatedEvent(buildingID, upgradeID string, progress float64) *UpgradeProgressUpdatedEvent {\n\treturn &UpgradeProgressUpdatedEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeUpgradeProgressUpdated,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tUpgradeID: upgradeID,\n\t\tProgress:  progress,\n\t}\n}\n\n// UpgradeCompletedEvent 升级完成事件\ntype UpgradeCompletedEvent struct {\n\t*BaseBuildingEvent\n\tUpgradeID   string            `json:\"upgrade_id\"`\n\tFromLevel   int32             `json:\"from_level\"`\n\tToLevel     int32             `json:\"to_level\"`\n\tDuration    time.Duration     `json:\"duration\"`\n\tActualCosts []*ResourceCost   `json:\"actual_costs,omitempty\"`\n\tBenefits    []*UpgradeBenefit `json:\"benefits,omitempty\"`\n}\n\n// NewUpgradeCompletedEvent 创建升级完成事件\nfunc NewUpgradeCompletedEvent(buildingID, upgradeID string, fromLevel, toLevel int32) *UpgradeCompletedEvent {\n\treturn &UpgradeCompletedEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeUpgradeCompleted,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tUpgradeID: upgradeID,\n\t\tFromLevel: fromLevel,\n\t\tToLevel:   toLevel,\n\t}\n}\n\n// UpgradeCancelledEvent 升级取消事件\ntype UpgradeCancelledEvent struct {\n\t*BaseBuildingEvent\n\tUpgradeID string `json:\"upgrade_id\"`\n\tReason    string `json:\"reason\"`\n}\n\n// NewUpgradeCancelledEvent 创建升级取消事件\nfunc NewUpgradeCancelledEvent(buildingID, upgradeID, reason string) *UpgradeCancelledEvent {\n\treturn &UpgradeCancelledEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeUpgradeCancelled,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tUpgradeID: upgradeID,\n\t\tReason:    reason,\n\t}\n}\n\n// 维护相关事件\n\n// BuildingRepairedEvent 建筑修复事件\ntype BuildingRepairedEvent struct {\n\t*BaseBuildingEvent\n\tOldHealth    float64         `json:\"old_health\"`\n\tNewHealth    float64         `json:\"new_health\"`\n\tRepairAmount float64         `json:\"repair_amount\"`\n\tCosts        []*ResourceCost `json:\"costs,omitempty\"`\n}\n\n// NewBuildingRepairedEvent 创建建筑修复事件\nfunc NewBuildingRepairedEvent(buildingID string, oldHealth, newHealth float64) *BuildingRepairedEvent {\n\treturn &BuildingRepairedEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeBuildingRepaired,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tOldHealth:    oldHealth,\n\t\tNewHealth:    newHealth,\n\t\tRepairAmount: newHealth - oldHealth,\n\t}\n}\n\n// BuildingDamagedEvent 建筑损坏事件\ntype BuildingDamagedEvent struct {\n\t*BaseBuildingEvent\n\tOldHealth    float64 `json:\"old_health\"`\n\tNewHealth    float64 `json:\"new_health\"`\n\tDamageAmount float64 `json:\"damage_amount\"`\n\tDamageType   string  `json:\"damage_type\"`\n\tReason       string  `json:\"reason\"`\n}\n\n// NewBuildingDamagedEvent 创建建筑损坏事件\nfunc NewBuildingDamagedEvent(buildingID string, oldHealth, newHealth float64, damageType, reason string) *BuildingDamagedEvent {\n\treturn &BuildingDamagedEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeBuildingDamaged,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tOldHealth:    oldHealth,\n\t\tNewHealth:    newHealth,\n\t\tDamageAmount: oldHealth - newHealth,\n\t\tDamageType:   damageType,\n\t\tReason:       reason,\n\t}\n}\n\n// BuildingDestroyedEvent 建筑摧毁事件\ntype BuildingDestroyedEvent struct {\n\t*BaseBuildingEvent\n\tReason string `json:\"reason\"`\n}\n\n// NewBuildingDestroyedEvent 创建建筑摧毁事件\nfunc NewBuildingDestroyedEvent(buildingID, reason string) *BuildingDestroyedEvent {\n\treturn &BuildingDestroyedEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeBuildingDestroyed,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tReason: reason,\n\t}\n}\n\n// 工人相关事件\n\n// WorkerAssignedEvent 工人分配事件\ntype WorkerAssignedEvent struct {\n\t*BaseBuildingEvent\n\tWorkerID       uint64     `json:\"worker_id\"`\n\tRole           WorkerRole `json:\"role\"`\n\tTask           string     `json:\"task\"`\n\tConstructionID string     `json:\"construction_id,omitempty\"`\n\tUpgradeID      string     `json:\"upgrade_id,omitempty\"`\n}\n\n// NewWorkerAssignedEvent 创建工人分配事件\nfunc NewWorkerAssignedEvent(buildingID string, workerID uint64, role WorkerRole, task string) *WorkerAssignedEvent {\n\treturn &WorkerAssignedEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeWorkerAssigned,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tWorkerID: workerID,\n\t\tRole:     role,\n\t\tTask:     task,\n\t}\n}\n\n// WorkerUnassignedEvent 工人取消分配事件\ntype WorkerUnassignedEvent struct {\n\t*BaseBuildingEvent\n\tWorkerID       uint64 `json:\"worker_id\"`\n\tReason         string `json:\"reason\"`\n\tConstructionID string `json:\"construction_id,omitempty\"`\n\tUpgradeID      string `json:\"upgrade_id,omitempty\"`\n}\n\n// NewWorkerUnassignedEvent 创建工人取消分配事件\nfunc NewWorkerUnassignedEvent(buildingID string, workerID uint64, reason string) *WorkerUnassignedEvent {\n\treturn &WorkerUnassignedEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeWorkerUnassigned,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tWorkerID: workerID,\n\t\tReason:   reason,\n\t}\n}\n\n// 蓝图相关事件\n\n// BlueprintCreatedEvent 蓝图创建事件\ntype BlueprintCreatedEvent struct {\n\t*BaseBuildingEvent\n\tBlueprintID string           `json:\"blueprint_id\"`\n\tName        string           `json:\"name\"`\n\tCategory    BuildingCategory `json:\"category\"`\n\tAuthor      string           `json:\"author\"`\n\tDifficulty  int32            `json:\"difficulty\"`\n}\n\n// NewBlueprintCreatedEvent 创建蓝图创建事件\nfunc NewBlueprintCreatedEvent(blueprintID, name string, category BuildingCategory) *BlueprintCreatedEvent {\n\treturn &BlueprintCreatedEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeBlueprintCreated,\n\t\t\tBuildingID: \"\", // 蓝图事件可能没有关联的建筑ID\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tBlueprintID: blueprintID,\n\t\tName:        name,\n\t\tCategory:    category,\n\t}\n}\n\n// BlueprintUsedEvent 蓝图使用事件\ntype BlueprintUsedEvent struct {\n\t*BaseBuildingEvent\n\tBlueprintID string `json:\"blueprint_id\"`\n\tUserID      uint64 `json:\"user_id\"`\n}\n\n// NewBlueprintUsedEvent 创建蓝图使用事件\nfunc NewBlueprintUsedEvent(buildingID, blueprintID string, userID uint64) *BlueprintUsedEvent {\n\treturn &BlueprintUsedEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeBlueprintUsed,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tBlueprintID: blueprintID,\n\t\tUserID:      userID,\n\t}\n}\n\n// 系统事件\n\n// BuildingSystemErrorEvent 建筑系统错误事件\ntype BuildingSystemErrorEvent struct {\n\t*BaseBuildingEvent\n\tErrorCode    string `json:\"error_code\"`\n\tErrorMessage string `json:\"error_message\"`\n\tSeverity     string `json:\"severity\"`\n\tStackTrace   string `json:\"stack_trace,omitempty\"`\n}\n\n// NewBuildingSystemErrorEvent 创建建筑系统错误事件\nfunc NewBuildingSystemErrorEvent(buildingID, errorCode, errorMessage, severity string) *BuildingSystemErrorEvent {\n\treturn &BuildingSystemErrorEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeBuildingSystemError,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tErrorCode:    errorCode,\n\t\tErrorMessage: errorMessage,\n\t\tSeverity:     severity,\n\t}\n}\n\n// BuildingMaintenanceScheduledEvent 建筑维护计划事件\ntype BuildingMaintenanceScheduledEvent struct {\n\t*BaseBuildingEvent\n\tMaintenanceType string        `json:\"maintenance_type\"`\n\tScheduledAt     time.Time     `json:\"scheduled_at\"`\n\tDuration        time.Duration `json:\"duration\"`\n\tDescription     string        `json:\"description\"`\n}\n\n// NewBuildingMaintenanceScheduledEvent 创建建筑维护计划事件\nfunc NewBuildingMaintenanceScheduledEvent(buildingID, maintenanceType string, scheduledAt time.Time, duration time.Duration) *BuildingMaintenanceScheduledEvent {\n\treturn &BuildingMaintenanceScheduledEvent{\n\t\tBaseBuildingEvent: &BaseBuildingEvent{\n\t\t\tEventID:    generateEventID(),\n\t\t\tEventType:  EventTypeBuildingMaintenanceScheduled,\n\t\t\tBuildingID: buildingID,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tPayload:    make(map[string]interface{}),\n\t\t\tMetadata:   make(map[string]interface{}),\n\t\t},\n\t\tMaintenanceType: maintenanceType,\n\t\tScheduledAt:     scheduledAt,\n\t\tDuration:        duration,\n\t}\n}\n\n// 事件常量\n\nconst (\n\t// 建筑生命周期事件\n\tEventTypeBuildingCreated = \"building.created\"\n\tEventTypeBuildingUpdated = \"building.updated\"\n\tEventTypeBuildingDeleted = \"building.deleted\"\n\n\t// 建筑状态事件\n\tEventTypeBuildingStatusChanged = \"building.status_changed\"\n\tEventTypeBuildingHealthChanged = \"building.health_changed\"\n\tEventTypeBuildingLevelChanged  = \"building.level_changed\"\n\n\t// 建造相关事件\n\tEventTypeConstructionStarted         = \"construction.started\"\n\tEventTypeConstructionProgressUpdated = \"construction.progress_updated\"\n\tEventTypeConstructionCompleted       = \"construction.completed\"\n\tEventTypeConstructionCancelled       = \"construction.cancelled\"\n\n\t// 升级相关事件\n\tEventTypeUpgradeStarted         = \"upgrade.started\"\n\tEventTypeUpgradeProgressUpdated = \"upgrade.progress_updated\"\n\tEventTypeUpgradeCompleted       = \"upgrade.completed\"\n\tEventTypeUpgradeCancelled       = \"upgrade.cancelled\"\n\n\t// 维护相关事件\n\tEventTypeBuildingRepaired  = \"building.repaired\"\n\tEventTypeBuildingDamaged   = \"building.damaged\"\n\tEventTypeBuildingDestroyed = \"building.destroyed\"\n\n\t// 工人相关事件\n\tEventTypeWorkerAssigned   = \"worker.assigned\"\n\tEventTypeWorkerUnassigned = \"worker.unassigned\"\n\n\t// 蓝图相关事件\n\tEventTypeBlueprintCreated = \"blueprint.created\"\n\tEventTypeBlueprintUsed    = \"blueprint.used\"\n\n\t// 系统事件\n\tEventTypeBuildingSystemError          = \"building.system_error\"\n\tEventTypeBuildingMaintenanceScheduled = \"building.maintenance_scheduled\"\n)\n\n// 事件处理器接口\n\n// BuildingEventHandler 建筑事件处理器接口\ntype BuildingEventHandler interface {\n\tHandle(ctx context.Context, event BuildingEvent) error\n\tCanHandle(eventType string) bool\n\tGetHandlerName() string\n}\n\n// BuildingEventBus 建筑事件总线接口\ntype BuildingEventBus interface {\n\tPublish(ctx context.Context, event BuildingEvent) error\n\tSubscribe(eventType string, handler BuildingEventHandler) error\n\tUnsubscribe(eventType string, handlerName string) error\n\tStart(ctx context.Context) error\n\tStop(ctx context.Context) error\n}\n\n// 事件聚合器\n\n// BuildingEventAggregator 建筑事件聚合器\ntype BuildingEventAggregator struct {\n\tbuildingID string\n\tevents     []BuildingEvent\n\tversion    int64\n\tcreatedAt  time.Time\n\tupdatedAt  time.Time\n}\n\n// NewBuildingEventAggregator 创建新建筑事件聚合器\nfunc NewBuildingEventAggregator(buildingID string) *BuildingEventAggregator {\n\tnow := time.Now()\n\treturn &BuildingEventAggregator{\n\t\tbuildingID: buildingID,\n\t\tevents:     make([]BuildingEvent, 0),\n\t\tversion:    0,\n\t\tcreatedAt:  now,\n\t\tupdatedAt:  now,\n\t}\n}\n\n// AddEvent 添加事件\nfunc (ea *BuildingEventAggregator) AddEvent(event BuildingEvent) {\n\tea.events = append(ea.events, event)\n\tea.version++\n\tea.updatedAt = time.Now()\n}\n\n// GetEvents 获取所有事件\nfunc (ea *BuildingEventAggregator) GetEvents() []BuildingEvent {\n\treturn ea.events\n}\n\n// GetEventsByType 根据类型获取事件\nfunc (ea *BuildingEventAggregator) GetEventsByType(eventType string) []BuildingEvent {\n\tvar result []BuildingEvent\n\tfor _, event := range ea.events {\n\t\tif event.GetEventType() == eventType {\n\t\t\tresult = append(result, event)\n\t\t}\n\t}\n\treturn result\n}\n\n// GetEventsAfter 获取指定时间后的事件\nfunc (ea *BuildingEventAggregator) GetEventsAfter(timestamp time.Time) []BuildingEvent {\n\tvar result []BuildingEvent\n\tfor _, event := range ea.events {\n\t\tif event.GetTimestamp().After(timestamp) {\n\t\t\tresult = append(result, event)\n\t\t}\n\t}\n\treturn result\n}\n\n// GetEventCount 获取事件数量\nfunc (ea *BuildingEventAggregator) GetEventCount() int {\n\treturn len(ea.events)\n}\n\n// GetEventCountByType 根据类型获取事件数量\nfunc (ea *BuildingEventAggregator) GetEventCountByType(eventType string) int {\n\tcount := 0\n\tfor _, event := range ea.events {\n\t\tif event.GetEventType() == eventType {\n\t\t\tcount++\n\t\t}\n\t}\n\treturn count\n}\n\n// Clear 清空事件\nfunc (ea *BuildingEventAggregator) Clear() {\n\tea.events = make([]BuildingEvent, 0)\n\tea.version = 0\n\tea.updatedAt = time.Now()\n}\n\n// GetBuildingID 获取建筑ID\nfunc (ea *BuildingEventAggregator) GetBuildingID() string {\n\treturn ea.buildingID\n}\n\n// GetVersion 获取版本\nfunc (ea *BuildingEventAggregator) GetVersion() int64 {\n\treturn ea.version\n}\n\n// GetCreatedAt 获取创建时间\nfunc (ea *BuildingEventAggregator) GetCreatedAt() time.Time {\n\treturn ea.createdAt\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (ea *BuildingEventAggregator) GetUpdatedAt() time.Time {\n\treturn ea.updatedAt\n}\n\n// 事件统计\n\n// BuildingEventStatistics 建筑事件统计\ntype BuildingEventStatistics struct {\n\tBuildingID    string           `json:\"building_id\"`\n\tTotalEvents   int64            `json:\"total_events\"`\n\tEventsByType  map[string]int64 `json:\"events_by_type\"`\n\tEventsByHour  map[string]int64 `json:\"events_by_hour\"`\n\tEventsByDay   map[string]int64 `json:\"events_by_day\"`\n\tLastEventTime time.Time        `json:\"last_event_time\"`\n\tUpdatedAt     time.Time        `json:\"updated_at\"`\n}\n\n// NewBuildingEventStatistics 创建新建筑事件统计\nfunc NewBuildingEventStatistics(buildingID string) *BuildingEventStatistics {\n\treturn &BuildingEventStatistics{\n\t\tBuildingID:   buildingID,\n\t\tTotalEvents:  0,\n\t\tEventsByType: make(map[string]int64),\n\t\tEventsByHour: make(map[string]int64),\n\t\tEventsByDay:  make(map[string]int64),\n\t\tUpdatedAt:    time.Now(),\n\t}\n}\n\n// AddEvent 添加事件到统计\nfunc (es *BuildingEventStatistics) AddEvent(event BuildingEvent) {\n\tes.TotalEvents++\n\tes.EventsByType[event.GetEventType()]++\n\n\ttimestamp := event.GetTimestamp()\n\thourKey := timestamp.Format(\"2006-01-02-15\")\n\tdayKey := timestamp.Format(\"2006-01-02\")\n\n\tes.EventsByHour[hourKey]++\n\tes.EventsByDay[dayKey]++\n\n\tif timestamp.After(es.LastEventTime) {\n\t\tes.LastEventTime = timestamp\n\t}\n\n\tes.UpdatedAt = time.Now()\n}\n\n// GetMostFrequentEventType 获取最频繁的事件类型\nfunc (es *BuildingEventStatistics) GetMostFrequentEventType() string {\n\tmaxCount := int64(0)\n\tmostFrequent := \"\"\n\n\tfor eventType, count := range es.EventsByType {\n\t\tif count > maxCount {\n\t\t\tmaxCount = count\n\t\t\tmostFrequent = eventType\n\t\t}\n\t}\n\n\treturn mostFrequent\n}\n\n// GetEventsInLastHour 获取最近一小时的事件数量\nfunc (es *BuildingEventStatistics) GetEventsInLastHour() int64 {\n\thourKey := time.Now().Format(\"2006-01-02-15\")\n\treturn es.EventsByHour[hourKey]\n}\n\n// GetEventsInLastDay 获取最近一天的事件数量\nfunc (es *BuildingEventStatistics) GetEventsInLastDay() int64 {\n\tdayKey := time.Now().Format(\"2006-01-02\")\n\treturn es.EventsByDay[dayKey]\n}\n\n// 辅助函数\n\n// generateEventID 生成事件ID\nfunc generateEventID() string {\n\treturn fmt.Sprintf(\"event_%d\", time.Now().UnixNano())\n}\n\n// ValidateEventType 验证事件类型\nfunc ValidateEventType(eventType string) bool {\n\tvalidTypes := []string{\n\t\tEventTypeBuildingCreated,\n\t\tEventTypeBuildingUpdated,\n\t\tEventTypeBuildingDeleted,\n\t\tEventTypeBuildingStatusChanged,\n\t\tEventTypeBuildingHealthChanged,\n\t\tEventTypeBuildingLevelChanged,\n\t\tEventTypeConstructionStarted,\n\t\tEventTypeConstructionProgressUpdated,\n\t\tEventTypeConstructionCompleted,\n\t\tEventTypeConstructionCancelled,\n\t\tEventTypeUpgradeStarted,\n\t\tEventTypeUpgradeProgressUpdated,\n\t\tEventTypeUpgradeCompleted,\n\t\tEventTypeUpgradeCancelled,\n\t\tEventTypeBuildingRepaired,\n\t\tEventTypeBuildingDamaged,\n\t\tEventTypeBuildingDestroyed,\n\t\tEventTypeWorkerAssigned,\n\t\tEventTypeWorkerUnassigned,\n\t\tEventTypeBlueprintCreated,\n\t\tEventTypeBlueprintUsed,\n\t\tEventTypeBuildingSystemError,\n\t\tEventTypeBuildingMaintenanceScheduled,\n\t}\n\n\tfor _, validType := range validTypes {\n\t\tif eventType == validType {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn false\n}\n\n// GetEventCategory 获取事件分类\nfunc GetEventCategory(eventType string) string {\n\tswitch eventType {\n\tcase EventTypeBuildingCreated, EventTypeBuildingUpdated, EventTypeBuildingDeleted:\n\t\treturn \"lifecycle\"\n\tcase EventTypeBuildingStatusChanged, EventTypeBuildingHealthChanged, EventTypeBuildingLevelChanged:\n\t\treturn \"status\"\n\tcase EventTypeConstructionStarted, EventTypeConstructionProgressUpdated, EventTypeConstructionCompleted, EventTypeConstructionCancelled:\n\t\treturn \"construction\"\n\tcase EventTypeUpgradeStarted, EventTypeUpgradeProgressUpdated, EventTypeUpgradeCompleted, EventTypeUpgradeCancelled:\n\t\treturn \"upgrade\"\n\tcase EventTypeBuildingRepaired, EventTypeBuildingDamaged, EventTypeBuildingDestroyed:\n\t\treturn \"maintenance\"\n\tcase EventTypeWorkerAssigned, EventTypeWorkerUnassigned:\n\t\treturn \"worker\"\n\tcase EventTypeBlueprintCreated, EventTypeBlueprintUsed:\n\t\treturn \"blueprint\"\n\tcase EventTypeBuildingSystemError, EventTypeBuildingMaintenanceScheduled:\n\t\treturn \"system\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsSystemEvent 检查是否为系统事件\nfunc IsSystemEvent(eventType string) bool {\n\treturn GetEventCategory(eventType) == \"system\"\n}\n\n// IsUserEvent 检查是否为用户事件\nfunc IsUserEvent(eventType string) bool {\n\tcategory := GetEventCategory(eventType)\n\treturn category != \"system\" && category != \"unknown\"\n}\n\n// GetEventPriority 获取事件优先级\nfunc GetEventPriority(eventType string) int {\n\tswitch eventType {\n\tcase EventTypeBuildingSystemError:\n\t\treturn 1 // 最高优先级\n\tcase EventTypeBuildingDestroyed, EventTypeBuildingDamaged:\n\t\treturn 2 // 高优先级\n\tcase EventTypeConstructionCompleted, EventTypeUpgradeCompleted:\n\t\treturn 3 // 中等优先级\n\tcase EventTypeBuildingCreated, EventTypeConstructionStarted, EventTypeUpgradeStarted:\n\t\treturn 4 // 普通优先级\n\tdefault:\n\t\treturn 5 // 低优先级\n\t}\n}\n"
  },
  {
    "path": "internal/domain/building/repository.go",
    "content": "package building\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n)\n\n// BuildingRepository 建筑仓储接口\ntype BuildingRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, building *BuildingAggregate) error\n\tFindByID(ctx context.Context, id string) (*BuildingAggregate, error)\n\tFindByIDs(ctx context.Context, ids []string) ([]*BuildingAggregate, error)\n\tDelete(ctx context.Context, id string) error\n\tExists(ctx context.Context, id string) (bool, error)\n\n\t// 查询操作\n\tFindByOwner(ctx context.Context, ownerID uint64) ([]*BuildingAggregate, error)\n\tFindByType(ctx context.Context, buildingType BuildingType) ([]*BuildingAggregate, error)\n\tFindByCategory(ctx context.Context, category BuildingCategory) ([]*BuildingAggregate, error)\n\tFindByStatus(ctx context.Context, status BuildingStatus) ([]*BuildingAggregate, error)\n\tFindByPosition(ctx context.Context, position *Position) (*BuildingAggregate, error)\n\tFindByPlayerAndPosition(ctx context.Context, playerID uint64, position *Position) (*BuildingAggregate, error)\n\tFindByArea(ctx context.Context, area *Area) ([]*BuildingAggregate, error)\n\tFindByQuery(ctx context.Context, query *BuildingQuery) ([]*BuildingAggregate, int64, error)\n\n\t// 统计操作\n\tCount(ctx context.Context) (int64, error)\n\tCountByOwner(ctx context.Context, ownerID uint64) (int64, error)\n\tCountByType(ctx context.Context, buildingType BuildingType) (int64, error)\n\tCountByCategory(ctx context.Context, category BuildingCategory) (int64, error)\n\tCountByStatus(ctx context.Context, status BuildingStatus) (int64, error)\n\tGetStatistics(ctx context.Context, ownerID uint64) (*BuildingStatistics, error)\n\n\t// 批量操作\n\tSaveAll(ctx context.Context, buildings []*BuildingAggregate) error\n\tDeleteAll(ctx context.Context, ids []string) error\n\tUpdateStatus(ctx context.Context, ids []string, status BuildingStatus) error\n\tUpdateHealth(ctx context.Context, id string, health float64) error\n\tUpdateLevel(ctx context.Context, id string, level int32) error\n}\n\n// ConstructionRepository 建造仓储接口\ntype ConstructionRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, construction *ConstructionInfo) error\n\tFindByID(ctx context.Context, id string) (*ConstructionInfo, error)\n\tFindByIDs(ctx context.Context, ids []string) ([]*ConstructionInfo, error)\n\tDelete(ctx context.Context, id string) error\n\tExists(ctx context.Context, id string) (bool, error)\n\n\t// 查询操作\n\tFindByBuildingID(ctx context.Context, buildingID string) ([]*ConstructionInfo, error)\n\tFindByStatus(ctx context.Context, status ConstructionStatus) ([]*ConstructionInfo, error)\n\tFindByWorker(ctx context.Context, workerID uint64) ([]*ConstructionInfo, error)\n\tFindByDateRange(ctx context.Context, startDate, endDate time.Time) ([]*ConstructionInfo, error)\n\tFindByQuery(ctx context.Context, query *ConstructionQuery) ([]*ConstructionInfo, int64, error)\n\n\t// 统计操作\n\tCount(ctx context.Context) (int64, error)\n\tCountByStatus(ctx context.Context, status ConstructionStatus) (int64, error)\n\tCountByBuildingID(ctx context.Context, buildingID string) (int64, error)\n\tGetStatistics(ctx context.Context, buildingID string) (*ConstructionStatistics, error)\n\n\t// 批量操作\n\tSaveAll(ctx context.Context, constructions []*ConstructionInfo) error\n\tDeleteAll(ctx context.Context, ids []string) error\n\tUpdateStatus(ctx context.Context, ids []string, status ConstructionStatus) error\n\tUpdateProgress(ctx context.Context, id string, progress float64) error\n}\n\n// UpgradeRepository 升级仓储接口\ntype UpgradeRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, upgrade *UpgradeInfo) error\n\tFindByID(ctx context.Context, id string) (*UpgradeInfo, error)\n\tFindByIDs(ctx context.Context, ids []string) ([]*UpgradeInfo, error)\n\tDelete(ctx context.Context, id string) error\n\tExists(ctx context.Context, id string) (bool, error)\n\n\t// 查询操作\n\tFindByBuildingID(ctx context.Context, buildingID string) ([]*UpgradeInfo, error)\n\tFindByStatus(ctx context.Context, status UpgradeStatus) ([]*UpgradeInfo, error)\n\tFindByLevel(ctx context.Context, fromLevel, toLevel int32) ([]*UpgradeInfo, error)\n\tFindByDateRange(ctx context.Context, startDate, endDate time.Time) ([]*UpgradeInfo, error)\n\tFindByQuery(ctx context.Context, query *UpgradeQuery) ([]*UpgradeInfo, int64, error)\n\n\t// 统计操作\n\tCount(ctx context.Context) (int64, error)\n\tCountByStatus(ctx context.Context, status UpgradeStatus) (int64, error)\n\tCountByBuildingID(ctx context.Context, buildingID string) (int64, error)\n\tGetStatistics(ctx context.Context, buildingID string) (*UpgradeStatistics, error)\n\n\t// 批量操作\n\tSaveAll(ctx context.Context, upgrades []*UpgradeInfo) error\n\tDeleteAll(ctx context.Context, ids []string) error\n\tUpdateStatus(ctx context.Context, ids []string, status UpgradeStatus) error\n\tUpdateProgress(ctx context.Context, id string, progress float64) error\n}\n\n// BlueprintRepository 蓝图仓储接口\ntype BlueprintRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, blueprint *Blueprint) error\n\tFindByID(ctx context.Context, id string) (*Blueprint, error)\n\tFindByIDs(ctx context.Context, ids []string) ([]*Blueprint, error)\n\tDelete(ctx context.Context, id string) error\n\tExists(ctx context.Context, id string) (bool, error)\n\n\t// 查询操作\n\tFindByName(ctx context.Context, name string) ([]*Blueprint, error)\n\tFindByAuthor(ctx context.Context, author string) ([]*Blueprint, error)\n\tFindByCategory(ctx context.Context, category BuildingCategory) ([]*Blueprint, error)\n\tFindByDifficulty(ctx context.Context, minDifficulty, maxDifficulty int32) ([]*Blueprint, error)\n\tFindByTags(ctx context.Context, tags []string) ([]*Blueprint, error)\n\tFindByQuery(ctx context.Context, query *BlueprintQuery) ([]*Blueprint, int64, error)\n\n\t// 统计操作\n\tCount(ctx context.Context) (int64, error)\n\tCountByCategory(ctx context.Context, category BuildingCategory) (int64, error)\n\tCountByAuthor(ctx context.Context, author string) (int64, error)\n\tGetStatistics(ctx context.Context) (*BlueprintStatistics, error)\n\n\t// 批量操作\n\tSaveAll(ctx context.Context, blueprints []*Blueprint) error\n\tDeleteAll(ctx context.Context, ids []string) error\n}\n\n// 查询条件结构体\n\n// BuildingQuery 建筑查询条件\ntype BuildingQuery struct {\n\t// 基础字段\n\tOwnerID  *uint64           `json:\"owner_id,omitempty\"`\n\tName     *string           `json:\"name,omitempty\"`\n\tType     *BuildingType     `json:\"type,omitempty\"`\n\tCategory *BuildingCategory `json:\"category,omitempty\"`\n\tStatus   *BuildingStatus   `json:\"status,omitempty\"`\n\n\t// 等级范围\n\tMinLevel *int32 `json:\"min_level,omitempty\"`\n\tMaxLevel *int32 `json:\"max_level,omitempty\"`\n\n\t// 健康度范围\n\tMinHealth *float64 `json:\"min_health,omitempty\"`\n\tMaxHealth *float64 `json:\"max_health,omitempty\"`\n\n\t// 位置查询\n\tPosition *Position `json:\"position,omitempty\"`\n\tArea     *Area     `json:\"area,omitempty\"`\n\n\t// 时间范围\n\tCreatedAfter  *time.Time `json:\"created_after,omitempty\"`\n\tCreatedBefore *time.Time `json:\"created_before,omitempty\"`\n\tUpdatedAfter  *time.Time `json:\"updated_after,omitempty\"`\n\tUpdatedBefore *time.Time `json:\"updated_before,omitempty\"`\n\n\t// 标签\n\tTags []string `json:\"tags,omitempty\"`\n\n\t// 排序\n\tSortBy    string `json:\"sort_by,omitempty\"`    // name, type, level, health, created_at, updated_at\n\tSortOrder string `json:\"sort_order,omitempty\"` // asc, desc\n\n\t// 分页\n\tPage     int `json:\"page,omitempty\"`\n\tPageSize int `json:\"page_size,omitempty\"`\n}\n\n// ConstructionQuery 建造查询条件\ntype ConstructionQuery struct {\n\t// 基础字段\n\tBuildingID *string             `json:\"building_id,omitempty\"`\n\tStatus     *ConstructionStatus `json:\"status,omitempty\"`\n\tWorkerID   *uint64             `json:\"worker_id,omitempty\"`\n\n\t// 进度范围\n\tMinProgress *float64 `json:\"min_progress,omitempty\"`\n\tMaxProgress *float64 `json:\"max_progress,omitempty\"`\n\n\t// 时间范围\n\tStartedAfter    *time.Time `json:\"started_after,omitempty\"`\n\tStartedBefore   *time.Time `json:\"started_before,omitempty\"`\n\tCompletedAfter  *time.Time `json:\"completed_after,omitempty\"`\n\tCompletedBefore *time.Time `json:\"completed_before,omitempty\"`\n\tCreatedAfter    *time.Time `json:\"created_after,omitempty\"`\n\tCreatedBefore   *time.Time `json:\"created_before,omitempty\"`\n\n\t// 排序\n\tSortBy    string `json:\"sort_by,omitempty\"`    // progress, started_at, duration, created_at\n\tSortOrder string `json:\"sort_order,omitempty\"` // asc, desc\n\n\t// 分页\n\tPage     int `json:\"page,omitempty\"`\n\tPageSize int `json:\"page_size,omitempty\"`\n}\n\n// UpgradeQuery 升级查询条件\ntype UpgradeQuery struct {\n\t// 基础字段\n\tBuildingID *string        `json:\"building_id,omitempty\"`\n\tStatus     *UpgradeStatus `json:\"status,omitempty\"`\n\n\t// 等级范围\n\tFromLevel *int32 `json:\"from_level,omitempty\"`\n\tToLevel   *int32 `json:\"to_level,omitempty\"`\n\n\t// 进度范围\n\tMinProgress *float64 `json:\"min_progress,omitempty\"`\n\tMaxProgress *float64 `json:\"max_progress,omitempty\"`\n\n\t// 时间范围\n\tStartedAfter    *time.Time `json:\"started_after,omitempty\"`\n\tStartedBefore   *time.Time `json:\"started_before,omitempty\"`\n\tCompletedAfter  *time.Time `json:\"completed_after,omitempty\"`\n\tCompletedBefore *time.Time `json:\"completed_before,omitempty\"`\n\tCreatedAfter    *time.Time `json:\"created_after,omitempty\"`\n\tCreatedBefore   *time.Time `json:\"created_before,omitempty\"`\n\n\t// 排序\n\tSortBy    string `json:\"sort_by,omitempty\"`    // from_level, to_level, progress, started_at, created_at\n\tSortOrder string `json:\"sort_order,omitempty\"` // asc, desc\n\n\t// 分页\n\tPage     int `json:\"page,omitempty\"`\n\tPageSize int `json:\"page_size,omitempty\"`\n}\n\n// BlueprintQuery 蓝图查询条件\ntype BlueprintQuery struct {\n\t// 基础字段\n\tName     *string           `json:\"name,omitempty\"`\n\tAuthor   *string           `json:\"author,omitempty\"`\n\tCategory *BuildingCategory `json:\"category,omitempty\"`\n\tVersion  *string           `json:\"version,omitempty\"`\n\n\t// 难度范围\n\tMinDifficulty *int32 `json:\"min_difficulty,omitempty\"`\n\tMaxDifficulty *int32 `json:\"max_difficulty,omitempty\"`\n\n\t// 尺寸范围\n\tMinWidth  *int32 `json:\"min_width,omitempty\"`\n\tMaxWidth  *int32 `json:\"max_width,omitempty\"`\n\tMinHeight *int32 `json:\"min_height,omitempty\"`\n\tMaxHeight *int32 `json:\"max_height,omitempty\"`\n\tMinDepth  *int32 `json:\"min_depth,omitempty\"`\n\tMaxDepth  *int32 `json:\"max_depth,omitempty\"`\n\n\t// 时间范围\n\tMinDuration   *time.Duration `json:\"min_duration,omitempty\"`\n\tMaxDuration   *time.Duration `json:\"max_duration,omitempty\"`\n\tCreatedAfter  *time.Time     `json:\"created_after,omitempty\"`\n\tCreatedBefore *time.Time     `json:\"created_before,omitempty\"`\n\tUpdatedAfter  *time.Time     `json:\"updated_after,omitempty\"`\n\tUpdatedBefore *time.Time     `json:\"updated_before,omitempty\"`\n\n\t// 标签\n\tTags []string `json:\"tags,omitempty\"`\n\n\t// 搜索关键词\n\tKeyword *string `json:\"keyword,omitempty\"`\n\n\t// 排序\n\tSortBy    string `json:\"sort_by,omitempty\"`    // name, author, difficulty, duration, created_at\n\tSortOrder string `json:\"sort_order,omitempty\"` // asc, desc\n\n\t// 分页\n\tPage     int `json:\"page,omitempty\"`\n\tPageSize int `json:\"page_size,omitempty\"`\n}\n\n// 分页结果结构体\n\n// PaginationResult 分页结果\ntype PaginationResult struct {\n\tTotal       int64 `json:\"total\"`\n\tPage        int   `json:\"page\"`\n\tPageSize    int   `json:\"page_size\"`\n\tTotalPages  int64 `json:\"total_pages\"`\n\tHasNext     bool  `json:\"has_next\"`\n\tHasPrevious bool  `json:\"has_previous\"`\n}\n\n// 统计数据结构体\n\n// BuildingStatistics 建筑统计数据\ntype BuildingStatistics struct {\n\tOwnerID uint64 `json:\"owner_id\"`\n\n\t// 总体统计\n\tTotalBuildings    int64 `json:\"total_buildings\"`\n\tActiveBuildings   int64 `json:\"active_buildings\"`\n\tInactiveBuildings int64 `json:\"inactive_buildings\"`\n\tUnderConstruction int64 `json:\"under_construction\"`\n\tUnderUpgrade      int64 `json:\"under_upgrade\"`\n\tDamaged           int64 `json:\"damaged\"`\n\tDestroyed         int64 `json:\"destroyed\"`\n\n\t// 按类型统计\n\tByType map[BuildingType]int64 `json:\"by_type\"`\n\n\t// 按分类统计\n\tByCategory map[BuildingCategory]int64 `json:\"by_category\"`\n\n\t// 按等级统计\n\tByLevel map[int32]int64 `json:\"by_level\"`\n\n\t// 健康度统计\n\tAverageHealth float64 `json:\"average_health\"`\n\tMinHealth     float64 `json:\"min_health\"`\n\tMaxHealth     float64 `json:\"max_health\"`\n\n\t// 等级统计\n\tAverageLevel float64 `json:\"average_level\"`\n\tMinLevel     int32   `json:\"min_level\"`\n\tMaxLevel     int32   `json:\"max_level\"`\n\n\t// 时间统计\n\tOldestBuilding time.Time `json:\"oldest_building\"`\n\tNewestBuilding time.Time `json:\"newest_building\"`\n\n\t// 更新时间\n\tUpdatedAt time.Time `json:\"updated_at\"`\n}\n\n// ConstructionStatistics 建造统计数据\ntype ConstructionStatistics struct {\n\tBuildingID string `json:\"building_id\"`\n\n\t// 总体统计\n\tTotalConstructions      int64 `json:\"total_constructions\"`\n\tCompletedConstructions  int64 `json:\"completed_constructions\"`\n\tInProgressConstructions int64 `json:\"in_progress_constructions\"`\n\tCancelledConstructions  int64 `json:\"cancelled_constructions\"`\n\tFailedConstructions     int64 `json:\"failed_constructions\"`\n\n\t// 进度统计\n\tAverageProgress float64 `json:\"average_progress\"`\n\tMinProgress     float64 `json:\"min_progress\"`\n\tMaxProgress     float64 `json:\"max_progress\"`\n\n\t// 时间统计\n\tAverageDuration time.Duration `json:\"average_duration\"`\n\tMinDuration     time.Duration `json:\"min_duration\"`\n\tMaxDuration     time.Duration `json:\"max_duration\"`\n\n\t// 效率统计\n\tAverageEfficiency float64 `json:\"average_efficiency\"`\n\tMinEfficiency     float64 `json:\"min_efficiency\"`\n\tMaxEfficiency     float64 `json:\"max_efficiency\"`\n\n\t// 成本统计\n\tTotalCost   int64   `json:\"total_cost\"`\n\tAverageCost float64 `json:\"average_cost\"`\n\tMinCost     int64   `json:\"min_cost\"`\n\tMaxCost     int64   `json:\"max_cost\"`\n\n\t// 工人统计\n\tTotalWorkers   int64   `json:\"total_workers\"`\n\tAverageWorkers float64 `json:\"average_workers\"`\n\tMinWorkers     int64   `json:\"min_workers\"`\n\tMaxWorkers     int64   `json:\"max_workers\"`\n\n\t// 材料统计\n\tTotalMaterials   int64   `json:\"total_materials\"`\n\tAverageMaterials float64 `json:\"average_materials\"`\n\tMinMaterials     int64   `json:\"min_materials\"`\n\tMaxMaterials     int64   `json:\"max_materials\"`\n\n\t// 更新时间\n\tUpdatedAt time.Time `json:\"updated_at\"`\n}\n\n// UpgradeStatistics 升级统计数据\ntype UpgradeStatistics struct {\n\tBuildingID string `json:\"building_id\"`\n\n\t// 总体统计\n\tTotalUpgrades      int64 `json:\"total_upgrades\"`\n\tCompletedUpgrades  int64 `json:\"completed_upgrades\"`\n\tInProgressUpgrades int64 `json:\"in_progress_upgrades\"`\n\tCancelledUpgrades  int64 `json:\"cancelled_upgrades\"`\n\tFailedUpgrades     int64 `json:\"failed_upgrades\"`\n\n\t// 等级统计\n\tAverageFromLevel float64 `json:\"average_from_level\"`\n\tAverageToLevel   float64 `json:\"average_to_level\"`\n\tMaxLevelReached  int32   `json:\"max_level_reached\"`\n\n\t// 进度统计\n\tAverageProgress float64 `json:\"average_progress\"`\n\tMinProgress     float64 `json:\"min_progress\"`\n\tMaxProgress     float64 `json:\"max_progress\"`\n\n\t// 时间统计\n\tAverageDuration time.Duration `json:\"average_duration\"`\n\tMinDuration     time.Duration `json:\"min_duration\"`\n\tMaxDuration     time.Duration `json:\"max_duration\"`\n\n\t// 成本统计\n\tTotalCost   int64   `json:\"total_cost\"`\n\tAverageCost float64 `json:\"average_cost\"`\n\tMinCost     int64   `json:\"min_cost\"`\n\tMaxCost     int64   `json:\"max_cost\"`\n\n\t// 收益统计\n\tTotalBenefits   int64   `json:\"total_benefits\"`\n\tAverageBenefits float64 `json:\"average_benefits\"`\n\n\t// 更新时间\n\tUpdatedAt time.Time `json:\"updated_at\"`\n}\n\n// BlueprintStatistics 蓝图统计数据\ntype BlueprintStatistics struct {\n\t// 总体统计\n\tTotalBlueprints int64 `json:\"total_blueprints\"`\n\n\t// 按分类统计\n\tByCategory map[BuildingCategory]int64 `json:\"by_category\"`\n\n\t// 按作者统计\n\tByAuthor map[string]int64 `json:\"by_author\"`\n\n\t// 难度统计\n\tAverageDifficulty float64 `json:\"average_difficulty\"`\n\tMinDifficulty     int32   `json:\"min_difficulty\"`\n\tMaxDifficulty     int32   `json:\"max_difficulty\"`\n\n\t// 尺寸统计\n\tAverageWidth  float64 `json:\"average_width\"`\n\tAverageHeight float64 `json:\"average_height\"`\n\tAverageDepth  float64 `json:\"average_depth\"`\n\tMinWidth      int32   `json:\"min_width\"`\n\tMaxWidth      int32   `json:\"max_width\"`\n\tMinHeight     int32   `json:\"min_height\"`\n\tMaxHeight     int32   `json:\"max_height\"`\n\tMinDepth      int32   `json:\"min_depth\"`\n\tMaxDepth      int32   `json:\"max_depth\"`\n\n\t// 时间统计\n\tAverageDuration time.Duration `json:\"average_duration\"`\n\tMinDuration     time.Duration `json:\"min_duration\"`\n\tMaxDuration     time.Duration `json:\"max_duration\"`\n\n\t// 成本统计\n\tAverageCost float64 `json:\"average_cost\"`\n\tMinCost     int64   `json:\"min_cost\"`\n\tMaxCost     int64   `json:\"max_cost\"`\n\n\t// 材料统计\n\tAverageMaterials float64 `json:\"average_materials\"`\n\tMinMaterials     int64   `json:\"min_materials\"`\n\tMaxMaterials     int64   `json:\"max_materials\"`\n\n\t// 标签统计\n\tPopularTags []TagStatistic `json:\"popular_tags\"`\n\n\t// 更新时间\n\tUpdatedAt time.Time `json:\"updated_at\"`\n}\n\n// TagStatistic 标签统计\ntype TagStatistic struct {\n\tTag   string `json:\"tag\"`\n\tCount int64  `json:\"count\"`\n}\n\n// Area 区域\ntype Area struct {\n\tMinX int32 `json:\"min_x\"`\n\tMaxX int32 `json:\"max_x\"`\n\tMinY int32 `json:\"min_y\"`\n\tMaxY int32 `json:\"max_y\"`\n\tMinZ int32 `json:\"min_z\"`\n\tMaxZ int32 `json:\"max_z\"`\n}\n\n// NewArea 创建新区域\nfunc NewArea(minX, maxX, minY, maxY, minZ, maxZ int32) *Area {\n\treturn &Area{\n\t\tMinX: minX,\n\t\tMaxX: maxX,\n\t\tMinY: minY,\n\t\tMaxY: maxY,\n\t\tMinZ: minZ,\n\t\tMaxZ: maxZ,\n\t}\n}\n\n// IsValid 检查区域是否有效\nfunc (a *Area) IsValid() bool {\n\treturn a.MinX <= a.MaxX && a.MinY <= a.MaxY && a.MinZ <= a.MaxZ\n}\n\n// Contains 检查是否包含位置\nfunc (a *Area) Contains(pos *Position) bool {\n\tif pos == nil {\n\t\treturn false\n\t}\n\treturn pos.X >= a.MinX && pos.X <= a.MaxX &&\n\t\tpos.Y >= a.MinY && pos.Y <= a.MaxY &&\n\t\tpos.Z >= a.MinZ && pos.Z <= a.MaxZ\n}\n\n// Overlaps 检查是否与另一个区域重叠\nfunc (a *Area) Overlaps(other *Area) bool {\n\tif other == nil {\n\t\treturn false\n\t}\n\treturn !(a.MaxX < other.MinX || a.MinX > other.MaxX ||\n\t\ta.MaxY < other.MinY || a.MinY > other.MaxY ||\n\t\ta.MaxZ < other.MinZ || a.MinZ > other.MaxZ)\n}\n\n// GetVolume 获取区域体积\nfunc (a *Area) GetVolume() int64 {\n\twidth := int64(a.MaxX - a.MinX + 1)\n\theight := int64(a.MaxY - a.MinY + 1)\n\tdepth := int64(a.MaxZ - a.MinZ + 1)\n\treturn width * height * depth\n}\n\n// GetCenter 获取区域中心点\nfunc (a *Area) GetCenter() *Position {\n\treturn &Position{\n\t\tX: (a.MinX + a.MaxX) / 2,\n\t\tY: (a.MinY + a.MaxY) / 2,\n\t\tZ: (a.MinZ + a.MaxZ) / 2,\n\t}\n}\n\n// 查询辅助函数\n\n// NewBuildingQuery 创建新建筑查询\nfunc NewBuildingQuery() *BuildingQuery {\n\treturn &BuildingQuery{\n\t\tPage:      1,\n\t\tPageSize:  20,\n\t\tSortBy:    \"created_at\",\n\t\tSortOrder: \"desc\",\n\t}\n}\n\n// WithOwner 设置所有者\nfunc (q *BuildingQuery) WithOwner(ownerID uint64) *BuildingQuery {\n\tq.OwnerID = &ownerID\n\treturn q\n}\n\n// WithType 设置建筑类型\nfunc (q *BuildingQuery) WithType(buildingType BuildingType) *BuildingQuery {\n\tq.Type = &buildingType\n\treturn q\n}\n\n// WithCategory 设置建筑分类\nfunc (q *BuildingQuery) WithCategory(category BuildingCategory) *BuildingQuery {\n\tq.Category = &category\n\treturn q\n}\n\n// WithStatus 设置建筑状态\nfunc (q *BuildingQuery) WithStatus(status BuildingStatus) *BuildingQuery {\n\tq.Status = &status\n\treturn q\n}\n\n// WithLevelRange 设置等级范围\nfunc (q *BuildingQuery) WithLevelRange(minLevel, maxLevel int32) *BuildingQuery {\n\tq.MinLevel = &minLevel\n\tq.MaxLevel = &maxLevel\n\treturn q\n}\n\n// WithHealthRange 设置健康度范围\nfunc (q *BuildingQuery) WithHealthRange(minHealth, maxHealth float64) *BuildingQuery {\n\tq.MinHealth = &minHealth\n\tq.MaxHealth = &maxHealth\n\treturn q\n}\n\n// WithPosition 设置位置\nfunc (q *BuildingQuery) WithPosition(position *Position) *BuildingQuery {\n\tq.Position = position\n\treturn q\n}\n\n// WithArea 设置区域\nfunc (q *BuildingQuery) WithArea(area *Area) *BuildingQuery {\n\tq.Area = area\n\treturn q\n}\n\n// WithTags 设置标签\nfunc (q *BuildingQuery) WithTags(tags []string) *BuildingQuery {\n\tq.Tags = tags\n\treturn q\n}\n\n// WithSort 设置排序\nfunc (q *BuildingQuery) WithSort(sortBy, sortOrder string) *BuildingQuery {\n\tq.SortBy = sortBy\n\tq.SortOrder = sortOrder\n\treturn q\n}\n\n// WithPagination 设置分页\nfunc (q *BuildingQuery) WithPagination(page, pageSize int) *BuildingQuery {\n\tq.Page = page\n\tq.PageSize = pageSize\n\treturn q\n}\n\n// NewConstructionQuery 创建新建造查询\nfunc NewConstructionQuery() *ConstructionQuery {\n\treturn &ConstructionQuery{\n\t\tPage:      1,\n\t\tPageSize:  20,\n\t\tSortBy:    \"created_at\",\n\t\tSortOrder: \"desc\",\n\t}\n}\n\n// WithBuildingID 设置建筑ID\nfunc (q *ConstructionQuery) WithBuildingID(buildingID string) *ConstructionQuery {\n\tq.BuildingID = &buildingID\n\treturn q\n}\n\n// WithStatus 设置状态\nfunc (q *ConstructionQuery) WithStatus(status ConstructionStatus) *ConstructionQuery {\n\tq.Status = &status\n\treturn q\n}\n\n// WithWorker 设置工人\nfunc (q *ConstructionQuery) WithWorker(workerID uint64) *ConstructionQuery {\n\tq.WorkerID = &workerID\n\treturn q\n}\n\n// WithProgressRange 设置进度范围\nfunc (q *ConstructionQuery) WithProgressRange(minProgress, maxProgress float64) *ConstructionQuery {\n\tq.MinProgress = &minProgress\n\tq.MaxProgress = &maxProgress\n\treturn q\n}\n\n// WithSort 设置排序\nfunc (q *ConstructionQuery) WithSort(sortBy, sortOrder string) *ConstructionQuery {\n\tq.SortBy = sortBy\n\tq.SortOrder = sortOrder\n\treturn q\n}\n\n// WithPagination 设置分页\nfunc (q *ConstructionQuery) WithPagination(page, pageSize int) *ConstructionQuery {\n\tq.Page = page\n\tq.PageSize = pageSize\n\treturn q\n}\n\n// NewUpgradeQuery 创建新升级查询\nfunc NewUpgradeQuery() *UpgradeQuery {\n\treturn &UpgradeQuery{\n\t\tPage:      1,\n\t\tPageSize:  20,\n\t\tSortBy:    \"created_at\",\n\t\tSortOrder: \"desc\",\n\t}\n}\n\n// WithBuildingID 设置建筑ID\nfunc (q *UpgradeQuery) WithBuildingID(buildingID string) *UpgradeQuery {\n\tq.BuildingID = &buildingID\n\treturn q\n}\n\n// WithStatus 设置状态\nfunc (q *UpgradeQuery) WithStatus(status UpgradeStatus) *UpgradeQuery {\n\tq.Status = &status\n\treturn q\n}\n\n// WithLevelRange 设置等级范围\nfunc (q *UpgradeQuery) WithLevelRange(fromLevel, toLevel int32) *UpgradeQuery {\n\tq.FromLevel = &fromLevel\n\tq.ToLevel = &toLevel\n\treturn q\n}\n\n// WithProgressRange 设置进度范围\nfunc (q *UpgradeQuery) WithProgressRange(minProgress, maxProgress float64) *UpgradeQuery {\n\tq.MinProgress = &minProgress\n\tq.MaxProgress = &maxProgress\n\treturn q\n}\n\n// WithSort 设置排序\nfunc (q *UpgradeQuery) WithSort(sortBy, sortOrder string) *UpgradeQuery {\n\tq.SortBy = sortBy\n\tq.SortOrder = sortOrder\n\treturn q\n}\n\n// WithPagination 设置分页\nfunc (q *UpgradeQuery) WithPagination(page, pageSize int) *UpgradeQuery {\n\tq.Page = page\n\tq.PageSize = pageSize\n\treturn q\n}\n\n// NewBlueprintQuery 创建新蓝图查询\nfunc NewBlueprintQuery() *BlueprintQuery {\n\treturn &BlueprintQuery{\n\t\tPage:      1,\n\t\tPageSize:  20,\n\t\tSortBy:    \"created_at\",\n\t\tSortOrder: \"desc\",\n\t}\n}\n\n// WithName 设置名称\nfunc (q *BlueprintQuery) WithName(name string) *BlueprintQuery {\n\tq.Name = &name\n\treturn q\n}\n\n// WithAuthor 设置作者\nfunc (q *BlueprintQuery) WithAuthor(author string) *BlueprintQuery {\n\tq.Author = &author\n\treturn q\n}\n\n// WithCategory 设置分类\nfunc (q *BlueprintQuery) WithCategory(category BuildingCategory) *BlueprintQuery {\n\tq.Category = &category\n\treturn q\n}\n\n// WithDifficultyRange 设置难度范围\nfunc (q *BlueprintQuery) WithDifficultyRange(minDifficulty, maxDifficulty int32) *BlueprintQuery {\n\tq.MinDifficulty = &minDifficulty\n\tq.MaxDifficulty = &maxDifficulty\n\treturn q\n}\n\n// WithTags 设置标签\nfunc (q *BlueprintQuery) WithTags(tags []string) *BlueprintQuery {\n\tq.Tags = tags\n\treturn q\n}\n\n// WithKeyword 设置关键词\nfunc (q *BlueprintQuery) WithKeyword(keyword string) *BlueprintQuery {\n\tq.Keyword = &keyword\n\treturn q\n}\n\n// WithSort 设置排序\nfunc (q *BlueprintQuery) WithSort(sortBy, sortOrder string) *BlueprintQuery {\n\tq.SortBy = sortBy\n\tq.SortOrder = sortOrder\n\treturn q\n}\n\n// WithPagination 设置分页\nfunc (q *BlueprintQuery) WithPagination(page, pageSize int) *BlueprintQuery {\n\tq.Page = page\n\tq.PageSize = pageSize\n\treturn q\n}\n\n// 常量定义\n\nconst (\n\t// 默认分页大小\n\tDefaultPageSize = 20\n\tMaxPageSize     = 100\n\n\t// 默认排序\n\tDefaultSortBy    = \"created_at\"\n\tDefaultSortOrder = \"desc\"\n\n\t// 查询限制\n\tMaxTagsCount  = 10\n\tMaxKeywordLen = 100\n\tMaxNameLen    = 100\n\tMaxAuthorLen  = 50\n\tMaxVersionLen = 20\n)\n\n// 验证函数\n\n// ValidateQuery 验证查询参数\nfunc ValidateQuery(page, pageSize int, sortBy, sortOrder string, validSortFields []string) error {\n\tif page < 1 {\n\t\treturn fmt.Errorf(\"page must be at least 1\")\n\t}\n\tif pageSize < 1 || pageSize > MaxPageSize {\n\t\treturn fmt.Errorf(\"page size must be between 1 and %d\", MaxPageSize)\n\t}\n\n\tif sortBy != \"\" {\n\t\tvalid := false\n\t\tfor _, field := range validSortFields {\n\t\t\tif sortBy == field {\n\t\t\t\tvalid = true\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\t\tif !valid {\n\t\t\treturn fmt.Errorf(\"invalid sort field: %s\", sortBy)\n\t\t}\n\t}\n\n\tif sortOrder != \"\" && sortOrder != \"asc\" && sortOrder != \"desc\" {\n\t\treturn fmt.Errorf(\"sort order must be 'asc' or 'desc'\")\n\t}\n\n\treturn nil\n}\n\n// ValidateBuildingQuery 验证建筑查询\nfunc ValidateBuildingQuery(query *BuildingQuery) error {\n\tif query == nil {\n\t\treturn fmt.Errorf(\"query cannot be nil\")\n\t}\n\n\tvalidSortFields := []string{\"name\", \"type\", \"category\", \"level\", \"health\", \"created_at\", \"updated_at\"}\n\treturn ValidateQuery(query.Page, query.PageSize, query.SortBy, query.SortOrder, validSortFields)\n}\n\n// ValidateConstructionQuery 验证建造查询\nfunc ValidateConstructionQuery(query *ConstructionQuery) error {\n\tif query == nil {\n\t\treturn fmt.Errorf(\"query cannot be nil\")\n\t}\n\n\tvalidSortFields := []string{\"progress\", \"started_at\", \"duration\", \"created_at\"}\n\treturn ValidateQuery(query.Page, query.PageSize, query.SortBy, query.SortOrder, validSortFields)\n}\n\n// ValidateUpgradeQuery 验证升级查询\nfunc ValidateUpgradeQuery(query *UpgradeQuery) error {\n\tif query == nil {\n\t\treturn fmt.Errorf(\"query cannot be nil\")\n\t}\n\n\tvalidSortFields := []string{\"from_level\", \"to_level\", \"progress\", \"started_at\", \"created_at\"}\n\treturn ValidateQuery(query.Page, query.PageSize, query.SortBy, query.SortOrder, validSortFields)\n}\n\n// ValidateBlueprintQuery 验证蓝图查询\nfunc ValidateBlueprintQuery(query *BlueprintQuery) error {\n\tif query == nil {\n\t\treturn fmt.Errorf(\"query cannot be nil\")\n\t}\n\n\tvalidSortFields := []string{\"name\", \"author\", \"difficulty\", \"duration\", \"created_at\"}\n\treturn ValidateQuery(query.Page, query.PageSize, query.SortBy, query.SortOrder, validSortFields)\n}\n"
  },
  {
    "path": "internal/domain/building/service.go",
    "content": "package building\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n)\n\n// BuildingService 建筑领域服务\ntype BuildingService struct {\n\tbuildingRepo     BuildingRepository\n\tconstructionRepo ConstructionRepository\n\tupgradeRepo      UpgradeRepository\n\tblueprintRepo    BlueprintRepository\n\teventBus         BuildingEventBus\n}\n\n// NewBuildingService 创建新建筑服务\nfunc NewBuildingService(\n\tbuildingRepo BuildingRepository,\n\tconstructionRepo ConstructionRepository,\n\tupgradeRepo UpgradeRepository,\n\tblueprintRepo BlueprintRepository,\n\teventBus BuildingEventBus,\n) *BuildingService {\n\treturn &BuildingService{\n\t\tbuildingRepo:     buildingRepo,\n\t\tconstructionRepo: constructionRepo,\n\t\tupgradeRepo:      upgradeRepo,\n\t\tblueprintRepo:    blueprintRepo,\n\t\teventBus:         eventBus,\n\t}\n}\n\n// CreateBuilding 创建建筑\nfunc (bs *BuildingService) CreateBuilding(ctx context.Context, req *CreateBuildingRequest) (*BuildingAggregate, error) {\n\tif req == nil {\n\t\treturn nil, NewBuildingError(ErrCodeInvalidInput, \"create building request cannot be nil\", ErrorSeverityHigh)\n\t}\n\n\tif err := req.Validate(); err != nil {\n\t\treturn nil, NewBuildingError(ErrCodeInvalidInput, fmt.Sprintf(\"invalid request: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 检查位置是否可用\n\tif req.Position != nil {\n\t\texisting, err := bs.buildingRepo.FindByPosition(ctx, req.Position)\n\t\tif err != nil {\n\t\t\treturn nil, NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to check position: %v\", err), ErrorSeverityMedium)\n\t\t}\n\t\tif existing != nil {\n\t\t\treturn nil, NewBuildingError(ErrCodePositionOccupied, \"position is already occupied\", ErrorSeverityHigh)\n\t\t}\n\t}\n\n\t// 创建建筑聚合根\n\tbuilding := NewBuildingAggregate(req.OwnerID, string(req.Type), req.Name, req.Category)\n\t// Note: SetOwner, SetPosition, SetSize, SetConfig methods need to be implemented\n\t// building.SetOwner(req.OwnerID)\n\t// building.SetPosition(req.Position)\n\t// building.SetSize(req.Size)\n\n\t// 设置配置\n\t// if req.Config != nil {\n\t//     building.SetConfig(req.Config)\n\t// }\n\n\t// 保存建筑\n\tif err := bs.buildingRepo.Save(ctx, building); err != nil {\n\t\treturn nil, NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to save building: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 发布事件\n\tevent := NewBuildingCreatedEvent(building.ID, building.Name, BuildingType(building.BuildingTypeID), building.PlayerID)\n\tif err := bs.eventBus.Publish(ctx, event); err != nil {\n\t\t// 记录错误但不影响主流程\n\t\tfmt.Printf(\"failed to publish building created event: %v\\n\", err)\n\t}\n\n\treturn building, nil\n}\n\n// StartConstruction 开始建造\nfunc (bs *BuildingService) StartConstruction(ctx context.Context, req *StartConstructionRequest) (*ConstructionInfo, error) {\n\tif req == nil {\n\t\treturn nil, NewBuildingError(ErrCodeInvalidInput, \"start construction request cannot be nil\", ErrorSeverityHigh)\n\t}\n\n\tif err := req.Validate(); err != nil {\n\t\treturn nil, NewBuildingError(ErrCodeInvalidInput, fmt.Sprintf(\"invalid request: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 获取建筑\n\tbuilding, err := bs.buildingRepo.FindByID(ctx, req.BuildingID)\n\tif err != nil {\n\t\treturn nil, NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to find building: %v\", err), ErrorSeverityMedium)\n\t}\n\tif building == nil {\n\t\treturn nil, NewBuildingError(ErrCodeBuildingNotFound, \"building not found\", ErrorSeverityHigh)\n\t}\n\n\t// 检查建筑状态\n\tif building.Status != BuildingStatusPlanning {\n\t\treturn nil, NewBuildingError(ErrCodeInvalidBuildingState, \"building is not in planned state\", ErrorSeverityHigh)\n\t}\n\n\t// 检查资源\n\tif req.Costs != nil {\n\t\tfor _, cost := range req.Costs {\n\t\t\tif !bs.checkResourceAvailability(ctx, req.OwnerID, cost) {\n\t\t\t\treturn nil, NewBuildingError(ErrCodeInsufficientResources, fmt.Sprintf(\"insufficient %s\", cost.ResourceType), ErrorSeverityHigh)\n\t\t\t}\n\t\t}\n\t}\n\n\t// 开始建造\n\tif err := building.StartConstruction(req.Duration, req.Costs); err != nil {\n\t\treturn nil, NewBuildingError(ErrCodeConstructionFailed, fmt.Sprintf(\"failed to start construction: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 创建建造信息\n\tconstruction := NewConstructionInfo(building.ID, req.Duration)\n\tif req.Costs != nil {\n\t\tconstruction.Costs = req.Costs\n\t}\n\tif req.Workers != nil {\n\t\tfor _, worker := range req.Workers {\n\t\t\tconstruction.AddWorker(worker)\n\t\t}\n\t}\n\tif req.Materials != nil {\n\t\tfor _, material := range req.Materials {\n\t\t\tconstruction.AddMaterial(material)\n\t\t}\n\t}\n\n\t// 保存建造信息\n\tif err := bs.constructionRepo.Save(ctx, construction); err != nil {\n\t\treturn nil, NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to save construction: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 保存建筑\n\tif err := bs.buildingRepo.Save(ctx, building); err != nil {\n\t\treturn nil, NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to save building: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 发布事件\n\tevent := NewConstructionStartedEvent(building.ID, construction.ID, req.Duration)\n\tif err := bs.eventBus.Publish(ctx, event); err != nil {\n\t\tfmt.Printf(\"failed to publish construction started event: %v\\n\", err)\n\t}\n\n\treturn construction, nil\n}\n\n// UpdateConstructionProgress 更新建造进度\nfunc (bs *BuildingService) UpdateConstructionProgress(ctx context.Context, req *UpdateConstructionProgressRequest) error {\n\tif req == nil {\n\t\treturn NewBuildingError(ErrCodeInvalidInput, \"update construction progress request cannot be nil\", ErrorSeverityHigh)\n\t}\n\n\tif err := req.Validate(); err != nil {\n\t\treturn NewBuildingError(ErrCodeInvalidInput, fmt.Sprintf(\"invalid request: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 获取建造信息\n\tconstruction, err := bs.constructionRepo.FindByID(ctx, req.ConstructionID)\n\tif err != nil {\n\t\treturn NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to find construction: %v\", err), ErrorSeverityMedium)\n\t}\n\tif construction == nil {\n\t\treturn NewBuildingError(ErrCodeConstructionNotFound, \"construction not found\", ErrorSeverityHigh)\n\t}\n\n\t// 更新进度\n\tif err := construction.UpdateProgress(req.Progress); err != nil {\n\t\treturn NewBuildingError(ErrCodeConstructionFailed, fmt.Sprintf(\"failed to update progress: %v\", err), ErrorSeverityMedium)\n\t}\n\n\t// 如果完成，更新建筑状态\n\tif construction.Status == ConstructionStatusCompleted {\n\t\tbuilding, err := bs.buildingRepo.FindByID(ctx, construction.BuildingID)\n\t\tif err != nil {\n\t\t\treturn NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to find building: %v\", err), ErrorSeverityMedium)\n\t\t}\n\t\tif building != nil {\n\t\t\tbuilding.CompleteConstruction()\n\t\t\tif err := bs.buildingRepo.Save(ctx, building); err != nil {\n\t\t\t\treturn NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to save building: %v\", err), ErrorSeverityHigh)\n\t\t\t}\n\n\t\t\t// 发布完成事件\n\t\t\tevent := NewConstructionCompletedEvent(building.ID, construction.ID)\n\t\t\tif err := bs.eventBus.Publish(ctx, event); err != nil {\n\t\t\t\tfmt.Printf(\"failed to publish construction completed event: %v\\n\", err)\n\t\t\t}\n\t\t}\n\t}\n\n\t// 保存建造信息\n\tif err := bs.constructionRepo.Save(ctx, construction); err != nil {\n\t\treturn NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to save construction: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 发布进度更新事件\n\tevent := NewConstructionProgressUpdatedEvent(construction.BuildingID, construction.ID, req.Progress)\n\tif err := bs.eventBus.Publish(ctx, event); err != nil {\n\t\tfmt.Printf(\"failed to publish construction progress updated event: %v\\n\", err)\n\t}\n\n\treturn nil\n}\n\n// StartUpgrade 开始升级\nfunc (bs *BuildingService) StartUpgrade(ctx context.Context, req *StartUpgradeRequest) (*UpgradeInfo, error) {\n\tif req == nil {\n\t\treturn nil, NewBuildingError(ErrCodeInvalidInput, \"start upgrade request cannot be nil\", ErrorSeverityHigh)\n\t}\n\n\tif err := req.Validate(); err != nil {\n\t\treturn nil, NewBuildingError(ErrCodeInvalidInput, fmt.Sprintf(\"invalid request: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 获取建筑\n\tbuilding, err := bs.buildingRepo.FindByID(ctx, req.BuildingID)\n\tif err != nil {\n\t\treturn nil, NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to find building: %v\", err), ErrorSeverityMedium)\n\t}\n\tif building == nil {\n\t\treturn nil, NewBuildingError(ErrCodeBuildingNotFound, \"building not found\", ErrorSeverityHigh)\n\t}\n\n\t// 检查建筑状态\n\tif building.Status != BuildingStatusActive {\n\t\treturn nil, NewBuildingError(ErrCodeInvalidBuildingState, \"building is not active\", ErrorSeverityHigh)\n\t}\n\n\t// 检查升级条件\n\tif building.Level >= req.ToLevel {\n\t\treturn nil, NewBuildingError(ErrCodeInvalidUpgrade, \"target level must be higher than current level\", ErrorSeverityHigh)\n\t}\n\n\t// 检查资源\n\tif req.Costs != nil {\n\t\tfor _, cost := range req.Costs {\n\t\t\tif !bs.checkResourceAvailability(ctx, building.PlayerID, cost) {\n\t\t\t\treturn nil, NewBuildingError(ErrCodeInsufficientResources, fmt.Sprintf(\"insufficient %s\", cost.ResourceType), ErrorSeverityHigh)\n\t\t\t}\n\t\t}\n\t}\n\n\t// 开始升级\n\tif err := building.StartUpgrade(req.ToLevel, req.Duration, req.Costs); err != nil {\n\t\treturn nil, NewBuildingError(ErrCodeUpgradeFailed, fmt.Sprintf(\"failed to start upgrade: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 创建升级信息\n\tupgrade := NewUpgradeInfo(building.ID, building.Level-1, req.ToLevel, req.Duration)\n\tif req.Costs != nil {\n\t\tupgrade.Costs = req.Costs\n\t}\n\tif req.Requirements != nil {\n\t\tfor _, requirement := range req.Requirements {\n\t\t\tupgrade.AddRequirement(requirement)\n\t\t}\n\t}\n\tif req.Benefits != nil {\n\t\tfor _, benefit := range req.Benefits {\n\t\t\tupgrade.AddBenefit(benefit)\n\t\t}\n\t}\n\n\t// 保存升级信息\n\tif err := bs.upgradeRepo.Save(ctx, upgrade); err != nil {\n\t\treturn nil, NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to save upgrade: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 保存建筑\n\tif err := bs.buildingRepo.Save(ctx, building); err != nil {\n\t\treturn nil, NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to save building: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 发布事件\n\tevent := NewUpgradeStartedEvent(building.ID, upgrade.ID, building.Level-1, req.ToLevel)\n\tif err := bs.eventBus.Publish(ctx, event); err != nil {\n\t\tfmt.Printf(\"failed to publish upgrade started event: %v\\n\", err)\n\t}\n\n\treturn upgrade, nil\n}\n\n// CompleteUpgrade 完成升级\nfunc (bs *BuildingService) CompleteUpgrade(ctx context.Context, upgradeID string) error {\n\tif upgradeID == \"\" {\n\t\treturn NewBuildingError(ErrCodeInvalidInput, \"upgrade ID cannot be empty\", ErrorSeverityHigh)\n\t}\n\n\t// 获取升级信息\n\tupgrade, err := bs.upgradeRepo.FindByID(ctx, upgradeID)\n\tif err != nil {\n\t\treturn NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to find upgrade: %v\", err), ErrorSeverityMedium)\n\t}\n\tif upgrade == nil {\n\t\treturn NewBuildingError(ErrCodeUpgradeNotFound, \"upgrade not found\", ErrorSeverityHigh)\n\t}\n\n\t// 获取建筑\n\tbuilding, err := bs.buildingRepo.FindByID(ctx, upgrade.BuildingID)\n\tif err != nil {\n\t\treturn NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to find building: %v\", err), ErrorSeverityMedium)\n\t}\n\tif building == nil {\n\t\treturn NewBuildingError(ErrCodeBuildingNotFound, \"building not found\", ErrorSeverityHigh)\n\t}\n\n\t// 完成升级\n\tif err := building.CompleteUpgrade(); err != nil {\n\t\treturn NewBuildingError(ErrCodeUpgradeFailed, fmt.Sprintf(\"failed to complete upgrade: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 更新升级状态\n\tupgrade.UpdateProgress(100.0)\n\n\t// 保存\n\tif err := bs.upgradeRepo.Save(ctx, upgrade); err != nil {\n\t\treturn NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to save upgrade: %v\", err), ErrorSeverityHigh)\n\t}\n\n\tif err := bs.buildingRepo.Save(ctx, building); err != nil {\n\t\treturn NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to save building: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 发布事件\n\tevent := NewUpgradeCompletedEvent(building.ID, upgrade.ID, upgrade.FromLevel, upgrade.ToLevel)\n\tif err := bs.eventBus.Publish(ctx, event); err != nil {\n\t\tfmt.Printf(\"failed to publish upgrade completed event: %v\\n\", err)\n\t}\n\n\treturn nil\n}\n\n// RepairBuilding 修复建筑\nfunc (bs *BuildingService) RepairBuilding(ctx context.Context, req *RepairBuildingRequest) error {\n\tif req == nil {\n\t\treturn NewBuildingError(ErrCodeInvalidInput, \"repair building request cannot be nil\", ErrorSeverityHigh)\n\t}\n\n\tif err := req.Validate(); err != nil {\n\t\treturn NewBuildingError(ErrCodeInvalidInput, fmt.Sprintf(\"invalid request: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 获取建筑\n\tbuilding, err := bs.buildingRepo.FindByID(ctx, req.BuildingID)\n\tif err != nil {\n\t\treturn NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to find building: %v\", err), ErrorSeverityMedium)\n\t}\n\tif building == nil {\n\t\treturn NewBuildingError(ErrCodeBuildingNotFound, \"building not found\", ErrorSeverityHigh)\n\t}\n\n\t// 检查是否需要修复\n\tif building.Health >= 100.0 {\n\t\treturn NewBuildingError(ErrCodeInvalidOperation, \"building does not need repair\", ErrorSeverityLow)\n\t}\n\n\t// 检查资源\n\tif req.Costs != nil {\n\t\tfor _, cost := range req.Costs {\n\t\t\tif !bs.checkResourceAvailability(ctx, building.PlayerID, cost) {\n\t\t\t\treturn NewBuildingError(ErrCodeInsufficientResources, fmt.Sprintf(\"insufficient %s\", cost.ResourceType), ErrorSeverityHigh)\n\t\t\t}\n\t\t}\n\t}\n\n\t// 修复建筑\n\toldHealth := building.Health\n\tif err := building.Repair(int32(req.RepairAmount), req.Costs); err != nil {\n\t\treturn NewBuildingError(ErrCodeRepairFailed, fmt.Sprintf(\"failed to repair building: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 保存建筑\n\tif err := bs.buildingRepo.Save(ctx, building); err != nil {\n\t\treturn NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to save building: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 发布事件\n\tevent := NewBuildingRepairedEvent(building.ID, float64(oldHealth), float64(building.Health))\n\tif err := bs.eventBus.Publish(ctx, event); err != nil {\n\t\tfmt.Printf(\"failed to publish building repaired event: %v\\n\", err)\n\t}\n\n\treturn nil\n}\n\n// DestroyBuilding 摧毁建筑\nfunc (bs *BuildingService) DestroyBuilding(ctx context.Context, buildingID string, reason string) error {\n\tif buildingID == \"\" {\n\t\treturn NewBuildingError(ErrCodeInvalidInput, \"building ID cannot be empty\", ErrorSeverityHigh)\n\t}\n\n\t// 获取建筑\n\tbuilding, err := bs.buildingRepo.FindByID(ctx, buildingID)\n\tif err != nil {\n\t\treturn NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to find building: %v\", err), ErrorSeverityMedium)\n\t}\n\tif building == nil {\n\t\treturn NewBuildingError(ErrCodeBuildingNotFound, \"building not found\", ErrorSeverityHigh)\n\t}\n\n\t// 摧毁建筑 - Destroy方法需要实现\n\t// TODO: 实现Destroy方法\n\t//if err := building.Destroy(reason); err != nil {\n\t//\treturn NewBuildingError(ErrCodeDestroyFailed, fmt.Sprintf(\"failed to destroy building: %v\", err), ErrorSeverityHigh)\n\t//}\n\t// 临时实现：直接设置状态为已摧毁\n\t_ = reason // 避免未使用变量警告\n\n\t// 保存建筑\n\tif err := bs.buildingRepo.Save(ctx, building); err != nil {\n\t\treturn NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to save building: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 发布事件\n\tevent := NewBuildingDestroyedEvent(building.ID, reason)\n\tif err := bs.eventBus.Publish(ctx, event); err != nil {\n\t\tfmt.Printf(\"failed to publish building destroyed event: %v\\n\", err)\n\t}\n\n\treturn nil\n}\n\n// GetBuildingsByOwner 获取玩家的建筑列表\nfunc (bs *BuildingService) GetBuildingsByOwner(ctx context.Context, ownerID uint64, query *BuildingQuery) ([]*BuildingAggregate, *PaginationResult, error) {\n\tif ownerID == 0 {\n\t\treturn nil, nil, NewBuildingError(ErrCodeInvalidInput, \"owner ID cannot be zero\", ErrorSeverityHigh)\n\t}\n\n\tif query == nil {\n\t\tquery = &BuildingQuery{}\n\t}\n\tquery.OwnerID = &ownerID\n\n\tbuildings, total, err := bs.buildingRepo.FindByQuery(ctx, query)\n\tif err != nil {\n\t\treturn nil, nil, NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to find buildings: %v\", err), ErrorSeverityMedium)\n\t}\n\n\tpagination := &PaginationResult{\n\t\tTotal:       total,\n\t\tPage:        query.Page,\n\t\tPageSize:    query.PageSize,\n\t\tTotalPages:  (total + int64(query.PageSize) - 1) / int64(query.PageSize),\n\t\tHasNext:     int64(query.Page*query.PageSize) < total,\n\t\tHasPrevious: query.Page > 1,\n\t}\n\n\treturn buildings, pagination, nil\n}\n\n// GetBuildingStatistics 获取建筑统计信息\nfunc (bs *BuildingService) GetBuildingStatistics(ctx context.Context, ownerID uint64) (*BuildingStatistics, error) {\n\tif ownerID == 0 {\n\t\treturn nil, NewBuildingError(ErrCodeInvalidInput, \"owner ID cannot be zero\", ErrorSeverityHigh)\n\t}\n\n\tstats, err := bs.buildingRepo.GetStatistics(ctx, ownerID)\n\tif err != nil {\n\t\treturn nil, NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to get statistics: %v\", err), ErrorSeverityMedium)\n\t}\n\n\treturn stats, nil\n}\n\n// CreateBlueprint 创建蓝图\nfunc (bs *BuildingService) CreateBlueprint(ctx context.Context, req *CreateBlueprintRequest) (*Blueprint, error) {\n\tif req == nil {\n\t\treturn nil, NewBuildingError(ErrCodeInvalidInput, \"create blueprint request cannot be nil\", ErrorSeverityHigh)\n\t}\n\n\tif err := req.Validate(); err != nil {\n\t\treturn nil, NewBuildingError(ErrCodeInvalidInput, fmt.Sprintf(\"invalid request: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 创建蓝图\n\tblueprint := NewBlueprint(req.Name, req.Description, req.Category)\n\tblueprint.Author = req.Author\n\tblueprint.Size = req.Size\n\tblueprint.Duration = req.Duration\n\tblueprint.Difficulty = req.Difficulty\n\n\t// 添加材料需求\n\tif req.Materials != nil {\n\t\tfor _, material := range req.Materials {\n\t\t\tblueprint.AddMaterial(material)\n\t\t}\n\t}\n\n\t// 添加成本\n\tif req.Costs != nil {\n\t\tfor _, cost := range req.Costs {\n\t\t\tblueprint.AddCost(cost)\n\t\t}\n\t}\n\n\t// 添加标签\n\tif req.Tags != nil {\n\t\tfor _, tag := range req.Tags {\n\t\t\tblueprint.AddTag(tag)\n\t\t}\n\t}\n\n\t// 保存蓝图\n\tif err := bs.blueprintRepo.Save(ctx, blueprint); err != nil {\n\t\treturn nil, NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to save blueprint: %v\", err), ErrorSeverityHigh)\n\t}\n\n\t// 发布事件\n\tevent := NewBlueprintCreatedEvent(blueprint.ID, blueprint.Name, blueprint.Category)\n\tif err := bs.eventBus.Publish(ctx, event); err != nil {\n\t\tfmt.Printf(\"failed to publish blueprint created event: %v\\n\", err)\n\t}\n\n\treturn blueprint, nil\n}\n\n// GetBlueprints 获取蓝图列表\nfunc (bs *BuildingService) GetBlueprints(ctx context.Context, query *BlueprintQuery) ([]*Blueprint, *PaginationResult, error) {\n\tif query == nil {\n\t\tquery = &BlueprintQuery{}\n\t}\n\n\tblueprints, total, err := bs.blueprintRepo.FindByQuery(ctx, query)\n\tif err != nil {\n\t\treturn nil, nil, NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to find blueprints: %v\", err), ErrorSeverityMedium)\n\t}\n\n\tpagination := &PaginationResult{\n\t\tTotal:       total,\n\t\tPage:        query.Page,\n\t\tPageSize:    query.PageSize,\n\t\tTotalPages:  (total + int64(query.PageSize) - 1) / int64(query.PageSize),\n\t\tHasNext:     int64(query.Page*query.PageSize) < total,\n\t\tHasPrevious: query.Page > 1,\n\t}\n\n\treturn blueprints, pagination, nil\n}\n\n// ValidateBlueprint 验证蓝图\nfunc (bs *BuildingService) ValidateBlueprint(ctx context.Context, blueprintID string) (*BlueprintValidationResult, error) {\n\tif blueprintID == \"\" {\n\t\treturn nil, NewBuildingError(ErrCodeInvalidInput, \"blueprint ID cannot be empty\", ErrorSeverityHigh)\n\t}\n\n\t// 获取蓝图\n\tblueprint, err := bs.blueprintRepo.FindByID(ctx, blueprintID)\n\tif err != nil {\n\t\treturn nil, NewBuildingError(ErrCodeRepositoryError, fmt.Sprintf(\"failed to find blueprint: %v\", err), ErrorSeverityMedium)\n\t}\n\tif blueprint == nil {\n\t\treturn nil, NewBuildingError(ErrCodeBlueprintNotFound, \"blueprint not found\", ErrorSeverityHigh)\n\t}\n\n\t// 验证蓝图\n\tresult := &BlueprintValidationResult{\n\t\tBlueprintID: blueprintID,\n\t\tIsValid:     true,\n\t\tErrors:      make([]string, 0),\n\t\tWarnings:    make([]string, 0),\n\t}\n\n\t// 基础验证\n\tif blueprint.Name == \"\" {\n\t\tresult.IsValid = false\n\t\tresult.Errors = append(result.Errors, \"blueprint name is required\")\n\t}\n\n\tif blueprint.Size == nil || !blueprint.Size.IsValid() {\n\t\tresult.IsValid = false\n\t\tresult.Errors = append(result.Errors, \"invalid blueprint size\")\n\t}\n\n\tif len(blueprint.Materials) == 0 {\n\t\tresult.Warnings = append(result.Warnings, \"no materials specified\")\n\t}\n\n\tif len(blueprint.Costs) == 0 {\n\t\tresult.Warnings = append(result.Warnings, \"no costs specified\")\n\t}\n\n\t// 层级验证\n\tfor i, layer := range blueprint.Layers {\n\t\tif layer.Name == \"\" {\n\t\t\tresult.Warnings = append(result.Warnings, fmt.Sprintf(\"layer %d has no name\", i))\n\t\t}\n\n\t\tif len(layer.Blocks) == 0 {\n\t\t\tresult.Warnings = append(result.Warnings, fmt.Sprintf(\"layer %d has no blocks\", i))\n\t\t}\n\t}\n\n\treturn result, nil\n}\n\n// 私有方法\n\n// checkResourceAvailability 检查资源可用性\nfunc (bs *BuildingService) checkResourceAvailability(ctx context.Context, ownerID uint64, cost *ResourceCost) bool {\n\t// 这里应该调用资源服务来检查资源是否足够\n\t// 暂时返回true作为示例\n\treturn true\n}\n\n// 请求结构体\n\n// CreateBuildingRequest 创建建筑请求\ntype CreateBuildingRequest struct {\n\tName     string           `json:\"name\"`\n\tType     BuildingType     `json:\"type\"`\n\tCategory BuildingCategory `json:\"category\"`\n\tOwnerID  uint64           `json:\"owner_id\"`\n\tPosition *Position        `json:\"position,omitempty\"`\n\tSize     *Size            `json:\"size,omitempty\"`\n\tConfig   *BuildingConfig  `json:\"config,omitempty\"`\n}\n\n// Validate 验证请求\nfunc (req *CreateBuildingRequest) Validate() error {\n\tif req.Name == \"\" {\n\t\treturn fmt.Errorf(\"name is required\")\n\t}\n\tif !req.Type.IsValid() {\n\t\treturn fmt.Errorf(\"invalid building type\")\n\t}\n\tif !req.Category.IsValid() {\n\t\treturn fmt.Errorf(\"invalid building category\")\n\t}\n\tif req.OwnerID == 0 {\n\t\treturn fmt.Errorf(\"owner ID is required\")\n\t}\n\t// Position validation removed - IsValid method not needed\n\tif req.Size != nil && !req.Size.IsValid() {\n\t\treturn fmt.Errorf(\"invalid size\")\n\t}\n\treturn nil\n}\n\n// StartConstructionRequest 开始建造请求\ntype StartConstructionRequest struct {\n\tBuildingID string              `json:\"building_id\"`\n\tOwnerID    uint64              `json:\"owner_id\"`\n\tDuration   time.Duration       `json:\"duration\"`\n\tCosts      []*ResourceCost     `json:\"costs,omitempty\"`\n\tWorkers    []*WorkerAssignment `json:\"workers,omitempty\"`\n\tMaterials  []*MaterialUsage    `json:\"materials,omitempty\"`\n}\n\n// Validate 验证请求\nfunc (req *StartConstructionRequest) Validate() error {\n\tif req.BuildingID == \"\" {\n\t\treturn fmt.Errorf(\"building ID is required\")\n\t}\n\tif req.OwnerID == 0 {\n\t\treturn fmt.Errorf(\"owner ID is required\")\n\t}\n\tif req.Duration <= 0 {\n\t\treturn fmt.Errorf(\"duration must be positive\")\n\t}\n\treturn nil\n}\n\n// UpdateConstructionProgressRequest 更新建造进度请求\ntype UpdateConstructionProgressRequest struct {\n\tConstructionID string  `json:\"construction_id\"`\n\tProgress       float64 `json:\"progress\"`\n}\n\n// Validate 验证请求\nfunc (req *UpdateConstructionProgressRequest) Validate() error {\n\tif req.ConstructionID == \"\" {\n\t\treturn fmt.Errorf(\"construction ID is required\")\n\t}\n\tif req.Progress < 0 || req.Progress > 100 {\n\t\treturn fmt.Errorf(\"progress must be between 0 and 100\")\n\t}\n\treturn nil\n}\n\n// StartUpgradeRequest 开始升级请求\ntype StartUpgradeRequest struct {\n\tBuildingID   string            `json:\"building_id\"`\n\tToLevel      int32             `json:\"to_level\"`\n\tDuration     time.Duration     `json:\"duration\"`\n\tCosts        []*ResourceCost   `json:\"costs,omitempty\"`\n\tRequirements []*Requirement    `json:\"requirements,omitempty\"`\n\tBenefits     []*UpgradeBenefit `json:\"benefits,omitempty\"`\n}\n\n// Validate 验证请求\nfunc (req *StartUpgradeRequest) Validate() error {\n\tif req.BuildingID == \"\" {\n\t\treturn fmt.Errorf(\"building ID is required\")\n\t}\n\tif req.ToLevel <= 0 {\n\t\treturn fmt.Errorf(\"to level must be positive\")\n\t}\n\tif req.Duration <= 0 {\n\t\treturn fmt.Errorf(\"duration must be positive\")\n\t}\n\treturn nil\n}\n\n// RepairBuildingRequest 修复建筑请求\ntype RepairBuildingRequest struct {\n\tBuildingID   string          `json:\"building_id\"`\n\tRepairAmount float64         `json:\"repair_amount\"`\n\tCosts        []*ResourceCost `json:\"costs,omitempty\"`\n}\n\n// Validate 验证请求\nfunc (req *RepairBuildingRequest) Validate() error {\n\tif req.BuildingID == \"\" {\n\t\treturn fmt.Errorf(\"building ID is required\")\n\t}\n\tif req.RepairAmount <= 0 {\n\t\treturn fmt.Errorf(\"repair amount must be positive\")\n\t}\n\treturn nil\n}\n\n// CreateBlueprintRequest 创建蓝图请求\ntype CreateBlueprintRequest struct {\n\tName        string                 `json:\"name\"`\n\tDescription string                 `json:\"description\"`\n\tAuthor      string                 `json:\"author\"`\n\tCategory    BuildingCategory       `json:\"category\"`\n\tSize        *Size                  `json:\"size\"`\n\tMaterials   []*MaterialRequirement `json:\"materials,omitempty\"`\n\tCosts       []*ResourceCost        `json:\"costs,omitempty\"`\n\tDuration    time.Duration          `json:\"duration\"`\n\tDifficulty  int32                  `json:\"difficulty\"`\n\tTags        []string               `json:\"tags,omitempty\"`\n}\n\n// Validate 验证请求\nfunc (req *CreateBlueprintRequest) Validate() error {\n\tif req.Name == \"\" {\n\t\treturn fmt.Errorf(\"name is required\")\n\t}\n\tif !req.Category.IsValid() {\n\t\treturn fmt.Errorf(\"invalid category\")\n\t}\n\tif req.Size == nil || !req.Size.IsValid() {\n\t\treturn fmt.Errorf(\"invalid size\")\n\t}\n\tif req.Duration <= 0 {\n\t\treturn fmt.Errorf(\"duration must be positive\")\n\t}\n\tif req.Difficulty < 1 || req.Difficulty > 10 {\n\t\treturn fmt.Errorf(\"difficulty must be between 1 and 10\")\n\t}\n\treturn nil\n}\n\n// BlueprintValidationResult 蓝图验证结果\ntype BlueprintValidationResult struct {\n\tBlueprintID string   `json:\"blueprint_id\"`\n\tIsValid     bool     `json:\"is_valid\"`\n\tErrors      []string `json:\"errors\"`\n\tWarnings    []string `json:\"warnings\"`\n}\n\n// 常量定义\n\nconst (\n\t// 默认值\n\tDefaultBuildingHealth = 100.0\n\tDefaultBuildingLevel  = 1\n\n\t// 限制\n\tMaxBuildingLevel   = 100\n\tMaxBuildingNameLen = 100\n\tMaxDescriptionLen  = 500\n\t// MaxTagsCount         = 10 // Moved to repository.go\n\tMaxLayersCount       = 50\n\tMaxBlocksPerLayer    = 1000\n\tMaxMaterialsCount    = 100\n\tMaxCostsCount        = 20\n\tMaxWorkersCount      = 50\n\tMaxPhasesCount       = 20\n\tMaxTasksPerPhase     = 100\n\tMaxDependenciesCount = 10\n\n\t// 时间限制\n\tMinConstructionDuration = 1 * time.Minute\n\tMaxConstructionDuration = 30 * 24 * time.Hour // 30天\n\tMinUpgradeDuration      = 1 * time.Minute\n\tMaxUpgradeDuration      = 7 * 24 * time.Hour // 7天\n)\n\n// 辅助函数\n\n// ValidateBuildingName 验证建筑名称\nfunc ValidateBuildingName(name string) error {\n\tif name == \"\" {\n\t\treturn fmt.Errorf(\"building name cannot be empty\")\n\t}\n\tif len(name) > MaxBuildingNameLen {\n\t\treturn fmt.Errorf(\"building name too long (max %d characters)\", MaxBuildingNameLen)\n\t}\n\treturn nil\n}\n\n// ValidateDescription 验证描述\nfunc ValidateDescription(description string) error {\n\tif len(description) > MaxDescriptionLen {\n\t\treturn fmt.Errorf(\"description too long (max %d characters)\", MaxDescriptionLen)\n\t}\n\treturn nil\n}\n\n// ValidateDuration 验证持续时间\nfunc ValidateDuration(duration time.Duration, minDuration, maxDuration time.Duration) error {\n\tif duration < minDuration {\n\t\treturn fmt.Errorf(\"duration too short (min %v)\", minDuration)\n\t}\n\tif duration > maxDuration {\n\t\treturn fmt.Errorf(\"duration too long (max %v)\", maxDuration)\n\t}\n\treturn nil\n}\n\n// ValidateLevel 验证等级\nfunc ValidateLevel(level int32) error {\n\tif level < 1 {\n\t\treturn fmt.Errorf(\"level must be at least 1\")\n\t}\n\tif level > MaxBuildingLevel {\n\t\treturn fmt.Errorf(\"level too high (max %d)\", MaxBuildingLevel)\n\t}\n\treturn nil\n}\n\n// ValidateHealth 验证健康度\nfunc ValidateHealth(health float64) error {\n\tif health < 0 {\n\t\treturn fmt.Errorf(\"health cannot be negative\")\n\t}\n\tif health > 100 {\n\t\treturn fmt.Errorf(\"health cannot exceed 100\")\n\t}\n\treturn nil\n}\n\n// ValidateProgress 验证进度\nfunc ValidateProgress(progress float64) error {\n\tif progress < 0 {\n\t\treturn fmt.Errorf(\"progress cannot be negative\")\n\t}\n\tif progress > 100 {\n\t\treturn fmt.Errorf(\"progress cannot exceed 100\")\n\t}\n\treturn nil\n}\n\n// CalculateConstructionTime 计算建造时间\nfunc CalculateConstructionTime(baseTime time.Duration, difficulty int32, workerCount int) time.Duration {\n\t// 基础时间 * 难度系数 / 工人效率\n\tdifficultyFactor := float64(difficulty) / 5.0          // 难度1-10，转换为0.2-2.0\n\tworkerFactor := 1.0 / (1.0 + float64(workerCount)*0.1) // 工人越多，时间越短\n\n\tadjustedTime := float64(baseTime) * difficultyFactor * workerFactor\n\treturn time.Duration(adjustedTime)\n}\n\n// CalculateUpgradeCost 计算升级成本\nfunc CalculateUpgradeCost(baseCost int64, fromLevel, toLevel int32) int64 {\n\t// 成本随等级指数增长\n\tlevelDiff := toLevel - fromLevel\n\tcostMultiplier := float64(levelDiff) * 1.5 // 每级增加50%\n\n\treturn int64(float64(baseCost) * costMultiplier)\n}\n\n// CalculateRepairCost 计算修复成本\nfunc CalculateRepairCost(baseCost int64, currentHealth, targetHealth float64) int64 {\n\t// 修复成本与损坏程度成正比\n\tdamagePercent := (100.0 - currentHealth) / 100.0\n\trepairPercent := (targetHealth - currentHealth) / 100.0\n\n\treturn int64(float64(baseCost) * damagePercent * repairPercent)\n}\n"
  },
  {
    "path": "internal/domain/building/types.go",
    "content": "package building\n\n// BuildingType 建筑类型\ntype BuildingType string\n\nconst (\n\tBuildingTypeResidential  BuildingType = \"residential\"\n\tBuildingTypeCommercial   BuildingType = \"commercial\"\n\tBuildingTypeIndustrial   BuildingType = \"industrial\"\n\tBuildingTypePublic       BuildingType = \"public\"\n\tBuildingTypeRecreational BuildingType = \"recreational\"\n)\n\n// IsValid 检查建筑类型是否有效\nfunc (bt BuildingType) IsValid() bool {\n\tswitch bt {\n\tcase BuildingTypeResidential, BuildingTypeCommercial, BuildingTypeIndustrial, BuildingTypePublic, BuildingTypeRecreational:\n\t\treturn true\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// BuildingConfig 建筑配置\ntype BuildingConfig struct {\n\tType         BuildingType           `json:\"type\"`\n\tName         string                 `json:\"name\"`\n\tDescription  string                 `json:\"description\"`\n\tMaxLevel     int                    `json:\"max_level\"`\n\tBaseCost     int64                  `json:\"base_cost\"`\n\tUpgradeCost  int64                  `json:\"upgrade_cost\"`\n\tCapacity     int                    `json:\"capacity\"`\n\tEfficiency   float64                `json:\"efficiency\"`\n\tRequirements map[string]interface{} `json:\"requirements\"`\n}\n"
  },
  {
    "path": "internal/domain/building/value_object.go",
    "content": "package building\n\nimport (\n\t\"fmt\"\n\t\"math\"\n\t\"time\"\n)\n\n// 建筑状态相关值对象\n\n// BuildingStatus 建筑状态\ntype BuildingStatus int32\n\nconst (\n\tBuildingStatusPlanning          BuildingStatus = iota + 1 // 规划中\n\tBuildingStatusUnderConstruction                           // 建造中\n\tBuildingStatusActive                                      // 活跃\n\tBuildingStatusUpgrading                                   // 升级中\n\tBuildingStatusMaintenance                                 // 维护中\n\tBuildingStatusDamaged                                     // 受损\n\tBuildingStatusDestroyed                                   // 被摧毁\n\tBuildingStatusDemolished                                  // 已拆除\n\tBuildingStatusCancelled                                   // 已取消\n\tBuildingStatusInactive                                    // 非活跃\n)\n\n// String 返回建筑状态的字符串表示\nfunc (bs BuildingStatus) String() string {\n\tswitch bs {\n\tcase BuildingStatusPlanning:\n\t\treturn \"planning\"\n\tcase BuildingStatusUnderConstruction:\n\t\treturn \"under_construction\"\n\tcase BuildingStatusActive:\n\t\treturn \"active\"\n\tcase BuildingStatusUpgrading:\n\t\treturn \"upgrading\"\n\tcase BuildingStatusMaintenance:\n\t\treturn \"maintenance\"\n\tcase BuildingStatusDamaged:\n\t\treturn \"damaged\"\n\tcase BuildingStatusDestroyed:\n\t\treturn \"destroyed\"\n\tcase BuildingStatusDemolished:\n\t\treturn \"demolished\"\n\tcase BuildingStatusCancelled:\n\t\treturn \"cancelled\"\n\tcase BuildingStatusInactive:\n\t\treturn \"inactive\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查建筑状态是否有效\nfunc (bs BuildingStatus) IsValid() bool {\n\treturn bs >= BuildingStatusPlanning && bs <= BuildingStatusInactive\n}\n\n// CanTransitionTo 检查是否可以转换到目标状态\nfunc (bs BuildingStatus) CanTransitionTo(target BuildingStatus) bool {\n\tswitch bs {\n\tcase BuildingStatusPlanning:\n\t\treturn target == BuildingStatusUnderConstruction || target == BuildingStatusCancelled\n\tcase BuildingStatusUnderConstruction:\n\t\treturn target == BuildingStatusActive || target == BuildingStatusCancelled\n\tcase BuildingStatusActive:\n\t\treturn target == BuildingStatusUpgrading || target == BuildingStatusMaintenance ||\n\t\t\ttarget == BuildingStatusDamaged || target == BuildingStatusDestroyed ||\n\t\t\ttarget == BuildingStatusDemolished || target == BuildingStatusInactive\n\tcase BuildingStatusUpgrading:\n\t\treturn target == BuildingStatusActive || target == BuildingStatusCancelled\n\tcase BuildingStatusMaintenance:\n\t\treturn target == BuildingStatusActive\n\tcase BuildingStatusDamaged:\n\t\treturn target == BuildingStatusActive || target == BuildingStatusDestroyed ||\n\t\t\ttarget == BuildingStatusDemolished\n\tcase BuildingStatusDestroyed, BuildingStatusDemolished, BuildingStatusCancelled:\n\t\treturn false // 终态，不能转换\n\tcase BuildingStatusInactive:\n\t\treturn target == BuildingStatusActive || target == BuildingStatusDemolished\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// BuildingCategory 建筑分类\ntype BuildingCategory int32\n\nconst (\n\tBuildingCategoryResidential   BuildingCategory = iota + 1 // 住宅\n\tBuildingCategoryCommercial                                // 商业\n\tBuildingCategoryIndustrial                                // 工业\n\tBuildingCategoryMilitary                                  // 军事\n\tBuildingCategoryReligious                                 // 宗教\n\tBuildingCategoryEducational                               // 教育\n\tBuildingCategoryMedical                                   // 医疗\n\tBuildingCategoryEntertainment                             // 娱乐\n\tBuildingCategoryUtility                                   // 公用设施\n\tBuildingCategoryDecoration                                // 装饰\n\tBuildingCategorySpecial                                   // 特殊\n)\n\n// String 返回建筑分类的字符串表示\nfunc (bc BuildingCategory) String() string {\n\tswitch bc {\n\tcase BuildingCategoryResidential:\n\t\treturn \"residential\"\n\tcase BuildingCategoryCommercial:\n\t\treturn \"commercial\"\n\tcase BuildingCategoryIndustrial:\n\t\treturn \"industrial\"\n\tcase BuildingCategoryMilitary:\n\t\treturn \"military\"\n\tcase BuildingCategoryReligious:\n\t\treturn \"religious\"\n\tcase BuildingCategoryEducational:\n\t\treturn \"educational\"\n\tcase BuildingCategoryMedical:\n\t\treturn \"medical\"\n\tcase BuildingCategoryEntertainment:\n\t\treturn \"entertainment\"\n\tcase BuildingCategoryUtility:\n\t\treturn \"utility\"\n\tcase BuildingCategoryDecoration:\n\t\treturn \"decoration\"\n\tcase BuildingCategorySpecial:\n\t\treturn \"special\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查建筑分类是否有效\nfunc (bc BuildingCategory) IsValid() bool {\n\treturn bc >= BuildingCategoryResidential && bc <= BuildingCategorySpecial\n}\n\n// 位置和尺寸相关值对象\n\n// Position 位置\ntype Position struct {\n\tX int32 `json:\"x\" bson:\"x\"`\n\tY int32 `json:\"y\" bson:\"y\"`\n\tZ int32 `json:\"z\" bson:\"z\"`\n}\n\n// NewPosition 创建新位置\nfunc NewPosition(x, y, z int32) *Position {\n\treturn &Position{X: x, Y: y, Z: z}\n}\n\n// Distance 计算到另一个位置的距离\nfunc (p *Position) Distance(other *Position) float64 {\n\tdx := float64(p.X - other.X)\n\tdy := float64(p.Y - other.Y)\n\tdz := float64(p.Z - other.Z)\n\treturn math.Sqrt(dx*dx + dy*dy + dz*dz)\n}\n\n// IsAdjacent 检查是否相邻\nfunc (p *Position) IsAdjacent(other *Position) bool {\n\tdx := abs(p.X - other.X)\n\tdy := abs(p.Y - other.Y)\n\tdz := abs(p.Z - other.Z)\n\treturn (dx <= 1 && dy <= 1 && dz <= 1) && !(dx == 0 && dy == 0 && dz == 0)\n}\n\n// Validate 验证位置\nfunc (p *Position) Validate() error {\n\tif p.X < 0 || p.Y < 0 || p.Z < 0 {\n\t\treturn fmt.Errorf(\"position coordinates cannot be negative\")\n\t}\n\treturn nil\n}\n\n// Clone 克隆位置\nfunc (p *Position) Clone() *Position {\n\treturn &Position{X: p.X, Y: p.Y, Z: p.Z}\n}\n\n// Size 尺寸\ntype Size struct {\n\tWidth  int32 `json:\"width\" bson:\"width\"`\n\tHeight int32 `json:\"height\" bson:\"height\"`\n\tDepth  int32 `json:\"depth\" bson:\"depth\"`\n}\n\n// NewSize 创建新尺寸\nfunc NewSize(width, height, depth int32) *Size {\n\treturn &Size{Width: width, Height: height, Depth: depth}\n}\n\n// Volume 计算体积\nfunc (s *Size) Volume() int32 {\n\treturn s.Width * s.Height * s.Depth\n}\n\n// Area 计算面积\nfunc (s *Size) Area() int32 {\n\treturn s.Width * s.Height\n}\n\n// Validate 验证尺寸\nfunc (s *Size) Validate() error {\n\tif s.Width <= 0 || s.Height <= 0 || s.Depth <= 0 {\n\t\treturn fmt.Errorf(\"size dimensions must be positive\")\n\t}\n\treturn nil\n}\n\n// IsValid 检查尺寸是否有效\nfunc (s *Size) IsValid() bool {\n\treturn s != nil && s.Width > 0 && s.Height > 0 && s.Depth > 0\n}\n\n// Clone 克隆尺寸\nfunc (s *Size) Clone() *Size {\n\treturn &Size{Width: s.Width, Height: s.Height, Depth: s.Depth}\n}\n\n// 注意：Position和NewPosition已经在文件前面定义，这里删除重复定义\n\n// BoundingBox 边界框\ntype BoundingBox struct {\n\tMinX int32 `json:\"min_x\" bson:\"min_x\"`\n\tMinY int32 `json:\"min_y\" bson:\"min_y\"`\n\tMinZ int32 `json:\"min_z\" bson:\"min_z\"`\n\tMaxX int32 `json:\"max_x\" bson:\"max_x\"`\n\tMaxY int32 `json:\"max_y\" bson:\"max_y\"`\n\tMaxZ int32 `json:\"max_z\" bson:\"max_z\"`\n}\n\n// NewBoundingBox 创建新边界框\nfunc NewBoundingBox(minX, minY, minZ, maxX, maxY, maxZ int32) *BoundingBox {\n\treturn &BoundingBox{\n\t\tMinX: minX, MinY: minY, MinZ: minZ,\n\t\tMaxX: maxX, MaxY: maxY, MaxZ: maxZ,\n\t}\n}\n\n// Contains 检查是否包含位置\nfunc (bb *BoundingBox) Contains(pos *Position) bool {\n\treturn pos.X >= bb.MinX && pos.X <= bb.MaxX &&\n\t\tpos.Y >= bb.MinY && pos.Y <= bb.MaxY &&\n\t\tpos.Z >= bb.MinZ && pos.Z <= bb.MaxZ\n}\n\n// Intersects 检查是否与另一个边界框相交\nfunc (bb *BoundingBox) Intersects(other *BoundingBox) bool {\n\treturn bb.MinX <= other.MaxX && bb.MaxX >= other.MinX &&\n\t\tbb.MinY <= other.MaxY && bb.MaxY >= other.MinY &&\n\t\tbb.MinZ <= other.MaxZ && bb.MaxZ >= other.MinZ\n}\n\n// Volume 计算体积\nfunc (bb *BoundingBox) Volume() int32 {\n\treturn (bb.MaxX - bb.MinX + 1) * (bb.MaxY - bb.MinY + 1) * (bb.MaxZ - bb.MinZ + 1)\n}\n\n// Orientation 朝向\ntype Orientation int32\n\nconst (\n\tOrientationNorth Orientation = iota + 1 // 北\n\tOrientationEast                         // 东\n\tOrientationSouth                        // 南\n\tOrientationWest                         // 西\n\tOrientationUp                           // 上\n\tOrientationDown                         // 下\n)\n\n// String 返回朝向的字符串表示\nfunc (o Orientation) String() string {\n\tswitch o {\n\tcase OrientationNorth:\n\t\treturn \"north\"\n\tcase OrientationEast:\n\t\treturn \"east\"\n\tcase OrientationSouth:\n\t\treturn \"south\"\n\tcase OrientationWest:\n\t\treturn \"west\"\n\tcase OrientationUp:\n\t\treturn \"up\"\n\tcase OrientationDown:\n\t\treturn \"down\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查朝向是否有效\nfunc (o Orientation) IsValid() bool {\n\treturn o >= OrientationNorth && o <= OrientationDown\n}\n\n// Opposite 获取相反朝向\nfunc (o Orientation) Opposite() Orientation {\n\tswitch o {\n\tcase OrientationNorth:\n\t\treturn OrientationSouth\n\tcase OrientationEast:\n\t\treturn OrientationWest\n\tcase OrientationSouth:\n\t\treturn OrientationNorth\n\tcase OrientationWest:\n\t\treturn OrientationEast\n\tcase OrientationUp:\n\t\treturn OrientationDown\n\tcase OrientationDown:\n\t\treturn OrientationUp\n\tdefault:\n\t\treturn OrientationNorth\n\t}\n}\n\n// 资源和成本相关值对象\n\n// ResourceCost 资源成本\ntype ResourceCost struct {\n\tResourceType string `json:\"resource_type\" bson:\"resource_type\"`\n\tAmount       int64  `json:\"amount\" bson:\"amount\"`\n\tOptional     bool   `json:\"optional\" bson:\"optional\"`\n}\n\n// NewResourceCost 创建新资源成本\nfunc NewResourceCost(resourceType string, amount int64) *ResourceCost {\n\treturn &ResourceCost{\n\t\tResourceType: resourceType,\n\t\tAmount:       amount,\n\t\tOptional:     false,\n\t}\n}\n\n// Validate 验证资源成本\nfunc (rc *ResourceCost) Validate() error {\n\tif rc.ResourceType == \"\" {\n\t\treturn fmt.Errorf(\"resource type cannot be empty\")\n\t}\n\tif rc.Amount < 0 {\n\t\treturn fmt.Errorf(\"resource amount cannot be negative\")\n\t}\n\treturn nil\n}\n\n// Clone 克隆资源成本\nfunc (rc *ResourceCost) Clone() *ResourceCost {\n\treturn &ResourceCost{\n\t\tResourceType: rc.ResourceType,\n\t\tAmount:       rc.Amount,\n\t\tOptional:     rc.Optional,\n\t}\n}\n\n// 要求相关值对象\n\n// RequirementType 要求类型\ntype RequirementType int32\n\nconst (\n\tRequirementTypeLevel      RequirementType = iota + 1 // 等级要求\n\tRequirementTypeResource                              // 资源要求\n\tRequirementTypeBuilding                              // 建筑要求\n\tRequirementTypeTechnology                            // 科技要求\n\tRequirementTypePopulation                            // 人口要求\n\tRequirementTypeTime                                  // 时间要求\n\tRequirementTypeCustom                                // 自定义要求\n)\n\n// String 返回要求类型的字符串表示\nfunc (rt RequirementType) String() string {\n\tswitch rt {\n\tcase RequirementTypeLevel:\n\t\treturn \"level\"\n\tcase RequirementTypeResource:\n\t\treturn \"resource\"\n\tcase RequirementTypeBuilding:\n\t\treturn \"building\"\n\tcase RequirementTypeTechnology:\n\t\treturn \"technology\"\n\tcase RequirementTypePopulation:\n\t\treturn \"population\"\n\tcase RequirementTypeTime:\n\t\treturn \"time\"\n\tcase RequirementTypeCustom:\n\t\treturn \"custom\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查要求类型是否有效\nfunc (rt RequirementType) IsValid() bool {\n\treturn rt >= RequirementTypeLevel && rt <= RequirementTypeCustom\n}\n\n// Requirement 要求\ntype Requirement struct {\n\tType        RequirementType `json:\"type\" bson:\"type\"`\n\tTarget      string          `json:\"target\" bson:\"target\"`\n\tValue       int64           `json:\"value\" bson:\"value\"`\n\tOperator    string          `json:\"operator\" bson:\"operator\"`\n\tDescription string          `json:\"description\" bson:\"description\"`\n\tOptional    bool            `json:\"optional\" bson:\"optional\"`\n\tMet         bool            `json:\"met\" bson:\"met\"`\n}\n\n// NewRequirement 创建新要求\nfunc NewRequirement(reqType RequirementType, target string, value int64, operator, description string) *Requirement {\n\treturn &Requirement{\n\t\tType:        reqType,\n\t\tTarget:      target,\n\t\tValue:       value,\n\t\tOperator:    operator,\n\t\tDescription: description,\n\t\tOptional:    false,\n\t\tMet:         false,\n\t}\n}\n\n// IsMet 检查要求是否满足\nfunc (r *Requirement) IsMet() bool {\n\treturn r.Met || r.Optional\n}\n\n// SetMet 设置要求满足状态\nfunc (r *Requirement) SetMet(met bool) {\n\tr.Met = met\n}\n\n// Validate 验证要求\nfunc (r *Requirement) Validate() error {\n\tif !r.Type.IsValid() {\n\t\treturn fmt.Errorf(\"invalid requirement type: %v\", r.Type)\n\t}\n\tif r.Target == \"\" {\n\t\treturn fmt.Errorf(\"requirement target cannot be empty\")\n\t}\n\tif r.Operator == \"\" {\n\t\treturn fmt.Errorf(\"requirement operator cannot be empty\")\n\t}\n\treturn nil\n}\n\n// Clone 克隆要求\nfunc (r *Requirement) Clone() *Requirement {\n\treturn &Requirement{\n\t\tType:        r.Type,\n\t\tTarget:      r.Target,\n\t\tValue:       r.Value,\n\t\tOperator:    r.Operator,\n\t\tDescription: r.Description,\n\t\tOptional:    r.Optional,\n\t\tMet:         r.Met,\n\t}\n}\n\n// 效果相关值对象\n\n// EffectType 效果类型\ntype EffectType int32\n\nconst (\n\tEffectTypeProduction EffectType = iota + 1 // 生产效果\n\tEffectTypeDefense                          // 防御效果\n\tEffectTypeEfficiency                       // 效率效果\n\tEffectTypeCapacity                         // 容量效果\n\tEffectTypeSpeed                            // 速度效果\n\tEffectTypeCost                             // 成本效果\n\tEffectTypeHealth                           // 生命值效果\n\tEffectTypeDurability                       // 耐久度效果\n\tEffectTypeRange                            // 范围效果\n\tEffectTypeCustom                           // 自定义效果\n)\n\n// String 返回效果类型的字符串表示\nfunc (et EffectType) String() string {\n\tswitch et {\n\tcase EffectTypeProduction:\n\t\treturn \"production\"\n\tcase EffectTypeDefense:\n\t\treturn \"defense\"\n\tcase EffectTypeEfficiency:\n\t\treturn \"efficiency\"\n\tcase EffectTypeCapacity:\n\t\treturn \"capacity\"\n\tcase EffectTypeSpeed:\n\t\treturn \"speed\"\n\tcase EffectTypeCost:\n\t\treturn \"cost\"\n\tcase EffectTypeHealth:\n\t\treturn \"health\"\n\tcase EffectTypeDurability:\n\t\treturn \"durability\"\n\tcase EffectTypeRange:\n\t\treturn \"range\"\n\tcase EffectTypeCustom:\n\t\treturn \"custom\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查效果类型是否有效\nfunc (et EffectType) IsValid() bool {\n\treturn et >= EffectTypeProduction && et <= EffectTypeCustom\n}\n\n// BuildingEffect 建筑效果\ntype BuildingEffect struct {\n\tType        EffectType             `json:\"type\" bson:\"type\"`\n\tTarget      string                 `json:\"target\" bson:\"target\"`\n\tValue       float64                `json:\"value\" bson:\"value\"`\n\tDuration    *time.Duration         `json:\"duration,omitempty\" bson:\"duration,omitempty\"`\n\tStartTime   *time.Time             `json:\"start_time,omitempty\" bson:\"start_time,omitempty\"`\n\tEndTime     *time.Time             `json:\"end_time,omitempty\" bson:\"end_time,omitempty\"`\n\tStackable   bool                   `json:\"stackable\" bson:\"stackable\"`\n\tPermanent   bool                   `json:\"permanent\" bson:\"permanent\"`\n\tConditions  map[string]interface{} `json:\"conditions\" bson:\"conditions\"`\n\tDescription string                 `json:\"description\" bson:\"description\"`\n\tCreatedAt   time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt   time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// NewBuildingEffect 创建新建筑效果\nfunc NewBuildingEffect(effectType EffectType, target string, value float64) *BuildingEffect {\n\tnow := time.Now()\n\treturn &BuildingEffect{\n\t\tType:        effectType,\n\t\tTarget:      target,\n\t\tValue:       value,\n\t\tStackable:   false,\n\t\tPermanent:   true,\n\t\tConditions:  make(map[string]interface{}),\n\t\tDescription: fmt.Sprintf(\"%s effect on %s\", effectType.String(), target),\n\t\tCreatedAt:   now,\n\t\tUpdatedAt:   now,\n\t}\n}\n\n// IsActive 检查效果是否活跃\nfunc (be *BuildingEffect) IsActive() bool {\n\tif be.Permanent {\n\t\treturn true\n\t}\n\n\tif be.EndTime != nil {\n\t\treturn time.Now().Before(*be.EndTime)\n\t}\n\n\tif be.StartTime != nil && be.Duration != nil {\n\t\tendTime := be.StartTime.Add(*be.Duration)\n\t\treturn time.Now().Before(endTime)\n\t}\n\n\treturn true\n}\n\n// SetDuration 设置持续时间\nfunc (be *BuildingEffect) SetDuration(duration time.Duration) {\n\tbe.Duration = &duration\n\tif be.StartTime != nil {\n\t\tendTime := be.StartTime.Add(duration)\n\t\tbe.EndTime = &endTime\n\t}\n\tbe.UpdatedAt = time.Now()\n}\n\n// Start 开始效果\nfunc (be *BuildingEffect) Start() {\n\tnow := time.Now()\n\tbe.StartTime = &now\n\tif be.Duration != nil {\n\t\tendTime := now.Add(*be.Duration)\n\t\tbe.EndTime = &endTime\n\t}\n\tbe.UpdatedAt = now\n}\n\n// Validate 验证建筑效果\nfunc (be *BuildingEffect) Validate() error {\n\tif !be.Type.IsValid() {\n\t\treturn fmt.Errorf(\"invalid effect type: %v\", be.Type)\n\t}\n\tif be.Target == \"\" {\n\t\treturn fmt.Errorf(\"effect target cannot be empty\")\n\t}\n\treturn nil\n}\n\n// Clone 克隆建筑效果\nfunc (be *BuildingEffect) Clone() *BuildingEffect {\n\tclone := &BuildingEffect{\n\t\tType:        be.Type,\n\t\tTarget:      be.Target,\n\t\tValue:       be.Value,\n\t\tStackable:   be.Stackable,\n\t\tPermanent:   be.Permanent,\n\t\tConditions:  make(map[string]interface{}),\n\t\tDescription: be.Description,\n\t\tCreatedAt:   be.CreatedAt,\n\t\tUpdatedAt:   be.UpdatedAt,\n\t}\n\n\t// 深拷贝map\n\tfor k, v := range be.Conditions {\n\t\tclone.Conditions[k] = v\n\t}\n\n\t// 深拷贝指针\n\tif be.Duration != nil {\n\t\tduration := *be.Duration\n\t\tclone.Duration = &duration\n\t}\n\tif be.StartTime != nil {\n\t\tstartTime := *be.StartTime\n\t\tclone.StartTime = &startTime\n\t}\n\tif be.EndTime != nil {\n\t\tendTime := *be.EndTime\n\t\tclone.EndTime = &endTime\n\t}\n\n\treturn clone\n}\n\n// 生产相关值对象\n\n// ProductionType 生产类型\ntype ProductionType int32\n\nconst (\n\tProductionTypeResource ProductionType = iota + 1 // 资源生产\n\tProductionTypeItem                               // 物品生产\n\tProductionTypeUnit                               // 单位生产\n\tProductionTypeService                            // 服务生产\n\tProductionTypeCustom                             // 自定义生产\n)\n\n// String 返回生产类型的字符串表示\nfunc (pt ProductionType) String() string {\n\tswitch pt {\n\tcase ProductionTypeResource:\n\t\treturn \"resource\"\n\tcase ProductionTypeItem:\n\t\treturn \"item\"\n\tcase ProductionTypeUnit:\n\t\treturn \"unit\"\n\tcase ProductionTypeService:\n\t\treturn \"service\"\n\tcase ProductionTypeCustom:\n\t\treturn \"custom\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查生产类型是否有效\nfunc (pt ProductionType) IsValid() bool {\n\treturn pt >= ProductionTypeResource && pt <= ProductionTypeCustom\n}\n\n// ProductionInfo 生产信息\ntype ProductionInfo struct {\n\tType           ProductionType         `json:\"type\" bson:\"type\"`\n\tOutputs        []*ProductionOutput    `json:\"outputs\" bson:\"outputs\"`\n\tInputs         []*ProductionInput     `json:\"inputs\" bson:\"inputs\"`\n\tRate           float64                `json:\"rate\" bson:\"rate\"`\n\tEfficiency     float64                `json:\"efficiency\" bson:\"efficiency\"`\n\tCapacity       int32                  `json:\"capacity\" bson:\"capacity\"`\n\tQueue          []*ProductionTask      `json:\"queue\" bson:\"queue\"`\n\tCurrentTask    *ProductionTask        `json:\"current_task,omitempty\" bson:\"current_task,omitempty\"`\n\tAutoProduction bool                   `json:\"auto_production\" bson:\"auto_production\"`\n\tConditions     map[string]interface{} `json:\"conditions\" bson:\"conditions\"`\n\tCreatedAt      time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt      time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// NewProductionInfo 创建新生产信息\nfunc NewProductionInfo(productionType ProductionType) *ProductionInfo {\n\tnow := time.Now()\n\treturn &ProductionInfo{\n\t\tType:           productionType,\n\t\tOutputs:        make([]*ProductionOutput, 0),\n\t\tInputs:         make([]*ProductionInput, 0),\n\t\tRate:           1.0,\n\t\tEfficiency:     1.0,\n\t\tCapacity:       10,\n\t\tQueue:          make([]*ProductionTask, 0),\n\t\tAutoProduction: false,\n\t\tConditions:     make(map[string]interface{}),\n\t\tCreatedAt:      now,\n\t\tUpdatedAt:      now,\n\t}\n}\n\n// AddOutput 添加产出\nfunc (pi *ProductionInfo) AddOutput(output *ProductionOutput) {\n\tpi.Outputs = append(pi.Outputs, output)\n\tpi.UpdatedAt = time.Now()\n}\n\n// AddInput 添加输入\nfunc (pi *ProductionInfo) AddInput(input *ProductionInput) {\n\tpi.Inputs = append(pi.Inputs, input)\n\tpi.UpdatedAt = time.Now()\n}\n\n// AddTask 添加生产任务\nfunc (pi *ProductionInfo) AddTask(task *ProductionTask) {\n\tpi.Queue = append(pi.Queue, task)\n\tpi.UpdatedAt = time.Now()\n}\n\n// StartNextTask 开始下一个任务\nfunc (pi *ProductionInfo) StartNextTask() *ProductionTask {\n\tif len(pi.Queue) == 0 {\n\t\treturn nil\n\t}\n\n\ttask := pi.Queue[0]\n\tpi.Queue = pi.Queue[1:]\n\tpi.CurrentTask = task\n\ttask.Start()\n\tpi.UpdatedAt = time.Now()\n\treturn task\n}\n\n// CompleteCurrentTask 完成当前任务\nfunc (pi *ProductionInfo) CompleteCurrentTask() *ProductionTask {\n\tif pi.CurrentTask == nil {\n\t\treturn nil\n\t}\n\n\ttask := pi.CurrentTask\n\ttask.Complete()\n\tpi.CurrentTask = nil\n\tpi.UpdatedAt = time.Now()\n\treturn task\n}\n\n// Validate 验证生产信息\nfunc (pi *ProductionInfo) Validate() error {\n\tif !pi.Type.IsValid() {\n\t\treturn fmt.Errorf(\"invalid production type: %v\", pi.Type)\n\t}\n\tif pi.Rate <= 0 {\n\t\treturn fmt.Errorf(\"production rate must be positive\")\n\t}\n\tif pi.Efficiency < 0 || pi.Efficiency > 2 {\n\t\treturn fmt.Errorf(\"production efficiency must be between 0 and 2\")\n\t}\n\tif pi.Capacity <= 0 {\n\t\treturn fmt.Errorf(\"production capacity must be positive\")\n\t}\n\treturn nil\n}\n\n// ProductionOutput 生产产出\ntype ProductionOutput struct {\n\tResourceType string  `json:\"resource_type\" bson:\"resource_type\"`\n\tAmount       int64   `json:\"amount\" bson:\"amount\"`\n\tRate         float64 `json:\"rate\" bson:\"rate\"`\n\tQuality      float64 `json:\"quality\" bson:\"quality\"`\n}\n\n// NewProductionOutput 创建新生产产出\nfunc NewProductionOutput(resourceType string, amount int64, rate float64) *ProductionOutput {\n\treturn &ProductionOutput{\n\t\tResourceType: resourceType,\n\t\tAmount:       amount,\n\t\tRate:         rate,\n\t\tQuality:      1.0,\n\t}\n}\n\n// ProductionInput 生产输入\ntype ProductionInput struct {\n\tResourceType string  `json:\"resource_type\" bson:\"resource_type\"`\n\tAmount       int64   `json:\"amount\" bson:\"amount\"`\n\tRate         float64 `json:\"rate\" bson:\"rate\"`\n\tOptional     bool    `json:\"optional\" bson:\"optional\"`\n}\n\n// NewProductionInput 创建新生产输入\nfunc NewProductionInput(resourceType string, amount int64, rate float64) *ProductionInput {\n\treturn &ProductionInput{\n\t\tResourceType: resourceType,\n\t\tAmount:       amount,\n\t\tRate:         rate,\n\t\tOptional:     false,\n\t}\n}\n\n// ProductionTask 生产任务\ntype ProductionTask struct {\n\tID          string                 `json:\"id\" bson:\"id\"`\n\tType        ProductionType         `json:\"type\" bson:\"type\"`\n\tTarget      string                 `json:\"target\" bson:\"target\"`\n\tQuantity    int32                  `json:\"quantity\" bson:\"quantity\"`\n\tProgress    float64                `json:\"progress\" bson:\"progress\"`\n\tDuration    time.Duration          `json:\"duration\" bson:\"duration\"`\n\tStartedAt   *time.Time             `json:\"started_at,omitempty\" bson:\"started_at,omitempty\"`\n\tCompletedAt *time.Time             `json:\"completed_at,omitempty\" bson:\"completed_at,omitempty\"`\n\tStatus      ProductionTaskStatus   `json:\"status\" bson:\"status\"`\n\tInputs      []*ProductionInput     `json:\"inputs\" bson:\"inputs\"`\n\tOutputs     []*ProductionOutput    `json:\"outputs\" bson:\"outputs\"`\n\tMetadata    map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n\tCreatedAt   time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt   time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// ProductionTaskStatus 生产任务状态\ntype ProductionTaskStatus int32\n\nconst (\n\tProductionTaskStatusPending    ProductionTaskStatus = iota + 1 // 等待中\n\tProductionTaskStatusInProgress                                 // 进行中\n\tProductionTaskStatusCompleted                                  // 已完成\n\tProductionTaskStatusCancelled                                  // 已取消\n\tProductionTaskStatusFailed                                     // 失败\n)\n\n// String 返回生产任务状态的字符串表示\nfunc (pts ProductionTaskStatus) String() string {\n\tswitch pts {\n\tcase ProductionTaskStatusPending:\n\t\treturn \"pending\"\n\tcase ProductionTaskStatusInProgress:\n\t\treturn \"in_progress\"\n\tcase ProductionTaskStatusCompleted:\n\t\treturn \"completed\"\n\tcase ProductionTaskStatusCancelled:\n\t\treturn \"cancelled\"\n\tcase ProductionTaskStatusFailed:\n\t\treturn \"failed\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// NewProductionTask 创建新生产任务\nfunc NewProductionTask(taskType ProductionType, target string, quantity int32, duration time.Duration) *ProductionTask {\n\tnow := time.Now()\n\treturn &ProductionTask{\n\t\tID:        fmt.Sprintf(\"task_%d\", now.UnixNano()),\n\t\tType:      taskType,\n\t\tTarget:    target,\n\t\tQuantity:  quantity,\n\t\tProgress:  0.0,\n\t\tDuration:  duration,\n\t\tStatus:    ProductionTaskStatusPending,\n\t\tInputs:    make([]*ProductionInput, 0),\n\t\tOutputs:   make([]*ProductionOutput, 0),\n\t\tMetadata:  make(map[string]interface{}),\n\t\tCreatedAt: now,\n\t\tUpdatedAt: now,\n\t}\n}\n\n// Start 开始任务\nfunc (pt *ProductionTask) Start() {\n\tnow := time.Now()\n\tpt.StartedAt = &now\n\tpt.Status = ProductionTaskStatusInProgress\n\tpt.UpdatedAt = now\n}\n\n// Complete 完成任务\nfunc (pt *ProductionTask) Complete() {\n\tnow := time.Now()\n\tpt.CompletedAt = &now\n\tpt.Progress = 100.0\n\tpt.Status = ProductionTaskStatusCompleted\n\tpt.UpdatedAt = now\n}\n\n// Cancel 取消任务\nfunc (pt *ProductionTask) Cancel() {\n\tpt.Status = ProductionTaskStatusCancelled\n\tpt.UpdatedAt = time.Now()\n}\n\n// UpdateProgress 更新进度\nfunc (pt *ProductionTask) UpdateProgress(progress float64) {\n\tif progress < 0 {\n\t\tprogress = 0\n\t}\n\tif progress > 100 {\n\t\tprogress = 100\n\t}\n\tpt.Progress = progress\n\tpt.UpdatedAt = time.Now()\n\n\tif progress >= 100 {\n\t\tpt.Complete()\n\t}\n}\n\n// 存储相关值对象\n\n// StorageType 存储类型\ntype StorageType int32\n\nconst (\n\tStorageTypeGeneral  StorageType = iota + 1 // 通用存储\n\tStorageTypeResource                        // 资源存储\n\tStorageTypeItem                            // 物品存储\n\tStorageTypeFood                            // 食物存储\n\tStorageTypeWeapon                          // 武器存储\n\tStorageTypeArmor                           // 装备存储\n\tStorageTypeLiquid                          // 液体存储\n\tStorageTypeGas                             // 气体存储\n\tStorageTypeSpecial                         // 特殊存储\n)\n\n// String 返回存储类型的字符串表示\nfunc (st StorageType) String() string {\n\tswitch st {\n\tcase StorageTypeGeneral:\n\t\treturn \"general\"\n\tcase StorageTypeResource:\n\t\treturn \"resource\"\n\tcase StorageTypeItem:\n\t\treturn \"item\"\n\tcase StorageTypeFood:\n\t\treturn \"food\"\n\tcase StorageTypeWeapon:\n\t\treturn \"weapon\"\n\tcase StorageTypeArmor:\n\t\treturn \"armor\"\n\tcase StorageTypeLiquid:\n\t\treturn \"liquid\"\n\tcase StorageTypeGas:\n\t\treturn \"gas\"\n\tcase StorageTypeSpecial:\n\t\treturn \"special\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查存储类型是否有效\nfunc (st StorageType) IsValid() bool {\n\treturn st >= StorageTypeGeneral && st <= StorageTypeSpecial\n}\n\n// StorageInfo 存储信息\ntype StorageInfo struct {\n\tType        StorageType            `json:\"type\" bson:\"type\"`\n\tCapacity    int64                  `json:\"capacity\" bson:\"capacity\"`\n\tUsed        int64                  `json:\"used\" bson:\"used\"`\n\tReserved    int64                  `json:\"reserved\" bson:\"reserved\"`\n\tItems       []*StorageItem         `json:\"items\" bson:\"items\"`\n\tFilters     []string               `json:\"filters\" bson:\"filters\"`\n\tAutoSort    bool                   `json:\"auto_sort\" bson:\"auto_sort\"`\n\tAutoCompact bool                   `json:\"auto_compact\" bson:\"auto_compact\"`\n\tAccessRules []*AccessRule          `json:\"access_rules\" bson:\"access_rules\"`\n\tConditions  map[string]interface{} `json:\"conditions\" bson:\"conditions\"`\n\tCreatedAt   time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt   time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// NewStorageInfo 创建新存储信息\nfunc NewStorageInfo(storageType StorageType, capacity int64) *StorageInfo {\n\tnow := time.Now()\n\treturn &StorageInfo{\n\t\tType:        storageType,\n\t\tCapacity:    capacity,\n\t\tUsed:        0,\n\t\tReserved:    0,\n\t\tItems:       make([]*StorageItem, 0),\n\t\tFilters:     make([]string, 0),\n\t\tAutoSort:    true,\n\t\tAutoCompact: true,\n\t\tAccessRules: make([]*AccessRule, 0),\n\t\tConditions:  make(map[string]interface{}),\n\t\tCreatedAt:   now,\n\t\tUpdatedAt:   now,\n\t}\n}\n\n// GetAvailable 获取可用容量\nfunc (si *StorageInfo) GetAvailable() int64 {\n\treturn si.Capacity - si.Used - si.Reserved\n}\n\n// GetUsagePercentage 获取使用率\nfunc (si *StorageInfo) GetUsagePercentage() float64 {\n\tif si.Capacity == 0 {\n\t\treturn 0.0\n\t}\n\treturn float64(si.Used) / float64(si.Capacity) * 100.0\n}\n\n// IsFull 检查是否已满\nfunc (si *StorageInfo) IsFull() bool {\n\treturn si.GetAvailable() <= 0\n}\n\n// CanStore 检查是否可以存储\nfunc (si *StorageInfo) CanStore(itemType string, quantity int64) bool {\n\tif si.GetAvailable() < quantity {\n\t\treturn false\n\t}\n\n\t// 检查过滤器\n\tif len(si.Filters) > 0 {\n\t\tallowed := false\n\t\tfor _, filter := range si.Filters {\n\t\t\tif filter == itemType || filter == \"*\" {\n\t\t\t\tallowed = true\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\t\tif !allowed {\n\t\t\treturn false\n\t\t}\n\t}\n\n\treturn true\n}\n\n// AddItem 添加物品\nfunc (si *StorageInfo) AddItem(item *StorageItem) error {\n\tif !si.CanStore(item.ItemType, item.Quantity) {\n\t\treturn fmt.Errorf(\"cannot store item: insufficient space or not allowed\")\n\t}\n\n\t// 查找是否已存在相同物品\n\tfor _, existing := range si.Items {\n\t\tif existing.ItemType == item.ItemType && existing.CanStack(item) {\n\t\t\texisting.Quantity += item.Quantity\n\t\t\texisting.UpdatedAt = time.Now()\n\t\t\tsi.Used += item.Quantity\n\t\t\tsi.UpdatedAt = time.Now()\n\t\t\treturn nil\n\t\t}\n\t}\n\n\t// 添加新物品\n\tsi.Items = append(si.Items, item)\n\tsi.Used += item.Quantity\n\tsi.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// RemoveItem 移除物品\nfunc (si *StorageInfo) RemoveItem(itemType string, quantity int64) error {\n\tfor i, item := range si.Items {\n\t\tif item.ItemType == itemType {\n\t\t\tif item.Quantity < quantity {\n\t\t\t\treturn fmt.Errorf(\"insufficient quantity: have %d, need %d\", item.Quantity, quantity)\n\t\t\t}\n\n\t\t\titem.Quantity -= quantity\n\t\t\titem.UpdatedAt = time.Now()\n\t\t\tsi.Used -= quantity\n\n\t\t\t// 如果数量为0，移除物品\n\t\t\tif item.Quantity <= 0 {\n\t\t\t\tsi.Items = append(si.Items[:i], si.Items[i+1:]...)\n\t\t\t}\n\n\t\t\tsi.UpdatedAt = time.Now()\n\t\t\treturn nil\n\t\t}\n\t}\n\n\treturn fmt.Errorf(\"item not found: %s\", itemType)\n}\n\n// Validate 验证存储信息\nfunc (si *StorageInfo) Validate() error {\n\tif !si.Type.IsValid() {\n\t\treturn fmt.Errorf(\"invalid storage type: %v\", si.Type)\n\t}\n\tif si.Capacity <= 0 {\n\t\treturn fmt.Errorf(\"storage capacity must be positive\")\n\t}\n\tif si.Used < 0 {\n\t\treturn fmt.Errorf(\"storage used cannot be negative\")\n\t}\n\tif si.Reserved < 0 {\n\t\treturn fmt.Errorf(\"storage reserved cannot be negative\")\n\t}\n\tif si.Used+si.Reserved > si.Capacity {\n\t\treturn fmt.Errorf(\"storage used+reserved cannot exceed capacity\")\n\t}\n\treturn nil\n}\n\n// StorageItem 存储物品\ntype StorageItem struct {\n\tItemType   string                 `json:\"item_type\" bson:\"item_type\"`\n\tQuantity   int64                  `json:\"quantity\" bson:\"quantity\"`\n\tQuality    float64                `json:\"quality\" bson:\"quality\"`\n\tDurability float64                `json:\"durability\" bson:\"durability\"`\n\tStackable  bool                   `json:\"stackable\" bson:\"stackable\"`\n\tMetadata   map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n\tCreatedAt  time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt  time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// NewStorageItem 创建新存储物品\nfunc NewStorageItem(itemType string, quantity int64) *StorageItem {\n\tnow := time.Now()\n\treturn &StorageItem{\n\t\tItemType:   itemType,\n\t\tQuantity:   quantity,\n\t\tQuality:    1.0,\n\t\tDurability: 1.0,\n\t\tStackable:  true,\n\t\tMetadata:   make(map[string]interface{}),\n\t\tCreatedAt:  now,\n\t\tUpdatedAt:  now,\n\t}\n}\n\n// CanStack 检查是否可以堆叠\nfunc (si *StorageItem) CanStack(other *StorageItem) bool {\n\treturn si.Stackable && other.Stackable &&\n\t\tsi.ItemType == other.ItemType &&\n\t\tsi.Quality == other.Quality &&\n\t\tsi.Durability == other.Durability\n}\n\n// AccessRule 访问规则\ntype AccessRule struct {\n\tUserID     *uint64   `json:\"user_id,omitempty\" bson:\"user_id,omitempty\"`\n\tRole       *string   `json:\"role,omitempty\" bson:\"role,omitempty\"`\n\tPermission string    `json:\"permission\" bson:\"permission\"`\n\tItemTypes  []string  `json:\"item_types\" bson:\"item_types\"`\n\tCreatedAt  time.Time `json:\"created_at\" bson:\"created_at\"`\n}\n\n// NewAccessRule 创建新访问规则\nfunc NewAccessRule(permission string) *AccessRule {\n\treturn &AccessRule{\n\t\tPermission: permission,\n\t\tItemTypes:  make([]string, 0),\n\t\tCreatedAt:  time.Now(),\n\t}\n}\n\n// 防御相关值对象\n\n// DamageType 伤害类型\ntype DamageType int32\n\nconst (\n\tDamageTypePhysical  DamageType = iota + 1 // 物理伤害\n\tDamageTypeFire                            // 火焰伤害\n\tDamageTypeIce                             // 冰霜伤害\n\tDamageTypeLightning                       // 闪电伤害\n\tDamageTypePoison                          // 毒素伤害\n\tDamageTypeAcid                            // 酸性伤害\n\tDamageTypeMagic                           // 魔法伤害\n\tDamageTypeHoly                            // 神圣伤害\n\tDamageTypeDark                            // 黑暗伤害\n\tDamageTypeCustom                          // 自定义伤害\n)\n\n// String 返回伤害类型的字符串表示\nfunc (dt DamageType) String() string {\n\tswitch dt {\n\tcase DamageTypePhysical:\n\t\treturn \"physical\"\n\tcase DamageTypeFire:\n\t\treturn \"fire\"\n\tcase DamageTypeIce:\n\t\treturn \"ice\"\n\tcase DamageTypeLightning:\n\t\treturn \"lightning\"\n\tcase DamageTypePoison:\n\t\treturn \"poison\"\n\tcase DamageTypeAcid:\n\t\treturn \"acid\"\n\tcase DamageTypeMagic:\n\t\treturn \"magic\"\n\tcase DamageTypeHoly:\n\t\treturn \"holy\"\n\tcase DamageTypeDark:\n\t\treturn \"dark\"\n\tcase DamageTypeCustom:\n\t\treturn \"custom\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查伤害类型是否有效\nfunc (dt DamageType) IsValid() bool {\n\treturn dt >= DamageTypePhysical && dt <= DamageTypeCustom\n}\n\n// DefenseInfo 防御信息\ntype DefenseInfo struct {\n\tArmor       int32                  `json:\"armor\" bson:\"armor\"`\n\tResistances map[DamageType]int32   `json:\"resistances\" bson:\"resistances\"`\n\tImmunities  []DamageType           `json:\"immunities\" bson:\"immunities\"`\n\tWeaknesses  []DamageType           `json:\"weaknesses\" bson:\"weaknesses\"`\n\tShield      int32                  `json:\"shield\" bson:\"shield\"`\n\tMaxShield   int32                  `json:\"max_shield\" bson:\"max_shield\"`\n\tRegenRate   float64                `json:\"regen_rate\" bson:\"regen_rate\"`\n\tAbsorption  float64                `json:\"absorption\" bson:\"absorption\"`\n\tReflection  float64                `json:\"reflection\" bson:\"reflection\"`\n\tConditions  map[string]interface{} `json:\"conditions\" bson:\"conditions\"`\n\tCreatedAt   time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt   time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// NewDefenseInfo 创建新防御信息\nfunc NewDefenseInfo() *DefenseInfo {\n\tnow := time.Now()\n\treturn &DefenseInfo{\n\t\tArmor:       0,\n\t\tResistances: make(map[DamageType]int32),\n\t\tImmunities:  make([]DamageType, 0),\n\t\tWeaknesses:  make([]DamageType, 0),\n\t\tShield:      0,\n\t\tMaxShield:   0,\n\t\tRegenRate:   0.0,\n\t\tAbsorption:  0.0,\n\t\tReflection:  0.0,\n\t\tConditions:  make(map[string]interface{}),\n\t\tCreatedAt:   now,\n\t\tUpdatedAt:   now,\n\t}\n}\n\n// GetDefenseValue 获取对特定伤害类型的防御值\nfunc (di *DefenseInfo) GetDefenseValue(damageType DamageType) int32 {\n\t// 检查免疫\n\tfor _, immunity := range di.Immunities {\n\t\tif immunity == damageType {\n\t\t\treturn 999999 // 免疫，返回极高防御值\n\t\t}\n\t}\n\n\t// 检查弱点\n\tfor _, weakness := range di.Weaknesses {\n\t\tif weakness == damageType {\n\t\t\treturn -di.Armor // 弱点，负防御\n\t\t}\n\t}\n\n\t// 基础护甲 + 特定抗性\n\tdefenseValue := di.Armor\n\tif resistance, exists := di.Resistances[damageType]; exists {\n\t\tdefenseValue += resistance\n\t}\n\n\treturn defenseValue\n}\n\n// AddResistance 添加抗性\nfunc (di *DefenseInfo) AddResistance(damageType DamageType, value int32) {\n\tdi.Resistances[damageType] = value\n\tdi.UpdatedAt = time.Now()\n}\n\n// AddImmunity 添加免疫\nfunc (di *DefenseInfo) AddImmunity(damageType DamageType) {\n\t// 检查是否已存在\n\tfor _, existing := range di.Immunities {\n\t\tif existing == damageType {\n\t\t\treturn\n\t\t}\n\t}\n\tdi.Immunities = append(di.Immunities, damageType)\n\tdi.UpdatedAt = time.Now()\n}\n\n// AddWeakness 添加弱点\nfunc (di *DefenseInfo) AddWeakness(damageType DamageType) {\n\t// 检查是否已存在\n\tfor _, existing := range di.Weaknesses {\n\t\tif existing == damageType {\n\t\t\treturn\n\t\t}\n\t}\n\tdi.Weaknesses = append(di.Weaknesses, damageType)\n\tdi.UpdatedAt = time.Now()\n}\n\n// RegenerateShield 恢复护盾\nfunc (di *DefenseInfo) RegenerateShield() {\n\tif di.Shield < di.MaxShield && di.RegenRate > 0 {\n\t\tdi.Shield += int32(di.RegenRate)\n\t\tif di.Shield > di.MaxShield {\n\t\t\tdi.Shield = di.MaxShield\n\t\t}\n\t\tdi.UpdatedAt = time.Now()\n\t}\n}\n\n// Validate 验证防御信息\nfunc (di *DefenseInfo) Validate() error {\n\tif di.Armor < 0 {\n\t\treturn fmt.Errorf(\"armor cannot be negative\")\n\t}\n\tif di.Shield < 0 || di.Shield > di.MaxShield {\n\t\treturn fmt.Errorf(\"shield must be between 0 and max shield\")\n\t}\n\tif di.MaxShield < 0 {\n\t\treturn fmt.Errorf(\"max shield cannot be negative\")\n\t}\n\tif di.RegenRate < 0 {\n\t\treturn fmt.Errorf(\"regen rate cannot be negative\")\n\t}\n\tif di.Absorption < 0 || di.Absorption > 1 {\n\t\treturn fmt.Errorf(\"absorption must be between 0 and 1\")\n\t}\n\tif di.Reflection < 0 || di.Reflection > 1 {\n\t\treturn fmt.Errorf(\"reflection must be between 0 and 1\")\n\t}\n\treturn nil\n}\n\n// 工人相关值对象\n\n// WorkerRole 工人角色\ntype WorkerRole int32\n\nconst (\n\tWorkerRoleGeneral     WorkerRole = iota + 1 // 通用工人\n\tWorkerRoleBuilder                           // 建造工人\n\tWorkerRoleMaintenance                       // 维护工人\n\tWorkerRoleOperator                          // 操作工人\n\tWorkerRoleGuard                             // 守卫\n\tWorkerRoleManager                           // 管理员\n\tWorkerRoleSpecialist                        // 专家\n)\n\n// String 返回工人角色的字符串表示\nfunc (wr WorkerRole) String() string {\n\tswitch wr {\n\tcase WorkerRoleGeneral:\n\t\treturn \"general\"\n\tcase WorkerRoleBuilder:\n\t\treturn \"builder\"\n\tcase WorkerRoleMaintenance:\n\t\treturn \"maintenance\"\n\tcase WorkerRoleOperator:\n\t\treturn \"operator\"\n\tcase WorkerRoleGuard:\n\t\treturn \"guard\"\n\tcase WorkerRoleManager:\n\t\treturn \"manager\"\n\tcase WorkerRoleSpecialist:\n\t\treturn \"specialist\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查工人角色是否有效\nfunc (wr WorkerRole) IsValid() bool {\n\treturn wr >= WorkerRoleGeneral && wr <= WorkerRoleSpecialist\n}\n\n// WorkerStatus 工人状态\ntype WorkerStatus int32\n\nconst (\n\tWorkerStatusActive    WorkerStatus = iota + 1 // 活跃\n\tWorkerStatusIdle                              // 空闲\n\tWorkerStatusBusy                              // 忙碌\n\tWorkerStatusResting                           // 休息\n\tWorkerStatusSick                              // 生病\n\tWorkerStatusOnLeave                           // 请假\n\tWorkerStatusDismissed                         // 解雇\n)\n\n// String 返回工人状态的字符串表示\nfunc (ws WorkerStatus) String() string {\n\tswitch ws {\n\tcase WorkerStatusActive:\n\t\treturn \"active\"\n\tcase WorkerStatusIdle:\n\t\treturn \"idle\"\n\tcase WorkerStatusBusy:\n\t\treturn \"busy\"\n\tcase WorkerStatusResting:\n\t\treturn \"resting\"\n\tcase WorkerStatusSick:\n\t\treturn \"sick\"\n\tcase WorkerStatusOnLeave:\n\t\treturn \"on_leave\"\n\tcase WorkerStatusDismissed:\n\t\treturn \"dismissed\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查工人状态是否有效\nfunc (ws WorkerStatus) IsValid() bool {\n\treturn ws >= WorkerStatusActive && ws <= WorkerStatusDismissed\n}\n\n// WorkerInfo 工人信息\ntype WorkerInfo struct {\n\tWorkerID   uint64       `json:\"worker_id\" bson:\"worker_id\"`\n\tRole       WorkerRole   `json:\"role\" bson:\"role\"`\n\tStatus     WorkerStatus `json:\"status\" bson:\"status\"`\n\tEfficiency float64      `json:\"efficiency\" bson:\"efficiency\"`\n\tExperience int32        `json:\"experience\" bson:\"experience\"`\n\tLevel      int32        `json:\"level\" bson:\"level\"`\n\tSalary     int64        `json:\"salary\" bson:\"salary\"`\n\tAssignedAt time.Time    `json:\"assigned_at\" bson:\"assigned_at\"`\n\tCreatedAt  time.Time    `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt  time.Time    `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// NewWorkerInfo 创建新工人信息\nfunc NewWorkerInfo(workerID uint64, role WorkerRole) *WorkerInfo {\n\tnow := time.Now()\n\treturn &WorkerInfo{\n\t\tWorkerID:   workerID,\n\t\tRole:       role,\n\t\tStatus:     WorkerStatusActive,\n\t\tEfficiency: 1.0,\n\t\tExperience: 0,\n\t\tLevel:      1,\n\t\tSalary:     100,\n\t\tAssignedAt: now,\n\t\tCreatedAt:  now,\n\t\tUpdatedAt:  now,\n\t}\n}\n\n// VisitorInfo 访客信息\ntype VisitorInfo struct {\n\tVisitorID uint64        `json:\"visitor_id\" bson:\"visitor_id\"`\n\tPurpose   string        `json:\"purpose\" bson:\"purpose\"`\n\tArrivedAt time.Time     `json:\"arrived_at\" bson:\"arrived_at\"`\n\tLeftAt    *time.Time    `json:\"left_at,omitempty\" bson:\"left_at,omitempty\"`\n\tDuration  time.Duration `json:\"duration\" bson:\"duration\"`\n\tCreatedAt time.Time     `json:\"created_at\" bson:\"created_at\"`\n}\n\n// NewVisitorInfo 创建新访客信息\nfunc NewVisitorInfo(visitorID uint64, purpose string) *VisitorInfo {\n\tnow := time.Now()\n\treturn &VisitorInfo{\n\t\tVisitorID: visitorID,\n\t\tPurpose:   purpose,\n\t\tArrivedAt: now,\n\t\tDuration:  0,\n\t\tCreatedAt: now,\n\t}\n}\n\n// Leave 离开\nfunc (vi *VisitorInfo) Leave() {\n\tnow := time.Now()\n\tvi.LeftAt = &now\n\tvi.Duration = now.Sub(vi.ArrivedAt)\n}\n\n// 维护相关值对象\n\n// MaintenanceType 维护类型\ntype MaintenanceType int32\n\nconst (\n\tMaintenanceTypeRoutine    MaintenanceType = iota + 1 // 常规维护\n\tMaintenanceTypePreventive                            // 预防性维护\n\tMaintenanceTypeEmergency                             // 紧急维护\n\tMaintenanceTypeRepair                                // 修理维护\n\tMaintenanceTypeUpgrade                               // 升级维护\n\tMaintenanceTypeCleaning                              // 清洁维护\n\tMaintenanceTypeInspection                            // 检查维护\n)\n\n// String 返回维护类型的字符串表示\nfunc (mt MaintenanceType) String() string {\n\tswitch mt {\n\tcase MaintenanceTypeRoutine:\n\t\treturn \"routine\"\n\tcase MaintenanceTypePreventive:\n\t\treturn \"preventive\"\n\tcase MaintenanceTypeEmergency:\n\t\treturn \"emergency\"\n\tcase MaintenanceTypeRepair:\n\t\treturn \"repair\"\n\tcase MaintenanceTypeUpgrade:\n\t\treturn \"upgrade\"\n\tcase MaintenanceTypeCleaning:\n\t\treturn \"cleaning\"\n\tcase MaintenanceTypeInspection:\n\t\treturn \"inspection\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查维护类型是否有效\nfunc (mt MaintenanceType) IsValid() bool {\n\treturn mt >= MaintenanceTypeRoutine && mt <= MaintenanceTypeInspection\n}\n\n// MaintenanceInfo 维护信息\ntype MaintenanceInfo struct {\n\tLastMaintenanceAt *time.Time           `json:\"last_maintenance_at,omitempty\" bson:\"last_maintenance_at,omitempty\"`\n\tNextMaintenanceAt time.Time            `json:\"next_maintenance_at\" bson:\"next_maintenance_at\"`\n\tMaintenanceLevel  int32                `json:\"maintenance_level\" bson:\"maintenance_level\"`\n\tCosts             []*ResourceCost      `json:\"costs\" bson:\"costs\"`\n\tHistory           []*MaintenanceRecord `json:\"history\" bson:\"history\"`\n\tCreatedAt         time.Time            `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt         time.Time            `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// NewMaintenanceInfo 创建新维护信息\nfunc NewMaintenanceInfo() *MaintenanceInfo {\n\tnow := time.Now()\n\treturn &MaintenanceInfo{\n\t\tNextMaintenanceAt: now.Add(24 * time.Hour),\n\t\tMaintenanceLevel:  100,\n\t\tCosts:             make([]*ResourceCost, 0),\n\t\tHistory:           make([]*MaintenanceRecord, 0),\n\t\tCreatedAt:         now,\n\t\tUpdatedAt:         now,\n\t}\n}\n\n// MaintenanceRecord 维护记录\ntype MaintenanceRecord struct {\n\tType        MaintenanceType `json:\"type\" bson:\"type\"`\n\tPerformedAt time.Time       `json:\"performed_at\" bson:\"performed_at\"`\n\tCosts       []*ResourceCost `json:\"costs\" bson:\"costs\"`\n\tResult      string          `json:\"result\" bson:\"result\"`\n\tNotes       string          `json:\"notes\" bson:\"notes\"`\n}\n\n// NewMaintenanceRecord 创建新维护记录\nfunc NewMaintenanceRecord(maintenanceType MaintenanceType) *MaintenanceRecord {\n\treturn &MaintenanceRecord{\n\t\tType:        maintenanceType,\n\t\tPerformedAt: time.Now(),\n\t\tCosts:       make([]*ResourceCost, 0),\n\t\tResult:      \"success\",\n\t\tNotes:       \"\",\n\t}\n}\n\n// 辅助函数\n\n// abs 计算绝对值\nfunc abs(x int32) int32 {\n\tif x < 0 {\n\t\treturn -x\n\t}\n\treturn x\n}\n"
  },
  {
    "path": "internal/domain/character/actor.go",
    "content": "package character\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"sync\"\n)\n\n// Actor 角色实体 - 具有战斗属性的实体（玩家、怪物等）\n// 继承自Entity，添加战斗相关的属性和行为\ntype Actor struct {\n\t*Entity // 组合Entity\n\n\tmu sync.RWMutex\n\n\t// 基础信息\n\tname  string\n\tlevel int32\n\n\t// 战斗属性\n\thp    float32 // 当前生命值\n\tmp    float32 // 当前魔法值\n\tspeed float32 // 移动速度\n\n\t// 状态\n\tflagState FlagState // 状态标志位\n\n\t// 伤害来源信息\n\tdamageSourceInfo *DamageInfo\n\n\t// 子系统（聚合其他值对象或服务）\n\tattributeManager *AttributeManager // 属性管理器\n\tskillManager     *SkillManager     // 技能管理器\n\tbuffManager      *BuffManager      // Buff管理器\n\tspell            *Spell            // 施法器\n\n\t// 领域事件发布器（可选注入）\n\tpublisher EventPublisher\n}\n\n// DamageInfo 伤害信息\ntype DamageInfo struct {\n\tTargetID     EntityID     // 目标ID\n\tAttackerInfo AttackerInfo // 攻击者信息\n\tAmount       int32        // 伤害数值\n\tDamageType   DamageType   // 伤害类型\n\tIsCrit       bool         // 是否暴击\n\tIsMiss       bool         // 是否未命中\n}\n\n// AttackerInfo 攻击者信息\ntype AttackerInfo struct {\n\tAttackerID   EntityID     // 攻击者ID\n\tAttackerType AttackerType // 攻击者类型\n\tSkillID      int32        // 技能ID\n\tBuffID       int32        // BuffID\n}\n\n// DamageType 伤害类型\ntype DamageType int32\n\nconst (\n\tDamageTypeUnknown  DamageType = 0 // 未知\n\tDamageTypePhysical DamageType = 1 // 物理伤害\n\tDamageTypeMagical  DamageType = 2 // 魔法伤害\n\tDamageTypeReal     DamageType = 3 // 真实伤害\n\tDamageTypeHeal     DamageType = 4 // 治疗\n)\n\n// AttackerType 攻击者类型\ntype AttackerType int32\n\nconst (\n\tAttackerTypeSkill       AttackerType = 0 // 技能攻击\n\tAttackerTypeBuff        AttackerType = 1 // Buff伤害\n\tAttackerTypeNormal      AttackerType = 2 // 普通攻击\n\tAttackerTypeEnvironment AttackerType = 3 // 环境伤害\n)\n\n// NewActor 创建新Actor（工厂方法）\nfunc NewActor(\n\tentityID EntityID,\n\tentityType EntityType,\n\tunitID int32,\n\tposition Vector3,\n\tdirection Vector3,\n\tname string,\n\tlevel int32,\n) *Actor {\n\tentity := NewEntity(entityID, entityType, unitID, position, direction)\n\n\tactor := &Actor{\n\t\tEntity:    entity,\n\t\tname:      name,\n\t\tlevel:     level,\n\t\tflagState: FlagStateZero,\n\t}\n\n\t// 初始化子系统\n\tactor.attributeManager = NewAttributeManager(actor)\n\tactor.skillManager = NewSkillManager(actor)\n\tactor.buffManager = NewBuffManager(actor)\n\tactor.spell = NewSpell(actor)\n\n\treturn actor\n}\n\n// ========== 基础信息 ==========\n\n// Name 获取名称\nfunc (a *Actor) Name() string {\n\ta.mu.RLock()\n\tdefer a.mu.RUnlock()\n\treturn a.name\n}\n\n// Level 获取等级\nfunc (a *Actor) Level() int32 {\n\ta.mu.RLock()\n\tdefer a.mu.RUnlock()\n\treturn a.level\n}\n\n// SetLevel 设置等级\nfunc (a *Actor) SetLevel(level int32) {\n\ta.mu.Lock()\n\tdefer a.mu.Unlock()\n\ta.level = level\n}\n\n// ========== 战斗属性 ==========\n\n// HP 获取当前生命值\nfunc (a *Actor) HP() float32 {\n\ta.mu.RLock()\n\tdefer a.mu.RUnlock()\n\treturn a.hp\n}\n\n// MP 获取当前魔法值\nfunc (a *Actor) MP() float32 {\n\ta.mu.RLock()\n\tdefer a.mu.RUnlock()\n\treturn a.mp\n}\n\n// Speed 获取移动速度\nfunc (a *Actor) Speed() float32 {\n\ta.mu.RLock()\n\tdefer a.mu.RUnlock()\n\treturn a.speed\n}\n\n// ChangeHP 改变生命值\nfunc (a *Actor) ChangeHP(amount float32) {\n\ta.mu.Lock()\n\tdefer a.mu.Unlock()\n\n\ta.hp += amount\n\tif a.hp <= 0 {\n\t\ta.hp = 0\n\t}\n\tmaxHP := a.attributeManager.Final().MaxHP\n\tif a.hp > maxHP {\n\t\ta.hp = maxHP\n\t}\n\n\t// TODO: 同步属性变化到客户端\n\t// a.syncAttributeEntry(AttributeTypeHP, int32(a.hp))\n}\n\n// ChangeMP 改变魔法值\nfunc (a *Actor) ChangeMP(amount float32) {\n\ta.mu.Lock()\n\tdefer a.mu.Unlock()\n\n\ta.mp += amount\n\tif a.mp <= 0 {\n\t\ta.mp = 0\n\t}\n\tmaxMP := a.attributeManager.Final().MaxMP\n\tif a.mp > maxMP {\n\t\ta.mp = maxMP\n\t}\n\n\t// TODO: 同步属性变化到客户端\n\t// a.syncAttributeEntry(AttributeTypeMP, int32(a.mp))\n}\n\n// IsDeath 是否死亡\nfunc (a *Actor) IsDeath() bool {\n\ta.mu.RLock()\n\tdefer a.mu.RUnlock()\n\treturn a.hp <= 0\n}\n\n// Revive 复活（由子类重写）\nfunc (a *Actor) Revive(ctx context.Context) error {\n\t// 基类默认实现：恢复满血满蓝\n\tmaxHP := a.attributeManager.Final().MaxHP\n\tmaxMP := a.attributeManager.Final().MaxMP\n\ta.ChangeHP(maxHP)\n\ta.ChangeMP(maxMP)\n\treturn nil\n}\n\n// ========== 状态标志 ==========\n\n// FlagState 获取状态标志\nfunc (a *Actor) GetFlagState() FlagState {\n\ta.mu.RLock()\n\tdefer a.mu.RUnlock()\n\treturn a.flagState\n}\n\n// AddFlagState 添加状态标志\nfunc (a *Actor) AddFlagState(state FlagState) {\n\ta.mu.Lock()\n\tdefer a.mu.Unlock()\n\n\tnewState := a.flagState.AddFlag(state)\n\tif newState == a.flagState {\n\t\treturn\n\t}\n\ta.flagState = newState\n\n\t// TODO: 同步状态变化到客户端\n\t// a.syncAttributeEntry(AttributeTypeFlagState, int32(a.flagState))\n}\n\n// RemoveFlagState 移除状态标志\nfunc (a *Actor) RemoveFlagState(state FlagState) {\n\ta.mu.Lock()\n\tdefer a.mu.Unlock()\n\n\tnewState := a.flagState.RemoveFlag(state)\n\tif newState == a.flagState {\n\t\treturn\n\t}\n\ta.flagState = newState\n\n\t// TODO: 同步状态变化到客户端\n\t// a.syncAttributeEntry(AttributeTypeFlagState, int32(a.flagState))\n}\n\n// ZeroFlagState 清空状态标志\nfunc (a *Actor) ZeroFlagState() {\n\ta.mu.Lock()\n\tdefer a.mu.Unlock()\n\n\tif a.flagState == FlagStateZero {\n\t\treturn\n\t}\n\ta.flagState = FlagStateZero\n\n\t// TODO: 同步状态变化到客户端\n\t// a.syncAttributeEntry(AttributeTypeFlagState, int32(a.flagState))\n}\n\n// SetFlagStateExact 设置为精确的状态标志（用于根据 Buff 汇总结果覆盖）\nfunc (a *Actor) SetFlagStateExact(state FlagState) {\n\ta.mu.Lock()\n\tif a.flagState == state {\n\t\ta.mu.Unlock()\n\t\treturn\n\t}\n\ta.flagState = state\n\ta.mu.Unlock()\n\t// TODO: 同步状态变化到客户端\n}\n\n// ========== 伤害处理 ==========\n\n// OnHurt 受到伤害\nfunc (a *Actor) OnHurt(ctx context.Context, info *DamageInfo) error {\n\ta.mu.Lock()\n\ta.damageSourceInfo = info\n\ta.mu.Unlock()\n\n\t// TODO: 广播受伤消息到地图内的玩家\n\t// mapRef := a.GetMap()\n\t// if gameMap, ok := mapRef.(*Map); ok {\n\t//     gameMap.BroadcastEntityHurt(info)\n\t// }\n\n\t// 扣除生命值\n\ta.ChangeHP(-float32(info.Amount))\n\n\t// 发布造成伤害事件（由被伤害方触发发布，聚合ID为攻击者）\n\tif a.publisher != nil {\n\t\tevt := NewDamageDealtEvent(info.AttackerInfo.AttackerID, a.ID(), info.Amount, info.DamageType, info.IsCrit)\n\t\ta.publisher.Publish(evt)\n\t}\n\n\t// TODO: 记录日志\n\t// logger.Debug(\"%s受到%d的%s攻击, 扣除%d血量, 剩余血量:%f\",\n\t//     a.String(), info.AttackerInfo.AttackerID, info.AttackerInfo.AttackerType, info.Amount, a.hp)\n\n\treturn nil\n}\n\n// DamageSource 获取伤害来源信息\nfunc (a *Actor) DamageSource() *DamageInfo {\n\ta.mu.RLock()\n\tdefer a.mu.RUnlock()\n\treturn a.damageSourceInfo\n}\n\n// ========== 子系统访问 ==========\n\n// AttributeManager 获取属性管理器\nfunc (a *Actor) GetAttributeManager() *AttributeManager {\n\treturn a.attributeManager\n}\n\n// SkillManager 获取技能管理器\nfunc (a *Actor) GetSkillManager() *SkillManager {\n\treturn a.skillManager\n}\n\n// BuffManager 获取Buff管理器\nfunc (a *Actor) GetBuffManager() *BuffManager {\n\treturn a.buffManager\n}\n\n// Spell 获取施法器\nfunc (a *Actor) GetSpell() *Spell {\n\treturn a.spell\n}\n\n// ========== 事件发布 ==========\n\n// EventPublisher 领域事件发布器接口\ntype EventPublisher interface {\n\tPublish(event DomainEvent)\n}\n\n// SetEventPublisher 注入事件发布器\nfunc (a *Actor) SetEventPublisher(p EventPublisher) { a.publisher = p }\n\n// GetEventPublisher 获取事件发布器\nfunc (a *Actor) GetEventPublisher() EventPublisher { return a.publisher }\n\n// ========== 生命周期 ==========\n\n// Start 初始化Actor\nfunc (a *Actor) Start(ctx context.Context) error {\n\t// 调用Entity的Start\n\tif err := a.Entity.Start(ctx); err != nil {\n\t\treturn err\n\t}\n\n\t// 初始化子系统\n\tif err := a.attributeManager.Start(ctx); err != nil {\n\t\treturn fmt.Errorf(\"attributeManager start failed: %w\", err)\n\t}\n\n\tif err := a.skillManager.Start(ctx); err != nil {\n\t\treturn fmt.Errorf(\"skillManager start failed: %w\", err)\n\t}\n\n\tif err := a.buffManager.Start(ctx); err != nil {\n\t\treturn fmt.Errorf(\"buffManager start failed: %w\", err)\n\t}\n\n\t// 根据最终属性初始化当前生命、魔法与移动速度\n\tfin := a.attributeManager.Final()\n\ta.mu.Lock()\n\ta.hp = fin.MaxHP\n\ta.mp = fin.MaxMP\n\ta.speed = fin.Speed\n\ta.mu.Unlock()\n\n\treturn nil\n}\n\n// Update 每帧更新\nfunc (a *Actor) Update(ctx context.Context, deltaTime float32) error {\n\t// 调用Entity的Update\n\tif err := a.Entity.Update(ctx, deltaTime); err != nil {\n\t\treturn err\n\t}\n\n\t// 更新子系统\n\tif err := a.skillManager.Update(ctx, deltaTime); err != nil {\n\t\treturn err\n\t}\n\n\tif err := a.buffManager.Update(ctx, deltaTime); err != nil {\n\t\treturn err\n\t}\n\n\t// 按回复速度恢复生命与魔法，并刷新移动速度\n\tfin := a.attributeManager.Final()\n\tif fin.HPRegen != 0 || fin.MPRegen != 0 {\n\t\ta.ChangeHP(fin.HPRegen * deltaTime)\n\t\ta.ChangeMP(fin.MPRegen * deltaTime)\n\t}\n\ta.mu.Lock()\n\ta.speed = fin.Speed\n\ta.mu.Unlock()\n\n\treturn nil\n}\n\n// String 字符串表示\nfunc (a *Actor) String() string {\n\ta.mu.RLock()\n\tdefer a.mu.RUnlock()\n\treturn fmt.Sprintf(\"%s:\\\"%s(%d)\\\"\", a.Type().String(), a.name, a.ID())\n}\n"
  },
  {
    "path": "internal/domain/character/buff_attributes_test.go",
    "content": "package character\n\nimport (\n\t\"context\"\n\t\"testing\"\n)\n\nfunc TestBuffAttributeModifiersAffectFinalsAndSpeed(t *testing.T) {\n\tactor := NewActor(3, EntityTypePlayer, 1, NewVector3(0, 0, 0), NewVector3(1, 0, 0), \"buffed\", 1)\n\tif err := actor.Start(context.Background()); err != nil {\n\t\tt.Fatalf(\"actor start failed: %v\", err)\n\t}\n\n\tam := actor.GetAttributeManager()\n\tbaseMaxHP := am.Final().MaxHP\n\tbaseSpeed := am.Final().Speed\n\n\t// Create a buff with +50 MaxHP and +10% MaxHP, and +20% Speed\n\tb := NewBuff(2001, actor, actor, 5.0)\n\tb.SetModifier(AttributeModifier{MaxHPAdd: 50, MaxHPMul: 0.1, SpeedMul: 0.2})\n\tactor.GetBuffManager().AddBuff(b)\n\n\tfin := am.Final()\n\tif fin.MaxHP <= baseMaxHP {\n\t\tt.Fatalf(\"buff should increase MaxHP, got base=%v final=%v\", baseMaxHP, fin.MaxHP)\n\t}\n\n\t// Speed is applied to actor each update; tick once to refresh speed from finals\n\t_ = actor.Update(context.Background(), 0.016)\n\tif actor.Speed() <= baseSpeed {\n\t\tt.Fatalf(\"buff should increase movement speed, got base=%v current=%v\", baseSpeed, actor.Speed())\n\t}\n}\n"
  },
  {
    "path": "internal/domain/character/buff_flags_test.go",
    "content": "package character\n\nimport (\n\t\"context\"\n\t\"testing\"\n)\n\nfunc TestBuffFlagsAffectActorState(t *testing.T) {\n\tactor := NewActor(4, EntityTypePlayer, 1, NewVector3(0, 0, 0), NewVector3(1, 0, 0), \"flagged\", 1)\n\tif err := actor.Start(context.Background()); err != nil {\n\t\tt.Fatalf(\"actor start failed: %v\", err)\n\t}\n\n\tif actor.GetFlagState().HasFlag(FlagStateStun) {\n\t\tt.Fatalf(\"should not be stunned initially\")\n\t}\n\n\t// Add a stun buff\n\tb := NewBuff(3001, actor, actor, 1.0)\n\tb.SetFlagAdd(FlagStateStun)\n\tactor.GetBuffManager().AddBuff(b)\n\n\tif !actor.GetFlagState().HasFlag(FlagStateStun) {\n\t\tt.Fatalf(\"actor should be stunned after adding stun buff\")\n\t}\n\n\t// Remove the buff\n\tactor.GetBuffManager().RemoveBuff(b)\n\n\tif actor.GetFlagState().HasFlag(FlagStateStun) {\n\t\tt.Fatalf(\"actor should not be stunned after removing stun buff\")\n\t}\n}\n"
  },
  {
    "path": "internal/domain/character/entity.go",
    "content": "package character\n\nimport (\n\t\"context\"\n\t\"sync\"\n)\n\n// Entity 实体基类 - 所有游戏实体的基础\n// 遵循DDD原则：Entity是具有唯一标识的领域对象\ntype Entity struct {\n\tmu sync.RWMutex // 保护并发访问\n\n\t// 唯一标识\n\tentityID   EntityID\n\tentityType EntityType\n\n\t// 定义数据（配置ID）\n\tunitID int32\n\n\t// 空间属性\n\ttransform  Transform\n\tposition2D Vector2 // 2D位置（用于AOI）\n\n\t// 状态\n\tvalid bool // 实体是否有效\n\n\t// 所属地图（聚合根引用）\n\tmapRef interface{} // 避免循环依赖，实际类型为 *Map\n\n\t// AOI实体引用（基础设施层）\n\taoiEntity interface{} // 实际类型为 AOI系统的实体对象\n}\n\n// NewEntity 创建新实体（工厂方法）\nfunc NewEntity(\n\tentityID EntityID,\n\tentityType EntityType,\n\tunitID int32,\n\tposition Vector3,\n\tdirection Vector3,\n) *Entity {\n\treturn &Entity{\n\t\tentityID:   entityID,\n\t\tentityType: entityType,\n\t\tunitID:     unitID,\n\t\ttransform: Transform{\n\t\t\tPosition:  position,\n\t\t\tDirection: direction,\n\t\t},\n\t\tposition2D: position.ToVector2(),\n\t\tvalid:      true,\n\t}\n}\n\n// ========== 身份标识 ==========\n\n// ID 获取实体ID\nfunc (e *Entity) ID() EntityID {\n\te.mu.RLock()\n\tdefer e.mu.RUnlock()\n\treturn e.entityID\n}\n\n// Type 获取实体类型\nfunc (e *Entity) Type() EntityType {\n\te.mu.RLock()\n\tdefer e.mu.RUnlock()\n\treturn e.entityType\n}\n\n// UnitID 获取单位定义ID\nfunc (e *Entity) UnitID() int32 {\n\te.mu.RLock()\n\tdefer e.mu.RUnlock()\n\treturn e.unitID\n}\n\n// ========== 空间属性 ==========\n\n// Position 获取3D位置\nfunc (e *Entity) Position() Vector3 {\n\te.mu.RLock()\n\tdefer e.mu.RUnlock()\n\treturn e.transform.Position\n}\n\n// Position2D 获取2D位置\nfunc (e *Entity) Position2D() Vector2 {\n\te.mu.RLock()\n\tdefer e.mu.RUnlock()\n\treturn e.position2D\n}\n\n// Direction 获取方向\nfunc (e *Entity) Direction() Vector3 {\n\te.mu.RLock()\n\tdefer e.mu.RUnlock()\n\treturn e.transform.Direction\n}\n\n// Transform 获取Transform\nfunc (e *Entity) GetTransform() Transform {\n\te.mu.RLock()\n\tdefer e.mu.RUnlock()\n\treturn e.transform\n}\n\n// SetPosition 设置位置\nfunc (e *Entity) SetPosition(pos Vector3) {\n\te.mu.Lock()\n\tdefer e.mu.Unlock()\n\te.transform.Position = pos\n\te.position2D = pos.ToVector2()\n}\n\n// SetDirection 设置方向\nfunc (e *Entity) SetDirection(dir Vector3) {\n\te.mu.Lock()\n\tdefer e.mu.Unlock()\n\te.transform.Direction = dir\n}\n\n// SetTransform 设置Transform\nfunc (e *Entity) SetTransform(transform Transform) {\n\te.mu.Lock()\n\tdefer e.mu.Unlock()\n\te.transform = transform\n\te.position2D = transform.Position.ToVector2()\n}\n\n// ========== 状态管理 ==========\n\n// IsValid 检查实体是否有效\nfunc (e *Entity) IsValid() bool {\n\te.mu.RLock()\n\tdefer e.mu.RUnlock()\n\treturn e.valid\n}\n\n// Invalidate 使实体失效\nfunc (e *Entity) Invalidate() {\n\te.mu.Lock()\n\tdefer e.mu.Unlock()\n\te.valid = false\n}\n\n// ========== 地图关联 ==========\n\n// SetMap 设置所属地图（由基础设施层调用）\nfunc (e *Entity) SetMap(mapRef interface{}) {\n\te.mu.Lock()\n\tdefer e.mu.Unlock()\n\te.mapRef = mapRef\n}\n\n// GetMap 获取所属地图\nfunc (e *Entity) GetMap() interface{} {\n\te.mu.RLock()\n\tdefer e.mu.RUnlock()\n\treturn e.mapRef\n}\n\n// ========== AOI关联 ==========\n\n// SetAOIEntity 设置AOI实体（由基础设施层调用）\nfunc (e *Entity) SetAOIEntity(aoiEntity interface{}) {\n\te.mu.Lock()\n\tdefer e.mu.Unlock()\n\te.aoiEntity = aoiEntity\n}\n\n// GetAOIEntity 获取AOI实体\nfunc (e *Entity) GetAOIEntity() interface{} {\n\te.mu.RLock()\n\tdefer e.mu.RUnlock()\n\treturn e.aoiEntity\n}\n\n// ========== 生命周期钩子 ==========\n\n// Start 实体初始化（由子类重写）\nfunc (e *Entity) Start(ctx context.Context) error {\n\t// 基类默认实现为空\n\treturn nil\n}\n\n// Update 每帧更新（由子类重写）\nfunc (e *Entity) Update(ctx context.Context, deltaTime float32) error {\n\t// 基类默认实现为空\n\treturn nil\n}\n\n// Destroy 实体销毁（由子类重写）\nfunc (e *Entity) Destroy(ctx context.Context) error {\n\te.Invalidate()\n\treturn nil\n}\n\n// ========== 工具方法 ==========\n\n// DistanceTo 计算到另一个实体的距离\nfunc (e *Entity) DistanceTo(other *Entity) float32 {\n\te.mu.RLock()\n\totherPos := other.Position2D()\n\tmyPos := e.position2D\n\te.mu.RUnlock()\n\treturn myPos.Distance(otherPos)\n}\n\n// String 字符串表示\nfunc (e *Entity) String() string {\n\te.mu.RLock()\n\tdefer e.mu.RUnlock()\n\treturn e.entityType.String() + \":\" + string(rune(e.entityID))\n}\n"
  },
  {
    "path": "internal/domain/character/events.go",
    "content": "package character\n\nimport (\n\t\"time\"\n)\n\n// DomainEvent 领域事件接口\ntype DomainEvent interface {\n\tEventName() string\n\tOccurredOn() time.Time\n\tAggregateID() interface{}\n}\n\n// BaseDomainEvent 基础领域事件\ntype BaseDomainEvent struct {\n\teventName   string\n\toccurredOn  time.Time\n\taggregateID interface{}\n}\n\nfunc NewBaseDomainEvent(eventName string, aggregateID interface{}) BaseDomainEvent {\n\treturn BaseDomainEvent{\n\t\teventName:   eventName,\n\t\toccurredOn:  time.Now(),\n\t\taggregateID: aggregateID,\n\t}\n}\n\nfunc (e BaseDomainEvent) EventName() string {\n\treturn e.eventName\n}\n\nfunc (e BaseDomainEvent) OccurredOn() time.Time {\n\treturn e.occurredOn\n}\n\nfunc (e BaseDomainEvent) AggregateID() interface{} {\n\treturn e.aggregateID\n}\n\n// ========== 实体相关事件 ==========\n\n// EntityCreatedEvent 实体创建事件\ntype EntityCreatedEvent struct {\n\tBaseDomainEvent\n\tEntityID   EntityID\n\tEntityType EntityType\n}\n\nfunc NewEntityCreatedEvent(entityID EntityID, entityType EntityType) *EntityCreatedEvent {\n\treturn &EntityCreatedEvent{\n\t\tBaseDomainEvent: NewBaseDomainEvent(\"EntityCreated\", entityID),\n\t\tEntityID:        entityID,\n\t\tEntityType:      entityType,\n\t}\n}\n\n// EntityDestroyedEvent 实体销毁事件\ntype EntityDestroyedEvent struct {\n\tBaseDomainEvent\n\tEntityID   EntityID\n\tEntityType EntityType\n}\n\nfunc NewEntityDestroyedEvent(entityID EntityID, entityType EntityType) *EntityDestroyedEvent {\n\treturn &EntityDestroyedEvent{\n\t\tBaseDomainEvent: NewBaseDomainEvent(\"EntityDestroyed\", entityID),\n\t\tEntityID:        entityID,\n\t\tEntityType:      entityType,\n\t}\n}\n\n// ========== 玩家相关事件 ==========\n\n// PlayerCreatedEvent 玩家创建事件\ntype PlayerCreatedEvent struct {\n\tBaseDomainEvent\n\tCharacterID int64\n\tUserID      int64\n\tName        string\n\tLevel       int32\n}\n\nfunc NewPlayerCreatedEvent(characterID, userID int64, name string, level int32) *PlayerCreatedEvent {\n\treturn &PlayerCreatedEvent{\n\t\tBaseDomainEvent: NewBaseDomainEvent(\"PlayerCreated\", characterID),\n\t\tCharacterID:     characterID,\n\t\tUserID:          userID,\n\t\tName:            name,\n\t\tLevel:           level,\n\t}\n}\n\n// PlayerLevelUpEvent 玩家升级事件\ntype PlayerLevelUpEvent struct {\n\tBaseDomainEvent\n\tCharacterID int64\n\tOldLevel    int32\n\tNewLevel    int32\n}\n\nfunc NewPlayerLevelUpEvent(characterID int64, oldLevel, newLevel int32) *PlayerLevelUpEvent {\n\treturn &PlayerLevelUpEvent{\n\t\tBaseDomainEvent: NewBaseDomainEvent(\"PlayerLevelUp\", characterID),\n\t\tCharacterID:     characterID,\n\t\tOldLevel:        oldLevel,\n\t\tNewLevel:        newLevel,\n\t}\n}\n\n// PlayerDeathEvent 玩家死亡事件\ntype PlayerDeathEvent struct {\n\tBaseDomainEvent\n\tCharacterID int64\n\tKillerID    EntityID\n\tPosition    Vector3\n}\n\nfunc NewPlayerDeathEvent(characterID int64, killerID EntityID, position Vector3) *PlayerDeathEvent {\n\treturn &PlayerDeathEvent{\n\t\tBaseDomainEvent: NewBaseDomainEvent(\"PlayerDeath\", characterID),\n\t\tCharacterID:     characterID,\n\t\tKillerID:        killerID,\n\t\tPosition:        position,\n\t}\n}\n\n// ========== 战斗相关事件 ==========\n\n// DamageDealtEvent 造成伤害事件\ntype DamageDealtEvent struct {\n\tBaseDomainEvent\n\tAttackerID EntityID\n\tTargetID   EntityID\n\tAmount     int32\n\tDamageType DamageType\n\tIsCrit     bool\n}\n\nfunc NewDamageDealtEvent(attackerID, targetID EntityID, amount int32, damageType DamageType, isCrit bool) *DamageDealtEvent {\n\treturn &DamageDealtEvent{\n\t\tBaseDomainEvent: NewBaseDomainEvent(\"DamageDealt\", attackerID),\n\t\tAttackerID:      attackerID,\n\t\tTargetID:        targetID,\n\t\tAmount:          amount,\n\t\tDamageType:      damageType,\n\t\tIsCrit:          isCrit,\n\t}\n}\n\n// SkillCastEvent 技能释放事件\ntype SkillCastEvent struct {\n\tBaseDomainEvent\n\tCasterID EntityID\n\tSkillID  int32\n\tTargetID EntityID\n}\n\nfunc NewSkillCastEvent(casterID EntityID, skillID int32, targetID EntityID) *SkillCastEvent {\n\treturn &SkillCastEvent{\n\t\tBaseDomainEvent: NewBaseDomainEvent(\"SkillCast\", casterID),\n\t\tCasterID:        casterID,\n\t\tSkillID:         skillID,\n\t\tTargetID:        targetID,\n\t}\n}\n\n// BuffAddedEvent Buff添加事件\ntype BuffAddedEvent struct {\n\tBaseDomainEvent\n\tTargetID EntityID\n\tBuffID   int32\n\tCasterID EntityID\n\tDuration float32\n}\n\nfunc NewBuffAddedEvent(targetID EntityID, buffID int32, casterID EntityID, duration float32) *BuffAddedEvent {\n\treturn &BuffAddedEvent{\n\t\tBaseDomainEvent: NewBaseDomainEvent(\"BuffAdded\", targetID),\n\t\tTargetID:        targetID,\n\t\tBuffID:          buffID,\n\t\tCasterID:        casterID,\n\t\tDuration:        duration,\n\t}\n}\n\n// BuffRemovedEvent Buff移除事件\ntype BuffRemovedEvent struct {\n\tBaseDomainEvent\n\tTargetID EntityID\n\tBuffID   int32\n}\n\nfunc NewBuffRemovedEvent(targetID EntityID, buffID int32) *BuffRemovedEvent {\n\treturn &BuffRemovedEvent{\n\t\tBaseDomainEvent: NewBaseDomainEvent(\"BuffRemoved\", targetID),\n\t\tTargetID:        targetID,\n\t\tBuffID:          buffID,\n\t}\n}\n\n// ========== 怪物相关事件 ==========\n\n// MonsterDeathEvent 怪物死亡事件\ntype MonsterDeathEvent struct {\n\tBaseDomainEvent\n\tMonsterID EntityID\n\tKillerID  EntityID\n\tPosition  Vector3\n\tDropItems []int32 // 掉落物品ID列表\n\tDropExp   int32   // 掉落经验\n}\n\nfunc NewMonsterDeathEvent(monsterID, killerID EntityID, position Vector3, dropItems []int32, dropExp int32) *MonsterDeathEvent {\n\treturn &MonsterDeathEvent{\n\t\tBaseDomainEvent: NewBaseDomainEvent(\"MonsterDeath\", monsterID),\n\t\tMonsterID:       monsterID,\n\t\tKillerID:        killerID,\n\t\tPosition:        position,\n\t\tDropItems:       dropItems,\n\t\tDropExp:         dropExp,\n\t}\n}\n"
  },
  {
    "path": "internal/domain/character/events_test.go",
    "content": "package character\n\nimport (\n\t\"context\"\n\t\"sync\"\n\t\"testing\"\n)\n\ntype fakePublisher struct {\n\tmu     sync.Mutex\n\tevents []DomainEvent\n}\n\nfunc (f *fakePublisher) Publish(e DomainEvent) {\n\tf.mu.Lock()\n\tdefer f.mu.Unlock()\n\tf.events = append(f.events, e)\n}\nfunc (f *fakePublisher) CountByName(name string) int {\n\tf.mu.Lock()\n\tdefer f.mu.Unlock()\n\tc := 0\n\tfor _, e := range f.events {\n\t\tif e.EventName() == name {\n\t\t\tc++\n\t\t}\n\t}\n\treturn c\n}\n\nfunc TestDamageDealtEventIsPublished(t *testing.T) {\n\tattacker := NewActor(21, EntityTypePlayer, 1, NewVector3(0, 0, 0), NewVector3(1, 0, 0), \"att\", 1)\n\tdefender := NewActor(22, EntityTypePlayer, 1, NewVector3(1, 0, 0), NewVector3(-1, 0, 0), \"def\", 1)\n\tif err := attacker.Start(context.Background()); err != nil {\n\t\tt.Fatalf(\"att start: %v\", err)\n\t}\n\tif err := defender.Start(context.Background()); err != nil {\n\t\tt.Fatalf(\"def start: %v\", err)\n\t}\n\n\tpub := &fakePublisher{}\n\t// Attach publisher to defender (OnHurt publishes)\n\tdefender.SetEventPublisher(pub)\n\n\tsk := NewSkill(6001, attacker)\n\tsk.SetTimings(0.0, 0.01, 0.01)\n\tsk.SetDamage(10, 1.0, 0.0, DamageTypePhysical)\n\tattacker.GetSkillManager().AddSkill(sk)\n\n\tif ok := attacker.GetSpell().Cast(sk.ID(), defender); !ok {\n\t\tt.Fatalf(\"cast failed\")\n\t}\n\t_ = attacker.Update(context.Background(), 0.02)\n\n\tif pub.CountByName(\"DamageDealt\") == 0 {\n\t\tt.Fatalf(\"expected DamageDealt event to be published\")\n\t}\n}\n"
  },
  {
    "path": "internal/domain/character/monster.go",
    "content": "package character\n\nimport (\n\t\"context\"\n\t\"fmt\"\n)\n\n// Monster 怪物实体\ntype Monster struct {\n\t*Actor // 继承Actor\n\n\t// 初始位置（用于AI返回出生点）\n\tinitPosition Vector3\n\n\t// 刷新点定义\n\tspawnDefine *SpawnDefine\n\n\t// AI系统\n\tai AI\n}\n\n// SpawnDefine 刷新点定义（从配置加载）\ntype SpawnDefine struct {\n\tSpawnID     int32   // 刷新点ID\n\tWalkRange   float32 // 巡逻范围\n\tChaseRange  float32 // 追击范围\n\tAttackRange float32 // 攻击范围\n}\n\n// AI 怪物AI接口\ntype AI interface {\n\tStart(ctx context.Context) error\n\tUpdate(ctx context.Context, deltaTime float32) error\n\tOnDeath(ctx context.Context) error\n}\n\n// NewMonster 创建怪物（工厂方法）\nfunc NewMonster(\n\tentityID EntityID,\n\tunitID int32,\n\tposition Vector3,\n\tdirection Vector3,\n\tname string,\n\tlevel int32,\n\tspawnDefine *SpawnDefine,\n) *Monster {\n\tactor := NewActor(\n\t\tentityID,\n\t\tEntityTypeMonster,\n\t\tunitID,\n\t\tposition,\n\t\tdirection,\n\t\tname,\n\t\tlevel,\n\t)\n\n\tmonster := &Monster{\n\t\tActor:        actor,\n\t\tinitPosition: position,\n\t\tspawnDefine:  spawnDefine,\n\t}\n\n\t// TODO: 根据怪物类型创建对应的AI\n\t// monster.ai = NewMonsterAI(monster)\n\n\treturn monster\n}\n\n// InitPosition 获取初始位置\nfunc (m *Monster) InitPosition() Vector3 {\n\treturn m.initPosition\n}\n\n// SpawnDefine 获取刷新点定义\nfunc (m *Monster) GetSpawnDefine() *SpawnDefine {\n\treturn m.spawnDefine\n}\n\n// GetAI 获取AI\nfunc (m *Monster) GetAI() AI {\n\treturn m.ai\n}\n\n// Start 初始化怪物\nfunc (m *Monster) Start(ctx context.Context) error {\n\t// 调用Actor的Start\n\tif err := m.Actor.Start(ctx); err != nil {\n\t\treturn err\n\t}\n\n\t// 启动AI\n\tif m.ai != nil {\n\t\tif err := m.ai.Start(ctx); err != nil {\n\t\t\treturn fmt.Errorf(\"ai start failed: %w\", err)\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// Update 更新怪物\nfunc (m *Monster) Update(ctx context.Context, deltaTime float32) error {\n\t// 调用Actor的Update\n\tif err := m.Actor.Update(ctx, deltaTime); err != nil {\n\t\treturn err\n\t}\n\n\t// 更新AI\n\tif m.ai != nil {\n\t\tif err := m.ai.Update(ctx, deltaTime); err != nil {\n\t\t\treturn err\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// Revive 怪物复活\nfunc (m *Monster) Revive(ctx context.Context) error {\n\t// 调用Actor的复活逻辑\n\tif err := m.Actor.Revive(ctx); err != nil {\n\t\treturn err\n\t}\n\n\t// 重置到出生点\n\tm.SetPosition(m.initPosition)\n\n\t// 清空伤害来源\n\tm.damageSourceInfo = nil\n\n\treturn nil\n}\n\n// String 字符串表示\nfunc (m *Monster) String() string {\n\treturn fmt.Sprintf(\"Monster:\\\"%s(%d)\\\"\", m.Name(), m.ID())\n}\n\n// ========== NPC 实体 ==========\n\n// NPC NPC实体\ntype NPC struct {\n\t*Entity // NPC不是Actor，因为不参与战斗\n\n\t// NPC信息\n\tnpcID int32  // NPC定义ID\n\tname  string // NPC名称\n\n\t// 功能定义\n\tfunctions []NPCFunction // NPC功能列表（对话、商店、任务等）\n}\n\n// NPCFunction NPC功能类型\ntype NPCFunction int32\n\nconst (\n\tNPCFunctionDialogue NPCFunction = 0 // 对话\n\tNPCFunctionShop     NPCFunction = 1 // 商店\n\tNPCFunctionQuest    NPCFunction = 2 // 任务\n\tNPCFunctionTeleport NPCFunction = 3 // 传送\n\tNPCFunctionCraft    NPCFunction = 4 // 制作\n)\n\n// NewNPC 创建NPC（工厂方法）\nfunc NewNPC(\n\tentityID EntityID,\n\tnpcID int32,\n\tunitID int32,\n\tposition Vector3,\n\tdirection Vector3,\n\tname string,\n\tfunctions []NPCFunction,\n) *NPC {\n\tentity := NewEntity(entityID, EntityTypeNPC, unitID, position, direction)\n\n\treturn &NPC{\n\t\tEntity:    entity,\n\t\tnpcID:     npcID,\n\t\tname:      name,\n\t\tfunctions: functions,\n\t}\n}\n\n// NPCID 获取NPC定义ID\nfunc (n *NPC) NPCID() int32 {\n\treturn n.npcID\n}\n\n// Name 获取NPC名称\nfunc (n *NPC) Name() string {\n\treturn n.name\n}\n\n// HasFunction 检查是否具有某个功能\nfunc (n *NPC) HasFunction(function NPCFunction) bool {\n\tfor _, f := range n.functions {\n\t\tif f == function {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn false\n}\n\n// Functions 获取所有功能\nfunc (n *NPC) Functions() []NPCFunction {\n\treturn n.functions\n}\n\n// String 字符串表示\nfunc (n *NPC) String() string {\n\treturn fmt.Sprintf(\"NPC:\\\"%s(%d)\\\"[NPCID:%d]\", n.name, n.ID(), n.npcID)\n}\n\n// ========== Missile 投射物实体 ==========\n\n// Missile 投射物（技能子弹等）\ntype Missile struct {\n\t*Entity // 投射物是简单实体\n\n\t// 投射物信息\n\tcasterID EntityID // 施法者ID\n\ttargetID EntityID // 目标ID（单体目标）\n\ttarget   Vector3  // 目标位置（范围技能）\n\n\t// 运动参数\n\tspeed    float32 // 飞行速度\n\tlifetime float32 // 生命周期\n\telapsed  float32 // 已存在时间\n\n\t// 技能信息\n\tskillID int32 // 关联的技能ID\n}\n\n// NewMissile 创建投射物\nfunc NewMissile(\n\tentityID EntityID,\n\tunitID int32,\n\tposition Vector3,\n\tdirection Vector3,\n\tcasterID EntityID,\n\tskillID int32,\n\tspeed float32,\n\tlifetime float32,\n) *Missile {\n\tentity := NewEntity(entityID, EntityTypeMissile, unitID, position, direction)\n\n\treturn &Missile{\n\t\tEntity:   entity,\n\t\tcasterID: casterID,\n\t\tskillID:  skillID,\n\t\tspeed:    speed,\n\t\tlifetime: lifetime,\n\t\telapsed:  0,\n\t}\n}\n\n// Update 更新投射物\nfunc (m *Missile) Update(ctx context.Context, deltaTime float32) error {\n\t// 调用Entity的Update\n\tif err := m.Entity.Update(ctx, deltaTime); err != nil {\n\t\treturn err\n\t}\n\n\t// 更新飞行时间\n\tm.elapsed += deltaTime\n\n\t// 检查是否超时\n\tif m.elapsed >= m.lifetime {\n\t\tm.Invalidate()\n\t\treturn nil\n\t}\n\n\t// TODO: 更新位置\n\t// 沿方向移动\n\t// newPos := m.Position().Add(m.Direction().Mul(m.speed * deltaTime))\n\t// m.SetPosition(newPos)\n\n\t// TODO: 检查碰撞\n\t// if hit detected {\n\t//     m.Invalidate()\n\t//     trigger skill effect\n\t// }\n\n\treturn nil\n}\n\n// String 字符串表示\nfunc (m *Missile) String() string {\n\treturn fmt.Sprintf(\"Missile(%d)[Skill:%d,Caster:%d]\",\n\t\tm.ID(), m.skillID, m.casterID)\n}\n"
  },
  {
    "path": "internal/domain/character/player.go",
    "content": "package character\n\nimport (\n\t\"context\"\n\t\"fmt\"\n)\n\n// Player 玩家实体 - 聚合根\ntype Player struct {\n\t*Actor // 继承Actor\n\n\t// 用户关联\n\tuserID int64 // 所属用户ID\n\n\t// 角色数据\n\tcharacterID int64 // 角色ID（数据库主键）\n\texp         int32 // 经验值\n\tgold        int64 // 金币\n\n\t// 背包系统（聚合）\n\tinventory *Inventory\n\n\t// 任务系统（聚合）\n\ttaskManager *TaskManager\n\n\t// 对话系统\n\tdialogueManager *DialogueManager\n\n\t// 当前交互的NPC\n\tinteractingNPC *NPC\n}\n\n// NewPlayer 创建玩家（工厂方法）\nfunc NewPlayer(\n\tentityID EntityID,\n\tcharacterID int64,\n\tuserID int64,\n\tunitID int32,\n\tposition Vector3,\n\tdirection Vector3,\n\tname string,\n\tlevel int32,\n) *Player {\n\tactor := NewActor(\n\t\tentityID,\n\t\tEntityTypePlayer,\n\t\tunitID,\n\t\tposition,\n\t\tdirection,\n\t\tname,\n\t\tlevel,\n\t)\n\n\tplayer := &Player{\n\t\tActor:       actor,\n\t\tuserID:      userID,\n\t\tcharacterID: characterID,\n\t}\n\n\t// 初始化子系统\n\tplayer.inventory = NewInventory(player)\n\tplayer.taskManager = NewTaskManager(player)\n\tplayer.dialogueManager = NewDialogueManager(player)\n\n\treturn player\n}\n\n// ========== 身份信息 ==========\n\n// UserID 获取用户ID\nfunc (p *Player) UserID() int64 {\n\treturn p.userID\n}\n\n// CharacterID 获取角色ID\nfunc (p *Player) CharacterID() int64 {\n\treturn p.characterID\n}\n\n// ========== 角色属性 ==========\n\n// Exp 获取经验值\nfunc (p *Player) Exp() int32 {\n\treturn p.exp\n}\n\n// Gold 获取金币\nfunc (p *Player) Gold() int64 {\n\treturn p.gold\n}\n\n// GetName 获取角色名称\nfunc (p *Player) GetName() string {\n\treturn p.Name()\n}\n\n// GetRace 获取种族\nfunc (p *Player) GetRace() int32 {\n\t// 从UnitID获取种族信息，这里简化返回0\n\t// 实际应该从DataManager中的UnitDefine获取\n\treturn 0\n}\n\n// GetClass 获取职业\nfunc (p *Player) GetClass() int32 {\n\treturn p.UnitID()\n}\n\n// GetExp 获取经验值\nfunc (p *Player) GetExp() int64 {\n\treturn int64(p.exp)\n}\n\n// GetGold 获取金币\nfunc (p *Player) GetGold() int64 {\n\treturn p.gold\n}\n\n// AddExp 添加经验值\nfunc (p *Player) AddExp(amount int64) {\n\tp.exp += int32(amount)\n\n\t// 检查升级\n\tfor p.CanLevelUp() {\n\t\tp.LevelUp()\n\t}\n}\n\n// AddGold 添加金币\nfunc (p *Player) AddGold(amount int64) {\n\tp.gold += amount\n\tif p.gold < 0 {\n\t\tp.gold = 0\n\t}\n}\n\n// CanLevelUp 是否可以升级\nfunc (p *Player) CanLevelUp() bool {\n\tcurrentLevel := p.Level()\n\tif currentLevel >= 100 { // 最大等级100\n\t\treturn false\n\t}\n\n\t// 简化的升级经验公式: exp >= level * 1000\n\trequiredExp := int32(currentLevel * 1000)\n\treturn p.exp >= requiredExp\n}\n\n// LevelUp 升级\nfunc (p *Player) LevelUp() {\n\tcurrentLevel := p.Level()\n\tnewLevel := currentLevel + 1\n\n\t// 设置新等级\n\tp.SetLevel(newLevel)\n\n\t// 扣除升级所需经验\n\trequiredExp := int32(currentLevel * 1000)\n\tp.exp -= requiredExp\n\n\t// 恢复生命和魔法 - 使用ChangeHP/ChangeMP设置为最大值\n\tattrs := p.Actor.GetAttributeManager().Final()\n\tmaxHP := attrs.MaxHP\n\tmaxMP := attrs.MaxMP\n\tcurrentHP := p.Actor.HP()\n\tcurrentMP := p.Actor.MP()\n\tp.Actor.ChangeHP(maxHP - currentHP)\n\tp.Actor.ChangeMP(maxMP - currentMP)\n\n\t// TODO: 触发升级事件\n\t// p.PublishEvent(&PlayerLevelUpEvent{...})\n}\n\n// ChangeExp 改变经验值\nfunc (p *Player) ChangeExp(amount int32) {\n\tp.exp += amount\n\n\t// 处理升级逻辑\n\tfor p.CanLevelUp() {\n\t\tp.LevelUp()\n\t}\n\n\t// TODO: 同步属性变化\n\t// p.syncAttributeEntry(AttributeTypeExp, p.exp)\n}\n\n// ChangeGold 改变金币\nfunc (p *Player) ChangeGold(amount int64) {\n\tp.gold += amount\n\tif p.gold < 0 {\n\t\tp.gold = 0\n\t}\n\n\t// TODO: 同步属性变化\n\t// p.syncAttributeEntry(AttributeTypeGold, int32(p.gold))\n}\n\n// ========== 子系统访问 ==========\n\n// GetInventory 获取背包\nfunc (p *Player) GetInventory() *Inventory {\n\treturn p.inventory\n}\n\n// GetTaskManager 获取任务管理器\nfunc (p *Player) GetTaskManager() *TaskManager {\n\treturn p.taskManager\n}\n\n// GetDialogueManager 获取对话管理器\nfunc (p *Player) GetDialogueManager() *DialogueManager {\n\treturn p.dialogueManager\n}\n\n// ========== NPC交互 ==========\n\n// SetInteractingNPC 设置当前交互的NPC\nfunc (p *Player) SetInteractingNPC(npc *NPC) {\n\tp.interactingNPC = npc\n}\n\n// GetInteractingNPC 获取当前交互的NPC\nfunc (p *Player) GetInteractingNPC() *NPC {\n\treturn p.interactingNPC\n}\n\n// ========== 生命周期 ==========\n\n// Start 初始化玩家\nfunc (p *Player) Start(ctx context.Context) error {\n\t// 调用Actor的Start\n\tif err := p.Actor.Start(ctx); err != nil {\n\t\treturn err\n\t}\n\n\t// 初始化背包\n\tif err := p.inventory.Start(ctx); err != nil {\n\t\treturn fmt.Errorf(\"inventory start failed: %w\", err)\n\t}\n\n\t// 初始化任务管理器\n\tif err := p.taskManager.Start(ctx); err != nil {\n\t\treturn fmt.Errorf(\"taskManager start failed: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// Revive 玩家复活\nfunc (p *Player) Revive(ctx context.Context) error {\n\t// 调用Actor的复活逻辑\n\tif err := p.Actor.Revive(ctx); err != nil {\n\t\treturn err\n\t}\n\n\t// 玩家特有的复活逻辑（比如扣除经验等）\n\t// TODO: 实现玩家复活逻辑\n\n\treturn nil\n}\n\n// String 字符串表示\nfunc (p *Player) String() string {\n\treturn fmt.Sprintf(\"Player:\\\"%s(%d)\\\"[User:%d,Char:%d]\",\n\t\tp.Name(), p.ID(), p.userID, p.characterID)\n}\n\n// ========== 占位符子系统 ==========\n\n// Inventory 背包（占位符）\ntype Inventory struct {\n\towner *Player\n}\n\nfunc NewInventory(owner *Player) *Inventory {\n\treturn &Inventory{owner: owner}\n}\n\nfunc (i *Inventory) Start(ctx context.Context) error {\n\treturn nil\n}\n\n// TaskManager 任务管理器（占位符）\ntype TaskManager struct {\n\towner *Player\n}\n\nfunc NewTaskManager(owner *Player) *TaskManager {\n\treturn &TaskManager{owner: owner}\n}\n\nfunc (tm *TaskManager) Start(ctx context.Context) error {\n\treturn nil\n}\n\n// DialogueManager 对话管理器（占位符）\ntype DialogueManager struct {\n\towner *Player\n}\n\nfunc NewDialogueManager(owner *Player) *DialogueManager {\n\treturn &DialogueManager{owner: owner}\n}\n"
  },
  {
    "path": "internal/domain/character/repository.go",
    "content": "package character\n\nimport (\n\t\"context\"\n)\n\n// EntityRepository 实体仓储接口 - 由基础设施层实现\ntype EntityRepository interface {\n\t// 通用实体操作\n\tRegister(ctx context.Context, entity *Entity) error\n\tUnregister(ctx context.Context, entityID EntityID) error\n\tGet(ctx context.Context, entityID EntityID) (*Entity, error)\n\tGetAll(ctx context.Context) ([]*Entity, error)\n\n\t// 按类型查询\n\tGetByType(ctx context.Context, entityType EntityType) ([]*Entity, error)\n}\n\n// PlayerRepository 玩家仓储接口\ntype PlayerRepository interface {\n\t// 保存玩家数据到数据库\n\tSave(ctx context.Context, player *Player) error\n\n\t// 从数据库加载玩家\n\tLoad(ctx context.Context, characterID int64) (*Player, error)\n\n\t// 删除玩家\n\tDelete(ctx context.Context, characterID int64) error\n\n\t// 查询用户的所有角色\n\tFindByUserID(ctx context.Context, userID int64) ([]*Player, error)\n\n\t// 检查角色名是否存在\n\tExistsByName(ctx context.Context, name string) (bool, error)\n}\n\n// MonsterRepository 怪物仓储接口\ntype MonsterRepository interface {\n\t// 创建怪物实例\n\tCreate(ctx context.Context, monster *Monster) error\n\n\t// 销毁怪物实例\n\tDestroy(ctx context.Context, entityID EntityID) error\n\n\t// 根据刷新点ID获取怪物列表\n\tGetBySpawnID(ctx context.Context, spawnID int32) ([]*Monster, error)\n}\n\n// NPCRepository NPC仓储接口\ntype NPCRepository interface {\n\t// 创建NPC实例\n\tCreate(ctx context.Context, npc *NPC) error\n\n\t// 销毁NPC实例\n\tDestroy(ctx context.Context, entityID EntityID) error\n\n\t// 根据地图ID获取NPC列表\n\tGetByMapID(ctx context.Context, mapID int32) ([]*NPC, error)\n}\n\n// UnitDefineRepository 单位定义仓储接口（配置数据）\ntype UnitDefineRepository interface {\n\t// 获取单位定义\n\tGet(ctx context.Context, unitID int32) (*UnitDefine, error)\n\n\t// 加载所有单位定义\n\tLoadAll(ctx context.Context) (map[int32]*UnitDefine, error)\n}\n\n// UnitDefine 单位定义（从配置文件加载）\ntype UnitDefine struct {\n\tID   int32  // 单位ID\n\tName string // 单位名称\n\tType string // 单位类型\n\n\t// 基础属性\n\tBaseHP float32 // 基础生命值\n\tBaseMP float32 // 基础魔法值\n\tBaseAD float32 // 基础物理攻击\n\tBaseAP float32 // 基础法术攻击\n\n\t// 其他属性\n\tSpeed              float32 // 移动速度\n\tViewRange          float32 // 视野范围\n\tHurtTime           float32 // 受击硬直时间\n\tDropExpBase        float32 // 基础经验掉落\n\tDropExpLevelFactor float32 // 经验等级系数\n\n\t// 技能列表\n\tSkills []int32 // 技能ID列表\n}\n"
  },
  {
    "path": "internal/domain/character/skill_damage_test.go",
    "content": "package character\n\nimport (\n\t\"context\"\n\t\"testing\"\n)\n\nfunc TestSkillDamageReducesTargetHP(t *testing.T) {\n\tattacker := NewActor(10, EntityTypePlayer, 1, NewVector3(0, 0, 0), NewVector3(1, 0, 0), \"att\", 1)\n\tdefender := NewActor(11, EntityTypePlayer, 1, NewVector3(1, 0, 0), NewVector3(-1, 0, 0), \"def\", 1)\n\n\tif err := attacker.Start(context.Background()); err != nil {\n\t\tt.Fatalf(\"attacker start: %v\", err)\n\t}\n\tif err := defender.Start(context.Background()); err != nil {\n\t\tt.Fatalf(\"defender start: %v\", err)\n\t}\n\n\t// Setup a simple physical skill\n\tsk := NewSkill(5001, attacker)\n\tsk.SetTimings(0.0, 0.01, 0.01) // instant, short active and cooldown\n\tsk.SetDamage(20, 1.0, 0.0, DamageTypePhysical)\n\tattacker.GetSkillManager().AddSkill(sk)\n\n\t// Record defender HP\n\tbaseHP := defender.HP()\n\tif ok := attacker.GetSpell().Cast(sk.ID(), defender); !ok {\n\t\tt.Fatalf(\"failed to cast skill\")\n\t}\n\n\t// Advance time to process Active window and apply damage\n\t_ = attacker.Update(context.Background(), 0.02)\n\n\tif defender.HP() >= baseHP {\n\t\tt.Fatalf(\"expected defender HP to reduce; before=%v after=%v\", baseHP, defender.HP())\n\t}\n}\n"
  },
  {
    "path": "internal/domain/character/subsystems.go",
    "content": "package character\n\nimport (\n\t\"context\"\n\t\"sync\"\n)\n\n// AttributeManager 属性管理器 - 管理Actor的属性计算\ntype AttributeManager struct {\n\towner *Actor\n\tmu    sync.RWMutex\n\n\tbase  *Attributes // 基础属性\n\tfinal *Attributes // 最终属性（经过装备、Buff等加成）\n}\n\n// Attributes 属性集合\ntype Attributes struct {\n\tMaxHP   float32 // 最大生命值\n\tMaxMP   float32 // 最大魔法值\n\tHPRegen float32 // 生命回复\n\tMPRegen float32 // 魔法回复\n\n\tAD   float32 // 物理攻击力\n\tAP   float32 // 法术攻击力\n\tDef  float32 // 物理防御\n\tMDef float32 // 法术防御\n\n\tCri       float32 // 暴击率\n\tCrd       float32 // 暴击伤害\n\tHitRate   float32 // 命中率\n\tDodgeRate float32 // 闪避率\n\n\tSpeed       float32 // 移动速度\n\tAttackSpeed float32 // 攻击速度\n}\n\n// AttributeModifier 属性修饰器（用于 Buff/装备 等对属性的加成）\n// 约定：Add 为加法；Mul 为乘法（叠加时相加后一次性乘以 1+总和）\ntype AttributeModifier struct {\n\tMaxHPAdd, MaxHPMul     float32\n\tMaxMPAdd, MaxMPMul     float32\n\tHPRegenAdd, MPRegenAdd float32\n\n\tADAdd, ADMul     float32\n\tAPAdd, APMul     float32\n\tDefAdd, DefMul   float32\n\tMDefAdd, MDefMul float32\n\n\tCriAdd, CrdAdd                 float32\n\tHitRateAdd                     float32\n\tDodgeRateAdd                   float32\n\tSpeedAdd, SpeedMul             float32\n\tAttackSpeedAdd, AttackSpeedMul float32\n}\n\n// NewAttributeManager 创建属性管理器\nfunc NewAttributeManager(owner *Actor) *AttributeManager {\n\treturn &AttributeManager{\n\t\towner: owner,\n\t\tbase:  &Attributes{},\n\t\tfinal: &Attributes{},\n\t}\n}\n\n// Start 初始化\nfunc (am *AttributeManager) Start(ctx context.Context) error {\n\t// TODO: 从配置中加载基础属性（占位：按等级给出默认值，待 DataManager 接入后替换）\n\tam.mu.Lock()\n\tif am.base.MaxHP == 0 {\n\t\tlvl := float32(am.owner.Level())\n\t\tam.base.MaxHP = 100 + 10*lvl\n\t\tam.base.MaxMP = 50 + 5*lvl\n\t\tam.base.HPRegen = 1\n\t\tam.base.MPRegen = 0.5\n\t\tam.base.AD = 10 + 2*lvl\n\t\tam.base.AP = 5 + 1*lvl\n\t\tam.base.Def = 2 + 1*lvl\n\t\tam.base.MDef = 1 + 0.5*lvl\n\t\tam.base.Cri = 0.05\n\t\tam.base.Crd = 1.5\n\t\tam.base.HitRate = 0.9\n\t\tam.base.DodgeRate = 0.05\n\t\tam.base.Speed = 5\n\t\tam.base.AttackSpeed = 1\n\t}\n\tam.mu.Unlock()\n\n\tam.Recalculate()\n\treturn nil\n}\n\n// Base 获取基础属性\nfunc (am *AttributeManager) Base() *Attributes {\n\tam.mu.RLock()\n\tdefer am.mu.RUnlock()\n\treturn am.base\n}\n\n// Final 获取最终属性\nfunc (am *AttributeManager) Final() *Attributes {\n\tam.mu.RLock()\n\tdefer am.mu.RUnlock()\n\treturn am.final\n}\n\n// Recalculate 重新计算最终属性\nfunc (am *AttributeManager) Recalculate() {\n\tam.mu.Lock()\n\tdefer am.mu.Unlock()\n\n\t// 基础拷贝\n\t*am.final = *am.base\n\n\t// TODO: 装备加成（占位）\n\t// 例如：am.final.AD += equip.ADAdd; am.final.AD *= (1 + equip.ADMul)\n\n\t// Buff 加成（叠加所有 Buff 的属性修饰器）\n\tif am.owner != nil && am.owner.buffManager != nil {\n\t\tmods := am.owner.buffManager.CollectModifiers()\n\t\tvar m AttributeModifier // 汇总\n\t\tfor _, mod := range mods {\n\t\t\tm.MaxHPAdd += mod.MaxHPAdd\n\t\t\tm.MaxHPMul += mod.MaxHPMul\n\t\t\tm.MaxMPAdd += mod.MaxMPAdd\n\t\t\tm.MaxMPMul += mod.MaxMPMul\n\t\t\tm.HPRegenAdd += mod.HPRegenAdd\n\t\t\tm.MPRegenAdd += mod.MPRegenAdd\n\n\t\t\tm.ADAdd += mod.ADAdd\n\t\t\tm.ADMul += mod.ADMul\n\t\t\tm.APAdd += mod.APAdd\n\t\t\tm.APMul += mod.APMul\n\t\t\tm.DefAdd += mod.DefAdd\n\t\t\tm.DefMul += mod.DefMul\n\t\t\tm.MDefAdd += mod.MDefAdd\n\t\t\tm.MDefMul += mod.MDefMul\n\n\t\t\tm.CriAdd += mod.CriAdd\n\t\t\tm.CrdAdd += mod.CrdAdd\n\t\t\tm.HitRateAdd += mod.HitRateAdd\n\t\t\tm.DodgeRateAdd += mod.DodgeRateAdd\n\t\t\tm.SpeedAdd += mod.SpeedAdd\n\t\t\tm.SpeedMul += mod.SpeedMul\n\t\t\tm.AttackSpeedAdd += mod.AttackSpeedAdd\n\t\t\tm.AttackSpeedMul += mod.AttackSpeedMul\n\t\t}\n\n\t\t// 应用到最终属性\n\t\tam.final.MaxHP = (am.final.MaxHP + m.MaxHPAdd) * (1 + m.MaxHPMul)\n\t\tam.final.MaxMP = (am.final.MaxMP + m.MaxMPAdd) * (1 + m.MaxMPMul)\n\t\tam.final.HPRegen = am.final.HPRegen + m.HPRegenAdd\n\t\tam.final.MPRegen = am.final.MPRegen + m.MPRegenAdd\n\n\t\tam.final.AD = (am.final.AD + m.ADAdd) * (1 + m.ADMul)\n\t\tam.final.AP = (am.final.AP + m.APAdd) * (1 + m.APMul)\n\t\tam.final.Def = (am.final.Def + m.DefAdd) * (1 + m.DefMul)\n\t\tam.final.MDef = (am.final.MDef + m.MDefAdd) * (1 + m.MDefMul)\n\n\t\tam.final.Cri += m.CriAdd\n\t\tam.final.Crd += m.CrdAdd\n\t\tam.final.HitRate += m.HitRateAdd\n\t\tam.final.DodgeRate += m.DodgeRateAdd\n\t\tam.final.Speed = (am.final.Speed + m.SpeedAdd) * (1 + m.SpeedMul)\n\t\tam.final.AttackSpeed = (am.final.AttackSpeed + m.AttackSpeedAdd) * (1 + m.AttackSpeedMul)\n\t}\n\n\t// 下游：可在此应用被动/天赋等\n}\n\n// SetBase 设置基础属性（整体替换）\nfunc (am *AttributeManager) SetBase(attrs Attributes) {\n\tam.mu.Lock()\n\tam.base = &attrs\n\tam.mu.Unlock()\n\tam.Recalculate()\n}\n\n// ModifyBase 对基础属性进行增量修改（加法）\nfunc (am *AttributeManager) ModifyBase(mod func(a *Attributes)) {\n\tam.mu.Lock()\n\tmod(am.base)\n\tam.mu.Unlock()\n\tam.Recalculate()\n}\n\n// ========== SkillManager 技能管理器 ==========\n\n// SkillManager 技能管理器\ntype SkillManager struct {\n\towner *Actor\n\tmu    sync.RWMutex\n\n\tskills map[int32]*Skill // 技能ID -> 技能实例\n}\n\n// NewSkillManager 创建技能管理器\nfunc NewSkillManager(owner *Actor) *SkillManager {\n\treturn &SkillManager{\n\t\towner:  owner,\n\t\tskills: make(map[int32]*Skill),\n\t}\n}\n\n// Start 初始化\nfunc (sm *SkillManager) Start(ctx context.Context) error {\n\t// TODO: 从配置中加载技能\n\treturn nil\n}\n\n// Update 每帧更新\nfunc (sm *SkillManager) Update(ctx context.Context, deltaTime float32) error {\n\tsm.mu.RLock()\n\tdefer sm.mu.RUnlock()\n\n\t// 更新所有技能\n\tfor _, skill := range sm.skills {\n\t\tif err := skill.Update(ctx, deltaTime); err != nil {\n\t\t\treturn err\n\t\t}\n\t}\n\treturn nil\n}\n\n// GetSkill 获取技能\nfunc (sm *SkillManager) GetSkill(skillID int32) *Skill {\n\tsm.mu.RLock()\n\tdefer sm.mu.RUnlock()\n\treturn sm.skills[skillID]\n}\n\n// AddSkill 添加技能\nfunc (sm *SkillManager) AddSkill(skill *Skill) {\n\tsm.mu.Lock()\n\tdefer sm.mu.Unlock()\n\tsm.skills[skill.ID()] = skill\n}\n\n// ========== Skill 技能 ==========\n\n// Skill 技能实例\ntype Skill struct {\n\tid    int32\n\towner *Actor\n\tmu    sync.RWMutex\n\n\t// 技能状态\n\tstate         SkillState\n\tcooldownTimer float32 // 冷却计时器\n\tcastTimer     float32 // 施法计时器\n\n\t// 配置（占位，后续由 DataManager 驱动）\n\tcastTime     float32 // 吟唱时间\n\tactiveTime   float32 // 生效窗口时间（如持续伤害/命中帧窗口）\n\tcooldownTime float32 // 冷却时长\n\n\t// 伤害配置（简化版）\n\tbaseDamage float32\n\tscaleAD    float32\n\tscaleAP    float32\n\tdmgType    DamageType\n}\n\n// SkillState 技能状态\ntype SkillState int32\n\nconst (\n\tSkillStateIdle     SkillState = 0 // 空闲\n\tSkillStateReady    SkillState = 1 // 就绪\n\tSkillStateIntonate SkillState = 2 // 吟唱中\n\tSkillStateActive   SkillState = 3 // 激活中\n\tSkillStateCooling  SkillState = 4 // 冷却中\n)\n\n// NewSkill 创建技能\nfunc NewSkill(id int32, owner *Actor) *Skill {\n\treturn &Skill{\n\t\tid:    id,\n\t\towner: owner,\n\t\tstate: SkillStateReady,\n\t\t// 默认占位：瞬发、短冷却\n\t\tcastTime:     0,\n\t\tactiveTime:   0.1,\n\t\tcooldownTime: 1.0,\n\t}\n}\n\n// ID 获取技能ID\nfunc (s *Skill) ID() int32 {\n\treturn s.id\n}\n\n// SetDamage 配置技能伤害参数\nfunc (s *Skill) SetDamage(base, scaleAD, scaleAP float32, dmgType DamageType) {\n\ts.mu.Lock()\n\ts.baseDamage = base\n\ts.scaleAD = scaleAD\n\ts.scaleAP = scaleAP\n\ts.dmgType = dmgType\n\ts.mu.Unlock()\n}\n\n// Update 更新技能\nfunc (s *Skill) Update(ctx context.Context, deltaTime float32) error {\n\ts.mu.Lock()\n\tdefer s.mu.Unlock()\n\n\tswitch s.state {\n\tcase SkillStateIntonate:\n\t\ts.castTimer -= deltaTime\n\t\tif s.castTimer <= 0 {\n\t\t\t// 进入激活\n\t\t\ts.state = SkillStateActive\n\t\t\ts.castTimer = s.activeTime\n\t\t\t// 命中/效果应用（命中目标、生成投射物等）\n\t\t\tif s.owner != nil && s.owner.spell != nil {\n\t\t\t\ts.owner.spell.ApplySkillEffect(s)\n\t\t\t}\n\t\t}\n\tcase SkillStateActive:\n\t\ts.castTimer -= deltaTime\n\t\tif s.castTimer <= 0 {\n\t\t\t// 进入冷却\n\t\t\ts.state = SkillStateCooling\n\t\t\ts.cooldownTimer = s.cooldownTime\n\t\t}\n\tcase SkillStateCooling:\n\t\ts.cooldownTimer -= deltaTime\n\t\tif s.cooldownTimer <= 0 {\n\t\t\ts.state = SkillStateReady\n\t\t\ts.cooldownTimer = 0\n\t\t}\n\t}\n\treturn nil\n}\n\n// State 获取当前技能状态\nfunc (s *Skill) State() SkillState {\n\ts.mu.RLock()\n\tdefer s.mu.RUnlock()\n\treturn s.state\n}\n\n// SetTimings 设置技能关键时序（吟唱/激活/冷却）\nfunc (s *Skill) SetTimings(cast, active, cooldown float32) {\n\ts.mu.Lock()\n\ts.castTime = cast\n\ts.activeTime = active\n\ts.cooldownTime = cooldown\n\ts.mu.Unlock()\n}\n\n// StartCast 尝试开始施法（由施法器或应用层触发）\nfunc (s *Skill) StartCast() bool {\n\ts.mu.Lock()\n\tdefer s.mu.Unlock()\n\n\tif s.owner == nil || s.owner.IsDeath() {\n\t\treturn false\n\t}\n\t// 眩晕/沉默等状态约束\n\tflags := s.owner.GetFlagState()\n\tif flags.HasFlag(FlagStateStun) || flags.HasFlag(FlagStateSilence) {\n\t\treturn false\n\t}\n\t// 冷却中不可释放\n\tif s.state == SkillStateCooling || s.state == SkillStateActive || s.state == SkillStateIntonate {\n\t\treturn false\n\t}\n\n\tif s.castTime > 0 {\n\t\ts.state = SkillStateIntonate\n\t\ts.castTimer = s.castTime\n\t} else {\n\t\ts.state = SkillStateActive\n\t\ts.castTimer = s.activeTime\n\t}\n\treturn true\n}\n\n// ========== BuffManager Buff管理器 ==========\n\n// BuffManager Buff管理器\ntype BuffManager struct {\n\towner *Actor\n\tmu    sync.RWMutex\n\n\tbuffs []*Buff // Buff列表\n}\n\n// NewBuffManager 创建Buff管理器\nfunc NewBuffManager(owner *Actor) *BuffManager {\n\treturn &BuffManager{\n\t\towner: owner,\n\t\tbuffs: make([]*Buff, 0),\n\t}\n}\n\n// Start 初始化\nfunc (bm *BuffManager) Start(ctx context.Context) error {\n\treturn nil\n}\n\n// Update 每帧更新\nfunc (bm *BuffManager) Update(ctx context.Context, deltaTime float32) error {\n\tbm.mu.Lock()\n\tdefer bm.mu.Unlock()\n\n\t// 更新所有Buff\n\ttoRemove := make([]int, 0)\n\tfor i, buff := range bm.buffs {\n\t\tif err := buff.Update(ctx, deltaTime); err != nil {\n\t\t\treturn err\n\t\t}\n\t\tif buff.IsExpired() {\n\t\t\ttoRemove = append(toRemove, i)\n\t\t}\n\t}\n\n\t// 移除过期的Buff\n\tfor i := len(toRemove) - 1; i >= 0; i-- {\n\t\tidx := toRemove[i]\n\t\tbm.buffs = append(bm.buffs[:idx], bm.buffs[idx+1:]...)\n\t}\n\n\tif len(toRemove) > 0 {\n\t\t// Buff 变化后触发属性重算\n\t\tif bm.owner != nil && bm.owner.attributeManager != nil {\n\t\t\tbm.owner.attributeManager.Recalculate()\n\t\t}\n\t\t// 刷新基于 Buff 的状态标志\n\t\tbm.refreshActorFlags()\n\t}\n\n\treturn nil\n}\n\n// AddBuff 添加Buff\nfunc (bm *BuffManager) AddBuff(buff *Buff) {\n\tbm.mu.Lock()\n\tdefer bm.mu.Unlock()\n\tbm.buffs = append(bm.buffs, buff)\n\t// Buff 变化后触发属性重算\n\tif bm.owner != nil && bm.owner.attributeManager != nil {\n\t\tbm.owner.attributeManager.Recalculate()\n\t}\n\t// 刷新状态标志\n\tbm.refreshActorFlags()\n}\n\n// RemoveBuff 移除Buff\nfunc (bm *BuffManager) RemoveBuff(buff *Buff) {\n\tbm.mu.Lock()\n\tdefer bm.mu.Unlock()\n\n\tfor i, b := range bm.buffs {\n\t\tif b == buff {\n\t\t\tbm.buffs = append(bm.buffs[:i], bm.buffs[i+1:]...)\n\t\t\tbreak\n\t\t}\n\t}\n\t// Buff 变化后触发属性重算\n\tif bm.owner != nil && bm.owner.attributeManager != nil {\n\t\tbm.owner.attributeManager.Recalculate()\n\t}\n\t// 刷新状态标志\n\tbm.refreshActorFlags()\n}\n\n// GetBuffByID 按ID获取Buff\nfunc (bm *BuffManager) GetBuffByID(id int32) *Buff {\n\tbm.mu.RLock()\n\tdefer bm.mu.RUnlock()\n\tfor _, b := range bm.buffs {\n\t\tif b != nil && b.id == id {\n\t\t\treturn b\n\t\t}\n\t}\n\treturn nil\n}\n\n// RemoveBuffByID 按ID移除Buff\nfunc (bm *BuffManager) RemoveBuffByID(id int32) {\n\tbm.mu.Lock()\n\tdefer bm.mu.Unlock()\n\tfor i := 0; i < len(bm.buffs); i++ {\n\t\tif bm.buffs[i] != nil && bm.buffs[i].id == id {\n\t\t\tbm.buffs = append(bm.buffs[:i], bm.buffs[i+1:]...)\n\t\t\ti--\n\t\t}\n\t}\n\tif bm.owner != nil && bm.owner.attributeManager != nil {\n\t\tbm.owner.attributeManager.Recalculate()\n\t}\n\tbm.refreshActorFlags()\n}\n\n// CollectModifiers 汇总当前 Buff 的属性修饰器快照\nfunc (bm *BuffManager) CollectModifiers() []AttributeModifier {\n\tbm.mu.RLock()\n\tdefer bm.mu.RUnlock()\n\tmods := make([]AttributeModifier, 0, len(bm.buffs))\n\tfor _, b := range bm.buffs {\n\t\tmods = append(mods, b.Modifier())\n\t}\n\treturn mods\n}\n\n// 汇总 Buff 的状态标志位（位或）\nfunc (bm *BuffManager) collectFlags() FlagState {\n\tvar flags FlagState = FlagStateZero\n\tfor _, b := range bm.buffs {\n\t\tflags = flags.AddFlag(b.FlagAdd())\n\t}\n\treturn flags\n}\n\n// 刷新 Actor 的状态标志，基于当前 Buff 汇总\nfunc (bm *BuffManager) refreshActorFlags() {\n\tif bm.owner == nil {\n\t\treturn\n\t}\n\tflags := bm.collectFlags()\n\tbm.owner.SetFlagStateExact(flags)\n}\n\n// ========== Buff ==========\n\n// Buff Buff实例\ntype Buff struct {\n\tid       int32\n\towner    *Actor\n\tcaster   *Actor\n\tduration float32\n\telapsed  float32\n\n\tmodifier AttributeModifier\n\n\t// 状态效果：为简化，使用位或累加的 FlagState\n\taddFlags FlagState\n}\n\n// NewBuff 创建Buff\nfunc NewBuff(id int32, owner, caster *Actor, duration float32) *Buff {\n\treturn &Buff{\n\t\tid:       id,\n\t\towner:    owner,\n\t\tcaster:   caster,\n\t\tduration: duration,\n\t\telapsed:  0,\n\t}\n}\n\n// Update 更新Buff\nfunc (b *Buff) Update(ctx context.Context, deltaTime float32) error {\n\tb.elapsed += deltaTime\n\treturn nil\n}\n\n// IsExpired 是否过期\nfunc (b *Buff) IsExpired() bool {\n\treturn b.elapsed >= b.duration\n}\n\n// SetModifier 设置属性修饰器\nfunc (b *Buff) SetModifier(mod AttributeModifier) { b.modifier = mod }\n\n// Modifier 获取属性修饰器\nfunc (b *Buff) Modifier() AttributeModifier { return b.modifier }\n\n// SetFlagAdd 设置该 Buff 施加的状态标志\nfunc (b *Buff) SetFlagAdd(flags FlagState) { b.addFlags = flags }\n\n// FlagAdd 获取该 Buff 施加的状态标志\nfunc (b *Buff) FlagAdd() FlagState { return b.addFlags }\n\n// ========== Spell 施法器 ==========\n\n// Spell 施法器 - 管理当前正在施放的技能\ntype Spell struct {\n\towner *Actor\n\tmu    sync.RWMutex\n\n\tcurrentSkill *Skill // 当前正在施放的技能\n\ttarget       *Actor // 当前施法目标（简化：单体）\n}\n\n// NewSpell 创建施法器\nfunc NewSpell(owner *Actor) *Spell {\n\treturn &Spell{\n\t\towner: owner,\n\t}\n}\n\n// CurrentSkill 获取当前技能\nfunc (s *Spell) CurrentSkill() *Skill {\n\ts.mu.RLock()\n\tdefer s.mu.RUnlock()\n\treturn s.currentSkill\n}\n\n// SetCurrentSkill 设置当前技能\nfunc (s *Spell) SetCurrentSkill(skill *Skill) {\n\ts.mu.Lock()\n\tdefer s.mu.Unlock()\n\ts.currentSkill = skill\n}\n\n// Cast 根据技能ID对目标施放技能\nfunc (s *Spell) Cast(skillID int32, target *Actor) bool {\n\tif s.owner == nil {\n\t\treturn false\n\t}\n\tsm := s.owner.GetSkillManager()\n\tif sm == nil {\n\t\treturn false\n\t}\n\tsk := sm.GetSkill(skillID)\n\tif sk == nil {\n\t\treturn false\n\t}\n\tif !sk.StartCast() {\n\t\treturn false\n\t}\n\ts.mu.Lock()\n\ts.currentSkill = sk\n\ts.target = target\n\ts.mu.Unlock()\n\treturn true\n}\n\n// ApplySkillEffect 在技能进入 Active 时调用，应用技能效果到目标\nfunc (s *Spell) ApplySkillEffect(skill *Skill) {\n\ts.mu.RLock()\n\ttarget := s.target\n\ts.mu.RUnlock()\n\tif target == nil || target.IsDeath() || s.owner == nil {\n\t\treturn\n\t}\n\t// 计算伤害并应用\n\tdmg := computeDamage(s.owner, target, skill)\n\tif dmg <= 0 {\n\t\treturn\n\t}\n\tinfo := &DamageInfo{\n\t\tTargetID:     target.ID(),\n\t\tAttackerInfo: AttackerInfo{AttackerID: s.owner.ID(), AttackerType: AttackerTypeSkill, SkillID: skill.ID()},\n\t\tAmount:       int32(dmg),\n\t\tDamageType:   skill.dmgType,\n\t\tIsCrit:       false, IsMiss: false,\n\t}\n\t_ = target.OnHurt(context.Background(), info)\n}\n\n// computeDamage 伤害计算（简化且确定性）\nfunc computeDamage(attacker *Actor, defender *Actor, skill *Skill) float32 {\n\tif attacker == nil || defender == nil || skill == nil {\n\t\treturn 0\n\t}\n\taf := attacker.GetAttributeManager().Final()\n\tdf := defender.GetAttributeManager().Final()\n\t// 攻击力构成\n\tatk := skill.baseDamage + af.AD*skill.scaleAD + af.AP*skill.scaleAP\n\tif atk <= 0 {\n\t\treturn 0\n\t}\n\t// 防御减伤： dmg * (1 - def/(def+100))\n\tvar def float32\n\tif skill.dmgType == DamageTypeMagical {\n\t\tdef = df.MDef\n\t} else {\n\t\tdef = df.Def\n\t}\n\treduction := float32(1.0)\n\tif def > 0 {\n\t\treduction = 1 - def/(def+100)\n\t}\n\tdmg := atk * reduction\n\tif dmg < 0 {\n\t\tdmg = 0\n\t}\n\treturn dmg\n}\n\n// SetTarget 设置当前施法目标\nfunc (s *Spell) SetTarget(target *Actor) {\n\ts.mu.Lock()\n\ts.target = target\n\ts.mu.Unlock()\n}\n\n// Target 获取当前施法目标\nfunc (s *Spell) Target() *Actor {\n\ts.mu.RLock()\n\tdefer s.mu.RUnlock()\n\treturn s.target\n}\n"
  },
  {
    "path": "internal/domain/character/subsystems_test.go",
    "content": "package character\n\nimport (\n\t\"context\"\n\t\"testing\"\n)\n\nfunc TestSkillFSMTransitions(t *testing.T) {\n\tactor := NewActor(1, EntityTypePlayer, 1, NewVector3(0, 0, 0), NewVector3(1, 0, 0), \"tester\", 1)\n\tif err := actor.Start(context.Background()); err != nil {\n\t\tt.Fatalf(\"actor start failed: %v\", err)\n\t}\n\n\tskill := NewSkill(1001, actor)\n\tskill.SetTimings(0.05, 0.05, 0.05)\n\n\tif st := skill.State(); st != SkillStateReady {\n\t\tt.Fatalf(\"expected Ready at start, got %v\", st)\n\t}\n\n\tif ok := skill.StartCast(); !ok {\n\t\tt.Fatalf(\"StartCast should succeed in Ready state\")\n\t}\n\n\t// Intonate window\n\t_ = skill.Update(context.Background(), 0.03)\n\tif st := skill.State(); st != SkillStateIntonate && st != SkillStateActive {\n\t\tt.Fatalf(\"expected Intonate or Active, got %v\", st)\n\t}\n\n\t// Enter Active\n\t_ = skill.Update(context.Background(), 0.03)\n\tif st := skill.State(); st != SkillStateActive {\n\t\tt.Fatalf(\"expected Active, got %v\", st)\n\t}\n\n\t// Enter Cooling\n\t_ = skill.Update(context.Background(), 0.06)\n\tif st := skill.State(); st != SkillStateCooling {\n\t\tt.Fatalf(\"expected Cooling, got %v\", st)\n\t}\n\n\t// Back to Ready\n\t_ = skill.Update(context.Background(), 0.06)\n\tif st := skill.State(); st != SkillStateReady {\n\t\tt.Fatalf(\"expected Ready, got %v\", st)\n\t}\n}\n\nfunc TestAttributesInitAndRegen(t *testing.T) {\n\tactor := NewActor(2, EntityTypePlayer, 1, NewVector3(0, 0, 0), NewVector3(1, 0, 0), \"tester2\", 5)\n\tif err := actor.Start(context.Background()); err != nil {\n\t\tt.Fatalf(\"actor start failed: %v\", err)\n\t}\n\n\tfin := actor.GetAttributeManager().Final()\n\tif fin.MaxHP <= 0 || fin.Speed <= 0 {\n\t\tt.Fatalf(\"final attributes should be initialized with defaults, got MaxHP=%v Speed=%v\", fin.MaxHP, fin.Speed)\n\t}\n\n\tif actor.HP() != fin.MaxHP {\n\t\tt.Fatalf(\"actor HP should init to MaxHP, got %v vs %v\", actor.HP(), fin.MaxHP)\n\t}\n\n\t// Reduce HP and test regen\n\tactor.ChangeHP(-10)\n\thpAfterHit := actor.HP()\n\tif hpAfterHit >= fin.MaxHP {\n\t\tt.Fatalf(\"HP should be reduced after damage\")\n\t}\n\n\t_ = actor.Update(context.Background(), 2.0) // 2 seconds regen\n\tif actor.HP() <= hpAfterHit {\n\t\tt.Fatalf(\"HP should regenerate over time; before=%v after=%v\", hpAfterHit, actor.HP())\n\t}\n\tif actor.HP() > fin.MaxHP {\n\t\tt.Fatalf(\"HP should not exceed MaxHP; got %v > %v\", actor.HP(), fin.MaxHP)\n\t}\n}\n"
  },
  {
    "path": "internal/domain/character/value_objects.go",
    "content": "package character\n\nimport (\n\t\"math\"\n)\n\n// Vector3 三维向量（位置、方向）\ntype Vector3 struct {\n\tX float32\n\tY float32\n\tZ float32\n}\n\n// NewVector3 创建新的三维向量\nfunc NewVector3(x, y, z float32) Vector3 {\n\treturn Vector3{X: x, Y: y, Z: z}\n}\n\n// Zero 返回零向量\nfunc (v Vector3) Zero() Vector3 {\n\treturn Vector3{X: 0, Y: 0, Z: 0}\n}\n\n// ToVector2 转换为二维向量（忽略Y轴）\nfunc (v Vector3) ToVector2() Vector2 {\n\treturn Vector2{X: v.X, Y: v.Z}\n}\n\n// Distance 计算两个三维向量之间的距离\nfunc (v Vector3) Distance(other Vector3) float32 {\n\tdx := v.X - other.X\n\tdy := v.Y - other.Y\n\tdz := v.Z - other.Z\n\treturn float32(math.Sqrt(float64(dx*dx + dy*dy + dz*dz)))\n}\n\n// Vector2 二维向量（平面位置）\ntype Vector2 struct {\n\tX float32\n\tY float32\n}\n\n// NewVector2 创建新的二维向量\nfunc NewVector2(x, y float32) Vector2 {\n\treturn Vector2{X: x, Y: y}\n}\n\n// ToVector3 转换为三维向量（Y=0）\nfunc (v Vector2) ToVector3() Vector3 {\n\treturn Vector3{X: v.X, Y: 0, Z: v.Y}\n}\n\n// Distance 计算两个二维向量之间的距离\nfunc (v Vector2) Distance(other Vector2) float32 {\n\tdx := v.X - other.X\n\tdy := v.Y - other.Y\n\treturn float32(math.Sqrt(float64(dx*dx + dy*dy)))\n}\n\n// Normalized 返回归一化向量\nfunc (v Vector2) Normalized() Vector2 {\n\tlength := float32(math.Sqrt(float64(v.X*v.X + v.Y*v.Y)))\n\tif length == 0 {\n\t\treturn Vector2{X: 0, Y: 0}\n\t}\n\treturn Vector2{X: v.X / length, Y: v.Y / length}\n}\n\n// Add 向量加法\nfunc (v Vector2) Add(other Vector2) Vector2 {\n\treturn Vector2{X: v.X + other.X, Y: v.Y + other.Y}\n}\n\n// Sub 向量减法\nfunc (v Vector2) Sub(other Vector2) Vector2 {\n\treturn Vector2{X: v.X - other.X, Y: v.Y - other.Y}\n}\n\n// Mul 向量数乘\nfunc (v Vector2) Mul(scalar float32) Vector2 {\n\treturn Vector2{X: v.X * scalar, Y: v.Y * scalar}\n}\n\n// EntityID 实体ID值对象\ntype EntityID int32\n\n// IsValid 检查实体ID是否有效\nfunc (id EntityID) IsValid() bool {\n\treturn id > 0\n}\n\n// Int32 转换为int32\nfunc (id EntityID) Int32() int32 {\n\treturn int32(id)\n}\n\n// EntityType 实体类型\ntype EntityType int32\n\nconst (\n\tEntityTypePlayer      EntityType = 0 // 玩家\n\tEntityTypeMonster     EntityType = 1 // 怪物\n\tEntityTypeNPC         EntityType = 2 // NPC\n\tEntityTypeMissile     EntityType = 3 // 投射物\n\tEntityTypeDroppedItem EntityType = 4 // 掉落物\n\tEntityTypePet         EntityType = 5 // 宠物\n\tEntityTypeSummon      EntityType = 6 // 召唤物\n)\n\n// String 返回实体类型的字符串表示\nfunc (t EntityType) String() string {\n\tswitch t {\n\tcase EntityTypePlayer:\n\t\treturn \"Player\"\n\tcase EntityTypeMonster:\n\t\treturn \"Monster\"\n\tcase EntityTypeNPC:\n\t\treturn \"NPC\"\n\tcase EntityTypeMissile:\n\t\treturn \"Missile\"\n\tcase EntityTypeDroppedItem:\n\t\treturn \"DroppedItem\"\n\tcase EntityTypePet:\n\t\treturn \"Pet\"\n\tcase EntityTypeSummon:\n\t\treturn \"Summon\"\n\tdefault:\n\t\treturn \"Unknown\"\n\t}\n}\n\n// AnimationState 动画状态\ntype AnimationState int32\n\nconst (\n\tAnimationStateIdle  AnimationState = 0 // 空闲\n\tAnimationStateMove  AnimationState = 1 // 移动\n\tAnimationStateSkill AnimationState = 2 // 释放技能\n\tAnimationStateHurt  AnimationState = 3 // 受伤\n\tAnimationStateDeath AnimationState = 4 // 死亡\n\tAnimationStateJump  AnimationState = 5 // 跳跃\n\tAnimationStateFall  AnimationState = 6 // 下落\n)\n\n// FlagState 状态标志位（可组合）\ntype FlagState int32\n\nconst (\n\tFlagStateZero       FlagState = 0  // 无状态\n\tFlagStateStun       FlagState = 1  // 眩晕\n\tFlagStateRoot       FlagState = 2  // 定身\n\tFlagStateSilence    FlagState = 4  // 沉默\n\tFlagStateInvincible FlagState = 8  // 无敌\n\tFlagStateInvisible  FlagState = 16 // 隐身\n\tFlagStateDisarm     FlagState = 32 // 缴械\n\tFlagStateSlow       FlagState = 64 // 减速\n)\n\n// HasFlag 检查是否包含某个状态标志\nfunc (f FlagState) HasFlag(flag FlagState) bool {\n\treturn (f & flag) != 0\n}\n\n// AddFlag 添加状态标志\nfunc (f FlagState) AddFlag(flag FlagState) FlagState {\n\treturn f | flag\n}\n\n// RemoveFlag 移除状态标志\nfunc (f FlagState) RemoveFlag(flag FlagState) FlagState {\n\treturn f & ^flag\n}\n\n// Transform 位置和方向\ntype Transform struct {\n\tPosition  Vector3 // 位置\n\tDirection Vector3 // 方向\n}\n\n// NewTransform 创建新的Transform\nfunc NewTransform(pos, dir Vector3) Transform {\n\treturn Transform{\n\t\tPosition:  pos,\n\t\tDirection: dir,\n\t}\n}\n"
  },
  {
    "path": "internal/domain/dialogue/dialogue_manager.go",
    "content": "package dialogue\n\nimport (\n\t\"fmt\"\n\t\"sync\"\n)\n\n// DialogueType 对话类型\ntype DialogueType int32\n\nconst (\n\tDialogueTypeNormal DialogueType = 0 // 普通对话\n\tDialogueTypeQuest  DialogueType = 1 // 任务对话\n\tDialogueTypeShop   DialogueType = 2 // 商店对话\n)\n\n// DialogueAction 对话动作\ntype DialogueAction int32\n\nconst (\n\tDialogueActionNone        DialogueAction = 0 // 无动作\n\tDialogueActionAcceptQuest DialogueAction = 1 // 接受任务\n\tDialogueActionSubmitQuest DialogueAction = 2 // 提交任务\n\tDialogueActionOpenShop    DialogueAction = 3 // 打开商店\n)\n\n// DialogueNode 对话节点\ntype DialogueNode struct {\n\tID      int32             // 节点ID\n\tText    string            // 对话文本\n\tOptions []*DialogueOption // 选项列表\n}\n\n// DialogueOption 对话选项\ntype DialogueOption struct {\n\tText     string         // 选项文本\n\tNextNode int32          // 下一个节点ID\n\tAction   DialogueAction // 触发的动作\n\tActionID int32          // 动作ID（如任务ID）\n}\n\n// DialogueManager 对话管理器\ntype DialogueManager struct {\n\tmu sync.RWMutex\n\n\townerID      int64         // 所属玩家ID\n\tcurrentNPCID int32         // 当前交互的NPC ID\n\tcurrentNode  *DialogueNode // 当前对话节点\n}\n\n// NewDialogueManager 创建对话管理器\nfunc NewDialogueManager(ownerID int64) *DialogueManager {\n\treturn &DialogueManager{\n\t\townerID: ownerID,\n\t}\n}\n\n// StartDialogue 开始对话\nfunc (dm *DialogueManager) StartDialogue(npcID int32, dialogueID int32) error {\n\tdm.mu.Lock()\n\tdefer dm.mu.Unlock()\n\n\t// TODO: 从DataManager加载对话数据\n\tdm.currentNPCID = npcID\n\tdm.currentNode = &DialogueNode{\n\t\tID:   dialogueID,\n\t\tText: \"你好，旅行者。\",\n\t\tOptions: []*DialogueOption{\n\t\t\t{Text: \"有什么可以帮助你的吗？\", NextNode: 2, Action: DialogueActionNone},\n\t\t\t{Text: \"再见。\", NextNode: -1, Action: DialogueActionNone},\n\t\t},\n\t}\n\n\treturn nil\n}\n\n// SelectOption 选择对话选项\nfunc (dm *DialogueManager) SelectOption(optionIndex int32) (*DialogueNode, DialogueAction, int32, error) {\n\tdm.mu.Lock()\n\tdefer dm.mu.Unlock()\n\n\tif dm.currentNode == nil {\n\t\treturn nil, DialogueActionNone, 0, fmt.Errorf(\"no active dialogue\")\n\t}\n\n\tif optionIndex < 0 || optionIndex >= int32(len(dm.currentNode.Options)) {\n\t\treturn nil, DialogueActionNone, 0, fmt.Errorf(\"invalid option index\")\n\t}\n\n\toption := dm.currentNode.Options[optionIndex]\n\n\t// 处理对话结束\n\tif option.NextNode == -1 {\n\t\tdm.currentNode = nil\n\t\tdm.currentNPCID = 0\n\t\treturn nil, option.Action, option.ActionID, nil\n\t}\n\n\t// TODO: 加载下一个节点\n\tnextNode := &DialogueNode{\n\t\tID:      option.NextNode,\n\t\tText:    \"下一步对话...\",\n\t\tOptions: []*DialogueOption{},\n\t}\n\n\tdm.currentNode = nextNode\n\treturn nextNode, option.Action, option.ActionID, nil\n}\n\n// EndDialogue 结束对话\nfunc (dm *DialogueManager) EndDialogue() {\n\tdm.mu.Lock()\n\tdefer dm.mu.Unlock()\n\n\tdm.currentNode = nil\n\tdm.currentNPCID = 0\n}\n\n// GetCurrentNode 获取当前对话节点\nfunc (dm *DialogueManager) GetCurrentNode() *DialogueNode {\n\tdm.mu.RLock()\n\tdefer dm.mu.RUnlock()\n\treturn dm.currentNode\n}\n\n// GetCurrentNPCID 获取当前NPC ID\nfunc (dm *DialogueManager) GetCurrentNPCID() int32 {\n\tdm.mu.RLock()\n\tdefer dm.mu.RUnlock()\n\treturn dm.currentNPCID\n}\n\n// ShopItem 商店物品\ntype ShopItem struct {\n\tItemDefineID int32 // 物品定义ID\n\tPrice        int32 // 价格\n\tStock        int32 // 库存（-1表示无限）\n}\n\n// Shop 商店\ntype Shop struct {\n\tID    int32       // 商店ID\n\tName  string      // 商店名称\n\tItems []*ShopItem // 商品列表\n}\n\n// ShopManager 商店管理器\ntype ShopManager struct {\n\tmu sync.RWMutex\n\n\tshops map[int32]*Shop // 商店ID -> 商店\n}\n\n// NewShopManager 创建商店管理器\nfunc NewShopManager() *ShopManager {\n\treturn &ShopManager{\n\t\tshops: make(map[int32]*Shop),\n\t}\n}\n\n// GetShop 获取商店\nfunc (sm *ShopManager) GetShop(shopID int32) *Shop {\n\tsm.mu.RLock()\n\tdefer sm.mu.RUnlock()\n\treturn sm.shops[shopID]\n}\n\n// Buy 购买物品\nfunc (sm *ShopManager) Buy(shopID int32, itemDefineID int32, count int32) error {\n\tsm.mu.Lock()\n\tdefer sm.mu.Unlock()\n\n\tshop, exists := sm.shops[shopID]\n\tif !exists {\n\t\treturn fmt.Errorf(\"shop not found: %d\", shopID)\n\t}\n\n\tfor _, item := range shop.Items {\n\t\tif item.ItemDefineID == itemDefineID {\n\t\t\tif item.Stock != -1 && item.Stock < count {\n\t\t\t\treturn fmt.Errorf(\"insufficient stock\")\n\t\t\t}\n\n\t\t\t// TODO: 扣除玩家金币\n\t\t\t// TODO: 添加物品到背包\n\n\t\t\tif item.Stock != -1 {\n\t\t\t\titem.Stock -= count\n\t\t\t}\n\n\t\t\treturn nil\n\t\t}\n\t}\n\n\treturn fmt.Errorf(\"item not found in shop\")\n}\n\n// Sell 出售物品\nfunc (sm *ShopManager) Sell(itemDefineID int32, count int32) error {\n\t// TODO: 从背包移除物品\n\t// TODO: 增加玩家金币\n\treturn nil\n}\n"
  },
  {
    "path": "internal/domain/events/domain_event.go",
    "content": "// Package events 领域事件定义\npackage events\n\nimport (\n\t\"encoding/json\"\n\t\"time\"\n)\n\n// DomainEvent 领域事件接口\ntype DomainEvent interface {\n\tGetEventType() string\n\tGetAggregateID() string\n\tGetVersion() int64\n\tGetOccurredAt() time.Time\n\tGetData() interface{}\n\tToJSON() ([]byte, error)\n}\n\n// BaseDomainEvent 基础领域事件\ntype BaseDomainEvent struct {\n\tEventType   string      `json:\"event_type\"`\n\tAggregateID string      `json:\"aggregate_id\"`\n\tVersion     int64       `json:\"version\"`\n\tOccurredAt  time.Time   `json:\"occurred_at\"`\n\tData        interface{} `json:\"data\"`\n}\n\n// NewBaseDomainEvent 创建基础领域事件\nfunc NewBaseDomainEvent(eventType, aggregateID string, version int64, data interface{}) *BaseDomainEvent {\n\treturn &BaseDomainEvent{\n\t\tEventType:   eventType,\n\t\tAggregateID: aggregateID,\n\t\tVersion:     version,\n\t\tOccurredAt:  time.Now(),\n\t\tData:        data,\n\t}\n}\n\n// GetEventType 获取事件类型\nfunc (e *BaseDomainEvent) GetEventType() string {\n\treturn e.EventType\n}\n\n// GetAggregateID 获取聚合根ID\nfunc (e *BaseDomainEvent) GetAggregateID() string {\n\treturn e.AggregateID\n}\n\n// GetVersion 获取版本号\nfunc (e *BaseDomainEvent) GetVersion() int64 {\n\treturn e.Version\n}\n\n// GetOccurredAt 获取发生时间\nfunc (e *BaseDomainEvent) GetOccurredAt() time.Time {\n\treturn e.OccurredAt\n}\n\n// GetData 获取事件数据\nfunc (e *BaseDomainEvent) GetData() interface{} {\n\treturn e.Data\n}\n\n// ToJSON 转换为JSON\nfunc (e *BaseDomainEvent) ToJSON() ([]byte, error) {\n\treturn json.Marshal(e)\n}\n\n// 玩家相关事件\nconst (\n\tEventTypePlayerCreated   = \"player.created\"\n\tEventTypePlayerLoggedIn  = \"player.logged_in\"\n\tEventTypePlayerLoggedOut = \"player.logged_out\"\n\tEventTypePlayerMoved     = \"player.moved\"\n\tEventTypePlayerLeveledUp = \"player.leveled_up\"\n\tEventTypePlayerDied      = \"player.died\"\n\tEventTypePlayerHealed    = \"player.healed\"\n\tEventTypePlayerGainedExp = \"player.gained_exp\"\n)\n\n// 战斗相关事件\nconst (\n\tEventTypeBattleCreated        = \"battle.created\"\n\tEventTypeBattleStarted        = \"battle.started\"\n\tEventTypeBattleFinished       = \"battle.finished\"\n\tEventTypeBattleCancelled      = \"battle.cancelled\"\n\tEventTypePlayerJoinedBattle   = \"battle.player_joined\"\n\tEventTypePlayerLeftBattle     = \"battle.player_left\"\n\tEventTypeBattleActionExecuted = \"battle.action_executed\"\n)\n\n// PlayerCreatedEvent 玩家创建事件\ntype PlayerCreatedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID   string `json:\"player_id\"`\n\tPlayerName string `json:\"player_name\"`\n\tLevel      int    `json:\"level\"`\n}\n\n// NewPlayerCreatedEvent 创建玩家创建事件\nfunc NewPlayerCreatedEvent(playerID, playerName string, level int) *PlayerCreatedEvent {\n\tbaseEvent := NewBaseDomainEvent(EventTypePlayerCreated, playerID, 1, nil)\n\treturn &PlayerCreatedEvent{\n\t\tBaseDomainEvent: baseEvent,\n\t\tPlayerID:        playerID,\n\t\tPlayerName:      playerName,\n\t\tLevel:           level,\n\t}\n}\n\n// PlayerLoggedInEvent 玩家登录事件\ntype PlayerLoggedInEvent struct {\n\t*BaseDomainEvent\n\tPlayerID string `json:\"player_id\"`\n}\n\n// NewPlayerLoggedInEvent 创建玩家登录事件\nfunc NewPlayerLoggedInEvent(playerID string) *PlayerLoggedInEvent {\n\tbaseEvent := NewBaseDomainEvent(EventTypePlayerLoggedIn, playerID, 1, nil)\n\treturn &PlayerLoggedInEvent{\n\t\tBaseDomainEvent: baseEvent,\n\t\tPlayerID:        playerID,\n\t}\n}\n\n// PlayerLoggedOutEvent 玩家登出事件\ntype PlayerLoggedOutEvent struct {\n\t*BaseDomainEvent\n\tPlayerID string `json:\"player_id\"`\n}\n\n// NewPlayerLoggedOutEvent 创建玩家登出事件\nfunc NewPlayerLoggedOutEvent(playerID string) *PlayerLoggedOutEvent {\n\tbaseEvent := NewBaseDomainEvent(EventTypePlayerLoggedOut, playerID, 1, nil)\n\treturn &PlayerLoggedOutEvent{\n\t\tBaseDomainEvent: baseEvent,\n\t\tPlayerID:        playerID,\n\t}\n}\n\n// PlayerMovedEvent 玩家移动事件\ntype PlayerMovedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID string  `json:\"player_id\"`\n\tX        float64 `json:\"x\"`\n\tY        float64 `json:\"y\"`\n\tZ        float64 `json:\"z\"`\n}\n\n// NewPlayerMovedEvent 创建玩家移动事件\nfunc NewPlayerMovedEvent(playerID string, x, y, z float64) *PlayerMovedEvent {\n\tbaseEvent := NewBaseDomainEvent(EventTypePlayerMoved, playerID, 1, nil)\n\treturn &PlayerMovedEvent{\n\t\tBaseDomainEvent: baseEvent,\n\t\tPlayerID:        playerID,\n\t\tX:               x,\n\t\tY:               y,\n\t\tZ:               z,\n\t}\n}\n\n// PlayerLeveledUpEvent 玩家升级事件\ntype PlayerLeveledUpEvent struct {\n\t*BaseDomainEvent\n\tPlayerID string `json:\"player_id\"`\n\tOldLevel int    `json:\"old_level\"`\n\tNewLevel int    `json:\"new_level\"`\n}\n\n// NewPlayerLeveledUpEvent 创建玩家升级事件\nfunc NewPlayerLeveledUpEvent(playerID string, oldLevel, newLevel int) *PlayerLeveledUpEvent {\n\tbaseEvent := NewBaseDomainEvent(EventTypePlayerLeveledUp, playerID, 1, nil)\n\treturn &PlayerLeveledUpEvent{\n\t\tBaseDomainEvent: baseEvent,\n\t\tPlayerID:        playerID,\n\t\tOldLevel:        oldLevel,\n\t\tNewLevel:        newLevel,\n\t}\n}\n\n// BattleCreatedEvent 战斗创建事件\ntype BattleCreatedEvent struct {\n\t*BaseDomainEvent\n\tBattleID   string `json:\"battle_id\"`\n\tBattleType string `json:\"battle_type\"`\n\tCreatorID  string `json:\"creator_id\"`\n}\n\n// NewBattleCreatedEvent 创建战斗创建事件\nfunc NewBattleCreatedEvent(battleID, battleType, creatorID string) *BattleCreatedEvent {\n\tbaseEvent := NewBaseDomainEvent(EventTypeBattleCreated, battleID, 1, nil)\n\treturn &BattleCreatedEvent{\n\t\tBaseDomainEvent: baseEvent,\n\t\tBattleID:        battleID,\n\t\tBattleType:      battleType,\n\t\tCreatorID:       creatorID,\n\t}\n}\n\n// BattleStartedEvent 战斗开始事件\ntype BattleStartedEvent struct {\n\t*BaseDomainEvent\n\tBattleID string `json:\"battle_id\"`\n}\n\n// NewBattleStartedEvent 创建战斗开始事件\nfunc NewBattleStartedEvent(battleID string) *BattleStartedEvent {\n\tbaseEvent := NewBaseDomainEvent(EventTypeBattleStarted, battleID, 1, nil)\n\treturn &BattleStartedEvent{\n\t\tBaseDomainEvent: baseEvent,\n\t\tBattleID:        battleID,\n\t}\n}\n\n// BattleFinishedEvent 战斗结束事件\ntype BattleFinishedEvent struct {\n\t*BaseDomainEvent\n\tBattleID string  `json:\"battle_id\"`\n\tWinnerID *string `json:\"winner_id,omitempty\"`\n\tDuration int64   `json:\"duration\"` // 战斗持续时间（秒）\n}\n\n// NewBattleFinishedEvent 创建战斗结束事件\nfunc NewBattleFinishedEvent(battleID string, winnerID *string, duration int64) *BattleFinishedEvent {\n\tbaseEvent := NewBaseDomainEvent(EventTypeBattleFinished, battleID, 1, nil)\n\treturn &BattleFinishedEvent{\n\t\tBaseDomainEvent: baseEvent,\n\t\tBattleID:        battleID,\n\t\tWinnerID:        winnerID,\n\t\tDuration:        duration,\n\t}\n}\n"
  },
  {
    "path": "internal/domain/inventory/dressup/aggregate.go",
    "content": "package dressup\n\nimport (\n\t\"time\"\n\t// \"github.com/google/uuid\"\n)\n\n// DressupAggregate 换装聚合根\ntype DressupAggregate struct {\n\tplayerID     string\n\toutfits      map[string]*Outfit\n\tcurrentSet   *OutfitSet\n\tsavedSets    map[string]*OutfitSet    // 保存的套装方案\n\tfashionSets  map[string]*FashionSet   // 时装套装配置\n\tdyeColors    map[string]*DyeColor     // 已解锁的染色\n\tstyles       map[string]*DressupStyle // 风格配置\n\tcurrentStyle string                   // 当前风格ID\n\tpreferences  *DressupPreferences      // 换装偏好\n\tstatistics   *DressupStatistics       // 换装统计\n\tupdatedAt    time.Time\n\tversion      int\n}\n\n// DressupPreferences 换装偏好\ntype DressupPreferences struct {\n\tautoEquipBetter   bool         // 自动装备更好的装备\n\tpreferredRarities []Rarity     // 偏好的稀有度\n\tpreferredTypes    []OutfitType // 偏好的类型\n\thideHelmet        bool         // 隐藏头盔\n\tshowCape          bool         // 显示斗篷\n\tdefaultStyle      string       // 默认风格\n}\n\n// DressupStatistics 换装统计\ntype DressupStatistics struct {\n\ttotalOutfits        int                   // 总服装数\n\tequippedOutfits     int                   // 已装备数\n\ttotalPower          int                   // 总战力\n\tchangeCount         int                   // 换装次数\n\tlastChangeTime      time.Time             // 最后换装时间\n\trarityDistribution  map[Rarity]int        // 稀有度分布\n\ttypeDistribution    map[OutfitType]int    // 类型分布\n\tqualityDistribution map[OutfitQuality]int // 品质分布\n\tfavoriteSet         string                // 最常用套装\n\tmostUsedOutfit      string                // 最常用单品\n}\n\n// NewDressupAggregate 创建换装聚合根\nfunc NewDressupAggregate(playerID string) *DressupAggregate {\n\treturn &DressupAggregate{\n\t\tplayerID:     playerID,\n\t\toutfits:      make(map[string]*Outfit),\n\t\tcurrentSet:   NewOutfitSet(),\n\t\tsavedSets:    make(map[string]*OutfitSet),\n\t\tfashionSets:  make(map[string]*FashionSet),\n\t\tdyeColors:    make(map[string]*DyeColor),\n\t\tstyles:       make(map[string]*DressupStyle),\n\t\tcurrentStyle: \"\",\n\t\tpreferences:  NewDressupPreferences(),\n\t\tstatistics:   NewDressupStatistics(),\n\t\tupdatedAt:    time.Now(),\n\t\tversion:      1,\n\t}\n}\n\n// NewDressupPreferences 创建换装偏好\nfunc NewDressupPreferences() *DressupPreferences {\n\treturn &DressupPreferences{\n\t\tautoEquipBetter:   false,\n\t\tpreferredRarities: make([]Rarity, 0),\n\t\tpreferredTypes:    make([]OutfitType, 0),\n\t\thideHelmet:        false,\n\t\tshowCape:          true,\n\t\tdefaultStyle:      \"\",\n\t}\n}\n\n// NewDressupStatistics 创建换装统计\nfunc NewDressupStatistics() *DressupStatistics {\n\treturn &DressupStatistics{\n\t\ttotalOutfits:        0,\n\t\tequippedOutfits:     0,\n\t\ttotalPower:          0,\n\t\tchangeCount:         0,\n\t\tlastChangeTime:      time.Time{},\n\t\trarityDistribution:  make(map[Rarity]int),\n\t\ttypeDistribution:    make(map[OutfitType]int),\n\t\tqualityDistribution: make(map[OutfitQuality]int),\n\t\tfavoriteSet:         \"\",\n\t\tmostUsedOutfit:      \"\",\n\t}\n}\n\n// GetPlayerID 获取玩家ID\nfunc (d *DressupAggregate) GetPlayerID() string {\n\treturn d.playerID\n}\n\n// AddOutfit 添加服装\nfunc (d *DressupAggregate) AddOutfit(outfit *Outfit) error {\n\tif outfit == nil {\n\t\treturn ErrInvalidOutfit\n\t}\n\n\td.outfits[outfit.GetID()] = outfit\n\td.updateVersion()\n\treturn nil\n}\n\n// EquipOutfit 装备服装\nfunc (d *DressupAggregate) EquipOutfit(outfitID string, slot OutfitSlot) error {\n\toutfit, exists := d.outfits[outfitID]\n\tif !exists {\n\t\treturn ErrOutfitNotFound\n\t}\n\n\tif !outfit.CanEquipToSlot(slot) {\n\t\treturn ErrInvalidSlot\n\t}\n\n\td.currentSet.EquipToSlot(slot, outfit)\n\td.updateVersion()\n\treturn nil\n}\n\n// UnequipOutfit 卸下服装\nfunc (d *DressupAggregate) UnequipOutfit(slot OutfitSlot) error {\n\td.currentSet.UnequipFromSlot(slot)\n\td.updateVersion()\n\treturn nil\n}\n\n// GetCurrentSet 获取当前装备套装\nfunc (d *DressupAggregate) GetCurrentSet() *OutfitSet {\n\treturn d.currentSet\n}\n\n// GetOutfits 获取所有服装\nfunc (d *DressupAggregate) GetOutfits() map[string]*Outfit {\n\treturn d.outfits\n}\n\n// updateVersion 更新版本\nfunc (d *DressupAggregate) updateVersion() {\n\td.version++\n\td.updatedAt = time.Now()\n}\n\n// GetVersion 获取版本\nfunc (d *DressupAggregate) GetVersion() int {\n\treturn d.version\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (d *DressupAggregate) GetUpdatedAt() time.Time {\n\treturn d.updatedAt\n}\n\n// SaveOutfitSet 保存套装方案\nfunc (d *DressupAggregate) SaveOutfitSet(name string) error {\n\tif name == \"\" {\n\t\treturn ErrInvalidSetName\n\t}\n\n\t// 克隆当前套装\n\tsavedSet := d.currentSet.Clone()\n\td.savedSets[name] = savedSet\n\td.updateVersion()\n\treturn nil\n}\n\n// LoadOutfitSet 加载套装方案\nfunc (d *DressupAggregate) LoadOutfitSet(name string) error {\n\tsavedSet, exists := d.savedSets[name]\n\tif !exists {\n\t\treturn ErrSetNotFound\n\t}\n\n\t// 先卸下当前装备\n\tfor slot := range d.currentSet.GetAllEquipped() {\n\t\td.UnequipOutfit(slot)\n\t}\n\n\t// 装备保存的套装\n\tfor slot, outfit := range savedSet.GetAllEquipped() {\n\t\tif outfit != nil {\n\t\t\td.EquipOutfit(outfit.GetID(), slot)\n\t\t}\n\t}\n\n\td.statistics.changeCount++\n\td.statistics.lastChangeTime = time.Now()\n\td.updateVersion()\n\treturn nil\n}\n\n// DeleteOutfitSet 删除套装方案\nfunc (d *DressupAggregate) DeleteOutfitSet(name string) error {\n\tif _, exists := d.savedSets[name]; !exists {\n\t\treturn ErrSetNotFound\n\t}\n\n\tdelete(d.savedSets, name)\n\td.updateVersion()\n\treturn nil\n}\n\n// GetSavedSets 获取保存的套装方案\nfunc (d *DressupAggregate) GetSavedSets() map[string]*OutfitSet {\n\treturn d.savedSets\n}\n\n// AddFashionSet 添加时装套装配置\nfunc (d *DressupAggregate) AddFashionSet(fashionSet *FashionSet) error {\n\tif fashionSet == nil {\n\t\treturn ErrInvalidFashionSet\n\t}\n\n\td.fashionSets[fashionSet.GetSetID()] = fashionSet\n\td.updateVersion()\n\treturn nil\n}\n\n// GetFashionSets 获取时装套装配置\nfunc (d *DressupAggregate) GetFashionSets() map[string]*FashionSet {\n\treturn d.fashionSets\n}\n\n// GetFashionSet 获取指定时装套装\nfunc (d *DressupAggregate) GetFashionSet(setID string) *FashionSet {\n\treturn d.fashionSets[setID]\n}\n\n// UnlockDyeColor 解锁染色\nfunc (d *DressupAggregate) UnlockDyeColor(color *DyeColor) error {\n\tif color == nil {\n\t\treturn ErrInvalidDyeColor\n\t}\n\n\tcolor.Unlock()\n\td.dyeColors[color.GetColorID()] = color\n\td.updateVersion()\n\treturn nil\n}\n\n// GetDyeColors 获取已解锁的染色\nfunc (d *DressupAggregate) GetDyeColors() map[string]*DyeColor {\n\treturn d.dyeColors\n}\n\n// GetUnlockedDyeColors 获取已解锁的染色列表\nfunc (d *DressupAggregate) GetUnlockedDyeColors() []*DyeColor {\n\tcolors := make([]*DyeColor, 0)\n\tfor _, color := range d.dyeColors {\n\t\tif color.IsUnlocked() {\n\t\t\tcolors = append(colors, color)\n\t\t}\n\t}\n\treturn colors\n}\n\n// DyeOutfit 给服装染色\nfunc (d *DressupAggregate) DyeOutfit(outfitID, part, colorID string) error {\n\toutfit, exists := d.outfits[outfitID]\n\tif !exists {\n\t\treturn ErrOutfitNotFound\n\t}\n\n\tcolor, exists := d.dyeColors[colorID]\n\tif !exists || !color.IsUnlocked() {\n\t\treturn ErrDyeColorNotUnlocked\n\t}\n\n\toutfit.SetDyeColor(part, color)\n\td.updateVersion()\n\treturn nil\n}\n\n// AddStyle 添加风格\nfunc (d *DressupAggregate) AddStyle(style *DressupStyle) error {\n\tif style == nil {\n\t\treturn ErrInvalidStyle\n\t}\n\n\td.styles[style.GetStyleID()] = style\n\td.updateVersion()\n\treturn nil\n}\n\n// SetCurrentStyle 设置当前风格\nfunc (d *DressupAggregate) SetCurrentStyle(styleID string) error {\n\tstyle, exists := d.styles[styleID]\n\tif !exists {\n\t\treturn ErrStyleNotFound\n\t}\n\n\td.currentStyle = styleID\n\td.currentSet.SetStyleBonus(style)\n\td.updateVersion()\n\treturn nil\n}\n\n// GetCurrentStyle 获取当前风格\nfunc (d *DressupAggregate) GetCurrentStyle() string {\n\treturn d.currentStyle\n}\n\n// GetStyles 获取所有风格\nfunc (d *DressupAggregate) GetStyles() map[string]*DressupStyle {\n\treturn d.styles\n}\n\n// GetPreferences 获取换装偏好\nfunc (d *DressupAggregate) GetPreferences() *DressupPreferences {\n\treturn d.preferences\n}\n\n// UpdatePreferences 更新换装偏好\nfunc (d *DressupAggregate) UpdatePreferences(preferences *DressupPreferences) {\n\td.preferences = preferences\n\td.updateVersion()\n}\n\n// GetStatistics 获取换装统计\nfunc (d *DressupAggregate) GetStatistics() *DressupStatistics {\n\treturn d.statistics\n}\n\n// UpdateStatistics 更新统计信息\nfunc (d *DressupAggregate) UpdateStatistics() {\n\td.statistics.totalOutfits = len(d.outfits)\n\td.statistics.equippedOutfits = d.currentSet.GetEquippedCount()\n\td.statistics.totalPower = d.currentSet.GetTotalPower()\n\n\t// 重置分布统计\n\td.statistics.rarityDistribution = make(map[Rarity]int)\n\td.statistics.typeDistribution = make(map[OutfitType]int)\n\td.statistics.qualityDistribution = make(map[OutfitQuality]int)\n\n\t// 统计分布\n\tfor _, outfit := range d.outfits {\n\t\td.statistics.rarityDistribution[outfit.GetRarity()]++\n\t\td.statistics.typeDistribution[outfit.GetType()]++\n\t\td.statistics.qualityDistribution[outfit.GetQuality()]++\n\t}\n\n\t// 找出最常用的装备\n\tmaxUseCount := 0\n\tfor _, outfit := range d.outfits {\n\t\tif outfit.GetUseCount() > maxUseCount {\n\t\t\tmaxUseCount = outfit.GetUseCount()\n\t\t\td.statistics.mostUsedOutfit = outfit.GetID()\n\t\t}\n\t}\n}\n\n// FilterOutfits 筛选服装\nfunc (d *DressupAggregate) FilterOutfits(filter *OutfitFilter) []*Outfit {\n\tresult := make([]*Outfit, 0)\n\n\tfor _, outfit := range d.outfits {\n\t\tif d.matchesFilter(outfit, filter) {\n\t\t\tresult = append(result, outfit)\n\t\t}\n\t}\n\n\treturn result\n}\n\n// matchesFilter 检查服装是否匹配筛选条件\nfunc (d *DressupAggregate) matchesFilter(outfit *Outfit, filter *OutfitFilter) bool {\n\tif filter == nil {\n\t\treturn true\n\t}\n\n\t// 类型筛选\n\tif filter.GetOutfitType() != nil && outfit.GetType() != *filter.GetOutfitType() {\n\t\treturn false\n\t}\n\n\t// 稀有度筛选\n\tif filter.GetRarity() != nil && outfit.GetRarity() != *filter.GetRarity() {\n\t\treturn false\n\t}\n\n\t// 品质筛选\n\tif filter.GetQuality() != nil && outfit.GetQuality() != *filter.GetQuality() {\n\t\treturn false\n\t}\n\n\t// 来源筛选\n\tif filter.GetSource() != nil && outfit.GetSource() != *filter.GetSource() {\n\t\treturn false\n\t}\n\n\t// 槽位筛选\n\tif filter.GetSlot() != nil {\n\t\tcanEquip := outfit.CanEquipToSlot(*filter.GetSlot())\n\t\tif !canEquip {\n\t\t\treturn false\n\t\t}\n\t}\n\n\t// 锁定状态筛选\n\tif filter.GetLocked() != nil && outfit.IsLocked() != *filter.GetLocked() {\n\t\treturn false\n\t}\n\n\t// 等级范围筛选\n\tif filter.GetMinLevel() != nil && outfit.GetLevel() < *filter.GetMinLevel() {\n\t\treturn false\n\t}\n\tif filter.GetMaxLevel() != nil && outfit.GetLevel() > *filter.GetMaxLevel() {\n\t\treturn false\n\t}\n\n\t// 搜索文本筛选\n\tif filter.GetSearchText() != \"\" {\n\t\tsearchText := filter.GetSearchText()\n\t\tif !d.containsIgnoreCase(outfit.GetName(), searchText) &&\n\t\t\t!d.containsIgnoreCase(outfit.GetDescription(), searchText) {\n\t\t\treturn false\n\t\t}\n\t}\n\n\t// 标签筛选\n\tif len(filter.GetTags()) > 0 {\n\t\toutfitTags := outfit.GetTags()\n\t\tfor _, filterTag := range filter.GetTags() {\n\t\t\tfound := false\n\t\t\tfor _, outfitTag := range outfitTags {\n\t\t\t\tif outfitTag == filterTag {\n\t\t\t\t\tfound = true\n\t\t\t\t\tbreak\n\t\t\t\t}\n\t\t\t}\n\t\t\tif !found {\n\t\t\t\treturn false\n\t\t\t}\n\t\t}\n\t}\n\n\treturn true\n}\n\n// containsIgnoreCase 忽略大小写包含检查\nfunc (d *DressupAggregate) containsIgnoreCase(str, substr string) bool {\n\t// 简单实现，实际应该使用更好的字符串匹配算法\n\treturn len(str) >= len(substr) && str != \"\" && substr != \"\"\n}\n\n// GetRecommendedOutfits 获取推荐服装\nfunc (d *DressupAggregate) GetRecommendedOutfits(slot OutfitSlot, limit int) []*Outfit {\n\trecommended := make([]*Outfit, 0)\n\n\tfor _, outfit := range d.outfits {\n\t\tif outfit.CanEquipToSlot(slot) && !outfit.IsEquipped() && !outfit.IsLocked() {\n\t\t\trecommended = append(recommended, outfit)\n\t\t}\n\t}\n\n\t// 按战力排序（简单实现）\n\tfor i := 0; i < len(recommended)-1; i++ {\n\t\tfor j := i + 1; j < len(recommended); j++ {\n\t\t\tif recommended[i].GetPower() < recommended[j].GetPower() {\n\t\t\t\trecommended[i], recommended[j] = recommended[j], recommended[i]\n\t\t\t}\n\t\t}\n\t}\n\n\t// 限制数量\n\tif limit > 0 && len(recommended) > limit {\n\t\trecommended = recommended[:limit]\n\t}\n\n\treturn recommended\n}\n\n// AutoEquipBest 自动装备最佳装备\nfunc (d *DressupAggregate) AutoEquipBest() error {\n\tif !d.preferences.autoEquipBetter {\n\t\treturn ErrAutoEquipDisabled\n\t}\n\n\tallSlots := []OutfitSlot{\n\t\tSlotWeapon, SlotArmor, SlotHelmet, SlotShoes,\n\t\tSlotRing, SlotNecklace, SlotFashionWeapon,\n\t\tSlotFashionArmor, SlotFashionHelmet, SlotPet, SlotMount,\n\t}\n\n\tfor _, slot := range allSlots {\n\t\trecommended := d.GetRecommendedOutfits(slot, 1)\n\t\tif len(recommended) > 0 {\n\t\t\tbest := recommended[0]\n\t\t\tcurrent := d.currentSet.GetEquippedOutfit(slot)\n\n\t\t\t// 如果推荐的比当前的好，则装备\n\t\t\tif current == nil || best.GetPower() > current.GetPower() {\n\t\t\t\td.EquipOutfit(best.GetID(), slot)\n\t\t\t}\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// GetTotalPower 获取总战力\nfunc (d *DressupAggregate) GetTotalPower() int {\n\treturn d.currentSet.GetTotalPower()\n}\n\n// GetTotalAttributes 获取总属性\nfunc (d *DressupAggregate) GetTotalAttributes() map[string]int {\n\treturn d.currentSet.GetTotalAttributes()\n}\n\n// CanUpgradeAnyOutfit 是否有可升级的服装\nfunc (d *DressupAggregate) CanUpgradeAnyOutfit() bool {\n\tfor _, outfit := range d.outfits {\n\t\tif outfit.CanUpgrade() {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn false\n}\n\n// CanEnhanceAnyOutfit 是否有可强化的服装\nfunc (d *DressupAggregate) CanEnhanceAnyOutfit() bool {\n\tfor _, outfit := range d.outfits {\n\t\tif outfit.CanEnhance() {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn false\n}\n\n// GetOutfitsBySet 根据套装ID获取服装\nfunc (d *DressupAggregate) GetOutfitsBySet(setID string) []*Outfit {\n\toutfits := make([]*Outfit, 0)\n\tfor _, outfit := range d.outfits {\n\t\tif outfit.GetSetID() == setID {\n\t\t\toutfits = append(outfits, outfit)\n\t\t}\n\t}\n\treturn outfits\n}\n\n// GetSetCompletionRate 获取套装完成度\nfunc (d *DressupAggregate) GetSetCompletionRate(setID string) float64 {\n\tfashionSet := d.fashionSets[setID]\n\tif fashionSet == nil {\n\t\treturn 0.0\n\t}\n\n\towned := len(d.GetOutfitsBySet(setID))\n\ttotal := len(fashionSet.GetPieces())\n\n\tif total == 0 {\n\t\treturn 0.0\n\t}\n\n\treturn float64(owned) / float64(total) * 100.0\n}\n"
  },
  {
    "path": "internal/domain/inventory/dressup/entity.go",
    "content": "package dressup\n\nimport (\n\t\"time\"\n\n\t\"github.com/google/uuid\"\n)\n\n// Outfit 服装实体\ntype Outfit struct {\n\tid             string\n\tname           string\n\tdescription    string\n\toutfitType     OutfitType\n\trarity         Rarity\n\tquality        OutfitQuality\n\tsource         OutfitSource\n\tattributes     map[string]int\n\tslots          []OutfitSlot\n\tisLocked       bool\n\tisEquipped     bool\n\tlevel          int\n\texp            int\n\tmaxExp         int\n\ttags           []string\n\tsetID          string // 所属套装ID\n\tappearance     *AppearanceConfig\n\tdyeColors      map[string]*DyeColor // 部位 -> 染色\n\tenhanceLevel   int\n\tenhanceBonuses map[string]int\n\tobtainedAt     time.Time\n\tlastUsedAt     *time.Time\n\tuseCount       int\n\tmetadata       map[string]interface{}\n}\n\n// NewOutfit 创建服装实体\nfunc NewOutfit(name string, outfitType OutfitType, rarity Rarity) *Outfit {\n\treturn &Outfit{\n\t\tid:             uuid.New().String(),\n\t\tname:           name,\n\t\tdescription:    \"\",\n\t\toutfitType:     outfitType,\n\t\trarity:         rarity,\n\t\tquality:        QualityNormal,\n\t\tsource:         SourceShop,\n\t\tattributes:     make(map[string]int),\n\t\tslots:          []OutfitSlot{},\n\t\tisLocked:       false,\n\t\tisEquipped:     false,\n\t\tlevel:          1,\n\t\texp:            0,\n\t\tmaxExp:         100,\n\t\ttags:           make([]string, 0),\n\t\tsetID:          \"\",\n\t\tappearance:     NewAppearanceConfig(),\n\t\tdyeColors:      make(map[string]*DyeColor),\n\t\tenhanceLevel:   0,\n\t\tenhanceBonuses: make(map[string]int),\n\t\tobtainedAt:     time.Now(),\n\t\tlastUsedAt:     nil,\n\t\tuseCount:       0,\n\t\tmetadata:       make(map[string]interface{}),\n\t}\n}\n\n// GetID 获取服装ID\nfunc (o *Outfit) GetID() string {\n\treturn o.id\n}\n\n// GetName 获取服装名称\nfunc (o *Outfit) GetName() string {\n\treturn o.name\n}\n\n// GetType 获取服装类型\nfunc (o *Outfit) GetType() OutfitType {\n\treturn o.outfitType\n}\n\n// GetRarity 获取稀有度\nfunc (o *Outfit) GetRarity() Rarity {\n\treturn o.rarity\n}\n\n// AddAttribute 添加属性\nfunc (o *Outfit) AddAttribute(attr string, value int) {\n\to.attributes[attr] = value\n}\n\n// GetAttributes 获取所有属性\nfunc (o *Outfit) GetAttributes() map[string]int {\n\treturn o.attributes\n}\n\n// AddSlot 添加可装备槽位\nfunc (o *Outfit) AddSlot(slot OutfitSlot) {\n\to.slots = append(o.slots, slot)\n}\n\n// CanEquipToSlot 检查是否可以装备到指定槽位\nfunc (o *Outfit) CanEquipToSlot(slot OutfitSlot) bool {\n\tfor _, s := range o.slots {\n\t\tif s == slot {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn false\n}\n\n// Lock 锁定服装\nfunc (o *Outfit) Lock() {\n\to.isLocked = true\n}\n\n// Unlock 解锁服装\nfunc (o *Outfit) Unlock() {\n\to.isLocked = false\n}\n\n// IsLocked 检查是否锁定\nfunc (o *Outfit) IsLocked() bool {\n\treturn o.isLocked\n}\n\n// GetObtainedAt 获取获得时间\nfunc (o *Outfit) GetObtainedAt() time.Time {\n\treturn o.obtainedAt\n}\n\n// GetDescription 获取描述\nfunc (o *Outfit) GetDescription() string {\n\treturn o.description\n}\n\n// SetDescription 设置描述\nfunc (o *Outfit) SetDescription(description string) {\n\to.description = description\n}\n\n// GetQuality 获取品质\nfunc (o *Outfit) GetQuality() OutfitQuality {\n\treturn o.quality\n}\n\n// SetQuality 设置品质\nfunc (o *Outfit) SetQuality(quality OutfitQuality) {\n\to.quality = quality\n}\n\n// GetSource 获取来源\nfunc (o *Outfit) GetSource() OutfitSource {\n\treturn o.source\n}\n\n// SetSource 设置来源\nfunc (o *Outfit) SetSource(source OutfitSource) {\n\to.source = source\n}\n\n// IsEquipped 是否已装备\nfunc (o *Outfit) IsEquipped() bool {\n\treturn o.isEquipped\n}\n\n// SetEquipped 设置装备状态\nfunc (o *Outfit) SetEquipped(equipped bool) {\n\to.isEquipped = equipped\n\tif equipped {\n\t\tnow := time.Now()\n\t\to.lastUsedAt = &now\n\t\to.useCount++\n\t}\n}\n\n// GetLevel 获取等级\nfunc (o *Outfit) GetLevel() int {\n\treturn o.level\n}\n\n// GetExp 获取经验值\nfunc (o *Outfit) GetExp() int {\n\treturn o.exp\n}\n\n// GetMaxExp 获取最大经验值\nfunc (o *Outfit) GetMaxExp() int {\n\treturn o.maxExp\n}\n\n// AddExp 增加经验值\nfunc (o *Outfit) AddExp(exp int) bool {\n\to.exp += exp\n\tleveledUp := false\n\n\t// 检查是否升级\n\tfor o.exp >= o.maxExp && o.level < 100 {\n\t\to.exp -= o.maxExp\n\t\to.level++\n\t\to.maxExp = o.calculateMaxExp(o.level)\n\t\tleveledUp = true\n\t}\n\n\treturn leveledUp\n}\n\n// calculateMaxExp 计算最大经验值\nfunc (o *Outfit) calculateMaxExp(level int) int {\n\treturn 100 + (level-1)*50 // 基础100，每级增加50\n}\n\n// GetTags 获取标签\nfunc (o *Outfit) GetTags() []string {\n\treturn o.tags\n}\n\n// AddTag 添加标签\nfunc (o *Outfit) AddTag(tag string) {\n\t// 检查是否已存在\n\tfor _, existingTag := range o.tags {\n\t\tif existingTag == tag {\n\t\t\treturn\n\t\t}\n\t}\n\to.tags = append(o.tags, tag)\n}\n\n// RemoveTag 移除标签\nfunc (o *Outfit) RemoveTag(tag string) {\n\tfor i, existingTag := range o.tags {\n\t\tif existingTag == tag {\n\t\t\to.tags = append(o.tags[:i], o.tags[i+1:]...)\n\t\t\treturn\n\t\t}\n\t}\n}\n\n// GetSetID 获取套装ID\nfunc (o *Outfit) GetSetID() string {\n\treturn o.setID\n}\n\n// SetSetID 设置套装ID\nfunc (o *Outfit) SetSetID(setID string) {\n\to.setID = setID\n}\n\n// GetAppearance 获取外观配置\nfunc (o *Outfit) GetAppearance() *AppearanceConfig {\n\treturn o.appearance\n}\n\n// SetAppearance 设置外观配置\nfunc (o *Outfit) SetAppearance(appearance *AppearanceConfig) {\n\to.appearance = appearance\n}\n\n// GetDyeColors 获取染色配置\nfunc (o *Outfit) GetDyeColors() map[string]*DyeColor {\n\treturn o.dyeColors\n}\n\n// SetDyeColor 设置部位染色\nfunc (o *Outfit) SetDyeColor(part string, color *DyeColor) {\n\to.dyeColors[part] = color\n}\n\n// RemoveDyeColor 移除部位染色\nfunc (o *Outfit) RemoveDyeColor(part string) {\n\tdelete(o.dyeColors, part)\n}\n\n// GetEnhanceLevel 获取强化等级\nfunc (o *Outfit) GetEnhanceLevel() int {\n\treturn o.enhanceLevel\n}\n\n// Enhance 强化服装\nfunc (o *Outfit) Enhance() bool {\n\tif o.enhanceLevel >= 20 { // 最大强化等级\n\t\treturn false\n\t}\n\n\to.enhanceLevel++\n\n\t// 计算强化加成\n\tfor attr, baseValue := range o.attributes {\n\t\tenhanceBonus := int(float64(baseValue) * 0.1 * float64(o.enhanceLevel))\n\t\to.enhanceBonuses[attr] = enhanceBonus\n\t}\n\n\treturn true\n}\n\n// GetEnhanceBonuses 获取强化加成\nfunc (o *Outfit) GetEnhanceBonuses() map[string]int {\n\treturn o.enhanceBonuses\n}\n\n// GetTotalAttributes 获取总属性（基础+强化）\nfunc (o *Outfit) GetTotalAttributes() map[string]int {\n\ttotal := make(map[string]int)\n\n\t// 基础属性\n\tfor attr, value := range o.attributes {\n\t\ttotal[attr] = value\n\t}\n\n\t// 强化加成\n\tfor attr, bonus := range o.enhanceBonuses {\n\t\ttotal[attr] += bonus\n\t}\n\n\t// 品质加成\n\tqualityMultiplier := o.quality.GetQualityMultiplier()\n\tfor attr, value := range total {\n\t\ttotal[attr] = int(float64(value) * qualityMultiplier)\n\t}\n\n\t// 稀有度加成\n\trarityMultiplier := o.rarity.GetRarityMultiplier()\n\tfor attr, value := range total {\n\t\ttotal[attr] = int(float64(value) * rarityMultiplier)\n\t}\n\n\treturn total\n}\n\n// GetLastUsedAt 获取最后使用时间\nfunc (o *Outfit) GetLastUsedAt() *time.Time {\n\treturn o.lastUsedAt\n}\n\n// GetUseCount 获取使用次数\nfunc (o *Outfit) GetUseCount() int {\n\treturn o.useCount\n}\n\n// GetMetadata 获取元数据\nfunc (o *Outfit) GetMetadata() map[string]interface{} {\n\treturn o.metadata\n}\n\n// SetMetadata 设置元数据\nfunc (o *Outfit) SetMetadata(key string, value interface{}) {\n\to.metadata[key] = value\n}\n\n// GetMetadataValue 获取元数据值\nfunc (o *Outfit) GetMetadataValue(key string) (interface{}, bool) {\n\tvalue, exists := o.metadata[key]\n\treturn value, exists\n}\n\n// CanUpgrade 是否可以升级\nfunc (o *Outfit) CanUpgrade() bool {\n\treturn o.level < 100 && o.exp >= o.maxExp\n}\n\n// CanEnhance 是否可以强化\nfunc (o *Outfit) CanEnhance() bool {\n\treturn o.enhanceLevel < 20\n}\n\n// GetPower 获取战力值\nfunc (o *Outfit) GetPower() int {\n\tpower := 0\n\ttotalAttrs := o.GetTotalAttributes()\n\n\tfor _, value := range totalAttrs {\n\t\tpower += value\n\t}\n\n\t// 等级加成\n\tpower += o.level * 10\n\n\t// 强化加成\n\tpower += o.enhanceLevel * 20\n\n\treturn power\n}\n\n// Clone 克隆服装\nfunc (o *Outfit) Clone() *Outfit {\n\tcloned := &Outfit{\n\t\tid:             uuid.New().String(), // 新ID\n\t\tname:           o.name,\n\t\tdescription:    o.description,\n\t\toutfitType:     o.outfitType,\n\t\trarity:         o.rarity,\n\t\tquality:        o.quality,\n\t\tsource:         o.source,\n\t\tattributes:     make(map[string]int),\n\t\tslots:          make([]OutfitSlot, len(o.slots)),\n\t\tisLocked:       o.isLocked,\n\t\tisEquipped:     false, // 克隆的不装备\n\t\tlevel:          o.level,\n\t\texp:            o.exp,\n\t\tmaxExp:         o.maxExp,\n\t\ttags:           make([]string, len(o.tags)),\n\t\tsetID:          o.setID,\n\t\tappearance:     NewAppearanceConfig(),\n\t\tdyeColors:      make(map[string]*DyeColor),\n\t\tenhanceLevel:   o.enhanceLevel,\n\t\tenhanceBonuses: make(map[string]int),\n\t\tobtainedAt:     time.Now(),\n\t\tlastUsedAt:     nil,\n\t\tuseCount:       0,\n\t\tmetadata:       make(map[string]interface{}),\n\t}\n\n\t// 复制属性\n\tfor attr, value := range o.attributes {\n\t\tcloned.attributes[attr] = value\n\t}\n\n\t// 复制槽位\n\tcopy(cloned.slots, o.slots)\n\n\t// 复制标签\n\tcopy(cloned.tags, o.tags)\n\n\t// 复制外观配置\n\tif o.appearance != nil {\n\t\tcloned.appearance = NewAppearanceConfig()\n\t\tfor part, color := range o.appearance.GetColorScheme() {\n\t\t\tcloned.appearance.SetColor(part, color)\n\t\t}\n\t\tfor _, effect := range o.appearance.GetEffects() {\n\t\t\tcloned.appearance.AddEffect(effect)\n\t\t}\n\t\tfor _, animation := range o.appearance.GetAnimations() {\n\t\t\tcloned.appearance.AddAnimation(animation)\n\t\t}\n\t\tfor part, texture := range o.appearance.GetTextures() {\n\t\t\tcloned.appearance.SetTexture(part, texture)\n\t\t}\n\t\tcloned.appearance.SetScale(o.appearance.GetScale())\n\t\tcloned.appearance.SetTransparency(o.appearance.GetTransparency())\n\t\tcloned.appearance.SetGlowIntensity(o.appearance.GetGlowIntensity())\n\t}\n\n\t// 复制染色\n\tfor part, color := range o.dyeColors {\n\t\tcloned.dyeColors[part] = &DyeColor{\n\t\t\tcolorID:    color.colorID,\n\t\t\tcolorName:  color.colorName,\n\t\t\thexValue:   color.hexValue,\n\t\t\trarity:     color.rarity,\n\t\t\tisUnlocked: color.isUnlocked,\n\t\t}\n\t}\n\n\t// 复制强化加成\n\tfor attr, bonus := range o.enhanceBonuses {\n\t\tcloned.enhanceBonuses[attr] = bonus\n\t}\n\n\t// 复制元数据\n\tfor key, value := range o.metadata {\n\t\tcloned.metadata[key] = value\n\t}\n\n\treturn cloned\n}\n\n// OutfitSet 套装实体\ntype OutfitSet struct {\n\tequippedOutfits map[OutfitSlot]*Outfit\n\tsetBonuses      map[string]int\n\tfashionSets     map[string]*FashionSetBonus // 套装ID -> 套装加成信息\n\tstyleBonus      *DressupStyle\n\ttotalPower      int\n\tlastUpdated     time.Time\n}\n\n// FashionSetBonus 时装套装加成信息\ntype FashionSetBonus struct {\n\tsetID         string\n\tsetName       string\n\tequippedCount int\n\ttotalCount    int\n\tactiveBonus   map[string]int\n}\n\n// NewOutfitSet 创建套装\nfunc NewOutfitSet() *OutfitSet {\n\treturn &OutfitSet{\n\t\tequippedOutfits: make(map[OutfitSlot]*Outfit),\n\t\tsetBonuses:      make(map[string]int),\n\t\tfashionSets:     make(map[string]*FashionSetBonus),\n\t\tstyleBonus:      nil,\n\t\ttotalPower:      0,\n\t\tlastUpdated:     time.Now(),\n\t}\n}\n\n// EquipToSlot 装备到槽位\nfunc (os *OutfitSet) EquipToSlot(slot OutfitSlot, outfit *Outfit) {\n\tos.equippedOutfits[slot] = outfit\n\tos.calculateSetBonuses()\n}\n\n// UnequipFromSlot 从槽位卸下\nfunc (os *OutfitSet) UnequipFromSlot(slot OutfitSlot) {\n\tdelete(os.equippedOutfits, slot)\n\tos.calculateSetBonuses()\n}\n\n// GetEquippedOutfit 获取指定槽位的装备\nfunc (os *OutfitSet) GetEquippedOutfit(slot OutfitSlot) *Outfit {\n\treturn os.equippedOutfits[slot]\n}\n\n// GetAllEquipped 获取所有装备\nfunc (os *OutfitSet) GetAllEquipped() map[OutfitSlot]*Outfit {\n\treturn os.equippedOutfits\n}\n\n// GetSetBonuses 获取套装加成\nfunc (os *OutfitSet) GetSetBonuses() map[string]int {\n\treturn os.setBonuses\n}\n\n// calculateSetBonuses 计算套装加成\nfunc (os *OutfitSet) calculateSetBonuses() {\n\t// 清空现有加成\n\tos.setBonuses = make(map[string]int)\n\tos.fashionSets = make(map[string]*FashionSetBonus)\n\tos.totalPower = 0\n\n\t// 统计各类型服装数量\n\ttypeCount := make(map[OutfitType]int)\n\tsetCount := make(map[string]int)    // 套装ID -> 装备数量\n\tsetNames := make(map[string]string) // 套装ID -> 套装名称\n\n\tfor _, outfit := range os.equippedOutfits {\n\t\tif outfit != nil {\n\t\t\ttypeCount[outfit.GetType()]++\n\n\t\t\t// 统计套装\n\t\t\tif outfit.GetSetID() != \"\" {\n\t\t\t\tsetCount[outfit.GetSetID()]++\n\t\t\t\t// 这里应该从套装配置中获取名称，暂时使用ID\n\t\t\t\tsetNames[outfit.GetSetID()] = outfit.GetSetID()\n\t\t\t}\n\n\t\t\t// 累计战力\n\t\t\tos.totalPower += outfit.GetPower()\n\t\t}\n\t}\n\n\t// 根据类型数量计算基础加成\n\tfor _, count := range typeCount {\n\t\tif count >= 2 {\n\t\t\tos.setBonuses[\"attack\"] += count * 10\n\t\t}\n\t\tif count >= 4 {\n\t\t\tos.setBonuses[\"defense\"] += count * 15\n\t\t}\n\t\tif count >= 6 {\n\t\t\tos.setBonuses[\"hp\"] += count * 20\n\t\t}\n\t}\n\n\t// 计算时装套装加成\n\tfor setID, equippedCount := range setCount {\n\t\tsetBonus := &FashionSetBonus{\n\t\t\tsetID:         setID,\n\t\t\tsetName:       setNames[setID],\n\t\t\tequippedCount: equippedCount,\n\t\t\ttotalCount:    6, // 假设每套装有6件，实际应该从配置获取\n\t\t\tactiveBonus:   make(map[string]int),\n\t\t}\n\n\t\t// 根据装备数量计算套装加成\n\t\tif equippedCount >= 2 {\n\t\t\tsetBonus.activeBonus[\"attack\"] = equippedCount * 15\n\t\t\tos.setBonuses[\"attack\"] += setBonus.activeBonus[\"attack\"]\n\t\t}\n\t\tif equippedCount >= 4 {\n\t\t\tsetBonus.activeBonus[\"defense\"] = equippedCount * 20\n\t\t\tos.setBonuses[\"defense\"] += setBonus.activeBonus[\"defense\"]\n\t\t}\n\t\tif equippedCount >= 6 {\n\t\t\tsetBonus.activeBonus[\"hp\"] = equippedCount * 30\n\t\t\tsetBonus.activeBonus[\"crit_rate\"] = 10 // 暴击率+10%\n\t\t\tos.setBonuses[\"hp\"] += setBonus.activeBonus[\"hp\"]\n\t\t\tos.setBonuses[\"crit_rate\"] += setBonus.activeBonus[\"crit_rate\"]\n\t\t}\n\n\t\tos.fashionSets[setID] = setBonus\n\t}\n\n\t// 应用风格加成\n\tif os.styleBonus != nil {\n\t\tfor attr, bonus := range os.styleBonus.GetBonuses() {\n\t\t\tos.setBonuses[attr] += bonus\n\t\t}\n\t}\n\n\tos.lastUpdated = time.Now()\n}\n\n// GetFashionSets 获取时装套装信息\nfunc (os *OutfitSet) GetFashionSets() map[string]*FashionSetBonus {\n\treturn os.fashionSets\n}\n\n// GetFashionSetBonus 获取指定套装的加成信息\nfunc (os *OutfitSet) GetFashionSetBonus(setID string) *FashionSetBonus {\n\treturn os.fashionSets[setID]\n}\n\n// SetStyleBonus 设置风格加成\nfunc (os *OutfitSet) SetStyleBonus(style *DressupStyle) {\n\tos.styleBonus = style\n\tos.calculateSetBonuses() // 重新计算加成\n}\n\n// GetStyleBonus 获取风格加成\nfunc (os *OutfitSet) GetStyleBonus() *DressupStyle {\n\treturn os.styleBonus\n}\n\n// GetTotalPower 获取总战力\nfunc (os *OutfitSet) GetTotalPower() int {\n\treturn os.totalPower\n}\n\n// GetLastUpdated 获取最后更新时间\nfunc (os *OutfitSet) GetLastUpdated() time.Time {\n\treturn os.lastUpdated\n}\n\n// GetEquippedCount 获取已装备数量\nfunc (os *OutfitSet) GetEquippedCount() int {\n\tcount := 0\n\tfor _, outfit := range os.equippedOutfits {\n\t\tif outfit != nil {\n\t\t\tcount++\n\t\t}\n\t}\n\treturn count\n}\n\n// GetEmptySlots 获取空槽位\nfunc (os *OutfitSet) GetEmptySlots() []OutfitSlot {\n\tallSlots := []OutfitSlot{\n\t\tSlotWeapon, SlotArmor, SlotHelmet, SlotShoes,\n\t\tSlotRing, SlotNecklace, SlotFashionWeapon,\n\t\tSlotFashionArmor, SlotFashionHelmet, SlotPet, SlotMount,\n\t}\n\n\temptySlots := make([]OutfitSlot, 0)\n\tfor _, slot := range allSlots {\n\t\tif os.equippedOutfits[slot] == nil {\n\t\t\temptySlots = append(emptySlots, slot)\n\t\t}\n\t}\n\n\treturn emptySlots\n}\n\n// GetOutfitsByType 根据类型获取装备\nfunc (os *OutfitSet) GetOutfitsByType(outfitType OutfitType) []*Outfit {\n\toutfits := make([]*Outfit, 0)\n\tfor _, outfit := range os.equippedOutfits {\n\t\tif outfit != nil && outfit.GetType() == outfitType {\n\t\t\toutfits = append(outfits, outfit)\n\t\t}\n\t}\n\treturn outfits\n}\n\n// GetOutfitsByRarity 根据稀有度获取装备\nfunc (os *OutfitSet) GetOutfitsByRarity(rarity Rarity) []*Outfit {\n\toutfits := make([]*Outfit, 0)\n\tfor _, outfit := range os.equippedOutfits {\n\t\tif outfit != nil && outfit.GetRarity() == rarity {\n\t\t\toutfits = append(outfits, outfit)\n\t\t}\n\t}\n\treturn outfits\n}\n\n// GetTotalAttributes 获取套装总属性\nfunc (os *OutfitSet) GetTotalAttributes() map[string]int {\n\ttotal := make(map[string]int)\n\n\t// 累计装备属性\n\tfor _, outfit := range os.equippedOutfits {\n\t\tif outfit != nil {\n\t\t\tfor attr, value := range outfit.GetTotalAttributes() {\n\t\t\t\ttotal[attr] += value\n\t\t\t}\n\t\t}\n\t}\n\n\t// 加上套装加成\n\tfor attr, bonus := range os.setBonuses {\n\t\ttotal[attr] += bonus\n\t}\n\n\treturn total\n}\n\n// CanEquipOutfit 检查是否可以装备服装\nfunc (os *OutfitSet) CanEquipOutfit(outfit *Outfit, slot OutfitSlot) bool {\n\tif outfit == nil {\n\t\treturn false\n\t}\n\n\t// 检查服装是否支持该槽位\n\tif !outfit.CanEquipToSlot(slot) {\n\t\treturn false\n\t}\n\n\t// 检查是否已装备\n\tif outfit.IsEquipped() {\n\t\treturn false\n\t}\n\n\t// 检查是否锁定\n\tif outfit.IsLocked() {\n\t\treturn false\n\t}\n\n\treturn true\n}\n\n// GetSetCompletionRate 获取套装完成度\nfunc (os *OutfitSet) GetSetCompletionRate(setID string) float64 {\n\tsetBonus := os.fashionSets[setID]\n\tif setBonus == nil {\n\t\treturn 0.0\n\t}\n\n\treturn float64(setBonus.equippedCount) / float64(setBonus.totalCount) * 100.0\n}\n\n// GetHighestQualityOutfit 获取品质最高的装备\nfunc (os *OutfitSet) GetHighestQualityOutfit() *Outfit {\n\tvar highest *Outfit\n\thighestQuality := QualityNormal\n\n\tfor _, outfit := range os.equippedOutfits {\n\t\tif outfit != nil && outfit.GetQuality() > highestQuality {\n\t\t\thighest = outfit\n\t\t\thighestQuality = outfit.GetQuality()\n\t\t}\n\t}\n\n\treturn highest\n}\n\n// GetAverageLevel 获取平均等级\nfunc (os *OutfitSet) GetAverageLevel() float64 {\n\ttotalLevel := 0\n\tcount := 0\n\n\tfor _, outfit := range os.equippedOutfits {\n\t\tif outfit != nil {\n\t\t\ttotalLevel += outfit.GetLevel()\n\t\t\tcount++\n\t\t}\n\t}\n\n\tif count == 0 {\n\t\treturn 0.0\n\t}\n\n\treturn float64(totalLevel) / float64(count)\n}\n\n// GetAverageEnhanceLevel 获取平均强化等级\nfunc (os *OutfitSet) GetAverageEnhanceLevel() float64 {\n\ttotalEnhance := 0\n\tcount := 0\n\n\tfor _, outfit := range os.equippedOutfits {\n\t\tif outfit != nil {\n\t\t\ttotalEnhance += outfit.GetEnhanceLevel()\n\t\t\tcount++\n\t\t}\n\t}\n\n\tif count == 0 {\n\t\treturn 0.0\n\t}\n\n\treturn float64(totalEnhance) / float64(count)\n}\n\n// Clone 克隆套装\nfunc (os *OutfitSet) Clone() *OutfitSet {\n\tcloned := NewOutfitSet()\n\n\t// 复制装备（注意：这里复制引用，不是深拷贝装备本身）\n\tfor slot, outfit := range os.equippedOutfits {\n\t\tcloned.equippedOutfits[slot] = outfit\n\t}\n\n\t// 复制套装加成\n\tfor attr, bonus := range os.setBonuses {\n\t\tcloned.setBonuses[attr] = bonus\n\t}\n\n\t// 复制时装套装信息\n\tfor setID, setBonus := range os.fashionSets {\n\t\tcloned.fashionSets[setID] = &FashionSetBonus{\n\t\t\tsetID:         setBonus.setID,\n\t\t\tsetName:       setBonus.setName,\n\t\t\tequippedCount: setBonus.equippedCount,\n\t\t\ttotalCount:    setBonus.totalCount,\n\t\t\tactiveBonus:   make(map[string]int),\n\t\t}\n\n\t\t// 复制激活加成\n\t\tfor attr, bonus := range setBonus.activeBonus {\n\t\t\tcloned.fashionSets[setID].activeBonus[attr] = bonus\n\t\t}\n\t}\n\n\t// 复制风格加成\n\tcloned.styleBonus = os.styleBonus\n\tcloned.totalPower = os.totalPower\n\tcloned.lastUpdated = os.lastUpdated\n\n\treturn cloned\n}\n"
  },
  {
    "path": "internal/domain/inventory/dressup/errors.go",
    "content": "package dressup\n\nimport \"errors\"\n\n// 换装系统相关错误\nvar (\n\tErrInvalidOutfit         = errors.New(\"invalid outfit\")\n\tErrOutfitNotFound        = errors.New(\"outfit not found\")\n\tErrInvalidSlot           = errors.New(\"invalid slot\")\n\tErrInvalidSetName        = errors.New(\"invalid set name\")\n\tErrSetNotFound           = errors.New(\"set not found\")\n\tErrInvalidFashionSet     = errors.New(\"invalid fashion set\")\n\tErrInvalidDyeColor       = errors.New(\"invalid dye color\")\n\tErrDyeColorNotUnlocked   = errors.New(\"dye color not unlocked\")\n\tErrInvalidStyle          = errors.New(\"invalid style\")\n\tErrStyleNotFound         = errors.New(\"style not found\")\n\tErrAutoEquipDisabled     = errors.New(\"auto equip disabled\")\n\tErrOutfitAlreadyEquipped = errors.New(\"outfit already equipped\")\n\tErrOutfitLocked          = errors.New(\"outfit is locked\")\n\tErrInsufficientLevel     = errors.New(\"insufficient level\")\n\tErrInsufficientExp       = errors.New(\"insufficient experience\")\n\tErrMaxEnhanceLevel       = errors.New(\"max enhance level reached\")\n\tErrInvalidFilter         = errors.New(\"invalid filter\")\n\tErrNoOutfitsFound        = errors.New(\"no outfits found\")\n)\n"
  },
  {
    "path": "internal/domain/inventory/dressup/events.go",
    "content": "package dressup\n\nimport (\n\t\"github.com/google/uuid\"\n\t\"time\"\n)\n\n// DomainEvent 领域事件接口\ntype DomainEvent interface {\n\tGetEventID() string\n\tGetEventType() string\n\tGetAggregateID() string\n\tGetOccurredAt() time.Time\n\tGetEventData() interface{}\n}\n\n// BaseDomainEvent 基础领域事件\ntype BaseDomainEvent struct {\n\tEventID     string    `json:\"event_id\"`\n\tEventType   string    `json:\"event_type\"`\n\tAggregateID string    `json:\"aggregate_id\"`\n\tOccurredAt  time.Time `json:\"occurred_at\"`\n}\n\n// GetEventID 获取事件ID\nfunc (e *BaseDomainEvent) GetEventID() string {\n\treturn e.EventID\n}\n\n// GetEventType 获取事件类型\nfunc (e *BaseDomainEvent) GetEventType() string {\n\treturn e.EventType\n}\n\n// GetAggregateID 获取聚合根ID\nfunc (e *BaseDomainEvent) GetAggregateID() string {\n\treturn e.AggregateID\n}\n\n// GetOccurredAt 获取发生时间\nfunc (e *BaseDomainEvent) GetOccurredAt() time.Time {\n\treturn e.OccurredAt\n}\n\n// OutfitEquippedEvent 服装装备事件\ntype OutfitEquippedEvent struct {\n\tBaseDomainEvent\n\tPlayerID string     `json:\"player_id\"`\n\tOutfitID string     `json:\"outfit_id\"`\n\tSlot     OutfitSlot `json:\"slot\"`\n\tOutfit   *Outfit    `json:\"outfit\"`\n}\n\n// NewOutfitEquippedEvent 创建服装装备事件\nfunc NewOutfitEquippedEvent(playerID, outfitID string, slot OutfitSlot, outfit *Outfit) *OutfitEquippedEvent {\n\treturn &OutfitEquippedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"OutfitEquipped\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID: playerID,\n\t\tOutfitID: outfitID,\n\t\tSlot:     slot,\n\t\tOutfit:   outfit,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *OutfitEquippedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\": e.PlayerID,\n\t\t\"outfit_id\": e.OutfitID,\n\t\t\"slot\":      e.Slot,\n\t\t\"outfit\":    e.Outfit,\n\t}\n}\n\n// OutfitUnequippedEvent 服装卸下事件\ntype OutfitUnequippedEvent struct {\n\tBaseDomainEvent\n\tPlayerID string     `json:\"player_id\"`\n\tOutfitID string     `json:\"outfit_id\"`\n\tSlot     OutfitSlot `json:\"slot\"`\n}\n\n// NewOutfitUnequippedEvent 创建服装卸下事件\nfunc NewOutfitUnequippedEvent(playerID, outfitID string, slot OutfitSlot) *OutfitUnequippedEvent {\n\treturn &OutfitUnequippedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"OutfitUnequipped\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID: playerID,\n\t\tOutfitID: outfitID,\n\t\tSlot:     slot,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *OutfitUnequippedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\": e.PlayerID,\n\t\t\"outfit_id\": e.OutfitID,\n\t\t\"slot\":      e.Slot,\n\t}\n}\n\n// OutfitObtainedEvent 服装获得事件\ntype OutfitObtainedEvent struct {\n\tBaseDomainEvent\n\tPlayerID string  `json:\"player_id\"`\n\tOutfit   *Outfit `json:\"outfit\"`\n\tSource   string  `json:\"source\"` // 获得来源：shop, quest, drop, etc.\n}\n\n// NewOutfitObtainedEvent 创建服装获得事件\nfunc NewOutfitObtainedEvent(playerID string, outfit *Outfit, source string) *OutfitObtainedEvent {\n\treturn &OutfitObtainedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"OutfitObtained\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID: playerID,\n\t\tOutfit:   outfit,\n\t\tSource:   source,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *OutfitObtainedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\": e.PlayerID,\n\t\t\"outfit\":    e.Outfit,\n\t\t\"source\":    e.Source,\n\t}\n}\n\n// OutfitUpgradedEvent 服装升级事件\ntype OutfitUpgradedEvent struct {\n\tBaseDomainEvent\n\tPlayerID string         `json:\"player_id\"`\n\tOutfitID string         `json:\"outfit_id\"`\n\tOldLevel int            `json:\"old_level\"`\n\tNewLevel int            `json:\"new_level\"`\n\tOldAttrs map[string]int `json:\"old_attrs\"`\n\tNewAttrs map[string]int `json:\"new_attrs\"`\n}\n\n// NewOutfitUpgradedEvent 创建服装升级事件\nfunc NewOutfitUpgradedEvent(playerID, outfitID string, oldLevel, newLevel int, oldAttrs, newAttrs map[string]int) *OutfitUpgradedEvent {\n\treturn &OutfitUpgradedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"OutfitUpgraded\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID: playerID,\n\t\tOutfitID: outfitID,\n\t\tOldLevel: oldLevel,\n\t\tNewLevel: newLevel,\n\t\tOldAttrs: oldAttrs,\n\t\tNewAttrs: newAttrs,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *OutfitUpgradedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\": e.PlayerID,\n\t\t\"outfit_id\": e.OutfitID,\n\t\t\"old_level\": e.OldLevel,\n\t\t\"new_level\": e.NewLevel,\n\t\t\"old_attrs\": e.OldAttrs,\n\t\t\"new_attrs\": e.NewAttrs,\n\t}\n}\n\n// StyleAppliedEvent 风格应用事件\ntype StyleAppliedEvent struct {\n\tBaseDomainEvent\n\tPlayerID string        `json:\"player_id\"`\n\tStyleID  string        `json:\"style_id\"`\n\tStyle    *DressupStyle `json:\"style\"`\n}\n\n// NewStyleAppliedEvent 创建风格应用事件\nfunc NewStyleAppliedEvent(playerID, styleID string, style *DressupStyle) *StyleAppliedEvent {\n\treturn &StyleAppliedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"StyleApplied\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID: playerID,\n\t\tStyleID:  styleID,\n\t\tStyle:    style,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *StyleAppliedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\": e.PlayerID,\n\t\t\"style_id\":  e.StyleID,\n\t\t\"style\":     e.Style,\n\t}\n}\n\n// SetBonusActivatedEvent 套装加成激活事件\ntype SetBonusActivatedEvent struct {\n\tBaseDomainEvent\n\tPlayerID   string         `json:\"player_id\"`\n\tSetType    string         `json:\"set_type\"`\n\tPieceCount int            `json:\"piece_count\"`\n\tBonuses    map[string]int `json:\"bonuses\"`\n}\n\n// NewSetBonusActivatedEvent 创建套装加成激活事件\nfunc NewSetBonusActivatedEvent(playerID, setType string, pieceCount int, bonuses map[string]int) *SetBonusActivatedEvent {\n\treturn &SetBonusActivatedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"SetBonusActivated\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:   playerID,\n\t\tSetType:    setType,\n\t\tPieceCount: pieceCount,\n\t\tBonuses:    bonuses,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *SetBonusActivatedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\":   e.PlayerID,\n\t\t\"set_type\":    e.SetType,\n\t\t\"piece_count\": e.PieceCount,\n\t\t\"bonuses\":     e.Bonuses,\n\t}\n}\n"
  },
  {
    "path": "internal/domain/inventory/dressup/repository.go",
    "content": "package dressup\n\nimport \"context\"\n\n// DressupRepository 换装仓储接口\ntype DressupRepository interface {\n\t// SaveDressupAggregate 保存换装聚合根\n\tSaveDressupAggregate(ctx context.Context, aggregate *DressupAggregate) error\n\n\t// GetDressupAggregate 获取换装聚合根\n\tGetDressupAggregate(ctx context.Context, playerID string) (*DressupAggregate, error)\n\n\t// DeleteDressupAggregate 删除换装聚合根\n\tDeleteDressupAggregate(ctx context.Context, playerID string) error\n\n\t// SaveOutfit 保存服装\n\tSaveOutfit(ctx context.Context, playerID string, outfit *Outfit) error\n\n\t// GetOutfit 获取服装\n\tGetOutfit(ctx context.Context, playerID, outfitID string) (*Outfit, error)\n\n\t// GetPlayerOutfits 获取玩家所有服装\n\tGetPlayerOutfits(ctx context.Context, playerID string) ([]*Outfit, error)\n\n\t// DeleteOutfit 删除服装\n\tDeleteOutfit(ctx context.Context, playerID, outfitID string) error\n\n\t// SaveOutfitSet 保存套装配置\n\tSaveOutfitSet(ctx context.Context, playerID string, outfitSet *OutfitSet) error\n\n\t// GetOutfitSet 获取套装配置\n\tGetOutfitSet(ctx context.Context, playerID string) (*OutfitSet, error)\n\n\t// GetOutfitsByType 根据类型获取服装\n\tGetOutfitsByType(ctx context.Context, playerID string, outfitType OutfitType) ([]*Outfit, error)\n\n\t// GetOutfitsByRarity 根据稀有度获取服装\n\tGetOutfitsByRarity(ctx context.Context, playerID string, rarity Rarity) ([]*Outfit, error)\n\n\t// UpdateOutfitLockStatus 更新服装锁定状态\n\tUpdateOutfitLockStatus(ctx context.Context, playerID, outfitID string, locked bool) error\n\n\t// GetOutfitCount 获取服装数量\n\tGetOutfitCount(ctx context.Context, playerID string) (int, error)\n\n\t// GetOutfitsBySlot 根据槽位获取可装备的服装\n\tGetOutfitsBySlot(ctx context.Context, playerID string, slot OutfitSlot) ([]*Outfit, error)\n}\n\n// OutfitTemplateRepository 服装模板仓储接口\ntype OutfitTemplateRepository interface {\n\t// GetOutfitTemplate 获取服装模板\n\tGetOutfitTemplate(ctx context.Context, templateID string) (*OutfitTemplate, error)\n\n\t// GetOutfitTemplatesByType 根据类型获取服装模板\n\tGetOutfitTemplatesByType(ctx context.Context, outfitType OutfitType) ([]*OutfitTemplate, error)\n\n\t// GetOutfitTemplatesByRarity 根据稀有度获取服装模板\n\tGetOutfitTemplatesByRarity(ctx context.Context, rarity Rarity) ([]*OutfitTemplate, error)\n\n\t// SaveOutfitTemplate 保存服装模板\n\tSaveOutfitTemplate(ctx context.Context, template *OutfitTemplate) error\n\n\t// DeleteOutfitTemplate 删除服装模板\n\tDeleteOutfitTemplate(ctx context.Context, templateID string) error\n}\n\n// OutfitTemplate 服装模板\ntype OutfitTemplate struct {\n\tID           string         `json:\"id\"`\n\tName         string         `json:\"name\"`\n\tType         OutfitType     `json:\"type\"`\n\tRarity       Rarity         `json:\"rarity\"`\n\tBaseAttrs    map[string]int `json:\"base_attrs\"`\n\tSlots        []OutfitSlot   `json:\"slots\"`\n\tRequireLevel int            `json:\"require_level\"`\n\tDescription  string         `json:\"description\"`\n\tIconURL      string         `json:\"icon_url\"`\n\tModelURL     string         `json:\"model_url\"`\n}\n\n// CreateOutfitFromTemplate 从模板创建服装\nfunc (ot *OutfitTemplate) CreateOutfitFromTemplate() *Outfit {\n\toutfit := NewOutfit(ot.Name, ot.Type, ot.Rarity)\n\n\t// 复制基础属性\n\tfor attr, value := range ot.BaseAttrs {\n\t\toutfit.AddAttribute(attr, value)\n\t}\n\n\t// 添加槽位\n\tfor _, slot := range ot.Slots {\n\t\toutfit.AddSlot(slot)\n\t}\n\n\treturn outfit\n}\n"
  },
  {
    "path": "internal/domain/inventory/dressup/service.go",
    "content": "package dressup\n\nimport (\n\t\"math/rand\"\n\t\"time\"\n)\n\n// DressupService 换装领域服务\ntype DressupService struct {\n\toutfitFactory *OutfitFactory\n\tstyleManager  *StyleManager\n}\n\n// NewDressupService 创建换装服务\nfunc NewDressupService() *DressupService {\n\treturn &DressupService{\n\t\toutfitFactory: NewOutfitFactory(),\n\t\tstyleManager:  NewStyleManager(),\n\t}\n}\n\n// CreateRandomOutfit 创建随机服装\nfunc (ds *DressupService) CreateRandomOutfit(outfitType OutfitType, playerLevel int) *Outfit {\n\treturn ds.outfitFactory.CreateRandomOutfit(outfitType, playerLevel)\n}\n\n// CalculateTotalAttributes 计算总属性\nfunc (ds *DressupService) CalculateTotalAttributes(aggregate *DressupAggregate) map[string]int {\n\ttotalAttrs := make(map[string]int)\n\n\t// 计算装备属性\n\tfor _, outfit := range aggregate.GetCurrentSet().GetAllEquipped() {\n\t\tif outfit != nil {\n\t\t\tfor attr, value := range outfit.GetAttributes() {\n\t\t\t\ttotalAttrs[attr] += value\n\t\t\t}\n\t\t}\n\t}\n\n\t// 添加套装加成\n\tfor attr, bonus := range aggregate.GetCurrentSet().GetSetBonuses() {\n\t\ttotalAttrs[attr] += bonus\n\t}\n\n\treturn totalAttrs\n}\n\n// ValidateOutfitCombination 验证服装搭配\nfunc (ds *DressupService) ValidateOutfitCombination(outfits map[OutfitSlot]*Outfit) error {\n\t// 检查是否有冲突的装备\n\tfor slot, outfit := range outfits {\n\t\tif outfit != nil && !outfit.CanEquipToSlot(slot) {\n\t\t\treturn ErrInvalidSlot\n\t\t}\n\t}\n\treturn nil\n}\n\n// ApplyStyle 应用换装风格\nfunc (ds *DressupService) ApplyStyle(aggregate *DressupAggregate, styleID string) error {\n\tstyle := ds.styleManager.GetStyle(styleID)\n\tif style == nil {\n\t\treturn ErrStyleNotFound\n\t}\n\n\t// 应用风格逻辑\n\t// 这里可以根据风格调整装备外观等\n\treturn nil\n}\n\n// OutfitFactory 服装工厂\ntype OutfitFactory struct {\n\trandom *rand.Rand\n}\n\n// NewOutfitFactory 创建服装工厂\nfunc NewOutfitFactory() *OutfitFactory {\n\treturn &OutfitFactory{\n\t\trandom: rand.New(rand.NewSource(time.Now().UnixNano())),\n\t}\n}\n\n// CreateRandomOutfit 创建随机服装\nfunc (of *OutfitFactory) CreateRandomOutfit(outfitType OutfitType, playerLevel int) *Outfit {\n\t// 根据玩家等级确定稀有度\n\trarity := of.determineRarity(playerLevel)\n\n\t// 创建基础服装\n\toutfit := NewOutfit(of.generateOutfitName(outfitType, rarity), outfitType, rarity)\n\n\t// 添加对应槽位\n\tof.addSlotsForType(outfit, outfitType)\n\n\t// 生成随机属性\n\tof.generateRandomAttributes(outfit, playerLevel)\n\n\treturn outfit\n}\n\n// determineRarity 确定稀有度\nfunc (of *OutfitFactory) determineRarity(playerLevel int) Rarity {\n\troll := of.random.Float64()\n\n\t// 根据玩家等级调整稀有度概率\n\tlevelBonus := float64(playerLevel) / 100.0\n\n\tswitch {\n\tcase roll < 0.5-levelBonus*0.1:\n\t\treturn RarityCommon\n\tcase roll < 0.75-levelBonus*0.05:\n\t\treturn RarityUncommon\n\tcase roll < 0.9:\n\t\treturn RarityRare\n\tcase roll < 0.97:\n\t\treturn RarityEpic\n\tcase roll < 0.995:\n\t\treturn RarityLegendary\n\tdefault:\n\t\treturn RarityMythic\n\t}\n}\n\n// generateOutfitName 生成服装名称\nfunc (of *OutfitFactory) generateOutfitName(outfitType OutfitType, rarity Rarity) string {\n\tprefixes := map[Rarity][]string{\n\t\tRarityCommon:    {\"普通的\", \"基础的\", \"简单的\"},\n\t\tRarityUncommon:  {\"精良的\", \"优质的\", \"改良的\"},\n\t\tRarityRare:      {\"稀有的\", \"精制的\", \"卓越的\"},\n\t\tRarityEpic:      {\"史诗的\", \"传说的\", \"神话的\"},\n\t\tRarityLegendary: {\"传奇的\", \"不朽的\", \"永恒的\"},\n\t\tRarityMythic:    {\"神器\", \"至尊\", \"无上\"},\n\t}\n\n\tnames := map[OutfitType][]string{\n\t\tOutfitTypeWeapon:    {\"剑\", \"刀\", \"枪\", \"弓\", \"法杖\"},\n\t\tOutfitTypeArmor:     {\"护甲\", \"战袍\", \"铠甲\", \"法袍\"},\n\t\tOutfitTypeHelmet:    {\"头盔\", \"帽子\", \"头饰\", \"王冠\"},\n\t\tOutfitTypeShoes:     {\"靴子\", \"鞋子\", \"战靴\", \"法靴\"},\n\t\tOutfitTypeAccessory: {\"戒指\", \"项链\", \"手镯\", \"护符\"},\n\t}\n\n\tprefixList := prefixes[rarity]\n\tnameList := names[outfitType]\n\n\tif len(prefixList) == 0 || len(nameList) == 0 {\n\t\treturn \"未知装备\"\n\t}\n\n\tprefix := prefixList[of.random.Intn(len(prefixList))]\n\tname := nameList[of.random.Intn(len(nameList))]\n\n\treturn prefix + name\n}\n\n// addSlotsForType 为服装类型添加槽位\nfunc (of *OutfitFactory) addSlotsForType(outfit *Outfit, outfitType OutfitType) {\n\tswitch outfitType {\n\tcase OutfitTypeWeapon:\n\t\toutfit.AddSlot(SlotWeapon)\n\t\toutfit.AddSlot(SlotFashionWeapon)\n\tcase OutfitTypeArmor:\n\t\toutfit.AddSlot(SlotArmor)\n\t\toutfit.AddSlot(SlotFashionArmor)\n\tcase OutfitTypeHelmet:\n\t\toutfit.AddSlot(SlotHelmet)\n\t\toutfit.AddSlot(SlotFashionHelmet)\n\tcase OutfitTypeShoes:\n\t\toutfit.AddSlot(SlotShoes)\n\tcase OutfitTypeAccessory:\n\t\toutfit.AddSlot(SlotRing)\n\t\toutfit.AddSlot(SlotNecklace)\n\tcase OutfitTypePet:\n\t\toutfit.AddSlot(SlotPet)\n\tcase OutfitTypeMount:\n\t\toutfit.AddSlot(SlotMount)\n\t}\n}\n\n// generateRandomAttributes 生成随机属性\nfunc (of *OutfitFactory) generateRandomAttributes(outfit *Outfit, playerLevel int) {\n\tbaseValue := playerLevel * 2\n\tmultiplier := outfit.GetRarity().GetRarityMultiplier()\n\n\t// 基础属性\n\tattack := int(float64(baseValue) * multiplier * (0.8 + of.random.Float64()*0.4))\n\tdefense := int(float64(baseValue) * multiplier * (0.8 + of.random.Float64()*0.4))\n\thp := int(float64(baseValue*5) * multiplier * (0.8 + of.random.Float64()*0.4))\n\n\toutfit.AddAttribute(\"attack\", attack)\n\toutfit.AddAttribute(\"defense\", defense)\n\toutfit.AddAttribute(\"hp\", hp)\n\n\t// 根据稀有度添加额外属性\n\tif outfit.GetRarity() >= RarityRare {\n\t\tcritRate := of.random.Intn(10) + 1\n\t\toutfit.AddAttribute(\"crit_rate\", critRate)\n\t}\n\n\tif outfit.GetRarity() >= RarityEpic {\n\t\tcritDamage := of.random.Intn(20) + 10\n\t\toutfit.AddAttribute(\"crit_damage\", critDamage)\n\t}\n}\n\n// StyleManager 风格管理器\ntype StyleManager struct {\n\tstyles map[string]*DressupStyle\n}\n\n// NewStyleManager 创建风格管理器\nfunc NewStyleManager() *StyleManager {\n\tsm := &StyleManager{\n\t\tstyles: make(map[string]*DressupStyle),\n\t}\n\n\t// 初始化默认风格\n\tsm.initDefaultStyles()\n\treturn sm\n}\n\n// GetStyle 获取风格\nfunc (sm *StyleManager) GetStyle(styleID string) *DressupStyle {\n\treturn sm.styles[styleID]\n}\n\n// AddStyle 添加风格\nfunc (sm *StyleManager) AddStyle(style *DressupStyle) {\n\tsm.styles[style.GetStyleID()] = style\n}\n\n// initDefaultStyles 初始化默认风格\nfunc (sm *StyleManager) initDefaultStyles() {\n\t// 战士风格\n\twarriorStyle := NewDressupStyle(\"warrior\", \"战士风格\", \"战斗\")\n\twarriorStyle.AddBonus(\"attack\", 50)\n\twarriorStyle.AddBonus(\"defense\", 30)\n\tsm.AddStyle(warriorStyle)\n\n\t// 法师风格\n\tmageStyle := NewDressupStyle(\"mage\", \"法师风格\", \"魔法\")\n\tmageStyle.AddBonus(\"magic_attack\", 60)\n\tmageStyle.AddBonus(\"mana\", 100)\n\tsm.AddStyle(mageStyle)\n\n\t// 刺客风格\n\tassassinStyle := NewDressupStyle(\"assassin\", \"刺客风格\", \"敏捷\")\n\tassassinStyle.AddBonus(\"crit_rate\", 15)\n\tassassinStyle.AddBonus(\"speed\", 25)\n\tsm.AddStyle(assassinStyle)\n}\n"
  },
  {
    "path": "internal/domain/inventory/dressup/value_object.go",
    "content": "package dressup\n\n// OutfitType 服装类型\ntype OutfitType int\n\nconst (\n\tOutfitTypeWeapon OutfitType = iota + 1\n\tOutfitTypeArmor\n\tOutfitTypeHelmet\n\tOutfitTypeShoes\n\tOutfitTypeAccessory\n\tOutfitTypeFashion\n\tOutfitTypePet\n\tOutfitTypeMount\n)\n\n// String 返回服装类型字符串\nfunc (ot OutfitType) String() string {\n\tswitch ot {\n\tcase OutfitTypeWeapon:\n\t\treturn \"weapon\"\n\tcase OutfitTypeArmor:\n\t\treturn \"armor\"\n\tcase OutfitTypeHelmet:\n\t\treturn \"helmet\"\n\tcase OutfitTypeShoes:\n\t\treturn \"shoes\"\n\tcase OutfitTypeAccessory:\n\t\treturn \"accessory\"\n\tcase OutfitTypeFashion:\n\t\treturn \"fashion\"\n\tcase OutfitTypePet:\n\t\treturn \"pet\"\n\tcase OutfitTypeMount:\n\t\treturn \"mount\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// OutfitSlot 装备槽位\ntype OutfitSlot int\n\nconst (\n\tSlotWeapon OutfitSlot = iota + 1\n\tSlotArmor\n\tSlotHelmet\n\tSlotShoes\n\tSlotRing\n\tSlotNecklace\n\tSlotFashionWeapon\n\tSlotFashionArmor\n\tSlotFashionHelmet\n\tSlotPet\n\tSlotMount\n)\n\n// String 返回槽位字符串\nfunc (os OutfitSlot) String() string {\n\tswitch os {\n\tcase SlotWeapon:\n\t\treturn \"weapon\"\n\tcase SlotArmor:\n\t\treturn \"armor\"\n\tcase SlotHelmet:\n\t\treturn \"helmet\"\n\tcase SlotShoes:\n\t\treturn \"shoes\"\n\tcase SlotRing:\n\t\treturn \"ring\"\n\tcase SlotNecklace:\n\t\treturn \"necklace\"\n\tcase SlotFashionWeapon:\n\t\treturn \"fashion_weapon\"\n\tcase SlotFashionArmor:\n\t\treturn \"fashion_armor\"\n\tcase SlotFashionHelmet:\n\t\treturn \"fashion_helmet\"\n\tcase SlotPet:\n\t\treturn \"pet\"\n\tcase SlotMount:\n\t\treturn \"mount\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// Rarity 稀有度\ntype Rarity int\n\nconst (\n\tRarityCommon Rarity = iota + 1\n\tRarityUncommon\n\tRarityRare\n\tRarityEpic\n\tRarityLegendary\n\tRarityMythic\n)\n\n// String 返回稀有度字符串\nfunc (r Rarity) String() string {\n\tswitch r {\n\tcase RarityCommon:\n\t\treturn \"common\"\n\tcase RarityUncommon:\n\t\treturn \"uncommon\"\n\tcase RarityRare:\n\t\treturn \"rare\"\n\tcase RarityEpic:\n\t\treturn \"epic\"\n\tcase RarityLegendary:\n\t\treturn \"legendary\"\n\tcase RarityMythic:\n\t\treturn \"mythic\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetRarityMultiplier 获取稀有度属性倍数\nfunc (r Rarity) GetRarityMultiplier() float64 {\n\tswitch r {\n\tcase RarityCommon:\n\t\treturn 1.0\n\tcase RarityUncommon:\n\t\treturn 1.2\n\tcase RarityRare:\n\t\treturn 1.5\n\tcase RarityEpic:\n\t\treturn 2.0\n\tcase RarityLegendary:\n\t\treturn 3.0\n\tcase RarityMythic:\n\t\treturn 5.0\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// DressupStyle 换装风格\ntype DressupStyle struct {\n\tstyleID   string\n\tstyleName string\n\ttheme     string\n\tbonuses   map[string]int\n}\n\n// NewDressupStyle 创建换装风格\nfunc NewDressupStyle(styleID, styleName, theme string) *DressupStyle {\n\treturn &DressupStyle{\n\t\tstyleID:   styleID,\n\t\tstyleName: styleName,\n\t\ttheme:     theme,\n\t\tbonuses:   make(map[string]int),\n\t}\n}\n\n// GetStyleID 获取风格ID\nfunc (ds *DressupStyle) GetStyleID() string {\n\treturn ds.styleID\n}\n\n// GetStyleName 获取风格名称\nfunc (ds *DressupStyle) GetStyleName() string {\n\treturn ds.styleName\n}\n\n// GetTheme 获取主题\nfunc (ds *DressupStyle) GetTheme() string {\n\treturn ds.theme\n}\n\n// AddBonus 添加风格加成\nfunc (ds *DressupStyle) AddBonus(attr string, value int) {\n\tds.bonuses[attr] = value\n}\n\n// GetBonuses 获取所有加成\nfunc (ds *DressupStyle) GetBonuses() map[string]int {\n\treturn ds.bonuses\n}\n\n// OutfitQuality 服装品质\ntype OutfitQuality int\n\nconst (\n\tQualityNormal     OutfitQuality = iota + 1 // 普通\n\tQualityGood                                // 良好\n\tQualityExcellent                           // 优秀\n\tQualityPerfect                             // 完美\n\tQualityMasterwork                          // 大师级\n)\n\n// String 返回品质字符串\nfunc (oq OutfitQuality) String() string {\n\tswitch oq {\n\tcase QualityNormal:\n\t\treturn \"normal\"\n\tcase QualityGood:\n\t\treturn \"good\"\n\tcase QualityExcellent:\n\t\treturn \"excellent\"\n\tcase QualityPerfect:\n\t\treturn \"perfect\"\n\tcase QualityMasterwork:\n\t\treturn \"masterwork\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetQualityMultiplier 获取品质属性倍数\nfunc (oq OutfitQuality) GetQualityMultiplier() float64 {\n\tswitch oq {\n\tcase QualityNormal:\n\t\treturn 1.0\n\tcase QualityGood:\n\t\treturn 1.1\n\tcase QualityExcellent:\n\t\treturn 1.25\n\tcase QualityPerfect:\n\t\treturn 1.5\n\tcase QualityMasterwork:\n\t\treturn 2.0\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// OutfitSource 服装来源\ntype OutfitSource int\n\nconst (\n\tSourceShop        OutfitSource = iota + 1 // 商店购买\n\tSourceCraft                               // 制作\n\tSourceDrop                                // 掉落\n\tSourceEvent                               // 活动\n\tSourceGift                                // 礼品\n\tSourceAchievement                         // 成就\n\tSourceVIP                                 // VIP\n\tSourceLimitedTime                         // 限时\n)\n\n// String 返回来源字符串\nfunc (os OutfitSource) String() string {\n\tswitch os {\n\tcase SourceShop:\n\t\treturn \"shop\"\n\tcase SourceCraft:\n\t\treturn \"craft\"\n\tcase SourceDrop:\n\t\treturn \"drop\"\n\tcase SourceEvent:\n\t\treturn \"event\"\n\tcase SourceGift:\n\t\treturn \"gift\"\n\tcase SourceAchievement:\n\t\treturn \"achievement\"\n\tcase SourceVIP:\n\t\treturn \"vip\"\n\tcase SourceLimitedTime:\n\t\treturn \"limited_time\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// FashionSet 时装套装\ntype FashionSet struct {\n\tsetID       string\n\tsetName     string\n\tdescription string\n\tpieces      []string               // 套装部件ID列表\n\tsetBonuses  map[int]map[string]int // 件数 -> 属性加成\n\ttheme       string\n\tseason      string\n\tisLimited   bool\n}\n\n// NewFashionSet 创建时装套装\nfunc NewFashionSet(setID, setName, description string) *FashionSet {\n\treturn &FashionSet{\n\t\tsetID:       setID,\n\t\tsetName:     setName,\n\t\tdescription: description,\n\t\tpieces:      make([]string, 0),\n\t\tsetBonuses:  make(map[int]map[string]int),\n\t\tisLimited:   false,\n\t}\n}\n\n// GetSetID 获取套装ID\nfunc (fs *FashionSet) GetSetID() string {\n\treturn fs.setID\n}\n\n// GetSetName 获取套装名称\nfunc (fs *FashionSet) GetSetName() string {\n\treturn fs.setName\n}\n\n// GetDescription 获取描述\nfunc (fs *FashionSet) GetDescription() string {\n\treturn fs.description\n}\n\n// AddPiece 添加套装部件\nfunc (fs *FashionSet) AddPiece(pieceID string) {\n\tfs.pieces = append(fs.pieces, pieceID)\n}\n\n// GetPieces 获取套装部件\nfunc (fs *FashionSet) GetPieces() []string {\n\treturn fs.pieces\n}\n\n// AddSetBonus 添加套装加成\nfunc (fs *FashionSet) AddSetBonus(pieceCount int, attribute string, value int) {\n\tif fs.setBonuses[pieceCount] == nil {\n\t\tfs.setBonuses[pieceCount] = make(map[string]int)\n\t}\n\tfs.setBonuses[pieceCount][attribute] = value\n}\n\n// GetSetBonuses 获取套装加成\nfunc (fs *FashionSet) GetSetBonuses() map[int]map[string]int {\n\treturn fs.setBonuses\n}\n\n// GetBonusForPieceCount 获取指定件数的加成\nfunc (fs *FashionSet) GetBonusForPieceCount(pieceCount int) map[string]int {\n\treturn fs.setBonuses[pieceCount]\n}\n\n// SetTheme 设置主题\nfunc (fs *FashionSet) SetTheme(theme string) {\n\tfs.theme = theme\n}\n\n// GetTheme 获取主题\nfunc (fs *FashionSet) GetTheme() string {\n\treturn fs.theme\n}\n\n// SetSeason 设置季节\nfunc (fs *FashionSet) SetSeason(season string) {\n\tfs.season = season\n}\n\n// GetSeason 获取季节\nfunc (fs *FashionSet) GetSeason() string {\n\treturn fs.season\n}\n\n// SetLimited 设置限定状态\nfunc (fs *FashionSet) SetLimited(limited bool) {\n\tfs.isLimited = limited\n}\n\n// IsLimited 是否限定\nfunc (fs *FashionSet) IsLimited() bool {\n\treturn fs.isLimited\n}\n\n// AppearanceConfig 外观配置\ntype AppearanceConfig struct {\n\tcolorScheme   map[string]string // 颜色方案\n\teffects       []string          // 特效列表\n\tanimations    []string          // 动画列表\n\ttextures      map[string]string // 材质贴图\n\tscale         float64           // 缩放比例\n\ttransparency  float64           // 透明度\n\tglowIntensity float64           // 发光强度\n}\n\n// NewAppearanceConfig 创建外观配置\nfunc NewAppearanceConfig() *AppearanceConfig {\n\treturn &AppearanceConfig{\n\t\tcolorScheme:   make(map[string]string),\n\t\teffects:       make([]string, 0),\n\t\tanimations:    make([]string, 0),\n\t\ttextures:      make(map[string]string),\n\t\tscale:         1.0,\n\t\ttransparency:  1.0,\n\t\tglowIntensity: 0.0,\n\t}\n}\n\n// SetColor 设置颜色\nfunc (ac *AppearanceConfig) SetColor(part, color string) {\n\tac.colorScheme[part] = color\n}\n\n// GetColor 获取颜色\nfunc (ac *AppearanceConfig) GetColor(part string) string {\n\treturn ac.colorScheme[part]\n}\n\n// GetColorScheme 获取颜色方案\nfunc (ac *AppearanceConfig) GetColorScheme() map[string]string {\n\treturn ac.colorScheme\n}\n\n// AddEffect 添加特效\nfunc (ac *AppearanceConfig) AddEffect(effect string) {\n\tac.effects = append(ac.effects, effect)\n}\n\n// GetEffects 获取特效列表\nfunc (ac *AppearanceConfig) GetEffects() []string {\n\treturn ac.effects\n}\n\n// AddAnimation 添加动画\nfunc (ac *AppearanceConfig) AddAnimation(animation string) {\n\tac.animations = append(ac.animations, animation)\n}\n\n// GetAnimations 获取动画列表\nfunc (ac *AppearanceConfig) GetAnimations() []string {\n\treturn ac.animations\n}\n\n// SetTexture 设置材质\nfunc (ac *AppearanceConfig) SetTexture(part, texture string) {\n\tac.textures[part] = texture\n}\n\n// GetTexture 获取材质\nfunc (ac *AppearanceConfig) GetTexture(part string) string {\n\treturn ac.textures[part]\n}\n\n// GetTextures 获取所有材质\nfunc (ac *AppearanceConfig) GetTextures() map[string]string {\n\treturn ac.textures\n}\n\n// SetScale 设置缩放\nfunc (ac *AppearanceConfig) SetScale(scale float64) {\n\tac.scale = scale\n}\n\n// GetScale 获取缩放\nfunc (ac *AppearanceConfig) GetScale() float64 {\n\treturn ac.scale\n}\n\n// SetTransparency 设置透明度\nfunc (ac *AppearanceConfig) SetTransparency(transparency float64) {\n\tac.transparency = transparency\n}\n\n// GetTransparency 获取透明度\nfunc (ac *AppearanceConfig) GetTransparency() float64 {\n\treturn ac.transparency\n}\n\n// SetGlowIntensity 设置发光强度\nfunc (ac *AppearanceConfig) SetGlowIntensity(intensity float64) {\n\tac.glowIntensity = intensity\n}\n\n// GetGlowIntensity 获取发光强度\nfunc (ac *AppearanceConfig) GetGlowIntensity() float64 {\n\treturn ac.glowIntensity\n}\n\n// AttributeBonus 属性加成\ntype AttributeBonus struct {\n\tattribute string  // 属性名称\n\tbaseValue int     // 基础值\n\tbonus     float64 // 加成倍数\n\tbonusType string  // 加成类型：percentage, fixed\n}\n\n// NewAttributeBonus 创建属性加成\nfunc NewAttributeBonus(attribute string, baseValue int, bonus float64, bonusType string) *AttributeBonus {\n\treturn &AttributeBonus{\n\t\tattribute: attribute,\n\t\tbaseValue: baseValue,\n\t\tbonus:     bonus,\n\t\tbonusType: bonusType,\n\t}\n}\n\n// GetAttribute 获取属性名称\nfunc (ab *AttributeBonus) GetAttribute() string {\n\treturn ab.attribute\n}\n\n// GetBaseValue 获取基础值\nfunc (ab *AttributeBonus) GetBaseValue() int {\n\treturn ab.baseValue\n}\n\n// GetBonus 获取加成倍数\nfunc (ab *AttributeBonus) GetBonus() float64 {\n\treturn ab.bonus\n}\n\n// GetBonusType 获取加成类型\nfunc (ab *AttributeBonus) GetBonusType() string {\n\treturn ab.bonusType\n}\n\n// CalculateFinalValue 计算最终值\nfunc (ab *AttributeBonus) CalculateFinalValue() int {\n\tswitch ab.bonusType {\n\tcase \"percentage\":\n\t\treturn int(float64(ab.baseValue) * (1.0 + ab.bonus))\n\tcase \"fixed\":\n\t\treturn ab.baseValue + int(ab.bonus)\n\tdefault:\n\t\treturn ab.baseValue\n\t}\n}\n\n// DyeColor 染色颜色\ntype DyeColor struct {\n\tcolorID    string\n\tcolorName  string\n\thexValue   string\n\trarity     Rarity\n\tisUnlocked bool\n}\n\n// NewDyeColor 创建染色颜色\nfunc NewDyeColor(colorID, colorName, hexValue string, rarity Rarity) *DyeColor {\n\treturn &DyeColor{\n\t\tcolorID:    colorID,\n\t\tcolorName:  colorName,\n\t\thexValue:   hexValue,\n\t\trarity:     rarity,\n\t\tisUnlocked: false,\n\t}\n}\n\n// GetColorID 获取颜色ID\nfunc (dc *DyeColor) GetColorID() string {\n\treturn dc.colorID\n}\n\n// GetColorName 获取颜色名称\nfunc (dc *DyeColor) GetColorName() string {\n\treturn dc.colorName\n}\n\n// GetHexValue 获取十六进制值\nfunc (dc *DyeColor) GetHexValue() string {\n\treturn dc.hexValue\n}\n\n// GetRarity 获取稀有度\nfunc (dc *DyeColor) GetRarity() Rarity {\n\treturn dc.rarity\n}\n\n// Unlock 解锁颜色\nfunc (dc *DyeColor) Unlock() {\n\tdc.isUnlocked = true\n}\n\n// IsUnlocked 是否已解锁\nfunc (dc *DyeColor) IsUnlocked() bool {\n\treturn dc.isUnlocked\n}\n\n// OutfitFilter 服装筛选器\ntype OutfitFilter struct {\n\toutfitType  *OutfitType\n\trarity      *Rarity\n\tquality     *OutfitQuality\n\tsource      *OutfitSource\n\tslot        *OutfitSlot\n\tisLocked    *bool\n\thasSetBonus *bool\n\tminLevel    *int\n\tmaxLevel    *int\n\tsearchText  string\n\ttags        []string\n}\n\n// NewOutfitFilter 创建服装筛选器\nfunc NewOutfitFilter() *OutfitFilter {\n\treturn &OutfitFilter{\n\t\ttags: make([]string, 0),\n\t}\n}\n\n// SetOutfitType 设置服装类型筛选\nfunc (of *OutfitFilter) SetOutfitType(outfitType OutfitType) {\n\tof.outfitType = &outfitType\n}\n\n// SetRarity 设置稀有度筛选\nfunc (of *OutfitFilter) SetRarity(rarity Rarity) {\n\tof.rarity = &rarity\n}\n\n// SetQuality 设置品质筛选\nfunc (of *OutfitFilter) SetQuality(quality OutfitQuality) {\n\tof.quality = &quality\n}\n\n// SetSource 设置来源筛选\nfunc (of *OutfitFilter) SetSource(source OutfitSource) {\n\tof.source = &source\n}\n\n// SetSlot 设置槽位筛选\nfunc (of *OutfitFilter) SetSlot(slot OutfitSlot) {\n\tof.slot = &slot\n}\n\n// SetLocked 设置锁定状态筛选\nfunc (of *OutfitFilter) SetLocked(locked bool) {\n\tof.isLocked = &locked\n}\n\n// SetHasSetBonus 设置套装加成筛选\nfunc (of *OutfitFilter) SetHasSetBonus(hasSetBonus bool) {\n\tof.hasSetBonus = &hasSetBonus\n}\n\n// SetLevelRange 设置等级范围筛选\nfunc (of *OutfitFilter) SetLevelRange(minLevel, maxLevel int) {\n\tof.minLevel = &minLevel\n\tof.maxLevel = &maxLevel\n}\n\n// SetSearchText 设置搜索文本\nfunc (of *OutfitFilter) SetSearchText(text string) {\n\tof.searchText = text\n}\n\n// AddTag 添加标签筛选\nfunc (of *OutfitFilter) AddTag(tag string) {\n\tof.tags = append(of.tags, tag)\n}\n\n// GetOutfitType 获取服装类型筛选\nfunc (of *OutfitFilter) GetOutfitType() *OutfitType {\n\treturn of.outfitType\n}\n\n// GetRarity 获取稀有度筛选\nfunc (of *OutfitFilter) GetRarity() *Rarity {\n\treturn of.rarity\n}\n\n// GetQuality 获取品质筛选\nfunc (of *OutfitFilter) GetQuality() *OutfitQuality {\n\treturn of.quality\n}\n\n// GetSource 获取来源筛选\nfunc (of *OutfitFilter) GetSource() *OutfitSource {\n\treturn of.source\n}\n\n// GetSlot 获取槽位筛选\nfunc (of *OutfitFilter) GetSlot() *OutfitSlot {\n\treturn of.slot\n}\n\n// GetLocked 获取锁定状态筛选\nfunc (of *OutfitFilter) GetLocked() *bool {\n\treturn of.isLocked\n}\n\n// GetHasSetBonus 获取套装加成筛选\nfunc (of *OutfitFilter) GetHasSetBonus() *bool {\n\treturn of.hasSetBonus\n}\n\n// GetMinLevel 获取最小等级\nfunc (of *OutfitFilter) GetMinLevel() *int {\n\treturn of.minLevel\n}\n\n// GetMaxLevel 获取最大等级\nfunc (of *OutfitFilter) GetMaxLevel() *int {\n\treturn of.maxLevel\n}\n\n// GetSearchText 获取搜索文本\nfunc (of *OutfitFilter) GetSearchText() string {\n\treturn of.searchText\n}\n\n// GetTags 获取标签列表\nfunc (of *OutfitFilter) GetTags() []string {\n\treturn of.tags\n}\n"
  },
  {
    "path": "internal/domain/inventory/errors.go",
    "content": "package inventory\n\nimport \"errors\"\n\nvar (\n\t// 背包相关错误\n\tErrInventoryFull   = errors.New(\"inventory is full\")\n\tErrInvalidCapacity = errors.New(\"invalid inventory capacity\")\n\tErrSlotNotFound    = errors.New(\"inventory slot not found\")\n\n\t// 物品相关错误\n\tErrItemNotFound         = errors.New(\"item not found\")\n\tErrInvalidQuantity      = errors.New(\"invalid item quantity\")\n\tErrInsufficientQuantity = errors.New(\"insufficient item quantity\")\n\tErrExceedsMaxStack      = errors.New(\"exceeds maximum stack size\")\n\tErrItemNotUsable        = errors.New(\"item is not usable\")\n\tErrItemNotEquippable    = errors.New(\"item is not equippable\")\n\tErrItemOnCooldown       = errors.New(\"item is on cooldown\")\n\tErrItemExpired          = errors.New(\"item has expired\")\n\tErrInvalidItemType      = errors.New(\"invalid item type\")\n\n\t// 装备相关错误\n\tErrInvalidEquipment  = errors.New(\"invalid equipment\")\n\tErrEquipmentDamaged  = errors.New(\"equipment is damaged\")\n\tErrInsufficientLevel = errors.New(\"insufficient level to equip\")\n\tErrClassRestriction  = errors.New(\"class restriction for equipment\")\n\n\t// 宝石相关错误\n\tErrGemSlotFull    = errors.New(\"gem slot is full\")\n\tErrInvalidGemType = errors.New(\"invalid gem type\")\n\tErrGemNotFound    = errors.New(\"gem not found\")\n\n\t// 交易相关错误\n\tErrItemNotTradeable = errors.New(\"item is not tradeable\")\n\tErrTradeRestricted  = errors.New(\"trade is restricted\")\n)\n"
  },
  {
    "path": "internal/domain/inventory/inventory.go",
    "content": "// Package inventory 背包领域\npackage inventory\n\nimport (\n\t\"errors\"\n\t\"greatestworks/internal/domain/player\"\n\t\"time\"\n\n\t\"github.com/google/uuid\"\n)\n\n// 错误定义\nvar (\n\tErrInsufficientItems = errors.New(\"insufficient items\")\n\tErrInvalidSlot       = errors.New(\"invalid slot\")\n\tErrSlotEmpty         = errors.New(\"slot is empty\")\n\tErrSlotLocked        = errors.New(\"slot is locked\")\n)\n\n// InventoryID 背包ID值对象\ntype InventoryID struct {\n\tvalue string\n}\n\n// ItemID 物品ID值对象\ntype ItemID struct {\n\tvalue string\n}\n\n// NewItemID 创建新的物品ID\nfunc NewItemID() ItemID {\n\treturn ItemID{value: uuid.New().String()}\n}\n\n// String 返回字符串表示\nfunc (id ItemID) String() string {\n\treturn id.value\n}\n\n// NewInventoryID 创建新的背包ID\nfunc NewInventoryID() InventoryID {\n\treturn InventoryID{value: uuid.New().String()}\n}\n\n// String 返回字符串表示\nfunc (id InventoryID) String() string {\n\treturn id.value\n}\n\n// ItemType 物品类型枚举\ntype ItemType int\n\nconst (\n\tItemTypeWeapon ItemType = iota\n\tItemTypeArmor\n\tItemTypeConsumable\n\tItemTypeMaterial\n\tItemTypeQuest\n\tItemTypeCurrency\n)\n\n// ItemRarity 物品稀有度枚举\ntype ItemRarity int\n\nconst (\n\tItemRarityCommon ItemRarity = iota\n\tItemRarityUncommon\n\tItemRarityRare\n\tItemRarityEpic\n\tItemRarityLegendary\n)\n\n// Item 物品实体\ntype Item struct {\n\tid          ItemID\n\tname        string\n\tdescription string\n\titemType    ItemType\n\trarity      ItemRarity\n\tmaxStack    int\n\tvalue       int\n\tattributes  map[string]int\n\tcreatedAt   time.Time\n}\n\n// NewItem 创建新物品\nfunc NewItem(name, description string, itemType ItemType, rarity ItemRarity, maxStack, value int) *Item {\n\treturn &Item{\n\t\tid:          NewItemID(),\n\t\tname:        name,\n\t\tdescription: description,\n\t\titemType:    itemType,\n\t\trarity:      rarity,\n\t\tmaxStack:    maxStack,\n\t\tvalue:       value,\n\t\tattributes:  make(map[string]int),\n\t\tcreatedAt:   time.Now(),\n\t}\n}\n\n// ID 获取物品ID\nfunc (i *Item) ID() ItemID {\n\treturn i.id\n}\n\n// Name 获取物品名称\nfunc (i *Item) Name() string {\n\treturn i.name\n}\n\n// Type 获取物品类型\nfunc (i *Item) Type() ItemType {\n\treturn i.itemType\n}\n\n// Rarity 获取物品稀有度\nfunc (i *Item) Rarity() ItemRarity {\n\treturn i.rarity\n}\n\n// MaxStack 获取最大堆叠数量\nfunc (i *Item) MaxStack() int {\n\treturn i.maxStack\n}\n\n// Value 获取物品价值\nfunc (i *Item) Value() int {\n\treturn i.value\n}\n\n// InventorySlot 背包槽位\ntype InventorySlot struct {\n\tSlotIndex int     `json:\"slot_index\"`\n\tItemID    *ItemID `json:\"item_id,omitempty\"`\n\tQuantity  int     `json:\"quantity\"`\n\tLocked    bool    `json:\"locked\"`\n}\n\n// IsEmpty 是否为空槽位\nfunc (s *InventorySlot) IsEmpty() bool {\n\treturn s.ItemID == nil || s.Quantity <= 0\n}\n\n// CanStack 是否可以堆叠指定物品\nfunc (s *InventorySlot) CanStack(itemID ItemID, item *Item) bool {\n\tif s.IsEmpty() {\n\t\treturn true\n\t}\n\tif s.ItemID == nil || *s.ItemID != itemID {\n\t\treturn false\n\t}\n\treturn s.Quantity < item.MaxStack()\n}\n\n// Inventory 背包聚合根\ntype Inventory struct {\n\tid        InventoryID\n\tplayerID  player.PlayerID\n\tslots     []*InventorySlot\n\tcapacity  int\n\tcreatedAt time.Time\n\tupdatedAt time.Time\n\tversion   int64\n}\n\n// NewInventory 创建新背包\nfunc NewInventory(playerID player.PlayerID, capacity int) *Inventory {\n\tnow := time.Now()\n\tslots := make([]*InventorySlot, capacity)\n\tfor i := 0; i < capacity; i++ {\n\t\tslots[i] = &InventorySlot{\n\t\t\tSlotIndex: i,\n\t\t\tQuantity:  0,\n\t\t\tLocked:    false,\n\t\t}\n\t}\n\n\treturn &Inventory{\n\t\tid:        NewInventoryID(),\n\t\tplayerID:  playerID,\n\t\tslots:     slots,\n\t\tcapacity:  capacity,\n\t\tcreatedAt: now,\n\t\tupdatedAt: now,\n\t\tversion:   1,\n\t}\n}\n\n// ID 获取背包ID\nfunc (inv *Inventory) ID() InventoryID {\n\treturn inv.id\n}\n\n// PlayerID 获取玩家ID\nfunc (inv *Inventory) PlayerID() string {\n\treturn inv.playerID.String()\n}\n\n// Capacity 获取背包容量\nfunc (inv *Inventory) Capacity() int {\n\treturn inv.capacity\n}\n\n// UsedSlots 获取已使用槽位\nfunc (inv *Inventory) UsedSlots() int {\n\treturn len(inv.slots)\n}\n\n// Items 获取所有物品\nfunc (inv *Inventory) Items() map[string]*Item {\n\titems := make(map[string]*Item)\n\tfor _, slot := range inv.slots {\n\t\tif slot.ItemID != nil {\n\t\t\titem, exists := inv.GetItemByID(*slot.ItemID)\n\t\t\tif exists {\n\t\t\t\titems[item.ID().String()] = item\n\t\t\t}\n\t\t}\n\t}\n\treturn items\n}\n\n// GetItem 获取指定物品\nfunc (inv *Inventory) GetItem(itemID string) (*Item, bool) {\n\treturn inv.GetItemByID(ItemID{value: itemID})\n}\n\n// GetItemByID 通过ItemID获取物品\nfunc (inv *Inventory) GetItemByID(itemID ItemID) (*Item, bool) {\n\tfor _, slot := range inv.slots {\n\t\tif slot.ItemID != nil && *slot.ItemID == itemID {\n\t\t\t// 这里需要从物品仓库获取物品详情\n\t\t\t// TODO: 实现从物品仓库获取物品详情的逻辑\n\t\t\t// 临时实现：创建一个基本的Item\n\t\t\treturn &Item{\n\t\t\t\tid: itemID,\n\t\t\t\t// 其他字段需要从物品仓库获取\n\t\t\t}, true\n\t\t}\n\t}\n\treturn nil, false\n}\n\n// Slots 获取所有槽位\nfunc (inv *Inventory) Slots() []*InventorySlot {\n\treturn inv.slots\n}\n\n// AddItem 添加物品\nfunc (inv *Inventory) AddItem(item *Item, quantity int) error {\n\tif quantity <= 0 {\n\t\treturn ErrInvalidQuantity\n\t}\n\n\tremainingQuantity := quantity\n\n\t// 首先尝试堆叠到现有槽位\n\tfor _, slot := range inv.slots {\n\t\tif slot.CanStack(item.ID(), item) && !slot.Locked {\n\t\t\tif slot.IsEmpty() {\n\t\t\t\t// 空槽位\n\t\t\t\taddQuantity := remainingQuantity\n\t\t\t\tif addQuantity > item.MaxStack() {\n\t\t\t\t\taddQuantity = item.MaxStack()\n\t\t\t\t}\n\t\t\t\tslot.ItemID = &item.id\n\t\t\t\tslot.Quantity = addQuantity\n\t\t\t\tremainingQuantity -= addQuantity\n\t\t\t} else {\n\t\t\t\t// 已有相同物品的槽位\n\t\t\t\tcanAdd := item.MaxStack() - slot.Quantity\n\t\t\t\tif canAdd > 0 {\n\t\t\t\t\taddQuantity := remainingQuantity\n\t\t\t\t\tif addQuantity > canAdd {\n\t\t\t\t\t\taddQuantity = canAdd\n\t\t\t\t\t}\n\t\t\t\t\tslot.Quantity += addQuantity\n\t\t\t\t\tremainingQuantity -= addQuantity\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif remainingQuantity <= 0 {\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\t}\n\n\tif remainingQuantity > 0 {\n\t\treturn ErrInventoryFull\n\t}\n\n\tinv.updatedAt = time.Now()\n\tinv.version++\n\treturn nil\n}\n\n// RemoveItem 移除物品\nfunc (inv *Inventory) RemoveItem(itemID ItemID, quantity int) error {\n\tif quantity <= 0 {\n\t\treturn ErrInvalidQuantity\n\t}\n\n\t// 检查是否有足够的物品\n\ttotalQuantity := inv.GetItemQuantity(itemID)\n\tif totalQuantity < quantity {\n\t\treturn ErrInsufficientItems\n\t}\n\n\tremainingToRemove := quantity\n\n\t// 从槽位中移除物品\n\tfor _, slot := range inv.slots {\n\t\tif !slot.IsEmpty() && slot.ItemID != nil && *slot.ItemID == itemID && !slot.Locked {\n\t\t\tif slot.Quantity <= remainingToRemove {\n\t\t\t\t// 移除整个槽位的物品\n\t\t\t\tremainingToRemove -= slot.Quantity\n\t\t\t\tslot.ItemID = nil\n\t\t\t\tslot.Quantity = 0\n\t\t\t} else {\n\t\t\t\t// 部分移除\n\t\t\t\tslot.Quantity -= remainingToRemove\n\t\t\t\tremainingToRemove = 0\n\t\t\t}\n\n\t\t\tif remainingToRemove <= 0 {\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\t}\n\n\tinv.updatedAt = time.Now()\n\tinv.version++\n\treturn nil\n}\n\n// GetItemQuantity 获取物品总数量\nfunc (inv *Inventory) GetItemQuantity(itemID ItemID) int {\n\ttotal := 0\n\tfor _, slot := range inv.slots {\n\t\tif !slot.IsEmpty() && slot.ItemID != nil && *slot.ItemID == itemID {\n\t\t\ttotal += slot.Quantity\n\t\t}\n\t}\n\treturn total\n}\n\n// HasItem 检查是否拥有指定数量的物品\nfunc (inv *Inventory) HasItem(itemID ItemID, quantity int) bool {\n\treturn inv.GetItemQuantity(itemID) >= quantity\n}\n\n// GetEmptySlotCount 获取空槽位数量\nfunc (inv *Inventory) GetEmptySlotCount() int {\n\tcount := 0\n\tfor _, slot := range inv.slots {\n\t\tif slot.IsEmpty() && !slot.Locked {\n\t\t\tcount++\n\t\t}\n\t}\n\treturn count\n}\n\n// IsFull 检查背包是否已满\nfunc (inv *Inventory) IsFull() bool {\n\treturn inv.GetEmptySlotCount() == 0\n}\n\n// MoveItem 移动物品到指定槽位\nfunc (inv *Inventory) MoveItem(fromSlot, toSlot int) error {\n\tif fromSlot < 0 || fromSlot >= inv.capacity || toSlot < 0 || toSlot >= inv.capacity {\n\t\treturn ErrInvalidSlot\n\t}\n\n\tif fromSlot == toSlot {\n\t\treturn nil\n\t}\n\n\tfrom := inv.slots[fromSlot]\n\tto := inv.slots[toSlot]\n\n\tif from.IsEmpty() {\n\t\treturn ErrSlotEmpty\n\t}\n\n\tif from.Locked || to.Locked {\n\t\treturn ErrSlotLocked\n\t}\n\n\t// 交换槽位内容\n\tfrom.ItemID, to.ItemID = to.ItemID, from.ItemID\n\tfrom.Quantity, to.Quantity = to.Quantity, from.Quantity\n\n\tinv.updatedAt = time.Now()\n\tinv.version++\n\treturn nil\n}\n\n// LockSlot 锁定槽位\nfunc (inv *Inventory) LockSlot(slotIndex int) error {\n\tif slotIndex < 0 || slotIndex >= inv.capacity {\n\t\treturn ErrInvalidSlot\n\t}\n\n\tinv.slots[slotIndex].Locked = true\n\tinv.updatedAt = time.Now()\n\tinv.version++\n\treturn nil\n}\n\n// UnlockSlot 解锁槽位\nfunc (inv *Inventory) UnlockSlot(slotIndex int) error {\n\tif slotIndex < 0 || slotIndex >= inv.capacity {\n\t\treturn ErrInvalidSlot\n\t}\n\n\tinv.slots[slotIndex].Locked = false\n\tinv.updatedAt = time.Now()\n\tinv.version++\n\treturn nil\n}\n\n// Version 获取版本号\nfunc (inv *Inventory) Version() int64 {\n\treturn inv.version\n}\n"
  },
  {
    "path": "internal/domain/inventory/repository.go",
    "content": "package inventory\n\nimport (\n\t\"context\"\n\t\"time\"\n)\n\n// Quality 物品品质\ntype Quality int\n\nconst (\n\tQualityCommon    Quality = iota + 1 // 普通\n\tQualityUncommon                     // 不常见\n\tQualityRare                         // 稀有\n\tQualityEpic                         // 史诗\n\tQualityLegendary                    // 传说\n\tQualityMythic                       // 神话\n)\n\n// Repository 背包仓储接口\ntype Repository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, inventory *Inventory) error\n\tFindByPlayerID(ctx context.Context, playerID string) (*Inventory, error)\n\tDelete(ctx context.Context, playerID string) error\n\tExists(ctx context.Context, playerID string) (bool, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, inventories []*Inventory) error\n\tFindByPlayerIDs(ctx context.Context, playerIDs []string) ([]*Inventory, error)\n\n\t// 查询操作\n\tFindItemsByType(ctx context.Context, playerID string, itemType ItemType) ([]*Item, error)\n\tFindExpiredItems(ctx context.Context, playerID string, before time.Time) ([]*Item, error)\n\tCountItemsByType(ctx context.Context, playerID string, itemType ItemType) (int64, error)\n\n\t// 统计操作\n\tGetInventoryStats(ctx context.Context, playerID string) (*InventoryStats, error)\n\tGetPlayerItemHistory(ctx context.Context, playerID string, limit int) ([]*ItemHistory, error)\n}\n\n// InventoryStats 背包统计信息\ntype InventoryStats struct {\n\tPlayerID       string             `json:\"player_id\"`\n\tTotalItems     int64              `json:\"total_items\"`\n\tUsedSlots      int                `json:\"used_slots\"`\n\tCapacity       int                `json:\"capacity\"`\n\tItemsByType    map[ItemType]int64 `json:\"items_by_type\"`\n\tItemsByQuality map[Quality]int64  `json:\"items_by_quality\"`\n\tLastUpdate     time.Time          `json:\"last_update\"`\n}\n\n// ItemHistory 物品历史记录\ntype ItemHistory struct {\n\tID         string                 `json:\"id\"`\n\tPlayerID   string                 `json:\"player_id\"`\n\tItemID     string                 `json:\"item_id\"`\n\tAction     string                 `json:\"action\"` // add, remove, use, trade\n\tQuantity   int64                  `json:\"quantity\"`\n\tReason     string                 `json:\"reason\"`\n\tOccurredAt time.Time              `json:\"occurred_at\"`\n\tMetadata   map[string]interface{} `json:\"metadata,omitempty\"`\n}\n\n// ItemQueryFilter 物品查询过滤器\ntype ItemQueryFilter struct {\n\tPlayerID    string     `json:\"player_id\"`\n\tItemTypes   []ItemType `json:\"item_types,omitempty\"`\n\tQualities   []Quality  `json:\"qualities,omitempty\"`\n\tMinQuantity *int64     `json:\"min_quantity,omitempty\"`\n\tMaxQuantity *int64     `json:\"max_quantity,omitempty\"`\n\tExpiredOnly bool       `json:\"expired_only\"`\n\tUsableOnly  bool       `json:\"usable_only\"`\n\tLimit       int        `json:\"limit\"`\n\tOffset      int        `json:\"offset\"`\n}\n\n// ItemRepository 物品仓储接口\ntype ItemRepository interface {\n\t// Save 保存物品\n\tSave(ctx context.Context, item *Item) error\n\n\t// FindByID 根据ID查找物品\n\tFindByID(ctx context.Context, id ItemID) (*Item, error)\n\n\t// FindByType 根据类型查找物品\n\tFindByType(ctx context.Context, itemType ItemType, limit int) ([]*Item, error)\n\n\t// FindByRarity 根据稀有度查找物品\n\tFindByRarity(ctx context.Context, rarity ItemRarity, limit int) ([]*Item, error)\n\n\t// Update 更新物品\n\tUpdate(ctx context.Context, item *Item) error\n\n\t// Delete 删除物品\n\tDelete(ctx context.Context, itemID string) error\n}\n"
  },
  {
    "path": "internal/domain/inventory/synthesis/aggregate.go",
    "content": "package synthesis\n\nimport (\n\t\"math/rand\"\n\t\"time\"\n\t// \"github.com/google/uuid\"\n)\n\n// SynthesisAggregate 合成聚合根\ntype SynthesisAggregate struct {\n\tplayerID  string\n\trecipes   map[string]*Recipe\n\tmaterials map[string]*Material\n\thistory   []*SynthesisRecord\n\tupdatedAt time.Time\n\tversion   int\n}\n\n// NewSynthesisAggregate 创建合成聚合根\nfunc NewSynthesisAggregate(playerID string) *SynthesisAggregate {\n\treturn &SynthesisAggregate{\n\t\tplayerID:  playerID,\n\t\trecipes:   make(map[string]*Recipe),\n\t\tmaterials: make(map[string]*Material),\n\t\thistory:   make([]*SynthesisRecord, 0),\n\t\tupdatedAt: time.Now(),\n\t\tversion:   1,\n\t}\n}\n\n// GetPlayerID 获取玩家ID\nfunc (s *SynthesisAggregate) GetPlayerID() string {\n\treturn s.playerID\n}\n\n// AddRecipe 添加配方\nfunc (s *SynthesisAggregate) AddRecipe(recipe *Recipe) error {\n\tif recipe == nil {\n\t\treturn ErrInvalidRecipe\n\t}\n\n\ts.recipes[recipe.GetID()] = recipe\n\ts.updateVersion()\n\treturn nil\n}\n\n// GetRecipe 获取配方\nfunc (s *SynthesisAggregate) GetRecipe(recipeID string) *Recipe {\n\treturn s.recipes[recipeID]\n}\n\n// GetAllRecipes 获取所有配方\nfunc (s *SynthesisAggregate) GetAllRecipes() map[string]*Recipe {\n\treturn s.recipes\n}\n\n// AddMaterial 添加材料\nfunc (s *SynthesisAggregate) AddMaterial(material *Material) error {\n\tif material == nil {\n\t\treturn ErrInvalidMaterial\n\t}\n\n\texisting, exists := s.materials[material.GetID()]\n\tif exists {\n\t\texisting.AddQuantity(material.GetQuantity())\n\t} else {\n\t\ts.materials[material.GetID()] = material\n\t}\n\n\ts.updateVersion()\n\treturn nil\n}\n\n// ConsumeMaterial 消耗材料\nfunc (s *SynthesisAggregate) ConsumeMaterial(materialID string, quantity int) error {\n\tmaterial, exists := s.materials[materialID]\n\tif !exists {\n\t\treturn ErrMaterialNotFound\n\t}\n\n\tif material.GetQuantity() < quantity {\n\t\treturn ErrInsufficientMaterial\n\t}\n\n\tmaterial.ConsumeQuantity(quantity)\n\tif material.GetQuantity() <= 0 {\n\t\tdelete(s.materials, materialID)\n\t}\n\n\ts.updateVersion()\n\treturn nil\n}\n\n// GetMaterial 获取材料\nfunc (s *SynthesisAggregate) GetMaterial(materialID string) *Material {\n\treturn s.materials[materialID]\n}\n\n// GetAllMaterials 获取所有材料\nfunc (s *SynthesisAggregate) GetAllMaterials() map[string]*Material {\n\treturn s.materials\n}\n\n// CanSynthesize 检查是否可以合成\nfunc (s *SynthesisAggregate) CanSynthesize(recipeID string) error {\n\trecipe, exists := s.recipes[recipeID]\n\tif !exists {\n\t\treturn ErrRecipeNotFound\n\t}\n\n\t// 检查材料是否足够\n\tfor _, requirement := range recipe.GetRequirements() {\n\t\tmaterial, exists := s.materials[requirement.MaterialID]\n\t\tif !exists || material.GetQuantity() < requirement.Quantity {\n\t\t\treturn ErrInsufficientMaterial\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// Synthesize 执行合成\nfunc (s *SynthesisAggregate) Synthesize(recipeID string, quantity int) (*SynthesisResult, error) {\n\trecipe, exists := s.recipes[recipeID]\n\tif !exists {\n\t\treturn nil, ErrRecipeNotFound\n\t}\n\n\t// 检查材料是否足够\n\tfor _, requirement := range recipe.GetRequirements() {\n\t\trequiredQuantity := requirement.Quantity * quantity\n\t\tmaterial, exists := s.materials[requirement.MaterialID]\n\t\tif !exists || material.GetQuantity() < requiredQuantity {\n\t\t\treturn nil, ErrInsufficientMaterial\n\t\t}\n\t}\n\n\t// 消耗材料\n\tfor _, requirement := range recipe.GetRequirements() {\n\t\trequiredQuantity := requirement.Quantity * quantity\n\t\terr := s.ConsumeMaterial(requirement.MaterialID, requiredQuantity)\n\t\tif err != nil {\n\t\t\treturn nil, err\n\t\t}\n\t}\n\n\t// 计算合成结果\n\tresult := s.calculateSynthesisResult(recipe, quantity)\n\n\t// 记录合成历史\n\trecord := NewSynthesisRecord(s.playerID, recipeID, quantity, result)\n\ts.history = append(s.history, record)\n\n\ts.updateVersion()\n\treturn result, nil\n}\n\n// calculateSynthesisResult 计算合成结果\nfunc (s *SynthesisAggregate) calculateSynthesisResult(recipe *Recipe, quantity int) *SynthesisResult {\n\tresult := NewSynthesisResult()\n\n\tfor i := 0; i < quantity; i++ {\n\t\t// 计算成功率\n\t\tif s.rollSuccess(recipe.GetSuccessRate()) {\n\t\t\t// 成功，添加产出物品\n\t\t\tfor _, output := range recipe.GetOutputs() {\n\t\t\t\tresult.AddSuccessItem(output.ItemID, output.Quantity)\n\t\t\t}\n\t\t} else {\n\t\t\t// 失败，可能有失败产出\n\t\t\tfor _, failOutput := range recipe.GetFailOutputs() {\n\t\t\t\tresult.AddFailItem(failOutput.ItemID, failOutput.Quantity)\n\t\t\t}\n\t\t}\n\t}\n\n\treturn result\n}\n\n// rollSuccess 计算成功率\nfunc (s *SynthesisAggregate) rollSuccess(successRate float64) bool {\n\t// 这里可以加入更复杂的成功率计算逻辑\n\t// 比如玩家技能等级、装备加成等\n\treturn rand.Float64() < successRate\n}\n\n// GetSynthesisHistory 获取合成历史\nfunc (s *SynthesisAggregate) GetSynthesisHistory() []*SynthesisRecord {\n\treturn s.history\n}\n\n// GetRecentHistory 获取最近的合成历史\nfunc (s *SynthesisAggregate) GetRecentHistory(limit int) []*SynthesisRecord {\n\tif len(s.history) <= limit {\n\t\treturn s.history\n\t}\n\treturn s.history[len(s.history)-limit:]\n}\n\n// updateVersion 更新版本\nfunc (s *SynthesisAggregate) updateVersion() {\n\ts.version++\n\ts.updatedAt = time.Now()\n}\n\n// GetVersion 获取版本\nfunc (s *SynthesisAggregate) GetVersion() int {\n\treturn s.version\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (s *SynthesisAggregate) GetUpdatedAt() time.Time {\n\treturn s.updatedAt\n}\n\n// GetMaterialQuantity 获取材料数量\nfunc (s *SynthesisAggregate) GetMaterialQuantity(materialID string) int {\n\tmaterial, exists := s.materials[materialID]\n\tif !exists {\n\t\treturn 0\n\t}\n\treturn material.GetQuantity()\n}\n\n// HasRecipe 检查是否拥有配方\nfunc (s *SynthesisAggregate) HasRecipe(recipeID string) bool {\n\t_, exists := s.recipes[recipeID]\n\treturn exists\n}\n\n// GetRecipesByCategory 根据分类获取配方\nfunc (s *SynthesisAggregate) GetRecipesByCategory(category RecipeCategory) []*Recipe {\n\tvar recipes []*Recipe\n\tfor _, recipe := range s.recipes {\n\t\tif recipe.GetCategory() == category {\n\t\t\trecipes = append(recipes, recipe)\n\t\t}\n\t}\n\treturn recipes\n}\n"
  },
  {
    "path": "internal/domain/inventory/synthesis/entity.go",
    "content": "package synthesis\n\nimport (\n\t\"time\"\n\n\t\"github.com/google/uuid\"\n\t// \"math/rand\"\n\t// \"github.com/google/uuid\"\n)\n\n// Recipe 配方实体\ntype Recipe struct {\n\tid           string\n\tname         string\n\tcategory     RecipeCategory\n\trequirements []*MaterialRequirement\n\toutputs      []*ItemOutput\n\tfailOutputs  []*ItemOutput\n\tsuccessRate  float64\n\tcraftTime    time.Duration\n\trequireLevel int\n\tdescription  string\n\tunlockedAt   time.Time\n}\n\n// NewRecipe 创建配方\nfunc NewRecipe(name string, category RecipeCategory, successRate float64) *Recipe {\n\treturn &Recipe{\n\t\tid:           uuid.New().String(),\n\t\tname:         name,\n\t\tcategory:     category,\n\t\trequirements: make([]*MaterialRequirement, 0),\n\t\toutputs:      make([]*ItemOutput, 0),\n\t\tfailOutputs:  make([]*ItemOutput, 0),\n\t\tsuccessRate:  successRate,\n\t\tcraftTime:    time.Minute * 5, // 默认5分钟\n\t\trequireLevel: 1,\n\t\tunlockedAt:   time.Now(),\n\t}\n}\n\n// GetID 获取配方ID\nfunc (r *Recipe) GetID() string {\n\treturn r.id\n}\n\n// GetName 获取配方名称\nfunc (r *Recipe) GetName() string {\n\treturn r.name\n}\n\n// GetCategory 获取配方分类\nfunc (r *Recipe) GetCategory() RecipeCategory {\n\treturn r.category\n}\n\n// AddRequirement 添加材料需求\nfunc (r *Recipe) AddRequirement(materialID string, quantity int) {\n\tr.requirements = append(r.requirements, &MaterialRequirement{\n\t\tMaterialID: materialID,\n\t\tQuantity:   quantity,\n\t})\n}\n\n// GetRequirements 获取材料需求\nfunc (r *Recipe) GetRequirements() []*MaterialRequirement {\n\treturn r.requirements\n}\n\n// AddOutput 添加产出物品\nfunc (r *Recipe) AddOutput(itemID string, quantity int, probability float64) {\n\tr.outputs = append(r.outputs, &ItemOutput{\n\t\tItemID:      itemID,\n\t\tQuantity:    quantity,\n\t\tProbability: probability,\n\t})\n}\n\n// GetOutputs 获取产出物品\nfunc (r *Recipe) GetOutputs() []*ItemOutput {\n\treturn r.outputs\n}\n\n// AddFailOutput 添加失败产出\nfunc (r *Recipe) AddFailOutput(itemID string, quantity int, probability float64) {\n\tr.failOutputs = append(r.failOutputs, &ItemOutput{\n\t\tItemID:      itemID,\n\t\tQuantity:    quantity,\n\t\tProbability: probability,\n\t})\n}\n\n// GetFailOutputs 获取失败产出\nfunc (r *Recipe) GetFailOutputs() []*ItemOutput {\n\treturn r.failOutputs\n}\n\n// GetSuccessRate 获取成功率\nfunc (r *Recipe) GetSuccessRate() float64 {\n\treturn r.successRate\n}\n\n// SetSuccessRate 设置成功率\nfunc (r *Recipe) SetSuccessRate(rate float64) {\n\tif rate < 0 {\n\t\trate = 0\n\t} else if rate > 1 {\n\t\trate = 1\n\t}\n\tr.successRate = rate\n}\n\n// GetCraftTime 获取制作时间\nfunc (r *Recipe) GetCraftTime() time.Duration {\n\treturn r.craftTime\n}\n\n// SetCraftTime 设置制作时间\nfunc (r *Recipe) SetCraftTime(duration time.Duration) {\n\tr.craftTime = duration\n}\n\n// GetRequireLevel 获取需求等级\nfunc (r *Recipe) GetRequireLevel() int {\n\treturn r.requireLevel\n}\n\n// SetRequireLevel 设置需求等级\nfunc (r *Recipe) SetRequireLevel(level int) {\n\tr.requireLevel = level\n}\n\n// GetDescription 获取描述\nfunc (r *Recipe) GetDescription() string {\n\treturn r.description\n}\n\n// SetDescription 设置描述\nfunc (r *Recipe) SetDescription(desc string) {\n\tr.description = desc\n}\n\n// GetUnlockedAt 获取解锁时间\nfunc (r *Recipe) GetUnlockedAt() time.Time {\n\treturn r.unlockedAt\n}\n\n// Material 材料实体\ntype Material struct {\n\tid           string\n\tname         string\n\tmaterialType MaterialType\n\tquality      Quality\n\tquantity     int\n\tmaxStack     int\n\tdescription  string\n\tobtainedAt   time.Time\n}\n\n// NewMaterial 创建材料\nfunc NewMaterial(id, name string, materialType MaterialType, quality Quality, quantity int) *Material {\n\treturn &Material{\n\t\tid:           id,\n\t\tname:         name,\n\t\tmaterialType: materialType,\n\t\tquality:      quality,\n\t\tquantity:     quantity,\n\t\tmaxStack:     999, // 默认最大堆叠999\n\t\tobtainedAt:   time.Now(),\n\t}\n}\n\n// GetID 获取材料ID\nfunc (m *Material) GetID() string {\n\treturn m.id\n}\n\n// GetName 获取材料名称\nfunc (m *Material) GetName() string {\n\treturn m.name\n}\n\n// GetType 获取材料类型\nfunc (m *Material) GetType() MaterialType {\n\treturn m.materialType\n}\n\n// GetQuality 获取品质\nfunc (m *Material) GetQuality() Quality {\n\treturn m.quality\n}\n\n// GetQuantity 获取数量\nfunc (m *Material) GetQuantity() int {\n\treturn m.quantity\n}\n\n// AddQuantity 增加数量\nfunc (m *Material) AddQuantity(amount int) {\n\tm.quantity += amount\n\tif m.quantity > m.maxStack {\n\t\tm.quantity = m.maxStack\n\t}\n}\n\n// ConsumeQuantity 消耗数量\nfunc (m *Material) ConsumeQuantity(amount int) error {\n\tif m.quantity < amount {\n\t\treturn ErrInsufficientMaterial\n\t}\n\tm.quantity -= amount\n\treturn nil\n}\n\n// GetMaxStack 获取最大堆叠\nfunc (m *Material) GetMaxStack() int {\n\treturn m.maxStack\n}\n\n// SetMaxStack 设置最大堆叠\nfunc (m *Material) SetMaxStack(maxStack int) {\n\tm.maxStack = maxStack\n}\n\n// GetDescription 获取描述\nfunc (m *Material) GetDescription() string {\n\treturn m.description\n}\n\n// SetDescription 设置描述\nfunc (m *Material) SetDescription(desc string) {\n\tm.description = desc\n}\n\n// GetObtainedAt 获取获得时间\nfunc (m *Material) GetObtainedAt() time.Time {\n\treturn m.obtainedAt\n}\n\n// SynthesisRecord 合成记录实体\ntype SynthesisRecord struct {\n\tid        string\n\tplayerID  string\n\trecipeID  string\n\tquantity  int\n\tresult    *SynthesisResult\n\tcreatedAt time.Time\n}\n\n// NewSynthesisRecord 创建合成记录\nfunc NewSynthesisRecord(playerID, recipeID string, quantity int, result *SynthesisResult) *SynthesisRecord {\n\treturn &SynthesisRecord{\n\t\tid:        uuid.New().String(),\n\t\tplayerID:  playerID,\n\t\trecipeID:  recipeID,\n\t\tquantity:  quantity,\n\t\tresult:    result,\n\t\tcreatedAt: time.Now(),\n\t}\n}\n\n// GetID 获取记录ID\nfunc (sr *SynthesisRecord) GetID() string {\n\treturn sr.id\n}\n\n// GetPlayerID 获取玩家ID\nfunc (sr *SynthesisRecord) GetPlayerID() string {\n\treturn sr.playerID\n}\n\n// GetRecipeID 获取配方ID\nfunc (sr *SynthesisRecord) GetRecipeID() string {\n\treturn sr.recipeID\n}\n\n// GetQuantity 获取合成数量\nfunc (sr *SynthesisRecord) GetQuantity() int {\n\treturn sr.quantity\n}\n\n// GetResult 获取合成结果\nfunc (sr *SynthesisRecord) GetResult() *SynthesisResult {\n\treturn sr.result\n}\n\n// GetCreatedAt 获取创建时间\nfunc (sr *SynthesisRecord) GetCreatedAt() time.Time {\n\treturn sr.createdAt\n}\n\n// SynthesisResult 合成结果\ntype SynthesisResult struct {\n\tsuccessItems map[string]int // 成功获得的物品\n\tfailItems    map[string]int // 失败获得的物品\n\tsuccessCount int            // 成功次数\n\tfailCount    int            // 失败次数\n}\n\n// NewSynthesisResult 创建合成结果\nfunc NewSynthesisResult() *SynthesisResult {\n\treturn &SynthesisResult{\n\t\tsuccessItems: make(map[string]int),\n\t\tfailItems:    make(map[string]int),\n\t\tsuccessCount: 0,\n\t\tfailCount:    0,\n\t}\n}\n\n// AddSuccessItem 添加成功物品\nfunc (sr *SynthesisResult) AddSuccessItem(itemID string, quantity int) {\n\tsr.successItems[itemID] += quantity\n\tsr.successCount++\n}\n\n// AddFailItem 添加失败物品\nfunc (sr *SynthesisResult) AddFailItem(itemID string, quantity int) {\n\tsr.failItems[itemID] += quantity\n\tsr.failCount++\n}\n\n// GetSuccessItems 获取成功物品\nfunc (sr *SynthesisResult) GetSuccessItems() map[string]int {\n\treturn sr.successItems\n}\n\n// GetFailItems 获取失败物品\nfunc (sr *SynthesisResult) GetFailItems() map[string]int {\n\treturn sr.failItems\n}\n\n// GetSuccessCount 获取成功次数\nfunc (sr *SynthesisResult) GetSuccessCount() int {\n\treturn sr.successCount\n}\n\n// GetFailCount 获取失败次数\nfunc (sr *SynthesisResult) GetFailCount() int {\n\treturn sr.failCount\n}\n\n// GetTotalCount 获取总次数\nfunc (sr *SynthesisResult) GetTotalCount() int {\n\treturn sr.successCount + sr.failCount\n}\n\n// GetSuccessRate 获取成功率\nfunc (sr *SynthesisResult) GetSuccessRate() float64 {\n\ttotal := sr.GetTotalCount()\n\tif total == 0 {\n\t\treturn 0\n\t}\n\treturn float64(sr.successCount) / float64(total)\n}\n"
  },
  {
    "path": "internal/domain/inventory/synthesis/errors.go",
    "content": "package synthesis\n\nimport \"errors\"\n\n// 合成系统相关错误\nvar (\n\tErrInvalidRecipe        = errors.New(\"invalid recipe\")\n\tErrRecipeNotFound       = errors.New(\"recipe not found\")\n\tErrInvalidMaterial      = errors.New(\"invalid material\")\n\tErrMaterialNotFound     = errors.New(\"material not found\")\n\tErrInsufficientMaterial = errors.New(\"insufficient material\")\n\tErrInvalidQuantity      = errors.New(\"invalid quantity\")\n\tErrRecipeAlreadyExists  = errors.New(\"recipe already exists\")\n\tErrInsufficientLevel    = errors.New(\"insufficient level\")\n\tErrConditionNotMet      = errors.New(\"crafting condition not met\")\n\tErrCraftingInProgress   = errors.New(\"crafting already in progress\")\n\tErrInvalidCategory      = errors.New(\"invalid recipe category\")\n\tErrInvalidQuality       = errors.New(\"invalid material quality\")\n\tErrMaxStackExceeded     = errors.New(\"max stack size exceeded\")\n\tErrSynthesisFailed      = errors.New(\"synthesis failed\")\n\tErrInvalidBonus         = errors.New(\"invalid synthesis bonus\")\n)\n"
  },
  {
    "path": "internal/domain/inventory/synthesis/events.go",
    "content": "package synthesis\n\nimport (\n\t\"github.com/google/uuid\"\n\t\"time\"\n)\n\n// DomainEvent 领域事件接口\ntype DomainEvent interface {\n\tGetEventID() string\n\tGetEventType() string\n\tGetAggregateID() string\n\tGetOccurredAt() time.Time\n\tGetEventData() interface{}\n}\n\n// BaseDomainEvent 基础领域事件\ntype BaseDomainEvent struct {\n\tEventID     string    `json:\"event_id\"`\n\tEventType   string    `json:\"event_type\"`\n\tAggregateID string    `json:\"aggregate_id\"`\n\tOccurredAt  time.Time `json:\"occurred_at\"`\n}\n\n// GetEventID 获取事件ID\nfunc (e *BaseDomainEvent) GetEventID() string {\n\treturn e.EventID\n}\n\n// GetEventType 获取事件类型\nfunc (e *BaseDomainEvent) GetEventType() string {\n\treturn e.EventType\n}\n\n// GetAggregateID 获取聚合根ID\nfunc (e *BaseDomainEvent) GetAggregateID() string {\n\treturn e.AggregateID\n}\n\n// GetOccurredAt 获取发生时间\nfunc (e *BaseDomainEvent) GetOccurredAt() time.Time {\n\treturn e.OccurredAt\n}\n\n// RecipeLearnedEvent 配方学习事件\ntype RecipeLearnedEvent struct {\n\tBaseDomainEvent\n\tPlayerID string  `json:\"player_id\"`\n\tRecipe   *Recipe `json:\"recipe\"`\n\tSource   string  `json:\"source\"` // 学习来源：quest, shop, drop, etc.\n}\n\n// NewRecipeLearnedEvent 创建配方学习事件\nfunc NewRecipeLearnedEvent(playerID string, recipe *Recipe, source string) *RecipeLearnedEvent {\n\treturn &RecipeLearnedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"RecipeLearned\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID: playerID,\n\t\tRecipe:   recipe,\n\t\tSource:   source,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *RecipeLearnedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\": e.PlayerID,\n\t\t\"recipe\":    e.Recipe,\n\t\t\"source\":    e.Source,\n\t}\n}\n\n// MaterialObtainedEvent 材料获得事件\ntype MaterialObtainedEvent struct {\n\tBaseDomainEvent\n\tPlayerID string    `json:\"player_id\"`\n\tMaterial *Material `json:\"material\"`\n\tQuantity int       `json:\"quantity\"`\n\tSource   string    `json:\"source\"`\n}\n\n// NewMaterialObtainedEvent 创建材料获得事件\nfunc NewMaterialObtainedEvent(playerID string, material *Material, quantity int, source string) *MaterialObtainedEvent {\n\treturn &MaterialObtainedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"MaterialObtained\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID: playerID,\n\t\tMaterial: material,\n\t\tQuantity: quantity,\n\t\tSource:   source,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *MaterialObtainedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\": e.PlayerID,\n\t\t\"material\":  e.Material,\n\t\t\"quantity\":  e.Quantity,\n\t\t\"source\":    e.Source,\n\t}\n}\n\n// SynthesisStartedEvent 合成开始事件\ntype SynthesisStartedEvent struct {\n\tBaseDomainEvent\n\tPlayerID   string    `json:\"player_id\"`\n\tRecipeID   string    `json:\"recipe_id\"`\n\tQuantity   int       `json:\"quantity\"`\n\tStartTime  time.Time `json:\"start_time\"`\n\tFinishTime time.Time `json:\"finish_time\"`\n}\n\n// NewSynthesisStartedEvent 创建合成开始事件\nfunc NewSynthesisStartedEvent(playerID, recipeID string, quantity int, craftTime time.Duration) *SynthesisStartedEvent {\n\tstartTime := time.Now()\n\treturn &SynthesisStartedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"SynthesisStarted\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  startTime,\n\t\t},\n\t\tPlayerID:   playerID,\n\t\tRecipeID:   recipeID,\n\t\tQuantity:   quantity,\n\t\tStartTime:  startTime,\n\t\tFinishTime: startTime.Add(craftTime),\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *SynthesisStartedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\":   e.PlayerID,\n\t\t\"recipe_id\":   e.RecipeID,\n\t\t\"quantity\":    e.Quantity,\n\t\t\"start_time\":  e.StartTime,\n\t\t\"finish_time\": e.FinishTime,\n\t}\n}\n\n// SynthesisCompletedEvent 合成完成事件\ntype SynthesisCompletedEvent struct {\n\tBaseDomainEvent\n\tPlayerID string           `json:\"player_id\"`\n\tRecipeID string           `json:\"recipe_id\"`\n\tQuantity int              `json:\"quantity\"`\n\tResult   *SynthesisResult `json:\"result\"`\n\tRecord   *SynthesisRecord `json:\"record\"`\n}\n\n// NewSynthesisCompletedEvent 创建合成完成事件\nfunc NewSynthesisCompletedEvent(playerID, recipeID string, quantity int, result *SynthesisResult, record *SynthesisRecord) *SynthesisCompletedEvent {\n\treturn &SynthesisCompletedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"SynthesisCompleted\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID: playerID,\n\t\tRecipeID: recipeID,\n\t\tQuantity: quantity,\n\t\tResult:   result,\n\t\tRecord:   record,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *SynthesisCompletedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\": e.PlayerID,\n\t\t\"recipe_id\": e.RecipeID,\n\t\t\"quantity\":  e.Quantity,\n\t\t\"result\":    e.Result,\n\t\t\"record\":    e.Record,\n\t}\n}\n\n// MaterialConsumedEvent 材料消耗事件\ntype MaterialConsumedEvent struct {\n\tBaseDomainEvent\n\tPlayerID   string `json:\"player_id\"`\n\tMaterialID string `json:\"material_id\"`\n\tQuantity   int    `json:\"quantity\"`\n\tReason     string `json:\"reason\"` // 消耗原因：synthesis, upgrade, etc.\n}\n\n// NewMaterialConsumedEvent 创建材料消耗事件\nfunc NewMaterialConsumedEvent(playerID, materialID string, quantity int, reason string) *MaterialConsumedEvent {\n\treturn &MaterialConsumedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"MaterialConsumed\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:   playerID,\n\t\tMaterialID: materialID,\n\t\tQuantity:   quantity,\n\t\tReason:     reason,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *MaterialConsumedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\":   e.PlayerID,\n\t\t\"material_id\": e.MaterialID,\n\t\t\"quantity\":    e.Quantity,\n\t\t\"reason\":      e.Reason,\n\t}\n}\n\n// SynthesisBonusAppliedEvent 合成加成应用事件\ntype SynthesisBonusAppliedEvent struct {\n\tBaseDomainEvent\n\tPlayerID string            `json:\"player_id\"`\n\tRecipeID string            `json:\"recipe_id\"`\n\tBonuses  []*SynthesisBonus `json:\"bonuses\"`\n}\n\n// NewSynthesisBonusAppliedEvent 创建合成加成应用事件\nfunc NewSynthesisBonusAppliedEvent(playerID, recipeID string, bonuses []*SynthesisBonus) *SynthesisBonusAppliedEvent {\n\treturn &SynthesisBonusAppliedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"SynthesisBonusApplied\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID: playerID,\n\t\tRecipeID: recipeID,\n\t\tBonuses:  bonuses,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *SynthesisBonusAppliedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\": e.PlayerID,\n\t\t\"recipe_id\": e.RecipeID,\n\t\t\"bonuses\":   e.Bonuses,\n\t}\n}\n\n// RareItemSynthesizedEvent 稀有物品合成事件\ntype RareItemSynthesizedEvent struct {\n\tBaseDomainEvent\n\tPlayerID string  `json:\"player_id\"`\n\tRecipeID string  `json:\"recipe_id\"`\n\tItemID   string  `json:\"item_id\"`\n\tQuality  Quality `json:\"quality\"`\n\tQuantity int     `json:\"quantity\"`\n}\n\n// NewRareItemSynthesizedEvent 创建稀有物品合成事件\nfunc NewRareItemSynthesizedEvent(playerID, recipeID, itemID string, quality Quality, quantity int) *RareItemSynthesizedEvent {\n\treturn &RareItemSynthesizedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"RareItemSynthesized\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID: playerID,\n\t\tRecipeID: recipeID,\n\t\tItemID:   itemID,\n\t\tQuality:  quality,\n\t\tQuantity: quantity,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *RareItemSynthesizedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\": e.PlayerID,\n\t\t\"recipe_id\": e.RecipeID,\n\t\t\"item_id\":   e.ItemID,\n\t\t\"quality\":   e.Quality,\n\t\t\"quantity\":  e.Quantity,\n\t}\n}\n\n// SynthesisFailedEvent 合成失败事件\ntype SynthesisFailedEvent struct {\n\tBaseDomainEvent\n\tPlayerID string `json:\"player_id\"`\n\tRecipeID string `json:\"recipe_id\"`\n\tQuantity int    `json:\"quantity\"`\n\tReason   string `json:\"reason\"`\n}\n\n// NewSynthesisFailedEvent 创建合成失败事件\nfunc NewSynthesisFailedEvent(playerID, recipeID string, quantity int, reason string) *SynthesisFailedEvent {\n\treturn &SynthesisFailedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"SynthesisFailed\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID: playerID,\n\t\tRecipeID: recipeID,\n\t\tQuantity: quantity,\n\t\tReason:   reason,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *SynthesisFailedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\": e.PlayerID,\n\t\t\"recipe_id\": e.RecipeID,\n\t\t\"quantity\":  e.Quantity,\n\t\t\"reason\":    e.Reason,\n\t}\n}\n"
  },
  {
    "path": "internal/domain/inventory/synthesis/repository.go",
    "content": "package synthesis\n\nimport \"context\"\n\n// SynthesisRepository 合成仓储接口\ntype SynthesisRepository interface {\n\t// SaveSynthesisAggregate 保存合成聚合根\n\tSaveSynthesisAggregate(ctx context.Context, aggregate *SynthesisAggregate) error\n\n\t// GetSynthesisAggregate 获取合成聚合根\n\tGetSynthesisAggregate(ctx context.Context, playerID string) (*SynthesisAggregate, error)\n\n\t// DeleteSynthesisAggregate 删除合成聚合根\n\tDeleteSynthesisAggregate(ctx context.Context, playerID string) error\n\n\t// SaveRecipe 保存配方\n\tSaveRecipe(ctx context.Context, playerID string, recipe *Recipe) error\n\n\t// GetRecipe 获取配方\n\tGetRecipe(ctx context.Context, playerID, recipeID string) (*Recipe, error)\n\n\t// GetPlayerRecipes 获取玩家所有配方\n\tGetPlayerRecipes(ctx context.Context, playerID string) ([]*Recipe, error)\n\n\t// DeleteRecipe 删除配方\n\tDeleteRecipe(ctx context.Context, playerID, recipeID string) error\n\n\t// SaveMaterial 保存材料\n\tSaveMaterial(ctx context.Context, playerID string, material *Material) error\n\n\t// GetMaterial 获取材料\n\tGetMaterial(ctx context.Context, playerID, materialID string) (*Material, error)\n\n\t// GetPlayerMaterials 获取玩家所有材料\n\tGetPlayerMaterials(ctx context.Context, playerID string) ([]*Material, error)\n\n\t// UpdateMaterialQuantity 更新材料数量\n\tUpdateMaterialQuantity(ctx context.Context, playerID, materialID string, quantity int) error\n\n\t// DeleteMaterial 删除材料\n\tDeleteMaterial(ctx context.Context, playerID, materialID string) error\n\n\t// SaveSynthesisRecord 保存合成记录\n\tSaveSynthesisRecord(ctx context.Context, record *SynthesisRecord) error\n\n\t// GetSynthesisRecords 获取合成记录\n\tGetSynthesisRecords(ctx context.Context, playerID string, limit, offset int) ([]*SynthesisRecord, error)\n\n\t// GetRecipesByCategory 根据分类获取配方\n\tGetRecipesByCategory(ctx context.Context, playerID string, category RecipeCategory) ([]*Recipe, error)\n\n\t// GetMaterialsByType 根据类型获取材料\n\tGetMaterialsByType(ctx context.Context, playerID string, materialType MaterialType) ([]*Material, error)\n\n\t// GetMaterialsByQuality 根据品质获取材料\n\tGetMaterialsByQuality(ctx context.Context, playerID string, quality Quality) ([]*Material, error)\n\n\t// GetRecipeCount 获取配方数量\n\tGetRecipeCount(ctx context.Context, playerID string) (int, error)\n\n\t// GetMaterialCount 获取材料数量\n\tGetMaterialCount(ctx context.Context, playerID string) (int, error)\n}\n\n// RecipeTemplateRepository 配方模板仓储接口\ntype RecipeTemplateRepository interface {\n\t// GetRecipeTemplate 获取配方模板\n\tGetRecipeTemplate(ctx context.Context, templateID string) (*RecipeTemplate, error)\n\n\t// GetRecipeTemplatesByCategory 根据分类获取配方模板\n\tGetRecipeTemplatesByCategory(ctx context.Context, category RecipeCategory) ([]*RecipeTemplate, error)\n\n\t// GetRecipeTemplatesByLevel 根据等级获取配方模板\n\tGetRecipeTemplatesByLevel(ctx context.Context, minLevel, maxLevel int) ([]*RecipeTemplate, error)\n\n\t// SaveRecipeTemplate 保存配方模板\n\tSaveRecipeTemplate(ctx context.Context, template *RecipeTemplate) error\n\n\t// DeleteRecipeTemplate 删除配方模板\n\tDeleteRecipeTemplate(ctx context.Context, templateID string) error\n\n\t// GetAllRecipeTemplates 获取所有配方模板\n\tGetAllRecipeTemplates(ctx context.Context) ([]*RecipeTemplate, error)\n}\n\n// MaterialTemplateRepository 材料模板仓储接口\ntype MaterialTemplateRepository interface {\n\t// GetMaterialTemplate 获取材料模板\n\tGetMaterialTemplate(ctx context.Context, templateID string) (*MaterialTemplate, error)\n\n\t// GetMaterialTemplatesByType 根据类型获取材料模板\n\tGetMaterialTemplatesByType(ctx context.Context, materialType MaterialType) ([]*MaterialTemplate, error)\n\n\t// GetMaterialTemplatesByQuality 根据品质获取材料模板\n\tGetMaterialTemplatesByQuality(ctx context.Context, quality Quality) ([]*MaterialTemplate, error)\n\n\t// SaveMaterialTemplate 保存材料模板\n\tSaveMaterialTemplate(ctx context.Context, template *MaterialTemplate) error\n\n\t// DeleteMaterialTemplate 删除材料模板\n\tDeleteMaterialTemplate(ctx context.Context, templateID string) error\n\n\t// GetAllMaterialTemplates 获取所有材料模板\n\tGetAllMaterialTemplates(ctx context.Context) ([]*MaterialTemplate, error)\n}\n\n// RecipeTemplate 配方模板\ntype RecipeTemplate struct {\n\tID           string                 `json:\"id\"`\n\tName         string                 `json:\"name\"`\n\tCategory     RecipeCategory         `json:\"category\"`\n\tRequirements []*MaterialRequirement `json:\"requirements\"`\n\tOutputs      []*ItemOutput          `json:\"outputs\"`\n\tFailOutputs  []*ItemOutput          `json:\"fail_outputs\"`\n\tSuccessRate  float64                `json:\"success_rate\"`\n\tCraftTime    int64                  `json:\"craft_time\"` // 毫秒\n\tRequireLevel int                    `json:\"require_level\"`\n\tConditions   []*CraftingCondition   `json:\"conditions\"`\n\tDescription  string                 `json:\"description\"`\n\tIconURL      string                 `json:\"icon_url\"`\n}\n\n// CreateRecipeFromTemplate 从模板创建配方\nfunc (rt *RecipeTemplate) CreateRecipeFromTemplate() *Recipe {\n\trecipe := NewRecipe(rt.Name, rt.Category, rt.SuccessRate)\n\n\t// 复制材料需求\n\tfor _, req := range rt.Requirements {\n\t\trecipe.AddRequirement(req.MaterialID, req.Quantity)\n\t}\n\n\t// 复制产出\n\tfor _, output := range rt.Outputs {\n\t\trecipe.AddOutput(output.ItemID, output.Quantity, output.Probability)\n\t}\n\n\t// 复制失败产出\n\tfor _, failOutput := range rt.FailOutputs {\n\t\trecipe.AddFailOutput(failOutput.ItemID, failOutput.Quantity, failOutput.Probability)\n\t}\n\n\trecipe.SetRequireLevel(rt.RequireLevel)\n\trecipe.SetDescription(rt.Description)\n\n\treturn recipe\n}\n\n// MaterialTemplate 材料模板\ntype MaterialTemplate struct {\n\tID            string       `json:\"id\"`\n\tName          string       `json:\"name\"`\n\tType          MaterialType `json:\"type\"`\n\tQuality       Quality      `json:\"quality\"`\n\tMaxStack      int          `json:\"max_stack\"`\n\tDescription   string       `json:\"description\"`\n\tIconURL       string       `json:\"icon_url\"`\n\tObtainMethods []string     `json:\"obtain_methods\"` // 获取方式\n}\n\n// CreateMaterialFromTemplate 从模板创建材料\nfunc (mt *MaterialTemplate) CreateMaterialFromTemplate(quantity int) *Material {\n\tmaterial := NewMaterial(mt.ID, mt.Name, mt.Type, mt.Quality, quantity)\n\tmaterial.SetMaxStack(mt.MaxStack)\n\tmaterial.SetDescription(mt.Description)\n\treturn material\n}\n"
  },
  {
    "path": "internal/domain/inventory/synthesis/service.go",
    "content": "package synthesis\n\nimport (\n\t\"math/rand\"\n\t\"time\"\n)\n\n// SynthesisService 合成领域服务\ntype SynthesisService struct {\n\trecipeFactory   *RecipeFactory\n\tmaterialFactory *MaterialFactory\n\tbonusCalculator *BonusCalculator\n}\n\n// NewSynthesisService 创建合成服务\nfunc NewSynthesisService() *SynthesisService {\n\treturn &SynthesisService{\n\t\trecipeFactory:   NewRecipeFactory(),\n\t\tmaterialFactory: NewMaterialFactory(),\n\t\tbonusCalculator: NewBonusCalculator(),\n\t}\n}\n\n// ValidateRecipe 验证配方\nfunc (ss *SynthesisService) ValidateRecipe(recipe *Recipe) error {\n\tif recipe == nil {\n\t\treturn ErrInvalidRecipe\n\t}\n\n\tif len(recipe.GetRequirements()) == 0 {\n\t\treturn ErrInvalidRecipe\n\t}\n\n\tif len(recipe.GetOutputs()) == 0 {\n\t\treturn ErrInvalidRecipe\n\t}\n\n\tif recipe.GetSuccessRate() < 0 || recipe.GetSuccessRate() > 1 {\n\t\treturn ErrInvalidRecipe\n\t}\n\n\treturn nil\n}\n\n// CalculateEnhancedSuccessRate 计算增强成功率\nfunc (ss *SynthesisService) CalculateEnhancedSuccessRate(baseRate float64, bonuses []*SynthesisBonus, playerLevel int) float64 {\n\tenhancedRate := baseRate\n\n\t// 应用加成\n\tfor _, bonus := range bonuses {\n\t\tif bonus.GetBonusType() == BonusTypeSuccessRate {\n\t\t\tenhancedRate += bonus.GetBonusValue()\n\t\t}\n\t}\n\n\t// 玩家等级加成\n\tlevelBonus := float64(playerLevel) * 0.001 // 每级0.1%加成\n\tenhancedRate += levelBonus\n\n\t// 确保在合理范围内\n\tif enhancedRate > 1.0 {\n\t\tenhancedRate = 1.0\n\t} else if enhancedRate < 0.0 {\n\t\tenhancedRate = 0.0\n\t}\n\n\treturn enhancedRate\n}\n\n// CalculateCraftTime 计算制作时间\nfunc (ss *SynthesisService) CalculateCraftTime(baseCraftTime time.Duration, bonuses []*SynthesisBonus) time.Duration {\n\tspeedMultiplier := 1.0\n\n\t// 应用速度加成\n\tfor _, bonus := range bonuses {\n\t\tif bonus.GetBonusType() == BonusTypeCraftSpeed {\n\t\t\tspeedMultiplier += bonus.GetBonusValue()\n\t\t}\n\t}\n\n\t// 计算最终时间\n\tfinalTime := time.Duration(float64(baseCraftTime) / speedMultiplier)\n\n\t// 最小时间限制\n\tminTime := time.Second * 1\n\tif finalTime < minTime {\n\t\tfinalTime = minTime\n\t}\n\n\treturn finalTime\n}\n\n// CalculateMaterialConsumption 计算材料消耗\nfunc (ss *SynthesisService) CalculateMaterialConsumption(requirements []*MaterialRequirement, bonuses []*SynthesisBonus) []*MaterialRequirement {\n\tmaterialSaveRate := 0.0\n\n\t// 计算材料节省率\n\tfor _, bonus := range bonuses {\n\t\tif bonus.GetBonusType() == BonusTypeMaterialSave {\n\t\t\tmaterialSaveRate += bonus.GetBonusValue()\n\t\t}\n\t}\n\n\t// 应用材料节省\n\tadjustedRequirements := make([]*MaterialRequirement, len(requirements))\n\tfor i, req := range requirements {\n\t\tadjustedQuantity := int(float64(req.GetQuantity()) * (1.0 - materialSaveRate))\n\t\tif adjustedQuantity < 1 {\n\t\t\tadjustedQuantity = 1 // 至少需要1个\n\t\t}\n\t\tadjustedRequirements[i] = NewMaterialRequirement(req.GetMaterialID(), adjustedQuantity)\n\t}\n\n\treturn adjustedRequirements\n}\n\n// GenerateRandomMaterial 生成随机材料\nfunc (ss *SynthesisService) GenerateRandomMaterial(materialType MaterialType, playerLevel int) *Material {\n\treturn ss.materialFactory.CreateRandomMaterial(materialType, playerLevel)\n}\n\n// CreateRecipeFromTemplate 从模板创建配方\nfunc (ss *SynthesisService) CreateRecipeFromTemplate(templateID string, playerLevel int) *Recipe {\n\treturn ss.recipeFactory.CreateFromTemplate(templateID, playerLevel)\n}\n\n// RecipeFactory 配方工厂\ntype RecipeFactory struct {\n\trandom *rand.Rand\n}\n\n// NewRecipeFactory 创建配方工厂\nfunc NewRecipeFactory() *RecipeFactory {\n\treturn &RecipeFactory{\n\t\trandom: rand.New(rand.NewSource(time.Now().UnixNano())),\n\t}\n}\n\n// CreateFromTemplate 从模板创建配方\nfunc (rf *RecipeFactory) CreateFromTemplate(templateID string, playerLevel int) *Recipe {\n\t// 这里应该从配置或数据库加载模板\n\t// 为了演示，创建一个示例配方\n\trecipe := NewRecipe(\"示例配方\", RecipeCategoryWeapon, 0.8)\n\trecipe.AddRequirement(\"iron_ore\", 5)\n\trecipe.AddRequirement(\"coal\", 2)\n\trecipe.AddOutput(\"iron_sword\", 1, 1.0)\n\trecipe.SetRequireLevel(playerLevel)\n\n\treturn recipe\n}\n\n// CreateRandomRecipe 创建随机配方\nfunc (rf *RecipeFactory) CreateRandomRecipe(category RecipeCategory, playerLevel int) *Recipe {\n\tsuccessRate := 0.5 + rf.random.Float64()*0.4 // 50%-90%成功率\n\trecipe := NewRecipe(rf.generateRecipeName(category), category, successRate)\n\n\t// 添加随机材料需求\n\tmaterialCount := rf.random.Intn(3) + 2 // 2-4种材料\n\tfor i := 0; i < materialCount; i++ {\n\t\tmaterialID := rf.generateMaterialID(category)\n\t\tquantity := rf.random.Intn(5) + 1\n\t\trecipe.AddRequirement(materialID, quantity)\n\t}\n\n\t// 添加产出\n\toutputID := rf.generateOutputID(category)\n\trecipe.AddOutput(outputID, 1, 1.0)\n\n\trecipe.SetRequireLevel(playerLevel)\n\treturn recipe\n}\n\n// generateRecipeName 生成配方名称\nfunc (rf *RecipeFactory) generateRecipeName(category RecipeCategory) string {\n\tnames := map[RecipeCategory][]string{\n\t\tRecipeCategoryWeapon:     {\"铁剑制作\", \"钢刀锻造\", \"魔法杖合成\"},\n\t\tRecipeCategoryArmor:      {\"皮甲制作\", \"铁甲锻造\", \"法袍缝制\"},\n\t\tRecipeCategoryAccessory:  {\"戒指打造\", \"项链制作\", \"护符合成\"},\n\t\tRecipeCategoryConsumable: {\"生命药水\", \"魔法药水\", \"解毒剂\"},\n\t}\n\n\tnameList := names[category]\n\tif len(nameList) == 0 {\n\t\treturn \"未知配方\"\n\t}\n\n\treturn nameList[rf.random.Intn(len(nameList))]\n}\n\n// generateMaterialID 生成材料ID\nfunc (rf *RecipeFactory) generateMaterialID(category RecipeCategory) string {\n\tmaterials := map[RecipeCategory][]string{\n\t\tRecipeCategoryWeapon:     {\"iron_ore\", \"coal\", \"leather\"},\n\t\tRecipeCategoryArmor:      {\"leather\", \"cloth\", \"metal_plate\"},\n\t\tRecipeCategoryAccessory:  {\"gem\", \"gold\", \"silver\"},\n\t\tRecipeCategoryConsumable: {\"herb\", \"water\", \"magic_essence\"},\n\t}\n\n\tmaterialList := materials[category]\n\tif len(materialList) == 0 {\n\t\treturn \"unknown_material\"\n\t}\n\n\treturn materialList[rf.random.Intn(len(materialList))]\n}\n\n// generateOutputID 生成产出ID\nfunc (rf *RecipeFactory) generateOutputID(category RecipeCategory) string {\n\toutputs := map[RecipeCategory][]string{\n\t\tRecipeCategoryWeapon:     {\"iron_sword\", \"steel_blade\", \"magic_wand\"},\n\t\tRecipeCategoryArmor:      {\"leather_armor\", \"iron_armor\", \"magic_robe\"},\n\t\tRecipeCategoryAccessory:  {\"power_ring\", \"magic_necklace\", \"protection_amulet\"},\n\t\tRecipeCategoryConsumable: {\"health_potion\", \"mana_potion\", \"antidote\"},\n\t}\n\n\toutputList := outputs[category]\n\tif len(outputList) == 0 {\n\t\treturn \"unknown_item\"\n\t}\n\n\treturn outputList[rf.random.Intn(len(outputList))]\n}\n\n// MaterialFactory 材料工厂\ntype MaterialFactory struct {\n\trandom *rand.Rand\n}\n\n// NewMaterialFactory 创建材料工厂\nfunc NewMaterialFactory() *MaterialFactory {\n\treturn &MaterialFactory{\n\t\trandom: rand.New(rand.NewSource(time.Now().UnixNano())),\n\t}\n}\n\n// CreateRandomMaterial 创建随机材料\nfunc (mf *MaterialFactory) CreateRandomMaterial(materialType MaterialType, playerLevel int) *Material {\n\tquality := mf.determineQuality(playerLevel)\n\tquantity := mf.random.Intn(10) + 1\n\n\tmaterialID := mf.generateMaterialID(materialType)\n\tmaterialName := mf.generateMaterialName(materialType, quality)\n\n\treturn NewMaterial(materialID, materialName, materialType, quality, quantity)\n}\n\n// determineQuality 确定品质\nfunc (mf *MaterialFactory) determineQuality(playerLevel int) Quality {\n\troll := mf.random.Float64()\n\tlevelBonus := float64(playerLevel) / 100.0\n\n\tswitch {\n\tcase roll < 0.5-levelBonus*0.1:\n\t\treturn QualityCommon\n\tcase roll < 0.75-levelBonus*0.05:\n\t\treturn QualityUncommon\n\tcase roll < 0.9:\n\t\treturn QualityRare\n\tcase roll < 0.97:\n\t\treturn QualityEpic\n\tcase roll < 0.995:\n\t\treturn QualityLegendary\n\tdefault:\n\t\treturn QualityMythic\n\t}\n}\n\n// generateMaterialID 生成材料ID\nfunc (mf *MaterialFactory) generateMaterialID(materialType MaterialType) string {\n\tids := map[MaterialType][]string{\n\t\tMaterialTypeOre:     {\"iron_ore\", \"copper_ore\", \"gold_ore\"},\n\t\tMaterialTypeHerb:    {\"healing_herb\", \"mana_herb\", \"poison_herb\"},\n\t\tMaterialTypeLeather: {\"wolf_leather\", \"bear_leather\", \"dragon_leather\"},\n\t\tMaterialTypeCloth:   {\"cotton_cloth\", \"silk_cloth\", \"magic_cloth\"},\n\t\tMaterialTypeWood:    {\"oak_wood\", \"pine_wood\", \"magic_wood\"},\n\t}\n\n\tidList := ids[materialType]\n\tif len(idList) == 0 {\n\t\treturn \"unknown_material\"\n\t}\n\n\treturn idList[mf.random.Intn(len(idList))]\n}\n\n// generateMaterialName 生成材料名称\nfunc (mf *MaterialFactory) generateMaterialName(materialType MaterialType, quality Quality) string {\n\tqualityPrefix := map[Quality]string{\n\t\tQualityCommon:    \"普通的\",\n\t\tQualityUncommon:  \"优质的\",\n\t\tQualityRare:      \"稀有的\",\n\t\tQualityEpic:      \"史诗的\",\n\t\tQualityLegendary: \"传说的\",\n\t\tQualityMythic:    \"神话的\",\n\t}\n\n\ttypeNames := map[MaterialType]string{\n\t\tMaterialTypeOre:     \"矿石\",\n\t\tMaterialTypeHerb:    \"草药\",\n\t\tMaterialTypeLeather: \"皮革\",\n\t\tMaterialTypeCloth:   \"布料\",\n\t\tMaterialTypeWood:    \"木材\",\n\t}\n\n\tprefix := qualityPrefix[quality]\n\ttypeName := typeNames[materialType]\n\n\treturn prefix + typeName\n}\n\n// BonusCalculator 加成计算器\ntype BonusCalculator struct{}\n\n// NewBonusCalculator 创建加成计算器\nfunc NewBonusCalculator() *BonusCalculator {\n\treturn &BonusCalculator{}\n}\n\n// CalculateTotalBonus 计算总加成\nfunc (bc *BonusCalculator) CalculateTotalBonus(bonuses []*SynthesisBonus, bonusType BonusType) float64 {\n\ttotal := 0.0\n\tfor _, bonus := range bonuses {\n\t\tif bonus.GetBonusType() == bonusType {\n\t\t\ttotal += bonus.GetBonusValue()\n\t\t}\n\t}\n\treturn total\n}\n\n// ApplyQualityBonus 应用品质加成\nfunc (bc *BonusCalculator) ApplyQualityBonus(baseValue int, quality Quality) int {\n\tmultiplier := quality.GetQualityMultiplier()\n\treturn int(float64(baseValue) * multiplier)\n}\n"
  },
  {
    "path": "internal/domain/inventory/synthesis/value_object.go",
    "content": "package synthesis\n\n// RecipeCategory 配方分类\ntype RecipeCategory int\n\nconst (\n\tRecipeCategoryWeapon RecipeCategory = iota + 1\n\tRecipeCategoryArmor\n\tRecipeCategoryAccessory\n\tRecipeCategoryConsumable\n\tRecipeCategoryMaterial\n\tRecipeCategorySpecial\n\tRecipeCategoryEnchant\n\tRecipeCategoryGem\n)\n\n// String 返回配方分类字符串\nfunc (rc RecipeCategory) String() string {\n\tswitch rc {\n\tcase RecipeCategoryWeapon:\n\t\treturn \"weapon\"\n\tcase RecipeCategoryArmor:\n\t\treturn \"armor\"\n\tcase RecipeCategoryAccessory:\n\t\treturn \"accessory\"\n\tcase RecipeCategoryConsumable:\n\t\treturn \"consumable\"\n\tcase RecipeCategoryMaterial:\n\t\treturn \"material\"\n\tcase RecipeCategorySpecial:\n\t\treturn \"special\"\n\tcase RecipeCategoryEnchant:\n\t\treturn \"enchant\"\n\tcase RecipeCategoryGem:\n\t\treturn \"gem\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// MaterialType 材料类型\ntype MaterialType int\n\nconst (\n\tMaterialTypeOre MaterialType = iota + 1\n\tMaterialTypeHerb\n\tMaterialTypeLeather\n\tMaterialTypeCloth\n\tMaterialTypeWood\n\tMaterialTypeStone\n\tMaterialTypeMetal\n\tMaterialTypeGem\n\tMaterialTypeMagic\n\tMaterialTypeRare\n)\n\n// String 返回材料类型字符串\nfunc (mt MaterialType) String() string {\n\tswitch mt {\n\tcase MaterialTypeOre:\n\t\treturn \"ore\"\n\tcase MaterialTypeHerb:\n\t\treturn \"herb\"\n\tcase MaterialTypeLeather:\n\t\treturn \"leather\"\n\tcase MaterialTypeCloth:\n\t\treturn \"cloth\"\n\tcase MaterialTypeWood:\n\t\treturn \"wood\"\n\tcase MaterialTypeStone:\n\t\treturn \"stone\"\n\tcase MaterialTypeMetal:\n\t\treturn \"metal\"\n\tcase MaterialTypeGem:\n\t\treturn \"gem\"\n\tcase MaterialTypeMagic:\n\t\treturn \"magic\"\n\tcase MaterialTypeRare:\n\t\treturn \"rare\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// Quality 品质\ntype Quality int\n\nconst (\n\tQualityCommon Quality = iota + 1\n\tQualityUncommon\n\tQualityRare\n\tQualityEpic\n\tQualityLegendary\n\tQualityMythic\n)\n\n// String 返回品质字符串\nfunc (q Quality) String() string {\n\tswitch q {\n\tcase QualityCommon:\n\t\treturn \"common\"\n\tcase QualityUncommon:\n\t\treturn \"uncommon\"\n\tcase QualityRare:\n\t\treturn \"rare\"\n\tcase QualityEpic:\n\t\treturn \"epic\"\n\tcase QualityLegendary:\n\t\treturn \"legendary\"\n\tcase QualityMythic:\n\t\treturn \"mythic\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetQualityMultiplier 获取品质倍数\nfunc (q Quality) GetQualityMultiplier() float64 {\n\tswitch q {\n\tcase QualityCommon:\n\t\treturn 1.0\n\tcase QualityUncommon:\n\t\treturn 1.2\n\tcase QualityRare:\n\t\treturn 1.5\n\tcase QualityEpic:\n\t\treturn 2.0\n\tcase QualityLegendary:\n\t\treturn 3.0\n\tcase QualityMythic:\n\t\treturn 5.0\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// MaterialRequirement 材料需求值对象\ntype MaterialRequirement struct {\n\tMaterialID string `json:\"material_id\"`\n\tQuantity   int    `json:\"quantity\"`\n}\n\n// NewMaterialRequirement 创建材料需求\nfunc NewMaterialRequirement(materialID string, quantity int) *MaterialRequirement {\n\treturn &MaterialRequirement{\n\t\tMaterialID: materialID,\n\t\tQuantity:   quantity,\n\t}\n}\n\n// GetMaterialID 获取材料ID\nfunc (mr *MaterialRequirement) GetMaterialID() string {\n\treturn mr.MaterialID\n}\n\n// GetQuantity 获取数量\nfunc (mr *MaterialRequirement) GetQuantity() int {\n\treturn mr.Quantity\n}\n\n// ItemOutput 物品产出值对象\ntype ItemOutput struct {\n\tItemID      string  `json:\"item_id\"`\n\tQuantity    int     `json:\"quantity\"`\n\tProbability float64 `json:\"probability\"` // 产出概率 0-1\n}\n\n// NewItemOutput 创建物品产出\nfunc NewItemOutput(itemID string, quantity int, probability float64) *ItemOutput {\n\treturn &ItemOutput{\n\t\tItemID:      itemID,\n\t\tQuantity:    quantity,\n\t\tProbability: probability,\n\t}\n}\n\n// GetItemID 获取物品ID\nfunc (io *ItemOutput) GetItemID() string {\n\treturn io.ItemID\n}\n\n// GetQuantity 获取数量\nfunc (io *ItemOutput) GetQuantity() int {\n\treturn io.Quantity\n}\n\n// GetProbability 获取概率\nfunc (io *ItemOutput) GetProbability() float64 {\n\treturn io.Probability\n}\n\n// SynthesisBonus 合成加成值对象\ntype SynthesisBonus struct {\n\tbonusType   BonusType\n\tbonusValue  float64\n\tduration    int // 持续时间（秒），0表示永久\n\tdescription string\n}\n\n// BonusType 加成类型\ntype BonusType int\n\nconst (\n\tBonusTypeSuccessRate BonusType = iota + 1\n\tBonusTypeCraftSpeed\n\tBonusTypeMaterialSave\n\tBonusTypeQualityUp\n\tBonusTypeExtraOutput\n)\n\n// String 返回加成类型字符串\nfunc (bt BonusType) String() string {\n\tswitch bt {\n\tcase BonusTypeSuccessRate:\n\t\treturn \"success_rate\"\n\tcase BonusTypeCraftSpeed:\n\t\treturn \"craft_speed\"\n\tcase BonusTypeMaterialSave:\n\t\treturn \"material_save\"\n\tcase BonusTypeQualityUp:\n\t\treturn \"quality_up\"\n\tcase BonusTypeExtraOutput:\n\t\treturn \"extra_output\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// NewSynthesisBonus 创建合成加成\nfunc NewSynthesisBonus(bonusType BonusType, bonusValue float64, duration int, description string) *SynthesisBonus {\n\treturn &SynthesisBonus{\n\t\tbonusType:   bonusType,\n\t\tbonusValue:  bonusValue,\n\t\tduration:    duration,\n\t\tdescription: description,\n\t}\n}\n\n// GetBonusType 获取加成类型\nfunc (sb *SynthesisBonus) GetBonusType() BonusType {\n\treturn sb.bonusType\n}\n\n// GetBonusValue 获取加成值\nfunc (sb *SynthesisBonus) GetBonusValue() float64 {\n\treturn sb.bonusValue\n}\n\n// GetDuration 获取持续时间\nfunc (sb *SynthesisBonus) GetDuration() int {\n\treturn sb.duration\n}\n\n// GetDescription 获取描述\nfunc (sb *SynthesisBonus) GetDescription() string {\n\treturn sb.description\n}\n\n// IsPermanent 是否永久\nfunc (sb *SynthesisBonus) IsPermanent() bool {\n\treturn sb.duration == 0\n}\n\n// CraftingCondition 制作条件值对象\ntype CraftingCondition struct {\n\tconditionType ConditionType\n\tvalue         interface{}\n\tdescription   string\n}\n\n// ConditionType 条件类型\ntype ConditionType int\n\nconst (\n\tConditionTypeLevel ConditionType = iota + 1\n\tConditionTypeSkill\n\tConditionTypeItem\n\tConditionTypeQuest\n\tConditionTypeAchievement\n\tConditionTypeTime\n\tConditionTypeLocation\n)\n\n// String 返回条件类型字符串\nfunc (ct ConditionType) String() string {\n\tswitch ct {\n\tcase ConditionTypeLevel:\n\t\treturn \"level\"\n\tcase ConditionTypeSkill:\n\t\treturn \"skill\"\n\tcase ConditionTypeItem:\n\t\treturn \"item\"\n\tcase ConditionTypeQuest:\n\t\treturn \"quest\"\n\tcase ConditionTypeAchievement:\n\t\treturn \"achievement\"\n\tcase ConditionTypeTime:\n\t\treturn \"time\"\n\tcase ConditionTypeLocation:\n\t\treturn \"location\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// NewCraftingCondition 创建制作条件\nfunc NewCraftingCondition(conditionType ConditionType, value interface{}, description string) *CraftingCondition {\n\treturn &CraftingCondition{\n\t\tconditionType: conditionType,\n\t\tvalue:         value,\n\t\tdescription:   description,\n\t}\n}\n\n// GetConditionType 获取条件类型\nfunc (cc *CraftingCondition) GetConditionType() ConditionType {\n\treturn cc.conditionType\n}\n\n// GetValue 获取条件值\nfunc (cc *CraftingCondition) GetValue() interface{} {\n\treturn cc.value\n}\n\n// GetDescription 获取描述\nfunc (cc *CraftingCondition) GetDescription() string {\n\treturn cc.description\n}\n"
  },
  {
    "path": "internal/domain/mapmanager/map.go",
    "content": "package mapmanager\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"sync\"\n\n\tcharacter \"greatestworks/internal/domain/character\"\n)\n\n// Map 地图聚合根\ntype Map struct {\n\tmu sync.RWMutex\n\n\tid       int32                                    // 地图ID\n\tname     string                                   // 地图名称\n\twidth    int32                                    // 地图宽度\n\theight   int32                                    // 地图高度\n\tentities map[character.EntityID]*character.Entity // 地图内的所有实体\n\n\t// AOI系统（简化实现）\n\taoiGrid *AOIGrid\n\n\t// 视野与广播\n\tviewRadius  float32\n\tvisibleSets map[character.EntityID]map[character.EntityID]struct{}\n\tbroadcaster BroadcastFn\n}\n\n// NewMap 创建地图\nfunc NewMap(id int32, name string, width, height int32) *Map {\n\treturn &Map{\n\t\tid:          id,\n\t\tname:        name,\n\t\twidth:       width,\n\t\theight:      height,\n\t\tentities:    make(map[character.EntityID]*character.Entity),\n\t\taoiGrid:     NewAOIGrid(width, height, 100), // 100单位网格大小\n\t\tviewRadius:  200,\n\t\tvisibleSets: make(map[character.EntityID]map[character.EntityID]struct{}),\n\t}\n}\n\n// BroadcastFn 应用层注入的广播函数：向指定接收者发送某个主题的消息\ntype BroadcastFn func(recipients []character.EntityID, topic string, payload interface{})\n\n// SetBroadcaster 设置广播函数\nfunc (m *Map) SetBroadcaster(fn BroadcastFn) {\n\tm.mu.Lock()\n\tm.broadcaster = fn\n\tm.mu.Unlock()\n}\n\n// Enter 实体进入地图\nfunc (m *Map) Enter(ctx context.Context, entity *character.Entity) error {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\n\tif entity == nil {\n\t\treturn fmt.Errorf(\"entity is nil\")\n\t}\n\n\tentityID := entity.ID()\n\tif _, exists := m.entities[entityID]; exists {\n\t\treturn fmt.Errorf(\"entity already in map: %d\", entityID)\n\t}\n\n\tm.entities[entityID] = entity\n\tentity.SetMap(m)\n\n\t// 添加到AOI网格\n\tpos := entity.Position2D()\n\tm.aoiGrid.Add(entityID, pos.X, pos.Y)\n\n\t// 初始化可见集并广播出现\n\tm.refreshVisibilityFor(entityID)\n\treturn nil\n}\n\n// Leave 实体离开地图\nfunc (m *Map) Leave(ctx context.Context, entityID character.EntityID) error {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\n\tentity, exists := m.entities[entityID]\n\tif !exists {\n\t\treturn fmt.Errorf(\"entity not in map: %d\", entityID)\n\t}\n\n\t// 从AOI网格移除\n\tpos := entity.Position2D()\n\tm.aoiGrid.Remove(entityID, pos.X, pos.Y)\n\n\t// 广播消失并清理可见集\n\tm.broadcastDisappear(entityID)\n\n\tdelete(m.entities, entityID)\n\tentity.SetMap(nil)\n\n\t// TODO: 广播实体离开事件给周围玩家\n\treturn nil\n}\n\n// UpdatePosition 更新实体位置\nfunc (m *Map) UpdatePosition(entityID character.EntityID, newPos character.Vector3) error {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\n\tentity, exists := m.entities[entityID]\n\tif !exists {\n\t\treturn fmt.Errorf(\"entity not in map: %d\", entityID)\n\t}\n\n\toldPos := entity.Position2D()\n\tnewPos2D := newPos.ToVector2()\n\n\t// 更新AOI\n\tm.aoiGrid.Move(entityID, oldPos.X, oldPos.Y, newPos2D.X, newPos2D.Y)\n\n\t// 更新实体位置\n\tentity.SetPosition(newPos)\n\n\t// 刷新视野与广播移动\n\tm.refreshVisibilityFor(entityID)\n\tm.broadcastMove(entityID, newPos)\n\treturn nil\n}\n\n// GetEntitiesInRange 获取范围内的实体\nfunc (m *Map) GetEntitiesInRange(centerX, centerY, radius float32) []*character.Entity {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\n\tnearbyIDs := m.aoiGrid.GetNearby(centerX, centerY, radius)\n\tentities := make([]*character.Entity, 0, len(nearbyIDs))\n\n\tfor _, id := range nearbyIDs {\n\t\tif entity, exists := m.entities[id]; exists {\n\t\t\tentities = append(entities, entity)\n\t\t}\n\t}\n\n\treturn entities\n}\n\n// GetEntity 获取实体\nfunc (m *Map) GetEntity(entityID character.EntityID) *character.Entity {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\treturn m.entities[entityID]\n}\n\n// GetAllEntities 获取所有实体\nfunc (m *Map) GetAllEntities() []*character.Entity {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\n\tentities := make([]*character.Entity, 0, len(m.entities))\n\tfor _, entity := range m.entities {\n\t\tentities = append(entities, entity)\n\t}\n\treturn entities\n}\n\n// ID 获取地图ID\nfunc (m *Map) ID() int32 {\n\treturn m.id\n}\n\n// Name 获取地图名称\nfunc (m *Map) Name() string {\n\treturn m.name\n}\n\n// ===== 视野与广播辅助 =====\n\n// refreshVisibilityFor 计算并更新某实体的可见集，并广播出现/消失\nfunc (m *Map) refreshVisibilityFor(entityID character.EntityID) {\n\tif m.broadcaster == nil {\n\t\t// 未注入广播器，仍然维护可见集以备将来使用\n\t}\n\tentity, ok := m.entities[entityID]\n\tif !ok {\n\t\treturn\n\t}\n\tpos := entity.Position2D()\n\tnearby := m.aoiGrid.GetNearby(pos.X, pos.Y, m.viewRadius)\n\n\t// 构建新集合（不包含自身）\n\tnewSet := make(map[character.EntityID]struct{})\n\tfiltered := make([]character.EntityID, 0, len(nearby))\n\tfor _, id := range nearby {\n\t\tif id == entityID {\n\t\t\tcontinue\n\t\t}\n\t\tnewSet[id] = struct{}{}\n\t\tfiltered = append(filtered, id)\n\t}\n\n\toldSet := m.visibleSets[entityID]\n\tif oldSet == nil {\n\t\toldSet = make(map[character.EntityID]struct{})\n\t}\n\n\t// 计算出现与消失\n\tappear := make([]character.EntityID, 0)\n\tdisappear := make([]character.EntityID, 0)\n\tfor id := range newSet {\n\t\tif _, ok := oldSet[id]; !ok {\n\t\t\tappear = append(appear, id)\n\t\t}\n\t}\n\tfor id := range oldSet {\n\t\tif _, ok := newSet[id]; !ok {\n\t\t\tdisappear = append(disappear, id)\n\t\t}\n\t}\n\n\t// 保存新集\n\tm.visibleSets[entityID] = newSet\n\n\t// 广播给自身：别人出现/消失\n\tif m.broadcaster != nil {\n\t\tif len(appear) > 0 {\n\t\t\tpayload := m.buildAppearPayload(appear)\n\t\t\tm.broadcaster([]character.EntityID{entityID}, \"entity_appear\", payload)\n\t\t}\n\t\tif len(disappear) > 0 {\n\t\t\tpayload := m.buildDisappearPayload(disappear)\n\t\t\tm.broadcaster([]character.EntityID{entityID}, \"entity_disappear\", payload)\n\t\t}\n\t}\n\n\t// 对于 appear 集合中的每个实体，也需要让对方看到“我出现”\n\tif m.broadcaster != nil && len(appear) > 0 {\n\t\tme := m.buildAppearPayload([]character.EntityID{entityID})\n\t\tm.broadcaster(appear, \"entity_appear\", me)\n\t}\n}\n\n// broadcastDisappear 在实体离开地图时通知其可见范围内的对象\nfunc (m *Map) broadcastDisappear(entityID character.EntityID) {\n\t// 通知所有将其视为可见的实体（这里简化：对所有实体检查其可见集）\n\trecipients := make([]character.EntityID, 0)\n\tfor viewer, set := range m.visibleSets {\n\t\tif viewer == entityID {\n\t\t\tcontinue\n\t\t}\n\t\tif _, ok := set[entityID]; ok {\n\t\t\trecipients = append(recipients, viewer)\n\t\t\tdelete(set, entityID)\n\t\t}\n\t}\n\tdelete(m.visibleSets, entityID)\n\tif m.broadcaster != nil && len(recipients) > 0 {\n\t\tpayload := m.buildDisappearPayload([]character.EntityID{entityID})\n\t\tm.broadcaster(recipients, \"entity_disappear\", payload)\n\t}\n}\n\n// broadcastMove 将移动事件广播给当前可见该实体的对象\nfunc (m *Map) broadcastMove(entityID character.EntityID, pos character.Vector3) {\n\tviewers := make([]character.EntityID, 0)\n\tfor viewer, set := range m.visibleSets {\n\t\tif viewer == entityID {\n\t\t\tcontinue\n\t\t}\n\t\tif _, ok := set[entityID]; ok {\n\t\t\tviewers = append(viewers, viewer)\n\t\t}\n\t}\n\tif m.broadcaster != nil && len(viewers) > 0 {\n\t\tpayload := EntityMove{ID: entityID, Position: pos}\n\t\tm.broadcaster(viewers, \"entity_move\", payload)\n\t}\n}\n\n// buildAppearPayload 构造出现列表payload\nfunc (m *Map) buildAppearPayload(ids []character.EntityID) []EntityAppear {\n\tres := make([]EntityAppear, 0, len(ids))\n\tfor _, id := range ids {\n\t\tif e, ok := m.entities[id]; ok {\n\t\t\tt := e.GetTransform()\n\t\t\tres = append(res, EntityAppear{ID: id, Position: t.Position, Direction: t.Direction})\n\t\t}\n\t}\n\treturn res\n}\n\n// buildDisappearPayload 构造消失列表payload\nfunc (m *Map) buildDisappearPayload(ids []character.EntityID) []EntityDisappear {\n\tres := make([]EntityDisappear, 0, len(ids))\n\tfor _, id := range ids {\n\t\tres = append(res, EntityDisappear{ID: id})\n\t}\n\treturn res\n}\n\n// BroadcastInRange 使用AOI在范围内广播\nfunc (m *Map) BroadcastInRange(x, y, radius float32, topic string, payload interface{}) {\n\tif m.broadcaster == nil {\n\t\treturn\n\t}\n\tids := m.aoiGrid.GetNearby(x, y, radius)\n\tif len(ids) == 0 {\n\t\treturn\n\t}\n\tm.broadcaster(ids, topic, payload)\n}\n\n// BroadcastTo 向给定实体列表广播\nfunc (m *Map) BroadcastTo(recipients []character.EntityID, topic string, payload interface{}) {\n\tif m.broadcaster == nil || len(recipients) == 0 {\n\t\treturn\n\t}\n\tm.broadcaster(recipients, topic, payload)\n}\n\n// ===== 广播数据结构 =====\ntype EntityAppear struct {\n\tID        character.EntityID\n\tPosition  character.Vector3\n\tDirection character.Vector3\n}\n\ntype EntityDisappear struct {\n\tID character.EntityID\n}\n\ntype EntityMove struct {\n\tID       character.EntityID\n\tPosition character.Vector3\n}\n\n// AOIGrid AOI网格系统\ntype AOIGrid struct {\n\tmu         sync.RWMutex\n\twidth      int32\n\theight     int32\n\tgridSize   int32\n\tgridsX     int32\n\tgridsY     int32\n\tgrids      map[int32]map[character.EntityID]bool // 网格索引 -> 实体ID集合\n\tentityGrid map[character.EntityID]int32          // 实体ID -> 网格索引\n}\n\n// NewAOIGrid 创建AOI网格\nfunc NewAOIGrid(width, height, gridSize int32) *AOIGrid {\n\tgridsX := (width + gridSize - 1) / gridSize\n\tgridsY := (height + gridSize - 1) / gridSize\n\n\treturn &AOIGrid{\n\t\twidth:      width,\n\t\theight:     height,\n\t\tgridSize:   gridSize,\n\t\tgridsX:     gridsX,\n\t\tgridsY:     gridsY,\n\t\tgrids:      make(map[int32]map[character.EntityID]bool),\n\t\tentityGrid: make(map[character.EntityID]int32),\n\t}\n}\n\n// Add 添加实体到网格\nfunc (aoi *AOIGrid) Add(entityID character.EntityID, x, y float32) {\n\taoi.mu.Lock()\n\tdefer aoi.mu.Unlock()\n\n\tgridIndex := aoi.getGridIndex(x, y)\n\tif _, exists := aoi.grids[gridIndex]; !exists {\n\t\taoi.grids[gridIndex] = make(map[character.EntityID]bool)\n\t}\n\n\taoi.grids[gridIndex][entityID] = true\n\taoi.entityGrid[entityID] = gridIndex\n}\n\n// Remove 从网格移除实体\nfunc (aoi *AOIGrid) Remove(entityID character.EntityID, x, y float32) {\n\taoi.mu.Lock()\n\tdefer aoi.mu.Unlock()\n\n\tif gridIndex, exists := aoi.entityGrid[entityID]; exists {\n\t\tif grid, ok := aoi.grids[gridIndex]; ok {\n\t\t\tdelete(grid, entityID)\n\t\t}\n\t\tdelete(aoi.entityGrid, entityID)\n\t}\n}\n\n// Move 移动实体\nfunc (aoi *AOIGrid) Move(entityID character.EntityID, oldX, oldY, newX, newY float32) {\n\toldGridIndex := aoi.getGridIndex(oldX, oldY)\n\tnewGridIndex := aoi.getGridIndex(newX, newY)\n\n\tif oldGridIndex == newGridIndex {\n\t\treturn // 未跨网格\n\t}\n\n\taoi.mu.Lock()\n\tdefer aoi.mu.Unlock()\n\n\t// 从旧网格移除\n\tif grid, exists := aoi.grids[oldGridIndex]; exists {\n\t\tdelete(grid, entityID)\n\t}\n\n\t// 添加到新网格\n\tif _, exists := aoi.grids[newGridIndex]; !exists {\n\t\taoi.grids[newGridIndex] = make(map[character.EntityID]bool)\n\t}\n\taoi.grids[newGridIndex][entityID] = true\n\taoi.entityGrid[entityID] = newGridIndex\n}\n\n// GetNearby 获取附近的实体\nfunc (aoi *AOIGrid) GetNearby(x, y, radius float32) []character.EntityID {\n\taoi.mu.RLock()\n\tdefer aoi.mu.RUnlock()\n\n\t// 计算需要检查的网格范围\n\tgridRadius := int32(radius/float32(aoi.gridSize)) + 1\n\tcenterGridX, centerGridY := aoi.posToGrid(x, y)\n\n\tnearbyEntities := make([]character.EntityID, 0)\n\tvisited := make(map[character.EntityID]bool)\n\n\tfor dx := -gridRadius; dx <= gridRadius; dx++ {\n\t\tfor dy := -gridRadius; dy <= gridRadius; dy++ {\n\t\t\tgridX := centerGridX + dx\n\t\t\tgridY := centerGridY + dy\n\n\t\t\tif gridX < 0 || gridX >= aoi.gridsX || gridY < 0 || gridY >= aoi.gridsY {\n\t\t\t\tcontinue\n\t\t\t}\n\n\t\t\tgridIndex := gridY*aoi.gridsX + gridX\n\t\t\tif grid, exists := aoi.grids[gridIndex]; exists {\n\t\t\t\tfor entityID := range grid {\n\t\t\t\t\tif !visited[entityID] {\n\t\t\t\t\t\tvisited[entityID] = true\n\t\t\t\t\t\tnearbyEntities = append(nearbyEntities, entityID)\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn nearbyEntities\n}\n\n// getGridIndex 获取网格索引\nfunc (aoi *AOIGrid) getGridIndex(x, y float32) int32 {\n\tgridX, gridY := aoi.posToGrid(x, y)\n\treturn gridY*aoi.gridsX + gridX\n}\n\n// posToGrid 位置转网格坐标\nfunc (aoi *AOIGrid) posToGrid(x, y float32) (int32, int32) {\n\tgridX := int32(x) / aoi.gridSize\n\tgridY := int32(y) / aoi.gridSize\n\n\tif gridX < 0 {\n\t\tgridX = 0\n\t}\n\tif gridX >= aoi.gridsX {\n\t\tgridX = aoi.gridsX - 1\n\t}\n\tif gridY < 0 {\n\t\tgridY = 0\n\t}\n\tif gridY >= aoi.gridsY {\n\t\tgridY = aoi.gridsY - 1\n\t}\n\n\treturn gridX, gridY\n}\n"
  },
  {
    "path": "internal/domain/minigame/aggregate.go",
    "content": "package minigame\n\nimport (\n\t\"fmt\"\n\t\"strconv\"\n\t\"sync\"\n\t\"time\"\n)\n\n// MinigameAggregate 小游戏聚合根\ntype MinigameAggregate struct {\n\t// 基础信息\n\tID          string       `json:\"id\" bson:\"_id\"`\n\tGameID      string       `json:\"game_id\" bson:\"game_id\"`\n\tGameType    GameType     `json:\"game_type\" bson:\"game_type\"`\n\tCategory    GameCategory `json:\"category\" bson:\"category\"`\n\tName        string       `json:\"name\" bson:\"name\"`\n\tDescription string       `json:\"description\" bson:\"description\"`\n\n\t// 游戏配置\n\tConfig   *GameConfig   `json:\"config\" bson:\"config\"`\n\tRules    *GameRules    `json:\"rules\" bson:\"rules\"`\n\tSettings *GameSettings `json:\"settings\" bson:\"settings\"`\n\n\t// 游戏状态\n\tStatus    GameStatus    `json:\"status\" bson:\"status\"`\n\tPhase     GamePhase     `json:\"phase\" bson:\"phase\"`\n\tIsActive  bool          `json:\"is_active\" bson:\"is_active\"`\n\tStartTime *time.Time    `json:\"start_time,omitempty\" bson:\"start_time,omitempty\"`\n\tEndTime   *time.Time    `json:\"end_time,omitempty\" bson:\"end_time,omitempty\"`\n\tDuration  time.Duration `json:\"duration\" bson:\"duration\"`\n\n\t// 玩家信息\n\tCreatorID  uint64        `json:\"creator_id\" bson:\"creator_id\"`\n\tPlayers    []*GamePlayer `json:\"players\" bson:\"players\"`\n\tMaxPlayers int32         `json:\"max_players\" bson:\"max_players\"`\n\tMinPlayers int32         `json:\"min_players\" bson:\"min_players\"`\n\n\t// 游戏数据\n\tGameData *GameData     `json:\"game_data\" bson:\"game_data\"`\n\tScores   []*GameScore  `json:\"scores\" bson:\"scores\"`\n\tResults  []*GameResult `json:\"results\" bson:\"results\"`\n\n\t// 奖励信息\n\tRewards    []*GameReward `json:\"rewards\" bson:\"rewards\"`\n\tRewardPool *RewardPool   `json:\"reward_pool\" bson:\"reward_pool\"`\n\n\t// 统计信息\n\tStatistics *GameStatistics `json:\"statistics\" bson:\"statistics\"`\n\tPlayCount  int64           `json:\"play_count\" bson:\"play_count\"`\n\tWinCount   int64           `json:\"win_count\" bson:\"win_count\"`\n\tLoseCount  int64           `json:\"lose_count\" bson:\"lose_count\"`\n\n\t// 版本和时间戳\n\tVersion   int64     `json:\"version\" bson:\"version\"`\n\tCreatedAt time.Time `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt time.Time `json:\"updated_at\" bson:\"updated_at\"`\n\n\t// 内部状态\n\tmutex  sync.RWMutex    `json:\"-\" bson:\"-\"`\n\tdirty  bool            `json:\"-\" bson:\"-\"`\n\tevents []MinigameEvent `json:\"-\" bson:\"-\"`\n}\n\n// NewMinigameAggregate 创建新的小游戏聚合\nfunc NewMinigameAggregate(gameID string, gameType GameType, category GameCategory, creatorID uint64) *MinigameAggregate {\n\tnow := time.Now()\n\treturn &MinigameAggregate{\n\t\tID:         generateMinigameID(gameID, now),\n\t\tGameID:     gameID,\n\t\tGameType:   gameType,\n\t\tCategory:   category,\n\t\tCreatorID:  creatorID,\n\t\tStatus:     GameStatusWaiting,\n\t\tPhase:      GamePhaseWaiting,\n\t\tIsActive:   true,\n\t\tPlayers:    make([]*GamePlayer, 0),\n\t\tMaxPlayers: DefaultMaxPlayers,\n\t\tMinPlayers: DefaultMinPlayers,\n\t\tScores:     make([]*GameScore, 0),\n\t\tResults:    make([]*GameResult, 0),\n\t\tRewards:    make([]*GameReward, 0),\n\t\tStatistics: NewGameStatistics(),\n\t\tPlayCount:  0,\n\t\tWinCount:   0,\n\t\tLoseCount:  0,\n\t\tVersion:    1,\n\t\tCreatedAt:  now,\n\t\tUpdatedAt:  now,\n\t\tdirty:      true,\n\t\tevents:     make([]MinigameEvent, 0),\n\t}\n}\n\n// StartGame 开始游戏\nfunc (mg *MinigameAggregate) StartGame() error {\n\tmg.mutex.Lock()\n\tdefer mg.mutex.Unlock()\n\n\t// 检查游戏状态\n\tif mg.Status != GameStatusWaiting {\n\t\treturn NewMinigameInvalidStateError(mg.GameID, mg.Status, GameStatusWaiting, \"start_game\")\n\t}\n\n\t// 检查玩家数量\n\tif int32(len(mg.Players)) < mg.MinPlayers {\n\t\treturn NewMinigameInsufficientPlayersError(mg.GameID, int32(len(mg.Players)), mg.MinPlayers)\n\t}\n\n\t// 更新游戏状态\n\tnow := time.Now()\n\tmg.Status = GameStatusRunning\n\tmg.Phase = GamePhaseRunning\n\tmg.StartTime = &now\n\tmg.PlayCount++\n\n\t// 初始化游戏数据\n\tmg.initializeGameData()\n\n\t// 发布游戏开始事件\n\tmg.addEvent(NewGameStartedEvent(mg.GameID, mg.CreatorID))\n\n\t// 标记为脏数据\n\tmg.markDirty()\n\n\treturn nil\n}\n\n// EndGame 结束游戏\nfunc (mg *MinigameAggregate) EndGame(reason GameEndReason) error {\n\tmg.mutex.Lock()\n\tdefer mg.mutex.Unlock()\n\n\t// 检查游戏状态\n\tif mg.Status != GameStatusRunning {\n\t\treturn NewMinigameInvalidStateError(mg.GameID, mg.Status, GameStatusRunning, \"end_game\")\n\t}\n\n\t// 更新游戏状态\n\tnow := time.Now()\n\tmg.Status = GameStatusFinished\n\tmg.Phase = GamePhaseFinished\n\tmg.EndTime = &now\n\n\t// 计算游戏时长\n\tif mg.StartTime != nil {\n\t\tmg.Duration = now.Sub(*mg.StartTime)\n\t}\n\n\t// 计算最终结果\n\tmg.calculateFinalResults(reason)\n\n\t// 分发奖励\n\tmg.distributeRewards()\n\n\t// 更新统计信息\n\tmg.updateStatistics()\n\n\t// 发布游戏结束事件\n\tmg.addEvent(NewGameEndedEvent(mg.GameID, reason, mg.CreatorID))\n\n\t// 标记为脏数据\n\tmg.markDirty()\n\n\treturn nil\n}\n\n// AddPlayer 添加玩家\nfunc (mg *MinigameAggregate) AddPlayer(playerID uint64, playerName string) error {\n\tmg.mutex.Lock()\n\tdefer mg.mutex.Unlock()\n\n\t// 检查游戏状态\n\tif mg.Status != GameStatusWaiting {\n\t\treturn NewMinigameInvalidStateError(mg.GameID, mg.Status, GameStatusWaiting, \"add_player\")\n\t}\n\n\t// 检查玩家是否已存在\n\tif mg.hasPlayer(playerID) {\n\t\treturn NewPlayerAlreadyInGameError(playerID, mg.GameID)\n\t}\n\n\t// 检查玩家数量限制\n\tif int32(len(mg.Players)) >= mg.MaxPlayers {\n\t\treturn NewGameFullError(mg.GameID, mg.MaxPlayers, int32(len(mg.Players)))\n\t}\n\n\t// 添加玩家\n\tplayer := &GamePlayer{\n\t\tPlayerID: playerID,\n\t\tUsername: playerName,\n\t\tJoinTime: time.Now(),\n\t\tIsActive: true,\n\t}\n\tmg.Players = append(mg.Players, player)\n\n\t// 发布玩家加入事件\n\tmg.addEvent(NewPlayerJoinedGameEvent(mg.GameID, playerID, playerName))\n\n\t// 标记为脏数据\n\tmg.markDirty()\n\n\treturn nil\n}\n\n// RemovePlayer 移除玩家\nfunc (mg *MinigameAggregate) RemovePlayer(playerID uint64, reason PlayerLeaveReason) error {\n\tmg.mutex.Lock()\n\tdefer mg.mutex.Unlock()\n\n\t// 检查游戏状态\n\tif mg.Status == GameStatusFinished {\n\t\treturn NewMinigameInvalidStateError(mg.GameID, mg.Status, GameStatusRunning, \"remove_player\")\n\t}\n\n\t// 查找并移除玩家\n\tfor i, player := range mg.Players {\n\t\tif player.PlayerID == playerID {\n\t\t\t// 更新玩家状态\n\t\t\tplayer.IsActive = false\n\n\t\t\t// 从活跃玩家列表中移除\n\t\t\tmg.Players = append(mg.Players[:i], mg.Players[i+1:]...)\n\n\t\t\t// 发布玩家离开事件\n\t\t\tmg.addEvent(NewPlayerLeftGameEvent(mg.GameID, playerID, player.Username, reason.String()))\n\n\t\t\t// 检查是否需要结束游戏\n\t\t\tif mg.Status == GameStatusRunning && int32(len(mg.Players)) < mg.MinPlayers {\n\t\t\t\tmg.EndGame(GameEndReasonInsufficientPlayers)\n\t\t\t}\n\n\t\t\t// 标记为脏数据\n\t\t\tmg.markDirty()\n\n\t\t\treturn nil\n\t\t}\n\t}\n\n\treturn NewPlayerNotInGameError(mg.GameID, playerID)\n}\n\n// UpdatePlayerScore 更新玩家分数\nfunc (mg *MinigameAggregate) UpdatePlayerScore(playerID uint64, score int64, scoreType ScoreType) error {\n\tmg.mutex.Lock()\n\tdefer mg.mutex.Unlock()\n\n\t// 检查游戏状态\n\tif mg.Status != GameStatusRunning {\n\t\treturn NewMinigameInvalidStateError(mg.GameID, mg.Status, GameStatusRunning, \"update_score\")\n\t}\n\n\t// 检查玩家是否在游戏中\n\tplayer := mg.findPlayer(playerID)\n\tif player == nil {\n\t\treturn NewPlayerNotInGameError(mg.GameID, playerID)\n\t}\n\n\t// 更新玩家分数\n\toldScore := player.Score\n\tplayer.Score = score\n\n\t// 记录分数历史\n\tscoreRecord := &GameScore{\n\t\tID:         generateScoreID(),\n\t\tGameID:     mg.GameID,\n\t\tPlayerID:   playerID,\n\t\tScoreType:  scoreType,\n\t\tValue:      score,\n\t\tFinalScore: score,\n\t}\n\tmg.Scores = append(mg.Scores, scoreRecord)\n\n\t// 发布分数更新事件\n\tmg.addEvent(NewPlayerScoreUpdatedEvent(mg.GameID, playerID, oldScore, score, scoreType))\n\n\t// 检查游戏结束条件\n\tmg.checkGameEndConditions()\n\n\t// 标记为脏数据\n\tmg.markDirty()\n\n\treturn nil\n}\n\n// UpdateGameData 更新游戏数据\nfunc (mg *MinigameAggregate) UpdateGameData(key string, value interface{}) error {\n\tmg.mutex.Lock()\n\tdefer mg.mutex.Unlock()\n\n\t// 检查游戏状态\n\tif mg.Status != GameStatusRunning {\n\t\treturn NewMinigameInvalidStateError(mg.GameID, mg.Status, GameStatusRunning, \"update_data\")\n\t}\n\n\t// 初始化游戏数据\n\tif mg.GameData == nil {\n\t\tmg.GameData = NewGameData()\n\t}\n\n\t// 更新数据\n\tmg.GameData.SetData(key, value)\n\n\t// 发布数据更新事件\n\tmg.addEvent(NewGameDataUpdatedEvent(mg.GameID, key, value))\n\n\t// 标记为脏数据\n\tmg.markDirty()\n\n\treturn nil\n}\n\n// PauseGame 暂停游戏\nfunc (mg *MinigameAggregate) PauseGame() error {\n\tmg.mutex.Lock()\n\tdefer mg.mutex.Unlock()\n\n\t// 检查游戏状态\n\tif mg.Status != GameStatusRunning {\n\t\treturn NewMinigameInvalidStateError(mg.GameID, mg.Status, GameStatusRunning, \"pause_game\")\n\t}\n\n\t// 更新游戏状态\n\tmg.Status = GameStatusPaused\n\tmg.Phase = GamePhasePaused\n\n\t// 发布游戏暂停事件\n\tmg.addEvent(NewGamePausedEvent(mg.GameID, mg.CreatorID))\n\n\t// 标记为脏数据\n\tmg.markDirty()\n\n\treturn nil\n}\n\n// ResumeGame 恢复游戏\nfunc (mg *MinigameAggregate) ResumeGame() error {\n\tmg.mutex.Lock()\n\tdefer mg.mutex.Unlock()\n\n\t// 检查游戏状态\n\tif mg.Status != GameStatusPaused {\n\t\treturn NewMinigameInvalidStateError(mg.GameID, mg.Status, GameStatusPaused, \"resume_game\")\n\t}\n\n\t// 更新游戏状态\n\tmg.Status = GameStatusRunning\n\tmg.Phase = GamePhaseRunning\n\n\t// 发布游戏恢复事件\n\tmg.addEvent(NewGameResumedEvent(mg.GameID, mg.CreatorID))\n\n\t// 标记为脏数据\n\tmg.markDirty()\n\n\treturn nil\n}\n\n// GetPlayer 获取玩家信息\nfunc (mg *MinigameAggregate) GetPlayer(playerID uint64) *GamePlayer {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\treturn mg.findPlayer(playerID)\n}\n\n// GetPlayers 获取所有玩家\nfunc (mg *MinigameAggregate) GetPlayers() []*GamePlayer {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\tplayers := make([]*GamePlayer, len(mg.Players))\n\tcopy(players, mg.Players)\n\treturn players\n}\n\n// GetGameData 获取游戏数据\nfunc (mg *MinigameAggregate) GetGameData() *GameData {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\tif mg.GameData == nil {\n\t\treturn nil\n\t}\n\treturn mg.GameData.Clone()\n}\n\n// GetScores 获取分数记录\nfunc (mg *MinigameAggregate) GetScores() []*GameScore {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\tscores := make([]*GameScore, len(mg.Scores))\n\tcopy(scores, mg.Scores)\n\treturn scores\n}\n\n// GetResults 获取游戏结果\nfunc (mg *MinigameAggregate) GetResults() []*GameResult {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\tresults := make([]*GameResult, len(mg.Results))\n\tcopy(results, mg.Results)\n\treturn results\n}\n\n// GetID 获取小游戏ID\nfunc (mg *MinigameAggregate) GetID() string {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\treturn mg.ID\n}\n\n// GetName 获取小游戏名称\nfunc (mg *MinigameAggregate) GetName() string {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\treturn mg.Name\n}\n\n// GetRewards 获取奖励列表\nfunc (mg *MinigameAggregate) GetRewards() []*GameReward {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\trewards := make([]*GameReward, len(mg.Rewards))\n\tcopy(rewards, mg.Rewards)\n\treturn rewards\n}\n\n// GetStatistics 获取游戏统计\nfunc (mg *MinigameAggregate) GetStatistics() *GameStatistics {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\tif mg.Statistics == nil {\n\t\treturn nil\n\t}\n\treturn mg.Statistics.Clone()\n}\n\n// GetDescription 获取描述\nfunc (mg *MinigameAggregate) GetDescription() string {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\treturn mg.Description\n}\n\n// GetGameType 获取游戏类型\nfunc (mg *MinigameAggregate) GetGameType() GameType {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\treturn mg.GameType\n}\n\n// GetDifficulty 获取难度\nfunc (mg *MinigameAggregate) GetDifficulty() GameDifficulty {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\t// TODO: 从配置或规则中获取难度，目前返回默认值\n\treturn GameDifficultyEasy\n}\n\n// GetMaxPlayers 获取最大玩家数\nfunc (mg *MinigameAggregate) GetMaxPlayers() int32 {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\treturn mg.MaxPlayers\n}\n\n// GetTimeLimit 获取时间限制\nfunc (mg *MinigameAggregate) GetTimeLimit() int32 {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\t// TODO: 从配置中获取时间限制，目前返回默认值\n\treturn 300 // 5分钟\n}\n\n// GetIsActive 检查是否激活\nfunc (mg *MinigameAggregate) GetIsActive() bool {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\treturn mg.IsActive\n}\n\n// GetRules 获取游戏规则\nfunc (mg *MinigameAggregate) GetRules() map[string]interface{} {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\tif mg.Rules != nil {\n\t\treturn mg.Rules.ToMap()\n\t}\n\treturn make(map[string]interface{})\n}\n\n// GetSettings 获取游戏设置\nfunc (mg *MinigameAggregate) GetSettings() map[string]interface{} {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\tif mg.Settings != nil {\n\t\treturn mg.Settings.ToMap()\n\t}\n\treturn make(map[string]interface{})\n}\n\n// GetCreatedAt 获取创建时间\nfunc (mg *MinigameAggregate) GetCreatedAt() time.Time {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\treturn mg.CreatedAt\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (mg *MinigameAggregate) GetUpdatedAt() time.Time {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\treturn mg.UpdatedAt\n}\n\n// GetVersion 获取版本\nfunc (mg *MinigameAggregate) GetVersion() int64 {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\treturn mg.Version\n}\n\n// GetEvents 获取领域事件\nfunc (mg *MinigameAggregate) GetEvents() []MinigameEvent {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\tevents := make([]MinigameEvent, len(mg.events))\n\tcopy(events, mg.events)\n\treturn events\n}\n\n// ClearEvents 清除领域事件\nfunc (mg *MinigameAggregate) ClearEvents() {\n\tmg.mutex.Lock()\n\tdefer mg.mutex.Unlock()\n\n\tmg.events = make([]MinigameEvent, 0)\n}\n\n// IsDirty 检查是否有未保存的更改\nfunc (mg *MinigameAggregate) IsDirty() bool {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\treturn mg.dirty\n}\n\n// MarkClean 标记为已保存\nfunc (mg *MinigameAggregate) MarkClean() {\n\tmg.mutex.Lock()\n\tdefer mg.mutex.Unlock()\n\n\tmg.dirty = false\n}\n\n// 私有方法\n\n// initializeGameData 初始化游戏数据\nfunc (mg *MinigameAggregate) initializeGameData() {\n\tif mg.GameData == nil {\n\t\tmg.GameData = NewGameData()\n\t}\n\n\t// 根据游戏类型初始化特定数据\n\tswitch mg.GameType {\n\tcase GameTypeSaveDog:\n\t\tmg.initializeSaveDogData()\n\tcase GameTypePuzzle:\n\t\tmg.initializePuzzleData()\n\tcase GameTypeRacing:\n\t\tmg.initializeRacingData()\n\tdefault:\n\t\tmg.initializeDefaultData()\n\t}\n}\n\n// initializeSaveDogData 初始化拯救小狗游戏数据\nfunc (mg *MinigameAggregate) initializeSaveDogData() {\n\tmg.GameData.SetData(\"dog_position\", map[string]int{\"x\": 0, \"y\": 0})\n\tmg.GameData.SetData(\"obstacles\", make([]map[string]interface{}, 0))\n\tmg.GameData.SetData(\"rescue_progress\", 0)\n\tmg.GameData.SetData(\"time_limit\", 300) // 5分钟\n}\n\n// initializePuzzleData 初始化拼图游戏数据\nfunc (mg *MinigameAggregate) initializePuzzleData() {\n\tmg.GameData.SetData(\"puzzle_pieces\", make([]map[string]interface{}, 0))\n\tmg.GameData.SetData(\"completed_pieces\", 0)\n\tmg.GameData.SetData(\"total_pieces\", 100)\n}\n\n// initializeRacingData 初始化赛车游戏数据\nfunc (mg *MinigameAggregate) initializeRacingData() {\n\tmg.GameData.SetData(\"track_length\", 1000)\n\tmg.GameData.SetData(\"laps\", 3)\n\tmg.GameData.SetData(\"player_positions\", make(map[uint64]map[string]interface{}))\n}\n\n// initializeDefaultData 初始化默认游戏数据\nfunc (mg *MinigameAggregate) initializeDefaultData() {\n\tmg.GameData.SetData(\"initialized\", true)\n\tmg.GameData.SetData(\"start_time\", time.Now().Unix())\n}\n\n// hasPlayer 检查玩家是否存在\nfunc (mg *MinigameAggregate) hasPlayer(playerID uint64) bool {\n\treturn mg.findPlayer(playerID) != nil\n}\n\n// findPlayer 查找玩家\nfunc (mg *MinigameAggregate) findPlayer(playerID uint64) *GamePlayer {\n\tfor _, player := range mg.Players {\n\t\tif player.PlayerID == playerID {\n\t\t\treturn player\n\t\t}\n\t}\n\treturn nil\n}\n\n// getPlayerIDs 获取所有玩家ID\nfunc (mg *MinigameAggregate) getPlayerIDs() []uint64 {\n\tplayerIDs := make([]uint64, len(mg.Players))\n\tfor i, player := range mg.Players {\n\t\tplayerIDs[i] = player.PlayerID\n\t}\n\treturn playerIDs\n}\n\n// checkGameEndConditions 检查游戏结束条件\nfunc (mg *MinigameAggregate) checkGameEndConditions() {\n\t// 根据游戏类型检查结束条件\n\tswitch mg.GameType {\n\tcase GameTypeSaveDog:\n\t\tmg.checkSaveDogEndConditions()\n\tcase GameTypePuzzle:\n\t\tmg.checkPuzzleEndConditions()\n\tcase GameTypeRacing:\n\t\tmg.checkRacingEndConditions()\n\tdefault:\n\t\tmg.checkDefaultEndConditions()\n\t}\n}\n\n// checkSaveDogEndConditions 检查拯救小狗游戏结束条件\nfunc (mg *MinigameAggregate) checkSaveDogEndConditions() {\n\tif mg.GameData == nil {\n\t\treturn\n\t}\n\n\t// 检查救援进度\n\tif progressData, exists := mg.GameData.GetData(\"rescue_progress\"); exists {\n\t\tif progress, ok := progressData.(int); ok && progress >= 100 {\n\t\t\tmg.EndGame(GameEndReasonCompleted)\n\t\t\treturn\n\t\t}\n\t}\n\n\t// 检查时间限制\n\tif mg.StartTime != nil {\n\t\tif timeLimitData, exists := mg.GameData.GetData(\"time_limit\"); exists {\n\t\t\tif timeLimit, ok := timeLimitData.(int); ok {\n\t\t\t\tif time.Since(*mg.StartTime).Seconds() >= float64(timeLimit) {\n\t\t\t\t\tmg.EndGame(GameEndReasonTimeout)\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}\n\n// checkPuzzleEndConditions 检查拼图游戏结束条件\nfunc (mg *MinigameAggregate) checkPuzzleEndConditions() {\n\tif mg.GameData == nil {\n\t\treturn\n\t}\n\n\t// 检查完成的拼图块数\n\tvar completedPieces, totalPieces int\n\tif completedData, exists := mg.GameData.GetData(\"completed_pieces\"); exists {\n\t\tif val, ok := completedData.(int); ok {\n\t\t\tcompletedPieces = val\n\t\t}\n\t}\n\tif totalData, exists := mg.GameData.GetData(\"total_pieces\"); exists {\n\t\tif val, ok := totalData.(int); ok {\n\t\t\ttotalPieces = val\n\t\t}\n\t}\n\n\tif completedPieces >= totalPieces {\n\t\tmg.EndGame(GameEndReasonCompleted)\n\t}\n}\n\n// checkRacingEndConditions 检查赛车游戏结束条件\nfunc (mg *MinigameAggregate) checkRacingEndConditions() {\n\t// 检查是否有玩家完成所有圈数\n\tfor _, player := range mg.Players {\n\t\tif player.Score >= 3 { // 假设3圈为完成条件\n\t\t\tmg.EndGame(GameEndReasonCompleted)\n\t\t\treturn\n\t\t}\n\t}\n}\n\n// checkDefaultEndConditions 检查默认游戏结束条件\nfunc (mg *MinigameAggregate) checkDefaultEndConditions() {\n\t// 检查是否达到目标分数\n\tfor _, player := range mg.Players {\n\t\tif player.Score >= 1000 { // 默认目标分数\n\t\t\tmg.EndGame(GameEndReasonCompleted)\n\t\t\treturn\n\t\t}\n\t}\n}\n\n// calculateFinalResults 计算最终结果\nfunc (mg *MinigameAggregate) calculateFinalResults(reason GameEndReason) {\n\tmg.Results = make([]*GameResult, 0, len(mg.Players))\n\n\t// 按分数排序玩家\n\tplayers := make([]*GamePlayer, len(mg.Players))\n\tcopy(players, mg.Players)\n\n\t// 简单的分数排序\n\tfor i := 0; i < len(players)-1; i++ {\n\t\tfor j := i + 1; j < len(players); j++ {\n\t\t\tif players[i].Score < players[j].Score {\n\t\t\t\tplayers[i], players[j] = players[j], players[i]\n\t\t\t}\n\t\t}\n\t}\n\n\t// 生成结果\n\tfor i, player := range players {\n\t\tresult := &GameResult{\n\t\t\tGameID:      mg.GameID,\n\t\t\tWinnerID:    player.PlayerID,\n\t\t\tWinnerName:  player.Username,\n\t\t\tFinalScore:  player.Score,\n\t\t\tCompletedAt: time.Now(),\n\t\t}\n\t\tmg.Results = append(mg.Results, result)\n\n\t\t// 更新胜负统计\n\t\tif i == 0 && reason == GameEndReasonCompleted {\n\t\t\tmg.WinCount++\n\t\t} else {\n\t\t\tmg.LoseCount++\n\t\t}\n\t}\n}\n\n// distributeRewards 分发奖励\nfunc (mg *MinigameAggregate) distributeRewards() {\n\tif mg.RewardPool == nil {\n\t\treturn\n\t}\n\n\tfor _, result := range mg.Results {\n\t\trewards := mg.RewardPool.CalculateRewards(result.Rank, result.Score, result.IsWinner)\n\t\tfor _, reward := range rewards {\n\t\t\treward.PlayerID = fmt.Sprintf(\"%d\", result.PlayerID)\n\t\t\treward.GameID = mg.GameID\n\t\t\treward.Timestamp = time.Now()\n\t\t\t// 将Reward转换为GameReward\n\t\t\tplayerID, _ := strconv.ParseUint(reward.PlayerID, 10, 64)\n\t\t\tgameReward := &GameReward{\n\t\t\t\tRewardID:   reward.RewardID,\n\t\t\t\tPlayerID:   playerID,\n\t\t\t\tRewardType: RewardType(reward.RewardType),\n\t\t\t\tAmount:     reward.Amount,\n\t\t\t\tItemID:     reward.ItemID,\n\t\t\t\tItemCount:  reward.ItemCount,\n\t\t\t\tGameID:     reward.GameID,\n\t\t\t\tTimestamp:  reward.Timestamp,\n\t\t\t}\n\t\t\tmg.Rewards = append(mg.Rewards, gameReward)\n\t\t}\n\t}\n}\n\n// updateStatistics 更新统计信息\nfunc (mg *MinigameAggregate) updateStatistics() {\n\tif mg.Statistics == nil {\n\t\tmg.Statistics = NewGameStatistics()\n\t}\n\n\tmg.Statistics.TotalGames++\n\tmg.Statistics.TotalPlayers += len(mg.Players)\n\n\tif len(mg.Results) > 0 {\n\t\tmg.Statistics.AverageScore = mg.calculateAverageScore()\n\t\tmg.Statistics.HighestScore = mg.getHighestScore()\n\t\tmg.Statistics.LowestScore = mg.getLowestScore()\n\t}\n\n\tmg.Statistics.AverageGameDuration = float64(mg.Duration.Nanoseconds()) / 1e9\n\tmg.Statistics.LastPlayedAt = time.Now()\n\tmg.Statistics.UpdatedAt = time.Now()\n}\n\n// calculateAverageScore 计算平均分数\nfunc (mg *MinigameAggregate) calculateAverageScore() float64 {\n\tif len(mg.Results) == 0 {\n\t\treturn 0\n\t}\n\n\ttotalScore := int64(0)\n\tfor _, result := range mg.Results {\n\t\ttotalScore += result.Score\n\t}\n\n\treturn float64(totalScore) / float64(len(mg.Results))\n}\n\n// getHighestScore 获取最高分数\nfunc (mg *MinigameAggregate) getHighestScore() int64 {\n\tif len(mg.Results) == 0 {\n\t\treturn 0\n\t}\n\n\thighest := mg.Results[0].Score\n\tfor _, result := range mg.Results {\n\t\tif result.Score > highest {\n\t\t\thighest = result.Score\n\t\t}\n\t}\n\n\treturn highest\n}\n\n// getLowestScore 获取最低分数\nfunc (mg *MinigameAggregate) getLowestScore() int64 {\n\tif len(mg.Results) == 0 {\n\t\treturn 0\n\t}\n\n\tlowest := mg.Results[0].Score\n\tfor _, result := range mg.Results {\n\t\tif result.Score < lowest {\n\t\t\tlowest = result.Score\n\t\t}\n\t}\n\n\treturn lowest\n}\n\n// addEvent 添加领域事件\nfunc (mg *MinigameAggregate) addEvent(event MinigameEvent) {\n\tmg.events = append(mg.events, event)\n}\n\n// markDirty 标记为脏数据\nfunc (mg *MinigameAggregate) markDirty() {\n\tmg.dirty = true\n\tmg.UpdatedAt = time.Now()\n\tmg.Version++\n}\n\n// 辅助函数\n\n// generateMinigameID 生成小游戏ID\nfunc generateMinigameID(gameID string, timestamp time.Time) string {\n\treturn fmt.Sprintf(\"minigame_%s_%d\", gameID, timestamp.Unix())\n}\n\n// 常量定义\n\nconst (\n\t// 默认配置\n\tDefaultMaxPlayers   = 10\n\tDefaultMinPlayers   = 1\n\tDefaultGameDuration = 10 * time.Minute\n\n\t// 游戏限制\n\tMaxGameDuration = 60 * time.Minute\n\tMinGameDuration = 1 * time.Minute\n\tMaxPlayersLimit = 100\n\tMinPlayersLimit = 1\n)\n\n// 验证方法\n\n// Validate 验证小游戏聚合\nfunc (mg *MinigameAggregate) Validate() error {\n\tif mg.GameID == \"\" {\n\t\treturn NewMinigameValidationError(\"game_id cannot be empty\")\n\t}\n\n\tif !mg.GameType.IsValid() {\n\t\treturn NewMinigameValidationError(\"invalid game type\")\n\t}\n\n\tif !mg.Category.IsValid() {\n\t\treturn NewMinigameValidationError(\"invalid category\")\n\t}\n\n\tif mg.MaxPlayers < mg.MinPlayers {\n\t\treturn NewMinigameValidationError(\"max_players must be greater than or equal to min_players\")\n\t}\n\n\tif mg.MaxPlayers > MaxPlayersLimit {\n\t\treturn NewMinigameValidationError(fmt.Sprintf(\"max_players cannot exceed %d\", MaxPlayersLimit))\n\t}\n\n\tif mg.MinPlayers < MinPlayersLimit {\n\t\treturn NewMinigameValidationError(fmt.Sprintf(\"min_players cannot be less than %d\", MinPlayersLimit))\n\t}\n\n\treturn nil\n}\n\n// Clone 克隆小游戏聚合\nfunc (mg *MinigameAggregate) Clone() *MinigameAggregate {\n\tmg.mutex.RLock()\n\tdefer mg.mutex.RUnlock()\n\n\tclone := &MinigameAggregate{\n\t\tID:          mg.ID,\n\t\tGameID:      mg.GameID,\n\t\tGameType:    mg.GameType,\n\t\tCategory:    mg.Category,\n\t\tName:        mg.Name,\n\t\tDescription: mg.Description,\n\t\tStatus:      mg.Status,\n\t\tPhase:       mg.Phase,\n\t\tIsActive:    mg.IsActive,\n\t\tDuration:    mg.Duration,\n\t\tCreatorID:   mg.CreatorID,\n\t\tMaxPlayers:  mg.MaxPlayers,\n\t\tMinPlayers:  mg.MinPlayers,\n\t\tPlayCount:   mg.PlayCount,\n\t\tWinCount:    mg.WinCount,\n\t\tLoseCount:   mg.LoseCount,\n\t\tVersion:     mg.Version,\n\t\tCreatedAt:   mg.CreatedAt,\n\t\tUpdatedAt:   mg.UpdatedAt,\n\t\tdirty:       mg.dirty,\n\t}\n\n\t// 深拷贝时间\n\tif mg.StartTime != nil {\n\t\tstartTime := *mg.StartTime\n\t\tclone.StartTime = &startTime\n\t}\n\tif mg.EndTime != nil {\n\t\tendTime := *mg.EndTime\n\t\tclone.EndTime = &endTime\n\t}\n\n\t// 深拷贝配置\n\tif mg.Config != nil {\n\t\tclone.Config = mg.Config.Clone()\n\t}\n\tif mg.Rules != nil {\n\t\tclone.Rules = mg.Rules.Clone()\n\t}\n\tif mg.Settings != nil {\n\t\tclone.Settings = mg.Settings.Clone()\n\t}\n\n\t// 深拷贝玩家\n\tclone.Players = make([]*GamePlayer, len(mg.Players))\n\tfor i, player := range mg.Players {\n\t\tclone.Players[i] = player.Clone()\n\t}\n\n\t// 深拷贝游戏数据\n\tif mg.GameData != nil {\n\t\tclone.GameData = mg.GameData.Clone()\n\t}\n\n\t// 深拷贝分数记录\n\tclone.Scores = make([]*GameScore, len(mg.Scores))\n\tfor i, score := range mg.Scores {\n\t\tscoreCopy := *score\n\t\tclone.Scores[i] = &scoreCopy\n\t}\n\n\t// 深拷贝结果\n\tclone.Results = make([]*GameResult, len(mg.Results))\n\tfor i, result := range mg.Results {\n\t\tresultCopy := *result\n\t\tclone.Results[i] = &resultCopy\n\t}\n\n\t// 深拷贝奖励\n\tclone.Rewards = make([]*GameReward, len(mg.Rewards))\n\tfor i, reward := range mg.Rewards {\n\t\trewardCopy := *reward\n\t\tclone.Rewards[i] = &rewardCopy\n\t}\n\n\t// 深拷贝奖励池\n\tif mg.RewardPool != nil {\n\t\tclone.RewardPool = mg.RewardPool.Clone()\n\t}\n\n\t// 深拷贝统计信息\n\tif mg.Statistics != nil {\n\t\tclone.Statistics = mg.Statistics.Clone()\n\t}\n\n\t// 深拷贝事件\n\tclone.events = make([]MinigameEvent, len(mg.events))\n\tcopy(clone.events, mg.events)\n\n\treturn clone\n}\n"
  },
  {
    "path": "internal/domain/minigame/entity.go",
    "content": "package minigame\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// RewardType 奖励类型\ntype RewardType string\n\nconst (\n\tRewardTypeCoin     RewardType = \"coin\"\n\tRewardTypeExp      RewardType = \"exp\"\n\tRewardTypeItem     RewardType = \"item\"\n\tRewardTypeCurrency RewardType = \"currency\"\n)\n\n// GameSession 游戏会话实体\ntype GameSession struct {\n\tID           string                 `json:\"id\" bson:\"_id\"`\n\tGameID       string                 `json:\"game_id\" bson:\"game_id\"`\n\tPlayerID     uint64                 `json:\"player_id\" bson:\"player_id\"`\n\tSessionToken string                 `json:\"session_token\" bson:\"session_token\"`\n\tStatus       PlayerStatus           `json:\"status\" bson:\"status\"`\n\tJoinedAt     time.Time              `json:\"joined_at\" bson:\"joined_at\"`\n\tLeftAt       *time.Time             `json:\"left_at,omitempty\" bson:\"left_at,omitempty\"`\n\tLeaveReason  *PlayerLeaveReason     `json:\"leave_reason,omitempty\" bson:\"leave_reason,omitempty\"`\n\tScore        int64                  `json:\"score\" bson:\"score\"`\n\tHighScore    int64                  `json:\"high_score\" bson:\"high_score\"`\n\tPlayTime     time.Duration          `json:\"play_time\" bson:\"play_time\"`\n\tMoves        int32                  `json:\"moves\" bson:\"moves\"`\n\tLevel        int32                  `json:\"level\" bson:\"level\"`\n\tProgress     float64                `json:\"progress\" bson:\"progress\"`\n\tAchievements []string               `json:\"achievements\" bson:\"achievements\"`\n\tStatistics   map[string]interface{} `json:\"statistics\" bson:\"statistics\"`\n\tGameData     map[string]interface{} `json:\"game_data\" bson:\"game_data\"`\n\tRewards      []*GameReward          `json:\"rewards\" bson:\"rewards\"`\n\tLastActivity time.Time              `json:\"last_activity\" bson:\"last_activity\"`\n\tCreatedAt    time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt    time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// GameReward 游戏奖励\ntype GameReward struct {\n\tRewardID   string     `json:\"reward_id\" bson:\"reward_id\"`\n\tPlayerID   uint64     `json:\"player_id\" bson:\"player_id\"`\n\tRewardType RewardType `json:\"reward_type\" bson:\"reward_type\"`\n\tAmount     int64      `json:\"amount\" bson:\"amount\"`\n\tItemID     string     `json:\"item_id,omitempty\" bson:\"item_id,omitempty\"`\n\tItemCount  int        `json:\"item_count,omitempty\" bson:\"item_count,omitempty\"`\n\tGameID     string     `json:\"game_id\" bson:\"game_id\"`\n\tTimestamp  time.Time  `json:\"timestamp\" bson:\"timestamp\"`\n}\n\n// GetType 获取奖励类型\nfunc (gr *GameReward) GetType() RewardType {\n\treturn gr.RewardType\n}\n\n// GetItemID 获取物品ID\nfunc (gr *GameReward) GetItemID() string {\n\treturn gr.ItemID\n}\n\n// GetQuantity 获取数量\nfunc (gr *GameReward) GetQuantity() int {\n\treturn int(gr.Amount)\n}\n\n// GetReason 获取奖励原因\nfunc (gr *GameReward) GetReason() string {\n\treturn \"game_completion\" // 默认原因，可以根据需要扩展\n}\n\n// NewGameSession 创建新的游戏会话\nfunc NewGameSession(gameID string, playerID uint64, sessionToken string) *GameSession {\n\tnow := time.Now()\n\treturn &GameSession{\n\t\tID:           fmt.Sprintf(\"%s_%d_%d\", gameID, playerID, now.Unix()),\n\t\tGameID:       gameID,\n\t\tPlayerID:     playerID,\n\t\tSessionToken: sessionToken,\n\t\tStatus:       PlayerStatusWaiting,\n\t\tJoinedAt:     now,\n\t\tScore:        0,\n\t\tHighScore:    0,\n\t\tPlayTime:     0,\n\t\tMoves:        0,\n\t\tLevel:        1,\n\t\tProgress:     0.0,\n\t\tAchievements: make([]string, 0),\n\t\tStatistics:   make(map[string]interface{}),\n\t\tGameData:     make(map[string]interface{}),\n\t\tRewards:      make([]*GameReward, 0),\n\t\tLastActivity: now,\n\t\tCreatedAt:    now,\n\t\tUpdatedAt:    now,\n\t}\n}\n\n// UpdateStatus 更新玩家状态\nfunc (gs *GameSession) UpdateStatus(status PlayerStatus) error {\n\tif !status.IsValid() {\n\t\treturn fmt.Errorf(\"invalid player status: %v\", status)\n\t}\n\n\tgs.Status = status\n\tgs.LastActivity = time.Now()\n\tgs.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// UpdateScore 更新分数\nfunc (gs *GameSession) UpdateScore(score int64) {\n\tgs.Score = score\n\tif score > gs.HighScore {\n\t\tgs.HighScore = score\n\t}\n\tgs.LastActivity = time.Now()\n\tgs.UpdatedAt = time.Now()\n}\n\n// AddScore 增加分数\nfunc (gs *GameSession) AddScore(points int64) {\n\tgs.Score += points\n\tif gs.Score > gs.HighScore {\n\t\tgs.HighScore = gs.Score\n\t}\n\tgs.LastActivity = time.Now()\n\tgs.UpdatedAt = time.Now()\n}\n\n// UpdateProgress 更新进度\nfunc (gs *GameSession) UpdateProgress(progress float64) error {\n\tif progress < 0 || progress > 100 {\n\t\treturn fmt.Errorf(\"progress must be between 0 and 100\")\n\t}\n\n\tgs.Progress = progress\n\tgs.LastActivity = time.Now()\n\tgs.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// UpdateLevel 更新等级\nfunc (gs *GameSession) UpdateLevel(level int32) error {\n\tif level < 1 {\n\t\treturn fmt.Errorf(\"level must be positive\")\n\t}\n\n\tgs.Level = level\n\tgs.LastActivity = time.Now()\n\tgs.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// AddMove 增加移动次数\nfunc (gs *GameSession) AddMove() {\n\tgs.Moves++\n\tgs.LastActivity = time.Now()\n\tgs.UpdatedAt = time.Now()\n}\n\n// AddPlayTime 增加游戏时间\nfunc (gs *GameSession) AddPlayTime(duration time.Duration) {\n\tgs.PlayTime += duration\n\tgs.LastActivity = time.Now()\n\tgs.UpdatedAt = time.Now()\n}\n\n// AddAchievement 添加成就\nfunc (gs *GameSession) AddAchievement(achievement string) {\n\t// 检查是否已存在\n\tfor _, existing := range gs.Achievements {\n\t\tif existing == achievement {\n\t\t\treturn // 已存在，不重复添加\n\t\t}\n\t}\n\n\tgs.Achievements = append(gs.Achievements, achievement)\n\tgs.LastActivity = time.Now()\n\tgs.UpdatedAt = time.Now()\n}\n\n// SetGameData 设置游戏数据\nfunc (gs *GameSession) SetGameData(key string, value interface{}) {\n\tif gs.GameData == nil {\n\t\tgs.GameData = make(map[string]interface{})\n\t}\n\tgs.GameData[key] = value\n\tgs.LastActivity = time.Now()\n\tgs.UpdatedAt = time.Now()\n}\n\n// GetGameData 获取游戏数据\nfunc (gs *GameSession) GetGameData(key string) (interface{}, bool) {\n\tif gs.GameData == nil {\n\t\treturn nil, false\n\t}\n\tvalue, exists := gs.GameData[key]\n\treturn value, exists\n}\n\n// SetStatistic 设置统计信息\nfunc (gs *GameSession) SetStatistic(key string, value interface{}) {\n\tif gs.Statistics == nil {\n\t\tgs.Statistics = make(map[string]interface{})\n\t}\n\tgs.Statistics[key] = value\n\tgs.UpdatedAt = time.Now()\n}\n\n// SetStatus 设置会话状态\nfunc (gs *GameSession) SetStatus(status SessionStatus) {\n\tgs.Status = PlayerStatus(status)\n\tgs.UpdatedAt = time.Now()\n}\n\n// SetScore 设置分数\nfunc (gs *GameSession) SetScore(score int64) {\n\tgs.Score = score\n\tgs.UpdatedAt = time.Now()\n}\n\n// SetTimeElapsed 设置已用时间\nfunc (gs *GameSession) SetTimeElapsed(elapsed time.Duration) {\n\tgs.PlayTime = elapsed\n\tgs.UpdatedAt = time.Now()\n}\n\n// SetSettings 设置游戏设置\nfunc (gs *GameSession) SetSettings(settings map[string]interface{}) {\n\tgs.GameData = settings\n\tgs.UpdatedAt = time.Now()\n}\n\n// SetTimestamps 设置时间戳\nfunc (gs *GameSession) SetTimestamps(startedAt, expiresAt, completedAt time.Time) {\n\tgs.JoinedAt = startedAt\n\tgs.LastActivity = expiresAt\n\tif !completedAt.IsZero() {\n\t\tgs.UpdatedAt = completedAt\n\t}\n}\n\n// GetStatistic 获取统计数据\nfunc (gs *GameSession) GetStatistic(key string) (interface{}, bool) {\n\tif gs.Statistics == nil {\n\t\treturn nil, false\n\t}\n\tvalue, exists := gs.Statistics[key]\n\treturn value, exists\n}\n\n// Leave 离开游戏\nfunc (gs *GameSession) Leave(reason PlayerLeaveReason) error {\n\tif !reason.IsValid() {\n\t\treturn fmt.Errorf(\"invalid leave reason: %v\", reason)\n\t}\n\n\tnow := time.Now()\n\tgs.LeftAt = &now\n\tgs.LeaveReason = &reason\n\tgs.Status = PlayerStatusLeft\n\tgs.LastActivity = now\n\tgs.UpdatedAt = now\n\treturn nil\n}\n\n// IsActive 检查会话是否活跃\nfunc (gs *GameSession) IsActive() bool {\n\treturn gs.Status == PlayerStatusWaiting || gs.Status == PlayerStatusReady || gs.Status == PlayerStatusPlaying\n}\n\n// IsFinished 检查会话是否已结束\nfunc (gs *GameSession) IsFinished() bool {\n\treturn gs.Status == PlayerStatusFinished || gs.Status == PlayerStatusLeft || gs.Status == PlayerStatusKicked\n}\n\n// GetDuration 获取会话持续时间\nfunc (gs *GameSession) GetDuration() time.Duration {\n\tif gs.LeftAt != nil {\n\t\treturn gs.LeftAt.Sub(gs.JoinedAt)\n\t}\n\treturn time.Since(gs.JoinedAt)\n}\n\n// Clone 克隆游戏会话\nfunc (gs *GameSession) Clone() *GameSession {\n\tclone := &GameSession{\n\t\tID:           gs.ID,\n\t\tGameID:       gs.GameID,\n\t\tPlayerID:     gs.PlayerID,\n\t\tSessionToken: gs.SessionToken,\n\t\tStatus:       gs.Status,\n\t\tJoinedAt:     gs.JoinedAt,\n\t\tScore:        gs.Score,\n\t\tHighScore:    gs.HighScore,\n\t\tPlayTime:     gs.PlayTime,\n\t\tMoves:        gs.Moves,\n\t\tLevel:        gs.Level,\n\t\tProgress:     gs.Progress,\n\t\tAchievements: make([]string, len(gs.Achievements)),\n\t\tStatistics:   make(map[string]interface{}),\n\t\tGameData:     make(map[string]interface{}),\n\t\tLastActivity: gs.LastActivity,\n\t\tCreatedAt:    gs.CreatedAt,\n\t\tUpdatedAt:    gs.UpdatedAt,\n\t}\n\n\t// 深拷贝切片\n\tcopy(clone.Achievements, gs.Achievements)\n\n\t// 深拷贝map\n\tfor k, v := range gs.Statistics {\n\t\tclone.Statistics[k] = v\n\t}\n\tfor k, v := range gs.GameData {\n\t\tclone.GameData[k] = v\n\t}\n\n\t// 深拷贝指针\n\tif gs.LeftAt != nil {\n\t\tleftAt := *gs.LeftAt\n\t\tclone.LeftAt = &leftAt\n\t}\n\tif gs.LeaveReason != nil {\n\t\tleaveReason := *gs.LeaveReason\n\t\tclone.LeaveReason = &leaveReason\n\t}\n\n\treturn clone\n}\n\n// GetID 获取会话ID\nfunc (gs *GameSession) GetID() string {\n\treturn gs.ID\n}\n\n// GetMinigameID 获取小游戏ID\nfunc (gs *GameSession) GetMinigameID() string {\n\treturn gs.GameID\n}\n\n// GetPlayerID 获取玩家ID\nfunc (gs *GameSession) GetPlayerID() uint64 {\n\treturn gs.PlayerID\n}\n\n// GetRewards 获取奖励列表\nfunc (gs *GameSession) GetRewards() []*GameReward {\n\treturn gs.Rewards\n}\n\n// GetStatus 获取会话状态\nfunc (gs *GameSession) GetStatus() SessionStatus {\n\treturn SessionStatus(gs.Status)\n}\n\n// GetScore 获取分数\nfunc (gs *GameSession) GetScore() int64 {\n\treturn gs.Score\n}\n\n// GetTimeLimit 获取时间限制\nfunc (gs *GameSession) GetTimeLimit() time.Duration {\n\t// 假设没有专门的时间限制字段，返回默认值\n\treturn 30 * time.Minute\n}\n\n// GetTimeElapsed 获取已用时间\nfunc (gs *GameSession) GetTimeElapsed() time.Duration {\n\treturn gs.PlayTime\n}\n\n// GetSettings 获取游戏设置\nfunc (gs *GameSession) GetSettings() map[string]interface{} {\n\treturn gs.GameData\n}\n\n// GetStartedAt 获取开始时间\nfunc (gs *GameSession) GetStartedAt() time.Time {\n\treturn gs.JoinedAt\n}\n\n// GetExpiresAt 获取过期时间\nfunc (gs *GameSession) GetExpiresAt() time.Time {\n\treturn gs.LastActivity\n}\n\n// GetCompletedAt 获取完成时间\nfunc (gs *GameSession) GetCompletedAt() time.Time {\n\t// 如果状态是完成状态，返回更新时间，否则返回零值\n\tif gs.Status == PlayerStatusFinished {\n\t\treturn gs.UpdatedAt\n\t}\n\treturn time.Time{}\n}\n\n// GetCreatedAt 获取创建时间\nfunc (gs *GameSession) GetCreatedAt() time.Time {\n\treturn gs.CreatedAt\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (gs *GameSession) GetUpdatedAt() time.Time {\n\treturn gs.UpdatedAt\n}\n\n// AddReward 添加奖励\nfunc (gs *GameSession) AddReward(reward *GameReward) {\n\tif gs.Rewards == nil {\n\t\tgs.Rewards = make([]*GameReward, 0)\n\t}\n\tgs.Rewards = append(gs.Rewards, reward)\n\tgs.UpdatedAt = time.Now()\n}\n\n// GameScore 游戏分数实体\ntype GameScore struct {\n\tID         string                 `json:\"id\" bson:\"_id\"`\n\tGameID     string                 `json:\"game_id\" bson:\"game_id\"`\n\tPlayerID   uint64                 `json:\"player_id\" bson:\"player_id\"`\n\tSessionID  string                 `json:\"session_id\" bson:\"session_id\"`\n\tScoreType  ScoreType              `json:\"score_type\" bson:\"score_type\"`\n\tValue      int64                  `json:\"value\" bson:\"value\"`\n\tMaxValue   int64                  `json:\"max_value\" bson:\"max_value\"`\n\tMultiplier float64                `json:\"multiplier\" bson:\"multiplier\"`\n\tBonus      int64                  `json:\"bonus\" bson:\"bonus\"`\n\tPenalty    int64                  `json:\"penalty\" bson:\"penalty\"`\n\tFinalScore int64                  `json:\"final_score\" bson:\"final_score\"`\n\tRank       int32                  `json:\"rank\" bson:\"rank\"`\n\tPercentile float64                `json:\"percentile\" bson:\"percentile\"`\n\tBreakdown  map[string]int64       `json:\"breakdown\" bson:\"breakdown\"`\n\tMetadata   map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n\tAchievedAt time.Time              `json:\"achieved_at\" bson:\"achieved_at\"`\n\tCreatedAt  time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt  time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// NewGameScore 创建新的游戏分数\nfunc NewGameScore(gameID string, playerID uint64, sessionID string, scoreType ScoreType) *GameScore {\n\tnow := time.Now()\n\treturn &GameScore{\n\t\tID:         fmt.Sprintf(\"%s_%d_%s_%d\", gameID, playerID, scoreType.String(), now.Unix()),\n\t\tGameID:     gameID,\n\t\tPlayerID:   playerID,\n\t\tSessionID:  sessionID,\n\t\tScoreType:  scoreType,\n\t\tValue:      0,\n\t\tMaxValue:   0,\n\t\tMultiplier: 1.0,\n\t\tBonus:      0,\n\t\tPenalty:    0,\n\t\tFinalScore: 0,\n\t\tRank:       0,\n\t\tPercentile: 0.0,\n\t\tBreakdown:  make(map[string]int64),\n\t\tMetadata:   make(map[string]interface{}),\n\t\tAchievedAt: now,\n\t\tCreatedAt:  now,\n\t\tUpdatedAt:  now,\n\t}\n}\n\n// UpdateValue 更新分数值\nfunc (gs *GameScore) UpdateValue(value int64) {\n\tgs.Value = value\n\tif value > gs.MaxValue {\n\t\tgs.MaxValue = value\n\t}\n\tgs.calculateFinalScore()\n\tgs.UpdatedAt = time.Now()\n}\n\n// AddValue 增加分数值\nfunc (gs *GameScore) AddValue(points int64) {\n\tgs.Value += points\n\tif gs.Value > gs.MaxValue {\n\t\tgs.MaxValue = gs.Value\n\t}\n\tgs.calculateFinalScore()\n\tgs.UpdatedAt = time.Now()\n}\n\n// SetMultiplier 设置倍数\nfunc (gs *GameScore) SetMultiplier(multiplier float64) error {\n\tif multiplier < 0 {\n\t\treturn fmt.Errorf(\"multiplier cannot be negative\")\n\t}\n\n\tgs.Multiplier = multiplier\n\tgs.calculateFinalScore()\n\tgs.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// AddBonus 添加奖励分数\nfunc (gs *GameScore) AddBonus(bonus int64) {\n\tgs.Bonus += bonus\n\tgs.calculateFinalScore()\n\tgs.UpdatedAt = time.Now()\n}\n\n// AddPenalty 添加惩罚分数\nfunc (gs *GameScore) AddPenalty(penalty int64) {\n\tgs.Penalty += penalty\n\tgs.calculateFinalScore()\n\tgs.UpdatedAt = time.Now()\n}\n\n// SetRank 设置排名\nfunc (gs *GameScore) SetRank(rank int32, percentile float64) error {\n\tif rank < 0 {\n\t\treturn fmt.Errorf(\"rank cannot be negative\")\n\t}\n\tif percentile < 0 || percentile > 100 {\n\t\treturn fmt.Errorf(\"percentile must be between 0 and 100\")\n\t}\n\n\tgs.Rank = rank\n\tgs.Percentile = percentile\n\tgs.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// SetBreakdown 设置分数明细\nfunc (gs *GameScore) SetBreakdown(breakdown map[string]int64) {\n\tgs.Breakdown = make(map[string]int64)\n\tfor k, v := range breakdown {\n\t\tgs.Breakdown[k] = v\n\t}\n\tgs.UpdatedAt = time.Now()\n}\n\n// AddBreakdownItem 添加分数明细项\nfunc (gs *GameScore) AddBreakdownItem(key string, value int64) {\n\tif gs.Breakdown == nil {\n\t\tgs.Breakdown = make(map[string]int64)\n\t}\n\tgs.Breakdown[key] = value\n\tgs.UpdatedAt = time.Now()\n}\n\n// SetMetadata 设置元数据\nfunc (gs *GameScore) SetMetadata(key string, value interface{}) {\n\tif gs.Metadata == nil {\n\t\tgs.Metadata = make(map[string]interface{})\n\t}\n\tgs.Metadata[key] = value\n\tgs.UpdatedAt = time.Now()\n}\n\n// GetMetadata 获取元数据\nfunc (gs *GameScore) GetMetadata(key string) (interface{}, bool) {\n\tif gs.Metadata == nil {\n\t\treturn nil, false\n\t}\n\tvalue, exists := gs.Metadata[key]\n\treturn value, exists\n}\n\n// calculateFinalScore 计算最终分数\nfunc (gs *GameScore) calculateFinalScore() {\n\tbaseScore := float64(gs.Value) * gs.Multiplier\n\tgs.FinalScore = int64(baseScore) + gs.Bonus - gs.Penalty\n\tif gs.FinalScore < 0 {\n\t\tgs.FinalScore = 0\n\t}\n}\n\n// Clone 克隆游戏分数\nfunc (gs *GameScore) Clone() *GameScore {\n\tclone := &GameScore{\n\t\tID:         gs.ID,\n\t\tGameID:     gs.GameID,\n\t\tPlayerID:   gs.PlayerID,\n\t\tSessionID:  gs.SessionID,\n\t\tScoreType:  gs.ScoreType,\n\t\tValue:      gs.Value,\n\t\tMaxValue:   gs.MaxValue,\n\t\tMultiplier: gs.Multiplier,\n\t\tBonus:      gs.Bonus,\n\t\tPenalty:    gs.Penalty,\n\t\tFinalScore: gs.FinalScore,\n\t\tRank:       gs.Rank,\n\t\tPercentile: gs.Percentile,\n\t\tBreakdown:  make(map[string]int64),\n\t\tMetadata:   make(map[string]interface{}),\n\t\tAchievedAt: gs.AchievedAt,\n\t\tCreatedAt:  gs.CreatedAt,\n\t\tUpdatedAt:  gs.UpdatedAt,\n\t}\n\n\t// 深拷贝map\n\tfor k, v := range gs.Breakdown {\n\t\tclone.Breakdown[k] = v\n\t}\n\tfor k, v := range gs.Metadata {\n\t\tclone.Metadata[k] = v\n\t}\n\n\treturn clone\n}\n\n// 注意：GameReward已经在文件前面定义，这里删除重复定义\n\n// NewGameReward 创建新的游戏奖励\nfunc NewGameReward(gameID string, playerID uint64, sessionID string, rewardType RewardType, itemID string, quantity int64) *GameReward {\n\tnow := time.Now()\n\treturn &GameReward{\n\t\tRewardID:   fmt.Sprintf(\"%s_%d_%s_%s_%d\", gameID, playerID, rewardType.String(), itemID, now.Unix()),\n\t\tGameID:     gameID,\n\t\tPlayerID:   playerID,\n\t\tRewardType: rewardType,\n\t\tAmount:     quantity,\n\t\tItemID:     itemID,\n\t\tItemCount:  int(quantity),\n\t\tTimestamp:  now,\n\t}\n}\n\n// SetRarity 设置稀有度\nfunc (gr *GameReward) SetRarity(rarity string) {\n\t// TODO: 实现稀有度设置\n\t// gr.Rarity = rarity\n\t// gr.UpdatedAt = time.Now()\n}\n\n// SetSource 设置来源\nfunc (gr *GameReward) SetSource(source string) {\n\t// TODO: 实现来源设置\n\t// gr.Source = source\n\t// gr.UpdatedAt = time.Now()\n}\n\n// SetReason 设置原因\nfunc (gr *GameReward) SetReason(reason string) {\n\t// TODO: 实现原因设置\n\t// gr.Reason = reason\n\t// gr.UpdatedAt = time.Now()\n}\n\n// SetExpiration 设置过期时间\nfunc (gr *GameReward) SetExpiration(expiresAt time.Time) {\n\t// TODO: 实现过期时间设置\n\t// gr.ExpiresAt = &expiresAt\n\t// gr.UpdatedAt = time.Now()\n}\n\n// Claim 领取奖励\nfunc (gr *GameReward) Claim() error {\n\t// TODO: 实现奖励领取\n\t// if gr.Claimed {\n\t// \treturn fmt.Errorf(\"reward already claimed\")\n\t// }\n\n\t// if gr.IsExpired() {\n\t// \treturn fmt.Errorf(\"reward has expired\")\n\t// }\n\n\t// now := time.Now()\n\t// gr.Claimed = true\n\t// gr.ClaimedAt = &now\n\t// gr.UpdatedAt = now\n\treturn nil\n}\n\n// IsExpired 检查是否已过期\nfunc (gr *GameReward) IsExpired() bool {\n\t// TODO: 实现过期检查\n\t// if gr.ExpiresAt == nil {\n\t// \treturn false\n\t// }\n\t// return time.Now().After(*gr.ExpiresAt)\n\treturn false\n}\n\n// IsClaimable 检查是否可领取\nfunc (gr *GameReward) IsClaimable() bool {\n\t// TODO: 实现可领取检查\n\t// return !gr.Claimed && !gr.IsExpired()\n\treturn true\n}\n\n// SetMetadata 设置元数据\nfunc (gr *GameReward) SetMetadata(key string, value interface{}) {\n\t// TODO: 实现元数据设置\n\t// if gr.Metadata == nil {\n\t// \tgr.Metadata = make(map[string]interface{})\n\t// }\n\t// gr.Metadata[key] = value\n\t// gr.UpdatedAt = time.Now()\n}\n\n// GetMetadata 获取元数据\nfunc (gr *GameReward) GetMetadata(key string) (interface{}, bool) {\n\t// TODO: 实现元数据获取\n\t// if gr.Metadata == nil {\n\t// \treturn nil, false\n\t// }\n\t// value, exists := gr.Metadata[key]\n\t// return value, exists\n\treturn nil, false\n}\n\n// Clone 克隆游戏奖励\nfunc (gr *GameReward) Clone() *GameReward {\n\tclone := &GameReward{\n\t\tRewardID:   gr.RewardID,\n\t\tGameID:     gr.GameID,\n\t\tPlayerID:   gr.PlayerID,\n\t\tRewardType: gr.RewardType,\n\t\tAmount:     gr.Amount,\n\t\tItemID:     gr.ItemID,\n\t\tItemCount:  gr.ItemCount,\n\t\tTimestamp:  gr.Timestamp,\n\t}\n\n\t// TODO: 实现深拷贝\n\t// 深拷贝map\n\t// for k, v := range gr.Metadata {\n\t// \tclone.Metadata[k] = v\n\t// }\n\n\t// 深拷贝指针\n\t// if gr.ClaimedAt != nil {\n\t// \tclaimedAt := *gr.ClaimedAt\n\t// \tclone.ClaimedAt = &claimedAt\n\t// }\n\t// if gr.ExpiresAt != nil {\n\t// \texpiresAt := *gr.ExpiresAt\n\t// \tclone.ExpiresAt = &expiresAt\n\t// }\n\n\treturn clone\n}\n\n// GameAchievement 游戏成就实体\ntype GameAchievement struct {\n\tID            string                 `json:\"id\" bson:\"_id\"`\n\tGameID        string                 `json:\"game_id\" bson:\"game_id\"`\n\tPlayerID      uint64                 `json:\"player_id\" bson:\"player_id\"`\n\tSessionID     string                 `json:\"session_id\" bson:\"session_id\"`\n\tAchievementID string                 `json:\"achievement_id\" bson:\"achievement_id\"`\n\tName          string                 `json:\"name\" bson:\"name\"`\n\tDescription   string                 `json:\"description\" bson:\"description\"`\n\tCategory      string                 `json:\"category\" bson:\"category\"`\n\tRarity        string                 `json:\"rarity\" bson:\"rarity\"`\n\tPoints        int64                  `json:\"points\" bson:\"points\"`\n\tProgress      float64                `json:\"progress\" bson:\"progress\"`\n\tMaxProgress   float64                `json:\"max_progress\" bson:\"max_progress\"`\n\tCompleted     bool                   `json:\"completed\" bson:\"completed\"`\n\tCompletedAt   *time.Time             `json:\"completed_at,omitempty\" bson:\"completed_at,omitempty\"`\n\tUnlocked      bool                   `json:\"unlocked\" bson:\"unlocked\"`\n\tUnlockedAt    *time.Time             `json:\"unlocked_at,omitempty\" bson:\"unlocked_at,omitempty\"`\n\tConditions    map[string]interface{} `json:\"conditions\" bson:\"conditions\"`\n\tRewards       []string               `json:\"rewards\" bson:\"rewards\"`\n\tMetadata      map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n\tCreatedAt     time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt     time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// NewGameAchievement 创建新的游戏成就\nfunc NewGameAchievement(gameID string, playerID uint64, sessionID string, achievementID string, name string) *GameAchievement {\n\tnow := time.Now()\n\treturn &GameAchievement{\n\t\tID:            fmt.Sprintf(\"%s_%d_%s_%d\", gameID, playerID, achievementID, now.Unix()),\n\t\tGameID:        gameID,\n\t\tPlayerID:      playerID,\n\t\tSessionID:     sessionID,\n\t\tAchievementID: achievementID,\n\t\tName:          name,\n\t\tDescription:   \"\",\n\t\tCategory:      \"general\",\n\t\tRarity:        \"common\",\n\t\tPoints:        0,\n\t\tProgress:      0.0,\n\t\tMaxProgress:   100.0,\n\t\tCompleted:     false,\n\t\tUnlocked:      false,\n\t\tConditions:    make(map[string]interface{}),\n\t\tRewards:       make([]string, 0),\n\t\tMetadata:      make(map[string]interface{}),\n\t\tCreatedAt:     now,\n\t\tUpdatedAt:     now,\n\t}\n}\n\n// UpdateProgress 更新进度\nfunc (ga *GameAchievement) UpdateProgress(progress float64) error {\n\tif progress < 0 {\n\t\treturn fmt.Errorf(\"progress cannot be negative\")\n\t}\n\tif progress > ga.MaxProgress {\n\t\tprogress = ga.MaxProgress\n\t}\n\n\tga.Progress = progress\n\n\t// 检查是否完成\n\tif progress >= ga.MaxProgress && !ga.Completed {\n\t\tga.Complete()\n\t}\n\n\tga.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// AddProgress 增加进度\nfunc (ga *GameAchievement) AddProgress(delta float64) error {\n\treturn ga.UpdateProgress(ga.Progress + delta)\n}\n\n// Complete 完成成就\nfunc (ga *GameAchievement) Complete() {\n\tif ga.Completed {\n\t\treturn\n\t}\n\n\tnow := time.Now()\n\tga.Completed = true\n\tga.CompletedAt = &now\n\tga.Progress = ga.MaxProgress\n\tga.UpdatedAt = now\n}\n\n// Unlock 解锁成就\nfunc (ga *GameAchievement) Unlock() {\n\tif ga.Unlocked {\n\t\treturn\n\t}\n\n\tnow := time.Now()\n\tga.Unlocked = true\n\tga.UnlockedAt = &now\n\tga.UpdatedAt = now\n}\n\n// SetDescription 设置描述\nfunc (ga *GameAchievement) SetDescription(description string) {\n\tga.Description = description\n\tga.UpdatedAt = time.Now()\n}\n\n// SetCategory 设置分类\nfunc (ga *GameAchievement) SetCategory(category string) {\n\tga.Category = category\n\tga.UpdatedAt = time.Now()\n}\n\n// SetRarity 设置稀有度\nfunc (ga *GameAchievement) SetRarity(rarity string) {\n\tga.Rarity = rarity\n\tga.UpdatedAt = time.Now()\n}\n\n// SetPoints 设置积分\nfunc (ga *GameAchievement) SetPoints(points int64) {\n\tga.Points = points\n\tga.UpdatedAt = time.Now()\n}\n\n// SetMaxProgress 设置最大进度\nfunc (ga *GameAchievement) SetMaxProgress(maxProgress float64) error {\n\tif maxProgress <= 0 {\n\t\treturn fmt.Errorf(\"max progress must be positive\")\n\t}\n\n\tga.MaxProgress = maxProgress\n\tga.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// AddReward 添加奖励\nfunc (ga *GameAchievement) AddReward(reward string) {\n\t// 检查是否已存在\n\tfor _, existing := range ga.Rewards {\n\t\tif existing == reward {\n\t\t\treturn // 已存在，不重复添加\n\t\t}\n\t}\n\n\tga.Rewards = append(ga.Rewards, reward)\n\tga.UpdatedAt = time.Now()\n}\n\n// SetCondition 设置条件\nfunc (ga *GameAchievement) SetCondition(key string, value interface{}) {\n\tif ga.Conditions == nil {\n\t\tga.Conditions = make(map[string]interface{})\n\t}\n\tga.Conditions[key] = value\n\tga.UpdatedAt = time.Now()\n}\n\n// GetCondition 获取条件\nfunc (ga *GameAchievement) GetCondition(key string) (interface{}, bool) {\n\tif ga.Conditions == nil {\n\t\treturn nil, false\n\t}\n\tvalue, exists := ga.Conditions[key]\n\treturn value, exists\n}\n\n// SetMetadata 设置元数据\nfunc (ga *GameAchievement) SetMetadata(key string, value interface{}) {\n\tif ga.Metadata == nil {\n\t\tga.Metadata = make(map[string]interface{})\n\t}\n\tga.Metadata[key] = value\n\tga.UpdatedAt = time.Now()\n}\n\n// GetMetadata 获取元数据\nfunc (ga *GameAchievement) GetMetadata(key string) (interface{}, bool) {\n\tif ga.Metadata == nil {\n\t\treturn nil, false\n\t}\n\tvalue, exists := ga.Metadata[key]\n\treturn value, exists\n}\n\n// GetProgressPercentage 获取进度百分比\nfunc (ga *GameAchievement) GetProgressPercentage() float64 {\n\tif ga.MaxProgress == 0 {\n\t\treturn 0\n\t}\n\treturn (ga.Progress / ga.MaxProgress) * 100\n}\n\n// IsCompleted 检查是否已完成\nfunc (ga *GameAchievement) IsCompleted() bool {\n\treturn ga.Completed\n}\n\n// IsUnlocked 检查是否已解锁\nfunc (ga *GameAchievement) IsUnlocked() bool {\n\treturn ga.Unlocked\n}\n\n// Clone 克隆游戏成就\nfunc (ga *GameAchievement) Clone() *GameAchievement {\n\tclone := &GameAchievement{\n\t\tID:            ga.ID,\n\t\tGameID:        ga.GameID,\n\t\tPlayerID:      ga.PlayerID,\n\t\tSessionID:     ga.SessionID,\n\t\tAchievementID: ga.AchievementID,\n\t\tName:          ga.Name,\n\t\tDescription:   ga.Description,\n\t\tCategory:      ga.Category,\n\t\tRarity:        ga.Rarity,\n\t\tPoints:        ga.Points,\n\t\tProgress:      ga.Progress,\n\t\tMaxProgress:   ga.MaxProgress,\n\t\tCompleted:     ga.Completed,\n\t\tUnlocked:      ga.Unlocked,\n\t\tConditions:    make(map[string]interface{}),\n\t\tRewards:       make([]string, len(ga.Rewards)),\n\t\tMetadata:      make(map[string]interface{}),\n\t\tCreatedAt:     ga.CreatedAt,\n\t\tUpdatedAt:     ga.UpdatedAt,\n\t}\n\n\t// 深拷贝切片\n\tcopy(clone.Rewards, ga.Rewards)\n\n\t// 深拷贝map\n\tfor k, v := range ga.Conditions {\n\t\tclone.Conditions[k] = v\n\t}\n\tfor k, v := range ga.Metadata {\n\t\tclone.Metadata[k] = v\n\t}\n\n\t// 深拷贝指针\n\tif ga.CompletedAt != nil {\n\t\tcompletedAt := *ga.CompletedAt\n\t\tclone.CompletedAt = &completedAt\n\t}\n\tif ga.UnlockedAt != nil {\n\t\tunlockedAt := *ga.UnlockedAt\n\t\tclone.UnlockedAt = &unlockedAt\n\t}\n\n\treturn clone\n}\n\n// 常量定义\n\nconst (\n\t// 会话相关常量\n\tMaxSessionDuration    = 24 * time.Hour   // 最大会话持续时间\n\tSessionTimeoutWarning = 5 * time.Minute  // 会话超时警告时间\n\tMaxInactiveDuration   = 30 * time.Minute // 最大非活跃时间\n\n\t// 分数相关常量\n\tMaxScoreValue     = int64(999999999) // 最大分数值\n\tMinScoreValue     = int64(0)         // 最小分数值\n\tDefaultMultiplier = 1.0              // 默认倍数\n\tMaxMultiplier     = 10.0             // 最大倍数\n\n\t// 奖励相关常量\n\tMaxRewardQuantity = int64(999999)      // 最大奖励数量\n\tDefaultRewardTTL  = 7 * 24 * time.Hour // 默认奖励过期时间\n\n\t// 成就相关常量\n\tMaxAchievementProgress = 100.0        // 最大成就进度\n\tMaxAchievementPoints   = int64(10000) // 最大成就积分\n)\n\n// 验证函数\n\n// ValidateGameSession 验证游戏会话\nfunc ValidateGameSession(session *GameSession) error {\n\tif session == nil {\n\t\treturn fmt.Errorf(\"session cannot be nil\")\n\t}\n\n\tif session.GameID == \"\" {\n\t\treturn fmt.Errorf(\"game_id cannot be empty\")\n\t}\n\n\tif session.PlayerID == 0 {\n\t\treturn fmt.Errorf(\"player_id cannot be zero\")\n\t}\n\n\tif session.SessionToken == \"\" {\n\t\treturn fmt.Errorf(\"session_token cannot be empty\")\n\t}\n\n\tif !session.Status.IsValid() {\n\t\treturn fmt.Errorf(\"invalid player status: %v\", session.Status)\n\t}\n\n\tif session.Progress < 0 || session.Progress > 100 {\n\t\treturn fmt.Errorf(\"progress must be between 0 and 100\")\n\t}\n\n\tif session.Level < 1 {\n\t\treturn fmt.Errorf(\"level must be positive\")\n\t}\n\n\treturn nil\n}\n\n// ValidateGameScore 验证游戏分数\nfunc ValidateGameScore(score *GameScore) error {\n\tif score == nil {\n\t\treturn fmt.Errorf(\"score cannot be nil\")\n\t}\n\n\tif score.GameID == \"\" {\n\t\treturn fmt.Errorf(\"game_id cannot be empty\")\n\t}\n\n\tif score.PlayerID == 0 {\n\t\treturn fmt.Errorf(\"player_id cannot be zero\")\n\t}\n\n\tif !score.ScoreType.IsValid() {\n\t\treturn fmt.Errorf(\"invalid score type: %v\", score.ScoreType)\n\t}\n\n\tif score.Value < MinScoreValue || score.Value > MaxScoreValue {\n\t\treturn fmt.Errorf(\"score value must be between %d and %d\", MinScoreValue, MaxScoreValue)\n\t}\n\n\tif score.Multiplier < 0 || score.Multiplier > MaxMultiplier {\n\t\treturn fmt.Errorf(\"multiplier must be between 0 and %f\", MaxMultiplier)\n\t}\n\n\tif score.Percentile < 0 || score.Percentile > 100 {\n\t\treturn fmt.Errorf(\"percentile must be between 0 and 100\")\n\t}\n\n\treturn nil\n}\n\n// ValidateGameReward 验证游戏奖励\nfunc ValidateGameReward(reward *GameReward) error {\n\tif reward == nil {\n\t\treturn fmt.Errorf(\"reward cannot be nil\")\n\t}\n\n\tif reward.GameID == \"\" {\n\t\treturn fmt.Errorf(\"game_id cannot be empty\")\n\t}\n\n\tif reward.PlayerID == 0 {\n\t\treturn fmt.Errorf(\"player_id cannot be zero\")\n\t}\n\n\tif !reward.RewardType.IsValid() {\n\t\treturn fmt.Errorf(\"invalid reward type: %v\", reward.RewardType)\n\t}\n\n\tif reward.ItemID == \"\" {\n\t\treturn fmt.Errorf(\"item_id cannot be empty\")\n\t}\n\n\tif reward.Amount <= 0 || reward.Amount > MaxRewardQuantity {\n\t\treturn fmt.Errorf(\"amount must be between 1 and %d\", MaxRewardQuantity)\n\t}\n\n\t// TODO: 实现过期时间检查\n\t// if reward.ExpiresAt != nil && reward.ExpiresAt.Before(time.Now()) {\n\t// \treturn fmt.Errorf(\"expiration time cannot be in the past\")\n\t// }\n\n\treturn nil\n}\n\n// ValidateGameAchievement 验证游戏成就\nfunc ValidateGameAchievement(achievement *GameAchievement) error {\n\tif achievement == nil {\n\t\treturn fmt.Errorf(\"achievement cannot be nil\")\n\t}\n\n\tif achievement.GameID == \"\" {\n\t\treturn fmt.Errorf(\"game_id cannot be empty\")\n\t}\n\n\tif achievement.PlayerID == 0 {\n\t\treturn fmt.Errorf(\"player_id cannot be zero\")\n\t}\n\n\tif achievement.AchievementID == \"\" {\n\t\treturn fmt.Errorf(\"achievement_id cannot be empty\")\n\t}\n\n\tif achievement.Name == \"\" {\n\t\treturn fmt.Errorf(\"name cannot be empty\")\n\t}\n\n\tif achievement.Progress < 0 || achievement.Progress > achievement.MaxProgress {\n\t\treturn fmt.Errorf(\"progress must be between 0 and %f\", achievement.MaxProgress)\n\t}\n\n\tif achievement.MaxProgress <= 0 || achievement.MaxProgress > MaxAchievementProgress {\n\t\treturn fmt.Errorf(\"max_progress must be between 0 and %f\", MaxAchievementProgress)\n\t}\n\n\tif achievement.Points < 0 || achievement.Points > MaxAchievementPoints {\n\t\treturn fmt.Errorf(\"points must be between 0 and %d\", MaxAchievementPoints)\n\t}\n\n\treturn nil\n}\n"
  },
  {
    "path": "internal/domain/minigame/errors.go",
    "content": "package minigame\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// 错误代码常量\nconst (\n\tErrorCodeInvalidState        = \"INVALID_STATE\"\n\tErrorCodeInsufficientPlayers = \"INSUFFICIENT_PLAYERS\"\n)\n\n// MinigameError 小游戏错误接口\ntype MinigameError interface {\n\terror\n\tGetCode() string\n\tGetMessage() string\n\tGetSeverity() ErrorSeverity\n\tGetTimestamp() time.Time\n\tGetContext() map[string]interface{}\n\tSetContext(key string, value interface{})\n\tGetCause() error\n\tIsRetryable() bool\n\tGetRetryAfter() *time.Duration\n}\n\n// ErrorSeverity 错误严重程度\ntype ErrorSeverity int32\n\nconst (\n\tErrorSeverityLow      ErrorSeverity = iota + 1 // 低严重程度\n\tErrorSeverityMedium                            // 中等严重程度\n\tErrorSeverityHigh                              // 高严重程度\n\tErrorSeverityCritical                          // 严重程度\n)\n\n// String 返回错误严重程度的字符串表示\nfunc (es ErrorSeverity) String() string {\n\tswitch es {\n\tcase ErrorSeverityLow:\n\t\treturn \"low\"\n\tcase ErrorSeverityMedium:\n\t\treturn \"medium\"\n\tcase ErrorSeverityHigh:\n\t\treturn \"high\"\n\tcase ErrorSeverityCritical:\n\t\treturn \"critical\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// BaseMinigameError 基础小游戏错误\ntype BaseMinigameError struct {\n\tCode       string                 `json:\"code\"`\n\tMessage    string                 `json:\"message\"`\n\tSeverity   ErrorSeverity          `json:\"severity\"`\n\tTimestamp  time.Time              `json:\"timestamp\"`\n\tContext    map[string]interface{} `json:\"context\"`\n\tCause      error                  `json:\"cause,omitempty\"`\n\tRetryable  bool                   `json:\"retryable\"`\n\tRetryAfter *time.Duration         `json:\"retry_after,omitempty\"`\n}\n\n// Error 实现error接口\nfunc (e *BaseMinigameError) Error() string {\n\tif e.Cause != nil {\n\t\treturn fmt.Sprintf(\"%s: %s (caused by: %v)\", e.Code, e.Message, e.Cause)\n\t}\n\treturn fmt.Sprintf(\"%s: %s\", e.Code, e.Message)\n}\n\n// GetCode 获取错误代码\nfunc (e *BaseMinigameError) GetCode() string {\n\treturn e.Code\n}\n\n// GetMessage 获取错误消息\nfunc (e *BaseMinigameError) GetMessage() string {\n\treturn e.Message\n}\n\n// GetSeverity 获取错误严重程度\nfunc (e *BaseMinigameError) GetSeverity() ErrorSeverity {\n\treturn e.Severity\n}\n\n// GetTimestamp 获取错误时间戳\nfunc (e *BaseMinigameError) GetTimestamp() time.Time {\n\treturn e.Timestamp\n}\n\n// GetContext 获取错误上下文\nfunc (e *BaseMinigameError) GetContext() map[string]interface{} {\n\treturn e.Context\n}\n\n// SetContext 设置错误上下文\nfunc (e *BaseMinigameError) SetContext(key string, value interface{}) {\n\tif e.Context == nil {\n\t\te.Context = make(map[string]interface{})\n\t}\n\te.Context[key] = value\n}\n\n// GetCause 获取错误原因\nfunc (e *BaseMinigameError) GetCause() error {\n\treturn e.Cause\n}\n\n// IsRetryable 检查是否可重试\nfunc (e *BaseMinigameError) IsRetryable() bool {\n\treturn e.Retryable\n}\n\n// GetRetryAfter 获取重试延迟时间\nfunc (e *BaseMinigameError) GetRetryAfter() *time.Duration {\n\treturn e.RetryAfter\n}\n\n// 具体错误类型\n\n// GameNotFoundError 游戏未找到错误\ntype GameNotFoundError struct {\n\t*BaseMinigameError\n\tGameID string `json:\"game_id\"`\n}\n\n// PlayerNotFoundError 玩家未找到错误\ntype PlayerNotFoundError struct {\n\t*BaseMinigameError\n\tPlayerID uint64 `json:\"player_id\"`\n}\n\n// SessionNotFoundError 会话未找到错误\ntype SessionNotFoundError struct {\n\t*BaseMinigameError\n\tSessionID string `json:\"session_id\"`\n}\n\n// ScoreNotFoundError 分数未找到错误\ntype ScoreNotFoundError struct {\n\t*BaseMinigameError\n\tScoreID string `json:\"score_id\"`\n}\n\n// RewardNotFoundError 奖励未找到错误\ntype RewardNotFoundError struct {\n\t*BaseMinigameError\n\tRewardID string `json:\"reward_id\"`\n}\n\n// AchievementNotFoundError 成就未找到错误\ntype AchievementNotFoundError struct {\n\t*BaseMinigameError\n\tAchievementID string `json:\"achievement_id\"`\n}\n\n// InvalidGameTypeError 无效游戏类型错误\ntype InvalidGameTypeError struct {\n\t*BaseMinigameError\n\tGameType GameType `json:\"game_type\"`\n}\n\n// InvalidGameStatusError 无效游戏状态错误\ntype InvalidGameStatusError struct {\n\t*BaseMinigameError\n\tCurrentStatus GameStatus `json:\"current_status\"`\n\tTargetStatus  GameStatus `json:\"target_status\"`\n}\n\n// InvalidPlayerStatusError 无效玩家状态错误\ntype InvalidPlayerStatusError struct {\n\t*BaseMinigameError\n\tPlayerID      uint64       `json:\"player_id\"`\n\tCurrentStatus PlayerStatus `json:\"current_status\"`\n\tTargetStatus  PlayerStatus `json:\"target_status\"`\n}\n\n// GameNotJoinableError 游戏不可加入错误\ntype GameNotJoinableError struct {\n\t*BaseMinigameError\n\tGameID string     `json:\"game_id\"`\n\tStatus GameStatus `json:\"status\"`\n\tReason string     `json:\"reason\"`\n}\n\n// GameFullError 游戏已满错误\ntype GameFullError struct {\n\t*BaseMinigameError\n\tGameID         string `json:\"game_id\"`\n\tCurrentPlayers int32  `json:\"current_players\"`\n\tMaxPlayers     int32  `json:\"max_players\"`\n}\n\n// PlayerAlreadyInGameError 玩家已在游戏中错误\ntype PlayerAlreadyInGameError struct {\n\t*BaseMinigameError\n\tGameID   string `json:\"game_id\"`\n\tPlayerID uint64 `json:\"player_id\"`\n}\n\n// PlayerNotInGameError 玩家不在游戏中错误\ntype PlayerNotInGameError struct {\n\t*BaseMinigameError\n\tGameID   string `json:\"game_id\"`\n\tPlayerID uint64 `json:\"player_id\"`\n}\n\n// GameNotRunningError 游戏未运行错误\ntype GameNotRunningError struct {\n\t*BaseMinigameError\n\tGameID string     `json:\"game_id\"`\n\tStatus GameStatus `json:\"status\"`\n}\n\n// InvalidScoreError 无效分数错误\ntype InvalidScoreError struct {\n\t*BaseMinigameError\n\tScore     int64     `json:\"score\"`\n\tScoreType ScoreType `json:\"score_type\"`\n\tReason    string    `json:\"reason\"`\n}\n\n// InvalidRewardError 无效奖励错误\ntype InvalidRewardError struct {\n\t*BaseMinigameError\n\tRewardType RewardType `json:\"reward_type\"`\n\tItemID     string     `json:\"item_id\"`\n\tQuantity   int64      `json:\"quantity\"`\n\tReason     string     `json:\"reason\"`\n}\n\n// RewardAlreadyClaimedError 奖励已领取错误\ntype RewardAlreadyClaimedError struct {\n\t*BaseMinigameError\n\tRewardID  string    `json:\"reward_id\"`\n\tClaimedAt time.Time `json:\"claimed_at\"`\n}\n\n// RewardExpiredError 奖励已过期错误\ntype RewardExpiredError struct {\n\t*BaseMinigameError\n\tRewardID  string    `json:\"reward_id\"`\n\tExpiresAt time.Time `json:\"expires_at\"`\n}\n\n// InvalidConfigError 无效配置错误\ntype InvalidConfigError struct {\n\t*BaseMinigameError\n\tConfigField string      `json:\"config_field\"`\n\tConfigValue interface{} `json:\"config_value\"`\n\tReason      string      `json:\"reason\"`\n}\n\n// InvalidSessionError 无效会话错误\ntype InvalidSessionError struct {\n\t*BaseMinigameError\n\tSessionID string `json:\"session_id\"`\n\tReason    string `json:\"reason\"`\n}\n\n// PermissionDeniedError 权限拒绝错误\ntype PermissionDeniedError struct {\n\t*BaseMinigameError\n\tUserID     uint64 `json:\"user_id\"`\n\tOperation  string `json:\"operation\"`\n\tResourceID string `json:\"resource_id\"`\n}\n\n// RateLimitExceededError 速率限制超出错误\ntype RateLimitExceededError struct {\n\t*BaseMinigameError\n\tUserID     uint64        `json:\"user_id\"`\n\tOperation  string        `json:\"operation\"`\n\tLimit      int64         `json:\"limit\"`\n\tWindowSize time.Duration `json:\"window_size\"`\n\tResetTime  time.Time     `json:\"reset_time\"`\n}\n\n// ConcurrencyLimitError 并发限制错误\ntype ConcurrencyLimitError struct {\n\t*BaseMinigameError\n\tCurrentCount int64  `json:\"current_count\"`\n\tMaxCount     int64  `json:\"max_count\"`\n\tResourceType string `json:\"resource_type\"`\n}\n\n// ValidationError 验证错误\ntype ValidationError struct {\n\t*BaseMinigameError\n\tField  string      `json:\"field\"`\n\tValue  interface{} `json:\"value\"`\n\tRule   string      `json:\"rule\"`\n\tReason string      `json:\"reason\"`\n}\n\n// RepositoryError 仓储错误\ntype RepositoryError struct {\n\t*BaseMinigameError\n\tOperation string `json:\"operation\"`\n\tEntity    string `json:\"entity\"`\n\tEntityID  string `json:\"entity_id\"`\n}\n\n// NetworkError 网络错误\ntype NetworkError struct {\n\t*BaseMinigameError\n\tEndpoint   string        `json:\"endpoint\"`\n\tMethod     string        `json:\"method\"`\n\tStatusCode int           `json:\"status_code,omitempty\"`\n\tTimeout    time.Duration `json:\"timeout,omitempty\"`\n}\n\n// TimeoutError 超时错误\ntype TimeoutError struct {\n\t*BaseMinigameError\n\tOperation string        `json:\"operation\"`\n\tTimeout   time.Duration `json:\"timeout\"`\n\tElapsed   time.Duration `json:\"elapsed\"`\n}\n\n// ResourceExhaustedError 资源耗尽错误\ntype ResourceExhaustedError struct {\n\t*BaseMinigameError\n\tResourceType string `json:\"resource_type\"`\n\tLimit        int64  `json:\"limit\"`\n\tUsed         int64  `json:\"used\"`\n}\n\n// InternalError 内部错误\ntype InternalError struct {\n\t*BaseMinigameError\n\tComponent string `json:\"component\"`\n\tFunction  string `json:\"function\"`\n}\n\n// 错误代码常量\n\nconst (\n\t// 通用错误代码\n\tErrorCodeUnknown           = \"MINIGAME_UNKNOWN\"\n\tErrorCodeInternalError     = \"MINIGAME_INTERNAL_ERROR\"\n\tErrorCodeValidationError   = \"MINIGAME_VALIDATION_ERROR\"\n\tErrorCodePermissionDenied  = \"MINIGAME_PERMISSION_DENIED\"\n\tErrorCodeRateLimitExceeded = \"MINIGAME_RATE_LIMIT_EXCEEDED\"\n\tErrorCodeConcurrencyLimit  = \"MINIGAME_CONCURRENCY_LIMIT\"\n\tErrorCodeResourceExhausted = \"MINIGAME_RESOURCE_EXHAUSTED\"\n\tErrorCodeTimeout           = \"MINIGAME_TIMEOUT\"\n\tErrorCodeNetworkError      = \"MINIGAME_NETWORK_ERROR\"\n\n\t// 游戏相关错误代码\n\tErrorCodeGameNotFound      = \"MINIGAME_GAME_NOT_FOUND\"\n\tErrorCodeInvalidGameType   = \"MINIGAME_INVALID_GAME_TYPE\"\n\tErrorCodeInvalidGameStatus = \"MINIGAME_INVALID_GAME_STATUS\"\n\tErrorCodeGameNotJoinable   = \"MINIGAME_GAME_NOT_JOINABLE\"\n\tErrorCodeGameFull          = \"MINIGAME_GAME_FULL\"\n\tErrorCodeGameNotRunning    = \"MINIGAME_GAME_NOT_RUNNING\"\n\tErrorCodeInvalidOperation  = \"MINIGAME_INVALID_OPERATION\"\n\tErrorCodeInvalidConfig     = \"MINIGAME_INVALID_CONFIG\"\n\n\t// 玩家相关错误代码\n\tErrorCodePlayerNotFound      = \"MINIGAME_PLAYER_NOT_FOUND\"\n\tErrorCodeInvalidPlayer       = \"MINIGAME_INVALID_PLAYER\"\n\tErrorCodeInvalidPlayerStatus = \"MINIGAME_INVALID_PLAYER_STATUS\"\n\tErrorCodePlayerAlreadyInGame = \"MINIGAME_PLAYER_ALREADY_IN_GAME\"\n\tErrorCodePlayerNotInGame     = \"MINIGAME_PLAYER_NOT_IN_GAME\"\n\n\t// 会话相关错误代码\n\tErrorCodeSessionNotFound = \"MINIGAME_SESSION_NOT_FOUND\"\n\tErrorCodeInvalidSession  = \"MINIGAME_INVALID_SESSION\"\n\n\t// 分数相关错误代码\n\tErrorCodeScoreNotFound = \"MINIGAME_SCORE_NOT_FOUND\"\n\tErrorCodeInvalidScore  = \"MINIGAME_INVALID_SCORE\"\n\n\t// 奖励相关错误代码\n\tErrorCodeRewardNotFound       = \"MINIGAME_REWARD_NOT_FOUND\"\n\tErrorCodeInvalidReward        = \"MINIGAME_INVALID_REWARD\"\n\tErrorCodeRewardAlreadyClaimed = \"MINIGAME_REWARD_ALREADY_CLAIMED\"\n\tErrorCodeRewardExpired        = \"MINIGAME_REWARD_EXPIRED\"\n\n\t// 成就相关错误代码\n\tErrorCodeAchievementNotFound = \"MINIGAME_ACHIEVEMENT_NOT_FOUND\"\n\tErrorCodeInvalidAchievement  = \"MINIGAME_INVALID_ACHIEVEMENT\"\n\n\t// 仓储相关错误代码\n\tErrorCodeRepositoryError = \"MINIGAME_REPOSITORY_ERROR\"\n\tErrorCodeDatabaseError   = \"MINIGAME_DATABASE_ERROR\"\n\tErrorCodeCacheError      = \"MINIGAME_CACHE_ERROR\"\n)\n\n// 错误工厂函数\n\n// NewMinigameError 创建基础小游戏错误\nfunc NewMinigameError(code, message string, cause error) *BaseMinigameError {\n\treturn &BaseMinigameError{\n\t\tCode:      code,\n\t\tMessage:   message,\n\t\tSeverity:  ErrorSeverityMedium,\n\t\tTimestamp: time.Now(),\n\t\tContext:   make(map[string]interface{}),\n\t\tCause:     cause,\n\t\tRetryable: false,\n\t}\n}\n\n// NewMinigameInvalidStateError 创建无效状态错误\nfunc NewMinigameInvalidStateError(gameID string, currentStatus, expectedStatus GameStatus, operation string) *BaseMinigameError {\n\treturn &BaseMinigameError{\n\t\tCode:      ErrorCodeInvalidState,\n\t\tMessage:   fmt.Sprintf(\"Invalid state for operation %s: current=%s, expected=%s\", operation, currentStatus, expectedStatus),\n\t\tSeverity:  ErrorSeverityMedium,\n\t\tTimestamp: time.Now(),\n\t\tContext:   map[string]interface{}{\"game_id\": gameID, \"current_status\": currentStatus, \"expected_status\": expectedStatus, \"operation\": operation},\n\t\tRetryable: false,\n\t}\n}\n\n// NewMinigameInsufficientPlayersError 创建玩家不足错误\nfunc NewMinigameInsufficientPlayersError(gameID string, currentPlayers, minPlayers int32) *BaseMinigameError {\n\treturn &BaseMinigameError{\n\t\tCode:      ErrorCodeInsufficientPlayers,\n\t\tMessage:   fmt.Sprintf(\"Insufficient players: current=%d, minimum=%d\", currentPlayers, minPlayers),\n\t\tSeverity:  ErrorSeverityMedium,\n\t\tTimestamp: time.Now(),\n\t\tContext:   map[string]interface{}{\"game_id\": gameID, \"current_players\": currentPlayers, \"min_players\": minPlayers},\n\t\tRetryable: false,\n\t}\n}\n\n// NewPlayerAlreadyInGameError 创建玩家已在游戏中错误\nfunc NewPlayerAlreadyInGameError(playerID uint64, gameID string) *BaseMinigameError {\n\treturn &BaseMinigameError{\n\t\tCode:      ErrorCodePlayerAlreadyInGame,\n\t\tMessage:   fmt.Sprintf(\"Player %d is already in game %s\", playerID, gameID),\n\t\tSeverity:  ErrorSeverityMedium,\n\t\tTimestamp: time.Now(),\n\t\tContext:   map[string]interface{}{\"player_id\": playerID, \"game_id\": gameID},\n\t\tRetryable: false,\n\t}\n}\n\n// NewGameNotFoundError 创建游戏未找到错误\nfunc NewGameNotFoundError(gameID string) *GameNotFoundError {\n\treturn &GameNotFoundError{\n\t\tBaseMinigameError: &BaseMinigameError{\n\t\t\tCode:      ErrorCodeGameNotFound,\n\t\t\tMessage:   fmt.Sprintf(\"Game not found: %s\", gameID),\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t\tTimestamp: time.Now(),\n\t\t\tContext:   make(map[string]interface{}),\n\t\t\tRetryable: false,\n\t\t},\n\t\tGameID: gameID,\n\t}\n}\n\n// NewPlayerNotFoundError 创建玩家未找到错误\nfunc NewPlayerNotFoundError(playerID uint64) *PlayerNotFoundError {\n\treturn &PlayerNotFoundError{\n\t\tBaseMinigameError: &BaseMinigameError{\n\t\t\tCode:      ErrorCodePlayerNotFound,\n\t\t\tMessage:   fmt.Sprintf(\"Player not found: %d\", playerID),\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t\tTimestamp: time.Now(),\n\t\t\tContext:   make(map[string]interface{}),\n\t\t\tRetryable: false,\n\t\t},\n\t\tPlayerID: playerID,\n\t}\n}\n\n// NewSessionNotFoundError 创建会话未找到错误\nfunc NewSessionNotFoundError(sessionID string) *SessionNotFoundError {\n\treturn &SessionNotFoundError{\n\t\tBaseMinigameError: &BaseMinigameError{\n\t\t\tCode:      ErrorCodeSessionNotFound,\n\t\t\tMessage:   fmt.Sprintf(\"Session not found: %s\", sessionID),\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t\tTimestamp: time.Now(),\n\t\t\tContext:   make(map[string]interface{}),\n\t\t\tRetryable: false,\n\t\t},\n\t\tSessionID: sessionID,\n\t}\n}\n\n// NewInvalidGameTypeError 创建无效游戏类型错误\nfunc NewInvalidGameTypeError(gameType GameType) *InvalidGameTypeError {\n\treturn &InvalidGameTypeError{\n\t\tBaseMinigameError: &BaseMinigameError{\n\t\t\tCode:      ErrorCodeInvalidGameType,\n\t\t\tMessage:   fmt.Sprintf(\"Invalid game type: %v\", gameType),\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t\tTimestamp: time.Now(),\n\t\t\tContext:   make(map[string]interface{}),\n\t\t\tRetryable: false,\n\t\t},\n\t\tGameType: gameType,\n\t}\n}\n\n// NewGameNotJoinableError 创建游戏不可加入错误\nfunc NewGameNotJoinableError(gameID string, status GameStatus, reason string) *GameNotJoinableError {\n\treturn &GameNotJoinableError{\n\t\tBaseMinigameError: &BaseMinigameError{\n\t\t\tCode:      ErrorCodeGameNotJoinable,\n\t\t\tMessage:   fmt.Sprintf(\"Game %s is not joinable: %s\", gameID, reason),\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t\tTimestamp: time.Now(),\n\t\t\tContext:   make(map[string]interface{}),\n\t\t\tRetryable: false,\n\t\t},\n\t\tGameID: gameID,\n\t\tStatus: status,\n\t\tReason: reason,\n\t}\n}\n\n// NewGameFullError 创建游戏已满错误\nfunc NewGameFullError(gameID string, currentPlayers, maxPlayers int32) *GameFullError {\n\treturn &GameFullError{\n\t\tBaseMinigameError: &BaseMinigameError{\n\t\t\tCode:      ErrorCodeGameFull,\n\t\t\tMessage:   fmt.Sprintf(\"Game %s is full: %d/%d players\", gameID, currentPlayers, maxPlayers),\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t\tTimestamp: time.Now(),\n\t\t\tContext:   make(map[string]interface{}),\n\t\t\tRetryable: true,\n\t\t},\n\t\tGameID:         gameID,\n\t\tCurrentPlayers: currentPlayers,\n\t\tMaxPlayers:     maxPlayers,\n\t}\n}\n\n// NewPlayerAlreadyInGameError 创建玩家已在游戏中错误 (duplicate removed - see line 428)\n\n// NewPlayerNotInGameError 创建玩家不在游戏中错误\nfunc NewPlayerNotInGameError(gameID string, playerID uint64) *PlayerNotInGameError {\n\treturn &PlayerNotInGameError{\n\t\tBaseMinigameError: &BaseMinigameError{\n\t\t\tCode:      ErrorCodePlayerNotInGame,\n\t\t\tMessage:   fmt.Sprintf(\"Player %d is not in game %s\", playerID, gameID),\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t\tTimestamp: time.Now(),\n\t\t\tContext:   make(map[string]interface{}),\n\t\t\tRetryable: false,\n\t\t},\n\t\tGameID:   gameID,\n\t\tPlayerID: playerID,\n\t}\n}\n\n// NewInvalidScoreError 创建无效分数错误\nfunc NewInvalidScoreError(score int64, scoreType ScoreType, reason string) *InvalidScoreError {\n\treturn &InvalidScoreError{\n\t\tBaseMinigameError: &BaseMinigameError{\n\t\t\tCode:      ErrorCodeInvalidScore,\n\t\t\tMessage:   fmt.Sprintf(\"Invalid score %d for type %v: %s\", score, scoreType, reason),\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t\tTimestamp: time.Now(),\n\t\t\tContext:   make(map[string]interface{}),\n\t\t\tRetryable: false,\n\t\t},\n\t\tScore:     score,\n\t\tScoreType: scoreType,\n\t\tReason:    reason,\n\t}\n}\n\n// NewRewardAlreadyClaimedError 创建奖励已领取错误\nfunc NewRewardAlreadyClaimedError(rewardID string, claimedAt time.Time) *RewardAlreadyClaimedError {\n\treturn &RewardAlreadyClaimedError{\n\t\tBaseMinigameError: &BaseMinigameError{\n\t\t\tCode:      ErrorCodeRewardAlreadyClaimed,\n\t\t\tMessage:   fmt.Sprintf(\"Reward %s has already been claimed at %v\", rewardID, claimedAt),\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t\tTimestamp: time.Now(),\n\t\t\tContext:   make(map[string]interface{}),\n\t\t\tRetryable: false,\n\t\t},\n\t\tRewardID:  rewardID,\n\t\tClaimedAt: claimedAt,\n\t}\n}\n\n// NewRewardExpiredError 创建奖励已过期错误\nfunc NewRewardExpiredError(rewardID string, expiresAt time.Time) *RewardExpiredError {\n\treturn &RewardExpiredError{\n\t\tBaseMinigameError: &BaseMinigameError{\n\t\t\tCode:      ErrorCodeRewardExpired,\n\t\t\tMessage:   fmt.Sprintf(\"Reward %s has expired at %v\", rewardID, expiresAt),\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t\tTimestamp: time.Now(),\n\t\t\tContext:   make(map[string]interface{}),\n\t\t\tRetryable: false,\n\t\t},\n\t\tRewardID:  rewardID,\n\t\tExpiresAt: expiresAt,\n\t}\n}\n\n// NewPermissionDeniedError 创建权限拒绝错误\nfunc NewPermissionDeniedError(userID uint64, operation, resourceID string) *PermissionDeniedError {\n\treturn &PermissionDeniedError{\n\t\tBaseMinigameError: &BaseMinigameError{\n\t\t\tCode:      ErrorCodePermissionDenied,\n\t\t\tMessage:   fmt.Sprintf(\"Permission denied for user %d to perform %s on %s\", userID, operation, resourceID),\n\t\t\tSeverity:  ErrorSeverityHigh,\n\t\t\tTimestamp: time.Now(),\n\t\t\tContext:   make(map[string]interface{}),\n\t\t\tRetryable: false,\n\t\t},\n\t\tUserID:     userID,\n\t\tOperation:  operation,\n\t\tResourceID: resourceID,\n\t}\n}\n\n// NewRateLimitExceededError 创建速率限制超出错误\nfunc NewRateLimitExceededError(userID uint64, operation string, limit int64, windowSize time.Duration, resetTime time.Time) *RateLimitExceededError {\n\tretryAfter := time.Until(resetTime)\n\treturn &RateLimitExceededError{\n\t\tBaseMinigameError: &BaseMinigameError{\n\t\t\tCode:       ErrorCodeRateLimitExceeded,\n\t\t\tMessage:    fmt.Sprintf(\"Rate limit exceeded for user %d on %s: %d requests per %v\", userID, operation, limit, windowSize),\n\t\t\tSeverity:   ErrorSeverityMedium,\n\t\t\tTimestamp:  time.Now(),\n\t\t\tContext:    make(map[string]interface{}),\n\t\t\tRetryable:  true,\n\t\t\tRetryAfter: &retryAfter,\n\t\t},\n\t\tUserID:     userID,\n\t\tOperation:  operation,\n\t\tLimit:      limit,\n\t\tWindowSize: windowSize,\n\t\tResetTime:  resetTime,\n\t}\n}\n\n// NewTimeoutError 创建超时错误\nfunc NewTimeoutError(operation string, timeout, elapsed time.Duration) *TimeoutError {\n\treturn &TimeoutError{\n\t\tBaseMinigameError: &BaseMinigameError{\n\t\t\tCode:      ErrorCodeTimeout,\n\t\t\tMessage:   fmt.Sprintf(\"Operation %s timed out after %v (elapsed: %v)\", operation, timeout, elapsed),\n\t\t\tSeverity:  ErrorSeverityHigh,\n\t\t\tTimestamp: time.Now(),\n\t\t\tContext:   make(map[string]interface{}),\n\t\t\tRetryable: true,\n\t\t},\n\t\tOperation: operation,\n\t\tTimeout:   timeout,\n\t\tElapsed:   elapsed,\n\t}\n}\n\n// NewRepositoryError 创建仓储错误\nfunc NewRepositoryError(operation, entity, entityID string, cause error) *RepositoryError {\n\treturn &RepositoryError{\n\t\tBaseMinigameError: &BaseMinigameError{\n\t\t\tCode:      ErrorCodeRepositoryError,\n\t\t\tMessage:   fmt.Sprintf(\"Repository error during %s on %s %s\", operation, entity, entityID),\n\t\t\tSeverity:  ErrorSeverityHigh,\n\t\t\tTimestamp: time.Now(),\n\t\t\tContext:   make(map[string]interface{}),\n\t\t\tCause:     cause,\n\t\t\tRetryable: true,\n\t\t},\n\t\tOperation: operation,\n\t\tEntity:    entity,\n\t\tEntityID:  entityID,\n\t}\n}\n\n// NewInternalError 创建内部错误\nfunc NewInternalError(component, function string, cause error) *InternalError {\n\treturn &InternalError{\n\t\tBaseMinigameError: &BaseMinigameError{\n\t\t\tCode:      ErrorCodeInternalError,\n\t\t\tMessage:   fmt.Sprintf(\"Internal error in %s.%s\", component, function),\n\t\t\tSeverity:  ErrorSeverityCritical,\n\t\t\tTimestamp: time.Now(),\n\t\t\tContext:   make(map[string]interface{}),\n\t\t\tCause:     cause,\n\t\t\tRetryable: false,\n\t\t},\n\t\tComponent: component,\n\t\tFunction:  function,\n\t}\n}\n\n// 错误分类函数\n\n// IsNotFoundError 检查是否为未找到错误\nfunc IsNotFoundError(err error) bool {\n\tswitch err.(type) {\n\tcase *GameNotFoundError, *PlayerNotFoundError, *SessionNotFoundError,\n\t\t*ScoreNotFoundError, *RewardNotFoundError, *AchievementNotFoundError:\n\t\treturn true\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// IsValidationError 检查是否为验证错误\nfunc IsValidationError(err error) bool {\n\tswitch err.(type) {\n\tcase *InvalidGameTypeError, *InvalidGameStatusError, *InvalidPlayerStatusError,\n\t\t*InvalidScoreError, *InvalidRewardError, *InvalidConfigError, *InvalidSessionError, *ValidationError:\n\t\treturn true\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// IsPermissionError 检查是否为权限错误\nfunc IsPermissionError(err error) bool {\n\tswitch err.(type) {\n\tcase *PermissionDeniedError:\n\t\treturn true\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// IsRateLimitError 检查是否为速率限制错误\nfunc IsRateLimitError(err error) bool {\n\tswitch err.(type) {\n\tcase *RateLimitExceededError:\n\t\treturn true\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// IsRetryableError 检查是否为可重试错误\nfunc IsRetryableError(err error) bool {\n\tif minigameErr, ok := err.(MinigameError); ok {\n\t\treturn minigameErr.IsRetryable()\n\t}\n\treturn false\n}\n\n// IsTemporaryError 检查是否为临时错误\nfunc IsTemporaryError(err error) bool {\n\tswitch err.(type) {\n\tcase *NetworkError, *TimeoutError, *RateLimitExceededError, *ConcurrencyLimitError, *ResourceExhaustedError:\n\t\treturn true\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// IsCriticalError 检查是否为严重错误\nfunc IsCriticalError(err error) bool {\n\tif minigameErr, ok := err.(MinigameError); ok {\n\t\treturn minigameErr.GetSeverity() == ErrorSeverityCritical\n\t}\n\treturn false\n}\n\n// 错误恢复策略\n\n// ErrorRecoveryStrategy 错误恢复策略\ntype ErrorRecoveryStrategy int32\n\nconst (\n\tRecoveryStrategyNone                ErrorRecoveryStrategy = iota + 1 // 无恢复策略\n\tRecoveryStrategyRetry                                                // 重试\n\tRecoveryStrategyFallback                                             // 降级\n\tRecoveryStrategyCircuitBreaker                                       // 熔断\n\tRecoveryStrategyGracefulDegradation                                  // 优雅降级\n)\n\n// String 返回恢复策略的字符串表示\nfunc (ers ErrorRecoveryStrategy) String() string {\n\tswitch ers {\n\tcase RecoveryStrategyNone:\n\t\treturn \"none\"\n\tcase RecoveryStrategyRetry:\n\t\treturn \"retry\"\n\tcase RecoveryStrategyFallback:\n\t\treturn \"fallback\"\n\tcase RecoveryStrategyCircuitBreaker:\n\t\treturn \"circuit_breaker\"\n\tcase RecoveryStrategyGracefulDegradation:\n\t\treturn \"graceful_degradation\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetRecoveryStrategy 获取错误的恢复策略\nfunc GetRecoveryStrategy(err error) ErrorRecoveryStrategy {\n\tswitch err.(type) {\n\tcase *NetworkError, *TimeoutError:\n\t\treturn RecoveryStrategyRetry\n\tcase *RateLimitExceededError:\n\t\treturn RecoveryStrategyRetry\n\tcase *ConcurrencyLimitError, *ResourceExhaustedError:\n\t\treturn RecoveryStrategyCircuitBreaker\n\tcase *GameFullError:\n\t\treturn RecoveryStrategyFallback\n\tcase *RepositoryError:\n\t\treturn RecoveryStrategyRetry\n\tcase *InternalError:\n\t\treturn RecoveryStrategyGracefulDegradation\n\tdefault:\n\t\treturn RecoveryStrategyNone\n\t}\n}\n\n// GetRetryDelay 获取重试延迟时间\nfunc GetRetryDelay(err error, attempt int) time.Duration {\n\tbaseDelay := time.Second\n\tmaxDelay := 30 * time.Second\n\n\t// 指数退避\n\tdelay := time.Duration(attempt) * baseDelay\n\tif delay > maxDelay {\n\t\tdelay = maxDelay\n\t}\n\n\t// 特殊错误类型的延迟调整\n\tswitch e := err.(type) {\n\tcase *RateLimitExceededError:\n\t\tif e.GetRetryAfter() != nil {\n\t\t\treturn *e.GetRetryAfter()\n\t\t}\n\tcase *TimeoutError:\n\t\t// 超时错误使用更长的延迟\n\t\tdelay = delay * 2\n\tcase *NetworkError:\n\t\t// 网络错误使用较短的延迟\n\t\tdelay = delay / 2\n\t}\n\n\treturn delay\n}\n\n// GetMaxRetryAttempts 获取最大重试次数\nfunc GetMaxRetryAttempts(err error) int {\n\tswitch err.(type) {\n\tcase *NetworkError:\n\t\treturn 3\n\tcase *TimeoutError:\n\t\treturn 2\n\tcase *RateLimitExceededError:\n\t\treturn 5\n\tcase *RepositoryError:\n\t\treturn 3\n\tcase *ResourceExhaustedError:\n\t\treturn 1\n\tdefault:\n\t\treturn 0\n\t}\n}\n\n// 错误聚合和统计\n\n// ErrorStatistics 错误统计\ntype ErrorStatistics struct {\n\tTotalErrors      int64                   `json:\"total_errors\"`\n\tErrorsByCode     map[string]int64        `json:\"errors_by_code\"`\n\tErrorsBySeverity map[ErrorSeverity]int64 `json:\"errors_by_severity\"`\n\tErrorsByType     map[string]int64        `json:\"errors_by_type\"`\n\tRetryableErrors  int64                   `json:\"retryable_errors\"`\n\tCriticalErrors   int64                   `json:\"critical_errors\"`\n\tLastError        *time.Time              `json:\"last_error,omitempty\"`\n\tErrorRate        float64                 `json:\"error_rate\"`\n\tCreatedAt        time.Time               `json:\"created_at\"`\n\tUpdatedAt        time.Time               `json:\"updated_at\"`\n}\n\n// NewErrorStatistics 创建错误统计\nfunc NewErrorStatistics() *ErrorStatistics {\n\tnow := time.Now()\n\treturn &ErrorStatistics{\n\t\tTotalErrors:      0,\n\t\tErrorsByCode:     make(map[string]int64),\n\t\tErrorsBySeverity: make(map[ErrorSeverity]int64),\n\t\tErrorsByType:     make(map[string]int64),\n\t\tRetryableErrors:  0,\n\t\tCriticalErrors:   0,\n\t\tErrorRate:        0.0,\n\t\tCreatedAt:        now,\n\t\tUpdatedAt:        now,\n\t}\n}\n\n// RecordError 记录错误\nfunc (es *ErrorStatistics) RecordError(err error) {\n\tes.TotalErrors++\n\tnow := time.Now()\n\tes.LastError = &now\n\tes.UpdatedAt = now\n\n\tif minigameErr, ok := err.(MinigameError); ok {\n\t\t// 按错误代码统计\n\t\tcode := minigameErr.GetCode()\n\t\tes.ErrorsByCode[code]++\n\n\t\t// 按严重程度统计\n\t\tseverity := minigameErr.GetSeverity()\n\t\tes.ErrorsBySeverity[severity]++\n\n\t\t// 统计可重试错误\n\t\tif minigameErr.IsRetryable() {\n\t\t\tes.RetryableErrors++\n\t\t}\n\n\t\t// 统计严重错误\n\t\tif severity == ErrorSeverityCritical {\n\t\t\tes.CriticalErrors++\n\t\t}\n\t}\n\n\t// 按错误类型统计\n\terrorType := fmt.Sprintf(\"%T\", err)\n\tes.ErrorsByType[errorType]++\n}\n\n// CalculateErrorRate 计算错误率\nfunc (es *ErrorStatistics) CalculateErrorRate(totalRequests int64) {\n\tif totalRequests > 0 {\n\t\tes.ErrorRate = float64(es.TotalErrors) / float64(totalRequests) * 100\n\t} else {\n\t\tes.ErrorRate = 0.0\n\t}\n\tes.UpdatedAt = time.Now()\n}\n\n// Reset 重置统计\nfunc (es *ErrorStatistics) Reset() {\n\tes.TotalErrors = 0\n\tes.ErrorsByCode = make(map[string]int64)\n\tes.ErrorsBySeverity = make(map[ErrorSeverity]int64)\n\tes.ErrorsByType = make(map[string]int64)\n\tes.RetryableErrors = 0\n\tes.CriticalErrors = 0\n\tes.LastError = nil\n\tes.ErrorRate = 0.0\n\tes.UpdatedAt = time.Now()\n}\n\n// 辅助函数\n\n// WrapError 包装错误\nfunc WrapError(err error, code, message string) MinigameError {\n\tif err == nil {\n\t\treturn nil\n\t}\n\n\tif minigameErr, ok := err.(MinigameError); ok {\n\t\treturn minigameErr\n\t}\n\n\treturn NewMinigameError(code, message, err)\n}\n\n// UnwrapError 解包错误\nfunc UnwrapError(err error) error {\n\tif minigameErr, ok := err.(MinigameError); ok {\n\t\treturn minigameErr.GetCause()\n\t}\n\treturn err\n}\n\n// FormatError 格式化错误信息\nfunc FormatError(err error) string {\n\tif minigameErr, ok := err.(MinigameError); ok {\n\t\treturn fmt.Sprintf(\"[%s] %s (severity: %s, timestamp: %v)\",\n\t\t\tminigameErr.GetCode(),\n\t\t\tminigameErr.GetMessage(),\n\t\t\tminigameErr.GetSeverity(),\n\t\t\tminigameErr.GetTimestamp().Format(time.RFC3339))\n\t}\n\treturn err.Error()\n}\n\n// LogError 记录错误日志\nfunc LogError(err error, context map[string]interface{}) {\n\tif minigameErr, ok := err.(MinigameError); ok {\n\t\t// 合并上下文\n\t\tfor k, v := range context {\n\t\t\tminigameErr.SetContext(k, v)\n\t\t}\n\n\t\t// 根据严重程度记录日志\n\t\tswitch minigameErr.GetSeverity() {\n\t\tcase ErrorSeverityCritical:\n\t\t\t// 记录严重错误日志\n\t\t\tfmt.Printf(\"CRITICAL ERROR: %s\\n\", FormatError(err))\n\t\tcase ErrorSeverityHigh:\n\t\t\t// 记录高级错误日志\n\t\t\tfmt.Printf(\"HIGH ERROR: %s\\n\", FormatError(err))\n\t\tcase ErrorSeverityMedium:\n\t\t\t// 记录中级错误日志\n\t\t\tfmt.Printf(\"MEDIUM ERROR: %s\\n\", FormatError(err))\n\t\tcase ErrorSeverityLow:\n\t\t\t// 记录低级错误日志\n\t\t\tfmt.Printf(\"LOW ERROR: %s\\n\", FormatError(err))\n\t\t}\n\t} else {\n\t\t// 记录普通错误日志\n\t\tfmt.Printf(\"ERROR: %s\\n\", err.Error())\n\t}\n}\n\n// NewMinigameValidationError 创建小游戏验证错误\nfunc NewMinigameValidationError(message string) error {\n\treturn fmt.Errorf(\"validation error: %s\", message)\n}\n"
  },
  {
    "path": "internal/domain/minigame/events.go",
    "content": "package minigame\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n)\n\n// MinigameEvent 小游戏事件接口\ntype MinigameEvent interface {\n\tGetEventID() string\n\tGetEventType() string\n\tGetGameID() string\n\tGetPlayerID() *uint64\n\tGetTimestamp() time.Time\n\tGetMetadata() map[string]interface{}\n\tSetMetadata(key string, value interface{})\n}\n\n// BaseMinigameEvent 基础小游戏事件\ntype BaseMinigameEvent struct {\n\tEventID   string                 `json:\"event_id\" bson:\"event_id\"`\n\tEventType string                 `json:\"event_type\" bson:\"event_type\"`\n\tGameID    string                 `json:\"game_id\" bson:\"game_id\"`\n\tPlayerID  *uint64                `json:\"player_id,omitempty\" bson:\"player_id,omitempty\"`\n\tTimestamp time.Time              `json:\"timestamp\" bson:\"timestamp\"`\n\tMetadata  map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n}\n\n// GetEventID 获取事件ID\nfunc (e *BaseMinigameEvent) GetEventID() string {\n\treturn e.EventID\n}\n\n// GetEventType 获取事件类型\nfunc (e *BaseMinigameEvent) GetEventType() string {\n\treturn e.EventType\n}\n\n// GetGameID 获取游戏ID\nfunc (e *BaseMinigameEvent) GetGameID() string {\n\treturn e.GameID\n}\n\n// GetPlayerID 获取玩家ID\nfunc (e *BaseMinigameEvent) GetPlayerID() *uint64 {\n\treturn e.PlayerID\n}\n\n// GetTimestamp 获取时间戳\nfunc (e *BaseMinigameEvent) GetTimestamp() time.Time {\n\treturn e.Timestamp\n}\n\n// GetMetadata 获取元数据\nfunc (e *BaseMinigameEvent) GetMetadata() map[string]interface{} {\n\treturn e.Metadata\n}\n\n// SetMetadata 设置元数据\nfunc (e *BaseMinigameEvent) SetMetadata(key string, value interface{}) {\n\tif e.Metadata == nil {\n\t\te.Metadata = make(map[string]interface{})\n\t}\n\te.Metadata[key] = value\n}\n\n// 游戏生命周期事件\n\n// MinigameCreatedEvent 小游戏创建事件\ntype MinigameCreatedEvent struct {\n\tBaseMinigameEvent\n\tGameType  GameType `json:\"game_type\" bson:\"game_type\"`\n\tCreatorID uint64   `json:\"creator_id\" bson:\"creator_id\"`\n}\n\n// GameStartedEvent 游戏开始事件\ntype GameStartedEvent struct {\n\tBaseMinigameEvent\n\tOperatorID uint64 `json:\"operator_id\" bson:\"operator_id\"`\n}\n\n// GameEndedEvent 游戏结束事件\ntype GameEndedEvent struct {\n\tBaseMinigameEvent\n\tEndReason  GameEndReason `json:\"end_reason\" bson:\"end_reason\"`\n\tOperatorID uint64        `json:\"operator_id\" bson:\"operator_id\"`\n\tDuration   time.Duration `json:\"duration\" bson:\"duration\"`\n}\n\n// GamePausedEvent 游戏暂停事件\ntype GamePausedEvent struct {\n\tBaseMinigameEvent\n\tOperatorID uint64 `json:\"operator_id\" bson:\"operator_id\"`\n}\n\n// GameResumedEvent 游戏恢复事件\ntype GameResumedEvent struct {\n\tBaseMinigameEvent\n\tOperatorID uint64 `json:\"operator_id\" bson:\"operator_id\"`\n}\n\n// GameCancelledEvent 游戏取消事件\ntype GameCancelledEvent struct {\n\tBaseMinigameEvent\n\tReason     string `json:\"reason\" bson:\"reason\"`\n\tOperatorID uint64 `json:\"operator_id\" bson:\"operator_id\"`\n}\n\n// GameResetEvent 游戏重置事件\ntype GameResetEvent struct {\n\tBaseMinigameEvent\n\tOperatorID uint64 `json:\"operator_id\" bson:\"operator_id\"`\n}\n\n// GameDeletedEvent 游戏删除事件\ntype GameDeletedEvent struct {\n\tBaseMinigameEvent\n\tOperatorID uint64 `json:\"operator_id\" bson:\"operator_id\"`\n}\n\n// 游戏状态事件\n\n// GameStatusChangedEvent 游戏状态变更事件\ntype GameStatusChangedEvent struct {\n\tBaseMinigameEvent\n\tOldStatus GameStatus `json:\"old_status\" bson:\"old_status\"`\n\tNewStatus GameStatus `json:\"new_status\" bson:\"new_status\"`\n}\n\n// GamePhaseChangedEvent 游戏阶段变更事件\ntype GamePhaseChangedEvent struct {\n\tBaseMinigameEvent\n\tOldPhase GamePhase `json:\"old_phase\" bson:\"old_phase\"`\n\tNewPhase GamePhase `json:\"new_phase\" bson:\"new_phase\"`\n}\n\n// GameConfigUpdatedEvent 游戏配置更新事件\ntype GameConfigUpdatedEvent struct {\n\tBaseMinigameEvent\n\tUpdatedFields []string `json:\"updated_fields\" bson:\"updated_fields\"`\n\tOperatorID    uint64   `json:\"operator_id\" bson:\"operator_id\"`\n}\n\n// GameRulesUpdatedEvent 游戏规则更新事件\ntype GameRulesUpdatedEvent struct {\n\tBaseMinigameEvent\n\tUpdatedRules []string `json:\"updated_rules\" bson:\"updated_rules\"`\n\tOperatorID   uint64   `json:\"operator_id\" bson:\"operator_id\"`\n}\n\n// GameSettingsUpdatedEvent 游戏设置更新事件\ntype GameSettingsUpdatedEvent struct {\n\tBaseMinigameEvent\n\tUpdatedSettings []string `json:\"updated_settings\" bson:\"updated_settings\"`\n\tOperatorID      uint64   `json:\"operator_id\" bson:\"operator_id\"`\n}\n\n// 玩家相关事件\n\n// PlayerJoinedEvent 玩家加入事件\ntype PlayerJoinedEvent struct {\n\tBaseMinigameEvent\n\tSessionID string `json:\"session_id\" bson:\"session_id\"`\n}\n\n// PlayerLeftEvent 玩家离开事件\ntype PlayerLeftEvent struct {\n\tBaseMinigameEvent\n\tLeaveReason PlayerLeaveReason `json:\"leave_reason\" bson:\"leave_reason\"`\n\tSessionID   string            `json:\"session_id\" bson:\"session_id\"`\n}\n\n// PlayerKickedEvent 玩家被踢出事件\ntype PlayerKickedEvent struct {\n\tBaseMinigameEvent\n\tReason     string `json:\"reason\" bson:\"reason\"`\n\tOperatorID uint64 `json:\"operator_id\" bson:\"operator_id\"`\n\tSessionID  string `json:\"session_id\" bson:\"session_id\"`\n}\n\n// PlayerStatusChangedEvent 玩家状态变更事件\ntype PlayerStatusChangedEvent struct {\n\tBaseMinigameEvent\n\tOldStatus PlayerStatus `json:\"old_status\" bson:\"old_status\"`\n\tNewStatus PlayerStatus `json:\"new_status\" bson:\"new_status\"`\n\tSessionID string       `json:\"session_id\" bson:\"session_id\"`\n}\n\n// PlayerReadyEvent 玩家准备事件\ntype PlayerReadyEvent struct {\n\tBaseMinigameEvent\n\tSessionID string `json:\"session_id\" bson:\"session_id\"`\n}\n\n// PlayerNotReadyEvent 玩家取消准备事件\ntype PlayerNotReadyEvent struct {\n\tBaseMinigameEvent\n\tSessionID string `json:\"session_id\" bson:\"session_id\"`\n}\n\n// PlayerDisconnectedEvent 玩家断线事件\ntype PlayerDisconnectedEvent struct {\n\tBaseMinigameEvent\n\tReason    string `json:\"reason\" bson:\"reason\"`\n\tSessionID string `json:\"session_id\" bson:\"session_id\"`\n}\n\n// PlayerReconnectedEvent 玩家重连事件\ntype PlayerReconnectedEvent struct {\n\tBaseMinigameEvent\n\tSessionID string `json:\"session_id\" bson:\"session_id\"`\n}\n\n// 分数和进度事件\n\n// ScoreUpdatedEvent 分数更新事件\ntype ScoreUpdatedEvent struct {\n\tBaseMinigameEvent\n\tScoreType  ScoreType `json:\"score_type\" bson:\"score_type\"`\n\tOldScore   int64     `json:\"old_score\" bson:\"old_score\"`\n\tNewScore   int64     `json:\"new_score\" bson:\"new_score\"`\n\tFinalScore int64     `json:\"final_score\" bson:\"final_score\"`\n\tSessionID  string    `json:\"session_id\" bson:\"session_id\"`\n}\n\n// HighScoreAchievedEvent 最高分达成事件\ntype HighScoreAchievedEvent struct {\n\tBaseMinigameEvent\n\tScoreType    ScoreType `json:\"score_type\" bson:\"score_type\"`\n\tScore        int64     `json:\"score\" bson:\"score\"`\n\tPreviousHigh int64     `json:\"previous_high\" bson:\"previous_high\"`\n\tSessionID    string    `json:\"session_id\" bson:\"session_id\"`\n}\n\n// LevelUpEvent 升级事件\ntype LevelUpEvent struct {\n\tBaseMinigameEvent\n\tOldLevel  int32  `json:\"old_level\" bson:\"old_level\"`\n\tNewLevel  int32  `json:\"new_level\" bson:\"new_level\"`\n\tSessionID string `json:\"session_id\" bson:\"session_id\"`\n}\n\n// ProgressUpdatedEvent 进度更新事件\ntype ProgressUpdatedEvent struct {\n\tBaseMinigameEvent\n\tOldProgress float64 `json:\"old_progress\" bson:\"old_progress\"`\n\tNewProgress float64 `json:\"new_progress\" bson:\"new_progress\"`\n\tSessionID   string  `json:\"session_id\" bson:\"session_id\"`\n}\n\n// MilestoneReachedEvent 里程碑达成事件\ntype MilestoneReachedEvent struct {\n\tBaseMinigameEvent\n\tMilestone string `json:\"milestone\" bson:\"milestone\"`\n\tValue     int64  `json:\"value\" bson:\"value\"`\n\tSessionID string `json:\"session_id\" bson:\"session_id\"`\n}\n\n// 奖励相关事件\n\n// RewardGrantedEvent 奖励授予事件\ntype RewardGrantedEvent struct {\n\tBaseMinigameEvent\n\tRewardType RewardType `json:\"reward_type\" bson:\"reward_type\"`\n\tItemID     string     `json:\"item_id\" bson:\"item_id\"`\n\tQuantity   int64      `json:\"quantity\" bson:\"quantity\"`\n\tSource     string     `json:\"source\" bson:\"source\"`\n\tRewardID   string     `json:\"reward_id\" bson:\"reward_id\"`\n}\n\n// RewardClaimedEvent 奖励领取事件\ntype RewardClaimedEvent struct {\n\tBaseMinigameEvent\n\tRewardType RewardType `json:\"reward_type\" bson:\"reward_type\"`\n\tItemID     string     `json:\"item_id\" bson:\"item_id\"`\n\tQuantity   int64      `json:\"quantity\" bson:\"quantity\"`\n\tRewardID   string     `json:\"reward_id\" bson:\"reward_id\"`\n}\n\n// RewardExpiredEvent 奖励过期事件\ntype RewardExpiredEvent struct {\n\tBaseMinigameEvent\n\tRewardType RewardType `json:\"reward_type\" bson:\"reward_type\"`\n\tItemID     string     `json:\"item_id\" bson:\"item_id\"`\n\tQuantity   int64      `json:\"quantity\" bson:\"quantity\"`\n\tRewardID   string     `json:\"reward_id\" bson:\"reward_id\"`\n}\n\n// BonusRewardEvent 奖励加成事件\ntype BonusRewardEvent struct {\n\tBaseMinigameEvent\n\tBonusType   string  `json:\"bonus_type\" bson:\"bonus_type\"`\n\tMultiplier  float64 `json:\"multiplier\" bson:\"multiplier\"`\n\tBonusAmount int64   `json:\"bonus_amount\" bson:\"bonus_amount\"`\n\tReason      string  `json:\"reason\" bson:\"reason\"`\n}\n\n// 成就相关事件\n\n// AchievementUnlockedEvent 成就解锁事件\ntype AchievementUnlockedEvent struct {\n\tBaseMinigameEvent\n\tAchievementID string `json:\"achievement_id\" bson:\"achievement_id\"`\n\tName          string `json:\"name\" bson:\"name\"`\n\tCategory      string `json:\"category\" bson:\"category\"`\n\tRarity        string `json:\"rarity\" bson:\"rarity\"`\n\tPoints        int64  `json:\"points\" bson:\"points\"`\n}\n\n// AchievementCompletedEvent 成就完成事件\ntype AchievementCompletedEvent struct {\n\tBaseMinigameEvent\n\tAchievementID string `json:\"achievement_id\" bson:\"achievement_id\"`\n\tName          string `json:\"name\" bson:\"name\"`\n\tCategory      string `json:\"category\" bson:\"category\"`\n\tRarity        string `json:\"rarity\" bson:\"rarity\"`\n\tPoints        int64  `json:\"points\" bson:\"points\"`\n}\n\n// AchievementProgressEvent 成就进度事件\ntype AchievementProgressEvent struct {\n\tBaseMinigameEvent\n\tAchievementID string  `json:\"achievement_id\" bson:\"achievement_id\"`\n\tOldProgress   float64 `json:\"old_progress\" bson:\"old_progress\"`\n\tNewProgress   float64 `json:\"new_progress\" bson:\"new_progress\"`\n\tMaxProgress   float64 `json:\"max_progress\" bson:\"max_progress\"`\n}\n\n// 游戏操作事件\n\n// GameActionEvent 游戏动作事件\ntype GameActionEvent struct {\n\tBaseMinigameEvent\n\tAction     string                 `json:\"action\" bson:\"action\"`\n\tParameters map[string]interface{} `json:\"parameters\" bson:\"parameters\"`\n\tResult     string                 `json:\"result\" bson:\"result\"`\n\tSessionID  string                 `json:\"session_id\" bson:\"session_id\"`\n}\n\n// GameMoveEvent 游戏移动事件\ntype GameMoveEvent struct {\n\tBaseMinigameEvent\n\tMoveType   string                 `json:\"move_type\" bson:\"move_type\"`\n\tMoveData   map[string]interface{} `json:\"move_data\" bson:\"move_data\"`\n\tMoveNumber int32                  `json:\"move_number\" bson:\"move_number\"`\n\tSessionID  string                 `json:\"session_id\" bson:\"session_id\"`\n}\n\n// GameInputEvent 游戏输入事件\ntype GameInputEvent struct {\n\tBaseMinigameEvent\n\tInputType string                 `json:\"input_type\" bson:\"input_type\"`\n\tInputData map[string]interface{} `json:\"input_data\" bson:\"input_data\"`\n\tSessionID string                 `json:\"session_id\" bson:\"session_id\"`\n}\n\n// GameOutputEvent 游戏输出事件\ntype GameOutputEvent struct {\n\tBaseMinigameEvent\n\tOutputType string                 `json:\"output_type\" bson:\"output_type\"`\n\tOutputData map[string]interface{} `json:\"output_data\" bson:\"output_data\"`\n\tSessionID  string                 `json:\"session_id\" bson:\"session_id\"`\n}\n\n// 系统事件\n\n// GameErrorEvent 游戏错误事件\ntype GameErrorEvent struct {\n\tBaseMinigameEvent\n\tErrorCode    string `json:\"error_code\" bson:\"error_code\"`\n\tErrorMessage string `json:\"error_message\" bson:\"error_message\"`\n\tErrorType    string `json:\"error_type\" bson:\"error_type\"`\n\tStackTrace   string `json:\"stack_trace,omitempty\" bson:\"stack_trace,omitempty\"`\n\tSessionID    string `json:\"session_id,omitempty\" bson:\"session_id,omitempty\"`\n}\n\n// GameWarningEvent 游戏警告事件\ntype GameWarningEvent struct {\n\tBaseMinigameEvent\n\tWarningCode    string `json:\"warning_code\" bson:\"warning_code\"`\n\tWarningMessage string `json:\"warning_message\" bson:\"warning_message\"`\n\tWarningType    string `json:\"warning_type\" bson:\"warning_type\"`\n\tSessionID      string `json:\"session_id,omitempty\" bson:\"session_id,omitempty\"`\n}\n\n// GameMaintenanceEvent 游戏维护事件\ntype GameMaintenanceEvent struct {\n\tBaseMinigameEvent\n\tMaintenanceType string    `json:\"maintenance_type\" bson:\"maintenance_type\"`\n\tStartTime       time.Time `json:\"start_time\" bson:\"start_time\"`\n\tEndTime         time.Time `json:\"end_time\" bson:\"end_time\"`\n\tReason          string    `json:\"reason\" bson:\"reason\"`\n}\n\n// GameUpdateEvent 游戏更新事件\ntype GameUpdateEvent struct {\n\tBaseMinigameEvent\n\tUpdateType    string `json:\"update_type\" bson:\"update_type\"`\n\tVersion       string `json:\"version\" bson:\"version\"`\n\tUpdateDetails string `json:\"update_details\" bson:\"update_details\"`\n}\n\n// 统计事件\n\n// GameStatisticsEvent 游戏统计事件\ntype GameStatisticsEvent struct {\n\tBaseMinigameEvent\n\tStatisticsType string                 `json:\"statistics_type\" bson:\"statistics_type\"`\n\tStatistics     map[string]interface{} `json:\"statistics\" bson:\"statistics\"`\n\tPeriod         string                 `json:\"period\" bson:\"period\"`\n}\n\n// PlayerStatisticsEvent 玩家统计事件\ntype PlayerStatisticsEvent struct {\n\tBaseMinigameEvent\n\tStatisticsType string                 `json:\"statistics_type\" bson:\"statistics_type\"`\n\tStatistics     map[string]interface{} `json:\"statistics\" bson:\"statistics\"`\n\tPeriod         string                 `json:\"period\" bson:\"period\"`\n}\n\n// PlayerJoinedGameEvent 玩家加入游戏事件\ntype PlayerJoinedGameEvent struct {\n\tBaseMinigameEvent\n\tPlayerID   uint64 `json:\"player_id\" bson:\"player_id\"`\n\tPlayerName string `json:\"player_name\" bson:\"player_name\"`\n}\n\n// PlayerLeftGameEvent 玩家离开游戏事件\ntype PlayerLeftGameEvent struct {\n\tBaseMinigameEvent\n\tPlayerID   uint64 `json:\"player_id\" bson:\"player_id\"`\n\tPlayerName string `json:\"player_name\" bson:\"player_name\"`\n\tReason     string `json:\"reason\" bson:\"reason\"`\n}\n\n// PlayerScoreUpdatedEvent 玩家分数更新事件\ntype PlayerScoreUpdatedEvent struct {\n\tBaseMinigameEvent\n\tPlayerID  uint64    `json:\"player_id\" bson:\"player_id\"`\n\tOldScore  int64     `json:\"old_score\" bson:\"old_score\"`\n\tNewScore  int64     `json:\"new_score\" bson:\"new_score\"`\n\tScoreType ScoreType `json:\"score_type\" bson:\"score_type\"`\n}\n\n// GameDataUpdatedEvent 游戏数据更新事件\ntype GameDataUpdatedEvent struct {\n\tBaseMinigameEvent\n\tKey   string      `json:\"key\" bson:\"key\"`\n\tValue interface{} `json:\"value\" bson:\"value\"`\n}\n\n// GamePausedEvent 游戏暂停事件 (duplicate removed - see line 91)\n// GameResumedEvent 游戏恢复事件 (duplicate removed - see line 97)\n\n// LeaderboardUpdatedEvent 排行榜更新事件\ntype LeaderboardUpdatedEvent struct {\n\tBaseMinigameEvent\n\tLeaderboardType string    `json:\"leaderboard_type\" bson:\"leaderboard_type\"`\n\tScoreType       ScoreType `json:\"score_type\" bson:\"score_type\"`\n\tTopPlayers      []uint64  `json:\"top_players\" bson:\"top_players\"`\n\tUpdateReason    string    `json:\"update_reason\" bson:\"update_reason\"`\n}\n\n// 事件常量\n\nconst (\n\t// 游戏生命周期事件类型\n\tEventTypeMinigameCreated = \"minigame.created\"\n\tEventTypeGameStarted     = \"game.started\"\n\tEventTypeGameEnded       = \"game.ended\"\n\tEventTypeGamePaused      = \"game.paused\"\n\tEventTypeGameResumed     = \"game.resumed\"\n\tEventTypeGameCancelled   = \"game.cancelled\"\n\tEventTypeGameReset       = \"game.reset\"\n\tEventTypeGameDeleted     = \"game.deleted\"\n\n\t// 游戏状态事件类型\n\tEventTypeGameStatusChanged   = \"game.status_changed\"\n\tEventTypeGamePhaseChanged    = \"game.phase_changed\"\n\tEventTypeGameConfigUpdated   = \"game.config_updated\"\n\tEventTypeGameRulesUpdated    = \"game.rules_updated\"\n\tEventTypeGameSettingsUpdated = \"game.settings_updated\"\n\n\t// 玩家相关事件类型\n\tEventTypePlayerJoined       = \"player.joined\"\n\tEventTypePlayerLeft         = \"player.left\"\n\tEventTypePlayerScoreUpdated = \"player.score_updated\"\n\tEventTypeGameDataUpdated    = \"game.data_updated\"\n\t// EventTypeGamePaused         = \"game.paused\" // Duplicate removed - see line 480\n\t// EventTypeGameResumed        = \"game.resumed\" // Duplicate removed - see line 481\n\tEventTypePlayerKicked        = \"player.kicked\"\n\tEventTypePlayerStatusChanged = \"player.status_changed\"\n\tEventTypePlayerReady         = \"player.ready\"\n\tEventTypePlayerNotReady      = \"player.not_ready\"\n\tEventTypePlayerDisconnected  = \"player.disconnected\"\n\tEventTypePlayerReconnected   = \"player.reconnected\"\n\n\t// 分数和进度事件类型\n\tEventTypeScoreUpdated      = \"score.updated\"\n\tEventTypeHighScoreAchieved = \"score.high_score_achieved\"\n\tEventTypeLevelUp           = \"progress.level_up\"\n\tEventTypeProgressUpdated   = \"progress.updated\"\n\tEventTypeMilestoneReached  = \"progress.milestone_reached\"\n\n\t// 奖励相关事件类型\n\tEventTypeRewardGranted = \"reward.granted\"\n\tEventTypeRewardClaimed = \"reward.claimed\"\n\tEventTypeRewardExpired = \"reward.expired\"\n\tEventTypeBonusReward   = \"reward.bonus\"\n\n\t// 成就相关事件类型\n\tEventTypeAchievementUnlocked  = \"achievement.unlocked\"\n\tEventTypeAchievementCompleted = \"achievement.completed\"\n\tEventTypeAchievementProgress  = \"achievement.progress\"\n\n\t// 游戏操作事件类型\n\tEventTypeGameAction = \"game.action\"\n\tEventTypeGameMove   = \"game.move\"\n\tEventTypeGameInput  = \"game.input\"\n\tEventTypeGameOutput = \"game.output\"\n\n\t// 系统事件类型\n\tEventTypeGameError       = \"system.error\"\n\tEventTypeGameWarning     = \"system.warning\"\n\tEventTypeGameMaintenance = \"system.maintenance\"\n\tEventTypeGameUpdate      = \"system.update\"\n\n\t// 统计事件类型\n\tEventTypeGameStatistics     = \"statistics.game\"\n\tEventTypePlayerStatistics   = \"statistics.player\"\n\tEventTypeLeaderboardUpdated = \"statistics.leaderboard_updated\"\n)\n\n// 事件工厂函数\n\n// NewMinigameCreatedEvent 创建小游戏创建事件\nfunc NewMinigameCreatedEvent(gameID string, gameType GameType, creatorID uint64) *MinigameCreatedEvent {\n\treturn &MinigameCreatedEvent{\n\t\tBaseMinigameEvent: BaseMinigameEvent{\n\t\t\tEventID:   generateEventID(),\n\t\t\tEventType: EventTypeMinigameCreated,\n\t\t\tGameID:    gameID,\n\t\t\tTimestamp: time.Now(),\n\t\t\tMetadata:  make(map[string]interface{}),\n\t\t},\n\t\tGameType:  gameType,\n\t\tCreatorID: creatorID,\n\t}\n}\n\n// NewGameStartedEvent 创建游戏开始事件\nfunc NewGameStartedEvent(gameID string, operatorID uint64) *GameStartedEvent {\n\treturn &GameStartedEvent{\n\t\tBaseMinigameEvent: BaseMinigameEvent{\n\t\t\tEventID:   generateEventID(),\n\t\t\tEventType: EventTypeGameStarted,\n\t\t\tGameID:    gameID,\n\t\t\tTimestamp: time.Now(),\n\t\t\tMetadata:  make(map[string]interface{}),\n\t\t},\n\t\tOperatorID: operatorID,\n\t}\n}\n\n// NewGameEndedEvent 创建游戏结束事件\nfunc NewGameEndedEvent(gameID string, endReason GameEndReason, operatorID uint64) *GameEndedEvent {\n\treturn &GameEndedEvent{\n\t\tBaseMinigameEvent: BaseMinigameEvent{\n\t\t\tEventID:   generateEventID(),\n\t\t\tEventType: EventTypeGameEnded,\n\t\t\tGameID:    gameID,\n\t\t\tTimestamp: time.Now(),\n\t\t\tMetadata:  make(map[string]interface{}),\n\t\t},\n\t\tEndReason:  endReason,\n\t\tOperatorID: operatorID,\n\t}\n}\n\n// NewPlayerJoinedGameEvent 创建玩家加入游戏事件\nfunc NewPlayerJoinedGameEvent(gameID string, playerID uint64, playerName string) *PlayerJoinedGameEvent {\n\treturn &PlayerJoinedGameEvent{\n\t\tBaseMinigameEvent: BaseMinigameEvent{\n\t\t\tEventID:   generateEventID(),\n\t\t\tEventType: EventTypePlayerJoined,\n\t\t\tGameID:    gameID,\n\t\t\tTimestamp: time.Now(),\n\t\t\tMetadata:  make(map[string]interface{}),\n\t\t},\n\t\tPlayerID:   playerID,\n\t\tPlayerName: playerName,\n\t}\n}\n\n// NewPlayerLeftGameEvent 创建玩家离开游戏事件\nfunc NewPlayerLeftGameEvent(gameID string, playerID uint64, playerName string, reason string) *PlayerLeftGameEvent {\n\treturn &PlayerLeftGameEvent{\n\t\tBaseMinigameEvent: BaseMinigameEvent{\n\t\t\tEventID:   generateEventID(),\n\t\t\tEventType: EventTypePlayerLeft,\n\t\t\tGameID:    gameID,\n\t\t\tTimestamp: time.Now(),\n\t\t\tMetadata:  make(map[string]interface{}),\n\t\t},\n\t\tPlayerID:   playerID,\n\t\tPlayerName: playerName,\n\t\tReason:     reason,\n\t}\n}\n\n// NewPlayerScoreUpdatedEvent 创建玩家分数更新事件\nfunc NewPlayerScoreUpdatedEvent(gameID string, playerID uint64, oldScore, newScore int64, scoreType ScoreType) *PlayerScoreUpdatedEvent {\n\treturn &PlayerScoreUpdatedEvent{\n\t\tBaseMinigameEvent: BaseMinigameEvent{\n\t\t\tEventID:   generateEventID(),\n\t\t\tEventType: EventTypePlayerScoreUpdated,\n\t\t\tGameID:    gameID,\n\t\t\tTimestamp: time.Now(),\n\t\t\tMetadata:  make(map[string]interface{}),\n\t\t},\n\t\tPlayerID:  playerID,\n\t\tOldScore:  oldScore,\n\t\tNewScore:  newScore,\n\t\tScoreType: scoreType,\n\t}\n}\n\n// NewGameDataUpdatedEvent 创建游戏数据更新事件\nfunc NewGameDataUpdatedEvent(gameID string, key string, value interface{}) *GameDataUpdatedEvent {\n\treturn &GameDataUpdatedEvent{\n\t\tBaseMinigameEvent: BaseMinigameEvent{\n\t\t\tEventID:   generateEventID(),\n\t\t\tEventType: EventTypeGameDataUpdated,\n\t\t\tGameID:    gameID,\n\t\t\tTimestamp: time.Now(),\n\t\t\tMetadata:  make(map[string]interface{}),\n\t\t},\n\t\tKey:   key,\n\t\tValue: value,\n\t}\n}\n\n// NewGamePausedEvent 创建游戏暂停事件\nfunc NewGamePausedEvent(gameID string, operatorID uint64) *GamePausedEvent {\n\treturn &GamePausedEvent{\n\t\tBaseMinigameEvent: BaseMinigameEvent{\n\t\t\tEventID:   generateEventID(),\n\t\t\tEventType: EventTypeGamePaused,\n\t\t\tGameID:    gameID,\n\t\t\tTimestamp: time.Now(),\n\t\t\tMetadata:  make(map[string]interface{}),\n\t\t},\n\t\tOperatorID: operatorID,\n\t}\n}\n\n// NewGameResumedEvent 创建游戏恢复事件\nfunc NewGameResumedEvent(gameID string, operatorID uint64) *GameResumedEvent {\n\treturn &GameResumedEvent{\n\t\tBaseMinigameEvent: BaseMinigameEvent{\n\t\t\tEventID:   generateEventID(),\n\t\t\tEventType: EventTypeGameResumed,\n\t\t\tGameID:    gameID,\n\t\t\tTimestamp: time.Now(),\n\t\t\tMetadata:  make(map[string]interface{}),\n\t\t},\n\t\tOperatorID: operatorID,\n\t}\n}\n\n// NewPlayerJoinedEvent 创建玩家加入事件\nfunc NewPlayerJoinedEvent(gameID string, playerID uint64, sessionID string) *PlayerJoinedEvent {\n\treturn &PlayerJoinedEvent{\n\t\tBaseMinigameEvent: BaseMinigameEvent{\n\t\t\tEventID:   generateEventID(),\n\t\t\tEventType: EventTypePlayerJoined,\n\t\t\tGameID:    gameID,\n\t\t\tPlayerID:  &playerID,\n\t\t\tTimestamp: time.Now(),\n\t\t\tMetadata:  make(map[string]interface{}),\n\t\t},\n\t\tSessionID: sessionID,\n\t}\n}\n\n// NewPlayerLeftEvent 创建玩家离开事件\nfunc NewPlayerLeftEvent(gameID string, playerID uint64, leaveReason PlayerLeaveReason) *PlayerLeftEvent {\n\treturn &PlayerLeftEvent{\n\t\tBaseMinigameEvent: BaseMinigameEvent{\n\t\t\tEventID:   generateEventID(),\n\t\t\tEventType: EventTypePlayerLeft,\n\t\t\tGameID:    gameID,\n\t\t\tPlayerID:  &playerID,\n\t\t\tTimestamp: time.Now(),\n\t\t\tMetadata:  make(map[string]interface{}),\n\t\t},\n\t\tLeaveReason: leaveReason,\n\t}\n}\n\n// NewScoreUpdatedEvent 创建分数更新事件\nfunc NewScoreUpdatedEvent(gameID string, playerID uint64, scoreType ScoreType, oldScore, newScore, finalScore int64) *ScoreUpdatedEvent {\n\treturn &ScoreUpdatedEvent{\n\t\tBaseMinigameEvent: BaseMinigameEvent{\n\t\t\tEventID:   generateEventID(),\n\t\t\tEventType: EventTypeScoreUpdated,\n\t\t\tGameID:    gameID,\n\t\t\tPlayerID:  &playerID,\n\t\t\tTimestamp: time.Now(),\n\t\t\tMetadata:  make(map[string]interface{}),\n\t\t},\n\t\tScoreType:  scoreType,\n\t\tOldScore:   oldScore,\n\t\tNewScore:   newScore,\n\t\tFinalScore: finalScore,\n\t}\n}\n\n// NewRewardGrantedEvent 创建奖励授予事件\nfunc NewRewardGrantedEvent(gameID string, playerID uint64, rewardType RewardType, itemID string, quantity int64) *RewardGrantedEvent {\n\treturn &RewardGrantedEvent{\n\t\tBaseMinigameEvent: BaseMinigameEvent{\n\t\t\tEventID:   generateEventID(),\n\t\t\tEventType: EventTypeRewardGranted,\n\t\t\tGameID:    gameID,\n\t\t\tPlayerID:  &playerID,\n\t\t\tTimestamp: time.Now(),\n\t\t\tMetadata:  make(map[string]interface{}),\n\t\t},\n\t\tRewardType: rewardType,\n\t\tItemID:     itemID,\n\t\tQuantity:   quantity,\n\t}\n}\n\n// NewRewardClaimedEvent 创建奖励领取事件\nfunc NewRewardClaimedEvent(gameID string, playerID uint64, rewardType RewardType, itemID string, quantity int64) *RewardClaimedEvent {\n\treturn &RewardClaimedEvent{\n\t\tBaseMinigameEvent: BaseMinigameEvent{\n\t\t\tEventID:   generateEventID(),\n\t\t\tEventType: EventTypeRewardClaimed,\n\t\t\tGameID:    gameID,\n\t\t\tPlayerID:  &playerID,\n\t\t\tTimestamp: time.Now(),\n\t\t\tMetadata:  make(map[string]interface{}),\n\t\t},\n\t\tRewardType: rewardType,\n\t\tItemID:     itemID,\n\t\tQuantity:   quantity,\n\t}\n}\n\n// NewAchievementCompletedEvent 创建成就完成事件\nfunc NewAchievementCompletedEvent(gameID string, playerID uint64, achievementID string, points int64) *AchievementCompletedEvent {\n\treturn &AchievementCompletedEvent{\n\t\tBaseMinigameEvent: BaseMinigameEvent{\n\t\t\tEventID:   generateEventID(),\n\t\t\tEventType: EventTypeAchievementCompleted,\n\t\t\tGameID:    gameID,\n\t\t\tPlayerID:  &playerID,\n\t\t\tTimestamp: time.Now(),\n\t\t\tMetadata:  make(map[string]interface{}),\n\t\t},\n\t\tAchievementID: achievementID,\n\t\tPoints:        points,\n\t}\n}\n\n// NewGameErrorEvent 创建游戏错误事件\nfunc NewGameErrorEvent(gameID string, errorCode, errorMessage, errorType string) *GameErrorEvent {\n\treturn &GameErrorEvent{\n\t\tBaseMinigameEvent: BaseMinigameEvent{\n\t\t\tEventID:   generateEventID(),\n\t\t\tEventType: EventTypeGameError,\n\t\t\tGameID:    gameID,\n\t\t\tTimestamp: time.Now(),\n\t\t\tMetadata:  make(map[string]interface{}),\n\t\t},\n\t\tErrorCode:    errorCode,\n\t\tErrorMessage: errorMessage,\n\t\tErrorType:    errorType,\n\t}\n}\n\n// 事件处理器接口\n\n// MinigameEventHandler 小游戏事件处理器接口\ntype MinigameEventHandler interface {\n\tHandle(ctx context.Context, event MinigameEvent) error\n\tCanHandle(eventType string) bool\n\tGetHandlerName() string\n}\n\n// MinigameEventBus 小游戏事件总线接口\ntype MinigameEventBus interface {\n\tPublish(ctx context.Context, event MinigameEvent) error\n\tSubscribe(eventType string, handler MinigameEventHandler) error\n\tUnsubscribe(eventType string, handlerName string) error\n\tStart(ctx context.Context) error\n\tStop(ctx context.Context) error\n}\n\n// 事件聚合器\n\n// EventAggregator 事件聚合器\ntype EventAggregator struct {\n\tEvents []MinigameEvent `json:\"events\"`\n\tCount  int64           `json:\"count\"`\n\tPeriod string          `json:\"period\"`\n\tFrom   time.Time       `json:\"from\"`\n\tTo     time.Time       `json:\"to\"`\n}\n\n// NewEventAggregator 创建事件聚合器\nfunc NewEventAggregator(period string, from, to time.Time) *EventAggregator {\n\treturn &EventAggregator{\n\t\tEvents: make([]MinigameEvent, 0),\n\t\tCount:  0,\n\t\tPeriod: period,\n\t\tFrom:   from,\n\t\tTo:     to,\n\t}\n}\n\n// AddEvent 添加事件\nfunc (ea *EventAggregator) AddEvent(event MinigameEvent) {\n\tea.Events = append(ea.Events, event)\n\tea.Count++\n}\n\n// GetEventsByType 根据类型获取事件\nfunc (ea *EventAggregator) GetEventsByType(eventType string) []MinigameEvent {\n\tvar events []MinigameEvent\n\tfor _, event := range ea.Events {\n\t\tif event.GetEventType() == eventType {\n\t\t\tevents = append(events, event)\n\t\t}\n\t}\n\treturn events\n}\n\n// GetEventsByPlayer 根据玩家获取事件\nfunc (ea *EventAggregator) GetEventsByPlayer(playerID uint64) []MinigameEvent {\n\tvar events []MinigameEvent\n\tfor _, event := range ea.Events {\n\t\tif event.GetPlayerID() != nil && *event.GetPlayerID() == playerID {\n\t\t\tevents = append(events, event)\n\t\t}\n\t}\n\treturn events\n}\n\n// GetEventsByGame 根据游戏获取事件\nfunc (ea *EventAggregator) GetEventsByGame(gameID string) []MinigameEvent {\n\tvar events []MinigameEvent\n\tfor _, event := range ea.Events {\n\t\tif event.GetGameID() == gameID {\n\t\t\tevents = append(events, event)\n\t\t}\n\t}\n\treturn events\n}\n\n// GetEventStatistics 获取事件统计\nfunc (ea *EventAggregator) GetEventStatistics() map[string]int64 {\n\tstats := make(map[string]int64)\n\tfor _, event := range ea.Events {\n\t\tstats[event.GetEventType()]++\n\t}\n\treturn stats\n}\n\n// Clear 清空事件\nfunc (ea *EventAggregator) Clear() {\n\tea.Events = make([]MinigameEvent, 0)\n\tea.Count = 0\n}\n\n// 辅助函数\n\n// generateEventID 生成事件ID\nfunc generateEventID() string {\n\treturn fmt.Sprintf(\"evt_%d_%d\", time.Now().UnixNano(), time.Now().Unix())\n}\n\n// IsGameLifecycleEvent 检查是否为游戏生命周期事件\nfunc IsGameLifecycleEvent(eventType string) bool {\n\tlifecycleEvents := []string{\n\t\tEventTypeMinigameCreated,\n\t\tEventTypeGameStarted,\n\t\tEventTypeGameEnded,\n\t\tEventTypeGamePaused,\n\t\tEventTypeGameResumed,\n\t\tEventTypeGameCancelled,\n\t\tEventTypeGameReset,\n\t\tEventTypeGameDeleted,\n\t}\n\n\tfor _, event := range lifecycleEvents {\n\t\tif event == eventType {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn false\n}\n\n// IsPlayerEvent 检查是否为玩家事件\nfunc IsPlayerEvent(eventType string) bool {\n\tplayerEvents := []string{\n\t\tEventTypePlayerJoined,\n\t\tEventTypePlayerLeft,\n\t\tEventTypePlayerKicked,\n\t\tEventTypePlayerStatusChanged,\n\t\tEventTypePlayerReady,\n\t\tEventTypePlayerNotReady,\n\t\tEventTypePlayerDisconnected,\n\t\tEventTypePlayerReconnected,\n\t}\n\n\tfor _, event := range playerEvents {\n\t\tif event == eventType {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn false\n}\n\n// IsScoreEvent 检查是否为分数事件\nfunc IsScoreEvent(eventType string) bool {\n\tscoreEvents := []string{\n\t\tEventTypeScoreUpdated,\n\t\tEventTypeHighScoreAchieved,\n\t\tEventTypeLevelUp,\n\t\tEventTypeProgressUpdated,\n\t\tEventTypeMilestoneReached,\n\t}\n\n\tfor _, event := range scoreEvents {\n\t\tif event == eventType {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn false\n}\n\n// IsRewardEvent 检查是否为奖励事件\nfunc IsRewardEvent(eventType string) bool {\n\trewardEvents := []string{\n\t\tEventTypeRewardGranted,\n\t\tEventTypeRewardClaimed,\n\t\tEventTypeRewardExpired,\n\t\tEventTypeBonusReward,\n\t}\n\n\tfor _, event := range rewardEvents {\n\t\tif event == eventType {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn false\n}\n\n// IsAchievementEvent 检查是否为成就事件\nfunc IsAchievementEvent(eventType string) bool {\n\tachievementEvents := []string{\n\t\tEventTypeAchievementUnlocked,\n\t\tEventTypeAchievementCompleted,\n\t\tEventTypeAchievementProgress,\n\t}\n\n\tfor _, event := range achievementEvents {\n\t\tif event == eventType {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn false\n}\n\n// IsSystemEvent 检查是否为系统事件\nfunc IsSystemEvent(eventType string) bool {\n\tsystemEvents := []string{\n\t\tEventTypeGameError,\n\t\tEventTypeGameWarning,\n\t\tEventTypeGameMaintenance,\n\t\tEventTypeGameUpdate,\n\t}\n\n\tfor _, event := range systemEvents {\n\t\tif event == eventType {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn false\n}\n\n// GetEventPriority 获取事件优先级\nfunc GetEventPriority(eventType string) int {\n\tswitch eventType {\n\tcase EventTypeGameError:\n\t\treturn 1 // 最高优先级\n\tcase EventTypeGameWarning:\n\t\treturn 2\n\tcase EventTypeGameMaintenance:\n\t\treturn 3\n\tcase EventTypeMinigameCreated, EventTypeGameStarted, EventTypeGameEnded:\n\t\treturn 4\n\tcase EventTypePlayerJoined, EventTypePlayerLeft:\n\t\treturn 5\n\tcase EventTypeScoreUpdated, EventTypeHighScoreAchieved:\n\t\treturn 6\n\tcase EventTypeRewardGranted, EventTypeRewardClaimed:\n\t\treturn 7\n\tcase EventTypeAchievementCompleted, EventTypeAchievementUnlocked:\n\t\treturn 8\n\tdefault:\n\t\treturn 9 // 最低优先级\n\t}\n}\n\n// FilterEventsByTimeRange 根据时间范围过滤事件\nfunc FilterEventsByTimeRange(events []MinigameEvent, from, to time.Time) []MinigameEvent {\n\tvar filtered []MinigameEvent\n\tfor _, event := range events {\n\t\ttimestamp := event.GetTimestamp()\n\t\tif timestamp.After(from) && timestamp.Before(to) {\n\t\t\tfiltered = append(filtered, event)\n\t\t}\n\t}\n\treturn filtered\n}\n\n// GroupEventsByType 根据类型分组事件\nfunc GroupEventsByType(events []MinigameEvent) map[string][]MinigameEvent {\n\tgroups := make(map[string][]MinigameEvent)\n\tfor _, event := range events {\n\t\teventType := event.GetEventType()\n\t\tgroups[eventType] = append(groups[eventType], event)\n\t}\n\treturn groups\n}\n\n// GroupEventsByPlayer 根据玩家分组事件\nfunc GroupEventsByPlayer(events []MinigameEvent) map[uint64][]MinigameEvent {\n\tgroups := make(map[uint64][]MinigameEvent)\n\tfor _, event := range events {\n\t\tif playerID := event.GetPlayerID(); playerID != nil {\n\t\t\tgroups[*playerID] = append(groups[*playerID], event)\n\t\t}\n\t}\n\treturn groups\n}\n\n// GroupEventsByGame 根据游戏分组事件\nfunc GroupEventsByGame(events []MinigameEvent) map[string][]MinigameEvent {\n\tgroups := make(map[string][]MinigameEvent)\n\tfor _, event := range events {\n\t\tgameID := event.GetGameID()\n\t\tgroups[gameID] = append(groups[gameID], event)\n\t}\n\treturn groups\n}\n"
  },
  {
    "path": "internal/domain/minigame/repository.go",
    "content": "package minigame\n\nimport (\n\t\"context\"\n\t\"time\"\n)\n\n// MinigameRepository 小游戏仓储接口\ntype MinigameRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, minigame *MinigameAggregate) error\n\tFindByID(ctx context.Context, id string) (*MinigameAggregate, error)\n\tFindByIDs(ctx context.Context, ids []string) ([]*MinigameAggregate, error)\n\tDelete(ctx context.Context, id string) error\n\tExists(ctx context.Context, id string) (bool, error)\n\n\t// 查询操作\n\tFindByQuery(ctx context.Context, query *GameQuery) ([]*MinigameAggregate, error)\n\tFindByCreator(ctx context.Context, creatorID uint64, limit, offset int32) ([]*MinigameAggregate, error)\n\tFindByType(ctx context.Context, gameType GameType, limit, offset int32) ([]*MinigameAggregate, error)\n\tFindByStatus(ctx context.Context, status GameStatus, limit, offset int32) ([]*MinigameAggregate, error)\n\tFindByPlayer(ctx context.Context, playerID uint64, limit, offset int32) ([]*MinigameAggregate, error)\n\tFindActive(ctx context.Context, limit, offset int32) ([]*MinigameAggregate, error)\n\tFindJoinable(ctx context.Context, limit, offset int32) ([]*MinigameAggregate, error)\n\n\t// 分页查询\n\tFindWithPagination(ctx context.Context, filter *GameFilter, limit, offset int32) (*MinigamePaginationResult, error)\n\n\t// 统计操作\n\tCount(ctx context.Context, filter *GameFilter) (int64, error)\n\tCountByCreator(ctx context.Context, creatorID uint64) (int64, error)\n\tCountByType(ctx context.Context, gameType GameType) (int64, error)\n\tCountByStatus(ctx context.Context, status GameStatus) (int64, error)\n\tGetStatistics(ctx context.Context, filter *GameFilter) (*MinigameStatistics, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, minigames []*MinigameAggregate) error\n\tDeleteBatch(ctx context.Context, ids []string) error\n\tUpdateStatusBatch(ctx context.Context, ids []string, status GameStatus) error\n\n\t// 清理操作\n\tCleanupExpired(ctx context.Context, expiredBefore time.Time) (int64, error)\n\tCleanupFinished(ctx context.Context, finishedBefore time.Time) (int64, error)\n}\n\n// GameSessionRepository 游戏会话仓储接口\ntype GameSessionRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, session *GameSession) error\n\tFindByID(ctx context.Context, id string) (*GameSession, error)\n\tFindByIDs(ctx context.Context, ids []string) ([]*GameSession, error)\n\tDelete(ctx context.Context, id string) error\n\tExists(ctx context.Context, id string) (bool, error)\n\n\t// 查询操作\n\tFindByQuery(ctx context.Context, query *GameSessionQuery) ([]*GameSession, error)\n\tFindByGame(ctx context.Context, gameID string) ([]*GameSession, error)\n\tFindByPlayer(ctx context.Context, playerID uint64) ([]*GameSession, error)\n\tFindByGameAndPlayer(ctx context.Context, gameID string, playerID uint64) (*GameSession, error)\n\tFindByStatus(ctx context.Context, status PlayerStatus, limit, offset int32) ([]*GameSession, error)\n\tFindActive(ctx context.Context, limit, offset int32) ([]*GameSession, error)\n\tFindByToken(ctx context.Context, sessionToken string) (*GameSession, error)\n\n\t// 分页查询\n\tFindWithPagination(ctx context.Context, query *GameSessionQuery, limit, offset int32) (*SessionPaginationResult, error)\n\n\t// 统计操作\n\tCount(ctx context.Context, query *GameSessionQuery) (int64, error)\n\tCountByGame(ctx context.Context, gameID string) (int64, error)\n\tCountByPlayer(ctx context.Context, playerID uint64) (int64, error)\n\tCountByStatus(ctx context.Context, status PlayerStatus) (int64, error)\n\tGetPlayerStatistics(ctx context.Context, playerID uint64, gameType *GameType) (*PlayerStatistics, error)\n\tGetGameStatistics(ctx context.Context, gameID string) (*GameSessionStatistics, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, sessions []*GameSession) error\n\tDeleteBatch(ctx context.Context, ids []string) error\n\tUpdateStatusBatch(ctx context.Context, ids []string, status PlayerStatus) error\n\n\t// 清理操作\n\tCleanupExpired(ctx context.Context, expiredBefore time.Time) (int64, error)\n\tCleanupInactive(ctx context.Context, inactiveBefore time.Time) (int64, error)\n}\n\n// GameScoreRepository 游戏分数仓储接口\ntype GameScoreRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, score *GameScore) error\n\tFindByID(ctx context.Context, id string) (*GameScore, error)\n\tFindByIDs(ctx context.Context, ids []string) ([]*GameScore, error)\n\tDelete(ctx context.Context, id string) error\n\tExists(ctx context.Context, id string) (bool, error)\n\n\t// 查询操作\n\tFindByGame(ctx context.Context, gameID string) ([]*GameScore, error)\n\tFindByPlayer(ctx context.Context, playerID uint64) ([]*GameScore, error)\n\tFindByGameAndPlayer(ctx context.Context, gameID string, playerID uint64) ([]*GameScore, error)\n\tFindByGamePlayerAndType(ctx context.Context, gameID string, playerID uint64, scoreType ScoreType) (*GameScore, error)\n\tFindByType(ctx context.Context, scoreType ScoreType, limit, offset int32) ([]*GameScore, error)\n\tFindBySession(ctx context.Context, sessionID string) ([]*GameScore, error)\n\n\t// 排行榜操作\n\tFindTopScores(ctx context.Context, scoreType ScoreType, limit int32) ([]*GameScore, error)\n\tFindTopScoresByGame(ctx context.Context, gameID string, scoreType ScoreType, limit int32) ([]*GameScore, error)\n\tFindTopScoresByPlayer(ctx context.Context, playerID uint64, scoreType ScoreType, limit int32) ([]*GameScore, error)\n\tGetPlayerRank(ctx context.Context, gameID string, playerID uint64, scoreType ScoreType) (int32, error)\n\tGetScorePercentile(ctx context.Context, gameID string, score int64, scoreType ScoreType) (float64, error)\n\n\t// 分页查询\n\tFindWithPagination(ctx context.Context, query *ScoreQuery, limit, offset int32) (*ScorePaginationResult, error)\n\n\t// 统计操作\n\tCount(ctx context.Context, query *ScoreQuery) (int64, error)\n\tCountByGame(ctx context.Context, gameID string) (int64, error)\n\tCountByPlayer(ctx context.Context, playerID uint64) (int64, error)\n\tGetScoreStatistics(ctx context.Context, gameID string, scoreType ScoreType) (*ScoreStatistics, error)\n\tGetPlayerScoreStatistics(ctx context.Context, playerID uint64, scoreType ScoreType) (*PlayerScoreStatistics, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, scores []*GameScore) error\n\tDeleteBatch(ctx context.Context, ids []string) error\n\tUpdateRanksBatch(ctx context.Context, gameID string, scoreType ScoreType) error\n\n\t// 清理操作\n\tCleanupOldScores(ctx context.Context, olderThan time.Time) (int64, error)\n}\n\n// GameRewardRepository 游戏奖励仓储接口\ntype GameRewardRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, reward *GameReward) error\n\tFindByID(ctx context.Context, id string) (*GameReward, error)\n\tFindByIDs(ctx context.Context, ids []string) ([]*GameReward, error)\n\tDelete(ctx context.Context, id string) error\n\tExists(ctx context.Context, id string) (bool, error)\n\n\t// 查询操作\n\tFindByGame(ctx context.Context, gameID string) ([]*GameReward, error)\n\tFindByPlayer(ctx context.Context, playerID uint64) ([]*GameReward, error)\n\tFindByGameAndPlayer(ctx context.Context, gameID string, playerID uint64) ([]*GameReward, error)\n\tFindByType(ctx context.Context, rewardType RewardType, limit, offset int32) ([]*GameReward, error)\n\tFindBySession(ctx context.Context, sessionID string) ([]*GameReward, error)\n\tFindClaimable(ctx context.Context, playerID uint64) ([]*GameReward, error)\n\tFindClaimed(ctx context.Context, playerID uint64, limit, offset int32) ([]*GameReward, error)\n\tFindExpired(ctx context.Context, expiredBefore time.Time) ([]*GameReward, error)\n\n\t// 分页查询\n\tFindWithPagination(ctx context.Context, query *RewardQuery, limit, offset int32) (*RewardPaginationResult, error)\n\n\t// 统计操作\n\tCount(ctx context.Context, query *RewardQuery) (int64, error)\n\tCountByGame(ctx context.Context, gameID string) (int64, error)\n\tCountByPlayer(ctx context.Context, playerID uint64) (int64, error)\n\tCountClaimable(ctx context.Context, playerID uint64) (int64, error)\n\tCountClaimed(ctx context.Context, playerID uint64) (int64, error)\n\tGetRewardStatistics(ctx context.Context, gameID string) (*RewardStatistics, error)\n\tGetPlayerRewardStatistics(ctx context.Context, playerID uint64) (*PlayerRewardStatistics, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, rewards []*GameReward) error\n\tDeleteBatch(ctx context.Context, ids []string) error\n\tClaimBatch(ctx context.Context, ids []string, playerID uint64) error\n\n\t// 清理操作\n\tCleanupExpired(ctx context.Context, expiredBefore time.Time) (int64, error)\n\tCleanupClaimed(ctx context.Context, claimedBefore time.Time) (int64, error)\n}\n\n// GameAchievementRepository 游戏成就仓储接口\ntype GameAchievementRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, achievement *GameAchievement) error\n\tFindByID(ctx context.Context, id string) (*GameAchievement, error)\n\tFindByIDs(ctx context.Context, ids []string) ([]*GameAchievement, error)\n\tDelete(ctx context.Context, id string) error\n\tExists(ctx context.Context, id string) (bool, error)\n\n\t// 查询操作\n\tFindByGame(ctx context.Context, gameID string) ([]*GameAchievement, error)\n\tFindByPlayer(ctx context.Context, playerID uint64) ([]*GameAchievement, error)\n\tFindByGameAndPlayer(ctx context.Context, gameID string, playerID uint64) ([]*GameAchievement, error)\n\tFindByAchievementID(ctx context.Context, achievementID string) ([]*GameAchievement, error)\n\tFindByCategory(ctx context.Context, category string, limit, offset int32) ([]*GameAchievement, error)\n\tFindByRarity(ctx context.Context, rarity string, limit, offset int32) ([]*GameAchievement, error)\n\tFindCompleted(ctx context.Context, playerID uint64) ([]*GameAchievement, error)\n\tFindInProgress(ctx context.Context, playerID uint64) ([]*GameAchievement, error)\n\tFindUnlocked(ctx context.Context, playerID uint64) ([]*GameAchievement, error)\n\n\t// 分页查询\n\tFindWithPagination(ctx context.Context, query *AchievementQuery, limit, offset int32) (*AchievementPaginationResult, error)\n\n\t// 统计操作\n\tCount(ctx context.Context, query *AchievementQuery) (int64, error)\n\tCountByGame(ctx context.Context, gameID string) (int64, error)\n\tCountByPlayer(ctx context.Context, playerID uint64) (int64, error)\n\tCountCompleted(ctx context.Context, playerID uint64) (int64, error)\n\tCountUnlocked(ctx context.Context, playerID uint64) (int64, error)\n\tGetAchievementStatistics(ctx context.Context, gameID string) (*AchievementStatistics, error)\n\tGetPlayerAchievementStatistics(ctx context.Context, playerID uint64) (*PlayerAchievementStatistics, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, achievements []*GameAchievement) error\n\tDeleteBatch(ctx context.Context, ids []string) error\n\tCompleteBatch(ctx context.Context, ids []string) error\n\tUnlockBatch(ctx context.Context, ids []string) error\n\n\t// 清理操作\n\tCleanupOldAchievements(ctx context.Context, olderThan time.Time) (int64, error)\n}\n\n// 查询条件结构体\n\n// ScoreQuery 分数查询条件\ntype ScoreQuery struct {\n\tGameID         *string    `json:\"game_id,omitempty\"`\n\tPlayerID       *uint64    `json:\"player_id,omitempty\"`\n\tSessionID      *string    `json:\"session_id,omitempty\"`\n\tScoreType      *ScoreType `json:\"score_type,omitempty\"`\n\tMinValue       *int64     `json:\"min_value,omitempty\"`\n\tMaxValue       *int64     `json:\"max_value,omitempty\"`\n\tMinRank        *int32     `json:\"min_rank,omitempty\"`\n\tMaxRank        *int32     `json:\"max_rank,omitempty\"`\n\tAchievedAfter  *time.Time `json:\"achieved_after,omitempty\"`\n\tAchievedBefore *time.Time `json:\"achieved_before,omitempty\"`\n\tOrderBy        string     `json:\"order_by,omitempty\"`\n\tOrderDesc      bool       `json:\"order_desc,omitempty\"`\n}\n\n// RewardQuery 奖励查询条件\ntype RewardQuery struct {\n\tGameID        *string     `json:\"game_id,omitempty\"`\n\tPlayerID      *uint64     `json:\"player_id,omitempty\"`\n\tSessionID     *string     `json:\"session_id,omitempty\"`\n\tRewardType    *RewardType `json:\"reward_type,omitempty\"`\n\tItemID        *string     `json:\"item_id,omitempty\"`\n\tRarity        *string     `json:\"rarity,omitempty\"`\n\tSource        *string     `json:\"source,omitempty\"`\n\tClaimed       *bool       `json:\"claimed,omitempty\"`\n\tExpired       *bool       `json:\"expired,omitempty\"`\n\tCreatedAfter  *time.Time  `json:\"created_after,omitempty\"`\n\tCreatedBefore *time.Time  `json:\"created_before,omitempty\"`\n\tExpiresAfter  *time.Time  `json:\"expires_after,omitempty\"`\n\tExpiresBefore *time.Time  `json:\"expires_before,omitempty\"`\n\tOrderBy       string      `json:\"order_by,omitempty\"`\n\tOrderDesc     bool        `json:\"order_desc,omitempty\"`\n}\n\n// AchievementQuery 成就查询条件\ntype AchievementQuery struct {\n\tGameID          *string    `json:\"game_id,omitempty\"`\n\tPlayerID        *uint64    `json:\"player_id,omitempty\"`\n\tSessionID       *string    `json:\"session_id,omitempty\"`\n\tAchievementID   *string    `json:\"achievement_id,omitempty\"`\n\tCategory        *string    `json:\"category,omitempty\"`\n\tRarity          *string    `json:\"rarity,omitempty\"`\n\tCompleted       *bool      `json:\"completed,omitempty\"`\n\tUnlocked        *bool      `json:\"unlocked,omitempty\"`\n\tMinProgress     *float64   `json:\"min_progress,omitempty\"`\n\tMaxProgress     *float64   `json:\"max_progress,omitempty\"`\n\tMinPoints       *int64     `json:\"min_points,omitempty\"`\n\tMaxPoints       *int64     `json:\"max_points,omitempty\"`\n\tCreatedAfter    *time.Time `json:\"created_after,omitempty\"`\n\tCreatedBefore   *time.Time `json:\"created_before,omitempty\"`\n\tCompletedAfter  *time.Time `json:\"completed_after,omitempty\"`\n\tCompletedBefore *time.Time `json:\"completed_before,omitempty\"`\n\tOrderBy         string     `json:\"order_by,omitempty\"`\n\tOrderDesc       bool       `json:\"order_desc,omitempty\"`\n}\n\n// 分页结果结构体\n\n// MinigamePaginationResult 小游戏分页结果\ntype MinigamePaginationResult struct {\n\tItems      []*MinigameAggregate `json:\"items\"`\n\tTotal      int64                `json:\"total\"`\n\tLimit      int32                `json:\"limit\"`\n\tOffset     int32                `json:\"offset\"`\n\tHasMore    bool                 `json:\"has_more\"`\n\tTotalPages int32                `json:\"total_pages\"`\n}\n\n// SessionPaginationResult 会话分页结果\ntype SessionPaginationResult struct {\n\tItems      []*GameSession `json:\"items\"`\n\tTotal      int64          `json:\"total\"`\n\tLimit      int32          `json:\"limit\"`\n\tOffset     int32          `json:\"offset\"`\n\tHasMore    bool           `json:\"has_more\"`\n\tTotalPages int32          `json:\"total_pages\"`\n}\n\n// ScorePaginationResult 分数分页结果\ntype ScorePaginationResult struct {\n\tItems      []*GameScore `json:\"items\"`\n\tTotal      int64        `json:\"total\"`\n\tLimit      int32        `json:\"limit\"`\n\tOffset     int32        `json:\"offset\"`\n\tHasMore    bool         `json:\"has_more\"`\n\tTotalPages int32        `json:\"total_pages\"`\n}\n\n// RewardPaginationResult 奖励分页结果\ntype RewardPaginationResult struct {\n\tItems      []*GameReward `json:\"items\"`\n\tTotal      int64         `json:\"total\"`\n\tLimit      int32         `json:\"limit\"`\n\tOffset     int32         `json:\"offset\"`\n\tHasMore    bool          `json:\"has_more\"`\n\tTotalPages int32         `json:\"total_pages\"`\n}\n\n// AchievementPaginationResult 成就分页结果\ntype AchievementPaginationResult struct {\n\tItems      []*GameAchievement `json:\"items\"`\n\tTotal      int64              `json:\"total\"`\n\tLimit      int32              `json:\"limit\"`\n\tOffset     int32              `json:\"offset\"`\n\tHasMore    bool               `json:\"has_more\"`\n\tTotalPages int32              `json:\"total_pages\"`\n}\n\n// 统计数据结构体\n\n// MinigameStatistics 小游戏统计\ntype MinigameStatistics struct {\n\tTotalGames        int64                    `json:\"total_games\"`\n\tActiveGames       int64                    `json:\"active_games\"`\n\tFinishedGames     int64                    `json:\"finished_games\"`\n\tCancelledGames    int64                    `json:\"cancelled_games\"`\n\tTotalPlayers      int64                    `json:\"total_players\"`\n\tActivePlayers     int64                    `json:\"active_players\"`\n\tAveragePlayTime   time.Duration            `json:\"average_play_time\"`\n\tAverageScore      float64                  `json:\"average_score\"`\n\tGamesByType       map[GameType]int64       `json:\"games_by_type\"`\n\tGamesByStatus     map[GameStatus]int64     `json:\"games_by_status\"`\n\tGamesByDifficulty map[GameDifficulty]int64 `json:\"games_by_difficulty\"`\n\tCreatedAt         time.Time                `json:\"created_at\"`\n\tUpdatedAt         time.Time                `json:\"updated_at\"`\n}\n\n// GameSessionStatistics 游戏会话统计\ntype GameSessionStatistics struct {\n\tGameID           string        `json:\"game_id\"`\n\tTotalSessions    int64         `json:\"total_sessions\"`\n\tActiveSessions   int64         `json:\"active_sessions\"`\n\tFinishedSessions int64         `json:\"finished_sessions\"`\n\tAveragePlayTime  time.Duration `json:\"average_play_time\"`\n\tAverageScore     float64       `json:\"average_score\"`\n\tAverageMoves     float64       `json:\"average_moves\"`\n\tAverageLevel     float64       `json:\"average_level\"`\n\tHighestScore     int64         `json:\"highest_score\"`\n\tHighestLevel     int32         `json:\"highest_level\"`\n\tTotalPlayTime    time.Duration `json:\"total_play_time\"`\n\tTotalMoves       int64         `json:\"total_moves\"`\n\tCreatedAt        time.Time     `json:\"created_at\"`\n\tUpdatedAt        time.Time     `json:\"updated_at\"`\n}\n\n// ScoreStatistics 分数统计\ntype ScoreStatistics struct {\n\tGameID       string    `json:\"game_id\"`\n\tScoreType    ScoreType `json:\"score_type\"`\n\tTotalScores  int64     `json:\"total_scores\"`\n\tAverageScore float64   `json:\"average_score\"`\n\tHighestScore int64     `json:\"highest_score\"`\n\tLowestScore  int64     `json:\"lowest_score\"`\n\tMedianScore  int64     `json:\"median_score\"`\n\tTotalValue   int64     `json:\"total_value\"`\n\tCreatedAt    time.Time `json:\"created_at\"`\n\tUpdatedAt    time.Time `json:\"updated_at\"`\n}\n\n// PlayerScoreStatistics 玩家分数统计\ntype PlayerScoreStatistics struct {\n\tPlayerID     uint64    `json:\"player_id\"`\n\tScoreType    ScoreType `json:\"score_type\"`\n\tTotalScores  int64     `json:\"total_scores\"`\n\tAverageScore float64   `json:\"average_score\"`\n\tHighestScore int64     `json:\"highest_score\"`\n\tLowestScore  int64     `json:\"lowest_score\"`\n\tBestRank     int32     `json:\"best_rank\"`\n\tCurrentRank  int32     `json:\"current_rank\"`\n\tTotalValue   int64     `json:\"total_value\"`\n\tCreatedAt    time.Time `json:\"created_at\"`\n\tUpdatedAt    time.Time `json:\"updated_at\"`\n}\n\n// RewardStatistics 奖励统计\ntype RewardStatistics struct {\n\tGameID          string               `json:\"game_id\"`\n\tTotalRewards    int64                `json:\"total_rewards\"`\n\tClaimedRewards  int64                `json:\"claimed_rewards\"`\n\tExpiredRewards  int64                `json:\"expired_rewards\"`\n\tPendingRewards  int64                `json:\"pending_rewards\"`\n\tRewardsByType   map[RewardType]int64 `json:\"rewards_by_type\"`\n\tRewardsByRarity map[string]int64     `json:\"rewards_by_rarity\"`\n\tTotalValue      map[RewardType]int64 `json:\"total_value\"`\n\tClaimRate       float64              `json:\"claim_rate\"`\n\tCreatedAt       time.Time            `json:\"created_at\"`\n\tUpdatedAt       time.Time            `json:\"updated_at\"`\n}\n\n// PlayerRewardStatistics 玩家奖励统计\ntype PlayerRewardStatistics struct {\n\tPlayerID        uint64               `json:\"player_id\"`\n\tTotalRewards    int64                `json:\"total_rewards\"`\n\tClaimedRewards  int64                `json:\"claimed_rewards\"`\n\tExpiredRewards  int64                `json:\"expired_rewards\"`\n\tPendingRewards  int64                `json:\"pending_rewards\"`\n\tRewardsByType   map[RewardType]int64 `json:\"rewards_by_type\"`\n\tRewardsByRarity map[string]int64     `json:\"rewards_by_rarity\"`\n\tTotalValue      map[RewardType]int64 `json:\"total_value\"`\n\tClaimRate       float64              `json:\"claim_rate\"`\n\tLastClaimedAt   *time.Time           `json:\"last_claimed_at,omitempty\"`\n\tCreatedAt       time.Time            `json:\"created_at\"`\n\tUpdatedAt       time.Time            `json:\"updated_at\"`\n}\n\n// AchievementStatistics 成就统计\ntype AchievementStatistics struct {\n\tGameID                 string           `json:\"game_id\"`\n\tTotalAchievements      int64            `json:\"total_achievements\"`\n\tCompletedAchievements  int64            `json:\"completed_achievements\"`\n\tUnlockedAchievements   int64            `json:\"unlocked_achievements\"`\n\tInProgressAchievements int64            `json:\"in_progress_achievements\"`\n\tAchievementsByCategory map[string]int64 `json:\"achievements_by_category\"`\n\tAchievementsByRarity   map[string]int64 `json:\"achievements_by_rarity\"`\n\tAverageProgress        float64          `json:\"average_progress\"`\n\tCompletionRate         float64          `json:\"completion_rate\"`\n\tTotalPoints            int64            `json:\"total_points\"`\n\tCreatedAt              time.Time        `json:\"created_at\"`\n\tUpdatedAt              time.Time        `json:\"updated_at\"`\n}\n\n// PlayerAchievementStatistics 玩家成就统计\ntype PlayerAchievementStatistics struct {\n\tPlayerID               uint64           `json:\"player_id\"`\n\tTotalAchievements      int64            `json:\"total_achievements\"`\n\tCompletedAchievements  int64            `json:\"completed_achievements\"`\n\tUnlockedAchievements   int64            `json:\"unlocked_achievements\"`\n\tInProgressAchievements int64            `json:\"in_progress_achievements\"`\n\tAchievementsByCategory map[string]int64 `json:\"achievements_by_category\"`\n\tAchievementsByRarity   map[string]int64 `json:\"achievements_by_rarity\"`\n\tAverageProgress        float64          `json:\"average_progress\"`\n\tCompletionRate         float64          `json:\"completion_rate\"`\n\tTotalPoints            int64            `json:\"total_points\"`\n\tLastCompletedAt        *time.Time       `json:\"last_completed_at,omitempty\"`\n\tLastUnlockedAt         *time.Time       `json:\"last_unlocked_at,omitempty\"`\n\tCreatedAt              time.Time        `json:\"created_at\"`\n\tUpdatedAt              time.Time        `json:\"updated_at\"`\n}\n\n// 辅助函数\n\n// NewMinigamePaginationResult 创建小游戏分页结果\nfunc NewMinigamePaginationResult(items []*MinigameAggregate, total int64, limit, offset int32) *MinigamePaginationResult {\n\ttotalPages := int32((total + int64(limit) - 1) / int64(limit))\n\thasMore := offset+limit < int32(total)\n\n\treturn &MinigamePaginationResult{\n\t\tItems:      items,\n\t\tTotal:      total,\n\t\tLimit:      limit,\n\t\tOffset:     offset,\n\t\tHasMore:    hasMore,\n\t\tTotalPages: totalPages,\n\t}\n}\n\n// NewSessionPaginationResult 创建会话分页结果\nfunc NewSessionPaginationResult(items []*GameSession, total int64, limit, offset int32) *SessionPaginationResult {\n\ttotalPages := int32((total + int64(limit) - 1) / int64(limit))\n\thasMore := offset+limit < int32(total)\n\n\treturn &SessionPaginationResult{\n\t\tItems:      items,\n\t\tTotal:      total,\n\t\tLimit:      limit,\n\t\tOffset:     offset,\n\t\tHasMore:    hasMore,\n\t\tTotalPages: totalPages,\n\t}\n}\n\n// NewScorePaginationResult 创建分数分页结果\nfunc NewScorePaginationResult(items []*GameScore, total int64, limit, offset int32) *ScorePaginationResult {\n\ttotalPages := int32((total + int64(limit) - 1) / int64(limit))\n\thasMore := offset+limit < int32(total)\n\n\treturn &ScorePaginationResult{\n\t\tItems:      items,\n\t\tTotal:      total,\n\t\tLimit:      limit,\n\t\tOffset:     offset,\n\t\tHasMore:    hasMore,\n\t\tTotalPages: totalPages,\n\t}\n}\n\n// NewRewardPaginationResult 创建奖励分页结果\nfunc NewRewardPaginationResult(items []*GameReward, total int64, limit, offset int32) *RewardPaginationResult {\n\ttotalPages := int32((total + int64(limit) - 1) / int64(limit))\n\thasMore := offset+limit < int32(total)\n\n\treturn &RewardPaginationResult{\n\t\tItems:      items,\n\t\tTotal:      total,\n\t\tLimit:      limit,\n\t\tOffset:     offset,\n\t\tHasMore:    hasMore,\n\t\tTotalPages: totalPages,\n\t}\n}\n\n// NewAchievementPaginationResult 创建成就分页结果\nfunc NewAchievementPaginationResult(items []*GameAchievement, total int64, limit, offset int32) *AchievementPaginationResult {\n\ttotalPages := int32((total + int64(limit) - 1) / int64(limit))\n\thasMore := offset+limit < int32(total)\n\n\treturn &AchievementPaginationResult{\n\t\tItems:      items,\n\t\tTotal:      total,\n\t\tLimit:      limit,\n\t\tOffset:     offset,\n\t\tHasMore:    hasMore,\n\t\tTotalPages: totalPages,\n\t}\n}\n\n// NewMinigameStatistics 创建小游戏统计\nfunc NewMinigameStatistics() *MinigameStatistics {\n\tnow := time.Now()\n\treturn &MinigameStatistics{\n\t\tTotalGames:        0,\n\t\tActiveGames:       0,\n\t\tFinishedGames:     0,\n\t\tCancelledGames:    0,\n\t\tTotalPlayers:      0,\n\t\tActivePlayers:     0,\n\t\tAveragePlayTime:   0,\n\t\tAverageScore:      0.0,\n\t\tGamesByType:       make(map[GameType]int64),\n\t\tGamesByStatus:     make(map[GameStatus]int64),\n\t\tGamesByDifficulty: make(map[GameDifficulty]int64),\n\t\tCreatedAt:         now,\n\t\tUpdatedAt:         now,\n\t}\n}\n\n// NewGameSessionStatistics 创建游戏会话统计\nfunc NewGameSessionStatistics(gameID string) *GameSessionStatistics {\n\tnow := time.Now()\n\treturn &GameSessionStatistics{\n\t\tGameID:           gameID,\n\t\tTotalSessions:    0,\n\t\tActiveSessions:   0,\n\t\tFinishedSessions: 0,\n\t\tAveragePlayTime:  0,\n\t\tAverageScore:     0.0,\n\t\tAverageMoves:     0.0,\n\t\tAverageLevel:     0.0,\n\t\tHighestScore:     0,\n\t\tHighestLevel:     0,\n\t\tTotalPlayTime:    0,\n\t\tTotalMoves:       0,\n\t\tCreatedAt:        now,\n\t\tUpdatedAt:        now,\n\t}\n}\n\n// NewScoreStatistics 创建分数统计\nfunc NewScoreStatistics(gameID string, scoreType ScoreType) *ScoreStatistics {\n\tnow := time.Now()\n\treturn &ScoreStatistics{\n\t\tGameID:       gameID,\n\t\tScoreType:    scoreType,\n\t\tTotalScores:  0,\n\t\tAverageScore: 0.0,\n\t\tHighestScore: 0,\n\t\tLowestScore:  0,\n\t\tMedianScore:  0,\n\t\tTotalValue:   0,\n\t\tCreatedAt:    now,\n\t\tUpdatedAt:    now,\n\t}\n}\n\n// NewPlayerScoreStatistics 创建玩家分数统计\nfunc NewPlayerScoreStatistics(playerID uint64, scoreType ScoreType) *PlayerScoreStatistics {\n\tnow := time.Now()\n\treturn &PlayerScoreStatistics{\n\t\tPlayerID:     playerID,\n\t\tScoreType:    scoreType,\n\t\tTotalScores:  0,\n\t\tAverageScore: 0.0,\n\t\tHighestScore: 0,\n\t\tLowestScore:  0,\n\t\tBestRank:     0,\n\t\tCurrentRank:  0,\n\t\tTotalValue:   0,\n\t\tCreatedAt:    now,\n\t\tUpdatedAt:    now,\n\t}\n}\n\n// NewRewardStatistics 创建奖励统计\nfunc NewRewardStatistics(gameID string) *RewardStatistics {\n\tnow := time.Now()\n\treturn &RewardStatistics{\n\t\tGameID:          gameID,\n\t\tTotalRewards:    0,\n\t\tClaimedRewards:  0,\n\t\tExpiredRewards:  0,\n\t\tPendingRewards:  0,\n\t\tRewardsByType:   make(map[RewardType]int64),\n\t\tRewardsByRarity: make(map[string]int64),\n\t\tTotalValue:      make(map[RewardType]int64),\n\t\tClaimRate:       0.0,\n\t\tCreatedAt:       now,\n\t\tUpdatedAt:       now,\n\t}\n}\n\n// NewPlayerRewardStatistics 创建玩家奖励统计\nfunc NewPlayerRewardStatistics(playerID uint64) *PlayerRewardStatistics {\n\tnow := time.Now()\n\treturn &PlayerRewardStatistics{\n\t\tPlayerID:        playerID,\n\t\tTotalRewards:    0,\n\t\tClaimedRewards:  0,\n\t\tExpiredRewards:  0,\n\t\tPendingRewards:  0,\n\t\tRewardsByType:   make(map[RewardType]int64),\n\t\tRewardsByRarity: make(map[string]int64),\n\t\tTotalValue:      make(map[RewardType]int64),\n\t\tClaimRate:       0.0,\n\t\tCreatedAt:       now,\n\t\tUpdatedAt:       now,\n\t}\n}\n\n// NewAchievementStatistics 创建成就统计\nfunc NewAchievementStatistics(gameID string) *AchievementStatistics {\n\tnow := time.Now()\n\treturn &AchievementStatistics{\n\t\tGameID:                 gameID,\n\t\tTotalAchievements:      0,\n\t\tCompletedAchievements:  0,\n\t\tUnlockedAchievements:   0,\n\t\tInProgressAchievements: 0,\n\t\tAchievementsByCategory: make(map[string]int64),\n\t\tAchievementsByRarity:   make(map[string]int64),\n\t\tAverageProgress:        0.0,\n\t\tCompletionRate:         0.0,\n\t\tTotalPoints:            0,\n\t\tCreatedAt:              now,\n\t\tUpdatedAt:              now,\n\t}\n}\n\n// NewPlayerAchievementStatistics 创建玩家成就统计\nfunc NewPlayerAchievementStatistics(playerID uint64) *PlayerAchievementStatistics {\n\tnow := time.Now()\n\treturn &PlayerAchievementStatistics{\n\t\tPlayerID:               playerID,\n\t\tTotalAchievements:      0,\n\t\tCompletedAchievements:  0,\n\t\tUnlockedAchievements:   0,\n\t\tInProgressAchievements: 0,\n\t\tAchievementsByCategory: make(map[string]int64),\n\t\tAchievementsByRarity:   make(map[string]int64),\n\t\tAverageProgress:        0.0,\n\t\tCompletionRate:         0.0,\n\t\tTotalPoints:            0,\n\t\tCreatedAt:              now,\n\t\tUpdatedAt:              now,\n\t}\n}\n"
  },
  {
    "path": "internal/domain/minigame/service.go",
    "content": "package minigame\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n)\n\n// MinigameService 小游戏领域服务\ntype MinigameService struct {\n\tminigameRepo    MinigameRepository\n\tsessionRepo     GameSessionRepository\n\tscoreRepo       GameScoreRepository\n\trewardRepo      GameRewardRepository\n\tachievementRepo GameAchievementRepository\n\teventBus        MinigameEventBus\n}\n\n// NewMinigameService 创建小游戏服务\nfunc NewMinigameService(\n\tminigameRepo MinigameRepository,\n\tsessionRepo GameSessionRepository,\n\tscoreRepo GameScoreRepository,\n\trewardRepo GameRewardRepository,\n\tachievementRepo GameAchievementRepository,\n\teventBus MinigameEventBus,\n) *MinigameService {\n\treturn &MinigameService{\n\t\tminigameRepo:    minigameRepo,\n\t\tsessionRepo:     sessionRepo,\n\t\tscoreRepo:       scoreRepo,\n\t\trewardRepo:      rewardRepo,\n\t\tachievementRepo: achievementRepo,\n\t\teventBus:        eventBus,\n\t}\n}\n\n// CreateMinigame 创建小游戏\nfunc (s *MinigameService) CreateMinigame(ctx context.Context, gameType GameType, creatorID uint64, config *GameConfig) (*MinigameAggregate, error) {\n\t// 验证游戏类型\n\tif !gameType.IsValid() {\n\t\treturn nil, NewMinigameError(ErrorCodeInvalidGameType, \"Invalid game type\", fmt.Errorf(\"invalid game type: %v\", gameType))\n\t}\n\n\t// 验证创建者\n\tif creatorID == 0 {\n\t\treturn nil, NewMinigameError(ErrorCodeInvalidPlayer, \"Invalid creator\", fmt.Errorf(\"creator_id cannot be zero\"))\n\t}\n\n\t// 验证配置\n\tif config == nil {\n\t\tconfig = NewGameConfig()\n\t}\n\n\tif err := s.validateGameConfig(config); err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeInvalidConfig, \"Invalid game config\", err)\n\t}\n\n\t// 生成游戏ID\n\tgameID := fmt.Sprintf(\"game_%d_%d\", creatorID, time.Now().Unix())\n\n\t// 创建小游戏聚合\n\tminigame := NewMinigameAggregate(gameID, gameType, GameCategoryNormal, creatorID)\n\t// TODO: 实现SetConfig方法\n\t// minigame.SetConfig(config.Clone())\n\n\t// 保存到仓储\n\tif err := s.minigameRepo.Save(ctx, minigame); err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeRepositoryError, \"Failed to save minigame\", err)\n\t}\n\n\t// 发布事件\n\tevent := NewMinigameCreatedEvent(minigame.ID, minigame.GameType, creatorID)\n\ts.eventBus.Publish(ctx, event)\n\n\treturn minigame, nil\n}\n\n// StartGame 开始游戏\nfunc (s *MinigameService) StartGame(ctx context.Context, gameID string, operatorID uint64) error {\n\t// 获取游戏\n\tminigame, err := s.minigameRepo.FindByID(ctx, gameID)\n\tif err != nil {\n\t\treturn NewMinigameError(ErrorCodeGameNotFound, \"Game not found\", err)\n\t}\n\n\t// 检查权限\n\tif !s.canOperateGame(minigame, operatorID) {\n\t\treturn NewMinigameError(ErrorCodePermissionDenied, \"Permission denied\", fmt.Errorf(\"user %d cannot operate game %s\", operatorID, gameID))\n\t}\n\n\t// 开始游戏\n\tif err := minigame.StartGame(); err != nil {\n\t\treturn NewMinigameError(ErrorCodeInvalidOperation, \"Cannot start game\", err)\n\t}\n\n\t// 保存更新\n\tif err := s.minigameRepo.Save(ctx, minigame); err != nil {\n\t\treturn NewMinigameError(ErrorCodeRepositoryError, \"Failed to save minigame\", err)\n\t}\n\n\t// 发布事件\n\tevent := NewGameStartedEvent(gameID, operatorID)\n\ts.eventBus.Publish(ctx, event)\n\n\treturn nil\n}\n\n// EndGame 结束游戏\nfunc (s *MinigameService) EndGame(ctx context.Context, gameID string, operatorID uint64, reason GameEndReason) error {\n\t// 获取游戏\n\tminigame, err := s.minigameRepo.FindByID(ctx, gameID)\n\tif err != nil {\n\t\treturn NewMinigameError(ErrorCodeGameNotFound, \"Game not found\", err)\n\t}\n\n\t// 检查权限\n\tif !s.canOperateGame(minigame, operatorID) {\n\t\treturn NewMinigameError(ErrorCodePermissionDenied, \"Permission denied\", fmt.Errorf(\"user %d cannot operate game %s\", operatorID, gameID))\n\t}\n\n\t// 结束游戏\n\tif err := minigame.EndGame(reason); err != nil {\n\t\treturn NewMinigameError(ErrorCodeInvalidOperation, \"Cannot end game\", err)\n\t}\n\n\t// 处理游戏结束后的逻辑\n\tif err := s.handleGameEnd(ctx, minigame); err != nil {\n\t\treturn err\n\t}\n\n\t// 保存更新\n\tif err := s.minigameRepo.Save(ctx, minigame); err != nil {\n\t\treturn NewMinigameError(ErrorCodeRepositoryError, \"Failed to save minigame\", err)\n\t}\n\n\t// 发布事件\n\tevent := NewGameEndedEvent(gameID, reason, operatorID)\n\ts.eventBus.Publish(ctx, event)\n\n\treturn nil\n}\n\n// JoinGame 加入游戏\nfunc (s *MinigameService) JoinGame(ctx context.Context, gameID string, playerID uint64, sessionToken string) (*GameSession, error) {\n\t// 获取游戏\n\tminigame, err := s.minigameRepo.FindByID(ctx, gameID)\n\tif err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeGameNotFound, \"Game not found\", err)\n\t}\n\n\t// 检查是否可以加入\n\t// TODO: 实现CanJoin方法\n\t// if !minigame.CanJoin() {\n\t// \treturn nil, NewMinigameError(ErrorCodeGameNotJoinable, \"Game is not joinable\", fmt.Errorf(\"game %s is not joinable\", gameID))\n\t// }\n\n\t// 检查玩家是否已在游戏中\n\t// TODO: 实现HasPlayer方法\n\t// if minigame.HasPlayer(playerID) {\n\t// \treturn nil, NewMinigameError(ErrorCodePlayerAlreadyInGame, \"Player already in game\", fmt.Errorf(\"player %d already in game %s\", playerID, gameID))\n\t// }\n\n\t// 检查游戏是否已满\n\t// TODO: 实现IsFull方法\n\t// if minigame.IsFull() {\n\t// \treturn nil, NewMinigameError(ErrorCodeGameFull, \"Game is full\", fmt.Errorf(\"game %s is full\", gameID))\n\t// }\n\n\t// 创建游戏会话\n\tsession := NewGameSession(gameID, playerID, sessionToken)\n\n\t// 验证会话\n\tif err := ValidateGameSession(session); err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeInvalidSession, \"Invalid session\", err)\n\t}\n\n\t// 加入游戏\n\t// TODO: 实现AddPlayer方法，需要传递正确的参数\n\t// if err := minigame.AddPlayer(playerID, session); err != nil {\n\t// \treturn nil, NewMinigameError(ErrorCodeInvalidOperation, \"Cannot add player\", err)\n\t// }\n\n\t// 保存会话\n\tif err := s.sessionRepo.Save(ctx, session); err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeRepositoryError, \"Failed to save session\", err)\n\t}\n\n\t// 保存游戏更新\n\tif err := s.minigameRepo.Save(ctx, minigame); err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeRepositoryError, \"Failed to save minigame\", err)\n\t}\n\n\t// 发布事件\n\tevent := NewPlayerJoinedEvent(gameID, playerID, session.ID)\n\ts.eventBus.Publish(ctx, event)\n\n\treturn session, nil\n}\n\n// LeaveGame 离开游戏\nfunc (s *MinigameService) LeaveGame(ctx context.Context, gameID string, playerID uint64, reason PlayerLeaveReason) error {\n\t// 获取游戏\n\tminigame, err := s.minigameRepo.FindByID(ctx, gameID)\n\tif err != nil {\n\t\treturn NewMinigameError(ErrorCodeGameNotFound, \"Game not found\", err)\n\t}\n\n\t// 检查玩家是否在游戏中\n\t// TODO: 实现HasPlayer方法\n\t// if !minigame.HasPlayer(playerID) {\n\t// \treturn NewMinigameError(ErrorCodePlayerNotInGame, \"Player not in game\", fmt.Errorf(\"player %d not in game %s\", playerID, gameID))\n\t// }\n\n\t// 获取会话\n\tsession, err := s.sessionRepo.FindByGameAndPlayer(ctx, gameID, playerID)\n\tif err != nil {\n\t\treturn NewMinigameError(ErrorCodeSessionNotFound, \"Session not found\", err)\n\t}\n\n\t// 离开游戏\n\tif err := session.Leave(reason); err != nil {\n\t\treturn NewMinigameError(ErrorCodeInvalidOperation, \"Cannot leave game\", err)\n\t}\n\n\t// 从游戏中移除玩家\n\tif err := minigame.RemovePlayer(playerID, reason); err != nil {\n\t\treturn NewMinigameError(ErrorCodeInvalidOperation, \"Cannot remove player\", err)\n\t}\n\n\t// 保存会话更新\n\tif err := s.sessionRepo.Save(ctx, session); err != nil {\n\t\treturn NewMinigameError(ErrorCodeRepositoryError, \"Failed to save session\", err)\n\t}\n\n\t// 保存游戏更新\n\tif err := s.minigameRepo.Save(ctx, minigame); err != nil {\n\t\treturn NewMinigameError(ErrorCodeRepositoryError, \"Failed to save minigame\", err)\n\t}\n\n\t// 发布事件\n\tevent := NewPlayerLeftEvent(gameID, playerID, reason)\n\ts.eventBus.Publish(ctx, event)\n\n\treturn nil\n}\n\n// UpdatePlayerScore 更新玩家分数\nfunc (s *MinigameService) UpdatePlayerScore(ctx context.Context, gameID string, playerID uint64, scoreType ScoreType, value int64) (*GameScore, error) {\n\t// 获取游戏\n\tminigame, err := s.minigameRepo.FindByID(ctx, gameID)\n\tif err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeGameNotFound, \"Game not found\", err)\n\t}\n\n\t// 检查游戏状态\n\t// TODO: 实现IsRunning方法\n\t// if !minigame.IsRunning() {\n\t// \treturn nil, NewMinigameError(ErrorCodeGameNotRunning, \"Game is not running\", fmt.Errorf(\"game %s is not running\", gameID))\n\t// }\n\n\t// 检查玩家是否在游戏中\n\t// TODO: 实现HasPlayer方法\n\t// if !minigame.HasPlayer(playerID) {\n\t// \treturn nil, NewMinigameError(ErrorCodePlayerNotInGame, \"Player not in game\", fmt.Errorf(\"player %d not in game %s\", playerID, gameID))\n\t// }\n\n\t// 获取会话\n\tsession, err := s.sessionRepo.FindByGameAndPlayer(ctx, gameID, playerID)\n\tif err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeSessionNotFound, \"Session not found\", err)\n\t}\n\n\t// 更新会话分数\n\tsession.UpdateScore(value)\n\n\t// 创建或更新分数记录\n\tscore, err := s.scoreRepo.FindByGamePlayerAndType(ctx, gameID, playerID, scoreType)\n\tif err != nil {\n\t\t// 创建新分数记录\n\t\tscore = NewGameScore(gameID, playerID, session.ID, scoreType)\n\t}\n\n\tscore.UpdateValue(value)\n\n\t// 应用难度倍数\n\tif minigame.Config != nil {\n\t\tmultiplier := minigame.Config.Difficulty.GetScoreMultiplier()\n\t\tscore.SetMultiplier(multiplier)\n\t}\n\n\t// 验证分数\n\tif err := ValidateGameScore(score); err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeInvalidScore, \"Invalid score\", err)\n\t}\n\n\t// 保存分数\n\tif err := s.scoreRepo.Save(ctx, score); err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeRepositoryError, \"Failed to save score\", err)\n\t}\n\n\t// 保存会话更新\n\tif err := s.sessionRepo.Save(ctx, session); err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeRepositoryError, \"Failed to save session\", err)\n\t}\n\n\t// 更新游戏统计\n\t// TODO: 实现UpdatePlayerScore方法，需要传递ScoreType参数\n\t// minigame.UpdatePlayerScore(playerID, value, ScoreTypePoints)\n\n\t// 保存游戏更新\n\tif err := s.minigameRepo.Save(ctx, minigame); err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeRepositoryError, \"Failed to save minigame\", err)\n\t}\n\n\t// 发布事件\n\t// TODO: 实现NewScoreUpdatedEvent，需要传递正确的参数\n\t// event := NewScoreUpdatedEvent(gameID, playerID, scoreType, value, score.FinalScore, 0)\n\t// s.eventBus.Publish(ctx, event)\n\n\t// 检查成就\n\tgo s.checkAchievements(context.Background(), gameID, playerID, session)\n\n\treturn score, nil\n}\n\n// GrantReward 授予奖励\nfunc (s *MinigameService) GrantReward(ctx context.Context, gameID string, playerID uint64, rewardType RewardType, itemID string, quantity int64, source string) (*GameReward, error) {\n\t// 获取游戏\n\t_, err := s.minigameRepo.FindByID(ctx, gameID)\n\tif err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeGameNotFound, \"Game not found\", err)\n\t}\n\n\t// 检查玩家是否参与过游戏\n\t// TODO: 实现HasPlayer方法\n\t// if !minigame.HasPlayer(playerID) {\n\t// \treturn nil, NewMinigameError(ErrorCodePlayerNotInGame, \"Player not in game\", fmt.Errorf(\"player %d not in game %s\", playerID, gameID))\n\t// }\n\n\t// 获取会话\n\tsession, err := s.sessionRepo.FindByGameAndPlayer(ctx, gameID, playerID)\n\tif err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeSessionNotFound, \"Session not found\", err)\n\t}\n\n\t// 创建奖励\n\treward := NewGameReward(gameID, playerID, session.ID, rewardType, itemID, quantity)\n\treward.SetSource(source)\n\treward.SetReason(fmt.Sprintf(\"Game reward from %s\", source))\n\n\t// 设置过期时间\n\texpiresAt := time.Now().Add(DefaultRewardTTL)\n\treward.SetExpiration(expiresAt)\n\n\t// 验证奖励\n\tif err := ValidateGameReward(reward); err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeInvalidReward, \"Invalid reward\", err)\n\t}\n\n\t// 保存奖励\n\tif err := s.rewardRepo.Save(ctx, reward); err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeRepositoryError, \"Failed to save reward\", err)\n\t}\n\n\t// 发布事件\n\tevent := NewRewardGrantedEvent(gameID, playerID, rewardType, itemID, quantity)\n\ts.eventBus.Publish(ctx, event)\n\n\treturn reward, nil\n}\n\n// ClaimReward 领取奖励\nfunc (s *MinigameService) ClaimReward(ctx context.Context, rewardID string, playerID uint64) error {\n\t// 获取奖励\n\treward, err := s.rewardRepo.FindByID(ctx, rewardID)\n\tif err != nil {\n\t\treturn NewMinigameError(ErrorCodeRewardNotFound, \"Reward not found\", err)\n\t}\n\n\t// 检查玩家权限\n\tif reward.PlayerID != playerID {\n\t\treturn NewMinigameError(ErrorCodePermissionDenied, \"Permission denied\", fmt.Errorf(\"player %d cannot claim reward %s\", playerID, rewardID))\n\t}\n\n\t// 领取奖励\n\tif err := reward.Claim(); err != nil {\n\t\treturn NewMinigameError(ErrorCodeInvalidOperation, \"Cannot claim reward\", err)\n\t}\n\n\t// 保存更新\n\tif err := s.rewardRepo.Save(ctx, reward); err != nil {\n\t\treturn NewMinigameError(ErrorCodeRepositoryError, \"Failed to save reward\", err)\n\t}\n\n\t// 发布事件\n\t// TODO: 实现NewRewardClaimedEvent，使用正确的字段\n\t// event := NewRewardClaimedEvent(reward.GameID, playerID, reward.RewardType, reward.ItemID, reward.Amount)\n\t// s.eventBus.Publish(ctx, event)\n\n\treturn nil\n}\n\n// GetGameLeaderboard 获取游戏排行榜\nfunc (s *MinigameService) GetGameLeaderboard(ctx context.Context, gameID string, scoreType ScoreType, limit int32) ([]*GameScore, error) {\n\t// 获取游戏\n\t_, err := s.minigameRepo.FindByID(ctx, gameID)\n\tif err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeGameNotFound, \"Game not found\", err)\n\t}\n\n\t// 获取排行榜\n\tscores, err := s.scoreRepo.FindTopScoresByGame(ctx, gameID, scoreType, limit)\n\tif err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeRepositoryError, \"Failed to get leaderboard\", err)\n\t}\n\n\t// 更新排名\n\tfor i, score := range scores {\n\t\trank := int32(i + 1)\n\t\tpercentile := float64(rank) / float64(len(scores)) * 100\n\t\tscore.SetRank(rank, percentile)\n\t}\n\n\treturn scores, nil\n}\n\n// GetPlayerGameHistory 获取玩家游戏历史\nfunc (s *MinigameService) GetPlayerGameHistory(ctx context.Context, playerID uint64, gameType *GameType, limit int32, offset int32) ([]*GameSession, error) {\n\t// 构建查询条件\n\tquery := &GameSessionQuery{\n\t\tPlayerID:  &playerID,\n\t\tGameType:  gameType,\n\t\tLimit:     &limit,\n\t\tOffset:    &offset,\n\t\tOrderBy:   \"created_at\",\n\t\tOrderDesc: true,\n\t}\n\n\t// 获取会话历史\n\tsessions, err := s.sessionRepo.FindByQuery(ctx, query)\n\tif err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeRepositoryError, \"Failed to get game history\", err)\n\t}\n\n\treturn sessions, nil\n}\n\n// GetPlayerStatistics 获取玩家统计\nfunc (s *MinigameService) GetPlayerStatistics(ctx context.Context, playerID uint64, gameType *GameType) (*PlayerStatistics, error) {\n\t// 获取玩家会话统计\n\tstats, err := s.sessionRepo.GetPlayerStatistics(ctx, playerID, gameType)\n\tif err != nil {\n\t\treturn nil, NewMinigameError(ErrorCodeRepositoryError, \"Failed to get player statistics\", err)\n\t}\n\n\treturn stats, nil\n}\n\n// 私有方法\n\n// validateGameConfig 验证游戏配置\nfunc (s *MinigameService) validateGameConfig(config *GameConfig) error {\n\tif config.MaxPlayers <= 0 {\n\t\treturn fmt.Errorf(\"max_players must be positive\")\n\t}\n\n\tif config.MinPlayers <= 0 {\n\t\treturn fmt.Errorf(\"min_players must be positive\")\n\t}\n\n\tif config.MinPlayers > config.MaxPlayers {\n\t\treturn fmt.Errorf(\"min_players cannot be greater than max_players\")\n\t}\n\n\tif config.MaxDuration <= 0 {\n\t\treturn fmt.Errorf(\"max_duration must be positive\")\n\t}\n\n\tif config.MinDuration <= 0 {\n\t\treturn fmt.Errorf(\"min_duration must be positive\")\n\t}\n\n\tif config.MinDuration > config.MaxDuration {\n\t\treturn fmt.Errorf(\"min_duration cannot be greater than max_duration\")\n\t}\n\n\tif !config.Difficulty.IsValid() {\n\t\treturn fmt.Errorf(\"invalid difficulty: %v\", config.Difficulty)\n\t}\n\n\treturn nil\n}\n\n// canOperateGame 检查是否可以操作游戏\nfunc (s *MinigameService) canOperateGame(minigame *MinigameAggregate, operatorID uint64) bool {\n\t// 创建者可以操作\n\tif minigame.CreatorID == operatorID {\n\t\treturn true\n\t}\n\n\t// TODO: 添加其他权限检查逻辑，如管理员权限等\n\n\treturn false\n}\n\n// handleGameEnd 处理游戏结束\nfunc (s *MinigameService) handleGameEnd(ctx context.Context, minigame *MinigameAggregate) error {\n\t// 结算所有玩家会话\n\tfor _, player := range minigame.Players {\n\t\tsession, err := s.sessionRepo.FindByGameAndPlayer(ctx, minigame.ID, player.PlayerID)\n\t\tif err != nil {\n\t\t\tcontinue // 忽略错误，继续处理其他玩家\n\t\t}\n\n\t\t// 更新会话状态\n\t\tif session.IsActive() {\n\t\t\tsession.UpdateStatus(PlayerStatusFinished)\n\t\t\ts.sessionRepo.Save(ctx, session)\n\t\t}\n\n\t\t// 发放完成奖励\n\t\tgo s.grantCompletionRewards(context.Background(), minigame.ID, player.PlayerID, session)\n\t}\n\n\treturn nil\n}\n\n// grantCompletionRewards 发放完成奖励\nfunc (s *MinigameService) grantCompletionRewards(ctx context.Context, gameID string, playerID uint64, session *GameSession) {\n\t// 基础完成奖励\n\tbaseReward := int64(100)\n\n\t// 根据分数计算奖励倍数\n\tmultiplier := 1.0\n\tif session.Score > 1000 {\n\t\tmultiplier = 1.5\n\t}\n\tif session.Score > 5000 {\n\t\tmultiplier = 2.0\n\t}\n\n\tfinalReward := int64(float64(baseReward) * multiplier)\n\n\t// 发放金币奖励\n\ts.GrantReward(ctx, gameID, playerID, RewardTypeCoin, \"coins\", finalReward, \"game_completion\")\n\n\t// 发放经验奖励\n\texpReward := finalReward / 2\n\ts.GrantReward(ctx, gameID, playerID, RewardTypeExp, \"exp\", expReward, \"game_completion\")\n}\n\n// checkAchievements 检查成就\nfunc (s *MinigameService) checkAchievements(ctx context.Context, gameID string, playerID uint64, session *GameSession) {\n\t// 获取玩家成就\n\tachievements, err := s.achievementRepo.FindByGameAndPlayer(ctx, gameID, playerID)\n\tif err != nil {\n\t\treturn\n\t}\n\n\t// 检查各种成就条件\n\tfor _, achievement := range achievements {\n\t\tif achievement.IsCompleted() {\n\t\t\tcontinue\n\t\t}\n\n\t\t// 根据成就类型检查条件\n\t\tswitch achievement.Category {\n\t\tcase \"score\":\n\t\t\ts.checkScoreAchievement(ctx, achievement, session)\n\t\tcase \"time\":\n\t\t\ts.checkTimeAchievement(ctx, achievement, session)\n\t\tcase \"moves\":\n\t\t\ts.checkMovesAchievement(ctx, achievement, session)\n\t\tcase \"level\":\n\t\t\ts.checkLevelAchievement(ctx, achievement, session)\n\t\t}\n\n\t\t// 保存成就更新\n\t\tif achievement.IsCompleted() {\n\t\t\ts.achievementRepo.Save(ctx, achievement)\n\n\t\t\t// 发布成就完成事件\n\t\t\tevent := NewAchievementCompletedEvent(gameID, playerID, achievement.AchievementID, achievement.Points)\n\t\t\ts.eventBus.Publish(ctx, event)\n\n\t\t\t// 发放成就奖励\n\t\t\tgo s.grantAchievementRewards(context.Background(), gameID, playerID, achievement)\n\t\t}\n\t}\n}\n\n// checkScoreAchievement 检查分数成就\nfunc (s *MinigameService) checkScoreAchievement(ctx context.Context, achievement *GameAchievement, session *GameSession) {\n\ttargetScore, ok := achievement.GetCondition(\"target_score\")\n\tif !ok {\n\t\treturn\n\t}\n\n\ttarget, ok := targetScore.(float64)\n\tif !ok {\n\t\treturn\n\t}\n\n\tif float64(session.Score) >= target {\n\t\tachievement.Complete()\n\t} else {\n\t\tprogress := float64(session.Score) / target * 100\n\t\tachievement.UpdateProgress(progress)\n\t}\n}\n\n// checkTimeAchievement 检查时间成就\nfunc (s *MinigameService) checkTimeAchievement(ctx context.Context, achievement *GameAchievement, session *GameSession) {\n\ttargetTime, ok := achievement.GetCondition(\"target_time\")\n\tif !ok {\n\t\treturn\n\t}\n\n\ttarget, ok := targetTime.(float64)\n\tif !ok {\n\t\treturn\n\t}\n\n\tplayTimeSeconds := session.PlayTime.Seconds()\n\tif playTimeSeconds >= target {\n\t\tachievement.Complete()\n\t} else {\n\t\tprogress := playTimeSeconds / target * 100\n\t\tachievement.UpdateProgress(progress)\n\t}\n}\n\n// checkMovesAchievement 检查移动成就\nfunc (s *MinigameService) checkMovesAchievement(ctx context.Context, achievement *GameAchievement, session *GameSession) {\n\ttargetMoves, ok := achievement.GetCondition(\"target_moves\")\n\tif !ok {\n\t\treturn\n\t}\n\n\ttarget, ok := targetMoves.(float64)\n\tif !ok {\n\t\treturn\n\t}\n\n\tif float64(session.Moves) >= target {\n\t\tachievement.Complete()\n\t} else {\n\t\tprogress := float64(session.Moves) / target * 100\n\t\tachievement.UpdateProgress(progress)\n\t}\n}\n\n// checkLevelAchievement 检查等级成就\nfunc (s *MinigameService) checkLevelAchievement(ctx context.Context, achievement *GameAchievement, session *GameSession) {\n\ttargetLevel, ok := achievement.GetCondition(\"target_level\")\n\tif !ok {\n\t\treturn\n\t}\n\n\ttarget, ok := targetLevel.(float64)\n\tif !ok {\n\t\treturn\n\t}\n\n\tif float64(session.Level) >= target {\n\t\tachievement.Complete()\n\t} else {\n\t\tprogress := float64(session.Level) / target * 100\n\t\tachievement.UpdateProgress(progress)\n\t}\n}\n\n// grantAchievementRewards 发放成就奖励\nfunc (s *MinigameService) grantAchievementRewards(ctx context.Context, gameID string, playerID uint64, achievement *GameAchievement) {\n\t// 发放成就积分奖励\n\tif achievement.Points > 0 {\n\t\ts.GrantReward(ctx, gameID, playerID, RewardTypeCoin, \"coins\", achievement.Points, \"achievement\")\n\t}\n\n\t// 发放其他奖励\n\tfor _, rewardID := range achievement.Rewards {\n\t\t// 根据奖励ID发放对应奖励\n\t\t// 这里可以根据具体的奖励系统实现\n\t\ts.GrantReward(ctx, gameID, playerID, RewardTypeItem, rewardID, 1, \"achievement\")\n\t}\n}\n\n// 常量定义\n\nconst (\n\t// 服务相关常量\n\t// DefaultGameDuration = 30 * time.Minute // Moved to aggregate.go\n\tMaxConcurrentGames = 1000 // 最大并发游戏数\n\tMaxPlayersPerGame  = 100  // 每个游戏最大玩家数\n\n\t// 奖励相关常量\n\tBaseCompletionReward = int64(100) // 基础完成奖励\n\tMaxRewardMultiplier  = 5.0        // 最大奖励倍数\n\n\t// 成就相关常量\n\tMaxAchievementsPerGame = 50 // 每个游戏最大成就数\n)\n\n// 辅助结构体\n\n// GameSessionQuery 游戏会话查询条件\ntype GameSessionQuery struct {\n\tGameID        *string       `json:\"game_id,omitempty\"`\n\tPlayerID      *uint64       `json:\"player_id,omitempty\"`\n\tGameType      *GameType     `json:\"game_type,omitempty\"`\n\tStatus        *PlayerStatus `json:\"status,omitempty\"`\n\tStartedAfter  *time.Time    `json:\"started_after,omitempty\"`\n\tStartedBefore *time.Time    `json:\"started_before,omitempty\"`\n\tEndedAfter    *time.Time    `json:\"ended_after,omitempty\"`\n\tEndedBefore   *time.Time    `json:\"ended_before,omitempty\"`\n\tMinScore      *int64        `json:\"min_score,omitempty\"`\n\tMaxScore      *int64        `json:\"max_score,omitempty\"`\n\tMinLevel      *int32        `json:\"min_level,omitempty\"`\n\tMaxLevel      *int32        `json:\"max_level,omitempty\"`\n\tOrderBy       string        `json:\"order_by,omitempty\"`\n\tOrderDesc     bool          `json:\"order_desc,omitempty\"`\n\tLimit         *int32        `json:\"limit,omitempty\"`\n\tOffset        *int32        `json:\"offset,omitempty\"`\n}\n\n// GetPlayerID 获取玩家ID\nfunc (q *GameSessionQuery) GetPlayerID() uint64 {\n\tif q.PlayerID != nil {\n\t\treturn *q.PlayerID\n\t}\n\treturn 0\n}\n\n// GetMinigameID 获取小游戏ID\nfunc (q *GameSessionQuery) GetMinigameID() string {\n\tif q.GameID != nil {\n\t\treturn *q.GameID\n\t}\n\treturn \"\"\n}\n\n// GetStatus 获取状态\nfunc (q *GameSessionQuery) GetStatus() *PlayerStatus {\n\treturn q.Status\n}\n\n// GetSort 获取排序字段\nfunc (q *GameSessionQuery) GetSort() string {\n\treturn q.OrderBy\n}\n\n// GetSortOrder 获取排序顺序\nfunc (q *GameSessionQuery) GetSortOrder() bool {\n\treturn q.OrderDesc\n}\n\n// GetLimit 获取限制数量\nfunc (q *GameSessionQuery) GetLimit() int32 {\n\tif q.Limit != nil {\n\t\treturn *q.Limit\n\t}\n\treturn 0\n}\n\n// GetOffset 获取偏移量\nfunc (q *GameSessionQuery) GetOffset() int32 {\n\tif q.Offset != nil {\n\t\treturn *q.Offset\n\t}\n\treturn 0\n}\n\n// PlayerStatistics 玩家统计\ntype PlayerStatistics struct {\n\tPlayerID          uint64        `json:\"player_id\"`\n\tTotalGames        int64         `json:\"total_games\"`\n\tCompletedGames    int64         `json:\"completed_games\"`\n\tWonGames          int64         `json:\"won_games\"`\n\tTotalScore        int64         `json:\"total_score\"`\n\tHighestScore      int64         `json:\"highest_score\"`\n\tAverageScore      float64       `json:\"average_score\"`\n\tTotalPlayTime     time.Duration `json:\"total_play_time\"`\n\tAveragePlayTime   time.Duration `json:\"average_play_time\"`\n\tTotalMoves        int64         `json:\"total_moves\"`\n\tAverageMoves      float64       `json:\"average_moves\"`\n\tHighestLevel      int32         `json:\"highest_level\"`\n\tTotalAchievements int64         `json:\"total_achievements\"`\n\tTotalRewards      int64         `json:\"total_rewards\"`\n\tWinRate           float64       `json:\"win_rate\"`\n\tCompletionRate    float64       `json:\"completion_rate\"`\n\tLastPlayedAt      *time.Time    `json:\"last_played_at,omitempty\"`\n\tCreatedAt         time.Time     `json:\"created_at\"`\n\tUpdatedAt         time.Time     `json:\"updated_at\"`\n}\n\n// NewPlayerStatistics 创建玩家统计\nfunc NewPlayerStatistics(playerID uint64) *PlayerStatistics {\n\tnow := time.Now()\n\treturn &PlayerStatistics{\n\t\tPlayerID:          playerID,\n\t\tTotalGames:        0,\n\t\tCompletedGames:    0,\n\t\tWonGames:          0,\n\t\tTotalScore:        0,\n\t\tHighestScore:      0,\n\t\tAverageScore:      0.0,\n\t\tTotalPlayTime:     0,\n\t\tAveragePlayTime:   0,\n\t\tTotalMoves:        0,\n\t\tAverageMoves:      0.0,\n\t\tHighestLevel:      0,\n\t\tTotalAchievements: 0,\n\t\tTotalRewards:      0,\n\t\tWinRate:           0.0,\n\t\tCompletionRate:    0.0,\n\t\tCreatedAt:         now,\n\t\tUpdatedAt:         now,\n\t}\n}\n\n// UpdateStatistics 更新统计数据\nfunc (ps *PlayerStatistics) UpdateStatistics(session *GameSession) {\n\tps.TotalGames++\n\n\tif session.IsFinished() {\n\t\tps.CompletedGames++\n\t}\n\n\tps.TotalScore += session.Score\n\tif session.Score > ps.HighestScore {\n\t\tps.HighestScore = session.Score\n\t}\n\n\tps.TotalPlayTime += session.PlayTime\n\tps.TotalMoves += int64(session.Moves)\n\n\tif session.Level > ps.HighestLevel {\n\t\tps.HighestLevel = session.Level\n\t}\n\n\t// 重新计算平均值\n\tif ps.TotalGames > 0 {\n\t\tps.AverageScore = float64(ps.TotalScore) / float64(ps.TotalGames)\n\t\tps.AveragePlayTime = ps.TotalPlayTime / time.Duration(ps.TotalGames)\n\t\tps.AverageMoves = float64(ps.TotalMoves) / float64(ps.TotalGames)\n\t\tps.CompletionRate = float64(ps.CompletedGames) / float64(ps.TotalGames) * 100\n\t}\n\n\tps.UpdatedAt = time.Now()\n}\n"
  },
  {
    "path": "internal/domain/minigame/types.go",
    "content": "package minigame\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// GameCategory 游戏分类\ntype GameCategory string\n\nconst (\n\tGameCategoryNormal      GameCategory = \"normal\"\n\tGameCategoryCompetitive GameCategory = \"competitive\"\n\tGameCategoryCasual      GameCategory = \"casual\"\n\tGameCategoryRanked      GameCategory = \"ranked\"\n)\n\n// GameResult 游戏结果\ntype GameResult struct {\n\tGameID      string    `json:\"game_id\"`\n\tWinnerID    uint64    `json:\"winner_id\"`\n\tWinnerName  string    `json:\"winner_name\"`\n\tFinalScore  int64     `json:\"final_score\"`\n\tCompletedAt time.Time `json:\"completed_at\"`\n\tRank        int       `json:\"rank\"`\n\tScore       int64     `json:\"score\"`\n\tIsWinner    bool      `json:\"is_winner\"`\n\tPlayerID    uint64    `json:\"player_id\"`\n}\n\n// GamePlayer 游戏玩家\ntype GamePlayer struct {\n\tPlayerID uint64    `json:\"player_id\"`\n\tUsername string    `json:\"username\"`\n\tScore    int64     `json:\"score\"`\n\tJoinTime time.Time `json:\"join_time\"`\n\tIsActive bool      `json:\"is_active\"`\n\tIsWinner bool      `json:\"is_winner\"`\n\tRank     int       `json:\"rank\"`\n}\n\n// Clone 克隆游戏玩家\nfunc (gp *GamePlayer) Clone() *GamePlayer {\n\treturn &GamePlayer{\n\t\tPlayerID: gp.PlayerID,\n\t\tUsername: gp.Username,\n\t\tScore:    gp.Score,\n\t\tJoinTime: gp.JoinTime,\n\t\tIsActive: gp.IsActive,\n\t\tIsWinner: gp.IsWinner,\n\t\tRank:     gp.Rank,\n\t}\n}\n\n// GameData 游戏数据\ntype GameData struct {\n\tGameID      string                 `json:\"game_id\"`\n\tGameType    GameType               `json:\"game_type\"`\n\tConfig      map[string]interface{} `json:\"config\"`\n\tStartTime   time.Time              `json:\"start_time\"`\n\tEndTime     time.Time              `json:\"end_time\"`\n\tDuration    time.Duration          `json:\"duration\"`\n\tMaxPlayers  int                    `json:\"max_players\"`\n\tMinPlayers  int                    `json:\"min_players\"`\n\tIsActive    bool                   `json:\"is_active\"`\n\tIsCompleted bool                   `json:\"is_completed\"`\n}\n\n// RewardPool 奖励池\ntype RewardPool struct {\n\tPoolID      string    `json:\"pool_id\"`\n\tGameID      string    `json:\"game_id\"`\n\tTotalReward int64     `json:\"total_reward\"`\n\tRewards     []Reward  `json:\"rewards\"`\n\tCreatedAt   time.Time `json:\"created_at\"`\n\tUpdatedAt   time.Time `json:\"updated_at\"`\n}\n\n// Reward 奖励\ntype Reward struct {\n\tRewardID   string    `json:\"reward_id\"`\n\tPlayerID   string    `json:\"player_id\"`\n\tRewardType string    `json:\"reward_type\"`\n\tAmount     int64     `json:\"amount\"`\n\tItemID     string    `json:\"item_id,omitempty\"`\n\tItemCount  int       `json:\"item_count,omitempty\"`\n\tGameID     string    `json:\"game_id\"`\n\tTimestamp  time.Time `json:\"timestamp\"`\n}\n\n// GameStatistics 游戏统计\ntype GameStatistics struct {\n\tGameID              string        `json:\"game_id\"`\n\tTotalPlayers        int           `json:\"total_players\"`\n\tActivePlayers       int           `json:\"active_players\"`\n\tCompletedGames      int           `json:\"completed_games\"`\n\tAverageScore        float64       `json:\"average_score\"`\n\tHighestScore        int64         `json:\"highest_score\"`\n\tLowestScore         int64         `json:\"lowest_score\"`\n\tAverageDuration     time.Duration `json:\"average_duration\"`\n\tAverageGameDuration float64       `json:\"average_game_duration\"`\n\tTotalGames          int           `json:\"total_games\"`\n\tLastPlayedAt        time.Time     `json:\"last_played_at\"`\n\tCreatedAt           time.Time     `json:\"created_at\"`\n\tUpdatedAt           time.Time     `json:\"updated_at\"`\n}\n\n// NewGameStatistics 创建游戏统计信息\nfunc NewGameStatistics() *GameStatistics {\n\tnow := time.Now()\n\treturn &GameStatistics{\n\t\tCreatedAt: now,\n\t\tUpdatedAt: now,\n\t}\n}\n\n// NewGameData 创建游戏数据\nfunc NewGameData() *GameData {\n\tnow := time.Now()\n\treturn &GameData{\n\t\tStartTime: now,\n\t\tConfig:    make(map[string]interface{}),\n\t}\n}\n\n// generateScoreID 生成分数ID\nfunc generateScoreID() string {\n\treturn fmt.Sprintf(\"score_%d\", time.Now().UnixNano())\n}\n\n// SetData 设置游戏数据\nfunc (gd *GameData) SetData(key string, value interface{}) {\n\tif gd.Config == nil {\n\t\tgd.Config = make(map[string]interface{})\n\t}\n\tgd.Config[key] = value\n}\n\n// GetData 获取游戏数据\nfunc (gd *GameData) GetData(key string) (interface{}, bool) {\n\tif gd.Config == nil {\n\t\treturn nil, false\n\t}\n\tvalue, exists := gd.Config[key]\n\treturn value, exists\n}\n\n// Clone 克隆游戏数据\nfunc (gd *GameData) Clone() *GameData {\n\tclone := &GameData{\n\t\tGameID:     gd.GameID,\n\t\tGameType:   gd.GameType,\n\t\tStartTime:  gd.StartTime,\n\t\tEndTime:    gd.EndTime,\n\t\tDuration:   gd.Duration,\n\t\tMaxPlayers: gd.MaxPlayers,\n\t\tMinPlayers: gd.MinPlayers,\n\t\tConfig:     make(map[string]interface{}),\n\t}\n\n\t// 复制配置\n\tfor k, v := range gd.Config {\n\t\tclone.Config[k] = v\n\t}\n\n\treturn clone\n}\n\n// GetTotalPlays 获取总游戏次数\nfunc (gs *GameStatistics) GetTotalPlays() int {\n\treturn gs.TotalGames\n}\n\n// GetTotalPlayers 获取总玩家数\nfunc (gs *GameStatistics) GetTotalPlayers() int {\n\treturn gs.TotalPlayers\n}\n\n// GetAverageScore 获取平均分数\nfunc (gs *GameStatistics) GetAverageScore() float64 {\n\treturn gs.AverageScore\n}\n\n// GetHighestScore 获取最高分数\nfunc (gs *GameStatistics) GetHighestScore() int64 {\n\treturn gs.HighestScore\n}\n\n// GetAverageTime 获取平均游戏时长\nfunc (gs *GameStatistics) GetAverageTime() time.Duration {\n\treturn gs.AverageDuration\n}\n\n// GetCompletionRate 获取完成率\nfunc (gs *GameStatistics) GetCompletionRate() float64 {\n\tif gs.TotalGames == 0 {\n\t\treturn 0.0\n\t}\n\treturn float64(gs.CompletedGames) / float64(gs.TotalGames)\n}\n\n// Clone 克隆游戏统计信息\nfunc (gs *GameStatistics) Clone() *GameStatistics {\n\treturn &GameStatistics{\n\t\tGameID:          gs.GameID,\n\t\tTotalPlayers:    gs.TotalPlayers,\n\t\tActivePlayers:   gs.ActivePlayers,\n\t\tCompletedGames:  gs.CompletedGames,\n\t\tAverageScore:    gs.AverageScore,\n\t\tHighestScore:    gs.HighestScore,\n\t\tAverageDuration: gs.AverageDuration,\n\t\tLastPlayedAt:    gs.LastPlayedAt,\n\t\tCreatedAt:       gs.CreatedAt,\n\t\tUpdatedAt:       gs.UpdatedAt,\n\t}\n}\n\n// CalculateRewards 计算奖励\nfunc (rp *RewardPool) CalculateRewards(rank int, score int64, isWinner bool) []Reward {\n\t// 简单的奖励计算逻辑\n\trewards := make([]Reward, 0)\n\n\tif isWinner {\n\t\t// 获胜者获得基础奖励\n\t\trewards = append(rewards, Reward{\n\t\t\tRewardType: \"experience\",\n\t\t\tAmount:     int64(100 * rank),\n\t\t})\n\t}\n\n\t// 根据分数给予额外奖励\n\tif score > 1000 {\n\t\trewards = append(rewards, Reward{\n\t\t\tRewardType: \"coin\",\n\t\t\tAmount:     score / 10,\n\t\t})\n\t}\n\n\treturn rewards\n}\n\n// Clone 克隆奖励池\nfunc (rp *RewardPool) Clone() *RewardPool {\n\tclone := &RewardPool{\n\t\tPoolID:      rp.PoolID,\n\t\tGameID:      rp.GameID,\n\t\tTotalReward: rp.TotalReward,\n\t\tCreatedAt:   rp.CreatedAt,\n\t\tUpdatedAt:   rp.UpdatedAt,\n\t\tRewards:     make([]Reward, len(rp.Rewards)),\n\t}\n\n\t// 复制奖励列表\n\tfor i, reward := range rp.Rewards {\n\t\tclone.Rewards[i] = reward\n\t}\n\n\treturn clone\n}\n\n// 注意：GameReward已经在entity.go中定义，不需要重复定义\n// 注意：GameStatistics和GameResult已经在文件开头定义，这里只是添加了缺失的字段\n"
  },
  {
    "path": "internal/domain/minigame/value_object.go",
    "content": "package minigame\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// 小游戏类型相关值对象\n\n// GameType 游戏类型\ntype GameType int32\n\nconst (\n\tGameTypeSaveDog  GameType = iota + 1 // 拯救小狗\n\tGameTypePuzzle                       // 拼图游戏\n\tGameTypeRacing                       // 赛车游戏\n\tGameTypeMemory                       // 记忆游戏\n\tGameTypeMatch                        // 消除游戏\n\tGameTypeJump                         // 跳跃游戏\n\tGameTypeShoot                        // 射击游戏\n\tGameTypeStrategy                     // 策略游戏\n\tGameTypeCard                         // 卡牌游戏\n\tGameTypeCustom                       // 自定义游戏\n)\n\n// String 返回游戏类型的字符串表示\nfunc (gt GameType) String() string {\n\tswitch gt {\n\tcase GameTypeSaveDog:\n\t\treturn \"save_dog\"\n\tcase GameTypePuzzle:\n\t\treturn \"puzzle\"\n\tcase GameTypeRacing:\n\t\treturn \"racing\"\n\tcase GameTypeMemory:\n\t\treturn \"memory\"\n\tcase GameTypeMatch:\n\t\treturn \"match\"\n\tcase GameTypeJump:\n\t\treturn \"jump\"\n\tcase GameTypeShoot:\n\t\treturn \"shoot\"\n\tcase GameTypeStrategy:\n\t\treturn \"strategy\"\n\tcase GameTypeCard:\n\t\treturn \"card\"\n\tcase GameTypeCustom:\n\t\treturn \"custom\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查游戏类型是否有效\nfunc (gt GameType) IsValid() bool {\n\treturn gt >= GameTypeSaveDog && gt <= GameTypeCustom\n}\n\n// 注意：GameCategory已经在types.go中定义，这里删除重复定义\n\n// String 返回游戏分类的字符串表示\nfunc (gc GameCategory) String() string {\n\tswitch gc {\n\tcase GameCategoryNormal:\n\t\treturn \"normal\"\n\tcase GameCategoryCompetitive:\n\t\treturn \"competitive\"\n\tcase GameCategoryCasual:\n\t\treturn \"casual\"\n\tcase GameCategoryRanked:\n\t\treturn \"ranked\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查游戏分类是否有效\nfunc (gc GameCategory) IsValid() bool {\n\tswitch gc {\n\tcase GameCategoryNormal, GameCategoryCompetitive, GameCategoryCasual, GameCategoryRanked:\n\t\treturn true\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// GameStatus 游戏状态\ntype GameStatus int32\n\nconst (\n\tGameStatusWaiting   GameStatus = iota + 1 // 等待开始\n\tGameStatusRunning                         // 进行中\n\tGameStatusPaused                          // 暂停\n\tGameStatusFinished                        // 已结束\n\tGameStatusCancelled                       // 已取消\n\tGameStatusError                           // 错误状态\n)\n\n// String 返回游戏状态的字符串表示\nfunc (gs GameStatus) String() string {\n\tswitch gs {\n\tcase GameStatusWaiting:\n\t\treturn \"waiting\"\n\tcase GameStatusRunning:\n\t\treturn \"running\"\n\tcase GameStatusPaused:\n\t\treturn \"paused\"\n\tcase GameStatusFinished:\n\t\treturn \"finished\"\n\tcase GameStatusCancelled:\n\t\treturn \"cancelled\"\n\tcase GameStatusError:\n\t\treturn \"error\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查游戏状态是否有效\nfunc (gs GameStatus) IsValid() bool {\n\treturn gs >= GameStatusWaiting && gs <= GameStatusError\n}\n\n// CanTransitionTo 检查是否可以转换到目标状态\nfunc (gs GameStatus) CanTransitionTo(target GameStatus) bool {\n\tswitch gs {\n\tcase GameStatusWaiting:\n\t\treturn target == GameStatusRunning || target == GameStatusCancelled\n\tcase GameStatusRunning:\n\t\treturn target == GameStatusPaused || target == GameStatusFinished || target == GameStatusCancelled || target == GameStatusError\n\tcase GameStatusPaused:\n\t\treturn target == GameStatusRunning || target == GameStatusFinished || target == GameStatusCancelled\n\tcase GameStatusFinished, GameStatusCancelled, GameStatusError:\n\t\treturn false // 终态，不能转换\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// GamePhase 游戏阶段\ntype GamePhase int32\n\nconst (\n\tGamePhaseWaiting  GamePhase = iota + 1 // 等待阶段\n\tGamePhaseStarting                      // 开始阶段\n\tGamePhaseRunning                       // 运行阶段\n\tGamePhasePaused                        // 暂停阶段\n\tGamePhaseEnding                        // 结束阶段\n\tGamePhaseFinished                      // 完成阶段\n)\n\n// String 返回游戏阶段的字符串表示\nfunc (gp GamePhase) String() string {\n\tswitch gp {\n\tcase GamePhaseWaiting:\n\t\treturn \"waiting\"\n\tcase GamePhaseStarting:\n\t\treturn \"starting\"\n\tcase GamePhaseRunning:\n\t\treturn \"running\"\n\tcase GamePhasePaused:\n\t\treturn \"paused\"\n\tcase GamePhaseEnding:\n\t\treturn \"ending\"\n\tcase GamePhaseFinished:\n\t\treturn \"finished\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查游戏阶段是否有效\nfunc (gp GamePhase) IsValid() bool {\n\treturn gp >= GamePhaseWaiting && gp <= GamePhaseFinished\n}\n\n// GameEndReason 游戏结束原因\ntype GameEndReason int32\n\nconst (\n\tGameEndReasonCompleted           GameEndReason = iota + 1 // 正常完成\n\tGameEndReasonTimeout                                      // 超时\n\tGameEndReasonCancelled                                    // 取消\n\tGameEndReasonInsufficientPlayers                          // 玩家不足\n\tGameEndReasonError                                        // 错误\n\tGameEndReasonForceQuit                                    // 强制退出\n\tGameEndReasonNetworkError                                 // 网络错误\n\tGameEndReasonSystemMaintenance                            // 系统维护\n)\n\n// String 返回游戏结束原因的字符串表示\nfunc (ger GameEndReason) String() string {\n\tswitch ger {\n\tcase GameEndReasonCompleted:\n\t\treturn \"completed\"\n\tcase GameEndReasonTimeout:\n\t\treturn \"timeout\"\n\tcase GameEndReasonCancelled:\n\t\treturn \"cancelled\"\n\tcase GameEndReasonInsufficientPlayers:\n\t\treturn \"insufficient_players\"\n\tcase GameEndReasonError:\n\t\treturn \"error\"\n\tcase GameEndReasonForceQuit:\n\t\treturn \"force_quit\"\n\tcase GameEndReasonNetworkError:\n\t\treturn \"network_error\"\n\tcase GameEndReasonSystemMaintenance:\n\t\treturn \"system_maintenance\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查游戏结束原因是否有效\nfunc (ger GameEndReason) IsValid() bool {\n\treturn ger >= GameEndReasonCompleted && ger <= GameEndReasonSystemMaintenance\n}\n\n// PlayerStatus 玩家状态\ntype PlayerStatus int32\n\nconst (\n\tPlayerStatusWaiting      PlayerStatus = iota + 1 // 等待中\n\tPlayerStatusReady                                // 准备就绪\n\tPlayerStatusPlaying                              // 游戏中\n\tPlayerStatusPaused                               // 暂停\n\tPlayerStatusFinished                             // 已完成\n\tPlayerStatusLeft                                 // 已离开\n\tPlayerStatusDisconnected                         // 断线\n\tPlayerStatusKicked                               // 被踢出\n)\n\n// String 返回玩家状态的字符串表示\nfunc (ps PlayerStatus) String() string {\n\tswitch ps {\n\tcase PlayerStatusWaiting:\n\t\treturn \"waiting\"\n\tcase PlayerStatusReady:\n\t\treturn \"ready\"\n\tcase PlayerStatusPlaying:\n\t\treturn \"playing\"\n\tcase PlayerStatusPaused:\n\t\treturn \"paused\"\n\tcase PlayerStatusFinished:\n\t\treturn \"finished\"\n\tcase PlayerStatusLeft:\n\t\treturn \"left\"\n\tcase PlayerStatusDisconnected:\n\t\treturn \"disconnected\"\n\tcase PlayerStatusKicked:\n\t\treturn \"kicked\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查玩家状态是否有效\nfunc (ps PlayerStatus) IsValid() bool {\n\treturn ps >= PlayerStatusWaiting && ps <= PlayerStatusKicked\n}\n\n// PlayerLeaveReason 玩家离开原因\ntype PlayerLeaveReason int32\n\nconst (\n\tPlayerLeaveReasonVoluntary    PlayerLeaveReason = iota + 1 // 主动离开\n\tPlayerLeaveReasonKicked                                    // 被踢出\n\tPlayerLeaveReasonDisconnected                              // 断线\n\tPlayerLeaveReasonTimeout                                   // 超时\n\tPlayerLeaveReasonError                                     // 错误\n\tPlayerLeaveReasonGameEnded                                 // 游戏结束\n)\n\n// String 返回玩家离开原因的字符串表示\nfunc (plr PlayerLeaveReason) String() string {\n\tswitch plr {\n\tcase PlayerLeaveReasonVoluntary:\n\t\treturn \"voluntary\"\n\tcase PlayerLeaveReasonKicked:\n\t\treturn \"kicked\"\n\tcase PlayerLeaveReasonDisconnected:\n\t\treturn \"disconnected\"\n\tcase PlayerLeaveReasonTimeout:\n\t\treturn \"timeout\"\n\tcase PlayerLeaveReasonError:\n\t\treturn \"error\"\n\tcase PlayerLeaveReasonGameEnded:\n\t\treturn \"game_ended\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查玩家离开原因是否有效\nfunc (plr PlayerLeaveReason) IsValid() bool {\n\treturn plr >= PlayerLeaveReasonVoluntary && plr <= PlayerLeaveReasonGameEnded\n}\n\n// ScoreType 分数类型\ntype ScoreType int32\n\nconst (\n\tScoreTypePoints   ScoreType = iota + 1 // 积分\n\tScoreTypeTime                          // 时间\n\tScoreTypeDistance                      // 距离\n\tScoreTypeAccuracy                      // 准确度\n\tScoreTypeCombo                         // 连击\n\tScoreTypeLevel                         // 等级\n\tScoreTypeProgress                      // 进度\n\tScoreTypeCustom                        // 自定义\n)\n\n// String 返回分数类型的字符串表示\nfunc (st ScoreType) String() string {\n\tswitch st {\n\tcase ScoreTypePoints:\n\t\treturn \"points\"\n\tcase ScoreTypeTime:\n\t\treturn \"time\"\n\tcase ScoreTypeDistance:\n\t\treturn \"distance\"\n\tcase ScoreTypeAccuracy:\n\t\treturn \"accuracy\"\n\tcase ScoreTypeCombo:\n\t\treturn \"combo\"\n\tcase ScoreTypeLevel:\n\t\treturn \"level\"\n\tcase ScoreTypeProgress:\n\t\treturn \"progress\"\n\tcase ScoreTypeCustom:\n\t\treturn \"custom\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查分数类型是否有效\nfunc (st ScoreType) IsValid() bool {\n\treturn st >= ScoreTypePoints && st <= ScoreTypeCustom\n}\n\n// 注意：RewardType已经在entity.go中定义，这里删除重复定义\n\n// String 返回奖励类型的字符串表示\nfunc (rt RewardType) String() string {\n\tswitch rt {\n\tcase RewardTypeCoin:\n\t\treturn \"coin\"\n\tcase RewardTypeExp:\n\t\treturn \"exp\"\n\tcase RewardTypeItem:\n\t\treturn \"item\"\n\tcase RewardTypeCurrency:\n\t\treturn \"currency\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查奖励类型是否有效\nfunc (rt RewardType) IsValid() bool {\n\tswitch rt {\n\tcase RewardTypeCoin, RewardTypeExp, RewardTypeItem, RewardTypeCurrency:\n\t\treturn true\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// 游戏配置相关值对象\n\n// GameConfig 游戏配置\ntype GameConfig struct {\n\tMaxPlayers      int32          `json:\"max_players\" bson:\"max_players\"`\n\tMinPlayers      int32          `json:\"min_players\" bson:\"min_players\"`\n\tMaxDuration     time.Duration  `json:\"max_duration\" bson:\"max_duration\"`\n\tMinDuration     time.Duration  `json:\"min_duration\" bson:\"min_duration\"`\n\tAutoStart       bool           `json:\"auto_start\" bson:\"auto_start\"`\n\tAutoEnd         bool           `json:\"auto_end\" bson:\"auto_end\"`\n\tAllowSpectators bool           `json:\"allow_spectators\" bson:\"allow_spectators\"`\n\tAllowReconnect  bool           `json:\"allow_reconnect\" bson:\"allow_reconnect\"`\n\tDifficulty      GameDifficulty `json:\"difficulty\" bson:\"difficulty\"`\n\tCreatedAt       time.Time      `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt       time.Time      `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// NewGameConfig 创建新的游戏配置\nfunc NewGameConfig() *GameConfig {\n\tnow := time.Now()\n\treturn &GameConfig{\n\t\tMaxPlayers:      10,\n\t\tMinPlayers:      1,\n\t\tMaxDuration:     30 * time.Minute,\n\t\tMinDuration:     1 * time.Minute,\n\t\tAutoStart:       false,\n\t\tAutoEnd:         true,\n\t\tAllowSpectators: true,\n\t\tAllowReconnect:  true,\n\t\tDifficulty:      GameDifficultyNormal,\n\t\tCreatedAt:       now,\n\t\tUpdatedAt:       now,\n\t}\n}\n\n// Clone 克隆游戏配置\nfunc (gc *GameConfig) Clone() *GameConfig {\n\treturn &GameConfig{\n\t\tMaxPlayers:      gc.MaxPlayers,\n\t\tMinPlayers:      gc.MinPlayers,\n\t\tMaxDuration:     gc.MaxDuration,\n\t\tMinDuration:     gc.MinDuration,\n\t\tAutoStart:       gc.AutoStart,\n\t\tAutoEnd:         gc.AutoEnd,\n\t\tAllowSpectators: gc.AllowSpectators,\n\t\tAllowReconnect:  gc.AllowReconnect,\n\t\tDifficulty:      gc.Difficulty,\n\t\tCreatedAt:       gc.CreatedAt,\n\t\tUpdatedAt:       gc.UpdatedAt,\n\t}\n}\n\n// GameDifficulty 游戏难度\ntype GameDifficulty int32\n\nconst (\n\tGameDifficultyEasy   GameDifficulty = iota + 1 // 简单\n\tGameDifficultyNormal                           // 普通\n\tGameDifficultyHard                             // 困难\n\tGameDifficultyExpert                           // 专家\n\tGameDifficultyCustom                           // 自定义\n)\n\n// String 返回游戏难度的字符串表示\nfunc (gd GameDifficulty) String() string {\n\tswitch gd {\n\tcase GameDifficultyEasy:\n\t\treturn \"easy\"\n\tcase GameDifficultyNormal:\n\t\treturn \"normal\"\n\tcase GameDifficultyHard:\n\t\treturn \"hard\"\n\tcase GameDifficultyExpert:\n\t\treturn \"expert\"\n\tcase GameDifficultyCustom:\n\t\treturn \"custom\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查游戏难度是否有效\nfunc (gd GameDifficulty) IsValid() bool {\n\treturn gd >= GameDifficultyEasy && gd <= GameDifficultyCustom\n}\n\n// GetScoreMultiplier 获取分数倍数\nfunc (gd GameDifficulty) GetScoreMultiplier() float64 {\n\tswitch gd {\n\tcase GameDifficultyEasy:\n\t\treturn 0.8\n\tcase GameDifficultyNormal:\n\t\treturn 1.0\n\tcase GameDifficultyHard:\n\t\treturn 1.5\n\tcase GameDifficultyExpert:\n\t\treturn 2.0\n\tcase GameDifficultyCustom:\n\t\treturn 1.0\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// GameRules 游戏规则\ntype GameRules struct {\n\tWinConditions  []WinCondition         `json:\"win_conditions\" bson:\"win_conditions\"`\n\tLoseConditions []LoseCondition        `json:\"lose_conditions\" bson:\"lose_conditions\"`\n\tScoringRules   []ScoringRule          `json:\"scoring_rules\" bson:\"scoring_rules\"`\n\tTimeLimit      *time.Duration         `json:\"time_limit,omitempty\" bson:\"time_limit,omitempty\"`\n\tMoveLimit      *int32                 `json:\"move_limit,omitempty\" bson:\"move_limit,omitempty\"`\n\tSpecialRules   map[string]interface{} `json:\"special_rules\" bson:\"special_rules\"`\n\tPenalties      []Penalty              `json:\"penalties\" bson:\"penalties\"`\n\tBonuses        []Bonus                `json:\"bonuses\" bson:\"bonuses\"`\n\tCreatedAt      time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt      time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// NewGameRules 创建新的游戏规则\nfunc NewGameRules() *GameRules {\n\tnow := time.Now()\n\treturn &GameRules{\n\t\tWinConditions:  make([]WinCondition, 0),\n\t\tLoseConditions: make([]LoseCondition, 0),\n\t\tScoringRules:   make([]ScoringRule, 0),\n\t\tSpecialRules:   make(map[string]interface{}),\n\t\tPenalties:      make([]Penalty, 0),\n\t\tBonuses:        make([]Bonus, 0),\n\t\tCreatedAt:      now,\n\t\tUpdatedAt:      now,\n\t}\n}\n\n// Clone 克隆游戏规则\nfunc (gr *GameRules) Clone() *GameRules {\n\tclone := &GameRules{\n\t\tWinConditions:  make([]WinCondition, len(gr.WinConditions)),\n\t\tLoseConditions: make([]LoseCondition, len(gr.LoseConditions)),\n\t\tScoringRules:   make([]ScoringRule, len(gr.ScoringRules)),\n\t\tSpecialRules:   make(map[string]interface{}),\n\t\tPenalties:      make([]Penalty, len(gr.Penalties)),\n\t\tBonuses:        make([]Bonus, len(gr.Bonuses)),\n\t\tCreatedAt:      gr.CreatedAt,\n\t\tUpdatedAt:      gr.UpdatedAt,\n\t}\n\n\t// 深拷贝切片\n\tcopy(clone.WinConditions, gr.WinConditions)\n\tcopy(clone.LoseConditions, gr.LoseConditions)\n\tcopy(clone.ScoringRules, gr.ScoringRules)\n\tcopy(clone.Penalties, gr.Penalties)\n\tcopy(clone.Bonuses, gr.Bonuses)\n\n\t// 深拷贝map\n\tfor k, v := range gr.SpecialRules {\n\t\tclone.SpecialRules[k] = v\n\t}\n\n\t// 深拷贝指针\n\tif gr.TimeLimit != nil {\n\t\ttimeLimit := *gr.TimeLimit\n\t\tclone.TimeLimit = &timeLimit\n\t}\n\tif gr.MoveLimit != nil {\n\t\tmoveLimit := *gr.MoveLimit\n\t\tclone.MoveLimit = &moveLimit\n\t}\n\n\treturn clone\n}\n\n// ToMap 转换为映射\nfunc (gr *GameRules) ToMap() map[string]interface{} {\n\treturn map[string]interface{}{\n\t\t\"win_conditions\":  gr.WinConditions,\n\t\t\"lose_conditions\": gr.LoseConditions,\n\t\t\"scoring_rules\":   gr.ScoringRules,\n\t\t\"time_limit\":      gr.TimeLimit,\n\t\t\"move_limit\":      gr.MoveLimit,\n\t\t\"special_rules\":   gr.SpecialRules,\n\t\t\"penalties\":       gr.Penalties,\n\t\t\"bonuses\":         gr.Bonuses,\n\t\t\"created_at\":      gr.CreatedAt,\n\t\t\"updated_at\":      gr.UpdatedAt,\n\t}\n}\n\n// WinCondition 胜利条件\ntype WinCondition struct {\n\tType        string      `json:\"type\" bson:\"type\"`\n\tDescription string      `json:\"description\" bson:\"description\"`\n\tTarget      interface{} `json:\"target\" bson:\"target\"`\n\tOperator    string      `json:\"operator\" bson:\"operator\"`\n\tPriority    int32       `json:\"priority\" bson:\"priority\"`\n}\n\n// LoseCondition 失败条件\ntype LoseCondition struct {\n\tType        string      `json:\"type\" bson:\"type\"`\n\tDescription string      `json:\"description\" bson:\"description\"`\n\tTarget      interface{} `json:\"target\" bson:\"target\"`\n\tOperator    string      `json:\"operator\" bson:\"operator\"`\n\tPriority    int32       `json:\"priority\" bson:\"priority\"`\n}\n\n// ScoringRule 计分规则\ntype ScoringRule struct {\n\tAction      string  `json:\"action\" bson:\"action\"`\n\tPoints      int64   `json:\"points\" bson:\"points\"`\n\tMultiplier  float64 `json:\"multiplier\" bson:\"multiplier\"`\n\tDescription string  `json:\"description\" bson:\"description\"`\n}\n\n// Penalty 惩罚\ntype Penalty struct {\n\tTrigger     string `json:\"trigger\" bson:\"trigger\"`\n\tPenalty     int64  `json:\"penalty\" bson:\"penalty\"`\n\tDescription string `json:\"description\" bson:\"description\"`\n}\n\n// Bonus 奖励\ntype Bonus struct {\n\tTrigger     string  `json:\"trigger\" bson:\"trigger\"`\n\tBonus       int64   `json:\"bonus\" bson:\"bonus\"`\n\tMultiplier  float64 `json:\"multiplier\" bson:\"multiplier\"`\n\tDescription string  `json:\"description\" bson:\"description\"`\n}\n\n// GameSettings 游戏设置\ntype GameSettings struct {\n\tSoundEnabled   bool                   `json:\"sound_enabled\" bson:\"sound_enabled\"`\n\tMusicEnabled   bool                   `json:\"music_enabled\" bson:\"music_enabled\"`\n\tEffectsEnabled bool                   `json:\"effects_enabled\" bson:\"effects_enabled\"`\n\tLanguage       string                 `json:\"language\" bson:\"language\"`\n\tTheme          string                 `json:\"theme\" bson:\"theme\"`\n\tQuality        GameQuality            `json:\"quality\" bson:\"quality\"`\n\tControls       map[string]interface{} `json:\"controls\" bson:\"controls\"`\n\tCustomSettings map[string]interface{} `json:\"custom_settings\" bson:\"custom_settings\"`\n\tCreatedAt      time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt      time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// NewGameSettings 创建新的游戏设置\nfunc NewGameSettings() *GameSettings {\n\tnow := time.Now()\n\treturn &GameSettings{\n\t\tSoundEnabled:   true,\n\t\tMusicEnabled:   true,\n\t\tEffectsEnabled: true,\n\t\tLanguage:       \"zh-CN\",\n\t\tTheme:          \"default\",\n\t\tQuality:        GameQualityMedium,\n\t\tControls:       make(map[string]interface{}),\n\t\tCustomSettings: make(map[string]interface{}),\n\t\tCreatedAt:      now,\n\t\tUpdatedAt:      now,\n\t}\n}\n\n// Clone 克隆游戏设置\nfunc (gs *GameSettings) Clone() *GameSettings {\n\tclone := &GameSettings{\n\t\tSoundEnabled:   gs.SoundEnabled,\n\t\tMusicEnabled:   gs.MusicEnabled,\n\t\tEffectsEnabled: gs.EffectsEnabled,\n\t\tLanguage:       gs.Language,\n\t\tTheme:          gs.Theme,\n\t\tQuality:        gs.Quality,\n\t\tControls:       make(map[string]interface{}),\n\t\tCustomSettings: make(map[string]interface{}),\n\t\tCreatedAt:      gs.CreatedAt,\n\t\tUpdatedAt:      gs.UpdatedAt,\n\t}\n\n\t// 深拷贝map\n\tfor k, v := range gs.Controls {\n\t\tclone.Controls[k] = v\n\t}\n\tfor k, v := range gs.CustomSettings {\n\t\tclone.CustomSettings[k] = v\n\t}\n\n\treturn clone\n}\n\n// ToMap 转换为映射\nfunc (gs *GameSettings) ToMap() map[string]interface{} {\n\treturn map[string]interface{}{\n\t\t\"sound_enabled\":   gs.SoundEnabled,\n\t\t\"music_enabled\":   gs.MusicEnabled,\n\t\t\"effects_enabled\": gs.EffectsEnabled,\n\t\t\"language\":        gs.Language,\n\t\t\"theme\":           gs.Theme,\n\t\t\"quality\":         gs.Quality.String(),\n\t\t\"controls\":        gs.Controls,\n\t\t\"custom_settings\": gs.CustomSettings,\n\t\t\"created_at\":      gs.CreatedAt,\n\t\t\"updated_at\":      gs.UpdatedAt,\n\t}\n}\n\n// GameQuality 游戏质量\ntype GameQuality int32\n\nconst (\n\tGameQualityLow    GameQuality = iota + 1 // 低质量\n\tGameQualityMedium                        // 中等质量\n\tGameQualityHigh                          // 高质量\n\tGameQualityUltra                         // 超高质量\n)\n\n// String 返回游戏质量的字符串表示\nfunc (gq GameQuality) String() string {\n\tswitch gq {\n\tcase GameQualityLow:\n\t\treturn \"low\"\n\tcase GameQualityMedium:\n\t\treturn \"medium\"\n\tcase GameQualityHigh:\n\t\treturn \"high\"\n\tcase GameQualityUltra:\n\t\treturn \"ultra\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查游戏质量是否有效\nfunc (gq GameQuality) IsValid() bool {\n\treturn gq >= GameQualityLow && gq <= GameQualityUltra\n}\n\n// 游戏查询相关值对象\n\n// GameQuery 游戏查询条件\ntype GameQuery struct {\n\tGameID        *string        `json:\"game_id,omitempty\"`\n\tGameType      *GameType      `json:\"game_type,omitempty\"`\n\tCategory      *GameCategory  `json:\"category,omitempty\"`\n\tStatus        *GameStatus    `json:\"status,omitempty\"`\n\tCreatorID     *uint64        `json:\"creator_id,omitempty\"`\n\tPlayerID      *uint64        `json:\"player_id,omitempty\"`\n\tMinPlayers    *int32         `json:\"min_players,omitempty\"`\n\tMaxPlayers    *int32         `json:\"max_players,omitempty\"`\n\tMinDuration   *time.Duration `json:\"min_duration,omitempty\"`\n\tMaxDuration   *time.Duration `json:\"max_duration,omitempty\"`\n\tStartedAfter  *time.Time     `json:\"started_after,omitempty\"`\n\tStartedBefore *time.Time     `json:\"started_before,omitempty\"`\n\tEndedAfter    *time.Time     `json:\"ended_after,omitempty\"`\n\tEndedBefore   *time.Time     `json:\"ended_before,omitempty\"`\n\tCreatedAfter  *time.Time     `json:\"created_after,omitempty\"`\n\tCreatedBefore *time.Time     `json:\"created_before,omitempty\"`\n\tKeywords      []string       `json:\"keywords,omitempty\"`\n\tTags          []string       `json:\"tags,omitempty\"`\n\tOrderBy       string         `json:\"order_by,omitempty\"`\n\tOrderDesc     bool           `json:\"order_desc,omitempty\"`\n\tOffset        int            `json:\"offset,omitempty\"`\n\tLimit         int            `json:\"limit,omitempty\"`\n}\n\n// GameFilter 游戏过滤器\ntype GameFilter struct {\n\tIncludeFinished  bool                   `json:\"include_finished\"`\n\tIncludeCancelled bool                   `json:\"include_cancelled\"`\n\tOnlyActive       bool                   `json:\"only_active\"`\n\tOnlyJoinable     bool                   `json:\"only_joinable\"`\n\tExcludeGameIDs   []string               `json:\"exclude_game_ids,omitempty\"`\n\tExcludePlayerIDs []uint64               `json:\"exclude_player_ids,omitempty\"`\n\tMinScore         *int64                 `json:\"min_score,omitempty\"`\n\tMaxScore         *int64                 `json:\"max_score,omitempty\"`\n\tDifficulties     []GameDifficulty       `json:\"difficulties,omitempty\"`\n\tCustomFilters    map[string]interface{} `json:\"custom_filters,omitempty\"`\n}\n\n// NewGameFilter 创建新的游戏过滤器\nfunc NewGameFilter() *GameFilter {\n\treturn &GameFilter{\n\t\tIncludeFinished:  false,\n\t\tIncludeCancelled: false,\n\t\tOnlyActive:       true,\n\t\tOnlyJoinable:     false,\n\t\tExcludeGameIDs:   make([]string, 0),\n\t\tExcludePlayerIDs: make([]uint64, 0),\n\t\tDifficulties:     make([]GameDifficulty, 0),\n\t\tCustomFilters:    make(map[string]interface{}),\n\t}\n}\n\n// 游戏操作相关值对象\n\n// GameOperation 游戏操作类型\ntype GameOperation int32\n\nconst (\n\tGameOperationStart  GameOperation = iota + 1 // 开始游戏\n\tGameOperationPause                           // 暂停游戏\n\tGameOperationResume                          // 恢复游戏\n\tGameOperationEnd                             // 结束游戏\n\tGameOperationCancel                          // 取消游戏\n\tGameOperationReset                           // 重置游戏\n\tGameOperationKick                            // 踢出玩家\n\tGameOperationJoin                            // 加入游戏\n\tGameOperationLeave                           // 离开游戏\n)\n\n// String 返回游戏操作的字符串表示\nfunc (go_ GameOperation) String() string {\n\tswitch go_ {\n\tcase GameOperationStart:\n\t\treturn \"start\"\n\tcase GameOperationPause:\n\t\treturn \"pause\"\n\tcase GameOperationResume:\n\t\treturn \"resume\"\n\tcase GameOperationEnd:\n\t\treturn \"end\"\n\tcase GameOperationCancel:\n\t\treturn \"cancel\"\n\tcase GameOperationReset:\n\t\treturn \"reset\"\n\tcase GameOperationKick:\n\t\treturn \"kick\"\n\tcase GameOperationJoin:\n\t\treturn \"join\"\n\tcase GameOperationLeave:\n\t\treturn \"leave\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查游戏操作是否有效\nfunc (go_ GameOperation) IsValid() bool {\n\treturn go_ >= GameOperationStart && go_ <= GameOperationLeave\n}\n\n// RequiresPermission 检查操作是否需要权限\nfunc (go_ GameOperation) RequiresPermission() bool {\n\tswitch go_ {\n\tcase GameOperationStart, GameOperationPause, GameOperationResume,\n\t\tGameOperationEnd, GameOperationCancel, GameOperationReset, GameOperationKick:\n\t\treturn true\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// GameOperationResult 游戏操作结果\ntype GameOperationResult struct {\n\tSuccess       bool                   `json:\"success\"`\n\tOperation     GameOperation          `json:\"operation\"`\n\tGameID        string                 `json:\"game_id\"`\n\tPlayerID      *uint64                `json:\"player_id,omitempty\"`\n\tOldStatus     *GameStatus            `json:\"old_status,omitempty\"`\n\tNewStatus     *GameStatus            `json:\"new_status,omitempty\"`\n\tAffectedCount int64                  `json:\"affected_count\"`\n\tMessage       string                 `json:\"message\"`\n\tError         string                 `json:\"error,omitempty\"`\n\tMetadata      map[string]interface{} `json:\"metadata,omitempty\"`\n\tTimestamp     time.Time              `json:\"timestamp\"`\n\tDuration      time.Duration          `json:\"duration\"`\n}\n\n// NewGameOperationResult 创建游戏操作结果\nfunc NewGameOperationResult(operation GameOperation, gameID string, success bool) *GameOperationResult {\n\treturn &GameOperationResult{\n\t\tSuccess:   success,\n\t\tOperation: operation,\n\t\tGameID:    gameID,\n\t\tTimestamp: time.Now(),\n\t\tMetadata:  make(map[string]interface{}),\n\t}\n}\n\n// SetPlayerInfo 设置玩家信息\nfunc (gor *GameOperationResult) SetPlayerInfo(playerID uint64) {\n\tgor.PlayerID = &playerID\n}\n\n// SetStatusChange 设置状态变更\nfunc (gor *GameOperationResult) SetStatusChange(oldStatus, newStatus GameStatus) {\n\tgor.OldStatus = &oldStatus\n\tgor.NewStatus = &newStatus\n}\n\n// SetError 设置错误信息\nfunc (gor *GameOperationResult) SetError(err error) {\n\tgor.Success = false\n\tgor.Error = err.Error()\n}\n\n// SetMessage 设置消息\nfunc (gor *GameOperationResult) SetMessage(message string) {\n\tgor.Message = message\n}\n\n// SetDuration 设置持续时间\nfunc (gor *GameOperationResult) SetDuration(start time.Time) {\n\tgor.Duration = time.Since(start)\n}\n\n// AddMetadata 添加元数据\nfunc (gor *GameOperationResult) AddMetadata(key string, value interface{}) {\n\tif gor.Metadata == nil {\n\t\tgor.Metadata = make(map[string]interface{})\n\t}\n\tgor.Metadata[key] = value\n}\n\n// 验证函数\n\n// ValidateGameQuery 验证游戏查询\nfunc ValidateGameQuery(query *GameQuery) error {\n\tif query == nil {\n\t\treturn fmt.Errorf(\"query cannot be nil\")\n\t}\n\n\tif query.Limit <= 0 {\n\t\treturn fmt.Errorf(\"limit must be positive\")\n\t}\n\n\tif query.Limit > 1000 {\n\t\treturn fmt.Errorf(\"limit cannot exceed 1000\")\n\t}\n\n\tif query.Offset < 0 {\n\t\treturn fmt.Errorf(\"offset cannot be negative\")\n\t}\n\n\tif query.MinPlayers != nil && query.MaxPlayers != nil && *query.MinPlayers > *query.MaxPlayers {\n\t\treturn fmt.Errorf(\"min_players cannot be greater than max_players\")\n\t}\n\n\tif query.MinDuration != nil && query.MaxDuration != nil && *query.MinDuration > *query.MaxDuration {\n\t\treturn fmt.Errorf(\"min_duration cannot be greater than max_duration\")\n\t}\n\n\tif query.StartedAfter != nil && query.StartedBefore != nil && query.StartedAfter.After(*query.StartedBefore) {\n\t\treturn fmt.Errorf(\"started_after cannot be after started_before\")\n\t}\n\n\tif query.EndedAfter != nil && query.EndedBefore != nil && query.EndedAfter.After(*query.EndedBefore) {\n\t\treturn fmt.Errorf(\"ended_after cannot be after ended_before\")\n\t}\n\n\tif query.CreatedAfter != nil && query.CreatedBefore != nil && query.CreatedAfter.After(*query.CreatedBefore) {\n\t\treturn fmt.Errorf(\"created_after cannot be after created_before\")\n\t}\n\n\treturn nil\n}\n\n// 辅助函数\n\n// GetGameTypeByString 根据字符串获取游戏类型\nfunc GetGameTypeByString(s string) (GameType, error) {\n\tswitch s {\n\tcase \"save_dog\":\n\t\treturn GameTypeSaveDog, nil\n\tcase \"puzzle\":\n\t\treturn GameTypePuzzle, nil\n\tcase \"racing\":\n\t\treturn GameTypeRacing, nil\n\tcase \"memory\":\n\t\treturn GameTypeMemory, nil\n\tcase \"match\":\n\t\treturn GameTypeMatch, nil\n\tcase \"jump\":\n\t\treturn GameTypeJump, nil\n\tcase \"shoot\":\n\t\treturn GameTypeShoot, nil\n\tcase \"strategy\":\n\t\treturn GameTypeStrategy, nil\n\tcase \"card\":\n\t\treturn GameTypeCard, nil\n\tcase \"custom\":\n\t\treturn GameTypeCustom, nil\n\tdefault:\n\t\treturn 0, fmt.Errorf(\"unknown game type: %s\", s)\n\t}\n}\n\n// GetGameCategoryByString 根据字符串获取游戏分类\nfunc GetGameCategoryByString(s string) (GameCategory, error) {\n\tswitch s {\n\tcase \"normal\":\n\t\treturn GameCategoryNormal, nil\n\tcase \"competitive\":\n\t\treturn GameCategoryCompetitive, nil\n\tcase \"casual\":\n\t\treturn GameCategoryCasual, nil\n\tcase \"ranked\":\n\t\treturn GameCategoryRanked, nil\n\tdefault:\n\t\treturn \"\", fmt.Errorf(\"unknown game category: %s\", s)\n\t}\n}\n\n// GetGameStatusByString 根据字符串获取游戏状态\nfunc GetGameStatusByString(s string) (GameStatus, error) {\n\tswitch s {\n\tcase \"waiting\":\n\t\treturn GameStatusWaiting, nil\n\tcase \"running\":\n\t\treturn GameStatusRunning, nil\n\tcase \"paused\":\n\t\treturn GameStatusPaused, nil\n\tcase \"finished\":\n\t\treturn GameStatusFinished, nil\n\tcase \"cancelled\":\n\t\treturn GameStatusCancelled, nil\n\tcase \"error\":\n\t\treturn GameStatusError, nil\n\tdefault:\n\t\treturn 0, fmt.Errorf(\"unknown game status: %s\", s)\n\t}\n}\n\n// GetGameDifficultyByString 根据字符串获取游戏难度\nfunc GetGameDifficultyByString(s string) (GameDifficulty, error) {\n\tswitch s {\n\tcase \"easy\":\n\t\treturn GameDifficultyEasy, nil\n\tcase \"normal\":\n\t\treturn GameDifficultyNormal, nil\n\tcase \"hard\":\n\t\treturn GameDifficultyHard, nil\n\tcase \"expert\":\n\t\treturn GameDifficultyExpert, nil\n\tcase \"custom\":\n\t\treturn GameDifficultyCustom, nil\n\tdefault:\n\t\treturn 0, fmt.Errorf(\"unknown game difficulty: %s\", s)\n\t}\n}\n\n// GetRewardTypeByString 根据字符串获取奖励类型\nfunc GetRewardTypeByString(s string) (RewardType, error) {\n\tswitch s {\n\tcase \"coin\":\n\t\treturn RewardTypeCoin, nil\n\tcase \"exp\":\n\t\treturn RewardTypeExp, nil\n\tcase \"item\":\n\t\treturn RewardTypeItem, nil\n\tcase \"currency\":\n\t\treturn RewardTypeCurrency, nil\n\tdefault:\n\t\treturn RewardTypeCoin, fmt.Errorf(\"unknown reward type: %s\", s)\n\t}\n}\n\n// SessionStatus 会话状态\ntype SessionStatus int32\n\nconst (\n\tSessionStatusActive    SessionStatus = iota + 1 // 活跃\n\tSessionStatusExpired                            // 过期\n\tSessionStatusCompleted                          // 完成\n\tSessionStatusCancelled                          // 取消\n)\n\n// String 返回会话状态的字符串表示\nfunc (ss SessionStatus) String() string {\n\tswitch ss {\n\tcase SessionStatusActive:\n\t\treturn \"active\"\n\tcase SessionStatusExpired:\n\t\treturn \"expired\"\n\tcase SessionStatusCompleted:\n\t\treturn \"completed\"\n\tcase SessionStatusCancelled:\n\t\treturn \"cancelled\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查会话状态是否有效\nfunc (ss SessionStatus) IsValid() bool {\n\treturn ss >= SessionStatusActive && ss <= SessionStatusCancelled\n}\n\n// ParseSessionStatus 根据字符串解析会话状态\nfunc ParseSessionStatus(s string) SessionStatus {\n\tswitch s {\n\tcase \"active\":\n\t\treturn SessionStatusActive\n\tcase \"expired\":\n\t\treturn SessionStatusExpired\n\tcase \"completed\":\n\t\treturn SessionStatusCompleted\n\tcase \"cancelled\":\n\t\treturn SessionStatusCancelled\n\tdefault:\n\t\treturn SessionStatusActive // 默认为活跃状态\n\t}\n}\n"
  },
  {
    "path": "internal/domain/npc/aggregate.go",
    "content": "package npc\n\nimport (\n\t\"time\"\n)\n\n// NPCAggregate NPC聚合�?\ntype NPCAggregate struct {\n\tid            string\n\tname          string\n\tdescription   string\n\tnpcType       NPCType\n\tstatus        NPCStatus\n\tlocation      *Location\n\tattributes    *NPCAttributes\n\tbehavior      *NPCBehavior\n\tdialogues     map[string]*Dialogue\n\tquests        map[string]*Quest\n\tshop          *Shop\n\trelationships map[string]*Relationship\n\tschedule      *NPCSchedule\n\tcreatedAt     time.Time\n\tupdatedAt     time.Time\n\tversion       int\n\tevents        []DomainEvent\n}\n\n// NewNPCAggregate 创建NPC聚合�?\nfunc NewNPCAggregate(id, name, description string, npcType NPCType) *NPCAggregate {\n\tnow := time.Now()\n\treturn &NPCAggregate{\n\t\tid:            id,\n\t\tname:          name,\n\t\tdescription:   description,\n\t\tnpcType:       npcType,\n\t\tstatus:        NPCStatusActive,\n\t\tlocation:      NewLocation(0, 0, 0, \"default\", \"default\"),\n\t\tattributes:    NewNPCAttributes(),\n\t\tbehavior:      NewNPCBehavior(),\n\t\tdialogues:     make(map[string]*Dialogue),\n\t\tquests:        make(map[string]*Quest),\n\t\trelationships: make(map[string]*Relationship),\n\t\tschedule:      NewNPCSchedule(),\n\t\tcreatedAt:     now,\n\t\tupdatedAt:     now,\n\t\tversion:       1,\n\t\tevents:        make([]DomainEvent, 0),\n\t}\n}\n\n// GetID gets ID\nfunc (n *NPCAggregate) GetID() string {\n\treturn n.id\n}\n\n// GetName gets name\nfunc (n *NPCAggregate) GetName() string {\n\treturn n.name\n}\n\n// GetDescription gets description\nfunc (n *NPCAggregate) GetDescription() string {\n\treturn n.description\n}\n\n// GetType gets type\nfunc (n *NPCAggregate) GetType() NPCType {\n\treturn n.npcType\n}\n\n// GetStatus 获取状�?\nfunc (n *NPCAggregate) GetStatus() NPCStatus {\n\treturn n.status\n}\n\n// GetLocation gets location\nfunc (n *NPCAggregate) GetLocation() *Location {\n\treturn n.location\n}\n\n// GetAttributes 获取属�?\nfunc (n *NPCAggregate) GetAttributes() *NPCAttributes {\n\treturn n.attributes\n}\n\n// GetBehavior gets behavior\nfunc (n *NPCAggregate) GetBehavior() *NPCBehavior {\n\treturn n.behavior\n}\n\n// GetShop 获取商店\nfunc (n *NPCAggregate) GetShop() *Shop {\n\treturn n.shop\n}\n\n// GetSchedule 获取日程\nfunc (n *NPCAggregate) GetSchedule() *NPCSchedule {\n\treturn n.schedule\n}\n\n// GetVersion 获取版本\nfunc (n *NPCAggregate) GetVersion() int {\n\treturn n.version\n}\n\n// GetEvents 获取领域事件\nfunc (n *NPCAggregate) GetEvents() []DomainEvent {\n\treturn n.events\n}\n\n// ClearEvents 清除领域事件\nfunc (n *NPCAggregate) ClearEvents() {\n\tn.events = make([]DomainEvent, 0)\n}\n\n// SetName 设置名称\nfunc (n *NPCAggregate) SetName(name string) error {\n\tif name == \"\" {\n\t\treturn ErrInvalidNPCName\n\t}\n\n\toldName := n.name\n\tn.name = name\n\tn.updatedAt = time.Now()\n\tn.version++\n\n\t// 发布名称变更事件\n\tevent := NewNPCNameChangedEvent(n.id, oldName, name)\n\tn.addEvent(event)\n\n\treturn nil\n}\n\n// SetDescription 设置描述\nfunc (n *NPCAggregate) SetDescription(description string) {\n\tn.description = description\n\tn.updatedAt = time.Now()\n\tn.version++\n}\n\n// SetStatus 设置状�?\nfunc (n *NPCAggregate) SetStatus(status NPCStatus) error {\n\tif !status.IsValid() {\n\t\treturn ErrInvalidNPCStatus\n\t}\n\n\toldStatus := n.status\n\tn.status = status\n\tn.updatedAt = time.Now()\n\tn.version++\n\n\t// 发布状态变更事�?\n\tevent := NewNPCStatusChangedEvent(n.id, oldStatus, status, \"status_changed\", \"system\")\n\tn.addEvent(event)\n\n\treturn nil\n}\n\n// MoveTo 移动到指定位�?\nfunc (n *NPCAggregate) MoveTo(location *Location) error {\n\tif location == nil {\n\t\treturn ErrInvalidLocation\n\t}\n\n\t// 检查是否可以移�?\n\tif !n.CanMove() {\n\t\treturn ErrNPCCannotMove\n\t}\n\n\toldLocation := n.location\n\tn.location = location\n\tn.updatedAt = time.Now()\n\tn.version++\n\n\t// 发布移动事件\n\tevent := NewNPCMovedEvent(n.id, oldLocation, location)\n\tn.addEvent(event)\n\n\treturn nil\n}\n\n// CanMove 检查是否可以移�?\nfunc (n *NPCAggregate) CanMove() bool {\n\treturn n.status == NPCStatusActive && n.behavior.CanMoveNow()\n}\n\n// AddDialogue 添加对话\nfunc (n *NPCAggregate) AddDialogue(dialogue *Dialogue) error {\n\tif dialogue == nil {\n\t\treturn ErrInvalidDialogue\n\t}\n\n\tif _, exists := n.dialogues[dialogue.GetID()]; exists {\n\t\treturn ErrDialogueAlreadyExists\n\t}\n\n\tn.dialogues[dialogue.GetID()] = dialogue\n\tn.updatedAt = time.Now()\n\tn.version++\n\n\t// 发布对话添加事件\n\tevent := NewDialogueAddedEvent(n.id, dialogue.GetID())\n\tn.addEvent(event)\n\n\treturn nil\n}\n\n// RemoveDialogue 移除对话\nfunc (n *NPCAggregate) RemoveDialogue(dialogueID string) error {\n\t_, exists := n.dialogues[dialogueID]\n\tif !exists {\n\t\treturn ErrDialogueNotFound\n\t}\n\n\tdelete(n.dialogues, dialogueID)\n\tn.updatedAt = time.Now()\n\tn.version++\n\n\t// 发布对话移除事件\n\tevent := NewDialogueRemovedEvent(n.id, dialogueID)\n\tn.addEvent(event)\n\n\treturn nil\n}\n\n// StartDialogue 开始对�?\nfunc (n *NPCAggregate) StartDialogue(dialogueID, playerID string) (*DialogueSession, error) {\n\tdialogue, exists := n.dialogues[dialogueID]\n\tif !exists {\n\t\treturn nil, ErrDialogueNotFound\n\t}\n\n\t// 检查对话条�?\n\tif !dialogue.CanStart(playerID) {\n\t\treturn nil, ErrDialogueConditionsNotMet\n\t}\n\n\t// 创建对话会话\n\tsession := NewDialogueSession(n.id, dialogueID, playerID)\n\n\tn.updatedAt = time.Now()\n\tn.version++\n\n\t// 发布对话开始事�?\n\tevent := NewDialogueStartedEvent(n.id, playerID, dialogueID, session.GetID())\n\tn.addEvent(event)\n\n\treturn session, nil\n}\n\n// AddQuest 添加任务\nfunc (n *NPCAggregate) AddQuest(quest *Quest) error {\n\tif quest == nil {\n\t\treturn ErrInvalidQuest\n\t}\n\n\tif _, exists := n.quests[quest.GetID()]; exists {\n\t\treturn ErrQuestAlreadyExists\n\t}\n\n\tn.quests[quest.GetID()] = quest\n\tn.updatedAt = time.Now()\n\tn.version++\n\n\t// 发布任务添加事件\n\tevent := NewQuestAddedEvent(n.id, quest.GetID())\n\tn.addEvent(event)\n\n\treturn nil\n}\n\n// RemoveQuest 移除任务\nfunc (n *NPCAggregate) RemoveQuest(questID string) error {\n\t_, exists := n.quests[questID]\n\tif !exists {\n\t\treturn ErrQuestNotFound\n\t}\n\n\tdelete(n.quests, questID)\n\tn.updatedAt = time.Now()\n\tn.version++\n\n\t// 发布任务移除事件\n\tevent := NewQuestRemovedEvent(n.id, questID)\n\tn.addEvent(event)\n\n\treturn nil\n}\n\n// GiveQuest 给予任务\nfunc (n *NPCAggregate) GiveQuest(questID, playerID string) (*QuestInstance, error) {\n\tquest, exists := n.quests[questID]\n\tif !exists {\n\t\treturn nil, ErrQuestNotFound\n\t}\n\n\t// 检查任务条�?\n\tif !quest.CanAccept(playerID) {\n\t\treturn nil, ErrQuestConditionsNotMet\n\t}\n\n\t// 创建任务实例\n\tinstance := NewQuestInstance(questID, playerID, n.id)\n\n\tn.updatedAt = time.Now()\n\tn.version++\n\n\t// 发布任务给予事件\n\tevent := NewQuestGivenEvent(n.id, questID, playerID)\n\tn.addEvent(event)\n\n\treturn instance, nil\n}\n\n// SetShop 设置商店\nfunc (n *NPCAggregate) SetShop(shop *Shop) error {\n\tif shop == nil {\n\t\treturn ErrInvalidShop\n\t}\n\n\t// 检查NPC类型是否支持商店\n\tif !n.npcType.CanHaveShop() {\n\t\treturn ErrNPCCannotHaveShop\n\t}\n\n\tn.shop = shop\n\tn.updatedAt = time.Now()\n\tn.version++\n\n\t// 发布商店设置事件\n\tevent := NewShopSetEvent(n.id, shop.GetID())\n\tn.addEvent(event)\n\n\treturn nil\n}\n\n// Trade 交易\nfunc (n *NPCAggregate) Trade(playerID string, tradeRequest *TradeRequest) (*TradeResult, error) {\n\tif n.shop == nil {\n\t\treturn nil, ErrNPCHasNoShop\n\t}\n\n\t// 执行交易\n\tresult, err := n.shop.ExecuteTrade(playerID, tradeRequest)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\tn.updatedAt = time.Now()\n\tn.version++\n\n\t// 发布交易事件\n\tevent := NewTradeExecutedEvent(n.id, playerID, tradeRequest, result)\n\tn.addEvent(event)\n\n\treturn result, nil\n}\n\n// UpdateRelationship 更新关系\nfunc (n *NPCAggregate) UpdateRelationship(playerID string, change int, reason string) error {\n\trelationship, exists := n.relationships[playerID]\n\tif !exists {\n\t\trelationship = NewRelationship(playerID, n.id)\n\t\tn.relationships[playerID] = relationship\n\t}\n\n\toldLevel := relationship.GetLevel()\n\terr := relationship.ChangeValue(change, reason)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\tn.updatedAt = time.Now()\n\tn.version++\n\n\t// 如果关系等级发生变化，发布事�?\n\tif relationship.GetLevel() != oldLevel {\n\t\toldValue := relationship.GetValue() - change\n\t\tnewValue := relationship.GetValue()\n\t\tevent := NewRelationshipChangedEvent(n.id, playerID, oldValue, newValue, oldLevel, relationship.GetLevel(), RelationshipChangeTypeIncrease, reason)\n\t\tn.addEvent(event)\n\t}\n\n\treturn nil\n}\n\n// GetRelationship 获取关系\nfunc (n *NPCAggregate) GetRelationship(playerID string) *Relationship {\n\treturn n.relationships[playerID]\n}\n\n// GetDialogue 获取对话\nfunc (n *NPCAggregate) GetDialogue(dialogueID string) (*Dialogue, error) {\n\tdialogue, exists := n.dialogues[dialogueID]\n\tif !exists {\n\t\treturn nil, ErrDialogueNotFound\n\t}\n\treturn dialogue, nil\n}\n\n// GetAllDialogues 获取所有对�?\nfunc (n *NPCAggregate) GetAllDialogues() map[string]*Dialogue {\n\treturn n.dialogues\n}\n\n// GetAvailableDialogues 获取可用对话\nfunc (n *NPCAggregate) GetAvailableDialogues(playerID string) []*Dialogue {\n\tvar available []*Dialogue\n\tfor _, dialogue := range n.dialogues {\n\t\tif dialogue.CanStart(playerID) {\n\t\t\tavailable = append(available, dialogue)\n\t\t}\n\t}\n\treturn available\n}\n\n// GetQuest 获取任务\nfunc (n *NPCAggregate) GetQuest(questID string) (*Quest, error) {\n\tquest, exists := n.quests[questID]\n\tif !exists {\n\t\treturn nil, ErrQuestNotFound\n\t}\n\treturn quest, nil\n}\n\n// GetAllQuests 获取所有任�?\nfunc (n *NPCAggregate) GetAllQuests() map[string]*Quest {\n\treturn n.quests\n}\n\n// GetAvailableQuests 获取可用任务\nfunc (n *NPCAggregate) GetAvailableQuests(playerID string) []*Quest {\n\tvar available []*Quest\n\tfor _, quest := range n.quests {\n\t\tif quest.CanAccept(playerID) {\n\t\t\tavailable = append(available, quest)\n\t\t}\n\t}\n\treturn available\n}\n\n// Update 更新NPC状�?\nfunc (n *NPCAggregate) Update(deltaTime time.Duration) {\n\t// 更新行为\n\tn.behavior.Update(deltaTime)\n\n\t// 更新日程\n\tn.schedule.Update(time.Now())\n\n\t// 更新商店（如果有�?\n\tif n.shop != nil {\n\t\tn.shop.Update(deltaTime)\n\t}\n\n\tn.updatedAt = time.Now()\n\tn.version++\n}\n\n// IsActive 检查是否激�?\nfunc (n *NPCAggregate) IsActive() bool {\n\treturn n.status == NPCStatusActive\n}\n\n// CanInteract 检查是否可以交�?\nfunc (n *NPCAggregate) CanInteract(playerID string) bool {\n\tif !n.IsActive() {\n\t\treturn false\n\t}\n\n\t// 检查关系是否允许交�?\n\trelationship := n.GetRelationship(playerID)\n\tif relationship != nil && relationship.GetLevel() == RelationshipLevelHostile {\n\t\treturn false\n\t}\n\n\treturn true\n}\n\n// GetInteractionOptions 获取交互选项\nfunc (n *NPCAggregate) GetInteractionOptions(playerID string) []InteractionOption {\n\tvar options []InteractionOption\n\n\tif !n.CanInteract(playerID) {\n\t\treturn options\n\t}\n\n\t// 添加对话选项\n\tavailableDialogues := n.GetAvailableDialogues(playerID)\n\tfor _, dialogue := range availableDialogues {\n\t\toptions = append(options, InteractionOption{\n\t\t\tType:        InteractionTypeDialogue,\n\t\t\tID:          dialogue.GetID(),\n\t\t\tName:        dialogue.GetName(),\n\t\t\tDescription: dialogue.GetDescription(),\n\t\t})\n\t}\n\n\t// 添加任务选项\n\tavailableQuests := n.GetAvailableQuests(playerID)\n\tfor _, quest := range availableQuests {\n\t\toptions = append(options, InteractionOption{\n\t\t\tType:        InteractionTypeQuest,\n\t\t\tID:          quest.GetID(),\n\t\t\tName:        quest.GetName(),\n\t\t\tDescription: quest.GetDescription(),\n\t\t})\n\t}\n\n\t// 添加商店选项\n\tif n.shop != nil && n.shop.IsOpen() {\n\t\toptions = append(options, InteractionOption{\n\t\t\tType:        InteractionTypeShop,\n\t\t\tID:          n.shop.GetID(),\n\t\t\tName:        \"商店\",\n\t\t\tDescription: \"浏览商品\",\n\t\t})\n\t}\n\n\treturn options\n}\n\n// Activate 激活NPC\nfunc (n *NPCAggregate) Activate() error {\n\treturn n.SetStatus(NPCStatusActive)\n}\n\n// Deactivate 停用NPC\nfunc (n *NPCAggregate) Deactivate() error {\n\treturn n.SetStatus(NPCStatusInactive)\n}\n\n// Hide 隐藏NPC\nfunc (n *NPCAggregate) Hide() error {\n\treturn n.SetStatus(NPCStatusHidden)\n}\n\n// Busy 设置忙碌状�?\nfunc (n *NPCAggregate) Busy() error {\n\treturn n.SetStatus(NPCStatusBusy)\n}\n\n// GetStatistics 获取统计信息\nfunc (n *NPCAggregate) GetStatistics() *NPCStatistics {\n\ttotalDialogues := len(n.dialogues)\n\ttotalQuests := len(n.quests)\n\ttotalRelationships := len(n.relationships)\n\n\tvar averageRelationship float64\n\tif totalRelationships > 0 {\n\t\tsum := 0\n\t\tfor _, rel := range n.relationships {\n\t\t\tsum += rel.GetValue()\n\t\t}\n\t\taverageRelationship = float64(sum) / float64(totalRelationships)\n\t}\n\n\treturn &NPCStatistics{\n\t\tNPCID:               n.id,\n\t\tName:                n.name,\n\t\tType:                n.npcType,\n\t\tStatus:              n.status,\n\t\tTotalDialogues:      totalDialogues,\n\t\tTotalQuests:         totalQuests,\n\t\tTotalRelationships:  totalRelationships,\n\t\tAverageRelationship: averageRelationship,\n\t\tCreatedAt:           n.createdAt,\n\t\tLastActiveAt:        n.updatedAt,\n\t}\n}\n\n// addEvent 添加领域事件\nfunc (n *NPCAggregate) addEvent(event DomainEvent) {\n\tn.events = append(n.events, event)\n}\n\n// ToMap 转换为映�?\nfunc (n *NPCAggregate) ToMap() map[string]interface{} {\n\treturn map[string]interface{}{\n\t\t\"id\":            n.id,\n\t\t\"name\":          n.name,\n\t\t\"description\":   n.description,\n\t\t\"type\":          n.npcType.String(),\n\t\t\"status\":        n.status.String(),\n\t\t\"location\":      n.location.ToMap(),\n\t\t\"attributes\":    n.attributes.ToMap(),\n\t\t\"dialogues\":     len(n.dialogues),\n\t\t\"quests\":        len(n.quests),\n\t\t\"relationships\": len(n.relationships),\n\t\t\"has_shop\":      n.shop != nil,\n\t\t\"created_at\":    n.createdAt,\n\t\t\"updated_at\":    n.updatedAt,\n\t\t\"version\":       n.version,\n\t}\n}\n\n// HasDialogue 检查是否有对话\nfunc (n *NPCAggregate) HasDialogue() bool {\n\treturn len(n.dialogues) > 0\n}\n\n// HasQuests 检查是否有任务\nfunc (n *NPCAggregate) HasQuests() bool {\n\treturn len(n.quests) > 0\n}\n\n// HasShop 检查是否有商店\nfunc (n *NPCAggregate) HasShop() bool {\n\treturn n.shop != nil\n}\n\n// GetCreatedAt 获取创建时间\nfunc (n *NPCAggregate) GetCreatedAt() time.Time {\n\treturn n.createdAt\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (n *NPCAggregate) GetUpdatedAt() time.Time {\n\treturn n.updatedAt\n}\n\n// InteractionOption 交互选项\ntype InteractionOption struct {\n\tType        InteractionType\n\tID          string\n\tName        string\n\tDescription string\n\tIcon        string\n\tEnabled     bool\n}\n\n// InteractionType 交互类型\ntype InteractionType int\n\nconst (\n\tInteractionTypeDialogue InteractionType = iota + 1 // 对话\n\tInteractionTypeQuest                               // 任务\n\tInteractionTypeShop                                // 商店\n\tInteractionTypeTrade                               // 交易\n\tInteractionTypeService                             // 服务\n)\n\n// String 返回交互类型字符�?\nfunc (it InteractionType) String() string {\n\tswitch it {\n\tcase InteractionTypeDialogue:\n\t\treturn \"dialogue\"\n\tcase InteractionTypeQuest:\n\t\treturn \"quest\"\n\tcase InteractionTypeShop:\n\t\treturn \"shop\"\n\tcase InteractionTypeTrade:\n\t\treturn \"trade\"\n\tcase InteractionTypeService:\n\t\treturn \"service\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// NPCStatistics NPC统计信息\ntype NPCStatistics struct {\n\tNPCID               string\n\tName                string\n\tType                NPCType\n\tStatus              NPCStatus\n\tTotalDialogues      int\n\tTotalQuests         int\n\tTotalRelationships  int\n\tAverageRelationship float64\n\tCreatedAt           time.Time\n\tLastActiveAt        time.Time\n}\n\n// NewNPCStatistics 创建NPC统计信息\nfunc NewNPCStatistics(npcID string) *NPCStatistics {\n\treturn &NPCStatistics{\n\t\tNPCID:     npcID,\n\t\tCreatedAt: time.Now(),\n\t}\n}\n\n// AddDialogueSession 添加对话会话\nfunc (ns *NPCStatistics) AddDialogueSession(playerID string, duration time.Duration) {\n\tns.TotalDialogues++\n\tns.LastActiveAt = time.Now()\n}\n\n// UpdateLastInteractionTime 更新最后交互时间\nfunc (ns *NPCStatistics) UpdateLastInteractionTime(t time.Time) {\n\tns.LastActiveAt = t\n}\n\n// AddQuestCompletion 添加任务完成\nfunc (ns *NPCStatistics) AddQuestCompletion(playerID string, questID string, totalValue int) {\n\tns.TotalQuests++\n\tns.LastActiveAt = time.Now()\n}\n\n// 相关错误定义\nvar (\n// 这些错误已经在errors.go中定义，注释掉重复声明\n// ErrInvalidNPCName           = fmt.Errorf(\"invalid NPC name\")\n// ErrInvalidNPCStatus         = fmt.Errorf(\"invalid NPC status\")\n// ErrInvalidLocation          = fmt.Errorf(\"invalid location\")\n// ErrNPCCannotMove            = fmt.Errorf(\"NPC cannot move\")\n// ErrInvalidDialogue          = fmt.Errorf(\"invalid dialogue\")\n// ErrDialogueAlreadyExists    = fmt.Errorf(\"dialogue already exists\")\n// ErrDialogueNotFound         = fmt.Errorf(\"dialogue not found\")\n// ErrDialogueConditionsNotMet = fmt.Errorf(\"dialogue conditions not met\")\n// ErrInvalidQuest             = fmt.Errorf(\"invalid quest\")\n// ErrQuestAlreadyExists       = fmt.Errorf(\"quest already exists\")\n// ErrQuestNotFound            = fmt.Errorf(\"quest not found\")\n// ErrQuestConditionsNotMet    = fmt.Errorf(\"quest conditions not met\")\n// ErrInvalidShop              = fmt.Errorf(\"invalid shop\")\n// ErrNPCCannotHaveShop        = fmt.Errorf(\"NPC cannot have shop\")\n// ErrNPCHasNoShop             = fmt.Errorf(\"NPC has no shop\")\n)\n"
  },
  {
    "path": "internal/domain/npc/entity.go",
    "content": "package npc\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// Dialogue 对话实体\ntype Dialogue struct {\n\tid          string\n\tname        string\n\tdescription string\n\ttype_       DialogueType\n\tnodes       map[string]*DialogueNode\n\tstartNodeID string\n\tconditions  []*DialogueCondition\n\trewards     *DialogueReward\n\tcooldown    time.Duration\n\tlastUsed    map[string]time.Time\n\tmaxUses     int\n\tuseCount    map[string]int\n\tcreatedAt   time.Time\n\tupdatedAt   time.Time\n}\n\n// NewDialogue 创建对话\nfunc NewDialogue(id, name, description string, dialogueType DialogueType) *Dialogue {\n\tnow := time.Now()\n\treturn &Dialogue{\n\t\tid:          id,\n\t\tname:        name,\n\t\tdescription: description,\n\t\ttype_:       dialogueType,\n\t\tnodes:       make(map[string]*DialogueNode),\n\t\tconditions:  make([]*DialogueCondition, 0),\n\t\tlastUsed:    make(map[string]time.Time),\n\t\tuseCount:    make(map[string]int),\n\t\tmaxUses:     -1, // 无限制\n\t\tcreatedAt:   now,\n\t\tupdatedAt:   now,\n\t}\n}\n\n// GetID 获取ID\nfunc (d *Dialogue) GetID() string {\n\treturn d.id\n}\n\n// GetName 获取名称\nfunc (d *Dialogue) GetName() string {\n\treturn d.name\n}\n\n// GetDescription 获取描述\nfunc (d *Dialogue) GetDescription() string {\n\treturn d.description\n}\n\n// GetType 获取类型\nfunc (d *Dialogue) GetType() DialogueType {\n\treturn d.type_\n}\n\n// AddNode 添加对话节点\nfunc (d *Dialogue) AddNode(node *DialogueNode) {\n\td.nodes[node.GetID()] = node\n\td.updatedAt = time.Now()\n}\n\n// SetStartNode 设置开始节点\nfunc (d *Dialogue) SetStartNode(nodeID string) error {\n\tif _, exists := d.nodes[nodeID]; !exists {\n\t\treturn fmt.Errorf(\"node not found: %s\", nodeID)\n\t}\n\td.startNodeID = nodeID\n\td.updatedAt = time.Now()\n\treturn nil\n}\n\n// GetStartNode 获取开始节点\nfunc (d *Dialogue) GetStartNode() *DialogueNode {\n\treturn d.nodes[d.startNodeID]\n}\n\n// GetNode 获取节点\nfunc (d *Dialogue) GetNode(nodeID string) *DialogueNode {\n\treturn d.nodes[nodeID]\n}\n\n// AddCondition 添加条件\nfunc (d *Dialogue) AddCondition(condition *DialogueCondition) {\n\td.conditions = append(d.conditions, condition)\n\td.updatedAt = time.Now()\n}\n\n// CanStart 检查是否可以开始\nfunc (d *Dialogue) CanStart(playerID string) bool {\n\t// 检查使用次数\n\tif d.maxUses > 0 && d.useCount[playerID] >= d.maxUses {\n\t\treturn false\n\t}\n\n\t// 检查冷却时间\n\tif d.cooldown > 0 {\n\t\tif lastUsed, exists := d.lastUsed[playerID]; exists {\n\t\t\tif time.Since(lastUsed) < d.cooldown {\n\t\t\t\treturn false\n\t\t\t}\n\t\t}\n\t}\n\n\t// 检查条件\n\tfor _, condition := range d.conditions {\n\t\tif !condition.Check(playerID) {\n\t\t\treturn false\n\t\t}\n\t}\n\n\treturn true\n}\n\n// Use 使用对话\nfunc (d *Dialogue) Use(playerID string) {\n\td.lastUsed[playerID] = time.Now()\n\td.useCount[playerID]++\n\td.updatedAt = time.Now()\n}\n\n// SetReward 设置奖励\nfunc (d *Dialogue) SetReward(reward *DialogueReward) {\n\td.rewards = reward\n\td.updatedAt = time.Now()\n}\n\n// GetReward 获取奖励\nfunc (d *Dialogue) GetReward() *DialogueReward {\n\treturn d.rewards\n}\n\n// DialogueNode 对话节点\ntype DialogueNode struct {\n\tid       string\n\ttext     string\n\tspeaker  string\n\toptions  []*DialogueOption\n\tactions  []*DialogueAction\n\tnextNode string\n}\n\n// NewDialogueNode 创建对话节点\nfunc NewDialogueNode(id, text, speaker string) *DialogueNode {\n\treturn &DialogueNode{\n\t\tid:      id,\n\t\ttext:    text,\n\t\tspeaker: speaker,\n\t\toptions: make([]*DialogueOption, 0),\n\t\tactions: make([]*DialogueAction, 0),\n\t}\n}\n\n// GetID 获取ID\nfunc (dn *DialogueNode) GetID() string {\n\treturn dn.id\n}\n\n// GetText 获取文本\nfunc (dn *DialogueNode) GetText() string {\n\treturn dn.text\n}\n\n// GetSpeaker 获取说话者\nfunc (dn *DialogueNode) GetSpeaker() string {\n\treturn dn.speaker\n}\n\n// GetOptions 获取选项\nfunc (dn *DialogueNode) GetOptions() []*DialogueOption {\n\treturn dn.options\n}\n\n// AddOption 添加选项\nfunc (dn *DialogueNode) AddOption(option *DialogueOption) {\n\tdn.options = append(dn.options, option)\n}\n\n// AddAction 添加动作\nfunc (dn *DialogueNode) AddAction(action *DialogueAction) {\n\tdn.actions = append(dn.actions, action)\n}\n\n// ExecuteActions 执行动作\nfunc (dn *DialogueNode) ExecuteActions(playerID string) error {\n\tfor _, action := range dn.actions {\n\t\tif err := action.Execute(playerID); err != nil {\n\t\t\treturn err\n\t\t}\n\t}\n\treturn nil\n}\n\n// SetNextNode 设置下一个节点\nfunc (dn *DialogueNode) SetNextNode(nodeID string) {\n\tdn.nextNode = nodeID\n}\n\n// GetNextNode 获取下一个节点\nfunc (dn *DialogueNode) GetNextNode() string {\n\treturn dn.nextNode\n}\n\n// DialogueOption 对话选项\ntype DialogueOption struct {\n\tid         string\n\ttext       string\n\ttargetNode string\n\tconditions []*DialogueCondition\n\tactions    []*DialogueAction\n}\n\n// NewDialogueOption 创建对话选项\nfunc NewDialogueOption(id, text, targetNode string) *DialogueOption {\n\treturn &DialogueOption{\n\t\tid:         id,\n\t\ttext:       text,\n\t\ttargetNode: targetNode,\n\t\tconditions: make([]*DialogueCondition, 0),\n\t\tactions:    make([]*DialogueAction, 0),\n\t}\n}\n\n// GetID 获取ID\nfunc (do *DialogueOption) GetID() string {\n\treturn do.id\n}\n\n// GetText 获取文本\nfunc (do *DialogueOption) GetText() string {\n\treturn do.text\n}\n\n// GetTargetNode 获取目标节点\nfunc (do *DialogueOption) GetTargetNode() string {\n\treturn do.targetNode\n}\n\n// IsAvailable 检查是否可用\nfunc (do *DialogueOption) IsAvailable(playerID string) bool {\n\tfor _, condition := range do.conditions {\n\t\tif !condition.Check(playerID) {\n\t\t\treturn false\n\t\t}\n\t}\n\treturn true\n}\n\n// Execute 执行选项\nfunc (do *DialogueOption) Execute(playerID string) error {\n\tfor _, action := range do.actions {\n\t\tif err := action.Execute(playerID); err != nil {\n\t\t\treturn err\n\t\t}\n\t}\n\treturn nil\n}\n\n// DialogueCondition 对话条件\ntype DialogueCondition struct {\n\ttype_    ConditionType\n\tkey      string\n\toperator string\n\tvalue    interface{}\n\tmessage  string\n}\n\n// NewDialogueCondition 创建对话条件\nfunc NewDialogueCondition(conditionType ConditionType, key, operator string, value interface{}, message string) *DialogueCondition {\n\treturn &DialogueCondition{\n\t\ttype_:    conditionType,\n\t\tkey:      key,\n\t\toperator: operator,\n\t\tvalue:    value,\n\t\tmessage:  message,\n\t}\n}\n\n// Check 检查条件\nfunc (dc *DialogueCondition) Check(playerID string) bool {\n\t// 这里应该根据条件类型和玩家数据进行检查\n\t// 简化实现，总是返回true\n\treturn true\n}\n\n// DialogueAction 对话动作\ntype DialogueAction struct {\n\ttype_      ActionType\n\tparameters map[string]interface{}\n}\n\n// NewDialogueAction 创建对话动作\nfunc NewDialogueAction(actionType ActionType, parameters map[string]interface{}) *DialogueAction {\n\treturn &DialogueAction{\n\t\ttype_:      actionType,\n\t\tparameters: parameters,\n\t}\n}\n\n// Execute 执行动作\nfunc (da *DialogueAction) Execute(playerID string) error {\n\t// 这里应该根据动作类型执行相应的操作\n\t// 简化实现，直接返回nil\n\treturn nil\n}\n\n// DialogueReward 对话奖励\ntype DialogueReward struct {\n\tgold       int\n\texperience int\n\titems      map[string]int\n\tspecial    map[string]interface{}\n}\n\n// NewDialogueReward 创建对话奖励\nfunc NewDialogueReward() *DialogueReward {\n\treturn &DialogueReward{\n\t\titems:   make(map[string]int),\n\t\tspecial: make(map[string]interface{}),\n\t}\n}\n\n// AddGold 添加金币奖励\nfunc (dr *DialogueReward) AddGold(amount int) {\n\tdr.gold += amount\n}\n\n// AddExperience 添加经验奖励\nfunc (dr *DialogueReward) AddExperience(amount int) {\n\tdr.experience += amount\n}\n\n// AddItem 添加物品奖励\nfunc (dr *DialogueReward) AddItem(itemID string, quantity int) {\n\tdr.items[itemID] = quantity\n}\n\n// DialogueSession 对话会话\ntype DialogueSession struct {\n\tnpcID       string\n\tdialogueID  string\n\tplayerID    string\n\tcurrentNode string\n\tstartTime   time.Time\n\tlastUpdate  time.Time\n\tcontext     map[string]interface{}\n\tactive      bool\n}\n\n// NewDialogueSession 创建对话会话\nfunc NewDialogueSession(npcID, dialogueID, playerID string) *DialogueSession {\n\tnow := time.Now()\n\treturn &DialogueSession{\n\t\tnpcID:      npcID,\n\t\tdialogueID: dialogueID,\n\t\tplayerID:   playerID,\n\t\tstartTime:  now,\n\t\tlastUpdate: now,\n\t\tcontext:    make(map[string]interface{}),\n\t\tactive:     true,\n\t}\n}\n\n// GetNPCID 获取NPC ID\nfunc (ds *DialogueSession) GetNPCID() string {\n\treturn ds.npcID\n}\n\n// GetDialogueID 获取对话ID\nfunc (ds *DialogueSession) GetDialogueID() string {\n\treturn ds.dialogueID\n}\n\n// GetPlayerID 获取玩家ID\nfunc (ds *DialogueSession) GetPlayerID() string {\n\treturn ds.playerID\n}\n\n// GetCurrentNode 获取当前节点\nfunc (ds *DialogueSession) GetCurrentNode() string {\n\treturn ds.currentNode\n}\n\n// SetCurrentNode 设置当前节点\nfunc (ds *DialogueSession) SetCurrentNode(nodeID string) {\n\tds.currentNode = nodeID\n\tds.lastUpdate = time.Now()\n}\n\n// IsActive 检查是否激活\nfunc (ds *DialogueSession) IsActive() bool {\n\treturn ds.active\n}\n\n// End 结束会话\nfunc (ds *DialogueSession) End() {\n\tds.active = false\n\tds.lastUpdate = time.Now()\n}\n\n// GetDuration 获取持续时间\nfunc (ds *DialogueSession) GetDuration() time.Duration {\n\treturn ds.lastUpdate.Sub(ds.startTime)\n}\n\n// GetID 获取会话ID\nfunc (ds *DialogueSession) GetID() string {\n\treturn ds.npcID + \"_\" + ds.dialogueID + \"_\" + ds.playerID\n}\n\n// GetCurrentNodeID 获取当前节点ID\nfunc (ds *DialogueSession) GetCurrentNodeID() string {\n\treturn ds.currentNode\n}\n\n// GetStartTime 获取开始时间\nfunc (ds *DialogueSession) GetStartTime() time.Time {\n\treturn ds.startTime\n}\n\n// GetEndTime 获取结束时间\nfunc (ds *DialogueSession) GetEndTime() time.Time {\n\treturn ds.lastUpdate\n}\n\n// GetContext 获取上下文\nfunc (ds *DialogueSession) GetContext() map[string]interface{} {\n\treturn ds.context\n}\n\n// Quest 任务实体\ntype Quest struct {\n\tid            string\n\tname          string\n\tdescription   string\n\ttype_         QuestType\n\tobjectives    []*QuestObjective\n\trewards       *QuestReward\n\tprerequisites []*QuestPrerequisite\n\ttimeLimit     time.Duration\n\trepeatable    bool\n\tdailyReset    bool\n\tcreatedAt     time.Time\n\tupdatedAt     time.Time\n}\n\n// NewQuest 创建任务\nfunc NewQuest(id, name, description string, questType QuestType) *Quest {\n\tnow := time.Now()\n\treturn &Quest{\n\t\tid:            id,\n\t\tname:          name,\n\t\tdescription:   description,\n\t\ttype_:         questType,\n\t\tobjectives:    make([]*QuestObjective, 0),\n\t\tprerequisites: make([]*QuestPrerequisite, 0),\n\t\tcreatedAt:     now,\n\t\tupdatedAt:     now,\n\t}\n}\n\n// GetID 获取ID\nfunc (q *Quest) GetID() string {\n\treturn q.id\n}\n\n// GetName 获取名称\nfunc (q *Quest) GetName() string {\n\treturn q.name\n}\n\n// GetDescription 获取描述\nfunc (q *Quest) GetDescription() string {\n\treturn q.description\n}\n\n// GetType 获取类型\nfunc (q *Quest) GetType() QuestType {\n\treturn q.type_\n}\n\n// AddObjective 添加目标\nfunc (q *Quest) AddObjective(objective *QuestObjective) {\n\tq.objectives = append(q.objectives, objective)\n\tq.updatedAt = time.Now()\n}\n\n// GetObjectives 获取目标\nfunc (q *Quest) GetObjectives() []*QuestObjective {\n\treturn q.objectives\n}\n\n// SetReward 设置奖励\nfunc (q *Quest) SetReward(reward *QuestReward) {\n\tq.rewards = reward\n\tq.updatedAt = time.Now()\n}\n\n// GetReward 获取奖励\nfunc (q *Quest) GetReward() *QuestReward {\n\treturn q.rewards\n}\n\n// AddPrerequisite 添加前置条件\nfunc (q *Quest) AddPrerequisite(prerequisite *QuestPrerequisite) {\n\tq.prerequisites = append(q.prerequisites, prerequisite)\n\tq.updatedAt = time.Now()\n}\n\n// CanAccept 检查是否可以接受\nfunc (q *Quest) CanAccept(playerID string) bool {\n\t// 检查前置条件\n\tfor _, prerequisite := range q.prerequisites {\n\t\tif !prerequisite.Check(playerID) {\n\t\t\treturn false\n\t\t}\n\t}\n\treturn true\n}\n\n// SetTimeLimit 设置时间限制\nfunc (q *Quest) SetTimeLimit(duration time.Duration) {\n\tq.timeLimit = duration\n\tq.updatedAt = time.Now()\n}\n\n// SetRepeatable 设置是否可重复\nfunc (q *Quest) SetRepeatable(repeatable bool) {\n\tq.repeatable = repeatable\n\tq.updatedAt = time.Now()\n}\n\n// SetDailyReset 设置每日重置\nfunc (q *Quest) SetDailyReset(dailyReset bool) {\n\tq.dailyReset = dailyReset\n\tq.updatedAt = time.Now()\n}\n\n// QuestObjective 任务目标\ntype QuestObjective struct {\n\tid          string\n\tdescription string\n\ttype_       ObjectiveType\n\ttarget      string\n\trequired    int\n\toptional    bool\n}\n\n// NewQuestObjective 创建任务目标\nfunc NewQuestObjective(id, description string, objectiveType ObjectiveType, target string, required int) *QuestObjective {\n\treturn &QuestObjective{\n\t\tid:          id,\n\t\tdescription: description,\n\t\ttype_:       objectiveType,\n\t\ttarget:      target,\n\t\trequired:    required,\n\t}\n}\n\n// GetID 获取ID\nfunc (qo *QuestObjective) GetID() string {\n\treturn qo.id\n}\n\n// GetDescription 获取描述\nfunc (qo *QuestObjective) GetDescription() string {\n\treturn qo.description\n}\n\n// GetType 获取类型\nfunc (qo *QuestObjective) GetType() ObjectiveType {\n\treturn qo.type_\n}\n\n// GetTarget 获取目标\nfunc (qo *QuestObjective) GetTarget() string {\n\treturn qo.target\n}\n\n// GetRequired 获取需求数量\nfunc (qo *QuestObjective) GetRequired() int {\n\treturn qo.required\n}\n\n// IsOptional 检查是否可选\nfunc (qo *QuestObjective) IsOptional() bool {\n\treturn qo.optional\n}\n\n// SetOptional 设置可选\nfunc (qo *QuestObjective) SetOptional(optional bool) {\n\tqo.optional = optional\n}\n\n// QuestReward 任务奖励\ntype QuestReward struct {\n\tgold       int\n\texperience int\n\titems      map[string]int\n\tspecial    map[string]interface{}\n\tchoices    []*RewardChoice\n}\n\n// NewQuestReward 创建任务奖励\nfunc NewQuestReward() *QuestReward {\n\treturn &QuestReward{\n\t\titems:   make(map[string]int),\n\t\tspecial: make(map[string]interface{}),\n\t\tchoices: make([]*RewardChoice, 0),\n\t}\n}\n\n// AddGold 添加金币奖励\nfunc (qr *QuestReward) AddGold(amount int) {\n\tqr.gold += amount\n}\n\n// AddExperience 添加经验奖励\nfunc (qr *QuestReward) AddExperience(amount int) {\n\tqr.experience += amount\n}\n\n// AddItem 添加物品奖励\nfunc (qr *QuestReward) AddItem(itemID string, quantity int) {\n\tqr.items[itemID] = quantity\n}\n\n// AddChoice 添加选择奖励\nfunc (qr *QuestReward) AddChoice(choice *RewardChoice) {\n\tqr.choices = append(qr.choices, choice)\n}\n\n// GetTotalValue 获取总价值\nfunc (qr *QuestReward) GetTotalValue() int {\n\treturn qr.gold + qr.experience*10\n}\n\n// RewardChoice 奖励选择\ntype RewardChoice struct {\n\tid          string\n\tname        string\n\tdescription string\n\titems       map[string]int\n}\n\n// NewRewardChoice 创建奖励选择\nfunc NewRewardChoice(id, name, description string) *RewardChoice {\n\treturn &RewardChoice{\n\t\tid:          id,\n\t\tname:        name,\n\t\tdescription: description,\n\t\titems:       make(map[string]int),\n\t}\n}\n\n// QuestPrerequisite 任务前置条件\ntype QuestPrerequisite struct {\n\ttype_    PrerequisiteType\n\tkey      string\n\toperator string\n\tvalue    interface{}\n\tmessage  string\n}\n\n// NewQuestPrerequisite 创建任务前置条件\nfunc NewQuestPrerequisite(prerequisiteType PrerequisiteType, key, operator string, value interface{}, message string) *QuestPrerequisite {\n\treturn &QuestPrerequisite{\n\t\ttype_:    prerequisiteType,\n\t\tkey:      key,\n\t\toperator: operator,\n\t\tvalue:    value,\n\t\tmessage:  message,\n\t}\n}\n\n// Check 检查前置条件\nfunc (qp *QuestPrerequisite) Check(playerID string) bool {\n\t// 这里应该根据前置条件类型和玩家数据进行检查\n\t// 简化实现，总是返回true\n\treturn true\n}\n\n// QuestInstance 任务实例\ntype QuestInstance struct {\n\tquestID     string\n\tplayerID    string\n\tnpcID       string\n\tstatus      QuestStatus\n\tprogress    map[string]int\n\tstartTime   time.Time\n\tdeadline    time.Time\n\tcompletedAt time.Time\n\trewardGiven bool\n}\n\n// NewQuestInstance 创建任务实例\nfunc NewQuestInstance(questID, playerID, npcID string) *QuestInstance {\n\tnow := time.Now()\n\treturn &QuestInstance{\n\t\tquestID:   questID,\n\t\tplayerID:  playerID,\n\t\tnpcID:     npcID,\n\t\tstatus:    QuestStatusActive,\n\t\tprogress:  make(map[string]int),\n\t\tstartTime: now,\n\t}\n}\n\n// GetQuestID 获取任务ID\nfunc (qi *QuestInstance) GetQuestID() string {\n\treturn qi.questID\n}\n\n// GetPlayerID 获取玩家ID\nfunc (qi *QuestInstance) GetPlayerID() string {\n\treturn qi.playerID\n}\n\n// GetNPCID 获取NPC ID\nfunc (qi *QuestInstance) GetNPCID() string {\n\treturn qi.npcID\n}\n\n// GetStatus 获取状态\nfunc (qi *QuestInstance) GetStatus() QuestStatus {\n\treturn qi.status\n}\n\n// UpdateProgress 更新进度\nfunc (qi *QuestInstance) UpdateProgress(objectiveID string, amount int) {\n\tqi.progress[objectiveID] += amount\n}\n\n// GetProgress 获取进度\nfunc (qi *QuestInstance) GetProgress(objectiveID string) int {\n\treturn qi.progress[objectiveID]\n}\n\n// Complete 完成任务\nfunc (qi *QuestInstance) Complete() {\n\tqi.status = QuestStatusCompleted\n\tqi.completedAt = time.Now()\n}\n\n// Fail 失败任务\nfunc (qi *QuestInstance) Fail() {\n\tqi.status = QuestStatusFailed\n}\n\n// GetCompletedAt 获取完成时间\nfunc (qi *QuestInstance) GetCompletedAt() time.Time {\n\treturn qi.completedAt\n}\n\n// GiveReward 给予奖励\nfunc (qi *QuestInstance) GiveReward() {\n\tqi.rewardGiven = true\n}\n\n// IsRewardGiven 检查是否已给予奖励\nfunc (qi *QuestInstance) IsRewardGiven() bool {\n\treturn qi.rewardGiven\n}\n\n// SetDeadline 设置截止时间\nfunc (qi *QuestInstance) SetDeadline(deadline time.Time) {\n\tqi.deadline = deadline\n}\n\n// IsExpired 检查是否过期\nfunc (qi *QuestInstance) IsExpired() bool {\n\treturn !qi.deadline.IsZero() && time.Now().After(qi.deadline)\n}\n\n// Shop 商店实体\ntype Shop struct {\n\tid          string\n\tname        string\n\tdescription string\n\titems       map[string]*ShopItem\n\tschedule    *ShopSchedule\n\tdiscounts   map[string]*Discount\n\tcurrency    string\n\tcreatedAt   time.Time\n\tupdatedAt   time.Time\n}\n\n// NewShop 创建商店\nfunc NewShop(id, name, description string) *Shop {\n\tnow := time.Now()\n\treturn &Shop{\n\t\tid:          id,\n\t\tname:        name,\n\t\tdescription: description,\n\t\titems:       make(map[string]*ShopItem),\n\t\tschedule:    NewShopSchedule(),\n\t\tdiscounts:   make(map[string]*Discount),\n\t\tcurrency:    \"gold\",\n\t\tcreatedAt:   now,\n\t\tupdatedAt:   now,\n\t}\n}\n\n// GetID 获取ID\nfunc (s *Shop) GetID() string {\n\treturn s.id\n}\n\n// GetName 获取名称\nfunc (s *Shop) GetName() string {\n\treturn s.name\n}\n\n// AddItem 添加商品\nfunc (s *Shop) AddItem(item *ShopItem) {\n\ts.items[item.GetID()] = item\n\ts.updatedAt = time.Now()\n}\n\n// RemoveItem 移除商品\nfunc (s *Shop) RemoveItem(itemID string) {\n\tdelete(s.items, itemID)\n\ts.updatedAt = time.Now()\n}\n\n// GetItem 获取商品\nfunc (s *Shop) GetItem(itemID string) *ShopItem {\n\treturn s.items[itemID]\n}\n\n// GetAllItems 获取所有商品\nfunc (s *Shop) GetAllItems() map[string]*ShopItem {\n\treturn s.items\n}\n\n// GetAvailableItems 获取可用商品\nfunc (s *Shop) GetAvailableItems() []*ShopItem {\n\tvar available []*ShopItem\n\tfor _, item := range s.items {\n\t\tif item.IsAvailable() {\n\t\t\tavailable = append(available, item)\n\t\t}\n\t}\n\treturn available\n}\n\n// IsOpen 检查是否开放\nfunc (s *Shop) IsOpen() bool {\n\treturn s.schedule.IsOpen(time.Now())\n}\n\n// ExecuteTrade 执行交易\nfunc (s *Shop) ExecuteTrade(playerID string, request *TradeRequest) (*TradeResult, error) {\n\tif !s.IsOpen() {\n\t\treturn nil, fmt.Errorf(\"shop is closed\")\n\t}\n\n\titem := s.GetItem(request.ItemID)\n\tif item == nil {\n\t\treturn nil, fmt.Errorf(\"item not found\")\n\t}\n\n\tif !item.IsAvailable() {\n\t\treturn nil, fmt.Errorf(\"item not available\")\n\t}\n\n\tif request.Quantity > item.GetStock() {\n\t\treturn nil, fmt.Errorf(\"insufficient stock\")\n\t}\n\n\t// 计算价格（包括折扣）\n\ttotalPrice := item.GetPrice() * request.Quantity\n\tif discount := s.getDiscount(playerID, request.ItemID); discount != nil {\n\t\ttotalPrice = discount.Apply(totalPrice)\n\t}\n\n\t// 执行交易\n\titem.Purchase(request.Quantity)\n\ts.updatedAt = time.Now()\n\n\treturn &TradeResult{\n\t\tItemID:     request.ItemID,\n\t\tQuantity:   request.Quantity,\n\t\tTotalPrice: totalPrice,\n\t\tSuccess:    true,\n\t\tTimestamp:  time.Now(),\n\t}, nil\n}\n\n// getDiscount 获取折扣\nfunc (s *Shop) getDiscount(playerID, itemID string) *Discount {\n\t// 简化实现，返回nil\n\treturn nil\n}\n\n// Update 更新商店\nfunc (s *Shop) Update(deltaTime time.Duration) {\n\t// 更新商品库存等\n\tfor _, item := range s.items {\n\t\titem.Update(deltaTime)\n\t}\n\ts.updatedAt = time.Now()\n}\n\n// ShopItem 商店商品\ntype ShopItem struct {\n\tid          string\n\tname        string\n\tdescription string\n\tprice       int\n\tstock       int\n\tmaxStock    int\n\trestockRate int\n\tlastRestock time.Time\n\tavailable   bool\n}\n\n// NewShopItem 创建商店商品\nfunc NewShopItem(id, name, description string, price, stock int) *ShopItem {\n\treturn &ShopItem{\n\t\tid:          id,\n\t\tname:        name,\n\t\tdescription: description,\n\t\tprice:       price,\n\t\tstock:       stock,\n\t\tmaxStock:    stock,\n\t\tlastRestock: time.Now(),\n\t\tavailable:   true,\n\t}\n}\n\n// GetID 获取ID\nfunc (si *ShopItem) GetID() string {\n\treturn si.id\n}\n\n// GetName 获取名称\nfunc (si *ShopItem) GetName() string {\n\treturn si.name\n}\n\n// GetPrice 获取价格\nfunc (si *ShopItem) GetPrice() int {\n\treturn si.price\n}\n\n// GetStock 获取库存\nfunc (si *ShopItem) GetStock() int {\n\treturn si.stock\n}\n\n// IsAvailable 检查是否可用\nfunc (si *ShopItem) IsAvailable() bool {\n\treturn si.available && si.stock > 0\n}\n\n// Purchase 购买\nfunc (si *ShopItem) Purchase(quantity int) {\n\tsi.stock -= quantity\n\tif si.stock < 0 {\n\t\tsi.stock = 0\n\t}\n}\n\n// Restock 补货\nfunc (si *ShopItem) Restock(quantity int) {\n\tsi.stock += quantity\n\tif si.stock > si.maxStock {\n\t\tsi.stock = si.maxStock\n\t}\n\tsi.lastRestock = time.Now()\n}\n\n// Update 更新商品\nfunc (si *ShopItem) Update(deltaTime time.Duration) {\n\t// 自动补货逻辑\n\tif si.restockRate > 0 && si.stock < si.maxStock {\n\t\tif time.Since(si.lastRestock) >= time.Hour {\n\t\t\tsi.Restock(si.restockRate)\n\t\t}\n\t}\n}\n\n// TradeRequest 交易请求\ntype TradeRequest struct {\n\tItemID   string\n\tQuantity int\n\tPlayerID string\n}\n\n// TradeResult 交易结果\ntype TradeResult struct {\n\tItemID     string\n\tQuantity   int\n\tTotalPrice int\n\tSuccess    bool\n\tMessage    string\n\tTimestamp  time.Time\n}\n\n// Discount 折扣\ntype Discount struct {\n\tid         string\n\tname       string\n\ttype_      DiscountType\n\tvalue      float64\n\tconditions []*DiscountCondition\n\tstartTime  time.Time\n\tendTime    time.Time\n}\n\n// NewDiscount 创建折扣\nfunc NewDiscount(id, name string, discountType DiscountType, value float64) *Discount {\n\treturn &Discount{\n\t\tid:         id,\n\t\tname:       name,\n\t\ttype_:      discountType,\n\t\tvalue:      value,\n\t\tconditions: make([]*DiscountCondition, 0),\n\t}\n}\n\n// Apply 应用折扣\nfunc (d *Discount) Apply(originalPrice int) int {\n\tswitch d.type_ {\n\tcase DiscountTypePercentage:\n\t\treturn int(float64(originalPrice) * (1.0 - d.value/100.0))\n\tcase DiscountTypeFixed:\n\t\tresult := originalPrice - int(d.value)\n\t\tif result < 0 {\n\t\t\treturn 0\n\t\t}\n\t\treturn result\n\tdefault:\n\t\treturn originalPrice\n\t}\n}\n\n// IsValid 检查是否有效\nfunc (d *Discount) IsValid() bool {\n\tnow := time.Now()\n\treturn (d.startTime.IsZero() || now.After(d.startTime)) &&\n\t\t(d.endTime.IsZero() || now.Before(d.endTime))\n}\n\n// DiscountCondition 折扣条件\ntype DiscountCondition struct {\n\ttype_    ConditionType\n\tkey      string\n\toperator string\n\tvalue    interface{}\n}\n\n// NewDiscountCondition 创建折扣条件\nfunc NewDiscountCondition(conditionType ConditionType, key, operator string, value interface{}) *DiscountCondition {\n\treturn &DiscountCondition{\n\t\ttype_:    conditionType,\n\t\tkey:      key,\n\t\toperator: operator,\n\t\tvalue:    value,\n\t}\n}\n\n// Check 检查条件\nfunc (dc *DiscountCondition) Check(playerID string) bool {\n\t// 这里应该根据条件类型和玩家数据进行检查\n\t// 简化实现，总是返回true\n\treturn true\n}\n"
  },
  {
    "path": "internal/domain/npc/errors.go",
    "content": "package npc\n\nimport (\n\t\"fmt\"\n\t\"strings\"\n\t\"time\"\n)\n\n// 基础错误变量\nvar (\n\t// NPC相关错误\n\tErrNPCNotFound        = fmt.Errorf(\"NPC not found\")\n\tErrNPCAlreadyExists   = fmt.Errorf(\"NPC already exists\")\n\tErrNPCInvalidID       = fmt.Errorf(\"invalid NPC ID\")\n\tErrNPCInvalidName     = fmt.Errorf(\"invalid NPC name\")\n\tErrInvalidNPCName     = fmt.Errorf(\"invalid NPC name\")\n\tErrNPCInvalidType     = fmt.Errorf(\"invalid NPC type\")\n\tErrNPCInvalidStatus   = fmt.Errorf(\"invalid NPC status\")\n\tErrInvalidNPCStatus   = fmt.Errorf(\"invalid NPC status\")\n\tErrNPCInvalidLocation = fmt.Errorf(\"invalid NPC location\")\n\tErrInvalidLocation    = fmt.Errorf(\"invalid location\")\n\tErrNPCCannotMove      = fmt.Errorf(\"NPC cannot move\")\n\tErrNPCNotActive       = fmt.Errorf(\"NPC is not active\")\n\tErrNPCBusy            = fmt.Errorf(\"NPC is busy\")\n\tErrNPCUnavailable     = fmt.Errorf(\"NPC is unavailable\")\n\tErrNPCMaxInteractions = fmt.Errorf(\"NPC has reached maximum interactions\")\n\n\t// 对话相关错误\n\tErrDialogueNotFound         = fmt.Errorf(\"dialogue not found\")\n\tErrDialogueAlreadyExists    = fmt.Errorf(\"dialogue already exists\")\n\tErrDialogueInvalidID        = fmt.Errorf(\"invalid dialogue ID\")\n\tErrDialogueInvalidType      = fmt.Errorf(\"invalid dialogue type\")\n\tErrDialogueNotAvailable     = fmt.Errorf(\"dialogue not available\")\n\tErrDialogueConditionFailed  = fmt.Errorf(\"dialogue condition not met\")\n\tErrDialogueConditionsNotMet = fmt.Errorf(\"dialogue conditions not met\")\n\tErrDialogueSessionExpired   = fmt.Errorf(\"dialogue session expired\")\n\tErrDialogueSessionNotFound  = fmt.Errorf(\"dialogue session not found\")\n\tErrDialogueInProgress       = fmt.Errorf(\"dialogue already in progress\")\n\tErrDialogueNodeNotFound     = fmt.Errorf(\"dialogue node not found\")\n\tErrDialogueInvalidChoice    = fmt.Errorf(\"invalid dialogue choice\")\n\tErrInvalidDialogue          = fmt.Errorf(\"invalid dialogue\")\n\tErrInvalidQuest             = fmt.Errorf(\"invalid quest\")\n\tErrInvalidShop              = fmt.Errorf(\"invalid shop\")\n\tErrNPCCannotHaveShop        = fmt.Errorf(\"NPC cannot have shop\")\n\tErrQuestConditionsNotMet    = fmt.Errorf(\"quest conditions not met\")\n\tErrNPCHasNoShop             = fmt.Errorf(\"NPC has no shop\")\n\n\t// 任务相关错误\n\tErrQuestNotFound          = fmt.Errorf(\"quest not found\")\n\tErrQuestAlreadyExists     = fmt.Errorf(\"quest already exists\")\n\tErrQuestInvalidID         = fmt.Errorf(\"invalid quest ID\")\n\tErrQuestInvalidType       = fmt.Errorf(\"invalid quest type\")\n\tErrQuestNotAvailable      = fmt.Errorf(\"quest not available\")\n\tErrQuestAlreadyAccepted   = fmt.Errorf(\"quest already accepted\")\n\tErrQuestAlreadyCompleted  = fmt.Errorf(\"quest already completed\")\n\tErrQuestNotAccepted       = fmt.Errorf(\"quest not accepted\")\n\tErrQuestNotCompleted      = fmt.Errorf(\"quest not completed\")\n\tErrQuestConditionFailed   = fmt.Errorf(\"quest condition not met\")\n\tErrQuestObjectiveNotFound = fmt.Errorf(\"quest objective not found\")\n\tErrQuestRewardClaimed     = fmt.Errorf(\"quest reward already claimed\")\n\tErrQuestExpired           = fmt.Errorf(\"quest has expired\")\n\tErrQuestCooldown          = fmt.Errorf(\"quest is on cooldown\")\n\tErrQuestMaxAttempts       = fmt.Errorf(\"quest maximum attempts reached\")\n\n\t// 商店相关错误\n\tErrShopNotFound          = fmt.Errorf(\"shop not found\")\n\tErrShopAlreadyExists     = fmt.Errorf(\"shop already exists\")\n\tErrShopInvalidID         = fmt.Errorf(\"invalid shop ID\")\n\tErrShopNotOpen           = fmt.Errorf(\"shop is not open\")\n\tErrShopItemNotFound      = fmt.Errorf(\"shop item not found\")\n\tErrShopItemOutOfStock    = fmt.Errorf(\"shop item out of stock\")\n\tErrShopInsufficientFunds = fmt.Errorf(\"insufficient funds\")\n\tErrShopInvalidQuantity   = fmt.Errorf(\"invalid quantity\")\n\tErrShopInvalidPrice      = fmt.Errorf(\"invalid price\")\n\tErrShopTransactionFailed = fmt.Errorf(\"shop transaction failed\")\n\tErrShopInventoryFull     = fmt.Errorf(\"shop inventory is full\")\n\n\t// 关系相关错误\n\tErrRelationshipNotFound      = fmt.Errorf(\"relationship not found\")\n\tErrRelationshipAlreadyExists = fmt.Errorf(\"relationship already exists\")\n\tErrRelationshipInvalidValue  = fmt.Errorf(\"invalid relationship value\")\n\tErrRelationshipInvalidLevel  = fmt.Errorf(\"invalid relationship level\")\n\tErrRelationshipMaxValue      = fmt.Errorf(\"relationship value at maximum\")\n\tErrRelationshipMinValue      = fmt.Errorf(\"relationship value at minimum\")\n\tErrRelationshipLocked        = fmt.Errorf(\"relationship is locked\")\n\n\t// 行为相关错误\n\tErrBehaviorNotFound        = fmt.Errorf(\"behavior not found\")\n\tErrBehaviorInvalidType     = fmt.Errorf(\"invalid behavior type\")\n\tErrBehaviorInvalidState    = fmt.Errorf(\"invalid behavior state\")\n\tErrBehaviorCooldown        = fmt.Errorf(\"behavior is on cooldown\")\n\tErrBehaviorConditionFailed = fmt.Errorf(\"behavior condition not met\")\n\n\t// 位置相关错误\n\tErrLocationInvalid       = fmt.Errorf(\"invalid location\")\n\tErrLocationOutOfBounds   = fmt.Errorf(\"location out of bounds\")\n\tErrLocationNotAccessible = fmt.Errorf(\"location not accessible\")\n\tErrLocationOccupied      = fmt.Errorf(\"location is occupied\")\n\n\t// 权限相关错误\n\tErrPermissionDenied       = fmt.Errorf(\"permission denied\")\n\tErrUnauthorized           = fmt.Errorf(\"unauthorized access\")\n\tErrInsufficientLevel      = fmt.Errorf(\"insufficient level\")\n\tErrInsufficientReputation = fmt.Errorf(\"insufficient reputation\")\n\n\t// 系统相关错误\n\tErrSystemBusy          = fmt.Errorf(\"system is busy\")\n\tErrSystemMaintenance   = fmt.Errorf(\"system under maintenance\")\n\tErrRateLimitExceeded   = fmt.Errorf(\"rate limit exceeded\")\n\tErrTimeout             = fmt.Errorf(\"operation timeout\")\n\tErrConcurrencyConflict = fmt.Errorf(\"concurrency conflict\")\n)\n\n// NPCError NPC错误类型\ntype NPCError struct {\n\tCode      string\n\tMessage   string\n\tDetails   map[string]interface{}\n\tCause     error\n\tTimestamp time.Time\n\tContext   map[string]string\n}\n\n// Error 实现error接口\nfunc (e *NPCError) Error() string {\n\tif e.Cause != nil {\n\t\treturn fmt.Sprintf(\"%s: %s (caused by: %v)\", e.Code, e.Message, e.Cause)\n\t}\n\treturn fmt.Sprintf(\"%s: %s\", e.Code, e.Message)\n}\n\n// Unwrap 解包错误\nfunc (e *NPCError) Unwrap() error {\n\treturn e.Cause\n}\n\n// WithDetail 添加详细信息\nfunc (e *NPCError) WithDetail(key string, value interface{}) *NPCError {\n\tif e.Details == nil {\n\t\te.Details = make(map[string]interface{})\n\t}\n\te.Details[key] = value\n\treturn e\n}\n\n// WithContext 添加上下文信息\nfunc (e *NPCError) WithContext(key, value string) *NPCError {\n\tif e.Context == nil {\n\t\te.Context = make(map[string]string)\n\t}\n\te.Context[key] = value\n\treturn e\n}\n\n// WithCause 添加原因错误\nfunc (e *NPCError) WithCause(cause error) *NPCError {\n\te.Cause = cause\n\treturn e\n}\n\n// ValidationError 验证错误\ntype ValidationError struct {\n\tField   string\n\tValue   interface{}\n\tRule    string\n\tMessage string\n}\n\n// Error 实现error接口\nfunc (e *ValidationError) Error() string {\n\treturn fmt.Sprintf(\"validation failed for field '%s': %s (value: %v, rule: %s)\", e.Field, e.Message, e.Value, e.Rule)\n}\n\n// ValidationErrors 多个验证错误\ntype ValidationErrors struct {\n\tErrors []ValidationError\n}\n\n// Error 实现error接口\nfunc (e *ValidationErrors) Error() string {\n\tif len(e.Errors) == 0 {\n\t\treturn \"no validation errors\"\n\t}\n\n\tvar messages []string\n\tfor _, err := range e.Errors {\n\t\tmessages = append(messages, err.Error())\n\t}\n\treturn fmt.Sprintf(\"validation errors: %s\", strings.Join(messages, \"; \"))\n}\n\n// Add 添加验证错误\nfunc (e *ValidationErrors) Add(field, rule, message string, value interface{}) {\n\te.Errors = append(e.Errors, ValidationError{\n\t\tField:   field,\n\t\tValue:   value,\n\t\tRule:    rule,\n\t\tMessage: message,\n\t})\n}\n\n// HasErrors 是否有错误\nfunc (e *ValidationErrors) HasErrors() bool {\n\treturn len(e.Errors) > 0\n}\n\n// BusinessRuleError 业务规则错误\ntype BusinessRuleError struct {\n\tRule        string\n\tDescription string\n\tViolation   string\n\tContext     map[string]interface{}\n}\n\n// Error 实现error接口\nfunc (e *BusinessRuleError) Error() string {\n\treturn fmt.Sprintf(\"business rule violation '%s': %s (%s)\", e.Rule, e.Description, e.Violation)\n}\n\n// WithContext 添加上下文\nfunc (e *BusinessRuleError) WithContext(key string, value interface{}) *BusinessRuleError {\n\tif e.Context == nil {\n\t\te.Context = make(map[string]interface{})\n\t}\n\te.Context[key] = value\n\treturn e\n}\n\n// ConcurrencyError 并发错误\ntype ConcurrencyError struct {\n\tResource        string\n\tOperation       string\n\tConflictID      string\n\tExpectedVersion int\n\tActualVersion   int\n}\n\n// Error 实现error接口\nfunc (e *ConcurrencyError) Error() string {\n\treturn fmt.Sprintf(\"concurrency conflict on %s during %s: expected version %d, got %d (conflict ID: %s)\",\n\t\te.Resource, e.Operation, e.ExpectedVersion, e.ActualVersion, e.ConflictID)\n}\n\n// TimeoutError 超时错误\ntype TimeoutError struct {\n\tOperation string\n\tTimeout   time.Duration\n\tElapsed   time.Duration\n}\n\n// Error 实现error接口\nfunc (e *TimeoutError) Error() string {\n\treturn fmt.Sprintf(\"operation '%s' timed out after %v (timeout: %v)\", e.Operation, e.Elapsed, e.Timeout)\n}\n\n// RateLimitError 限流错误\ntype RateLimitError struct {\n\tResource    string\n\tLimit       int\n\tWindow      time.Duration\n\tRetryAfter  time.Duration\n\tCurrentRate int\n}\n\n// Error 实现error接口\nfunc (e *RateLimitError) Error() string {\n\treturn fmt.Sprintf(\"rate limit exceeded for %s: %d/%d requests in %v, retry after %v\",\n\t\te.Resource, e.CurrentRate, e.Limit, e.Window, e.RetryAfter)\n}\n\n// 错误工厂函数\n\n// NewNPCError 创建NPC错误\nfunc NewNPCError(code, message string) *NPCError {\n\treturn &NPCError{\n\t\tCode:      code,\n\t\tMessage:   message,\n\t\tTimestamp: time.Now(),\n\t}\n}\n\n// NewValidationError 创建验证错误\nfunc NewValidationError(field, rule, message string, value interface{}) *ValidationError {\n\treturn &ValidationError{\n\t\tField:   field,\n\t\tValue:   value,\n\t\tRule:    rule,\n\t\tMessage: message,\n\t}\n}\n\n// NewValidationErrors 创建验证错误集合\nfunc NewValidationErrors() *ValidationErrors {\n\treturn &ValidationErrors{\n\t\tErrors: make([]ValidationError, 0),\n\t}\n}\n\n// NewBusinessRuleError 创建业务规则错误\nfunc NewBusinessRuleError(rule, description, violation string) *BusinessRuleError {\n\treturn &BusinessRuleError{\n\t\tRule:        rule,\n\t\tDescription: description,\n\t\tViolation:   violation,\n\t}\n}\n\n// NewConcurrencyError 创建并发错误\nfunc NewConcurrencyError(resource, operation, conflictID string, expectedVersion, actualVersion int) *ConcurrencyError {\n\treturn &ConcurrencyError{\n\t\tResource:        resource,\n\t\tOperation:       operation,\n\t\tConflictID:      conflictID,\n\t\tExpectedVersion: expectedVersion,\n\t\tActualVersion:   actualVersion,\n\t}\n}\n\n// NewTimeoutError 创建超时错误\nfunc NewTimeoutError(operation string, timeout, elapsed time.Duration) *TimeoutError {\n\treturn &TimeoutError{\n\t\tOperation: operation,\n\t\tTimeout:   timeout,\n\t\tElapsed:   elapsed,\n\t}\n}\n\n// NewRateLimitError 创建限流错误\nfunc NewRateLimitError(resource string, limit int, window, retryAfter time.Duration, currentRate int) *RateLimitError {\n\treturn &RateLimitError{\n\t\tResource:    resource,\n\t\tLimit:       limit,\n\t\tWindow:      window,\n\t\tRetryAfter:  retryAfter,\n\t\tCurrentRate: currentRate,\n\t}\n}\n\n// 错误检查函数\n\n// IsNPCError 检查是否为NPC错误\nfunc IsNPCError(err error) bool {\n\t_, ok := err.(*NPCError)\n\treturn ok\n}\n\n// IsValidationError 检查是否为验证错误\nfunc IsValidationError(err error) bool {\n\t_, ok := err.(*ValidationError)\n\tif ok {\n\t\treturn true\n\t}\n\t_, ok = err.(*ValidationErrors)\n\treturn ok\n}\n\n// IsBusinessRuleError 检查是否为业务规则错误\nfunc IsBusinessRuleError(err error) bool {\n\t_, ok := err.(*BusinessRuleError)\n\treturn ok\n}\n\n// IsConcurrencyError 检查是否为并发错误\nfunc IsConcurrencyError(err error) bool {\n\t_, ok := err.(*ConcurrencyError)\n\treturn ok\n}\n\n// IsTimeoutError 检查是否为超时错误\nfunc IsTimeoutError(err error) bool {\n\t_, ok := err.(*TimeoutError)\n\treturn ok\n}\n\n// IsRateLimitError 检查是否为限流错误\nfunc IsRateLimitError(err error) bool {\n\t_, ok := err.(*RateLimitError)\n\treturn ok\n}\n\n// 错误分类函数\n\n// ErrorCategory 错误类别\ntype ErrorCategory string\n\nconst (\n\tErrorCategoryValidation   ErrorCategory = \"validation\"\n\tErrorCategoryBusinessRule ErrorCategory = \"business_rule\"\n\tErrorCategoryNotFound     ErrorCategory = \"not_found\"\n\tErrorCategoryConflict     ErrorCategory = \"conflict\"\n\tErrorCategoryPermission   ErrorCategory = \"permission\"\n\tErrorCategorySystem       ErrorCategory = \"system\"\n\tErrorCategoryTimeout      ErrorCategory = \"timeout\"\n\tErrorCategoryRateLimit    ErrorCategory = \"rate_limit\"\n\tErrorCategoryUnknown      ErrorCategory = \"unknown\"\n)\n\n// CategorizeError 错误分类\nfunc CategorizeError(err error) ErrorCategory {\n\tif err == nil {\n\t\treturn ErrorCategoryUnknown\n\t}\n\n\tswitch {\n\tcase IsValidationError(err):\n\t\treturn ErrorCategoryValidation\n\tcase IsBusinessRuleError(err):\n\t\treturn ErrorCategoryBusinessRule\n\tcase IsConcurrencyError(err):\n\t\treturn ErrorCategoryConflict\n\tcase IsTimeoutError(err):\n\t\treturn ErrorCategoryTimeout\n\tcase IsRateLimitError(err):\n\t\treturn ErrorCategoryRateLimit\n\tdefault:\n\t\t// 根据错误消息进行分类\n\t\tmsg := err.Error()\n\t\tswitch {\n\t\tcase strings.Contains(msg, \"not found\"):\n\t\t\treturn ErrorCategoryNotFound\n\t\tcase strings.Contains(msg, \"permission\"), strings.Contains(msg, \"unauthorized\"):\n\t\t\treturn ErrorCategoryPermission\n\t\tcase strings.Contains(msg, \"system\"), strings.Contains(msg, \"maintenance\"):\n\t\t\treturn ErrorCategorySystem\n\t\tdefault:\n\t\t\treturn ErrorCategoryUnknown\n\t\t}\n\t}\n}\n\n// 错误恢复策略\n\n// RecoveryStrategy 恢复策略\ntype RecoveryStrategy string\n\nconst (\n\tRecoveryStrategyRetry    RecoveryStrategy = \"retry\"\n\tRecoveryStrategyFallback RecoveryStrategy = \"fallback\"\n\tRecoveryStrategyCircuit  RecoveryStrategy = \"circuit_breaker\"\n\tRecoveryStrategyIgnore   RecoveryStrategy = \"ignore\"\n\tRecoveryStrategyEscalate RecoveryStrategy = \"escalate\"\n)\n\n// GetRecoveryStrategy 获取恢复策略\nfunc GetRecoveryStrategy(err error) RecoveryStrategy {\n\tcategory := CategorizeError(err)\n\n\tswitch category {\n\tcase ErrorCategoryTimeout, ErrorCategoryRateLimit:\n\t\treturn RecoveryStrategyRetry\n\tcase ErrorCategorySystem:\n\t\treturn RecoveryStrategyCircuit\n\tcase ErrorCategoryValidation, ErrorCategoryBusinessRule:\n\t\treturn RecoveryStrategyEscalate\n\tcase ErrorCategoryNotFound:\n\t\treturn RecoveryStrategyFallback\n\tcase ErrorCategoryConflict:\n\t\treturn RecoveryStrategyRetry\n\tdefault:\n\t\treturn RecoveryStrategyEscalate\n\t}\n}\n\n// 错误统计\n\n// ErrorStats 错误统计\ntype ErrorStats struct {\n\tTotalErrors   int64\n\tErrorsByType  map[string]int64\n\tErrorsByCode  map[string]int64\n\tLastError     error\n\tLastErrorTime time.Time\n\tErrorRate     float64\n\tRecoveryRate  float64\n}\n\n// NewErrorStats 创建错误统计\nfunc NewErrorStats() *ErrorStats {\n\treturn &ErrorStats{\n\t\tErrorsByType: make(map[string]int64),\n\t\tErrorsByCode: make(map[string]int64),\n\t}\n}\n\n// RecordError 记录错误\nfunc (s *ErrorStats) RecordError(err error) {\n\ts.TotalErrors++\n\ts.LastError = err\n\ts.LastErrorTime = time.Now()\n\n\t// 按类型统计\n\tcategory := string(CategorizeError(err))\n\ts.ErrorsByType[category]++\n\n\t// 按错误码统计\n\tif npcErr, ok := err.(*NPCError); ok {\n\t\ts.ErrorsByCode[npcErr.Code]++\n\t} else {\n\t\ts.ErrorsByCode[\"unknown\"]++\n\t}\n}\n\n// GetMostCommonError 获取最常见错误\nfunc (s *ErrorStats) GetMostCommonError() (string, int64) {\n\tvar maxType string\n\tvar maxCount int64\n\n\tfor errorType, count := range s.ErrorsByType {\n\t\tif count > maxCount {\n\t\t\tmaxType = errorType\n\t\t\tmaxCount = count\n\t\t}\n\t}\n\n\treturn maxType, maxCount\n}\n\n// 错误处理器\n\n// ErrorHandler 错误处理器接口\ntype ErrorHandler interface {\n\tHandle(err error) error\n\tCanHandle(err error) bool\n\tGetHandlerName() string\n}\n\n// DefaultErrorHandler 默认错误处理器\ntype DefaultErrorHandler struct {\n\tname     string\n\thandlers map[ErrorCategory]func(error) error\n}\n\n// NewDefaultErrorHandler 创建默认错误处理器\nfunc NewDefaultErrorHandler(name string) *DefaultErrorHandler {\n\treturn &DefaultErrorHandler{\n\t\tname:     name,\n\t\thandlers: make(map[ErrorCategory]func(error) error),\n\t}\n}\n\n// RegisterHandler 注册处理器\nfunc (h *DefaultErrorHandler) RegisterHandler(category ErrorCategory, handler func(error) error) {\n\th.handlers[category] = handler\n}\n\n// Handle 处理错误\nfunc (h *DefaultErrorHandler) Handle(err error) error {\n\tcategory := CategorizeError(err)\n\tif handler, exists := h.handlers[category]; exists {\n\t\treturn handler(err)\n\t}\n\treturn err\n}\n\n// CanHandle 是否可以处理\nfunc (h *DefaultErrorHandler) CanHandle(err error) bool {\n\tcategory := CategorizeError(err)\n\t_, exists := h.handlers[category]\n\treturn exists\n}\n\n// GetHandlerName 获取处理器名称\nfunc (h *DefaultErrorHandler) GetHandlerName() string {\n\treturn h.name\n}\n\n// 错误上下文\n\n// ErrorContext 错误上下文\ntype ErrorContext struct {\n\tOperationID    string\n\tUserID         string\n\tNPCID          string\n\tRequestID      string\n\tSessionID      string\n\tTimestamp      time.Time\n\tStackTrace     string\n\tAdditionalInfo map[string]interface{}\n}\n\n// NewErrorContext 创建错误上下文\nfunc NewErrorContext() *ErrorContext {\n\treturn &ErrorContext{\n\t\tTimestamp:      time.Now(),\n\t\tAdditionalInfo: make(map[string]interface{}),\n\t}\n}\n\n// WithOperation 设置操作ID\nfunc (c *ErrorContext) WithOperation(operationID string) *ErrorContext {\n\tc.OperationID = operationID\n\treturn c\n}\n\n// WithUser 设置用户ID\nfunc (c *ErrorContext) WithUser(userID string) *ErrorContext {\n\tc.UserID = userID\n\treturn c\n}\n\n// WithNPC 设置NPC ID\nfunc (c *ErrorContext) WithNPC(npcID string) *ErrorContext {\n\tc.NPCID = npcID\n\treturn c\n}\n\n// WithRequest 设置请求ID\nfunc (c *ErrorContext) WithRequest(requestID string) *ErrorContext {\n\tc.RequestID = requestID\n\treturn c\n}\n\n// WithSession 设置会话ID\nfunc (c *ErrorContext) WithSession(sessionID string) *ErrorContext {\n\tc.SessionID = sessionID\n\treturn c\n}\n\n// WithInfo 添加额外信息\nfunc (c *ErrorContext) WithInfo(key string, value interface{}) *ErrorContext {\n\tc.AdditionalInfo[key] = value\n\treturn c\n}\n\n// 辅助函数\n\n// WrapError 包装错误\nfunc WrapError(err error, message string) error {\n\tif err == nil {\n\t\treturn nil\n\t}\n\treturn fmt.Errorf(\"%s: %w\", message, err)\n}\n\n// WrapErrorWithContext 带上下文包装错误\nfunc WrapErrorWithContext(err error, message string, context *ErrorContext) error {\n\tif err == nil {\n\t\treturn nil\n\t}\n\n\tnpcErr := NewNPCError(\"WRAPPED_ERROR\", message).WithCause(err)\n\tif context != nil {\n\t\tnpcErr.WithContext(\"operation_id\", context.OperationID)\n\t\tnpcErr.WithContext(\"user_id\", context.UserID)\n\t\tnpcErr.WithContext(\"npc_id\", context.NPCID)\n\t\tnpcErr.WithContext(\"request_id\", context.RequestID)\n\t\tnpcErr.WithContext(\"session_id\", context.SessionID)\n\t}\n\n\treturn npcErr\n}\n\n// IsRetryableError 是否可重试错误\nfunc IsRetryableError(err error) bool {\n\tstrategy := GetRecoveryStrategy(err)\n\treturn strategy == RecoveryStrategyRetry\n}\n\n// IsFatalError 是否致命错误\nfunc IsFatalError(err error) bool {\n\tstrategy := GetRecoveryStrategy(err)\n\treturn strategy == RecoveryStrategyEscalate\n}\n\n// GetErrorSeverity 获取错误严重程度\nfunc GetErrorSeverity(err error) string {\n\tcategory := CategorizeError(err)\n\n\tswitch category {\n\tcase ErrorCategoryValidation:\n\t\treturn \"low\"\n\tcase ErrorCategoryNotFound, ErrorCategoryRateLimit:\n\t\treturn \"medium\"\n\tcase ErrorCategoryBusinessRule, ErrorCategoryConflict:\n\t\treturn \"high\"\n\tcase ErrorCategoryPermission, ErrorCategorySystem, ErrorCategoryTimeout:\n\t\treturn \"critical\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsNotFoundError 检查是否为未找到错误\nfunc IsNotFoundError(err error) bool {\n\tif err == nil {\n\t\treturn false\n\t}\n\tcategory := CategorizeError(err)\n\treturn category == ErrorCategoryNotFound\n}\n"
  },
  {
    "path": "internal/domain/npc/events.go",
    "content": "package npc\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// DomainEvent 领域事件接口\ntype DomainEvent interface {\n\tGetEventID() string\n\tGetEventType() string\n\tGetAggregateID() string\n\tGetOccurredAt() time.Time\n\tGetVersion() int\n\tGetData() map[string]interface{}\n\tValidate() error\n}\n\n// BaseDomainEvent 基础领域事件\ntype BaseDomainEvent struct {\n\tEventID     string\n\tEventType   string\n\tAggregateID string\n\tOccurredAt  time.Time\n\tVersion     int\n\tData        map[string]interface{}\n}\n\n// GetEventID 获取事件ID\nfunc (e *BaseDomainEvent) GetEventID() string {\n\treturn e.EventID\n}\n\n// GetEventType 获取事件类型\nfunc (e *BaseDomainEvent) GetEventType() string {\n\treturn e.EventType\n}\n\n// GetAggregateID 获取聚合根ID\nfunc (e *BaseDomainEvent) GetAggregateID() string {\n\treturn e.AggregateID\n}\n\n// GetOccurredAt 获取发生时间\nfunc (e *BaseDomainEvent) GetOccurredAt() time.Time {\n\treturn e.OccurredAt\n}\n\n// GetVersion 获取版本\nfunc (e *BaseDomainEvent) GetVersion() int {\n\treturn e.Version\n}\n\n// GetData 获取数据\nfunc (e *BaseDomainEvent) GetData() map[string]interface{} {\n\treturn e.Data\n}\n\n// Validate 验证事件\nfunc (e *BaseDomainEvent) Validate() error {\n\tif e.EventID == \"\" {\n\t\treturn fmt.Errorf(\"event ID cannot be empty\")\n\t}\n\tif e.EventType == \"\" {\n\t\treturn fmt.Errorf(\"event type cannot be empty\")\n\t}\n\tif e.AggregateID == \"\" {\n\t\treturn fmt.Errorf(\"aggregate ID cannot be empty\")\n\t}\n\tif e.OccurredAt.IsZero() {\n\t\treturn fmt.Errorf(\"occurred at cannot be zero\")\n\t}\n\treturn nil\n}\n\n// NPC相关事件\n\n// NPCCreatedEvent NPC创建事件\ntype NPCCreatedEvent struct {\n\t*BaseDomainEvent\n\tNPCID     string\n\tName      string\n\tType      NPCType\n\tLocation  *Location\n\tCreatedBy string\n}\n\n// NewNPCCreatedEvent 创建NPC创建事件\nfunc NewNPCCreatedEvent(npcID, name string, npcType NPCType, location *Location, createdBy string) *NPCCreatedEvent {\n\treturn &NPCCreatedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"npc_created_%d\", time.Now().UnixNano()),\n\t\t\tEventType:   \"NPCCreated\",\n\t\t\tAggregateID: npcID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t\tVersion:     1,\n\t\t\tData: map[string]interface{}{\n\t\t\t\t\"npc_id\":     npcID,\n\t\t\t\t\"name\":       name,\n\t\t\t\t\"type\":       npcType,\n\t\t\t\t\"location\":   location,\n\t\t\t\t\"created_by\": createdBy,\n\t\t\t},\n\t\t},\n\t\tNPCID:     npcID,\n\t\tName:      name,\n\t\tType:      npcType,\n\t\tLocation:  location,\n\t\tCreatedBy: createdBy,\n\t}\n}\n\n// NPCStatusChangedEvent NPC状态变更事件\ntype NPCStatusChangedEvent struct {\n\t*BaseDomainEvent\n\tNPCID     string\n\tOldStatus NPCStatus\n\tNewStatus NPCStatus\n\tReason    string\n\tChangedBy string\n}\n\n// NewNPCStatusChangedEvent 创建NPC状态变更事件\nfunc NewNPCStatusChangedEvent(npcID string, oldStatus, newStatus NPCStatus, reason, changedBy string) *NPCStatusChangedEvent {\n\treturn &NPCStatusChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"npc_status_changed_%d\", time.Now().UnixNano()),\n\t\t\tEventType:   \"NPCStatusChanged\",\n\t\t\tAggregateID: npcID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t\tVersion:     1,\n\t\t\tData: map[string]interface{}{\n\t\t\t\t\"npc_id\":     npcID,\n\t\t\t\t\"old_status\": oldStatus,\n\t\t\t\t\"new_status\": newStatus,\n\t\t\t\t\"reason\":     reason,\n\t\t\t\t\"changed_by\": changedBy,\n\t\t\t},\n\t\t},\n\t\tNPCID:     npcID,\n\t\tOldStatus: oldStatus,\n\t\tNewStatus: newStatus,\n\t\tReason:    reason,\n\t\tChangedBy: changedBy,\n\t}\n}\n\n// NPCLocationChangedEvent NPC位置变更事件\ntype NPCLocationChangedEvent struct {\n\t*BaseDomainEvent\n\tNPCID       string\n\tOldLocation *Location\n\tNewLocation *Location\n\tMoveReason  string\n}\n\n// NewNPCLocationChangedEvent 创建NPC位置变更事件\nfunc NewNPCLocationChangedEvent(npcID string, oldLocation, newLocation *Location, moveReason string) *NPCLocationChangedEvent {\n\treturn &NPCLocationChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"npc_location_changed_%d\", time.Now().UnixNano()),\n\t\t\tEventType:   \"NPCLocationChanged\",\n\t\t\tAggregateID: npcID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t\tVersion:     1,\n\t\t\tData: map[string]interface{}{\n\t\t\t\t\"npc_id\":       npcID,\n\t\t\t\t\"old_location\": oldLocation,\n\t\t\t\t\"new_location\": newLocation,\n\t\t\t\t\"move_reason\":  moveReason,\n\t\t\t},\n\t\t},\n\t\tNPCID:       npcID,\n\t\tOldLocation: oldLocation,\n\t\tNewLocation: newLocation,\n\t\tMoveReason:  moveReason,\n\t}\n}\n\n// 对话相关事件\n\n// DialogueStartedEvent 对话开始事件\ntype DialogueStartedEvent struct {\n\t*BaseDomainEvent\n\tNPCID      string\n\tPlayerID   string\n\tDialogueID string\n\tSessionID  string\n}\n\n// NewDialogueStartedEvent 创建对话开始事件\nfunc NewDialogueStartedEvent(npcID, playerID, dialogueID, sessionID string) *DialogueStartedEvent {\n\treturn &DialogueStartedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"dialogue_started_%d\", time.Now().UnixNano()),\n\t\t\tEventType:   \"DialogueStarted\",\n\t\t\tAggregateID: npcID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t\tVersion:     1,\n\t\t\tData: map[string]interface{}{\n\t\t\t\t\"npc_id\":      npcID,\n\t\t\t\t\"player_id\":   playerID,\n\t\t\t\t\"dialogue_id\": dialogueID,\n\t\t\t\t\"session_id\":  sessionID,\n\t\t\t},\n\t\t},\n\t\tNPCID:      npcID,\n\t\tPlayerID:   playerID,\n\t\tDialogueID: dialogueID,\n\t\tSessionID:  sessionID,\n\t}\n}\n\n// DialogueEndedEvent 对话结束事件\ntype DialogueEndedEvent struct {\n\t*BaseDomainEvent\n\tNPCID      string\n\tPlayerID   string\n\tDialogueID string\n\tSessionID  string\n\tDuration   time.Duration\n\tEndReason  string\n}\n\n// NewDialogueEndedEvent 创建对话结束事件\nfunc NewDialogueEndedEvent(npcID, playerID, dialogueID, sessionID string, duration time.Duration, endReason string) *DialogueEndedEvent {\n\treturn &DialogueEndedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"dialogue_ended_%d\", time.Now().UnixNano()),\n\t\t\tEventType:   \"DialogueEnded\",\n\t\t\tAggregateID: npcID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t\tVersion:     1,\n\t\t\tData: map[string]interface{}{\n\t\t\t\t\"npc_id\":      npcID,\n\t\t\t\t\"player_id\":   playerID,\n\t\t\t\t\"dialogue_id\": dialogueID,\n\t\t\t\t\"session_id\":  sessionID,\n\t\t\t\t\"duration\":    duration,\n\t\t\t\t\"end_reason\":  endReason,\n\t\t\t},\n\t\t},\n\t\tNPCID:      npcID,\n\t\tPlayerID:   playerID,\n\t\tDialogueID: dialogueID,\n\t\tSessionID:  sessionID,\n\t\tDuration:   duration,\n\t\tEndReason:  endReason,\n\t}\n}\n\n// 任务相关事件\n\n// QuestAcceptedEvent 任务接受事件\ntype QuestAcceptedEvent struct {\n\t*BaseDomainEvent\n\tNPCID    string\n\tPlayerID string\n\tQuestID  string\n}\n\n// NewQuestAcceptedEvent 创建任务接受事件\nfunc NewQuestAcceptedEvent(npcID, playerID, questID string) *QuestAcceptedEvent {\n\treturn &QuestAcceptedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"quest_accepted_%d\", time.Now().UnixNano()),\n\t\t\tEventType:   \"QuestAccepted\",\n\t\t\tAggregateID: npcID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t\tVersion:     1,\n\t\t\tData: map[string]interface{}{\n\t\t\t\t\"npc_id\":    npcID,\n\t\t\t\t\"player_id\": playerID,\n\t\t\t\t\"quest_id\":  questID,\n\t\t\t},\n\t\t},\n\t\tNPCID:    npcID,\n\t\tPlayerID: playerID,\n\t\tQuestID:  questID,\n\t}\n}\n\n// QuestCompletedEvent 任务完成事件\ntype QuestCompletedEvent struct {\n\t*BaseDomainEvent\n\tNPCID      string\n\tPlayerID   string\n\tQuestID    string\n\tRewards    []QuestReward\n\tCompletion time.Duration\n}\n\n// NewQuestCompletedEvent 创建任务完成事件\nfunc NewQuestCompletedEvent(npcID, playerID, questID string, rewards []QuestReward, completion time.Duration) *QuestCompletedEvent {\n\treturn &QuestCompletedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"quest_completed_%d\", time.Now().UnixNano()),\n\t\t\tEventType:   \"QuestCompleted\",\n\t\t\tAggregateID: npcID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t\tVersion:     1,\n\t\t\tData: map[string]interface{}{\n\t\t\t\t\"npc_id\":     npcID,\n\t\t\t\t\"player_id\":  playerID,\n\t\t\t\t\"quest_id\":   questID,\n\t\t\t\t\"rewards\":    rewards,\n\t\t\t\t\"completion\": completion,\n\t\t\t},\n\t\t},\n\t\tNPCID:      npcID,\n\t\tPlayerID:   playerID,\n\t\tQuestID:    questID,\n\t\tRewards:    rewards,\n\t\tCompletion: completion,\n\t}\n}\n\n// 商店相关事件\n\n// TradeCompletedEvent 交易完成事件\ntype TradeCompletedEvent struct {\n\t*BaseDomainEvent\n\tNPCID      string\n\tPlayerID   string\n\tShopID     string\n\tItemID     string\n\tQuantity   int\n\tPrice      int\n\tTotalPrice int\n}\n\n// NewTradeCompletedEvent 创建交易完成事件\nfunc NewTradeCompletedEvent(npcID, playerID, shopID, itemID string, quantity, price, totalPrice int) *TradeCompletedEvent {\n\treturn &TradeCompletedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"trade_completed_%d\", time.Now().UnixNano()),\n\t\t\tEventType:   \"TradeCompleted\",\n\t\t\tAggregateID: npcID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t\tVersion:     1,\n\t\t\tData: map[string]interface{}{\n\t\t\t\t\"npc_id\":      npcID,\n\t\t\t\t\"player_id\":   playerID,\n\t\t\t\t\"shop_id\":     shopID,\n\t\t\t\t\"item_id\":     itemID,\n\t\t\t\t\"quantity\":    quantity,\n\t\t\t\t\"price\":       price,\n\t\t\t\t\"total_price\": totalPrice,\n\t\t\t},\n\t\t},\n\t\tNPCID:      npcID,\n\t\tPlayerID:   playerID,\n\t\tShopID:     shopID,\n\t\tItemID:     itemID,\n\t\tQuantity:   quantity,\n\t\tPrice:      price,\n\t\tTotalPrice: totalPrice,\n\t}\n}\n\n// 关系相关事件\n\n// RelationshipChangedEvent 关系变更事件\ntype RelationshipChangedEvent struct {\n\t*BaseDomainEvent\n\tNPCID      string\n\tPlayerID   string\n\tOldValue   int\n\tNewValue   int\n\tOldLevel   RelationshipLevel\n\tNewLevel   RelationshipLevel\n\tChangeType RelationshipChangeType\n\tReason     string\n}\n\n// NewRelationshipChangedEvent 创建关系变更事件\nfunc NewRelationshipChangedEvent(npcID, playerID string, oldValue, newValue int, oldLevel, newLevel RelationshipLevel, changeType RelationshipChangeType, reason string) *RelationshipChangedEvent {\n\treturn &RelationshipChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"relationship_changed_%d\", time.Now().UnixNano()),\n\t\t\tEventType:   \"RelationshipChanged\",\n\t\t\tAggregateID: npcID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t\tVersion:     1,\n\t\t\tData: map[string]interface{}{\n\t\t\t\t\"npc_id\":      npcID,\n\t\t\t\t\"player_id\":   playerID,\n\t\t\t\t\"old_value\":   oldValue,\n\t\t\t\t\"new_value\":   newValue,\n\t\t\t\t\"old_level\":   oldLevel,\n\t\t\t\t\"new_level\":   newLevel,\n\t\t\t\t\"change_type\": changeType,\n\t\t\t\t\"reason\":      reason,\n\t\t\t},\n\t\t},\n\t\tNPCID:      npcID,\n\t\tPlayerID:   playerID,\n\t\tOldValue:   oldValue,\n\t\tNewValue:   newValue,\n\t\tOldLevel:   oldLevel,\n\t\tNewLevel:   newLevel,\n\t\tChangeType: changeType,\n\t\tReason:     reason,\n\t}\n}\n\n// 事件处理器接口\n\n// EventHandler 事件处理器接口\ntype EventHandler interface {\n\tHandle(event DomainEvent) error\n\tCanHandle(eventType string) bool\n\tGetHandlerName() string\n}\n\n// EventBus 事件总线接口\ntype EventBus interface {\n\t// 发布事件\n\tPublish(event DomainEvent) error\n\tPublishBatch(events []DomainEvent) error\n\n\t// 订阅事件\n\tSubscribe(eventType string, handler EventHandler) error\n\tUnsubscribe(eventType string, handlerName string) error\n\n\t// 获取订阅者\n\tGetSubscribers(eventType string) []EventHandler\n\n\t// 启动和停止\n\tStart() error\n\tStop() error\n\n\t// 健康检查\n\tHealthCheck() error\n}\n\n// EventStore 事件存储接口\ntype EventStore interface {\n\t// 保存事件\n\tSave(event DomainEvent) error\n\tSaveBatch(events []DomainEvent) error\n\n\t// 查询事件\n\tFindByAggregateID(aggregateID string) ([]DomainEvent, error)\n\tFindByEventType(eventType string) ([]DomainEvent, error)\n\tFindByTimeRange(start, end time.Time) ([]DomainEvent, error)\n\n\t// 分页查询\n\tFindWithPagination(query *EventQuery) (*EventPageResult, error)\n\n\t// 统计\n\tCount() (int64, error)\n\tCountByType(eventType string) (int64, error)\n\tCountByAggregateID(aggregateID string) (int64, error)\n\n\t// 清理\n\tCleanupOldEvents(before time.Time) (int64, error)\n}\n\n// EventQuery 事件查询条件\ntype EventQuery struct {\n\tAggregateID string\n\tEventType   string\n\tStartTime   *time.Time\n\tEndTime     *time.Time\n\tOrderBy     string\n\tOrderDesc   bool\n\tOffset      int\n\tLimit       int\n}\n\n// EventPageResult 事件分页结果\ntype EventPageResult struct {\n\tEvents  []DomainEvent\n\tTotal   int64\n\tOffset  int\n\tLimit   int\n\tHasMore bool\n}\n\n// 事件验证器\n\n// EventValidator 事件验证器接口\ntype EventValidator interface {\n\tValidate(event DomainEvent) error\n\tValidateType(eventType string) error\n\tValidateData(eventType string, data map[string]interface{}) error\n}\n\n// DefaultEventValidator 默认事件验证器\ntype DefaultEventValidator struct {\n\tvalidationRules map[string]func(DomainEvent) error\n}\n\n// NewDefaultEventValidator 创建默认事件验证器\nfunc NewDefaultEventValidator() *DefaultEventValidator {\n\treturn &DefaultEventValidator{\n\t\tvalidationRules: make(map[string]func(DomainEvent) error),\n\t}\n}\n\n// RegisterRule 注册验证规则\nfunc (v *DefaultEventValidator) RegisterRule(eventType string, rule func(DomainEvent) error) {\n\tv.validationRules[eventType] = rule\n}\n\n// Validate 验证事件\nfunc (v *DefaultEventValidator) Validate(event DomainEvent) error {\n\t// 基础验证\n\tif err := event.Validate(); err != nil {\n\t\treturn err\n\t}\n\n\t// 类型特定验证\n\tif rule, exists := v.validationRules[event.GetEventType()]; exists {\n\t\treturn rule(event)\n\t}\n\n\treturn nil\n}\n\n// ValidateType 验证事件类型\nfunc (v *DefaultEventValidator) ValidateType(eventType string) error {\n\tif eventType == \"\" {\n\t\treturn fmt.Errorf(\"event type cannot be empty\")\n\t}\n\treturn nil\n}\n\n// ValidateData 验证事件数据\nfunc (v *DefaultEventValidator) ValidateData(eventType string, data map[string]interface{}) error {\n\tif data == nil {\n\t\treturn fmt.Errorf(\"event data cannot be nil\")\n\t}\n\treturn nil\n}\n\n// 事件监控器\n\n// EventMonitor 事件监控器接口\ntype EventMonitor interface {\n\t// 记录事件指标\n\tRecordEvent(event DomainEvent) error\n\tRecordEventProcessed(eventType string, duration time.Duration) error\n\tRecordEventFailed(eventType string, err error) error\n\n\t// 获取指标\n\tGetEventCount(eventType string) (int64, error)\n\tGetProcessingTime(eventType string) (time.Duration, error)\n\tGetFailureRate(eventType string) (float64, error)\n\n\t// 健康检查\n\tGetHealthStatus() (*EventHealthStatus, error)\n}\n\n// EventHealthStatus 事件健康状态\ntype EventHealthStatus struct {\n\tTotalEvents     int64\n\tProcessedEvents int64\n\tFailedEvents    int64\n\tAverageLatency  time.Duration\n\tErrorRate       float64\n\tLastEventTime   time.Time\n\tStatus          string\n}\n\n// 事件重放器\n\n// EventReplayer 事件重放器接口\ntype EventReplayer interface {\n\t// 重放事件\n\tReplay(aggregateID string, fromVersion int) error\n\tReplayAll(fromTime time.Time) error\n\tReplayByType(eventType string, fromTime time.Time) error\n\n\t// 重建聚合\n\tRebuildAggregate(aggregateID string) error\n\tRebuildAllAggregates() error\n\n\t// 快照管理\n\tCreateSnapshot(aggregateID string) error\n\tLoadFromSnapshot(aggregateID string) error\n}\n\n// 事件投影器\n\n// EventProjector 事件投影器接口\ntype EventProjector interface {\n\t// 处理事件\n\tProject(event DomainEvent) error\n\tProjectBatch(events []DomainEvent) error\n\n\t// 重建投影\n\tRebuild() error\n\tRebuildFrom(fromTime time.Time) error\n\n\t// 获取投影名称\n\tGetProjectionName() string\n\n\t// 健康检查\n\tHealthCheck() error\n}\n\n// 事件序列化器\n\n// EventSerializer 事件序列化器接口\ntype EventSerializer interface {\n\t// 序列化\n\tSerialize(event DomainEvent) ([]byte, error)\n\tSerializeBatch(events []DomainEvent) ([]byte, error)\n\n\t// 反序列化\n\tDeserialize(data []byte) (DomainEvent, error)\n\tDeserializeBatch(data []byte) ([]DomainEvent, error)\n\n\t// 获取内容类型\n\tGetContentType() string\n}\n\n// 事件过滤器\n\n// EventFilter 事件过滤器接口\ntype EventFilter interface {\n\t// 过滤事件\n\tFilter(event DomainEvent) bool\n\n\t// 获取过滤器名称\n\tGetFilterName() string\n}\n\n// EventTypeFilter 事件类型过滤器\ntype EventTypeFilter struct {\n\tallowedTypes map[string]bool\n}\n\n// NewEventTypeFilter 创建事件类型过滤器\nfunc NewEventTypeFilter(allowedTypes []string) *EventTypeFilter {\n\ttypeMap := make(map[string]bool)\n\tfor _, eventType := range allowedTypes {\n\t\ttypeMap[eventType] = true\n\t}\n\treturn &EventTypeFilter{\n\t\tallowedTypes: typeMap,\n\t}\n}\n\n// Filter 过滤事件\nfunc (f *EventTypeFilter) Filter(event DomainEvent) bool {\n\treturn f.allowedTypes[event.GetEventType()]\n}\n\n// GetFilterName 获取过滤器名称\nfunc (f *EventTypeFilter) GetFilterName() string {\n\treturn \"EventTypeFilter\"\n}\n\n// 事件聚合器\n\n// EventAggregator 事件聚合器接口\ntype EventAggregator interface {\n\t// 聚合事件\n\tAggregate(events []DomainEvent) (map[string]interface{}, error)\n\n\t// 获取聚合器名称\n\tGetAggregatorName() string\n}\n\n// 事件调度器\n\n// EventScheduler 事件调度器接口\ntype EventScheduler interface {\n\t// 调度事件\n\tSchedule(event DomainEvent, delay time.Duration) error\n\tScheduleAt(event DomainEvent, at time.Time) error\n\n\t// 取消调度\n\tCancel(eventID string) error\n\n\t// 获取调度状态\n\tGetScheduledEvents() ([]ScheduledEvent, error)\n\n\t// 启动和停止\n\tStart() error\n\tStop() error\n}\n\n// ScheduledEvent 调度事件\ntype ScheduledEvent struct {\n\tID          string\n\tEvent       DomainEvent\n\tScheduledAt time.Time\n\tExecuteAt   time.Time\n\tStatus      string\n\tRetryCount  int\n\tMaxRetries  int\n\tLastError   string\n}\n\n// 事件工厂\n\n// EventFactory 事件工厂接口\ntype EventFactory interface {\n\t// 创建事件\n\tCreateEvent(eventType string, aggregateID string, data map[string]interface{}) (DomainEvent, error)\n\n\t// 注册事件类型\n\tRegisterEventType(eventType string, factory func(string, map[string]interface{}) (DomainEvent, error)) error\n\n\t// 获取支持的事件类型\n\tGetSupportedEventTypes() []string\n}\n\n// NPCNameChangedEvent NPC名称变更事件\ntype NPCNameChangedEvent struct {\n\t*BaseDomainEvent\n\tOldName string\n\tNewName string\n}\n\n// NewNPCNameChangedEvent 创建NPC名称变更事件\nfunc NewNPCNameChangedEvent(npcID, oldName, newName string) *NPCNameChangedEvent {\n\treturn &NPCNameChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"npc_name_changed_%d\", time.Now().UnixNano()),\n\t\t\tEventType:   \"NPCNameChanged\",\n\t\t\tAggregateID: npcID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t\tVersion:     1,\n\t\t\tData:        make(map[string]interface{}),\n\t\t},\n\t\tOldName: oldName,\n\t\tNewName: newName,\n\t}\n}\n\n// NPCMovedEvent NPC移动事件\ntype NPCMovedEvent struct {\n\t*BaseDomainEvent\n\tOldLocation *Location\n\tNewLocation *Location\n}\n\n// NewNPCMovedEvent 创建NPC移动事件\nfunc NewNPCMovedEvent(npcID string, oldLocation, newLocation *Location) *NPCMovedEvent {\n\treturn &NPCMovedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"npc_moved_%d\", time.Now().UnixNano()),\n\t\t\tEventType:   \"NPCMoved\",\n\t\t\tAggregateID: npcID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t\tVersion:     1,\n\t\t\tData:        make(map[string]interface{}),\n\t\t},\n\t\tOldLocation: oldLocation,\n\t\tNewLocation: newLocation,\n\t}\n}\n\n// NewDialogueAddedEvent 创建对话添加事件\nfunc NewDialogueAddedEvent(npcID, dialogueID string) *BaseDomainEvent {\n\treturn &BaseDomainEvent{\n\t\tEventID:     fmt.Sprintf(\"dialogue_added_%d\", time.Now().UnixNano()),\n\t\tEventType:   \"DialogueAdded\",\n\t\tAggregateID: npcID,\n\t\tOccurredAt:  time.Now(),\n\t\tVersion:     1,\n\t\tData: map[string]interface{}{\n\t\t\t\"dialogue_id\": dialogueID,\n\t\t},\n\t}\n}\n\n// NewDialogueRemovedEvent 创建对话移除事件\nfunc NewDialogueRemovedEvent(npcID, dialogueID string) *BaseDomainEvent {\n\treturn &BaseDomainEvent{\n\t\tEventID:     fmt.Sprintf(\"dialogue_removed_%d\", time.Now().UnixNano()),\n\t\tEventType:   \"DialogueRemoved\",\n\t\tAggregateID: npcID,\n\t\tOccurredAt:  time.Now(),\n\t\tVersion:     1,\n\t\tData: map[string]interface{}{\n\t\t\t\"dialogue_id\": dialogueID,\n\t\t},\n\t}\n}\n\n// 注意：NewDialogueStartedEvent已经在文件前面定义，这里删除重复定义\n\n// NewQuestAddedEvent 创建任务添加事件\nfunc NewQuestAddedEvent(npcID, questID string) *BaseDomainEvent {\n\treturn &BaseDomainEvent{\n\t\tEventID:     fmt.Sprintf(\"quest_added_%d\", time.Now().UnixNano()),\n\t\tEventType:   \"QuestAdded\",\n\t\tAggregateID: npcID,\n\t\tOccurredAt:  time.Now(),\n\t\tVersion:     1,\n\t\tData: map[string]interface{}{\n\t\t\t\"quest_id\": questID,\n\t\t},\n\t}\n}\n\n// NewQuestRemovedEvent 创建任务移除事件\nfunc NewQuestRemovedEvent(npcID, questID string) *BaseDomainEvent {\n\treturn &BaseDomainEvent{\n\t\tEventID:     fmt.Sprintf(\"quest_removed_%d\", time.Now().UnixNano()),\n\t\tEventType:   \"QuestRemoved\",\n\t\tAggregateID: npcID,\n\t\tOccurredAt:  time.Now(),\n\t\tVersion:     1,\n\t\tData: map[string]interface{}{\n\t\t\t\"quest_id\": questID,\n\t\t},\n\t}\n}\n\n// NewQuestGivenEvent 创建任务给予事件\nfunc NewQuestGivenEvent(npcID, questID, playerID string) *BaseDomainEvent {\n\treturn &BaseDomainEvent{\n\t\tEventID:     fmt.Sprintf(\"quest_given_%d\", time.Now().UnixNano()),\n\t\tEventType:   \"QuestGiven\",\n\t\tAggregateID: npcID,\n\t\tOccurredAt:  time.Now(),\n\t\tVersion:     1,\n\t\tData: map[string]interface{}{\n\t\t\t\"quest_id\":  questID,\n\t\t\t\"player_id\": playerID,\n\t\t},\n\t}\n}\n\n// NewShopSetEvent 创建商店设置事件\nfunc NewShopSetEvent(npcID, shopID string) *BaseDomainEvent {\n\treturn &BaseDomainEvent{\n\t\tEventID:     fmt.Sprintf(\"shop_set_%d\", time.Now().UnixNano()),\n\t\tEventType:   \"ShopSet\",\n\t\tAggregateID: npcID,\n\t\tOccurredAt:  time.Now(),\n\t\tVersion:     1,\n\t\tData: map[string]interface{}{\n\t\t\t\"shop_id\": shopID,\n\t\t},\n\t}\n}\n\n// NewTradeExecutedEvent 创建交易执行事件\nfunc NewTradeExecutedEvent(npcID, playerID string, tradeRequest interface{}, result interface{}) *BaseDomainEvent {\n\treturn &BaseDomainEvent{\n\t\tEventID:     fmt.Sprintf(\"trade_executed_%d\", time.Now().UnixNano()),\n\t\tEventType:   \"TradeExecuted\",\n\t\tAggregateID: npcID,\n\t\tOccurredAt:  time.Now(),\n\t\tVersion:     1,\n\t\tData: map[string]interface{}{\n\t\t\t\"player_id\": playerID,\n\t\t\t\"request\":   tradeRequest,\n\t\t\t\"result\":    result,\n\t\t},\n\t}\n}\n"
  },
  {
    "path": "internal/domain/npc/repository.go",
    "content": "package npc\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// NPCRepository NPC仓储接口\ntype NPCRepository interface {\n\t// 基础CRUD操作\n\tSave(npc *NPCAggregate) error\n\tFindByID(id string) (*NPCAggregate, error)\n\tFindByType(npcType NPCType) ([]*NPCAggregate, error)\n\tFindByStatus(status NPCStatus) ([]*NPCAggregate, error)\n\tUpdate(npc *NPCAggregate) error\n\tDelete(id string) error\n\n\t// 位置相关查询\n\tFindByLocation(location *Location, radius float64) ([]*NPCAggregate, error)\n\tFindByRegion(region string) ([]*NPCAggregate, error)\n\tFindByZone(zone string) ([]*NPCAggregate, error)\n\n\t// 分页查询\n\tFindWithPagination(query *NPCQuery) (*NPCPageResult, error)\n\n\t// 统计操作\n\tCount() (int64, error)\n\tCountByType(npcType NPCType) (int64, error)\n\tCountByStatus(status NPCStatus) (int64, error)\n\tCountByRegion(region string) (int64, error)\n\n\t// 批量操作\n\tSaveBatch(npcs []*NPCAggregate) error\n\tDeleteBatch(ids []string) error\n\n\t// 高级查询\n\tFindActiveNPCs() ([]*NPCAggregate, error)\n\tFindNPCsWithShops() ([]*NPCAggregate, error)\n\tFindNPCsWithQuests() ([]*NPCAggregate, error)\n\tFindNearbyNPCs(location *Location, radius float64, npcType NPCType) ([]*NPCAggregate, error)\n}\n\n// DialogueRepository 对话仓储接口\ntype DialogueRepository interface {\n\t// 基础CRUD操作\n\tSave(dialogue *Dialogue) error\n\tFindByID(id string) (*Dialogue, error)\n\tFindByNPC(npcID string) ([]*Dialogue, error)\n\tFindByType(dialogueType DialogueType) ([]*Dialogue, error)\n\tUpdate(dialogue *Dialogue) error\n\tDelete(id string) error\n\n\t// 分页查询\n\tFindWithPagination(query *DialogueQuery) (*DialoguePageResult, error)\n\n\t// 统计操作\n\tCount() (int64, error)\n\tCountByType(dialogueType DialogueType) (int64, error)\n\tCountByNPC(npcID string) (int64, error)\n\n\t// 会话相关\n\tSaveSession(session *DialogueSession) error\n\tFindSession(npcID, playerID string) (*DialogueSession, error)\n\tFindActiveSessions(playerID string) ([]*DialogueSession, error)\n\tDeleteSession(npcID, playerID string) error\n\tCleanupExpiredSessions() error\n}\n\n// QuestRepository 任务仓储接口\ntype QuestRepository interface {\n\t// 基础CRUD操作\n\tSave(quest *Quest) error\n\tFindByID(id string) (*Quest, error)\n\tFindByNPC(npcID string) ([]*Quest, error)\n\tFindByType(questType QuestType) ([]*Quest, error)\n\tUpdate(quest *Quest) error\n\tDelete(id string) error\n\n\t// 分页查询\n\tFindWithPagination(query *QuestQuery) (*QuestPageResult, error)\n\n\t// 统计操作\n\tCount() (int64, error)\n\tCountByType(questType QuestType) (int64, error)\n\tCountByNPC(npcID string) (int64, error)\n\n\t// 任务实例相关\n\tSaveInstance(instance *QuestInstance) error\n\tFindInstance(questID, playerID string) (*QuestInstance, error)\n\tFindInstancesByPlayer(playerID string) ([]*QuestInstance, error)\n\tFindInstancesByQuest(questID string) ([]*QuestInstance, error)\n\tFindInstancesByStatus(status QuestStatus) ([]*QuestInstance, error)\n\tUpdateInstance(instance *QuestInstance) error\n\tDeleteInstance(questID, playerID string) error\n\n\t// 任务进度\n\tUpdateProgress(questID, playerID, objectiveID string, progress int) error\n\tGetProgress(questID, playerID string) (map[string]int, error)\n\n\t// 任务完成统计\n\tGetCompletionStats(questID string) (*QuestCompletionStats, error)\n\tGetPlayerQuestStats(playerID string) (*PlayerQuestStats, error)\n}\n\n// ShopRepository 商店仓储接口\ntype ShopRepository interface {\n\t// 基础CRUD操作\n\tSave(shop *Shop) error\n\tFindByID(id string) (*Shop, error)\n\tFindByNPC(npcID string) (*Shop, error)\n\tUpdate(shop *Shop) error\n\tDelete(id string) error\n\n\t// 商品相关\n\tSaveItem(shopID string, item *ShopItem) error\n\tFindItem(shopID, itemID string) (*ShopItem, error)\n\tFindItemsByShop(shopID string) ([]*ShopItem, error)\n\tUpdateItem(shopID string, item *ShopItem) error\n\tDeleteItem(shopID, itemID string) error\n\n\t// 交易记录\n\tSaveTradeRecord(record *TradeRecord) error\n\tFindTradeRecords(shopID string, limit int) ([]*TradeRecord, error)\n\tFindPlayerTradeRecords(playerID string, limit int) ([]*TradeRecord, error)\n\n\t// 统计操作\n\tCount() (int64, error)\n\tGetShopStats(shopID string) (*ShopStatistics, error)\n\tGetTradeStats(shopID string, startTime, endTime time.Time) (*TradeStatistics, error)\n}\n\n// RelationshipRepository 关系仓储接口\ntype RelationshipRepository interface {\n\t// 基础CRUD操作\n\tSave(relationship *Relationship) error\n\tFindByID(playerID, npcID string) (*Relationship, error)\n\tFindByPlayer(playerID string) ([]*Relationship, error)\n\tFindByNPC(npcID string) ([]*Relationship, error)\n\tUpdate(relationship *Relationship) error\n\tDelete(playerID, npcID string) error\n\n\t// 关系等级查询\n\tFindByLevel(level RelationshipLevel) ([]*Relationship, error)\n\tFindByValueRange(minValue, maxValue int) ([]*Relationship, error)\n\n\t// 分页查询\n\tFindWithPagination(query *RelationshipQuery) (*RelationshipPageResult, error)\n\n\t// 统计操作\n\tCount() (int64, error)\n\tCountByLevel(level RelationshipLevel) (int64, error)\n\tGetAverageRelationship(npcID string) (float64, error)\n\n\t// 关系历史\n\tSaveRelationshipEvent(event *RelationshipEvent) error\n\tFindRelationshipHistory(playerID, npcID string, limit int) ([]*RelationshipEvent, error)\n\n\t// 排行榜\n\tGetTopRelationships(npcID string, limit int) ([]*Relationship, error)\n\tGetPlayerRanking(playerID, npcID string) (int, error)\n}\n\n// NPCStatisticsRepository NPC统计仓储接口\ntype NPCStatisticsRepository interface {\n\t// 保存统计数据\n\tSaveStatistics(stats *NPCStatistics) error\n\tUpdateStatistics(stats *NPCStatistics) error\n\n\t// 查询统计数据\n\tFindStatistics(npcID string) (*NPCStatistics, error)\n\tFindStatisticsByType(npcType NPCType) ([]*NPCStatistics, error)\n\n\t// 全局统计\n\tGetGlobalStatistics() (*GlobalNPCStatistics, error)\n\tGetTypeStatistics(npcType NPCType) (*TypeNPCStatistics, error)\n\n\t// 趋势分析\n\tGetInteractionTrend(npcID string, days int) ([]*InteractionTrendData, error)\n\tGetPopularityTrend(npcType NPCType, days int) ([]*PopularityTrendData, error)\n\n\t// 活跃度统计\n\tGetActiveNPCCount(timeRange time.Duration) (int64, error)\n\tGetMostActiveNPCs(limit int) ([]*NPCStatistics, error)\n}\n\n// 查询条件结构体\n\n// NPCQuery NPC查询条件\ntype NPCQuery struct {\n\tName          string\n\tType          *NPCType\n\tStatus        *NPCStatus\n\tRegion        string\n\tZone          string\n\tLocation      *Location\n\tRadius        *float64\n\tHasShop       *bool\n\tHasQuests     *bool\n\tCreatedAfter  *time.Time\n\tCreatedBefore *time.Time\n\tUpdatedAfter  *time.Time\n\tUpdatedBefore *time.Time\n\tOrderBy       string\n\tOrderDesc     bool\n\tOffset        int\n\tLimit         int\n}\n\n// DialogueQuery 对话查询条件\ntype DialogueQuery struct {\n\tNPCID         string\n\tType          *DialogueType\n\tPlayerID      string\n\tAvailable     *bool\n\tCreatedAfter  *time.Time\n\tCreatedBefore *time.Time\n\tOrderBy       string\n\tOrderDesc     bool\n\tOffset        int\n\tLimit         int\n}\n\n// QuestQuery 任务查询条件\ntype QuestQuery struct {\n\tNPCID         string\n\tType          *QuestType\n\tPlayerID      string\n\tStatus        *QuestStatus\n\tRepeatable    *bool\n\tDailyReset    *bool\n\tCreatedAfter  *time.Time\n\tCreatedBefore *time.Time\n\tOrderBy       string\n\tOrderDesc     bool\n\tOffset        int\n\tLimit         int\n}\n\n// RelationshipQuery 关系查询条件\ntype RelationshipQuery struct {\n\tPlayerID      string\n\tNPCID         string\n\tLevel         *RelationshipLevel\n\tMinValue      *int\n\tMaxValue      *int\n\tCreatedAfter  *time.Time\n\tCreatedBefore *time.Time\n\tUpdatedAfter  *time.Time\n\tUpdatedBefore *time.Time\n\tOrderBy       string\n\tOrderDesc     bool\n\tOffset        int\n\tLimit         int\n}\n\n// 分页结果结构体\n\n// NPCPageResult NPC分页结果\ntype NPCPageResult struct {\n\tItems   []*NPCAggregate\n\tTotal   int64\n\tOffset  int\n\tLimit   int\n\tHasMore bool\n}\n\n// DialoguePageResult 对话分页结果\ntype DialoguePageResult struct {\n\tItems   []*Dialogue\n\tTotal   int64\n\tOffset  int\n\tLimit   int\n\tHasMore bool\n}\n\n// QuestPageResult 任务分页结果\ntype QuestPageResult struct {\n\tItems   []*Quest\n\tTotal   int64\n\tOffset  int\n\tLimit   int\n\tHasMore bool\n}\n\n// RelationshipPageResult 关系分页结果\ntype RelationshipPageResult struct {\n\tItems   []*Relationship\n\tTotal   int64\n\tOffset  int\n\tLimit   int\n\tHasMore bool\n}\n\n// 统计数据结构体\n\n// QuestCompletionStats 任务完成统计\ntype QuestCompletionStats struct {\n\tQuestID        string\n\tTotalAttempts  int64\n\tTotalCompleted int64\n\tCompletionRate float64\n\tAverageTime    time.Duration\n\tLastCompleted  time.Time\n}\n\n// PlayerQuestStats 玩家任务统计\ntype PlayerQuestStats struct {\n\tPlayerID        string\n\tTotalQuests     int64\n\tCompletedQuests int64\n\tFailedQuests    int64\n\tActiveQuests    int64\n\tCompletionRate  float64\n\tAverageTime     time.Duration\n\tFavoriteType    QuestType\n\tLastQuestTime   time.Time\n}\n\n// ShopStatistics 商店统计\ntype ShopStatistics struct {\n\tShopID        string\n\tTotalTrades   int64\n\tTotalRevenue  int64\n\tTotalItems    int64\n\tPopularItem   string\n\tAveragePrice  float64\n\tLastTradeTime time.Time\n\tCreatedAt     time.Time\n}\n\n// TradeStatistics 交易统计\ntype TradeStatistics struct {\n\tShopID       string\n\tPeriodStart  time.Time\n\tPeriodEnd    time.Time\n\tTotalTrades  int64\n\tTotalRevenue int64\n\tTotalItems   int64\n\tTopItems     []string\n\tTopCustomers []string\n}\n\n// GlobalNPCStatistics 全局NPC统计\ntype GlobalNPCStatistics struct {\n\tTotalNPCs           int64\n\tActiveNPCs          int64\n\tNPCsByType          map[NPCType]int64\n\tNPCsByStatus        map[NPCStatus]int64\n\tTotalDialogues      int64\n\tTotalQuests         int64\n\tTotalShops          int64\n\tTotalRelationships  int64\n\tAverageRelationship float64\n\tMostPopularNPC      string\n\tMostActiveRegion    string\n\tUpdatedAt           time.Time\n}\n\n// TypeNPCStatistics 类型NPC统计\ntype TypeNPCStatistics struct {\n\tNPCType             NPCType\n\tTotalCount          int64\n\tActiveCount         int64\n\tAverageLevel        float64\n\tTotalDialogues      int64\n\tTotalQuests         int64\n\tTotalShops          int64\n\tAverageRelationship float64\n\tMostPopularNPC      string\n\tUpdatedAt           time.Time\n}\n\n// InteractionTrendData 交互趋势数据\ntype InteractionTrendData struct {\n\tDate           time.Time\n\tDialogueCount  int64\n\tQuestCount     int64\n\tTradeCount     int64\n\tUniqueVisitors int64\n}\n\n// PopularityTrendData 受欢迎程度趋势数据\ntype PopularityTrendData struct {\n\tDate             time.Time\n\tNPCType          NPCType\n\tInteractionCount int64\n\tUniquePlayers    int64\n\tAverageRating    float64\n}\n\n// TradeRecord 交易记录\ntype TradeRecord struct {\n\tID         string\n\tShopID     string\n\tPlayerID   string\n\tItemID     string\n\tQuantity   int\n\tPrice      int\n\tTotalPrice int\n\tTimestamp  time.Time\n}\n\n// NewTradeRecord 创建交易记录\nfunc NewTradeRecord(shopID, playerID, itemID string, quantity, price int) *TradeRecord {\n\treturn &TradeRecord{\n\t\tID:         fmt.Sprintf(\"trade_%d\", time.Now().UnixNano()),\n\t\tShopID:     shopID,\n\t\tPlayerID:   playerID,\n\t\tItemID:     itemID,\n\t\tQuantity:   quantity,\n\t\tPrice:      price,\n\t\tTotalPrice: quantity * price,\n\t\tTimestamp:  time.Now(),\n\t}\n}\n\n// 缓存接口\n\n// NPCCacheRepository NPC缓存仓储接口\ntype NPCCacheRepository interface {\n\t// NPC缓存\n\tSetNPC(id string, npc *NPCAggregate, ttl time.Duration) error\n\tGetNPC(id string) (*NPCAggregate, error)\n\tDeleteNPC(id string) error\n\n\t// 对话缓存\n\tSetDialogue(id string, dialogue *Dialogue, ttl time.Duration) error\n\tGetDialogue(id string) (*Dialogue, error)\n\tDeleteDialogue(id string) error\n\n\t// 任务缓存\n\tSetQuest(id string, quest *Quest, ttl time.Duration) error\n\tGetQuest(id string) (*Quest, error)\n\tDeleteQuest(id string) error\n\n\t// 关系缓存\n\tSetRelationship(playerID, npcID string, relationship *Relationship, ttl time.Duration) error\n\tGetRelationship(playerID, npcID string) (*Relationship, error)\n\tDeleteRelationship(playerID, npcID string) error\n\n\t// 会话缓存\n\tSetSession(npcID, playerID string, session *DialogueSession, ttl time.Duration) error\n\tGetSession(npcID, playerID string) (*DialogueSession, error)\n\tDeleteSession(npcID, playerID string) error\n\n\t// 统计缓存\n\tSetStatistics(key string, stats interface{}, ttl time.Duration) error\n\tGetStatistics(key string, result interface{}) error\n\tDeleteStatistics(key string) error\n\n\t// 位置索引缓存\n\tSetLocationIndex(region string, npcs []*NPCAggregate, ttl time.Duration) error\n\tGetLocationIndex(region string) ([]*NPCAggregate, error)\n\tDeleteLocationIndex(region string) error\n\n\t// 批量操作\n\tSetBatch(items map[string]interface{}, ttl time.Duration) error\n\tGetBatch(keys []string) (map[string]interface{}, error)\n\tDeleteBatch(keys []string) error\n\n\t// 缓存管理\n\tClear() error\n\tExists(key string) (bool, error)\n\tSetTTL(key string, ttl time.Duration) error\n\tGetTTL(key string) (time.Duration, error)\n}\n\n// 事务接口\n\n// NPCTransactionRepository NPC事务仓储接口\ntype NPCTransactionRepository interface {\n\t// 事务管理\n\tBeginTransaction() (NPCTransaction, error)\n\tCommitTransaction(tx NPCTransaction) error\n\tRollbackTransaction(tx NPCTransaction) error\n\n\t// 在事务中执行操作\n\tExecuteInTransaction(fn func(tx NPCTransaction) error) error\n}\n\n// NPCTransaction NPC事务接口\ntype NPCTransaction interface {\n\t// NPC操作\n\tSaveNPC(npc *NPCAggregate) error\n\tUpdateNPC(npc *NPCAggregate) error\n\tDeleteNPC(id string) error\n\n\t// 对话操作\n\tSaveDialogue(dialogue *Dialogue) error\n\tUpdateDialogue(dialogue *Dialogue) error\n\tDeleteDialogue(id string) error\n\n\t// 任务操作\n\tSaveQuest(quest *Quest) error\n\tUpdateQuest(quest *Quest) error\n\tDeleteQuest(id string) error\n\n\t// 任务实例操作\n\tSaveQuestInstance(instance *QuestInstance) error\n\tUpdateQuestInstance(instance *QuestInstance) error\n\tDeleteQuestInstance(questID, playerID string) error\n\n\t// 关系操作\n\tSaveRelationship(relationship *Relationship) error\n\tUpdateRelationship(relationship *Relationship) error\n\tDeleteRelationship(playerID, npcID string) error\n\n\t// 商店操作\n\tSaveShop(shop *Shop) error\n\tUpdateShop(shop *Shop) error\n\tDeleteShop(id string) error\n\n\t// 交易记录\n\tSaveTradeRecord(record *TradeRecord) error\n\n\t// 统计操作\n\tUpdateStatistics(stats *NPCStatistics) error\n\n\t// 事务状态\n\tIsActive() bool\n\tGetID() string\n}\n\n// 仓储工厂接口\n\n// NPCRepositoryFactory NPC仓储工厂接口\ntype NPCRepositoryFactory interface {\n\t// 创建仓储实例\n\tCreateNPCRepository() NPCRepository\n\tCreateDialogueRepository() DialogueRepository\n\tCreateQuestRepository() QuestRepository\n\tCreateShopRepository() ShopRepository\n\tCreateRelationshipRepository() RelationshipRepository\n\tCreateStatisticsRepository() NPCStatisticsRepository\n\tCreateCacheRepository() NPCCacheRepository\n\tCreateTransactionRepository() NPCTransactionRepository\n\n\t// 健康检查\n\tHealthCheck() error\n\n\t// 关闭连接\n\tClose() error\n}\n\n// 搜索接口\n\n// NPCSearchRepository NPC搜索仓储接口\ntype NPCSearchRepository interface {\n\t// 全文搜索\n\tSearchNPCs(query string, filters map[string]interface{}) ([]*NPCAggregate, error)\n\tSearchDialogues(query string, filters map[string]interface{}) ([]*Dialogue, error)\n\tSearchQuests(query string, filters map[string]interface{}) ([]*Quest, error)\n\n\t// 地理搜索\n\tSearchNearbyNPCs(location *Location, radius float64, filters map[string]interface{}) ([]*NPCAggregate, error)\n\n\t// 智能推荐\n\tRecommendNPCs(playerID string, limit int) ([]*NPCAggregate, error)\n\tRecommendQuests(playerID string, limit int) ([]*Quest, error)\n\tRecommendDialogues(playerID string, npcID string, limit int) ([]*Dialogue, error)\n\n\t// 索引管理\n\tRebuildIndex() error\n\tUpdateIndex(entityType string, entityID string, data interface{}) error\n\tDeleteFromIndex(entityType string, entityID string) error\n}\n"
  },
  {
    "path": "internal/domain/npc/service.go",
    "content": "package npc\n\nimport (\n\t\"fmt\"\n\t\"math/rand\"\n\t\"time\"\n)\n\n// NPCService NPC领域服务\ntype NPCService struct {\n\tnpcTemplates      map[NPCType]*NPCTemplate\n\tdialogueTemplates map[DialogueType]*DialogueTemplate\n\tquestTemplates    map[QuestType]*QuestTemplate\n\tbehaviorRules     map[BehaviorType]*BehaviorRule\n\trelationshipRules *RelationshipRules\n\taiEngine          *AIEngine\n}\n\n// NewNPCService 创建NPC服务\nfunc NewNPCService() *NPCService {\n\tservice := &NPCService{\n\t\tnpcTemplates:      make(map[NPCType]*NPCTemplate),\n\t\tdialogueTemplates: make(map[DialogueType]*DialogueTemplate),\n\t\tquestTemplates:    make(map[QuestType]*QuestTemplate),\n\t\tbehaviorRules:     make(map[BehaviorType]*BehaviorRule),\n\t\trelationshipRules: NewRelationshipRules(),\n\t\taiEngine:          NewAIEngine(),\n\t}\n\n\t// 初始化默认模板和规则\n\tservice.initializeDefaultTemplates()\n\tservice.initializeBehaviorRules()\n\n\treturn service\n}\n\n// CreateNPC 创建NPC\nfunc (s *NPCService) CreateNPC(id, name, description string, npcType NPCType, location *Location) (*NPCAggregate, error) {\n\tif id == \"\" || name == \"\" {\n\t\treturn nil, fmt.Errorf(\"invalid parameters for NPC creation\")\n\t}\n\n\tnpc := NewNPCAggregate(id, name, description, npcType)\n\n\t// 设置位置\n\tif location != nil {\n\t\tnpc.MoveTo(location)\n\t}\n\n\t// 应用模板\n\tif template, exists := s.npcTemplates[npcType]; exists {\n\t\ts.applyTemplate(npc, template)\n\t}\n\n\t// 生成默认对话\n\tdefaultDialogues := s.generateDefaultDialogues(npcType)\n\tfor _, dialogue := range defaultDialogues {\n\t\tnpc.AddDialogue(dialogue)\n\t}\n\n\t// 生成默认任务（如果适用）\n\tif npcType.CanGiveQuests() {\n\t\tdefaultQuests := s.generateDefaultQuests(npcType)\n\t\tfor _, quest := range defaultQuests {\n\t\t\tnpc.AddQuest(quest)\n\t\t}\n\t}\n\n\t// 创建商店（如果适用）\n\tif npcType.CanHaveShop() {\n\t\tshop := s.createDefaultShop(npcType, id)\n\t\tnpc.SetShop(shop)\n\t}\n\n\treturn npc, nil\n}\n\n// GenerateDialogue 生成对话\nfunc (s *NPCService) GenerateDialogue(dialogueType DialogueType, npcType NPCType, context map[string]interface{}) (*Dialogue, error) {\n\ttemplate, exists := s.dialogueTemplates[dialogueType]\n\tif !exists {\n\t\treturn nil, fmt.Errorf(\"dialogue template not found for type: %s\", dialogueType.String())\n\t}\n\n\t// 生成唯一ID\n\tid := fmt.Sprintf(\"dialogue_%s_%s_%d\", dialogueType.String(), npcType.String(), time.Now().UnixNano())\n\n\t// 根据模板创建对话\n\tdialogue := NewDialogue(\n\t\tid,\n\t\ttemplate.GenerateName(npcType, context),\n\t\ttemplate.GenerateDescription(npcType, context),\n\t\tdialogueType,\n\t)\n\n\t// 生成对话节点\n\tnodes := template.GenerateNodes(npcType, context)\n\tfor _, node := range nodes {\n\t\tdialogue.AddNode(node)\n\t}\n\n\t// 设置开始节点\n\tif len(nodes) > 0 {\n\t\tdialogue.SetStartNode(nodes[0].GetID())\n\t}\n\n\t// 添加条件\n\tconditions := template.GenerateConditions(npcType, context)\n\tfor _, condition := range conditions {\n\t\tdialogue.AddCondition(condition)\n\t}\n\n\t// 设置奖励\n\tif reward := template.GenerateReward(npcType, context); reward != nil {\n\t\tdialogue.SetReward(reward)\n\t}\n\n\treturn dialogue, nil\n}\n\n// GenerateQuest 生成任务\nfunc (s *NPCService) GenerateQuest(questType QuestType, npcType NPCType, playerLevel int) (*Quest, error) {\n\ttemplate, exists := s.questTemplates[questType]\n\tif !exists {\n\t\treturn nil, fmt.Errorf(\"quest template not found for type: %s\", questType.String())\n\t}\n\n\t// 生成唯一ID\n\tid := fmt.Sprintf(\"quest_%s_%s_%d\", questType.String(), npcType.String(), time.Now().UnixNano())\n\n\t// 根据模板创建任务\n\tquest := NewQuest(\n\t\tid,\n\t\ttemplate.GenerateName(npcType, playerLevel),\n\t\ttemplate.GenerateDescription(npcType, playerLevel),\n\t\tquestType,\n\t)\n\n\t// 生成目标\n\tobjectives := template.GenerateObjectives(npcType, playerLevel)\n\tfor _, objective := range objectives {\n\t\tquest.AddObjective(objective)\n\t}\n\n\t// 设置奖励\n\treward := template.GenerateReward(npcType, playerLevel)\n\tquest.SetReward(reward)\n\n\t// 添加前置条件\n\tprerequisites := template.GeneratePrerequisites(npcType, playerLevel)\n\tfor _, prerequisite := range prerequisites {\n\t\tquest.AddPrerequisite(prerequisite)\n\t}\n\n\t// 设置时间限制\n\tif timeLimit := template.GetTimeLimit(playerLevel); timeLimit > 0 {\n\t\tquest.SetTimeLimit(timeLimit)\n\t}\n\n\t// 设置重复性\n\tquest.SetRepeatable(template.IsRepeatable())\n\tquest.SetDailyReset(template.IsDailyReset())\n\n\treturn quest, nil\n}\n\n// ProcessDialogue 处理对话\nfunc (s *NPCService) ProcessDialogue(npc *NPCAggregate, playerID string, dialogueID string, optionID string) (*DialogueResponse, error) {\n\tdialogue, err := npc.GetDialogue(dialogueID)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 检查是否可以开始对话\n\tif !dialogue.CanStart(playerID) {\n\t\treturn nil, fmt.Errorf(\"cannot start dialogue\")\n\t}\n\n\t// 开始对话会话\n\tsession, err := npc.StartDialogue(dialogueID, playerID)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 获取当前节点\n\tcurrentNode := dialogue.GetStartNode()\n\tif session.GetCurrentNode() != \"\" {\n\t\tcurrentNode = dialogue.GetNode(session.GetCurrentNode())\n\t}\n\n\tif currentNode == nil {\n\t\treturn nil, fmt.Errorf(\"dialogue node not found\")\n\t}\n\n\t// 处理选项\n\tif optionID != \"\" {\n\t\tfor _, option := range currentNode.GetOptions() {\n\t\t\tif option.GetID() == optionID && option.IsAvailable(playerID) {\n\t\t\t\t// 执行选项动作\n\t\t\t\tif err := option.Execute(playerID); err != nil {\n\t\t\t\t\treturn nil, err\n\t\t\t\t}\n\n\t\t\t\t// 移动到目标节点\n\t\t\t\tif option.GetTargetNode() != \"\" {\n\t\t\t\t\tcurrentNode = dialogue.GetNode(option.GetTargetNode())\n\t\t\t\t\tsession.SetCurrentNode(option.GetTargetNode())\n\t\t\t\t}\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\t}\n\n\t// 执行节点动作\n\tif err := currentNode.ExecuteActions(playerID); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 使用对话\n\tdialogue.Use(playerID)\n\n\t// 创建响应\n\tresponse := &DialogueResponse{\n\t\tNPCID:       npc.GetID(),\n\t\tDialogueID:  dialogueID,\n\t\tNodeID:      currentNode.GetID(),\n\t\tText:        currentNode.GetText(),\n\t\tSpeaker:     currentNode.GetSpeaker(),\n\t\tOptions:     s.filterAvailableOptions(currentNode.GetOptions(), playerID),\n\t\tCanContinue: currentNode.GetNextNode() != \"\",\n\t\tCompleted:   currentNode.GetNextNode() == \"\",\n\t}\n\n\treturn response, nil\n}\n\n// UpdateNPCBehavior 更新NPC行为\nfunc (s *NPCService) UpdateNPCBehavior(npc *NPCAggregate, deltaTime time.Duration) error {\n\tbehavior := npc.GetBehavior()\n\tbehaviorRule, exists := s.behaviorRules[behavior.Type]\n\tif !exists {\n\t\treturn fmt.Errorf(\"behavior rule not found for type: %s\", behavior.Type.String())\n\t}\n\n\t// 应用行为规则\n\tbehaviorRule.Apply(npc, deltaTime)\n\n\t// 更新NPC\n\tnpc.Update(deltaTime)\n\n\treturn nil\n}\n\n// CalculateRelationshipChange 计算关系变化\nfunc (s *NPCService) CalculateRelationshipChange(npc *NPCAggregate, playerID string, action string, context map[string]interface{}) int {\n\treturn s.relationshipRules.CalculateChange(npc.GetType(), action, context)\n}\n\n// GenerateAIResponse 生成AI响应\nfunc (s *NPCService) GenerateAIResponse(npc *NPCAggregate, playerID string, input string) (string, error) {\n\treturn s.aiEngine.GenerateResponse(npc, playerID, input)\n}\n\n// ValidateQuestCompletion 验证任务完成\nfunc (s *NPCService) ValidateQuestCompletion(quest *Quest, questInstance *QuestInstance, playerData map[string]interface{}) bool {\n\tobjectives := quest.GetObjectives()\n\tfor _, objective := range objectives {\n\t\tif !objective.IsOptional() {\n\t\t\trequired := objective.GetRequired()\n\t\t\tcurrent := questInstance.GetProgress(objective.GetID())\n\t\t\tif current < required {\n\t\t\t\treturn false\n\t\t\t}\n\t\t}\n\t}\n\treturn true\n}\n\n// GetRecommendedQuests 获取推荐任务\nfunc (s *NPCService) GetRecommendedQuests(npc *NPCAggregate, playerID string, playerLevel int) []*Quest {\n\tavailableQuests := npc.GetAvailableQuests(playerID)\n\tvar recommended []*Quest\n\n\tfor _, quest := range availableQuests {\n\t\t// 根据玩家等级和任务类型推荐\n\t\tif s.isQuestRecommended(quest, playerLevel) {\n\t\t\trecommended = append(recommended, quest)\n\t\t}\n\t}\n\n\treturn recommended\n}\n\n// GetOptimalDialogue 获取最佳对话\nfunc (s *NPCService) GetOptimalDialogue(npc *NPCAggregate, playerID string, context map[string]interface{}) *Dialogue {\n\tavailableDialogues := npc.GetAvailableDialogues(playerID)\n\n\t// 根据上下文选择最合适的对话\n\tfor _, dialogue := range availableDialogues {\n\t\tif s.isDialogueOptimal(dialogue, context) {\n\t\t\treturn dialogue\n\t\t}\n\t}\n\n\t// 返回默认对话\n\tif len(availableDialogues) > 0 {\n\t\treturn availableDialogues[0]\n\t}\n\n\treturn nil\n}\n\n// 私有方法\n\n// applyTemplate 应用模板\nfunc (s *NPCService) applyTemplate(npc *NPCAggregate, template *NPCTemplate) {\n\t// 设置属性\n\tattributes := npc.GetAttributes()\n\tattributes.SetLevel(template.Level)\n\tattributes.Strength = template.Attributes.Strength\n\tattributes.Agility = template.Attributes.Agility\n\tattributes.Intelligence = template.Attributes.Intelligence\n\tattributes.Charisma = template.Attributes.Charisma\n\tattributes.Luck = template.Attributes.Luck\n\tattributes.MoveSpeed = template.Attributes.MoveSpeed\n\tattributes.ViewRange = template.Attributes.ViewRange\n\tattributes.HearRange = template.Attributes.HearRange\n\n\t// 设置行为\n\tbehavior := npc.GetBehavior()\n\tbehavior.SetBehaviorType(template.DefaultBehavior)\n\tbehavior.MoveSpeed = template.Attributes.MoveSpeed\n\tbehavior.CanMove = template.CanMove\n\tbehavior.CanTalk = template.CanTalk\n\tbehavior.CanFight = template.CanFight\n\n\t// 设置巡逻点\n\tfor _, point := range template.PatrolPoints {\n\t\tbehavior.AddPatrolPoint(point)\n\t}\n}\n\n// generateDefaultDialogues 生成默认对话\nfunc (s *NPCService) generateDefaultDialogues(npcType NPCType) []*Dialogue {\n\tvar dialogues []*Dialogue\n\n\t// 生成问候对话\n\tif greeting, err := s.GenerateDialogue(DialogueTypeGreeting, npcType, nil); err == nil {\n\t\tdialogues = append(dialogues, greeting)\n\t}\n\n\t// 根据NPC类型生成特定对话\n\tswitch npcType {\n\tcase NPCTypeMerchant:\n\t\tif trade, err := s.GenerateDialogue(DialogueTypeTrade, npcType, nil); err == nil {\n\t\t\tdialogues = append(dialogues, trade)\n\t\t}\n\tcase NPCTypeQuestGiver:\n\t\tif quest, err := s.GenerateDialogue(DialogueTypeQuest, npcType, nil); err == nil {\n\t\t\tdialogues = append(dialogues, quest)\n\t\t}\n\tcase NPCTypeVillager:\n\t\tif info, err := s.GenerateDialogue(DialogueTypeInformation, npcType, nil); err == nil {\n\t\t\tdialogues = append(dialogues, info)\n\t\t}\n\t\tif rumor, err := s.GenerateDialogue(DialogueTypeRumor, npcType, nil); err == nil {\n\t\t\tdialogues = append(dialogues, rumor)\n\t\t}\n\t}\n\n\treturn dialogues\n}\n\n// generateDefaultQuests 生成默认任务\nfunc (s *NPCService) generateDefaultQuests(npcType NPCType) []*Quest {\n\tvar quests []*Quest\n\n\t// 根据NPC类型生成不同的任务\n\tswitch npcType {\n\tcase NPCTypeQuestGiver:\n\t\t// 生成各种类型的任务\n\t\tquestTypes := []QuestType{QuestTypeKill, QuestTypeCollect, QuestTypeDeliver}\n\t\tfor _, questType := range questTypes {\n\t\t\tif quest, err := s.GenerateQuest(questType, npcType, 1); err == nil {\n\t\t\t\tquests = append(quests, quest)\n\t\t\t}\n\t\t}\n\tcase NPCTypeVillager:\n\t\t// 生成简单任务\n\t\tif quest, err := s.GenerateQuest(QuestTypeTalk, npcType, 1); err == nil {\n\t\t\tquests = append(quests, quest)\n\t\t}\n\tcase NPCTypeGuard:\n\t\t// 生成巡逻或保护任务\n\t\tif quest, err := s.GenerateQuest(QuestTypeEscort, npcType, 1); err == nil {\n\t\t\tquests = append(quests, quest)\n\t\t}\n\t}\n\n\treturn quests\n}\n\n// createDefaultShop 创建默认商店\nfunc (s *NPCService) createDefaultShop(npcType NPCType, npcID string) *Shop {\n\tshopID := fmt.Sprintf(\"shop_%s_%s\", npcType.String(), npcID)\n\tshop := NewShop(shopID, fmt.Sprintf(\"%s商店\", npcType.String()), \"默认商店\")\n\n\t// 根据NPC类型添加商品\n\tswitch npcType {\n\tcase NPCTypeMerchant:\n\t\t// 添加一般商品\n\t\tshop.AddItem(NewShopItem(\"item_potion_health\", \"生命药水\", \"恢复生命值\", 50, 10))\n\t\tshop.AddItem(NewShopItem(\"item_potion_mana\", \"法力药水\", \"恢复法力值\", 30, 10))\n\tcase NPCTypeBlacksmith:\n\t\t// 添加武器装备\n\t\tshop.AddItem(NewShopItem(\"weapon_sword\", \"铁剑\", \"基础武器\", 100, 5))\n\t\tshop.AddItem(NewShopItem(\"armor_leather\", \"皮甲\", \"基础护甲\", 80, 5))\n\tcase NPCTypeInnkeeper:\n\t\t// 添加食物和住宿\n\t\tshop.AddItem(NewShopItem(\"food_bread\", \"面包\", \"基础食物\", 10, 20))\n\t\tshop.AddItem(NewShopItem(\"service_room\", \"房间\", \"住宿服务\", 25, 10))\n\t}\n\n\treturn shop\n}\n\n// filterAvailableOptions 过滤可用选项\nfunc (s *NPCService) filterAvailableOptions(options []*DialogueOption, playerID string) []*DialogueOption {\n\tvar available []*DialogueOption\n\tfor _, option := range options {\n\t\tif option.IsAvailable(playerID) {\n\t\t\tavailable = append(available, option)\n\t\t}\n\t}\n\treturn available\n}\n\n// isQuestRecommended 检查任务是否推荐\nfunc (s *NPCService) isQuestRecommended(quest *Quest, playerLevel int) bool {\n\t// 简单的推荐逻辑：任务类型和玩家等级匹配\n\tswitch quest.GetType() {\n\tcase QuestTypeDaily:\n\t\treturn true // 日常任务总是推荐\n\tcase QuestTypeKill, QuestTypeCollect:\n\t\treturn playerLevel >= 5 // 需要一定等级\n\tcase QuestTypeDeliver, QuestTypeTalk:\n\t\treturn playerLevel >= 1 // 低等级任务\n\tdefault:\n\t\treturn playerLevel >= 10 // 高等级任务\n\t}\n}\n\n// isDialogueOptimal 检查对话是否最佳\nfunc (s *NPCService) isDialogueOptimal(dialogue *Dialogue, context map[string]interface{}) bool {\n\t// 根据上下文判断对话是否合适\n\tif mood, exists := context[\"mood\"]; exists {\n\t\tif mood == \"friendly\" && dialogue.GetType() == DialogueTypeGreeting {\n\t\t\treturn true\n\t\t}\n\t\tif mood == \"business\" && dialogue.GetType() == DialogueTypeTrade {\n\t\t\treturn true\n\t\t}\n\t}\n\n\t// 默认返回false，使用第一个可用对话\n\treturn false\n}\n\n// initializeDefaultTemplates 初始化默认模板\nfunc (s *NPCService) initializeDefaultTemplates() {\n\t// 初始化NPC模板\n\ts.npcTemplates[NPCTypeVillager] = &NPCTemplate{\n\t\tLevel:           1,\n\t\tAttributes:      NewNPCAttributes(),\n\t\tDefaultBehavior: BehaviorTypeWander,\n\t\tCanMove:         true,\n\t\tCanTalk:         true,\n\t\tCanFight:        false,\n\t\tPatrolPoints:    make([]*Location, 0),\n\t}\n\n\ts.npcTemplates[NPCTypeMerchant] = &NPCTemplate{\n\t\tLevel:           5,\n\t\tAttributes:      NewNPCAttributes(),\n\t\tDefaultBehavior: BehaviorTypeStationary,\n\t\tCanMove:         false,\n\t\tCanTalk:         true,\n\t\tCanFight:        false,\n\t\tPatrolPoints:    make([]*Location, 0),\n\t}\n\n\ts.npcTemplates[NPCTypeGuard] = &NPCTemplate{\n\t\tLevel:           10,\n\t\tAttributes:      NewNPCAttributes(),\n\t\tDefaultBehavior: BehaviorTypePatrol,\n\t\tCanMove:         true,\n\t\tCanTalk:         true,\n\t\tCanFight:        true,\n\t\tPatrolPoints:    make([]*Location, 0),\n\t}\n\n\t// 初始化对话模板\n\ts.dialogueTemplates[DialogueTypeGreeting] = &DialogueTemplate{\n\t\tName:        \"问候\",\n\t\tDescription: \"基础问候对话\",\n\t\tNodes:       make([]*DialogueNodeTemplate, 0),\n\t}\n\n\ts.dialogueTemplates[DialogueTypeTrade] = &DialogueTemplate{\n\t\tName:        \"交易\",\n\t\tDescription: \"商店交易对话\",\n\t\tNodes:       make([]*DialogueNodeTemplate, 0),\n\t}\n\n\t// 初始化任务模板\n\ts.questTemplates[QuestTypeKill] = &QuestTemplate{\n\t\tName:        \"击杀任务\",\n\t\tDescription: \"击杀指定目标\",\n\t\tObjectives:  make([]*QuestObjectiveTemplate, 0),\n\t\tBaseReward:  NewQuestReward(),\n\t\tTimeLimit:   time.Hour * 24,\n\t\tRepeatable:  false,\n\t\tDailyReset:  false,\n\t}\n\n\ts.questTemplates[QuestTypeCollect] = &QuestTemplate{\n\t\tName:        \"收集任务\",\n\t\tDescription: \"收集指定物品\",\n\t\tObjectives:  make([]*QuestObjectiveTemplate, 0),\n\t\tBaseReward:  NewQuestReward(),\n\t\tTimeLimit:   time.Hour * 12,\n\t\tRepeatable:  true,\n\t\tDailyReset:  true,\n\t}\n}\n\n// initializeBehaviorRules 初始化行为规则\nfunc (s *NPCService) initializeBehaviorRules() {\n\ts.behaviorRules[BehaviorTypeIdle] = &BehaviorRule{\n\t\tType:        BehaviorTypeIdle,\n\t\tDescription: \"空闲行为\",\n\t\tApplyFunc: func(npc *NPCAggregate, deltaTime time.Duration) {\n\t\t\t// 空闲状态不需要特殊处理\n\t\t},\n\t}\n\n\ts.behaviorRules[BehaviorTypePatrol] = &BehaviorRule{\n\t\tType:        BehaviorTypePatrol,\n\t\tDescription: \"巡逻行为\",\n\t\tApplyFunc: func(npc *NPCAggregate, deltaTime time.Duration) {\n\t\t\tbehavior := npc.GetBehavior()\n\t\t\tbehavior.Update(deltaTime)\n\t\t},\n\t}\n\n\ts.behaviorRules[BehaviorTypeWander] = &BehaviorRule{\n\t\tType:        BehaviorTypeWander,\n\t\tDescription: \"漫游行为\",\n\t\tApplyFunc: func(npc *NPCAggregate, deltaTime time.Duration) {\n\t\t\tbehavior := npc.GetBehavior()\n\t\t\tbehavior.Update(deltaTime)\n\n\t\t\t// 随机移动逻辑\n\t\t\tif rand.Float64() < 0.1 { // 10%概率改变方向\n\t\t\t\tcurrentLocation := npc.GetLocation()\n\t\t\t\tnewX := currentLocation.X + (rand.Float64()-0.5)*10\n\t\t\t\tnewY := currentLocation.Y + (rand.Float64()-0.5)*10\n\t\t\t\tnewLocation := NewLocation(newX, newY, currentLocation.Z, currentLocation.Region, currentLocation.Zone)\n\t\t\t\tnpc.MoveTo(newLocation)\n\t\t\t}\n\t\t},\n\t}\n\n\ts.behaviorRules[BehaviorTypeStationary] = &BehaviorRule{\n\t\tType:        BehaviorTypeStationary,\n\t\tDescription: \"固定行为\",\n\t\tApplyFunc: func(npc *NPCAggregate, deltaTime time.Duration) {\n\t\t\t// 固定位置，不移动\n\t\t},\n\t}\n}\n\n// 辅助结构体\n\n// NPCTemplate NPC模板\ntype NPCTemplate struct {\n\tLevel           int\n\tAttributes      *NPCAttributes\n\tDefaultBehavior BehaviorType\n\tCanMove         bool\n\tCanTalk         bool\n\tCanFight        bool\n\tPatrolPoints    []*Location\n}\n\n// DialogueTemplate 对话模板\ntype DialogueTemplate struct {\n\tName        string\n\tDescription string\n\tNodes       []*DialogueNodeTemplate\n}\n\n// GenerateName 生成名称\nfunc (dt *DialogueTemplate) GenerateName(npcType NPCType, context map[string]interface{}) string {\n\treturn fmt.Sprintf(\"%s - %s\", dt.Name, npcType.String())\n}\n\n// GenerateDescription 生成描述\nfunc (dt *DialogueTemplate) GenerateDescription(npcType NPCType, context map[string]interface{}) string {\n\treturn fmt.Sprintf(\"%s (%s)\", dt.Description, npcType.String())\n}\n\n// GenerateNodes 生成节点\nfunc (dt *DialogueTemplate) GenerateNodes(npcType NPCType, context map[string]interface{}) []*DialogueNode {\n\tvar nodes []*DialogueNode\n\n\t// 根据模板生成节点\n\tfor i, nodeTemplate := range dt.Nodes {\n\t\tnodeID := fmt.Sprintf(\"node_%d\", i)\n\t\tnode := NewDialogueNode(nodeID, nodeTemplate.Text, nodeTemplate.Speaker)\n\t\tnodes = append(nodes, node)\n\t}\n\n\t// 如果没有模板节点，生成默认节点\n\tif len(nodes) == 0 {\n\t\tdefaultText := \"你好，我是NPC。\" // 默认文本\n\t\tdefaultNode := NewDialogueNode(\"node_0\", defaultText, \"NPC\")\n\t\tnodes = append(nodes, defaultNode)\n\t}\n\n\treturn nodes\n}\n\n// GenerateConditions 生成条件\nfunc (dt *DialogueTemplate) GenerateConditions(npcType NPCType, context map[string]interface{}) []*DialogueCondition {\n\t// 简化实现，返回空条件\n\treturn make([]*DialogueCondition, 0)\n}\n\n// GenerateReward 生成奖励\nfunc (dt *DialogueTemplate) GenerateReward(npcType NPCType, context map[string]interface{}) *DialogueReward {\n\t// 简化实现，返回nil\n\treturn nil\n}\n\n// getDefaultDialogueText 获取默认对话文本\nfunc (s *NPCService) getDefaultDialogueText(npcType NPCType) string {\n\tswitch npcType {\n\tcase NPCTypeVillager:\n\t\treturn \"你好，旅行者！欢迎来到我们的村庄。\"\n\tcase NPCTypeMerchant:\n\t\treturn \"欢迎光临！我这里有各种商品，看看有什么需要的吗？\"\n\tcase NPCTypeGuard:\n\t\treturn \"站住！请出示你的通行证。\"\n\tcase NPCTypeQuestGiver:\n\t\treturn \"勇敢的冒险者，我这里有个任务需要你的帮助。\"\n\tdefault:\n\t\treturn \"你好。\"\n\t}\n}\n\n// DialogueNodeTemplate 对话节点模板\ntype DialogueNodeTemplate struct {\n\tText    string\n\tSpeaker string\n\tOptions []*DialogueOptionTemplate\n}\n\n// DialogueOptionTemplate 对话选项模板\ntype DialogueOptionTemplate struct {\n\tText       string\n\tTargetNode string\n\tConditions []*DialogueCondition\n\tActions    []*DialogueAction\n}\n\n// QuestTemplate 任务模板\ntype QuestTemplate struct {\n\tName        string\n\tDescription string\n\tObjectives  []*QuestObjectiveTemplate\n\tBaseReward  *QuestReward\n\tTimeLimit   time.Duration\n\tRepeatable  bool\n\tDailyReset  bool\n}\n\n// GenerateName 生成名称\nfunc (qt *QuestTemplate) GenerateName(npcType NPCType, playerLevel int) string {\n\treturn fmt.Sprintf(\"%s (Lv.%d)\", qt.Name, playerLevel)\n}\n\n// GenerateDescription 生成描述\nfunc (qt *QuestTemplate) GenerateDescription(npcType NPCType, playerLevel int) string {\n\treturn fmt.Sprintf(\"%s - 适合等级 %d 的玩家\", qt.Description, playerLevel)\n}\n\n// GenerateObjectives 生成目标\nfunc (qt *QuestTemplate) GenerateObjectives(npcType NPCType, playerLevel int) []*QuestObjective {\n\tvar objectives []*QuestObjective\n\n\tfor i, objTemplate := range qt.Objectives {\n\t\tobjID := fmt.Sprintf(\"obj_%d\", i)\n\t\tobjective := NewQuestObjective(\n\t\t\tobjID,\n\t\t\tobjTemplate.Description,\n\t\t\tobjTemplate.Type,\n\t\t\tobjTemplate.Target,\n\t\t\tobjTemplate.Required,\n\t\t)\n\t\tobjectives = append(objectives, objective)\n\t}\n\n\treturn objectives\n}\n\n// GenerateReward 生成奖励\nfunc (qt *QuestTemplate) GenerateReward(npcType NPCType, playerLevel int) *QuestReward {\n\treward := NewQuestReward()\n\n\t// 根据玩家等级调整奖励\n\tmultiplier := float64(playerLevel)\n\treward.AddGold(int(float64(qt.BaseReward.gold) * multiplier))\n\treward.AddExperience(int(float64(qt.BaseReward.experience) * multiplier))\n\n\t// 复制物品奖励\n\tfor itemID, quantity := range qt.BaseReward.items {\n\t\treward.AddItem(itemID, quantity)\n\t}\n\n\treturn reward\n}\n\n// GeneratePrerequisites 生成前置条件\nfunc (qt *QuestTemplate) GeneratePrerequisites(npcType NPCType, playerLevel int) []*QuestPrerequisite {\n\t// 简化实现，返回空前置条件\n\treturn make([]*QuestPrerequisite, 0)\n}\n\n// GetTimeLimit 获取时间限制\nfunc (qt *QuestTemplate) GetTimeLimit(playerLevel int) time.Duration {\n\treturn qt.TimeLimit\n}\n\n// IsRepeatable 检查是否可重复\nfunc (qt *QuestTemplate) IsRepeatable() bool {\n\treturn qt.Repeatable\n}\n\n// IsDailyReset 检查是否每日重置\nfunc (qt *QuestTemplate) IsDailyReset() bool {\n\treturn qt.DailyReset\n}\n\n// QuestObjectiveTemplate 任务目标模板\ntype QuestObjectiveTemplate struct {\n\tDescription string\n\tType        ObjectiveType\n\tTarget      string\n\tRequired    int\n}\n\n// BehaviorRule 行为规则\ntype BehaviorRule struct {\n\tType        BehaviorType\n\tDescription string\n\tApplyFunc   func(*NPCAggregate, time.Duration)\n}\n\n// Apply 应用规则\nfunc (br *BehaviorRule) Apply(npc *NPCAggregate, deltaTime time.Duration) {\n\tif br.ApplyFunc != nil {\n\t\tbr.ApplyFunc(npc, deltaTime)\n\t}\n}\n\n// RelationshipRules 关系规则\ntype RelationshipRules struct {\n\trules map[string]*RelationshipRule\n}\n\n// NewRelationshipRules 创建关系规则\nfunc NewRelationshipRules() *RelationshipRules {\n\trules := &RelationshipRules{\n\t\trules: make(map[string]*RelationshipRule),\n\t}\n\n\t// 初始化默认规则\n\trules.rules[\"quest_complete\"] = &RelationshipRule{Action: \"quest_complete\", BaseChange: 10}\n\trules.rules[\"quest_fail\"] = &RelationshipRule{Action: \"quest_fail\", BaseChange: -5}\n\trules.rules[\"trade\"] = &RelationshipRule{Action: \"trade\", BaseChange: 1}\n\trules.rules[\"dialogue\"] = &RelationshipRule{Action: \"dialogue\", BaseChange: 1}\n\n\treturn rules\n}\n\n// CalculateChange 计算关系变化\nfunc (rr *RelationshipRules) CalculateChange(npcType NPCType, action string, context map[string]interface{}) int {\n\trule, exists := rr.rules[action]\n\tif !exists {\n\t\treturn 0\n\t}\n\n\tchange := rule.BaseChange\n\n\t// 根据NPC类型调整\n\tswitch npcType {\n\tcase NPCTypeMerchant:\n\t\tif action == \"trade\" {\n\t\t\tchange *= 2 // 商人更重视交易\n\t\t}\n\tcase NPCTypeQuestGiver:\n\t\tif action == \"quest_complete\" {\n\t\t\tchange *= 2 // 任务发布者更重视任务完成\n\t\t}\n\t}\n\n\treturn change\n}\n\n// RelationshipRule 关系规则\ntype RelationshipRule struct {\n\tAction     string\n\tBaseChange int\n}\n\n// AIEngine AI引擎\ntype AIEngine struct {\n\tresponseTemplates map[string][]string\n}\n\n// NewAIEngine 创建AI引擎\nfunc NewAIEngine() *AIEngine {\n\tengine := &AIEngine{\n\t\tresponseTemplates: make(map[string][]string),\n\t}\n\n\t// 初始化响应模板\n\tengine.responseTemplates[\"greeting\"] = []string{\n\t\t\"你好！\",\n\t\t\"欢迎！\",\n\t\t\"很高兴见到你！\",\n\t}\n\n\tengine.responseTemplates[\"farewell\"] = []string{\n\t\t\"再见！\",\n\t\t\"祝你好运！\",\n\t\t\"期待下次见面！\",\n\t}\n\n\treturn engine\n}\n\n// GenerateResponse 生成响应\nfunc (ai *AIEngine) GenerateResponse(npc *NPCAggregate, playerID string, input string) (string, error) {\n\t// 简化的AI响应逻辑\n\tif templates, exists := ai.responseTemplates[\"greeting\"]; exists {\n\t\tindex := rand.Intn(len(templates))\n\t\treturn templates[index], nil\n\t}\n\n\treturn \"我不明白你在说什么。\", nil\n}\n\n// StartDialogue 开始对话\nfunc (s *NPCService) StartDialogue(playerID string, npcAggregate *NPCAggregate) (*DialogueSession, error) {\n\t// 获取NPC的第一个对话\n\tdialogues := npcAggregate.dialogues\n\tif len(dialogues) == 0 {\n\t\treturn nil, fmt.Errorf(\"NPC has no dialogues\")\n\t}\n\n\t// 选择第一个对话\n\tvar firstDialogue *Dialogue\n\tfor _, d := range dialogues {\n\t\tif d.CanStart(playerID) {\n\t\t\tfirstDialogue = d\n\t\t\tbreak\n\t\t}\n\t}\n\n\tif firstDialogue == nil {\n\t\treturn nil, fmt.Errorf(\"no available dialogues for player\")\n\t}\n\n\t// 创建对话会话\n\tsession, err := npcAggregate.StartDialogue(firstDialogue.GetID(), playerID)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\treturn session, nil\n}\n\n// ProcessDialogueChoice 处理对话选择\nfunc (s *NPCService) ProcessDialogueChoice(session *DialogueSession, choiceID int) (*DialogueResponse, error) {\n\t// 简化实现：返回一个响应\n\tresponse := &DialogueResponse{\n\t\tNPCID:       session.GetNPCID(),\n\t\tDialogueID:  session.GetDialogueID(),\n\t\tNodeID:      session.GetCurrentNodeID(),\n\t\tText:        \"谢谢你的选择。\",\n\t\tOptions:     make([]*DialogueOption, 0),\n\t\tCanContinue: false,\n\t\tCompleted:   true,\n\t}\n\n\treturn response, nil\n}\n\n// EndDialogue 结束对话\nfunc (s *NPCService) EndDialogue(session *DialogueSession) error {\n\tsession.End()\n\treturn nil\n}\n\n// IsQuestAvailable 检查任务是否可用\nfunc (s *NPCService) IsQuestAvailable(playerID string, quest *Quest) bool {\n\treturn quest.CanAccept(playerID)\n}\n\n// AcceptQuest 接受任务\nfunc (s *NPCService) AcceptQuest(playerID string, quest *Quest) (*QuestInstance, error) {\n\tif !quest.CanAccept(playerID) {\n\t\treturn nil, fmt.Errorf(\"quest not available\")\n\t}\n\n\tinstance := NewQuestInstance(quest.GetID(), playerID, \"\")\n\treturn instance, nil\n}\n\n// CompleteQuest 完成任务\nfunc (s *NPCService) CompleteQuest(questInstance *QuestInstance) (*QuestReward, error) {\n\tif questInstance.GetStatus() != QuestStatusCompleted {\n\t\treturn nil, fmt.Errorf(\"quest not completed\")\n\t}\n\n\treward := NewQuestReward()\n\treward.AddGold(100)\n\treward.AddExperience(50)\n\n\treturn reward, nil\n}\n\n// BuyItem 购买物品\nfunc (s *NPCService) BuyItem(playerID string, shop *Shop, itemID string, quantity int) (interface{}, error) {\n\t// 简化实现\n\tresult := map[string]interface{}{\n\t\t\"success\":  true,\n\t\t\"itemID\":   itemID,\n\t\t\"quantity\": quantity,\n\t}\n\treturn result, nil\n}\n\n// DialogueResponse 对话响应\ntype DialogueResponse struct {\n\tNPCID       string\n\tDialogueID  string\n\tNodeID      string\n\tText        string\n\tSpeaker     string\n\tOptions     []*DialogueOption\n\tCanContinue bool\n\tCompleted   bool\n}\n\n// GetNodeID 获取节点ID\nfunc (dr *DialogueResponse) GetNodeID() string {\n\treturn dr.NodeID\n}\n\n// GetText 获取文本\nfunc (dr *DialogueResponse) GetText() string {\n\treturn dr.Text\n}\n\n// GetChoices 获取选项\nfunc (dr *DialogueResponse) GetChoices() []*DialogueOption {\n\treturn dr.Options\n}\n"
  },
  {
    "path": "internal/domain/npc/value_object.go",
    "content": "package npc\n\nimport (\n\t\"math\"\n\t\"time\"\n)\n\n// NPCType NPC类型\ntype NPCType int\n\nconst (\n\tNPCTypeVillager   NPCType = iota + 1 // 村民\n\tNPCTypeMerchant                      // 商人\n\tNPCTypeGuard                         // 守卫\n\tNPCTypeQuestGiver                    // 任务发布者\n\tNPCTypeTrainer                       // 训练师\n\tNPCTypeBlacksmith                    // 铁匠\n\tNPCTypeInnkeeper                     // 旅店老板\n\tNPCTypeLibrarian                     // 图书管理员\n\tNPCTypeHealer                        // 治疗师\n\tNPCTypeBanker                        // 银行家\n\tNPCTypeSpecial                       // 特殊NPC\n)\n\n// String 返回类型字符串\nfunc (nt NPCType) String() string {\n\tswitch nt {\n\tcase NPCTypeVillager:\n\t\treturn \"villager\"\n\tcase NPCTypeMerchant:\n\t\treturn \"merchant\"\n\tcase NPCTypeGuard:\n\t\treturn \"guard\"\n\tcase NPCTypeQuestGiver:\n\t\treturn \"quest_giver\"\n\tcase NPCTypeTrainer:\n\t\treturn \"trainer\"\n\tcase NPCTypeBlacksmith:\n\t\treturn \"blacksmith\"\n\tcase NPCTypeInnkeeper:\n\t\treturn \"innkeeper\"\n\tcase NPCTypeLibrarian:\n\t\treturn \"librarian\"\n\tcase NPCTypeHealer:\n\t\treturn \"healer\"\n\tcase NPCTypeBanker:\n\t\treturn \"banker\"\n\tcase NPCTypeSpecial:\n\t\treturn \"special\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查类型是否有效\nfunc (nt NPCType) IsValid() bool {\n\treturn nt >= NPCTypeVillager && nt <= NPCTypeSpecial\n}\n\n// CanHaveShop 检查是否可以拥有商店\nfunc (nt NPCType) CanHaveShop() bool {\n\tswitch nt {\n\tcase NPCTypeMerchant, NPCTypeBlacksmith, NPCTypeInnkeeper, NPCTypeBanker:\n\t\treturn true\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// CanGiveQuests 检查是否可以发布任务\nfunc (nt NPCType) CanGiveQuests() bool {\n\tswitch nt {\n\tcase NPCTypeQuestGiver, NPCTypeVillager, NPCTypeGuard, NPCTypeSpecial:\n\t\treturn true\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// GetDefaultBehavior 获取默认行为\nfunc (nt NPCType) GetDefaultBehavior() BehaviorType {\n\tswitch nt {\n\tcase NPCTypeGuard:\n\t\treturn BehaviorTypePatrol\n\tcase NPCTypeMerchant, NPCTypeBlacksmith, NPCTypeInnkeeper:\n\t\treturn BehaviorTypeStationary\n\tcase NPCTypeVillager:\n\t\treturn BehaviorTypeWander\n\tdefault:\n\t\treturn BehaviorTypeIdle\n\t}\n}\n\n// NPCStatus NPC状态\ntype NPCStatus int\n\nconst (\n\tNPCStatusActive   NPCStatus = iota + 1 // 激活\n\tNPCStatusInactive                      // 未激活\n\tNPCStatusHidden                        // 隐藏\n\tNPCStatusBusy                          // 忙碌\n\tNPCStatusSleeping                      // 睡眠\n\tNPCStatusDead                          // 死亡\n)\n\n// String 返回状态字符串\nfunc (ns NPCStatus) String() string {\n\tswitch ns {\n\tcase NPCStatusActive:\n\t\treturn \"active\"\n\tcase NPCStatusInactive:\n\t\treturn \"inactive\"\n\tcase NPCStatusHidden:\n\t\treturn \"hidden\"\n\tcase NPCStatusBusy:\n\t\treturn \"busy\"\n\tcase NPCStatusSleeping:\n\t\treturn \"sleeping\"\n\tcase NPCStatusDead:\n\t\treturn \"dead\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查状态是否有效\nfunc (ns NPCStatus) IsValid() bool {\n\treturn ns >= NPCStatusActive && ns <= NPCStatusDead\n}\n\n// CanInteract 检查是否可以交互\nfunc (ns NPCStatus) CanInteract() bool {\n\treturn ns == NPCStatusActive\n}\n\n// IsVisible 检查是否可见\nfunc (ns NPCStatus) IsVisible() bool {\n\treturn ns != NPCStatusHidden && ns != NPCStatusDead\n}\n\n// Location 位置值对象\ntype Location struct {\n\tX      float64\n\tY      float64\n\tZ      float64\n\tRegion string\n\tZone   string\n}\n\n// NewLocation 创建位置\nfunc NewLocation(x, y, z float64, region, zone string) *Location {\n\treturn &Location{\n\t\tX:      x,\n\t\tY:      y,\n\t\tZ:      z,\n\t\tRegion: region,\n\t\tZone:   zone,\n\t}\n}\n\n// DistanceTo 计算到另一个位置的距离\nfunc (l *Location) DistanceTo(other *Location) float64 {\n\tdx := l.X - other.X\n\tdy := l.Y - other.Y\n\tdz := l.Z - other.Z\n\treturn math.Sqrt(dx*dx + dy*dy + dz*dz)\n}\n\n// IsWithinRange 检查是否在指定范围内\nfunc (l *Location) IsWithinRange(other *Location, range_ float64) bool {\n\treturn l.DistanceTo(other) <= range_\n}\n\n// MoveTo 移动到指定位置\nfunc (l *Location) MoveTo(x, y, z float64) {\n\tl.X = x\n\tl.Y = y\n\tl.Z = z\n}\n\n// ToMap 转换为映射\nfunc (l *Location) ToMap() map[string]interface{} {\n\treturn map[string]interface{}{\n\t\t\"x\":      l.X,\n\t\t\"y\":      l.Y,\n\t\t\"z\":      l.Z,\n\t\t\"region\": l.Region,\n\t\t\"zone\":   l.Zone,\n\t}\n}\n\n// GetX 获取X坐标\nfunc (l *Location) GetX() float64 {\n\treturn l.X\n}\n\n// GetY 获取Y坐标\nfunc (l *Location) GetY() float64 {\n\treturn l.Y\n}\n\n// GetZ 获取Z坐标\nfunc (l *Location) GetZ() float64 {\n\treturn l.Z\n}\n\n// GetRegion 获取区域\nfunc (l *Location) GetRegion() string {\n\treturn l.Region\n}\n\n// GetZone 获取区域\nfunc (l *Location) GetZone() string {\n\treturn l.Zone\n}\n\n// NPCAttributes NPC属性值对象\ntype NPCAttributes struct {\n\tLevel        int\n\tHealth       int\n\tMaxHealth    int\n\tMana         int\n\tMaxMana      int\n\tStrength     int\n\tAgility      int\n\tIntelligence int\n\tCharisma     int\n\tLuck         int\n\tMoveSpeed    float64\n\tViewRange    float64\n\tHearRange    float64\n}\n\n// NewNPCAttributes 创建NPC属性\nfunc NewNPCAttributes() *NPCAttributes {\n\treturn &NPCAttributes{\n\t\tLevel:        1,\n\t\tHealth:       100,\n\t\tMaxHealth:    100,\n\t\tMana:         50,\n\t\tMaxMana:      50,\n\t\tStrength:     10,\n\t\tAgility:      10,\n\t\tIntelligence: 10,\n\t\tCharisma:     10,\n\t\tLuck:         10,\n\t\tMoveSpeed:    1.0,\n\t\tViewRange:    10.0,\n\t\tHearRange:    5.0,\n\t}\n}\n\n// SetLevel 设置等级\nfunc (na *NPCAttributes) SetLevel(level int) {\n\tna.Level = level\n\t// 根据等级调整其他属性\n\tna.MaxHealth = 100 + (level-1)*20\n\tna.Health = na.MaxHealth\n\tna.MaxMana = 50 + (level-1)*10\n\tna.Mana = na.MaxMana\n}\n\n// Heal 治疗\nfunc (na *NPCAttributes) Heal(amount int) {\n\tna.Health += amount\n\tif na.Health > na.MaxHealth {\n\t\tna.Health = na.MaxHealth\n\t}\n}\n\n// TakeDamage 受到伤害\nfunc (na *NPCAttributes) TakeDamage(damage int) {\n\tna.Health -= damage\n\tif na.Health < 0 {\n\t\tna.Health = 0\n\t}\n}\n\n// IsAlive 检查是否存活\nfunc (na *NPCAttributes) IsAlive() bool {\n\treturn na.Health > 0\n}\n\n// GetHealthPercentage 获取生命值百分比\nfunc (na *NPCAttributes) GetHealthPercentage() float64 {\n\tif na.MaxHealth == 0 {\n\t\treturn 0\n\t}\n\treturn float64(na.Health) / float64(na.MaxHealth)\n}\n\n// GetManaPercentage 获取法力值百分比\nfunc (na *NPCAttributes) GetManaPercentage() float64 {\n\tif na.MaxMana == 0 {\n\t\treturn 0\n\t}\n\treturn float64(na.Mana) / float64(na.MaxMana)\n}\n\n// ToMap 转换为映射\nfunc (na *NPCAttributes) ToMap() map[string]interface{} {\n\treturn map[string]interface{}{\n\t\t\"level\":        na.Level,\n\t\t\"health\":       na.Health,\n\t\t\"max_health\":   na.MaxHealth,\n\t\t\"mana\":         na.Mana,\n\t\t\"max_mana\":     na.MaxMana,\n\t\t\"strength\":     na.Strength,\n\t\t\"agility\":      na.Agility,\n\t\t\"intelligence\": na.Intelligence,\n\t\t\"charisma\":     na.Charisma,\n\t\t\"luck\":         na.Luck,\n\t\t\"move_speed\":   na.MoveSpeed,\n\t\t\"view_range\":   na.ViewRange,\n\t\t\"hear_range\":   na.HearRange,\n\t}\n}\n\n// GetLevel 获取等级\nfunc (na *NPCAttributes) GetLevel() int {\n\treturn na.Level\n}\n\n// GetHealth 获取生命值\nfunc (na *NPCAttributes) GetHealth() int {\n\treturn na.Health\n}\n\n// GetMaxHealth 获取最大生命值\nfunc (na *NPCAttributes) GetMaxHealth() int {\n\treturn na.MaxHealth\n}\n\n// GetAttack 获取攻击力\nfunc (na *NPCAttributes) GetAttack() int {\n\treturn na.Strength\n}\n\n// GetDefense 获取防御力\nfunc (na *NPCAttributes) GetDefense() int {\n\treturn na.Agility\n}\n\n// GetSpeed 获取速度\nfunc (na *NPCAttributes) GetSpeed() float64 {\n\treturn na.MoveSpeed\n}\n\n// GetIntelligence 获取智力\nfunc (na *NPCAttributes) GetIntelligence() int {\n\treturn na.Intelligence\n}\n\n// NPCBehavior NPC行为值对象\ntype NPCBehavior struct {\n\tType         BehaviorType\n\tState        BehaviorState\n\tPatrolPoints []*Location\n\tCurrentPoint int\n\tTarget       *Location\n\tMoveSpeed    float64\n\tPauseTime    time.Duration\n\tLastMove     time.Time\n\tCanMove      bool\n\tCanTalk      bool\n\tCanFight     bool\n}\n\n// NewNPCBehavior 创建NPC行为\nfunc NewNPCBehavior() *NPCBehavior {\n\treturn &NPCBehavior{\n\t\tType:         BehaviorTypeIdle,\n\t\tState:        BehaviorStateIdle,\n\t\tPatrolPoints: make([]*Location, 0),\n\t\tMoveSpeed:    1.0,\n\t\tPauseTime:    time.Second * 3,\n\t\tLastMove:     time.Now(),\n\t\tCanMove:      true,\n\t\tCanTalk:      true,\n\t\tCanFight:     false,\n\t}\n}\n\n// SetBehaviorType 设置行为类型\nfunc (nb *NPCBehavior) SetBehaviorType(behaviorType BehaviorType) {\n\tnb.Type = behaviorType\n\tnb.State = BehaviorStateIdle\n}\n\n// AddPatrolPoint 添加巡逻点\nfunc (nb *NPCBehavior) AddPatrolPoint(location *Location) {\n\tnb.PatrolPoints = append(nb.PatrolPoints, location)\n}\n\n// GetNextPatrolPoint 获取下一个巡逻点\nfunc (nb *NPCBehavior) GetNextPatrolPoint() *Location {\n\tif len(nb.PatrolPoints) == 0 {\n\t\treturn nil\n\t}\n\n\tnb.CurrentPoint = (nb.CurrentPoint + 1) % len(nb.PatrolPoints)\n\treturn nb.PatrolPoints[nb.CurrentPoint]\n}\n\n// SetTarget 设置目标\nfunc (nb *NPCBehavior) SetTarget(target *Location) {\n\tnb.Target = target\n\tnb.State = BehaviorStateMoving\n}\n\n// ClearTarget 清除目标\nfunc (nb *NPCBehavior) ClearTarget() {\n\tnb.Target = nil\n\tnb.State = BehaviorStateIdle\n}\n\n// CanMoveNow 检查是否可以移动\nfunc (nb *NPCBehavior) CanMoveNow() bool {\n\treturn nb.CanMove && nb.State != BehaviorStatePaused\n}\n\n// Update 更新行为\nfunc (nb *NPCBehavior) Update(deltaTime time.Duration) {\n\tswitch nb.Type {\n\tcase BehaviorTypePatrol:\n\t\tnb.updatePatrol(deltaTime)\n\tcase BehaviorTypeWander:\n\t\tnb.updateWander(deltaTime)\n\tcase BehaviorTypeFollow:\n\t\tnb.updateFollow(deltaTime)\n\tdefault:\n\t\tnb.updateIdle(deltaTime)\n\t}\n}\n\n// updatePatrol 更新巡逻行为\nfunc (nb *NPCBehavior) updatePatrol(deltaTime time.Duration) {\n\tif len(nb.PatrolPoints) == 0 {\n\t\treturn\n\t}\n\n\tswitch nb.State {\n\tcase BehaviorStateIdle:\n\t\tif time.Since(nb.LastMove) >= nb.PauseTime {\n\t\t\tnb.SetTarget(nb.GetNextPatrolPoint())\n\t\t}\n\tcase BehaviorStateMoving:\n\t\t// 移动逻辑在这里实现\n\t\tnb.LastMove = time.Now()\n\t}\n}\n\n// updateWander 更新漫游行为\nfunc (nb *NPCBehavior) updateWander(deltaTime time.Duration) {\n\t// 简化的漫游逻辑\n\tif nb.State == BehaviorStateIdle && time.Since(nb.LastMove) >= nb.PauseTime {\n\t\t// 随机选择一个方向移动\n\t\tnb.State = BehaviorStateMoving\n\t\tnb.LastMove = time.Now()\n\t}\n}\n\n// updateFollow 更新跟随行为\nfunc (nb *NPCBehavior) updateFollow(deltaTime time.Duration) {\n\t// 跟随目标的逻辑\n\tif nb.Target != nil {\n\t\tnb.State = BehaviorStateMoving\n\t}\n}\n\n// updateIdle 更新空闲行为\nfunc (nb *NPCBehavior) updateIdle(deltaTime time.Duration) {\n\t// 空闲状态不需要特殊处理\n}\n\n// GetCurrentAction 获取当前动作\nfunc (nb *NPCBehavior) GetCurrentAction() BehaviorType {\n\treturn nb.Type\n}\n\n// GetNextAction 获取下一个动作\nfunc (nb *NPCBehavior) GetNextAction() BehaviorType {\n\treturn nb.Type\n}\n\n// GetCooldown 获取冷却时间\nfunc (nb *NPCBehavior) GetCooldown() time.Duration {\n\treturn nb.PauseTime\n}\n\n// IsActive 是否激活\nfunc (nb *NPCBehavior) IsActive() bool {\n\treturn nb.State != BehaviorStateIdle && nb.State != BehaviorStatePaused\n}\n\n// BehaviorType 行为类型\ntype BehaviorType int\n\nconst (\n\tBehaviorTypeIdle       BehaviorType = iota + 1 // 空闲\n\tBehaviorTypePatrol                             // 巡逻\n\tBehaviorTypeWander                             // 漫游\n\tBehaviorTypeFollow                             // 跟随\n\tBehaviorTypeStationary                         // 固定\n\tBehaviorTypeAggressive                         // 攻击性\n\tBehaviorTypeDefensive                          // 防御性\n)\n\n// String 返回行为类型字符串\nfunc (bt BehaviorType) String() string {\n\tswitch bt {\n\tcase BehaviorTypeIdle:\n\t\treturn \"idle\"\n\tcase BehaviorTypePatrol:\n\t\treturn \"patrol\"\n\tcase BehaviorTypeWander:\n\t\treturn \"wander\"\n\tcase BehaviorTypeFollow:\n\t\treturn \"follow\"\n\tcase BehaviorTypeStationary:\n\t\treturn \"stationary\"\n\tcase BehaviorTypeAggressive:\n\t\treturn \"aggressive\"\n\tcase BehaviorTypeDefensive:\n\t\treturn \"defensive\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// BehaviorState 行为状态\ntype BehaviorState int\n\nconst (\n\tBehaviorStateIdle    BehaviorState = iota + 1 // 空闲\n\tBehaviorStateMoving                           // 移动中\n\tBehaviorStatePaused                           // 暂停\n\tBehaviorStateWaiting                          // 等待\n\tBehaviorStateActing                           // 执行动作\n)\n\n// String 返回行为状态字符串\nfunc (bs BehaviorState) String() string {\n\tswitch bs {\n\tcase BehaviorStateIdle:\n\t\treturn \"idle\"\n\tcase BehaviorStateMoving:\n\t\treturn \"moving\"\n\tcase BehaviorStatePaused:\n\t\treturn \"paused\"\n\tcase BehaviorStateWaiting:\n\t\treturn \"waiting\"\n\tcase BehaviorStateActing:\n\t\treturn \"acting\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// Relationship 关系值对象\ntype Relationship struct {\n\tPlayerID  string\n\tNPCID     string\n\tValue     int\n\tLevel     RelationshipLevel\n\tHistory   []*RelationshipEvent\n\tCreatedAt time.Time\n\tUpdatedAt time.Time\n}\n\n// NewRelationship 创建关系\nfunc NewRelationship(playerID, npcID string) *Relationship {\n\tnow := time.Now()\n\treturn &Relationship{\n\t\tPlayerID:  playerID,\n\t\tNPCID:     npcID,\n\t\tValue:     0,\n\t\tLevel:     RelationshipLevelNeutral,\n\t\tHistory:   make([]*RelationshipEvent, 0),\n\t\tCreatedAt: now,\n\t\tUpdatedAt: now,\n\t}\n}\n\n// GetValue 获取关系值\nfunc (r *Relationship) GetValue() int {\n\treturn r.Value\n}\n\n// GetLevel 获取关系等级\nfunc (r *Relationship) GetLevel() RelationshipLevel {\n\treturn r.Level\n}\n\n// ChangeValue 改变关系值\nfunc (r *Relationship) ChangeValue(change int, reason string) error {\n\toldValue := r.Value\n\toldLevel := r.Level\n\n\tr.Value += change\n\n\t// 限制关系值范围\n\tif r.Value > 1000 {\n\t\tr.Value = 1000\n\t} else if r.Value < -1000 {\n\t\tr.Value = -1000\n\t}\n\n\t// 更新关系等级\n\tr.updateLevel()\n\n\t// 记录历史\n\tevent := &RelationshipEvent{\n\t\tReason:    reason,\n\t\tChange:    change,\n\t\tOldValue:  oldValue,\n\t\tNewValue:  r.Value,\n\t\tOldLevel:  oldLevel,\n\t\tNewLevel:  r.Level,\n\t\tTimestamp: time.Now(),\n\t}\n\tr.History = append(r.History, event)\n\n\tr.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// updateLevel 更新关系等级\nfunc (r *Relationship) updateLevel() {\n\tswitch {\n\tcase r.Value >= 500:\n\t\tr.Level = RelationshipLevelRevered\n\tcase r.Value >= 200:\n\t\tr.Level = RelationshipLevelFriendly\n\tcase r.Value >= 50:\n\t\tr.Level = RelationshipLevelLiked\n\tcase r.Value >= -50:\n\t\tr.Level = RelationshipLevelNeutral\n\tcase r.Value >= -200:\n\t\tr.Level = RelationshipLevelDisliked\n\tcase r.Value >= -500:\n\t\tr.Level = RelationshipLevelUnfriendly\n\tdefault:\n\t\tr.Level = RelationshipLevelHostile\n\t}\n}\n\n// GetRecentHistory 获取最近的历史记录\nfunc (r *Relationship) GetRecentHistory(limit int) []*RelationshipEvent {\n\tif len(r.History) <= limit {\n\t\treturn r.History\n\t}\n\treturn r.History[len(r.History)-limit:]\n}\n\n// RelationshipLevel 关系等级\ntype RelationshipLevel int\n\nconst (\n\tRelationshipLevelHostile    RelationshipLevel = iota + 1 // 敌对\n\tRelationshipLevelUnfriendly                              // 不友好\n\tRelationshipLevelDisliked                                // 不喜欢\n\tRelationshipLevelNeutral                                 // 中立\n\tRelationshipLevelLiked                                   // 喜欢\n\tRelationshipLevelFriendly                                // 友好\n\tRelationshipLevelRevered                                 // 崇敬\n)\n\n// String 返回关系等级字符串\nfunc (rl RelationshipLevel) String() string {\n\tswitch rl {\n\tcase RelationshipLevelHostile:\n\t\treturn \"hostile\"\n\tcase RelationshipLevelUnfriendly:\n\t\treturn \"unfriendly\"\n\tcase RelationshipLevelDisliked:\n\t\treturn \"disliked\"\n\tcase RelationshipLevelNeutral:\n\t\treturn \"neutral\"\n\tcase RelationshipLevelLiked:\n\t\treturn \"liked\"\n\tcase RelationshipLevelFriendly:\n\t\treturn \"friendly\"\n\tcase RelationshipLevelRevered:\n\t\treturn \"revered\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetColor 获取关系等级颜色\nfunc (rl RelationshipLevel) GetColor() string {\n\tswitch rl {\n\tcase RelationshipLevelHostile:\n\t\treturn \"red\"\n\tcase RelationshipLevelUnfriendly:\n\t\treturn \"orange\"\n\tcase RelationshipLevelDisliked:\n\t\treturn \"yellow\"\n\tcase RelationshipLevelNeutral:\n\t\treturn \"white\"\n\tcase RelationshipLevelLiked:\n\t\treturn \"lightgreen\"\n\tcase RelationshipLevelFriendly:\n\t\treturn \"green\"\n\tcase RelationshipLevelRevered:\n\t\treturn \"gold\"\n\tdefault:\n\t\treturn \"gray\"\n\t}\n}\n\n// RelationshipEvent 关系事件\ntype RelationshipEvent struct {\n\tReason    string\n\tChange    int\n\tOldValue  int\n\tNewValue  int\n\tOldLevel  RelationshipLevel\n\tNewLevel  RelationshipLevel\n\tTimestamp time.Time\n}\n\n// RelationshipChangeType 关系变更类型\ntype RelationshipChangeType int\n\nconst (\n\tRelationshipChangeTypeIncrease RelationshipChangeType = iota + 1 // 增加\n\tRelationshipChangeTypeDecrease                                   // 减少\n\tRelationshipChangeTypeReset                                      // 重置\n\tRelationshipChangeTypeSet                                        // 设置\n)\n\n// String 返回变更类型字符串\nfunc (rct RelationshipChangeType) String() string {\n\tswitch rct {\n\tcase RelationshipChangeTypeIncrease:\n\t\treturn \"increase\"\n\tcase RelationshipChangeTypeDecrease:\n\t\treturn \"decrease\"\n\tcase RelationshipChangeTypeReset:\n\t\treturn \"reset\"\n\tcase RelationshipChangeTypeSet:\n\t\treturn \"set\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// NPCSchedule NPC日程值对象\ntype NPCSchedule struct {\n\tScheduleItems []*ScheduleItem\n\tCurrentItem   *ScheduleItem\n\tTimeZone      string\n}\n\n// NewNPCSchedule 创建NPC日程\nfunc NewNPCSchedule() *NPCSchedule {\n\treturn &NPCSchedule{\n\t\tScheduleItems: make([]*ScheduleItem, 0),\n\t\tTimeZone:      \"UTC\",\n\t}\n}\n\n// AddScheduleItem 添加日程项\nfunc (ns *NPCSchedule) AddScheduleItem(item *ScheduleItem) {\n\tns.ScheduleItems = append(ns.ScheduleItems, item)\n}\n\n// GetCurrentItem 获取当前日程项\nfunc (ns *NPCSchedule) GetCurrentItem(currentTime time.Time) *ScheduleItem {\n\tfor _, item := range ns.ScheduleItems {\n\t\tif item.IsActive(currentTime) {\n\t\t\treturn item\n\t\t}\n\t}\n\treturn nil\n}\n\n// Update 更新日程\nfunc (ns *NPCSchedule) Update(currentTime time.Time) {\n\tns.CurrentItem = ns.GetCurrentItem(currentTime)\n}\n\n// ScheduleItem 日程项\ntype ScheduleItem struct {\n\tID          string\n\tName        string\n\tDescription string\n\tStartTime   time.Time\n\tEndTime     time.Time\n\tDayOfWeek   []time.Weekday\n\tLocation    *Location\n\tBehavior    BehaviorType\n\tActions     []string\n\tPriority    int\n}\n\n// NewScheduleItem 创建日程项\nfunc NewScheduleItem(id, name, description string, startTime, endTime time.Time) *ScheduleItem {\n\treturn &ScheduleItem{\n\t\tID:          id,\n\t\tName:        name,\n\t\tDescription: description,\n\t\tStartTime:   startTime,\n\t\tEndTime:     endTime,\n\t\tDayOfWeek:   make([]time.Weekday, 0),\n\t\tActions:     make([]string, 0),\n\t\tPriority:    1,\n\t}\n}\n\n// IsActive 检查是否激活\nfunc (si *ScheduleItem) IsActive(currentTime time.Time) bool {\n\t// 检查星期几\n\tif len(si.DayOfWeek) > 0 {\n\t\tcurrentWeekday := currentTime.Weekday()\n\t\tfound := false\n\t\tfor _, weekday := range si.DayOfWeek {\n\t\t\tif weekday == currentWeekday {\n\t\t\t\tfound = true\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\t\tif !found {\n\t\t\treturn false\n\t\t}\n\t}\n\n\t// 检查时间范围\n\tcurrentHour := currentTime.Hour()\n\tcurrentMinute := currentTime.Minute()\n\tcurrentTimeOfDay := currentHour*60 + currentMinute\n\n\tstartTimeOfDay := si.StartTime.Hour()*60 + si.StartTime.Minute()\n\tendTimeOfDay := si.EndTime.Hour()*60 + si.EndTime.Minute()\n\n\treturn currentTimeOfDay >= startTimeOfDay && currentTimeOfDay <= endTimeOfDay\n}\n\n// AddDayOfWeek 添加星期几\nfunc (si *ScheduleItem) AddDayOfWeek(weekday time.Weekday) {\n\tsi.DayOfWeek = append(si.DayOfWeek, weekday)\n}\n\n// AddAction 添加动作\nfunc (si *ScheduleItem) AddAction(action string) {\n\tsi.Actions = append(si.Actions, action)\n}\n\n// ShopSchedule 商店日程值对象\ntype ShopSchedule struct {\n\tOpenTime     time.Time\n\tCloseTime    time.Time\n\tDaysOpen     []time.Weekday\n\tHolidays     []time.Time\n\tSpecialHours map[string]*SpecialHours\n}\n\n// NewShopSchedule 创建商店日程\nfunc NewShopSchedule() *ShopSchedule {\n\treturn &ShopSchedule{\n\t\tOpenTime:     time.Date(0, 1, 1, 9, 0, 0, 0, time.UTC),  // 9:00 AM\n\t\tCloseTime:    time.Date(0, 1, 1, 18, 0, 0, 0, time.UTC), // 6:00 PM\n\t\tDaysOpen:     []time.Weekday{time.Monday, time.Tuesday, time.Wednesday, time.Thursday, time.Friday},\n\t\tHolidays:     make([]time.Time, 0),\n\t\tSpecialHours: make(map[string]*SpecialHours),\n\t}\n}\n\n// IsOpen 检查是否开放\nfunc (ss *ShopSchedule) IsOpen(currentTime time.Time) bool {\n\t// 检查是否为假日\n\tfor _, holiday := range ss.Holidays {\n\t\tif currentTime.YearDay() == holiday.YearDay() && currentTime.Year() == holiday.Year() {\n\t\t\treturn false\n\t\t}\n\t}\n\n\t// 检查特殊时间\n\tdateKey := currentTime.Format(\"2006-01-02\")\n\tif specialHours, exists := ss.SpecialHours[dateKey]; exists {\n\t\treturn specialHours.IsOpen(currentTime)\n\t}\n\n\t// 检查星期几\n\tcurrentWeekday := currentTime.Weekday()\n\tfound := false\n\tfor _, weekday := range ss.DaysOpen {\n\t\tif weekday == currentWeekday {\n\t\t\tfound = true\n\t\t\tbreak\n\t\t}\n\t}\n\tif !found {\n\t\treturn false\n\t}\n\n\t// 检查营业时间\n\tcurrentHour := currentTime.Hour()\n\tcurrentMinute := currentTime.Minute()\n\tcurrentTimeOfDay := currentHour*60 + currentMinute\n\n\topenTimeOfDay := ss.OpenTime.Hour()*60 + ss.OpenTime.Minute()\n\tcloseTimeOfDay := ss.CloseTime.Hour()*60 + ss.CloseTime.Minute()\n\n\treturn currentTimeOfDay >= openTimeOfDay && currentTimeOfDay <= closeTimeOfDay\n}\n\n// AddHoliday 添加假日\nfunc (ss *ShopSchedule) AddHoliday(holiday time.Time) {\n\tss.Holidays = append(ss.Holidays, holiday)\n}\n\n// SetSpecialHours 设置特殊时间\nfunc (ss *ShopSchedule) SetSpecialHours(date string, specialHours *SpecialHours) {\n\tss.SpecialHours[date] = specialHours\n}\n\n// SpecialHours 特殊时间\ntype SpecialHours struct {\n\tOpenTime  time.Time\n\tCloseTime time.Time\n\tClosed    bool\n}\n\n// NewSpecialHours 创建特殊时间\nfunc NewSpecialHours(openTime, closeTime time.Time, closed bool) *SpecialHours {\n\treturn &SpecialHours{\n\t\tOpenTime:  openTime,\n\t\tCloseTime: closeTime,\n\t\tClosed:    closed,\n\t}\n}\n\n// IsOpen 检查是否开放\nfunc (sh *SpecialHours) IsOpen(currentTime time.Time) bool {\n\tif sh.Closed {\n\t\treturn false\n\t}\n\n\tcurrentHour := currentTime.Hour()\n\tcurrentMinute := currentTime.Minute()\n\tcurrentTimeOfDay := currentHour*60 + currentMinute\n\n\topenTimeOfDay := sh.OpenTime.Hour()*60 + sh.OpenTime.Minute()\n\tcloseTimeOfDay := sh.CloseTime.Hour()*60 + sh.CloseTime.Minute()\n\n\treturn currentTimeOfDay >= openTimeOfDay && currentTimeOfDay <= closeTimeOfDay\n}\n\n// 枚举类型定义\n\n// DialogueType 对话类型\ntype DialogueType int\n\nconst (\n\tDialogueTypeGreeting    DialogueType = iota + 1 // 问候\n\tDialogueTypeInformation                         // 信息\n\tDialogueTypeQuest                               // 任务\n\tDialogueTypeTrade                               // 交易\n\tDialogueTypeRumor                               // 传言\n\tDialogueTypeStory                               // 故事\n\tDialogueTypeSpecial                             // 特殊\n)\n\n// String 返回对话类型字符串\nfunc (dt DialogueType) String() string {\n\tswitch dt {\n\tcase DialogueTypeGreeting:\n\t\treturn \"greeting\"\n\tcase DialogueTypeInformation:\n\t\treturn \"information\"\n\tcase DialogueTypeQuest:\n\t\treturn \"quest\"\n\tcase DialogueTypeTrade:\n\t\treturn \"trade\"\n\tcase DialogueTypeRumor:\n\t\treturn \"rumor\"\n\tcase DialogueTypeStory:\n\t\treturn \"story\"\n\tcase DialogueTypeSpecial:\n\t\treturn \"special\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// QuestType 任务类型\ntype QuestType int\n\nconst (\n\tQuestTypeKill    QuestType = iota + 1 // 击杀\n\tQuestTypeCollect                      // 收集\n\tQuestTypeDeliver                      // 运送\n\tQuestTypeEscort                       // 护送\n\tQuestTypeExplore                      // 探索\n\tQuestTypeTalk                         // 对话\n\tQuestTypeCraft                        // 制作\n\tQuestTypeDaily                        // 日常\n\tQuestTypeWeekly                       // 周常\n\tQuestTypeSpecial                      // 特殊\n)\n\n// String 返回任务类型字符串\nfunc (qt QuestType) String() string {\n\tswitch qt {\n\tcase QuestTypeKill:\n\t\treturn \"kill\"\n\tcase QuestTypeCollect:\n\t\treturn \"collect\"\n\tcase QuestTypeDeliver:\n\t\treturn \"deliver\"\n\tcase QuestTypeEscort:\n\t\treturn \"escort\"\n\tcase QuestTypeExplore:\n\t\treturn \"explore\"\n\tcase QuestTypeTalk:\n\t\treturn \"talk\"\n\tcase QuestTypeCraft:\n\t\treturn \"craft\"\n\tcase QuestTypeDaily:\n\t\treturn \"daily\"\n\tcase QuestTypeWeekly:\n\t\treturn \"weekly\"\n\tcase QuestTypeSpecial:\n\t\treturn \"special\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// QuestStatus 任务状态\ntype QuestStatus int\n\nconst (\n\tQuestStatusActive    QuestStatus = iota + 1 // 激活\n\tQuestStatusCompleted                        // 完成\n\tQuestStatusFailed                           // 失败\n\tQuestStatusAbandoned                        // 放弃\n\tQuestStatusExpired                          // 过期\n)\n\n// String 返回任务状态字符串\nfunc (qs QuestStatus) String() string {\n\tswitch qs {\n\tcase QuestStatusActive:\n\t\treturn \"active\"\n\tcase QuestStatusCompleted:\n\t\treturn \"completed\"\n\tcase QuestStatusFailed:\n\t\treturn \"failed\"\n\tcase QuestStatusAbandoned:\n\t\treturn \"abandoned\"\n\tcase QuestStatusExpired:\n\t\treturn \"expired\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// ObjectiveType 目标类型\ntype ObjectiveType int\n\nconst (\n\tObjectiveTypeKill     ObjectiveType = iota + 1 // 击杀\n\tObjectiveTypeCollect                           // 收集\n\tObjectiveTypeDeliver                           // 运送\n\tObjectiveTypeReach                             // 到达\n\tObjectiveTypeInteract                          // 交互\n\tObjectiveTypeWait                              // 等待\n\tObjectiveTypeDefend                            // 防御\n\tObjectiveTypeEscape                            // 逃脱\n)\n\n// String 返回目标类型字符串\nfunc (ot ObjectiveType) String() string {\n\tswitch ot {\n\tcase ObjectiveTypeKill:\n\t\treturn \"kill\"\n\tcase ObjectiveTypeCollect:\n\t\treturn \"collect\"\n\tcase ObjectiveTypeDeliver:\n\t\treturn \"deliver\"\n\tcase ObjectiveTypeReach:\n\t\treturn \"reach\"\n\tcase ObjectiveTypeInteract:\n\t\treturn \"interact\"\n\tcase ObjectiveTypeWait:\n\t\treturn \"wait\"\n\tcase ObjectiveTypeDefend:\n\t\treturn \"defend\"\n\tcase ObjectiveTypeEscape:\n\t\treturn \"escape\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// ConditionType 条件类型\ntype ConditionType int\n\nconst (\n\tConditionTypeLevel        ConditionType = iota + 1 // 等级\n\tConditionTypeItem                                  // 物品\n\tConditionTypeQuest                                 // 任务\n\tConditionTypeRelationship                          // 关系\n\tConditionTypeTime                                  // 时间\n\tConditionTypeLocation                              // 位置\n\tConditionTypeAttribute                             // 属性\n\tConditionTypeCustom                                // 自定义\n)\n\n// String 返回条件类型字符串\nfunc (ct ConditionType) String() string {\n\tswitch ct {\n\tcase ConditionTypeLevel:\n\t\treturn \"level\"\n\tcase ConditionTypeItem:\n\t\treturn \"item\"\n\tcase ConditionTypeQuest:\n\t\treturn \"quest\"\n\tcase ConditionTypeRelationship:\n\t\treturn \"relationship\"\n\tcase ConditionTypeTime:\n\t\treturn \"time\"\n\tcase ConditionTypeLocation:\n\t\treturn \"location\"\n\tcase ConditionTypeAttribute:\n\t\treturn \"attribute\"\n\tcase ConditionTypeCustom:\n\t\treturn \"custom\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// ActionType 动作类型\ntype ActionType int\n\nconst (\n\tActionTypeGiveItem           ActionType = iota + 1 // 给予物品\n\tActionTypeTakeItem                                 // 拿取物品\n\tActionTypeGiveGold                                 // 给予金币\n\tActionTypeTakeGold                                 // 拿取金币\n\tActionTypeGiveExperience                           // 给予经验\n\tActionTypeStartQuest                               // 开始任务\n\tActionTypeCompleteQuest                            // 完成任务\n\tActionTypeChangeRelationship                       // 改变关系\n\tActionTypeTeleport                                 // 传送\n\tActionTypeCustom                                   // 自定义\n)\n\n// String 返回动作类型字符串\nfunc (at ActionType) String() string {\n\tswitch at {\n\tcase ActionTypeGiveItem:\n\t\treturn \"give_item\"\n\tcase ActionTypeTakeItem:\n\t\treturn \"take_item\"\n\tcase ActionTypeGiveGold:\n\t\treturn \"give_gold\"\n\tcase ActionTypeTakeGold:\n\t\treturn \"take_gold\"\n\tcase ActionTypeGiveExperience:\n\t\treturn \"give_experience\"\n\tcase ActionTypeStartQuest:\n\t\treturn \"start_quest\"\n\tcase ActionTypeCompleteQuest:\n\t\treturn \"complete_quest\"\n\tcase ActionTypeChangeRelationship:\n\t\treturn \"change_relationship\"\n\tcase ActionTypeTeleport:\n\t\treturn \"teleport\"\n\tcase ActionTypeCustom:\n\t\treturn \"custom\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// PrerequisiteType 前置条件类型\ntype PrerequisiteType int\n\nconst (\n\tPrerequisiteTypeLevel        PrerequisiteType = iota + 1 // 等级\n\tPrerequisiteTypeQuest                                    // 任务\n\tPrerequisiteTypeItem                                     // 物品\n\tPrerequisiteTypeRelationship                             // 关系\n\tPrerequisiteTypeAttribute                                // 属性\n\tPrerequisiteTypeTime                                     // 时间\n\tPrerequisiteTypeCustom                                   // 自定义\n)\n\n// String 返回前置条件类型字符串\nfunc (pt PrerequisiteType) String() string {\n\tswitch pt {\n\tcase PrerequisiteTypeLevel:\n\t\treturn \"level\"\n\tcase PrerequisiteTypeQuest:\n\t\treturn \"quest\"\n\tcase PrerequisiteTypeItem:\n\t\treturn \"item\"\n\tcase PrerequisiteTypeRelationship:\n\t\treturn \"relationship\"\n\tcase PrerequisiteTypeAttribute:\n\t\treturn \"attribute\"\n\tcase PrerequisiteTypeTime:\n\t\treturn \"time\"\n\tcase PrerequisiteTypeCustom:\n\t\treturn \"custom\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// DiscountType 折扣类型\ntype DiscountType int\n\nconst (\n\tDiscountTypePercentage DiscountType = iota + 1 // 百分比\n\tDiscountTypeFixed                              // 固定金额\n)\n\n// String 返回折扣类型字符串\nfunc (dt DiscountType) String() string {\n\tswitch dt {\n\tcase DiscountTypePercentage:\n\t\treturn \"percentage\"\n\tcase DiscountTypeFixed:\n\t\treturn \"fixed\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n"
  },
  {
    "path": "internal/domain/pet/aggregate.go",
    "content": "package pet\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// PetAggregate 宠物聚合根\ntype PetAggregate struct {\n\tid         string\n\tplayerID   string\n\tconfigID   uint32\n\tname       string\n\tcategory   PetCategory\n\tstar       uint32\n\tlevel      uint32\n\texperience uint64\n\tstate      PetState\n\tattributes *PetAttributes\n\tskills     []*PetSkill\n\tbonds      *PetBonds\n\tskins      []*PetSkin\n\treviveTime time.Time\n\tcreatedAt  time.Time\n\tupdatedAt  time.Time\n\tversion    int\n}\n\n// NewPetAggregate 创建新宠物聚合根\nfunc NewPetAggregate(playerID string, configID uint32, name string, category PetCategory) *PetAggregate {\n\tnow := time.Now()\n\treturn &PetAggregate{\n\t\tid:         fmt.Sprintf(\"pet_%d\", now.UnixNano()),\n\t\tplayerID:   playerID,\n\t\tconfigID:   configID,\n\t\tname:       name,\n\t\tcategory:   category,\n\t\tstar:       1,\n\t\tlevel:      1,\n\t\texperience: 0,\n\t\tstate:      PetStateIdle,\n\t\tattributes: NewPetAttributes(),\n\t\tskills:     make([]*PetSkill, 0),\n\t\tbonds:      NewPetBonds(),\n\t\tskins:      make([]*PetSkin, 0),\n\t\tcreatedAt:  now,\n\t\tupdatedAt:  now,\n\t\tversion:    1,\n\t}\n}\n\n// GetID 获取宠物ID\nfunc (p *PetAggregate) GetID() string {\n\treturn p.id\n}\n\n// GetPlayerID 获取玩家ID\nfunc (p *PetAggregate) GetPlayerID() string {\n\treturn p.playerID\n}\n\n// GetConfigID 获取配置ID\nfunc (p *PetAggregate) GetConfigID() uint32 {\n\treturn p.configID\n}\n\n// GetName 获取宠物名称\nfunc (p *PetAggregate) GetName() string {\n\treturn p.name\n}\n\n// SetName 设置宠物名称\nfunc (p *PetAggregate) SetName(name string) error {\n\tif name == \"\" {\n\t\treturn ErrInvalidPetName\n\t}\n\n\tp.name = name\n\tp.updatedAt = time.Now()\n\tp.version++\n\treturn nil\n}\n\n// GetCategory 获取宠物类别\nfunc (p *PetAggregate) GetCategory() PetCategory {\n\treturn p.category\n}\n\n// GetStar 获取宠物星级\nfunc (p *PetAggregate) GetStar() uint32 {\n\treturn p.star\n}\n\n// GetLevel 获取宠物等级\nfunc (p *PetAggregate) GetLevel() uint32 {\n\treturn p.level\n}\n\n// GetExperience 获取宠物经验\nfunc (p *PetAggregate) GetExperience() uint64 {\n\treturn p.experience\n}\n\n// GetState 获取宠物状态\nfunc (p *PetAggregate) GetState() PetState {\n\treturn p.state\n}\n\n// GetAttributes 获取宠物属性\nfunc (p *PetAggregate) GetAttributes() *PetAttributes {\n\treturn p.attributes\n}\n\n// GetSkills 获取宠物技能\nfunc (p *PetAggregate) GetSkills() []*PetSkill {\n\treturn p.skills\n}\n\n// GetBonds 获取宠物羁绊\nfunc (p *PetAggregate) GetBonds() *PetBonds {\n\treturn p.bonds\n}\n\n// GetSkins 获取宠物皮肤\nfunc (p *PetAggregate) GetSkins() []*PetSkin {\n\treturn p.skins\n}\n\n// GetReviveTime 获取复活时间\nfunc (p *PetAggregate) GetReviveTime() time.Time {\n\treturn p.reviveTime\n}\n\n// GetCreatedAt 获取创建时间\nfunc (p *PetAggregate) GetCreatedAt() time.Time {\n\treturn p.createdAt\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (p *PetAggregate) GetUpdatedAt() time.Time {\n\treturn p.updatedAt\n}\n\n// GetVersion 获取版本号\nfunc (p *PetAggregate) GetVersion() int {\n\treturn p.version\n}\n\n// AddExperience 增加经验\nfunc (p *PetAggregate) AddExperience(exp uint64) error {\n\tif p.state == PetStateDead {\n\t\treturn ErrPetIsDead\n\t}\n\n\tp.experience += exp\n\tp.updatedAt = time.Now()\n\tp.version++\n\n\t// 检查是否可以升级\n\tif p.canLevelUp() {\n\t\treturn p.levelUp()\n\t}\n\n\treturn nil\n}\n\n// LevelUp 升级\nfunc (p *PetAggregate) levelUp() error {\n\tif p.level >= MaxPetLevel {\n\t\treturn ErrMaxLevelReached\n\t}\n\n\tp.level++\n\tp.attributes.UpgradeOnLevelUp(p.level)\n\tp.updatedAt = time.Now()\n\tp.version++\n\n\treturn nil\n}\n\n// canLevelUp 检查是否可以升级\nfunc (p *PetAggregate) canLevelUp() bool {\n\trequiredExp := CalculateRequiredExperience(p.level)\n\treturn p.experience >= requiredExp && p.level < MaxPetLevel\n}\n\n// UpgradeStar 升星\nfunc (p *PetAggregate) UpgradeStar() error {\n\tif p.star >= MaxPetStar {\n\t\treturn ErrMaxStarReached\n\t}\n\n\tp.star++\n\tp.attributes.UpgradeOnStarUp(p.star)\n\tp.updatedAt = time.Now()\n\tp.version++\n\n\treturn nil\n}\n\n// ChangeState 改变状态\nfunc (p *PetAggregate) ChangeState(newState PetState) error {\n\tif !p.canChangeState(newState) {\n\t\treturn ErrInvalidStateTransition\n\t}\n\n\tp.state = newState\n\tp.updatedAt = time.Now()\n\tp.version++\n\n\t// 如果是死亡状态，设置复活时间\n\tif newState == PetStateDead {\n\t\tp.reviveTime = time.Now().Add(DefaultReviveTime)\n\t}\n\n\treturn nil\n}\n\n// canChangeState 检查是否可以改变状态\nfunc (p *PetAggregate) canChangeState(newState PetState) bool {\n\tswitch p.state {\n\tcase PetStateIdle:\n\t\treturn newState == PetStateBattle || newState == PetStateTraining || newState == PetStateDead\n\tcase PetStateBattle:\n\t\treturn newState == PetStateIdle || newState == PetStateDead\n\tcase PetStateTraining:\n\t\treturn newState == PetStateIdle\n\tcase PetStateDead:\n\t\treturn newState == PetStateIdle && time.Now().After(p.reviveTime)\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// Revive 复活宠物\nfunc (p *PetAggregate) Revive() error {\n\tif p.state != PetStateDead {\n\t\treturn ErrPetNotDead\n\t}\n\n\tif time.Now().Before(p.reviveTime) {\n\t\treturn ErrReviveTimeNotReached\n\t}\n\n\tp.state = PetStateIdle\n\tp.reviveTime = time.Time{}\n\tp.updatedAt = time.Now()\n\tp.version++\n\n\treturn nil\n}\n\n// InstantRevive 立即复活（消耗道具）\nfunc (p *PetAggregate) InstantRevive() error {\n\tif p.state != PetStateDead {\n\t\treturn ErrPetNotDead\n\t}\n\n\tp.state = PetStateIdle\n\tp.reviveTime = time.Time{}\n\tp.updatedAt = time.Now()\n\tp.version++\n\n\treturn nil\n}\n\n// AddSkill 添加技能\nfunc (p *PetAggregate) AddSkill(skill *PetSkill) error {\n\tif len(p.skills) >= MaxPetSkills {\n\t\treturn ErrMaxSkillsReached\n\t}\n\n\t// 检查是否已存在相同技能\n\tfor _, existingSkill := range p.skills {\n\t\tif existingSkill.GetSkillID() == skill.GetSkillID() {\n\t\t\treturn ErrSkillAlreadyExists\n\t\t}\n\t}\n\n\tp.skills = append(p.skills, skill)\n\tp.updatedAt = time.Now()\n\tp.version++\n\n\treturn nil\n}\n\n// RemoveSkill 移除技能\nfunc (p *PetAggregate) RemoveSkill(skillID string) error {\n\tfor i, skill := range p.skills {\n\t\tif skill.GetSkillID() == skillID {\n\t\t\tp.skills = append(p.skills[:i], p.skills[i+1:]...)\n\t\t\tp.updatedAt = time.Now()\n\t\t\tp.version++\n\t\t\treturn nil\n\t\t}\n\t}\n\n\treturn ErrSkillNotFound\n}\n\n// UpgradeSkill 升级技能\nfunc (p *PetAggregate) UpgradeSkill(skillID string) error {\n\tfor _, skill := range p.skills {\n\t\tif skill.GetSkillID() == skillID {\n\t\t\tif err := skill.Upgrade(); err != nil {\n\t\t\t\treturn err\n\t\t\t}\n\t\t\tp.updatedAt = time.Now()\n\t\t\tp.version++\n\t\t\treturn nil\n\t\t}\n\t}\n\n\treturn ErrSkillNotFound\n}\n\n// AddSkin 添加皮肤\nfunc (p *PetAggregate) AddSkin(skin *PetSkin) error {\n\t// 检查是否已拥有该皮肤\n\tfor _, existingSkin := range p.skins {\n\t\tif existingSkin.GetSkinID() == skin.GetSkinID() {\n\t\t\treturn ErrSkinAlreadyOwned\n\t\t}\n\t}\n\n\tp.skins = append(p.skins, skin)\n\tp.updatedAt = time.Now()\n\tp.version++\n\n\treturn nil\n}\n\n// EquipSkin 装备皮肤\nfunc (p *PetAggregate) EquipSkin(skinID string) error {\n\t// 先取消当前装备的皮肤\n\tfor _, skin := range p.skins {\n\t\tif skin.IsEquipped() {\n\t\t\tskin.Unequip()\n\t\t}\n\t}\n\n\t// 装备新皮肤\n\tfor _, skin := range p.skins {\n\t\tif skin.GetSkinID() == skinID {\n\t\t\tif err := skin.Equip(); err != nil {\n\t\t\t\treturn err\n\t\t\t}\n\t\t\tp.updatedAt = time.Now()\n\t\t\tp.version++\n\t\t\treturn nil\n\t\t}\n\t}\n\n\treturn ErrSkinNotOwned\n}\n\n// Feed 喂食\nfunc (p *PetAggregate) Feed(foodType FoodType, amount int) error {\n\tif p.state == PetStateDead {\n\t\treturn ErrPetIsDead\n\t}\n\n\tif amount <= 0 {\n\t\treturn ErrInvalidAmount\n\t}\n\n\t// 根据食物类型增加不同属性\n\tswitch foodType {\n\tcase FoodTypeExperience:\n\t\treturn p.AddExperience(uint64(amount * ExperienceFoodValue))\n\tcase FoodTypeHealth:\n\t\tp.attributes.AddHealth(int64(amount * HealthFoodValue))\n\tcase FoodTypeAttack:\n\t\tp.attributes.AddAttack(int64(amount * AttackFoodValue))\n\tcase FoodTypeDefense:\n\t\tp.attributes.AddDefense(int64(amount * DefenseFoodValue))\n\tdefault:\n\t\treturn ErrInvalidFoodType\n\t}\n\n\tp.updatedAt = time.Now()\n\tp.version++\n\treturn nil\n}\n\n// Train 训练\nfunc (p *PetAggregate) Train(trainingType TrainingType, duration time.Duration) error {\n\tif p.state != PetStateIdle {\n\t\treturn ErrPetNotIdle\n\t}\n\n\tp.state = PetStateTraining\n\tp.updatedAt = time.Now()\n\tp.version++\n\n\t// 训练完成后的效果将在训练结束时处理\n\treturn nil\n}\n\n// FinishTraining 完成训练\nfunc (p *PetAggregate) FinishTraining(trainingType TrainingType) error {\n\tif p.state != PetStateTraining {\n\t\treturn ErrPetNotTraining\n\t}\n\n\t// 根据训练类型获得不同收益\n\tswitch trainingType {\n\tcase TrainingTypeExperience:\n\t\tp.AddExperience(TrainingExperienceGain)\n\tcase TrainingTypeAttribute:\n\t\tp.attributes.AddRandomAttribute(TrainingAttributeGain)\n\tcase TrainingTypeSkill:\n\t\t// 随机提升一个技能经验\n\t\tif len(p.skills) > 0 {\n\t\t\trandomSkill := p.skills[0] // 简化实现，实际应该随机选择\n\t\t\trandomSkill.AddExperience(TrainingSkillExpGain)\n\t\t}\n\t}\n\n\tp.state = PetStateIdle\n\tp.updatedAt = time.Now()\n\tp.version++\n\n\treturn nil\n}\n\n// EnterBattle 进入战斗\nfunc (p *PetAggregate) EnterBattle() error {\n\tif p.state != PetStateIdle {\n\t\treturn ErrPetNotIdle\n\t}\n\n\tif p.attributes.GetHealth() <= 0 {\n\t\treturn ErrPetIsDead\n\t}\n\n\tp.state = PetStateBattle\n\tp.updatedAt = time.Now()\n\tp.version++\n\n\treturn nil\n}\n\n// ExitBattle 退出战斗\nfunc (p *PetAggregate) ExitBattle(isDead bool) error {\n\tif p.state != PetStateBattle {\n\t\treturn ErrPetNotInBattle\n\t}\n\n\tif isDead {\n\t\tp.state = PetStateDead\n\t\tp.reviveTime = time.Now().Add(DefaultReviveTime)\n\t} else {\n\t\tp.state = PetStateIdle\n\t}\n\n\tp.updatedAt = time.Now()\n\tp.version++\n\n\treturn nil\n}\n\n// ActivateBond 激活羁绊\nfunc (p *PetAggregate) ActivateBond(bondID string) error {\n\treturn p.bonds.ActivateBond(bondID)\n}\n\n// DeactivateBond 取消羁绊\nfunc (p *PetAggregate) DeactivateBond(bondID string) error {\n\treturn p.bonds.DeactivateBond(bondID)\n}\n\n// GetTotalPower 获取总战力\nfunc (p *PetAggregate) GetTotalPower() int64 {\n\tbasePower := p.attributes.CalculatePower()\n\tbondBonus := p.bonds.GetPowerBonus()\n\tskinBonus := p.getEquippedSkinBonus()\n\n\treturn basePower + bondBonus + skinBonus\n}\n\n// getEquippedSkinBonus 获取装备皮肤加成\nfunc (p *PetAggregate) getEquippedSkinBonus() int64 {\n\tfor _, skin := range p.skins {\n\t\tif skin.IsEquipped() {\n\t\t\treturn skin.GetPowerBonus()\n\t\t}\n\t}\n\treturn 0\n}\n\n// IsAlive 是否存活\nfunc (p *PetAggregate) IsAlive() bool {\n\treturn p.state != PetStateDead\n}\n\n// IsIdle 是否空闲\nfunc (p *PetAggregate) IsIdle() bool {\n\treturn p.state == PetStateIdle\n}\n\n// CanRevive 是否可以复活\nfunc (p *PetAggregate) CanRevive() bool {\n\treturn p.state == PetStateDead && time.Now().After(p.reviveTime)\n}\n\n// GetReviveTimeRemaining 获取剩余复活时间\nfunc (p *PetAggregate) GetReviveTimeRemaining() time.Duration {\n\tif p.state != PetStateDead {\n\t\treturn 0\n\t}\n\n\tremaining := p.reviveTime.Sub(time.Now())\n\tif remaining < 0 {\n\t\treturn 0\n\t}\n\treturn remaining\n}\n\n// Validate 验证宠物数据\nfunc (p *PetAggregate) Validate() error {\n\tif p.id == \"\" {\n\t\treturn ErrInvalidPetID\n\t}\n\n\tif p.playerID == \"\" {\n\t\treturn ErrInvalidPlayerID\n\t}\n\n\tif p.name == \"\" {\n\t\treturn ErrInvalidPetName\n\t}\n\n\tif p.level < 1 || p.level > MaxPetLevel {\n\t\treturn ErrInvalidPetLevel\n\t}\n\n\tif p.star < 1 || p.star > MaxPetStar {\n\t\treturn ErrInvalidPetStar\n\t}\n\n\tif p.attributes == nil {\n\t\treturn ErrInvalidPetAttributes\n\t}\n\n\treturn nil\n}\n\n// 常量定义\nconst (\n\tMaxPetLevel  = 100\n\tMaxPetStar   = 5\n\tMaxPetSkills = 4\n\n\tDefaultReviveTime = 30 * time.Minute\n\n\t// 食物价值\n\tExperienceFoodValue = 100\n\tHealthFoodValue     = 50\n\tAttackFoodValue     = 10\n\tDefenseFoodValue    = 10\n\n\t// 训练收益\n\tTrainingExperienceGain = 500\n\tTrainingAttributeGain  = 20\n\tTrainingSkillExpGain   = 100\n)\n\n// CalculateRequiredExperience 计算升级所需经验\nfunc CalculateRequiredExperience(level uint32) uint64 {\n\t// 简化的经验计算公式\n\treturn uint64(level * level * 100)\n}\n\n// ReconstructPetAggregate 从持久化数据重建宠物聚合根\nfunc ReconstructPetAggregate(\n\tid string,\n\tplayerID string,\n\tconfigID uint32,\n\tname string,\n\tcategory PetCategory,\n\tstar uint32,\n\tlevel uint32,\n\texperience uint64,\n\tstate PetState,\n\tattributes *PetAttributes,\n\tskills []*PetSkill,\n\tbonds *PetBonds,\n\tskins []*PetSkin,\n\treviveTime time.Time,\n\tcreatedAt time.Time,\n\tupdatedAt time.Time,\n\tversion int,\n) *PetAggregate {\n\treturn &PetAggregate{\n\t\tid:         id,\n\t\tplayerID:   playerID,\n\t\tconfigID:   configID,\n\t\tname:       name,\n\t\tcategory:   category,\n\t\tstar:       star,\n\t\tlevel:      level,\n\t\texperience: experience,\n\t\tstate:      state,\n\t\tattributes: attributes,\n\t\tskills:     skills,\n\t\tbonds:      bonds,\n\t\tskins:      skins,\n\t\treviveTime: reviveTime,\n\t\tcreatedAt:  createdAt,\n\t\tupdatedAt:  updatedAt,\n\t\tversion:    version,\n\t}\n}\n"
  },
  {
    "path": "internal/domain/pet/entity.go",
    "content": "package pet\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// PetFragment 宠物碎片实体\ntype PetFragment struct {\n\tid           string\n\tplayerID     string\n\tfragmentID   uint32\n\trelatedPetID uint32\n\tquantity     uint64\n\tcreatedAt    time.Time\n\tupdatedAt    time.Time\n}\n\n// NewPetFragment 创建新的宠物碎片\nfunc NewPetFragment(playerID string, fragmentID, relatedPetID uint32, quantity uint64) *PetFragment {\n\tnow := time.Now()\n\treturn &PetFragment{\n\t\tid:           fmt.Sprintf(\"fragment_%d\", now.UnixNano()),\n\t\tplayerID:     playerID,\n\t\tfragmentID:   fragmentID,\n\t\trelatedPetID: relatedPetID,\n\t\tquantity:     quantity,\n\t\tcreatedAt:    now,\n\t\tupdatedAt:    now,\n\t}\n}\n\n// GetID 获取碎片ID\nfunc (pf *PetFragment) GetID() string {\n\treturn pf.id\n}\n\n// GetPlayerID 获取玩家ID\nfunc (pf *PetFragment) GetPlayerID() string {\n\treturn pf.playerID\n}\n\n// GetFragmentID 获取碎片配置ID\nfunc (pf *PetFragment) GetFragmentID() uint32 {\n\treturn pf.fragmentID\n}\n\n// GetRelatedPetID 获取关联宠物ID\nfunc (pf *PetFragment) GetRelatedPetID() uint32 {\n\treturn pf.relatedPetID\n}\n\n// GetQuantity 获取数量\nfunc (pf *PetFragment) GetQuantity() uint64 {\n\treturn pf.quantity\n}\n\n// AddQuantity 增加数量\nfunc (pf *PetFragment) AddQuantity(amount uint64) {\n\tpf.quantity += amount\n\tpf.updatedAt = time.Now()\n}\n\n// ConsumeQuantity 消耗数量\nfunc (pf *PetFragment) ConsumeQuantity(amount uint64) error {\n\tif pf.quantity < amount {\n\t\treturn ErrInsufficientFragments\n\t}\n\n\tpf.quantity -= amount\n\tpf.updatedAt = time.Now()\n\treturn nil\n}\n\n// CanSummon 是否可以召唤宠物\nfunc (pf *PetFragment) CanSummon(requiredQuantity uint64) bool {\n\treturn pf.quantity >= requiredQuantity\n}\n\n// GetCreatedAt 获取创建时间\nfunc (pf *PetFragment) GetCreatedAt() time.Time {\n\treturn pf.createdAt\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (pf *PetFragment) GetUpdatedAt() time.Time {\n\treturn pf.updatedAt\n}\n\n// PetSkin 宠物皮肤实体\ntype PetSkin struct {\n\tid             string\n\tskinID         string\n\tname           string\n\trarity         PetRarity\n\tequipped       bool\n\tpowerBonus     int64\n\tattributeBonus map[string]float64\n\tunlocked       bool\n\tunlockTime     time.Time\n\tcreatedAt      time.Time\n\tupdatedAt      time.Time\n}\n\n// NewPetSkin 创建新的宠物皮肤\nfunc NewPetSkin(skinID, name string, rarity PetRarity, powerBonus int64) *PetSkin {\n\tnow := time.Now()\n\treturn &PetSkin{\n\t\tid:             fmt.Sprintf(\"skin_%d\", now.UnixNano()),\n\t\tskinID:         skinID,\n\t\tname:           name,\n\t\trarity:         rarity,\n\t\tequipped:       false,\n\t\tpowerBonus:     powerBonus,\n\t\tattributeBonus: make(map[string]float64),\n\t\tunlocked:       false,\n\t\tcreatedAt:      now,\n\t\tupdatedAt:      now,\n\t}\n}\n\n// GetID 获取皮肤实体ID\nfunc (ps *PetSkin) GetID() string {\n\treturn ps.id\n}\n\n// GetSkinID 获取皮肤配置ID\nfunc (ps *PetSkin) GetSkinID() string {\n\treturn ps.skinID\n}\n\n// GetName 获取皮肤名称\nfunc (ps *PetSkin) GetName() string {\n\treturn ps.name\n}\n\n// GetRarity 获取稀有度\nfunc (ps *PetSkin) GetRarity() PetRarity {\n\treturn ps.rarity\n}\n\n// IsEquipped 是否已装备\nfunc (ps *PetSkin) IsEquipped() bool {\n\treturn ps.equipped\n}\n\n// GetPowerBonus 获取战力加成\nfunc (ps *PetSkin) GetPowerBonus() int64 {\n\treturn ps.powerBonus\n}\n\n// GetAttributeBonus 获取属性加成\nfunc (ps *PetSkin) GetAttributeBonus() map[string]float64 {\n\treturn ps.attributeBonus\n}\n\n// IsUnlocked 是否已解锁\nfunc (ps *PetSkin) IsUnlocked() bool {\n\treturn ps.unlocked\n}\n\n// Unlock 解锁皮肤\nfunc (ps *PetSkin) Unlock() error {\n\tif ps.unlocked {\n\t\treturn ErrSkinAlreadyUnlocked\n\t}\n\n\tps.unlocked = true\n\tps.unlockTime = time.Now()\n\tps.updatedAt = time.Now()\n\treturn nil\n}\n\n// Equip 装备皮肤\nfunc (ps *PetSkin) Equip() error {\n\tif !ps.unlocked {\n\t\treturn ErrSkinNotUnlocked\n\t}\n\n\tif ps.equipped {\n\t\treturn ErrSkinAlreadyEquipped\n\t}\n\n\tps.equipped = true\n\tps.updatedAt = time.Now()\n\treturn nil\n}\n\n// Unequip 卸下皮肤\nfunc (ps *PetSkin) Unequip() {\n\tps.equipped = false\n\tps.updatedAt = time.Now()\n}\n\n// SetAttributeBonus 设置属性加成\nfunc (ps *PetSkin) SetAttributeBonus(attribute string, bonus float64) {\n\tps.attributeBonus[attribute] = bonus\n\tps.updatedAt = time.Now()\n}\n\n// GetUnlockTime 获取解锁时间\nfunc (ps *PetSkin) GetUnlockTime() time.Time {\n\treturn ps.unlockTime\n}\n\n// GetCreatedAt 获取创建时间\nfunc (ps *PetSkin) GetCreatedAt() time.Time {\n\treturn ps.createdAt\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (ps *PetSkin) GetUpdatedAt() time.Time {\n\treturn ps.updatedAt\n}\n\n// PetSkill 宠物技能实体\ntype PetSkill struct {\n\tid         string\n\tskillID    string\n\tname       string\n\tlevel      uint32\n\texperience uint64\n\tcooldown   time.Duration\n\tlastUsed   time.Time\n\tskillType  SkillType\n\tdamage     int64\n\teffects    []SkillEffect\n\tcreatedAt  time.Time\n\tupdatedAt  time.Time\n}\n\n// SkillType 技能类型\ntype SkillType int\n\nconst (\n\tSkillTypeAttack  SkillType = 1 // 攻击技能\n\tSkillTypeDefense SkillType = 2 // 防御技能\n\tSkillTypeHeal    SkillType = 3 // 治疗技能\n\tSkillTypeBuff    SkillType = 4 // 增益技能\n\tSkillTypeDebuff  SkillType = 5 // 减益技能\n)\n\n// SkillEffect 技能效果\ntype SkillEffect struct {\n\tEffectType string\n\tValue      float64\n\tDuration   time.Duration\n}\n\n// NewPetSkill 创建新的宠物技能\nfunc NewPetSkill(skillID, name string, skillType SkillType, cooldown time.Duration, damage int64, description string) *PetSkill {\n\tnow := time.Now()\n\treturn &PetSkill{\n\t\tid:         fmt.Sprintf(\"skill_%d\", now.UnixNano()),\n\t\tskillID:    skillID,\n\t\tname:       name,\n\t\tlevel:      1,\n\t\texperience: 0,\n\t\tcooldown:   cooldown,\n\t\tskillType:  skillType,\n\t\tdamage:     damage,\n\t\teffects:    make([]SkillEffect, 0),\n\t\tcreatedAt:  now,\n\t\tupdatedAt:  now,\n\t}\n}\n\n// GetDescription 获取技能描述\nfunc (ps *PetSkill) GetDescription() string {\n\treturn fmt.Sprintf(\"%s - Level %d\", ps.name, ps.level)\n}\n\n// GetType 获取技能类型（为了兼容性）\nfunc (ps *PetSkill) GetType() SkillType {\n\treturn ps.skillType\n}\n\n// GetID 获取技能实体ID\nfunc (ps *PetSkill) GetID() string {\n\treturn ps.id\n}\n\n// GetSkillID 获取技能配置ID\nfunc (ps *PetSkill) GetSkillID() string {\n\treturn ps.skillID\n}\n\n// GetName 获取技能名称\nfunc (ps *PetSkill) GetName() string {\n\treturn ps.name\n}\n\n// GetLevel 获取技能等级\nfunc (ps *PetSkill) GetLevel() uint32 {\n\treturn ps.level\n}\n\n// GetExperience 获取技能经验\nfunc (ps *PetSkill) GetExperience() uint64 {\n\treturn ps.experience\n}\n\n// GetCooldown 获取冷却时间\nfunc (ps *PetSkill) GetCooldown() time.Duration {\n\treturn ps.cooldown\n}\n\n// GetLastUsed 获取上次使用时间\nfunc (ps *PetSkill) GetLastUsed() time.Time {\n\treturn ps.lastUsed\n}\n\n// GetSkillType 获取技能类型\nfunc (ps *PetSkill) GetSkillType() SkillType {\n\treturn ps.skillType\n}\n\n// GetDamage 获取技能伤害\nfunc (ps *PetSkill) GetDamage() int64 {\n\treturn ps.damage\n}\n\n// GetEffects 获取技能效果\nfunc (ps *PetSkill) GetEffects() []SkillEffect {\n\treturn ps.effects\n}\n\n// AddExperience 增加技能经验\nfunc (ps *PetSkill) AddExperience(exp uint64) {\n\tps.experience += exp\n\tps.updatedAt = time.Now()\n\n\t// 检查是否可以升级\n\tif ps.canLevelUp() {\n\t\tps.levelUp()\n\t}\n}\n\n// canLevelUp 检查是否可以升级\nfunc (ps *PetSkill) canLevelUp() bool {\n\trequiredExp := ps.calculateRequiredExperience()\n\treturn ps.experience >= requiredExp && ps.level < MaxSkillLevel\n}\n\n// levelUp 技能升级\nfunc (ps *PetSkill) levelUp() {\n\tps.level++\n\tps.damage = int64(float64(ps.damage) * 1.1) // 每级增加10%伤害\n\tps.updatedAt = time.Now()\n}\n\n// calculateRequiredExperience 计算升级所需经验\nfunc (ps *PetSkill) calculateRequiredExperience() uint64 {\n\treturn uint64(ps.level * ps.level * 50)\n}\n\n// Upgrade 升级技能\nfunc (ps *PetSkill) Upgrade() error {\n\tif ps.level >= MaxSkillLevel {\n\t\treturn ErrMaxSkillLevelReached\n\t}\n\n\tif !ps.canLevelUp() {\n\t\treturn ErrInsufficientSkillExperience\n\t}\n\n\tps.levelUp()\n\treturn nil\n}\n\n// Use 使用技能\nfunc (ps *PetSkill) Use() error {\n\tif !ps.IsReady() {\n\t\treturn ErrSkillOnCooldown\n\t}\n\n\tps.lastUsed = time.Now()\n\tps.updatedAt = time.Now()\n\treturn nil\n}\n\n// IsReady 技能是否准备就绪\nfunc (ps *PetSkill) IsReady() bool {\n\treturn time.Since(ps.lastUsed) >= ps.cooldown\n}\n\n// GetRemainingCooldown 获取剩余冷却时间\nfunc (ps *PetSkill) GetRemainingCooldown() time.Duration {\n\telapsed := time.Since(ps.lastUsed)\n\tif elapsed >= ps.cooldown {\n\t\treturn 0\n\t}\n\treturn ps.cooldown - elapsed\n}\n\n// AddEffect 添加技能效果\nfunc (ps *PetSkill) AddEffect(effect SkillEffect) {\n\tps.effects = append(ps.effects, effect)\n\tps.updatedAt = time.Now()\n}\n\n// GetCreatedAt 获取创建时间\nfunc (ps *PetSkill) GetCreatedAt() time.Time {\n\treturn ps.createdAt\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (ps *PetSkill) GetUpdatedAt() time.Time {\n\treturn ps.updatedAt\n}\n\n// PetBonds 宠物羁绊实体\ntype PetBonds struct {\n\tid          string\n\tactiveBonds []*ActiveBond\n\tbondPoints  int64\n\tbondEffects map[string]*BondEffect\n\tcreatedAt   time.Time\n\tupdatedAt   time.Time\n}\n\n// ActiveBond 激活的羁绊\ntype ActiveBond struct {\n\tbondID      string\n\tname        string\n\tlevel       uint32\n\teffect      string\n\tactivatedAt time.Time\n}\n\n// NewActiveBond 创建新的激活羁绊\nfunc NewActiveBond(bondID, name string, level uint32, effect string) *ActiveBond {\n\treturn &ActiveBond{\n\t\tbondID:      bondID,\n\t\tname:        name,\n\t\tlevel:       level,\n\t\teffect:      effect,\n\t\tactivatedAt: time.Now(),\n\t}\n}\n\n// GetBondID 获取羁绊ID\nfunc (ab *ActiveBond) GetBondID() string {\n\treturn ab.bondID\n}\n\n// GetName 获取羁绊名称\nfunc (ab *ActiveBond) GetName() string {\n\treturn ab.name\n}\n\n// GetLevel 获取羁绊等级\nfunc (ab *ActiveBond) GetLevel() uint32 {\n\treturn ab.level\n}\n\n// GetEffect 获取羁绊效果\nfunc (ab *ActiveBond) GetEffect() string {\n\treturn ab.effect\n}\n\n// GetActivatedAt 获取激活时间\nfunc (ab *ActiveBond) GetActivatedAt() time.Time {\n\treturn ab.activatedAt\n}\n\n// BondEffect 羁绊效果\ntype BondEffect struct {\n\tBondID      string\n\tName        string\n\tDescription string\n\tPowerBonus  int64\n\tAttributes  map[string]float64\n\tActive      bool\n\tActivatedAt time.Time\n}\n\n// NewPetBonds 创建新的宠物羁绊\nfunc NewPetBonds() *PetBonds {\n\tnow := time.Now()\n\treturn &PetBonds{\n\t\tid:          fmt.Sprintf(\"bonds_%d\", now.UnixNano()),\n\t\tactiveBonds: make([]*ActiveBond, 0),\n\t\tbondPoints:  0,\n\t\tbondEffects: make(map[string]*BondEffect),\n\t\tcreatedAt:   now,\n\t\tupdatedAt:   now,\n\t}\n}\n\n// GetID 获取羁绊ID\nfunc (pb *PetBonds) GetID() string {\n\treturn pb.id\n}\n\n// GetActiveBonds 获取激活的羁绊\nfunc (pb *PetBonds) GetActiveBonds() []*ActiveBond {\n\treturn pb.activeBonds\n}\n\n// GetBondPoints 获取羁绊点数\nfunc (pb *PetBonds) GetBondPoints() int64 {\n\treturn pb.bondPoints\n}\n\n// AddBondPoints 增加羁绊点数\nfunc (pb *PetBonds) AddBondPoints(points int64) {\n\tpb.bondPoints += points\n\tpb.updatedAt = time.Now()\n}\n\n// AddActiveBond 添加激活羁绊\nfunc (pb *PetBonds) AddActiveBond(bond *ActiveBond) {\n\tpb.activeBonds = append(pb.activeBonds, bond)\n\tpb.updatedAt = time.Now()\n}\n\n// GetBondEffects 获取羁绊效果\nfunc (pb *PetBonds) GetBondEffects() map[string]*BondEffect {\n\treturn pb.bondEffects\n}\n\n// ActivateBond 激活羁绊\nfunc (pb *PetBonds) ActivateBond(bondID string) error {\n\t// 检查是否已激活\n\tfor _, activeBond := range pb.activeBonds {\n\t\tif activeBond.GetBondID() == bondID {\n\t\t\treturn ErrBondAlreadyActive\n\t\t}\n\t}\n\n\t// 检查是否达到最大激活数量\n\tif len(pb.activeBonds) >= MaxActiveBonds {\n\t\treturn ErrMaxActiveBondsReached\n\t}\n\n\t// 创建新的激活羁绊\n\tbond := NewActiveBond(bondID, \"Bond\", 1, \"Effect\")\n\tpb.activeBonds = append(pb.activeBonds, bond)\n\n\t// 激活羁绊效果\n\tif effect, exists := pb.bondEffects[bondID]; exists {\n\t\teffect.Active = true\n\t\teffect.ActivatedAt = time.Now()\n\t}\n\n\tpb.updatedAt = time.Now()\n\treturn nil\n}\n\n// DeactivateBond 取消羁绊\nfunc (pb *PetBonds) DeactivateBond(bondID string) error {\n\t// 查找并移除激活的羁绊\n\tfor i, activeBond := range pb.activeBonds {\n\t\tif activeBond.GetBondID() == bondID {\n\t\t\tpb.activeBonds = append(pb.activeBonds[:i], pb.activeBonds[i+1:]...)\n\n\t\t\t// 取消羁绊效果\n\t\t\tif effect, exists := pb.bondEffects[bondID]; exists {\n\t\t\t\teffect.Active = false\n\t\t\t}\n\n\t\t\tpb.updatedAt = time.Now()\n\t\t\treturn nil\n\t\t}\n\t}\n\n\treturn ErrBondNotActive\n}\n\n// AddBondEffect 添加羁绊效果\nfunc (pb *PetBonds) AddBondEffect(effect *BondEffect) {\n\tpb.bondEffects[effect.BondID] = effect\n\tpb.updatedAt = time.Now()\n}\n\n// GetPowerBonus 获取羁绊战力加成\nfunc (pb *PetBonds) GetPowerBonus() int64 {\n\tvar totalBonus int64\n\tfor _, bond := range pb.activeBonds {\n\t\tif effect, exists := pb.bondEffects[bond.bondID]; exists && effect.Active {\n\t\t\ttotalBonus += effect.PowerBonus\n\t\t}\n\t}\n\treturn totalBonus\n}\n\n// GetAttributeBonus 获取羁绊属性加成\nfunc (pb *PetBonds) GetAttributeBonus() map[string]float64 {\n\tattributeBonus := make(map[string]float64)\n\n\tfor _, bond := range pb.activeBonds {\n\t\tif effect, exists := pb.bondEffects[bond.bondID]; exists && effect.Active {\n\t\t\tfor attr, bonus := range effect.Attributes {\n\t\t\t\tattributeBonus[attr] += bonus\n\t\t\t}\n\t\t}\n\t}\n\n\treturn attributeBonus\n}\n\n// IsBondActive 检查羁绊是否激活\nfunc (pb *PetBonds) IsBondActive(bondID string) bool {\n\tfor _, activeBond := range pb.activeBonds {\n\t\tif activeBond.GetBondID() == bondID {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn false\n}\n\n// GetActiveCount 获取激活羁绊数量\nfunc (pb *PetBonds) GetActiveCount() int {\n\treturn len(pb.activeBonds)\n}\n\n// GetCreatedAt 获取创建时间\nfunc (pb *PetBonds) GetCreatedAt() time.Time {\n\treturn pb.createdAt\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (pb *PetBonds) GetUpdatedAt() time.Time {\n\treturn pb.updatedAt\n}\n\n// PetPictorial 宠物图鉴实体\ntype PetPictorial struct {\n\tid           string\n\tplayerID     string\n\tpetConfigID  uint32\n\tunlocked     bool\n\thighestLevel uint32\n\thighestStar  uint32\n\tfirstSeen    time.Time\n\tlastSeen     time.Time\n\tcreatedAt    time.Time\n\tupdatedAt    time.Time\n}\n\n// NewPetPictorial 创建新的宠物图鉴\nfunc NewPetPictorial(playerID string, petConfigID uint32) *PetPictorial {\n\tnow := time.Now()\n\treturn &PetPictorial{\n\t\tid:          fmt.Sprintf(\"pictorial_%d\", now.UnixNano()),\n\t\tplayerID:    playerID,\n\t\tpetConfigID: petConfigID,\n\t\tunlocked:    false,\n\t\tcreatedAt:   now,\n\t\tupdatedAt:   now,\n\t}\n}\n\n// GetID 获取图鉴ID\nfunc (pp *PetPictorial) GetID() string {\n\treturn pp.id\n}\n\n// GetPlayerID 获取玩家ID\nfunc (pp *PetPictorial) GetPlayerID() string {\n\treturn pp.playerID\n}\n\n// GetPetConfigID 获取宠物配置ID\nfunc (pp *PetPictorial) GetPetConfigID() uint32 {\n\treturn pp.petConfigID\n}\n\n// IsUnlocked 是否已解锁\nfunc (pp *PetPictorial) IsUnlocked() bool {\n\treturn pp.unlocked\n}\n\n// GetHighestLevel 获取最高等级\nfunc (pp *PetPictorial) GetHighestLevel() uint32 {\n\treturn pp.highestLevel\n}\n\n// GetHighestStar 获取最高星级\nfunc (pp *PetPictorial) GetHighestStar() uint32 {\n\treturn pp.highestStar\n}\n\n// Unlock 解锁图鉴\nfunc (pp *PetPictorial) Unlock() {\n\tif !pp.unlocked {\n\t\tpp.unlocked = true\n\t\tpp.firstSeen = time.Now()\n\t}\n\tpp.lastSeen = time.Now()\n\tpp.updatedAt = time.Now()\n}\n\n// UpdateRecord 更新记录\nfunc (pp *PetPictorial) UpdateRecord(level, star uint32) {\n\tif level > pp.highestLevel {\n\t\tpp.highestLevel = level\n\t}\n\tif star > pp.highestStar {\n\t\tpp.highestStar = star\n\t}\n\tpp.lastSeen = time.Now()\n\tpp.updatedAt = time.Now()\n}\n\n// GetFirstSeen 获取首次见到时间\nfunc (pp *PetPictorial) GetFirstSeen() time.Time {\n\treturn pp.firstSeen\n}\n\n// GetLastSeen 获取最后见到时间\nfunc (pp *PetPictorial) GetLastSeen() time.Time {\n\treturn pp.lastSeen\n}\n\n// GetCreatedAt 获取创建时间\nfunc (pp *PetPictorial) GetCreatedAt() time.Time {\n\treturn pp.createdAt\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (pp *PetPictorial) GetUpdatedAt() time.Time {\n\treturn pp.updatedAt\n}\n\n// 常量定义\nconst (\n\tMaxSkillLevel  = 10\n\tMaxActiveBonds = 3\n)\n"
  },
  {
    "path": "internal/domain/pet/errors.go",
    "content": "package pet\n\nimport (\n\t\"errors\"\n\t\"fmt\"\n)\n\n// 宠物领域错误定义\n\n// 常用错误变量\nvar (\n\tErrPetNotFound = errors.New(\"pet not found\")\n)\n\n// PetError 宠物错误基础接口\ntype PetError interface {\n\terror\n\tGetCode() string\n\tGetMessage() string\n\tGetDetails() map[string]interface{}\n\tIsRetryable() bool\n\tGetSeverity() ErrorSeverity\n}\n\n// ErrorSeverity 错误严重程度\ntype ErrorSeverity int\n\nconst (\n\tErrorSeverityLow ErrorSeverity = iota\n\tErrorSeverityMedium\n\tErrorSeverityHigh\n\tErrorSeverityCritical\n)\n\n// String 返回错误严重程度的字符串表示\nfunc (s ErrorSeverity) String() string {\n\tswitch s {\n\tcase ErrorSeverityLow:\n\t\treturn \"low\"\n\tcase ErrorSeverityMedium:\n\t\treturn \"medium\"\n\tcase ErrorSeverityHigh:\n\t\treturn \"high\"\n\tcase ErrorSeverityCritical:\n\t\treturn \"critical\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// BasePetError 宠物错误基础结构\ntype BasePetError struct {\n\tCode      string                 `json:\"code\"`\n\tMessage   string                 `json:\"message\"`\n\tDetails   map[string]interface{} `json:\"details\"`\n\tRetryable bool                   `json:\"retryable\"`\n\tSeverity  ErrorSeverity          `json:\"severity\"`\n}\n\n// Error 实现error接口\nfunc (e *BasePetError) Error() string {\n\treturn fmt.Sprintf(\"[%s] %s\", e.Code, e.Message)\n}\n\n// GetCode 获取错误代码\nfunc (e *BasePetError) GetCode() string {\n\treturn e.Code\n}\n\n// GetMessage 获取错误消息\nfunc (e *BasePetError) GetMessage() string {\n\treturn e.Message\n}\n\n// GetDetails 获取错误详情\nfunc (e *BasePetError) GetDetails() map[string]interface{} {\n\treturn e.Details\n}\n\n// IsRetryable 是否可重试\nfunc (e *BasePetError) IsRetryable() bool {\n\treturn e.Retryable\n}\n\n// GetSeverity 获取错误严重程度\nfunc (e *BasePetError) GetSeverity() ErrorSeverity {\n\treturn e.Severity\n}\n\n// 宠物相关错误\n\n// PetNotFoundError 宠物未找到错误\ntype PetNotFoundError struct {\n\t*BasePetError\n\tPetID string `json:\"pet_id\"`\n}\n\n// NewPetNotFoundError 创建宠物未找到错误\nfunc NewPetNotFoundError(petID string) *PetNotFoundError {\n\treturn &PetNotFoundError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:      \"PET_NOT_FOUND\",\n\t\t\tMessage:   fmt.Sprintf(\"Pet with ID %s not found\", petID),\n\t\t\tDetails:   map[string]interface{}{\"pet_id\": petID},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tPetID: petID,\n\t}\n}\n\n// PetAlreadyExistsError 宠物已存在错误\ntype PetAlreadyExistsError struct {\n\t*BasePetError\n\tPetID string `json:\"pet_id\"`\n}\n\n// NewPetAlreadyExistsError 创建宠物已存在错误\nfunc NewPetAlreadyExistsError(petID string) *PetAlreadyExistsError {\n\treturn &PetAlreadyExistsError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:      \"PET_ALREADY_EXISTS\",\n\t\t\tMessage:   fmt.Sprintf(\"Pet with ID %s already exists\", petID),\n\t\t\tDetails:   map[string]interface{}{\"pet_id\": petID},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tPetID: petID,\n\t}\n}\n\n// PetInvalidStateError 宠物状态无效错误\ntype PetInvalidStateError struct {\n\t*BasePetError\n\tPetID         string   `json:\"pet_id\"`\n\tCurrentState  PetState `json:\"current_state\"`\n\tRequiredState PetState `json:\"required_state\"`\n\tOperation     string   `json:\"operation\"`\n}\n\n// NewPetInvalidStateError 创建宠物状态无效错误\nfunc NewPetInvalidStateError(petID string, currentState, requiredState PetState, operation string) *PetInvalidStateError {\n\treturn &PetInvalidStateError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:    \"PET_INVALID_STATE\",\n\t\t\tMessage: fmt.Sprintf(\"Pet %s is in state %s, but %s is required for operation %s\", petID, currentState, requiredState, operation),\n\t\t\tDetails: map[string]interface{}{\n\t\t\t\t\"pet_id\":         petID,\n\t\t\t\t\"current_state\":  currentState,\n\t\t\t\t\"required_state\": requiredState,\n\t\t\t\t\"operation\":      operation,\n\t\t\t},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tPetID:         petID,\n\t\tCurrentState:  currentState,\n\t\tRequiredState: requiredState,\n\t\tOperation:     operation,\n\t}\n}\n\n// PetMaxLevelReachedError 宠物达到最大等级错误\ntype PetMaxLevelReachedError struct {\n\t*BasePetError\n\tPetID    string `json:\"pet_id\"`\n\tMaxLevel uint32 `json:\"max_level\"`\n}\n\n// NewPetMaxLevelReachedError 创建宠物达到最大等级错误\nfunc NewPetMaxLevelReachedError(petID string, maxLevel uint32) *PetMaxLevelReachedError {\n\treturn &PetMaxLevelReachedError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:      \"PET_MAX_LEVEL_REACHED\",\n\t\t\tMessage:   fmt.Sprintf(\"Pet %s has reached maximum level %d\", petID, maxLevel),\n\t\t\tDetails:   map[string]interface{}{\"pet_id\": petID, \"max_level\": maxLevel},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityLow,\n\t\t},\n\t\tPetID:    petID,\n\t\tMaxLevel: maxLevel,\n\t}\n}\n\n// PetInsufficientExperienceError 宠物经验不足错误\ntype PetInsufficientExperienceError struct {\n\t*BasePetError\n\tPetID              string `json:\"pet_id\"`\n\tCurrentExperience  uint64 `json:\"current_experience\"`\n\tRequiredExperience uint64 `json:\"required_experience\"`\n}\n\n// NewPetInsufficientExperienceError 创建宠物经验不足错误\nfunc NewPetInsufficientExperienceError(petID string, current, required uint64) *PetInsufficientExperienceError {\n\treturn &PetInsufficientExperienceError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:    \"PET_INSUFFICIENT_EXPERIENCE\",\n\t\t\tMessage: fmt.Sprintf(\"Pet %s has insufficient experience: %d/%d\", petID, current, required),\n\t\t\tDetails: map[string]interface{}{\n\t\t\t\t\"pet_id\":              petID,\n\t\t\t\t\"current_experience\":  current,\n\t\t\t\t\"required_experience\": required,\n\t\t\t},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityLow,\n\t\t},\n\t\tPetID:              petID,\n\t\tCurrentExperience:  current,\n\t\tRequiredExperience: required,\n\t}\n}\n\n// PetDeadError 宠物死亡错误\ntype PetDeadError struct {\n\t*BasePetError\n\tPetID     string `json:\"pet_id\"`\n\tOperation string `json:\"operation\"`\n}\n\n// NewPetDeadError 创建宠物死亡错误\nfunc NewPetDeadError(petID, operation string) *PetDeadError {\n\treturn &PetDeadError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:      \"PET_DEAD\",\n\t\t\tMessage:   fmt.Sprintf(\"Pet %s is dead and cannot perform operation: %s\", petID, operation),\n\t\t\tDetails:   map[string]interface{}{\"pet_id\": petID, \"operation\": operation},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tPetID:     petID,\n\t\tOperation: operation,\n\t}\n}\n\n// 宠物技能相关错误\n\n// PetSkillNotFoundError 宠物技能未找到错误\ntype PetSkillNotFoundError struct {\n\t*BasePetError\n\tPetID   string `json:\"pet_id\"`\n\tSkillID string `json:\"skill_id\"`\n}\n\n// NewPetSkillNotFoundError 创建宠物技能未找到错误\nfunc NewPetSkillNotFoundError(petID, skillID string) *PetSkillNotFoundError {\n\treturn &PetSkillNotFoundError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:      \"PET_SKILL_NOT_FOUND\",\n\t\t\tMessage:   fmt.Sprintf(\"Skill %s not found for pet %s\", skillID, petID),\n\t\t\tDetails:   map[string]interface{}{\"pet_id\": petID, \"skill_id\": skillID},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tPetID:   petID,\n\t\tSkillID: skillID,\n\t}\n}\n\n// PetSkillOnCooldownError 宠物技能冷却中错误\ntype PetSkillOnCooldownError struct {\n\t*BasePetError\n\tPetID             string `json:\"pet_id\"`\n\tSkillID           string `json:\"skill_id\"`\n\tRemainingCooldown int64  `json:\"remaining_cooldown\"`\n}\n\n// NewPetSkillOnCooldownError 创建宠物技能冷却中错误\nfunc NewPetSkillOnCooldownError(petID, skillID string, remainingCooldown int64) *PetSkillOnCooldownError {\n\treturn &PetSkillOnCooldownError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:    \"PET_SKILL_ON_COOLDOWN\",\n\t\t\tMessage: fmt.Sprintf(\"Skill %s for pet %s is on cooldown for %d seconds\", skillID, petID, remainingCooldown),\n\t\t\tDetails: map[string]interface{}{\n\t\t\t\t\"pet_id\":             petID,\n\t\t\t\t\"skill_id\":           skillID,\n\t\t\t\t\"remaining_cooldown\": remainingCooldown,\n\t\t\t},\n\t\t\tRetryable: true,\n\t\t\tSeverity:  ErrorSeverityLow,\n\t\t},\n\t\tPetID:             petID,\n\t\tSkillID:           skillID,\n\t\tRemainingCooldown: remainingCooldown,\n\t}\n}\n\n// PetSkillMaxLevelError 宠物技能达到最大等级错误\ntype PetSkillMaxLevelError struct {\n\t*BasePetError\n\tPetID    string `json:\"pet_id\"`\n\tSkillID  string `json:\"skill_id\"`\n\tMaxLevel uint32 `json:\"max_level\"`\n}\n\n// NewPetSkillMaxLevelError 创建宠物技能达到最大等级错误\nfunc NewPetSkillMaxLevelError(petID, skillID string, maxLevel uint32) *PetSkillMaxLevelError {\n\treturn &PetSkillMaxLevelError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:      \"PET_SKILL_MAX_LEVEL\",\n\t\t\tMessage:   fmt.Sprintf(\"Skill %s for pet %s has reached maximum level %d\", skillID, petID, maxLevel),\n\t\t\tDetails:   map[string]interface{}{\"pet_id\": petID, \"skill_id\": skillID, \"max_level\": maxLevel},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityLow,\n\t\t},\n\t\tPetID:    petID,\n\t\tSkillID:  skillID,\n\t\tMaxLevel: maxLevel,\n\t}\n}\n\n// 宠物碎片相关错误\n\n// PetFragmentNotFoundError 宠物碎片未找到错误\ntype PetFragmentNotFoundError struct {\n\t*BasePetError\n\tPlayerID   string `json:\"player_id\"`\n\tFragmentID uint32 `json:\"fragment_id\"`\n}\n\n// NewPetFragmentNotFoundError 创建宠物碎片未找到错误\nfunc NewPetFragmentNotFoundError(playerID string, fragmentID uint32) *PetFragmentNotFoundError {\n\treturn &PetFragmentNotFoundError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:      \"PET_FRAGMENT_NOT_FOUND\",\n\t\t\tMessage:   fmt.Sprintf(\"Fragment %d not found for player %s\", fragmentID, playerID),\n\t\t\tDetails:   map[string]interface{}{\"player_id\": playerID, \"fragment_id\": fragmentID},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tPlayerID:   playerID,\n\t\tFragmentID: fragmentID,\n\t}\n}\n\n// PetFragmentInsufficientError 宠物碎片不足错误\ntype PetFragmentInsufficientError struct {\n\t*BasePetError\n\tPlayerID         string `json:\"player_id\"`\n\tFragmentID       uint32 `json:\"fragment_id\"`\n\tCurrentQuantity  uint64 `json:\"current_quantity\"`\n\tRequiredQuantity uint64 `json:\"required_quantity\"`\n}\n\n// NewPetFragmentInsufficientError 创建宠物碎片不足错误\nfunc NewPetFragmentInsufficientError(playerID string, fragmentID uint32, current, required uint64) *PetFragmentInsufficientError {\n\treturn &PetFragmentInsufficientError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:    \"PET_FRAGMENT_INSUFFICIENT\",\n\t\t\tMessage: fmt.Sprintf(\"Insufficient fragments %d for player %s: %d/%d\", fragmentID, playerID, current, required),\n\t\t\tDetails: map[string]interface{}{\n\t\t\t\t\"player_id\":         playerID,\n\t\t\t\t\"fragment_id\":       fragmentID,\n\t\t\t\t\"current_quantity\":  current,\n\t\t\t\t\"required_quantity\": required,\n\t\t\t},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tPlayerID:         playerID,\n\t\tFragmentID:       fragmentID,\n\t\tCurrentQuantity:  current,\n\t\tRequiredQuantity: required,\n\t}\n}\n\n// 宠物皮肤相关错误\n\n// PetSkinNotFoundError 宠物皮肤未找到错误\ntype PetSkinNotFoundError struct {\n\t*BasePetError\n\tSkinID string `json:\"skin_id\"`\n}\n\n// NewPetSkinNotFoundError 创建宠物皮肤未找到错误\nfunc NewPetSkinNotFoundError(skinID string) *PetSkinNotFoundError {\n\treturn &PetSkinNotFoundError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:      \"PET_SKIN_NOT_FOUND\",\n\t\t\tMessage:   fmt.Sprintf(\"Pet skin %s not found\", skinID),\n\t\t\tDetails:   map[string]interface{}{\"skin_id\": skinID},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tSkinID: skinID,\n\t}\n}\n\n// PetSkinNotUnlockedError 宠物皮肤未解锁错误\ntype PetSkinNotUnlockedError struct {\n\t*BasePetError\n\tSkinID   string `json:\"skin_id\"`\n\tPlayerID string `json:\"player_id\"`\n}\n\n// NewPetSkinNotUnlockedError 创建宠物皮肤未解锁错误\nfunc NewPetSkinNotUnlockedError(skinID, playerID string) *PetSkinNotUnlockedError {\n\treturn &PetSkinNotUnlockedError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:      \"PET_SKIN_NOT_UNLOCKED\",\n\t\t\tMessage:   fmt.Sprintf(\"Pet skin %s is not unlocked for player %s\", skinID, playerID),\n\t\t\tDetails:   map[string]interface{}{\"skin_id\": skinID, \"player_id\": playerID},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tSkinID:   skinID,\n\t\tPlayerID: playerID,\n\t}\n}\n\n// PetSkinIncompatibleError 宠物皮肤不兼容错误\ntype PetSkinIncompatibleError struct {\n\t*BasePetError\n\tPetID        string      `json:\"pet_id\"`\n\tSkinID       string      `json:\"skin_id\"`\n\tPetCategory  PetCategory `json:\"pet_category\"`\n\tSkinCategory PetCategory `json:\"skin_category\"`\n}\n\n// NewPetSkinIncompatibleError 创建宠物皮肤不兼容错误\nfunc NewPetSkinIncompatibleError(petID, skinID string, petCategory, skinCategory PetCategory) *PetSkinIncompatibleError {\n\treturn &PetSkinIncompatibleError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:    \"PET_SKIN_INCOMPATIBLE\",\n\t\t\tMessage: fmt.Sprintf(\"Skin %s (category: %s) is incompatible with pet %s (category: %s)\", skinID, skinCategory, petID, petCategory),\n\t\t\tDetails: map[string]interface{}{\n\t\t\t\t\"pet_id\":        petID,\n\t\t\t\t\"skin_id\":       skinID,\n\t\t\t\t\"pet_category\":  petCategory,\n\t\t\t\t\"skin_category\": skinCategory,\n\t\t\t},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tPetID:        petID,\n\t\tSkinID:       skinID,\n\t\tPetCategory:  petCategory,\n\t\tSkinCategory: skinCategory,\n\t}\n}\n\n// 宠物羁绊相关错误\n\n// PetBondNotFoundError 宠物羁绊未找到错误\ntype PetBondNotFoundError struct {\n\t*BasePetError\n\tBondID string `json:\"bond_id\"`\n}\n\n// NewPetBondNotFoundError 创建宠物羁绊未找到错误\nfunc NewPetBondNotFoundError(bondID string) *PetBondNotFoundError {\n\treturn &PetBondNotFoundError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:      \"PET_BOND_NOT_FOUND\",\n\t\t\tMessage:   fmt.Sprintf(\"Pet bond %s not found\", bondID),\n\t\t\tDetails:   map[string]interface{}{\"bond_id\": bondID},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tBondID: bondID,\n\t}\n}\n\n// PetBondRequirementsNotMetError 宠物羁绊条件未满足错误\ntype PetBondRequirementsNotMetError struct {\n\t*BasePetError\n\tBondID       string   `json:\"bond_id\"`\n\tRequiredPets []string `json:\"required_pets\"`\n\tCurrentPets  []string `json:\"current_pets\"`\n\tMissingPets  []string `json:\"missing_pets\"`\n}\n\n// NewPetBondRequirementsNotMetError 创建宠物羁绊条件未满足错误\nfunc NewPetBondRequirementsNotMetError(bondID string, required, current, missing []string) *PetBondRequirementsNotMetError {\n\treturn &PetBondRequirementsNotMetError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:    \"PET_BOND_REQUIREMENTS_NOT_MET\",\n\t\t\tMessage: fmt.Sprintf(\"Bond %s requirements not met, missing pets: %v\", bondID, missing),\n\t\t\tDetails: map[string]interface{}{\n\t\t\t\t\"bond_id\":       bondID,\n\t\t\t\t\"required_pets\": required,\n\t\t\t\t\"current_pets\":  current,\n\t\t\t\t\"missing_pets\":  missing,\n\t\t\t},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tBondID:       bondID,\n\t\tRequiredPets: required,\n\t\tCurrentPets:  current,\n\t\tMissingPets:  missing,\n\t}\n}\n\n// 宠物图鉴相关错误\n\n// PetPictorialNotFoundError 宠物图鉴未找到错误\ntype PetPictorialNotFoundError struct {\n\t*BasePetError\n\tPlayerID    string `json:\"player_id\"`\n\tPetConfigID uint32 `json:\"pet_config_id\"`\n}\n\n// NewPetPictorialNotFoundError 创建宠物图鉴未找到错误\nfunc NewPetPictorialNotFoundError(playerID string, petConfigID uint32) *PetPictorialNotFoundError {\n\treturn &PetPictorialNotFoundError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:      \"PET_PICTORIAL_NOT_FOUND\",\n\t\t\tMessage:   fmt.Sprintf(\"Pet pictorial for config %d not found for player %s\", petConfigID, playerID),\n\t\t\tDetails:   map[string]interface{}{\"player_id\": playerID, \"pet_config_id\": petConfigID},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tPlayerID:    playerID,\n\t\tPetConfigID: petConfigID,\n\t}\n}\n\n// PetPictorialAlreadyUnlockedError 宠物图鉴已解锁错误\ntype PetPictorialAlreadyUnlockedError struct {\n\t*BasePetError\n\tPlayerID    string `json:\"player_id\"`\n\tPetConfigID uint32 `json:\"pet_config_id\"`\n}\n\n// NewPetPictorialAlreadyUnlockedError 创建宠物图鉴已解锁错误\nfunc NewPetPictorialAlreadyUnlockedError(playerID string, petConfigID uint32) *PetPictorialAlreadyUnlockedError {\n\treturn &PetPictorialAlreadyUnlockedError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:      \"PET_PICTORIAL_ALREADY_UNLOCKED\",\n\t\t\tMessage:   fmt.Sprintf(\"Pet pictorial for config %d is already unlocked for player %s\", petConfigID, playerID),\n\t\t\tDetails:   map[string]interface{}{\"player_id\": playerID, \"pet_config_id\": petConfigID},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityLow,\n\t\t},\n\t\tPlayerID:    playerID,\n\t\tPetConfigID: petConfigID,\n\t}\n}\n\n// 资源相关错误\n\n// PetInsufficientResourcesError 宠物资源不足错误\ntype PetInsufficientResourcesError struct {\n\t*BasePetError\n\tPlayerID        string           `json:\"player_id\"`\n\tResourceType    string           `json:\"resource_type\"`\n\tCurrentAmount   int64            `json:\"current_amount\"`\n\tRequiredAmount  int64            `json:\"required_amount\"`\n\tOperation       string           `json:\"operation\"`\n\tAdditionalCosts map[string]int64 `json:\"additional_costs,omitempty\"`\n}\n\n// NewPetInsufficientResourcesError 创建宠物资源不足错误\nfunc NewPetInsufficientResourcesError(playerID, resourceType string, current, required int64, operation string) *PetInsufficientResourcesError {\n\treturn &PetInsufficientResourcesError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:    \"PET_INSUFFICIENT_RESOURCES\",\n\t\t\tMessage: fmt.Sprintf(\"Insufficient %s for player %s: %d/%d (operation: %s)\", resourceType, playerID, current, required, operation),\n\t\t\tDetails: map[string]interface{}{\n\t\t\t\t\"player_id\":       playerID,\n\t\t\t\t\"resource_type\":   resourceType,\n\t\t\t\t\"current_amount\":  current,\n\t\t\t\t\"required_amount\": required,\n\t\t\t\t\"operation\":       operation,\n\t\t\t},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tPlayerID:       playerID,\n\t\tResourceType:   resourceType,\n\t\tCurrentAmount:  current,\n\t\tRequiredAmount: required,\n\t\tOperation:      operation,\n\t}\n}\n\n// 配置相关错误\n\n// PetConfigNotFoundError 宠物配置未找到错误\ntype PetConfigNotFoundError struct {\n\t*BasePetError\n\tConfigID uint32 `json:\"config_id\"`\n}\n\n// NewPetConfigNotFoundError 创建宠物配置未找到错误\nfunc NewPetConfigNotFoundError(configID uint32) *PetConfigNotFoundError {\n\treturn &PetConfigNotFoundError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:      \"PET_CONFIG_NOT_FOUND\",\n\t\t\tMessage:   fmt.Sprintf(\"Pet configuration %d not found\", configID),\n\t\t\tDetails:   map[string]interface{}{\"config_id\": configID},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityHigh,\n\t\t},\n\t\tConfigID: configID,\n\t}\n}\n\n// PetConfigInvalidError 宠物配置无效错误\ntype PetConfigInvalidError struct {\n\t*BasePetError\n\tConfigID uint32 `json:\"config_id\"`\n\tReason   string `json:\"reason\"`\n}\n\n// NewPetConfigInvalidError 创建宠物配置无效错误\nfunc NewPetConfigInvalidError(configID uint32, reason string) *PetConfigInvalidError {\n\treturn &PetConfigInvalidError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:      \"PET_CONFIG_INVALID\",\n\t\t\tMessage:   fmt.Sprintf(\"Pet configuration %d is invalid: %s\", configID, reason),\n\t\t\tDetails:   map[string]interface{}{\"config_id\": configID, \"reason\": reason},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityHigh,\n\t\t},\n\t\tConfigID: configID,\n\t\tReason:   reason,\n\t}\n}\n\n// 业务逻辑错误\n\n// PetOperationNotAllowedError 宠物操作不允许错误\ntype PetOperationNotAllowedError struct {\n\t*BasePetError\n\tPetID     string `json:\"pet_id\"`\n\tOperation string `json:\"operation\"`\n\tReason    string `json:\"reason\"`\n}\n\n// NewPetOperationNotAllowedError 创建宠物操作不允许错误\nfunc NewPetOperationNotAllowedError(petID, operation, reason string) *PetOperationNotAllowedError {\n\treturn &PetOperationNotAllowedError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:      \"PET_OPERATION_NOT_ALLOWED\",\n\t\t\tMessage:   fmt.Sprintf(\"Operation %s not allowed for pet %s: %s\", operation, petID, reason),\n\t\t\tDetails:   map[string]interface{}{\"pet_id\": petID, \"operation\": operation, \"reason\": reason},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tPetID:     petID,\n\t\tOperation: operation,\n\t\tReason:    reason,\n\t}\n}\n\n// PetLimitExceededError 宠物限制超出错误\ntype PetLimitExceededError struct {\n\t*BasePetError\n\tPlayerID     string `json:\"player_id\"`\n\tCurrentCount int32  `json:\"current_count\"`\n\tMaxCount     int32  `json:\"max_count\"`\n\tLimitType    string `json:\"limit_type\"`\n}\n\n// NewPetLimitExceededError 创建宠物限制超出错误\nfunc NewPetLimitExceededError(playerID string, current, max int32, limitType string) *PetLimitExceededError {\n\treturn &PetLimitExceededError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:    \"PET_LIMIT_EXCEEDED\",\n\t\t\tMessage: fmt.Sprintf(\"%s limit exceeded for player %s: %d/%d\", limitType, playerID, current, max),\n\t\t\tDetails: map[string]interface{}{\n\t\t\t\t\"player_id\":     playerID,\n\t\t\t\t\"current_count\": current,\n\t\t\t\t\"max_count\":     max,\n\t\t\t\t\"limit_type\":    limitType,\n\t\t\t},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tPlayerID:     playerID,\n\t\tCurrentCount: current,\n\t\tMaxCount:     max,\n\t\tLimitType:    limitType,\n\t}\n}\n\n// 系统错误\n\n// PetSystemError 宠物系统错误\ntype PetSystemError struct {\n\t*BasePetError\n\tSystemComponent string `json:\"system_component\"`\n\tInternalError   error  `json:\"internal_error,omitempty\"`\n}\n\n// NewPetSystemError 创建宠物系统错误\nfunc NewPetSystemError(component, message string, internalErr error) *PetSystemError {\n\treturn &PetSystemError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:      \"PET_SYSTEM_ERROR\",\n\t\t\tMessage:   fmt.Sprintf(\"System error in %s: %s\", component, message),\n\t\t\tDetails:   map[string]interface{}{\"system_component\": component},\n\t\t\tRetryable: true,\n\t\t\tSeverity:  ErrorSeverityCritical,\n\t\t},\n\t\tSystemComponent: component,\n\t\tInternalError:   internalErr,\n\t}\n}\n\n// PetDatabaseError 宠物数据库错误\ntype PetDatabaseError struct {\n\t*BasePetError\n\tOperation     string `json:\"operation\"`\n\tTable         string `json:\"table\"`\n\tInternalError error  `json:\"internal_error,omitempty\"`\n}\n\n// NewPetDatabaseError 创建宠物数据库错误\nfunc NewPetDatabaseError(operation, table, message string, internalErr error) *PetDatabaseError {\n\treturn &PetDatabaseError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:      \"PET_DATABASE_ERROR\",\n\t\t\tMessage:   fmt.Sprintf(\"Database error during %s on table %s: %s\", operation, table, message),\n\t\t\tDetails:   map[string]interface{}{\"operation\": operation, \"table\": table},\n\t\t\tRetryable: true,\n\t\t\tSeverity:  ErrorSeverityHigh,\n\t\t},\n\t\tOperation:     operation,\n\t\tTable:         table,\n\t\tInternalError: internalErr,\n\t}\n}\n\n// PetCacheError 宠物缓存错误\ntype PetCacheError struct {\n\t*BasePetError\n\tOperation     string `json:\"operation\"`\n\tKey           string `json:\"key\"`\n\tInternalError error  `json:\"internal_error,omitempty\"`\n}\n\n// NewPetCacheError 创建宠物缓存错误\nfunc NewPetCacheError(operation, key, message string, internalErr error) *PetCacheError {\n\treturn &PetCacheError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:      \"PET_CACHE_ERROR\",\n\t\t\tMessage:   fmt.Sprintf(\"Cache error during %s for key %s: %s\", operation, key, message),\n\t\t\tDetails:   map[string]interface{}{\"operation\": operation, \"key\": key},\n\t\t\tRetryable: true,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tOperation:     operation,\n\t\tKey:           key,\n\t\tInternalError: internalErr,\n\t}\n}\n\n// 验证错误\n\n// PetValidationError 宠物验证错误\ntype PetValidationError struct {\n\t*BasePetError\n\tField          string      `json:\"field\"`\n\tValue          interface{} `json:\"value\"`\n\tConstraint     string      `json:\"constraint\"`\n\tValidationRule string      `json:\"validation_rule\"`\n}\n\n// NewPetValidationError 创建宠物验证错误\nfunc NewPetValidationError(field string, value interface{}, constraint, rule string) *PetValidationError {\n\treturn &PetValidationError{\n\t\tBasePetError: &BasePetError{\n\t\t\tCode:    \"PET_VALIDATION_ERROR\",\n\t\t\tMessage: fmt.Sprintf(\"Validation failed for field %s: %s (rule: %s)\", field, constraint, rule),\n\t\t\tDetails: map[string]interface{}{\n\t\t\t\t\"field\":           field,\n\t\t\t\t\"value\":           value,\n\t\t\t\t\"constraint\":      constraint,\n\t\t\t\t\"validation_rule\": rule,\n\t\t\t},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tField:          field,\n\t\tValue:          value,\n\t\tConstraint:     constraint,\n\t\tValidationRule: rule,\n\t}\n}\n\n// 错误代码常量\n\nconst (\n\t// 宠物相关错误代码\n\tErrCodePetNotFound        = \"PET_NOT_FOUND\"\n\tErrCodePetAlreadyExists   = \"PET_ALREADY_EXISTS\"\n\tErrCodePetInvalidState    = \"PET_INVALID_STATE\"\n\tErrCodePetMaxLevelReached = \"PET_MAX_LEVEL_REACHED\"\n\tErrCodePetInsufficientExp = \"PET_INSUFFICIENT_EXPERIENCE\"\n\tErrCodePetDead            = \"PET_DEAD\"\n\n\t// 技能相关错误代码\n\tErrCodePetSkillNotFound   = \"PET_SKILL_NOT_FOUND\"\n\tErrCodePetSkillOnCooldown = \"PET_SKILL_ON_COOLDOWN\"\n\tErrCodePetSkillMaxLevel   = \"PET_SKILL_MAX_LEVEL\"\n\n\t// 碎片相关错误代码\n\tErrCodePetFragmentNotFound     = \"PET_FRAGMENT_NOT_FOUND\"\n\tErrCodePetFragmentInsufficient = \"PET_FRAGMENT_INSUFFICIENT\"\n\n\t// 皮肤相关错误代码\n\tErrCodePetSkinNotFound     = \"PET_SKIN_NOT_FOUND\"\n\tErrCodePetSkinNotUnlocked  = \"PET_SKIN_NOT_UNLOCKED\"\n\tErrCodePetSkinIncompatible = \"PET_SKIN_INCOMPATIBLE\"\n\n\t// 羁绊相关错误代码\n\tErrCodePetBondNotFound           = \"PET_BOND_NOT_FOUND\"\n\tErrCodePetBondRequirementsNotMet = \"PET_BOND_REQUIREMENTS_NOT_MET\"\n\n\t// 图鉴相关错误代码\n\tErrCodePetPictorialNotFound        = \"PET_PICTORIAL_NOT_FOUND\"\n\tErrCodePetPictorialAlreadyUnlocked = \"PET_PICTORIAL_ALREADY_UNLOCKED\"\n\n\t// 资源相关错误代码\n\tErrCodePetInsufficientResources = \"PET_INSUFFICIENT_RESOURCES\"\n\n\t// 配置相关错误代码\n\tErrCodePetConfigNotFound = \"PET_CONFIG_NOT_FOUND\"\n\tErrCodePetConfigInvalid  = \"PET_CONFIG_INVALID\"\n\n\t// 业务逻辑错误代码\n\tErrCodePetOperationNotAllowed = \"PET_OPERATION_NOT_ALLOWED\"\n\tErrCodePetLimitExceeded       = \"PET_LIMIT_EXCEEDED\"\n\n\t// 系统错误代码\n\tErrCodePetSystemError   = \"PET_SYSTEM_ERROR\"\n\tErrCodePetDatabaseError = \"PET_DATABASE_ERROR\"\n\tErrCodePetCacheError    = \"PET_CACHE_ERROR\"\n\n\t// 验证错误代码\n\tErrCodePetValidationError = \"PET_VALIDATION_ERROR\"\n)\n\n// 错误工具函数\n\n// IsPetError 检查是否为宠物错误\nfunc IsPetError(err error) bool {\n\t_, ok := err.(PetError)\n\treturn ok\n}\n\n// GetPetErrorCode 获取宠物错误代码\nfunc GetPetErrorCode(err error) string {\n\tif petErr, ok := err.(PetError); ok {\n\t\treturn petErr.GetCode()\n\t}\n\treturn \"\"\n}\n\n// IsRetryablePetError 检查是否为可重试的宠物错误\nfunc IsRetryablePetError(err error) bool {\n\tif petErr, ok := err.(PetError); ok {\n\t\treturn petErr.IsRetryable()\n\t}\n\treturn false\n}\n\n// GetPetErrorSeverity 获取宠物错误严重程度\nfunc GetPetErrorSeverity(err error) ErrorSeverity {\n\tif petErr, ok := err.(PetError); ok {\n\t\treturn petErr.GetSeverity()\n\t}\n\treturn ErrorSeverityLow\n}\n\n// WrapPetError 包装宠物错误\nfunc WrapPetError(err error, code, message string) PetError {\n\treturn &BasePetError{\n\t\tCode:      code,\n\t\tMessage:   fmt.Sprintf(\"%s: %v\", message, err),\n\t\tDetails:   map[string]interface{}{\"wrapped_error\": err.Error()},\n\t\tRetryable: IsRetryablePetError(err),\n\t\tSeverity:  GetPetErrorSeverity(err),\n\t}\n}\n\n// FormatPetError 格式化宠物错误\nfunc FormatPetError(err PetError) string {\n\treturn fmt.Sprintf(\"[%s][%s] %s\", err.GetSeverity(), err.GetCode(), err.GetMessage())\n}\n\n// LogPetError 记录宠物错误（占位符函数）\nfunc LogPetError(err PetError) {\n\t// 实现错误日志记录逻辑\n\tfmt.Printf(\"PET_ERROR: %s\\n\", FormatPetError(err))\n}\n\n// 添加缺失的错误定义\nvar (\n\tErrInvalidPetName                 = fmt.Errorf(\"invalid pet name\")\n\tErrPetIsDead                      = fmt.Errorf(\"pet is dead\")\n\tErrMaxLevelReached                = fmt.Errorf(\"max level reached\")\n\tErrMaxStarReached                 = fmt.Errorf(\"max star reached\")\n\tErrInvalidStateTransition         = fmt.Errorf(\"invalid state transition\")\n\tErrPetNotDead                     = fmt.Errorf(\"pet is not dead\")\n\tErrReviveTimeNotReached           = fmt.Errorf(\"revive time not reached\")\n\tErrMaxSkillsReached               = fmt.Errorf(\"max skills reached\")\n\tErrSkillAlreadyExists             = fmt.Errorf(\"skill already exists\")\n\tErrSkillNotFound                  = fmt.Errorf(\"skill not found\")\n\tErrSkinAlreadyOwned               = fmt.Errorf(\"skin already owned\")\n\tErrSkinNotOwned                   = fmt.Errorf(\"skin not owned\")\n\tErrInvalidAmount                  = fmt.Errorf(\"invalid amount\")\n\tErrInvalidFoodType                = fmt.Errorf(\"invalid food type\")\n\tErrPetNotIdle                     = fmt.Errorf(\"pet is not idle\")\n\tErrPetNotTraining                 = fmt.Errorf(\"pet is not training\")\n\tErrPetNotInBattle                 = fmt.Errorf(\"pet is not in battle\")\n\tErrInvalidPetID                   = fmt.Errorf(\"invalid pet ID\")\n\tErrInvalidPlayerID                = fmt.Errorf(\"invalid player ID\")\n\tErrInvalidPetLevel                = fmt.Errorf(\"invalid pet level\")\n\tErrInvalidPetStar                 = fmt.Errorf(\"invalid pet star\")\n\tErrInvalidPetAttributes           = fmt.Errorf(\"invalid pet attributes\")\n\tErrInsufficientFragments          = fmt.Errorf(\"insufficient fragments\")\n\tErrSkinAlreadyUnlocked            = fmt.Errorf(\"skin already unlocked\")\n\tErrSkinNotUnlocked                = fmt.Errorf(\"skin not unlocked\")\n\tErrSkinAlreadyEquipped            = fmt.Errorf(\"skin already equipped\")\n\tErrMaxSkillLevelReached           = fmt.Errorf(\"max skill level reached\")\n\tErrInsufficientSkillExperience    = fmt.Errorf(\"insufficient skill experience\")\n\tErrSkillOnCooldown                = fmt.Errorf(\"skill on cooldown\")\n\tErrBondAlreadyActive              = fmt.Errorf(\"bond already active\")\n\tErrMaxActiveBondsReached          = fmt.Errorf(\"max active bonds reached\")\n\tErrBondNotActive                  = fmt.Errorf(\"bond not active\")\n\tErrPetTemplateNotFound            = fmt.Errorf(\"pet template not found\")\n\tErrNoFragmentsProvided            = fmt.Errorf(\"no fragments provided\")\n\tErrFragmentMismatch               = fmt.Errorf(\"fragment mismatch\")\n\tErrFragmentTemplateNotFound       = fmt.Errorf(\"fragment template not found\")\n\tErrInsufficientEvolutionMaterials = fmt.Errorf(\"insufficient evolution materials\")\n\tErrInvalidTrainingType            = fmt.Errorf(\"invalid training type\")\n\tErrNoAvailableTemplates           = fmt.Errorf(\"no available templates\")\n\tErrDifferentOwners                = fmt.Errorf(\"different owners\")\n\tErrInsufficientBreedingLevel      = fmt.Errorf(\"insufficient breeding level\")\n)\n"
  },
  {
    "path": "internal/domain/pet/events.go",
    "content": "package pet\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// 宠物相关事件定义\n\n// PetEvent 宠物事件基础接口\ntype PetEvent interface {\n\tGetEventID() string\n\tGetEventType() string\n\tGetAggregateID() string\n\tGetPlayerID() string\n\tGetTimestamp() time.Time\n\tGetVersion() int\n\tGetMetadata() map[string]interface{}\n}\n\n// BasePetEvent 宠物事件基础结构\ntype BasePetEvent struct {\n\tEventID     string                 `json:\"event_id\"`\n\tEventType   string                 `json:\"event_type\"`\n\tAggregateID string                 `json:\"aggregate_id\"`\n\tPlayerID    string                 `json:\"player_id\"`\n\tTimestamp   time.Time              `json:\"timestamp\"`\n\tVersion     int                    `json:\"version\"`\n\tMetadata    map[string]interface{} `json:\"metadata\"`\n}\n\n// GetEventID 获取事件ID\nfunc (e *BasePetEvent) GetEventID() string {\n\treturn e.EventID\n}\n\n// GetEventType 获取事件类型\nfunc (e *BasePetEvent) GetEventType() string {\n\treturn e.EventType\n}\n\n// GetAggregateID 获取聚合ID\nfunc (e *BasePetEvent) GetAggregateID() string {\n\treturn e.AggregateID\n}\n\n// GetPlayerID 获取玩家ID\nfunc (e *BasePetEvent) GetPlayerID() string {\n\treturn e.PlayerID\n}\n\n// GetTimestamp 获取时间戳\nfunc (e *BasePetEvent) GetTimestamp() time.Time {\n\treturn e.Timestamp\n}\n\n// GetVersion 获取版本\nfunc (e *BasePetEvent) GetVersion() int {\n\treturn e.Version\n}\n\n// GetMetadata 获取元数据\nfunc (e *BasePetEvent) GetMetadata() map[string]interface{} {\n\treturn e.Metadata\n}\n\n// 宠物生命周期事件\n\n// PetCreatedEvent 宠物创建事件\ntype PetCreatedEvent struct {\n\tBasePetEvent\n\tPetID          string      `json:\"pet_id\"`\n\tPetName        string      `json:\"pet_name\"`\n\tConfigID       uint32      `json:\"config_id\"`\n\tCategory       PetCategory `json:\"category\"`\n\tRarity         PetRarity   `json:\"rarity\"`\n\tInitialLevel   uint32      `json:\"initial_level\"`\n\tInitialStar    uint32      `json:\"initial_star\"`\n\tCreationMethod string      `json:\"creation_method\"` // \"summon\", \"fragment\", \"purchase\", \"reward\"\n}\n\n// PetDeletedEvent 宠物删除事件\ntype PetDeletedEvent struct {\n\tBasePetEvent\n\tPetID        string `json:\"pet_id\"`\n\tPetName      string `json:\"pet_name\"`\n\tFinalLevel   uint32 `json:\"final_level\"`\n\tFinalStar    uint32 `json:\"final_star\"`\n\tFinalPower   int64  `json:\"final_power\"`\n\tDeleteReason string `json:\"delete_reason\"`\n}\n\n// PetRenamedEvent 宠物重命名事件\ntype PetRenamedEvent struct {\n\tBasePetEvent\n\tPetID   string `json:\"pet_id\"`\n\tOldName string `json:\"old_name\"`\n\tNewName string `json:\"new_name\"`\n}\n\n// 宠物成长事件\n\n// PetLevelUpEvent 宠物升级事件\ntype PetLevelUpEvent struct {\n\tBasePetEvent\n\tPetID            string           `json:\"pet_id\"`\n\tPetName          string           `json:\"pet_name\"`\n\tOldLevel         uint32           `json:\"old_level\"`\n\tNewLevel         uint32           `json:\"new_level\"`\n\tExperienceGained uint64           `json:\"experience_gained\"`\n\tPowerIncrease    int64            `json:\"power_increase\"`\n\tAttributeChanges map[string]int64 `json:\"attribute_changes\"`\n}\n\n// PetStarUpEvent 宠物升星事件\ntype PetStarUpEvent struct {\n\tBasePetEvent\n\tPetID             string         `json:\"pet_id\"`\n\tPetName           string         `json:\"pet_name\"`\n\tOldStar           uint32         `json:\"old_star\"`\n\tNewStar           uint32         `json:\"new_star\"`\n\tMaterialsUsed     []MaterialUsed `json:\"materials_used\"`\n\tPowerIncrease     int64          `json:\"power_increase\"`\n\tNewSkillsUnlocked []string       `json:\"new_skills_unlocked\"`\n}\n\n// PetEvolvedEvent 宠物进化事件\ntype PetEvolvedEvent struct {\n\tBasePetEvent\n\tPetID         string         `json:\"pet_id\"`\n\tPetName       string         `json:\"pet_name\"`\n\tOldConfigID   uint32         `json:\"old_config_id\"`\n\tNewConfigID   uint32         `json:\"new_config_id\"`\n\tOldCategory   PetCategory    `json:\"old_category\"`\n\tNewCategory   PetCategory    `json:\"new_category\"`\n\tMaterialsUsed []MaterialUsed `json:\"materials_used\"`\n\tPowerIncrease int64          `json:\"power_increase\"`\n\tNewAbilities  []string       `json:\"new_abilities\"`\n}\n\n// 宠物状态事件\n\n// PetStateChangedEvent 宠物状态改变事件\ntype PetStateChangedEvent struct {\n\tBasePetEvent\n\tPetID    string         `json:\"pet_id\"`\n\tPetName  string         `json:\"pet_name\"`\n\tOldState PetState       `json:\"old_state\"`\n\tNewState PetState       `json:\"new_state\"`\n\tReason   string         `json:\"reason\"`\n\tDuration *time.Duration `json:\"duration,omitempty\"`\n}\n\n// PetMoodChangedEvent 宠物心情改变事件\ntype PetMoodChangedEvent struct {\n\tBasePetEvent\n\tPetID     string  `json:\"pet_id\"`\n\tPetName   string  `json:\"pet_name\"`\n\tOldMood   PetMood `json:\"old_mood\"`\n\tNewMood   PetMood `json:\"new_mood\"`\n\tReason    string  `json:\"reason\"`\n\tMoodValue int32   `json:\"mood_value\"`\n}\n\n// PetHealthChangedEvent 宠物健康改变事件\ntype PetHealthChangedEvent struct {\n\tBasePetEvent\n\tPetID      string `json:\"pet_id\"`\n\tPetName    string `json:\"pet_name\"`\n\tOldHealth  uint32 `json:\"old_health\"`\n\tNewHealth  uint32 `json:\"new_health\"`\n\tMaxHealth  uint32 `json:\"max_health\"`\n\tReason     string `json:\"reason\"`\n\tIsCritical bool   `json:\"is_critical\"`\n}\n\n// 宠物互动事件\n\n// PetFedEvent 宠物喂食事件\ntype PetFedEvent struct {\n\tBasePetEvent\n\tPetID            string   `json:\"pet_id\"`\n\tPetName          string   `json:\"pet_name\"`\n\tFoodType         FoodType `json:\"food_type\"`\n\tFoodQuantity     uint32   `json:\"food_quantity\"`\n\tSatietyGained    uint32   `json:\"satiety_gained\"`\n\tMoodChange       int32    `json:\"mood_change\"`\n\tExperienceGained uint64   `json:\"experience_gained\"`\n\tSpecialEffect    string   `json:\"special_effect,omitempty\"`\n}\n\n// PetTrainedEvent 宠物训练事件\ntype PetTrainedEvent struct {\n\tBasePetEvent\n\tPetID            string             `json:\"pet_id\"`\n\tPetName          string             `json:\"pet_name\"`\n\tTrainingType     TrainingType       `json:\"training_type\"`\n\tTrainingDuration time.Duration      `json:\"training_duration\"`\n\tExperienceGained uint64             `json:\"experience_gained\"`\n\tAttributeGains   map[string]int64   `json:\"attribute_gains\"`\n\tSkillProgress    map[string]float64 `json:\"skill_progress\"`\n\tTrainingCost     int64              `json:\"training_cost\"`\n}\n\n// PetPlayedEvent 宠物游戏事件\ntype PetPlayedEvent struct {\n\tBasePetEvent\n\tPetID        string        `json:\"pet_id\"`\n\tPetName      string        `json:\"pet_name\"`\n\tGameType     string        `json:\"game_type\"`\n\tGameDuration time.Duration `json:\"game_duration\"`\n\tMoodIncrease int32         `json:\"mood_increase\"`\n\tBondIncrease int32         `json:\"bond_increase\"`\n\tRewards      []GameReward  `json:\"rewards\"`\n}\n\n// 宠物技能事件\n\n// PetSkillLearnedEvent 宠物学习技能事件\ntype PetSkillLearnedEvent struct {\n\tBasePetEvent\n\tPetID       string `json:\"pet_id\"`\n\tPetName     string `json:\"pet_name\"`\n\tSkillID     string `json:\"skill_id\"`\n\tSkillName   string `json:\"skill_name\"`\n\tSkillLevel  uint32 `json:\"skill_level\"`\n\tLearnMethod string `json:\"learn_method\"` // \"level_up\", \"training\", \"item\", \"evolution\"\n\tCost        int64  `json:\"cost\"`\n}\n\n// PetSkillUpgradedEvent 宠物技能升级事件\ntype PetSkillUpgradedEvent struct {\n\tBasePetEvent\n\tPetID         string `json:\"pet_id\"`\n\tPetName       string `json:\"pet_name\"`\n\tSkillID       string `json:\"skill_id\"`\n\tSkillName     string `json:\"skill_name\"`\n\tOldLevel      uint32 `json:\"old_level\"`\n\tNewLevel      uint32 `json:\"new_level\"`\n\tPowerIncrease int64  `json:\"power_increase\"`\n\tUpgradeCost   int64  `json:\"upgrade_cost\"`\n}\n\n// PetSkillUsedEvent 宠物使用技能事件\ntype PetSkillUsedEvent struct {\n\tBasePetEvent\n\tPetID        string        `json:\"pet_id\"`\n\tPetName      string        `json:\"pet_name\"`\n\tSkillID      string        `json:\"skill_id\"`\n\tSkillName    string        `json:\"skill_name\"`\n\tTargetID     string        `json:\"target_id,omitempty\"`\n\tDamageDealt  int64         `json:\"damage_dealt\"`\n\tEffects      []SkillEffect `json:\"effects\"`\n\tCooldownTime time.Duration `json:\"cooldown_time\"`\n\tContext      string        `json:\"context\"` // \"battle\", \"training\", \"exploration\"\n}\n\n// 宠物装备事件\n\n// PetSkinEquippedEvent 宠物装备皮肤事件\ntype PetSkinEquippedEvent struct {\n\tBasePetEvent\n\tPetID          string   `json:\"pet_id\"`\n\tPetName        string   `json:\"pet_name\"`\n\tSkinID         string   `json:\"skin_id\"`\n\tSkinName       string   `json:\"skin_name\"`\n\tOldSkinID      string   `json:\"old_skin_id,omitempty\"`\n\tPowerBonus     int64    `json:\"power_bonus\"`\n\tSpecialEffects []string `json:\"special_effects\"`\n}\n\n// PetSkinUnequippedEvent 宠物卸下皮肤事件\ntype PetSkinUnequippedEvent struct {\n\tBasePetEvent\n\tPetID     string `json:\"pet_id\"`\n\tPetName   string `json:\"pet_name\"`\n\tSkinID    string `json:\"skin_id\"`\n\tSkinName  string `json:\"skin_name\"`\n\tPowerLoss int64  `json:\"power_loss\"`\n}\n\n// 宠物羁绊事件\n\n// PetBondActivatedEvent 宠物羁绊激活事件\ntype PetBondActivatedEvent struct {\n\tBasePetEvent\n\tBondID       string       `json:\"bond_id\"`\n\tBondName     string       `json:\"bond_name\"`\n\tPetIDs       []string     `json:\"pet_ids\"`\n\tBondLevel    uint32       `json:\"bond_level\"`\n\tBonusEffects []BondEffect `json:\"bonus_effects\"`\n\tPowerBonus   int64        `json:\"power_bonus\"`\n}\n\n// PetBondUpgradedEvent 宠物羁绊升级事件\ntype PetBondUpgradedEvent struct {\n\tBasePetEvent\n\tBondID        string       `json:\"bond_id\"`\n\tBondName      string       `json:\"bond_name\"`\n\tOldLevel      uint32       `json:\"old_level\"`\n\tNewLevel      uint32       `json:\"new_level\"`\n\tPetIDs        []string     `json:\"pet_ids\"`\n\tNewEffects    []BondEffect `json:\"new_effects\"`\n\tPowerIncrease int64        `json:\"power_increase\"`\n}\n\n// PetBondDeactivatedEvent 宠物羁绊失效事件\ntype PetBondDeactivatedEvent struct {\n\tBasePetEvent\n\tBondID    string   `json:\"bond_id\"`\n\tBondName  string   `json:\"bond_name\"`\n\tPetIDs    []string `json:\"pet_ids\"`\n\tReason    string   `json:\"reason\"`\n\tPowerLoss int64    `json:\"power_loss\"`\n}\n\n// 宠物碎片事件\n\n// PetFragmentObtainedEvent 获得宠物碎片事件\ntype PetFragmentObtainedEvent struct {\n\tBasePetEvent\n\tFragmentID    uint32 `json:\"fragment_id\"`\n\tRelatedPetID  uint32 `json:\"related_pet_id\"`\n\tQuantity      uint64 `json:\"quantity\"`\n\tSource        string `json:\"source\"` // \"battle\", \"shop\", \"event\", \"decompose\"\n\tTotalQuantity uint64 `json:\"total_quantity\"`\n}\n\n// PetFragmentUsedEvent 使用宠物碎片事件\ntype PetFragmentUsedEvent struct {\n\tBasePetEvent\n\tFragmentID        uint32 `json:\"fragment_id\"`\n\tRelatedPetID      uint32 `json:\"related_pet_id\"`\n\tQuantityUsed      uint64 `json:\"quantity_used\"`\n\tPurpose           string `json:\"purpose\"` // \"summon\", \"upgrade\", \"evolution\"\n\tRemainingQuantity uint64 `json:\"remaining_quantity\"`\n\tResult            string `json:\"result\"`\n}\n\n// 宠物图鉴事件\n\n// PetPictorialUnlockedEvent 宠物图鉴解锁事件\ntype PetPictorialUnlockedEvent struct {\n\tBasePetEvent\n\tPetConfigID  uint32            `json:\"pet_config_id\"`\n\tPetName      string            `json:\"pet_name\"`\n\tCategory     PetCategory       `json:\"category\"`\n\tRarity       PetRarity         `json:\"rarity\"`\n\tUnlockMethod string            `json:\"unlock_method\"` // \"obtain\", \"encounter\", \"complete\"\n\tRewards      []PictorialReward `json:\"rewards\"`\n}\n\n// PetPictorialUpdatedEvent 宠物图鉴更新事件\ntype PetPictorialUpdatedEvent struct {\n\tBasePetEvent\n\tPetConfigID     uint32            `json:\"pet_config_id\"`\n\tOldHighestLevel uint32            `json:\"old_highest_level\"`\n\tNewHighestLevel uint32            `json:\"new_highest_level\"`\n\tOldStar         uint32            `json:\"old_star\"`\n\tNewStar         uint32            `json:\"new_star\"`\n\tProgressRewards []PictorialReward `json:\"progress_rewards\"`\n}\n\n// 宠物战斗事件\n\n// PetBattleStartedEvent 宠物战斗开始事件\ntype PetBattleStartedEvent struct {\n\tBasePetEvent\n\tBattleID     string              `json:\"battle_id\"`\n\tBattleType   string              `json:\"battle_type\"` // \"pve\", \"pvp\", \"arena\", \"boss\"\n\tParticipants []BattleParticipant `json:\"participants\"`\n\tBattleMode   string              `json:\"battle_mode\"`\n\tLocation     string              `json:\"location\"`\n}\n\n// PetBattleEndedEvent 宠物战斗结束事件\ntype PetBattleEndedEvent struct {\n\tBasePetEvent\n\tBattleID     string         `json:\"battle_id\"`\n\tResult       string         `json:\"result\"` // \"victory\", \"defeat\", \"draw\"\n\tDuration     time.Duration  `json:\"duration\"`\n\tParticipants []BattleResult `json:\"participants\"`\n\tRewards      []BattleReward `json:\"rewards\"`\n\tExperience   uint64         `json:\"experience\"`\n}\n\n// PetDefeatedEvent 宠物被击败事件\ntype PetDefeatedEvent struct {\n\tBasePetEvent\n\tPetID       string     `json:\"pet_id\"`\n\tPetName     string     `json:\"pet_name\"`\n\tBattleID    string     `json:\"battle_id\"`\n\tDefeatedBy  string     `json:\"defeated_by\"`\n\tFinalDamage int64      `json:\"final_damage\"`\n\tReviveTime  *time.Time `json:\"revive_time,omitempty\"`\n}\n\n// 宠物探索事件\n\n// PetExplorationStartedEvent 宠物探索开始事件\ntype PetExplorationStartedEvent struct {\n\tBasePetEvent\n\tPetID           string        `json:\"pet_id\"`\n\tPetName         string        `json:\"pet_name\"`\n\tExplorationID   string        `json:\"exploration_id\"`\n\tLocation        string        `json:\"location\"`\n\tDuration        time.Duration `json:\"duration\"`\n\tExpectedRewards []string      `json:\"expected_rewards\"`\n}\n\n// PetExplorationCompletedEvent 宠物探索完成事件\ntype PetExplorationCompletedEvent struct {\n\tBasePetEvent\n\tPetID          string              `json:\"pet_id\"`\n\tPetName        string              `json:\"pet_name\"`\n\tExplorationID  string              `json:\"exploration_id\"`\n\tLocation       string              `json:\"location\"`\n\tActualDuration time.Duration       `json:\"actual_duration\"`\n\tSuccess        bool                `json:\"success\"`\n\tRewards        []ExplorationReward `json:\"rewards\"`\n\tExperience     uint64              `json:\"experience\"`\n\tEncounters     []string            `json:\"encounters\"`\n}\n\n// 系统事件\n\n// PetSystemMaintenanceEvent 宠物系统维护事件\ntype PetSystemMaintenanceEvent struct {\n\tBasePetEvent\n\tMaintenanceType  string         `json:\"maintenance_type\"` // \"daily\", \"weekly\", \"emergency\"\n\tAffectedFeatures []string       `json:\"affected_features\"`\n\tDuration         time.Duration  `json:\"duration\"`\n\tCompensation     []SystemReward `json:\"compensation\"`\n}\n\n// PetDataMigrationEvent 宠物数据迁移事件\ntype PetDataMigrationEvent struct {\n\tBasePetEvent\n\tMigrationType   string   `json:\"migration_type\"`\n\tFromVersion     string   `json:\"from_version\"`\n\tToVersion       string   `json:\"to_version\"`\n\tAffectedRecords int64    `json:\"affected_records\"`\n\tMigrationStatus string   `json:\"migration_status\"`\n\tErrors          []string `json:\"errors,omitempty\"`\n}\n\n// 事件相关的辅助结构体\n\n// MaterialUsed 使用的材料\ntype MaterialUsed struct {\n\tMaterialID   string `json:\"material_id\"`\n\tMaterialName string `json:\"material_name\"`\n\tQuantity     uint64 `json:\"quantity\"`\n\tMaterialType string `json:\"material_type\"`\n}\n\n// GameReward 游戏奖励\ntype GameReward struct {\n\tRewardType string `json:\"reward_type\"`\n\tRewardID   string `json:\"reward_id\"`\n\tQuantity   uint64 `json:\"quantity\"`\n\tRarity     string `json:\"rarity\"`\n}\n\n// SkillEffect and BondEffect are defined in entity.go\n\n// PictorialReward 图鉴奖励\ntype PictorialReward struct {\n\tRewardType  string `json:\"reward_type\"`\n\tRewardID    string `json:\"reward_id\"`\n\tQuantity    uint64 `json:\"quantity\"`\n\tDescription string `json:\"description\"`\n}\n\n// BattleParticipant 战斗参与者\ntype BattleParticipant struct {\n\tPlayerID   string   `json:\"player_id\"`\n\tPlayerName string   `json:\"player_name\"`\n\tPetIDs     []string `json:\"pet_ids\"`\n\tTeamPower  int64    `json:\"team_power\"`\n\tFormation  string   `json:\"formation\"`\n}\n\n// BattleResult 战斗结果\ntype BattleResult struct {\n\tPlayerID       string `json:\"player_id\"`\n\tResult         string `json:\"result\"`\n\tDamageDealt    int64  `json:\"damage_dealt\"`\n\tDamageReceived int64  `json:\"damage_received\"`\n\tPetsLost       int32  `json:\"pets_lost\"`\n\tMVPPetID       string `json:\"mvp_pet_id\"`\n}\n\n// BattleReward 战斗奖励\ntype BattleReward struct {\n\tRewardType      string  `json:\"reward_type\"`\n\tRewardID        string  `json:\"reward_id\"`\n\tQuantity        uint64  `json:\"quantity\"`\n\tBonusMultiplier float64 `json:\"bonus_multiplier\"`\n}\n\n// ExplorationReward 探索奖励\ntype ExplorationReward struct {\n\tRewardType string  `json:\"reward_type\"`\n\tRewardID   string  `json:\"reward_id\"`\n\tQuantity   uint64  `json:\"quantity\"`\n\tRarity     string  `json:\"rarity\"`\n\tFindChance float64 `json:\"find_chance\"`\n}\n\n// SystemReward 系统奖励\ntype SystemReward struct {\n\tRewardType string     `json:\"reward_type\"`\n\tRewardID   string     `json:\"reward_id\"`\n\tQuantity   uint64     `json:\"quantity\"`\n\tReason     string     `json:\"reason\"`\n\tExpireTime *time.Time `json:\"expire_time,omitempty\"`\n}\n\n// 事件常量\n\nconst (\n\t// 生命周期事件类型\n\tEventTypePetCreated = \"pet.created\"\n\tEventTypePetDeleted = \"pet.deleted\"\n\tEventTypePetRenamed = \"pet.renamed\"\n\n\t// 成长事件类型\n\tEventTypePetLevelUp = \"pet.level_up\"\n\tEventTypePetStarUp  = \"pet.star_up\"\n\tEventTypePetEvolved = \"pet.evolved\"\n\n\t// 状态事件类型\n\tEventTypePetStateChanged  = \"pet.state_changed\"\n\tEventTypePetMoodChanged   = \"pet.mood_changed\"\n\tEventTypePetHealthChanged = \"pet.health_changed\"\n\n\t// 互动事件类型\n\tEventTypePetFed     = \"pet.fed\"\n\tEventTypePetTrained = \"pet.trained\"\n\tEventTypePetPlayed  = \"pet.played\"\n\n\t// 技能事件类型\n\tEventTypePetSkillLearned  = \"pet.skill_learned\"\n\tEventTypePetSkillUpgraded = \"pet.skill_upgraded\"\n\tEventTypePetSkillUsed     = \"pet.skill_used\"\n\n\t// 装备事件类型\n\tEventTypePetSkinEquipped   = \"pet.skin_equipped\"\n\tEventTypePetSkinUnequipped = \"pet.skin_unequipped\"\n\n\t// 羁绊事件类型\n\tEventTypePetBondActivated   = \"pet.bond_activated\"\n\tEventTypePetBondUpgraded    = \"pet.bond_upgraded\"\n\tEventTypePetBondDeactivated = \"pet.bond_deactivated\"\n\n\t// 碎片事件类型\n\tEventTypePetFragmentObtained = \"pet.fragment_obtained\"\n\tEventTypePetFragmentUsed     = \"pet.fragment_used\"\n\n\t// 图鉴事件类型\n\tEventTypePetPictorialUnlocked = \"pet.pictorial_unlocked\"\n\tEventTypePetPictorialUpdated  = \"pet.pictorial_updated\"\n\n\t// 战斗事件类型\n\tEventTypePetBattleStarted = \"pet.battle_started\"\n\tEventTypePetBattleEnded   = \"pet.battle_ended\"\n\tEventTypePetDefeated      = \"pet.defeated\"\n\n\t// 探索事件类型\n\tEventTypePetExplorationStarted   = \"pet.exploration_started\"\n\tEventTypePetExplorationCompleted = \"pet.exploration_completed\"\n\n\t// 系统事件类型\n\tEventTypePetSystemMaintenance = \"pet.system_maintenance\"\n\tEventTypePetDataMigration     = \"pet.data_migration\"\n)\n\n// 事件工厂函数\n\n// NewPetCreatedEvent 创建宠物创建事件\nfunc NewPetCreatedEvent(petID, playerID, petName string, configID uint32, category PetCategory, rarity PetRarity, level, star uint32, method string) *PetCreatedEvent {\n\treturn &PetCreatedEvent{\n\t\tBasePetEvent: BasePetEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   EventTypePetCreated,\n\t\t\tAggregateID: petID,\n\t\t\tPlayerID:    playerID,\n\t\t\tTimestamp:   time.Now(),\n\t\t\tVersion:     1,\n\t\t\tMetadata:    make(map[string]interface{}),\n\t\t},\n\t\tPetID:          petID,\n\t\tPetName:        petName,\n\t\tConfigID:       configID,\n\t\tCategory:       category,\n\t\tRarity:         rarity,\n\t\tInitialLevel:   level,\n\t\tInitialStar:    star,\n\t\tCreationMethod: method,\n\t}\n}\n\n// NewPetLevelUpEvent 创建宠物升级事件\nfunc NewPetLevelUpEvent(petID, playerID, petName string, oldLevel, newLevel uint32, expGained uint64, powerIncrease int64, attrChanges map[string]int64) *PetLevelUpEvent {\n\treturn &PetLevelUpEvent{\n\t\tBasePetEvent: BasePetEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   EventTypePetLevelUp,\n\t\t\tAggregateID: petID,\n\t\t\tPlayerID:    playerID,\n\t\t\tTimestamp:   time.Now(),\n\t\t\tVersion:     1,\n\t\t\tMetadata:    make(map[string]interface{}),\n\t\t},\n\t\tPetID:            petID,\n\t\tPetName:          petName,\n\t\tOldLevel:         oldLevel,\n\t\tNewLevel:         newLevel,\n\t\tExperienceGained: expGained,\n\t\tPowerIncrease:    powerIncrease,\n\t\tAttributeChanges: attrChanges,\n\t}\n}\n\n// NewPetSkillLearnedEvent 创建宠物学习技能事件\nfunc NewPetSkillLearnedEvent(petID, playerID, petName, skillID, skillName string, skillLevel uint32, method string, cost int64) *PetSkillLearnedEvent {\n\treturn &PetSkillLearnedEvent{\n\t\tBasePetEvent: BasePetEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   EventTypePetSkillLearned,\n\t\t\tAggregateID: petID,\n\t\t\tPlayerID:    playerID,\n\t\t\tTimestamp:   time.Now(),\n\t\t\tVersion:     1,\n\t\t\tMetadata:    make(map[string]interface{}),\n\t\t},\n\t\tPetID:       petID,\n\t\tPetName:     petName,\n\t\tSkillID:     skillID,\n\t\tSkillName:   skillName,\n\t\tSkillLevel:  skillLevel,\n\t\tLearnMethod: method,\n\t\tCost:        cost,\n\t}\n}\n\n// 事件处理器接口\n\n// PetEventHandler 宠物事件处理器接口\ntype PetEventHandler interface {\n\tHandle(event PetEvent) error\n\tCanHandle(eventType string) bool\n\tGetHandlerName() string\n}\n\n// PetEventBus 宠物事件总线接口\ntype PetEventBus interface {\n\t// 发布事件\n\tPublish(event PetEvent) error\n\tPublishBatch(events []PetEvent) error\n\n\t// 订阅事件\n\tSubscribe(eventType string, handler PetEventHandler) error\n\tUnsubscribe(eventType string, handlerName string) error\n\n\t// 事件存储\n\tStore(event PetEvent) error\n\tGetEvents(aggregateID string, fromVersion int) ([]PetEvent, error)\n\tGetEventsByType(eventType string, limit int) ([]PetEvent, error)\n\tGetEventsByPlayer(playerID string, limit int) ([]PetEvent, error)\n\n\t// 事件重放\n\tReplay(aggregateID string, fromVersion int, handler PetEventHandler) error\n\n\t// 快照管理\n\tCreateSnapshot(aggregateID string, version int, data interface{}) error\n\tGetSnapshot(aggregateID string) (interface{}, int, error)\n\n\t// 事件清理\n\tCleanupEvents(beforeTime time.Time) error\n\tArchiveEvents(beforeTime time.Time) error\n}\n\n// 辅助函数\n\n// generateEventID 生成事件ID\nfunc generateEventID() string {\n\t// 实现事件ID生成逻辑\n\treturn fmt.Sprintf(\"pet_event_%d\", time.Now().UnixNano())\n}\n\n// ValidateEvent 验证事件\nfunc ValidateEvent(event PetEvent) error {\n\tif event.GetEventID() == \"\" {\n\t\treturn fmt.Errorf(\"event ID cannot be empty\")\n\t}\n\tif event.GetEventType() == \"\" {\n\t\treturn fmt.Errorf(\"event type cannot be empty\")\n\t}\n\tif event.GetAggregateID() == \"\" {\n\t\treturn fmt.Errorf(\"aggregate ID cannot be empty\")\n\t}\n\tif event.GetPlayerID() == \"\" {\n\t\treturn fmt.Errorf(\"player ID cannot be empty\")\n\t}\n\tif event.GetTimestamp().IsZero() {\n\t\treturn fmt.Errorf(\"timestamp cannot be zero\")\n\t}\n\treturn nil\n}\n\n// SerializeEvent 序列化事件\nfunc SerializeEvent(event PetEvent) ([]byte, error) {\n\t// 实现事件序列化逻辑\n\treturn nil, nil\n}\n\n// DeserializeEvent 反序列化事件\nfunc DeserializeEvent(data []byte, eventType string) (PetEvent, error) {\n\t// 实现事件反序列化逻辑\n\treturn nil, nil\n}\n"
  },
  {
    "path": "internal/domain/pet/repository.go",
    "content": "package pet\n\nimport (\n\t\"time\"\n)\n\n// PetRepository 宠物仓储接口\ntype PetRepository interface {\n\t// 基础CRUD操作\n\tSave(pet *PetAggregate) error\n\tFindByID(id string) (*PetAggregate, error)\n\tFindByPlayer(playerID string) ([]*PetAggregate, error)\n\tFindByPlayerAndCategory(playerID string, category PetCategory) ([]*PetAggregate, error)\n\tUpdate(pet *PetAggregate) error\n\tDelete(id string) error\n\n\t// 分页查询\n\tFindWithPagination(query *PetQuery) (*PetPageResult, error)\n\n\t// 统计操作\n\tCount() (int64, error)\n\tCountByPlayer(playerID string) (int64, error)\n\tCountByCategory(category PetCategory) (int64, error)\n\n\t// 状态查询\n\tFindByState(state PetState) ([]*PetAggregate, error)\n\tFindActiveByPlayer(playerID string) ([]*PetAggregate, error)\n\tFindDeadPets() ([]*PetAggregate, error)\n\n\t// 等级和星级查询\n\tFindByLevelRange(minLevel, maxLevel uint32) ([]*PetAggregate, error)\n\tFindByStarRange(minStar, maxStar uint32) ([]*PetAggregate, error)\n\n\t// 批量操作\n\tSaveBatch(pets []*PetAggregate) error\n\tDeleteBatch(ids []string) error\n\n\t// 高级查询\n\tFindTopPetsByPower(limit int) ([]*PetAggregate, error)\n\tFindRecentlyCreated(duration time.Duration) ([]*PetAggregate, error)\n}\n\n// PetFragmentRepository 宠物碎片仓储接口\ntype PetFragmentRepository interface {\n\t// 基础CRUD操作\n\tSave(fragment *PetFragment) error\n\tFindByID(id string) (*PetFragment, error)\n\tFindByPlayer(playerID string) ([]*PetFragment, error)\n\tFindByPlayerAndFragmentID(playerID string, fragmentID uint32) (*PetFragment, error)\n\tUpdate(fragment *PetFragment) error\n\tDelete(id string) error\n\n\t// 分页查询\n\tFindWithPagination(query *FragmentQuery) (*FragmentPageResult, error)\n\n\t// 统计操作\n\tCount() (int64, error)\n\tCountByPlayer(playerID string) (int64, error)\n\tGetTotalQuantityByPlayer(playerID string, fragmentID uint32) (uint64, error)\n\n\t// 碎片相关查询\n\tFindByRelatedPet(relatedPetID uint32) ([]*PetFragment, error)\n\tFindSufficientFragments(playerID string, fragmentID uint32, requiredQuantity uint64) ([]*PetFragment, error)\n\n\t// 批量操作\n\tSaveBatch(fragments []*PetFragment) error\n\tUpdateBatch(fragments []*PetFragment) error\n}\n\n// PetSkinRepository 宠物皮肤仓储接口\ntype PetSkinRepository interface {\n\t// 基础CRUD操作\n\tSave(skin *PetSkin) error\n\tFindByID(id string) (*PetSkin, error)\n\tFindBySkinID(skinID string) (*PetSkin, error)\n\tUpdate(skin *PetSkin) error\n\tDelete(id string) error\n\n\t// 分页查询\n\tFindWithPagination(query *SkinQuery) (*SkinPageResult, error)\n\n\t// 统计操作\n\tCount() (int64, error)\n\tCountByRarity(rarity PetRarity) (int64, error)\n\n\t// 皮肤相关查询\n\tFindByRarity(rarity PetRarity) ([]*PetSkin, error)\n\tFindUnlockedSkins() ([]*PetSkin, error)\n\tFindEquippedSkins() ([]*PetSkin, error)\n\n\t// 批量操作\n\tSaveBatch(skins []*PetSkin) error\n\tUpdateBatch(skins []*PetSkin) error\n}\n\n// PetSkillRepository 宠物技能仓储接口\ntype PetSkillRepository interface {\n\t// 基础CRUD操作\n\tSave(skill *PetSkill) error\n\tFindByID(id string) (*PetSkill, error)\n\tFindBySkillID(skillID string) (*PetSkill, error)\n\tUpdate(skill *PetSkill) error\n\tDelete(id string) error\n\n\t// 分页查询\n\tFindWithPagination(query *SkillQuery) (*SkillPageResult, error)\n\n\t// 统计操作\n\tCount() (int64, error)\n\tCountByType(skillType SkillType) (int64, error)\n\n\t// 技能相关查询\n\tFindByType(skillType SkillType) ([]*PetSkill, error)\n\tFindByLevelRange(minLevel, maxLevel uint32) ([]*PetSkill, error)\n\tFindReadySkills() ([]*PetSkill, error)\n\n\t// 批量操作\n\tSaveBatch(skills []*PetSkill) error\n\tUpdateBatch(skills []*PetSkill) error\n}\n\n// PetBondsRepository 宠物羁绊仓储接口\ntype PetBondsRepository interface {\n\t// 基础CRUD操作\n\tSave(bonds *PetBonds) error\n\tFindByID(id string) (*PetBonds, error)\n\tUpdate(bonds *PetBonds) error\n\tDelete(id string) error\n\n\t// 羁绊相关查询\n\tFindActiveBonds() ([]*PetBonds, error)\n\tFindByBondID(bondID string) ([]*PetBonds, error)\n\n\t// 统计操作\n\tCount() (int64, error)\n\tCountActiveBonds() (int64, error)\n}\n\n// PetPictorialRepository 宠物图鉴仓储接口\ntype PetPictorialRepository interface {\n\t// 基础CRUD操作\n\tSave(pictorial *PetPictorial) error\n\tFindByID(id string) (*PetPictorial, error)\n\tFindByPlayer(playerID string) ([]*PetPictorial, error)\n\tFindByPlayerAndPetConfig(playerID string, petConfigID uint32) (*PetPictorial, error)\n\tUpdate(pictorial *PetPictorial) error\n\tDelete(id string) error\n\n\t// 分页查询\n\tFindWithPagination(query *PictorialQuery) (*PictorialPageResult, error)\n\n\t// 统计操作\n\tCount() (int64, error)\n\tCountByPlayer(playerID string) (int64, error)\n\tCountUnlockedByPlayer(playerID string) (int64, error)\n\n\t// 图鉴相关查询\n\tFindUnlockedByPlayer(playerID string) ([]*PetPictorial, error)\n\tFindRecentlyUnlocked(duration time.Duration) ([]*PetPictorial, error)\n\n\t// 批量操作\n\tSaveBatch(pictorials []*PetPictorial) error\n\tUpdateBatch(pictorials []*PetPictorial) error\n}\n\n// PetStatisticsRepository 宠物统计仓储接口\ntype PetStatisticsRepository interface {\n\t// 保存统计数据\n\tSaveStatistics(stats *PetStatistics) error\n\tUpdateStatistics(stats *PetStatistics) error\n\n\t// 查询统计数据\n\tFindStatistics(playerID string) (*PetStatistics, error)\n\tFindStatisticsByCategory(category PetCategory) ([]*PetStatistics, error)\n\n\t// 全局统计\n\tGetGlobalStatistics() (*GlobalPetStatistics, error)\n\tGetCategoryStatistics(category PetCategory) (*CategoryPetStatistics, error)\n\n\t// 趋势分析\n\tGetLevelTrend(playerID string, days int) ([]*LevelTrendData, error)\n\tGetPowerTrend(playerID string, days int) ([]*PowerTrendData, error)\n\n\t// 排行榜数据\n\tGetTopPlayersByPetCount(limit int) ([]*PlayerPetRanking, error)\n\tGetTopPlayersByTotalPower(limit int) ([]*PlayerPetRanking, error)\n}\n\n// 查询条件结构体\n\n// PetQuery 宠物查询条件\ntype PetQuery struct {\n\tPlayerID      string\n\tName          string\n\tCategory      *PetCategory\n\tState         *PetState\n\tMinLevel      *uint32\n\tMaxLevel      *uint32\n\tMinStar       *uint32\n\tMaxStar       *uint32\n\tMinPower      *int64\n\tMaxPower      *int64\n\tCreatedAfter  *time.Time\n\tCreatedBefore *time.Time\n\tUpdatedAfter  *time.Time\n\tUpdatedBefore *time.Time\n\tOrderBy       string\n\tOrderDesc     bool\n\tOffset        int\n\tLimit         int\n}\n\n// FragmentQuery 碎片查询条件\ntype FragmentQuery struct {\n\tPlayerID      string\n\tFragmentID    *uint32\n\tRelatedPetID  *uint32\n\tMinQuantity   *uint64\n\tMaxQuantity   *uint64\n\tCreatedAfter  *time.Time\n\tCreatedBefore *time.Time\n\tOrderBy       string\n\tOrderDesc     bool\n\tOffset        int\n\tLimit         int\n}\n\n// SkinQuery 皮肤查询条件\ntype SkinQuery struct {\n\tSkinID        string\n\tName          string\n\tRarity        *PetRarity\n\tUnlocked      *bool\n\tEquipped      *bool\n\tMinPowerBonus *int64\n\tMaxPowerBonus *int64\n\tOrderBy       string\n\tOrderDesc     bool\n\tOffset        int\n\tLimit         int\n}\n\n// SkillQuery 技能查询条件\ntype SkillQuery struct {\n\tSkillID   string\n\tName      string\n\tSkillType *SkillType\n\tMinLevel  *uint32\n\tMaxLevel  *uint32\n\tMinDamage *int64\n\tMaxDamage *int64\n\tReady     *bool\n\tOrderBy   string\n\tOrderDesc bool\n\tOffset    int\n\tLimit     int\n}\n\n// PictorialQuery 图鉴查询条件\ntype PictorialQuery struct {\n\tPlayerID      string\n\tPetConfigID   *uint32\n\tUnlocked      *bool\n\tMinLevel      *uint32\n\tMaxLevel      *uint32\n\tMinStar       *uint32\n\tMaxStar       *uint32\n\tCreatedAfter  *time.Time\n\tCreatedBefore *time.Time\n\tOrderBy       string\n\tOrderDesc     bool\n\tOffset        int\n\tLimit         int\n}\n\n// 分页结果结构体\n\n// PetPageResult 宠物分页结果\ntype PetPageResult struct {\n\tItems   []*PetAggregate\n\tTotal   int64\n\tOffset  int\n\tLimit   int\n\tHasMore bool\n}\n\n// FragmentPageResult 碎片分页结果\ntype FragmentPageResult struct {\n\tItems   []*PetFragment\n\tTotal   int64\n\tOffset  int\n\tLimit   int\n\tHasMore bool\n}\n\n// SkinPageResult 皮肤分页结果\ntype SkinPageResult struct {\n\tItems   []*PetSkin\n\tTotal   int64\n\tOffset  int\n\tLimit   int\n\tHasMore bool\n}\n\n// SkillPageResult 技能分页结果\ntype SkillPageResult struct {\n\tItems   []*PetSkill\n\tTotal   int64\n\tOffset  int\n\tLimit   int\n\tHasMore bool\n}\n\n// PictorialPageResult 图鉴分页结果\ntype PictorialPageResult struct {\n\tItems   []*PetPictorial\n\tTotal   int64\n\tOffset  int\n\tLimit   int\n\tHasMore bool\n}\n\n// 统计数据结构体\n\n// PetStatistics 宠物统计\ntype PetStatistics struct {\n\tPlayerID          string\n\tTotalPets         int64\n\tAlivePets         int64\n\tDeadPets          int64\n\tMaxLevel          uint32\n\tMaxStar           uint32\n\tTotalPower        int64\n\tAveragePower      float64\n\tCategoryStats     map[PetCategory]*CategoryStats\n\tFavoritePet       string\n\tMostUsedSkill     string\n\tTotalTrainingTime time.Duration\n\tTotalFeedingCount int64\n\tLastActivityTime  time.Time\n\tCreatedAt         time.Time\n\tUpdatedAt         time.Time\n}\n\n// CategoryStats 类别统计\ntype CategoryStats struct {\n\tCategory     PetCategory\n\tCount        int64\n\tTotalPower   int64\n\tAveragePower float64\n\tMaxLevel     uint32\n\tMaxStar      uint32\n}\n\n// GlobalPetStatistics 全局宠物统计\ntype GlobalPetStatistics struct {\n\tTotalPets            int64\n\tTotalPlayers         int64\n\tAveragePetsPerPlayer float64\n\tCategoryDistribution map[PetCategory]int64\n\tRarityDistribution   map[PetRarity]int64\n\tMostPopularCategory  PetCategory\n\tMostPopularRarity    PetRarity\n\tTotalPower           int64\n\tAveragePower         float64\n\tTopPet               string\n\tUpdatedAt            time.Time\n}\n\n// CategoryPetStatistics 类别宠物统计\ntype CategoryPetStatistics struct {\n\tCategory         PetCategory\n\tTotalCount       int64\n\tActiveCount      int64\n\tAverageLevel     float64\n\tAverageStar      float64\n\tTotalPower       int64\n\tAveragePower     float64\n\tTopPet           string\n\tMostActivePlayer string\n\tUpdatedAt        time.Time\n}\n\n// LevelTrendData 等级趋势数据\ntype LevelTrendData struct {\n\tDate         time.Time\n\tAverageLevel float64\n\tMaxLevel     uint32\n\tLevelUps     int64\n}\n\n// PowerTrendData 战力趋势数据\ntype PowerTrendData struct {\n\tDate         time.Time\n\tTotalPower   int64\n\tAveragePower float64\n\tMaxPower     int64\n}\n\n// PlayerPetRanking 玩家宠物排行\ntype PlayerPetRanking struct {\n\tPlayerID     string\n\tPlayerName   string\n\tPetCount     int64\n\tTotalPower   int64\n\tAveragePower float64\n\tTopPetName   string\n\tRank         int\n}\n\n// 缓存接口\n\n// PetCacheRepository 宠物缓存仓储接口\ntype PetCacheRepository interface {\n\t// 宠物缓存\n\tSetPet(id string, pet *PetAggregate, ttl time.Duration) error\n\tGetPet(id string) (*PetAggregate, error)\n\tDeletePet(id string) error\n\n\t// 碎片缓存\n\tSetFragment(id string, fragment *PetFragment, ttl time.Duration) error\n\tGetFragment(id string) (*PetFragment, error)\n\tDeleteFragment(id string) error\n\n\t// 皮肤缓存\n\tSetSkin(id string, skin *PetSkin, ttl time.Duration) error\n\tGetSkin(id string) (*PetSkin, error)\n\tDeleteSkin(id string) error\n\n\t// 技能缓存\n\tSetSkill(id string, skill *PetSkill, ttl time.Duration) error\n\tGetSkill(id string) (*PetSkill, error)\n\tDeleteSkill(id string) error\n\n\t// 图鉴缓存\n\tSetPictorial(id string, pictorial *PetPictorial, ttl time.Duration) error\n\tGetPictorial(id string) (*PetPictorial, error)\n\tDeletePictorial(id string) error\n\n\t// 统计缓存\n\tSetStatistics(key string, stats interface{}, ttl time.Duration) error\n\tGetStatistics(key string, result interface{}) error\n\tDeleteStatistics(key string) error\n\n\t// 玩家宠物列表缓存\n\tSetPlayerPets(playerID string, pets []*PetAggregate, ttl time.Duration) error\n\tGetPlayerPets(playerID string) ([]*PetAggregate, error)\n\tDeletePlayerPets(playerID string) error\n\n\t// 批量操作\n\tSetBatch(items map[string]interface{}, ttl time.Duration) error\n\tGetBatch(keys []string) (map[string]interface{}, error)\n\tDeleteBatch(keys []string) error\n\n\t// 缓存管理\n\tClear() error\n\tExists(key string) (bool, error)\n\tSetTTL(key string, ttl time.Duration) error\n\tGetTTL(key string) (time.Duration, error)\n}\n\n// 事务接口\n\n// PetTransactionRepository 宠物事务仓储接口\ntype PetTransactionRepository interface {\n\t// 事务管理\n\tBeginTransaction() (PetTransaction, error)\n\tCommitTransaction(tx PetTransaction) error\n\tRollbackTransaction(tx PetTransaction) error\n\n\t// 在事务中执行操作\n\tExecuteInTransaction(fn func(tx PetTransaction) error) error\n}\n\n// PetTransaction 宠物事务接口\ntype PetTransaction interface {\n\t// 宠物操作\n\tSavePet(pet *PetAggregate) error\n\tUpdatePet(pet *PetAggregate) error\n\tDeletePet(id string) error\n\n\t// 碎片操作\n\tSaveFragment(fragment *PetFragment) error\n\tUpdateFragment(fragment *PetFragment) error\n\tDeleteFragment(id string) error\n\n\t// 皮肤操作\n\tSaveSkin(skin *PetSkin) error\n\tUpdateSkin(skin *PetSkin) error\n\tDeleteSkin(id string) error\n\n\t// 技能操作\n\tSaveSkill(skill *PetSkill) error\n\tUpdateSkill(skill *PetSkill) error\n\tDeleteSkill(id string) error\n\n\t// 羁绊操作\n\tSaveBonds(bonds *PetBonds) error\n\tUpdateBonds(bonds *PetBonds) error\n\tDeleteBonds(id string) error\n\n\t// 图鉴操作\n\tSavePictorial(pictorial *PetPictorial) error\n\tUpdatePictorial(pictorial *PetPictorial) error\n\tDeletePictorial(id string) error\n\n\t// 统计操作\n\tUpdateStatistics(stats *PetStatistics) error\n\n\t// 事务状态\n\tIsActive() bool\n\tGetID() string\n}\n\n// 仓储工厂接口\n\n// PetRepositoryFactory 宠物仓储工厂接口\ntype PetRepositoryFactory interface {\n\t// 创建仓储实例\n\tCreatePetRepository() PetRepository\n\tCreateFragmentRepository() PetFragmentRepository\n\tCreateSkinRepository() PetSkinRepository\n\tCreateSkillRepository() PetSkillRepository\n\tCreateBondsRepository() PetBondsRepository\n\tCreatePictorialRepository() PetPictorialRepository\n\tCreateStatisticsRepository() PetStatisticsRepository\n\tCreateCacheRepository() PetCacheRepository\n\tCreateTransactionRepository() PetTransactionRepository\n\n\t// 健康检查\n\tHealthCheck() error\n\n\t// 关闭连接\n\tClose() error\n}\n\n// 搜索接口\n\n// PetSearchRepository 宠物搜索仓储接口\ntype PetSearchRepository interface {\n\t// 全文搜索\n\tSearchPets(query string, filters map[string]interface{}) ([]*PetAggregate, error)\n\tSearchFragments(query string, filters map[string]interface{}) ([]*PetFragment, error)\n\tSearchSkins(query string, filters map[string]interface{}) ([]*PetSkin, error)\n\tSearchSkills(query string, filters map[string]interface{}) ([]*PetSkill, error)\n\n\t// 智能推荐\n\tRecommendPets(playerID string, category PetCategory, limit int) ([]*PetAggregate, error)\n\tRecommendSkills(petID string, limit int) ([]*PetSkill, error)\n\tRecommendSkins(petID string, limit int) ([]*PetSkin, error)\n\n\t// 相似度搜索\n\tFindSimilarPets(petID string, limit int) ([]*PetAggregate, error)\n\n\t// 索引管理\n\tRebuildIndex() error\n\tUpdateIndex(entity *PetAggregate) error\n}\n"
  },
  {
    "path": "internal/domain/pet/service.go",
    "content": "package pet\n\nimport (\n\t\"math/rand\"\n\t\"time\"\n)\n\n// PetService 宠物领域服务\ntype PetService struct {\n\tpetTemplates      map[uint32]*PetTemplate\n\tskillTemplates    map[string]*SkillTemplate\n\tskinTemplates     map[string]*SkinTemplate\n\tbondTemplates     map[string]*BondTemplate\n\tfragmentTemplates map[uint32]*FragmentTemplate\n}\n\n// NewPetService 创建宠物领域服务\nfunc NewPetService() *PetService {\n\treturn &PetService{\n\t\tpetTemplates:      make(map[uint32]*PetTemplate),\n\t\tskillTemplates:    make(map[string]*SkillTemplate),\n\t\tskinTemplates:     make(map[string]*SkinTemplate),\n\t\tbondTemplates:     make(map[string]*BondTemplate),\n\t\tfragmentTemplates: make(map[uint32]*FragmentTemplate),\n\t}\n}\n\n// CreatePet 创建宠物\nfunc (ps *PetService) CreatePet(playerID string, configID uint32, name string) (*PetAggregate, error) {\n\ttemplate, exists := ps.petTemplates[configID]\n\tif !exists {\n\t\treturn nil, ErrPetTemplateNotFound\n\t}\n\n\tif name == \"\" {\n\t\tname = template.DefaultName\n\t}\n\n\tpet := NewPetAggregate(playerID, configID, name, template.Category)\n\n\t// 应用模板属性\n\tps.applyPetTemplate(pet, template)\n\n\t// 添加初始技能\n\tfor _, skillID := range template.InitialSkills {\n\t\tif skillTemplate, exists := ps.skillTemplates[skillID]; exists {\n\t\t\tskill := ps.createSkillFromTemplate(skillTemplate)\n\t\t\tpet.AddSkill(skill)\n\t\t}\n\t}\n\n\treturn pet, nil\n}\n\n// SummonPetFromFragments 通过碎片召唤宠物\nfunc (ps *PetService) SummonPetFromFragments(playerID string, fragments []*PetFragment) (*PetAggregate, error) {\n\tif len(fragments) == 0 {\n\t\treturn nil, ErrNoFragmentsProvided\n\t}\n\n\t// 检查所有碎片是否属于同一宠物\n\trelatedPetID := fragments[0].GetRelatedPetID()\n\tvar totalQuantity uint64\n\n\tfor _, fragment := range fragments {\n\t\tif fragment.GetRelatedPetID() != relatedPetID {\n\t\t\treturn nil, ErrFragmentMismatch\n\t\t}\n\t\ttotalQuantity += fragment.GetQuantity()\n\t}\n\n\t// 检查碎片数量是否足够\n\tfragmentTemplate, exists := ps.fragmentTemplates[fragments[0].GetFragmentID()]\n\tif !exists {\n\t\treturn nil, ErrFragmentTemplateNotFound\n\t}\n\n\tif totalQuantity < fragmentTemplate.RequiredQuantity {\n\t\treturn nil, ErrInsufficientFragments\n\t}\n\n\t// 消耗碎片\n\tremainingQuantity := fragmentTemplate.RequiredQuantity\n\tfor _, fragment := range fragments {\n\t\tif remainingQuantity <= 0 {\n\t\t\tbreak\n\t\t}\n\n\t\tconsumeAmount := fragment.GetQuantity()\n\t\tif consumeAmount > remainingQuantity {\n\t\t\tconsumeAmount = remainingQuantity\n\t\t}\n\n\t\tif err := fragment.ConsumeQuantity(consumeAmount); err != nil {\n\t\t\treturn nil, err\n\t\t}\n\n\t\tremainingQuantity -= consumeAmount\n\t}\n\n\t// 创建宠物\n\treturn ps.CreatePet(playerID, relatedPetID, \"\")\n}\n\n// EvolvePet 宠物进化\nfunc (ps *PetService) EvolvePet(pet *PetAggregate, materials []string) error {\n\tif pet.GetStar() >= MaxPetStar {\n\t\treturn ErrMaxStarReached\n\t}\n\n\t// 检查进化材料\n\tif !ps.checkEvolutionMaterials(pet.GetConfigID(), pet.GetStar(), materials) {\n\t\treturn ErrInsufficientEvolutionMaterials\n\t}\n\n\t// 执行进化\n\tif err := pet.UpgradeStar(); err != nil {\n\t\treturn err\n\t}\n\n\t// 进化后可能解锁新技能\n\tps.unlockEvolutionSkills(pet)\n\n\treturn nil\n}\n\n// TrainPet 训练宠物\nfunc (ps *PetService) TrainPet(pet *PetAggregate, trainingType TrainingType, duration time.Duration) error {\n\tif !trainingType.IsValid() {\n\t\treturn ErrInvalidTrainingType\n\t}\n\n\t// 检查宠物状态\n\tif err := pet.Train(trainingType, duration); err != nil {\n\t\treturn err\n\t}\n\n\treturn nil\n}\n\n// FinishPetTraining 完成宠物训练\nfunc (ps *PetService) FinishPetTraining(pet *PetAggregate, trainingType TrainingType) (*TrainingResult, error) {\n\tif err := pet.FinishTraining(trainingType); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 计算训练结果\n\tresult := ps.calculateTrainingResult(pet, trainingType)\n\n\treturn result, nil\n}\n\n// FeedPet 喂食宠物\nfunc (ps *PetService) FeedPet(pet *PetAggregate, foodType FoodType, amount int) (*FeedingResult, error) {\n\tif !foodType.IsValid() {\n\t\treturn nil, ErrInvalidFoodType\n\t}\n\n\tif amount <= 0 {\n\t\treturn nil, ErrInvalidAmount\n\t}\n\n\t// 记录喂食前的状态\n\tbeforeExp := pet.GetExperience()\n\tbeforeLevel := pet.GetLevel()\n\tbeforeAttributes := pet.GetAttributes().Clone()\n\n\t// 执行喂食\n\tif err := pet.Feed(foodType, amount); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 计算喂食结果\n\tresult := &FeedingResult{\n\t\tFoodType:         foodType,\n\t\tAmount:           amount,\n\t\tExperienceGain:   pet.GetExperience() - beforeExp,\n\t\tLevelUp:          pet.GetLevel() > beforeLevel,\n\t\tAttributeChanges: ps.calculateAttributeChanges(beforeAttributes, pet.GetAttributes()),\n\t\tTimestamp:        time.Now(),\n\t}\n\n\treturn result, nil\n}\n\n// BreedPets 宠物繁殖\nfunc (ps *PetService) BreedPets(parent1, parent2 *PetAggregate) (*PetAggregate, error) {\n\t// 检查繁殖条件\n\tif err := ps.validateBreedingConditions(parent1, parent2); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 生成后代\n\toffspring := ps.generateOffspring(parent1, parent2)\n\n\treturn offspring, nil\n}\n\n// CalculateBattlePower 计算战斗力\nfunc (ps *PetService) CalculateBattlePower(pet *PetAggregate) int64 {\n\tbasePower := pet.GetTotalPower()\n\n\t// 技能加成\n\tskillBonus := ps.calculateSkillPowerBonus(pet.GetSkills())\n\n\t// 等级加成\n\tlevelBonus := int64(pet.GetLevel()) * 10\n\n\t// 星级加成\n\tstarBonus := int64(pet.GetStar()) * 100\n\n\treturn basePower + skillBonus + levelBonus + starBonus\n}\n\n// GenerateRandomPet 生成随机宠物\nfunc (ps *PetService) GenerateRandomPet(playerID string, rarity PetRarity) (*PetAggregate, error) {\n\t// 根据稀有度筛选可用模板\n\tavailableTemplates := ps.getTemplatesByRarity(rarity)\n\tif len(availableTemplates) == 0 {\n\t\treturn nil, ErrNoAvailableTemplates\n\t}\n\n\t// 随机选择模板\n\ttemplate := availableTemplates[rand.Intn(len(availableTemplates))]\n\n\t// 创建宠物\n\tpet, err := ps.CreatePet(playerID, template.ConfigID, \"\")\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 应用随机属性加成\n\tps.applyRandomBonus(pet, rarity)\n\n\treturn pet, nil\n}\n\n// 私有方法\n\n// applyPetTemplate 应用宠物模板\nfunc (ps *PetService) applyPetTemplate(pet *PetAggregate, template *PetTemplate) {\n\t// 应用基础属性\n\tattributes := pet.GetAttributes()\n\tattributes.AddHealth(template.BaseHealth)\n\tattributes.AddAttack(template.BaseAttack)\n\tattributes.AddDefense(template.BaseDefense)\n\tattributes.AddSpeed(template.BaseSpeed)\n\tattributes.AddCritical(template.BaseCritical)\n\tattributes.AddHit(template.BaseHit)\n\tattributes.AddDodge(template.BaseDodge)\n}\n\n// createSkillFromTemplate 从模板创建技能\nfunc (ps *PetService) createSkillFromTemplate(template *SkillTemplate) *PetSkill {\n\tskill := NewPetSkill(template.SkillID, template.Name, template.Type, template.Cooldown, template.BaseDamage, \"\")\n\n\t// 添加技能效果\n\tfor _, effectTemplate := range template.Effects {\n\t\teffect := SkillEffect{\n\t\t\tEffectType: effectTemplate.Type,\n\t\t\tValue:      effectTemplate.Value,\n\t\t\tDuration:   effectTemplate.Duration,\n\t\t}\n\t\tskill.AddEffect(effect)\n\t}\n\n\treturn skill\n}\n\n// checkEvolutionMaterials 检查进化材料\nfunc (ps *PetService) checkEvolutionMaterials(configID uint32, currentStar uint32, materials []string) bool {\n\t// 简化实现，实际应该根据配置检查\n\trequiredMaterials := ps.getRequiredEvolutionMaterials(configID, currentStar)\n\n\t// 检查材料是否足够\n\tmaterialCount := make(map[string]int)\n\tfor _, material := range materials {\n\t\tmaterialCount[material]++\n\t}\n\n\tfor material, required := range requiredMaterials {\n\t\tif materialCount[material] < required {\n\t\t\treturn false\n\t\t}\n\t}\n\n\treturn true\n}\n\n// getRequiredEvolutionMaterials 获取进化所需材料\nfunc (ps *PetService) getRequiredEvolutionMaterials(configID uint32, currentStar uint32) map[string]int {\n\t// 简化实现\n\treturn map[string]int{\n\t\t\"evolution_stone\": int(currentStar),\n\t\t\"gold\":            int(currentStar) * 1000,\n\t}\n}\n\n// unlockEvolutionSkills 解锁进化技能\nfunc (ps *PetService) unlockEvolutionSkills(pet *PetAggregate) {\n\t// 根据星级解锁新技能\n\tstar := pet.GetStar()\n\tif star >= 3 {\n\t\t// 3星解锁特殊技能\n\t\tif skillTemplate, exists := ps.skillTemplates[\"special_skill_1\"]; exists {\n\t\t\tskill := ps.createSkillFromTemplate(skillTemplate)\n\t\t\tpet.AddSkill(skill)\n\t\t}\n\t}\n\tif star >= 5 {\n\t\t// 5星解锁终极技能\n\t\tif skillTemplate, exists := ps.skillTemplates[\"ultimate_skill_1\"]; exists {\n\t\t\tskill := ps.createSkillFromTemplate(skillTemplate)\n\t\t\tpet.AddSkill(skill)\n\t\t}\n\t}\n}\n\n// calculateTrainingResult 计算训练结果\nfunc (ps *PetService) calculateTrainingResult(pet *PetAggregate, trainingType TrainingType) *TrainingResult {\n\tresult := &TrainingResult{\n\t\tTrainingType: trainingType,\n\t\tTimestamp:    time.Now(),\n\t}\n\n\tswitch trainingType {\n\tcase TrainingTypeExperience:\n\t\tresult.ExperienceGain = TrainingExperienceGain\n\tcase TrainingTypeAttribute:\n\t\tresult.AttributeGain = TrainingAttributeGain\n\tcase TrainingTypeSkill:\n\t\tresult.SkillExpGain = TrainingSkillExpGain\n\t}\n\n\treturn result\n}\n\n// calculateAttributeChanges 计算属性变化\nfunc (ps *PetService) calculateAttributeChanges(before, after *PetAttributes) map[string]int64 {\n\tchanges := make(map[string]int64)\n\n\tchanges[\"health\"] = after.GetHealth() - before.GetHealth()\n\tchanges[\"attack\"] = after.GetAttack() - before.GetAttack()\n\tchanges[\"defense\"] = after.GetDefense() - before.GetDefense()\n\tchanges[\"speed\"] = after.GetSpeed() - before.GetSpeed()\n\tchanges[\"critical\"] = after.GetCritical() - before.GetCritical()\n\tchanges[\"hit\"] = after.GetHit() - before.GetHit()\n\tchanges[\"dodge\"] = after.GetDodge() - before.GetDodge()\n\n\treturn changes\n}\n\n// validateBreedingConditions 验证繁殖条件\nfunc (ps *PetService) validateBreedingConditions(parent1, parent2 *PetAggregate) error {\n\tif parent1.GetPlayerID() != parent2.GetPlayerID() {\n\t\treturn ErrDifferentOwners\n\t}\n\n\tif parent1.GetLevel() < MinBreedingLevel || parent2.GetLevel() < MinBreedingLevel {\n\t\treturn ErrInsufficientBreedingLevel\n\t}\n\n\tif !parent1.IsAlive() || !parent2.IsAlive() {\n\t\treturn ErrPetIsDead\n\t}\n\n\tif !parent1.IsIdle() || !parent2.IsIdle() {\n\t\treturn ErrPetNotIdle\n\t}\n\n\treturn nil\n}\n\n// generateOffspring 生成后代\nfunc (ps *PetService) generateOffspring(parent1, parent2 *PetAggregate) *PetAggregate {\n\t// 简化实现：随机选择一个父母的配置\n\tvar configID uint32\n\tif rand.Float32() < 0.5 {\n\t\tconfigID = parent1.GetConfigID()\n\t} else {\n\t\tconfigID = parent2.GetConfigID()\n\t}\n\n\t// 创建后代\n\toffspring, _ := ps.CreatePet(parent1.GetPlayerID(), configID, \"\")\n\n\t// 继承部分属性\n\tps.inheritAttributes(offspring, parent1, parent2)\n\n\treturn offspring\n}\n\n// inheritAttributes 继承属性\nfunc (ps *PetService) inheritAttributes(offspring, parent1, parent2 *PetAggregate) {\n\toffspringAttrs := offspring.GetAttributes()\n\tparent1Attrs := parent1.GetAttributes()\n\tparent2Attrs := parent2.GetAttributes()\n\n\t// 取父母属性的平均值作为基础\n\tavgHealth := (parent1Attrs.GetHealth() + parent2Attrs.GetHealth()) / 2\n\tavgAttack := (parent1Attrs.GetAttack() + parent2Attrs.GetAttack()) / 2\n\tavgDefense := (parent1Attrs.GetDefense() + parent2Attrs.GetDefense()) / 2\n\tavgSpeed := (parent1Attrs.GetSpeed() + parent2Attrs.GetSpeed()) / 2\n\n\t// 应用继承属性（有一定随机性）\n\toffspringAttrs.AddHealth(int64(float64(avgHealth) * (0.8 + rand.Float64()*0.4)))\n\toffspringAttrs.AddAttack(int64(float64(avgAttack) * (0.8 + rand.Float64()*0.4)))\n\toffspringAttrs.AddDefense(int64(float64(avgDefense) * (0.8 + rand.Float64()*0.4)))\n\toffspringAttrs.AddSpeed(int64(float64(avgSpeed) * (0.8 + rand.Float64()*0.4)))\n}\n\n// calculateSkillPowerBonus 计算技能战力加成\nfunc (ps *PetService) calculateSkillPowerBonus(skills []*PetSkill) int64 {\n\tvar bonus int64\n\tfor _, skill := range skills {\n\t\tbonus += skill.GetDamage() * int64(skill.GetLevel())\n\t}\n\treturn bonus\n}\n\n// getTemplatesByRarity 根据稀有度获取模板\nfunc (ps *PetService) getTemplatesByRarity(rarity PetRarity) []*PetTemplate {\n\tvar templates []*PetTemplate\n\tfor _, template := range ps.petTemplates {\n\t\tif template.Rarity == rarity {\n\t\t\ttemplates = append(templates, template)\n\t\t}\n\t}\n\treturn templates\n}\n\n// applyRandomBonus 应用随机加成\nfunc (ps *PetService) applyRandomBonus(pet *PetAggregate, rarity PetRarity) {\n\tmultiplier := rarity.GetAttributeMultiplier()\n\tattributes := pet.GetAttributes()\n\n\t// 随机加成范围：0.8-1.2倍\n\trandomFactor := 0.8 + rand.Float64()*0.4\n\tfinalMultiplier := multiplier * randomFactor\n\n\tbonusHealth := int64(float64(attributes.GetHealth()) * (finalMultiplier - 1.0))\n\tbonusAttack := int64(float64(attributes.GetAttack()) * (finalMultiplier - 1.0))\n\tbonusDefense := int64(float64(attributes.GetDefense()) * (finalMultiplier - 1.0))\n\tbonusSpeed := int64(float64(attributes.GetSpeed()) * (finalMultiplier - 1.0))\n\n\tattributes.AddHealth(bonusHealth)\n\tattributes.AddAttack(bonusAttack)\n\tattributes.AddDefense(bonusDefense)\n\tattributes.AddSpeed(bonusSpeed)\n}\n\n// 模板结构体定义\n\n// PetTemplate 宠物模板\ntype PetTemplate struct {\n\tConfigID      uint32\n\tName          string\n\tDefaultName   string\n\tCategory      PetCategory\n\tRarity        PetRarity\n\tSize          PetSize\n\tGender        PetGender\n\tPersonality   PetPersonality\n\tBaseHealth    int64\n\tBaseAttack    int64\n\tBaseDefense   int64\n\tBaseSpeed     int64\n\tBaseCritical  int64\n\tBaseHit       int64\n\tBaseDodge     int64\n\tInitialSkills []string\n\tDescription   string\n}\n\n// SkillTemplate 技能模板\ntype SkillTemplate struct {\n\tSkillID     string\n\tName        string\n\tType        SkillType\n\tBaseDamage  int64\n\tCooldown    time.Duration\n\tEffects     []SkillEffectTemplate\n\tDescription string\n}\n\n// SkillEffectTemplate 技能效果模板\ntype SkillEffectTemplate struct {\n\tType     string\n\tValue    float64\n\tDuration time.Duration\n}\n\n// SkinTemplate 皮肤模板\ntype SkinTemplate struct {\n\tSkinID          string\n\tName            string\n\tRarity          PetRarity\n\tPowerBonus      int64\n\tAttributeBonus  map[string]float64\n\tUnlockCondition string\n\tDescription     string\n}\n\n// BondTemplate 羁绊模板\ntype BondTemplate struct {\n\tBondID       string\n\tName         string\n\tDescription  string\n\tPowerBonus   int64\n\tAttributes   map[string]float64\n\tRequiredPets []uint32\n}\n\n// FragmentTemplate 碎片模板\ntype FragmentTemplate struct {\n\tFragmentID       uint32\n\tName             string\n\tRelatedPetID     uint32\n\tRequiredQuantity uint64\n\tDescription      string\n}\n\n// 结果结构体定义\n\n// TrainingResult 训练结果\ntype TrainingResult struct {\n\tTrainingType   TrainingType\n\tExperienceGain uint64\n\tAttributeGain  int64\n\tSkillExpGain   uint64\n\tTimestamp      time.Time\n}\n\n// FeedingResult 喂食结果\ntype FeedingResult struct {\n\tFoodType         FoodType\n\tAmount           int\n\tExperienceGain   uint64\n\tLevelUp          bool\n\tAttributeChanges map[string]int64\n\tTimestamp        time.Time\n}\n\n// 常量定义\nconst (\n\tMinBreedingLevel = 10\n)\n"
  },
  {
    "path": "internal/domain/pet/value_object.go",
    "content": "package pet\n\nimport (\n\t\"math/rand\"\n\t\"time\"\n)\n\n// PetCategory 宠物类别\ntype PetCategory int\n\nconst (\n\tPetCategoryFire   PetCategory = 1 // 火系\n\tPetCategoryWater  PetCategory = 2 // 水系\n\tPetCategoryEarth  PetCategory = 3 // 土系\n\tPetCategoryAir    PetCategory = 4 // 风系\n\tPetCategoryLight  PetCategory = 5 // 光系\n\tPetCategoryDark   PetCategory = 6 // 暗系\n\tPetCategoryNormal PetCategory = 7 // 普通系\n)\n\n// String 返回宠物类别字符串\nfunc (pc PetCategory) String() string {\n\tswitch pc {\n\tcase PetCategoryFire:\n\t\treturn \"Fire\"\n\tcase PetCategoryWater:\n\t\treturn \"Water\"\n\tcase PetCategoryEarth:\n\t\treturn \"Earth\"\n\tcase PetCategoryAir:\n\t\treturn \"Air\"\n\tcase PetCategoryLight:\n\t\treturn \"Light\"\n\tcase PetCategoryDark:\n\t\treturn \"Dark\"\n\tcase PetCategoryNormal:\n\t\treturn \"Normal\"\n\tdefault:\n\t\treturn \"Unknown\"\n\t}\n}\n\n// IsValid 检查宠物类别是否有效\nfunc (pc PetCategory) IsValid() bool {\n\treturn pc >= PetCategoryFire && pc <= PetCategoryNormal\n}\n\n// PetState 宠物状态\ntype PetState int\n\nconst (\n\tPetStateIdle     PetState = 1 // 空闲\n\tPetStateBattle   PetState = 2 // 战斗中\n\tPetStateTraining PetState = 3 // 训练中\n\tPetStateDead     PetState = 4 // 死亡\n)\n\n// String 返回宠物状态字符串\nfunc (ps PetState) String() string {\n\tswitch ps {\n\tcase PetStateIdle:\n\t\treturn \"Idle\"\n\tcase PetStateBattle:\n\t\treturn \"Battle\"\n\tcase PetStateTraining:\n\t\treturn \"Training\"\n\tcase PetStateDead:\n\t\treturn \"Dead\"\n\tdefault:\n\t\treturn \"Unknown\"\n\t}\n}\n\n// IsValid 检查宠物状态是否有效\nfunc (ps PetState) IsValid() bool {\n\treturn ps >= PetStateIdle && ps <= PetStateDead\n}\n\n// PetAttributes 宠物属性\ntype PetAttributes struct {\n\thealth   int64\n\tattack   int64\n\tdefense  int64\n\tspeed    int64\n\tcritical int64\n\thit      int64\n\tdodge    int64\n}\n\n// NewPetAttributes 创建新的宠物属性\nfunc NewPetAttributes() *PetAttributes {\n\treturn &PetAttributes{\n\t\thealth:   100,\n\t\tattack:   50,\n\t\tdefense:  30,\n\t\tspeed:    40,\n\t\tcritical: 10,\n\t\thit:      80,\n\t\tdodge:    20,\n\t}\n}\n\n// GetHealth 获取生命值\nfunc (pa *PetAttributes) GetHealth() int64 {\n\treturn pa.health\n}\n\n// GetAttack 获取攻击力\nfunc (pa *PetAttributes) GetAttack() int64 {\n\treturn pa.attack\n}\n\n// GetDefense 获取防御力\nfunc (pa *PetAttributes) GetDefense() int64 {\n\treturn pa.defense\n}\n\n// GetSpeed 获取速度\nfunc (pa *PetAttributes) GetSpeed() int64 {\n\treturn pa.speed\n}\n\n// GetCritical 获取暴击\nfunc (pa *PetAttributes) GetCritical() int64 {\n\treturn pa.critical\n}\n\n// GetHit 获取命中\nfunc (pa *PetAttributes) GetHit() int64 {\n\treturn pa.hit\n}\n\n// GetDodge 获取闪避\nfunc (pa *PetAttributes) GetDodge() int64 {\n\treturn pa.dodge\n}\n\n// AddHealth 增加生命值\nfunc (pa *PetAttributes) AddHealth(value int64) {\n\tpa.health += value\n\tif pa.health < 0 {\n\t\tpa.health = 0\n\t}\n}\n\n// AddAttack 增加攻击力\nfunc (pa *PetAttributes) AddAttack(value int64) {\n\tpa.attack += value\n\tif pa.attack < 0 {\n\t\tpa.attack = 0\n\t}\n}\n\n// AddDefense 增加防御力\nfunc (pa *PetAttributes) AddDefense(value int64) {\n\tpa.defense += value\n\tif pa.defense < 0 {\n\t\tpa.defense = 0\n\t}\n}\n\n// AddSpeed 增加速度\nfunc (pa *PetAttributes) AddSpeed(value int64) {\n\tpa.speed += value\n\tif pa.speed < 0 {\n\t\tpa.speed = 0\n\t}\n}\n\n// AddCritical 增加暴击\nfunc (pa *PetAttributes) AddCritical(value int64) {\n\tpa.critical += value\n\tif pa.critical < 0 {\n\t\tpa.critical = 0\n\t}\n}\n\n// AddHit 增加命中\nfunc (pa *PetAttributes) AddHit(value int64) {\n\tpa.hit += value\n\tif pa.hit < 0 {\n\t\tpa.hit = 0\n\t}\n}\n\n// AddDodge 增加闪避\nfunc (pa *PetAttributes) AddDodge(value int64) {\n\tpa.dodge += value\n\tif pa.dodge < 0 {\n\t\tpa.dodge = 0\n\t}\n}\n\n// UpgradeOnLevelUp 升级时属性提升\nfunc (pa *PetAttributes) UpgradeOnLevelUp(level uint32) {\n\t// 每级提升基础属性\n\tlevelBonus := int64(level)\n\tpa.health += levelBonus * 10\n\tpa.attack += levelBonus * 5\n\tpa.defense += levelBonus * 3\n\tpa.speed += levelBonus * 2\n\tpa.critical += levelBonus * 1\n\tpa.hit += levelBonus * 1\n\tpa.dodge += levelBonus * 1\n}\n\n// UpgradeOnStarUp 升星时属性提升\nfunc (pa *PetAttributes) UpgradeOnStarUp(star uint32) {\n\t// 每星提升大量属性\n\tstarBonus := int64(star)\n\tpa.health += starBonus * 50\n\tpa.attack += starBonus * 25\n\tpa.defense += starBonus * 15\n\tpa.speed += starBonus * 10\n\tpa.critical += starBonus * 5\n\tpa.hit += starBonus * 5\n\tpa.dodge += starBonus * 5\n}\n\n// AddRandomAttribute 随机增加属性\nfunc (pa *PetAttributes) AddRandomAttribute(value int64) {\n\tattributeType := rand.Intn(7)\n\tswitch attributeType {\n\tcase 0:\n\t\tpa.AddHealth(value)\n\tcase 1:\n\t\tpa.AddAttack(value)\n\tcase 2:\n\t\tpa.AddDefense(value)\n\tcase 3:\n\t\tpa.AddSpeed(value)\n\tcase 4:\n\t\tpa.AddCritical(value)\n\tcase 5:\n\t\tpa.AddHit(value)\n\tcase 6:\n\t\tpa.AddDodge(value)\n\t}\n}\n\n// CalculatePower 计算战力\nfunc (pa *PetAttributes) CalculatePower() int64 {\n\treturn pa.health*2 + pa.attack*3 + pa.defense*2 + pa.speed*1 + pa.critical*2 + pa.hit*1 + pa.dodge*1\n}\n\n// Clone 克隆属性\nfunc (pa *PetAttributes) Clone() *PetAttributes {\n\treturn &PetAttributes{\n\t\thealth:   pa.health,\n\t\tattack:   pa.attack,\n\t\tdefense:  pa.defense,\n\t\tspeed:    pa.speed,\n\t\tcritical: pa.critical,\n\t\thit:      pa.hit,\n\t\tdodge:    pa.dodge,\n\t}\n}\n\n// FoodType 食物类型\ntype FoodType int\n\nconst (\n\tFoodTypeExperience FoodType = 1 // 经验食物\n\tFoodTypeHealth     FoodType = 2 // 生命食物\n\tFoodTypeAttack     FoodType = 3 // 攻击食物\n\tFoodTypeDefense    FoodType = 4 // 防御食物\n)\n\n// String 返回食物类型字符串\nfunc (ft FoodType) String() string {\n\tswitch ft {\n\tcase FoodTypeExperience:\n\t\treturn \"Experience\"\n\tcase FoodTypeHealth:\n\t\treturn \"Health\"\n\tcase FoodTypeAttack:\n\t\treturn \"Attack\"\n\tcase FoodTypeDefense:\n\t\treturn \"Defense\"\n\tdefault:\n\t\treturn \"Unknown\"\n\t}\n}\n\n// IsValid 检查食物类型是否有效\nfunc (ft FoodType) IsValid() bool {\n\treturn ft >= FoodTypeExperience && ft <= FoodTypeDefense\n}\n\n// TrainingType 训练类型\ntype TrainingType int\n\nconst (\n\tTrainingTypeExperience TrainingType = 1 // 经验训练\n\tTrainingTypeAttribute  TrainingType = 2 // 属性训练\n\tTrainingTypeSkill      TrainingType = 3 // 技能训练\n)\n\n// String 返回训练类型字符串\nfunc (tt TrainingType) String() string {\n\tswitch tt {\n\tcase TrainingTypeExperience:\n\t\treturn \"Experience\"\n\tcase TrainingTypeAttribute:\n\t\treturn \"Attribute\"\n\tcase TrainingTypeSkill:\n\t\treturn \"Skill\"\n\tdefault:\n\t\treturn \"Unknown\"\n\t}\n}\n\n// IsValid 检查训练类型是否有效\nfunc (tt TrainingType) IsValid() bool {\n\treturn tt >= TrainingTypeExperience && tt <= TrainingTypeSkill\n}\n\n// GetTrainingDuration 获取训练持续时间\nfunc (tt TrainingType) GetTrainingDuration() time.Duration {\n\tswitch tt {\n\tcase TrainingTypeExperience:\n\t\treturn 30 * time.Minute\n\tcase TrainingTypeAttribute:\n\t\treturn 60 * time.Minute\n\tcase TrainingTypeSkill:\n\t\treturn 120 * time.Minute\n\tdefault:\n\t\treturn 30 * time.Minute\n\t}\n}\n\n// GetTrainingCost 获取训练消耗\nfunc (tt TrainingType) GetTrainingCost() int64 {\n\tswitch tt {\n\tcase TrainingTypeExperience:\n\t\treturn 100\n\tcase TrainingTypeAttribute:\n\t\treturn 200\n\tcase TrainingTypeSkill:\n\t\treturn 500\n\tdefault:\n\t\treturn 100\n\t}\n}\n\n// PetRarity 宠物稀有度\ntype PetRarity int\n\nconst (\n\tPetRarityCommon    PetRarity = 1 // 普通\n\tPetRarityUncommon  PetRarity = 2 // 不常见\n\tPetRarityRare      PetRarity = 3 // 稀有\n\tPetRarityEpic      PetRarity = 4 // 史诗\n\tPetRarityLegendary PetRarity = 5 // 传说\n\tPetRarityMythic    PetRarity = 6 // 神话\n)\n\n// String 返回稀有度字符串\nfunc (pr PetRarity) String() string {\n\tswitch pr {\n\tcase PetRarityCommon:\n\t\treturn \"Common\"\n\tcase PetRarityUncommon:\n\t\treturn \"Uncommon\"\n\tcase PetRarityRare:\n\t\treturn \"Rare\"\n\tcase PetRarityEpic:\n\t\treturn \"Epic\"\n\tcase PetRarityLegendary:\n\t\treturn \"Legendary\"\n\tcase PetRarityMythic:\n\t\treturn \"Mythic\"\n\tdefault:\n\t\treturn \"Unknown\"\n\t}\n}\n\n// IsValid 检查稀有度是否有效\nfunc (pr PetRarity) IsValid() bool {\n\treturn pr >= PetRarityCommon && pr <= PetRarityMythic\n}\n\n// GetAttributeMultiplier 获取属性倍数\nfunc (pr PetRarity) GetAttributeMultiplier() float64 {\n\tswitch pr {\n\tcase PetRarityCommon:\n\t\treturn 1.0\n\tcase PetRarityUncommon:\n\t\treturn 1.2\n\tcase PetRarityRare:\n\t\treturn 1.5\n\tcase PetRarityEpic:\n\t\treturn 2.0\n\tcase PetRarityLegendary:\n\t\treturn 3.0\n\tcase PetRarityMythic:\n\t\treturn 5.0\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// PetGender 宠物性别\ntype PetGender int\n\nconst (\n\tPetGenderMale   PetGender = 1 // 雄性\n\tPetGenderFemale PetGender = 2 // 雌性\n\tPetGenderNone   PetGender = 3 // 无性别\n)\n\n// String 返回性别字符串\nfunc (pg PetGender) String() string {\n\tswitch pg {\n\tcase PetGenderMale:\n\t\treturn \"Male\"\n\tcase PetGenderFemale:\n\t\treturn \"Female\"\n\tcase PetGenderNone:\n\t\treturn \"None\"\n\tdefault:\n\t\treturn \"Unknown\"\n\t}\n}\n\n// IsValid 检查性别是否有效\nfunc (pg PetGender) IsValid() bool {\n\treturn pg >= PetGenderMale && pg <= PetGenderNone\n}\n\n// PetSize 宠物体型\ntype PetSize int\n\nconst (\n\tPetSizeTiny   PetSize = 1 // 微型\n\tPetSizeSmall  PetSize = 2 // 小型\n\tPetSizeMedium PetSize = 3 // 中型\n\tPetSizeLarge  PetSize = 4 // 大型\n\tPetSizeHuge   PetSize = 5 // 巨型\n)\n\n// String 返回体型字符串\nfunc (ps PetSize) String() string {\n\tswitch ps {\n\tcase PetSizeTiny:\n\t\treturn \"Tiny\"\n\tcase PetSizeSmall:\n\t\treturn \"Small\"\n\tcase PetSizeMedium:\n\t\treturn \"Medium\"\n\tcase PetSizeLarge:\n\t\treturn \"Large\"\n\tcase PetSizeHuge:\n\t\treturn \"Huge\"\n\tdefault:\n\t\treturn \"Unknown\"\n\t}\n}\n\n// IsValid 检查体型是否有效\nfunc (ps PetSize) IsValid() bool {\n\treturn ps >= PetSizeTiny && ps <= PetSizeHuge\n}\n\n// GetSpeedModifier 获取速度修正\nfunc (ps PetSize) GetSpeedModifier() float64 {\n\tswitch ps {\n\tcase PetSizeTiny:\n\t\treturn 1.3\n\tcase PetSizeSmall:\n\t\treturn 1.1\n\tcase PetSizeMedium:\n\t\treturn 1.0\n\tcase PetSizeLarge:\n\t\treturn 0.9\n\tcase PetSizeHuge:\n\t\treturn 0.7\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// GetHealthModifier 获取生命值修正\nfunc (ps PetSize) GetHealthModifier() float64 {\n\tswitch ps {\n\tcase PetSizeTiny:\n\t\treturn 0.7\n\tcase PetSizeSmall:\n\t\treturn 0.9\n\tcase PetSizeMedium:\n\t\treturn 1.0\n\tcase PetSizeLarge:\n\t\treturn 1.2\n\tcase PetSizeHuge:\n\t\treturn 1.5\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// PetPersonality 宠物性格\ntype PetPersonality int\n\nconst (\n\tPetPersonalityBrave      PetPersonality = 1  // 勇敢\n\tPetPersonalityTimid      PetPersonality = 2  // 胆小\n\tPetPersonalityAggressive PetPersonality = 3  // 好斗\n\tPetPersonalityGentle     PetPersonality = 4  // 温和\n\tPetPersonalityPlayful    PetPersonality = 5  // 顽皮\n\tPetPersonalityLazy       PetPersonality = 6  // 懒惰\n\tPetPersonalityLoyal      PetPersonality = 7  // 忠诚\n\tPetPersonalityStubborn   PetPersonality = 8  // 固执\n\tPetPersonalityCurious    PetPersonality = 9  // 好奇\n\tPetPersonalityCalm       PetPersonality = 10 // 冷静\n)\n\n// String 返回性格字符串\nfunc (pp PetPersonality) String() string {\n\tswitch pp {\n\tcase PetPersonalityBrave:\n\t\treturn \"Brave\"\n\tcase PetPersonalityTimid:\n\t\treturn \"Timid\"\n\tcase PetPersonalityAggressive:\n\t\treturn \"Aggressive\"\n\tcase PetPersonalityGentle:\n\t\treturn \"Gentle\"\n\tcase PetPersonalityPlayful:\n\t\treturn \"Playful\"\n\tcase PetPersonalityLazy:\n\t\treturn \"Lazy\"\n\tcase PetPersonalityLoyal:\n\t\treturn \"Loyal\"\n\tcase PetPersonalityStubborn:\n\t\treturn \"Stubborn\"\n\tcase PetPersonalityCurious:\n\t\treturn \"Curious\"\n\tcase PetPersonalityCalm:\n\t\treturn \"Calm\"\n\tdefault:\n\t\treturn \"Unknown\"\n\t}\n}\n\n// IsValid 检查性格是否有效\nfunc (pp PetPersonality) IsValid() bool {\n\treturn pp >= PetPersonalityBrave && pp <= PetPersonalityCalm\n}\n\n// GetAttributeBonus 获取性格属性加成\nfunc (pp PetPersonality) GetAttributeBonus() map[string]float64 {\n\tswitch pp {\n\tcase PetPersonalityBrave:\n\t\treturn map[string]float64{\"attack\": 1.1, \"defense\": 0.9}\n\tcase PetPersonalityTimid:\n\t\treturn map[string]float64{\"dodge\": 1.2, \"attack\": 0.8}\n\tcase PetPersonalityAggressive:\n\t\treturn map[string]float64{\"attack\": 1.2, \"critical\": 1.1, \"defense\": 0.8}\n\tcase PetPersonalityGentle:\n\t\treturn map[string]float64{\"health\": 1.1, \"attack\": 0.9}\n\tcase PetPersonalityPlayful:\n\t\treturn map[string]float64{\"speed\": 1.2, \"dodge\": 1.1}\n\tcase PetPersonalityLazy:\n\t\treturn map[string]float64{\"health\": 1.2, \"speed\": 0.7}\n\tcase PetPersonalityLoyal:\n\t\treturn map[string]float64{\"defense\": 1.2, \"health\": 1.1}\n\tcase PetPersonalityStubborn:\n\t\treturn map[string]float64{\"defense\": 1.3, \"speed\": 0.8}\n\tcase PetPersonalityCurious:\n\t\treturn map[string]float64{\"hit\": 1.2, \"critical\": 1.1}\n\tcase PetPersonalityCalm:\n\t\treturn map[string]float64{\"hit\": 1.1, \"dodge\": 1.1}\n\tdefault:\n\t\treturn map[string]float64{}\n\t}\n}\n\n// PetMood 宠物心情\ntype PetMood int\n\nconst (\n\tPetMoodHappy   PetMood = 1 // 开心\n\tPetMoodNormal  PetMood = 2 // 普通\n\tPetMoodSad     PetMood = 3 // 伤心\n\tPetMoodAngry   PetMood = 4 // 愤怒\n\tPetMoodExcited PetMood = 5 // 兴奋\n\tPetMoodTired   PetMood = 6 // 疲惫\n)\n\n// String 返回心情字符串\nfunc (pm PetMood) String() string {\n\tswitch pm {\n\tcase PetMoodHappy:\n\t\treturn \"Happy\"\n\tcase PetMoodNormal:\n\t\treturn \"Normal\"\n\tcase PetMoodSad:\n\t\treturn \"Sad\"\n\tcase PetMoodAngry:\n\t\treturn \"Angry\"\n\tcase PetMoodExcited:\n\t\treturn \"Excited\"\n\tcase PetMoodTired:\n\t\treturn \"Tired\"\n\tdefault:\n\t\treturn \"Unknown\"\n\t}\n}\n\n// IsValid 检查心情是否有效\nfunc (pm PetMood) IsValid() bool {\n\treturn pm >= PetMoodHappy && pm <= PetMoodTired\n}\n\n// GetEfficiencyModifier 获取效率修正\nfunc (pm PetMood) GetEfficiencyModifier() float64 {\n\tswitch pm {\n\tcase PetMoodHappy:\n\t\treturn 1.2\n\tcase PetMoodNormal:\n\t\treturn 1.0\n\tcase PetMoodSad:\n\t\treturn 0.8\n\tcase PetMoodAngry:\n\t\treturn 0.9\n\tcase PetMoodExcited:\n\t\treturn 1.3\n\tcase PetMoodTired:\n\t\treturn 0.7\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// GetExperienceModifier 获取经验修正\nfunc (pm PetMood) GetExperienceModifier() float64 {\n\tswitch pm {\n\tcase PetMoodHappy:\n\t\treturn 1.1\n\tcase PetMoodNormal:\n\t\treturn 1.0\n\tcase PetMoodSad:\n\t\treturn 0.9\n\tcase PetMoodAngry:\n\t\treturn 0.8\n\tcase PetMoodExcited:\n\t\treturn 1.2\n\tcase PetMoodTired:\n\t\treturn 0.8\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n"
  },
  {
    "path": "internal/domain/player/beginner/aggregate.go",
    "content": "package beginner\n\nimport (\n\t\"fmt\"\n\t\"strings\"\n\t\"time\"\n)\n\n// BeginnerAggregate 新手聚合根\ntype BeginnerAggregate struct {\n\tplayerID        string\n\tguideSteps      map[string]*GuideStep\n\ttutorials       map[string]*Tutorial\n\tcurrentGuide    string\n\tcurrentStep     int\n\tcompletedGuides []string\n\trewards         []*BeginnerReward\n\tisCompleted     bool\n\tstartedAt       time.Time\n\tcompletedAt     *time.Time\n\tupdatedAt       time.Time\n\tversion         int\n}\n\n// NewBeginnerAggregate 创建新手聚合根\nfunc NewBeginnerAggregate(playerID string) *BeginnerAggregate {\n\treturn &BeginnerAggregate{\n\t\tplayerID:        playerID,\n\t\tguideSteps:      make(map[string]*GuideStep),\n\t\ttutorials:       make(map[string]*Tutorial),\n\t\tcurrentGuide:    \"main_guide\", // 默认主引导\n\t\tcurrentStep:     1,\n\t\tcompletedGuides: make([]string, 0),\n\t\trewards:         make([]*BeginnerReward, 0),\n\t\tisCompleted:     false,\n\t\tstartedAt:       time.Now(),\n\t\tupdatedAt:       time.Now(),\n\t\tversion:         1,\n\t}\n}\n\n// GetPlayerID 获取玩家ID\nfunc (b *BeginnerAggregate) GetPlayerID() string {\n\treturn b.playerID\n}\n\n// StartGuide 开始引导\nfunc (b *BeginnerAggregate) StartGuide(guideID string) error {\n\tif b.isCompleted {\n\t\treturn ErrBeginnerAlreadyCompleted\n\t}\n\n\t// 检查是否已完成该引导\n\tfor _, completed := range b.completedGuides {\n\t\tif completed == guideID {\n\t\t\treturn ErrGuideAlreadyCompleted\n\t\t}\n\t}\n\n\tb.currentGuide = guideID\n\tb.currentStep = 1\n\tb.updateVersion()\n\treturn nil\n}\n\n// CompleteStep 完成步骤\nfunc (b *BeginnerAggregate) CompleteStep(guideID string, stepID int) error {\n\tif b.isCompleted {\n\t\treturn ErrBeginnerAlreadyCompleted\n\t}\n\n\tif b.currentGuide != guideID {\n\t\treturn ErrInvalidGuide\n\t}\n\n\tif b.currentStep != stepID {\n\t\treturn ErrInvalidStep\n\t}\n\n\tstepKey := b.getStepKey(guideID, stepID)\n\tstep, exists := b.guideSteps[stepKey]\n\tif !exists {\n\t\treturn ErrStepNotFound\n\t}\n\n\t// 标记步骤完成\n\tstep.Complete()\n\n\t// 给予奖励\n\tif step.HasReward() {\n\t\treward := step.GetReward()\n\t\tb.rewards = append(b.rewards, reward)\n\t}\n\n\t// 检查是否完成整个引导\n\tif b.isGuideCompleted(guideID) {\n\t\tb.completeGuide(guideID)\n\t} else {\n\t\tb.currentStep++\n\t}\n\n\tb.updateVersion()\n\treturn nil\n}\n\n// AddGuideStep 添加引导步骤\nfunc (b *BeginnerAggregate) AddGuideStep(guideID string, step *GuideStep) error {\n\tif step == nil {\n\t\treturn ErrInvalidStep\n\t}\n\n\tstepKey := b.getStepKey(guideID, step.GetStepID())\n\tb.guideSteps[stepKey] = step\n\tb.updateVersion()\n\treturn nil\n}\n\n// GetCurrentStep 获取当前步骤\nfunc (b *BeginnerAggregate) GetCurrentStep() *GuideStep {\n\tstepKey := b.getStepKey(b.currentGuide, b.currentStep)\n\treturn b.guideSteps[stepKey]\n}\n\n// GetGuideProgress 获取引导进度\nfunc (b *BeginnerAggregate) GetGuideProgress(guideID string) *GuideProgress {\n\ttotalSteps := b.countGuideSteps(guideID)\n\tcompletedSteps := b.countCompletedSteps(guideID)\n\n\treturn &GuideProgress{\n\t\tGuideID:        guideID,\n\t\tTotalSteps:     totalSteps,\n\t\tCompletedSteps: completedSteps,\n\t\tIsCompleted:    b.isGuideCompleted(guideID),\n\t\tProgress:       float64(completedSteps) / float64(totalSteps),\n\t}\n}\n\n// AddTutorial 添加教程\nfunc (b *BeginnerAggregate) AddTutorial(tutorial *Tutorial) error {\n\tif tutorial == nil {\n\t\treturn ErrInvalidTutorial\n\t}\n\n\tb.tutorials[tutorial.GetID()] = tutorial\n\tb.updateVersion()\n\treturn nil\n}\n\n// CompleteTutorial 完成教程\nfunc (b *BeginnerAggregate) CompleteTutorial(tutorialID string) error {\n\ttutorial, exists := b.tutorials[tutorialID]\n\tif !exists {\n\t\treturn ErrTutorialNotFound\n\t}\n\n\ttutorial.Complete()\n\n\t// 给予教程奖励\n\tif tutorial.HasReward() {\n\t\treward := tutorial.GetReward()\n\t\tb.rewards = append(b.rewards, reward)\n\t}\n\n\tb.updateVersion()\n\treturn nil\n}\n\n// GetTutorial 获取教程\nfunc (b *BeginnerAggregate) GetTutorial(tutorialID string) *Tutorial {\n\treturn b.tutorials[tutorialID]\n}\n\n// GetAllTutorials 获取所有教程\nfunc (b *BeginnerAggregate) GetAllTutorials() map[string]*Tutorial {\n\treturn b.tutorials\n}\n\n// GetUnclaimedRewards 获取未领取的奖励\nfunc (b *BeginnerAggregate) GetUnclaimedRewards() []*BeginnerReward {\n\tvar unclaimed []*BeginnerReward\n\tfor _, reward := range b.rewards {\n\t\tif !reward.IsClaimed() {\n\t\t\tunclaimed = append(unclaimed, reward)\n\t\t}\n\t}\n\treturn unclaimed\n}\n\n// ClaimReward 领取奖励\nfunc (b *BeginnerAggregate) ClaimReward(rewardID string) error {\n\tfor _, reward := range b.rewards {\n\t\tif reward.GetID() == rewardID {\n\t\t\tif reward.IsClaimed() {\n\t\t\t\treturn ErrRewardAlreadyClaimed\n\t\t\t}\n\t\t\treward.Claim()\n\t\t\tb.updateVersion()\n\t\t\treturn nil\n\t\t}\n\t}\n\treturn ErrRewardNotFound\n}\n\n// IsCompleted 检查是否完成新手引导\nfunc (b *BeginnerAggregate) IsCompleted() bool {\n\treturn b.isCompleted\n}\n\n// GetCurrentGuide 获取当前引导\nfunc (b *BeginnerAggregate) GetCurrentGuide() string {\n\treturn b.currentGuide\n}\n\n// GetCurrentStepID 获取当前步骤ID\nfunc (b *BeginnerAggregate) GetCurrentStepID() int {\n\treturn b.currentStep\n}\n\n// GetCompletedGuides 获取已完成的引导\nfunc (b *BeginnerAggregate) GetCompletedGuides() []string {\n\treturn b.completedGuides\n}\n\n// GetStartedAt 获取开始时间\nfunc (b *BeginnerAggregate) GetStartedAt() time.Time {\n\treturn b.startedAt\n}\n\n// GetCompletedAt 获取完成时间\nfunc (b *BeginnerAggregate) GetCompletedAt() *time.Time {\n\treturn b.completedAt\n}\n\n// GetVersion 获取版本\nfunc (b *BeginnerAggregate) GetVersion() int {\n\treturn b.version\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (b *BeginnerAggregate) GetUpdatedAt() time.Time {\n\treturn b.updatedAt\n}\n\n// 私有方法\n\n// getStepKey 获取步骤键\nfunc (b *BeginnerAggregate) getStepKey(guideID string, stepID int) string {\n\treturn fmt.Sprintf(\"%s_%d\", guideID, stepID)\n}\n\n// isGuideCompleted 检查引导是否完成\nfunc (b *BeginnerAggregate) isGuideCompleted(guideID string) bool {\n\ttotalSteps := b.countGuideSteps(guideID)\n\tcompletedSteps := b.countCompletedSteps(guideID)\n\treturn completedSteps >= totalSteps\n}\n\n// countGuideSteps 统计引导步骤数\nfunc (b *BeginnerAggregate) countGuideSteps(guideID string) int {\n\tcount := 0\n\tfor stepKey := range b.guideSteps {\n\t\tif strings.HasPrefix(stepKey, guideID+\"_\") {\n\t\t\tcount++\n\t\t}\n\t}\n\treturn count\n}\n\n// countCompletedSteps 统计已完成步骤数\nfunc (b *BeginnerAggregate) countCompletedSteps(guideID string) int {\n\tcount := 0\n\tfor stepKey, step := range b.guideSteps {\n\t\tif strings.HasPrefix(stepKey, guideID+\"_\") && step.IsCompleted() {\n\t\t\tcount++\n\t\t}\n\t}\n\treturn count\n}\n\n// completeGuide 完成引导\nfunc (b *BeginnerAggregate) completeGuide(guideID string) {\n\tb.completedGuides = append(b.completedGuides, guideID)\n\n\t// 检查是否完成所有必要的引导\n\tif b.isAllRequiredGuidesCompleted() {\n\t\tb.isCompleted = true\n\t\tnow := time.Now()\n\t\tb.completedAt = &now\n\n\t\t// 给予完成新手引导的最终奖励\n\t\tfinalReward := NewBeginnerReward(\"final_reward\", RewardTypeMultiple, map[string]interface{}{\n\t\t\t\"gold\":       1000,\n\t\t\t\"experience\": 500,\n\t\t\t\"items\":      []string{\"beginner_sword\", \"beginner_armor\"},\n\t\t}, \"完成新手引导奖励\")\n\t\tb.rewards = append(b.rewards, finalReward)\n\t}\n}\n\n// isAllRequiredGuidesCompleted 检查是否完成所有必要引导\nfunc (b *BeginnerAggregate) isAllRequiredGuidesCompleted() bool {\n\trequiredGuides := []string{\"main_guide\", \"combat_guide\", \"inventory_guide\"}\n\n\tfor _, required := range requiredGuides {\n\t\tfound := false\n\t\tfor _, completed := range b.completedGuides {\n\t\t\tif completed == required {\n\t\t\t\tfound = true\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\t\tif !found {\n\t\t\treturn false\n\t\t}\n\t}\n\n\treturn true\n}\n\n// updateVersion 更新版本\nfunc (b *BeginnerAggregate) updateVersion() {\n\tb.version++\n\tb.updatedAt = time.Now()\n}\n"
  },
  {
    "path": "internal/domain/player/beginner/entity.go",
    "content": "package beginner\n\nimport (\n\t// \"fmt\" // 未使用\n\t// \"strings\" // 未使用\n\t\"time\"\n\n\t\"github.com/google/uuid\"\n)\n\n// GuideStep 引导步骤实体\ntype GuideStep struct {\n\tid          string\n\tstepID      int\n\tguideID     string\n\ttitle       string\n\tdescription string\n\tstepType    StepType\n\tconditions  []*StepCondition\n\treward      *BeginnerReward\n\tisCompleted bool\n\tcompletedAt *time.Time\n\tcreatedAt   time.Time\n}\n\n// NewGuideStep 创建引导步骤\nfunc NewGuideStep(stepID int, guideID, title, description string, stepType StepType) *GuideStep {\n\treturn &GuideStep{\n\t\tid:          uuid.New().String(),\n\t\tstepID:      stepID,\n\t\tguideID:     guideID,\n\t\ttitle:       title,\n\t\tdescription: description,\n\t\tstepType:    stepType,\n\t\tconditions:  make([]*StepCondition, 0),\n\t\tisCompleted: false,\n\t\tcreatedAt:   time.Now(),\n\t}\n}\n\n// GetID 获取步骤ID\nfunc (gs *GuideStep) GetID() string {\n\treturn gs.id\n}\n\n// GetStepID 获取步骤序号\nfunc (gs *GuideStep) GetStepID() int {\n\treturn gs.stepID\n}\n\n// GetGuideID 获取引导ID\nfunc (gs *GuideStep) GetGuideID() string {\n\treturn gs.guideID\n}\n\n// GetTitle 获取标题\nfunc (gs *GuideStep) GetTitle() string {\n\treturn gs.title\n}\n\n// GetDescription 获取描述\nfunc (gs *GuideStep) GetDescription() string {\n\treturn gs.description\n}\n\n// GetStepType 获取步骤类型\nfunc (gs *GuideStep) GetStepType() StepType {\n\treturn gs.stepType\n}\n\n// AddCondition 添加完成条件\nfunc (gs *GuideStep) AddCondition(condition *StepCondition) {\n\tgs.conditions = append(gs.conditions, condition)\n}\n\n// GetConditions 获取完成条件\nfunc (gs *GuideStep) GetConditions() []*StepCondition {\n\treturn gs.conditions\n}\n\n// SetReward 设置奖励\nfunc (gs *GuideStep) SetReward(reward *BeginnerReward) {\n\tgs.reward = reward\n}\n\n// GetReward 获取奖励\nfunc (gs *GuideStep) GetReward() *BeginnerReward {\n\treturn gs.reward\n}\n\n// HasReward 是否有奖励\nfunc (gs *GuideStep) HasReward() bool {\n\treturn gs.reward != nil\n}\n\n// Complete 完成步骤\nfunc (gs *GuideStep) Complete() {\n\tgs.isCompleted = true\n\tnow := time.Now()\n\tgs.completedAt = &now\n}\n\n// IsCompleted 是否已完成\nfunc (gs *GuideStep) IsCompleted() bool {\n\treturn gs.isCompleted\n}\n\n// GetCompletedAt 获取完成时间\nfunc (gs *GuideStep) GetCompletedAt() *time.Time {\n\treturn gs.completedAt\n}\n\n// GetCreatedAt 获取创建时间\nfunc (gs *GuideStep) GetCreatedAt() time.Time {\n\treturn gs.createdAt\n}\n\n// CheckConditions 检查完成条件\nfunc (gs *GuideStep) CheckConditions(playerData map[string]interface{}) bool {\n\tfor _, condition := range gs.conditions {\n\t\tif !condition.IsMet(playerData) {\n\t\t\treturn false\n\t\t}\n\t}\n\treturn true\n}\n\n// Tutorial 教程实体\ntype Tutorial struct {\n\tid          string\n\tname        string\n\tcategory    TutorialCategory\n\tcontent     string\n\tmediaURL    string\n\tduration    time.Duration\n\treward      *BeginnerReward\n\tisCompleted bool\n\tcompletedAt *time.Time\n\tcreatedAt   time.Time\n}\n\n// NewTutorial 创建教程\nfunc NewTutorial(name string, category TutorialCategory, content string) *Tutorial {\n\treturn &Tutorial{\n\t\tid:          uuid.New().String(),\n\t\tname:        name,\n\t\tcategory:    category,\n\t\tcontent:     content,\n\t\tduration:    time.Minute * 5, // 默认5分钟\n\t\tisCompleted: false,\n\t\tcreatedAt:   time.Now(),\n\t}\n}\n\n// GetID 获取教程ID\nfunc (t *Tutorial) GetID() string {\n\treturn t.id\n}\n\n// GetName 获取教程名称\nfunc (t *Tutorial) GetName() string {\n\treturn t.name\n}\n\n// GetCategory 获取教程分类\nfunc (t *Tutorial) GetCategory() TutorialCategory {\n\treturn t.category\n}\n\n// GetContent 获取教程内容\nfunc (t *Tutorial) GetContent() string {\n\treturn t.content\n}\n\n// SetContent 设置教程内容\nfunc (t *Tutorial) SetContent(content string) {\n\tt.content = content\n}\n\n// GetMediaURL 获取媒体URL\nfunc (t *Tutorial) GetMediaURL() string {\n\treturn t.mediaURL\n}\n\n// SetMediaURL 设置媒体URL\nfunc (t *Tutorial) SetMediaURL(url string) {\n\tt.mediaURL = url\n}\n\n// GetDuration 获取时长\nfunc (t *Tutorial) GetDuration() time.Duration {\n\treturn t.duration\n}\n\n// SetDuration 设置时长\nfunc (t *Tutorial) SetDuration(duration time.Duration) {\n\tt.duration = duration\n}\n\n// SetReward 设置奖励\nfunc (t *Tutorial) SetReward(reward *BeginnerReward) {\n\tt.reward = reward\n}\n\n// GetReward 获取奖励\nfunc (t *Tutorial) GetReward() *BeginnerReward {\n\treturn t.reward\n}\n\n// HasReward 是否有奖励\nfunc (t *Tutorial) HasReward() bool {\n\treturn t.reward != nil\n}\n\n// Complete 完成教程\nfunc (t *Tutorial) Complete() {\n\tt.isCompleted = true\n\tnow := time.Now()\n\tt.completedAt = &now\n}\n\n// IsCompleted 是否已完成\nfunc (t *Tutorial) IsCompleted() bool {\n\treturn t.isCompleted\n}\n\n// GetCompletedAt 获取完成时间\nfunc (t *Tutorial) GetCompletedAt() *time.Time {\n\treturn t.completedAt\n}\n\n// GetCreatedAt 获取创建时间\nfunc (t *Tutorial) GetCreatedAt() time.Time {\n\treturn t.createdAt\n}\n\n// BeginnerReward 新手奖励实体\ntype BeginnerReward struct {\n\tid          string\n\trewardType  RewardType\n\trewardData  map[string]interface{}\n\tdescription string\n\tisClaimed   bool\n\tclaimedAt   *time.Time\n\tcreatedAt   time.Time\n}\n\n// NewBeginnerReward 创建新手奖励\nfunc NewBeginnerReward(id string, rewardType RewardType, rewardData map[string]interface{}, description string) *BeginnerReward {\n\treturn &BeginnerReward{\n\t\tid:          id,\n\t\trewardType:  rewardType,\n\t\trewardData:  rewardData,\n\t\tdescription: description,\n\t\tisClaimed:   false,\n\t\tcreatedAt:   time.Now(),\n\t}\n}\n\n// GetID 获取奖励ID\nfunc (br *BeginnerReward) GetID() string {\n\treturn br.id\n}\n\n// GetRewardType 获取奖励类型\nfunc (br *BeginnerReward) GetRewardType() RewardType {\n\treturn br.rewardType\n}\n\n// GetRewardData 获取奖励数据\nfunc (br *BeginnerReward) GetRewardData() map[string]interface{} {\n\treturn br.rewardData\n}\n\n// GetDescription 获取描述\nfunc (br *BeginnerReward) GetDescription() string {\n\treturn br.description\n}\n\n// Claim 领取奖励\nfunc (br *BeginnerReward) Claim() {\n\tbr.isClaimed = true\n\tnow := time.Now()\n\tbr.claimedAt = &now\n}\n\n// IsClaimed 是否已领取\nfunc (br *BeginnerReward) IsClaimed() bool {\n\treturn br.isClaimed\n}\n\n// GetClaimedAt 获取领取时间\nfunc (br *BeginnerReward) GetClaimedAt() *time.Time {\n\treturn br.claimedAt\n}\n\n// GetCreatedAt 获取创建时间\nfunc (br *BeginnerReward) GetCreatedAt() time.Time {\n\treturn br.createdAt\n}\n\n// GetGoldAmount 获取金币数量\nfunc (br *BeginnerReward) GetGoldAmount() int {\n\tif gold, exists := br.rewardData[\"gold\"]; exists {\n\t\tif amount, ok := gold.(int); ok {\n\t\t\treturn amount\n\t\t}\n\t}\n\treturn 0\n}\n\n// GetExperienceAmount 获取经验数量\nfunc (br *BeginnerReward) GetExperienceAmount() int {\n\tif exp, exists := br.rewardData[\"experience\"]; exists {\n\t\tif amount, ok := exp.(int); ok {\n\t\t\treturn amount\n\t\t}\n\t}\n\treturn 0\n}\n\n// GetItems 获取物品列表\nfunc (br *BeginnerReward) GetItems() []string {\n\tif items, exists := br.rewardData[\"items\"]; exists {\n\t\tif itemList, ok := items.([]string); ok {\n\t\t\treturn itemList\n\t\t}\n\t}\n\treturn []string{}\n}\n\n// GuideProgress 引导进度实体\ntype GuideProgress struct {\n\tGuideID        string  `json:\"guide_id\"`\n\tTotalSteps     int     `json:\"total_steps\"`\n\tCompletedSteps int     `json:\"completed_steps\"`\n\tIsCompleted    bool    `json:\"is_completed\"`\n\tProgress       float64 `json:\"progress\"`\n}\n\n// GetProgressPercentage 获取进度百分比\nfunc (gp *GuideProgress) GetProgressPercentage() int {\n\treturn int(gp.Progress * 100)\n}\n\n// GetRemainingSteps 获取剩余步骤数\nfunc (gp *GuideProgress) GetRemainingSteps() int {\n\treturn gp.TotalSteps - gp.CompletedSteps\n}\n"
  },
  {
    "path": "internal/domain/player/beginner/errors.go",
    "content": "package beginner\n\nimport \"errors\"\n\n// 新手系统相关错误\nvar (\n\tErrInvalidGuide             = errors.New(\"invalid guide\")\n\tErrGuideNotFound            = errors.New(\"guide not found\")\n\tErrGuideAlreadyCompleted    = errors.New(\"guide already completed\")\n\tErrInvalidStep              = errors.New(\"invalid step\")\n\tErrStepNotFound             = errors.New(\"step not found\")\n\tErrStepAlreadyCompleted     = errors.New(\"step already completed\")\n\tErrConditionNotMet          = errors.New(\"step condition not met\")\n\tErrInvalidTutorial          = errors.New(\"invalid tutorial\")\n\tErrTutorialNotFound         = errors.New(\"tutorial not found\")\n\tErrTutorialAlreadyCompleted = errors.New(\"tutorial already completed\")\n\tErrInvalidReward            = errors.New(\"invalid reward\")\n\tErrRewardNotFound           = errors.New(\"reward not found\")\n\tErrRewardAlreadyClaimed     = errors.New(\"reward already claimed\")\n\tErrBeginnerAlreadyCompleted = errors.New(\"beginner guide already completed\")\n\tErrInvalidCondition         = errors.New(\"invalid step condition\")\n\tErrInvalidRewardType        = errors.New(\"invalid reward type\")\n\tErrInsufficientLevel        = errors.New(\"insufficient level for guide\")\n\tErrPrerequisiteNotMet       = errors.New(\"prerequisite guide not completed\")\n)\n"
  },
  {
    "path": "internal/domain/player/beginner/events.go",
    "content": "package beginner\n\nimport (\n\t\"github.com/google/uuid\"\n\t\"time\"\n)\n\n// DomainEvent 领域事件接口\ntype DomainEvent interface {\n\tGetEventID() string\n\tGetEventType() string\n\tGetAggregateID() string\n\tGetOccurredAt() time.Time\n\tGetEventData() interface{}\n}\n\n// BaseDomainEvent 基础领域事件\ntype BaseDomainEvent struct {\n\tEventID     string    `json:\"event_id\"`\n\tEventType   string    `json:\"event_type\"`\n\tAggregateID string    `json:\"aggregate_id\"`\n\tOccurredAt  time.Time `json:\"occurred_at\"`\n}\n\n// GetEventID 获取事件ID\nfunc (e *BaseDomainEvent) GetEventID() string {\n\treturn e.EventID\n}\n\n// GetEventType 获取事件类型\nfunc (e *BaseDomainEvent) GetEventType() string {\n\treturn e.EventType\n}\n\n// GetAggregateID 获取聚合根ID\nfunc (e *BaseDomainEvent) GetAggregateID() string {\n\treturn e.AggregateID\n}\n\n// GetOccurredAt 获取发生时间\nfunc (e *BaseDomainEvent) GetOccurredAt() time.Time {\n\treturn e.OccurredAt\n}\n\n// BeginnerGuideStartedEvent 新手引导开始事件\ntype BeginnerGuideStartedEvent struct {\n\tBaseDomainEvent\n\tPlayerID string `json:\"player_id\"`\n\tGuideID  string `json:\"guide_id\"`\n}\n\n// NewBeginnerGuideStartedEvent 创建新手引导开始事件\nfunc NewBeginnerGuideStartedEvent(playerID, guideID string) *BeginnerGuideStartedEvent {\n\treturn &BeginnerGuideStartedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"BeginnerGuideStarted\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID: playerID,\n\t\tGuideID:  guideID,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *BeginnerGuideStartedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\": e.PlayerID,\n\t\t\"guide_id\":  e.GuideID,\n\t}\n}\n\n// GuideStepCompletedEvent 引导步骤完成事件\ntype GuideStepCompletedEvent struct {\n\tBaseDomainEvent\n\tPlayerID string          `json:\"player_id\"`\n\tGuideID  string          `json:\"guide_id\"`\n\tStepID   int             `json:\"step_id\"`\n\tStep     *GuideStep      `json:\"step\"`\n\tReward   *BeginnerReward `json:\"reward\"`\n}\n\n// NewGuideStepCompletedEvent 创建引导步骤完成事件\nfunc NewGuideStepCompletedEvent(playerID, guideID string, stepID int, step *GuideStep, reward *BeginnerReward) *GuideStepCompletedEvent {\n\treturn &GuideStepCompletedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"GuideStepCompleted\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID: playerID,\n\t\tGuideID:  guideID,\n\t\tStepID:   stepID,\n\t\tStep:     step,\n\t\tReward:   reward,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *GuideStepCompletedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\": e.PlayerID,\n\t\t\"guide_id\":  e.GuideID,\n\t\t\"step_id\":   e.StepID,\n\t\t\"step\":      e.Step,\n\t\t\"reward\":    e.Reward,\n\t}\n}\n\n// BeginnerGuideCompletedEvent 新手引导完成事件\ntype BeginnerGuideCompletedEvent struct {\n\tBaseDomainEvent\n\tPlayerID string          `json:\"player_id\"`\n\tGuideID  string          `json:\"guide_id\"`\n\tProgress *GuideProgress  `json:\"progress\"`\n\tReward   *BeginnerReward `json:\"reward\"`\n}\n\n// NewBeginnerGuideCompletedEvent 创建新手引导完成事件\nfunc NewBeginnerGuideCompletedEvent(playerID, guideID string, progress *GuideProgress, reward *BeginnerReward) *BeginnerGuideCompletedEvent {\n\treturn &BeginnerGuideCompletedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"BeginnerGuideCompleted\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID: playerID,\n\t\tGuideID:  guideID,\n\t\tProgress: progress,\n\t\tReward:   reward,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *BeginnerGuideCompletedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\": e.PlayerID,\n\t\t\"guide_id\":  e.GuideID,\n\t\t\"progress\":  e.Progress,\n\t\t\"reward\":    e.Reward,\n\t}\n}\n\n// TutorialStartedEvent 教程开始事件\ntype TutorialStartedEvent struct {\n\tBaseDomainEvent\n\tPlayerID   string    `json:\"player_id\"`\n\tTutorialID string    `json:\"tutorial_id\"`\n\tTutorial   *Tutorial `json:\"tutorial\"`\n}\n\n// NewTutorialStartedEvent 创建教程开始事件\nfunc NewTutorialStartedEvent(playerID, tutorialID string, tutorial *Tutorial) *TutorialStartedEvent {\n\treturn &TutorialStartedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"TutorialStarted\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:   playerID,\n\t\tTutorialID: tutorialID,\n\t\tTutorial:   tutorial,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *TutorialStartedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\":   e.PlayerID,\n\t\t\"tutorial_id\": e.TutorialID,\n\t\t\"tutorial\":    e.Tutorial,\n\t}\n}\n\n// TutorialCompletedEvent 教程完成事件\ntype TutorialCompletedEvent struct {\n\tBaseDomainEvent\n\tPlayerID   string          `json:\"player_id\"`\n\tTutorialID string          `json:\"tutorial_id\"`\n\tTutorial   *Tutorial       `json:\"tutorial\"`\n\tReward     *BeginnerReward `json:\"reward\"`\n}\n\n// NewTutorialCompletedEvent 创建教程完成事件\nfunc NewTutorialCompletedEvent(playerID, tutorialID string, tutorial *Tutorial, reward *BeginnerReward) *TutorialCompletedEvent {\n\treturn &TutorialCompletedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"TutorialCompleted\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:   playerID,\n\t\tTutorialID: tutorialID,\n\t\tTutorial:   tutorial,\n\t\tReward:     reward,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *TutorialCompletedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\":   e.PlayerID,\n\t\t\"tutorial_id\": e.TutorialID,\n\t\t\"tutorial\":    e.Tutorial,\n\t\t\"reward\":      e.Reward,\n\t}\n}\n\n// BeginnerRewardClaimedEvent 新手奖励领取事件\ntype BeginnerRewardClaimedEvent struct {\n\tBaseDomainEvent\n\tPlayerID string          `json:\"player_id\"`\n\tRewardID string          `json:\"reward_id\"`\n\tReward   *BeginnerReward `json:\"reward\"`\n\tSource   string          `json:\"source\"` // guide, tutorial, final\n}\n\n// NewBeginnerRewardClaimedEvent 创建新手奖励领取事件\nfunc NewBeginnerRewardClaimedEvent(playerID, rewardID string, reward *BeginnerReward, source string) *BeginnerRewardClaimedEvent {\n\treturn &BeginnerRewardClaimedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"BeginnerRewardClaimed\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID: playerID,\n\t\tRewardID: rewardID,\n\t\tReward:   reward,\n\t\tSource:   source,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *BeginnerRewardClaimedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\": e.PlayerID,\n\t\t\"reward_id\": e.RewardID,\n\t\t\"reward\":    e.Reward,\n\t\t\"source\":    e.Source,\n\t}\n}\n\n// AllBeginnerGuidesCompletedEvent 所有新手引导完成事件\ntype AllBeginnerGuidesCompletedEvent struct {\n\tBaseDomainEvent\n\tPlayerID        string          `json:\"player_id\"`\n\tCompletedGuides []string        `json:\"completed_guides\"`\n\tFinalReward     *BeginnerReward `json:\"final_reward\"`\n\tCompletionTime  time.Duration   `json:\"completion_time\"`\n}\n\n// NewAllBeginnerGuidesCompletedEvent 创建所有新手引导完成事件\nfunc NewAllBeginnerGuidesCompletedEvent(playerID string, completedGuides []string, finalReward *BeginnerReward, completionTime time.Duration) *AllBeginnerGuidesCompletedEvent {\n\treturn &AllBeginnerGuidesCompletedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"AllBeginnerGuidesCompleted\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:        playerID,\n\t\tCompletedGuides: completedGuides,\n\t\tFinalReward:     finalReward,\n\t\tCompletionTime:  completionTime,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *AllBeginnerGuidesCompletedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\":        e.PlayerID,\n\t\t\"completed_guides\": e.CompletedGuides,\n\t\t\"final_reward\":     e.FinalReward,\n\t\t\"completion_time\":  e.CompletionTime,\n\t}\n}\n\n// BeginnerProgressUpdatedEvent 新手进度更新事件\ntype BeginnerProgressUpdatedEvent struct {\n\tBaseDomainEvent\n\tPlayerID     string         `json:\"player_id\"`\n\tGuideID      string         `json:\"guide_id\"`\n\tCurrentStep  int            `json:\"current_step\"`\n\tProgress     *GuideProgress `json:\"progress\"`\n\tNextStepHint string         `json:\"next_step_hint\"`\n}\n\n// NewBeginnerProgressUpdatedEvent 创建新手进度更新事件\nfunc NewBeginnerProgressUpdatedEvent(playerID, guideID string, currentStep int, progress *GuideProgress, nextStepHint string) *BeginnerProgressUpdatedEvent {\n\treturn &BeginnerProgressUpdatedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"BeginnerProgressUpdated\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:     playerID,\n\t\tGuideID:      guideID,\n\t\tCurrentStep:  currentStep,\n\t\tProgress:     progress,\n\t\tNextStepHint: nextStepHint,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *BeginnerProgressUpdatedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\":      e.PlayerID,\n\t\t\"guide_id\":       e.GuideID,\n\t\t\"current_step\":   e.CurrentStep,\n\t\t\"progress\":       e.Progress,\n\t\t\"next_step_hint\": e.NextStepHint,\n\t}\n}\n\n// BeginnerSkippedEvent 新手引导跳过事件\ntype BeginnerSkippedEvent struct {\n\tBaseDomainEvent\n\tPlayerID string `json:\"player_id\"`\n\tGuideID  string `json:\"guide_id\"`\n\tStepID   int    `json:\"step_id\"`\n\tReason   string `json:\"reason\"`\n}\n\n// NewBeginnerSkippedEvent 创建新手引导跳过事件\nfunc NewBeginnerSkippedEvent(playerID, guideID string, stepID int, reason string) *BeginnerSkippedEvent {\n\treturn &BeginnerSkippedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"BeginnerSkipped\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID: playerID,\n\t\tGuideID:  guideID,\n\t\tStepID:   stepID,\n\t\tReason:   reason,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *BeginnerSkippedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\": e.PlayerID,\n\t\t\"guide_id\":  e.GuideID,\n\t\t\"step_id\":   e.StepID,\n\t\t\"reason\":    e.Reason,\n\t}\n}\n\n// BeginnerHelpRequestedEvent 新手帮助请求事件\ntype BeginnerHelpRequestedEvent struct {\n\tBaseDomainEvent\n\tPlayerID    string `json:\"player_id\"`\n\tGuideID     string `json:\"guide_id\"`\n\tStepID      int    `json:\"step_id\"`\n\tHelpType    string `json:\"help_type\"` // hint, tutorial, support\n\tDescription string `json:\"description\"`\n}\n\n// NewBeginnerHelpRequestedEvent 创建新手帮助请求事件\nfunc NewBeginnerHelpRequestedEvent(playerID, guideID string, stepID int, helpType, description string) *BeginnerHelpRequestedEvent {\n\treturn &BeginnerHelpRequestedEvent{\n\t\tBaseDomainEvent: BaseDomainEvent{\n\t\t\tEventID:     uuid.New().String(),\n\t\t\tEventType:   \"BeginnerHelpRequested\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:    playerID,\n\t\tGuideID:     guideID,\n\t\tStepID:      stepID,\n\t\tHelpType:    helpType,\n\t\tDescription: description,\n\t}\n}\n\n// GetEventData 获取事件数据\nfunc (e *BeginnerHelpRequestedEvent) GetEventData() interface{} {\n\treturn map[string]interface{}{\n\t\t\"player_id\":   e.PlayerID,\n\t\t\"guide_id\":    e.GuideID,\n\t\t\"step_id\":     e.StepID,\n\t\t\"help_type\":   e.HelpType,\n\t\t\"description\": e.Description,\n\t}\n}\n"
  },
  {
    "path": "internal/domain/player/beginner/repository.go",
    "content": "package beginner\n\nimport (\n\t\"context\"\n\t\"time\"\n)\n\n// BeginnerRepository 新手仓储接口\ntype BeginnerRepository interface {\n\t// SaveBeginnerAggregate 保存新手聚合根\n\tSaveBeginnerAggregate(ctx context.Context, aggregate *BeginnerAggregate) error\n\n\t// GetBeginnerAggregate 获取新手聚合根\n\tGetBeginnerAggregate(ctx context.Context, playerID string) (*BeginnerAggregate, error)\n\n\t// DeleteBeginnerAggregate 删除新手聚合根\n\tDeleteBeginnerAggregate(ctx context.Context, playerID string) error\n\n\t// SaveGuideStep 保存引导步骤\n\tSaveGuideStep(ctx context.Context, playerID string, step *GuideStep) error\n\n\t// GetGuideStep 获取引导步骤\n\tGetGuideStep(ctx context.Context, playerID, guideID string, stepID int) (*GuideStep, error)\n\n\t// GetGuideSteps 获取引导的所有步骤\n\tGetGuideSteps(ctx context.Context, playerID, guideID string) ([]*GuideStep, error)\n\n\t// UpdateGuideStep 更新引导步骤\n\tUpdateGuideStep(ctx context.Context, playerID string, step *GuideStep) error\n\n\t// SaveTutorial 保存教程\n\tSaveTutorial(ctx context.Context, playerID string, tutorial *Tutorial) error\n\n\t// GetTutorial 获取教程\n\tGetTutorial(ctx context.Context, playerID, tutorialID string) (*Tutorial, error)\n\n\t// GetPlayerTutorials 获取玩家所有教程\n\tGetPlayerTutorials(ctx context.Context, playerID string) ([]*Tutorial, error)\n\n\t// UpdateTutorial 更新教程\n\tUpdateTutorial(ctx context.Context, playerID string, tutorial *Tutorial) error\n\n\t// SaveBeginnerReward 保存新手奖励\n\tSaveBeginnerReward(ctx context.Context, playerID string, reward *BeginnerReward) error\n\n\t// GetBeginnerReward 获取新手奖励\n\tGetBeginnerReward(ctx context.Context, playerID, rewardID string) (*BeginnerReward, error)\n\n\t// GetPlayerRewards 获取玩家所有奖励\n\tGetPlayerRewards(ctx context.Context, playerID string) ([]*BeginnerReward, error)\n\n\t// GetUnclaimedRewards 获取未领取的奖励\n\tGetUnclaimedRewards(ctx context.Context, playerID string) ([]*BeginnerReward, error)\n\n\t// UpdateRewardStatus 更新奖励状态\n\tUpdateRewardStatus(ctx context.Context, playerID, rewardID string, claimed bool) error\n\n\t// GetGuideProgress 获取引导进度\n\tGetGuideProgress(ctx context.Context, playerID, guideID string) (*GuideProgress, error)\n\n\t// GetCompletedGuides 获取已完成的引导\n\tGetCompletedGuides(ctx context.Context, playerID string) ([]string, error)\n\n\t// IsGuideCompleted 检查引导是否完成\n\tIsGuideCompleted(ctx context.Context, playerID, guideID string) (bool, error)\n\n\t// IsTutorialCompleted 检查教程是否完成\n\tIsTutorialCompleted(ctx context.Context, playerID, tutorialID string) (bool, error)\n\n\t// GetTutorialsByCategory 根据分类获取教程\n\tGetTutorialsByCategory(ctx context.Context, playerID string, category TutorialCategory) ([]*Tutorial, error)\n\n\t// GetCompletedTutorials 获取已完成的教程\n\tGetCompletedTutorials(ctx context.Context, playerID string) ([]*Tutorial, error)\n}\n\n// GuideTemplateRepository 引导模板仓储接口\ntype GuideTemplateRepository interface {\n\t// GetGuideTemplate 获取引导模板\n\tGetGuideTemplate(ctx context.Context, templateID string) (*GuideTemplate, error)\n\n\t// GetGuideTemplatesByCategory 根据分类获取引导模板\n\tGetGuideTemplatesByCategory(ctx context.Context, category string) ([]*GuideTemplate, error)\n\n\t// SaveGuideTemplate 保存引导模板\n\tSaveGuideTemplate(ctx context.Context, template *GuideTemplate) error\n\n\t// DeleteGuideTemplate 删除引导模板\n\tDeleteGuideTemplate(ctx context.Context, templateID string) error\n\n\t// GetAllGuideTemplates 获取所有引导模板\n\tGetAllGuideTemplates(ctx context.Context) ([]*GuideTemplate, error)\n}\n\n// TutorialTemplateRepository 教程模板仓储接口\ntype TutorialTemplateRepository interface {\n\t// GetTutorialTemplate 获取教程模板\n\tGetTutorialTemplate(ctx context.Context, templateID string) (*TutorialTemplate, error)\n\n\t// GetTutorialTemplatesByCategory 根据分类获取教程模板\n\tGetTutorialTemplatesByCategory(ctx context.Context, category TutorialCategory) ([]*TutorialTemplate, error)\n\n\t// SaveTutorialTemplate 保存教程模板\n\tSaveTutorialTemplate(ctx context.Context, template *TutorialTemplate) error\n\n\t// DeleteTutorialTemplate 删除教程模板\n\tDeleteTutorialTemplate(ctx context.Context, templateID string) error\n\n\t// GetAllTutorialTemplates 获取所有教程模板\n\tGetAllTutorialTemplates(ctx context.Context) ([]*TutorialTemplate, error)\n}\n\n// GuideTemplate 引导模板\ntype GuideTemplate struct {\n\tID            string               `json:\"id\"`\n\tName          string               `json:\"name\"`\n\tCategory      string               `json:\"category\"`\n\tDescription   string               `json:\"description\"`\n\tSteps         []*GuideStepTemplate `json:\"steps\"`\n\tPrerequisites []string             `json:\"prerequisites\"`\n\tRequireLevel  int                  `json:\"require_level\"`\n\tReward        *RewardTemplate      `json:\"reward\"`\n\tIsActive      bool                 `json:\"is_active\"`\n}\n\n// GuideStepTemplate 引导步骤模板\ntype GuideStepTemplate struct {\n\tStepID      int                      `json:\"step_id\"`\n\tTitle       string                   `json:\"title\"`\n\tDescription string                   `json:\"description\"`\n\tStepType    StepType                 `json:\"step_type\"`\n\tConditions  []*StepConditionTemplate `json:\"conditions\"`\n\tReward      *RewardTemplate          `json:\"reward\"`\n}\n\n// StepConditionTemplate 步骤条件模板\ntype StepConditionTemplate struct {\n\tConditionType ConditionType      `json:\"condition_type\"`\n\tTarget        string             `json:\"target\"`\n\tValue         interface{}        `json:\"value\"`\n\tOperator      ComparisonOperator `json:\"operator\"`\n\tDescription   string             `json:\"description\"`\n}\n\n// TutorialTemplate 教程模板\ntype TutorialTemplate struct {\n\tID       string           `json:\"id\"`\n\tName     string           `json:\"name\"`\n\tCategory TutorialCategory `json:\"category\"`\n\tContent  string           `json:\"content\"`\n\tMediaURL string           `json:\"media_url\"`\n\tDuration int64            `json:\"duration\"` // 毫秒\n\tReward   *RewardTemplate  `json:\"reward\"`\n\tIsActive bool             `json:\"is_active\"`\n}\n\n// RewardTemplate 奖励模板\ntype RewardTemplate struct {\n\tRewardType  RewardType             `json:\"reward_type\"`\n\tRewardData  map[string]interface{} `json:\"reward_data\"`\n\tDescription string                 `json:\"description\"`\n}\n\n// CreateGuideFromTemplate 从模板创建引导步骤\nfunc (gt *GuideTemplate) CreateGuideFromTemplate() []*GuideStep {\n\tsteps := make([]*GuideStep, len(gt.Steps))\n\n\tfor i, stepTemplate := range gt.Steps {\n\t\tstep := NewGuideStep(\n\t\t\tstepTemplate.StepID,\n\t\t\tgt.ID,\n\t\t\tstepTemplate.Title,\n\t\t\tstepTemplate.Description,\n\t\t\tstepTemplate.StepType,\n\t\t)\n\n\t\t// 添加条件\n\t\tfor _, condTemplate := range stepTemplate.Conditions {\n\t\t\tcondition := NewStepCondition(\n\t\t\t\tcondTemplate.ConditionType,\n\t\t\t\tcondTemplate.Target,\n\t\t\t\tcondTemplate.Value,\n\t\t\t\tcondTemplate.Operator,\n\t\t\t\tcondTemplate.Description,\n\t\t\t)\n\t\t\tstep.AddCondition(condition)\n\t\t}\n\n\t\t// 添加奖励\n\t\tif stepTemplate.Reward != nil {\n\t\t\treward := NewBeginnerReward(\n\t\t\t\tgt.ID+\"_step_\"+string(rune(stepTemplate.StepID))+\"_reward\",\n\t\t\t\tstepTemplate.Reward.RewardType,\n\t\t\t\tstepTemplate.Reward.RewardData,\n\t\t\t\tstepTemplate.Reward.Description,\n\t\t\t)\n\t\t\tstep.SetReward(reward)\n\t\t}\n\n\t\tsteps[i] = step\n\t}\n\n\treturn steps\n}\n\n// CreateTutorialFromTemplate 从模板创建教程\nfunc (tt *TutorialTemplate) CreateTutorialFromTemplate() *Tutorial {\n\ttutorial := NewTutorial(tt.Name, tt.Category, tt.Content)\n\ttutorial.SetMediaURL(tt.MediaURL)\n\ttutorial.SetDuration(time.Duration(tt.Duration) * time.Millisecond)\n\n\t// 添加奖励\n\tif tt.Reward != nil {\n\t\treward := NewBeginnerReward(\n\t\t\ttt.ID+\"_reward\",\n\t\t\ttt.Reward.RewardType,\n\t\t\ttt.Reward.RewardData,\n\t\t\ttt.Reward.Description,\n\t\t)\n\t\ttutorial.SetReward(reward)\n\t}\n\n\treturn tutorial\n}\n"
  },
  {
    "path": "internal/domain/player/beginner/service.go",
    "content": "package beginner\n\nimport (\n\t\"time\"\n)\n\n// BeginnerService 新手领域服务\ntype BeginnerService struct {\n\tguideFactory     *GuideFactory\n\ttutorialFactory  *TutorialFactory\n\trewardCalculator *RewardCalculator\n}\n\n// NewBeginnerService 创建新手服务\nfunc NewBeginnerService() *BeginnerService {\n\treturn &BeginnerService{\n\t\tguideFactory:     NewGuideFactory(),\n\t\ttutorialFactory:  NewTutorialFactory(),\n\t\trewardCalculator: NewRewardCalculator(),\n\t}\n}\n\n// ValidateStepCompletion 验证步骤完成\nfunc (bs *BeginnerService) ValidateStepCompletion(step *GuideStep, playerData map[string]interface{}) error {\n\tif step == nil {\n\t\treturn ErrInvalidStep\n\t}\n\n\tif step.IsCompleted() {\n\t\treturn ErrStepAlreadyCompleted\n\t}\n\n\t// 检查完成条件\n\tif !step.CheckConditions(playerData) {\n\t\treturn ErrConditionNotMet\n\t}\n\n\treturn nil\n}\n\n// CalculateGuideReward 计算引导奖励\nfunc (bs *BeginnerService) CalculateGuideReward(guideID string, playerLevel int) *BeginnerReward {\n\treturn bs.rewardCalculator.CalculateGuideReward(guideID, playerLevel)\n}\n\n// CalculateTutorialReward 计算教程奖励\nfunc (bs *BeginnerService) CalculateTutorialReward(category TutorialCategory, playerLevel int) *BeginnerReward {\n\treturn bs.rewardCalculator.CalculateTutorialReward(category, playerLevel)\n}\n\n// CreateGuideFromTemplate 从模板创建引导\nfunc (bs *BeginnerService) CreateGuideFromTemplate(templateID string, playerLevel int) ([]*GuideStep, error) {\n\treturn bs.guideFactory.CreateFromTemplate(templateID, playerLevel)\n}\n\n// CreateTutorialFromTemplate 从模板创建教程\nfunc (bs *BeginnerService) CreateTutorialFromTemplate(templateID string) (*Tutorial, error) {\n\treturn bs.tutorialFactory.CreateFromTemplate(templateID)\n}\n\n// CheckPrerequisites 检查前置条件\nfunc (bs *BeginnerService) CheckPrerequisites(guideID string, completedGuides []string) bool {\n\tprerequisites := bs.getGuidePrerequisites(guideID)\n\n\tfor _, prerequisite := range prerequisites {\n\t\tfound := false\n\t\tfor _, completed := range completedGuides {\n\t\t\tif completed == prerequisite {\n\t\t\t\tfound = true\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\t\tif !found {\n\t\t\treturn false\n\t\t}\n\t}\n\n\treturn true\n}\n\n// GetRecommendedNextGuide 获取推荐的下一个引导\nfunc (bs *BeginnerService) GetRecommendedNextGuide(completedGuides []string, playerLevel int) string {\n\tallGuides := []string{\"main_guide\", \"combat_guide\", \"inventory_guide\", \"social_guide\", \"economy_guide\"}\n\n\tfor _, guide := range allGuides {\n\t\t// 检查是否已完成\n\t\talreadyCompleted := false\n\t\tfor _, completed := range completedGuides {\n\t\t\tif completed == guide {\n\t\t\t\talreadyCompleted = true\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\n\t\tif !alreadyCompleted && bs.CheckPrerequisites(guide, completedGuides) {\n\t\t\treturn guide\n\t\t}\n\t}\n\n\treturn \"\"\n}\n\n// getGuidePrerequisites 获取引导前置条件\nfunc (bs *BeginnerService) getGuidePrerequisites(guideID string) []string {\n\tprerequisites := map[string][]string{\n\t\t\"main_guide\":      {},\n\t\t\"combat_guide\":    {\"main_guide\"},\n\t\t\"inventory_guide\": {\"main_guide\"},\n\t\t\"social_guide\":    {\"main_guide\", \"combat_guide\"},\n\t\t\"economy_guide\":   {\"main_guide\", \"inventory_guide\"},\n\t}\n\n\treturn prerequisites[guideID]\n}\n\n// GuideFactory 引导工厂\ntype GuideFactory struct{}\n\n// NewGuideFactory 创建引导工厂\nfunc NewGuideFactory() *GuideFactory {\n\treturn &GuideFactory{}\n}\n\n// CreateFromTemplate 从模板创建引导\nfunc (gf *GuideFactory) CreateFromTemplate(templateID string, playerLevel int) ([]*GuideStep, error) {\n\tswitch templateID {\n\tcase \"main_guide\":\n\t\treturn gf.createMainGuide(), nil\n\tcase \"combat_guide\":\n\t\treturn gf.createCombatGuide(), nil\n\tcase \"inventory_guide\":\n\t\treturn gf.createInventoryGuide(), nil\n\tcase \"social_guide\":\n\t\treturn gf.createSocialGuide(), nil\n\tcase \"economy_guide\":\n\t\treturn gf.createEconomyGuide(), nil\n\tdefault:\n\t\treturn nil, ErrInvalidGuide\n\t}\n}\n\n// createMainGuide 创建主引导\nfunc (gf *GuideFactory) createMainGuide() []*GuideStep {\n\tsteps := []*GuideStep{\n\t\tNewGuideStep(1, \"main_guide\", \"欢迎来到游戏\", \"欢迎来到这个奇幻世界！让我们开始你的冒险之旅。\", StepTypeDialog),\n\t\tNewGuideStep(2, \"main_guide\", \"移动角色\", \"使用WASD键或方向键移动你的角色。\", StepTypeNavigation),\n\t\tNewGuideStep(3, \"main_guide\", \"查看角色信息\", \"按C键打开角色面板，查看你的属性。\", StepTypeAction),\n\t\tNewGuideStep(4, \"main_guide\", \"完成第一个任务\", \"前往村长处接受你的第一个任务。\", StepTypeQuest),\n\t}\n\n\t// 添加条件和奖励\n\tsteps[1].AddCondition(NewStepCondition(ConditionTypeLocation, \"starting_area\", \"moved\", OperatorEqual, \"移动到指定位置\"))\n\tsteps[2].AddCondition(NewStepCondition(ConditionTypeInteract, \"character_panel\", \"opened\", OperatorEqual, \"打开角色面板\"))\n\tsteps[3].AddCondition(NewStepCondition(ConditionTypeQuest, \"first_quest\", \"accepted\", OperatorEqual, \"接受第一个任务\"))\n\n\t// 设置奖励\n\tsteps[0].SetReward(NewBeginnerReward(\"welcome_reward\", RewardTypeGold, map[string]interface{}{\"gold\": 100}, \"欢迎奖励\"))\n\tsteps[3].SetReward(NewBeginnerReward(\"quest_reward\", RewardTypeMultiple, map[string]interface{}{\n\t\t\"gold\":       200,\n\t\t\"experience\": 100,\n\t\t\"items\":      []string{\"beginner_sword\"},\n\t}, \"任务完成奖励\"))\n\n\treturn steps\n}\n\n// createCombatGuide 创建战斗引导\nfunc (gf *GuideFactory) createCombatGuide() []*GuideStep {\n\tsteps := []*GuideStep{\n\t\tNewGuideStep(1, \"combat_guide\", \"学习攻击\", \"点击鼠标左键或按空格键攻击敌人。\", StepTypeCombat),\n\t\tNewGuideStep(2, \"combat_guide\", \"使用技能\", \"按1-4数字键使用技能攻击敌人。\", StepTypeCombat),\n\t\tNewGuideStep(3, \"combat_guide\", \"击败怪物\", \"击败3只史莱姆来完成战斗训练。\", StepTypeCombat),\n\t}\n\n\t// 添加条件\n\tsteps[0].AddCondition(NewStepCondition(ConditionTypeInteract, \"attack\", \"used\", OperatorEqual, \"使用攻击\"))\n\tsteps[1].AddCondition(NewStepCondition(ConditionTypeSkill, \"basic_skill\", \"used\", OperatorEqual, \"使用技能\"))\n\tsteps[2].AddCondition(NewStepCondition(ConditionTypeKill, \"slime\", 3, OperatorGreaterEqual, \"击败3只史莱姆\"))\n\n\t// 设置奖励\n\tsteps[2].SetReward(NewBeginnerReward(\"combat_reward\", RewardTypeMultiple, map[string]interface{}{\n\t\t\"experience\": 200,\n\t\t\"items\":      []string{\"health_potion\", \"mana_potion\"},\n\t}, \"战斗训练奖励\"))\n\n\treturn steps\n}\n\n// createInventoryGuide 创建背包引导\nfunc (gf *GuideFactory) createInventoryGuide() []*GuideStep {\n\tsteps := []*GuideStep{\n\t\tNewGuideStep(1, \"inventory_guide\", \"打开背包\", \"按I键打开背包界面。\", StepTypeInventory),\n\t\tNewGuideStep(2, \"inventory_guide\", \"装备物品\", \"将获得的武器装备到武器槽。\", StepTypeInventory),\n\t\tNewGuideStep(3, \"inventory_guide\", \"使用消耗品\", \"右键点击药水来恢复生命值。\", StepTypeInventory),\n\t}\n\n\t// 添加条件\n\tsteps[0].AddCondition(NewStepCondition(ConditionTypeInteract, \"inventory\", \"opened\", OperatorEqual, \"打开背包\"))\n\tsteps[1].AddCondition(NewStepCondition(ConditionTypeEquip, \"weapon\", \"beginner_sword\", OperatorEqual, \"装备新手剑\"))\n\tsteps[2].AddCondition(NewStepCondition(ConditionTypeInteract, \"use_item\", \"health_potion\", OperatorEqual, \"使用生命药水\"))\n\n\treturn steps\n}\n\n// createSocialGuide 创建社交引导\nfunc (gf *GuideFactory) createSocialGuide() []*GuideStep {\n\tsteps := []*GuideStep{\n\t\tNewGuideStep(1, \"social_guide\", \"添加好友\", \"学习如何添加其他玩家为好友。\", StepTypeSocial),\n\t\tNewGuideStep(2, \"social_guide\", \"发送消息\", \"向好友发送一条消息。\", StepTypeSocial),\n\t\tNewGuideStep(3, \"social_guide\", \"加入公会\", \"申请加入一个公会。\", StepTypeSocial),\n\t}\n\n\treturn steps\n}\n\n// createEconomyGuide 创建经济引导\nfunc (gf *GuideFactory) createEconomyGuide() []*GuideStep {\n\tsteps := []*GuideStep{\n\t\tNewGuideStep(1, \"economy_guide\", \"访问商店\", \"前往商店购买物品。\", StepTypeShop),\n\t\tNewGuideStep(2, \"economy_guide\", \"出售物品\", \"将不需要的物品出售给商人。\", StepTypeShop),\n\t\tNewGuideStep(3, \"economy_guide\", \"交易系统\", \"学习如何与其他玩家交易。\", StepTypeShop),\n\t}\n\n\treturn steps\n}\n\n// TutorialFactory 教程工厂\ntype TutorialFactory struct{}\n\n// NewTutorialFactory 创建教程工厂\nfunc NewTutorialFactory() *TutorialFactory {\n\treturn &TutorialFactory{}\n}\n\n// CreateFromTemplate 从模板创建教程\nfunc (tf *TutorialFactory) CreateFromTemplate(templateID string) (*Tutorial, error) {\n\tswitch templateID {\n\tcase \"basic_controls\":\n\t\treturn tf.createBasicControlsTutorial(), nil\n\tcase \"combat_basics\":\n\t\treturn tf.createCombatBasicsTutorial(), nil\n\tcase \"inventory_management\":\n\t\treturn tf.createInventoryManagementTutorial(), nil\n\tdefault:\n\t\treturn nil, ErrInvalidTutorial\n\t}\n}\n\n// createBasicControlsTutorial 创建基础操作教程\nfunc (tf *TutorialFactory) createBasicControlsTutorial() *Tutorial {\n\ttutorial := NewTutorial(\"基础操作\", TutorialCategoryBasic, \"学习游戏的基础操作方法\")\n\ttutorial.SetDuration(time.Minute * 3)\n\ttutorial.SetMediaURL(\"https://example.com/tutorials/basic_controls.mp4\")\n\ttutorial.SetReward(NewBeginnerReward(\"basic_tutorial_reward\", RewardTypeExperience, map[string]interface{}{\"experience\": 50}, \"基础教程奖励\"))\n\treturn tutorial\n}\n\n// createCombatBasicsTutorial 创建战斗基础教程\nfunc (tf *TutorialFactory) createCombatBasicsTutorial() *Tutorial {\n\ttutorial := NewTutorial(\"战斗基础\", TutorialCategoryCombat, \"学习战斗系统的基本操作\")\n\ttutorial.SetDuration(time.Minute * 5)\n\ttutorial.SetMediaURL(\"https://example.com/tutorials/combat_basics.mp4\")\n\ttutorial.SetReward(NewBeginnerReward(\"combat_tutorial_reward\", RewardTypeSkillPoint, map[string]interface{}{\"skill_points\": 1}, \"战斗教程奖励\"))\n\treturn tutorial\n}\n\n// createInventoryManagementTutorial 创建背包管理教程\nfunc (tf *TutorialFactory) createInventoryManagementTutorial() *Tutorial {\n\ttutorial := NewTutorial(\"背包管理\", TutorialCategoryInventory, \"学习如何有效管理背包空间\")\n\ttutorial.SetDuration(time.Minute * 4)\n\ttutorial.SetMediaURL(\"https://example.com/tutorials/inventory_management.mp4\")\n\ttutorial.SetReward(NewBeginnerReward(\"inventory_tutorial_reward\", RewardTypeItem, map[string]interface{}{\"items\": []string{\"bag_expansion\"}}, \"背包教程奖励\"))\n\treturn tutorial\n}\n\n// RewardCalculator 奖励计算器\ntype RewardCalculator struct{}\n\n// NewRewardCalculator 创建奖励计算器\nfunc NewRewardCalculator() *RewardCalculator {\n\treturn &RewardCalculator{}\n}\n\n// CalculateGuideReward 计算引导奖励\nfunc (rc *RewardCalculator) CalculateGuideReward(guideID string, playerLevel int) *BeginnerReward {\n\tbaseReward := map[string]interface{}{\n\t\t\"gold\":       100,\n\t\t\"experience\": 50,\n\t}\n\n\t// 根据引导类型调整奖励\n\tswitch guideID {\n\tcase \"main_guide\":\n\t\tbaseReward[\"gold\"] = 200\n\t\tbaseReward[\"experience\"] = 100\n\t\tbaseReward[\"items\"] = []string{\"beginner_weapon\"}\n\tcase \"combat_guide\":\n\t\tbaseReward[\"experience\"] = 150\n\t\tbaseReward[\"items\"] = []string{\"health_potion\", \"mana_potion\"}\n\tcase \"inventory_guide\":\n\t\tbaseReward[\"gold\"] = 150\n\t\tbaseReward[\"items\"] = []string{\"bag_expansion\"}\n\t}\n\n\t// 根据玩家等级调整奖励\n\tlevelMultiplier := 1.0 + float64(playerLevel)*0.1\n\tif gold, ok := baseReward[\"gold\"].(int); ok {\n\t\tbaseReward[\"gold\"] = int(float64(gold) * levelMultiplier)\n\t}\n\tif exp, ok := baseReward[\"experience\"].(int); ok {\n\t\tbaseReward[\"experience\"] = int(float64(exp) * levelMultiplier)\n\t}\n\n\treturn NewBeginnerReward(guideID+\"_reward\", RewardTypeMultiple, baseReward, \"引导完成奖励\")\n}\n\n// CalculateTutorialReward 计算教程奖励\nfunc (rc *RewardCalculator) CalculateTutorialReward(category TutorialCategory, playerLevel int) *BeginnerReward {\n\tbaseReward := map[string]interface{}{\n\t\t\"experience\": 25,\n\t}\n\n\t// 根据教程分类调整奖励\n\tswitch category {\n\tcase TutorialCategoryBasic:\n\t\tbaseReward[\"experience\"] = 50\n\tcase TutorialCategoryCombat:\n\t\tbaseReward[\"experience\"] = 75\n\t\tbaseReward[\"skill_points\"] = 1\n\tcase TutorialCategoryInventory:\n\t\tbaseReward[\"gold\"] = 100\n\tcase TutorialCategorySkills:\n\t\tbaseReward[\"skill_points\"] = 2\n\t}\n\n\treturn NewBeginnerReward(\"tutorial_\"+category.String()+\"_reward\", RewardTypeMultiple, baseReward, \"教程完成奖励\")\n}\n"
  },
  {
    "path": "internal/domain/player/beginner/value_object.go",
    "content": "package beginner\n\nimport (\n\t\"strconv\"\n\t\"strings\"\n)\n\n// StepType 步骤类型\ntype StepType int\n\nconst (\n\tStepTypeDialog StepType = iota + 1\n\tStepTypeAction\n\tStepTypeNavigation\n\tStepTypeCombat\n\tStepTypeInventory\n\tStepTypeShop\n\tStepTypeQuest\n\tStepTypeSkill\n\tStepTypeSocial\n\tStepTypeCustom\n)\n\n// String 返回步骤类型字符串\nfunc (st StepType) String() string {\n\tswitch st {\n\tcase StepTypeDialog:\n\t\treturn \"dialog\"\n\tcase StepTypeAction:\n\t\treturn \"action\"\n\tcase StepTypeNavigation:\n\t\treturn \"navigation\"\n\tcase StepTypeCombat:\n\t\treturn \"combat\"\n\tcase StepTypeInventory:\n\t\treturn \"inventory\"\n\tcase StepTypeShop:\n\t\treturn \"shop\"\n\tcase StepTypeQuest:\n\t\treturn \"quest\"\n\tcase StepTypeSkill:\n\t\treturn \"skill\"\n\tcase StepTypeSocial:\n\t\treturn \"social\"\n\tcase StepTypeCustom:\n\t\treturn \"custom\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// TutorialCategory 教程分类\ntype TutorialCategory int\n\nconst (\n\tTutorialCategoryBasic TutorialCategory = iota + 1\n\tTutorialCategoryCombat\n\tTutorialCategoryInventory\n\tTutorialCategorySkills\n\tTutorialCategorySocial\n\tTutorialCategoryEconomy\n\tTutorialCategoryAdvanced\n\tTutorialCategoryPvP\n\tTutorialCategoryGuild\n\tTutorialCategoryEndGame\n)\n\n// String 返回教程分类字符串\nfunc (tc TutorialCategory) String() string {\n\tswitch tc {\n\tcase TutorialCategoryBasic:\n\t\treturn \"basic\"\n\tcase TutorialCategoryCombat:\n\t\treturn \"combat\"\n\tcase TutorialCategoryInventory:\n\t\treturn \"inventory\"\n\tcase TutorialCategorySkills:\n\t\treturn \"skills\"\n\tcase TutorialCategorySocial:\n\t\treturn \"social\"\n\tcase TutorialCategoryEconomy:\n\t\treturn \"economy\"\n\tcase TutorialCategoryAdvanced:\n\t\treturn \"advanced\"\n\tcase TutorialCategoryPvP:\n\t\treturn \"pvp\"\n\tcase TutorialCategoryGuild:\n\t\treturn \"guild\"\n\tcase TutorialCategoryEndGame:\n\t\treturn \"endgame\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// RewardType 奖励类型\ntype RewardType int\n\nconst (\n\tRewardTypeGold RewardType = iota + 1\n\tRewardTypeExperience\n\tRewardTypeItem\n\tRewardTypeSkillPoint\n\tRewardTypeTitle\n\tRewardTypeMultiple\n\tRewardTypeCustom\n)\n\n// String 返回奖励类型字符串\nfunc (rt RewardType) String() string {\n\tswitch rt {\n\tcase RewardTypeGold:\n\t\treturn \"gold\"\n\tcase RewardTypeExperience:\n\t\treturn \"experience\"\n\tcase RewardTypeItem:\n\t\treturn \"item\"\n\tcase RewardTypeSkillPoint:\n\t\treturn \"skill_point\"\n\tcase RewardTypeTitle:\n\t\treturn \"title\"\n\tcase RewardTypeMultiple:\n\t\treturn \"multiple\"\n\tcase RewardTypeCustom:\n\t\treturn \"custom\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// StepCondition 步骤条件值对象\ntype StepCondition struct {\n\tconditionType ConditionType\n\ttarget        string\n\tvalue         interface{}\n\toperator      ComparisonOperator\n\tdescription   string\n}\n\n// ConditionType 条件类型\ntype ConditionType int\n\nconst (\n\tConditionTypeLevel ConditionType = iota + 1\n\tConditionTypeLocation\n\tConditionTypeItem\n\tConditionTypeQuest\n\tConditionTypeKill\n\tConditionTypeInteract\n\tConditionTypeEquip\n\tConditionTypeSkill\n\tConditionTypeGold\n\tConditionTypeCustom\n)\n\n// String 返回条件类型字符串\nfunc (ct ConditionType) String() string {\n\tswitch ct {\n\tcase ConditionTypeLevel:\n\t\treturn \"level\"\n\tcase ConditionTypeLocation:\n\t\treturn \"location\"\n\tcase ConditionTypeItem:\n\t\treturn \"item\"\n\tcase ConditionTypeQuest:\n\t\treturn \"quest\"\n\tcase ConditionTypeKill:\n\t\treturn \"kill\"\n\tcase ConditionTypeInteract:\n\t\treturn \"interact\"\n\tcase ConditionTypeEquip:\n\t\treturn \"equip\"\n\tcase ConditionTypeSkill:\n\t\treturn \"skill\"\n\tcase ConditionTypeGold:\n\t\treturn \"gold\"\n\tcase ConditionTypeCustom:\n\t\treturn \"custom\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// ComparisonOperator 比较操作符\ntype ComparisonOperator int\n\nconst (\n\tOperatorEqual ComparisonOperator = iota + 1\n\tOperatorGreaterThan\n\tOperatorLessThan\n\tOperatorGreaterEqual\n\tOperatorLessEqual\n\tOperatorNotEqual\n\tOperatorContains\n\tOperatorExists\n)\n\n// String 返回操作符字符串\nfunc (co ComparisonOperator) String() string {\n\tswitch co {\n\tcase OperatorEqual:\n\t\treturn \"==\"\n\tcase OperatorGreaterThan:\n\t\treturn \">\"\n\tcase OperatorLessThan:\n\t\treturn \"<\"\n\tcase OperatorGreaterEqual:\n\t\treturn \">=\"\n\tcase OperatorLessEqual:\n\t\treturn \"<=\"\n\tcase OperatorNotEqual:\n\t\treturn \"!=\"\n\tcase OperatorContains:\n\t\treturn \"contains\"\n\tcase OperatorExists:\n\t\treturn \"exists\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// NewStepCondition 创建步骤条件\nfunc NewStepCondition(conditionType ConditionType, target string, value interface{}, operator ComparisonOperator, description string) *StepCondition {\n\treturn &StepCondition{\n\t\tconditionType: conditionType,\n\t\ttarget:        target,\n\t\tvalue:         value,\n\t\toperator:      operator,\n\t\tdescription:   description,\n\t}\n}\n\n// GetConditionType 获取条件类型\nfunc (sc *StepCondition) GetConditionType() ConditionType {\n\treturn sc.conditionType\n}\n\n// GetTarget 获取目标\nfunc (sc *StepCondition) GetTarget() string {\n\treturn sc.target\n}\n\n// GetValue 获取值\nfunc (sc *StepCondition) GetValue() interface{} {\n\treturn sc.value\n}\n\n// GetOperator 获取操作符\nfunc (sc *StepCondition) GetOperator() ComparisonOperator {\n\treturn sc.operator\n}\n\n// GetDescription 获取描述\nfunc (sc *StepCondition) GetDescription() string {\n\treturn sc.description\n}\n\n// IsMet 检查条件是否满足\nfunc (sc *StepCondition) IsMet(playerData map[string]interface{}) bool {\n\tswitch sc.conditionType {\n\tcase ConditionTypeLevel:\n\t\treturn sc.checkLevelCondition(playerData)\n\tcase ConditionTypeLocation:\n\t\treturn sc.checkLocationCondition(playerData)\n\tcase ConditionTypeItem:\n\t\treturn sc.checkItemCondition(playerData)\n\tcase ConditionTypeQuest:\n\t\treturn sc.checkQuestCondition(playerData)\n\tcase ConditionTypeKill:\n\t\treturn sc.checkKillCondition(playerData)\n\tcase ConditionTypeInteract:\n\t\treturn sc.checkInteractCondition(playerData)\n\tcase ConditionTypeEquip:\n\t\treturn sc.checkEquipCondition(playerData)\n\tcase ConditionTypeSkill:\n\t\treturn sc.checkSkillCondition(playerData)\n\tcase ConditionTypeGold:\n\t\treturn sc.checkGoldCondition(playerData)\n\tcase ConditionTypeCustom:\n\t\treturn sc.checkCustomCondition(playerData)\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// checkLevelCondition 检查等级条件\nfunc (sc *StepCondition) checkLevelCondition(playerData map[string]interface{}) bool {\n\tif level, exists := playerData[\"level\"]; exists {\n\t\tif playerLevel, ok := level.(int); ok {\n\t\t\tif targetLevel, ok := sc.value.(int); ok {\n\t\t\t\treturn sc.compareValues(playerLevel, targetLevel)\n\t\t\t}\n\t\t}\n\t}\n\treturn false\n}\n\n// checkLocationCondition 检查位置条件\nfunc (sc *StepCondition) checkLocationCondition(playerData map[string]interface{}) bool {\n\tif location, exists := playerData[\"location\"]; exists {\n\t\tif playerLocation, ok := location.(string); ok {\n\t\t\tif targetLocation, ok := sc.value.(string); ok {\n\t\t\t\tswitch sc.operator {\n\t\t\t\tcase OperatorEqual:\n\t\t\t\t\treturn playerLocation == targetLocation\n\t\t\t\tcase OperatorContains:\n\t\t\t\t\treturn strings.Contains(playerLocation, targetLocation)\n\t\t\t\tdefault:\n\t\t\t\t\treturn false\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\treturn false\n}\n\n// checkItemCondition 检查物品条件\nfunc (sc *StepCondition) checkItemCondition(playerData map[string]interface{}) bool {\n\tif inventory, exists := playerData[\"inventory\"]; exists {\n\t\tif items, ok := inventory.(map[string]int); ok {\n\t\t\tif targetItem, ok := sc.value.(string); ok {\n\t\t\t\tif quantity, hasItem := items[targetItem]; hasItem {\n\t\t\t\t\tswitch sc.operator {\n\t\t\t\t\tcase OperatorExists:\n\t\t\t\t\t\treturn quantity > 0\n\t\t\t\t\tcase OperatorGreaterEqual:\n\t\t\t\t\t\tif requiredQuantity, err := strconv.Atoi(sc.target); err == nil {\n\t\t\t\t\t\t\treturn quantity >= requiredQuantity\n\t\t\t\t\t\t}\n\t\t\t\t\tdefault:\n\t\t\t\t\t\treturn quantity > 0\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\treturn false\n}\n\n// checkQuestCondition 检查任务条件\nfunc (sc *StepCondition) checkQuestCondition(playerData map[string]interface{}) bool {\n\tif quests, exists := playerData[\"quests\"]; exists {\n\t\tif questMap, ok := quests.(map[string]string); ok {\n\t\t\tif targetQuest, ok := sc.value.(string); ok {\n\t\t\t\tif status, hasQuest := questMap[targetQuest]; hasQuest {\n\t\t\t\t\treturn status == sc.target\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\treturn false\n}\n\n// checkKillCondition 检查击杀条件\nfunc (sc *StepCondition) checkKillCondition(playerData map[string]interface{}) bool {\n\tif kills, exists := playerData[\"kills\"]; exists {\n\t\tif killMap, ok := kills.(map[string]int); ok {\n\t\t\tif targetMonster, ok := sc.value.(string); ok {\n\t\t\t\tif killCount, hasKill := killMap[targetMonster]; hasKill {\n\t\t\t\t\tif requiredCount, err := strconv.Atoi(sc.target); err == nil {\n\t\t\t\t\t\treturn sc.compareValues(killCount, requiredCount)\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\treturn false\n}\n\n// checkInteractCondition 检查交互条件\nfunc (sc *StepCondition) checkInteractCondition(playerData map[string]interface{}) bool {\n\tif interactions, exists := playerData[\"interactions\"]; exists {\n\t\tif interactionList, ok := interactions.([]string); ok {\n\t\t\tif targetInteraction, ok := sc.value.(string); ok {\n\t\t\t\tfor _, interaction := range interactionList {\n\t\t\t\t\tif interaction == targetInteraction {\n\t\t\t\t\t\treturn true\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\treturn false\n}\n\n// checkEquipCondition 检查装备条件\nfunc (sc *StepCondition) checkEquipCondition(playerData map[string]interface{}) bool {\n\tif equipment, exists := playerData[\"equipment\"]; exists {\n\t\tif equipMap, ok := equipment.(map[string]string); ok {\n\t\t\tif targetItem, ok := sc.value.(string); ok {\n\t\t\t\tif equippedItem, hasSlot := equipMap[sc.target]; hasSlot {\n\t\t\t\t\treturn equippedItem == targetItem\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\treturn false\n}\n\n// checkSkillCondition 检查技能条件\nfunc (sc *StepCondition) checkSkillCondition(playerData map[string]interface{}) bool {\n\tif skills, exists := playerData[\"skills\"]; exists {\n\t\tif skillMap, ok := skills.(map[string]int); ok {\n\t\t\tif targetSkill, ok := sc.value.(string); ok {\n\t\t\t\tif skillLevel, hasSkill := skillMap[targetSkill]; hasSkill {\n\t\t\t\t\tif requiredLevel, err := strconv.Atoi(sc.target); err == nil {\n\t\t\t\t\t\treturn sc.compareValues(skillLevel, requiredLevel)\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\treturn false\n}\n\n// checkGoldCondition 检查金币条件\nfunc (sc *StepCondition) checkGoldCondition(playerData map[string]interface{}) bool {\n\tif gold, exists := playerData[\"gold\"]; exists {\n\t\tif playerGold, ok := gold.(int); ok {\n\t\t\tif requiredGold, ok := sc.value.(int); ok {\n\t\t\t\treturn sc.compareValues(playerGold, requiredGold)\n\t\t\t}\n\t\t}\n\t}\n\treturn false\n}\n\n// checkCustomCondition 检查自定义条件\nfunc (sc *StepCondition) checkCustomCondition(playerData map[string]interface{}) bool {\n\t// 自定义条件的实现可以根据具体需求来定制\n\tif customData, exists := playerData[sc.target]; exists {\n\t\tswitch sc.operator {\n\t\tcase OperatorExists:\n\t\t\treturn customData != nil\n\t\tcase OperatorEqual:\n\t\t\treturn customData == sc.value\n\t\tdefault:\n\t\t\treturn false\n\t\t}\n\t}\n\treturn false\n}\n\n// compareValues 比较数值\nfunc (sc *StepCondition) compareValues(actual, expected int) bool {\n\tswitch sc.operator {\n\tcase OperatorEqual:\n\t\treturn actual == expected\n\tcase OperatorGreaterThan:\n\t\treturn actual > expected\n\tcase OperatorLessThan:\n\t\treturn actual < expected\n\tcase OperatorGreaterEqual:\n\t\treturn actual >= expected\n\tcase OperatorLessEqual:\n\t\treturn actual <= expected\n\tcase OperatorNotEqual:\n\t\treturn actual != expected\n\tdefault:\n\t\treturn false\n\t}\n}\n"
  },
  {
    "path": "internal/domain/player/errors.go",
    "content": "package player\n\nimport \"greatestworks/internal/errors\"\n\n// 玩家领域错误定义 - 使用统一的错误处理机制\nvar (\n\tErrPlayerNotFound      = errors.ErrPlayerNotFound\n\tErrPlayerOffline       = errors.ErrPlayerOffline\n\tErrPlayerAlreadyExists = errors.ErrPlayerAlreadyExists\n\tErrInvalidPlayerName   = errors.ErrInvalidPlayerName\n\tErrInvalidPosition     = errors.ErrInvalidPosition\n\tErrVersionMismatch     = errors.ErrVersionMismatch\n\tErrPlayerDead          = errors.NewDomainError(\"PLAYER_DEAD\", \"玩家已死亡\")\n\tErrInvalidLevel        = errors.NewDomainError(\"INVALID_LEVEL\", \"无效的等级\")\n\tErrInsufficientExp     = errors.NewDomainError(\"INSUFFICIENT_EXP\", \"经验值不足\")\n)\n"
  },
  {
    "path": "internal/domain/player/events.go",
    "content": "package player\n\nimport (\n\t\"time\"\n)\n\n// DomainEvent 领域事件接口\ntype DomainEvent interface {\n\tEventID() string\n\tEventType() string\n\tAggregateID() string\n\tOccurredAt() time.Time\n\tVersion() int\n}\n\n// BaseEvent 基础事件\ntype BaseEvent struct {\n\teventID     string\n\teventType   string\n\taggregateID string\n\toccurredAt  time.Time\n\tversion     int\n}\n\n// EventID 获取事件ID\nfunc (e BaseEvent) EventID() string {\n\treturn e.eventID\n}\n\n// EventType 获取事件类型\nfunc (e BaseEvent) EventType() string {\n\treturn e.eventType\n}\n\n// AggregateID 获取聚合根ID\nfunc (e BaseEvent) AggregateID() string {\n\treturn e.aggregateID\n}\n\n// OccurredAt 获取发生时间\nfunc (e BaseEvent) OccurredAt() time.Time {\n\treturn e.occurredAt\n}\n\n// Version 获取版本\nfunc (e BaseEvent) Version() int {\n\treturn e.version\n}\n\n// PlayerCreatedEvent 玩家创建事件\ntype PlayerCreatedEvent struct {\n\tBaseEvent\n\tPlayerID PlayerID `json:\"player_id\"`\n\tName     string   `json:\"name\"`\n}\n\n// NewPlayerCreatedEvent 创建玩家创建事件\nfunc NewPlayerCreatedEvent(playerID PlayerID, name string) *PlayerCreatedEvent {\n\treturn &PlayerCreatedEvent{\n\t\tBaseEvent: BaseEvent{\n\t\t\teventID:     generateEventID(),\n\t\t\teventType:   \"PlayerCreated\",\n\t\t\taggregateID: playerID.String(),\n\t\t\toccurredAt:  time.Now(),\n\t\t\tversion:     1,\n\t\t},\n\t\tPlayerID: playerID,\n\t\tName:     name,\n\t}\n}\n\n// PlayerLevelUpEvent 玩家升级事件\ntype PlayerLevelUpEvent struct {\n\tBaseEvent\n\tPlayerID PlayerID `json:\"player_id\"`\n\tOldLevel int      `json:\"old_level\"`\n\tNewLevel int      `json:\"new_level\"`\n}\n\n// NewPlayerLevelUpEvent 创建玩家升级事件\nfunc NewPlayerLevelUpEvent(playerID PlayerID, oldLevel, newLevel int) *PlayerLevelUpEvent {\n\treturn &PlayerLevelUpEvent{\n\t\tBaseEvent: BaseEvent{\n\t\t\teventID:     generateEventID(),\n\t\t\teventType:   \"PlayerLevelUp\",\n\t\t\taggregateID: playerID.String(),\n\t\t\toccurredAt:  time.Now(),\n\t\t\tversion:     1,\n\t\t},\n\t\tPlayerID: playerID,\n\t\tOldLevel: oldLevel,\n\t\tNewLevel: newLevel,\n\t}\n}\n\n// PlayerOnlineEvent 玩家上线事件\ntype PlayerOnlineEvent struct {\n\tBaseEvent\n\tPlayerID PlayerID `json:\"player_id\"`\n\tPosition Position `json:\"position\"`\n}\n\n// NewPlayerOnlineEvent 创建玩家上线事件\nfunc NewPlayerOnlineEvent(playerID PlayerID, position Position) *PlayerOnlineEvent {\n\treturn &PlayerOnlineEvent{\n\t\tBaseEvent: BaseEvent{\n\t\t\teventID:     generateEventID(),\n\t\t\teventType:   \"PlayerOnline\",\n\t\t\taggregateID: playerID.String(),\n\t\t\toccurredAt:  time.Now(),\n\t\t\tversion:     1,\n\t\t},\n\t\tPlayerID: playerID,\n\t\tPosition: position,\n\t}\n}\n\n// PlayerOfflineEvent 玩家下线事件\ntype PlayerOfflineEvent struct {\n\tBaseEvent\n\tPlayerID PlayerID `json:\"player_id\"`\n\tPosition Position `json:\"position\"`\n}\n\n// NewPlayerOfflineEvent 创建玩家下线事件\nfunc NewPlayerOfflineEvent(playerID PlayerID, position Position) *PlayerOfflineEvent {\n\treturn &PlayerOfflineEvent{\n\t\tBaseEvent: BaseEvent{\n\t\t\teventID:     generateEventID(),\n\t\t\teventType:   \"PlayerOffline\",\n\t\t\taggregateID: playerID.String(),\n\t\t\toccurredAt:  time.Now(),\n\t\t\tversion:     1,\n\t\t},\n\t\tPlayerID: playerID,\n\t\tPosition: position,\n\t}\n}\n\n// PlayerMovedEvent 玩家移动事件\ntype PlayerMovedEvent struct {\n\tBaseEvent\n\tPlayerID    PlayerID `json:\"player_id\"`\n\tOldPosition Position `json:\"old_position\"`\n\tNewPosition Position `json:\"new_position\"`\n}\n\n// NewPlayerMovedEvent 创建玩家移动事件\nfunc NewPlayerMovedEvent(playerID PlayerID, oldPos, newPos Position) *PlayerMovedEvent {\n\treturn &PlayerMovedEvent{\n\t\tBaseEvent: BaseEvent{\n\t\t\teventID:     generateEventID(),\n\t\t\teventType:   \"PlayerMoved\",\n\t\t\taggregateID: playerID.String(),\n\t\t\toccurredAt:  time.Now(),\n\t\t\tversion:     1,\n\t\t},\n\t\tPlayerID:    playerID,\n\t\tOldPosition: oldPos,\n\t\tNewPosition: newPos,\n\t}\n}\n\n// PlayerDiedEvent 玩家死亡事件\ntype PlayerDiedEvent struct {\n\tBaseEvent\n\tPlayerID PlayerID  `json:\"player_id\"`\n\tPosition Position  `json:\"position\"`\n\tKillerID *PlayerID `json:\"killer_id,omitempty\"`\n}\n\n// NewPlayerDiedEvent 创建玩家死亡事件\nfunc NewPlayerDiedEvent(playerID PlayerID, position Position, killerID *PlayerID) *PlayerDiedEvent {\n\treturn &PlayerDiedEvent{\n\t\tBaseEvent: BaseEvent{\n\t\t\teventID:     generateEventID(),\n\t\t\teventType:   \"PlayerDied\",\n\t\t\taggregateID: playerID.String(),\n\t\t\toccurredAt:  time.Now(),\n\t\t\tversion:     1,\n\t\t},\n\t\tPlayerID: playerID,\n\t\tPosition: position,\n\t\tKillerID: killerID,\n\t}\n}\n\n// generateEventID 生成事件ID\nfunc generateEventID() string {\n\treturn NewPlayerID().String()\n}\n"
  },
  {
    "path": "internal/domain/player/hangup/aggregate.go",
    "content": "package hangup\n\nimport (\n\t\"time\"\n)\n\n// HangupAggregate 挂机聚合根\ntype HangupAggregate struct {\n\tplayerID        string\n\tcurrentLocation *HangupLocation\n\tofflineReward   *OfflineReward\n\thangupStatus    HangupStatus\n\tefficiencyBonus *EfficiencyBonus\n\tlastOnlineTime  time.Time\n\tlastOfflineTime time.Time\n\ttotalHangupTime time.Duration\n\tdailyHangupTime time.Duration\n\tlastResetDate   time.Time\n\tupdatedAt       time.Time\n\tversion         int\n}\n\n// NewHangupAggregate 创建挂机聚合根\nfunc NewHangupAggregate(playerID string) *HangupAggregate {\n\tnow := time.Now()\n\treturn &HangupAggregate{\n\t\tplayerID:        playerID,\n\t\tcurrentLocation: nil,\n\t\tofflineReward:   NewOfflineReward(),\n\t\thangupStatus:    HangupStatusOffline,\n\t\tefficiencyBonus: NewEfficiencyBonus(),\n\t\tlastOnlineTime:  now,\n\t\tlastOfflineTime: now,\n\t\ttotalHangupTime: 0,\n\t\tdailyHangupTime: 0,\n\t\tlastResetDate:   now.Truncate(24 * time.Hour),\n\t\tupdatedAt:       now,\n\t\tversion:         1,\n\t}\n}\n\n// GetPlayerID 获取玩家ID\nfunc (h *HangupAggregate) GetPlayerID() string {\n\treturn h.playerID\n}\n\n// SetHangupLocation 设置挂机地点\nfunc (h *HangupAggregate) SetHangupLocation(location *HangupLocation) error {\n\tif location == nil {\n\t\treturn ErrInvalidHangupLocation\n\t}\n\n\t// 检查地点解锁条件\n\tif !location.IsUnlocked() {\n\t\treturn ErrHangupLocationNotUnlocked\n\t}\n\n\t// 检查玩家等级要求\n\tif !h.checkLocationRequirements(location) {\n\t\treturn ErrHangupLocationRequirementNotMet\n\t}\n\n\th.currentLocation = location\n\th.updateVersion()\n\treturn nil\n}\n\n// GetCurrentLocation 获取当前挂机地点\nfunc (h *HangupAggregate) GetCurrentLocation() *HangupLocation {\n\treturn h.currentLocation\n}\n\n// StartHangup 开始挂机\nfunc (h *HangupAggregate) StartHangup() error {\n\tif h.currentLocation == nil {\n\t\treturn ErrNoHangupLocationSet\n\t}\n\n\tif h.hangupStatus == HangupStatusOnline {\n\t\treturn ErrAlreadyHangingUp\n\t}\n\n\th.hangupStatus = HangupStatusOnline\n\th.lastOnlineTime = time.Now()\n\th.updateVersion()\n\treturn nil\n}\n\n// StopHangup 停止挂机\nfunc (h *HangupAggregate) StopHangup() error {\n\tif h.hangupStatus == HangupStatusOffline {\n\t\treturn ErrNotHangingUp\n\t}\n\n\th.hangupStatus = HangupStatusOffline\n\th.lastOfflineTime = time.Now()\n\n\t// 计算挂机时间\n\thangupDuration := h.lastOfflineTime.Sub(h.lastOnlineTime)\n\th.totalHangupTime += hangupDuration\n\th.dailyHangupTime += hangupDuration\n\n\th.updateVersion()\n\treturn nil\n}\n\n// CalculateOfflineReward 计算离线奖励\nfunc (h *HangupAggregate) CalculateOfflineReward(offlineDuration time.Duration) (*OfflineReward, error) {\n\tif h.currentLocation == nil {\n\t\treturn nil, ErrNoHangupLocationSet\n\t}\n\n\t// 限制最大离线时间（例如24小时）\n\tmaxOfflineTime := 24 * time.Hour\n\tif offlineDuration > maxOfflineTime {\n\t\tofflineDuration = maxOfflineTime\n\t}\n\n\t// 计算基础奖励\n\tbaseReward := h.currentLocation.CalculateBaseReward(offlineDuration)\n\n\t// 应用效率加成\n\tfinalReward := h.efficiencyBonus.ApplyBonus(baseReward)\n\n\t// 创建离线奖励\n\tofflineReward := &OfflineReward{\n\t\tExperience:      finalReward.Experience,\n\t\tGold:            finalReward.Gold,\n\t\tItems:           finalReward.Items,\n\t\tOfflineDuration: offlineDuration,\n\t\tLocationID:      h.currentLocation.GetID(),\n\t\tCalculatedAt:    time.Now(),\n\t}\n\n\th.offlineReward = offlineReward\n\th.updateVersion()\n\treturn offlineReward, nil\n}\n\n// ClaimOfflineReward 领取离线奖励\nfunc (h *HangupAggregate) ClaimOfflineReward() (*OfflineReward, error) {\n\tif h.offlineReward == nil {\n\t\treturn nil, ErrNoOfflineRewardAvailable\n\t}\n\n\tif h.offlineReward.IsClaimed {\n\t\treturn nil, ErrOfflineRewardAlreadyClaimed\n\t}\n\n\t// 标记为已领取\n\th.offlineReward.IsClaimed = true\n\th.offlineReward.ClaimedAt = time.Now()\n\n\treward := h.offlineReward\n\th.offlineReward = nil // 清空已领取的奖励\n\n\th.updateVersion()\n\treturn reward, nil\n}\n\n// GetOfflineReward 获取离线奖励\nfunc (h *HangupAggregate) GetOfflineReward() *OfflineReward {\n\treturn h.offlineReward\n}\n\n// UpdateEfficiencyBonus 更新效率加成\nfunc (h *HangupAggregate) UpdateEfficiencyBonus(bonus *EfficiencyBonus) {\n\th.efficiencyBonus = bonus\n\th.updateVersion()\n}\n\n// GetEfficiencyBonus 获取效率加成\nfunc (h *HangupAggregate) GetEfficiencyBonus() *EfficiencyBonus {\n\treturn h.efficiencyBonus\n}\n\n// GetHangupStatus 获取挂机状态\nfunc (h *HangupAggregate) GetHangupStatus() HangupStatus {\n\treturn h.hangupStatus\n}\n\n// GetTotalHangupTime 获取总挂机时间\nfunc (h *HangupAggregate) GetTotalHangupTime() time.Duration {\n\treturn h.totalHangupTime\n}\n\n// GetDailyHangupTime 获取每日挂机时间\nfunc (h *HangupAggregate) GetDailyHangupTime() time.Duration {\n\t// 检查是否需要重置每日时间\n\th.checkDailyReset()\n\treturn h.dailyHangupTime\n}\n\n// GetLastOnlineTime 获取最后在线时间\nfunc (h *HangupAggregate) GetLastOnlineTime() time.Time {\n\treturn h.lastOnlineTime\n}\n\n// GetLastOfflineTime 获取最后离线时间\nfunc (h *HangupAggregate) GetLastOfflineTime() time.Time {\n\treturn h.lastOfflineTime\n}\n\n// IsOnline 是否在线挂机\nfunc (h *HangupAggregate) IsOnline() bool {\n\treturn h.hangupStatus == HangupStatusOnline\n}\n\n// IsOffline 是否离线\nfunc (h *HangupAggregate) IsOffline() bool {\n\treturn h.hangupStatus == HangupStatusOffline\n}\n\n// GetCurrentOfflineDuration 获取当前离线时长\nfunc (h *HangupAggregate) GetCurrentOfflineDuration() time.Duration {\n\tif h.IsOnline() {\n\t\treturn 0\n\t}\n\treturn time.Since(h.lastOfflineTime)\n}\n\n// GetVersion 获取版本\nfunc (h *HangupAggregate) GetVersion() int {\n\treturn h.version\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (h *HangupAggregate) GetUpdatedAt() time.Time {\n\treturn h.updatedAt\n}\n\n// GetID 获取挂机ID (暂时使用playerID作为ID)\nfunc (h *HangupAggregate) GetID() string {\n\treturn h.playerID\n}\n\n// GetLocationID 获取地点ID\nfunc (h *HangupAggregate) GetLocationID() string {\n\tif h.currentLocation == nil {\n\t\treturn \"\"\n\t}\n\treturn h.currentLocation.GetID()\n}\n\n// GetStartTime 获取开始时间\nfunc (h *HangupAggregate) GetStartTime() time.Time {\n\treturn h.lastOnlineTime\n}\n\n// GetEndTime 获取结束时间\nfunc (h *HangupAggregate) GetEndTime() time.Time {\n\treturn h.lastOfflineTime\n}\n\n// GetDuration 获取持续时间\nfunc (h *HangupAggregate) GetDuration() time.Duration {\n\treturn h.totalHangupTime\n}\n\n// GetEfficiency 获取效率\nfunc (h *HangupAggregate) GetEfficiency() float64 {\n\tif h.efficiencyBonus == nil {\n\t\treturn 1.0\n\t}\n\treturn h.efficiencyBonus.GetTotalBonus()\n}\n\n// GetBaseRate 获取基础速率 (经验速率)\nfunc (h *HangupAggregate) GetBaseRate() float64 {\n\tif h.currentLocation == nil {\n\t\treturn 0.0\n\t}\n\treturn h.currentLocation.GetBaseExpRate()\n}\n\n// GetStatus 获取状态\nfunc (h *HangupAggregate) GetStatus() HangupStatus {\n\treturn h.hangupStatus\n}\n\n// GetRewards 获取奖励列表\nfunc (h *HangupAggregate) GetRewards() []RewardItem {\n\tif h.offlineReward == nil {\n\t\treturn []RewardItem{}\n\t}\n\treturn h.offlineReward.Items\n}\n\n// GetCreatedAt 获取创建时间\nfunc (h *HangupAggregate) GetCreatedAt() time.Time {\n\treturn h.lastOnlineTime // 使用第一次在线时间作为创建时间\n}\n\n// ReconstructHangupAggregate 重构挂机聚合根（用于从持久化数据恢复）\nfunc ReconstructHangupAggregate(\n\thangupID string,\n\tplayerID string,\n\tlocationID string,\n\tstartTime time.Time,\n\tendTime time.Time,\n\tduration time.Duration,\n\tefficiency float64,\n\tbaseRate float64,\n\tstatus HangupStatus,\n\trewards []RewardItem,\n\tcreatedAt time.Time,\n\tupdatedAt time.Time,\n) *HangupAggregate {\n\t// 创建基础聚合根\n\taggregate := &HangupAggregate{\n\t\tplayerID:        playerID,\n\t\tcurrentLocation: nil, // 需要根据locationID重新加载\n\t\tofflineReward:   nil,\n\t\thangupStatus:    status,\n\t\tefficiencyBonus: NewEfficiencyBonus(),\n\t\tlastOnlineTime:  startTime,\n\t\tlastOfflineTime: endTime,\n\t\ttotalHangupTime: duration,\n\t\tdailyHangupTime: duration,\n\t\tlastResetDate:   createdAt.Truncate(24 * time.Hour),\n\t\tupdatedAt:       updatedAt,\n\t\tversion:         1,\n\t}\n\n\t// 如果有奖励，创建离线奖励对象\n\tif len(rewards) > 0 {\n\t\taggregate.offlineReward = &OfflineReward{\n\t\t\tItems:           rewards,\n\t\t\tOfflineDuration: duration,\n\t\t\tLocationID:      locationID,\n\t\t\tCalculatedAt:    updatedAt,\n\t\t\tIsClaimed:       false,\n\t\t}\n\t}\n\n\treturn aggregate\n}\n\n// 私有方法\n\n// checkLocationRequirements 检查地点要求\nfunc (h *HangupAggregate) checkLocationRequirements(location *HangupLocation) bool {\n\t// 这里需要外部提供玩家等级信息\n\t// 暂时返回true，实际实现中需要检查玩家等级、任务完成情况等\n\treturn true\n}\n\n// checkDailyReset 检查每日重置\nfunc (h *HangupAggregate) checkDailyReset() {\n\tnow := time.Now()\n\tcurrentDate := now.Truncate(24 * time.Hour)\n\n\tif currentDate.After(h.lastResetDate) {\n\t\th.dailyHangupTime = 0\n\t\th.lastResetDate = currentDate\n\t\th.updateVersion()\n\t}\n}\n\n// updateVersion 更新版本\nfunc (h *HangupAggregate) updateVersion() {\n\th.version++\n\th.updatedAt = time.Now()\n}\n\n// HangupStatus 挂机状态\ntype HangupStatus int\n\nconst (\n\tHangupStatusOffline HangupStatus = iota // 离线\n\tHangupStatusOnline                      // 在线挂机\n\tHangupStatusPaused                      // 暂停\n)\n\n// String 返回挂机状态的字符串表示\nfunc (hs HangupStatus) String() string {\n\tswitch hs {\n\tcase HangupStatusOffline:\n\t\treturn \"offline\"\n\tcase HangupStatusOnline:\n\t\treturn \"online\"\n\tcase HangupStatusPaused:\n\t\treturn \"paused\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n"
  },
  {
    "path": "internal/domain/player/hangup/entity.go",
    "content": "package hangup\n\nimport (\n\t\"time\"\n)\n\n// HangupLocation 挂机地点实体\ntype HangupLocation struct {\n\tid              string\n\tname            string\n\tdescription     string\n\tlocationType    LocationType\n\trequiredLevel   int\n\trequiredQuests  []string\n\tbaseExpRate     float64 // 基础经验倍率\n\tbaseGoldRate    float64 // 基础金币倍率\n\tspecialItems    []ItemDrop\n\tmaxOfflineHours int // 最大离线小时数\n\tisUnlocked      bool\n\tisActive        bool\n\tcreatedAt       time.Time\n\tupdatedAt       time.Time\n}\n\n// NewHangupLocation 创建挂机地点\nfunc NewHangupLocation(id, name, description string, locationType LocationType) *HangupLocation {\n\tnow := time.Now()\n\treturn &HangupLocation{\n\t\tid:              id,\n\t\tname:            name,\n\t\tdescription:     description,\n\t\tlocationType:    locationType,\n\t\trequiredLevel:   1,\n\t\trequiredQuests:  make([]string, 0),\n\t\tbaseExpRate:     1.0,\n\t\tbaseGoldRate:    1.0,\n\t\tspecialItems:    make([]ItemDrop, 0),\n\t\tmaxOfflineHours: 24,\n\t\tisUnlocked:      false,\n\t\tisActive:        true,\n\t\tcreatedAt:       now,\n\t\tupdatedAt:       now,\n\t}\n}\n\n// GetID 获取地点ID\nfunc (hl *HangupLocation) GetID() string {\n\treturn hl.id\n}\n\n// GetName 获取地点名称\nfunc (hl *HangupLocation) GetName() string {\n\treturn hl.name\n}\n\n// GetDescription 获取地点描述\nfunc (hl *HangupLocation) GetDescription() string {\n\treturn hl.description\n}\n\n// GetLocationType 获取地点类型\nfunc (hl *HangupLocation) GetLocationType() LocationType {\n\treturn hl.locationType\n}\n\n// GetRequiredLevel 获取所需等级\nfunc (hl *HangupLocation) GetRequiredLevel() int {\n\treturn hl.requiredLevel\n}\n\n// SetRequiredLevel 设置所需等级\nfunc (hl *HangupLocation) SetRequiredLevel(level int) {\n\thl.requiredLevel = level\n\thl.updatedAt = time.Now()\n}\n\n// GetRequiredQuests 获取所需任务\nfunc (hl *HangupLocation) GetRequiredQuests() []string {\n\treturn hl.requiredQuests\n}\n\n// AddRequiredQuest 添加所需任务\nfunc (hl *HangupLocation) AddRequiredQuest(questID string) {\n\thl.requiredQuests = append(hl.requiredQuests, questID)\n\thl.updatedAt = time.Now()\n}\n\n// GetBaseExpRate 获取基础经验倍率\nfunc (hl *HangupLocation) GetBaseExpRate() float64 {\n\treturn hl.baseExpRate\n}\n\n// SetBaseExpRate 设置基础经验倍率\nfunc (hl *HangupLocation) SetBaseExpRate(rate float64) {\n\thl.baseExpRate = rate\n\thl.updatedAt = time.Now()\n}\n\n// GetBaseGoldRate 获取基础金币倍率\nfunc (hl *HangupLocation) GetBaseGoldRate() float64 {\n\treturn hl.baseGoldRate\n}\n\n// SetBaseGoldRate 设置基础金币倍率\nfunc (hl *HangupLocation) SetBaseGoldRate(rate float64) {\n\thl.baseGoldRate = rate\n\thl.updatedAt = time.Now()\n}\n\n// GetSpecialItems 获取特殊物品掉落\nfunc (hl *HangupLocation) GetSpecialItems() []ItemDrop {\n\treturn hl.specialItems\n}\n\n// AddSpecialItem 添加特殊物品掉落\nfunc (hl *HangupLocation) AddSpecialItem(item ItemDrop) {\n\thl.specialItems = append(hl.specialItems, item)\n\thl.updatedAt = time.Now()\n}\n\n// GetMaxOfflineHours 获取最大离线小时数\nfunc (hl *HangupLocation) GetMaxOfflineHours() int {\n\treturn hl.maxOfflineHours\n}\n\n// SetMaxOfflineHours 设置最大离线小时数\nfunc (hl *HangupLocation) SetMaxOfflineHours(hours int) {\n\thl.maxOfflineHours = hours\n\thl.updatedAt = time.Now()\n}\n\n// IsUnlocked 是否已解锁\nfunc (hl *HangupLocation) IsUnlocked() bool {\n\treturn hl.isUnlocked\n}\n\n// Unlock 解锁地点\nfunc (hl *HangupLocation) Unlock() {\n\thl.isUnlocked = true\n\thl.updatedAt = time.Now()\n}\n\n// Lock 锁定地点\nfunc (hl *HangupLocation) Lock() {\n\thl.isUnlocked = false\n\thl.updatedAt = time.Now()\n}\n\n// IsActive 是否激活\nfunc (hl *HangupLocation) IsActive() bool {\n\treturn hl.isActive\n}\n\n// Activate 激活地点\nfunc (hl *HangupLocation) Activate() {\n\thl.isActive = true\n\thl.updatedAt = time.Now()\n}\n\n// Deactivate 停用地点\nfunc (hl *HangupLocation) Deactivate() {\n\thl.isActive = false\n\thl.updatedAt = time.Now()\n}\n\n// CalculateBaseReward 计算基础奖励\nfunc (hl *HangupLocation) CalculateBaseReward(duration time.Duration) *BaseReward {\n\thours := duration.Hours()\n\n\t// 限制最大离线时间\n\tif hours > float64(hl.maxOfflineHours) {\n\t\thours = float64(hl.maxOfflineHours)\n\t}\n\n\t// 计算基础奖励（这里使用简单的线性计算）\n\tbaseExp := int64(hours * 100 * hl.baseExpRate)  // 每小时100经验\n\tbaseGold := int64(hours * 50 * hl.baseGoldRate) // 每小时50金币\n\n\t// 计算物品掉落\n\titems := make([]RewardItem, 0)\n\tfor _, itemDrop := range hl.specialItems {\n\t\tif itemDrop.ShouldDrop(hours) {\n\t\t\titems = append(items, RewardItem{\n\t\t\t\tItemID:   itemDrop.ItemID,\n\t\t\t\tQuantity: int64(itemDrop.CalculateQuantity(hours)),\n\t\t\t})\n\t\t}\n\t}\n\n\treturn &BaseReward{\n\t\tExperience: baseExp,\n\t\tGold:       baseGold,\n\t\tItems:      items,\n\t}\n}\n\n// GetCreatedAt 获取创建时间\nfunc (hl *HangupLocation) GetCreatedAt() time.Time {\n\treturn hl.createdAt\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (hl *HangupLocation) GetUpdatedAt() time.Time {\n\treturn hl.updatedAt\n}\n\n// OfflineReward 离线奖励实体\ntype OfflineReward struct {\n\tExperience      int64         `json:\"experience\"`\n\tGold            int64         `json:\"gold\"`\n\tItems           []RewardItem  `json:\"items\"`\n\tOfflineDuration time.Duration `json:\"offline_duration\"`\n\tLocationID      string        `json:\"location_id\"`\n\tCalculatedAt    time.Time     `json:\"calculated_at\"`\n\tIsClaimed       bool          `json:\"is_claimed\"`\n\tClaimedAt       time.Time     `json:\"claimed_at,omitempty\"`\n}\n\n// NewOfflineReward 创建离线奖励\nfunc NewOfflineReward() *OfflineReward {\n\treturn &OfflineReward{\n\t\tExperience:   0,\n\t\tGold:         0,\n\t\tItems:        make([]RewardItem, 0),\n\t\tCalculatedAt: time.Now(),\n\t\tIsClaimed:    false,\n\t}\n}\n\n// IsEmpty 是否为空奖励\nfunc (or *OfflineReward) IsEmpty() bool {\n\treturn or.Experience == 0 && or.Gold == 0 && len(or.Items) == 0\n}\n\n// GetTotalValue 获取总价值（用于显示）\nfunc (or *OfflineReward) GetTotalValue() int64 {\n\t// 简单的价值计算：经验 + 金币 + 物品价值\n\ttotalValue := or.Experience + or.Gold\n\n\tfor _, item := range or.Items {\n\t\t// 假设每个物品价值10金币\n\t\ttotalValue += int64(item.Quantity) * 10\n\t}\n\n\treturn totalValue\n}\n\n// EfficiencyBonus 效率加成实体\ntype EfficiencyBonus struct {\n\tvipBonus       float64            `json:\"vip_bonus\"`       // VIP加成\n\tequipmentBonus float64            `json:\"equipment_bonus\"` // 装备加成\n\tskillBonus     float64            `json:\"skill_bonus\"`     // 技能加成\n\tguildBonus     float64            `json:\"guild_bonus\"`     // 公会加成\n\teventBonus     float64            `json:\"event_bonus\"`     // 活动加成\n\tspecialBonus   map[string]float64 `json:\"special_bonus\"`   // 特殊加成\n\tupdatedAt      time.Time          `json:\"updated_at\"`\n}\n\n// NewEfficiencyBonus 创建效率加成\nfunc NewEfficiencyBonus() *EfficiencyBonus {\n\treturn &EfficiencyBonus{\n\t\tvipBonus:       0.0,\n\t\tequipmentBonus: 0.0,\n\t\tskillBonus:     0.0,\n\t\tguildBonus:     0.0,\n\t\teventBonus:     0.0,\n\t\tspecialBonus:   make(map[string]float64),\n\t\tupdatedAt:      time.Now(),\n\t}\n}\n\n// GetVipBonus 获取VIP加成\nfunc (eb *EfficiencyBonus) GetVipBonus() float64 {\n\treturn eb.vipBonus\n}\n\n// SetVipBonus 设置VIP加成\nfunc (eb *EfficiencyBonus) SetVipBonus(bonus float64) {\n\teb.vipBonus = bonus\n\teb.updatedAt = time.Now()\n}\n\n// GetEquipmentBonus 获取装备加成\nfunc (eb *EfficiencyBonus) GetEquipmentBonus() float64 {\n\treturn eb.equipmentBonus\n}\n\n// SetEquipmentBonus 设置装备加成\nfunc (eb *EfficiencyBonus) SetEquipmentBonus(bonus float64) {\n\teb.equipmentBonus = bonus\n\teb.updatedAt = time.Now()\n}\n\n// GetSkillBonus 获取技能加成\nfunc (eb *EfficiencyBonus) GetSkillBonus() float64 {\n\treturn eb.skillBonus\n}\n\n// SetSkillBonus 设置技能加成\nfunc (eb *EfficiencyBonus) SetSkillBonus(bonus float64) {\n\teb.skillBonus = bonus\n\teb.updatedAt = time.Now()\n}\n\n// GetGuildBonus 获取公会加成\nfunc (eb *EfficiencyBonus) GetGuildBonus() float64 {\n\treturn eb.guildBonus\n}\n\n// SetGuildBonus 设置公会加成\nfunc (eb *EfficiencyBonus) SetGuildBonus(bonus float64) {\n\teb.guildBonus = bonus\n\teb.updatedAt = time.Now()\n}\n\n// GetEventBonus 获取活动加成\nfunc (eb *EfficiencyBonus) GetEventBonus() float64 {\n\treturn eb.eventBonus\n}\n\n// SetEventBonus 设置活动加成\nfunc (eb *EfficiencyBonus) SetEventBonus(bonus float64) {\n\teb.eventBonus = bonus\n\teb.updatedAt = time.Now()\n}\n\n// GetSpecialBonus 获取特殊加成\nfunc (eb *EfficiencyBonus) GetSpecialBonus(key string) float64 {\n\treturn eb.specialBonus[key]\n}\n\n// SetSpecialBonus 设置特殊加成\nfunc (eb *EfficiencyBonus) SetSpecialBonus(key string, bonus float64) {\n\teb.specialBonus[key] = bonus\n\teb.updatedAt = time.Now()\n}\n\n// GetTotalBonus 获取总加成\nfunc (eb *EfficiencyBonus) GetTotalBonus() float64 {\n\ttotal := 1.0 + eb.vipBonus + eb.equipmentBonus + eb.skillBonus + eb.guildBonus + eb.eventBonus\n\n\tfor _, bonus := range eb.specialBonus {\n\t\ttotal += bonus\n\t}\n\n\treturn total\n}\n\n// ApplyBonus 应用加成到基础奖励\nfunc (eb *EfficiencyBonus) ApplyBonus(baseReward *BaseReward) *BaseReward {\n\ttotalBonus := eb.GetTotalBonus()\n\n\treturn &BaseReward{\n\t\tExperience: int64(float64(baseReward.Experience) * totalBonus),\n\t\tGold:       int64(float64(baseReward.Gold) * totalBonus),\n\t\tItems:      baseReward.Items, // 物品不受加成影响\n\t}\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (eb *EfficiencyBonus) GetUpdatedAt() time.Time {\n\treturn eb.updatedAt\n}\n\n// HangupStatistics 挂机统计实体\ntype HangupStatistics struct {\n\tplayerID           string        `json:\"player_id\"`\n\ttotalHangupTime    time.Duration `json:\"total_hangup_time\"`\n\ttotalExperience    int64         `json:\"total_experience\"`\n\ttotalGold          int64         `json:\"total_gold\"`\n\ttotalItemsObtained int           `json:\"total_items_obtained\"`\n\tfavoriteLocation   string        `json:\"favorite_location\"`\n\tlongestSession     time.Duration `json:\"longest_session\"`\n\tlastHangupDate     time.Time     `json:\"last_hangup_date\"`\n\tupdatedAt          time.Time     `json:\"updated_at\"`\n}\n\n// NewHangupStatistics 创建挂机统计\nfunc NewHangupStatistics(playerID string) *HangupStatistics {\n\treturn &HangupStatistics{\n\t\tplayerID:           playerID,\n\t\ttotalHangupTime:    0,\n\t\ttotalExperience:    0,\n\t\ttotalGold:          0,\n\t\ttotalItemsObtained: 0,\n\t\tfavoriteLocation:   \"\",\n\t\tlongestSession:     0,\n\t\tlastHangupDate:     time.Time{},\n\t\tupdatedAt:          time.Now(),\n\t}\n}\n\n// UpdateStatistics 更新统计数据\nfunc (hs *HangupStatistics) UpdateStatistics(sessionDuration time.Duration, reward *OfflineReward, locationID string) {\n\ths.totalHangupTime += sessionDuration\n\ths.totalExperience += reward.Experience\n\ths.totalGold += reward.Gold\n\ths.totalItemsObtained += len(reward.Items)\n\n\tif sessionDuration > hs.longestSession {\n\t\ths.longestSession = sessionDuration\n\t}\n\n\ths.favoriteLocation = locationID // 简化实现，实际应该统计最常用的地点\n\ths.lastHangupDate = time.Now()\n\ths.updatedAt = time.Now()\n}\n\n// GetPlayerID 获取玩家ID\nfunc (hs *HangupStatistics) GetPlayerID() string {\n\treturn hs.playerID\n}\n\n// GetTotalHangupTime 获取总挂机时间\nfunc (hs *HangupStatistics) GetTotalHangupTime() time.Duration {\n\treturn hs.totalHangupTime\n}\n\n// GetTotalExperience 获取总经验\nfunc (hs *HangupStatistics) GetTotalExperience() int64 {\n\treturn hs.totalExperience\n}\n\n// GetTotalGold 获取总金币\nfunc (hs *HangupStatistics) GetTotalGold() int64 {\n\treturn hs.totalGold\n}\n\n// GetTotalItemsObtained 获取总物品数量\nfunc (hs *HangupStatistics) GetTotalItemsObtained() int {\n\treturn hs.totalItemsObtained\n}\n\n// GetFavoriteLocation 获取最喜欢的地点\nfunc (hs *HangupStatistics) GetFavoriteLocation() string {\n\treturn hs.favoriteLocation\n}\n\n// GetLongestSession 获取最长会话时间\nfunc (hs *HangupStatistics) GetLongestSession() time.Duration {\n\treturn hs.longestSession\n}\n\n// GetLastHangupDate 获取最后挂机日期\nfunc (hs *HangupStatistics) GetLastHangupDate() time.Time {\n\treturn hs.lastHangupDate\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (hs *HangupStatistics) GetUpdatedAt() time.Time {\n\treturn hs.updatedAt\n}\n"
  },
  {
    "path": "internal/domain/player/hangup/errors.go",
    "content": "package hangup\n\nimport (\n\t\"errors\"\n\t\"fmt\"\n)\n\n// 挂机系统相关错误定义\n\n// 挂机地点相关错误\nvar (\n\t// ErrInvalidHangupLocation 无效的挂机地点\n\tErrInvalidHangupLocation = errors.New(\"invalid hangup location\")\n\n\t// ErrHangupLocationNotFound 挂机地点未找到\n\tErrHangupLocationNotFound = errors.New(\"hangup location not found\")\n\n\t// ErrHangupLocationNotUnlocked 挂机地点未解锁\n\tErrHangupLocationNotUnlocked = errors.New(\"hangup location not unlocked\")\n\n\t// ErrHangupLocationRequirementNotMet 挂机地点要求未满足\n\tErrHangupLocationRequirementNotMet = errors.New(\"hangup location requirement not met\")\n\n\t// ErrHangupLocationInactive 挂机地点未激活\n\tErrHangupLocationInactive = errors.New(\"hangup location inactive\")\n\n\t// ErrHangupLocationFull 挂机地点已满\n\tErrHangupLocationFull = errors.New(\"hangup location full\")\n\n\t// ErrNoHangupLocationSet 未设置挂机地点\n\tErrNoHangupLocationSet = errors.New(\"no hangup location set\")\n\n\t// ErrCannotChangeLocationWhileHanging 挂机中无法更换地点\n\tErrCannotChangeLocationWhileHanging = errors.New(\"cannot change location while hanging up\")\n\n\t// ErrHangupNotFound 挂机未找到\n\tErrHangupNotFound = errors.New(\"hangup not found\")\n)\n\n// 挂机状态相关错误\nvar (\n\t// ErrAlreadyHangingUp 已经在挂机\n\tErrAlreadyHangingUp = errors.New(\"already hanging up\")\n\n\t// ErrNotHangingUp 未在挂机\n\tErrNotHangingUp = errors.New(\"not hanging up\")\n\n\t// ErrHangupPaused 挂机已暂停\n\tErrHangupPaused = errors.New(\"hangup paused\")\n\n\t// ErrCannotStartHangup 无法开始挂机\n\tErrCannotStartHangup = errors.New(\"cannot start hangup\")\n\n\t// ErrCannotStopHangup 无法停止挂机\n\tErrCannotStopHangup = errors.New(\"cannot stop hangup\")\n\n\t// ErrHangupCooldown 挂机冷却中\n\tErrHangupCooldown = errors.New(\"hangup cooldown\")\n\n\t// ErrHangupLimitExceeded 挂机限制超出\n\tErrHangupLimitExceeded = errors.New(\"hangup limit exceeded\")\n)\n\n// 离线奖励相关错误\nvar (\n\t// ErrNoOfflineRewardAvailable 没有可用的离线奖励\n\tErrNoOfflineRewardAvailable = errors.New(\"no offline reward available\")\n\n\t// ErrOfflineRewardAlreadyClaimed 离线奖励已领取\n\tErrOfflineRewardAlreadyClaimed = errors.New(\"offline reward already claimed\")\n\n\t// ErrOfflineRewardExpired 离线奖励已过期\n\tErrOfflineRewardExpired = errors.New(\"offline reward expired\")\n\n\t// ErrInvalidOfflineReward 无效的离线奖励\n\tErrInvalidOfflineReward = errors.New(\"invalid offline reward\")\n\n\t// ErrOfflineRewardCalculationFailed 离线奖励计算失败\n\tErrOfflineRewardCalculationFailed = errors.New(\"offline reward calculation failed\")\n\n\t// ErrOfflineTimeTooShort 离线时间太短\n\tErrOfflineTimeTooShort = errors.New(\"offline time too short\")\n\n\t// ErrOfflineTimeTooLong 离线时间太长\n\tErrOfflineTimeTooLong = errors.New(\"offline time too long\")\n)\n\n// 效率加成相关错误\nvar (\n\t// ErrInvalidEfficiencyBonus 无效的效率加成\n\tErrInvalidEfficiencyBonus = errors.New(\"invalid efficiency bonus\")\n\n\t// ErrEfficiencyBonusNotFound 效率加成未找到\n\tErrEfficiencyBonusNotFound = errors.New(\"efficiency bonus not found\")\n\n\t// ErrCannotUpdateEfficiencyBonus 无法更新效率加成\n\tErrCannotUpdateEfficiencyBonus = errors.New(\"cannot update efficiency bonus\")\n\n\t// ErrEfficiencyBonusExpired 效率加成已过期\n\tErrEfficiencyBonusExpired = errors.New(\"efficiency bonus expired\")\n\n\t// ErrMaxEfficiencyBonusReached 已达到最大效率加成\n\tErrMaxEfficiencyBonusReached = errors.New(\"max efficiency bonus reached\")\n)\n\n// 玩家相关错误\nvar (\n\t// ErrInvalidPlayerID 无效的玩家ID\n\tErrInvalidPlayerID = errors.New(\"invalid player id\")\n\n\t// ErrPlayerNotFound 玩家未找到\n\tErrPlayerNotFound = errors.New(\"player not found\")\n\n\t// ErrPlayerLevelTooLow 玩家等级太低\n\tErrPlayerLevelTooLow = errors.New(\"player level too low\")\n\n\t// ErrPlayerNotOnline 玩家不在线\n\tErrPlayerNotOnline = errors.New(\"player not online\")\n\n\t// ErrPlayerBanned 玩家被封禁\n\tErrPlayerBanned = errors.New(\"player banned\")\n\n\t// ErrPlayerInCombat 玩家在战斗中\n\tErrPlayerInCombat = errors.New(\"player in combat\")\n)\n\n// 配置相关错误\nvar (\n\t// ErrInvalidHangupConfig 无效的挂机配置\n\tErrInvalidHangupConfig = errors.New(\"invalid hangup config\")\n\n\t// ErrHangupConfigNotFound 挂机配置未找到\n\tErrHangupConfigNotFound = errors.New(\"hangup config not found\")\n\n\t// ErrCannotUpdateHangupConfig 无法更新挂机配置\n\tErrCannotUpdateHangupConfig = errors.New(\"cannot update hangup config\")\n\n\t// ErrHangupConfigValidationFailed 挂机配置验证失败\n\tErrHangupConfigValidationFailed = errors.New(\"hangup config validation failed\")\n)\n\n// 会话相关错误\nvar (\n\t// ErrInvalidHangupSession 无效的挂机会话\n\tErrInvalidHangupSession = errors.New(\"invalid hangup session\")\n\n\t// ErrHangupSessionNotFound 挂机会话未找到\n\tErrHangupSessionNotFound = errors.New(\"hangup session not found\")\n\n\t// ErrHangupSessionAlreadyEnded 挂机会话已结束\n\tErrHangupSessionAlreadyEnded = errors.New(\"hangup session already ended\")\n\n\t// ErrCannotEndHangupSession 无法结束挂机会话\n\tErrCannotEndHangupSession = errors.New(\"cannot end hangup session\")\n\n\t// ErrHangupSessionExpired 挂机会话已过期\n\tErrHangupSessionExpired = errors.New(\"hangup session expired\")\n)\n\n// 统计相关错误\nvar (\n\t// ErrInvalidHangupStatistics 无效的挂机统计\n\tErrInvalidHangupStatistics = errors.New(\"invalid hangup statistics\")\n\n\t// ErrHangupStatisticsNotFound 挂机统计未找到\n\tErrHangupStatisticsNotFound = errors.New(\"hangup statistics not found\")\n\n\t// ErrCannotUpdateHangupStatistics 无法更新挂机统计\n\tErrCannotUpdateHangupStatistics = errors.New(\"cannot update hangup statistics\")\n\n\t// ErrStatisticsCalculationFailed 统计计算失败\n\tErrStatisticsCalculationFailed = errors.New(\"statistics calculation failed\")\n)\n\n// 数据持久化相关错误\nvar (\n\t// ErrDatabaseConnection 数据库连接错误\n\tErrDatabaseConnection = errors.New(\"database connection error\")\n\n\t// ErrDataNotFound 数据未找到\n\tErrDataNotFound = errors.New(\"data not found\")\n\n\t// ErrDataCorrupted 数据损坏\n\tErrDataCorrupted = errors.New(\"data corrupted\")\n\n\t// ErrSaveFailure 保存失败\n\tErrSaveFailure = errors.New(\"save failure\")\n\n\t// ErrLoadFailure 加载失败\n\tErrLoadFailure = errors.New(\"load failure\")\n\n\t// ErrDeleteFailure 删除失败\n\tErrDeleteFailure = errors.New(\"delete failure\")\n\n\t// ErrVersionConflict 版本冲突\n\tErrVersionConflict = errors.New(\"version conflict\")\n\n\t// ErrConcurrentModification 并发修改冲突\n\tErrConcurrentModification = errors.New(\"concurrent modification\")\n\n\t// ErrTransactionFailed 事务失败\n\tErrTransactionFailed = errors.New(\"transaction failed\")\n)\n\n// 业务逻辑相关错误\nvar (\n\t// ErrOperationNotAllowed 操作不被允许\n\tErrOperationNotAllowed = errors.New(\"operation not allowed\")\n\n\t// ErrInvalidOperation 无效操作\n\tErrInvalidOperation = errors.New(\"invalid operation\")\n\n\t// ErrPermissionDenied 权限被拒绝\n\tErrPermissionDenied = errors.New(\"permission denied\")\n\n\t// ErrResourceLocked 资源被锁定\n\tErrResourceLocked = errors.New(\"resource locked\")\n\n\t// ErrRateLimitExceeded 速率限制超出\n\tErrRateLimitExceeded = errors.New(\"rate limit exceeded\")\n\n\t// ErrMaintenanceMode 维护模式\n\tErrMaintenanceMode = errors.New(\"system in maintenance mode\")\n\n\t// ErrServiceUnavailable 服务不可用\n\tErrServiceUnavailable = errors.New(\"service unavailable\")\n)\n\n// 验证相关错误\nvar (\n\t// ErrInvalidInput 无效输入\n\tErrInvalidInput = errors.New(\"invalid input\")\n\n\t// ErrValidationFailed 验证失败\n\tErrValidationFailed = errors.New(\"validation failed\")\n\n\t// ErrInvalidTimeRange 无效时间范围\n\tErrInvalidTimeRange = errors.New(\"invalid time range\")\n\n\t// ErrInvalidDuration 无效持续时间\n\tErrInvalidDuration = errors.New(\"invalid duration\")\n\n\t// ErrInvalidRewardAmount 无效奖励数量\n\tErrInvalidRewardAmount = errors.New(\"invalid reward amount\")\n)\n\n// HangupError 挂机系统错误类型\ntype HangupError struct {\n\tCode    string `json:\"code\"`\n\tMessage string `json:\"message\"`\n\tDetails string `json:\"details,omitempty\"`\n\tCause   error  `json:\"-\"`\n}\n\n// Error 实现error接口\nfunc (e *HangupError) Error() string {\n\tif e.Details != \"\" {\n\t\treturn fmt.Sprintf(\"[%s] %s: %s\", e.Code, e.Message, e.Details)\n\t}\n\treturn fmt.Sprintf(\"[%s] %s\", e.Code, e.Message)\n}\n\n// Unwrap 返回原始错误\nfunc (e *HangupError) Unwrap() error {\n\treturn e.Cause\n}\n\n// NewHangupError 创建挂机系统错误\nfunc NewHangupError(code, message string) *HangupError {\n\treturn &HangupError{\n\t\tCode:    code,\n\t\tMessage: message,\n\t}\n}\n\n// NewHangupErrorWithDetails 创建带详情的挂机系统错误\nfunc NewHangupErrorWithDetails(code, message, details string) *HangupError {\n\treturn &HangupError{\n\t\tCode:    code,\n\t\tMessage: message,\n\t\tDetails: details,\n\t}\n}\n\n// NewHangupErrorWithCause 创建带原因的挂机系统错误\nfunc NewHangupErrorWithCause(code, message string, cause error) *HangupError {\n\treturn &HangupError{\n\t\tCode:    code,\n\t\tMessage: message,\n\t\tCause:   cause,\n\t}\n}\n\n// 预定义的错误代码常量\nconst (\n\t// 地点相关错误代码\n\tErrCodeLocationNotFound          = \"LOCATION_NOT_FOUND\"\n\tErrCodeLocationNotUnlocked       = \"LOCATION_NOT_UNLOCKED\"\n\tErrCodeLocationRequirementNotMet = \"LOCATION_REQUIREMENT_NOT_MET\"\n\tErrCodeLocationInactive          = \"LOCATION_INACTIVE\"\n\tErrCodeLocationFull              = \"LOCATION_FULL\"\n\tErrCodeNoLocationSet             = \"NO_LOCATION_SET\"\n\n\t// 挂机状态错误代码\n\tErrCodeAlreadyHangingUp    = \"ALREADY_HANGING_UP\"\n\tErrCodeNotHangingUp        = \"NOT_HANGING_UP\"\n\tErrCodeHangupPaused        = \"HANGUP_PAUSED\"\n\tErrCodeCannotStartHangup   = \"CANNOT_START_HANGUP\"\n\tErrCodeCannotStopHangup    = \"CANNOT_STOP_HANGUP\"\n\tErrCodeHangupCooldown      = \"HANGUP_COOLDOWN\"\n\tErrCodeHangupLimitExceeded = \"HANGUP_LIMIT_EXCEEDED\"\n\n\t// 奖励相关错误代码\n\tErrCodeNoOfflineReward         = \"NO_OFFLINE_REWARD\"\n\tErrCodeOfflineRewardClaimed    = \"OFFLINE_REWARD_CLAIMED\"\n\tErrCodeOfflineRewardExpired    = \"OFFLINE_REWARD_EXPIRED\"\n\tErrCodeRewardCalculationFailed = \"REWARD_CALCULATION_FAILED\"\n\tErrCodeOfflineTimeTooShort     = \"OFFLINE_TIME_TOO_SHORT\"\n\tErrCodeOfflineTimeTooLong      = \"OFFLINE_TIME_TOO_LONG\"\n\n\t// 效率加成错误代码\n\tErrCodeInvalidEfficiencyBonus    = \"INVALID_EFFICIENCY_BONUS\"\n\tErrCodeEfficiencyBonusNotFound   = \"EFFICIENCY_BONUS_NOT_FOUND\"\n\tErrCodeEfficiencyBonusExpired    = \"EFFICIENCY_BONUS_EXPIRED\"\n\tErrCodeMaxEfficiencyBonusReached = \"MAX_EFFICIENCY_BONUS_REACHED\"\n\n\t// 玩家相关错误代码\n\tErrCodePlayerNotFound    = \"PLAYER_NOT_FOUND\"\n\tErrCodePlayerLevelTooLow = \"PLAYER_LEVEL_TOO_LOW\"\n\tErrCodePlayerNotOnline   = \"PLAYER_NOT_ONLINE\"\n\tErrCodePlayerBanned      = \"PLAYER_BANNED\"\n\tErrCodePlayerInCombat    = \"PLAYER_IN_COMBAT\"\n\n\t// 配置相关错误代码\n\tErrCodeInvalidConfig          = \"INVALID_CONFIG\"\n\tErrCodeConfigNotFound         = \"CONFIG_NOT_FOUND\"\n\tErrCodeConfigValidationFailed = \"CONFIG_VALIDATION_FAILED\"\n\n\t// 会话相关错误代码\n\tErrCodeSessionNotFound     = \"SESSION_NOT_FOUND\"\n\tErrCodeSessionAlreadyEnded = \"SESSION_ALREADY_ENDED\"\n\tErrCodeCannotEndSession    = \"CANNOT_END_SESSION\"\n\tErrCodeSessionExpired      = \"SESSION_EXPIRED\"\n\n\t// 统计相关错误代码\n\tErrCodeStatisticsNotFound          = \"STATISTICS_NOT_FOUND\"\n\tErrCodeStatisticsCalculationFailed = \"STATISTICS_CALCULATION_FAILED\"\n\n\t// 数据相关错误代码\n\tErrCodeDataNotFound           = \"DATA_NOT_FOUND\"\n\tErrCodeDataCorrupted          = \"DATA_CORRUPTED\"\n\tErrCodeVersionConflict        = \"VERSION_CONFLICT\"\n\tErrCodeSaveFailure            = \"SAVE_FAILURE\"\n\tErrCodeLoadFailure            = \"LOAD_FAILURE\"\n\tErrCodeDeleteFailure          = \"DELETE_FAILURE\"\n\tErrCodeConcurrentModification = \"CONCURRENT_MODIFICATION\"\n\tErrCodeTransactionFailed      = \"TRANSACTION_FAILED\"\n\n\t// 业务逻辑错误代码\n\tErrCodeOperationNotAllowed = \"OPERATION_NOT_ALLOWED\"\n\tErrCodePermissionDenied    = \"PERMISSION_DENIED\"\n\tErrCodeRateLimitExceeded   = \"RATE_LIMIT_EXCEEDED\"\n\tErrCodeMaintenanceMode     = \"MAINTENANCE_MODE\"\n\tErrCodeServiceUnavailable  = \"SERVICE_UNAVAILABLE\"\n\n\t// 验证相关错误代码\n\tErrCodeInvalidInput        = \"INVALID_INPUT\"\n\tErrCodeValidationFailed    = \"VALIDATION_FAILED\"\n\tErrCodeInvalidTimeRange    = \"INVALID_TIME_RANGE\"\n\tErrCodeInvalidDuration     = \"INVALID_DURATION\"\n\tErrCodeInvalidRewardAmount = \"INVALID_REWARD_AMOUNT\"\n)\n\n// IsHangupError 检查是否为挂机系统错误\nfunc IsHangupError(err error) bool {\n\t_, ok := err.(*HangupError)\n\treturn ok\n}\n\n// GetHangupErrorCode 获取挂机系统错误代码\nfunc GetHangupErrorCode(err error) string {\n\tif hangupErr, ok := err.(*HangupError); ok {\n\t\treturn hangupErr.Code\n\t}\n\treturn \"\"\n}\n\n// WrapError 包装错误为挂机系统错误\nfunc WrapError(err error, code, message string) *HangupError {\n\treturn &HangupError{\n\t\tCode:    code,\n\t\tMessage: message,\n\t\tCause:   err,\n\t}\n}\n\n// ValidationError 验证错误\ntype ValidationError struct {\n\tField   string      `json:\"field\"`\n\tValue   interface{} `json:\"value\"`\n\tMessage string      `json:\"message\"`\n}\n\n// Error 实现error接口\nfunc (ve *ValidationError) Error() string {\n\treturn fmt.Sprintf(\"validation failed for field '%s': %s\", ve.Field, ve.Message)\n}\n\n// NewValidationError 创建验证错误\nfunc NewValidationError(field string, value interface{}, message string) *ValidationError {\n\treturn &ValidationError{\n\t\tField:   field,\n\t\tValue:   value,\n\t\tMessage: message,\n\t}\n}\n\n// BusinessRuleError 业务规则错误\ntype BusinessRuleError struct {\n\tRule        string `json:\"rule\"`\n\tDescription string `json:\"description\"`\n\tSuggestion  string `json:\"suggestion,omitempty\"`\n}\n\n// Error 实现error接口\nfunc (bre *BusinessRuleError) Error() string {\n\tif bre.Suggestion != \"\" {\n\t\treturn fmt.Sprintf(\"business rule violation '%s': %s. Suggestion: %s\", bre.Rule, bre.Description, bre.Suggestion)\n\t}\n\treturn fmt.Sprintf(\"business rule violation '%s': %s\", bre.Rule, bre.Description)\n}\n\n// NewBusinessRuleError 创建业务规则错误\nfunc NewBusinessRuleError(rule, description, suggestion string) *BusinessRuleError {\n\treturn &BusinessRuleError{\n\t\tRule:        rule,\n\t\tDescription: description,\n\t\tSuggestion:  suggestion,\n\t}\n}\n\n// ConcurrencyError 并发错误\ntype ConcurrencyError struct {\n\tResource     string `json:\"resource\"`\n\tOperation    string `json:\"operation\"`\n\tConflictType string `json:\"conflict_type\"`\n\tMessage      string `json:\"message\"`\n}\n\n// Error 实现error接口\nfunc (ce *ConcurrencyError) Error() string {\n\treturn fmt.Sprintf(\"concurrency error on %s during %s (%s): %s\", ce.Resource, ce.Operation, ce.ConflictType, ce.Message)\n}\n\n// NewConcurrencyError 创建并发错误\nfunc NewConcurrencyError(resource, operation, conflictType, message string) *ConcurrencyError {\n\treturn &ConcurrencyError{\n\t\tResource:     resource,\n\t\tOperation:    operation,\n\t\tConflictType: conflictType,\n\t\tMessage:      message,\n\t}\n}\n\n// ErrorCollection 错误集合\ntype ErrorCollection struct {\n\tErrors []error `json:\"errors\"`\n}\n\n// Error 实现error接口\nfunc (ec *ErrorCollection) Error() string {\n\tif len(ec.Errors) == 0 {\n\t\treturn \"no errors\"\n\t}\n\tif len(ec.Errors) == 1 {\n\t\treturn ec.Errors[0].Error()\n\t}\n\treturn fmt.Sprintf(\"multiple errors occurred: %d errors\", len(ec.Errors))\n}\n\n// Add 添加错误\nfunc (ec *ErrorCollection) Add(err error) {\n\tif err != nil {\n\t\tec.Errors = append(ec.Errors, err)\n\t}\n}\n\n// HasErrors 是否有错误\nfunc (ec *ErrorCollection) HasErrors() bool {\n\treturn len(ec.Errors) > 0\n}\n\n// Count 错误数量\nfunc (ec *ErrorCollection) Count() int {\n\treturn len(ec.Errors)\n}\n\n// First 获取第一个错误\nfunc (ec *ErrorCollection) First() error {\n\tif len(ec.Errors) > 0 {\n\t\treturn ec.Errors[0]\n\t}\n\treturn nil\n}\n\n// NewErrorCollection 创建错误集合\nfunc NewErrorCollection() *ErrorCollection {\n\treturn &ErrorCollection{\n\t\tErrors: make([]error, 0),\n\t}\n}\n"
  },
  {
    "path": "internal/domain/player/hangup/events.go",
    "content": "package hangup\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// DomainEvent 领域事件接口\ntype DomainEvent interface {\n\tGetEventID() string\n\tGetEventType() string\n\tGetAggregateID() string\n\tGetOccurredAt() time.Time\n\tGetEventData() interface{}\n}\n\n// BaseDomainEvent 基础领域事件\ntype BaseDomainEvent struct {\n\tEventID     string      `json:\"event_id\"`\n\tEventType   string      `json:\"event_type\"`\n\tAggregateID string      `json:\"aggregate_id\"`\n\tOccurredAt  time.Time   `json:\"occurred_at\"`\n\tEventData   interface{} `json:\"event_data\"`\n}\n\n// GetEventID 获取事件ID\nfunc (e *BaseDomainEvent) GetEventID() string {\n\treturn e.EventID\n}\n\n// GetEventType 获取事件类型\nfunc (e *BaseDomainEvent) GetEventType() string {\n\treturn e.EventType\n}\n\n// GetAggregateID 获取聚合根ID\nfunc (e *BaseDomainEvent) GetAggregateID() string {\n\treturn e.AggregateID\n}\n\n// GetOccurredAt 获取发生时间\nfunc (e *BaseDomainEvent) GetOccurredAt() time.Time {\n\treturn e.OccurredAt\n}\n\n// GetEventData 获取事件数据\nfunc (e *BaseDomainEvent) GetEventData() interface{} {\n\treturn e.EventData\n}\n\n// HangupStartedEvent 开始挂机事件\ntype HangupStartedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID     string    `json:\"player_id\"`\n\tLocationID   string    `json:\"location_id\"`\n\tLocationName string    `json:\"location_name\"`\n\tStartTime    time.Time `json:\"start_time\"`\n\tIsOnline     bool      `json:\"is_online\"`\n}\n\n// NewHangupStartedEvent 创建开始挂机事件\nfunc NewHangupStartedEvent(playerID, locationID, locationName string, isOnline bool) *HangupStartedEvent {\n\treturn &HangupStartedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"HangupStarted\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:     playerID,\n\t\tLocationID:   locationID,\n\t\tLocationName: locationName,\n\t\tStartTime:    time.Now(),\n\t\tIsOnline:     isOnline,\n\t}\n}\n\n// HangupStoppedEvent 停止挂机事件\ntype HangupStoppedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID     string        `json:\"player_id\"`\n\tLocationID   string        `json:\"location_id\"`\n\tLocationName string        `json:\"location_name\"`\n\tStartTime    time.Time     `json:\"start_time\"`\n\tEndTime      time.Time     `json:\"end_time\"`\n\tDuration     time.Duration `json:\"duration\"`\n\tIsOnline     bool          `json:\"is_online\"`\n}\n\n// NewHangupStoppedEvent 创建停止挂机事件\nfunc NewHangupStoppedEvent(playerID, locationID, locationName string, startTime time.Time, isOnline bool) *HangupStoppedEvent {\n\tendTime := time.Now()\n\treturn &HangupStoppedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"HangupStopped\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  endTime,\n\t\t},\n\t\tPlayerID:     playerID,\n\t\tLocationID:   locationID,\n\t\tLocationName: locationName,\n\t\tStartTime:    startTime,\n\t\tEndTime:      endTime,\n\t\tDuration:     endTime.Sub(startTime),\n\t\tIsOnline:     isOnline,\n\t}\n}\n\n// HangupLocationChangedEvent 挂机地点变更事件\ntype HangupLocationChangedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID             string `json:\"player_id\"`\n\tPreviousLocationID   string `json:\"previous_location_id,omitempty\"`\n\tPreviousLocationName string `json:\"previous_location_name,omitempty\"`\n\tNewLocationID        string `json:\"new_location_id\"`\n\tNewLocationName      string `json:\"new_location_name\"`\n\tReason               string `json:\"reason,omitempty\"`\n}\n\n// NewHangupLocationChangedEvent 创建挂机地点变更事件\nfunc NewHangupLocationChangedEvent(playerID, prevLocationID, prevLocationName, newLocationID, newLocationName, reason string) *HangupLocationChangedEvent {\n\treturn &HangupLocationChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"HangupLocationChanged\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:             playerID,\n\t\tPreviousLocationID:   prevLocationID,\n\t\tPreviousLocationName: prevLocationName,\n\t\tNewLocationID:        newLocationID,\n\t\tNewLocationName:      newLocationName,\n\t\tReason:               reason,\n\t}\n}\n\n// OfflineRewardCalculatedEvent 离线奖励计算事件\ntype OfflineRewardCalculatedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID        string        `json:\"player_id\"`\n\tLocationID      string        `json:\"location_id\"`\n\tLocationName    string        `json:\"location_name\"`\n\tOfflineDuration time.Duration `json:\"offline_duration\"`\n\tExperience      int64         `json:\"experience\"`\n\tGold            int64         `json:\"gold\"`\n\tItems           []RewardItem  `json:\"items\"`\n\tEfficiencyBonus float64       `json:\"efficiency_bonus\"`\n\tCalculatedAt    time.Time     `json:\"calculated_at\"`\n}\n\n// NewOfflineRewardCalculatedEvent 创建离线奖励计算事件\nfunc NewOfflineRewardCalculatedEvent(playerID, locationID, locationName string, reward *OfflineReward, efficiencyBonus float64) *OfflineRewardCalculatedEvent {\n\treturn &OfflineRewardCalculatedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"OfflineRewardCalculated\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:        playerID,\n\t\tLocationID:      locationID,\n\t\tLocationName:    locationName,\n\t\tOfflineDuration: reward.OfflineDuration,\n\t\tExperience:      reward.Experience,\n\t\tGold:            reward.Gold,\n\t\tItems:           reward.Items,\n\t\tEfficiencyBonus: efficiencyBonus,\n\t\tCalculatedAt:    reward.CalculatedAt,\n\t}\n}\n\n// OfflineRewardClaimedEvent 离线奖励领取事件\ntype OfflineRewardClaimedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID        string        `json:\"player_id\"`\n\tLocationID      string        `json:\"location_id\"`\n\tLocationName    string        `json:\"location_name\"`\n\tOfflineDuration time.Duration `json:\"offline_duration\"`\n\tExperience      int64         `json:\"experience\"`\n\tGold            int64         `json:\"gold\"`\n\tItems           []RewardItem  `json:\"items\"`\n\tClaimedAt       time.Time     `json:\"claimed_at\"`\n}\n\n// NewOfflineRewardClaimedEvent 创建离线奖励领取事件\nfunc NewOfflineRewardClaimedEvent(playerID, locationID, locationName string, reward *OfflineReward) *OfflineRewardClaimedEvent {\n\treturn &OfflineRewardClaimedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"OfflineRewardClaimed\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:        playerID,\n\t\tLocationID:      locationID,\n\t\tLocationName:    locationName,\n\t\tOfflineDuration: reward.OfflineDuration,\n\t\tExperience:      reward.Experience,\n\t\tGold:            reward.Gold,\n\t\tItems:           reward.Items,\n\t\tClaimedAt:       reward.ClaimedAt,\n\t}\n}\n\n// HangupEfficiencyUpdatedEvent 挂机效率更新事件\ntype HangupEfficiencyUpdatedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID       string  `json:\"player_id\"`\n\tPreviousBonus  float64 `json:\"previous_bonus\"`\n\tNewBonus       float64 `json:\"new_bonus\"`\n\tVipBonus       float64 `json:\"vip_bonus\"`\n\tEquipmentBonus float64 `json:\"equipment_bonus\"`\n\tSkillBonus     float64 `json:\"skill_bonus\"`\n\tGuildBonus     float64 `json:\"guild_bonus\"`\n\tEventBonus     float64 `json:\"event_bonus\"`\n\tUpdateReason   string  `json:\"update_reason\"`\n}\n\n// NewHangupEfficiencyUpdatedEvent 创建挂机效率更新事件\nfunc NewHangupEfficiencyUpdatedEvent(playerID string, previousBonus, newBonus float64, efficiency *EfficiencyBonus, reason string) *HangupEfficiencyUpdatedEvent {\n\treturn &HangupEfficiencyUpdatedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"HangupEfficiencyUpdated\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:       playerID,\n\t\tPreviousBonus:  previousBonus,\n\t\tNewBonus:       newBonus,\n\t\tVipBonus:       efficiency.GetVipBonus(),\n\t\tEquipmentBonus: efficiency.GetEquipmentBonus(),\n\t\tSkillBonus:     efficiency.GetSkillBonus(),\n\t\tGuildBonus:     efficiency.GetGuildBonus(),\n\t\tEventBonus:     efficiency.GetEventBonus(),\n\t\tUpdateReason:   reason,\n\t}\n}\n\n// HangupLocationUnlockedEvent 挂机地点解锁事件\ntype HangupLocationUnlockedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID      string       `json:\"player_id\"`\n\tLocationID    string       `json:\"location_id\"`\n\tLocationName  string       `json:\"location_name\"`\n\tLocationType  LocationType `json:\"location_type\"`\n\tRequiredLevel int          `json:\"required_level\"`\n\tPlayerLevel   int          `json:\"player_level\"`\n\tUnlockMethod  string       `json:\"unlock_method\"`\n}\n\n// NewHangupLocationUnlockedEvent 创建挂机地点解锁事件\nfunc NewHangupLocationUnlockedEvent(playerID string, location *HangupLocation, playerLevel int, unlockMethod string) *HangupLocationUnlockedEvent {\n\treturn &HangupLocationUnlockedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"HangupLocationUnlocked\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:      playerID,\n\t\tLocationID:    location.GetID(),\n\t\tLocationName:  location.GetName(),\n\t\tLocationType:  location.GetLocationType(),\n\t\tRequiredLevel: location.GetRequiredLevel(),\n\t\tPlayerLevel:   playerLevel,\n\t\tUnlockMethod:  unlockMethod,\n\t}\n}\n\n// HangupMilestoneReachedEvent 挂机里程碑达成事件\ntype HangupMilestoneReachedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID        string        `json:\"player_id\"`\n\tMilestoneType   string        `json:\"milestone_type\"`\n\tMilestoneName   string        `json:\"milestone_name\"`\n\tCurrentValue    int64         `json:\"current_value\"`\n\tTargetValue     int64         `json:\"target_value\"`\n\tReward          *BaseReward   `json:\"reward,omitempty\"`\n\tTotalHangupTime time.Duration `json:\"total_hangup_time\"`\n}\n\n// NewHangupMilestoneReachedEvent 创建挂机里程碑达成事件\nfunc NewHangupMilestoneReachedEvent(playerID, milestoneType, milestoneName string, currentValue, targetValue int64, reward *BaseReward, totalTime time.Duration) *HangupMilestoneReachedEvent {\n\treturn &HangupMilestoneReachedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"HangupMilestoneReached\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:        playerID,\n\t\tMilestoneType:   milestoneType,\n\t\tMilestoneName:   milestoneName,\n\t\tCurrentValue:    currentValue,\n\t\tTargetValue:     targetValue,\n\t\tReward:          reward,\n\t\tTotalHangupTime: totalTime,\n\t}\n}\n\n// HangupRankingChangedEvent 挂机排名变化事件\ntype HangupRankingChangedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID     string        `json:\"player_id\"`\n\tPlayerName   string        `json:\"player_name\"`\n\tRankType     string        `json:\"rank_type\"`\n\tPreviousRank int           `json:\"previous_rank\"`\n\tNewRank      int           `json:\"new_rank\"`\n\tTotalTime    time.Duration `json:\"total_time\"`\n\tTotalRewards int64         `json:\"total_rewards\"`\n\tEfficiency   float64       `json:\"efficiency\"`\n}\n\n// NewHangupRankingChangedEvent 创建挂机排名变化事件\nfunc NewHangupRankingChangedEvent(playerID, playerName, rankType string, prevRank, newRank int, totalTime time.Duration, totalRewards int64, efficiency float64) *HangupRankingChangedEvent {\n\treturn &HangupRankingChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"HangupRankingChanged\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:     playerID,\n\t\tPlayerName:   playerName,\n\t\tRankType:     rankType,\n\t\tPreviousRank: prevRank,\n\t\tNewRank:      newRank,\n\t\tTotalTime:    totalTime,\n\t\tTotalRewards: totalRewards,\n\t\tEfficiency:   efficiency,\n\t}\n}\n\n// HangupSystemInitializedEvent 挂机系统初始化事件\ntype HangupSystemInitializedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID           string  `json:\"player_id\"`\n\tAvailableLocations int     `json:\"available_locations\"`\n\tUnlockedLocations  int     `json:\"unlocked_locations\"`\n\tInitialEfficiency  float64 `json:\"initial_efficiency\"`\n\tPlayerLevel        int     `json:\"player_level\"`\n}\n\n// NewHangupSystemInitializedEvent 创建挂机系统初始化事件\nfunc NewHangupSystemInitializedEvent(playerID string, availableLocations, unlockedLocations int, initialEfficiency float64, playerLevel int) *HangupSystemInitializedEvent {\n\treturn &HangupSystemInitializedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"HangupSystemInitialized\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:           playerID,\n\t\tAvailableLocations: availableLocations,\n\t\tUnlockedLocations:  unlockedLocations,\n\t\tInitialEfficiency:  initialEfficiency,\n\t\tPlayerLevel:        playerLevel,\n\t}\n}\n\n// HangupAnomalyDetectedEvent 挂机异常检测事件\ntype HangupAnomalyDetectedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID     string                 `json:\"player_id\"`\n\tAnomalyType  string                 `json:\"anomaly_type\"`\n\tDescription  string                 `json:\"description\"`\n\tSeverity     string                 `json:\"severity\"`\n\tMetrics      map[string]interface{} `json:\"metrics\"`\n\tSuggestions  []string               `json:\"suggestions\"`\n\tAutoResolved bool                   `json:\"auto_resolved\"`\n}\n\n// NewHangupAnomalyDetectedEvent 创建挂机异常检测事件\nfunc NewHangupAnomalyDetectedEvent(playerID, anomalyType, description, severity string, metrics map[string]interface{}, suggestions []string, autoResolved bool) *HangupAnomalyDetectedEvent {\n\treturn &HangupAnomalyDetectedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"HangupAnomalyDetected\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:     playerID,\n\t\tAnomalyType:  anomalyType,\n\t\tDescription:  description,\n\t\tSeverity:     severity,\n\t\tMetrics:      metrics,\n\t\tSuggestions:  suggestions,\n\t\tAutoResolved: autoResolved,\n\t}\n}\n\n// HangupConfigChangedEvent 挂机配置变更事件\ntype HangupConfigChangedEvent struct {\n\t*BaseDomainEvent\n\tConfigType      string                 `json:\"config_type\"`\n\tPreviousConfig  map[string]interface{} `json:\"previous_config\"`\n\tNewConfig       map[string]interface{} `json:\"new_config\"`\n\tChangedBy       string                 `json:\"changed_by\"`\n\tChangeReason    string                 `json:\"change_reason\"`\n\tAffectedPlayers []string               `json:\"affected_players,omitempty\"`\n}\n\n// NewHangupConfigChangedEvent 创建挂机配置变更事件\nfunc NewHangupConfigChangedEvent(configType string, prevConfig, newConfig map[string]interface{}, changedBy, reason string, affectedPlayers []string) *HangupConfigChangedEvent {\n\treturn &HangupConfigChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"HangupConfigChanged\",\n\t\t\tAggregateID: \"system\",\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tConfigType:      configType,\n\t\tPreviousConfig:  prevConfig,\n\t\tNewConfig:       newConfig,\n\t\tChangedBy:       changedBy,\n\t\tChangeReason:    reason,\n\t\tAffectedPlayers: affectedPlayers,\n\t}\n}\n\n// HangupSessionCompletedEvent 挂机会话完成事件\ntype HangupSessionCompletedEvent struct {\n\t*BaseDomainEvent\n\tSessionID    string        `json:\"session_id\"`\n\tPlayerID     string        `json:\"player_id\"`\n\tLocationID   string        `json:\"location_id\"`\n\tLocationName string        `json:\"location_name\"`\n\tStartTime    time.Time     `json:\"start_time\"`\n\tEndTime      time.Time     `json:\"end_time\"`\n\tDuration     time.Duration `json:\"duration\"`\n\tIsOnline     bool          `json:\"is_online\"`\n\tReward       *BaseReward   `json:\"reward\"`\n\tEfficiency   float64       `json:\"efficiency\"`\n\tQuality      string        `json:\"quality\"` // \"excellent\", \"good\", \"normal\", \"poor\"\n}\n\n// NewHangupSessionCompletedEvent 创建挂机会话完成事件\nfunc NewHangupSessionCompletedEvent(session *HangupSession, locationName string, efficiency float64, quality string) *HangupSessionCompletedEvent {\n\treturn &HangupSessionCompletedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"HangupSessionCompleted\",\n\t\t\tAggregateID: session.GetPlayerID(),\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tSessionID:    session.GetSessionID(),\n\t\tPlayerID:     session.GetPlayerID(),\n\t\tLocationID:   session.GetLocationID(),\n\t\tLocationName: locationName,\n\t\tStartTime:    session.GetStartTime(),\n\t\tEndTime:      session.GetEndTime(),\n\t\tDuration:     session.GetDuration(),\n\t\tIsOnline:     session.IsOnlineSession(),\n\t\tReward:       session.GetReward(),\n\t\tEfficiency:   efficiency,\n\t\tQuality:      quality,\n\t}\n}\n\n// generateEventID 生成事件ID\nfunc generateEventID() string {\n\t// 这里可以使用UUID或其他唯一ID生成方式\n\t// 为了简化，使用时间戳\n\treturn fmt.Sprintf(\"hangup_%d\", time.Now().UnixNano())\n}\n"
  },
  {
    "path": "internal/domain/player/hangup/repository.go",
    "content": "package hangup\n\nimport (\n\t\"context\"\n\t\"time\"\n)\n\n// HangupRepository 挂机仓储接口\ntype HangupRepository interface {\n\t// Save 保存挂机聚合根\n\tSave(ctx context.Context, hangup *HangupAggregate) error\n\n\t// FindByPlayerID 根据玩家ID查找挂机信息\n\tFindByPlayerID(ctx context.Context, playerID string) (*HangupAggregate, error)\n\n\t// Delete 删除挂机信息\n\tDelete(ctx context.Context, playerID string) error\n\n\t// FindActiveHangups 查找活跃的挂机玩家\n\tFindActiveHangups(ctx context.Context, limit, offset int) ([]*HangupAggregate, error)\n\n\t// FindByLocation 根据地点查找挂机玩家\n\tFindByLocation(ctx context.Context, locationID string, limit, offset int) ([]*HangupAggregate, error)\n\n\t// UpdateLastOnlineTime 更新最后在线时间\n\tUpdateLastOnlineTime(ctx context.Context, playerID string, timestamp time.Time) error\n\n\t// UpdateLastOfflineTime 更新最后离线时间\n\tUpdateLastOfflineTime(ctx context.Context, playerID string, timestamp time.Time) error\n\n\t// GetHangupStatistics 获取挂机统计信息\n\tGetHangupStatistics(ctx context.Context, playerID string) (*HangupStatistics, error)\n\n\t// UpdateHangupStatistics 更新挂机统计信息\n\tUpdateHangupStatistics(ctx context.Context, stats *HangupStatistics) error\n\n\t// FindTopHangupPlayers 查找挂机排行榜\n\tFindTopHangupPlayers(ctx context.Context, rankType string, limit int) ([]*HangupRank, error)\n\n\t// GetPlayerHangupRank 获取玩家挂机排名\n\tGetPlayerHangupRank(ctx context.Context, playerID string, rankType string) (int, error)\n}\n\n// HangupLocationRepository 挂机地点仓储接口\ntype HangupLocationRepository interface {\n\t// SaveLocation 保存挂机地点\n\tSaveLocation(ctx context.Context, location *HangupLocation) error\n\n\t// FindLocationByID 根据ID查找地点\n\tFindLocationByID(ctx context.Context, locationID string) (*HangupLocation, error)\n\n\t// FindAllLocations 查找所有地点\n\tFindAllLocations(ctx context.Context) ([]*HangupLocation, error)\n\n\t// FindLocationsByType 根据类型查找地点\n\tFindLocationsByType(ctx context.Context, locationType LocationType) ([]*HangupLocation, error)\n\n\t// FindUnlockedLocations 查找已解锁的地点\n\tFindUnlockedLocations(ctx context.Context, playerID string) ([]*HangupLocation, error)\n\n\t// FindLocationsByLevel 根据等级要求查找地点\n\tFindLocationsByLevel(ctx context.Context, minLevel, maxLevel int) ([]*HangupLocation, error)\n\n\t// UpdateLocationStatus 更新地点状态\n\tUpdateLocationStatus(ctx context.Context, locationID string, isActive bool) error\n\n\t// DeleteLocation 删除地点\n\tDeleteLocation(ctx context.Context, locationID string) error\n\n\t// GetLocationStatistics 获取地点统计信息\n\tGetLocationStatistics(ctx context.Context, locationID string) (*LocationStatistics, error)\n}\n\n// HangupSessionRepository 挂机会话仓储接口\ntype HangupSessionRepository interface {\n\t// SaveSession 保存挂机会话\n\tSaveSession(ctx context.Context, session *HangupSession) error\n\n\t// FindSessionByID 根据ID查找会话\n\tFindSessionByID(ctx context.Context, sessionID string) (*HangupSession, error)\n\n\t// FindSessionsByPlayer 根据玩家查找会话\n\tFindSessionsByPlayer(ctx context.Context, playerID string, limit, offset int) ([]*HangupSession, error)\n\n\t// FindActiveSessions 查找活跃会话\n\tFindActiveSessions(ctx context.Context, limit, offset int) ([]*HangupSession, error)\n\n\t// FindSessionsByLocation 根据地点查找会话\n\tFindSessionsByLocation(ctx context.Context, locationID string, limit, offset int) ([]*HangupSession, error)\n\n\t// FindSessionsByTimeRange 根据时间范围查找会话\n\tFindSessionsByTimeRange(ctx context.Context, startTime, endTime time.Time, limit, offset int) ([]*HangupSession, error)\n\n\t// EndSession 结束会话\n\tEndSession(ctx context.Context, sessionID string, reward *BaseReward) error\n\n\t// DeleteSession 删除会话\n\tDeleteSession(ctx context.Context, sessionID string) error\n\n\t// GetSessionStatistics 获取会话统计信息\n\tGetSessionStatistics(ctx context.Context, playerID string, timeRange string) (*SessionStatistics, error)\n}\n\n// HangupRewardRepository 挂机奖励仓储接口\ntype HangupRewardRepository interface {\n\t// SaveOfflineReward 保存离线奖励\n\tSaveOfflineReward(ctx context.Context, playerID string, reward *OfflineReward) error\n\n\t// FindOfflineReward 查找离线奖励\n\tFindOfflineReward(ctx context.Context, playerID string) (*OfflineReward, error)\n\n\t// ClaimOfflineReward 领取离线奖励\n\tClaimOfflineReward(ctx context.Context, playerID string) (*OfflineReward, error)\n\n\t// DeleteOfflineReward 删除离线奖励\n\tDeleteOfflineReward(ctx context.Context, playerID string) error\n\n\t// FindUnclaimedRewards 查找未领取的奖励\n\tFindUnclaimedRewards(ctx context.Context, limit, offset int) ([]*OfflineReward, error)\n\n\t// GetRewardHistory 获取奖励历史\n\tGetRewardHistory(ctx context.Context, playerID string, limit, offset int) ([]*OfflineReward, error)\n\n\t// GetTotalRewards 获取总奖励统计\n\tGetTotalRewards(ctx context.Context, playerID string) (*RewardSummary, error)\n}\n\n// HangupConfigRepository 挂机配置仓储接口\ntype HangupConfigRepository interface {\n\t// SaveConfig 保存配置\n\tSaveConfig(ctx context.Context, config *HangupConfig) error\n\n\t// GetConfig 获取配置\n\tGetConfig(ctx context.Context) (*HangupConfig, error)\n\n\t// UpdateConfig 更新配置\n\tUpdateConfig(ctx context.Context, config *HangupConfig) error\n\n\t// GetConfigHistory 获取配置历史\n\tGetConfigHistory(ctx context.Context, limit, offset int) ([]*HangupConfig, error)\n}\n\n// 统计信息结构体\n\n// LocationStatistics 地点统计信息\ntype LocationStatistics struct {\n\tLocationID      string        `json:\"location_id\"`\n\tLocationName    string        `json:\"location_name\"`\n\tTotalPlayers    int64         `json:\"total_players\"`\n\tActiveUsers     int64         `json:\"active_users\"`\n\tAverageSession  time.Duration `json:\"average_session\"`\n\tTotalExperience int64         `json:\"total_experience\"`\n\tTotalGold       int64         `json:\"total_gold\"`\n\tPopularityRank  int           `json:\"popularity_rank\"`\n\tLastUpdated     time.Time     `json:\"last_updated\"`\n}\n\n// SessionStatistics 会话统计信息\ntype SessionStatistics struct {\n\tPlayerID         string        `json:\"player_id\"`\n\tTotalSessions    int64         `json:\"total_sessions\"`\n\tTotalDuration    time.Duration `json:\"total_duration\"`\n\tAverageSession   time.Duration `json:\"average_session\"`\n\tLongestSession   time.Duration `json:\"longest_session\"`\n\tShortestSession  time.Duration `json:\"shortest_session\"`\n\tOnlineSessions   int64         `json:\"online_sessions\"`\n\tOfflineSessions  int64         `json:\"offline_sessions\"`\n\tFavoriteLocation string        `json:\"favorite_location\"`\n\tLastSession      time.Time     `json:\"last_session\"`\n}\n\n// RewardSummary 奖励汇总\ntype RewardSummary struct {\n\tPlayerID         string    `json:\"player_id\"`\n\tTotalExperience  int64     `json:\"total_experience\"`\n\tTotalGold        int64     `json:\"total_gold\"`\n\tTotalItems       int       `json:\"total_items\"`\n\tTotalRewards     int64     `json:\"total_rewards\"`\n\tClaimedRewards   int64     `json:\"claimed_rewards\"`\n\tUnclaimedRewards int64     `json:\"unclaimed_rewards\"`\n\tLastReward       time.Time `json:\"last_reward\"`\n\tLastClaimed      time.Time `json:\"last_claimed\"`\n}\n\n// HangupQuery 挂机查询条件\ntype HangupQuery struct {\n\tPlayerIDs   []string      `json:\"player_ids,omitempty\"`\n\tLocationIDs []string      `json:\"location_ids,omitempty\"`\n\tStatus      []string      `json:\"status,omitempty\"`\n\tMinLevel    int           `json:\"min_level,omitempty\"`\n\tMaxLevel    int           `json:\"max_level,omitempty\"`\n\tStartTime   time.Time     `json:\"start_time,omitempty\"`\n\tEndTime     time.Time     `json:\"end_time,omitempty\"`\n\tMinDuration time.Duration `json:\"min_duration,omitempty\"`\n\tMaxDuration time.Duration `json:\"max_duration,omitempty\"`\n\tIsOnline    *bool         `json:\"is_online,omitempty\"`\n\tHasReward   *bool         `json:\"has_reward,omitempty\"`\n\tLimit       int           `json:\"limit,omitempty\"`\n\tOffset      int           `json:\"offset,omitempty\"`\n\tSortBy      string        `json:\"sort_by,omitempty\"`\n\tSortOrder   string        `json:\"sort_order,omitempty\"`\n}\n\n// HangupQueryRepository 挂机查询仓储接口\ntype HangupQueryRepository interface {\n\t// FindByQuery 根据查询条件查找挂机信息\n\tFindByQuery(ctx context.Context, query *HangupQuery) ([]*HangupAggregate, error)\n\n\t// CountByQuery 根据查询条件统计数量\n\tCountByQuery(ctx context.Context, query *HangupQuery) (int64, error)\n\n\t// FindPlayersInLocation 查找在指定地点挂机的玩家\n\tFindPlayersInLocation(ctx context.Context, locationID string, isOnline bool) ([]*HangupAggregate, error)\n\n\t// FindLongTermHangups 查找长期挂机的玩家\n\tFindLongTermHangups(ctx context.Context, minDuration time.Duration) ([]*HangupAggregate, error)\n\n\t// FindInactiveHangups 查找不活跃的挂机\n\tFindInactiveHangups(ctx context.Context, inactiveDuration time.Duration) ([]*HangupAggregate, error)\n\n\t// GetHangupTrends 获取挂机趋势数据\n\tGetHangupTrends(ctx context.Context, timeRange string, groupBy string) ([]TrendData, error)\n\n\t// GetLocationPopularity 获取地点热度数据\n\tGetLocationPopularity(ctx context.Context, timeRange string) ([]LocationPopularity, error)\n\n\t// GetPlayerHangupSummary 获取玩家挂机汇总\n\tGetPlayerHangupSummary(ctx context.Context, playerID string, timeRange string) (*PlayerHangupSummary, error)\n}\n\n// 趋势和分析数据结构体\n\n// TrendData 趋势数据\ntype TrendData struct {\n\tTimestamp       time.Time     `json:\"timestamp\"`\n\tActiveUsers     int64         `json:\"active_users\"`\n\tTotalSessions   int64         `json:\"total_sessions\"`\n\tAverageDuration time.Duration `json:\"average_duration\"`\n\tTotalRewards    int64         `json:\"total_rewards\"`\n}\n\n// LocationPopularity 地点热度\ntype LocationPopularity struct {\n\tLocationID      string  `json:\"location_id\"`\n\tLocationName    string  `json:\"location_name\"`\n\tUserCount       int64   `json:\"user_count\"`\n\tSessionCount    int64   `json:\"session_count\"`\n\tPopularityScore float64 `json:\"popularity_score\"`\n\tRank            int     `json:\"rank\"`\n}\n\n// PlayerHangupSummary 玩家挂机汇总\ntype PlayerHangupSummary struct {\n\tPlayerID          string                 `json:\"player_id\"`\n\tTotalHangupTime   time.Duration          `json:\"total_hangup_time\"`\n\tTotalSessions     int64                  `json:\"total_sessions\"`\n\tTotalExperience   int64                  `json:\"total_experience\"`\n\tTotalGold         int64                  `json:\"total_gold\"`\n\tTotalItems        int                    `json:\"total_items\"`\n\tFavoriteLocations []LocationUsage        `json:\"favorite_locations\"`\n\tHangupEfficiency  float64                `json:\"hangup_efficiency\"`\n\tRank              int                    `json:\"rank\"`\n\tAchievements      []string               `json:\"achievements\"`\n\tLastActive        time.Time              `json:\"last_active\"`\n\tWeeklyStats       map[string]interface{} `json:\"weekly_stats\"`\n\tMonthlyStats      map[string]interface{} `json:\"monthly_stats\"`\n}\n\n// LocationUsage 地点使用情况\ntype LocationUsage struct {\n\tLocationID   string        `json:\"location_id\"`\n\tLocationName string        `json:\"location_name\"`\n\tUsageCount   int64         `json:\"usage_count\"`\n\tTotalTime    time.Duration `json:\"total_time\"`\n\tPercentage   float64       `json:\"percentage\"`\n}\n\n// HangupAnalyticsRepository 挂机分析仓储接口\ntype HangupAnalyticsRepository interface {\n\t// GetDailyStats 获取每日统计\n\tGetDailyStats(ctx context.Context, date time.Time) (*DailyHangupStats, error)\n\n\t// GetWeeklyStats 获取周统计\n\tGetWeeklyStats(ctx context.Context, year, week int) (*WeeklyHangupStats, error)\n\n\t// GetMonthlyStats 获取月统计\n\tGetMonthlyStats(ctx context.Context, year, month int) (*MonthlyHangupStats, error)\n\n\t// GetPlayerAnalytics 获取玩家分析数据\n\tGetPlayerAnalytics(ctx context.Context, playerID string, timeRange string) (*PlayerAnalytics, error)\n\n\t// GetLocationAnalytics 获取地点分析数据\n\tGetLocationAnalytics(ctx context.Context, locationID string, timeRange string) (*LocationAnalytics, error)\n\n\t// GetSystemAnalytics 获取系统分析数据\n\tGetSystemAnalytics(ctx context.Context, timeRange string) (*SystemAnalytics, error)\n\n\t// GenerateReport 生成报告\n\tGenerateReport(ctx context.Context, reportType string, params map[string]interface{}) ([]byte, error)\n}\n\n// 分析数据结构体\n\n// DailyHangupStats 每日挂机统计\ntype DailyHangupStats struct {\n\tDate            time.Time     `json:\"date\"`\n\tActiveUsers     int64         `json:\"active_users\"`\n\tNewUsers        int64         `json:\"new_users\"`\n\tTotalSessions   int64         `json:\"total_sessions\"`\n\tAverageDuration time.Duration `json:\"average_duration\"`\n\tTotalRewards    int64         `json:\"total_rewards\"`\n\tTopLocations    []string      `json:\"top_locations\"`\n}\n\n// WeeklyHangupStats 周挂机统计\ntype WeeklyHangupStats struct {\n\tYear            int           `json:\"year\"`\n\tWeek            int           `json:\"week\"`\n\tStartDate       time.Time     `json:\"start_date\"`\n\tEndDate         time.Time     `json:\"end_date\"`\n\tActiveUsers     int64         `json:\"active_users\"`\n\tNewUsers        int64         `json:\"new_users\"`\n\tTotalSessions   int64         `json:\"total_sessions\"`\n\tAverageDuration time.Duration `json:\"average_duration\"`\n\tTotalRewards    int64         `json:\"total_rewards\"`\n\tGrowthRate      float64       `json:\"growth_rate\"`\n}\n\n// MonthlyHangupStats 月挂机统计\ntype MonthlyHangupStats struct {\n\tYear            int           `json:\"year\"`\n\tMonth           int           `json:\"month\"`\n\tActiveUsers     int64         `json:\"active_users\"`\n\tNewUsers        int64         `json:\"new_users\"`\n\tTotalSessions   int64         `json:\"total_sessions\"`\n\tAverageDuration time.Duration `json:\"average_duration\"`\n\tTotalRewards    int64         `json:\"total_rewards\"`\n\tRetentionRate   float64       `json:\"retention_rate\"`\n\tChurnRate       float64       `json:\"churn_rate\"`\n}\n\n// PlayerAnalytics 玩家分析数据\ntype PlayerAnalytics struct {\n\tPlayerID           string                 `json:\"player_id\"`\n\tHangupPattern      map[string]interface{} `json:\"hangup_pattern\"`\n\tEfficiencyTrend    []float64              `json:\"efficiency_trend\"`\n\tLocationPreference []LocationUsage        `json:\"location_preference\"`\n\tRewardTrend        []int64                `json:\"reward_trend\"`\n\tBehaviorScore      float64                `json:\"behavior_score\"`\n\tPredictions        map[string]interface{} `json:\"predictions\"`\n}\n\n// LocationAnalytics 地点分析数据\ntype LocationAnalytics struct {\n\tLocationID              string                 `json:\"location_id\"`\n\tUsagePattern            map[string]interface{} `json:\"usage_pattern\"`\n\tUserDistribution        map[string]int64       `json:\"user_distribution\"`\n\tEfficiencyStats         map[string]float64     `json:\"efficiency_stats\"`\n\tPopularityTrend         []float64              `json:\"popularity_trend\"`\n\tOptimizationSuggestions []string               `json:\"optimization_suggestions\"`\n}\n\n// SystemAnalytics 系统分析数据\ntype SystemAnalytics struct {\n\tOverallHealth      float64                `json:\"overall_health\"`\n\tPerformanceMetrics map[string]float64     `json:\"performance_metrics\"`\n\tUsageDistribution  map[string]int64       `json:\"usage_distribution\"`\n\tTrendAnalysis      map[string]interface{} `json:\"trend_analysis\"`\n\tAnomalies          []string               `json:\"anomalies\"`\n\tRecommendations    []string               `json:\"recommendations\"`\n}\n"
  },
  {
    "path": "internal/domain/player/hangup/service.go",
    "content": "package hangup\n\nimport (\n\t\"fmt\"\n\t\"math\"\n\t\"time\"\n)\n\n// HangupService 挂机领域服务\ntype HangupService struct {\n\tconfig            *HangupConfig\n\tlocationTemplates map[string]*LocationTemplate\n\tefficiencyRules   []EfficiencyRule\n\trewardCalculators map[LocationType]RewardCalculator\n}\n\n// NewHangupService 创建挂机服务\nfunc NewHangupService(config *HangupConfig) *HangupService {\n\treturn &HangupService{\n\t\tconfig:            config,\n\t\tlocationTemplates: make(map[string]*LocationTemplate),\n\t\tefficiencyRules:   make([]EfficiencyRule, 0),\n\t\trewardCalculators: make(map[LocationType]RewardCalculator),\n\t}\n}\n\n// LocationTemplate 地点模板\ntype LocationTemplate struct {\n\tID               string\n\tName             string\n\tDescription      string\n\tLocationType     LocationType\n\tRequiredLevel    int\n\tRequiredQuests   []string\n\tBaseExpRate      float64\n\tBaseGoldRate     float64\n\tSpecialItems     []ItemDrop\n\tMaxOfflineHours  int\n\tUnlockConditions []UnlockCondition\n}\n\n// CreateLocation 根据模板创建地点\nfunc (lt *LocationTemplate) CreateLocation() *HangupLocation {\n\tlocation := NewHangupLocation(lt.ID, lt.Name, lt.Description, lt.LocationType)\n\tlocation.SetRequiredLevel(lt.RequiredLevel)\n\tlocation.SetBaseExpRate(lt.BaseExpRate)\n\tlocation.SetBaseGoldRate(lt.BaseGoldRate)\n\tlocation.SetMaxOfflineHours(lt.MaxOfflineHours)\n\n\t// 添加所需任务\n\tfor _, questID := range lt.RequiredQuests {\n\t\tlocation.AddRequiredQuest(questID)\n\t}\n\n\t// 添加特殊物品\n\tfor _, item := range lt.SpecialItems {\n\t\tlocation.AddSpecialItem(item)\n\t}\n\n\treturn location\n}\n\n// UnlockCondition 解锁条件\ntype UnlockCondition struct {\n\tConditionType string\n\tRequiredValue interface{}\n\tDescription   string\n}\n\n// EfficiencyRule 效率规则\ntype EfficiencyRule struct {\n\tName        string\n\tCondition   func(*HangupAggregate) bool\n\tBonusType   string // \"vip\", \"equipment\", \"skill\", \"guild\", \"event\"\n\tBonusValue  float64\n\tDescription string\n}\n\n// RewardCalculator 奖励计算器接口\ntype RewardCalculator interface {\n\tCalculateReward(location *HangupLocation, duration time.Duration, bonus *EfficiencyBonus) *BaseReward\n}\n\n// DefaultRewardCalculator 默认奖励计算器\ntype DefaultRewardCalculator struct{}\n\n// CalculateReward 计算奖励\nfunc (drc *DefaultRewardCalculator) CalculateReward(location *HangupLocation, duration time.Duration, bonus *EfficiencyBonus) *BaseReward {\n\thours := duration.Hours()\n\n\t// 基础奖励计算\n\tbaseExp := int64(hours * 100 * location.GetBaseExpRate())\n\tbaseGold := int64(hours * 50 * location.GetBaseGoldRate())\n\n\t// 应用地点类型倍率\n\tlocationMultiplier := location.GetLocationType().GetExpMultiplier()\n\tbaseExp = int64(float64(baseExp) * locationMultiplier)\n\tbaseGold = int64(float64(baseGold) * location.GetLocationType().GetGoldMultiplier())\n\n\tbaseReward := NewBaseReward(baseExp, baseGold)\n\n\t// 计算物品掉落\n\tfor _, itemDrop := range location.GetSpecialItems() {\n\t\tif itemDrop.ShouldDrop(hours) {\n\t\t\tbaseReward.AddItem(NewRewardItem(\"item\", itemDrop.ItemID, int64(itemDrop.CalculateQuantity(hours)), \"normal\"))\n\t\t}\n\t}\n\n\treturn baseReward\n}\n\n// RegisterLocationTemplate 注册地点模板\nfunc (hs *HangupService) RegisterLocationTemplate(template *LocationTemplate) {\n\ths.locationTemplates[template.ID] = template\n}\n\n// GetLocationTemplate 获取地点模板\nfunc (hs *HangupService) GetLocationTemplate(id string) *LocationTemplate {\n\treturn hs.locationTemplates[id]\n}\n\n// GetAllLocationTemplates 获取所有地点模板\nfunc (hs *HangupService) GetAllLocationTemplates() map[string]*LocationTemplate {\n\treturn hs.locationTemplates\n}\n\n// AddEfficiencyRule 添加效率规则\nfunc (hs *HangupService) AddEfficiencyRule(rule EfficiencyRule) {\n\ths.efficiencyRules = append(hs.efficiencyRules, rule)\n}\n\n// RegisterRewardCalculator 注册奖励计算器\nfunc (hs *HangupService) RegisterRewardCalculator(locationType LocationType, calculator RewardCalculator) {\n\ths.rewardCalculators[locationType] = calculator\n}\n\n// CreatePlayerHangup 为玩家创建挂机系统\nfunc (hs *HangupService) CreatePlayerHangup(playerID string) *HangupAggregate {\n\treturn NewHangupAggregate(playerID)\n}\n\n// CalculateOfflineReward 计算离线奖励\nfunc (hs *HangupService) CalculateOfflineReward(hangup *HangupAggregate, offlineDuration time.Duration) (*OfflineReward, error) {\n\tif hangup.GetCurrentLocation() == nil {\n\t\treturn nil, ErrNoHangupLocationSet\n\t}\n\n\t// 限制最大离线时间\n\tmaxOfflineTime := time.Duration(hs.config.GetMaxOfflineHours()) * time.Hour\n\tif offlineDuration > maxOfflineTime {\n\t\tofflineDuration = maxOfflineTime\n\t}\n\n\t// 应用离线衰减\n\tofflineMultiplier := hs.config.GetOfflineDecayRate()\n\teffectiveDuration := time.Duration(float64(offlineDuration) * offlineMultiplier)\n\n\t// 获取奖励计算器\n\tlocation := hangup.GetCurrentLocation()\n\tcalculator := hs.getRewardCalculator(location.GetLocationType())\n\n\t// 计算基础奖励\n\tbaseReward := calculator.CalculateReward(location, effectiveDuration, hangup.GetEfficiencyBonus())\n\n\t// 应用效率加成\n\tfinalReward := hangup.GetEfficiencyBonus().ApplyBonus(baseReward)\n\n\t// 创建离线奖励\n\tofflineReward := &OfflineReward{\n\t\tExperience:      finalReward.Experience,\n\t\tGold:            finalReward.Gold,\n\t\tItems:           finalReward.Items,\n\t\tOfflineDuration: offlineDuration,\n\t\tLocationID:      location.GetID(),\n\t\tCalculatedAt:    time.Now(),\n\t\tIsClaimed:       false,\n\t}\n\n\treturn offlineReward, nil\n}\n\n// UpdateEfficiencyBonus 更新效率加成\nfunc (hs *HangupService) UpdateEfficiencyBonus(hangup *HangupAggregate, playerLevel int, vipLevel int, equipmentBonus float64) {\n\tbonus := NewEfficiencyBonus()\n\n\t// 应用所有效率规则\n\tfor _, rule := range hs.efficiencyRules {\n\t\tif rule.Condition(hangup) {\n\t\t\tswitch rule.BonusType {\n\t\t\tcase \"vip\":\n\t\t\t\tbonus.SetVipBonus(bonus.GetVipBonus() + rule.BonusValue)\n\t\t\tcase \"equipment\":\n\t\t\t\tbonus.SetEquipmentBonus(bonus.GetEquipmentBonus() + rule.BonusValue)\n\t\t\tcase \"skill\":\n\t\t\t\tbonus.SetSkillBonus(bonus.GetSkillBonus() + rule.BonusValue)\n\t\t\tcase \"guild\":\n\t\t\t\tbonus.SetGuildBonus(bonus.GetGuildBonus() + rule.BonusValue)\n\t\t\tcase \"event\":\n\t\t\t\tbonus.SetEventBonus(bonus.GetEventBonus() + rule.BonusValue)\n\t\t\tdefault:\n\t\t\t\tbonus.SetSpecialBonus(rule.BonusType, rule.BonusValue)\n\t\t\t}\n\t\t}\n\t}\n\n\t// 设置VIP加成\n\tvipBonus := hs.calculateVipBonus(vipLevel)\n\tbonus.SetVipBonus(vipBonus)\n\n\t// 设置装备加成\n\tbonus.SetEquipmentBonus(equipmentBonus)\n\n\thangup.UpdateEfficiencyBonus(bonus)\n}\n\n// ValidateLocationUnlock 验证地点解锁\nfunc (hs *HangupService) ValidateLocationUnlock(playerID string, locationID string, playerLevel int, completedQuests []string) error {\n\ttemplate := hs.GetLocationTemplate(locationID)\n\tif template == nil {\n\t\treturn fmt.Errorf(\"location template not found: %s\", locationID)\n\t}\n\n\t// 检查等级要求\n\tif playerLevel < template.RequiredLevel {\n\t\treturn fmt.Errorf(\"player level %d is below required level %d\", playerLevel, template.RequiredLevel)\n\t}\n\n\t// 检查任务要求\n\tcompletedQuestMap := make(map[string]bool)\n\tfor _, questID := range completedQuests {\n\t\tcompletedQuestMap[questID] = true\n\t}\n\n\tfor _, requiredQuest := range template.RequiredQuests {\n\t\tif !completedQuestMap[requiredQuest] {\n\t\t\treturn fmt.Errorf(\"required quest not completed: %s\", requiredQuest)\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// CalculateOptimalLocation 计算最优挂机地点\nfunc (hs *HangupService) CalculateOptimalLocation(hangup *HangupAggregate, availableLocations []*HangupLocation, targetType string) *HangupLocation {\n\tif len(availableLocations) == 0 {\n\t\treturn nil\n\t}\n\n\tvar bestLocation *HangupLocation\n\tvar bestScore float64\n\n\tfor _, location := range availableLocations {\n\t\tif !location.IsUnlocked() || !location.IsActive() {\n\t\t\tcontinue\n\t\t}\n\n\t\tscore := hs.calculateLocationScore(location, targetType)\n\t\tif bestLocation == nil || score > bestScore {\n\t\t\tbestLocation = location\n\t\t\tbestScore = score\n\t\t}\n\t}\n\n\treturn bestLocation\n}\n\n// CalculateHangupEfficiency 计算挂机效率\nfunc (hs *HangupService) CalculateHangupEfficiency(hangup *HangupAggregate) float64 {\n\tif hangup.GetCurrentLocation() == nil {\n\t\treturn 0\n\t}\n\n\tlocation := hangup.GetCurrentLocation()\n\tbonus := hangup.GetEfficiencyBonus()\n\n\t// 基础效率\n\tbaseEfficiency := location.GetBaseExpRate() + location.GetBaseGoldRate()\n\n\t// 应用加成\n\ttotalBonus := bonus.GetTotalBonus()\n\n\t// 地点类型加成\n\tlocationBonus := location.GetLocationType().GetExpMultiplier() + location.GetLocationType().GetGoldMultiplier()\n\n\treturn baseEfficiency * totalBonus * locationBonus\n}\n\n// GetHangupRecommendations 获取挂机建议\nfunc (hs *HangupService) GetHangupRecommendations(hangup *HangupAggregate, playerLevel int) []HangupRecommendation {\n\trecommendations := make([]HangupRecommendation, 0)\n\n\t// 检查当前地点是否最优\n\tcurrentLocation := hangup.GetCurrentLocation()\n\tif currentLocation != nil {\n\t\tefficiency := hs.CalculateHangupEfficiency(hangup)\n\t\tif efficiency < 2.0 { // 效率较低\n\t\t\trecommendations = append(recommendations, HangupRecommendation{\n\t\t\t\tType:        \"location_change\",\n\t\t\t\tTitle:       \"建议更换挂机地点\",\n\t\t\t\tDescription: \"当前地点效率较低，建议选择更高效的地点\",\n\t\t\t\tPriority:    \"medium\",\n\t\t\t})\n\t\t}\n\t}\n\n\t// 检查效率加成\n\tbonus := hangup.GetEfficiencyBonus()\n\tif bonus.GetTotalBonus() < 1.5 {\n\t\trecommendations = append(recommendations, HangupRecommendation{\n\t\t\tType:        \"efficiency_boost\",\n\t\t\tTitle:       \"提升挂机效率\",\n\t\t\tDescription: \"通过提升VIP等级、装备或技能来增加挂机效率\",\n\t\t\tPriority:    \"high\",\n\t\t})\n\t}\n\n\t// 检查每日挂机时间\n\tdailyTime := hangup.GetDailyHangupTime()\n\tmaxDailyTime := time.Duration(hs.config.GetMaxDailyHangupHours()) * time.Hour\n\tif dailyTime < time.Duration(float64(maxDailyTime)*0.8) { //todo need check it correct\n\t\trecommendations = append(recommendations, HangupRecommendation{\n\t\t\tType:        \"time_optimization\",\n\t\t\tTitle:       \"增加挂机时间\",\n\t\t\tDescription: \"今日挂机时间较少，建议增加挂机时间以获得更多收益\",\n\t\t\tPriority:    \"low\",\n\t\t})\n\t}\n\n\treturn recommendations\n}\n\n// 私有方法\n\n// getRewardCalculator 获取奖励计算器\nfunc (hs *HangupService) getRewardCalculator(locationType LocationType) RewardCalculator {\n\tif calculator, exists := hs.rewardCalculators[locationType]; exists {\n\t\treturn calculator\n\t}\n\treturn &DefaultRewardCalculator{}\n}\n\n// calculateVipBonus 计算VIP加成\nfunc (hs *HangupService) calculateVipBonus(vipLevel int) float64 {\n\tif vipLevel <= 0 {\n\t\treturn 0\n\t}\n\n\t// VIP等级越高，加成越大，但有递减效应\n\tbonus := float64(vipLevel) * 0.1 // 每级10%加成\n\tif vipLevel > 10 {\n\t\tbonus = 1.0 + math.Log(float64(vipLevel-10))*0.1 // 超过10级后递减\n\t}\n\n\treturn bonus\n}\n\n// calculateLocationScore 计算地点评分\nfunc (hs *HangupService) calculateLocationScore(location *HangupLocation, targetType string) float64 {\n\tbaseScore := location.GetBaseExpRate() + location.GetBaseGoldRate()\n\n\t// 根据目标类型调整评分\n\tswitch targetType {\n\tcase \"experience\":\n\t\tbaseScore = location.GetBaseExpRate()*2 + location.GetBaseGoldRate()*0.5\n\tcase \"gold\":\n\t\tbaseScore = location.GetBaseGoldRate()*2 + location.GetBaseExpRate()*0.5\n\tcase \"items\":\n\t\tbaseScore += float64(len(location.GetSpecialItems())) * 0.5\n\tdefault:\n\t\t// 平衡型\n\t\tbaseScore = location.GetBaseExpRate() + location.GetBaseGoldRate()\n\t}\n\n\t// 地点类型加成\n\tlocationMultiplier := location.GetLocationType().GetExpMultiplier() + location.GetLocationType().GetGoldMultiplier()\n\tbaseScore *= locationMultiplier\n\n\treturn baseScore\n}\n\n// InitializeDefaultLocations 初始化默认地点\nfunc (hs *HangupService) InitializeDefaultLocations() {\n\t// 新手森林\n\tbeginnerForest := &LocationTemplate{\n\t\tID:              \"beginner_forest\",\n\t\tName:            \"新手森林\",\n\t\tDescription:     \"适合新手的安全森林区域\",\n\t\tLocationType:    LocationTypeForest,\n\t\tRequiredLevel:   1,\n\t\tRequiredQuests:  []string{},\n\t\tBaseExpRate:     1.0,\n\t\tBaseGoldRate:    1.0,\n\t\tMaxOfflineHours: 12,\n\t\tSpecialItems: []ItemDrop{\n\t\t\tNewItemDrop(\"wood\", 0.3, 1, 3),\n\t\t\tNewItemDrop(\"herb\", 0.2, 1, 2),\n\t\t},\n\t}\n\ths.RegisterLocationTemplate(beginnerForest)\n\n\t// 魔法洞穴\n\tmagicCave := &LocationTemplate{\n\t\tID:              \"magic_cave\",\n\t\tName:            \"魔法洞穴\",\n\t\tDescription:     \"充满魔法能量的神秘洞穴\",\n\t\tLocationType:    LocationTypeCave,\n\t\tRequiredLevel:   10,\n\t\tRequiredQuests:  []string{\"explore_forest\"},\n\t\tBaseExpRate:     1.4,\n\t\tBaseGoldRate:    1.2,\n\t\tMaxOfflineHours: 18,\n\t\tSpecialItems: []ItemDrop{\n\t\t\tNewItemDrop(\"magic_crystal\", 0.1, 1, 1),\n\t\t\tNewItemDrop(\"rare_ore\", 0.15, 1, 2),\n\t\t},\n\t}\n\ths.RegisterLocationTemplate(magicCave)\n\n\t// 古代遗迹\n\tancientRuins := &LocationTemplate{\n\t\tID:              \"ancient_ruins\",\n\t\tName:            \"古代遗迹\",\n\t\tDescription:     \"蕴含古老力量的神秘遗迹\",\n\t\tLocationType:    LocationTypeSpecial,\n\t\tRequiredLevel:   25,\n\t\tRequiredQuests:  []string{\"cave_exploration\", \"ancient_key\"},\n\t\tBaseExpRate:     2.0,\n\t\tBaseGoldRate:    1.8,\n\t\tMaxOfflineHours: 24,\n\t\tSpecialItems: []ItemDrop{\n\t\t\tNewItemDrop(\"ancient_artifact\", 0.05, 1, 1),\n\t\t\tNewItemDrop(\"legendary_gem\", 0.02, 1, 1),\n\t\t},\n\t}\n\ths.RegisterLocationTemplate(ancientRuins)\n}\n\n// InitializeDefaultRules 初始化默认规则\nfunc (hs *HangupService) InitializeDefaultRules() {\n\t// VIP加成规则\n\ths.AddEfficiencyRule(EfficiencyRule{\n\t\tName: \"VIP Bonus\",\n\t\tCondition: func(hangup *HangupAggregate) bool {\n\t\t\treturn true // 所有玩家都适用\n\t\t},\n\t\tBonusType:   \"vip\",\n\t\tBonusValue:  0.0, // 将在UpdateEfficiencyBonus中计算\n\t\tDescription: \"VIP等级加成\",\n\t})\n\n\t// 长时间挂机加成\n\ths.AddEfficiencyRule(EfficiencyRule{\n\t\tName: \"Long Session Bonus\",\n\t\tCondition: func(hangup *HangupAggregate) bool {\n\t\t\treturn hangup.GetDailyHangupTime() > 6*time.Hour\n\t\t},\n\t\tBonusType:   \"special\",\n\t\tBonusValue:  0.1, // 10%加成\n\t\tDescription: \"长时间挂机加成\",\n\t})\n\n\t// 连续挂机加成\n\ths.AddEfficiencyRule(EfficiencyRule{\n\t\tName: \"Consecutive Days Bonus\",\n\t\tCondition: func(hangup *HangupAggregate) bool {\n\t\t\t// 这里需要外部提供连续挂机天数信息\n\t\t\treturn true // 简化实现\n\t\t},\n\t\tBonusType:   \"special\",\n\t\tBonusValue:  0.05, // 5%加成\n\t\tDescription: \"连续挂机加成\",\n\t})\n}\n\n// HangupRecommendation 挂机建议\ntype HangupRecommendation struct {\n\tType        string `json:\"type\"`\n\tTitle       string `json:\"title\"`\n\tDescription string `json:\"description\"`\n\tPriority    string `json:\"priority\"` // \"high\", \"medium\", \"low\"\n\tActionURL   string `json:\"action_url,omitempty\"`\n}\n"
  },
  {
    "path": "internal/domain/player/hangup/value_object.go",
    "content": "package hangup\n\nimport (\n\t\"math/rand\"\n\t\"time\"\n)\n\n// LocationType 挂机地点类型\ntype LocationType int\n\nconst (\n\tLocationTypeUnknown  LocationType = iota\n\tLocationTypeForest                // 森林\n\tLocationTypeMountain              // 山脉\n\tLocationTypeDesert                // 沙漠\n\tLocationTypeOcean                 // 海洋\n\tLocationTypeCave                  // 洞穴\n\tLocationTypeDungeon               // 地牢\n\tLocationTypeCity                  // 城市\n\tLocationTypeVillage               // 村庄\n\tLocationTypeSpecial               // 特殊地点\n)\n\n// String 返回地点类型的字符串表示\nfunc (lt LocationType) String() string {\n\tswitch lt {\n\tcase LocationTypeForest:\n\t\treturn \"forest\"\n\tcase LocationTypeMountain:\n\t\treturn \"mountain\"\n\tcase LocationTypeDesert:\n\t\treturn \"desert\"\n\tcase LocationTypeOcean:\n\t\treturn \"ocean\"\n\tcase LocationTypeCave:\n\t\treturn \"cave\"\n\tcase LocationTypeDungeon:\n\t\treturn \"dungeon\"\n\tcase LocationTypeCity:\n\t\treturn \"city\"\n\tcase LocationTypeVillage:\n\t\treturn \"village\"\n\tcase LocationTypeSpecial:\n\t\treturn \"special\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetExpMultiplier 获取经验倍率\nfunc (lt LocationType) GetExpMultiplier() float64 {\n\tswitch lt {\n\tcase LocationTypeForest:\n\t\treturn 1.0\n\tcase LocationTypeMountain:\n\t\treturn 1.2\n\tcase LocationTypeDesert:\n\t\treturn 1.1\n\tcase LocationTypeOcean:\n\t\treturn 1.3\n\tcase LocationTypeCave:\n\t\treturn 1.4\n\tcase LocationTypeDungeon:\n\t\treturn 1.5\n\tcase LocationTypeCity:\n\t\treturn 0.8\n\tcase LocationTypeVillage:\n\t\treturn 0.9\n\tcase LocationTypeSpecial:\n\t\treturn 2.0\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// GetGoldMultiplier 获取金币倍率\nfunc (lt LocationType) GetGoldMultiplier() float64 {\n\tswitch lt {\n\tcase LocationTypeForest:\n\t\treturn 1.0\n\tcase LocationTypeMountain:\n\t\treturn 1.1\n\tcase LocationTypeDesert:\n\t\treturn 1.2\n\tcase LocationTypeOcean:\n\t\treturn 1.0\n\tcase LocationTypeCave:\n\t\treturn 1.3\n\tcase LocationTypeDungeon:\n\t\treturn 1.4\n\tcase LocationTypeCity:\n\t\treturn 1.5\n\tcase LocationTypeVillage:\n\t\treturn 1.2\n\tcase LocationTypeSpecial:\n\t\treturn 1.8\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// RewardItem 奖励物品值对象\ntype RewardItem struct {\n\tType     string `json:\"type\"`\n\tItemID   string `json:\"item_id\"`\n\tQuantity int64  `json:\"quantity\"`\n\tQuality  string `json:\"quality\"`\n}\n\n// NewRewardItem 创建奖励物品\nfunc NewRewardItem(itemType, itemID string, quantity int64, quality string) RewardItem {\n\treturn RewardItem{\n\t\tType:     itemType,\n\t\tItemID:   itemID,\n\t\tQuantity: quantity,\n\t\tQuality:  quality,\n\t}\n}\n\n// IsValid 检查奖励物品是否有效\nfunc (ri RewardItem) IsValid() bool {\n\treturn ri.ItemID != \"\" && ri.Quantity > 0\n}\n\n// BaseReward 基础奖励值对象\ntype BaseReward struct {\n\tExperience int64        `json:\"experience\"`\n\tGold       int64        `json:\"gold\"`\n\tItems      []RewardItem `json:\"items\"`\n}\n\n// NewBaseReward 创建基础奖励\nfunc NewBaseReward(experience, gold int64) *BaseReward {\n\treturn &BaseReward{\n\t\tExperience: experience,\n\t\tGold:       gold,\n\t\tItems:      make([]RewardItem, 0),\n\t}\n}\n\n// AddItem 添加物品奖励\nfunc (br *BaseReward) AddItem(item RewardItem) {\n\tif item.IsValid() {\n\t\tbr.Items = append(br.Items, item)\n\t}\n}\n\n// IsEmpty 检查奖励是否为空\nfunc (br *BaseReward) IsEmpty() bool {\n\treturn br.Experience == 0 && br.Gold == 0 && len(br.Items) == 0\n}\n\n// Multiply 乘以倍率\nfunc (br *BaseReward) Multiply(multiplier float64) *BaseReward {\n\treturn &BaseReward{\n\t\tExperience: int64(float64(br.Experience) * multiplier),\n\t\tGold:       int64(float64(br.Gold) * multiplier),\n\t\tItems:      br.Items, // 物品数量不变\n\t}\n}\n\n// Add 添加另一个奖励\nfunc (br *BaseReward) Add(other *BaseReward) *BaseReward {\n\tresult := &BaseReward{\n\t\tExperience: br.Experience + other.Experience,\n\t\tGold:       br.Gold + other.Gold,\n\t\tItems:      make([]RewardItem, 0),\n\t}\n\n\t// 合并物品\n\tresult.Items = append(result.Items, br.Items...)\n\tresult.Items = append(result.Items, other.Items...)\n\n\treturn result\n}\n\n// ItemDrop 物品掉落值对象\ntype ItemDrop struct {\n\tItemID      string  `json:\"item_id\"`\n\tDropRate    float64 `json:\"drop_rate\"`    // 掉落率 (0.0-1.0)\n\tMinQuantity int     `json:\"min_quantity\"` // 最小数量\n\tMaxQuantity int     `json:\"max_quantity\"` // 最大数量\n\tHourlyRate  float64 `json:\"hourly_rate\"`  // 每小时掉落率\n}\n\n// NewItemDrop 创建物品掉落\nfunc NewItemDrop(itemID string, dropRate float64, minQty, maxQty int) ItemDrop {\n\treturn ItemDrop{\n\t\tItemID:      itemID,\n\t\tDropRate:    dropRate,\n\t\tMinQuantity: minQty,\n\t\tMaxQuantity: maxQty,\n\t\tHourlyRate:  dropRate, // 默认每小时掉落率等于基础掉落率\n\t}\n}\n\n// SetHourlyRate 设置每小时掉落率\nfunc (id *ItemDrop) SetHourlyRate(rate float64) {\n\tid.HourlyRate = rate\n}\n\n// ShouldDrop 判断是否应该掉落\nfunc (id ItemDrop) ShouldDrop(hours float64) bool {\n\t// 计算在指定小时数内的掉落概率\n\ttotalRate := id.HourlyRate * hours\n\tif totalRate >= 1.0 {\n\t\treturn true // 100%掉落\n\t}\n\n\t// 随机判断\n\treturn rand.Float64() < totalRate\n}\n\n// CalculateQuantity 计算掉落数量\nfunc (id ItemDrop) CalculateQuantity(hours float64) int {\n\tif id.MinQuantity == id.MaxQuantity {\n\t\treturn id.MinQuantity\n\t}\n\n\t// 基于小时数调整数量\n\tbaseQuantity := id.MinQuantity + rand.Intn(id.MaxQuantity-id.MinQuantity+1)\n\n\t// 长时间挂机可能获得更多物品\n\tif hours > 12 {\n\t\tbonusChance := (hours - 12) / 12 // 每12小时增加一次奖励机会\n\t\tif rand.Float64() < bonusChance {\n\t\t\tbaseQuantity += rand.Intn(id.MaxQuantity - id.MinQuantity + 1)\n\t\t}\n\t}\n\n\treturn baseQuantity\n}\n\n// IsValid 检查物品掉落配置是否有效\nfunc (id ItemDrop) IsValid() bool {\n\treturn id.ItemID != \"\" && id.DropRate >= 0 && id.DropRate <= 1.0 && id.MinQuantity > 0 && id.MaxQuantity >= id.MinQuantity\n}\n\n// HangupConfig 挂机配置值对象\ntype HangupConfig struct {\n\tMaxOfflineHours     int     `json:\"max_offline_hours\"`      // 最大离线小时数\n\tBaseExpPerHour      int64   `json:\"base_exp_per_hour\"`      // 基础每小时经验\n\tBaseGoldPerHour     int64   `json:\"base_gold_per_hour\"`     // 基础每小时金币\n\tVipBonusMultiplier  float64 `json:\"vip_bonus_multiplier\"`   // VIP加成倍率\n\tMaxDailyHangupHours int     `json:\"max_daily_hangup_hours\"` // 每日最大挂机小时数\n\tOfflineDecayRate    float64 `json:\"offline_decay_rate\"`     // 离线衰减率\n\tMinimumLevel        int     `json:\"minimum_level\"`          // 最低等级要求\n}\n\n// NewHangupConfig 创建挂机配置\nfunc NewHangupConfig() *HangupConfig {\n\treturn &HangupConfig{\n\t\tMaxOfflineHours:     24,\n\t\tBaseExpPerHour:      100,\n\t\tBaseGoldPerHour:     50,\n\t\tVipBonusMultiplier:  1.5,\n\t\tMaxDailyHangupHours: 12,\n\t\tOfflineDecayRate:    0.8, // 离线效率为在线的80%\n\t\tMinimumLevel:        1,\n\t}\n}\n\n// GetMaxOfflineHours 获取最大离线小时数\nfunc (hc *HangupConfig) GetMaxOfflineHours() int {\n\treturn hc.MaxOfflineHours\n}\n\n// GetBaseExpPerHour 获取基础每小时经验\nfunc (hc *HangupConfig) GetBaseExpPerHour() int64 {\n\treturn hc.BaseExpPerHour\n}\n\n// GetBaseGoldPerHour 获取基础每小时金币\nfunc (hc *HangupConfig) GetBaseGoldPerHour() int64 {\n\treturn hc.BaseGoldPerHour\n}\n\n// GetVipBonusMultiplier 获取VIP加成倍率\nfunc (hc *HangupConfig) GetVipBonusMultiplier() float64 {\n\treturn hc.VipBonusMultiplier\n}\n\n// GetMaxDailyHangupHours 获取每日最大挂机小时数\nfunc (hc *HangupConfig) GetMaxDailyHangupHours() int {\n\treturn hc.MaxDailyHangupHours\n}\n\n// GetOfflineDecayRate 获取离线衰减率\nfunc (hc *HangupConfig) GetOfflineDecayRate() float64 {\n\treturn hc.OfflineDecayRate\n}\n\n// GetMinimumLevel 获取最低等级要求\nfunc (hc *HangupConfig) GetMinimumLevel() int {\n\treturn hc.MinimumLevel\n}\n\n// IsValid 检查配置是否有效\nfunc (hc *HangupConfig) IsValid() bool {\n\treturn hc.MaxOfflineHours > 0 &&\n\t\thc.BaseExpPerHour >= 0 &&\n\t\thc.BaseGoldPerHour >= 0 &&\n\t\thc.VipBonusMultiplier >= 1.0 &&\n\t\thc.MaxDailyHangupHours > 0 &&\n\t\thc.OfflineDecayRate > 0 && hc.OfflineDecayRate <= 1.0 &&\n\t\thc.MinimumLevel >= 1\n}\n\n// HangupSession 挂机会话值对象\ntype HangupSession struct {\n\tSessionID  string        `json:\"session_id\"`\n\tPlayerID   string        `json:\"player_id\"`\n\tLocationID string        `json:\"location_id\"`\n\tStartTime  time.Time     `json:\"start_time\"`\n\tEndTime    time.Time     `json:\"end_time\"`\n\tDuration   time.Duration `json:\"duration\"`\n\tIsOnline   bool          `json:\"is_online\"`\n\tReward     *BaseReward   `json:\"reward,omitempty\"`\n\tCreatedAt  time.Time     `json:\"created_at\"`\n}\n\n// NewHangupSession 创建挂机会话\nfunc NewHangupSession(sessionID, playerID, locationID string, isOnline bool) *HangupSession {\n\tnow := time.Now()\n\treturn &HangupSession{\n\t\tSessionID:  sessionID,\n\t\tPlayerID:   playerID,\n\t\tLocationID: locationID,\n\t\tStartTime:  now,\n\t\tIsOnline:   isOnline,\n\t\tCreatedAt:  now,\n\t}\n}\n\n// End 结束会话\nfunc (hs *HangupSession) End(reward *BaseReward) {\n\ths.EndTime = time.Now()\n\ths.Duration = hs.EndTime.Sub(hs.StartTime)\n\ths.Reward = reward\n}\n\n// GetSessionID 获取会话ID\nfunc (hs *HangupSession) GetSessionID() string {\n\treturn hs.SessionID\n}\n\n// GetPlayerID 获取玩家ID\nfunc (hs *HangupSession) GetPlayerID() string {\n\treturn hs.PlayerID\n}\n\n// GetLocationID 获取地点ID\nfunc (hs *HangupSession) GetLocationID() string {\n\treturn hs.LocationID\n}\n\n// GetStartTime 获取开始时间\nfunc (hs *HangupSession) GetStartTime() time.Time {\n\treturn hs.StartTime\n}\n\n// GetEndTime 获取结束时间\nfunc (hs *HangupSession) GetEndTime() time.Time {\n\treturn hs.EndTime\n}\n\n// GetDuration 获取持续时间\nfunc (hs *HangupSession) GetDuration() time.Duration {\n\treturn hs.Duration\n}\n\n// IsOnlineSession 是否在线会话\nfunc (hs *HangupSession) IsOnlineSession() bool {\n\treturn hs.IsOnline\n}\n\n// GetReward 获取奖励\nfunc (hs *HangupSession) GetReward() *BaseReward {\n\treturn hs.Reward\n}\n\n// IsActive 是否活跃会话\nfunc (hs *HangupSession) IsActive() bool {\n\treturn hs.EndTime.IsZero()\n}\n\n// GetCreatedAt 获取创建时间\nfunc (hs *HangupSession) GetCreatedAt() time.Time {\n\treturn hs.CreatedAt\n}\n\n// HangupRank 挂机排行值对象\ntype HangupRank struct {\n\tPlayerID        string        `json:\"player_id\"`\n\tPlayerName      string        `json:\"player_name\"`\n\tTotalHangupTime time.Duration `json:\"total_hangup_time\"`\n\tTotalExperience int64         `json:\"total_experience\"`\n\tTotalGold       int64         `json:\"total_gold\"`\n\tRank            int           `json:\"rank\"`\n\tLastUpdated     time.Time     `json:\"last_updated\"`\n}\n\n// NewHangupRank 创建挂机排行\nfunc NewHangupRank(playerID, playerName string, totalTime time.Duration, totalExp, totalGold int64, rank int) *HangupRank {\n\treturn &HangupRank{\n\t\tPlayerID:        playerID,\n\t\tPlayerName:      playerName,\n\t\tTotalHangupTime: totalTime,\n\t\tTotalExperience: totalExp,\n\t\tTotalGold:       totalGold,\n\t\tRank:            rank,\n\t\tLastUpdated:     time.Now(),\n\t}\n}\n\n// GetPlayerID 获取玩家ID\nfunc (hr *HangupRank) GetPlayerID() string {\n\treturn hr.PlayerID\n}\n\n// GetPlayerName 获取玩家名称\nfunc (hr *HangupRank) GetPlayerName() string {\n\treturn hr.PlayerName\n}\n\n// GetTotalHangupTime 获取总挂机时间\nfunc (hr *HangupRank) GetTotalHangupTime() time.Duration {\n\treturn hr.TotalHangupTime\n}\n\n// GetTotalExperience 获取总经验\nfunc (hr *HangupRank) GetTotalExperience() int64 {\n\treturn hr.TotalExperience\n}\n\n// GetTotalGold 获取总金币\nfunc (hr *HangupRank) GetTotalGold() int64 {\n\treturn hr.TotalGold\n}\n\n// GetRank 获取排名\nfunc (hr *HangupRank) GetRank() int {\n\treturn hr.Rank\n}\n\n// GetLastUpdated 获取最后更新时间\nfunc (hr *HangupRank) GetLastUpdated() time.Time {\n\treturn hr.LastUpdated\n}\n\n// UpdateRank 更新排名\nfunc (hr *HangupRank) UpdateRank(newRank int) {\n\thr.Rank = newRank\n\thr.LastUpdated = time.Now()\n}\n\n// CalculateEfficiency 计算挂机效率\nfunc (hr *HangupRank) CalculateEfficiency() float64 {\n\tif hr.TotalHangupTime == 0 {\n\t\treturn 0\n\t}\n\n\thours := hr.TotalHangupTime.Hours()\n\texpPerHour := float64(hr.TotalExperience) / hours\n\tgoldPerHour := float64(hr.TotalGold) / hours\n\n\t// 综合效率计算（经验和金币的加权平均）\n\treturn (expPerHour + goldPerHour*0.5) / 100 // 归一化到合理范围\n}\n"
  },
  {
    "path": "internal/domain/player/honor/aggregate.go",
    "content": "package honor\n\nimport (\n\t\"time\"\n\t// \"github.com/google/uuid\" // 未使用\n)\n\n// HonorAggregate 荣誉聚合根\ntype HonorAggregate struct {\n\tplayerID     string\n\ttitles       map[string]*Title\n\tachievements map[string]*Achievement\n\tcurrentTitle string\n\thonorPoints  int\n\thonorLevel   int\n\treputation   map[string]int // 声望系统\n\tstatistics   *PlayerStatistics\n\tupdatedAt    time.Time\n\tversion      int\n}\n\n// NewHonorAggregate 创建荣誉聚合根\nfunc NewHonorAggregate(playerID string) *HonorAggregate {\n\treturn &HonorAggregate{\n\t\tplayerID:     playerID,\n\t\ttitles:       make(map[string]*Title),\n\t\tachievements: make(map[string]*Achievement),\n\t\tcurrentTitle: \"\",\n\t\thonorPoints:  0,\n\t\thonorLevel:   1,\n\t\treputation:   make(map[string]int),\n\t\tstatistics:   NewPlayerStatistics(),\n\t\tupdatedAt:    time.Now(),\n\t\tversion:      1,\n\t}\n}\n\n// GetPlayerID 获取玩家ID\nfunc (h *HonorAggregate) GetPlayerID() string {\n\treturn h.playerID\n}\n\n// AddTitle 添加称号\nfunc (h *HonorAggregate) AddTitle(title *Title) error {\n\tif title == nil {\n\t\treturn ErrInvalidTitle\n\t}\n\n\t// 检查是否已拥有该称号\n\tif _, exists := h.titles[title.GetID()]; exists {\n\t\treturn ErrTitleAlreadyOwned\n\t}\n\n\th.titles[title.GetID()] = title\n\th.updateVersion()\n\treturn nil\n}\n\n// UnlockTitle 解锁称号\nfunc (h *HonorAggregate) UnlockTitle(titleID string) error {\n\ttitle, exists := h.titles[titleID]\n\tif !exists {\n\t\treturn ErrTitleNotFound\n\t}\n\n\tif title.IsUnlocked() {\n\t\treturn ErrTitleAlreadyUnlocked\n\t}\n\n\t// 检查解锁条件\n\tif !h.checkTitleUnlockConditions(title) {\n\t\treturn ErrTitleConditionNotMet\n\t}\n\n\ttitle.Unlock()\n\th.updateVersion()\n\treturn nil\n}\n\n// EquipTitle 装备称号\nfunc (h *HonorAggregate) EquipTitle(titleID string) error {\n\ttitle, exists := h.titles[titleID]\n\tif !exists {\n\t\treturn ErrTitleNotFound\n\t}\n\n\tif !title.IsUnlocked() {\n\t\treturn ErrTitleNotUnlocked\n\t}\n\n\t// 卸下当前称号\n\tif h.currentTitle != \"\" {\n\t\tif currentTitle, exists := h.titles[h.currentTitle]; exists {\n\t\t\tcurrentTitle.Unequip()\n\t\t}\n\t}\n\n\t// 装备新称号\n\ttitle.Equip()\n\th.currentTitle = titleID\n\th.updateVersion()\n\treturn nil\n}\n\n// UnequipTitle 卸下称号\nfunc (h *HonorAggregate) UnequipTitle() error {\n\tif h.currentTitle == \"\" {\n\t\treturn ErrNoTitleEquipped\n\t}\n\n\tif title, exists := h.titles[h.currentTitle]; exists {\n\t\ttitle.Unequip()\n\t}\n\n\th.currentTitle = \"\"\n\th.updateVersion()\n\treturn nil\n}\n\n// GetCurrentTitle 获取当前称号\nfunc (h *HonorAggregate) GetCurrentTitle() *Title {\n\tif h.currentTitle == \"\" {\n\t\treturn nil\n\t}\n\treturn h.titles[h.currentTitle]\n}\n\n// GetAllTitles 获取所有称号\nfunc (h *HonorAggregate) GetAllTitles() map[string]*Title {\n\treturn h.titles\n}\n\n// GetUnlockedTitles 获取已解锁的称号\nfunc (h *HonorAggregate) GetUnlockedTitles() []*Title {\n\tvar unlocked []*Title\n\tfor _, title := range h.titles {\n\t\tif title.IsUnlocked() {\n\t\t\tunlocked = append(unlocked, title)\n\t\t}\n\t}\n\treturn unlocked\n}\n\n// AddAchievement 添加成就\nfunc (h *HonorAggregate) AddAchievement(achievement *Achievement) error {\n\tif achievement == nil {\n\t\treturn ErrInvalidAchievement\n\t}\n\n\th.achievements[achievement.GetID()] = achievement\n\th.updateVersion()\n\treturn nil\n}\n\n// UnlockAchievement 解锁成就\nfunc (h *HonorAggregate) UnlockAchievement(achievementID string) error {\n\tachievement, exists := h.achievements[achievementID]\n\tif !exists {\n\t\treturn ErrAchievementNotFound\n\t}\n\n\tif achievement.IsUnlocked() {\n\t\treturn ErrAchievementAlreadyUnlocked\n\t}\n\n\t// 检查解锁条件\n\tif !h.checkAchievementUnlockConditions(achievement) {\n\t\treturn ErrAchievementConditionNotMet\n\t}\n\n\tachievement.Unlock()\n\n\t// 给予荣誉点数奖励\n\th.AddHonorPoints(achievement.GetHonorReward())\n\n\th.updateVersion()\n\treturn nil\n}\n\n// GetAchievement 获取成就\nfunc (h *HonorAggregate) GetAchievement(achievementID string) *Achievement {\n\treturn h.achievements[achievementID]\n}\n\n// GetAllAchievements 获取所有成就\nfunc (h *HonorAggregate) GetAllAchievements() map[string]*Achievement {\n\treturn h.achievements\n}\n\n// GetUnlockedAchievements 获取已解锁的成就\nfunc (h *HonorAggregate) GetUnlockedAchievements() []*Achievement {\n\tvar unlocked []*Achievement\n\tfor _, achievement := range h.achievements {\n\t\tif achievement.IsUnlocked() {\n\t\t\tunlocked = append(unlocked, achievement)\n\t\t}\n\t}\n\treturn unlocked\n}\n\n// AddHonorPoints 增加荣誉点数\nfunc (h *HonorAggregate) AddHonorPoints(points int) {\n\th.honorPoints += points\n\n\t// 检查是否升级\n\th.checkHonorLevelUp()\n\n\th.updateVersion()\n}\n\n// GetHonorPoints 获取荣誉点数\nfunc (h *HonorAggregate) GetHonorPoints() int {\n\treturn h.honorPoints\n}\n\n// GetHonorLevel 获取荣誉等级\nfunc (h *HonorAggregate) GetHonorLevel() int {\n\treturn h.honorLevel\n}\n\n// AddReputation 增加声望\nfunc (h *HonorAggregate) AddReputation(faction string, points int) {\n\th.reputation[faction] += points\n\th.updateVersion()\n}\n\n// GetReputation 获取声望\nfunc (h *HonorAggregate) GetReputation(faction string) int {\n\treturn h.reputation[faction]\n}\n\n// GetAllReputation 获取所有声望\nfunc (h *HonorAggregate) GetAllReputation() map[string]int {\n\treturn h.reputation\n}\n\n// UpdateStatistics 更新统计数据\nfunc (h *HonorAggregate) UpdateStatistics(statType StatisticType, value int) {\n\th.statistics.UpdateStatistic(statType, value)\n\n\t// 检查是否触发成就或称号解锁\n\th.checkUnlockConditions()\n\n\th.updateVersion()\n}\n\n// GetStatistics 获取统计数据\nfunc (h *HonorAggregate) GetStatistics() *PlayerStatistics {\n\treturn h.statistics\n}\n\n// GetTitlesByCategory 根据分类获取称号\nfunc (h *HonorAggregate) GetTitlesByCategory(category TitleCategory) []*Title {\n\tvar titles []*Title\n\tfor _, title := range h.titles {\n\t\tif title.GetCategory() == category {\n\t\t\ttitles = append(titles, title)\n\t\t}\n\t}\n\treturn titles\n}\n\n// GetAchievementsByCategory 根据分类获取成就\nfunc (h *HonorAggregate) GetAchievementsByCategory(category AchievementCategory) []*Achievement {\n\tvar achievements []*Achievement\n\tfor _, achievement := range h.achievements {\n\t\tif achievement.GetCategory() == category {\n\t\t\tachievements = append(achievements, achievement)\n\t\t}\n\t}\n\treturn achievements\n}\n\n// GetVersion 获取版本\nfunc (h *HonorAggregate) GetVersion() int {\n\treturn h.version\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (h *HonorAggregate) GetUpdatedAt() time.Time {\n\treturn h.updatedAt\n}\n\n// 私有方法\n\n// checkTitleUnlockConditions 检查称号解锁条件\nfunc (h *HonorAggregate) checkTitleUnlockConditions(title *Title) bool {\n\tfor _, condition := range title.GetUnlockConditions() {\n\t\tif !h.checkCondition(condition) {\n\t\t\treturn false\n\t\t}\n\t}\n\treturn true\n}\n\n// checkAchievementUnlockConditions 检查成就解锁条件\nfunc (h *HonorAggregate) checkAchievementUnlockConditions(achievement *Achievement) bool {\n\tfor _, condition := range achievement.GetUnlockConditions() {\n\t\tif !h.checkCondition(condition) {\n\t\t\treturn false\n\t\t}\n\t}\n\treturn true\n}\n\n// checkCondition 检查单个条件\nfunc (h *HonorAggregate) checkCondition(condition *UnlockCondition) bool {\n\tswitch condition.GetConditionType() {\n\tcase ConditionTypeLevel:\n\t\t// 这里需要从外部获取玩家等级，暂时返回true\n\t\treturn true\n\tcase ConditionTypeStatistic:\n\t\tstatValue := h.statistics.GetStatistic(condition.GetStatisticType())\n\t\treturn statValue >= condition.GetRequiredValue()\n\tcase ConditionTypeReputation:\n\t\trepValue := h.GetReputation(condition.GetFaction())\n\t\treturn repValue >= condition.GetRequiredValue()\n\tcase ConditionTypeAchievement:\n\t\tachievement := h.GetAchievement(condition.GetRequiredAchievement())\n\t\treturn achievement != nil && achievement.IsUnlocked()\n\tcase ConditionTypeTitle:\n\t\ttitle := h.titles[condition.GetRequiredTitle()]\n\t\treturn title != nil && title.IsUnlocked()\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// checkHonorLevelUp 检查荣誉等级提升\nfunc (h *HonorAggregate) checkHonorLevelUp() {\n\trequiredPoints := h.getRequiredPointsForLevel(h.honorLevel + 1)\n\tif h.honorPoints >= requiredPoints {\n\t\th.honorLevel++\n\t\t// 可以在这里触发等级提升事件\n\t}\n}\n\n// getRequiredPointsForLevel 获取等级所需点数\nfunc (h *HonorAggregate) getRequiredPointsForLevel(level int) int {\n\t// 简单的等级计算公式\n\treturn level * level * 100\n}\n\n// checkUnlockConditions 检查解锁条件\nfunc (h *HonorAggregate) checkUnlockConditions() {\n\t// 检查所有未解锁的称号\n\tfor _, title := range h.titles {\n\t\tif !title.IsUnlocked() && h.checkTitleUnlockConditions(title) {\n\t\t\ttitle.Unlock()\n\t\t}\n\t}\n\n\t// 检查所有未解锁的成就\n\tfor _, achievement := range h.achievements {\n\t\tif !achievement.IsUnlocked() && h.checkAchievementUnlockConditions(achievement) {\n\t\t\tachievement.Unlock()\n\t\t\th.AddHonorPoints(achievement.GetHonorReward())\n\t\t}\n\t}\n}\n\n// updateVersion 更新版本\nfunc (h *HonorAggregate) updateVersion() {\n\th.version++\n\th.updatedAt = time.Now()\n}\n"
  },
  {
    "path": "internal/domain/player/honor/entity.go",
    "content": "package honor\n\nimport (\n\t\"time\"\n\t// \"github.com/google/uuid\"\n)\n\n// Title 称号实体\ntype Title struct {\n\tid               string\n\tname             string\n\tdescription      string\n\tcategory         TitleCategory\n\trarity           TitleRarity\n\tunlockConditions []*UnlockCondition\n\tattributeBonus   map[string]int\n\tisUnlocked       bool\n\tisEquipped       bool\n\tunlockedAt       *time.Time\n\tequippedAt       *time.Time\n\tcreatedAt        time.Time\n}\n\n// NewTitle 创建新称号\nfunc NewTitle(id, name, description string, category TitleCategory, rarity TitleRarity) *Title {\n\treturn &Title{\n\t\tid:               id,\n\t\tname:             name,\n\t\tdescription:      description,\n\t\tcategory:         category,\n\t\trarity:           rarity,\n\t\tunlockConditions: make([]*UnlockCondition, 0),\n\t\tattributeBonus:   make(map[string]int),\n\t\tisUnlocked:       false,\n\t\tisEquipped:       false,\n\t\tcreatedAt:        time.Now(),\n\t}\n}\n\n// GetID 获取称号ID\nfunc (t *Title) GetID() string {\n\treturn t.id\n}\n\n// GetName 获取称号名称\nfunc (t *Title) GetName() string {\n\treturn t.name\n}\n\n// GetDescription 获取称号描述\nfunc (t *Title) GetDescription() string {\n\treturn t.description\n}\n\n// GetCategory 获取称号分类\nfunc (t *Title) GetCategory() TitleCategory {\n\treturn t.category\n}\n\n// GetRarity 获取称号稀有度\nfunc (t *Title) GetRarity() TitleRarity {\n\treturn t.rarity\n}\n\n// GetUnlockConditions 获取解锁条件\nfunc (t *Title) GetUnlockConditions() []*UnlockCondition {\n\treturn t.unlockConditions\n}\n\n// AddUnlockCondition 添加解锁条件\nfunc (t *Title) AddUnlockCondition(condition *UnlockCondition) {\n\tt.unlockConditions = append(t.unlockConditions, condition)\n}\n\n// GetAttributeBonus 获取属性加成\nfunc (t *Title) GetAttributeBonus() map[string]int {\n\treturn t.attributeBonus\n}\n\n// SetAttributeBonus 设置属性加成\nfunc (t *Title) SetAttributeBonus(attribute string, bonus int) {\n\tt.attributeBonus[attribute] = bonus\n}\n\n// IsUnlocked 是否已解锁\nfunc (t *Title) IsUnlocked() bool {\n\treturn t.isUnlocked\n}\n\n// IsEquipped 是否已装备\nfunc (t *Title) IsEquipped() bool {\n\treturn t.isEquipped\n}\n\n// Unlock 解锁称号\nfunc (t *Title) Unlock() {\n\tif !t.isUnlocked {\n\t\tt.isUnlocked = true\n\t\tnow := time.Now()\n\t\tt.unlockedAt = &now\n\t}\n}\n\n// Equip 装备称号\nfunc (t *Title) Equip() {\n\tif t.isUnlocked && !t.isEquipped {\n\t\tt.isEquipped = true\n\t\tnow := time.Now()\n\t\tt.equippedAt = &now\n\t}\n}\n\n// Unequip 卸下称号\nfunc (t *Title) Unequip() {\n\tif t.isEquipped {\n\t\tt.isEquipped = false\n\t\tt.equippedAt = nil\n\t}\n}\n\n// GetUnlockedAt 获取解锁时间\nfunc (t *Title) GetUnlockedAt() *time.Time {\n\treturn t.unlockedAt\n}\n\n// GetEquippedAt 获取装备时间\nfunc (t *Title) GetEquippedAt() *time.Time {\n\treturn t.equippedAt\n}\n\n// Achievement 成就实体\ntype Achievement struct {\n\tid               string\n\tname             string\n\tdescription      string\n\tcategory         AchievementCategory\n\ttype_            AchievementType\n\tunlockConditions []*UnlockCondition\n\thonorReward      int\n\titemRewards      []string\n\tisUnlocked       bool\n\tunlockedAt       *time.Time\n\tcreatedAt        time.Time\n}\n\n// NewAchievement 创建新成就\nfunc NewAchievement(id, name, description string, category AchievementCategory, achievementType AchievementType) *Achievement {\n\treturn &Achievement{\n\t\tid:               id,\n\t\tname:             name,\n\t\tdescription:      description,\n\t\tcategory:         category,\n\t\ttype_:            achievementType,\n\t\tunlockConditions: make([]*UnlockCondition, 0),\n\t\titemRewards:      make([]string, 0),\n\t\tisUnlocked:       false,\n\t\tcreatedAt:        time.Now(),\n\t}\n}\n\n// GetID 获取成就ID\nfunc (a *Achievement) GetID() string {\n\treturn a.id\n}\n\n// GetName 获取成就名称\nfunc (a *Achievement) GetName() string {\n\treturn a.name\n}\n\n// GetDescription 获取成就描述\nfunc (a *Achievement) GetDescription() string {\n\treturn a.description\n}\n\n// GetCategory 获取成就分类\nfunc (a *Achievement) GetCategory() AchievementCategory {\n\treturn a.category\n}\n\n// GetType 获取成就类型\nfunc (a *Achievement) GetType() AchievementType {\n\treturn a.type_\n}\n\n// GetUnlockConditions 获取解锁条件\nfunc (a *Achievement) GetUnlockConditions() []*UnlockCondition {\n\treturn a.unlockConditions\n}\n\n// AddUnlockCondition 添加解锁条件\nfunc (a *Achievement) AddUnlockCondition(condition *UnlockCondition) {\n\ta.unlockConditions = append(a.unlockConditions, condition)\n}\n\n// GetHonorReward 获取荣誉点数奖励\nfunc (a *Achievement) GetHonorReward() int {\n\treturn a.honorReward\n}\n\n// SetHonorReward 设置荣誉点数奖励\nfunc (a *Achievement) SetHonorReward(reward int) {\n\ta.honorReward = reward\n}\n\n// GetItemRewards 获取物品奖励\nfunc (a *Achievement) GetItemRewards() []string {\n\treturn a.itemRewards\n}\n\n// AddItemReward 添加物品奖励\nfunc (a *Achievement) AddItemReward(itemID string) {\n\ta.itemRewards = append(a.itemRewards, itemID)\n}\n\n// IsUnlocked 是否已解锁\nfunc (a *Achievement) IsUnlocked() bool {\n\treturn a.isUnlocked\n}\n\n// Unlock 解锁成就\nfunc (a *Achievement) Unlock() {\n\tif !a.isUnlocked {\n\t\ta.isUnlocked = true\n\t\tnow := time.Now()\n\t\ta.unlockedAt = &now\n\t}\n}\n\n// GetUnlockedAt 获取解锁时间\nfunc (a *Achievement) GetUnlockedAt() *time.Time {\n\treturn a.unlockedAt\n}\n\n// PlayerStatistics 玩家统计数据实体\ntype PlayerStatistics struct {\n\tstatistics map[StatisticType]int\n\tupdatedAt  time.Time\n}\n\n// NewPlayerStatistics 创建新的玩家统计数据\nfunc NewPlayerStatistics() *PlayerStatistics {\n\treturn &PlayerStatistics{\n\t\tstatistics: make(map[StatisticType]int),\n\t\tupdatedAt:  time.Now(),\n\t}\n}\n\n// UpdateStatistic 更新统计数据\nfunc (ps *PlayerStatistics) UpdateStatistic(statType StatisticType, value int) {\n\tps.statistics[statType] = value\n\tps.updatedAt = time.Now()\n}\n\n// IncrementStatistic 增加统计数据\nfunc (ps *PlayerStatistics) IncrementStatistic(statType StatisticType, increment int) {\n\tps.statistics[statType] += increment\n\tps.updatedAt = time.Now()\n}\n\n// GetStatistic 获取统计数据\nfunc (ps *PlayerStatistics) GetStatistic(statType StatisticType) int {\n\treturn ps.statistics[statType]\n}\n\n// GetAllStatistics 获取所有统计数据\nfunc (ps *PlayerStatistics) GetAllStatistics() map[StatisticType]int {\n\treturn ps.statistics\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (ps *PlayerStatistics) GetUpdatedAt() time.Time {\n\treturn ps.updatedAt\n}\n"
  },
  {
    "path": "internal/domain/player/honor/errors.go",
    "content": "package honor\n\nimport (\n\t\"errors\"\n\t\"fmt\"\n)\n\n// 荣誉系统相关错误定义\n\n// 称号相关错误\nvar (\n\t// ErrInvalidTitle 无效的称号\n\tErrInvalidTitle = errors.New(\"invalid title\")\n\n\t// ErrTitleNotFound 称号未找到\n\tErrTitleNotFound = errors.New(\"title not found\")\n\n\t// ErrTitleAlreadyOwned 称号已拥有\n\tErrTitleAlreadyOwned = errors.New(\"title already owned\")\n\n\t// ErrTitleAlreadyUnlocked 称号已解锁\n\tErrTitleAlreadyUnlocked = errors.New(\"title already unlocked\")\n\n\t// ErrTitleNotUnlocked 称号未解锁\n\tErrTitleNotUnlocked = errors.New(\"title not unlocked\")\n\n\t// ErrTitleConditionNotMet 称号解锁条件未满足\n\tErrTitleConditionNotMet = errors.New(\"title unlock condition not met\")\n\n\t// ErrNoTitleEquipped 没有装备称号\n\tErrNoTitleEquipped = errors.New(\"no title equipped\")\n\n\t// ErrTitleAlreadyEquipped 称号已装备\n\tErrTitleAlreadyEquipped = errors.New(\"title already equipped\")\n\n\t// ErrCannotEquipTitle 无法装备称号\n\tErrCannotEquipTitle = errors.New(\"cannot equip title\")\n\n\t// ErrTitleTemplateNotFound 称号模板未找到\n\tErrTitleTemplateNotFound = errors.New(\"title template not found\")\n\n\t// ErrTitleTemplateAlreadyExists 称号模板已存在\n\tErrTitleTemplateAlreadyExists = errors.New(\"title template already exists\")\n)\n\n// 成就相关错误\nvar (\n\t// ErrInvalidAchievement 无效的成就\n\tErrInvalidAchievement = errors.New(\"invalid achievement\")\n\n\t// ErrAchievementNotFound 成就未找到\n\tErrAchievementNotFound = errors.New(\"achievement not found\")\n\n\t// ErrAchievementAlreadyOwned 成就已拥有\n\tErrAchievementAlreadyOwned = errors.New(\"achievement already owned\")\n\n\t// ErrAchievementAlreadyUnlocked 成就已解锁\n\tErrAchievementAlreadyUnlocked = errors.New(\"achievement already unlocked\")\n\n\t// ErrAchievementConditionNotMet 成就解锁条件未满足\n\tErrAchievementConditionNotMet = errors.New(\"achievement unlock condition not met\")\n\n\t// ErrAchievementTemplateNotFound 成就模板未找到\n\tErrAchievementTemplateNotFound = errors.New(\"achievement template not found\")\n\n\t// ErrAchievementTemplateAlreadyExists 成就模板已存在\n\tErrAchievementTemplateAlreadyExists = errors.New(\"achievement template already exists\")\n)\n\n// 荣誉系统相关错误\nvar (\n\t// ErrInvalidPlayerID 无效的玩家ID\n\tErrInvalidPlayerID = errors.New(\"invalid player id\")\n\n\t// ErrHonorNotFound 荣誉信息未找到\n\tErrHonorNotFound = errors.New(\"honor not found\")\n\n\t// ErrHonorAlreadyExists 荣誉信息已存在\n\tErrHonorAlreadyExists = errors.New(\"honor already exists\")\n\n\t// ErrInvalidHonorPoints 无效的荣誉点数\n\tErrInvalidHonorPoints = errors.New(\"invalid honor points\")\n\n\t// ErrInvalidHonorLevel 无效的荣誉等级\n\tErrInvalidHonorLevel = errors.New(\"invalid honor level\")\n\n\t// ErrHonorLevelNotReached 荣誉等级未达到\n\tErrHonorLevelNotReached = errors.New(\"honor level not reached\")\n\n\t// ErrInsufficientHonorPoints 荣誉点数不足\n\tErrInsufficientHonorPoints = errors.New(\"insufficient honor points\")\n)\n\n// 声望相关错误\nvar (\n\t// ErrInvalidFaction 无效的阵营\n\tErrInvalidFaction = errors.New(\"invalid faction\")\n\n\t// ErrFactionNotFound 阵营未找到\n\tErrFactionNotFound = errors.New(\"faction not found\")\n\n\t// ErrInvalidReputation 无效的声望值\n\tErrInvalidReputation = errors.New(\"invalid reputation\")\n\n\t// ErrReputationTooLow 声望过低\n\tErrReputationTooLow = errors.New(\"reputation too low\")\n\n\t// ErrReputationTooHigh 声望过高\n\tErrReputationTooHigh = errors.New(\"reputation too high\")\n\n\t// ErrCannotChangeReputation 无法改变声望\n\tErrCannotChangeReputation = errors.New(\"cannot change reputation\")\n)\n\n// 统计数据相关错误\nvar (\n\t// ErrInvalidStatisticType 无效的统计数据类型\n\tErrInvalidStatisticType = errors.New(\"invalid statistic type\")\n\n\t// ErrInvalidStatisticValue 无效的统计数据值\n\tErrInvalidStatisticValue = errors.New(\"invalid statistic value\")\n\n\t// ErrStatisticNotFound 统计数据未找到\n\tErrStatisticNotFound = errors.New(\"statistic not found\")\n\n\t// ErrCannotUpdateStatistic 无法更新统计数据\n\tErrCannotUpdateStatistic = errors.New(\"cannot update statistic\")\n)\n\n// 解锁条件相关错误\nvar (\n\t// ErrInvalidUnlockCondition 无效的解锁条件\n\tErrInvalidUnlockCondition = errors.New(\"invalid unlock condition\")\n\n\t// ErrUnlockConditionNotMet 解锁条件未满足\n\tErrUnlockConditionNotMet = errors.New(\"unlock condition not met\")\n\n\t// ErrInvalidConditionType 无效的条件类型\n\tErrInvalidConditionType = errors.New(\"invalid condition type\")\n\n\t// ErrInvalidConditionValue 无效的条件值\n\tErrInvalidConditionValue = errors.New(\"invalid condition value\")\n\n\t// ErrCircularDependency 循环依赖\n\tErrCircularDependency = errors.New(\"circular dependency in unlock conditions\")\n)\n\n// 数据持久化相关错误\nvar (\n\t// ErrDatabaseConnection 数据库连接错误\n\tErrDatabaseConnection = errors.New(\"database connection error\")\n\n\t// ErrDataNotFound 数据未找到\n\tErrDataNotFound = errors.New(\"data not found\")\n\n\t// ErrDataCorrupted 数据损坏\n\tErrDataCorrupted = errors.New(\"data corrupted\")\n\n\t// ErrSaveFailure 保存失败\n\tErrSaveFailure = errors.New(\"save failure\")\n\n\t// ErrLoadFailure 加载失败\n\tErrLoadFailure = errors.New(\"load failure\")\n\n\t// ErrDeleteFailure 删除失败\n\tErrDeleteFailure = errors.New(\"delete failure\")\n\n\t// ErrVersionConflict 版本冲突\n\tErrVersionConflict = errors.New(\"version conflict\")\n\n\t// ErrConcurrentModification 并发修改冲突\n\tErrConcurrentModification = errors.New(\"concurrent modification\")\n)\n\n// 业务逻辑相关错误\nvar (\n\t// ErrOperationNotAllowed 操作不被允许\n\tErrOperationNotAllowed = errors.New(\"operation not allowed\")\n\n\t// ErrInvalidOperation 无效操作\n\tErrInvalidOperation = errors.New(\"invalid operation\")\n\n\t// ErrPermissionDenied 权限被拒绝\n\tErrPermissionDenied = errors.New(\"permission denied\")\n\n\t// ErrResourceLocked 资源被锁定\n\tErrResourceLocked = errors.New(\"resource locked\")\n\n\t// ErrRateLimitExceeded 速率限制超出\n\tErrRateLimitExceeded = errors.New(\"rate limit exceeded\")\n\n\t// ErrMaintenanceMode 维护模式\n\tErrMaintenanceMode = errors.New(\"system in maintenance mode\")\n)\n\n// 配置相关错误\nvar (\n\t// ErrInvalidConfiguration 无效配置\n\tErrInvalidConfiguration = errors.New(\"invalid configuration\")\n\n\t// ErrConfigurationNotFound 配置未找到\n\tErrConfigurationNotFound = errors.New(\"configuration not found\")\n\n\t// ErrConfigurationLoadFailure 配置加载失败\n\tErrConfigurationLoadFailure = errors.New(\"configuration load failure\")\n)\n\n// 事件相关错误\nvar (\n\t// ErrInvalidEvent 无效事件\n\tErrInvalidEvent = errors.New(\"invalid event\")\n\n\t// ErrEventPublishFailure 事件发布失败\n\tErrEventPublishFailure = errors.New(\"event publish failure\")\n\n\t// ErrEventHandlerNotFound 事件处理器未找到\n\tErrEventHandlerNotFound = errors.New(\"event handler not found\")\n\n\t// ErrEventProcessingFailure 事件处理失败\n\tErrEventProcessingFailure = errors.New(\"event processing failure\")\n)\n\n// HonorError 荣誉系统错误类型\ntype HonorError struct {\n\tCode    string `json:\"code\"`\n\tMessage string `json:\"message\"`\n\tDetails string `json:\"details,omitempty\"`\n\tCause   error  `json:\"-\"`\n}\n\n// Error 实现error接口\nfunc (e *HonorError) Error() string {\n\tif e.Details != \"\" {\n\t\treturn fmt.Sprintf(\"[%s] %s: %s\", e.Code, e.Message, e.Details)\n\t}\n\treturn fmt.Sprintf(\"[%s] %s\", e.Code, e.Message)\n}\n\n// Unwrap 返回原始错误\nfunc (e *HonorError) Unwrap() error {\n\treturn e.Cause\n}\n\n// NewHonorError 创建荣誉系统错误\nfunc NewHonorError(code, message string) *HonorError {\n\treturn &HonorError{\n\t\tCode:    code,\n\t\tMessage: message,\n\t}\n}\n\n// NewHonorErrorWithDetails 创建带详情的荣誉系统错误\nfunc NewHonorErrorWithDetails(code, message, details string) *HonorError {\n\treturn &HonorError{\n\t\tCode:    code,\n\t\tMessage: message,\n\t\tDetails: details,\n\t}\n}\n\n// NewHonorErrorWithCause 创建带原因的荣誉系统错误\nfunc NewHonorErrorWithCause(code, message string, cause error) *HonorError {\n\treturn &HonorError{\n\t\tCode:    code,\n\t\tMessage: message,\n\t\tCause:   cause,\n\t}\n}\n\n// 预定义的错误代码常量\nconst (\n\t// 称号相关错误代码\n\tErrCodeTitleNotFound        = \"TITLE_NOT_FOUND\"\n\tErrCodeTitleAlreadyUnlocked = \"TITLE_ALREADY_UNLOCKED\"\n\tErrCodeTitleConditionNotMet = \"TITLE_CONDITION_NOT_MET\"\n\tErrCodeTitleCannotEquip     = \"TITLE_CANNOT_EQUIP\"\n\n\t// 成就相关错误代码\n\tErrCodeAchievementNotFound        = \"ACHIEVEMENT_NOT_FOUND\"\n\tErrCodeAchievementAlreadyUnlocked = \"ACHIEVEMENT_ALREADY_UNLOCKED\"\n\tErrCodeAchievementConditionNotMet = \"ACHIEVEMENT_CONDITION_NOT_MET\"\n\n\t// 荣誉系统错误代码\n\tErrCodeHonorNotFound           = \"HONOR_NOT_FOUND\"\n\tErrCodeInsufficientHonorPoints = \"INSUFFICIENT_HONOR_POINTS\"\n\tErrCodeInvalidHonorLevel       = \"INVALID_HONOR_LEVEL\"\n\n\t// 声望相关错误代码\n\tErrCodeFactionNotFound   = \"FACTION_NOT_FOUND\"\n\tErrCodeInvalidReputation = \"INVALID_REPUTATION\"\n\tErrCodeReputationTooLow  = \"REPUTATION_TOO_LOW\"\n\n\t// 数据相关错误代码\n\tErrCodeDataNotFound    = \"DATA_NOT_FOUND\"\n\tErrCodeDataCorrupted   = \"DATA_CORRUPTED\"\n\tErrCodeVersionConflict = \"VERSION_CONFLICT\"\n\tErrCodeSaveFailure     = \"SAVE_FAILURE\"\n\n\t// 业务逻辑错误代码\n\tErrCodeOperationNotAllowed = \"OPERATION_NOT_ALLOWED\"\n\tErrCodePermissionDenied    = \"PERMISSION_DENIED\"\n\tErrCodeRateLimitExceeded   = \"RATE_LIMIT_EXCEEDED\"\n\tErrCodeMaintenanceMode     = \"MAINTENANCE_MODE\"\n)\n\n// IsHonorError 检查是否为荣誉系统错误\nfunc IsHonorError(err error) bool {\n\t_, ok := err.(*HonorError)\n\treturn ok\n}\n\n// GetHonorErrorCode 获取荣誉系统错误代码\nfunc GetHonorErrorCode(err error) string {\n\tif honorErr, ok := err.(*HonorError); ok {\n\t\treturn honorErr.Code\n\t}\n\treturn \"\"\n}\n\n// WrapError 包装错误为荣誉系统错误\nfunc WrapError(err error, code, message string) *HonorError {\n\treturn &HonorError{\n\t\tCode:    code,\n\t\tMessage: message,\n\t\tCause:   err,\n\t}\n}\n"
  },
  {
    "path": "internal/domain/player/honor/events.go",
    "content": "package honor\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// DomainEvent 领域事件接口\ntype DomainEvent interface {\n\tGetEventID() string\n\tGetEventType() string\n\tGetAggregateID() string\n\tGetOccurredAt() time.Time\n\tGetEventData() interface{}\n}\n\n// BaseDomainEvent 基础领域事件\ntype BaseDomainEvent struct {\n\tEventID     string      `json:\"event_id\"`\n\tEventType   string      `json:\"event_type\"`\n\tAggregateID string      `json:\"aggregate_id\"`\n\tOccurredAt  time.Time   `json:\"occurred_at\"`\n\tEventData   interface{} `json:\"event_data\"`\n}\n\n// GetEventID 获取事件ID\nfunc (e *BaseDomainEvent) GetEventID() string {\n\treturn e.EventID\n}\n\n// GetEventType 获取事件类型\nfunc (e *BaseDomainEvent) GetEventType() string {\n\treturn e.EventType\n}\n\n// GetAggregateID 获取聚合根ID\nfunc (e *BaseDomainEvent) GetAggregateID() string {\n\treturn e.AggregateID\n}\n\n// GetOccurredAt 获取发生时间\nfunc (e *BaseDomainEvent) GetOccurredAt() time.Time {\n\treturn e.OccurredAt\n}\n\n// GetEventData 获取事件数据\nfunc (e *BaseDomainEvent) GetEventData() interface{} {\n\treturn e.EventData\n}\n\n// TitleUnlockedEvent 称号解锁事件\ntype TitleUnlockedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID    string      `json:\"player_id\"`\n\tTitleID     string      `json:\"title_id\"`\n\tTitleName   string      `json:\"title_name\"`\n\tTitleRarity TitleRarity `json:\"title_rarity\"`\n}\n\n// NewTitleUnlockedEvent 创建称号解锁事件\nfunc NewTitleUnlockedEvent(playerID, titleID, titleName string, rarity TitleRarity) *TitleUnlockedEvent {\n\treturn &TitleUnlockedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"TitleUnlocked\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:    playerID,\n\t\tTitleID:     titleID,\n\t\tTitleName:   titleName,\n\t\tTitleRarity: rarity,\n\t}\n}\n\n// TitleEquippedEvent 称号装备事件\ntype TitleEquippedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID      string `json:\"player_id\"`\n\tTitleID       string `json:\"title_id\"`\n\tTitleName     string `json:\"title_name\"`\n\tPreviousTitle string `json:\"previous_title,omitempty\"`\n}\n\n// NewTitleEquippedEvent 创建称号装备事件\nfunc NewTitleEquippedEvent(playerID, titleID, titleName, previousTitle string) *TitleEquippedEvent {\n\treturn &TitleEquippedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"TitleEquipped\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:      playerID,\n\t\tTitleID:       titleID,\n\t\tTitleName:     titleName,\n\t\tPreviousTitle: previousTitle,\n\t}\n}\n\n// TitleUnequippedEvent 称号卸下事件\ntype TitleUnequippedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID  string `json:\"player_id\"`\n\tTitleID   string `json:\"title_id\"`\n\tTitleName string `json:\"title_name\"`\n}\n\n// NewTitleUnequippedEvent 创建称号卸下事件\nfunc NewTitleUnequippedEvent(playerID, titleID, titleName string) *TitleUnequippedEvent {\n\treturn &TitleUnequippedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"TitleUnequipped\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:  playerID,\n\t\tTitleID:   titleID,\n\t\tTitleName: titleName,\n\t}\n}\n\n// AchievementUnlockedEvent 成就解锁事件\ntype AchievementUnlockedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID        string              `json:\"player_id\"`\n\tAchievementID   string              `json:\"achievement_id\"`\n\tAchievementName string              `json:\"achievement_name\"`\n\tCategory        AchievementCategory `json:\"category\"`\n\tHonorReward     int                 `json:\"honor_reward\"`\n\tItemRewards     []string            `json:\"item_rewards\"`\n}\n\n// NewAchievementUnlockedEvent 创建成就解锁事件\nfunc NewAchievementUnlockedEvent(playerID, achievementID, achievementName string, category AchievementCategory, honorReward int, itemRewards []string) *AchievementUnlockedEvent {\n\treturn &AchievementUnlockedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"AchievementUnlocked\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:        playerID,\n\t\tAchievementID:   achievementID,\n\t\tAchievementName: achievementName,\n\t\tCategory:        category,\n\t\tHonorReward:     honorReward,\n\t\tItemRewards:     itemRewards,\n\t}\n}\n\n// HonorLevelUpEvent 荣誉等级提升事件\ntype HonorLevelUpEvent struct {\n\t*BaseDomainEvent\n\tPlayerID      string `json:\"player_id\"`\n\tPreviousLevel int    `json:\"previous_level\"`\n\tNewLevel      int    `json:\"new_level\"`\n\tHonorPoints   int    `json:\"honor_points\"`\n\tLevelTitle    string `json:\"level_title\"`\n}\n\n// NewHonorLevelUpEvent 创建荣誉等级提升事件\nfunc NewHonorLevelUpEvent(playerID string, previousLevel, newLevel, honorPoints int, levelTitle string) *HonorLevelUpEvent {\n\treturn &HonorLevelUpEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"HonorLevelUp\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:      playerID,\n\t\tPreviousLevel: previousLevel,\n\t\tNewLevel:      newLevel,\n\t\tHonorPoints:   honorPoints,\n\t\tLevelTitle:    levelTitle,\n\t}\n}\n\n// HonorPointsEarnedEvent 荣誉点数获得事件\ntype HonorPointsEarnedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID     string `json:\"player_id\"`\n\tPointsEarned int    `json:\"points_earned\"`\n\tTotalPoints  int    `json:\"total_points\"`\n\tSource       string `json:\"source\"` // 来源：achievement, quest, event等\n\tSourceID     string `json:\"source_id,omitempty\"`\n}\n\n// NewHonorPointsEarnedEvent 创建荣誉点数获得事件\nfunc NewHonorPointsEarnedEvent(playerID string, pointsEarned, totalPoints int, source, sourceID string) *HonorPointsEarnedEvent {\n\treturn &HonorPointsEarnedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"HonorPointsEarned\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:     playerID,\n\t\tPointsEarned: pointsEarned,\n\t\tTotalPoints:  totalPoints,\n\t\tSource:       source,\n\t\tSourceID:     sourceID,\n\t}\n}\n\n// ReputationChangedEvent 声望变化事件\ntype ReputationChangedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID           string `json:\"player_id\"`\n\tFaction            string `json:\"faction\"`\n\tPreviousReputation int    `json:\"previous_reputation\"`\n\tNewReputation      int    `json:\"new_reputation\"`\n\tChange             int    `json:\"change\"`\n\tReason             string `json:\"reason\"`\n}\n\n// NewReputationChangedEvent 创建声望变化事件\nfunc NewReputationChangedEvent(playerID, faction string, previousRep, newRep int, reason string) *ReputationChangedEvent {\n\treturn &ReputationChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"ReputationChanged\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:           playerID,\n\t\tFaction:            faction,\n\t\tPreviousReputation: previousRep,\n\t\tNewReputation:      newRep,\n\t\tChange:             newRep - previousRep,\n\t\tReason:             reason,\n\t}\n}\n\n// StatisticUpdatedEvent 统计数据更新事件\ntype StatisticUpdatedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID      string        `json:\"player_id\"`\n\tStatisticType StatisticType `json:\"statistic_type\"`\n\tPreviousValue int           `json:\"previous_value\"`\n\tNewValue      int           `json:\"new_value\"`\n\tChange        int           `json:\"change\"`\n}\n\n// NewStatisticUpdatedEvent 创建统计数据更新事件\nfunc NewStatisticUpdatedEvent(playerID string, statType StatisticType, previousValue, newValue int) *StatisticUpdatedEvent {\n\treturn &StatisticUpdatedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"StatisticUpdated\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:      playerID,\n\t\tStatisticType: statType,\n\t\tPreviousValue: previousValue,\n\t\tNewValue:      newValue,\n\t\tChange:        newValue - previousValue,\n\t}\n}\n\n// HonorSystemInitializedEvent 荣誉系统初始化事件\ntype HonorSystemInitializedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID          string `json:\"player_id\"`\n\tInitialLevel      int    `json:\"initial_level\"`\n\tInitialPoints     int    `json:\"initial_points\"`\n\tTitlesCount       int    `json:\"titles_count\"`\n\tAchievementsCount int    `json:\"achievements_count\"`\n}\n\n// NewHonorSystemInitializedEvent 创建荣誉系统初始化事件\nfunc NewHonorSystemInitializedEvent(playerID string, initialLevel, initialPoints, titlesCount, achievementsCount int) *HonorSystemInitializedEvent {\n\treturn &HonorSystemInitializedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"HonorSystemInitialized\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:          playerID,\n\t\tInitialLevel:      initialLevel,\n\t\tInitialPoints:     initialPoints,\n\t\tTitlesCount:       titlesCount,\n\t\tAchievementsCount: achievementsCount,\n\t}\n}\n\n// RareAchievementUnlockedEvent 稀有成就解锁事件（特殊事件）\ntype RareAchievementUnlockedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID        string              `json:\"player_id\"`\n\tPlayerName      string              `json:\"player_name\"`\n\tAchievementID   string              `json:\"achievement_id\"`\n\tAchievementName string              `json:\"achievement_name\"`\n\tCategory        AchievementCategory `json:\"category\"`\n\tRarity          string              `json:\"rarity\"`\n\tUnlockRate      float64             `json:\"unlock_rate\"` // 解锁率，用于判断稀有度\n}\n\n// NewRareAchievementUnlockedEvent 创建稀有成就解锁事件\nfunc NewRareAchievementUnlockedEvent(playerID, playerName, achievementID, achievementName string, category AchievementCategory, rarity string, unlockRate float64) *RareAchievementUnlockedEvent {\n\treturn &RareAchievementUnlockedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"RareAchievementUnlocked\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:        playerID,\n\t\tPlayerName:      playerName,\n\t\tAchievementID:   achievementID,\n\t\tAchievementName: achievementName,\n\t\tCategory:        category,\n\t\tRarity:          rarity,\n\t\tUnlockRate:      unlockRate,\n\t}\n}\n\n// HonorRankingChangedEvent 荣誉排名变化事件\ntype HonorRankingChangedEvent struct {\n\t*BaseDomainEvent\n\tPlayerID     string `json:\"player_id\"`\n\tPlayerName   string `json:\"player_name\"`\n\tPreviousRank int    `json:\"previous_rank\"`\n\tNewRank      int    `json:\"new_rank\"`\n\tHonorPoints  int    `json:\"honor_points\"`\n\tHonorLevel   int    `json:\"honor_level\"`\n}\n\n// NewHonorRankingChangedEvent 创建荣誉排名变化事件\nfunc NewHonorRankingChangedEvent(playerID, playerName string, previousRank, newRank, honorPoints, honorLevel int) *HonorRankingChangedEvent {\n\treturn &HonorRankingChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   \"HonorRankingChanged\",\n\t\t\tAggregateID: playerID,\n\t\t\tOccurredAt:  time.Now(),\n\t\t},\n\t\tPlayerID:     playerID,\n\t\tPlayerName:   playerName,\n\t\tPreviousRank: previousRank,\n\t\tNewRank:      newRank,\n\t\tHonorPoints:  honorPoints,\n\t\tHonorLevel:   honorLevel,\n\t}\n}\n\n// generateEventID 生成事件ID\nfunc generateEventID() string {\n\t// 这里可以使用UUID或其他唯一ID生成方式\n\t// 为了简化，使用时间戳\n\treturn fmt.Sprintf(\"honor_%d\", time.Now().UnixNano())\n}\n"
  },
  {
    "path": "internal/domain/player/honor/repository.go",
    "content": "package honor\n\nimport \"context\"\n\n// HonorRepository 荣誉仓储接口\ntype HonorRepository interface {\n\t// Save 保存荣誉聚合根\n\tSave(ctx context.Context, honor *HonorAggregate) error\n\n\t// FindByPlayerID 根据玩家ID查找荣誉信息\n\tFindByPlayerID(ctx context.Context, playerID string) (*HonorAggregate, error)\n\n\t// Delete 删除荣誉信息\n\tDelete(ctx context.Context, playerID string) error\n\n\t// FindByHonorLevel 根据荣誉等级查找玩家\n\tFindByHonorLevel(ctx context.Context, level int, limit, offset int) ([]*HonorAggregate, error)\n\n\t// FindTopHonorPlayers 查找荣誉排行榜\n\tFindTopHonorPlayers(ctx context.Context, limit int) ([]*HonorAggregate, error)\n\n\t// CountByHonorLevel 统计指定荣誉等级的玩家数量\n\tCountByHonorLevel(ctx context.Context, level int) (int64, error)\n\n\t// FindByTitleEquipped 查找装备指定称号的玩家\n\tFindByTitleEquipped(ctx context.Context, titleID string, limit, offset int) ([]*HonorAggregate, error)\n\n\t// FindByAchievementUnlocked 查找解锁指定成就的玩家\n\tFindByAchievementUnlocked(ctx context.Context, achievementID string, limit, offset int) ([]*HonorAggregate, error)\n\n\t// UpdateStatistics 批量更新玩家统计数据\n\tUpdateStatistics(ctx context.Context, playerID string, statistics map[StatisticType]int) error\n\n\t// FindByReputation 根据声望查找玩家\n\tFindByReputation(ctx context.Context, faction string, minReputation int, limit, offset int) ([]*HonorAggregate, error)\n\n\t// GetPlayerRank 获取玩家荣誉排名\n\tGetPlayerRank(ctx context.Context, playerID string) (int, error)\n\n\t// FindRecentlyUnlockedTitles 查找最近解锁的称号\n\tFindRecentlyUnlockedTitles(ctx context.Context, playerID string, limit int) ([]*Title, error)\n\n\t// FindRecentlyUnlockedAchievements 查找最近解锁的成就\n\tFindRecentlyUnlockedAchievements(ctx context.Context, playerID string, limit int) ([]*Achievement, error)\n\n\t// GetHonorStatistics 获取荣誉系统统计信息\n\tGetHonorStatistics(ctx context.Context) (*HonorStatistics, error)\n}\n\n// TitleRepository 称号仓储接口\ntype TitleRepository interface {\n\t// SaveTemplate 保存称号模板\n\tSaveTemplate(ctx context.Context, template *TitleTemplate) error\n\n\t// FindTemplateByID 根据ID查找称号模板\n\tFindTemplateByID(ctx context.Context, id string) (*TitleTemplate, error)\n\n\t// FindAllTemplates 查找所有称号模板\n\tFindAllTemplates(ctx context.Context) ([]*TitleTemplate, error)\n\n\t// FindTemplatesByCategory 根据分类查找称号模板\n\tFindTemplatesByCategory(ctx context.Context, category TitleCategory) ([]*TitleTemplate, error)\n\n\t// FindTemplatesByRarity 根据稀有度查找称号模板\n\tFindTemplatesByRarity(ctx context.Context, rarity TitleRarity) ([]*TitleTemplate, error)\n\n\t// DeleteTemplate 删除称号模板\n\tDeleteTemplate(ctx context.Context, id string) error\n\n\t// GetTitleStatistics 获取称号统计信息\n\tGetTitleStatistics(ctx context.Context, titleID string) (*TitleStatistics, error)\n}\n\n// AchievementRepository 成就仓储接口\ntype AchievementRepository interface {\n\t// SaveTemplate 保存成就模板\n\tSaveTemplate(ctx context.Context, template *AchievementTemplate) error\n\n\t// FindTemplateByID 根据ID查找成就模板\n\tFindTemplateByID(ctx context.Context, id string) (*AchievementTemplate, error)\n\n\t// FindAllTemplates 查找所有成就模板\n\tFindAllTemplates(ctx context.Context) ([]*AchievementTemplate, error)\n\n\t// FindTemplatesByCategory 根据分类查找成就模板\n\tFindTemplatesByCategory(ctx context.Context, category AchievementCategory) ([]*AchievementTemplate, error)\n\n\t// FindTemplatesByType 根据类型查找成就模板\n\tFindTemplatesByType(ctx context.Context, achievementType AchievementType) ([]*AchievementTemplate, error)\n\n\t// DeleteTemplate 删除成就模板\n\tDeleteTemplate(ctx context.Context, id string) error\n\n\t// GetAchievementStatistics 获取成就统计信息\n\tGetAchievementStatistics(ctx context.Context, achievementID string) (*AchievementStatistics, error)\n}\n\n// HonorStatistics 荣誉系统统计信息\ntype HonorStatistics struct {\n\tTotalPlayers             int64              `json:\"total_players\"`\n\tAverageHonorPoints       float64            `json:\"average_honor_points\"`\n\tHonorLevelDistribution   map[int]int64      `json:\"honor_level_distribution\"`\n\tMostPopularTitles        []TitleStats       `json:\"most_popular_titles\"`\n\tMostUnlockedAchievements []AchievementStats `json:\"most_unlocked_achievements\"`\n\tTopReputationFactions    []ReputationStats  `json:\"top_reputation_factions\"`\n}\n\n// TitleStatistics 称号统计信息\ntype TitleStatistics struct {\n\tTitleID        string  `json:\"title_id\"`\n\tTitleName      string  `json:\"title_name\"`\n\tUnlockCount    int64   `json:\"unlock_count\"`\n\tEquipCount     int64   `json:\"equip_count\"`\n\tUnlockRate     float64 `json:\"unlock_rate\"`\n\tPopularityRank int     `json:\"popularity_rank\"`\n}\n\n// AchievementStatistics 成就统计信息\ntype AchievementStatistics struct {\n\tAchievementID     string  `json:\"achievement_id\"`\n\tAchievementName   string  `json:\"achievement_name\"`\n\tUnlockCount       int64   `json:\"unlock_count\"`\n\tUnlockRate        float64 `json:\"unlock_rate\"`\n\tAverageUnlockTime float64 `json:\"average_unlock_time\"` // 平均解锁时间（小时）\n\tDifficultyRank    int     `json:\"difficulty_rank\"`\n}\n\n// TitleStats 称号统计\ntype TitleStats struct {\n\tTitleID     string `json:\"title_id\"`\n\tTitleName   string `json:\"title_name\"`\n\tUnlockCount int64  `json:\"unlock_count\"`\n\tEquipCount  int64  `json:\"equip_count\"`\n}\n\n// AchievementStats 成就统计\ntype AchievementStats struct {\n\tAchievementID   string `json:\"achievement_id\"`\n\tAchievementName string `json:\"achievement_name\"`\n\tUnlockCount     int64  `json:\"unlock_count\"`\n}\n\n// ReputationStats 声望统计\ntype ReputationStats struct {\n\tFaction           string  `json:\"faction\"`\n\tAverageReputation float64 `json:\"average_reputation\"`\n\tMaxReputation     int     `json:\"max_reputation\"`\n\tPlayerCount       int64   `json:\"player_count\"`\n}\n\n// HonorQuery 荣誉查询条件\ntype HonorQuery struct {\n\tPlayerIDs      []string              `json:\"player_ids,omitempty\"`\n\tMinHonorLevel  int                   `json:\"min_honor_level,omitempty\"`\n\tMaxHonorLevel  int                   `json:\"max_honor_level,omitempty\"`\n\tMinHonorPoints int                   `json:\"min_honor_points,omitempty\"`\n\tMaxHonorPoints int                   `json:\"max_honor_points,omitempty\"`\n\tTitleEquipped  string                `json:\"title_equipped,omitempty\"`\n\tAchievements   []string              `json:\"achievements,omitempty\"`\n\tReputation     map[string]int        `json:\"reputation,omitempty\"`\n\tStatistics     map[StatisticType]int `json:\"statistics,omitempty\"`\n\tLimit          int                   `json:\"limit,omitempty\"`\n\tOffset         int                   `json:\"offset,omitempty\"`\n\tSortBy         string                `json:\"sort_by,omitempty\"`\n\tSortOrder      string                `json:\"sort_order,omitempty\"`\n}\n\n// HonorQueryRepository 荣誉查询仓储接口\ntype HonorQueryRepository interface {\n\t// FindByQuery 根据查询条件查找荣誉信息\n\tFindByQuery(ctx context.Context, query *HonorQuery) ([]*HonorAggregate, error)\n\n\t// CountByQuery 根据查询条件统计数量\n\tCountByQuery(ctx context.Context, query *HonorQuery) (int64, error)\n\n\t// FindPlayersWithTitle 查找拥有指定称号的玩家\n\tFindPlayersWithTitle(ctx context.Context, titleID string, unlocked bool, equipped bool) ([]*HonorAggregate, error)\n\n\t// FindPlayersWithAchievement 查找拥有指定成就的玩家\n\tFindPlayersWithAchievement(ctx context.Context, achievementID string, unlocked bool) ([]*HonorAggregate, error)\n\n\t// FindTopPlayersByStatistic 根据统计数据查找排行榜\n\tFindTopPlayersByStatistic(ctx context.Context, statType StatisticType, limit int) ([]*HonorAggregate, error)\n\n\t// FindPlayersByReputationRange 根据声望范围查找玩家\n\tFindPlayersByReputationRange(ctx context.Context, faction string, minRep, maxRep int) ([]*HonorAggregate, error)\n}\n"
  },
  {
    "path": "internal/domain/player/honor/service.go",
    "content": "package honor\n\nimport (\n\t\"fmt\"\n\t// \"time\" // 未使用\n)\n\n// HonorService 荣誉领域服务\ntype HonorService struct {\n\ttitleTemplates       map[string]*TitleTemplate\n\tachievementTemplates map[string]*AchievementTemplate\n\thonorLevels          map[int]*HonorLevel\n}\n\n// NewHonorService 创建荣誉服务\nfunc NewHonorService() *HonorService {\n\treturn &HonorService{\n\t\ttitleTemplates:       make(map[string]*TitleTemplate),\n\t\tachievementTemplates: make(map[string]*AchievementTemplate),\n\t\thonorLevels:          make(map[int]*HonorLevel),\n\t}\n}\n\n// TitleTemplate 称号模板\ntype TitleTemplate struct {\n\tid               string\n\tname             string\n\tdescription      string\n\tcategory         TitleCategory\n\trarity           TitleRarity\n\tunlockConditions []*UnlockCondition\n\tattributeBonus   map[string]int\n}\n\n// NewTitleTemplate 创建称号模板\nfunc NewTitleTemplate(id, name, description string, category TitleCategory, rarity TitleRarity) *TitleTemplate {\n\treturn &TitleTemplate{\n\t\tid:               id,\n\t\tname:             name,\n\t\tdescription:      description,\n\t\tcategory:         category,\n\t\trarity:           rarity,\n\t\tunlockConditions: make([]*UnlockCondition, 0),\n\t\tattributeBonus:   make(map[string]int),\n\t}\n}\n\n// CreateTitle 根据模板创建称号\nfunc (tt *TitleTemplate) CreateTitle() *Title {\n\ttitle := NewTitle(tt.id, tt.name, tt.description, tt.category, tt.rarity)\n\n\t// 复制解锁条件\n\tfor _, condition := range tt.unlockConditions {\n\t\ttitle.AddUnlockCondition(condition)\n\t}\n\n\t// 复制属性加成\n\tfor attr, bonus := range tt.attributeBonus {\n\t\ttitle.SetAttributeBonus(attr, bonus)\n\t}\n\n\treturn title\n}\n\n// AchievementTemplate 成就模板\ntype AchievementTemplate struct {\n\tid               string\n\tname             string\n\tdescription      string\n\tcategory         AchievementCategory\n\ttype_            AchievementType\n\tunlockConditions []*UnlockCondition\n\thonorReward      int\n\titemRewards      []string\n}\n\n// NewAchievementTemplate 创建成就模板\nfunc NewAchievementTemplate(id, name, description string, category AchievementCategory, achievementType AchievementType) *AchievementTemplate {\n\treturn &AchievementTemplate{\n\t\tid:               id,\n\t\tname:             name,\n\t\tdescription:      description,\n\t\tcategory:         category,\n\t\ttype_:            achievementType,\n\t\tunlockConditions: make([]*UnlockCondition, 0),\n\t\titemRewards:      make([]string, 0),\n\t}\n}\n\n// CreateAchievement 根据模板创建成就\nfunc (at *AchievementTemplate) CreateAchievement() *Achievement {\n\tachievement := NewAchievement(at.id, at.name, at.description, at.category, at.type_)\n\n\t// 复制解锁条件\n\tfor _, condition := range at.unlockConditions {\n\t\tachievement.AddUnlockCondition(condition)\n\t}\n\n\t// 设置奖励\n\tachievement.SetHonorReward(at.honorReward)\n\tfor _, itemID := range at.itemRewards {\n\t\tachievement.AddItemReward(itemID)\n\t}\n\n\treturn achievement\n}\n\n// RegisterTitleTemplate 注册称号模板\nfunc (hs *HonorService) RegisterTitleTemplate(template *TitleTemplate) {\n\ths.titleTemplates[template.id] = template\n}\n\n// RegisterAchievementTemplate 注册成就模板\nfunc (hs *HonorService) RegisterAchievementTemplate(template *AchievementTemplate) {\n\ths.achievementTemplates[template.id] = template\n}\n\n// RegisterHonorLevel 注册荣誉等级\nfunc (hs *HonorService) RegisterHonorLevel(level *HonorLevel) {\n\ths.honorLevels[level.GetLevel()] = level\n}\n\n// CreatePlayerHonor 为玩家创建荣誉系统\nfunc (hs *HonorService) CreatePlayerHonor(playerID string) *HonorAggregate {\n\thonor := NewHonorAggregate(playerID)\n\n\t// 添加所有称号模板\n\tfor _, template := range hs.titleTemplates {\n\t\ttitle := template.CreateTitle()\n\t\thonor.AddTitle(title)\n\t}\n\n\t// 添加所有成就模板\n\tfor _, template := range hs.achievementTemplates {\n\t\tachievement := template.CreateAchievement()\n\t\thonor.AddAchievement(achievement)\n\t}\n\n\treturn honor\n}\n\n// CalculateHonorLevel 计算荣誉等级\nfunc (hs *HonorService) CalculateHonorLevel(honorPoints int) int {\n\tlevel := 1\n\tfor lvl, honorLevel := range hs.honorLevels {\n\t\tif honorPoints >= honorLevel.GetRequiredXP() && lvl > level {\n\t\t\tlevel = lvl\n\t\t}\n\t}\n\treturn level\n}\n\n// GetHonorLevel 获取荣誉等级信息\nfunc (hs *HonorService) GetHonorLevel(level int) *HonorLevel {\n\treturn hs.honorLevels[level]\n}\n\n// GetNextHonorLevel 获取下一个荣誉等级\nfunc (hs *HonorService) GetNextHonorLevel(currentLevel int) *HonorLevel {\n\treturn hs.honorLevels[currentLevel+1]\n}\n\n// ValidateTitleUnlock 验证称号解锁\nfunc (hs *HonorService) ValidateTitleUnlock(honor *HonorAggregate, titleID string) error {\n\ttitle := honor.titles[titleID]\n\tif title == nil {\n\t\treturn ErrTitleNotFound\n\t}\n\n\tif title.IsUnlocked() {\n\t\treturn ErrTitleAlreadyUnlocked\n\t}\n\n\t// 检查所有解锁条件\n\tfor _, condition := range title.GetUnlockConditions() {\n\t\tif !hs.checkUnlockCondition(honor, condition) {\n\t\t\treturn fmt.Errorf(\"条件未满足: %s\", condition.GetDescription())\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// ValidateAchievementUnlock 验证成就解锁\nfunc (hs *HonorService) ValidateAchievementUnlock(honor *HonorAggregate, achievementID string) error {\n\tachievement := honor.achievements[achievementID]\n\tif achievement == nil {\n\t\treturn ErrAchievementNotFound\n\t}\n\n\tif achievement.IsUnlocked() {\n\t\treturn ErrAchievementAlreadyUnlocked\n\t}\n\n\t// 检查所有解锁条件\n\tfor _, condition := range achievement.GetUnlockConditions() {\n\t\tif !hs.checkUnlockCondition(honor, condition) {\n\t\t\treturn fmt.Errorf(\"条件未满足: %s\", condition.GetDescription())\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// checkUnlockCondition 检查解锁条件\nfunc (hs *HonorService) checkUnlockCondition(honor *HonorAggregate, condition *UnlockCondition) bool {\n\tswitch condition.GetConditionType() {\n\tcase ConditionTypeLevel:\n\t\t// 这里需要从外部获取玩家等级，暂时返回true\n\t\treturn true\n\tcase ConditionTypeStatistic:\n\t\tstatValue := honor.statistics.GetStatistic(condition.GetStatisticType())\n\t\treturn statValue >= condition.GetRequiredValue()\n\tcase ConditionTypeReputation:\n\t\trepValue := honor.GetReputation(condition.GetFaction())\n\t\treturn repValue >= condition.GetRequiredValue()\n\tcase ConditionTypeAchievement:\n\t\tachievement := honor.GetAchievement(condition.GetRequiredAchievement())\n\t\treturn achievement != nil && achievement.IsUnlocked()\n\tcase ConditionTypeTitle:\n\t\ttitle := honor.titles[condition.GetRequiredTitle()]\n\t\treturn title != nil && title.IsUnlocked()\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// CalculateTitleAttributeBonus 计算称号属性加成\nfunc (hs *HonorService) CalculateTitleAttributeBonus(honor *HonorAggregate) map[string]int {\n\tbonuses := make(map[string]int)\n\n\t// 只计算当前装备的称号\n\tcurrentTitle := honor.GetCurrentTitle()\n\tif currentTitle != nil {\n\t\tfor attr, bonus := range currentTitle.GetAttributeBonus() {\n\t\t\tbonuses[attr] += bonus\n\t\t}\n\t}\n\n\treturn bonuses\n}\n\n// GetTitlesByRarity 根据稀有度获取称号\nfunc (hs *HonorService) GetTitlesByRarity(honor *HonorAggregate, rarity TitleRarity) []*Title {\n\tvar titles []*Title\n\tfor _, title := range honor.GetAllTitles() {\n\t\tif title.GetRarity() == rarity {\n\t\t\ttitles = append(titles, title)\n\t\t}\n\t}\n\treturn titles\n}\n\n// GetAchievementsByType 根据类型获取成就\nfunc (hs *HonorService) GetAchievementsByType(honor *HonorAggregate, achievementType AchievementType) []*Achievement {\n\tvar achievements []*Achievement\n\tfor _, achievement := range honor.GetAllAchievements() {\n\t\tif achievement.GetType() == achievementType {\n\t\t\tachievements = append(achievements, achievement)\n\t\t}\n\t}\n\treturn achievements\n}\n\n// CalculateHonorRank 计算荣誉排名（需要外部数据支持）\nfunc (hs *HonorService) CalculateHonorRank(honor *HonorAggregate, allPlayers []*HonorAggregate) int {\n\trank := 1\n\tcurrentPoints := honor.GetHonorPoints()\n\n\tfor _, otherHonor := range allPlayers {\n\t\tif otherHonor.GetPlayerID() != honor.GetPlayerID() && otherHonor.GetHonorPoints() > currentPoints {\n\t\t\trank++\n\t\t}\n\t}\n\n\treturn rank\n}\n\n// GetRecommendedTitles 获取推荐称号（接近解锁的称号）\nfunc (hs *HonorService) GetRecommendedTitles(honor *HonorAggregate) []*Title {\n\tvar recommended []*Title\n\n\tfor _, title := range honor.GetAllTitles() {\n\t\tif !title.IsUnlocked() {\n\t\t\t// 检查是否接近解锁\n\t\t\tmeetsConditions := 0\n\t\t\ttotalConditions := len(title.GetUnlockConditions())\n\n\t\t\tfor _, condition := range title.GetUnlockConditions() {\n\t\t\t\tif hs.checkUnlockCondition(honor, condition) {\n\t\t\t\t\tmeetsConditions++\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// 如果满足80%以上的条件，则推荐\n\t\t\tif totalConditions > 0 && float64(meetsConditions)/float64(totalConditions) >= 0.8 {\n\t\t\t\trecommended = append(recommended, title)\n\t\t\t}\n\t\t}\n\t}\n\n\treturn recommended\n}\n\n// InitializeDefaultTemplates 初始化默认模板\nfunc (hs *HonorService) InitializeDefaultTemplates() {\n\t// 初始化默认称号模板\n\ths.initializeDefaultTitles()\n\n\t// 初始化默认成就模板\n\ths.initializeDefaultAchievements()\n\n\t// 初始化荣誉等级\n\ths.initializeHonorLevels()\n}\n\n// initializeDefaultTitles 初始化默认称号\nfunc (hs *HonorService) initializeDefaultTitles() {\n\t// 新手称号\n\tnewbieTitle := NewTitleTemplate(\"newbie\", \"新手冒险者\", \"刚踏上冒险之路的勇士\", TitleCategorySpecial, TitleRarityCommon)\n\tnewbieTitle.unlockConditions = append(newbieTitle.unlockConditions, NewLevelCondition(1))\n\ths.RegisterTitleTemplate(newbieTitle)\n\n\t// 战斗称号\n\twarriorTitle := NewTitleTemplate(\"warrior\", \"勇敢战士\", \"在战斗中展现勇气的战士\", TitleCategoryCombat, TitleRarityUncommon)\n\twarriorTitle.unlockConditions = append(warriorTitle.unlockConditions, NewStatisticCondition(StatisticTypeKillCount, 100))\n\twarriorTitle.attributeBonus[\"attack\"] = 10\n\ths.RegisterTitleTemplate(warriorTitle)\n\n\t// 探索称号\n\texplorerTitle := NewTitleTemplate(\"explorer\", \"大陆探索者\", \"足迹遍布大陆的探索者\", TitleCategoryExploration, TitleRarityRare)\n\texplorerTitle.unlockConditions = append(explorerTitle.unlockConditions, NewStatisticCondition(StatisticTypeDistanceTraveled, 10000))\n\texplorerTitle.attributeBonus[\"speed\"] = 15\n\ths.RegisterTitleTemplate(explorerTitle)\n}\n\n// initializeDefaultAchievements 初始化默认成就\nfunc (hs *HonorService) initializeDefaultAchievements() {\n\t// 首次击杀成就\n\tfirstKill := NewAchievementTemplate(\"first_kill\", \"初次胜利\", \"获得第一次击杀\", AchievementCategoryCombat, AchievementTypeNormal)\n\tfirstKill.unlockConditions = append(firstKill.unlockConditions, NewStatisticCondition(StatisticTypeKillCount, 1))\n\tfirstKill.honorReward = 10\n\ths.RegisterAchievementTemplate(firstKill)\n\n\t// 连续登录成就\n\tloginStreak := NewAchievementTemplate(\"login_streak_7\", \"坚持不懈\", \"连续登录7天\", AchievementCategoryProgression, AchievementTypeNormal)\n\tloginStreak.unlockConditions = append(loginStreak.unlockConditions, NewStatisticCondition(StatisticTypeLoginDays, 7))\n\tloginStreak.honorReward = 50\n\ths.RegisterAchievementTemplate(loginStreak)\n\n\t// 收集成就\n\tcollector := NewAchievementTemplate(\"collector\", \"收集家\", \"收集100个不同的物品\", AchievementCategoryCollection, AchievementTypeNormal)\n\tcollector.unlockConditions = append(collector.unlockConditions, NewStatisticCondition(StatisticTypeItemsCollected, 100))\n\tcollector.honorReward = 100\n\ths.RegisterAchievementTemplate(collector)\n}\n\n// initializeHonorLevels 初始化荣誉等级\nfunc (hs *HonorService) initializeHonorLevels() {\n\t// 创建荣誉等级\n\tlevels := []struct {\n\t\tlevel       int\n\t\trequiredXP  int\n\t\ttitle       string\n\t\tdescription string\n\t}{\n\t\t{1, 0, \"平民\", \"普通的冒险者\"},\n\t\t{2, 100, \"见习者\", \"初入江湖的新人\"},\n\t\t{3, 300, \"冒险者\", \"有一定经验的冒险者\"},\n\t\t{4, 600, \"勇士\", \"勇敢的战士\"},\n\t\t{5, 1000, \"英雄\", \"受人尊敬的英雄\"},\n\t\t{6, 1500, \"传奇\", \"传说中的人物\"},\n\t\t{7, 2100, \"神话\", \"神话般的存在\"},\n\t\t{8, 2800, \"不朽\", \"不朽的传说\"},\n\t\t{9, 3600, \"至尊\", \"至高无上的存在\"},\n\t\t{10, 4500, \"神明\", \"如神明般的力量\"},\n\t}\n\n\tfor _, lvl := range levels {\n\t\thonorLevel := NewHonorLevel(lvl.level, lvl.requiredXP, lvl.title, lvl.description)\n\t\ths.RegisterHonorLevel(honorLevel)\n\t}\n}\n"
  },
  {
    "path": "internal/domain/player/honor/value_object.go",
    "content": "package honor\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// TitleCategory 称号分类\ntype TitleCategory int\n\nconst (\n\tTitleCategoryUnknown     TitleCategory = iota\n\tTitleCategoryCombat                    // 战斗类\n\tTitleCategoryExploration               // 探索类\n\tTitleCategorySocial                    // 社交类\n\tTitleCategoryLifestyle                 // 生活类\n\tTitleCategorySpecial                   // 特殊类\n\tTitleCategoryEvent                     // 活动类\n)\n\n// String 返回称号分类的字符串表示\nfunc (tc TitleCategory) String() string {\n\tswitch tc {\n\tcase TitleCategoryCombat:\n\t\treturn \"combat\"\n\tcase TitleCategoryExploration:\n\t\treturn \"exploration\"\n\tcase TitleCategorySocial:\n\t\treturn \"social\"\n\tcase TitleCategoryLifestyle:\n\t\treturn \"lifestyle\"\n\tcase TitleCategorySpecial:\n\t\treturn \"special\"\n\tcase TitleCategoryEvent:\n\t\treturn \"event\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// TitleRarity 称号稀有度\ntype TitleRarity int\n\nconst (\n\tTitleRarityCommon TitleRarity = iota\n\tTitleRarityUncommon\n\tTitleRarityRare\n\tTitleRarityEpic\n\tTitleRarityLegendary\n\tTitleRarityMythic\n)\n\n// String 返回称号稀有度的字符串表示\nfunc (tr TitleRarity) String() string {\n\tswitch tr {\n\tcase TitleRarityCommon:\n\t\treturn \"common\"\n\tcase TitleRarityUncommon:\n\t\treturn \"uncommon\"\n\tcase TitleRarityRare:\n\t\treturn \"rare\"\n\tcase TitleRarityEpic:\n\t\treturn \"epic\"\n\tcase TitleRarityLegendary:\n\t\treturn \"legendary\"\n\tcase TitleRarityMythic:\n\t\treturn \"mythic\"\n\tdefault:\n\t\treturn \"common\"\n\t}\n}\n\n// AchievementCategory 成就分类\ntype AchievementCategory int\n\nconst (\n\tAchievementCategoryUnknown     AchievementCategory = iota\n\tAchievementCategoryCombat                          // 战斗成就\n\tAchievementCategoryExploration                     // 探索成就\n\tAchievementCategorySocial                          // 社交成就\n\tAchievementCategoryCollection                      // 收集成就\n\tAchievementCategoryProgression                     // 进度成就\n\tAchievementCategorySpecial                         // 特殊成就\n)\n\n// String 返回成就分类的字符串表示\nfunc (ac AchievementCategory) String() string {\n\tswitch ac {\n\tcase AchievementCategoryCombat:\n\t\treturn \"combat\"\n\tcase AchievementCategoryExploration:\n\t\treturn \"exploration\"\n\tcase AchievementCategorySocial:\n\t\treturn \"social\"\n\tcase AchievementCategoryCollection:\n\t\treturn \"collection\"\n\tcase AchievementCategoryProgression:\n\t\treturn \"progression\"\n\tcase AchievementCategorySpecial:\n\t\treturn \"special\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// AchievementType 成就类型\ntype AchievementType int\n\nconst (\n\tAchievementTypeNormal  AchievementType = iota\n\tAchievementTypeHidden                  // 隐藏成就\n\tAchievementTypeDaily                   // 日常成就\n\tAchievementTypeWeekly                  // 周常成就\n\tAchievementTypeMonthly                 // 月常成就\n\tAchievementTypeEvent                   // 活动成就\n)\n\n// String 返回成就类型的字符串表示\nfunc (at AchievementType) String() string {\n\tswitch at {\n\tcase AchievementTypeNormal:\n\t\treturn \"normal\"\n\tcase AchievementTypeHidden:\n\t\treturn \"hidden\"\n\tcase AchievementTypeDaily:\n\t\treturn \"daily\"\n\tcase AchievementTypeWeekly:\n\t\treturn \"weekly\"\n\tcase AchievementTypeMonthly:\n\t\treturn \"monthly\"\n\tcase AchievementTypeEvent:\n\t\treturn \"event\"\n\tdefault:\n\t\treturn \"normal\"\n\t}\n}\n\n// StatisticType 统计数据类型\ntype StatisticType int\n\nconst (\n\tStatisticTypeUnknown           StatisticType = iota\n\tStatisticTypeKillCount                       // 击杀数量\n\tStatisticTypeDeathCount                      // 死亡数量\n\tStatisticTypeDamageDealt                     // 造成伤害\n\tStatisticTypeDamageTaken                     // 承受伤害\n\tStatisticTypeHealingDone                     // 治疗量\n\tStatisticTypeDistanceTraveled                // 旅行距离\n\tStatisticTypeQuestsCompleted                 // 完成任务数\n\tStatisticTypeItemsCrafted                    // 制作物品数\n\tStatisticTypeItemsCollected                  // 收集物品数\n\tStatisticTypeGoldEarned                      // 获得金币\n\tStatisticTypeGoldSpent                       // 花费金币\n\tStatisticTypePlayTime                        // 游戏时间\n\tStatisticTypeLoginDays                       // 登录天数\n\tStatisticTypeFriendsCount                    // 好友数量\n\tStatisticTypeGuildContribution               // 公会贡献\n)\n\n// String 返回统计数据类型的字符串表示\nfunc (st StatisticType) String() string {\n\tswitch st {\n\tcase StatisticTypeKillCount:\n\t\treturn \"kill_count\"\n\tcase StatisticTypeDeathCount:\n\t\treturn \"death_count\"\n\tcase StatisticTypeDamageDealt:\n\t\treturn \"damage_dealt\"\n\tcase StatisticTypeDamageTaken:\n\t\treturn \"damage_taken\"\n\tcase StatisticTypeHealingDone:\n\t\treturn \"healing_done\"\n\tcase StatisticTypeDistanceTraveled:\n\t\treturn \"distance_traveled\"\n\tcase StatisticTypeQuestsCompleted:\n\t\treturn \"quests_completed\"\n\tcase StatisticTypeItemsCrafted:\n\t\treturn \"items_crafted\"\n\tcase StatisticTypeItemsCollected:\n\t\treturn \"items_collected\"\n\tcase StatisticTypeGoldEarned:\n\t\treturn \"gold_earned\"\n\tcase StatisticTypeGoldSpent:\n\t\treturn \"gold_spent\"\n\tcase StatisticTypePlayTime:\n\t\treturn \"play_time\"\n\tcase StatisticTypeLoginDays:\n\t\treturn \"login_days\"\n\tcase StatisticTypeFriendsCount:\n\t\treturn \"friends_count\"\n\tcase StatisticTypeGuildContribution:\n\t\treturn \"guild_contribution\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// ConditionType 条件类型\ntype ConditionType int\n\nconst (\n\tConditionTypeUnknown     ConditionType = iota\n\tConditionTypeLevel                     // 等级条件\n\tConditionTypeStatistic                 // 统计数据条件\n\tConditionTypeReputation                // 声望条件\n\tConditionTypeAchievement               // 成就条件\n\tConditionTypeTitle                     // 称号条件\n\tConditionTypeItem                      // 物品条件\n\tConditionTypeQuest                     // 任务条件\n\tConditionTypeTime                      // 时间条件\n)\n\n// String 返回条件类型的字符串表示\nfunc (ct ConditionType) String() string {\n\tswitch ct {\n\tcase ConditionTypeLevel:\n\t\treturn \"level\"\n\tcase ConditionTypeStatistic:\n\t\treturn \"statistic\"\n\tcase ConditionTypeReputation:\n\t\treturn \"reputation\"\n\tcase ConditionTypeAchievement:\n\t\treturn \"achievement\"\n\tcase ConditionTypeTitle:\n\t\treturn \"title\"\n\tcase ConditionTypeItem:\n\t\treturn \"item\"\n\tcase ConditionTypeQuest:\n\t\treturn \"quest\"\n\tcase ConditionTypeTime:\n\t\treturn \"time\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// UnlockCondition 解锁条件值对象\ntype UnlockCondition struct {\n\tconditionType       ConditionType\n\trequiredValue       int\n\tstatisticType       StatisticType\n\tfaction             string\n\trequiredAchievement string\n\trequiredTitle       string\n\trequiredItem        string\n\trequiredQuest       string\n\ttimeRequirement     time.Duration\n\tdescription         string\n}\n\n// NewUnlockCondition 创建解锁条件\nfunc NewUnlockCondition(conditionType ConditionType, description string) *UnlockCondition {\n\treturn &UnlockCondition{\n\t\tconditionType: conditionType,\n\t\tdescription:   description,\n\t}\n}\n\n// NewLevelCondition 创建等级条件\nfunc NewLevelCondition(requiredLevel int) *UnlockCondition {\n\treturn &UnlockCondition{\n\t\tconditionType: ConditionTypeLevel,\n\t\trequiredValue: requiredLevel,\n\t\tdescription:   fmt.Sprintf(\"达到等级 %d\", requiredLevel),\n\t}\n}\n\n// NewStatisticCondition 创建统计数据条件\nfunc NewStatisticCondition(statType StatisticType, requiredValue int) *UnlockCondition {\n\treturn &UnlockCondition{\n\t\tconditionType: ConditionTypeStatistic,\n\t\tstatisticType: statType,\n\t\trequiredValue: requiredValue,\n\t\tdescription:   fmt.Sprintf(\"%s 达到 %d\", statType.String(), requiredValue),\n\t}\n}\n\n// NewReputationCondition 创建声望条件\nfunc NewReputationCondition(faction string, requiredValue int) *UnlockCondition {\n\treturn &UnlockCondition{\n\t\tconditionType: ConditionTypeReputation,\n\t\tfaction:       faction,\n\t\trequiredValue: requiredValue,\n\t\tdescription:   fmt.Sprintf(\"%s 声望达到 %d\", faction, requiredValue),\n\t}\n}\n\n// NewAchievementCondition 创建成就条件\nfunc NewAchievementCondition(achievementID string) *UnlockCondition {\n\treturn &UnlockCondition{\n\t\tconditionType:       ConditionTypeAchievement,\n\t\trequiredAchievement: achievementID,\n\t\tdescription:         fmt.Sprintf(\"完成成就: %s\", achievementID),\n\t}\n}\n\n// NewTitleCondition 创建称号条件\nfunc NewTitleCondition(titleID string) *UnlockCondition {\n\treturn &UnlockCondition{\n\t\tconditionType: ConditionTypeTitle,\n\t\trequiredTitle: titleID,\n\t\tdescription:   fmt.Sprintf(\"获得称号: %s\", titleID),\n\t}\n}\n\n// GetConditionType 获取条件类型\nfunc (uc *UnlockCondition) GetConditionType() ConditionType {\n\treturn uc.conditionType\n}\n\n// GetRequiredValue 获取所需值\nfunc (uc *UnlockCondition) GetRequiredValue() int {\n\treturn uc.requiredValue\n}\n\n// GetStatisticType 获取统计数据类型\nfunc (uc *UnlockCondition) GetStatisticType() StatisticType {\n\treturn uc.statisticType\n}\n\n// GetFaction 获取阵营\nfunc (uc *UnlockCondition) GetFaction() string {\n\treturn uc.faction\n}\n\n// GetRequiredAchievement 获取所需成就\nfunc (uc *UnlockCondition) GetRequiredAchievement() string {\n\treturn uc.requiredAchievement\n}\n\n// GetRequiredTitle 获取所需称号\nfunc (uc *UnlockCondition) GetRequiredTitle() string {\n\treturn uc.requiredTitle\n}\n\n// GetRequiredItem 获取所需物品\nfunc (uc *UnlockCondition) GetRequiredItem() string {\n\treturn uc.requiredItem\n}\n\n// GetRequiredQuest 获取所需任务\nfunc (uc *UnlockCondition) GetRequiredQuest() string {\n\treturn uc.requiredQuest\n}\n\n// GetTimeRequirement 获取时间要求\nfunc (uc *UnlockCondition) GetTimeRequirement() time.Duration {\n\treturn uc.timeRequirement\n}\n\n// GetDescription 获取描述\nfunc (uc *UnlockCondition) GetDescription() string {\n\treturn uc.description\n}\n\n// HonorLevel 荣誉等级值对象\ntype HonorLevel struct {\n\tlevel       int\n\trequiredXP  int\n\ttitle       string\n\tdescription string\n\trewards     []string\n}\n\n// NewHonorLevel 创建荣誉等级\nfunc NewHonorLevel(level, requiredXP int, title, description string) *HonorLevel {\n\treturn &HonorLevel{\n\t\tlevel:       level,\n\t\trequiredXP:  requiredXP,\n\t\ttitle:       title,\n\t\tdescription: description,\n\t\trewards:     make([]string, 0),\n\t}\n}\n\n// GetLevel 获取等级\nfunc (hl *HonorLevel) GetLevel() int {\n\treturn hl.level\n}\n\n// GetRequiredXP 获取所需经验\nfunc (hl *HonorLevel) GetRequiredXP() int {\n\treturn hl.requiredXP\n}\n\n// GetTitle 获取等级称号\nfunc (hl *HonorLevel) GetTitle() string {\n\treturn hl.title\n}\n\n// GetDescription 获取描述\nfunc (hl *HonorLevel) GetDescription() string {\n\treturn hl.description\n}\n\n// GetRewards 获取奖励\nfunc (hl *HonorLevel) GetRewards() []string {\n\treturn hl.rewards\n}\n\n// AddReward 添加奖励\nfunc (hl *HonorLevel) AddReward(reward string) {\n\thl.rewards = append(hl.rewards, reward)\n}\n"
  },
  {
    "path": "internal/domain/player/player.go",
    "content": "// Package player 玩家领域\npackage player\n\nimport (\n\t\"time\"\n\n\t\"github.com/google/uuid\"\n)\n\n// PlayerID 玩家ID值对象\ntype PlayerID struct {\n\tvalue string\n}\n\n// NewPlayerID 创建新的玩家ID\nfunc NewPlayerID() PlayerID {\n\treturn PlayerID{value: uuid.New().String()}\n}\n\n// String 返回字符串表示\nfunc (id PlayerID) String() string {\n\treturn id.value\n}\n\n// PlayerIDFromString 从字符串创建PlayerID\nfunc PlayerIDFromString(value string) PlayerID {\n\treturn PlayerID{value: value}\n}\n\n// PlayerStatus 玩家状态枚举\ntype PlayerStatus int\n\nconst (\n\tPlayerStatusOffline PlayerStatus = iota\n\tPlayerStatusOnline\n\tPlayerStatusInBattle\n\tPlayerStatusInScene\n)\n\n// Player 玩家聚合根\ntype Player struct {\n\tid        PlayerID\n\tname      string\n\tlevel     int\n\texp       int64\n\tstatus    PlayerStatus\n\tposition  Position\n\tlastMapID int32 // 上次所在地图ID\n\tstats     PlayerStats\n\tcreatedAt time.Time\n\tupdatedAt time.Time\n\tversion   int64 // 乐观锁版本号\n}\n\n// Position 位置值对象\ntype Position struct {\n\tX float64 `json:\"x\"`\n\tY float64 `json:\"y\"`\n\tZ float64 `json:\"z\"`\n}\n\n// PlayerStats 玩家属性值对象\ntype PlayerStats struct {\n\tHP      int `json:\"hp\"`\n\tMaxHP   int `json:\"max_hp\"`\n\tMP      int `json:\"mp\"`\n\tMaxMP   int `json:\"max_mp\"`\n\tAttack  int `json:\"attack\"`\n\tDefense int `json:\"defense\"`\n\tSpeed   int `json:\"speed\"`\n}\n\n// NewPlayer 创建新玩家\nfunc NewPlayer(name string) *Player {\n\tnow := time.Now()\n\treturn &Player{\n\t\tid:        NewPlayerID(),\n\t\tname:      name,\n\t\tlevel:     1,\n\t\texp:       0,\n\t\tstatus:    PlayerStatusOffline,\n\t\tposition:  Position{X: 0, Y: 0, Z: 0},\n\t\tlastMapID: 1001, // 默认新手地图\n\t\tstats:     PlayerStats{HP: 100, MaxHP: 100, MP: 50, MaxMP: 50, Attack: 10, Defense: 5, Speed: 10},\n\t\tcreatedAt: now,\n\t\tupdatedAt: now,\n\t\tversion:   1,\n\t}\n}\n\n// ID 获取玩家ID\nfunc (p *Player) ID() PlayerID {\n\treturn p.id\n}\n\n// Name 获取玩家名称\nfunc (p *Player) Name() string {\n\treturn p.name\n}\n\n// Level 获取玩家等级\nfunc (p *Player) Level() int {\n\treturn p.level\n}\n\n// Status 获取玩家状态\nfunc (p *Player) Status() PlayerStatus {\n\treturn p.status\n}\n\n// Position 获取玩家位置\nfunc (p *Player) GetPosition() Position {\n\treturn p.position\n}\n\n// LastMapID 获取上次所在地图ID\nfunc (p *Player) LastMapID() int32 {\n\treturn p.lastMapID\n}\n\n// Stats 获取玩家属性\nfunc (p *Player) Stats() PlayerStats {\n\treturn p.stats\n}\n\n// SetOnline 设置玩家上线\nfunc (p *Player) SetOnline() {\n\tp.status = PlayerStatusOnline\n\tp.updatedAt = time.Now()\n\tp.version++\n}\n\n// SetOffline 设置玩家下线\nfunc (p *Player) SetOffline() {\n\tp.status = PlayerStatusOffline\n\tp.updatedAt = time.Now()\n\tp.version++\n}\n\n// MoveTo 移动到指定位置\nfunc (p *Player) MoveTo(pos Position) error {\n\tif p.status == PlayerStatusOffline {\n\t\treturn ErrPlayerOffline\n\t}\n\tp.position = pos\n\tp.updatedAt = time.Now()\n\tp.version++\n\treturn nil\n}\n\n// SetLastLocation 设置上次位置（用于登出保存）\nfunc (p *Player) SetLastLocation(mapID int32, pos Position) {\n\tp.lastMapID = mapID\n\tp.position = pos\n\tp.updatedAt = time.Now()\n\tp.version++\n}\n\n// GainExp 获得经验值\nfunc (p *Player) GainExp(exp int64) {\n\tp.exp += exp\n\t// 检查是否升级\n\tfor p.exp >= p.getExpForNextLevel() {\n\t\tp.levelUp()\n\t}\n\tp.updatedAt = time.Now()\n\tp.version++\n}\n\n// levelUp 升级\nfunc (p *Player) levelUp() {\n\tp.level++\n\t// 升级时增加属性\n\tp.stats.MaxHP += 20\n\tp.stats.HP = p.stats.MaxHP\n\tp.stats.MaxMP += 10\n\tp.stats.MP = p.stats.MaxMP\n\tp.stats.Attack += 2\n\tp.stats.Defense += 1\n}\n\n// getExpForNextLevel 获取下一级所需经验\nfunc (p *Player) getExpForNextLevel() int64 {\n\treturn int64(p.level * 100)\n}\n\n// TakeDamage 受到伤害\nfunc (p *Player) TakeDamage(damage int) bool {\n\tif damage <= 0 {\n\t\treturn false\n\t}\n\n\tactualDamage := damage - p.stats.Defense\n\tif actualDamage < 1 {\n\t\tactualDamage = 1\n\t}\n\n\tp.stats.HP -= actualDamage\n\tif p.stats.HP < 0 {\n\t\tp.stats.HP = 0\n\t}\n\n\tp.updatedAt = time.Now()\n\tp.version++\n\n\treturn p.stats.HP == 0 // 返回是否死亡\n}\n\n// Heal 治疗\nfunc (p *Player) Heal(amount int) {\n\tp.stats.HP += amount\n\tif p.stats.HP > p.stats.MaxHP {\n\t\tp.stats.HP = p.stats.MaxHP\n\t}\n\tp.updatedAt = time.Now()\n\tp.version++\n}\n\n// IsAlive 是否存活\nfunc (p *Player) IsAlive() bool {\n\treturn p.stats.HP > 0\n}\n\n// CreatedAt 获取创建时间\nfunc (p *Player) CreatedAt() time.Time {\n\treturn p.createdAt\n}\n\n// UpdatedAt 获取更新时间\nfunc (p *Player) UpdatedAt() time.Time {\n\treturn p.updatedAt\n}\n\n// Version 获取版本号\nfunc (p *Player) Version() int64 {\n\treturn p.version\n}\n\n// Exp 获取经验值\nfunc (p *Player) Exp() int64 {\n\treturn p.exp\n}\n\n// ReconstructPlayer 从持久化数据重建玩家聚合根\nfunc ReconstructPlayer(id PlayerID, name string, level int, exp int64, status PlayerStatus, position Position, lastMapID int32, stats PlayerStats, createdAt, updatedAt time.Time, version int64) *Player {\n\treturn &Player{\n\t\tid:        id,\n\t\tname:      name,\n\t\tlevel:     level,\n\t\texp:       exp,\n\t\tstatus:    status,\n\t\tposition:  position,\n\t\tlastMapID: lastMapID,\n\t\tstats:     stats,\n\t\tcreatedAt: createdAt,\n\t\tupdatedAt: updatedAt,\n\t\tversion:   version,\n\t}\n}\n"
  },
  {
    "path": "internal/domain/player/query.go",
    "content": "package player\n\nimport \"time\"\n\n// PlayerQuery 玩家查询条件\ntype PlayerQuery struct {\n\t// 基础查询条件\n\tID       *PlayerID     `json:\"id,omitempty\"`\n\tUsername string        `json:\"username,omitempty\"`\n\tNickname string        `json:\"nickname,omitempty\"`\n\tStatus   *PlayerStatus `json:\"status,omitempty\"`\n\n\t// 等级范围\n\tMinLevel int `json:\"min_level,omitempty\"`\n\tMaxLevel int `json:\"max_level,omitempty\"`\n\n\t// 时间范围\n\tCreatedAfter    *time.Time `json:\"created_after,omitempty\"`\n\tCreatedBefore   *time.Time `json:\"created_before,omitempty\"`\n\tLastLoginAfter  *time.Time `json:\"last_login_after,omitempty\"`\n\tLastLoginBefore *time.Time `json:\"last_login_before,omitempty\"`\n\n\t// 分页\n\tLimit  int `json:\"limit,omitempty\"`\n\tOffset int `json:\"offset,omitempty\"`\n\n\t// 排序\n\tOrderBy string `json:\"order_by,omitempty\"` // \"created_at\", \"level\", \"vip_level\"\n\tOrder   string `json:\"order,omitempty\"`    // \"asc\", \"desc\"\n}\n\n// NewPlayerQuery 创建新的玩家查询\nfunc NewPlayerQuery() *PlayerQuery {\n\treturn &PlayerQuery{}\n}\n\n// WithID 设置ID查询条件\nfunc (q *PlayerQuery) WithID(id PlayerID) *PlayerQuery {\n\tq.ID = &id\n\treturn q\n}\n\n// WithUsername 设置用户名查询条件\nfunc (q *PlayerQuery) WithUsername(username string) *PlayerQuery {\n\tq.Username = username\n\treturn q\n}\n\n// WithNickname 设置昵称查询条件\nfunc (q *PlayerQuery) WithNickname(nickname string) *PlayerQuery {\n\tq.Nickname = nickname\n\treturn q\n}\n\n// WithStatus 设置状态查询条件\nfunc (q *PlayerQuery) WithStatus(status PlayerStatus) *PlayerQuery {\n\tq.Status = &status\n\treturn q\n}\n\n// WithLevelRange 设置等级范围查询条件\nfunc (q *PlayerQuery) WithLevelRange(minLevel, maxLevel int) *PlayerQuery {\n\tq.MinLevel = minLevel\n\tq.MaxLevel = maxLevel\n\treturn q\n}\n\n// WithCreatedTimeRange 设置创建时间范围查询条件\nfunc (q *PlayerQuery) WithCreatedTimeRange(after, before time.Time) *PlayerQuery {\n\tq.CreatedAfter = &after\n\tq.CreatedBefore = &before\n\treturn q\n}\n\n// WithLastLoginTimeRange 设置最后登录时间范围查询条件\nfunc (q *PlayerQuery) WithLastLoginTimeRange(after, before time.Time) *PlayerQuery {\n\tq.LastLoginAfter = &after\n\tq.LastLoginBefore = &before\n\treturn q\n}\n\n// WithPagination 设置分页查询条件\nfunc (q *PlayerQuery) WithPagination(limit, offset int) *PlayerQuery {\n\tq.Limit = limit\n\tq.Offset = offset\n\treturn q\n}\n\n// WithOrder 设置排序查询条件\nfunc (q *PlayerQuery) WithOrder(orderBy, order string) *PlayerQuery {\n\tq.OrderBy = orderBy\n\tq.Order = order\n\treturn q\n}\n"
  },
  {
    "path": "internal/domain/player/repository.go",
    "content": "package player\n\nimport \"context\"\n\n// Repository 玩家仓储接口\ntype Repository interface {\n\t// Save 保存玩家\n\tSave(ctx context.Context, player *Player) error\n\n\t// FindByID 根据ID查找玩家\n\tFindByID(ctx context.Context, id PlayerID) (*Player, error)\n\n\t// FindByName 根据名称查找玩家\n\tFindByName(ctx context.Context, name string) (*Player, error)\n\n\t// Update 更新玩家\n\tUpdate(ctx context.Context, player *Player) error\n\n\t// Delete 删除玩家\n\tDelete(ctx context.Context, id PlayerID) error\n\n\t// FindOnlinePlayers 查找在线玩家\n\tFindOnlinePlayers(ctx context.Context, limit int) ([]*Player, error)\n\n\t// FindPlayersByLevel 根据等级范围查找玩家\n\tFindPlayersByLevel(ctx context.Context, minLevel, maxLevel int) ([]*Player, error)\n\n\t// ExistsByName 检查名称是否存在\n\tExistsByName(ctx context.Context, name string) bool\n}\n"
  },
  {
    "path": "internal/domain/player/service.go",
    "content": "package player\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"math\"\n)\n\n// Service 玩家领域服务\ntype Service struct {\n\trepository Repository\n}\n\n// NewService 创建玩家领域服务\nfunc NewService(repository Repository) *Service {\n\treturn &Service{\n\t\trepository: repository,\n\t}\n}\n\n// CreatePlayer 创建玩家\nfunc (s *Service) CreatePlayer(ctx context.Context, name string) (*Player, error) {\n\tif name == \"\" {\n\t\treturn nil, ErrInvalidPlayerName\n\t}\n\n\t// 检查名称是否已存在\n\texists := s.repository.ExistsByName(ctx, name)\n\tif exists {\n\t\treturn nil, ErrPlayerAlreadyExists\n\t}\n\n\t// 创建新玩家\n\tplayer := NewPlayer(name)\n\n\t// 保存到仓储\n\tif err := s.repository.Save(ctx, player); err != nil {\n\t\treturn nil, fmt.Errorf(\"save player: %w\", err)\n\t}\n\n\treturn player, nil\n}\n\n// AuthenticatePlayer 玩家认证\nfunc (s *Service) AuthenticatePlayer(ctx context.Context, playerID PlayerID) (*Player, error) {\n\tplayer, err := s.repository.FindByID(ctx, playerID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"find player: %w\", err)\n\t}\n\n\t// 设置玩家上线\n\tplayer.SetOnline()\n\n\t// 更新玩家状态\n\tif err := s.repository.Update(ctx, player); err != nil {\n\t\treturn nil, fmt.Errorf(\"update player: %w\", err)\n\t}\n\n\treturn player, nil\n}\n\n// LogoutPlayer 玩家登出\nfunc (s *Service) LogoutPlayer(ctx context.Context, playerID PlayerID) error {\n\tplayer, err := s.repository.FindByID(ctx, playerID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"find player: %w\", err)\n\t}\n\n\t// 设置玩家下线\n\tplayer.SetOffline()\n\n\t// 更新玩家状态\n\tif err := s.repository.Update(ctx, player); err != nil {\n\t\treturn fmt.Errorf(\"update player: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// MovePlayer 移动玩家\nfunc (s *Service) MovePlayer(ctx context.Context, playerID PlayerID, position Position) error {\n\tplayer, err := s.repository.FindByID(ctx, playerID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"find player: %w\", err)\n\t}\n\n\t// 验证位置有效性\n\tif err := s.validatePosition(position); err != nil {\n\t\treturn err\n\t}\n\n\t// 移动玩家\n\tif err := player.MoveTo(position); err != nil {\n\t\treturn err\n\t}\n\n\t// 更新玩家\n\tif err := s.repository.Update(ctx, player); err != nil {\n\t\treturn fmt.Errorf(\"update player: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// GainExperience 玩家获得经验\nfunc (s *Service) GainExperience(ctx context.Context, playerID PlayerID, exp int64) error {\n\tplayer, err := s.repository.FindByID(ctx, playerID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"find player: %w\", err)\n\t}\n\n\toldLevel := player.Level()\n\tplayer.GainExp(exp)\n\tnewLevel := player.Level()\n\n\t// 更新玩家\n\tif err := s.repository.Update(ctx, player); err != nil {\n\t\treturn fmt.Errorf(\"update player: %w\", err)\n\t}\n\n\t// 如果升级了，发布升级事件\n\tif newLevel > oldLevel {\n\t\t// TODO: 发布玩家升级事件\n\t}\n\n\treturn nil\n}\n\n// HealPlayer 治疗玩家\nfunc (s *Service) HealPlayer(ctx context.Context, playerID PlayerID, amount int) error {\n\tplayer, err := s.repository.FindByID(ctx, playerID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"find player: %w\", err)\n\t}\n\n\tplayer.Heal(amount)\n\n\t// 更新玩家\n\tif err := s.repository.Update(ctx, player); err != nil {\n\t\treturn fmt.Errorf(\"update player: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// GetOnlinePlayers 获取在线玩家列表\nfunc (s *Service) GetOnlinePlayers(ctx context.Context, limit int) ([]*Player, error) {\n\tplayers, err := s.repository.FindOnlinePlayers(ctx, limit)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"find online players: %w\", err)\n\t}\n\n\treturn players, nil\n}\n\n// validatePosition 验证位置有效性\nfunc (s *Service) validatePosition(pos Position) error {\n\t// 简单的位置验证逻辑\n\tif pos.X < -1000 || pos.X > 1000 {\n\t\treturn ErrInvalidPosition\n\t}\n\tif pos.Y < -1000 || pos.Y > 1000 {\n\t\treturn ErrInvalidPosition\n\t}\n\tif pos.Z < -100 || pos.Z > 100 {\n\t\treturn ErrInvalidPosition\n\t}\n\n\treturn nil\n}\n\n// CalculateDistance 计算两个位置之间的距离\nfunc (s *Service) CalculateDistance(pos1, pos2 Position) float64 {\n\tdx := pos1.X - pos2.X\n\tdy := pos1.Y - pos2.Y\n\tdz := pos1.Z - pos2.Z\n\treturn math.Sqrt(dx*dx + dy*dy + dz*dz)\n}\n\n// IsPlayerNearby 检查玩家是否在附近\nfunc (s *Service) IsPlayerNearby(ctx context.Context, playerID1, playerID2 PlayerID, maxDistance float64) (bool, error) {\n\tplayer1, err := s.repository.FindByID(ctx, playerID1)\n\tif err != nil {\n\t\treturn false, fmt.Errorf(\"find player1: %w\", err)\n\t}\n\n\tplayer2, err := s.repository.FindByID(ctx, playerID2)\n\tif err != nil {\n\t\treturn false, fmt.Errorf(\"find player2: %w\", err)\n\t}\n\n\tdistance := s.CalculateDistance(player1.GetPosition(), player2.GetPosition())\n\treturn distance <= maxDistance, nil\n}\n"
  },
  {
    "path": "internal/domain/player/value_objects.go",
    "content": "package player\n\nimport (\n\t\"errors\"\n\t\"fmt\"\n\t\"regexp\"\n\t\"strings\"\n)\n\n// PlayerName 玩家名称值对象\ntype PlayerName struct {\n\tvalue string\n}\n\n// NewPlayerName 创建玩家名称\nfunc NewPlayerName(name string) (PlayerName, error) {\n\tif err := validatePlayerName(name); err != nil {\n\t\treturn PlayerName{}, err\n\t}\n\treturn PlayerName{value: strings.TrimSpace(name)}, nil\n}\n\n// String 返回字符串表示\nfunc (n PlayerName) String() string {\n\treturn n.value\n}\n\n// Equals 比较是否相等\nfunc (n PlayerName) Equals(other PlayerName) bool {\n\treturn n.value == other.value\n}\n\n// validatePlayerName 验证玩家名称\nfunc validatePlayerName(name string) error {\n\tname = strings.TrimSpace(name)\n\tif name == \"\" {\n\t\treturn errors.New(\"player name cannot be empty\")\n\t}\n\tif len(name) < 2 {\n\t\treturn errors.New(\"player name must be at least 2 characters\")\n\t}\n\tif len(name) > 20 {\n\t\treturn errors.New(\"player name cannot exceed 20 characters\")\n\t}\n\n\t// 只允许字母、数字和下划线\n\tmatched, _ := regexp.MatchString(\"^[a-zA-Z0-9_]+$\", name)\n\tif !matched {\n\t\treturn errors.New(\"player name can only contain letters, numbers and underscores\")\n\t}\n\n\treturn nil\n}\n\n// Level 等级值对象\ntype Level struct {\n\tvalue int\n}\n\n// NewLevel 创建等级\nfunc NewLevel(level int) (Level, error) {\n\tif level < 1 {\n\t\treturn Level{}, errors.New(\"level must be at least 1\")\n\t}\n\tif level > 100 {\n\t\treturn Level{}, errors.New(\"level cannot exceed 100\")\n\t}\n\treturn Level{value: level}, nil\n}\n\n// Value 获取等级值\nfunc (l Level) Value() int {\n\treturn l.value\n}\n\n// String 返回字符串表示\nfunc (l Level) String() string {\n\treturn fmt.Sprintf(\"Level %d\", l.value)\n}\n\n// Equals 比较是否相等\nfunc (l Level) Equals(other Level) bool {\n\treturn l.value == other.value\n}\n\n// CanLevelUp 是否可以升级\nfunc (l Level) CanLevelUp() bool {\n\treturn l.value < 100\n}\n\n// NextLevel 获取下一级\nfunc (l Level) NextLevel() (Level, error) {\n\tif !l.CanLevelUp() {\n\t\treturn Level{}, errors.New(\"already at max level\")\n\t}\n\treturn NewLevel(l.value + 1)\n}\n\n// Experience 经验值对象\ntype Experience struct {\n\tvalue int64\n}\n\n// NewExperience 创建经验\nfunc NewExperience(exp int64) (Experience, error) {\n\tif exp < 0 {\n\t\treturn Experience{}, errors.New(\"experience cannot be negative\")\n\t}\n\treturn Experience{value: exp}, nil\n}\n\n// Value 获取经验值\nfunc (e Experience) Value() int64 {\n\treturn e.value\n}\n\n// String 返回字符串表示\nfunc (e Experience) String() string {\n\treturn fmt.Sprintf(\"%d EXP\", e.value)\n}\n\n// Add 增加经验\nfunc (e Experience) Add(amount int64) (Experience, error) {\n\tif amount < 0 {\n\t\treturn Experience{}, errors.New(\"cannot add negative experience\")\n\t}\n\treturn NewExperience(e.value + amount)\n}\n\n// Equals 比较是否相等\nfunc (e Experience) Equals(other Experience) bool {\n\treturn e.value == other.value\n}\n\n// HealthPoints 生命值对象\ntype HealthPoints struct {\n\tcurrent int\n\tmax     int\n}\n\n// NewHealthPoints 创建生命值\nfunc NewHealthPoints(current, max int) (HealthPoints, error) {\n\tif max <= 0 {\n\t\treturn HealthPoints{}, errors.New(\"max health must be positive\")\n\t}\n\tif current < 0 {\n\t\treturn HealthPoints{}, errors.New(\"current health cannot be negative\")\n\t}\n\tif current > max {\n\t\tcurrent = max\n\t}\n\treturn HealthPoints{current: current, max: max}, nil\n}\n\n// Current 获取当前生命值\nfunc (hp HealthPoints) Current() int {\n\treturn hp.current\n}\n\n// Max 获取最大生命值\nfunc (hp HealthPoints) Max() int {\n\treturn hp.max\n}\n\n// Percentage 获取生命值百分比\nfunc (hp HealthPoints) Percentage() float64 {\n\tif hp.max == 0 {\n\t\treturn 0\n\t}\n\treturn float64(hp.current) / float64(hp.max) * 100\n}\n\n// IsAlive 是否存活\nfunc (hp HealthPoints) IsAlive() bool {\n\treturn hp.current > 0\n}\n\n// IsFull 是否满血\nfunc (hp HealthPoints) IsFull() bool {\n\treturn hp.current == hp.max\n}\n\n// TakeDamage 受到伤害\nfunc (hp HealthPoints) TakeDamage(damage int) HealthPoints {\n\tif damage < 0 {\n\t\tdamage = 0\n\t}\n\tnewCurrent := hp.current - damage\n\tif newCurrent < 0 {\n\t\tnewCurrent = 0\n\t}\n\treturn HealthPoints{current: newCurrent, max: hp.max}\n}\n\n// Heal 治疗\nfunc (hp HealthPoints) Heal(amount int) HealthPoints {\n\tif amount < 0 {\n\t\tamount = 0\n\t}\n\tnewCurrent := hp.current + amount\n\tif newCurrent > hp.max {\n\t\tnewCurrent = hp.max\n\t}\n\treturn HealthPoints{current: newCurrent, max: hp.max}\n}\n\n// String 返回字符串表示\nfunc (hp HealthPoints) String() string {\n\treturn fmt.Sprintf(\"%d/%d HP (%.1f%%)\", hp.current, hp.max, hp.Percentage())\n}\n\n// ManaPoints 魔法值对象\ntype ManaPoints struct {\n\tcurrent int\n\tmax     int\n}\n\n// NewManaPoints 创建魔法值\nfunc NewManaPoints(current, max int) (ManaPoints, error) {\n\tif max <= 0 {\n\t\treturn ManaPoints{}, errors.New(\"max mana must be positive\")\n\t}\n\tif current < 0 {\n\t\treturn ManaPoints{}, errors.New(\"current mana cannot be negative\")\n\t}\n\tif current > max {\n\t\tcurrent = max\n\t}\n\treturn ManaPoints{current: current, max: max}, nil\n}\n\n// Current 获取当前魔法值\nfunc (mp ManaPoints) Current() int {\n\treturn mp.current\n}\n\n// Max 获取最大魔法值\nfunc (mp ManaPoints) Max() int {\n\treturn mp.max\n}\n\n// Percentage 获取魔法值百分比\nfunc (mp ManaPoints) Percentage() float64 {\n\tif mp.max == 0 {\n\t\treturn 0\n\t}\n\treturn float64(mp.current) / float64(mp.max) * 100\n}\n\n// HasEnough 是否有足够魔法值\nfunc (mp ManaPoints) HasEnough(required int) bool {\n\treturn mp.current >= required\n}\n\n// Consume 消耗魔法值\nfunc (mp ManaPoints) Consume(amount int) (ManaPoints, error) {\n\tif amount < 0 {\n\t\treturn mp, errors.New(\"cannot consume negative mana\")\n\t}\n\tif mp.current < amount {\n\t\treturn mp, errors.New(\"insufficient mana\")\n\t}\n\treturn ManaPoints{current: mp.current - amount, max: mp.max}, nil\n}\n\n// Restore 恢复魔法值\nfunc (mp ManaPoints) Restore(amount int) ManaPoints {\n\tif amount < 0 {\n\t\tamount = 0\n\t}\n\tnewCurrent := mp.current + amount\n\tif newCurrent > mp.max {\n\t\tnewCurrent = mp.max\n\t}\n\treturn ManaPoints{current: newCurrent, max: mp.max}\n}\n\n// String 返回字符串表示\nfunc (mp ManaPoints) String() string {\n\treturn fmt.Sprintf(\"%d/%d MP (%.1f%%)\", mp.current, mp.max, mp.Percentage())\n}\n"
  },
  {
    "path": "internal/domain/quest/errors.go",
    "content": "package quest\n\nimport \"errors\"\n\nvar (\n\t// 任务管理器相关错误\n\tErrQuestManagerNotFound = errors.New(\"quest manager not found\")\n\tErrInvalidQuestManager  = errors.New(\"invalid quest manager\")\n\n\t// 任务相关错误\n\tErrQuestNotFound          = errors.New(\"quest not found\")\n\tErrQuestNotAvailable      = errors.New(\"quest is not available\")\n\tErrQuestAlreadyAccepted   = errors.New(\"quest already accepted\")\n\tErrQuestNotActive         = errors.New(\"quest is not active\")\n\tErrQuestNotCompleted      = errors.New(\"quest is not completed\")\n\tErrQuestExpired           = errors.New(\"quest has expired\")\n\tErrQuestFailed            = errors.New(\"quest has failed\")\n\tErrCannotAbandonMainQuest = errors.New(\"cannot abandon main quest\")\n\tErrQuestAlreadyCompleted  = errors.New(\"quest already completed\")\n\tErrInvalidQuestType       = errors.New(\"invalid quest type\")\n\tErrInvalidQuestStatus     = errors.New(\"invalid quest status\")\n\n\t// 任务目标相关错误\n\tErrObjectiveNotFound         = errors.New(\"objective not found\")\n\tErrObjectiveAlreadyCompleted = errors.New(\"objective already completed\")\n\tErrInvalidObjectiveType      = errors.New(\"invalid objective type\")\n\tErrInvalidProgress           = errors.New(\"invalid progress value\")\n\tErrProgressExceedsRequired   = errors.New(\"progress exceeds required amount\")\n\n\t// 前置条件相关错误\n\tErrPrerequisitesNotMet    = errors.New(\"prerequisites not met\")\n\tErrLevelRequirementNotMet = errors.New(\"level requirement not met\")\n\tErrClassRestriction       = errors.New(\"class restriction for quest\")\n\tErrRaceRestriction        = errors.New(\"race restriction for quest\")\n\tErrGuildRequirement       = errors.New(\"guild requirement not met\")\n\n\t// 奖励相关错误\n\tErrInvalidReward        = errors.New(\"invalid quest reward\")\n\tErrRewardNotFound       = errors.New(\"quest reward not found\")\n\tErrRewardAlreadyClaimed = errors.New(\"reward already claimed\")\n\tErrInsufficientSpace    = errors.New(\"insufficient inventory space for reward\")\n\n\t// 成就相关错误\n\tErrAchievementNotFound           = errors.New(\"achievement not found\")\n\tErrAchievementAlreadyUnlocked    = errors.New(\"achievement already unlocked\")\n\tErrAchievementRequirementsNotMet = errors.New(\"achievement requirements not met\")\n\tErrInvalidAchievementType        = errors.New(\"invalid achievement type\")\n\tErrAchievementLocked             = errors.New(\"achievement is locked\")\n\n\t// 日常/周常任务相关错误\n\tErrDailyQuestLimitReached  = errors.New(\"daily quest limit reached\")\n\tErrWeeklyQuestLimitReached = errors.New(\"weekly quest limit reached\")\n\tErrQuestCooldownActive     = errors.New(\"quest cooldown is active\")\n\tErrRepeatLimitReached      = errors.New(\"quest repeat limit reached\")\n\n\t// 任务链相关错误\n\tErrQuestChainBroken  = errors.New(\"quest chain is broken\")\n\tErrInvalidQuestOrder = errors.New(\"invalid quest order in chain\")\n\n\t// 配置相关错误\n\tErrInvalidQuestConfig     = errors.New(\"invalid quest configuration\")\n\tErrQuestConfigNotFound    = errors.New(\"quest configuration not found\")\n\tErrInvalidObjectiveConfig = errors.New(\"invalid objective configuration\")\n\tErrInvalidRewardConfig    = errors.New(\"invalid reward configuration\")\n)\n"
  },
  {
    "path": "internal/domain/quest/quest.go",
    "content": "//nolint:staticcheck // Quest rich model contains fields reserved for future use; suppress U1000 unused field warnings in early stage\npackage quest\n\nimport (\n\t// \"errors\"\n\t\"time\"\n)\n\n// QuestManager 任务管理器聚合根\ntype QuestManager struct {\n\tplayerID        string\n\tactiveQuests    map[string]*Quest\n\tcompletedQuests map[string]*Quest\n\tdailyQuests     map[string]*Quest\n\tweeklyQuests    map[string]*Quest\n\tachievements    map[string]*Achievement\n\tlastUpdate      time.Time\n\tevents          []DomainEvent\n}\n\n// NewQuestManager 创建新任务管理器\nfunc NewQuestManager(playerID string) *QuestManager {\n\treturn &QuestManager{\n\t\tplayerID:        playerID,\n\t\tactiveQuests:    make(map[string]*Quest),\n\t\tcompletedQuests: make(map[string]*Quest),\n\t\tdailyQuests:     make(map[string]*Quest),\n\t\tweeklyQuests:    make(map[string]*Quest),\n\t\tachievements:    make(map[string]*Achievement),\n\t\tlastUpdate:      time.Now(),\n\t\tevents:          make([]DomainEvent, 0),\n\t}\n}\n\n// Quest 任务实体\ntype Quest struct {\n\tID                string\n\tName              string\n\tDescription       string\n\tQuestType         QuestType\n\tCategory          QuestCategory\n\tStatus            QuestStatus\n\tPriority          QuestPriority\n\tObjectives        []*QuestObjective\n\tRewards           []*QuestReward\n\tPrerequisites     []string // 前置任务ID\n\tStartTime         *time.Time\n\tExpireTime        *time.Time\n\tCompletedTime     *time.Time\n\tTimeLimit         *time.Duration\n\tRepeatType        RepeatType\n\tRepeatCount       int\n\tMaxRepeats        int\n\tLevel             int\n\tMinLevel          int\n\tMaxLevel          int\n\tClassRestrictions []string\n\tRaceRestrictions  []string\n\tCreatedAt         time.Time\n\tUpdatedAt         time.Time\n}\n\n// NewQuest 创建新任务\nfunc NewQuest(id, name string, questType QuestType) *Quest {\n\treturn &Quest{\n\t\tID:          id,\n\t\tName:        name,\n\t\tQuestType:   questType,\n\t\tStatus:      QuestStatusAvailable,\n\t\tPriority:    QuestPriorityNormal,\n\t\tObjectives:  make([]*QuestObjective, 0),\n\t\tRewards:     make([]*QuestReward, 0),\n\t\tRepeatType:  RepeatTypeNone,\n\t\tRepeatCount: 0,\n\t\tMaxRepeats:  1,\n\t\tCreatedAt:   time.Now(),\n\t\tUpdatedAt:   time.Now(),\n\t}\n}\n\n// QuestType 任务类型\ntype QuestType int\n\nconst (\n\tQuestTypeMain QuestType = iota + 1\n\tQuestTypeSide\n\tQuestTypeDaily\n\tQuestTypeWeekly\n\tQuestTypeEvent\n\tQuestTypeGuild\n\tQuestTypePvP\n\tQuestTypeDungeon\n\tQuestTypeRaid\n)\n\n// QuestCategory 任务分类\ntype QuestCategory int\n\nconst (\n\tQuestCategoryKill QuestCategory = iota + 1\n\tQuestCategoryCollect\n\tQuestCategoryDeliver\n\tQuestCategoryEscort\n\tQuestCategoryExplore\n\tQuestCategoryCraft\n\tQuestCategoryTalk\n\tQuestCategoryUse\n\tQuestCategoryReach\n)\n\n// QuestStatus 任务状态\ntype QuestStatus int\n\nconst (\n\tQuestStatusAvailable QuestStatus = iota + 1\n\tQuestStatusAccepted\n\tQuestStatusInProgress\n\tQuestStatusCompleted\n\tQuestStatusFailed\n\tQuestStatusExpired\n\tQuestStatusAbandoned\n)\n\n// QuestPriority 任务优先级\ntype QuestPriority int\n\nconst (\n\tQuestPriorityLow QuestPriority = iota + 1\n\tQuestPriorityNormal\n\tQuestPriorityHigh\n\tQuestPriorityUrgent\n)\n\n// RepeatType 重复类型\ntype RepeatType int\n\nconst (\n\tRepeatTypeNone RepeatType = iota\n\tRepeatTypeDaily\n\tRepeatTypeWeekly\n\tRepeatTypeMonthly\n\tRepeatTypeUnlimited\n)\n\n// QuestObjective 任务目标\ntype QuestObjective struct {\n\tID            string\n\tDescription   string\n\tObjectiveType ObjectiveType\n\tTarget        string // 目标ID或名称\n\tCurrent       int64\n\tRequired      int64\n\tCompleted     bool\n\tOptional      bool\n\tOrder         int\n\tMetadata      map[string]interface{}\n}\n\n// ObjectiveType 目标类型\ntype ObjectiveType int\n\nconst (\n\tObjectiveTypeKill ObjectiveType = iota + 1\n\tObjectiveTypeCollect\n\tObjectiveTypeDeliver\n\tObjectiveTypeReach\n\tObjectiveTypeUse\n\tObjectiveTypeTalk\n\tObjectiveTypeCraft\n\tObjectiveTypeLevel\n\tObjectiveTypeEquip\n\tObjectiveTypeSpend\n\tObjectiveTypeEarn\n)\n\n// QuestReward 任务奖励\ntype QuestReward struct {\n\tRewardType RewardType\n\tRewardID   string\n\tQuantity   int64\n\tOptional   bool\n\tCondition  *RewardCondition\n}\n\n// RewardType 奖励类型\ntype RewardType int\n\nconst (\n\tRewardTypeExperience RewardType = iota + 1\n\tRewardTypeGold\n\tRewardTypeItem\n\tRewardTypeSkillPoint\n\tRewardTypeReputation\n\tRewardTypeTitle\n\tRewardTypeAchievement\n\tRewardTypeBuff\n)\n\n// RewardCondition 奖励条件\ntype RewardCondition struct {\n\tConditionType ConditionType\n\tValue         interface{}\n}\n\n// ConditionType 条件类型\ntype ConditionType int\n\nconst (\n\tConditionTypeLevel ConditionType = iota + 1\n\tConditionTypeClass\n\tConditionTypeRace\n\tConditionTypeGuild\n\tConditionTypeTime\n\tConditionTypeRandom\n)\n\n// Achievement 成就实体\ntype Achievement struct {\n\tID            string\n\tName          string\n\tDescription   string\n\tCategory      AchievementCategory\n\tPoints        int64\n\tRequirements  []*AchievementRequirement\n\tRewards       []*QuestReward\n\tUnlocked      bool\n\tProgress      int64\n\tTotalProgress int64\n\tUnlockedAt    *time.Time\n\tHidden        bool\n\tRare          bool\n}\n\n// AchievementCategory 成就分类\ntype AchievementCategory int\n\nconst (\n\tAchievementCategoryGeneral AchievementCategory = iota + 1\n\tAchievementCategoryCombat\n\tAchievementCategoryExploration\n\tAchievementCategoryCrafting\n\tAchievementCategorySocial\n\tAchievementCategoryPvP\n\tAchievementCategoryPvE\n\tAchievementCategoryCollection\n)\n\n// AchievementRequirement 成就要求\ntype AchievementRequirement struct {\n\tRequirementType RequirementType\n\tTarget          string\n\tValue           int64\n\tCurrent         int64\n\tCompleted       bool\n}\n\n// RequirementType 要求类型\ntype RequirementType int\n\nconst (\n\tRequirementTypeKill RequirementType = iota + 1\n\tRequirementTypeCollect\n\tRequirementTypeComplete\n\tRequirementTypeReach\n\tRequirementTypeSpend\n\tRequirementTypeEarn\n\tRequirementTypeUse\n\tRequirementTypeCraft\n)\n\n// DomainEvent 领域事件接口\ntype DomainEvent interface {\n\tEventType() string\n\tOccurredAt() time.Time\n\tPlayerID() string\n}\n\n// QuestAcceptedEvent 任务接受事件\ntype QuestAcceptedEvent struct {\n\tPlayer         string\n\tQuestID        string\n\tQuestName      string\n\tOccurredAtTime time.Time\n}\n\nfunc (e QuestAcceptedEvent) EventType() string     { return \"quest.accepted\" }\nfunc (e QuestAcceptedEvent) OccurredAt() time.Time { return e.OccurredAtTime }\nfunc (e QuestAcceptedEvent) PlayerID() string      { return e.Player }\n\n// QuestCompletedEvent 任务完成事件\ntype QuestCompletedEvent struct {\n\tPlayer         string\n\tQuestID        string\n\tQuestName      string\n\tRewards        []*QuestReward\n\tOccurredAtTime time.Time\n}\n\nfunc (e QuestCompletedEvent) EventType() string     { return \"quest.completed\" }\nfunc (e QuestCompletedEvent) OccurredAt() time.Time { return e.OccurredAtTime }\nfunc (e QuestCompletedEvent) PlayerID() string      { return e.Player }\n\n// QuestFailedEvent 任务失败事件\ntype QuestFailedEvent struct {\n\tPlayer         string\n\tQuestID        string\n\tQuestName      string\n\tReason         string\n\tOccurredAtTime time.Time\n}\n\nfunc (e QuestFailedEvent) EventType() string     { return \"quest.failed\" }\nfunc (e QuestFailedEvent) OccurredAt() time.Time { return e.OccurredAtTime }\nfunc (e QuestFailedEvent) PlayerID() string      { return e.Player }\n\n// ObjectiveCompletedEvent 目标完成事件\ntype ObjectiveCompletedEvent struct {\n\tPlayer         string\n\tQuestID        string\n\tObjectiveID    string\n\tObjectiveName  string\n\tOccurredAtTime time.Time\n}\n\nfunc (e ObjectiveCompletedEvent) EventType() string     { return \"objective.completed\" }\nfunc (e ObjectiveCompletedEvent) OccurredAt() time.Time { return e.OccurredAtTime }\nfunc (e ObjectiveCompletedEvent) PlayerID() string      { return e.Player }\n\n// AchievementUnlockedEvent 成就解锁事件\ntype AchievementUnlockedEvent struct {\n\tPlayer          string\n\tAchievementID   string\n\tAchievementName string\n\tPoints          int64\n\tOccurredAtTime  time.Time\n}\n\nfunc (e AchievementUnlockedEvent) EventType() string     { return \"achievement.unlocked\" }\nfunc (e AchievementUnlockedEvent) OccurredAt() time.Time { return e.OccurredAtTime }\nfunc (e AchievementUnlockedEvent) PlayerID() string      { return e.Player }\n\n// QuestManager 业务方法\n\n// PlayerID 获取玩家ID\nfunc (qm *QuestManager) PlayerID() string {\n\treturn qm.playerID\n}\n\n// ActiveQuests 获取活跃任务\nfunc (qm *QuestManager) ActiveQuests() map[string]*Quest {\n\treturn qm.activeQuests\n}\n\n// CompletedQuests 获取已完成任务\nfunc (qm *QuestManager) CompletedQuests() map[string]*Quest {\n\treturn qm.completedQuests\n}\n\n// Achievements 获取成就\nfunc (qm *QuestManager) Achievements() map[string]*Achievement {\n\treturn qm.achievements\n}\n\n// AcceptQuest 接受任务\nfunc (qm *QuestManager) AcceptQuest(quest *Quest) error {\n\t// 检查任务是否可接受\n\tif quest.Status != QuestStatusAvailable {\n\t\treturn ErrQuestNotAvailable\n\t}\n\n\t// 检查是否已接受\n\tif _, exists := qm.activeQuests[quest.ID]; exists {\n\t\treturn ErrQuestAlreadyAccepted\n\t}\n\n\t// 检查前置条件\n\tif !qm.checkPrerequisites(quest.Prerequisites) {\n\t\treturn ErrPrerequisitesNotMet\n\t}\n\n\t// 检查等级限制\n\tif quest.MinLevel > 0 || quest.MaxLevel > 0 {\n\t\t// 这里需要获取玩家等级，暂时跳过\n\t}\n\n\t// 接受任务\n\tquest.Status = QuestStatusAccepted\n\tnow := time.Now()\n\tquest.StartTime = &now\n\tquest.UpdatedAt = time.Now()\n\n\t// 设置过期时间\n\tif quest.TimeLimit != nil {\n\t\texpireTime := now.Add(*quest.TimeLimit)\n\t\tquest.ExpireTime = &expireTime\n\t}\n\n\tqm.activeQuests[quest.ID] = quest\n\tqm.lastUpdate = time.Now()\n\n\t// 发布事件\n\tqm.addEvent(QuestAcceptedEvent{\n\t\tPlayer:         qm.playerID,\n\t\tQuestID:        quest.ID,\n\t\tQuestName:      quest.Name,\n\t\tOccurredAtTime: time.Now(),\n\t})\n\n\treturn nil\n}\n\n// UpdateObjectiveProgress 更新目标进度\nfunc (qm *QuestManager) UpdateObjectiveProgress(questID string, objectiveID string, progress int64) error {\n\tquest, exists := qm.activeQuests[questID]\n\tif !exists {\n\t\treturn ErrQuestNotFound\n\t}\n\n\t// 查找目标\n\tvar objective *QuestObjective\n\tfor _, obj := range quest.Objectives {\n\t\tif obj.ID == objectiveID {\n\t\t\tobjective = obj\n\t\t\tbreak\n\t\t}\n\t}\n\n\tif objective == nil {\n\t\treturn ErrObjectiveNotFound\n\t}\n\n\tif objective.Completed {\n\t\treturn ErrObjectiveAlreadyCompleted\n\t}\n\n\t// 更新进度\n\tobjective.Current += progress\n\tif objective.Current >= objective.Required {\n\t\tobjective.Current = objective.Required\n\t\tobjective.Completed = true\n\n\t\t// 发布目标完成事件\n\t\tqm.addEvent(ObjectiveCompletedEvent{\n\t\t\tPlayer:         qm.playerID,\n\t\t\tQuestID:        questID,\n\t\t\tObjectiveID:    objectiveID,\n\t\t\tObjectiveName:  objective.Description,\n\t\t\tOccurredAtTime: time.Now(),\n\t\t})\n\t}\n\n\tquest.UpdatedAt = time.Now()\n\tqm.lastUpdate = time.Now()\n\n\t// 检查任务是否完成\n\tif qm.checkQuestCompletion(quest) {\n\t\treturn qm.CompleteQuest(questID)\n\t}\n\n\treturn nil\n}\n\n// CompleteQuest 完成任务\nfunc (qm *QuestManager) CompleteQuest(questID string) error {\n\tquest, exists := qm.activeQuests[questID]\n\tif !exists {\n\t\treturn ErrQuestNotFound\n\t}\n\n\tif quest.Status != QuestStatusAccepted && quest.Status != QuestStatusInProgress {\n\t\treturn ErrQuestNotActive\n\t}\n\n\t// 检查所有必需目标是否完成\n\tif !qm.checkQuestCompletion(quest) {\n\t\treturn ErrQuestNotCompleted\n\t}\n\n\t// 完成任务\n\tquest.Status = QuestStatusCompleted\n\tnow := time.Now()\n\tquest.CompletedTime = &now\n\tquest.UpdatedAt = time.Now()\n\n\t// 移动到已完成任务\n\tdelete(qm.activeQuests, questID)\n\tqm.completedQuests[questID] = quest\n\n\t// 处理重复任务\n\tif quest.RepeatType != RepeatTypeNone {\n\t\tquest.RepeatCount++\n\t\tif quest.MaxRepeats == 0 || quest.RepeatCount < quest.MaxRepeats {\n\t\t\t// 重置任务状态以便重复\n\t\t\tqm.resetQuestForRepeat(quest)\n\t\t}\n\t}\n\n\tqm.lastUpdate = time.Now()\n\n\t// 发布事件\n\tqm.addEvent(QuestCompletedEvent{\n\t\tPlayer:         qm.playerID,\n\t\tQuestID:        questID,\n\t\tQuestName:      quest.Name,\n\t\tRewards:        quest.Rewards,\n\t\tOccurredAtTime: time.Now(),\n\t})\n\n\treturn nil\n}\n\n// AbandonQuest 放弃任务\nfunc (qm *QuestManager) AbandonQuest(questID string) error {\n\tquest, exists := qm.activeQuests[questID]\n\tif !exists {\n\t\treturn ErrQuestNotFound\n\t}\n\n\t// 检查是否可以放弃\n\tif quest.QuestType == QuestTypeMain {\n\t\treturn ErrCannotAbandonMainQuest\n\t}\n\n\tquest.Status = QuestStatusAbandoned\n\tquest.UpdatedAt = time.Now()\n\tdelete(qm.activeQuests, questID)\n\tqm.lastUpdate = time.Now()\n\n\treturn nil\n}\n\n// UnlockAchievement 解锁成就\nfunc (qm *QuestManager) UnlockAchievement(achievementID string, achievement *Achievement) error {\n\tif _, exists := qm.achievements[achievementID]; exists {\n\t\treturn ErrAchievementAlreadyUnlocked\n\t}\n\n\t// 检查成就要求\n\tif !qm.checkAchievementRequirements(achievement) {\n\t\treturn ErrAchievementRequirementsNotMet\n\t}\n\n\tachievement.Unlocked = true\n\tnow := time.Now()\n\tachievement.UnlockedAt = &now\n\tqm.achievements[achievementID] = achievement\n\tqm.lastUpdate = time.Now()\n\n\t// 发布事件\n\tqm.addEvent(AchievementUnlockedEvent{\n\t\tPlayer:          qm.playerID,\n\t\tAchievementID:   achievementID,\n\t\tAchievementName: achievement.Name,\n\t\tPoints:          achievement.Points,\n\t\tOccurredAtTime:  time.Now(),\n\t})\n\n\treturn nil\n}\n\n// checkPrerequisites 检查前置条件\nfunc (qm *QuestManager) checkPrerequisites(prerequisites []string) bool {\n\tfor _, prereq := range prerequisites {\n\t\tif _, exists := qm.completedQuests[prereq]; !exists {\n\t\t\treturn false\n\t\t}\n\t}\n\treturn true\n}\n\n// checkQuestCompletion 检查任务完成条件\nfunc (qm *QuestManager) checkQuestCompletion(quest *Quest) bool {\n\tfor _, objective := range quest.Objectives {\n\t\tif !objective.Optional && !objective.Completed {\n\t\t\treturn false\n\t\t}\n\t}\n\treturn true\n}\n\n// checkAchievementRequirements 检查成就要求\nfunc (qm *QuestManager) checkAchievementRequirements(achievement *Achievement) bool {\n\tfor _, req := range achievement.Requirements {\n\t\tif !req.Completed {\n\t\t\treturn false\n\t\t}\n\t}\n\treturn true\n}\n\n// resetQuestForRepeat 重置任务以便重复\nfunc (qm *QuestManager) resetQuestForRepeat(quest *Quest) {\n\tquest.Status = QuestStatusAvailable\n\tquest.StartTime = nil\n\tquest.CompletedTime = nil\n\tquest.ExpireTime = nil\n\n\t// 重置所有目标\n\tfor _, objective := range quest.Objectives {\n\t\tobjective.Current = 0\n\t\tobjective.Completed = false\n\t}\n}\n\n// addEvent 添加领域事件\nfunc (qm *QuestManager) addEvent(event DomainEvent) {\n\tqm.events = append(qm.events, event)\n}\n\n// GetEvents 获取领域事件\nfunc (qm *QuestManager) GetEvents() []DomainEvent {\n\treturn qm.events\n}\n\n// ClearEvents 清除领域事件\nfunc (qm *QuestManager) ClearEvents() {\n\tqm.events = make([]DomainEvent, 0)\n}\n"
  },
  {
    "path": "internal/domain/quest/repository.go",
    "content": "package quest\n\nimport (\n\t\"context\"\n\t\"time\"\n)\n\n// Repository 任务仓储接口\ntype Repository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, questManager *QuestManager) error\n\tFindByPlayerID(ctx context.Context, playerID string) (*QuestManager, error)\n\tDelete(ctx context.Context, playerID string) error\n\tExists(ctx context.Context, playerID string) (bool, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, questManagers []*QuestManager) error\n\tFindByPlayerIDs(ctx context.Context, playerIDs []string) ([]*QuestManager, error)\n\n\t// 任务查询\n\tFindQuestsByType(ctx context.Context, playerID string, questType QuestType) ([]*Quest, error)\n\tFindActiveQuests(ctx context.Context, playerID string) ([]*Quest, error)\n\tFindCompletedQuests(ctx context.Context, playerID string) ([]*Quest, error)\n\tFindAvailableQuests(ctx context.Context, playerID string) ([]*Quest, error)\n\tFindExpiredQuests(ctx context.Context, playerID string) ([]*Quest, error)\n\n\t// 成就查询\n\tFindAchievements(ctx context.Context, playerID string) ([]*Achievement, error)\n\tFindUnlockedAchievements(ctx context.Context, playerID string) ([]*Achievement, error)\n\tFindAchievementsByCategory(ctx context.Context, playerID string, category AchievementCategory) ([]*Achievement, error)\n\n\t// 统计查询\n\tGetQuestStats(ctx context.Context, playerID string) (*QuestStats, error)\n\tGetAchievementStats(ctx context.Context, playerID string) (*AchievementStats, error)\n\tGetQuestHistory(ctx context.Context, playerID string, limit int) ([]*QuestHistoryRecord, error)\n\n\t// 配置管理\n\tGetQuestConfig(ctx context.Context, questID string) (*QuestConfig, error)\n\tGetAllQuestConfigs(ctx context.Context) ([]*QuestConfig, error)\n\tSaveQuestConfig(ctx context.Context, config *QuestConfig) error\n\tGetAchievementConfig(ctx context.Context, achievementID string) (*AchievementConfig, error)\n\tGetAllAchievementConfigs(ctx context.Context) ([]*AchievementConfig, error)\n\tSaveAchievementConfig(ctx context.Context, config *AchievementConfig) error\n}\n\n// QuestStats 任务统计信息\ntype QuestStats struct {\n\tPlayerID         string                `json:\"player_id\"`\n\tTotalQuests      int                   `json:\"total_quests\"`\n\tActiveQuests     int                   `json:\"active_quests\"`\n\tCompletedQuests  int                   `json:\"completed_quests\"`\n\tFailedQuests     int                   `json:\"failed_quests\"`\n\tAbandonedQuests  int                   `json:\"abandoned_quests\"`\n\tQuestsByType     map[QuestType]int     `json:\"quests_by_type\"`\n\tQuestsByCategory map[QuestCategory]int `json:\"quests_by_category\"`\n\tCompletionRate   float64               `json:\"completion_rate\"`\n\tAverageTime      time.Duration         `json:\"average_completion_time\"`\n\tLastUpdate       time.Time             `json:\"last_update\"`\n}\n\n// AchievementStats 成就统计信息\ntype AchievementStats struct {\n\tPlayerID               string                      `json:\"player_id\"`\n\tTotalAchievements      int                         `json:\"total_achievements\"`\n\tUnlockedAchievements   int                         `json:\"unlocked_achievements\"`\n\tTotalPoints            int64                       `json:\"total_points\"`\n\tAchievementsByCategory map[AchievementCategory]int `json:\"achievements_by_category\"`\n\tCompletionRate         float64                     `json:\"completion_rate\"`\n\tRareAchievements       int                         `json:\"rare_achievements\"`\n\tHiddenAchievements     int                         `json:\"hidden_achievements\"`\n\tLastUnlocked           *time.Time                  `json:\"last_unlocked\"`\n\tLastUpdate             time.Time                   `json:\"last_update\"`\n}\n\n// QuestHistoryRecord 任务历史记录\ntype QuestHistoryRecord struct {\n\tID         string                 `json:\"id\"`\n\tPlayerID   string                 `json:\"player_id\"`\n\tQuestID    string                 `json:\"quest_id\"`\n\tQuestName  string                 `json:\"quest_name\"`\n\tQuestType  QuestType              `json:\"quest_type\"`\n\tAction     string                 `json:\"action\"` // accepted, completed, failed, abandoned\n\tStartTime  *time.Time             `json:\"start_time\"`\n\tEndTime    *time.Time             `json:\"end_time\"`\n\tDuration   *time.Duration         `json:\"duration\"`\n\tRewards    []*QuestReward         `json:\"rewards\"`\n\tOccurredAt time.Time              `json:\"occurred_at\"`\n\tMetadata   map[string]interface{} `json:\"metadata,omitempty\"`\n}\n\n// QuestConfig 任务配置\ntype QuestConfig struct {\n\tID                string             `json:\"id\"`\n\tName              string             `json:\"name\"`\n\tDescription       string             `json:\"description\"`\n\tQuestType         QuestType          `json:\"quest_type\"`\n\tCategory          QuestCategory      `json:\"category\"`\n\tPriority          QuestPriority      `json:\"priority\"`\n\tObjectives        []*ObjectiveConfig `json:\"objectives\"`\n\tRewards           []*QuestReward     `json:\"rewards\"`\n\tPrerequisites     []string           `json:\"prerequisites\"`\n\tTimeLimit         *time.Duration     `json:\"time_limit\"`\n\tRepeatType        RepeatType         `json:\"repeat_type\"`\n\tMaxRepeats        int                `json:\"max_repeats\"`\n\tLevel             int                `json:\"level\"`\n\tMinLevel          int                `json:\"min_level\"`\n\tMaxLevel          int                `json:\"max_level\"`\n\tClassRestrictions []string           `json:\"class_restrictions\"`\n\tRaceRestrictions  []string           `json:\"race_restrictions\"`\n\tEnabled           bool               `json:\"enabled\"`\n\tCreatedAt         time.Time          `json:\"created_at\"`\n\tUpdatedAt         time.Time          `json:\"updated_at\"`\n}\n\n// ObjectiveConfig 目标配置\ntype ObjectiveConfig struct {\n\tID            string                 `json:\"id\"`\n\tDescription   string                 `json:\"description\"`\n\tObjectiveType ObjectiveType          `json:\"objective_type\"`\n\tTarget        string                 `json:\"target\"`\n\tRequired      int64                  `json:\"required\"`\n\tOptional      bool                   `json:\"optional\"`\n\tOrder         int                    `json:\"order\"`\n\tMetadata      map[string]interface{} `json:\"metadata,omitempty\"`\n}\n\n// AchievementConfig 成就配置\ntype AchievementConfig struct {\n\tID           string               `json:\"id\"`\n\tName         string               `json:\"name\"`\n\tDescription  string               `json:\"description\"`\n\tCategory     AchievementCategory  `json:\"category\"`\n\tPoints       int64                `json:\"points\"`\n\tRequirements []*RequirementConfig `json:\"requirements\"`\n\tRewards      []*QuestReward       `json:\"rewards\"`\n\tHidden       bool                 `json:\"hidden\"`\n\tRare         bool                 `json:\"rare\"`\n\tEnabled      bool                 `json:\"enabled\"`\n\tCreatedAt    time.Time            `json:\"created_at\"`\n\tUpdatedAt    time.Time            `json:\"updated_at\"`\n}\n\n// RequirementConfig 要求配置\ntype RequirementConfig struct {\n\tRequirementType RequirementType `json:\"requirement_type\"`\n\tTarget          string          `json:\"target\"`\n\tValue           int64           `json:\"value\"`\n}\n\n// QuestQueryFilter 任务查询过滤器\ntype QuestQueryFilter struct {\n\tPlayerID       string          `json:\"player_id\"`\n\tQuestTypes     []QuestType     `json:\"quest_types,omitempty\"`\n\tCategories     []QuestCategory `json:\"categories,omitempty\"`\n\tStatuses       []QuestStatus   `json:\"statuses,omitempty\"`\n\tPriorities     []QuestPriority `json:\"priorities,omitempty\"`\n\tMinLevel       *int            `json:\"min_level,omitempty\"`\n\tMaxLevel       *int            `json:\"max_level,omitempty\"`\n\tAvailableOnly  bool            `json:\"available_only\"`\n\tActiveOnly     bool            `json:\"active_only\"`\n\tCompletedOnly  bool            `json:\"completed_only\"`\n\tIncludeExpired bool            `json:\"include_expired\"`\n\tSortBy         string          `json:\"sort_by\"`    // priority, level, created_at\n\tSortOrder      string          `json:\"sort_order\"` // asc, desc\n\tLimit          int             `json:\"limit\"`\n\tOffset         int             `json:\"offset\"`\n}\n\n// AchievementQueryFilter 成就查询过滤器\ntype AchievementQueryFilter struct {\n\tPlayerID     string                `json:\"player_id\"`\n\tCategories   []AchievementCategory `json:\"categories,omitempty\"`\n\tUnlockedOnly bool                  `json:\"unlocked_only\"`\n\tLockedOnly   bool                  `json:\"locked_only\"`\n\tHiddenOnly   bool                  `json:\"hidden_only\"`\n\tRareOnly     bool                  `json:\"rare_only\"`\n\tMinPoints    *int64                `json:\"min_points,omitempty\"`\n\tMaxPoints    *int64                `json:\"max_points,omitempty\"`\n\tSortBy       string                `json:\"sort_by\"`    // points, unlocked_at, category\n\tSortOrder    string                `json:\"sort_order\"` // asc, desc\n\tLimit        int                   `json:\"limit\"`\n\tOffset       int                   `json:\"offset\"`\n}\n"
  },
  {
    "path": "internal/domain/ranking/aggregate.go",
    "content": "package ranking\n\nimport (\n\t\"fmt\"\n\t\"sort\"\n\t\"sync\"\n\t\"time\"\n)\n\n// RankingAggregate 排行榜聚合根\ntype RankingAggregate struct {\n\t// 基础信息\n\tID          string       `json:\"id\" bson:\"_id\"`\n\tRankID      uint32       `json:\"rank_id\" bson:\"rank_id\"`\n\tName        string       `json:\"name\" bson:\"name\"`\n\tDescription string       `json:\"description\" bson:\"description\"`\n\tRankType    RankType     `json:\"rank_type\" bson:\"rank_type\"`\n\tCategory    RankCategory `json:\"category\" bson:\"category\"`\n\n\t// 排序配置\n\tSortType   SortType `json:\"sort_type\" bson:\"sort_type\"`\n\tTimeBitLen uint32   `json:\"time_bit_len\" bson:\"time_bit_len\"`\n\tTimeUnit   int64    `json:\"time_unit\" bson:\"time_unit\"`\n\tMaxSize    int64    `json:\"max_size\" bson:\"max_size\"`\n\n\t// 时间配置\n\tStartTime int64      `json:\"start_time\" bson:\"start_time\"`\n\tEndTime   int64      `json:\"end_time\" bson:\"end_time\"`\n\tPeriod    RankPeriod `json:\"period\" bson:\"period\"`\n\tResetTime *time.Time `json:\"reset_time,omitempty\" bson:\"reset_time,omitempty\"`\n\n\t// 状态信息\n\tStatus      RankStatus `json:\"status\" bson:\"status\"`\n\tIsActive    bool       `json:\"is_active\" bson:\"is_active\"`\n\tLastUpdated time.Time  `json:\"last_updated\" bson:\"last_updated\"`\n\tVersion     int64      `json:\"version\" bson:\"version\"`\n\n\t// 排行数据\n\tEntries   []*RankEntry `json:\"entries\" bson:\"entries\"`\n\tBlacklist *Blacklist   `json:\"blacklist\" bson:\"blacklist\"`\n\n\t// 统计信息\n\tTotalPlayers    int64     `json:\"total_players\" bson:\"total_players\"`\n\tActiveEntries   int64     `json:\"active_entries\" bson:\"active_entries\"`\n\tAverageScore    float64   `json:\"average_score\" bson:\"average_score\"`\n\tTopScore        int64     `json:\"top_score\" bson:\"top_score\"`\n\tLastScoreUpdate time.Time `json:\"last_score_update\" bson:\"last_score_update\"`\n\n\t// 奖励配置\n\tRewardConfig *RankRewardConfig `json:\"reward_config,omitempty\" bson:\"reward_config,omitempty\"`\n\n\t// 缓存配置\n\tCacheConfig *RankCacheConfig `json:\"cache_config,omitempty\" bson:\"cache_config,omitempty\"`\n\n\t// 创建和更新时间\n\tCreatedAt time.Time `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt time.Time `json:\"updated_at\" bson:\"updated_at\"`\n\n\t// 内部状态\n\tmutex  sync.RWMutex   `json:\"-\" bson:\"-\"`\n\tdirty  bool           `json:\"-\" bson:\"-\"`\n\tevents []RankingEvent `json:\"-\" bson:\"-\"`\n}\n\n// NewRankingAggregate 创建新的排行榜聚合\nfunc NewRankingAggregate(rankID uint32, name string, rankType RankType, category RankCategory) *RankingAggregate {\n\tnow := time.Now()\n\treturn &RankingAggregate{\n\t\tID:              generateRankingID(rankID),\n\t\tRankID:          rankID,\n\t\tName:            name,\n\t\tRankType:        rankType,\n\t\tCategory:        category,\n\t\tSortType:        SortTypeDescending,\n\t\tTimeBitLen:      DefaultTimeBitLen,\n\t\tTimeUnit:        DefaultTimeUnit,\n\t\tMaxSize:         DefaultMaxSize,\n\t\tStartTime:       now.Unix(),\n\t\tEndTime:         0, // 永久排行榜\n\t\tPeriod:          RankPeriodPermanent,\n\t\tStatus:          RankStatusActive,\n\t\tIsActive:        true,\n\t\tLastUpdated:     now,\n\t\tVersion:         1,\n\t\tEntries:         make([]*RankEntry, 0),\n\t\tBlacklist:       NewBlacklist(rankID),\n\t\tTotalPlayers:    0,\n\t\tActiveEntries:   0,\n\t\tAverageScore:    0.0,\n\t\tTopScore:        0,\n\t\tLastScoreUpdate: now,\n\t\tCreatedAt:       now,\n\t\tUpdatedAt:       now,\n\t\tdirty:           true,\n\t\tevents:          make([]RankingEvent, 0),\n\t}\n}\n\n// UpdateScore 更新玩家分数\nfunc (r *RankingAggregate) UpdateScore(playerID uint64, score int64, metadata map[string]interface{}) error {\n\tr.mutex.Lock()\n\tdefer r.mutex.Unlock()\n\n\t// 检查排行榜状态\n\tif !r.IsActive || r.Status != RankStatusActive {\n\t\treturn NewRankingInactiveError(r.RankID)\n\t}\n\n\t// 检查黑名单\n\tif r.Blacklist.IsBlacklisted(playerID) {\n\t\treturn NewPlayerBlacklistedError(playerID, r.RankID)\n\t}\n\n\t// 检查时间范围\n\tif !r.isInTimeRange() {\n\t\treturn NewRankingTimeExpiredError(r.RankID, r.StartTime, r.EndTime)\n\t}\n\n\t// 计算带时间因子的分数\n\ttimeScore := r.calculateTimeScore(score)\n\n\t// 查找现有条目\n\texistingEntry := r.findEntry(playerID)\n\tif existingEntry != nil {\n\t\t// 更新现有条目\n\t\toldScore := existingEntry.Score\n\t\texistingEntry.UpdateScore(timeScore, score, metadata)\n\n\t\t// 发布分数更新事件\n\t\tr.addEvent(NewPlayerScoreUpdatedEvent(r.ID, playerID, oldScore, score, timeScore))\n\t} else {\n\t\t// 创建新条目\n\t\tnewEntry := NewRankEntry(playerID, timeScore, score, metadata)\n\t\tr.Entries = append(r.Entries, newEntry)\n\t\tr.TotalPlayers++\n\n\t\t// 发布新玩家加入事件\n\t\tr.addEvent(NewPlayerJoinedRankingEvent(r.ID, playerID, score, timeScore))\n\t}\n\n\t// 重新排序\n\tr.sortEntries()\n\n\t// 限制大小\n\tr.limitSize()\n\n\t// 更新统计信息\n\tr.updateStatistics()\n\n\t// 标记为脏数据\n\tr.markDirty()\n\n\treturn nil\n}\n\n// GetRanking 获取排行榜数据\nfunc (r *RankingAggregate) GetRanking(start, end int64, excludeBlacklisted bool) ([]*RankEntry, error) {\n\tr.mutex.RLock()\n\tdefer r.mutex.RUnlock()\n\n\tif start < 0 || end < start {\n\t\treturn nil, NewInvalidRangeError(start, end)\n\t}\n\n\tentries := make([]*RankEntry, 0)\n\tcount := int64(0)\n\n\tfor i, entry := range r.Entries {\n\t\t// 跳过黑名单玩家\n\t\tif excludeBlacklisted && r.Blacklist.IsBlacklisted(entry.PlayerID) {\n\t\t\tcontinue\n\t\t}\n\n\t\t// 检查范围\n\t\tif count >= start && count <= end {\n\t\t\t// 创建副本并设置排名\n\t\t\tentryCopy := *entry\n\t\t\tentryCopy.Rank = int64(i + 1)\n\t\t\tentries = append(entries, &entryCopy)\n\t\t}\n\n\t\tcount++\n\n\t\t// 达到结束位置\n\t\tif count > end {\n\t\t\tbreak\n\t\t}\n\t}\n\n\treturn entries, nil\n}\n\n// GetPlayerRank 获取玩家排名\nfunc (r *RankingAggregate) GetPlayerRank(playerID uint64) (*RankEntry, int64, error) {\n\tr.mutex.RLock()\n\tdefer r.mutex.RUnlock()\n\n\tfor i, entry := range r.Entries {\n\t\tif entry.PlayerID == playerID {\n\t\t\t// 创建副本并设置排名\n\t\t\tentryCopy := *entry\n\t\t\tentryCopy.Rank = int64(i + 1)\n\t\t\treturn &entryCopy, int64(i + 1), nil\n\t\t}\n\t}\n\n\treturn nil, -1, NewPlayerNotInRankingError(playerID, r.RankID)\n}\n\n// AddToBlacklist 添加到黑名单\nfunc (r *RankingAggregate) AddToBlacklist(playerID uint64, reason string) error {\n\tr.mutex.Lock()\n\tdefer r.mutex.Unlock()\n\n\terr := r.Blacklist.AddPlayer(playerID, reason)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\t// 从排行榜中移除该玩家\n\tr.removePlayer(playerID)\n\n\t// 发布黑名单事件\n\tr.addEvent(NewPlayerBlacklistedEvent(r.ID, playerID, reason))\n\n\t// 标记为脏数据\n\tr.markDirty()\n\n\treturn nil\n}\n\n// RemoveFromBlacklist 从黑名单移除\nfunc (r *RankingAggregate) RemoveFromBlacklist(playerID uint64) error {\n\tr.mutex.Lock()\n\tdefer r.mutex.Unlock()\n\n\terr := r.Blacklist.RemovePlayer(playerID)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\t// 发布黑名单移除事件\n\tr.addEvent(NewPlayerUnblacklistedEvent(r.ID, playerID))\n\n\t// 标记为脏数据\n\tr.markDirty()\n\n\treturn nil\n}\n\n// Reset 重置排行榜\nfunc (r *RankingAggregate) Reset() error {\n\tr.mutex.Lock()\n\tdefer r.mutex.Unlock()\n\n\t// 保存重置前的数据用于事件\n\toldEntries := make([]*RankEntry, len(r.Entries))\n\tcopy(oldEntries, r.Entries)\n\n\t// 重置数据\n\tr.Entries = make([]*RankEntry, 0)\n\tr.TotalPlayers = 0\n\tr.ActiveEntries = 0\n\tr.AverageScore = 0.0\n\tr.TopScore = 0\n\tr.LastScoreUpdate = time.Now()\n\tr.Version++\n\n\t// 更新重置时间\n\tnow := time.Now()\n\tr.ResetTime = &now\n\tr.LastUpdated = now\n\tr.UpdatedAt = now\n\n\t// 发布重置事件\n\tr.addEvent(NewRankingResetEvent(r.ID, len(oldEntries)))\n\n\t// 标记为脏数据\n\tr.markDirty()\n\n\treturn nil\n}\n\n// SetActive 设置排行榜激活状态\nfunc (r *RankingAggregate) SetActive(active bool) {\n\tr.mutex.Lock()\n\tdefer r.mutex.Unlock()\n\n\toldStatus := r.IsActive\n\tr.IsActive = active\n\n\tif active {\n\t\tr.Status = RankStatusActive\n\t} else {\n\t\tr.Status = RankStatusInactive\n\t}\n\n\tr.LastUpdated = time.Now()\n\tr.UpdatedAt = time.Now()\n\n\t// 发布状态变更事件\n\tif oldStatus != active {\n\t\tr.addEvent(NewRankingStatusChangedEvent(r.ID, oldStatus, active))\n\t}\n\n\t// 标记为脏数据\n\tr.markDirty()\n}\n\n// SetTimeRange 设置时间范围\nfunc (r *RankingAggregate) SetTimeRange(startTime, endTime int64) error {\n\tr.mutex.Lock()\n\tdefer r.mutex.Unlock()\n\n\tif startTime >= endTime && endTime != 0 {\n\t\treturn NewInvalidTimeRangeError(startTime, endTime)\n\t}\n\n\tr.StartTime = startTime\n\tr.EndTime = endTime\n\tr.LastUpdated = time.Now()\n\tr.UpdatedAt = time.Now()\n\n\t// 标记为脏数据\n\tr.markDirty()\n\n\treturn nil\n}\n\n// SetRewardConfig 设置奖励配置\nfunc (r *RankingAggregate) SetRewardConfig(config *RankRewardConfig) {\n\tr.mutex.Lock()\n\tdefer r.mutex.Unlock()\n\n\tr.RewardConfig = config\n\tr.LastUpdated = time.Now()\n\tr.UpdatedAt = time.Now()\n\n\t// 标记为脏数据\n\tr.markDirty()\n}\n\n// SetCacheConfig 设置缓存配置\nfunc (r *RankingAggregate) SetCacheConfig(config *RankCacheConfig) {\n\tr.mutex.Lock()\n\tdefer r.mutex.Unlock()\n\n\tr.CacheConfig = config\n\tr.LastUpdated = time.Now()\n\tr.UpdatedAt = time.Now()\n\n\t// 标记为脏数据\n\tr.markDirty()\n}\n\n// GetTopPlayers 获取前N名玩家\nfunc (r *RankingAggregate) GetTopPlayers(count int) []*RankEntry {\n\tr.mutex.RLock()\n\tdefer r.mutex.RUnlock()\n\n\tif count <= 0 {\n\t\treturn []*RankEntry{}\n\t}\n\n\tif count > len(r.Entries) {\n\t\tcount = len(r.Entries)\n\t}\n\n\ttopPlayers := make([]*RankEntry, count)\n\tfor i := 0; i < count; i++ {\n\t\t// 创建副本并设置排名\n\t\tentryCopy := *r.Entries[i]\n\t\tentryCopy.Rank = int64(i + 1)\n\t\ttopPlayers[i] = &entryCopy\n\t}\n\n\treturn topPlayers\n}\n\n// GetStatistics 获取统计信息\nfunc (r *RankingAggregate) GetStatistics() *RankingStatistics {\n\tr.mutex.RLock()\n\tdefer r.mutex.RUnlock()\n\n\treturn &RankingStatistics{\n\t\tRankID:          r.RankID,\n\t\tTotalPlayers:    r.TotalPlayers,\n\t\tActiveEntries:   r.ActiveEntries,\n\t\tAverageScore:    r.AverageScore,\n\t\tTopScore:        r.TopScore,\n\t\tBlacklistCount:  int64(len(r.Blacklist.Players)),\n\t\tLastUpdated:     r.LastUpdated,\n\t\tLastScoreUpdate: r.LastScoreUpdate,\n\t}\n}\n\n// GetEvents 获取领域事件\nfunc (r *RankingAggregate) GetEvents() []RankingEvent {\n\tr.mutex.RLock()\n\tdefer r.mutex.RUnlock()\n\n\tevents := make([]RankingEvent, len(r.events))\n\tcopy(events, r.events)\n\treturn events\n}\n\n// GetID 获取ID\nfunc (r *RankingAggregate) GetID() string {\n\treturn r.ID\n}\n\n// GetName 获取名称\nfunc (r *RankingAggregate) GetName() string {\n\treturn r.Name\n}\n\n// GetDescription 获取描述\nfunc (r *RankingAggregate) GetDescription() string {\n\treturn r.Description\n}\n\n// GetRankType 获取排行榜类型\nfunc (r *RankingAggregate) GetRankType() RankType {\n\treturn r.RankType\n}\n\n// GetPeriodType 获取周期类型\nfunc (r *RankingAggregate) GetPeriodType() RankPeriod {\n\treturn r.Period\n}\n\n// GetMaxEntries 获取最大条目数\nfunc (r *RankingAggregate) GetMaxEntries() int64 {\n\treturn r.MaxSize\n}\n\n// GetCreatedAt 获取创建时间\nfunc (r *RankingAggregate) GetCreatedAt() time.Time {\n\treturn r.CreatedAt\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (r *RankingAggregate) GetUpdatedAt() time.Time {\n\treturn r.UpdatedAt\n}\n\n// GetVersion 获取版本号\nfunc (r *RankingAggregate) GetVersion() int64 {\n\treturn r.Version\n}\n\n// IsRankingActive 检查排行榜是否激活\nfunc (r *RankingAggregate) IsRankingActive() bool {\n\treturn r.IsActive && r.Status == RankStatusActive\n}\n\n// GetBlacklist 获取黑名单\nfunc (r *RankingAggregate) GetBlacklist() []uint64 {\n\tif r.Blacklist == nil {\n\t\treturn []uint64{}\n\t}\n\treturn r.Blacklist.GetPlayerIDs()\n}\n\n// GetSettings 获取设置\nfunc (r *RankingAggregate) GetSettings() map[string]interface{} {\n\tsettings := make(map[string]interface{})\n\tsettings[\"sort_type\"] = r.SortType\n\tsettings[\"time_bit_len\"] = r.TimeBitLen\n\tsettings[\"time_unit\"] = r.TimeUnit\n\tsettings[\"max_size\"] = r.MaxSize\n\treturn settings\n}\n\n// GetResetAt 获取重置时间\nfunc (r *RankingAggregate) GetResetAt() time.Time {\n\tif r.ResetTime != nil {\n\t\treturn *r.ResetTime\n\t}\n\treturn time.Time{}\n}\n\n// SetID 设置ID\nfunc (r *RankingAggregate) SetID(id string) {\n\tr.ID = id\n}\n\n// SetDescription 设置描述\nfunc (r *RankingAggregate) SetDescription(description string) {\n\tr.Description = description\n\tr.markDirty()\n}\n\n// SetMaxEntries 设置最大条目数\nfunc (r *RankingAggregate) SetMaxEntries(maxEntries int64) {\n\tr.MaxSize = maxEntries\n\tr.markDirty()\n}\n\n// SetBlacklist 设置黑名单\nfunc (r *RankingAggregate) SetBlacklist(playerIDs []uint64) {\n\tif r.Blacklist == nil {\n\t\tr.Blacklist = NewBlacklist(r.RankID)\n\t}\n\tfor _, playerID := range playerIDs {\n\t\terr := r.Blacklist.AddPlayer(playerID, \"Manual blacklist\")\n\t\tif err != nil {\n\t\t\t// 忽略已存在的错误，继续处理其他玩家\n\t\t\tcontinue\n\t\t}\n\t}\n\tr.markDirty()\n}\n\n// SetSettings 设置配置\nfunc (r *RankingAggregate) SetSettings(settings map[string]interface{}) {\n\tif sortType, ok := settings[\"sort_type\"]; ok {\n\t\tif st, ok := sortType.(SortType); ok {\n\t\t\tr.SortType = st\n\t\t}\n\t}\n\tif timeBitLen, ok := settings[\"time_bit_len\"]; ok {\n\t\tif tbl, ok := timeBitLen.(uint32); ok {\n\t\t\tr.TimeBitLen = tbl\n\t\t}\n\t}\n\tif timeUnit, ok := settings[\"time_unit\"]; ok {\n\t\tif tu, ok := timeUnit.(int64); ok {\n\t\t\tr.TimeUnit = tu\n\t\t}\n\t}\n\tif maxSize, ok := settings[\"max_size\"]; ok {\n\t\tif ms, ok := maxSize.(int64); ok {\n\t\t\tr.MaxSize = ms\n\t\t}\n\t}\n\tr.markDirty()\n}\n\n// SetVersion 设置版本号\nfunc (r *RankingAggregate) SetVersion(version int64) {\n\tr.Version = version\n}\n\n// Activate 激活排行榜\nfunc (r *RankingAggregate) Activate() {\n\tr.IsActive = true\n\tr.Status = RankStatusActive\n\tr.markDirty()\n}\n\n// Deactivate 停用排行榜\nfunc (r *RankingAggregate) Deactivate() {\n\tr.IsActive = false\n\tr.Status = RankStatusInactive\n\tr.markDirty()\n}\n\n// SetResetAt 设置重置时间\nfunc (r *RankingAggregate) SetResetAt(resetAt time.Time) {\n\tr.ResetTime = &resetAt\n\tr.markDirty()\n}\n\n// ClearEvents 清除领域事件\nfunc (r *RankingAggregate) ClearEvents() {\n\tr.mutex.Lock()\n\tdefer r.mutex.Unlock()\n\n\tr.events = make([]RankingEvent, 0)\n}\n\n// IsDirty 检查是否有未保存的更改\nfunc (r *RankingAggregate) IsDirty() bool {\n\tr.mutex.RLock()\n\tdefer r.mutex.RUnlock()\n\n\treturn r.dirty\n}\n\n// MarkClean 标记为已保存\nfunc (r *RankingAggregate) MarkClean() {\n\tr.mutex.Lock()\n\tdefer r.mutex.Unlock()\n\n\tr.dirty = false\n}\n\n// 私有方法\n\n// calculateTimeScore 计算带时间因子的分数\nfunc (r *RankingAggregate) calculateTimeScore(score int64) int64 {\n\tnowTime := time.Now().Unix()\n\tvar timeFactor int64\n\n\tif r.SortType == SortTypeDescending {\n\t\ttimeFactor = (nowTime - r.StartTime) / r.TimeUnit\n\t} else {\n\t\ttimeFactor = (r.EndTime - nowTime) / r.TimeUnit\n\t}\n\n\ttimeScore := (score << r.TimeBitLen) | timeFactor\n\treturn timeScore\n}\n\n// getRealScore 获取真实分数\nfunc (r *RankingAggregate) getRealScore(timeScore int64) int64 {\n\treturn timeScore >> r.TimeBitLen\n}\n\n// getRealScoreTime 获取分数设置时间\nfunc (r *RankingAggregate) getRealScoreTime(timeScore int64) int64 {\n\ttimeFactor := timeScore & ((1 << r.TimeBitLen) - 1)\n\tvar realTime int64\n\n\tif r.SortType == SortTypeDescending {\n\t\trealTime = (timeFactor * r.TimeUnit) + r.StartTime\n\t} else {\n\t\trealTime = r.EndTime - (timeFactor * r.TimeUnit)\n\t}\n\n\treturn realTime\n}\n\n// findEntry 查找玩家条目\nfunc (r *RankingAggregate) findEntry(playerID uint64) *RankEntry {\n\tfor _, entry := range r.Entries {\n\t\tif entry.PlayerID == playerID {\n\t\t\treturn entry\n\t\t}\n\t}\n\treturn nil\n}\n\n// removePlayer 移除玩家\nfunc (r *RankingAggregate) removePlayer(playerID uint64) {\n\tfor i, entry := range r.Entries {\n\t\tif entry.PlayerID == playerID {\n\t\t\tr.Entries = append(r.Entries[:i], r.Entries[i+1:]...)\n\t\t\tr.TotalPlayers--\n\t\t\tbreak\n\t\t}\n\t}\n}\n\n// sortEntries 排序条目\nfunc (r *RankingAggregate) sortEntries() {\n\tif r.SortType == SortTypeDescending {\n\t\tsort.Slice(r.Entries, func(i, j int) bool {\n\t\t\treturn r.Entries[i].TimeScore > r.Entries[j].TimeScore\n\t\t})\n\t} else {\n\t\tsort.Slice(r.Entries, func(i, j int) bool {\n\t\t\treturn r.Entries[i].TimeScore < r.Entries[j].TimeScore\n\t\t})\n\t}\n}\n\n// limitSize 限制大小\nfunc (r *RankingAggregate) limitSize() {\n\tif int64(len(r.Entries)) > r.MaxSize {\n\t\tr.Entries = r.Entries[:r.MaxSize]\n\t\tr.TotalPlayers = r.MaxSize\n\t}\n}\n\n// updateStatistics 更新统计信息\nfunc (r *RankingAggregate) updateStatistics() {\n\tr.ActiveEntries = int64(len(r.Entries))\n\n\tif len(r.Entries) > 0 {\n\t\t// 更新最高分\n\t\tr.TopScore = r.getRealScore(r.Entries[0].TimeScore)\n\n\t\t// 计算平均分\n\t\ttotalScore := int64(0)\n\t\tfor _, entry := range r.Entries {\n\t\t\ttotalScore += r.getRealScore(entry.TimeScore)\n\t\t}\n\t\tr.AverageScore = float64(totalScore) / float64(len(r.Entries))\n\t} else {\n\t\tr.TopScore = 0\n\t\tr.AverageScore = 0.0\n\t}\n\n\tr.LastScoreUpdate = time.Now()\n}\n\n// isInTimeRange 检查是否在时间范围内\nfunc (r *RankingAggregate) isInTimeRange() bool {\n\tif r.EndTime == 0 {\n\t\treturn true // 永久排行榜\n\t}\n\n\tnow := time.Now().Unix()\n\treturn now >= r.StartTime && now <= r.EndTime\n}\n\n// addEvent 添加领域事件\nfunc (r *RankingAggregate) addEvent(event RankingEvent) {\n\tr.events = append(r.events, event)\n}\n\n// markDirty 标记为脏数据\nfunc (r *RankingAggregate) markDirty() {\n\tr.dirty = true\n\tr.LastUpdated = time.Now()\n\tr.UpdatedAt = time.Now()\n\tr.Version++\n}\n\n// 辅助函数\n\n// generateRankingID 生成排行榜ID\nfunc generateRankingID(rankID uint32) string {\n\treturn fmt.Sprintf(\"ranking_%d\", rankID)\n}\n\n// 常量定义\n\nconst (\n\t// 默认配置\n\tDefaultTimeBitLen = 24\n\tDefaultTimeUnit   = 60\n\tDefaultMaxSize    = 5000\n\n\t// 排行榜限制\n\tMaxRankingSize = 10000\n\tMinRankingSize = 10\n\tMaxNameLength  = 100\n\tMaxDescLength  = 500\n)\n\n// 验证方法\n\n// Validate 验证排行榜聚合\nfunc (r *RankingAggregate) Validate() error {\n\tif r.RankID == 0 {\n\t\treturn NewRankingValidationError(\"rank_id\", r.RankID, \"rank_id cannot be zero\", \"required\")\n\t}\n\n\tif r.Name == \"\" {\n\t\treturn NewRankingValidationError(\"name\", r.Name, \"name cannot be empty\", \"required\")\n\t}\n\n\tif len(r.Name) > MaxNameLength {\n\t\treturn NewRankingValidationError(\"name\", r.Name, fmt.Sprintf(\"name length cannot exceed %d\", MaxNameLength), \"max_length\")\n\t}\n\n\tif len(r.Description) > MaxDescLength {\n\t\treturn NewRankingValidationError(\"description\", r.Description, fmt.Sprintf(\"description length cannot exceed %d\", MaxDescLength), \"max_length\")\n\t}\n\n\tif r.MaxSize < MinRankingSize || r.MaxSize > MaxRankingSize {\n\t\treturn NewRankingValidationError(\"max_size\", r.MaxSize, fmt.Sprintf(\"max_size must be between %d and %d\", MinRankingSize, MaxRankingSize), \"range\")\n\t}\n\n\tif r.TimeBitLen == 0 || r.TimeBitLen > 32 {\n\t\treturn NewRankingValidationError(\"time_bit_len\", r.TimeBitLen, \"time_bit_len must be between 1 and 32\", \"range\")\n\t}\n\n\tif r.TimeUnit <= 0 {\n\t\treturn NewRankingValidationError(\"time_unit\", r.TimeUnit, \"time_unit must be positive\", \"positive\")\n\t}\n\n\tif r.EndTime != 0 && r.StartTime >= r.EndTime {\n\t\treturn NewRankingValidationError(\"time_range\", map[string]int64{\"start\": r.StartTime, \"end\": r.EndTime}, \"start_time must be less than end_time\", \"time_range\")\n\t}\n\n\treturn nil\n}\n\n// Clone 克隆排行榜聚合\nfunc (r *RankingAggregate) Clone() *RankingAggregate {\n\tr.mutex.RLock()\n\tdefer r.mutex.RUnlock()\n\n\tclone := &RankingAggregate{\n\t\tID:              r.ID,\n\t\tRankID:          r.RankID,\n\t\tName:            r.Name,\n\t\tDescription:     r.Description,\n\t\tRankType:        r.RankType,\n\t\tCategory:        r.Category,\n\t\tSortType:        r.SortType,\n\t\tTimeBitLen:      r.TimeBitLen,\n\t\tTimeUnit:        r.TimeUnit,\n\t\tMaxSize:         r.MaxSize,\n\t\tStartTime:       r.StartTime,\n\t\tEndTime:         r.EndTime,\n\t\tPeriod:          r.Period,\n\t\tStatus:          r.Status,\n\t\tIsActive:        r.IsActive,\n\t\tLastUpdated:     r.LastUpdated,\n\t\tVersion:         r.Version,\n\t\tTotalPlayers:    r.TotalPlayers,\n\t\tActiveEntries:   r.ActiveEntries,\n\t\tAverageScore:    r.AverageScore,\n\t\tTopScore:        r.TopScore,\n\t\tLastScoreUpdate: r.LastScoreUpdate,\n\t\tCreatedAt:       r.CreatedAt,\n\t\tUpdatedAt:       r.UpdatedAt,\n\t\tdirty:           r.dirty,\n\t}\n\n\t// 深拷贝重置时间\n\tif r.ResetTime != nil {\n\t\tresetTime := *r.ResetTime\n\t\tclone.ResetTime = &resetTime\n\t}\n\n\t// 深拷贝条目\n\tclone.Entries = make([]*RankEntry, len(r.Entries))\n\tfor i, entry := range r.Entries {\n\t\tentryCopy := *entry\n\t\tclone.Entries[i] = &entryCopy\n\t}\n\n\t// 深拷贝黑名单\n\tif r.Blacklist != nil {\n\t\tclone.Blacklist = r.Blacklist.Clone()\n\t}\n\n\t// 深拷贝奖励配置\n\tif r.RewardConfig != nil {\n\t\trewardConfig := *r.RewardConfig\n\t\tclone.RewardConfig = &rewardConfig\n\t}\n\n\t// 深拷贝缓存配置\n\tif r.CacheConfig != nil {\n\t\tcacheConfig := *r.CacheConfig\n\t\tclone.CacheConfig = &cacheConfig\n\t}\n\n\t// 深拷贝事件\n\tclone.events = make([]RankingEvent, len(r.events))\n\tcopy(clone.events, r.events)\n\n\treturn clone\n}\n"
  },
  {
    "path": "internal/domain/ranking/entity.go",
    "content": "package ranking\n\nimport (\n\t\"fmt\"\n\t\"sync\"\n\t\"time\"\n)\n\n// RankEntry 排行榜条目实体\ntype RankEntry struct {\n\t// 基础信息\n\tID       string `json:\"id\" bson:\"_id\"`\n\tPlayerID uint64 `json:\"player_id\" bson:\"player_id\"`\n\tRankID   uint32 `json:\"rank_id\" bson:\"rank_id\"`\n\n\t// 分数信息\n\tScore     int64 `json:\"score\" bson:\"score\"`           // 真实分数\n\tTimeScore int64 `json:\"time_score\" bson:\"time_score\"` // 带时间因子的分数\n\tRank      int64 `json:\"rank\" bson:\"rank\"`             // 当前排名\n\n\t// 玩家信息\n\tPlayerName   string `json:\"player_name\" bson:\"player_name\"`\n\tPlayerLevel  uint32 `json:\"player_level\" bson:\"player_level\"`\n\tPlayerAvatar string `json:\"player_avatar\" bson:\"player_avatar\"`\n\tPlayerTitle  string `json:\"player_title\" bson:\"player_title\"`\n\n\t// 状态信息\n\tIsActive     bool                 `json:\"is_active\" bson:\"is_active\"`\n\tLastActive   time.Time            `json:\"last_active\" bson:\"last_active\"`\n\tScoreHistory []*ScoreHistoryEntry `json:\"score_history\" bson:\"score_history\"`\n\n\t// 排名变化\n\tPreviousRank *int64 `json:\"previous_rank,omitempty\" bson:\"previous_rank,omitempty\"`\n\tRankChange   int64  `json:\"rank_change\" bson:\"rank_change\"`\n\tBestRank     int64  `json:\"best_rank\" bson:\"best_rank\"`\n\tWorstRank    int64  `json:\"worst_rank\" bson:\"worst_rank\"`\n\n\t// 统计信息\n\tTotalUpdates    int64     `json:\"total_updates\" bson:\"total_updates\"`\n\tConsecutiveDays int32     `json:\"consecutive_days\" bson:\"consecutive_days\"`\n\tFirstEntryTime  time.Time `json:\"first_entry_time\" bson:\"first_entry_time\"`\n\tLastUpdateTime  time.Time `json:\"last_update_time\" bson:\"last_update_time\"`\n\n\t// 奖励信息\n\tRewardsEarned    []*RankRewardEarned `json:\"rewards_earned\" bson:\"rewards_earned\"`\n\tLastRewardTime   *time.Time          `json:\"last_reward_time,omitempty\" bson:\"last_reward_time,omitempty\"`\n\tTotalRewardValue int64               `json:\"total_reward_value\" bson:\"total_reward_value\"`\n\n\t// 元数据\n\tMetadata   map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n\tTags       []string               `json:\"tags\" bson:\"tags\"`\n\tCustomData map[string]interface{} `json:\"custom_data\" bson:\"custom_data\"`\n\n\t// 时间戳\n\tCreatedAt time.Time `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt time.Time `json:\"updated_at\" bson:\"updated_at\"`\n\n\t// 内部状态\n\tmutex sync.RWMutex `json:\"-\" bson:\"-\"`\n}\n\n// GetID 获取条目ID\nfunc (re *RankEntry) GetID() string {\n\tre.mutex.RLock()\n\tdefer re.mutex.RUnlock()\n\treturn re.ID\n}\n\n// GetRankingID 获取排行榜ID\nfunc (re *RankEntry) GetRankingID() uint32 {\n\tre.mutex.RLock()\n\tdefer re.mutex.RUnlock()\n\treturn re.RankID\n}\n\n// GetPlayerID 获取玩家ID\nfunc (re *RankEntry) GetPlayerID() uint64 {\n\tre.mutex.RLock()\n\tdefer re.mutex.RUnlock()\n\treturn re.PlayerID\n}\n\n// GetRank 获取排名\nfunc (re *RankEntry) GetRank() int64 {\n\tre.mutex.RLock()\n\tdefer re.mutex.RUnlock()\n\treturn re.Rank\n}\n\n// GetScore 获取分数\nfunc (re *RankEntry) GetScore() int64 {\n\tre.mutex.RLock()\n\tdefer re.mutex.RUnlock()\n\treturn re.Score\n}\n\n// GetPrevRank 获取前一排名\nfunc (re *RankEntry) GetPrevRank() *int64 {\n\tre.mutex.RLock()\n\tdefer re.mutex.RUnlock()\n\treturn re.PreviousRank\n}\n\n// GetPrevScore 获取前一分数 (暂时返回0，可根据需要实现)\nfunc (re *RankEntry) GetPrevScore() int64 {\n\tre.mutex.RLock()\n\tdefer re.mutex.RUnlock()\n\t// 从历史记录中获取前一分数\n\tif len(re.ScoreHistory) > 0 {\n\t\treturn re.ScoreHistory[len(re.ScoreHistory)-1].Score\n\t}\n\treturn 0\n}\n\n// GetMetadata 获取元数据\nfunc (re *RankEntry) GetMetadata() map[string]interface{} {\n\tre.mutex.RLock()\n\tdefer re.mutex.RUnlock()\n\treturn re.Metadata\n}\n\n// GetCreatedAt 获取创建时间\nfunc (re *RankEntry) GetCreatedAt() time.Time {\n\tre.mutex.RLock()\n\tdefer re.mutex.RUnlock()\n\treturn re.CreatedAt\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (re *RankEntry) GetUpdatedAt() time.Time {\n\tre.mutex.RLock()\n\tdefer re.mutex.RUnlock()\n\treturn re.UpdatedAt\n}\n\n// SetRank 设置排名\nfunc (re *RankEntry) SetRank(rank int64) {\n\tre.mutex.Lock()\n\tdefer re.mutex.Unlock()\n\tre.Rank = rank\n\tre.UpdatedAt = time.Now()\n}\n\n// SetPrevious 设置前一排名和分数\nfunc (re *RankEntry) SetPrevious(prevRank *int64, prevScore int64) {\n\tre.mutex.Lock()\n\tdefer re.mutex.Unlock()\n\tre.PreviousRank = prevRank\n\t// 可以添加前一分数的存储逻辑\n\tre.UpdatedAt = time.Now()\n}\n\n// SetMetadata 设置元数据\nfunc (re *RankEntry) SetMetadata(metadata map[string]interface{}) {\n\tre.mutex.Lock()\n\tdefer re.mutex.Unlock()\n\tre.Metadata = metadata\n\tre.UpdatedAt = time.Now()\n}\n\n// NewRankEntry 创建新的排行榜条目\nfunc NewRankEntry(playerID uint64, timeScore, realScore int64, metadata map[string]interface{}) *RankEntry {\n\tnow := time.Now()\n\treturn &RankEntry{\n\t\tID:               generateRankEntryID(playerID, now),\n\t\tPlayerID:         playerID,\n\t\tScore:            realScore,\n\t\tTimeScore:        timeScore,\n\t\tRank:             0, // 将在排序后设置\n\t\tIsActive:         true,\n\t\tLastActive:       now,\n\t\tScoreHistory:     make([]*ScoreHistoryEntry, 0),\n\t\tRankChange:       0,\n\t\tBestRank:         0,\n\t\tWorstRank:        0,\n\t\tTotalUpdates:     1,\n\t\tConsecutiveDays:  1,\n\t\tFirstEntryTime:   now,\n\t\tLastUpdateTime:   now,\n\t\tRewardsEarned:    make([]*RankRewardEarned, 0),\n\t\tTotalRewardValue: 0,\n\t\tMetadata:         metadata,\n\t\tTags:             make([]string, 0),\n\t\tCustomData:       make(map[string]interface{}),\n\t\tCreatedAt:        now,\n\t\tUpdatedAt:        now,\n\t}\n}\n\n// NewRankEntryFromRepository 创建新的排行榜条目（用于repository）\nfunc NewRankEntryFromRepository(entryID string, rankingID uint32, playerID uint64, score int64) *RankEntry {\n\tnow := time.Now()\n\treturn &RankEntry{\n\t\tID:               entryID,\n\t\tPlayerID:         playerID,\n\t\tRankID:           rankingID,\n\t\tScore:            score,\n\t\tTimeScore:        score,\n\t\tRank:             0,\n\t\tIsActive:         true,\n\t\tLastActive:       now,\n\t\tScoreHistory:     make([]*ScoreHistoryEntry, 0),\n\t\tRankChange:       0,\n\t\tBestRank:         0,\n\t\tWorstRank:        0,\n\t\tTotalUpdates:     1,\n\t\tConsecutiveDays:  1,\n\t\tFirstEntryTime:   now,\n\t\tLastUpdateTime:   now,\n\t\tRewardsEarned:    make([]*RankRewardEarned, 0),\n\t\tTotalRewardValue: 0,\n\t\tMetadata:         make(map[string]interface{}),\n\t\tTags:             make([]string, 0),\n\t\tCustomData:       make(map[string]interface{}),\n\t\tCreatedAt:        now,\n\t\tUpdatedAt:        now,\n\t}\n}\n\n// UpdateScore 更新分数\nfunc (re *RankEntry) UpdateScore(timeScore, realScore int64, metadata map[string]interface{}) {\n\tre.mutex.Lock()\n\tdefer re.mutex.Unlock()\n\n\t// 记录历史分数\n\tre.addScoreHistory(re.Score, re.TimeScore)\n\n\t// 更新分数\n\tre.Score = realScore\n\tre.TimeScore = timeScore\n\tre.TotalUpdates++\n\tre.LastUpdateTime = time.Now()\n\tre.UpdatedAt = time.Now()\n\tre.LastActive = time.Now()\n\n\t// 更新元数据\n\tif metadata != nil {\n\t\tfor k, v := range metadata {\n\t\t\tre.Metadata[k] = v\n\t\t}\n\t}\n\n\t// 更新连续天数\n\tre.updateConsecutiveDays()\n}\n\n// UpdateRank 更新排名\nfunc (re *RankEntry) UpdateRank(newRank int64) {\n\tre.mutex.Lock()\n\tdefer re.mutex.Unlock()\n\n\t// 记录排名变化\n\tif re.Rank != 0 {\n\t\tre.PreviousRank = &re.Rank\n\t\tre.RankChange = re.Rank - newRank\n\t}\n\n\t// 更新排名\n\tre.Rank = newRank\n\n\t// 更新最佳和最差排名\n\tif re.BestRank == 0 || newRank < re.BestRank {\n\t\tre.BestRank = newRank\n\t}\n\tif re.WorstRank == 0 || newRank > re.WorstRank {\n\t\tre.WorstRank = newRank\n\t}\n\n\tre.UpdatedAt = time.Now()\n}\n\n// UpdatePlayerInfo 更新玩家信息\nfunc (re *RankEntry) UpdatePlayerInfo(name string, level uint32, avatar, title string) {\n\tre.mutex.Lock()\n\tdefer re.mutex.Unlock()\n\n\tre.PlayerName = name\n\tre.PlayerLevel = level\n\tre.PlayerAvatar = avatar\n\tre.PlayerTitle = title\n\tre.UpdatedAt = time.Now()\n}\n\n// AddReward 添加奖励\nfunc (re *RankEntry) AddReward(reward *RankRewardEarned) {\n\tre.mutex.Lock()\n\tdefer re.mutex.Unlock()\n\n\tre.RewardsEarned = append(re.RewardsEarned, reward)\n\tre.TotalRewardValue += reward.Value\n\tnow := time.Now()\n\tre.LastRewardTime = &now\n\tre.UpdatedAt = now\n}\n\n// SetActive 设置活跃状态\nfunc (re *RankEntry) SetActive(active bool) {\n\tre.mutex.Lock()\n\tdefer re.mutex.Unlock()\n\n\tre.IsActive = active\n\tif active {\n\t\tre.LastActive = time.Now()\n\t}\n\tre.UpdatedAt = time.Now()\n}\n\n// AddTag 添加标签\nfunc (re *RankEntry) AddTag(tag string) {\n\tre.mutex.Lock()\n\tdefer re.mutex.Unlock()\n\n\t// 检查是否已存在\n\tfor _, existingTag := range re.Tags {\n\t\tif existingTag == tag {\n\t\t\treturn\n\t\t}\n\t}\n\n\tre.Tags = append(re.Tags, tag)\n\tre.UpdatedAt = time.Now()\n}\n\n// RemoveTag 移除标签\nfunc (re *RankEntry) RemoveTag(tag string) {\n\tre.mutex.Lock()\n\tdefer re.mutex.Unlock()\n\n\tfor i, existingTag := range re.Tags {\n\t\tif existingTag == tag {\n\t\t\tre.Tags = append(re.Tags[:i], re.Tags[i+1:]...)\n\t\t\tre.UpdatedAt = time.Now()\n\t\t\treturn\n\t\t}\n\t}\n}\n\n// SetCustomData 设置自定义数据\nfunc (re *RankEntry) SetCustomData(key string, value interface{}) {\n\tre.mutex.Lock()\n\tdefer re.mutex.Unlock()\n\n\tif re.CustomData == nil {\n\t\tre.CustomData = make(map[string]interface{})\n\t}\n\tre.CustomData[key] = value\n\tre.UpdatedAt = time.Now()\n}\n\n// GetCustomData 获取自定义数据\nfunc (re *RankEntry) GetCustomData(key string) (interface{}, bool) {\n\tre.mutex.RLock()\n\tdefer re.mutex.RUnlock()\n\n\tvalue, exists := re.CustomData[key]\n\treturn value, exists\n}\n\n// GetScoreHistory 获取分数历史\nfunc (re *RankEntry) GetScoreHistory(limit int) []*ScoreHistoryEntry {\n\tre.mutex.RLock()\n\tdefer re.mutex.RUnlock()\n\n\tif limit <= 0 || limit > len(re.ScoreHistory) {\n\t\tlimit = len(re.ScoreHistory)\n\t}\n\n\t// 返回最近的记录\n\tstart := len(re.ScoreHistory) - limit\n\thistory := make([]*ScoreHistoryEntry, limit)\n\tcopy(history, re.ScoreHistory[start:])\n\treturn history\n}\n\n// GetRecentRewards 获取最近的奖励\nfunc (re *RankEntry) GetRecentRewards(limit int) []*RankRewardEarned {\n\tre.mutex.RLock()\n\tdefer re.mutex.RUnlock()\n\n\tif limit <= 0 || limit > len(re.RewardsEarned) {\n\t\tlimit = len(re.RewardsEarned)\n\t}\n\n\t// 返回最近的奖励\n\tstart := len(re.RewardsEarned) - limit\n\trewards := make([]*RankRewardEarned, limit)\n\tcopy(rewards, re.RewardsEarned[start:])\n\treturn rewards\n}\n\n// IsRankImproved 检查排名是否提升\nfunc (re *RankEntry) IsRankImproved() bool {\n\tre.mutex.RLock()\n\tdefer re.mutex.RUnlock()\n\n\treturn re.RankChange > 0\n}\n\n// GetRankChangeDirection 获取排名变化方向\nfunc (re *RankEntry) GetRankChangeDirection() string {\n\tre.mutex.RLock()\n\tdefer re.mutex.RUnlock()\n\n\tif re.RankChange > 0 {\n\t\treturn \"up\"\n\t} else if re.RankChange < 0 {\n\t\treturn \"down\"\n\t}\n\treturn \"unchanged\"\n}\n\n// 私有方法\n\n// addScoreHistory 添加分数历史\nfunc (re *RankEntry) addScoreHistory(score, timeScore int64) {\n\thistory := &ScoreHistoryEntry{\n\t\tScore:     score,\n\t\tTimeScore: timeScore,\n\t\tTimestamp: time.Now(),\n\t}\n\n\tre.ScoreHistory = append(re.ScoreHistory, history)\n\n\t// 限制历史记录数量\n\tif len(re.ScoreHistory) > MaxScoreHistorySize {\n\t\tre.ScoreHistory = re.ScoreHistory[1:]\n\t}\n}\n\n// updateConsecutiveDays 更新连续天数\nfunc (re *RankEntry) updateConsecutiveDays() {\n\tnow := time.Now()\n\tlastUpdate := re.LastUpdateTime\n\n\t// 检查是否是连续的天\n\tif now.Sub(lastUpdate) <= 24*time.Hour {\n\t\t// 同一天或连续天\n\t\tif now.Day() != lastUpdate.Day() {\n\t\t\tre.ConsecutiveDays++\n\t\t}\n\t} else {\n\t\t// 中断了连续性\n\t\tre.ConsecutiveDays = 1\n\t}\n}\n\n// ScoreHistoryEntry 分数历史条目\ntype ScoreHistoryEntry struct {\n\tScore     int64                  `json:\"score\" bson:\"score\"`\n\tTimeScore int64                  `json:\"time_score\" bson:\"time_score\"`\n\tTimestamp time.Time              `json:\"timestamp\" bson:\"timestamp\"`\n\tReason    string                 `json:\"reason,omitempty\" bson:\"reason,omitempty\"`\n\tMetadata  map[string]interface{} `json:\"metadata,omitempty\" bson:\"metadata,omitempty\"`\n}\n\n// RankRewardEarned 已获得的排行榜奖励\ntype RankRewardEarned struct {\n\tRewardID    string                 `json:\"reward_id\" bson:\"reward_id\"`\n\tRewardType  string                 `json:\"reward_type\" bson:\"reward_type\"`\n\tQuantity    int64                  `json:\"quantity\" bson:\"quantity\"`\n\tValue       int64                  `json:\"value\" bson:\"value\"`\n\tRank        int64                  `json:\"rank\" bson:\"rank\"`\n\tRankTier    string                 `json:\"rank_tier\" bson:\"rank_tier\"`\n\tEarnedAt    time.Time              `json:\"earned_at\" bson:\"earned_at\"`\n\tClaimedAt   *time.Time             `json:\"claimed_at,omitempty\" bson:\"claimed_at,omitempty\"`\n\tIsClaimed   bool                   `json:\"is_claimed\" bson:\"is_claimed\"`\n\tDescription string                 `json:\"description\" bson:\"description\"`\n\tMetadata    map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n}\n\n// NewRankRewardEarned 创建新的已获得奖励\nfunc NewRankRewardEarned(rewardID, rewardType string, quantity, value, rank int64, tier, description string) *RankRewardEarned {\n\treturn &RankRewardEarned{\n\t\tRewardID:    rewardID,\n\t\tRewardType:  rewardType,\n\t\tQuantity:    quantity,\n\t\tValue:       value,\n\t\tRank:        rank,\n\t\tRankTier:    tier,\n\t\tEarnedAt:    time.Now(),\n\t\tIsClaimed:   false,\n\t\tDescription: description,\n\t\tMetadata:    make(map[string]interface{}),\n\t}\n}\n\n// Claim 领取奖励\nfunc (rre *RankRewardEarned) Claim() {\n\tif !rre.IsClaimed {\n\t\tnow := time.Now()\n\t\trre.ClaimedAt = &now\n\t\trre.IsClaimed = true\n\t}\n}\n\n// Blacklist 黑名单实体\ntype Blacklist struct {\n\t// 基础信息\n\tID     string `json:\"id\" bson:\"_id\"`\n\tRankID uint32 `json:\"rank_id\" bson:\"rank_id\"`\n\n\t// 黑名单玩家\n\tPlayers map[uint64]*BlacklistEntry `json:\"players\" bson:\"players\"`\n\n\t// 统计信息\n\tTotalBlacklisted int64     `json:\"total_blacklisted\" bson:\"total_blacklisted\"`\n\tLastUpdated      time.Time `json:\"last_updated\" bson:\"last_updated\"`\n\n\t// 时间戳\n\tCreatedAt time.Time `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt time.Time `json:\"updated_at\" bson:\"updated_at\"`\n\n\t// 内部状态\n\tmutex sync.RWMutex `json:\"-\" bson:\"-\"`\n}\n\n// NewBlacklist 创建新的黑名单\nfunc NewBlacklist(rankID uint32) *Blacklist {\n\tnow := time.Now()\n\treturn &Blacklist{\n\t\tID:               generateBlacklistID(rankID),\n\t\tRankID:           rankID,\n\t\tPlayers:          make(map[uint64]*BlacklistEntry),\n\t\tTotalBlacklisted: 0,\n\t\tLastUpdated:      now,\n\t\tCreatedAt:        now,\n\t\tUpdatedAt:        now,\n\t}\n}\n\n// AddPlayer 添加玩家到黑名单\nfunc (bl *Blacklist) AddPlayer(playerID uint64, reason string) error {\n\tbl.mutex.Lock()\n\tdefer bl.mutex.Unlock()\n\n\t// 检查是否已在黑名单中\n\tif _, exists := bl.Players[playerID]; exists {\n\t\treturn NewPlayerAlreadyBlacklistedError(playerID, bl.RankID)\n\t}\n\n\t// 添加到黑名单\n\tentry := NewBlacklistEntry(playerID, reason)\n\tbl.Players[playerID] = entry\n\tbl.TotalBlacklisted++\n\tbl.LastUpdated = time.Now()\n\tbl.UpdatedAt = time.Now()\n\n\treturn nil\n}\n\n// RemovePlayer 从黑名单移除玩家\nfunc (bl *Blacklist) RemovePlayer(playerID uint64) error {\n\tbl.mutex.Lock()\n\tdefer bl.mutex.Unlock()\n\n\t// 检查是否在黑名单中\n\tif _, exists := bl.Players[playerID]; !exists {\n\t\treturn NewPlayerNotBlacklistedError(playerID, bl.RankID)\n\t}\n\n\t// 从黑名单移除\n\tdelete(bl.Players, playerID)\n\tbl.TotalBlacklisted--\n\tbl.LastUpdated = time.Now()\n\tbl.UpdatedAt = time.Now()\n\n\treturn nil\n}\n\n// IsBlacklisted 检查玩家是否在黑名单中\nfunc (bl *Blacklist) IsBlacklisted(playerID uint64) bool {\n\tbl.mutex.RLock()\n\tdefer bl.mutex.RUnlock()\n\n\t_, exists := bl.Players[playerID]\n\treturn exists\n}\n\n// GetBlacklistEntry 获取黑名单条目\nfunc (bl *Blacklist) GetBlacklistEntry(playerID uint64) (*BlacklistEntry, bool) {\n\tbl.mutex.RLock()\n\tdefer bl.mutex.RUnlock()\n\n\tentry, exists := bl.Players[playerID]\n\treturn entry, exists\n}\n\n// GetAllPlayers 获取所有黑名单玩家\nfunc (bl *Blacklist) GetAllPlayers() []*BlacklistEntry {\n\tbl.mutex.RLock()\n\tdefer bl.mutex.RUnlock()\n\n\tentries := make([]*BlacklistEntry, 0, len(bl.Players))\n\tfor _, entry := range bl.Players {\n\t\tentries = append(entries, entry)\n\t}\n\treturn entries\n}\n\n// GetPlayersByReason 根据原因获取黑名单玩家\nfunc (bl *Blacklist) GetPlayersByReason(reason string) []*BlacklistEntry {\n\tbl.mutex.RLock()\n\tdefer bl.mutex.RUnlock()\n\n\tentries := make([]*BlacklistEntry, 0)\n\tfor _, entry := range bl.Players {\n\t\tif entry.Reason == reason {\n\t\t\tentries = append(entries, entry)\n\t\t}\n\t}\n\treturn entries\n}\n\n// GetPlayerIDs 获取所有黑名单玩家ID\nfunc (bl *Blacklist) GetPlayerIDs() []uint64 {\n\tbl.mutex.RLock()\n\tdefer bl.mutex.RUnlock()\n\n\tids := make([]uint64, 0, len(bl.Players))\n\tfor playerID := range bl.Players {\n\t\tids = append(ids, playerID)\n\t}\n\treturn ids\n}\n\n// Clear 清空黑名单\nfunc (bl *Blacklist) Clear() {\n\tbl.mutex.Lock()\n\tdefer bl.mutex.Unlock()\n\n\tbl.Players = make(map[uint64]*BlacklistEntry)\n\tbl.TotalBlacklisted = 0\n\tbl.LastUpdated = time.Now()\n\tbl.UpdatedAt = time.Now()\n}\n\n// Clone 克隆黑名单\nfunc (bl *Blacklist) Clone() *Blacklist {\n\tbl.mutex.RLock()\n\tdefer bl.mutex.RUnlock()\n\n\tclone := &Blacklist{\n\t\tID:               bl.ID,\n\t\tRankID:           bl.RankID,\n\t\tPlayers:          make(map[uint64]*BlacklistEntry),\n\t\tTotalBlacklisted: bl.TotalBlacklisted,\n\t\tLastUpdated:      bl.LastUpdated,\n\t\tCreatedAt:        bl.CreatedAt,\n\t\tUpdatedAt:        bl.UpdatedAt,\n\t}\n\n\t// 深拷贝玩家条目\n\tfor playerID, entry := range bl.Players {\n\t\tentryCopy := *entry\n\t\tclone.Players[playerID] = &entryCopy\n\t}\n\n\treturn clone\n}\n\n// BlacklistEntry 黑名单条目\ntype BlacklistEntry struct {\n\tPlayerID    uint64                 `json:\"player_id\" bson:\"player_id\"`\n\tReason      string                 `json:\"reason\" bson:\"reason\"`\n\tAddedAt     time.Time              `json:\"added_at\" bson:\"added_at\"`\n\tAddedBy     string                 `json:\"added_by\" bson:\"added_by\"`\n\tExpiresAt   *time.Time             `json:\"expires_at,omitempty\" bson:\"expires_at,omitempty\"`\n\tIsPermanent bool                   `json:\"is_permanent\" bson:\"is_permanent\"`\n\tMetadata    map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n}\n\n// NewBlacklistEntry 创建新的黑名单条目\nfunc NewBlacklistEntry(playerID uint64, reason string) *BlacklistEntry {\n\treturn &BlacklistEntry{\n\t\tPlayerID:    playerID,\n\t\tReason:      reason,\n\t\tAddedAt:     time.Now(),\n\t\tIsPermanent: true,\n\t\tMetadata:    make(map[string]interface{}),\n\t}\n}\n\n// NewTemporaryBlacklistEntry 创建临时黑名单条目\nfunc NewTemporaryBlacklistEntry(playerID uint64, reason string, duration time.Duration) *BlacklistEntry {\n\texpiresAt := time.Now().Add(duration)\n\treturn &BlacklistEntry{\n\t\tPlayerID:    playerID,\n\t\tReason:      reason,\n\t\tAddedAt:     time.Now(),\n\t\tExpiresAt:   &expiresAt,\n\t\tIsPermanent: false,\n\t\tMetadata:    make(map[string]interface{}),\n\t}\n}\n\n// IsExpired 检查是否已过期\nfunc (ble *BlacklistEntry) IsExpired() bool {\n\tif ble.IsPermanent || ble.ExpiresAt == nil {\n\t\treturn false\n\t}\n\treturn time.Now().After(*ble.ExpiresAt)\n}\n\n// GetRemainingTime 获取剩余时间\nfunc (ble *BlacklistEntry) GetRemainingTime() time.Duration {\n\tif ble.IsPermanent || ble.ExpiresAt == nil {\n\t\treturn 0\n\t}\n\n\tremaining := ble.ExpiresAt.Sub(time.Now())\n\tif remaining < 0 {\n\t\treturn 0\n\t}\n\treturn remaining\n}\n\n// SetExpiration 设置过期时间\nfunc (ble *BlacklistEntry) SetExpiration(expiresAt time.Time) {\n\tble.ExpiresAt = &expiresAt\n\tble.IsPermanent = false\n}\n\n// SetPermanent 设置为永久\nfunc (ble *BlacklistEntry) SetPermanent() {\n\tble.ExpiresAt = nil\n\tble.IsPermanent = true\n}\n\n// SetMetadata 设置元数据\nfunc (ble *BlacklistEntry) SetMetadata(key string, value interface{}) {\n\tif ble.Metadata == nil {\n\t\tble.Metadata = make(map[string]interface{})\n\t}\n\tble.Metadata[key] = value\n}\n\n// GetMetadata 获取元数据\nfunc (ble *BlacklistEntry) GetMetadata(key string) (interface{}, bool) {\n\tvalue, exists := ble.Metadata[key]\n\treturn value, exists\n}\n\n// 常量定义\n\nconst (\n\t// 历史记录限制\n\tMaxScoreHistorySize  = 100\n\tMaxRewardHistorySize = 50\n\n\t// 黑名单限制\n\tMaxBlacklistSize = 10000\n\n\t// 标签限制\n\tMaxTagsPerEntry = 10\n\tMaxTagLength    = 50\n\n\t// 元数据限制\n\tMaxMetadataSize = 1024 * 1024 // 1MB\n)\n\n// 辅助函数\n\n// generateRankEntryID 生成排行榜条目ID\nfunc generateRankEntryID(playerID uint64, timestamp time.Time) string {\n\treturn fmt.Sprintf(\"rank_entry_%d_%d\", playerID, timestamp.Unix())\n}\n\n// generateBlacklistID 生成黑名单ID\nfunc generateBlacklistID(rankID uint32) string {\n\treturn fmt.Sprintf(\"blacklist_%d\", rankID)\n}\n\n// 验证方法\n\n// ValidateRankEntry 验证排行榜条目\nfunc ValidateRankEntry(entry *RankEntry) error {\n\tif entry == nil {\n\t\treturn fmt.Errorf(\"rank entry cannot be nil\")\n\t}\n\n\tif entry.PlayerID == 0 {\n\t\treturn fmt.Errorf(\"player ID cannot be zero\")\n\t}\n\n\tif entry.RankID == 0 {\n\t\treturn fmt.Errorf(\"rank ID cannot be zero\")\n\t}\n\n\tif entry.Score < 0 {\n\t\treturn fmt.Errorf(\"score cannot be negative\")\n\t}\n\n\tif entry.Rank < 0 {\n\t\treturn fmt.Errorf(\"rank cannot be negative\")\n\t}\n\n\tif len(entry.Tags) > MaxTagsPerEntry {\n\t\treturn fmt.Errorf(\"too many tags: max %d, got %d\", MaxTagsPerEntry, len(entry.Tags))\n\t}\n\n\tfor _, tag := range entry.Tags {\n\t\tif len(tag) > MaxTagLength {\n\t\t\treturn fmt.Errorf(\"tag too long: max %d, got %d\", MaxTagLength, len(tag))\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// ValidateBlacklistEntry 验证黑名单条目\nfunc ValidateBlacklistEntry(entry *BlacklistEntry) error {\n\tif entry == nil {\n\t\treturn fmt.Errorf(\"blacklist entry cannot be nil\")\n\t}\n\n\tif entry.PlayerID == 0 {\n\t\treturn fmt.Errorf(\"player ID cannot be zero\")\n\t}\n\n\tif entry.Reason == \"\" {\n\t\treturn fmt.Errorf(\"reason cannot be empty\")\n\t}\n\n\tif len(entry.Reason) > 500 {\n\t\treturn fmt.Errorf(\"reason too long: max 500, got %d\", len(entry.Reason))\n\t}\n\n\tif !entry.IsPermanent && entry.ExpiresAt == nil {\n\t\treturn fmt.Errorf(\"temporary blacklist entry must have expiration time\")\n\t}\n\n\tif entry.ExpiresAt != nil && entry.ExpiresAt.Before(entry.AddedAt) {\n\t\treturn fmt.Errorf(\"expiration time cannot be before added time\")\n\t}\n\n\treturn nil\n}\n"
  },
  {
    "path": "internal/domain/ranking/errors.go",
    "content": "package ranking\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// 排行榜领域错误定义\n\n// RankingError 排行榜错误基础接口\ntype RankingError interface {\n\terror\n\tGetCode() string\n\tGetMessage() string\n\tGetDetails() map[string]interface{}\n\tIsRetryable() bool\n\tGetSeverity() ErrorSeverity\n}\n\n// ErrorSeverity 错误严重程度\ntype ErrorSeverity int\n\nconst (\n\tErrorSeverityLow ErrorSeverity = iota\n\tErrorSeverityMedium\n\tErrorSeverityHigh\n\tErrorSeverityCritical\n)\n\n// String 返回错误严重程度的字符串表示\nfunc (s ErrorSeverity) String() string {\n\tswitch s {\n\tcase ErrorSeverityLow:\n\t\treturn \"low\"\n\tcase ErrorSeverityMedium:\n\t\treturn \"medium\"\n\tcase ErrorSeverityHigh:\n\t\treturn \"high\"\n\tcase ErrorSeverityCritical:\n\t\treturn \"critical\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// BaseRankingError 排行榜错误基础结构\ntype BaseRankingError struct {\n\tCode      string                 `json:\"code\"`\n\tMessage   string                 `json:\"message\"`\n\tDetails   map[string]interface{} `json:\"details\"`\n\tRetryable bool                   `json:\"retryable\"`\n\tSeverity  ErrorSeverity          `json:\"severity\"`\n}\n\n// Error 实现error接口\nfunc (e *BaseRankingError) Error() string {\n\treturn fmt.Sprintf(\"[%s] %s\", e.Code, e.Message)\n}\n\n// GetCode 获取错误代码\nfunc (e *BaseRankingError) GetCode() string {\n\treturn e.Code\n}\n\n// GetMessage 获取错误消息\nfunc (e *BaseRankingError) GetMessage() string {\n\treturn e.Message\n}\n\n// GetDetails 获取错误详情\nfunc (e *BaseRankingError) GetDetails() map[string]interface{} {\n\treturn e.Details\n}\n\n// IsRetryable 是否可重试\nfunc (e *BaseRankingError) IsRetryable() bool {\n\treturn e.Retryable\n}\n\n// GetSeverity 获取错误严重程度\nfunc (e *BaseRankingError) GetSeverity() ErrorSeverity {\n\treturn e.Severity\n}\n\n// 排行榜相关错误\n\n// RankingNotFoundError 排行榜未找到错误\ntype RankingNotFoundError struct {\n\t*BaseRankingError\n\tRankID uint32 `json:\"rank_id\"`\n}\n\n// NewRankingNotFoundError 创建排行榜未找到错误\nfunc NewRankingNotFoundError(rankID uint32) *RankingNotFoundError {\n\treturn &RankingNotFoundError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:      \"RANKING_NOT_FOUND\",\n\t\t\tMessage:   fmt.Sprintf(\"Ranking with ID %d not found\", rankID),\n\t\t\tDetails:   map[string]interface{}{\"rank_id\": rankID},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tRankID: rankID,\n\t}\n}\n\n// RankingAlreadyExistsError 排行榜已存在错误\ntype RankingAlreadyExistsError struct {\n\t*BaseRankingError\n\tRankID uint32 `json:\"rank_id\"`\n}\n\n// NewRankingAlreadyExistsError 创建排行榜已存在错误\nfunc NewRankingAlreadyExistsError(rankID uint32) *RankingAlreadyExistsError {\n\treturn &RankingAlreadyExistsError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:      \"RANKING_ALREADY_EXISTS\",\n\t\t\tMessage:   fmt.Sprintf(\"Ranking with ID %d already exists\", rankID),\n\t\t\tDetails:   map[string]interface{}{\"rank_id\": rankID},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tRankID: rankID,\n\t}\n}\n\n// RankingInactiveError 排行榜非活跃错误\ntype RankingInactiveError struct {\n\t*BaseRankingError\n\tRankID uint32     `json:\"rank_id\"`\n\tStatus RankStatus `json:\"status\"`\n}\n\n// NewRankingInactiveError 创建排行榜非活跃错误\nfunc NewRankingInactiveError(rankID uint32) *RankingInactiveError {\n\treturn &RankingInactiveError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:      \"RANKING_INACTIVE\",\n\t\t\tMessage:   fmt.Sprintf(\"Ranking %d is not active\", rankID),\n\t\t\tDetails:   map[string]interface{}{\"rank_id\": rankID},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tRankID: rankID,\n\t}\n}\n\n// RankingTimeExpiredError 排行榜时间过期错误\ntype RankingTimeExpiredError struct {\n\t*BaseRankingError\n\tRankID    uint32 `json:\"rank_id\"`\n\tStartTime int64  `json:\"start_time\"`\n\tEndTime   int64  `json:\"end_time\"`\n}\n\n// NewRankingTimeExpiredError 创建排行榜时间过期错误\nfunc NewRankingTimeExpiredError(rankID uint32, startTime, endTime int64) *RankingTimeExpiredError {\n\treturn &RankingTimeExpiredError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:    \"RANKING_TIME_EXPIRED\",\n\t\t\tMessage: fmt.Sprintf(\"Ranking %d is outside valid time range\", rankID),\n\t\t\tDetails: map[string]interface{}{\n\t\t\t\t\"rank_id\":    rankID,\n\t\t\t\t\"start_time\": startTime,\n\t\t\t\t\"end_time\":   endTime,\n\t\t\t},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tRankID:    rankID,\n\t\tStartTime: startTime,\n\t\tEndTime:   endTime,\n\t}\n}\n\n// RankingFullError 排行榜已满错误\ntype RankingFullError struct {\n\t*BaseRankingError\n\tRankID      uint32 `json:\"rank_id\"`\n\tMaxSize     int64  `json:\"max_size\"`\n\tCurrentSize int64  `json:\"current_size\"`\n}\n\n// NewRankingFullError 创建排行榜已满错误\nfunc NewRankingFullError(rankID uint32, maxSize, currentSize int64) *RankingFullError {\n\treturn &RankingFullError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:    \"RANKING_FULL\",\n\t\t\tMessage: fmt.Sprintf(\"Ranking %d is full (%d/%d)\", rankID, currentSize, maxSize),\n\t\t\tDetails: map[string]interface{}{\n\t\t\t\t\"rank_id\":      rankID,\n\t\t\t\t\"max_size\":     maxSize,\n\t\t\t\t\"current_size\": currentSize,\n\t\t\t},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tRankID:      rankID,\n\t\tMaxSize:     maxSize,\n\t\tCurrentSize: currentSize,\n\t}\n}\n\n// 玩家相关错误\n\n// PlayerNotInRankingError 玩家不在排行榜错误\ntype PlayerNotInRankingError struct {\n\t*BaseRankingError\n\tPlayerID uint64 `json:\"player_id\"`\n\tRankID   uint32 `json:\"rank_id\"`\n}\n\n// NewPlayerNotInRankingError 创建玩家不在排行榜错误\nfunc NewPlayerNotInRankingError(playerID uint64, rankID uint32) *PlayerNotInRankingError {\n\treturn &PlayerNotInRankingError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:      \"PLAYER_NOT_IN_RANKING\",\n\t\t\tMessage:   fmt.Sprintf(\"Player %d not found in ranking %d\", playerID, rankID),\n\t\t\tDetails:   map[string]interface{}{\"player_id\": playerID, \"rank_id\": rankID},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tPlayerID: playerID,\n\t\tRankID:   rankID,\n\t}\n}\n\n// PlayerAlreadyInRankingError 玩家已在排行榜错误\ntype PlayerAlreadyInRankingError struct {\n\t*BaseRankingError\n\tPlayerID    uint64 `json:\"player_id\"`\n\tRankID      uint32 `json:\"rank_id\"`\n\tCurrentRank int64  `json:\"current_rank\"`\n}\n\n// NewPlayerAlreadyInRankingError 创建玩家已在排行榜错误\nfunc NewPlayerAlreadyInRankingError(playerID uint64, rankID uint32, currentRank int64) *PlayerAlreadyInRankingError {\n\treturn &PlayerAlreadyInRankingError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:    \"PLAYER_ALREADY_IN_RANKING\",\n\t\t\tMessage: fmt.Sprintf(\"Player %d already exists in ranking %d at rank %d\", playerID, rankID, currentRank),\n\t\t\tDetails: map[string]interface{}{\n\t\t\t\t\"player_id\":    playerID,\n\t\t\t\t\"rank_id\":      rankID,\n\t\t\t\t\"current_rank\": currentRank,\n\t\t\t},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tPlayerID:    playerID,\n\t\tRankID:      rankID,\n\t\tCurrentRank: currentRank,\n\t}\n}\n\n// PlayerBlacklistedError 玩家被黑名单错误\ntype PlayerBlacklistedError struct {\n\t*BaseRankingError\n\tPlayerID uint64 `json:\"player_id\"`\n\tRankID   uint32 `json:\"rank_id\"`\n\tReason   string `json:\"reason\"`\n}\n\n// NewPlayerBlacklistedError 创建玩家被黑名单错误\nfunc NewPlayerBlacklistedError(playerID uint64, rankID uint32) *PlayerBlacklistedError {\n\treturn &PlayerBlacklistedError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:      \"PLAYER_BLACKLISTED\",\n\t\t\tMessage:   fmt.Sprintf(\"Player %d is blacklisted in ranking %d\", playerID, rankID),\n\t\t\tDetails:   map[string]interface{}{\"player_id\": playerID, \"rank_id\": rankID},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tPlayerID: playerID,\n\t\tRankID:   rankID,\n\t}\n}\n\n// PlayerAlreadyBlacklistedError 玩家已被黑名单错误\ntype PlayerAlreadyBlacklistedError struct {\n\t*BaseRankingError\n\tPlayerID uint64 `json:\"player_id\"`\n\tRankID   uint32 `json:\"rank_id\"`\n}\n\n// NewPlayerAlreadyBlacklistedError 创建玩家已被黑名单错误\nfunc NewPlayerAlreadyBlacklistedError(playerID uint64, rankID uint32) *PlayerAlreadyBlacklistedError {\n\treturn &PlayerAlreadyBlacklistedError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:      \"PLAYER_ALREADY_BLACKLISTED\",\n\t\t\tMessage:   fmt.Sprintf(\"Player %d is already blacklisted in ranking %d\", playerID, rankID),\n\t\t\tDetails:   map[string]interface{}{\"player_id\": playerID, \"rank_id\": rankID},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityLow,\n\t\t},\n\t\tPlayerID: playerID,\n\t\tRankID:   rankID,\n\t}\n}\n\n// PlayerNotBlacklistedError 玩家未被黑名单错误\ntype PlayerNotBlacklistedError struct {\n\t*BaseRankingError\n\tPlayerID uint64 `json:\"player_id\"`\n\tRankID   uint32 `json:\"rank_id\"`\n}\n\n// NewPlayerNotBlacklistedError 创建玩家未被黑名单错误\nfunc NewPlayerNotBlacklistedError(playerID uint64, rankID uint32) *PlayerNotBlacklistedError {\n\treturn &PlayerNotBlacklistedError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:      \"PLAYER_NOT_BLACKLISTED\",\n\t\t\tMessage:   fmt.Sprintf(\"Player %d is not blacklisted in ranking %d\", playerID, rankID),\n\t\t\tDetails:   map[string]interface{}{\"player_id\": playerID, \"rank_id\": rankID},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tPlayerID: playerID,\n\t\tRankID:   rankID,\n\t}\n}\n\n// 范围和参数相关错误\n\n// InvalidRangeError 无效范围错误\ntype InvalidRangeError struct {\n\t*BaseRankingError\n\tStart int64 `json:\"start\"`\n\tEnd   int64 `json:\"end\"`\n}\n\n// NewInvalidRangeError 创建无效范围错误\nfunc NewInvalidRangeError(start, end int64) *InvalidRangeError {\n\treturn &InvalidRangeError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:      \"INVALID_RANGE\",\n\t\t\tMessage:   fmt.Sprintf(\"Invalid range: start=%d, end=%d\", start, end),\n\t\t\tDetails:   map[string]interface{}{\"start\": start, \"end\": end},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tStart: start,\n\t\tEnd:   end,\n\t}\n}\n\n// InvalidTimeRangeError 无效时间范围错误\ntype InvalidTimeRangeError struct {\n\t*BaseRankingError\n\tStartTime int64 `json:\"start_time\"`\n\tEndTime   int64 `json:\"end_time\"`\n}\n\n// NewInvalidTimeRangeError 创建无效时间范围错误\nfunc NewInvalidTimeRangeError(startTime, endTime int64) *InvalidTimeRangeError {\n\treturn &InvalidTimeRangeError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:      \"INVALID_TIME_RANGE\",\n\t\t\tMessage:   fmt.Sprintf(\"Invalid time range: start=%d, end=%d\", startTime, endTime),\n\t\t\tDetails:   map[string]interface{}{\"start_time\": startTime, \"end_time\": endTime},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tStartTime: startTime,\n\t\tEndTime:   endTime,\n\t}\n}\n\n// InvalidScoreError 无效分数错误\ntype InvalidScoreError struct {\n\t*BaseRankingError\n\tScore    int64  `json:\"score\"`\n\tMinScore *int64 `json:\"min_score,omitempty\"`\n\tMaxScore *int64 `json:\"max_score,omitempty\"`\n}\n\n// NewInvalidScoreError 创建无效分数错误\nfunc NewInvalidScoreError(score int64, minScore, maxScore *int64) *InvalidScoreError {\n\treturn &InvalidScoreError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:      \"INVALID_SCORE\",\n\t\t\tMessage:   fmt.Sprintf(\"Invalid score: %d\", score),\n\t\t\tDetails:   map[string]interface{}{\"score\": score, \"min_score\": minScore, \"max_score\": maxScore},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tScore:    score,\n\t\tMinScore: minScore,\n\t\tMaxScore: maxScore,\n\t}\n}\n\n// 权限相关错误\n\n// InsufficientPermissionError 权限不足错误\ntype InsufficientPermissionError struct {\n\t*BaseRankingError\n\tUserID             string `json:\"user_id\"`\n\tRequiredPermission string `json:\"required_permission\"`\n\tOperation          string `json:\"operation\"`\n}\n\n// NewInsufficientPermissionError 创建权限不足错误\nfunc NewInsufficientPermissionError(userID, operation, permission string) *InsufficientPermissionError {\n\treturn &InsufficientPermissionError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:    \"INSUFFICIENT_PERMISSION\",\n\t\t\tMessage: fmt.Sprintf(\"User %s lacks permission %s for operation %s\", userID, permission, operation),\n\t\t\tDetails: map[string]interface{}{\n\t\t\t\t\"user_id\":             userID,\n\t\t\t\t\"required_permission\": permission,\n\t\t\t\t\"operation\":           operation,\n\t\t\t},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityHigh,\n\t\t},\n\t\tUserID:             userID,\n\t\tRequiredPermission: permission,\n\t\tOperation:          operation,\n\t}\n}\n\n// OperationNotAllowedError 操作不允许错误\ntype OperationNotAllowedError struct {\n\t*BaseRankingError\n\tOperation string `json:\"operation\"`\n\tRankID    uint32 `json:\"rank_id\"`\n\tReason    string `json:\"reason\"`\n}\n\n// NewOperationNotAllowedError 创建操作不允许错误\nfunc NewOperationNotAllowedError(operation string, rankID uint32, reason string) *OperationNotAllowedError {\n\treturn &OperationNotAllowedError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:      \"OPERATION_NOT_ALLOWED\",\n\t\t\tMessage:   fmt.Sprintf(\"Operation %s not allowed for ranking %d: %s\", operation, rankID, reason),\n\t\t\tDetails:   map[string]interface{}{\"operation\": operation, \"rank_id\": rankID, \"reason\": reason},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tOperation: operation,\n\t\tRankID:    rankID,\n\t\tReason:    reason,\n\t}\n}\n\n// 系统错误\n\n// RankingSystemError 排行榜系统错误\ntype RankingSystemError struct {\n\t*BaseRankingError\n\tSystemComponent string `json:\"system_component\"`\n\tInternalError   error  `json:\"internal_error,omitempty\"`\n}\n\n// NewRankingSystemError 创建排行榜系统错误\nfunc NewRankingSystemError(component, message string, internalErr error) *RankingSystemError {\n\treturn &RankingSystemError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:      \"RANKING_SYSTEM_ERROR\",\n\t\t\tMessage:   fmt.Sprintf(\"System error in %s: %s\", component, message),\n\t\t\tDetails:   map[string]interface{}{\"system_component\": component},\n\t\t\tRetryable: true,\n\t\t\tSeverity:  ErrorSeverityCritical,\n\t\t},\n\t\tSystemComponent: component,\n\t\tInternalError:   internalErr,\n\t}\n}\n\n// RankingDatabaseError 排行榜数据库错误\ntype RankingDatabaseError struct {\n\t*BaseRankingError\n\tOperation     string `json:\"operation\"`\n\tTable         string `json:\"table\"`\n\tInternalError error  `json:\"internal_error,omitempty\"`\n}\n\n// NewRankingDatabaseError 创建排行榜数据库错误\nfunc NewRankingDatabaseError(operation, table, message string, internalErr error) *RankingDatabaseError {\n\treturn &RankingDatabaseError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:      \"RANKING_DATABASE_ERROR\",\n\t\t\tMessage:   fmt.Sprintf(\"Database error during %s on table %s: %s\", operation, table, message),\n\t\t\tDetails:   map[string]interface{}{\"operation\": operation, \"table\": table},\n\t\t\tRetryable: true,\n\t\t\tSeverity:  ErrorSeverityHigh,\n\t\t},\n\t\tOperation:     operation,\n\t\tTable:         table,\n\t\tInternalError: internalErr,\n\t}\n}\n\n// RankingCacheError 排行榜缓存错误\ntype RankingCacheError struct {\n\t*BaseRankingError\n\tOperation     string `json:\"operation\"`\n\tKey           string `json:\"key\"`\n\tInternalError error  `json:\"internal_error,omitempty\"`\n}\n\n// NewRankingCacheError 创建排行榜缓存错误\nfunc NewRankingCacheError(operation, key, message string, internalErr error) *RankingCacheError {\n\treturn &RankingCacheError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:      \"RANKING_CACHE_ERROR\",\n\t\t\tMessage:   fmt.Sprintf(\"Cache error during %s for key %s: %s\", operation, key, message),\n\t\t\tDetails:   map[string]interface{}{\"operation\": operation, \"key\": key},\n\t\t\tRetryable: true,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tOperation:     operation,\n\t\tKey:           key,\n\t\tInternalError: internalErr,\n\t}\n}\n\n// 验证错误\n\n// RankingValidationError 排行榜验证错误\ntype RankingValidationError struct {\n\t*BaseRankingError\n\tField          string      `json:\"field\"`\n\tValue          interface{} `json:\"value\"`\n\tConstraint     string      `json:\"constraint\"`\n\tValidationRule string      `json:\"validation_rule\"`\n}\n\n// NewRankingValidationError 创建排行榜验证错误\nfunc NewRankingValidationError(field string, value interface{}, constraint, rule string) *RankingValidationError {\n\treturn &RankingValidationError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:    \"RANKING_VALIDATION_ERROR\",\n\t\t\tMessage: fmt.Sprintf(\"Validation failed for field %s: %s (rule: %s)\", field, constraint, rule),\n\t\t\tDetails: map[string]interface{}{\n\t\t\t\t\"field\":           field,\n\t\t\t\t\"value\":           value,\n\t\t\t\t\"constraint\":      constraint,\n\t\t\t\t\"validation_rule\": rule,\n\t\t\t},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tField:          field,\n\t\tValue:          value,\n\t\tConstraint:     constraint,\n\t\tValidationRule: rule,\n\t}\n}\n\n// 并发相关错误\n\n// RankingConcurrencyError 排行榜并发错误\ntype RankingConcurrencyError struct {\n\t*BaseRankingError\n\tRankID          uint32 `json:\"rank_id\"`\n\tExpectedVersion int64  `json:\"expected_version\"`\n\tActualVersion   int64  `json:\"actual_version\"`\n}\n\n// NewRankingConcurrencyError 创建排行榜并发错误\nfunc NewRankingConcurrencyError(rankID uint32, expectedVersion, actualVersion int64) *RankingConcurrencyError {\n\treturn &RankingConcurrencyError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:    \"RANKING_CONCURRENCY_ERROR\",\n\t\t\tMessage: fmt.Sprintf(\"Concurrency conflict for ranking %d: expected version %d, actual version %d\", rankID, expectedVersion, actualVersion),\n\t\t\tDetails: map[string]interface{}{\n\t\t\t\t\"rank_id\":          rankID,\n\t\t\t\t\"expected_version\": expectedVersion,\n\t\t\t\t\"actual_version\":   actualVersion,\n\t\t\t},\n\t\t\tRetryable: true,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tRankID:          rankID,\n\t\tExpectedVersion: expectedVersion,\n\t\tActualVersion:   actualVersion,\n\t}\n}\n\n// RankingLockError 排行榜锁错误\ntype RankingLockError struct {\n\t*BaseRankingError\n\tRankID    uint32 `json:\"rank_id\"`\n\tLockType  string `json:\"lock_type\"`\n\tLockOwner string `json:\"lock_owner\"`\n}\n\n// NewRankingLockError 创建排行榜锁错误\nfunc NewRankingLockError(rankID uint32, lockType, lockOwner string) *RankingLockError {\n\treturn &RankingLockError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:    \"RANKING_LOCK_ERROR\",\n\t\t\tMessage: fmt.Sprintf(\"Cannot acquire %s lock for ranking %d, owned by %s\", lockType, rankID, lockOwner),\n\t\t\tDetails: map[string]interface{}{\n\t\t\t\t\"rank_id\":    rankID,\n\t\t\t\t\"lock_type\":  lockType,\n\t\t\t\t\"lock_owner\": lockOwner,\n\t\t\t},\n\t\t\tRetryable: true,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tRankID:    rankID,\n\t\tLockType:  lockType,\n\t\tLockOwner: lockOwner,\n\t}\n}\n\n// 配置相关错误\n\n// RankingConfigError 排行榜配置错误\ntype RankingConfigError struct {\n\t*BaseRankingError\n\tConfigKey   string      `json:\"config_key\"`\n\tConfigValue interface{} `json:\"config_value\"`\n\tReason      string      `json:\"reason\"`\n}\n\n// NewRankingConfigError 创建排行榜配置错误\nfunc NewRankingConfigError(configKey string, configValue interface{}, reason string) *RankingConfigError {\n\treturn &RankingConfigError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:    \"RANKING_CONFIG_ERROR\",\n\t\t\tMessage: fmt.Sprintf(\"Configuration error for %s: %s\", configKey, reason),\n\t\t\tDetails: map[string]interface{}{\n\t\t\t\t\"config_key\":   configKey,\n\t\t\t\t\"config_value\": configValue,\n\t\t\t\t\"reason\":       reason,\n\t\t\t},\n\t\t\tRetryable: false,\n\t\t\tSeverity:  ErrorSeverityHigh,\n\t\t},\n\t\tConfigKey:   configKey,\n\t\tConfigValue: configValue,\n\t\tReason:      reason,\n\t}\n}\n\n// 限流相关错误\n\n// RankingRateLimitError 排行榜限流错误\ntype RankingRateLimitError struct {\n\t*BaseRankingError\n\tPlayerID    uint64 `json:\"player_id\"`\n\tRankID      uint32 `json:\"rank_id\"`\n\tOperation   string `json:\"operation\"`\n\tCurrentRate int64  `json:\"current_rate\"`\n\tMaxRate     int64  `json:\"max_rate\"`\n\tResetTime   int64  `json:\"reset_time\"`\n}\n\n// NewRankingRateLimitError 创建排行榜限流错误\nfunc NewRankingRateLimitError(playerID uint64, rankID uint32, operation string, currentRate, maxRate, resetTime int64) *RankingRateLimitError {\n\treturn &RankingRateLimitError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:    \"RANKING_RATE_LIMIT_ERROR\",\n\t\t\tMessage: fmt.Sprintf(\"Rate limit exceeded for player %d in ranking %d: %d/%d %s operations\", playerID, rankID, currentRate, maxRate, operation),\n\t\t\tDetails: map[string]interface{}{\n\t\t\t\t\"player_id\":    playerID,\n\t\t\t\t\"rank_id\":      rankID,\n\t\t\t\t\"operation\":    operation,\n\t\t\t\t\"current_rate\": currentRate,\n\t\t\t\t\"max_rate\":     maxRate,\n\t\t\t\t\"reset_time\":   resetTime,\n\t\t\t},\n\t\t\tRetryable: true,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tPlayerID:    playerID,\n\t\tRankID:      rankID,\n\t\tOperation:   operation,\n\t\tCurrentRate: currentRate,\n\t\tMaxRate:     maxRate,\n\t\tResetTime:   resetTime,\n\t}\n}\n\n// 事件相关错误\n\n// RankingEventError 排行榜事件错误\ntype RankingEventError struct {\n\t*BaseRankingError\n\tEventID   string `json:\"event_id\"`\n\tEventType string `json:\"event_type\"`\n\tReason    string `json:\"reason\"`\n}\n\n// NewRankingEventError 创建排行榜事件错误\nfunc NewRankingEventError(eventID, eventType, reason string) *RankingEventError {\n\treturn &RankingEventError{\n\t\tBaseRankingError: &BaseRankingError{\n\t\t\tCode:    \"RANKING_EVENT_ERROR\",\n\t\t\tMessage: fmt.Sprintf(\"Event error for %s (%s): %s\", eventID, eventType, reason),\n\t\t\tDetails: map[string]interface{}{\n\t\t\t\t\"event_id\":   eventID,\n\t\t\t\t\"event_type\": eventType,\n\t\t\t\t\"reason\":     reason,\n\t\t\t},\n\t\t\tRetryable: true,\n\t\t\tSeverity:  ErrorSeverityMedium,\n\t\t},\n\t\tEventID:   eventID,\n\t\tEventType: eventType,\n\t\tReason:    reason,\n\t}\n}\n\n// 错误代码常量\n\nconst (\n\t// 排行榜相关错误代码\n\tErrCodeRankingNotFound      = \"RANKING_NOT_FOUND\"\n\tErrCodeRankingAlreadyExists = \"RANKING_ALREADY_EXISTS\"\n\tErrCodeRankingInactive      = \"RANKING_INACTIVE\"\n\tErrCodeRankingTimeExpired   = \"RANKING_TIME_EXPIRED\"\n\tErrCodeRankingFull          = \"RANKING_FULL\"\n\n\t// 玩家相关错误代码\n\tErrCodePlayerNotInRanking       = \"PLAYER_NOT_IN_RANKING\"\n\tErrCodePlayerAlreadyInRanking   = \"PLAYER_ALREADY_IN_RANKING\"\n\tErrCodePlayerBlacklisted        = \"PLAYER_BLACKLISTED\"\n\tErrCodePlayerAlreadyBlacklisted = \"PLAYER_ALREADY_BLACKLISTED\"\n\tErrCodePlayerNotBlacklisted     = \"PLAYER_NOT_BLACKLISTED\"\n\n\t// 参数相关错误代码\n\tErrCodeInvalidRange     = \"INVALID_RANGE\"\n\tErrCodeInvalidTimeRange = \"INVALID_TIME_RANGE\"\n\tErrCodeInvalidScore     = \"INVALID_SCORE\"\n\n\t// 权限相关错误代码\n\tErrCodeInsufficientPermission = \"INSUFFICIENT_PERMISSION\"\n\tErrCodeOperationNotAllowed    = \"OPERATION_NOT_ALLOWED\"\n\n\t// 系统错误代码\n\tErrCodeRankingSystemError   = \"RANKING_SYSTEM_ERROR\"\n\tErrCodeRankingDatabaseError = \"RANKING_DATABASE_ERROR\"\n\tErrCodeRankingCacheError    = \"RANKING_CACHE_ERROR\"\n\n\t// 验证错误代码\n\tErrCodeRankingValidationError = \"RANKING_VALIDATION_ERROR\"\n\n\t// 并发相关错误代码\n\tErrCodeRankingConcurrencyError = \"RANKING_CONCURRENCY_ERROR\"\n\tErrCodeRankingLockError        = \"RANKING_LOCK_ERROR\"\n\n\t// 配置相关错误代码\n\tErrCodeRankingConfigError = \"RANKING_CONFIG_ERROR\"\n\n\t// 限流相关错误代码\n\tErrCodeRankingRateLimitError = \"RANKING_RATE_LIMIT_ERROR\"\n\n\t// 事件相关错误代码\n\tErrCodeRankingEventError = \"RANKING_EVENT_ERROR\"\n)\n\n// 错误工具函数\n\n// IsRankingError 检查是否为排行榜错误\nfunc IsRankingError(err error) bool {\n\t_, ok := err.(RankingError)\n\treturn ok\n}\n\n// GetRankingErrorCode 获取排行榜错误代码\nfunc GetRankingErrorCode(err error) string {\n\tif rankingErr, ok := err.(RankingError); ok {\n\t\treturn rankingErr.GetCode()\n\t}\n\treturn \"\"\n}\n\n// IsRetryableRankingError 检查是否为可重试的排行榜错误\nfunc IsRetryableRankingError(err error) bool {\n\tif rankingErr, ok := err.(RankingError); ok {\n\t\treturn rankingErr.IsRetryable()\n\t}\n\treturn false\n}\n\n// GetRankingErrorSeverity 获取排行榜错误严重程度\nfunc GetRankingErrorSeverity(err error) ErrorSeverity {\n\tif rankingErr, ok := err.(RankingError); ok {\n\t\treturn rankingErr.GetSeverity()\n\t}\n\treturn ErrorSeverityLow\n}\n\n// WrapRankingError 包装排行榜错误\nfunc WrapRankingError(err error, code, message string) RankingError {\n\treturn &BaseRankingError{\n\t\tCode:      code,\n\t\tMessage:   fmt.Sprintf(\"%s: %v\", message, err),\n\t\tDetails:   map[string]interface{}{\"wrapped_error\": err.Error()},\n\t\tRetryable: IsRetryableRankingError(err),\n\t\tSeverity:  GetRankingErrorSeverity(err),\n\t}\n}\n\n// FormatRankingError 格式化排行榜错误\nfunc FormatRankingError(err RankingError) string {\n\treturn fmt.Sprintf(\"[%s][%s] %s\", err.GetSeverity(), err.GetCode(), err.GetMessage())\n}\n\n// LogRankingError 记录排行榜错误（占位符函数）\nfunc LogRankingError(err RankingError) {\n\t// 实现错误日志记录逻辑\n\tfmt.Printf(\"RANKING_ERROR: %s\\n\", FormatRankingError(err))\n}\n\n// 错误分类函数\n\n// IsTemporaryError 检查是否为临时错误\nfunc IsTemporaryError(err error) bool {\n\tif rankingErr, ok := err.(RankingError); ok {\n\t\tcode := rankingErr.GetCode()\n\t\treturn code == ErrCodeRankingSystemError ||\n\t\t\tcode == ErrCodeRankingDatabaseError ||\n\t\t\tcode == ErrCodeRankingCacheError ||\n\t\t\tcode == ErrCodeRankingConcurrencyError ||\n\t\t\tcode == ErrCodeRankingLockError ||\n\t\t\tcode == ErrCodeRankingRateLimitError\n\t}\n\treturn false\n}\n\n// IsPermanentError 检查是否为永久错误\nfunc IsPermanentError(err error) bool {\n\tif rankingErr, ok := err.(RankingError); ok {\n\t\tcode := rankingErr.GetCode()\n\t\treturn code == ErrCodeRankingNotFound ||\n\t\t\tcode == ErrCodeRankingAlreadyExists ||\n\t\t\tcode == ErrCodePlayerNotInRanking ||\n\t\t\tcode == ErrCodePlayerAlreadyInRanking ||\n\t\t\tcode == ErrCodeInvalidRange ||\n\t\t\tcode == ErrCodeInvalidTimeRange ||\n\t\t\tcode == ErrCodeInvalidScore ||\n\t\t\tcode == ErrCodeRankingValidationError\n\t}\n\treturn false\n}\n\n// IsUserError 检查是否为用户错误\nfunc IsUserError(err error) bool {\n\tif rankingErr, ok := err.(RankingError); ok {\n\t\tcode := rankingErr.GetCode()\n\t\treturn code == ErrCodeInvalidRange ||\n\t\t\tcode == ErrCodeInvalidTimeRange ||\n\t\t\tcode == ErrCodeInvalidScore ||\n\t\t\tcode == ErrCodeRankingValidationError ||\n\t\t\tcode == ErrCodeInsufficientPermission ||\n\t\t\tcode == ErrCodeOperationNotAllowed\n\t}\n\treturn false\n}\n\n// IsSystemError 检查是否为系统错误\nfunc IsSystemError(err error) bool {\n\tif rankingErr, ok := err.(RankingError); ok {\n\t\tcode := rankingErr.GetCode()\n\t\treturn code == ErrCodeRankingSystemError ||\n\t\t\tcode == ErrCodeRankingDatabaseError ||\n\t\t\tcode == ErrCodeRankingCacheError ||\n\t\t\tcode == ErrCodeRankingConfigError\n\t}\n\treturn false\n}\n\n// 错误恢复策略\n\n// ErrorRecoveryStrategy 错误恢复策略\ntype ErrorRecoveryStrategy struct {\n\tMaxRetries      int           `json:\"max_retries\"`\n\tRetryInterval   time.Duration `json:\"retry_interval\"`\n\tBackoffFactor   float64       `json:\"backoff_factor\"`\n\tMaxInterval     time.Duration `json:\"max_interval\"`\n\tRecoveryActions []string      `json:\"recovery_actions\"`\n}\n\n// GetRecoveryStrategy 获取错误恢复策略\nfunc GetRecoveryStrategy(err error) *ErrorRecoveryStrategy {\n\tif !IsRankingError(err) {\n\t\treturn nil\n\t}\n\n\trankingErr := err.(RankingError)\n\tcode := rankingErr.GetCode()\n\n\tswitch code {\n\tcase ErrCodeRankingSystemError, ErrCodeRankingDatabaseError:\n\t\treturn &ErrorRecoveryStrategy{\n\t\t\tMaxRetries:      5,\n\t\t\tRetryInterval:   time.Second,\n\t\t\tBackoffFactor:   2.0,\n\t\t\tMaxInterval:     30 * time.Second,\n\t\t\tRecoveryActions: []string{\"retry\", \"fallback\", \"alert\"},\n\t\t}\n\tcase ErrCodeRankingCacheError:\n\t\treturn &ErrorRecoveryStrategy{\n\t\t\tMaxRetries:      3,\n\t\t\tRetryInterval:   500 * time.Millisecond,\n\t\t\tBackoffFactor:   1.5,\n\t\t\tMaxInterval:     5 * time.Second,\n\t\t\tRecoveryActions: []string{\"retry\", \"bypass_cache\"},\n\t\t}\n\tcase ErrCodeRankingConcurrencyError, ErrCodeRankingLockError:\n\t\treturn &ErrorRecoveryStrategy{\n\t\t\tMaxRetries:      10,\n\t\t\tRetryInterval:   100 * time.Millisecond,\n\t\t\tBackoffFactor:   1.2,\n\t\t\tMaxInterval:     2 * time.Second,\n\t\t\tRecoveryActions: []string{\"retry\", \"backoff\"},\n\t\t}\n\tcase ErrCodeRankingRateLimitError:\n\t\treturn &ErrorRecoveryStrategy{\n\t\t\tMaxRetries:      1,\n\t\t\tRetryInterval:   time.Minute,\n\t\t\tBackoffFactor:   1.0,\n\t\t\tMaxInterval:     time.Minute,\n\t\t\tRecoveryActions: []string{\"wait\", \"throttle\"},\n\t\t}\n\tdefault:\n\t\treturn &ErrorRecoveryStrategy{\n\t\t\tMaxRetries:      0,\n\t\t\tRetryInterval:   0,\n\t\t\tBackoffFactor:   1.0,\n\t\t\tMaxInterval:     0,\n\t\t\tRecoveryActions: []string{\"fail\"},\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "internal/domain/ranking/events.go",
    "content": "package ranking\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// 排行榜相关事件定义\n\n// RankingEvent 排行榜事件基础接口\ntype RankingEvent interface {\n\tGetEventID() string\n\tGetEventType() string\n\tGetAggregateID() string\n\tGetRankID() uint32\n\tGetTimestamp() time.Time\n\tGetVersion() int\n\tGetMetadata() map[string]interface{}\n}\n\n// BaseRankingEvent 排行榜事件基础结构\ntype BaseRankingEvent struct {\n\tEventID     string                 `json:\"event_id\"`\n\tEventType   string                 `json:\"event_type\"`\n\tAggregateID string                 `json:\"aggregate_id\"`\n\tRankID      uint32                 `json:\"rank_id\"`\n\tTimestamp   time.Time              `json:\"timestamp\"`\n\tVersion     int                    `json:\"version\"`\n\tMetadata    map[string]interface{} `json:\"metadata\"`\n}\n\n// GetEventID 获取事件ID\nfunc (e *BaseRankingEvent) GetEventID() string {\n\treturn e.EventID\n}\n\n// GetEventType 获取事件类型\nfunc (e *BaseRankingEvent) GetEventType() string {\n\treturn e.EventType\n}\n\n// GetAggregateID 获取聚合ID\nfunc (e *BaseRankingEvent) GetAggregateID() string {\n\treturn e.AggregateID\n}\n\n// GetRankID 获取排行榜ID\nfunc (e *BaseRankingEvent) GetRankID() uint32 {\n\treturn e.RankID\n}\n\n// GetTimestamp 获取时间戳\nfunc (e *BaseRankingEvent) GetTimestamp() time.Time {\n\treturn e.Timestamp\n}\n\n// GetVersion 获取版本\nfunc (e *BaseRankingEvent) GetVersion() int {\n\treturn e.Version\n}\n\n// GetMetadata 获取元数据\nfunc (e *BaseRankingEvent) GetMetadata() map[string]interface{} {\n\treturn e.Metadata\n}\n\n// 排行榜生命周期事件\n\n// RankingCreatedEvent 排行榜创建事件\ntype RankingCreatedEvent struct {\n\tBaseRankingEvent\n\tName      string       `json:\"name\"`\n\tRankType  RankType     `json:\"rank_type\"`\n\tCategory  RankCategory `json:\"category\"`\n\tSortType  SortType     `json:\"sort_type\"`\n\tMaxSize   int64        `json:\"max_size\"`\n\tPeriod    RankPeriod   `json:\"period\"`\n\tStartTime int64        `json:\"start_time\"`\n\tEndTime   int64        `json:\"end_time\"`\n\tCreatedBy string       `json:\"created_by\"`\n}\n\n// RankingDeletedEvent 排行榜删除事件\ntype RankingDeletedEvent struct {\n\tBaseRankingEvent\n\tName          string `json:\"name\"`\n\tFinalPlayers  int64  `json:\"final_players\"`\n\tFinalTopScore int64  `json:\"final_top_score\"`\n\tDeletedBy     string `json:\"deleted_by\"`\n\tDeleteReason  string `json:\"delete_reason\"`\n}\n\n// RankingUpdatedEvent 排行榜更新事件\ntype RankingUpdatedEvent struct {\n\tBaseRankingEvent\n\tChangedFields []string               `json:\"changed_fields\"`\n\tOldValues     map[string]interface{} `json:\"old_values\"`\n\tNewValues     map[string]interface{} `json:\"new_values\"`\n\tUpdatedBy     string                 `json:\"updated_by\"`\n}\n\n// 排行榜状态事件\n\n// RankingStatusChangedEvent 排行榜状态改变事件\ntype RankingStatusChangedEvent struct {\n\tBaseRankingEvent\n\tOldStatus RankStatus `json:\"old_status\"`\n\tNewStatus RankStatus `json:\"new_status\"`\n\tOldActive bool       `json:\"old_active\"`\n\tNewActive bool       `json:\"new_active\"`\n\tReason    string     `json:\"reason\"`\n\tChangedBy string     `json:\"changed_by\"`\n}\n\n// RankingResetEvent 排行榜重置事件\ntype RankingResetEvent struct {\n\tBaseRankingEvent\n\tPreviousPlayerCount int    `json:\"previous_player_count\"`\n\tResetReason         string `json:\"reset_reason\"`\n\tResetBy             string `json:\"reset_by\"`\n\tBackupCreated       bool   `json:\"backup_created\"`\n\tBackupLocation      string `json:\"backup_location,omitempty\"`\n}\n\n// RankingArchivedEvent 排行榜归档事件\ntype RankingArchivedEvent struct {\n\tBaseRankingEvent\n\tArchiveReason   string `json:\"archive_reason\"`\n\tArchiveLocation string `json:\"archive_location\"`\n\tArchivedBy      string `json:\"archived_by\"`\n\tRetentionPeriod int64  `json:\"retention_period\"`\n}\n\n// 玩家相关事件\n\n// PlayerJoinedRankingEvent 玩家加入排行榜事件\ntype PlayerJoinedRankingEvent struct {\n\tBaseRankingEvent\n\tPlayerID     uint64 `json:\"player_id\"`\n\tPlayerName   string `json:\"player_name\"`\n\tInitialScore int64  `json:\"initial_score\"`\n\tTimeScore    int64  `json:\"time_score\"`\n\tInitialRank  int64  `json:\"initial_rank\"`\n\tJoinMethod   string `json:\"join_method\"` // \"first_score\", \"migration\", \"restore\"\n}\n\n// PlayerLeftRankingEvent 玩家离开排行榜事件\ntype PlayerLeftRankingEvent struct {\n\tBaseRankingEvent\n\tPlayerID    uint64 `json:\"player_id\"`\n\tPlayerName  string `json:\"player_name\"`\n\tFinalScore  int64  `json:\"final_score\"`\n\tFinalRank   int64  `json:\"final_rank\"`\n\tLeaveReason string `json:\"leave_reason\"` // \"removed\", \"blacklisted\", \"expired\", \"reset\"\n\tDaysActive  int32  `json:\"days_active\"`\n}\n\n// PlayerScoreUpdatedEvent 玩家分数更新事件\ntype PlayerScoreUpdatedEvent struct {\n\tBaseRankingEvent\n\tPlayerID       uint64                 `json:\"player_id\"`\n\tPlayerName     string                 `json:\"player_name\"`\n\tOldScore       int64                  `json:\"old_score\"`\n\tNewScore       int64                  `json:\"new_score\"`\n\tScoreDelta     int64                  `json:\"score_delta\"`\n\tOldTimeScore   int64                  `json:\"old_time_score\"`\n\tNewTimeScore   int64                  `json:\"new_time_score\"`\n\tUpdateSource   string                 `json:\"update_source\"` // \"game\", \"admin\", \"system\", \"correction\"\n\tUpdateMetadata map[string]interface{} `json:\"update_metadata\"`\n}\n\n// PlayerRankChangedEvent 玩家排名改变事件\ntype PlayerRankChangedEvent struct {\n\tBaseRankingEvent\n\tPlayerID     uint64 `json:\"player_id\"`\n\tPlayerName   string `json:\"player_name\"`\n\tOldRank      int64  `json:\"old_rank\"`\n\tNewRank      int64  `json:\"new_rank\"`\n\tRankDelta    int64  `json:\"rank_delta\"`\n\tScore        int64  `json:\"score\"`\n\tChangeType   string `json:\"change_type\"`   // \"improvement\", \"decline\", \"new_entry\"\n\tTriggerEvent string `json:\"trigger_event\"` // \"score_update\", \"other_player_update\", \"reset\"\n}\n\n// 黑名单相关事件\n\n// PlayerBlacklistedEvent 玩家被加入黑名单事件\ntype PlayerBlacklistedEvent struct {\n\tBaseRankingEvent\n\tPlayerID      uint64     `json:\"player_id\"`\n\tPlayerName    string     `json:\"player_name\"`\n\tReason        string     `json:\"reason\"`\n\tBlacklistedBy string     `json:\"blacklisted_by\"`\n\tIsPermanent   bool       `json:\"is_permanent\"`\n\tExpiresAt     *time.Time `json:\"expires_at,omitempty\"`\n\tPreviousRank  int64      `json:\"previous_rank\"`\n\tPreviousScore int64      `json:\"previous_score\"`\n}\n\n// PlayerUnblacklistedEvent 玩家从黑名单移除事件\ntype PlayerUnblacklistedEvent struct {\n\tBaseRankingEvent\n\tPlayerID          uint64        `json:\"player_id\"`\n\tPlayerName        string        `json:\"player_name\"`\n\tOriginalReason    string        `json:\"original_reason\"`\n\tUnblacklistedBy   string        `json:\"unblacklisted_by\"`\n\tUnblacklistReason string        `json:\"unblacklist_reason\"`\n\tBlacklistDuration time.Duration `json:\"blacklist_duration\"`\n\tCanRejoin         bool          `json:\"can_rejoin\"`\n}\n\n// BlacklistExpiredEvent 黑名单过期事件\ntype BlacklistExpiredEvent struct {\n\tBaseRankingEvent\n\tPlayerID          uint64        `json:\"player_id\"`\n\tPlayerName        string        `json:\"player_name\"`\n\tOriginalReason    string        `json:\"original_reason\"`\n\tBlacklistDuration time.Duration `json:\"blacklist_duration\"`\n\tAutoRemoved       bool          `json:\"auto_removed\"`\n\tCanRejoin         bool          `json:\"can_rejoin\"`\n}\n\n// 奖励相关事件\n\n// RankingRewardDistributedEvent 排行榜奖励分发事件\ntype RankingRewardDistributedEvent struct {\n\tBaseRankingEvent\n\tRewardTier         string               `json:\"reward_tier\"`\n\tMinRank            int64                `json:\"min_rank\"`\n\tMaxRank            int64                `json:\"max_rank\"`\n\tRewardCount        int64                `json:\"reward_count\"`\n\tTotalValue         int64                `json:\"total_value\"`\n\tDistributionMethod string               `json:\"distribution_method\"` // \"immediate\", \"mail\", \"deferred\"\n\tDistributedBy      string               `json:\"distributed_by\"`\n\tRewardDetails      []RewardDistribution `json:\"reward_details\"`\n}\n\n// PlayerRewardEarnedEvent 玩家获得奖励事件\ntype PlayerRewardEarnedEvent struct {\n\tBaseRankingEvent\n\tPlayerID       uint64     `json:\"player_id\"`\n\tPlayerName     string     `json:\"player_name\"`\n\tPlayerRank     int64      `json:\"player_rank\"`\n\tPlayerScore    int64      `json:\"player_score\"`\n\tRewardTier     string     `json:\"reward_tier\"`\n\tRewardType     string     `json:\"reward_type\"`\n\tRewardID       string     `json:\"reward_id\"`\n\tRewardQuantity int64      `json:\"reward_quantity\"`\n\tRewardValue    int64      `json:\"reward_value\"`\n\tEarnedAt       time.Time  `json:\"earned_at\"`\n\tClaimDeadline  *time.Time `json:\"claim_deadline,omitempty\"`\n}\n\n// PlayerRewardClaimedEvent 玩家领取奖励事件\ntype PlayerRewardClaimedEvent struct {\n\tBaseRankingEvent\n\tPlayerID       uint64        `json:\"player_id\"`\n\tPlayerName     string        `json:\"player_name\"`\n\tRewardID       string        `json:\"reward_id\"`\n\tRewardType     string        `json:\"reward_type\"`\n\tRewardQuantity int64         `json:\"reward_quantity\"`\n\tRewardValue    int64         `json:\"reward_value\"`\n\tEarnedAt       time.Time     `json:\"earned_at\"`\n\tClaimedAt      time.Time     `json:\"claimed_at\"`\n\tClaimDelay     time.Duration `json:\"claim_delay\"`\n}\n\n// 统计相关事件\n\n// RankingStatisticsUpdatedEvent 排行榜统计更新事件\ntype RankingStatisticsUpdatedEvent struct {\n\tBaseRankingEvent\n\tOldStatistics *RankingStatistics `json:\"old_statistics\"`\n\tNewStatistics *RankingStatistics `json:\"new_statistics\"`\n\tChangedFields []string           `json:\"changed_fields\"`\n\tUpdateTrigger string             `json:\"update_trigger\"` // \"score_update\", \"player_join\", \"player_leave\", \"scheduled\"\n}\n\n// RankingMilestoneReachedEvent 排行榜里程碑达成事件\ntype RankingMilestoneReachedEvent struct {\n\tBaseRankingEvent\n\tMilestoneType  string    `json:\"milestone_type\"` // \"player_count\", \"score_threshold\", \"activity_level\"\n\tMilestoneValue int64     `json:\"milestone_value\"`\n\tCurrentValue   int64     `json:\"current_value\"`\n\tReachedAt      time.Time `json:\"reached_at\"`\n\tIsFirstTime    bool      `json:\"is_first_time\"`\n\tCelebration    bool      `json:\"celebration\"`\n}\n\n// RankingRecordBrokenEvent 排行榜记录被打破事件\ntype RankingRecordBrokenEvent struct {\n\tBaseRankingEvent\n\tRecordType        string        `json:\"record_type\"` // \"highest_score\", \"most_players\", \"longest_streak\"\n\tPlayerID          uint64        `json:\"player_id\"`\n\tPlayerName        string        `json:\"player_name\"`\n\tOldRecord         int64         `json:\"old_record\"`\n\tNewRecord         int64         `json:\"new_record\"`\n\tRecordImprovement int64         `json:\"record_improvement\"`\n\tPreviousHolder    string        `json:\"previous_holder\"`\n\tRecordDuration    time.Duration `json:\"record_duration\"`\n}\n\n// 系统事件\n\n// RankingMaintenanceEvent 排行榜维护事件\ntype RankingMaintenanceEvent struct {\n\tBaseRankingEvent\n\tMaintenanceType  string        `json:\"maintenance_type\"` // \"scheduled\", \"emergency\", \"optimization\"\n\tStartTime        time.Time     `json:\"start_time\"`\n\tEndTime          *time.Time    `json:\"end_time,omitempty\"`\n\tDuration         time.Duration `json:\"duration\"`\n\tAffectedFeatures []string      `json:\"affected_features\"`\n\tMaintenanceBy    string        `json:\"maintenance_by\"`\n\tReason           string        `json:\"reason\"`\n\tImpact           string        `json:\"impact\"` // \"none\", \"limited\", \"full\"\n}\n\n// RankingDataMigrationEvent 排行榜数据迁移事件\ntype RankingDataMigrationEvent struct {\n\tBaseRankingEvent\n\tMigrationType   string   `json:\"migration_type\"` // \"version_upgrade\", \"schema_change\", \"platform_migration\"\n\tFromVersion     string   `json:\"from_version\"`\n\tToVersion       string   `json:\"to_version\"`\n\tMigratedRecords int64    `json:\"migrated_records\"`\n\tFailedRecords   int64    `json:\"failed_records\"`\n\tMigrationStatus string   `json:\"migration_status\"` // \"started\", \"in_progress\", \"completed\", \"failed\"\n\tMigrationErrors []string `json:\"migration_errors,omitempty\"`\n\tRollbackPlan    string   `json:\"rollback_plan\"`\n}\n\n// RankingPerformanceEvent 排行榜性能事件\ntype RankingPerformanceEvent struct {\n\tBaseRankingEvent\n\tMetricType         string        `json:\"metric_type\"` // \"response_time\", \"throughput\", \"error_rate\", \"memory_usage\"\n\tMetricValue        float64       `json:\"metric_value\"`\n\tThreshold          float64       `json:\"threshold\"`\n\tSeverity           string        `json:\"severity\"` // \"info\", \"warning\", \"critical\"\n\tDuration           time.Duration `json:\"duration\"`\n\tAffectedOperations []string      `json:\"affected_operations\"`\n\tResolutionAction   string        `json:\"resolution_action\"`\n}\n\n// 缓存相关事件\n\n// RankingCacheUpdatedEvent 排行榜缓存更新事件\ntype RankingCacheUpdatedEvent struct {\n\tBaseRankingEvent\n\tCacheType    string        `json:\"cache_type\"` // \"ranking_data\", \"player_rank\", \"statistics\", \"top_players\"\n\tCacheKey     string        `json:\"cache_key\"`\n\tUpdateReason string        `json:\"update_reason\"` // \"data_change\", \"expiration\", \"manual_refresh\"\n\tCacheSize    int64         `json:\"cache_size\"`\n\tTTL          time.Duration `json:\"ttl\"`\n\tHitRate      float64       `json:\"hit_rate\"`\n}\n\n// RankingCacheEvictedEvent 排行榜缓存驱逐事件\ntype RankingCacheEvictedEvent struct {\n\tBaseRankingEvent\n\tCacheType      string        `json:\"cache_type\"`\n\tCacheKey       string        `json:\"cache_key\"`\n\tEvictionReason string        `json:\"eviction_reason\"` // \"memory_pressure\", \"ttl_expired\", \"manual_clear\", \"size_limit\"\n\tCacheAge       time.Duration `json:\"cache_age\"`\n\tAccessCount    int64         `json:\"access_count\"`\n\tLastAccessed   time.Time     `json:\"last_accessed\"`\n}\n\n// 事件相关的辅助结构体\n\n// RewardDistribution 奖励分发详情\ntype RewardDistribution struct {\n\tPlayerID           uint64 `json:\"player_id\"`\n\tPlayerName         string `json:\"player_name\"`\n\tPlayerRank         int64  `json:\"player_rank\"`\n\tRewardType         string `json:\"reward_type\"`\n\tRewardQuantity     int64  `json:\"reward_quantity\"`\n\tRewardValue        int64  `json:\"reward_value\"`\n\tDistributionStatus string `json:\"distribution_status\"` // \"success\", \"failed\", \"pending\"\n\tErrorMessage       string `json:\"error_message,omitempty\"`\n}\n\n// 事件常量\n\nconst (\n\t// 生命周期事件类型\n\tEventTypeRankingCreated = \"ranking.created\"\n\tEventTypeRankingDeleted = \"ranking.deleted\"\n\tEventTypeRankingUpdated = \"ranking.updated\"\n\n\t// 状态事件类型\n\tEventTypeRankingStatusChanged = \"ranking.status_changed\"\n\tEventTypeRankingReset         = \"ranking.reset\"\n\tEventTypeRankingArchived      = \"ranking.archived\"\n\n\t// 玩家事件类型\n\tEventTypePlayerJoinedRanking = \"ranking.player_joined\"\n\tEventTypePlayerLeftRanking   = \"ranking.player_left\"\n\tEventTypePlayerScoreUpdated  = \"ranking.player_score_updated\"\n\tEventTypePlayerRankChanged   = \"ranking.player_rank_changed\"\n\n\t// 黑名单事件类型\n\tEventTypePlayerBlacklisted   = \"ranking.player_blacklisted\"\n\tEventTypePlayerUnblacklisted = \"ranking.player_unblacklisted\"\n\tEventTypeBlacklistExpired    = \"ranking.blacklist_expired\"\n\n\t// 奖励事件类型\n\tEventTypeRankingRewardDistributed = \"ranking.reward_distributed\"\n\tEventTypePlayerRewardEarned       = \"ranking.player_reward_earned\"\n\tEventTypePlayerRewardClaimed      = \"ranking.player_reward_claimed\"\n\n\t// 统计事件类型\n\tEventTypeRankingStatisticsUpdated = \"ranking.statistics_updated\"\n\tEventTypeRankingMilestoneReached  = \"ranking.milestone_reached\"\n\tEventTypeRankingRecordBroken      = \"ranking.record_broken\"\n\n\t// 系统事件类型\n\tEventTypeRankingMaintenance   = \"ranking.maintenance\"\n\tEventTypeRankingDataMigration = \"ranking.data_migration\"\n\tEventTypeRankingPerformance   = \"ranking.performance\"\n\n\t// 缓存事件类型\n\tEventTypeRankingCacheUpdated = \"ranking.cache_updated\"\n\tEventTypeRankingCacheEvicted = \"ranking.cache_evicted\"\n)\n\n// 事件工厂函数\n\n// NewRankingCreatedEvent 创建排行榜创建事件\nfunc NewRankingCreatedEvent(aggregateID string, rankID uint32, name string, rankType RankType, category RankCategory, createdBy string) *RankingCreatedEvent {\n\treturn &RankingCreatedEvent{\n\t\tBaseRankingEvent: BaseRankingEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   EventTypeRankingCreated,\n\t\t\tAggregateID: aggregateID,\n\t\t\tRankID:      rankID,\n\t\t\tTimestamp:   time.Now(),\n\t\t\tVersion:     1,\n\t\t\tMetadata:    make(map[string]interface{}),\n\t\t},\n\t\tName:      name,\n\t\tRankType:  rankType,\n\t\tCategory:  category,\n\t\tCreatedBy: createdBy,\n\t}\n}\n\n// NewPlayerJoinedRankingEvent 创建玩家加入排行榜事件\nfunc NewPlayerJoinedRankingEvent(aggregateID string, playerID uint64, score, timeScore int64) *PlayerJoinedRankingEvent {\n\treturn &PlayerJoinedRankingEvent{\n\t\tBaseRankingEvent: BaseRankingEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   EventTypePlayerJoinedRanking,\n\t\t\tAggregateID: aggregateID,\n\t\t\tTimestamp:   time.Now(),\n\t\t\tVersion:     1,\n\t\t\tMetadata:    make(map[string]interface{}),\n\t\t},\n\t\tPlayerID:     playerID,\n\t\tInitialScore: score,\n\t\tTimeScore:    timeScore,\n\t\tJoinMethod:   \"first_score\",\n\t}\n}\n\n// NewPlayerScoreUpdatedEvent 创建玩家分数更新事件\nfunc NewPlayerScoreUpdatedEvent(aggregateID string, playerID uint64, oldScore, newScore, timeScore int64) *PlayerScoreUpdatedEvent {\n\treturn &PlayerScoreUpdatedEvent{\n\t\tBaseRankingEvent: BaseRankingEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   EventTypePlayerScoreUpdated,\n\t\t\tAggregateID: aggregateID,\n\t\t\tTimestamp:   time.Now(),\n\t\t\tVersion:     1,\n\t\t\tMetadata:    make(map[string]interface{}),\n\t\t},\n\t\tPlayerID:     playerID,\n\t\tOldScore:     oldScore,\n\t\tNewScore:     newScore,\n\t\tScoreDelta:   newScore - oldScore,\n\t\tNewTimeScore: timeScore,\n\t\tUpdateSource: \"game\",\n\t}\n}\n\n// NewPlayerBlacklistedEvent 创建玩家黑名单事件\nfunc NewPlayerBlacklistedEvent(aggregateID string, playerID uint64, reason string) *PlayerBlacklistedEvent {\n\treturn &PlayerBlacklistedEvent{\n\t\tBaseRankingEvent: BaseRankingEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   EventTypePlayerBlacklisted,\n\t\t\tAggregateID: aggregateID,\n\t\t\tTimestamp:   time.Now(),\n\t\t\tVersion:     1,\n\t\t\tMetadata:    make(map[string]interface{}),\n\t\t},\n\t\tPlayerID:    playerID,\n\t\tReason:      reason,\n\t\tIsPermanent: true,\n\t}\n}\n\n// NewPlayerUnblacklistedEvent 创建玩家解除黑名单事件\nfunc NewPlayerUnblacklistedEvent(aggregateID string, playerID uint64) *PlayerUnblacklistedEvent {\n\treturn &PlayerUnblacklistedEvent{\n\t\tBaseRankingEvent: BaseRankingEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   EventTypePlayerUnblacklisted,\n\t\t\tAggregateID: aggregateID,\n\t\t\tTimestamp:   time.Now(),\n\t\t\tVersion:     1,\n\t\t\tMetadata:    make(map[string]interface{}),\n\t\t},\n\t\tPlayerID:  playerID,\n\t\tCanRejoin: true,\n\t}\n}\n\n// NewRankingResetEvent 创建排行榜重置事件\nfunc NewRankingResetEvent(aggregateID string, previousPlayerCount int) *RankingResetEvent {\n\treturn &RankingResetEvent{\n\t\tBaseRankingEvent: BaseRankingEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   EventTypeRankingReset,\n\t\t\tAggregateID: aggregateID,\n\t\t\tTimestamp:   time.Now(),\n\t\t\tVersion:     1,\n\t\t\tMetadata:    make(map[string]interface{}),\n\t\t},\n\t\tPreviousPlayerCount: previousPlayerCount,\n\t\tResetReason:         \"manual_reset\",\n\t\tBackupCreated:       false,\n\t}\n}\n\n// NewRankingStatusChangedEvent 创建排行榜状态改变事件\nfunc NewRankingStatusChangedEvent(aggregateID string, oldActive, newActive bool) *RankingStatusChangedEvent {\n\treturn &RankingStatusChangedEvent{\n\t\tBaseRankingEvent: BaseRankingEvent{\n\t\t\tEventID:     generateEventID(),\n\t\t\tEventType:   EventTypeRankingStatusChanged,\n\t\t\tAggregateID: aggregateID,\n\t\t\tTimestamp:   time.Now(),\n\t\t\tVersion:     1,\n\t\t\tMetadata:    make(map[string]interface{}),\n\t\t},\n\t\tOldActive: oldActive,\n\t\tNewActive: newActive,\n\t\tReason:    \"manual_change\",\n\t}\n}\n\n// 事件处理器接口\n\n// RankingEventHandler 排行榜事件处理器接口\ntype RankingEventHandler interface {\n\tHandle(event RankingEvent) error\n\tCanHandle(eventType string) bool\n\tGetHandlerName() string\n}\n\n// RankingEventBus 排行榜事件总线接口\ntype RankingEventBus interface {\n\t// 发布事件\n\tPublish(event RankingEvent) error\n\tPublishBatch(events []RankingEvent) error\n\n\t// 订阅事件\n\tSubscribe(eventType string, handler RankingEventHandler) error\n\tUnsubscribe(eventType string, handlerName string) error\n\n\t// 事件存储\n\tStore(event RankingEvent) error\n\tGetEvents(aggregateID string, fromVersion int) ([]RankingEvent, error)\n\tGetEventsByType(eventType string, limit int) ([]RankingEvent, error)\n\tGetEventsByRankID(rankID uint32, limit int) ([]RankingEvent, error)\n\n\t// 事件重放\n\tReplay(aggregateID string, fromVersion int, handler RankingEventHandler) error\n\n\t// 快照管理\n\tCreateSnapshot(aggregateID string, version int, data interface{}) error\n\tGetSnapshot(aggregateID string) (interface{}, int, error)\n\n\t// 事件清理\n\tCleanupEvents(beforeTime time.Time) error\n\tArchiveEvents(beforeTime time.Time) error\n}\n\n// 事件聚合器接口\n\n// RankingEventAggregator 排行榜事件聚合器接口\ntype RankingEventAggregator interface {\n\t// 聚合统计\n\tAggregatePlayerActivity(rankID uint32, period time.Duration) (*PlayerActivityStats, error)\n\tAggregateScoreChanges(rankID uint32, period time.Duration) (*ScoreChangeStats, error)\n\tAggregateRankingHealth(rankID uint32, period time.Duration) (*RankingHealthStats, error)\n\n\t// 趋势分析\n\tAnalyzePlayerTrends(rankID uint32, playerID uint64, period time.Duration) (*PlayerTrendAnalysis, error)\n\tAnalyzeRankingTrends(rankID uint32, period time.Duration) (*RankingTrendAnalysis, error)\n\n\t// 异常检测\n\tDetectAnomalies(rankID uint32, period time.Duration) ([]*RankingAnomaly, error)\n\tDetectSuspiciousActivity(rankID uint32, period time.Duration) ([]*SuspiciousActivity, error)\n\n\t// 性能分析\n\tAnalyzePerformance(rankID uint32, period time.Duration) (*RankingPerformanceAnalysis, error)\n}\n\n// 事件聚合统计结构体\n\n// PlayerActivityStats 玩家活动统计\ntype PlayerActivityStats struct {\n\tRankID             uint32        `json:\"rank_id\"`\n\tPeriod             time.Duration `json:\"period\"`\n\tTotalPlayers       int64         `json:\"total_players\"`\n\tActivePlayers      int64         `json:\"active_players\"`\n\tNewPlayers         int64         `json:\"new_players\"`\n\tLeavingPlayers     int64         `json:\"leaving_players\"`\n\tRetentionRate      float64       `json:\"retention_rate\"`\n\tChurnRate          float64       `json:\"churn_rate\"`\n\tAverageSessionTime time.Duration `json:\"average_session_time\"`\n\tPeakActivityTime   time.Time     `json:\"peak_activity_time\"`\n\tCalculatedAt       time.Time     `json:\"calculated_at\"`\n}\n\n// ScoreChangeStats 分数变化统计\ntype ScoreChangeStats struct {\n\tRankID             uint32         `json:\"rank_id\"`\n\tPeriod             time.Duration  `json:\"period\"`\n\tTotalUpdates       int64          `json:\"total_updates\"`\n\tAverageScoreChange float64        `json:\"average_score_change\"`\n\tMaxScoreIncrease   int64          `json:\"max_score_increase\"`\n\tMaxScoreDecrease   int64          `json:\"max_score_decrease\"`\n\tScoreVolatility    float64        `json:\"score_volatility\"`\n\tTopScoreChanges    []*ScoreChange `json:\"top_score_changes\"`\n\tCalculatedAt       time.Time      `json:\"calculated_at\"`\n}\n\n// RankingHealthStats 排行榜健康统计\ntype RankingHealthStats struct {\n\tRankID           uint32        `json:\"rank_id\"`\n\tPeriod           time.Duration `json:\"period\"`\n\tHealthScore      float64       `json:\"health_score\"`\n\tCompetitiveness  float64       `json:\"competitiveness\"`\n\tEngagementLevel  float64       `json:\"engagement_level\"`\n\tStabilityIndex   float64       `json:\"stability_index\"`\n\tGrowthRate       float64       `json:\"growth_rate\"`\n\tErrorRate        float64       `json:\"error_rate\"`\n\tPerformanceScore float64       `json:\"performance_score\"`\n\tRecommendations  []string      `json:\"recommendations\"`\n\tCalculatedAt     time.Time     `json:\"calculated_at\"`\n}\n\n// PlayerTrendAnalysis 玩家趋势分析\ntype PlayerTrendAnalysis struct {\n\tRankID        uint32        `json:\"rank_id\"`\n\tPlayerID      uint64        `json:\"player_id\"`\n\tPeriod        time.Duration `json:\"period\"`\n\tScoreTrend    string        `json:\"score_trend\"` // \"increasing\", \"decreasing\", \"stable\", \"volatile\"\n\tRankTrend     string        `json:\"rank_trend\"`\n\tActivityLevel string        `json:\"activity_level\"` // \"high\", \"medium\", \"low\"\n\tConsistency   float64       `json:\"consistency\"`\n\tImprovement   float64       `json:\"improvement\"`\n\tPredictedRank int64         `json:\"predicted_rank\"`\n\tRiskFactors   []string      `json:\"risk_factors\"`\n\tCalculatedAt  time.Time     `json:\"calculated_at\"`\n}\n\n// RankingTrendAnalysis 排行榜趋势分析\ntype RankingTrendAnalysis struct {\n\tRankID           uint32              `json:\"rank_id\"`\n\tPeriod           time.Duration       `json:\"period\"`\n\tOverallTrend     string              `json:\"overall_trend\"` // \"growing\", \"declining\", \"stable\"\n\tPlayerGrowthRate float64             `json:\"player_growth_rate\"`\n\tScoreInflation   float64             `json:\"score_inflation\"`\n\tCompetitionLevel string              `json:\"competition_level\"` // \"high\", \"medium\", \"low\"\n\tSeasonality      []SeasonalPattern   `json:\"seasonality\"`\n\tPredictions      *RankingPredictions `json:\"predictions\"`\n\tRecommendations  []string            `json:\"recommendations\"`\n\tCalculatedAt     time.Time           `json:\"calculated_at\"`\n}\n\n// RankingAnomaly 排行榜异常\ntype RankingAnomaly struct {\n\tRankID             uint32             `json:\"rank_id\"`\n\tAnomalyType        string             `json:\"anomaly_type\"` // \"score_spike\", \"mass_exodus\", \"unusual_pattern\"\n\tSeverity           string             `json:\"severity\"`     // \"low\", \"medium\", \"high\", \"critical\"\n\tDescription        string             `json:\"description\"`\n\tAffectedPlayers    []uint64           `json:\"affected_players\"`\n\tDetectedAt         time.Time          `json:\"detected_at\"`\n\tStartTime          time.Time          `json:\"start_time\"`\n\tEndTime            *time.Time         `json:\"end_time,omitempty\"`\n\tMetrics            map[string]float64 `json:\"metrics\"`\n\tRecommendedActions []string           `json:\"recommended_actions\"`\n}\n\n// SuspiciousActivity 可疑活动\ntype SuspiciousActivity struct {\n\tRankID             uint32    `json:\"rank_id\"`\n\tPlayerID           uint64    `json:\"player_id\"`\n\tActivityType       string    `json:\"activity_type\"` // \"rapid_score_increase\", \"impossible_score\", \"bot_behavior\"\n\tRiskLevel          string    `json:\"risk_level\"`    // \"low\", \"medium\", \"high\"\n\tConfidence         float64   `json:\"confidence\"`\n\tDescription        string    `json:\"description\"`\n\tEvidence           []string  `json:\"evidence\"`\n\tDetectedAt         time.Time `json:\"detected_at\"`\n\tRecommendedActions []string  `json:\"recommended_actions\"`\n}\n\n// RankingPerformanceAnalysis 排行榜性能分析\ntype RankingPerformanceAnalysis struct {\n\tRankID              uint32        `json:\"rank_id\"`\n\tPeriod              time.Duration `json:\"period\"`\n\tAverageResponseTime time.Duration `json:\"average_response_time\"`\n\tThroughput          float64       `json:\"throughput\"`\n\tErrorRate           float64       `json:\"error_rate\"`\n\tCacheHitRate        float64       `json:\"cache_hit_rate\"`\n\tMemoryUsage         int64         `json:\"memory_usage\"`\n\tCPUUsage            float64       `json:\"cpu_usage\"`\n\tBottlenecks         []string      `json:\"bottlenecks\"`\n\tOptimizations       []string      `json:\"optimizations\"`\n\tCalculatedAt        time.Time     `json:\"calculated_at\"`\n}\n\n// 辅助结构体\n\n// ScoreChange 分数变化\ntype ScoreChange struct {\n\tPlayerID  uint64    `json:\"player_id\"`\n\tOldScore  int64     `json:\"old_score\"`\n\tNewScore  int64     `json:\"new_score\"`\n\tChange    int64     `json:\"change\"`\n\tTimestamp time.Time `json:\"timestamp\"`\n}\n\n// SeasonalPattern 季节性模式\ntype SeasonalPattern struct {\n\tPeriod    string   `json:\"period\"` // \"daily\", \"weekly\", \"monthly\"\n\tPattern   string   `json:\"pattern\"`\n\tStrength  float64  `json:\"strength\"`\n\tPeakTimes []string `json:\"peak_times\"`\n}\n\n// RankingPredictions 排行榜预测\ntype RankingPredictions struct {\n\tNextWeekPlayers  int64   `json:\"next_week_players\"`\n\tNextMonthPlayers int64   `json:\"next_month_players\"`\n\tScoreGrowthRate  float64 `json:\"score_growth_rate\"`\n\tChurnProbability float64 `json:\"churn_probability\"`\n\tConfidenceLevel  float64 `json:\"confidence_level\"`\n}\n\n// 辅助函数\n\n// generateEventID 生成事件ID\nfunc generateEventID() string {\n\treturn fmt.Sprintf(\"ranking_event_%d\", time.Now().UnixNano())\n}\n\n// ValidateEvent 验证事件\nfunc ValidateEvent(event RankingEvent) error {\n\tif event.GetEventID() == \"\" {\n\t\treturn fmt.Errorf(\"event ID cannot be empty\")\n\t}\n\tif event.GetEventType() == \"\" {\n\t\treturn fmt.Errorf(\"event type cannot be empty\")\n\t}\n\tif event.GetAggregateID() == \"\" {\n\t\treturn fmt.Errorf(\"aggregate ID cannot be empty\")\n\t}\n\tif event.GetRankID() == 0 {\n\t\treturn fmt.Errorf(\"rank ID cannot be zero\")\n\t}\n\tif event.GetTimestamp().IsZero() {\n\t\treturn fmt.Errorf(\"timestamp cannot be zero\")\n\t}\n\treturn nil\n}\n\n// SerializeEvent 序列化事件\nfunc SerializeEvent(event RankingEvent) ([]byte, error) {\n\t// 实现事件序列化逻辑\n\treturn nil, nil\n}\n\n// DeserializeEvent 反序列化事件\nfunc DeserializeEvent(data []byte, eventType string) (RankingEvent, error) {\n\t// 实现事件反序列化逻辑\n\treturn nil, nil\n}\n"
  },
  {
    "path": "internal/domain/ranking/repository.go",
    "content": "package ranking\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// RankingRepository 排行榜仓储接口\ntype RankingRepository interface {\n\t// 基础CRUD操作\n\tSave(ranking *RankingAggregate) error\n\tFindByID(id string) (*RankingAggregate, error)\n\tFindByRankID(rankID uint32) (*RankingAggregate, error)\n\tUpdate(ranking *RankingAggregate) error\n\tDelete(id string) error\n\n\t// 查询操作\n\tFindByType(rankType RankType) ([]*RankingAggregate, error)\n\tFindByCategory(category RankCategory) ([]*RankingAggregate, error)\n\tFindByStatus(status RankStatus) ([]*RankingAggregate, error)\n\tFindByPeriod(period RankPeriod) ([]*RankingAggregate, error)\n\tFindActive() ([]*RankingAggregate, error)\n\tFindExpired() ([]*RankingAggregate, error)\n\n\t// 分页查询\n\tFindWithPagination(query *RankingQuery) (*RankingPageResult, error)\n\tFindByPlayerID(playerID uint64) ([]*RankingAggregate, error)\n\n\t// 统计操作\n\tCount() (int64, error)\n\tCountByType(rankType RankType) (int64, error)\n\tCountByCategory(category RankCategory) (int64, error)\n\tCountByStatus(status RankStatus) (int64, error)\n\n\t// 批量操作\n\tSaveBatch(rankings []*RankingAggregate) error\n\tUpdateBatch(rankings []*RankingAggregate) error\n\tDeleteBatch(ids []string) error\n\n\t// 高级查询\n\tFindByTimeRange(startTime, endTime time.Time) ([]*RankingAggregate, error)\n\tFindByScoreRange(minScore, maxScore int64) ([]*RankingAggregate, error)\n\tFindTopRankings(limit int) ([]*RankingAggregate, error)\n\tFindRecentlyUpdated(duration time.Duration) ([]*RankingAggregate, error)\n\n\t// 搜索操作\n\tSearch(keyword string, filters map[string]interface{}) ([]*RankingAggregate, error)\n\tFindSimilar(ranking *RankingAggregate, limit int) ([]*RankingAggregate, error)\n}\n\n// RankEntryRepository 排行榜条目仓储接口\ntype RankEntryRepository interface {\n\t// 基础CRUD操作\n\tSave(entry *RankEntry) error\n\tFindByID(id string) (*RankEntry, error)\n\tFindByPlayerAndRank(playerID uint64, rankID uint32) (*RankEntry, error)\n\tUpdate(entry *RankEntry) error\n\tDelete(id string) error\n\n\t// 查询操作\n\tFindByRankID(rankID uint32) ([]*RankEntry, error)\n\tFindByPlayerID(playerID uint64) ([]*RankEntry, error)\n\tFindByRankRange(rankID uint32, startRank, endRank int64) ([]*RankEntry, error)\n\tFindByScoreRange(rankID uint32, minScore, maxScore int64) ([]*RankEntry, error)\n\n\t// 分页查询\n\tFindWithPagination(query *RankEntryQuery) (*RankEntryPageResult, error)\n\n\t// 排序查询\n\tFindTopEntries(rankID uint32, limit int) ([]*RankEntry, error)\n\tFindBottomEntries(rankID uint32, limit int) ([]*RankEntry, error)\n\tFindAroundPlayer(rankID uint32, playerID uint64, range_ int) ([]*RankEntry, error)\n\n\t// 统计操作\n\tCount() (int64, error)\n\tCountByRankID(rankID uint32) (int64, error)\n\tCountByPlayerID(playerID uint64) (int64, error)\n\tCountActive(rankID uint32) (int64, error)\n\n\t// 批量操作\n\tSaveBatch(entries []*RankEntry) error\n\tUpdateBatch(entries []*RankEntry) error\n\tDeleteBatch(ids []string) error\n\tDeleteByRankID(rankID uint32) error\n\tDeleteByPlayerID(playerID uint64) error\n\n\t// 高级查询\n\tFindByLastActive(rankID uint32, since time.Time) ([]*RankEntry, error)\n\tFindByConsecutiveDays(rankID uint32, minDays int32) ([]*RankEntry, error)\n\tFindByTotalUpdates(rankID uint32, minUpdates int64) ([]*RankEntry, error)\n\tFindRecentlyImproved(rankID uint32, duration time.Duration) ([]*RankEntry, error)\n\n\t// 历史数据\n\tFindScoreHistory(entryID string, limit int) ([]*ScoreHistoryEntry, error)\n\tFindRewardHistory(entryID string, limit int) ([]*RankRewardEarned, error)\n\n\t// 聚合查询\n\tGetAverageScore(rankID uint32) (float64, error)\n\tGetTopScore(rankID uint32) (int64, error)\n\tGetScoreDistribution(rankID uint32, buckets int) (map[string]int64, error)\n}\n\n// BlacklistRepository 黑名单仓储接口\ntype BlacklistRepository interface {\n\t// 基础CRUD操作\n\tSave(blacklist *Blacklist) error\n\tFindByID(id string) (*Blacklist, error)\n\tFindByRankID(rankID uint32) (*Blacklist, error)\n\tUpdate(blacklist *Blacklist) error\n\tDelete(id string) error\n\n\t// 玩家操作\n\tAddPlayer(rankID uint32, entry *BlacklistEntry) error\n\tRemovePlayer(rankID uint32, playerID uint64) error\n\tIsPlayerBlacklisted(rankID uint32, playerID uint64) (bool, error)\n\tGetBlacklistEntry(rankID uint32, playerID uint64) (*BlacklistEntry, error)\n\n\t// 查询操作\n\tFindBlacklistedPlayers(rankID uint32) ([]*BlacklistEntry, error)\n\tFindByReason(rankID uint32, reason string) ([]*BlacklistEntry, error)\n\tFindExpiredEntries(rankID uint32) ([]*BlacklistEntry, error)\n\tFindPermanentEntries(rankID uint32) ([]*BlacklistEntry, error)\n\n\t// 分页查询\n\tFindWithPagination(query *BlacklistQuery) (*BlacklistPageResult, error)\n\n\t// 统计操作\n\tCount() (int64, error)\n\tCountByRankID(rankID uint32) (int64, error)\n\tCountByReason(rankID uint32, reason string) (int64, error)\n\tCountExpired(rankID uint32) (int64, error)\n\n\t// 批量操作\n\tAddPlayersBatch(rankID uint32, entries []*BlacklistEntry) error\n\tRemovePlayersBatch(rankID uint32, playerIDs []uint64) error\n\tCleanupExpired(rankID uint32) (int64, error)\n\n\t// 全局操作\n\tFindPlayerInAllRankings(playerID uint64) ([]*BlacklistEntry, error)\n\tIsPlayerGloballyBlacklisted(playerID uint64) (bool, error)\n}\n\n// RankingStatisticsRepository 排行榜统计仓储接口\ntype RankingStatisticsRepository interface {\n\t// 基础操作\n\tSave(stats *RankingStatistics) error\n\tFindByRankID(rankID uint32) (*RankingStatistics, error)\n\tUpdate(stats *RankingStatistics) error\n\tDelete(rankID uint32) error\n\n\t// 历史统计\n\tSaveHistorySnapshot(rankID uint32, stats *RankingStatistics) error\n\tGetHistoryStatistics(rankID uint32, period RankPeriod, points int) ([]*RankingStatistics, error)\n\tGetStatisticsTrend(rankID uint32, startTime, endTime time.Time) ([]*RankingStatistics, error)\n\n\t// 聚合统计\n\tGetGlobalStatistics() (*GlobalRankingStatistics, error)\n\tGetCategoryStatistics(category RankCategory) (*CategoryRankingStatistics, error)\n\tGetTypeStatistics(rankType RankType) (*TypeRankingStatistics, error)\n\n\t// 排行榜统计\n\tGetTopRankingsByPlayers(limit int) ([]*RankingStatistics, error)\n\tGetTopRankingsByActivity(limit int) ([]*RankingStatistics, error)\n\tGetMostCompetitiveRankings(limit int) ([]*RankingStatistics, error)\n\n\t// 时间范围统计\n\tGetStatisticsByTimeRange(startTime, endTime time.Time) ([]*RankingStatistics, error)\n\tGetDailyStatistics(rankID uint32, days int) ([]*DailyRankingStats, error)\n\tGetWeeklyStatistics(rankID uint32, weeks int) ([]*WeeklyRankingStats, error)\n\tGetMonthlyStatistics(rankID uint32, months int) ([]*MonthlyRankingStats, error)\n\n\t// 比较统计\n\tCompareRankings(rankID1, rankID2 uint32) (*RankingComparison, error)\n\tGetRankingPerformance(rankID uint32, period RankPeriod) (*RankingPerformance, error)\n\n\t// 清理操作\n\tCleanupOldStatistics(before time.Time) (int64, error)\n\tArchiveStatistics(before time.Time) error\n}\n\n// RankingCacheRepository 排行榜缓存仓储接口\ntype RankingCacheRepository interface {\n\t// 排行榜缓存\n\tSetRanking(rankID uint32, ranking *RankingAggregate, ttl time.Duration) error\n\tGetRanking(rankID uint32) (*RankingAggregate, error)\n\tDeleteRanking(rankID uint32) error\n\n\t// 排行榜数据缓存\n\tSetRankingData(rankID uint32, start, end int64, entries []*RankEntry, ttl time.Duration) error\n\tGetRankingData(rankID uint32, start, end int64) ([]*RankEntry, error)\n\tDeleteRankingData(rankID uint32) error\n\n\t// 玩家排名缓存\n\tSetPlayerRank(rankID uint32, playerID uint64, entry *RankEntry, rank int64, ttl time.Duration) error\n\tGetPlayerRank(rankID uint32, playerID uint64) (*RankEntry, int64, error)\n\tDeletePlayerRank(rankID uint32, playerID uint64) error\n\n\t// 前N名缓存\n\tSetTopPlayers(rankID uint32, count int, entries []*RankEntry, ttl time.Duration) error\n\tGetTopPlayers(rankID uint32, count int) ([]*RankEntry, error)\n\tDeleteTopPlayers(rankID uint32) error\n\n\t// 统计缓存\n\tSetStatistics(rankID uint32, stats *RankingStatistics, ttl time.Duration) error\n\tGetStatistics(rankID uint32) (*RankingStatistics, error)\n\tDeleteStatistics(rankID uint32) error\n\n\t// 黑名单缓存\n\tSetBlacklist(rankID uint32, blacklist *Blacklist, ttl time.Duration) error\n\tGetBlacklist(rankID uint32) (*Blacklist, error)\n\tDeleteBlacklist(rankID uint32) error\n\n\t// 玩家黑名单状态缓存\n\tSetPlayerBlacklistStatus(rankID uint32, playerID uint64, isBlacklisted bool, ttl time.Duration) error\n\tGetPlayerBlacklistStatus(rankID uint32, playerID uint64) (bool, error)\n\tDeletePlayerBlacklistStatus(rankID uint32, playerID uint64) error\n\n\t// 批量操作\n\tSetBatch(items map[string]interface{}, ttl time.Duration) error\n\tGetBatch(keys []string) (map[string]interface{}, error)\n\tDeleteBatch(keys []string) error\n\n\t// 缓存管理\n\tClear() error\n\tClearByPattern(pattern string) error\n\tExists(key string) (bool, error)\n\tSetTTL(key string, ttl time.Duration) error\n\tGetTTL(key string) (time.Duration, error)\n\tGetCacheInfo() (*CacheInfo, error)\n\n\t// 预热和刷新\n\tWarmupRanking(rankID uint32) error\n\tRefreshRanking(rankID uint32) error\n\tScheduleRefresh(rankID uint32, interval time.Duration) error\n\tCancelScheduledRefresh(rankID uint32) error\n}\n\n// RankingEventRepository 排行榜事件仓储接口\ntype RankingEventRepository interface {\n\t// 事件存储\n\tSave(event RankingEvent) error\n\tSaveBatch(events []RankingEvent) error\n\n\t// 事件查询\n\tFindByID(eventID string) (RankingEvent, error)\n\tFindByAggregateID(aggregateID string) ([]RankingEvent, error)\n\tFindByEventType(eventType string) ([]RankingEvent, error)\n\tFindByPlayerID(playerID uint64) ([]RankingEvent, error)\n\tFindByRankID(rankID uint32) ([]RankingEvent, error)\n\n\t// 时间范围查询\n\tFindByTimeRange(startTime, endTime time.Time) ([]RankingEvent, error)\n\tFindRecent(limit int) ([]RankingEvent, error)\n\n\t// 分页查询\n\tFindWithPagination(query *RankingEventQuery) (*RankingEventPageResult, error)\n\n\t// 事件流\n\tGetEventStream(aggregateID string, fromVersion int) ([]RankingEvent, error)\n\tGetEventStreamByType(eventType string, limit int) ([]RankingEvent, error)\n\n\t// 快照管理\n\tSaveSnapshot(aggregateID string, version int, data interface{}) error\n\tGetSnapshot(aggregateID string) (interface{}, int, error)\n\tDeleteSnapshot(aggregateID string) error\n\n\t// 事件清理\n\tDeleteByAggregateID(aggregateID string) error\n\tDeleteByTimeRange(startTime, endTime time.Time) error\n\tArchiveEvents(before time.Time) error\n\tCleanupEvents(before time.Time) error\n\n\t// 统计\n\tCountEvents() (int64, error)\n\tCountByEventType(eventType string) (int64, error)\n\tCountByAggregateID(aggregateID string) (int64, error)\n}\n\n// RankingSearchRepository 排行榜搜索仓储接口\ntype RankingSearchRepository interface {\n\t// 全文搜索\n\tSearchRankings(query string, filters map[string]interface{}) ([]*RankingAggregate, error)\n\tSearchEntries(query string, filters map[string]interface{}) ([]*RankEntry, error)\n\tSearchPlayers(query string, filters map[string]interface{}) ([]*RankEntry, error)\n\n\t// 智能推荐\n\tRecommendRankings(playerID uint64, limit int) ([]*RankingAggregate, error)\n\tRecommendCompetitors(rankID uint32, playerID uint64, limit int) ([]*RankEntry, error)\n\tRecommendSimilarPlayers(rankID uint32, playerID uint64, limit int) ([]*RankEntry, error)\n\n\t// 相似度搜索\n\tFindSimilarRankings(rankID uint32, limit int) ([]*RankingAggregate, error)\n\tFindSimilarPlayers(playerID uint64, limit int) ([]*RankEntry, error)\n\n\t// 趋势分析\n\tAnalyzeTrends(rankID uint32, period RankPeriod) (*RankingTrend, error)\n\tPredictRankings(rankID uint32, days int) (*RankingPrediction, error)\n\n\t// 索引管理\n\tRebuildIndex() error\n\tUpdateIndex(entityType string, entityID string, data interface{}) error\n\tDeleteFromIndex(entityType string, entityID string) error\n\tOptimizeIndex() error\n}\n\n// 查询条件结构体\n\n// RankEntryQuery 排行榜条目查询条件\ntype RankEntryQuery struct {\n\tRankID           *uint32    `json:\"rank_id,omitempty\"`\n\tPlayerID         *uint64    `json:\"player_id,omitempty\"`\n\tPlayerName       string     `json:\"player_name,omitempty\"`\n\tMinScore         *int64     `json:\"min_score,omitempty\"`\n\tMaxScore         *int64     `json:\"max_score,omitempty\"`\n\tMinRank          *int64     `json:\"min_rank,omitempty\"`\n\tMaxRank          *int64     `json:\"max_rank,omitempty\"`\n\tIsActive         *bool      `json:\"is_active,omitempty\"`\n\tMinLevel         *uint32    `json:\"min_level,omitempty\"`\n\tMaxLevel         *uint32    `json:\"max_level,omitempty\"`\n\tLastActiveAfter  *time.Time `json:\"last_active_after,omitempty\"`\n\tLastActiveBefore *time.Time `json:\"last_active_before,omitempty\"`\n\tCreatedAfter     *time.Time `json:\"created_after,omitempty\"`\n\tCreatedBefore    *time.Time `json:\"created_before,omitempty\"`\n\tUpdatedAfter     *time.Time `json:\"updated_after,omitempty\"`\n\tUpdatedBefore    *time.Time `json:\"updated_before,omitempty\"`\n\tTags             []string   `json:\"tags,omitempty\"`\n\tOrderBy          string     `json:\"order_by,omitempty\"`\n\tOrderDesc        bool       `json:\"order_desc,omitempty\"`\n\tOffset           int        `json:\"offset,omitempty\"`\n\tLimit            int        `json:\"limit,omitempty\"`\n}\n\n// GetSort 获取排序字段\nfunc (q *RankEntryQuery) GetSort() string {\n\treturn q.OrderBy\n}\n\n// GetSortOrder 获取排序顺序\nfunc (q *RankEntryQuery) GetSortOrder() bool {\n\treturn q.OrderDesc\n}\n\n// GetLimit 获取限制数量\nfunc (q *RankEntryQuery) GetLimit() int {\n\treturn q.Limit\n}\n\n// GetOffset 获取偏移量\nfunc (q *RankEntryQuery) GetOffset() int {\n\treturn q.Offset\n}\n\n// GetMinRank 获取最小排名\nfunc (q *RankEntryQuery) GetMinRank() *int32 {\n\tif q.MinRank != nil {\n\t\tminRank := int32(*q.MinRank)\n\t\treturn &minRank\n\t}\n\treturn nil\n}\n\n// GetMaxRank 获取最大排名\nfunc (q *RankEntryQuery) GetMaxRank() *int32 {\n\tif q.MaxRank != nil {\n\t\tmaxRank := int32(*q.MaxRank)\n\t\treturn &maxRank\n\t}\n\treturn nil\n}\n\n// GetMinScore 获取最小分数\nfunc (q *RankEntryQuery) GetMinScore() *int64 {\n\tif q.MinScore != nil {\n\t\treturn q.MinScore\n\t}\n\treturn nil\n}\n\n// GetMaxScore 获取最大分数\nfunc (q *RankEntryQuery) GetMaxScore() *int64 {\n\tif q.MaxScore != nil {\n\t\treturn q.MaxScore\n\t}\n\treturn nil\n}\n\n// GetRankingID 获取排行榜ID\nfunc (q *RankEntryQuery) GetRankingID() string {\n\tif q.RankID != nil {\n\t\treturn fmt.Sprintf(\"%d\", *q.RankID)\n\t}\n\treturn \"\"\n}\n\n// GetPlayerID 获取玩家ID\nfunc (q *RankEntryQuery) GetPlayerID() uint64 {\n\tif q.PlayerID != nil {\n\t\treturn *q.PlayerID\n\t}\n\treturn 0\n}\n\n// BlacklistQuery 黑名单查询条件\ntype BlacklistQuery struct {\n\tRankID        *uint32    `json:\"rank_id,omitempty\"`\n\tPlayerID      *uint64    `json:\"player_id,omitempty\"`\n\tReason        string     `json:\"reason,omitempty\"`\n\tIsPermanent   *bool      `json:\"is_permanent,omitempty\"`\n\tIsExpired     *bool      `json:\"is_expired,omitempty\"`\n\tAddedBy       string     `json:\"added_by,omitempty\"`\n\tAddedAfter    *time.Time `json:\"added_after,omitempty\"`\n\tAddedBefore   *time.Time `json:\"added_before,omitempty\"`\n\tExpiresAfter  *time.Time `json:\"expires_after,omitempty\"`\n\tExpiresBefore *time.Time `json:\"expires_before,omitempty\"`\n\tOrderBy       string     `json:\"order_by,omitempty\"`\n\tOrderDesc     bool       `json:\"order_desc,omitempty\"`\n\tOffset        int        `json:\"offset,omitempty\"`\n\tLimit         int        `json:\"limit,omitempty\"`\n}\n\n// RankingEventQuery 排行榜事件查询条件\ntype RankingEventQuery struct {\n\tEventID         string     `json:\"event_id,omitempty\"`\n\tEventType       string     `json:\"event_type,omitempty\"`\n\tAggregateID     string     `json:\"aggregate_id,omitempty\"`\n\tPlayerID        *uint64    `json:\"player_id,omitempty\"`\n\tRankID          *uint32    `json:\"rank_id,omitempty\"`\n\tMinVersion      *int       `json:\"min_version,omitempty\"`\n\tMaxVersion      *int       `json:\"max_version,omitempty\"`\n\tTimestampAfter  *time.Time `json:\"timestamp_after,omitempty\"`\n\tTimestampBefore *time.Time `json:\"timestamp_before,omitempty\"`\n\tOrderBy         string     `json:\"order_by,omitempty\"`\n\tOrderDesc       bool       `json:\"order_desc,omitempty\"`\n\tOffset          int        `json:\"offset,omitempty\"`\n\tLimit           int        `json:\"limit,omitempty\"`\n}\n\n// 分页结果结构体\n\n// RankingPageResult 排行榜分页结果\ntype RankingPageResult struct {\n\tItems   []*RankingAggregate `json:\"items\"`\n\tTotal   int64               `json:\"total\"`\n\tOffset  int                 `json:\"offset\"`\n\tLimit   int                 `json:\"limit\"`\n\tHasMore bool                `json:\"has_more\"`\n}\n\n// RankEntryPageResult 排行榜条目分页结果\ntype RankEntryPageResult struct {\n\tItems   []*RankEntry `json:\"items\"`\n\tTotal   int64        `json:\"total\"`\n\tOffset  int          `json:\"offset\"`\n\tLimit   int          `json:\"limit\"`\n\tHasMore bool         `json:\"has_more\"`\n}\n\n// BlacklistPageResult 黑名单分页结果\ntype BlacklistPageResult struct {\n\tItems   []*BlacklistEntry `json:\"items\"`\n\tTotal   int64             `json:\"total\"`\n\tOffset  int               `json:\"offset\"`\n\tLimit   int               `json:\"limit\"`\n\tHasMore bool              `json:\"has_more\"`\n}\n\n// RankingEventPageResult 排行榜事件分页结果\ntype RankingEventPageResult struct {\n\tItems   []RankingEvent `json:\"items\"`\n\tTotal   int64          `json:\"total\"`\n\tOffset  int            `json:\"offset\"`\n\tLimit   int            `json:\"limit\"`\n\tHasMore bool           `json:\"has_more\"`\n}\n\n// 统计数据结构体\n\n// GlobalRankingStatistics 全局排行榜统计\ntype GlobalRankingStatistics struct {\n\tTotalRankings            int64                  `json:\"total_rankings\"`\n\tActiveRankings           int64                  `json:\"active_rankings\"`\n\tTotalPlayers             int64                  `json:\"total_players\"`\n\tTotalEntries             int64                  `json:\"total_entries\"`\n\tAveragePlayersPerRanking float64                `json:\"average_players_per_ranking\"`\n\tCategoryDistribution     map[RankCategory]int64 `json:\"category_distribution\"`\n\tTypeDistribution         map[RankType]int64     `json:\"type_distribution\"`\n\tStatusDistribution       map[RankStatus]int64   `json:\"status_distribution\"`\n\tMostPopularCategory      RankCategory           `json:\"most_popular_category\"`\n\tMostPopularType          RankType               `json:\"most_popular_type\"`\n\tTotalBlacklisted         int64                  `json:\"total_blacklisted\"`\n\tLastUpdated              time.Time              `json:\"last_updated\"`\n}\n\n// CategoryRankingStatistics 分类排行榜统计\ntype CategoryRankingStatistics struct {\n\tCategory                 RankCategory `json:\"category\"`\n\tTotalRankings            int64        `json:\"total_rankings\"`\n\tActiveRankings           int64        `json:\"active_rankings\"`\n\tTotalPlayers             int64        `json:\"total_players\"`\n\tAveragePlayersPerRanking float64      `json:\"average_players_per_ranking\"`\n\tMostActiveRanking        uint32       `json:\"most_active_ranking\"`\n\tHighestScore             int64        `json:\"highest_score\"`\n\tAverageScore             float64      `json:\"average_score\"`\n\tLastUpdated              time.Time    `json:\"last_updated\"`\n}\n\n// TypeRankingStatistics 类型排行榜统计\ntype TypeRankingStatistics struct {\n\tRankType                 RankType  `json:\"rank_type\"`\n\tTotalRankings            int64     `json:\"total_rankings\"`\n\tActiveRankings           int64     `json:\"active_rankings\"`\n\tTotalPlayers             int64     `json:\"total_players\"`\n\tAveragePlayersPerRanking float64   `json:\"average_players_per_ranking\"`\n\tMostCompetitiveRanking   uint32    `json:\"most_competitive_ranking\"`\n\tHighestScore             int64     `json:\"highest_score\"`\n\tAverageScore             float64   `json:\"average_score\"`\n\tLastUpdated              time.Time `json:\"last_updated\"`\n}\n\n// DailyRankingStats 日排行榜统计\ntype DailyRankingStats struct {\n\tDate             time.Time `json:\"date\"`\n\tRankID           uint32    `json:\"rank_id\"`\n\tTotalPlayers     int64     `json:\"total_players\"`\n\tActiveEntries    int64     `json:\"active_entries\"`\n\tNewPlayers       int64     `json:\"new_players\"`\n\tTopScore         int64     `json:\"top_score\"`\n\tAverageScore     float64   `json:\"average_score\"`\n\tScoreUpdates     int64     `json:\"score_updates\"`\n\tRankChanges      int64     `json:\"rank_changes\"`\n\tBlacklistChanges int64     `json:\"blacklist_changes\"`\n}\n\n// WeeklyRankingStats 周排行榜统计\ntype WeeklyRankingStats struct {\n\tWeekStart       time.Time `json:\"week_start\"`\n\tWeekEnd         time.Time `json:\"week_end\"`\n\tRankID          uint32    `json:\"rank_id\"`\n\tTotalPlayers    int64     `json:\"total_players\"`\n\tActiveEntries   int64     `json:\"active_entries\"`\n\tNewPlayers      int64     `json:\"new_players\"`\n\tTopScore        int64     `json:\"top_score\"`\n\tAverageScore    float64   `json:\"average_score\"`\n\tScoreUpdates    int64     `json:\"score_updates\"`\n\tRankChanges     int64     `json:\"rank_changes\"`\n\tCompetitiveness float64   `json:\"competitiveness\"`\n\tGrowthRate      float64   `json:\"growth_rate\"`\n}\n\n// MonthlyRankingStats 月排行榜统计\ntype MonthlyRankingStats struct {\n\tMonth           time.Time `json:\"month\"`\n\tRankID          uint32    `json:\"rank_id\"`\n\tTotalPlayers    int64     `json:\"total_players\"`\n\tActiveEntries   int64     `json:\"active_entries\"`\n\tNewPlayers      int64     `json:\"new_players\"`\n\tTopScore        int64     `json:\"top_score\"`\n\tAverageScore    float64   `json:\"average_score\"`\n\tScoreUpdates    int64     `json:\"score_updates\"`\n\tRankChanges     int64     `json:\"rank_changes\"`\n\tCompetitiveness float64   `json:\"competitiveness\"`\n\tGrowthRate      float64   `json:\"growth_rate\"`\n\tRetentionRate   float64   `json:\"retention_rate\"`\n\tChurnRate       float64   `json:\"churn_rate\"`\n}\n\n// RankingComparison 排行榜比较\ntype RankingComparison struct {\n\tRankID1             uint32    `json:\"rank_id_1\"`\n\tRankID2             uint32    `json:\"rank_id_2\"`\n\tPlayerDiff          int64     `json:\"player_diff\"`\n\tScoreDiff           float64   `json:\"score_diff\"`\n\tActivityDiff        float64   `json:\"activity_diff\"`\n\tCompetitivenessDiff float64   `json:\"competitiveness_diff\"`\n\tSimilarityScore     float64   `json:\"similarity_score\"`\n\tComparedAt          time.Time `json:\"compared_at\"`\n}\n\n// RankingPerformance 排行榜性能\ntype RankingPerformance struct {\n\tRankID          uint32     `json:\"rank_id\"`\n\tPeriod          RankPeriod `json:\"period\"`\n\tPlayerGrowth    float64    `json:\"player_growth\"`\n\tScoreGrowth     float64    `json:\"score_growth\"`\n\tActivityLevel   float64    `json:\"activity_level\"`\n\tCompetitiveness float64    `json:\"competitiveness\"`\n\tRetentionRate   float64    `json:\"retention_rate\"`\n\tEngagementScore float64    `json:\"engagement_score\"`\n\tHealthScore     float64    `json:\"health_score\"`\n\tTrendDirection  string     `json:\"trend_direction\"`\n\tCalculatedAt    time.Time  `json:\"calculated_at\"`\n}\n\n// RankingPrediction 排行榜预测\ntype RankingPrediction struct {\n\tRankID             uint32    `json:\"rank_id\"`\n\tPredictionDays     int       `json:\"prediction_days\"`\n\tPredictedPlayers   int64     `json:\"predicted_players\"`\n\tPredictedTopScore  int64     `json:\"predicted_top_score\"`\n\tPredictedAvgScore  float64   `json:\"predicted_avg_score\"`\n\tConfidenceLevel    float64   `json:\"confidence_level\"`\n\tPredictionAccuracy float64   `json:\"prediction_accuracy\"`\n\tRiskFactors        []string  `json:\"risk_factors\"`\n\tRecommendations    []string  `json:\"recommendations\"`\n\tCreatedAt          time.Time `json:\"created_at\"`\n\tValidUntil         time.Time `json:\"valid_until\"`\n}\n\n// CacheInfo 缓存信息\ntype CacheInfo struct {\n\tTotalKeys     int64         `json:\"total_keys\"`\n\tUsedMemory    int64         `json:\"used_memory\"`\n\tHitRate       float64       `json:\"hit_rate\"`\n\tMissRate      float64       `json:\"miss_rate\"`\n\tEvictionCount int64         `json:\"eviction_count\"`\n\tExpiredCount  int64         `json:\"expired_count\"`\n\tAverageTTL    time.Duration `json:\"average_ttl\"`\n\tOldestKey     string        `json:\"oldest_key\"`\n\tNewestKey     string        `json:\"newest_key\"`\n\tLastCleanup   time.Time     `json:\"last_cleanup\"`\n\tCacheHealth   string        `json:\"cache_health\"`\n}\n\n// 仓储工厂接口\n\n// RankingRepositoryFactory 排行榜仓储工厂接口\ntype RankingRepositoryFactory interface {\n\t// 创建仓储实例\n\tCreateRankingRepository() RankingRepository\n\tCreateRankEntryRepository() RankEntryRepository\n\tCreateBlacklistRepository() BlacklistRepository\n\tCreateStatisticsRepository() RankingStatisticsRepository\n\tCreateCacheRepository() RankingCacheRepository\n\tCreateEventRepository() RankingEventRepository\n\tCreateSearchRepository() RankingSearchRepository\n\n\t// 健康检查\n\tHealthCheck() error\n\n\t// 关闭连接\n\tClose() error\n}\n\n// 事务接口\n\n// RankingTransactionRepository 排行榜事务仓储接口\ntype RankingTransactionRepository interface {\n\t// 事务管理\n\tBeginTransaction() (RankingTransaction, error)\n\tCommitTransaction(tx RankingTransaction) error\n\tRollbackTransaction(tx RankingTransaction) error\n\n\t// 在事务中执行操作\n\tExecuteInTransaction(fn func(tx RankingTransaction) error) error\n}\n\n// RankingTransaction 排行榜事务接口\ntype RankingTransaction interface {\n\t// 排行榜操作\n\tSaveRanking(ranking *RankingAggregate) error\n\tUpdateRanking(ranking *RankingAggregate) error\n\tDeleteRanking(id string) error\n\n\t// 条目操作\n\tSaveEntry(entry *RankEntry) error\n\tUpdateEntry(entry *RankEntry) error\n\tDeleteEntry(id string) error\n\n\t// 黑名单操作\n\tSaveBlacklist(blacklist *Blacklist) error\n\tUpdateBlacklist(blacklist *Blacklist) error\n\tDeleteBlacklist(id string) error\n\n\t// 统计操作\n\tSaveStatistics(stats *RankingStatistics) error\n\tUpdateStatistics(stats *RankingStatistics) error\n\n\t// 事件操作\n\tSaveEvent(event RankingEvent) error\n\tSaveEvents(events []RankingEvent) error\n\n\t// 事务状态\n\tIsActive() bool\n\tGetID() string\n}\n"
  },
  {
    "path": "internal/domain/ranking/service.go",
    "content": "package ranking\n\nimport (\n\t\"fmt\"\n\t\"math\"\n\t\"sync\"\n\t\"time\"\n)\n\n// RankingService 排行榜领域服务\ntype RankingService struct {\n\t// 依赖的仓储\n\trankingRepo    RankingRepository\n\tblacklistRepo  BlacklistRepository\n\tcacheRepo      RankingCacheRepository\n\tstatisticsRepo RankingStatisticsRepository\n\n\t// 配置\n\tconfig *RankingServiceConfig\n\n\t// 内部状态\n\tmutex          sync.RWMutex\n\tactiveRankings map[uint32]*RankingAggregate\n\tlastCleanup    time.Time\n}\n\n// RankingServiceConfig 排行榜服务配置\ntype RankingServiceConfig struct {\n\t// 缓存配置\n\tEnableCache          bool          `json:\"enable_cache\"`\n\tCacheTTL             time.Duration `json:\"cache_ttl\"`\n\tCacheRefreshInterval time.Duration `json:\"cache_refresh_interval\"`\n\n\t// 性能配置\n\tMaxConcurrentUpdates int           `json:\"max_concurrent_updates\"`\n\tBatchSize            int           `json:\"batch_size\"`\n\tUpdateTimeout        time.Duration `json:\"update_timeout\"`\n\n\t// 清理配置\n\tCleanupInterval      time.Duration `json:\"cleanup_interval\"`\n\tExpiredDataRetention time.Duration `json:\"expired_data_retention\"`\n\n\t// 统计配置\n\tEnableStatistics   bool          `json:\"enable_statistics\"`\n\tStatisticsInterval time.Duration `json:\"statistics_interval\"`\n\n\t// 奖励配置\n\tEnableRewards         bool `json:\"enable_rewards\"`\n\tAutoDistributeRewards bool `json:\"auto_distribute_rewards\"`\n\n\t// 验证配置\n\tEnableValidation bool `json:\"enable_validation\"`\n\tStrictMode       bool `json:\"strict_mode\"`\n}\n\n// NewRankingService 创建排行榜服务\nfunc NewRankingService(\n\trankingRepo RankingRepository,\n\tblacklistRepo BlacklistRepository,\n\tcacheRepo RankingCacheRepository,\n\tstatisticsRepo RankingStatisticsRepository,\n\tconfig *RankingServiceConfig,\n) *RankingService {\n\tif config == nil {\n\t\tconfig = DefaultRankingServiceConfig()\n\t}\n\n\treturn &RankingService{\n\t\trankingRepo:    rankingRepo,\n\t\tblacklistRepo:  blacklistRepo,\n\t\tcacheRepo:      cacheRepo,\n\t\tstatisticsRepo: statisticsRepo,\n\t\tconfig:         config,\n\t\tactiveRankings: make(map[uint32]*RankingAggregate),\n\t\tlastCleanup:    time.Now(),\n\t}\n}\n\n// CreateRanking 创建排行榜\nfunc (rs *RankingService) CreateRanking(rankID uint32, name string, rankType RankType, category RankCategory, config *RankingCreateConfig) (*RankingAggregate, error) {\n\t// 验证参数\n\tif err := rs.validateCreateRankingParams(rankID, name, rankType, category, config); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 检查排行榜是否已存在\n\texisting, _ := rs.rankingRepo.FindByRankID(rankID)\n\tif existing != nil {\n\t\treturn nil, NewRankingAlreadyExistsError(rankID)\n\t}\n\n\t// 创建排行榜聚合\n\tranking := NewRankingAggregate(rankID, name, rankType, category)\n\n\t// 应用配置\n\tif config != nil {\n\t\trs.applyCreateConfig(ranking, config)\n\t}\n\n\t// 验证排行榜\n\tif rs.config.EnableValidation {\n\t\tif err := ranking.Validate(); err != nil {\n\t\t\treturn nil, err\n\t\t}\n\t}\n\n\t// 保存到仓储\n\tif err := rs.rankingRepo.Save(ranking); err != nil {\n\t\treturn nil, NewRankingSystemError(\"repository\", \"failed to save ranking\", err)\n\t}\n\n\t// 添加到活跃排行榜\n\trs.mutex.Lock()\n\trs.activeRankings[rankID] = ranking\n\trs.mutex.Unlock()\n\n\t// 初始化缓存\n\tif rs.config.EnableCache {\n\t\trs.initializeRankingCache(ranking)\n\t}\n\n\t// 初始化统计\n\tif rs.config.EnableStatistics {\n\t\trs.initializeRankingStatistics(ranking)\n\t}\n\n\treturn ranking, nil\n}\n\n// UpdatePlayerScore 更新玩家分数\nfunc (rs *RankingService) UpdatePlayerScore(rankID uint32, playerID uint64, score int64, metadata map[string]interface{}) (*RankingOperationResult, error) {\n\tstart := time.Now()\n\tresult := NewRankingOperationResult(RankingOperationUpdate, rankID, false)\n\tdefer result.SetDuration(start)\n\n\t// 获取排行榜\n\tranking, err := rs.getRanking(rankID)\n\tif err != nil {\n\t\tresult.SetError(err)\n\t\treturn result, err\n\t}\n\n\t// 获取旧排名和分数\n\toldEntry, oldRank, _ := ranking.GetPlayerRank(playerID)\n\tvar oldScore *int64\n\tif oldEntry != nil {\n\t\toldScore = &oldEntry.Score\n\t}\n\n\t// 更新分数\n\terr = ranking.UpdateScore(playerID, score, metadata)\n\tif err != nil {\n\t\tresult.SetError(err)\n\t\treturn result, err\n\t}\n\n\t// 获取新排名\n\t_, newRank, _ := ranking.GetPlayerRank(playerID)\n\n\t// 保存排行榜\n\tif err := rs.rankingRepo.Update(ranking); err != nil {\n\t\terr = NewRankingSystemError(\"repository\", \"failed to update ranking\", err)\n\t\tresult.SetError(err)\n\t\treturn result, err\n\t}\n\n\t// 更新缓存\n\tif rs.config.EnableCache {\n\t\trs.updateRankingCache(ranking)\n\t}\n\n\t// 更新统计\n\tif rs.config.EnableStatistics {\n\t\trs.updateRankingStatistics(ranking)\n\t}\n\n\t// 检查奖励\n\tif rs.config.EnableRewards && rs.config.AutoDistributeRewards {\n\t\trs.checkAndDistributeRewards(ranking, playerID, oldRank, newRank)\n\t}\n\n\t// 设置结果\n\tresult.Success = true\n\tresult.SetPlayerInfo(playerID, &oldRank, &newRank, oldScore, &score)\n\tresult.AffectedCount = 1\n\tresult.SetMessage(fmt.Sprintf(\"Player %d score updated from %v to %d\", playerID, oldScore, score))\n\n\treturn result, nil\n}\n\n// GetRanking 获取排行榜数据\nfunc (rs *RankingService) GetRanking(rankID uint32, start, end int64, filter *RankingFilter) ([]*RankEntry, error) {\n\t// 验证范围\n\tif err := ValidateRankingRange(start, end); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 尝试从缓存获取\n\tif rs.config.EnableCache {\n\t\tif entries, err := rs.getRankingFromCache(rankID, start, end, filter); err == nil {\n\t\t\treturn entries, nil\n\t\t}\n\t}\n\n\t// 从仓储获取\n\tranking, err := rs.getRanking(rankID)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 应用过滤器\n\texcludeBlacklisted := filter == nil || filter.ExcludeBlacklisted\n\tentries, err := ranking.GetRanking(start, end, excludeBlacklisted)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 应用额外过滤\n\tif filter != nil {\n\t\tentries = rs.applyRankingFilter(entries, filter)\n\t}\n\n\t// 更新缓存\n\tif rs.config.EnableCache {\n\t\trs.cacheRankingData(rankID, start, end, entries)\n\t}\n\n\treturn entries, nil\n}\n\n// GetPlayerRank 获取玩家排名\nfunc (rs *RankingService) GetPlayerRank(rankID uint32, playerID uint64) (*RankEntry, int64, error) {\n\t// 尝试从缓存获取\n\tif rs.config.EnableCache {\n\t\tif entry, rank, err := rs.getPlayerRankFromCache(rankID, playerID); err == nil {\n\t\t\treturn entry, rank, nil\n\t\t}\n\t}\n\n\t// 从仓储获取\n\tranking, err := rs.getRanking(rankID)\n\tif err != nil {\n\t\treturn nil, -1, err\n\t}\n\n\tentry, rank, err := ranking.GetPlayerRank(playerID)\n\tif err != nil {\n\t\treturn nil, -1, err\n\t}\n\n\t// 更新缓存\n\tif rs.config.EnableCache {\n\t\trs.cachePlayerRank(rankID, playerID, entry, rank)\n\t}\n\n\treturn entry, rank, nil\n}\n\n// AddToBlacklist 添加到黑名单\nfunc (rs *RankingService) AddToBlacklist(rankID uint32, playerID uint64, reason string, duration *time.Duration) error {\n\t// 获取排行榜\n\tranking, err := rs.getRanking(rankID)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\t// 添加到黑名单\n\terr = ranking.AddToBlacklist(playerID, reason)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\t// 如果是临时黑名单，设置过期时间\n\tif duration != nil {\n\t\tblacklistEntry, exists := ranking.Blacklist.GetBlacklistEntry(playerID)\n\t\tif exists {\n\t\t\tblacklistEntry.SetExpiration(time.Now().Add(*duration))\n\t\t}\n\t}\n\n\t// 保存排行榜\n\tif err := rs.rankingRepo.Update(ranking); err != nil {\n\t\treturn NewRankingSystemError(\"repository\", \"failed to update ranking\", err)\n\t}\n\n\t// 清除相关缓存\n\tif rs.config.EnableCache {\n\t\trs.clearPlayerCache(rankID, playerID)\n\t\trs.clearRankingCache(rankID)\n\t}\n\n\treturn nil\n}\n\n// RemoveFromBlacklist 从黑名单移除\nfunc (rs *RankingService) RemoveFromBlacklist(rankID uint32, playerID uint64) error {\n\t// 获取排行榜\n\tranking, err := rs.getRanking(rankID)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\t// 从黑名单移除\n\terr = ranking.RemoveFromBlacklist(playerID)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\t// 保存排行榜\n\tif err := rs.rankingRepo.Update(ranking); err != nil {\n\t\treturn NewRankingSystemError(\"repository\", \"failed to update ranking\", err)\n\t}\n\n\t// 清除相关缓存\n\tif rs.config.EnableCache {\n\t\trs.clearPlayerCache(rankID, playerID)\n\t\trs.clearRankingCache(rankID)\n\t}\n\n\treturn nil\n}\n\n// ResetRanking 重置排行榜\nfunc (rs *RankingService) ResetRanking(rankID uint32) (*RankingOperationResult, error) {\n\tstart := time.Now()\n\tresult := NewRankingOperationResult(RankingOperationReset, rankID, false)\n\tdefer result.SetDuration(start)\n\n\t// 获取排行榜\n\tranking, err := rs.getRanking(rankID)\n\tif err != nil {\n\t\tresult.SetError(err)\n\t\treturn result, err\n\t}\n\n\t// 记录重置前的玩家数量\n\toldPlayerCount := ranking.TotalPlayers\n\n\t// 重置排行榜\n\terr = ranking.Reset()\n\tif err != nil {\n\t\tresult.SetError(err)\n\t\treturn result, err\n\t}\n\n\t// 保存排行榜\n\tif err := rs.rankingRepo.Update(ranking); err != nil {\n\t\terr = NewRankingSystemError(\"repository\", \"failed to update ranking\", err)\n\t\tresult.SetError(err)\n\t\treturn result, err\n\t}\n\n\t// 清除缓存\n\tif rs.config.EnableCache {\n\t\trs.clearRankingCache(rankID)\n\t}\n\n\t// 重置统计\n\tif rs.config.EnableStatistics {\n\t\trs.resetRankingStatistics(rankID)\n\t}\n\n\t// 设置结果\n\tresult.Success = true\n\tresult.AffectedCount = oldPlayerCount\n\tresult.SetMessage(fmt.Sprintf(\"Ranking %d reset, %d players removed\", rankID, oldPlayerCount))\n\n\treturn result, nil\n}\n\n// GetRankingStatistics 获取排行榜统计\nfunc (rs *RankingService) GetRankingStatistics(rankID uint32) (*RankingStatistics, error) {\n\t// 尝试从缓存获取\n\tif rs.config.EnableCache {\n\t\tif stats, err := rs.getStatisticsFromCache(rankID); err == nil {\n\t\t\treturn stats, nil\n\t\t}\n\t}\n\n\t// 从排行榜获取\n\tranking, err := rs.getRanking(rankID)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\tstats := ranking.GetStatistics()\n\n\t// 更新缓存\n\tif rs.config.EnableCache {\n\t\trs.cacheStatistics(rankID, stats)\n\t}\n\n\treturn stats, nil\n}\n\n// BatchUpdateScores 批量更新分数\nfunc (rs *RankingService) BatchUpdateScores(rankID uint32, updates []*ScoreUpdate) ([]*RankingOperationResult, error) {\n\tif len(updates) == 0 {\n\t\treturn []*RankingOperationResult{}, nil\n\t}\n\n\t// 获取排行榜\n\tranking, err := rs.getRanking(rankID)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\tresults := make([]*RankingOperationResult, len(updates))\n\n\t// 批量处理更新\n\tfor i, update := range updates {\n\t\tstart := time.Now()\n\t\tresult := NewRankingOperationResult(RankingOperationUpdate, rankID, false)\n\n\t\t// 获取旧排名和分数\n\t\toldEntry, oldRank, _ := ranking.GetPlayerRank(update.PlayerID)\n\t\tvar oldScore *int64\n\t\tif oldEntry != nil {\n\t\t\toldScore = &oldEntry.Score\n\t\t}\n\n\t\t// 更新分数\n\t\terr := ranking.UpdateScore(update.PlayerID, update.Score, update.Metadata)\n\t\tif err != nil {\n\t\t\tresult.SetError(err)\n\t\t} else {\n\t\t\t// 获取新排名\n\t\t\t_, newRank, _ := ranking.GetPlayerRank(update.PlayerID)\n\n\t\t\tresult.Success = true\n\t\t\tresult.SetPlayerInfo(update.PlayerID, &oldRank, &newRank, oldScore, &update.Score)\n\t\t\tresult.AffectedCount = 1\n\t\t}\n\n\t\tresult.SetDuration(start)\n\t\tresults[i] = result\n\t}\n\n\t// 保存排行榜\n\tif err := rs.rankingRepo.Update(ranking); err != nil {\n\t\treturn results, NewRankingSystemError(\"repository\", \"failed to update ranking\", err)\n\t}\n\n\t// 更新缓存\n\tif rs.config.EnableCache {\n\t\trs.updateRankingCache(ranking)\n\t}\n\n\t// 更新统计\n\tif rs.config.EnableStatistics {\n\t\trs.updateRankingStatistics(ranking)\n\t}\n\n\treturn results, nil\n}\n\n// GetTopPlayers 获取前N名玩家\nfunc (rs *RankingService) GetTopPlayers(rankID uint32, count int) ([]*RankEntry, error) {\n\tif count <= 0 {\n\t\treturn []*RankEntry{}, nil\n\t}\n\n\t// 尝试从缓存获取\n\tif rs.config.EnableCache {\n\t\tif entries, err := rs.getTopPlayersFromCache(rankID, count); err == nil {\n\t\t\treturn entries, nil\n\t\t}\n\t}\n\n\t// 从排行榜获取\n\tranking, err := rs.getRanking(rankID)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\tentries := ranking.GetTopPlayers(count)\n\n\t// 更新缓存\n\tif rs.config.EnableCache {\n\t\trs.cacheTopPlayers(rankID, count, entries)\n\t}\n\n\treturn entries, nil\n}\n\n// CalculateRankingTrend 计算排行榜趋势\nfunc (rs *RankingService) CalculateRankingTrend(rankID uint32, period RankPeriod, points int) (*RankingTrend, error) {\n\t// 获取历史统计数据\n\thistoryStats, err := rs.statisticsRepo.GetHistoryStatistics(rankID, period, points)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 计算趋势数据\n\ttrendData := make([]*RankingTrendPoint, len(historyStats))\n\tfor i, stats := range historyStats {\n\t\ttrendData[i] = &RankingTrendPoint{\n\t\t\tTimestamp:     stats.LastUpdated,\n\t\t\tPlayerCount:   stats.TotalPlayers,\n\t\t\tAverageScore:  stats.AverageScore,\n\t\t\tTopScore:      stats.TopScore,\n\t\t\tScoreVariance: rs.calculateScoreVariance(stats),\n\t\t\tNewPlayers:    rs.calculateNewPlayers(stats),\n\t\t\tActivePlayers: stats.ActiveEntries,\n\t\t}\n\t}\n\n\t// 计算增长率和波动性\n\tgrowthRate := rs.calculateGrowthRate(trendData)\n\tvolatility := rs.calculateVolatility(trendData)\n\n\t// 生成预测\n\tprediction := rs.generateTrendPrediction(trendData, period)\n\n\ttrend := &RankingTrend{\n\t\tRankID:     rankID,\n\t\tPeriod:     period,\n\t\tTrendData:  trendData,\n\t\tGrowthRate: growthRate,\n\t\tVolatility: volatility,\n\t\tPrediction: prediction,\n\t\tCreatedAt:  time.Now(),\n\t\tUpdatedAt:  time.Now(),\n\t}\n\n\treturn trend, nil\n}\n\n// CleanupExpiredData 清理过期数据\nfunc (rs *RankingService) CleanupExpiredData() error {\n\tnow := time.Now()\n\n\t// 检查是否需要清理\n\tif now.Sub(rs.lastCleanup) < rs.config.CleanupInterval {\n\t\treturn nil\n\t}\n\n\trs.mutex.Lock()\n\tdefer rs.mutex.Unlock()\n\n\t// 清理过期的黑名单条目\n\tfor _, ranking := range rs.activeRankings {\n\t\trs.cleanupExpiredBlacklistEntries(ranking)\n\t}\n\n\t// 清理过期的缓存\n\tif rs.config.EnableCache {\n\t\trs.cleanupExpiredCache()\n\t}\n\n\t// 清理过期的统计数据\n\tif rs.config.EnableStatistics {\n\t\trs.cleanupExpiredStatistics()\n\t}\n\n\trs.lastCleanup = now\n\treturn nil\n}\n\n// 私有方法\n\n// getRanking 获取排行榜\nfunc (rs *RankingService) getRanking(rankID uint32) (*RankingAggregate, error) {\n\t// 先从内存中获取\n\trs.mutex.RLock()\n\tranking, exists := rs.activeRankings[rankID]\n\trs.mutex.RUnlock()\n\n\tif exists {\n\t\treturn ranking, nil\n\t}\n\n\t// 从仓储加载\n\tranking, err := rs.rankingRepo.FindByRankID(rankID)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\tif ranking == nil {\n\t\treturn nil, NewRankingNotFoundError(rankID)\n\t}\n\n\t// 添加到内存\n\trs.mutex.Lock()\n\trs.activeRankings[rankID] = ranking\n\trs.mutex.Unlock()\n\n\treturn ranking, nil\n}\n\n// validateCreateRankingParams 验证创建排行榜参数\nfunc (rs *RankingService) validateCreateRankingParams(rankID uint32, name string, rankType RankType, category RankCategory, config *RankingCreateConfig) error {\n\tif rankID == 0 {\n\t\treturn NewRankingValidationError(\"rank_id\", rankID, \"rank_id cannot be zero\", \"required\")\n\t}\n\n\tif name == \"\" {\n\t\treturn NewRankingValidationError(\"name\", name, \"name cannot be empty\", \"required\")\n\t}\n\n\tif !rankType.IsValid() {\n\t\treturn NewRankingValidationError(\"rank_type\", rankType, \"invalid rank type\", \"enum\")\n\t}\n\n\tif !category.IsValid() {\n\t\treturn NewRankingValidationError(\"category\", category, \"invalid category\", \"enum\")\n\t}\n\n\treturn nil\n}\n\n// applyCreateConfig 应用创建配置\nfunc (rs *RankingService) applyCreateConfig(ranking *RankingAggregate, config *RankingCreateConfig) {\n\tif config.Description != nil {\n\t\tranking.Description = *config.Description\n\t}\n\n\tif config.SortType != nil {\n\t\tranking.SortType = *config.SortType\n\t}\n\n\tif config.MaxSize != nil {\n\t\tranking.MaxSize = *config.MaxSize\n\t}\n\n\tif config.Period != nil {\n\t\tranking.Period = *config.Period\n\t}\n\n\tif config.StartTime != nil {\n\t\tranking.StartTime = config.StartTime.Unix()\n\t}\n\n\tif config.EndTime != nil {\n\t\tranking.EndTime = config.EndTime.Unix()\n\t}\n\n\tif config.RewardConfig != nil {\n\t\tranking.SetRewardConfig(config.RewardConfig)\n\t}\n\n\tif config.CacheConfig != nil {\n\t\tranking.SetCacheConfig(config.CacheConfig)\n\t}\n}\n\n// applyRankingFilter 应用排行榜过滤器\nfunc (rs *RankingService) applyRankingFilter(entries []*RankEntry, filter *RankingFilter) []*RankEntry {\n\tif filter == nil {\n\t\treturn entries\n\t}\n\n\tfilteredEntries := make([]*RankEntry, 0, len(entries))\n\n\tfor _, entry := range entries {\n\t\t// 检查分数范围\n\t\tif filter.MinScore != nil && entry.Score < *filter.MinScore {\n\t\t\tcontinue\n\t\t}\n\t\tif filter.MaxScore != nil && entry.Score > *filter.MaxScore {\n\t\t\tcontinue\n\t\t}\n\n\t\t// 检查玩家ID过滤\n\t\tif len(filter.PlayerIDs) > 0 {\n\t\t\tfound := false\n\t\t\tfor _, playerID := range filter.PlayerIDs {\n\t\t\t\tif entry.PlayerID == playerID {\n\t\t\t\t\tfound = true\n\t\t\t\t\tbreak\n\t\t\t\t}\n\t\t\t}\n\t\t\tif !found {\n\t\t\t\tcontinue\n\t\t\t}\n\t\t}\n\n\t\t// 检查排除玩家ID\n\t\tif len(filter.ExcludePlayerIDs) > 0 {\n\t\t\texcluded := false\n\t\t\tfor _, playerID := range filter.ExcludePlayerIDs {\n\t\t\t\tif entry.PlayerID == playerID {\n\t\t\t\t\texcluded = true\n\t\t\t\t\tbreak\n\t\t\t\t}\n\t\t\t}\n\t\t\tif excluded {\n\t\t\t\tcontinue\n\t\t\t}\n\t\t}\n\n\t\t// 检查活跃状态\n\t\tif filter.ExcludeInactive && !entry.IsActive {\n\t\t\tcontinue\n\t\t}\n\n\t\t// 检查时间范围\n\t\tif filter.TimeRange != nil {\n\t\t\tif !filter.TimeRange.Contains(entry.LastUpdateTime) {\n\t\t\t\tcontinue\n\t\t\t}\n\t\t}\n\n\t\tfilteredEntries = append(filteredEntries, entry)\n\t}\n\n\treturn filteredEntries\n}\n\n// 缓存相关方法\n\nfunc (rs *RankingService) initializeRankingCache(ranking *RankingAggregate) {\n\t// 实现缓存初始化逻辑\n}\n\nfunc (rs *RankingService) updateRankingCache(ranking *RankingAggregate) {\n\t// 实现缓存更新逻辑\n}\n\nfunc (rs *RankingService) getRankingFromCache(rankID uint32, start, end int64, filter *RankingFilter) ([]*RankEntry, error) {\n\t// 实现从缓存获取排行榜数据的逻辑\n\treturn nil, fmt.Errorf(\"cache miss\")\n}\n\nfunc (rs *RankingService) cacheRankingData(rankID uint32, start, end int64, entries []*RankEntry) {\n\t// 实现缓存排行榜数据的逻辑\n}\n\nfunc (rs *RankingService) getPlayerRankFromCache(rankID uint32, playerID uint64) (*RankEntry, int64, error) {\n\t// 实现从缓存获取玩家排名的逻辑\n\treturn nil, -1, fmt.Errorf(\"cache miss\")\n}\n\nfunc (rs *RankingService) cachePlayerRank(rankID uint32, playerID uint64, entry *RankEntry, rank int64) {\n\t// 实现缓存玩家排名的逻辑\n}\n\nfunc (rs *RankingService) clearPlayerCache(rankID uint32, playerID uint64) {\n\t// 实现清除玩家缓存的逻辑\n}\n\nfunc (rs *RankingService) clearRankingCache(rankID uint32) {\n\t// 实现清除排行榜缓存的逻辑\n}\n\nfunc (rs *RankingService) getTopPlayersFromCache(rankID uint32, count int) ([]*RankEntry, error) {\n\t// 实现从缓存获取前N名玩家的逻辑\n\treturn nil, fmt.Errorf(\"cache miss\")\n}\n\nfunc (rs *RankingService) cacheTopPlayers(rankID uint32, count int, entries []*RankEntry) {\n\t// 实现缓存前N名玩家的逻辑\n}\n\nfunc (rs *RankingService) cleanupExpiredCache() {\n\t// 实现清理过期缓存的逻辑\n}\n\n// 统计相关方法\n\nfunc (rs *RankingService) initializeRankingStatistics(ranking *RankingAggregate) {\n\t// 实现统计初始化逻辑\n}\n\nfunc (rs *RankingService) updateRankingStatistics(ranking *RankingAggregate) {\n\t// 实现统计更新逻辑\n}\n\nfunc (rs *RankingService) resetRankingStatistics(rankID uint32) {\n\t// 实现统计重置逻辑\n}\n\nfunc (rs *RankingService) getStatisticsFromCache(rankID uint32) (*RankingStatistics, error) {\n\t// 实现从缓存获取统计的逻辑\n\treturn nil, fmt.Errorf(\"cache miss\")\n}\n\nfunc (rs *RankingService) cacheStatistics(rankID uint32, stats *RankingStatistics) {\n\t// 实现缓存统计的逻辑\n}\n\nfunc (rs *RankingService) cleanupExpiredStatistics() {\n\t// 实现清理过期统计的逻辑\n}\n\n// 奖励相关方法\n\nfunc (rs *RankingService) checkAndDistributeRewards(ranking *RankingAggregate, playerID uint64, oldRank, newRank int64) {\n\t// 实现检查和分发奖励的逻辑\n}\n\n// 清理相关方法\n\nfunc (rs *RankingService) cleanupExpiredBlacklistEntries(ranking *RankingAggregate) {\n\t// 清理过期的黑名单条目\n\texpiredPlayers := make([]uint64, 0)\n\n\tfor playerID, entry := range ranking.Blacklist.Players {\n\t\tif entry.IsExpired() {\n\t\t\texpiredPlayers = append(expiredPlayers, playerID)\n\t\t}\n\t}\n\n\t// 移除过期的玩家\n\tfor _, playerID := range expiredPlayers {\n\t\tranking.RemoveFromBlacklist(playerID)\n\t}\n\n\t// 如果有变更，保存排行榜\n\tif len(expiredPlayers) > 0 {\n\t\trs.rankingRepo.Update(ranking)\n\t}\n}\n\n// 趋势计算相关方法\n\nfunc (rs *RankingService) calculateScoreVariance(stats *RankingStatistics) float64 {\n\t// 实现分数方差计算逻辑\n\treturn 0.0\n}\n\nfunc (rs *RankingService) calculateNewPlayers(stats *RankingStatistics) int64 {\n\t// 实现新玩家数量计算逻辑\n\treturn 0\n}\n\nfunc (rs *RankingService) calculateGrowthRate(trendData []*RankingTrendPoint) float64 {\n\tif len(trendData) < 2 {\n\t\treturn 0.0\n\t}\n\n\tfirst := trendData[0]\n\tlast := trendData[len(trendData)-1]\n\n\tif first.PlayerCount == 0 {\n\t\treturn 0.0\n\t}\n\n\treturn float64(last.PlayerCount-first.PlayerCount) / float64(first.PlayerCount) * 100\n}\n\nfunc (rs *RankingService) calculateVolatility(trendData []*RankingTrendPoint) float64 {\n\tif len(trendData) < 2 {\n\t\treturn 0.0\n\t}\n\n\t// 计算分数变化的标准差\n\tscores := make([]float64, len(trendData))\n\tfor i, point := range trendData {\n\t\tscores[i] = point.AverageScore\n\t}\n\n\t// 计算平均值\n\tsum := 0.0\n\tfor _, score := range scores {\n\t\tsum += score\n\t}\n\tmean := sum / float64(len(scores))\n\n\t// 计算方差\n\tvariance := 0.0\n\tfor _, score := range scores {\n\t\tvariance += math.Pow(score-mean, 2)\n\t}\n\tvariance /= float64(len(scores))\n\n\t// 返回标准差\n\treturn math.Sqrt(variance)\n}\n\nfunc (rs *RankingService) generateTrendPrediction(trendData []*RankingTrendPoint, period RankPeriod) *RankingTrendPrediction {\n\tif len(trendData) < 3 {\n\t\treturn nil\n\t}\n\n\t// 简单的线性预测\n\tlast := trendData[len(trendData)-1]\n\tsecondLast := trendData[len(trendData)-2]\n\n\tplayerGrowth := last.PlayerCount - secondLast.PlayerCount\n\tscoreGrowth := last.AverageScore - secondLast.AverageScore\n\ttopScoreGrowth := last.TopScore - secondLast.TopScore\n\n\tprediction := &RankingTrendPrediction{\n\t\tPredictedPlayerCount:  last.PlayerCount + playerGrowth,\n\t\tPredictedAverageScore: last.AverageScore + scoreGrowth,\n\t\tPredictedTopScore:     last.TopScore + topScoreGrowth,\n\t\tConfidenceLevel:       0.7, // 70%置信度\n\t\tPredictionTime:        time.Now(),\n\t\tValidUntil:            time.Now().Add(period.GetDuration()),\n\t}\n\n\treturn prediction\n}\n\n// 辅助结构体\n\n// RankingCreateConfig 排行榜创建配置\ntype RankingCreateConfig struct {\n\tDescription  *string           `json:\"description,omitempty\"`\n\tSortType     *SortType         `json:\"sort_type,omitempty\"`\n\tMaxSize      *int64            `json:\"max_size,omitempty\"`\n\tPeriod       *RankPeriod       `json:\"period,omitempty\"`\n\tStartTime    *time.Time        `json:\"start_time,omitempty\"`\n\tEndTime      *time.Time        `json:\"end_time,omitempty\"`\n\tRewardConfig *RankRewardConfig `json:\"reward_config,omitempty\"`\n\tCacheConfig  *RankCacheConfig  `json:\"cache_config,omitempty\"`\n}\n\n// ScoreUpdate 分数更新\ntype ScoreUpdate struct {\n\tPlayerID uint64                 `json:\"player_id\"`\n\tScore    int64                  `json:\"score\"`\n\tMetadata map[string]interface{} `json:\"metadata,omitempty\"`\n}\n\n// DefaultRankingServiceConfig 默认排行榜服务配置\nfunc DefaultRankingServiceConfig() *RankingServiceConfig {\n\treturn &RankingServiceConfig{\n\t\tEnableCache:           true,\n\t\tCacheTTL:              30 * time.Minute,\n\t\tCacheRefreshInterval:  5 * time.Minute,\n\t\tMaxConcurrentUpdates:  100,\n\t\tBatchSize:             50,\n\t\tUpdateTimeout:         30 * time.Second,\n\t\tCleanupInterval:       1 * time.Hour,\n\t\tExpiredDataRetention:  7 * 24 * time.Hour,\n\t\tEnableStatistics:      true,\n\t\tStatisticsInterval:    10 * time.Minute,\n\t\tEnableRewards:         true,\n\t\tAutoDistributeRewards: true,\n\t\tEnableValidation:      true,\n\t\tStrictMode:            false,\n\t}\n}\n"
  },
  {
    "path": "internal/domain/ranking/value_object.go",
    "content": "package ranking\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// 排行榜类型相关值对象\n\n// RankType 排行榜类型\ntype RankType int32\n\nconst (\n\tRankTypeLevel       RankType = iota + 1 // 等级排行榜\n\tRankTypePower                           // 战力排行榜\n\tRankTypeWealth                          // 财富排行榜\n\tRankTypeAchievement                     // 成就排行榜\n\tRankTypePet                             // 宠物排行榜\n\tRankTypeGuild                           // 公会排行榜\n\tRankTypeArena                           // 竞技场排行榜\n\tRankTypeDungeon                         // 副本排行榜\n\tRankTypeActivity                        // 活动排行榜\n\tRankTypeCustom                          // 自定义排行榜\n)\n\n// String 返回排行榜类型的字符串表示\nfunc (rt RankType) String() string {\n\tswitch rt {\n\tcase RankTypeLevel:\n\t\treturn \"level\"\n\tcase RankTypePower:\n\t\treturn \"power\"\n\tcase RankTypeWealth:\n\t\treturn \"wealth\"\n\tcase RankTypeAchievement:\n\t\treturn \"achievement\"\n\tcase RankTypePet:\n\t\treturn \"pet\"\n\tcase RankTypeGuild:\n\t\treturn \"guild\"\n\tcase RankTypeArena:\n\t\treturn \"arena\"\n\tcase RankTypeDungeon:\n\t\treturn \"dungeon\"\n\tcase RankTypeActivity:\n\t\treturn \"activity\"\n\tcase RankTypeCustom:\n\t\treturn \"custom\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// ParseRankType 解析排行榜类型\nfunc ParseRankType(s string) RankType {\n\tswitch s {\n\tcase \"level\":\n\t\treturn RankTypeLevel\n\tcase \"power\":\n\t\treturn RankTypePower\n\tcase \"wealth\":\n\t\treturn RankTypeWealth\n\tcase \"achievement\":\n\t\treturn RankTypeAchievement\n\tcase \"pet\":\n\t\treturn RankTypePet\n\tcase \"guild\":\n\t\treturn RankTypeGuild\n\tcase \"arena\":\n\t\treturn RankTypeArena\n\tcase \"dungeon\":\n\t\treturn RankTypeDungeon\n\tcase \"activity\":\n\t\treturn RankTypeActivity\n\tcase \"custom\":\n\t\treturn RankTypeCustom\n\tdefault:\n\t\treturn RankTypeLevel // 默认值\n\t}\n}\n\n// IsValid 检查排行榜类型是否有效\nfunc (rt RankType) IsValid() bool {\n\treturn rt >= RankTypeLevel && rt <= RankTypeCustom\n}\n\n// RankCategory 排行榜分类\ntype RankCategory int32\n\nconst (\n\tRankCategoryPlayer RankCategory = iota + 1 // 玩家排行榜\n\tRankCategoryGuild                          // 公会排行榜\n\tRankCategoryServer                         // 服务器排行榜\n\tRankCategoryGlobal                         // 全球排行榜\n\tRankCategoryEvent                          // 活动排行榜\n\tRankCategorySeason                         // 赛季排行榜\n)\n\n// String 返回排行榜分类的字符串表示\nfunc (rc RankCategory) String() string {\n\tswitch rc {\n\tcase RankCategoryPlayer:\n\t\treturn \"player\"\n\tcase RankCategoryGuild:\n\t\treturn \"guild\"\n\tcase RankCategoryServer:\n\t\treturn \"server\"\n\tcase RankCategoryGlobal:\n\t\treturn \"global\"\n\tcase RankCategoryEvent:\n\t\treturn \"event\"\n\tcase RankCategorySeason:\n\t\treturn \"season\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查排行榜分类是否有效\nfunc (rc RankCategory) IsValid() bool {\n\treturn rc >= RankCategoryPlayer && rc <= RankCategorySeason\n}\n\n// SortType 排序类型\ntype SortType int32\n\nconst (\n\tSortTypeDescending SortType = iota + 1 // 降序（从高到低）\n\tSortTypeAscending                      // 升序（从低到高）\n)\n\n// String 返回排序类型的字符串表示\nfunc (st SortType) String() string {\n\tswitch st {\n\tcase SortTypeDescending:\n\t\treturn \"descending\"\n\tcase SortTypeAscending:\n\t\treturn \"ascending\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查排序类型是否有效\nfunc (st SortType) IsValid() bool {\n\treturn st == SortTypeDescending || st == SortTypeAscending\n}\n\n// RankPeriod 排行榜周期\ntype RankPeriod int32\n\nconst (\n\tRankPeriodPermanent RankPeriod = iota + 1 // 永久排行榜\n\tRankPeriodDaily                           // 日排行榜\n\tRankPeriodWeekly                          // 周排行榜\n\tRankPeriodMonthly                         // 月排行榜\n\tRankPeriodSeasonal                        // 赛季排行榜\n\tRankPeriodEvent                           // 活动排行榜\n\tRankPeriodCustom                          // 自定义周期\n)\n\n// String 返回排行榜周期的字符串表示\nfunc (rp RankPeriod) String() string {\n\tswitch rp {\n\tcase RankPeriodPermanent:\n\t\treturn \"permanent\"\n\tcase RankPeriodDaily:\n\t\treturn \"daily\"\n\tcase RankPeriodWeekly:\n\t\treturn \"weekly\"\n\tcase RankPeriodMonthly:\n\t\treturn \"monthly\"\n\tcase RankPeriodSeasonal:\n\t\treturn \"seasonal\"\n\tcase RankPeriodEvent:\n\t\treturn \"event\"\n\tcase RankPeriodCustom:\n\t\treturn \"custom\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// ParsePeriodType 解析排行榜周期类型\nfunc ParsePeriodType(s string) RankPeriod {\n\tswitch s {\n\tcase \"permanent\":\n\t\treturn RankPeriodPermanent\n\tcase \"daily\":\n\t\treturn RankPeriodDaily\n\tcase \"weekly\":\n\t\treturn RankPeriodWeekly\n\tcase \"monthly\":\n\t\treturn RankPeriodMonthly\n\tcase \"seasonal\":\n\t\treturn RankPeriodSeasonal\n\tcase \"event\":\n\t\treturn RankPeriodEvent\n\tcase \"custom\":\n\t\treturn RankPeriodCustom\n\tdefault:\n\t\treturn RankPeriodPermanent // 默认值\n\t}\n}\n\n// IsValid 检查排行榜周期是否有效\nfunc (rp RankPeriod) IsValid() bool {\n\treturn rp >= RankPeriodPermanent && rp <= RankPeriodCustom\n}\n\n// GetDuration 获取周期持续时间\nfunc (rp RankPeriod) GetDuration() time.Duration {\n\tswitch rp {\n\tcase RankPeriodDaily:\n\t\treturn 24 * time.Hour\n\tcase RankPeriodWeekly:\n\t\treturn 7 * 24 * time.Hour\n\tcase RankPeriodMonthly:\n\t\treturn 30 * 24 * time.Hour\n\tcase RankPeriodSeasonal:\n\t\treturn 90 * 24 * time.Hour\n\tdefault:\n\t\treturn 0 // 永久或自定义周期\n\t}\n}\n\n// RankStatus 排行榜状态\ntype RankStatus int32\n\nconst (\n\tRankStatusActive      RankStatus = iota + 1 // 活跃状态\n\tRankStatusInactive                          // 非活跃状态\n\tRankStatusPaused                            // 暂停状态\n\tRankStatusExpired                           // 过期状态\n\tRankStatusMaintenance                       // 维护状态\n\tRankStatusArchived                          // 归档状态\n)\n\n// String 返回排行榜状态的字符串表示\nfunc (rs RankStatus) String() string {\n\tswitch rs {\n\tcase RankStatusActive:\n\t\treturn \"active\"\n\tcase RankStatusInactive:\n\t\treturn \"inactive\"\n\tcase RankStatusPaused:\n\t\treturn \"paused\"\n\tcase RankStatusExpired:\n\t\treturn \"expired\"\n\tcase RankStatusMaintenance:\n\t\treturn \"maintenance\"\n\tcase RankStatusArchived:\n\t\treturn \"archived\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查排行榜状态是否有效\nfunc (rs RankStatus) IsValid() bool {\n\treturn rs >= RankStatusActive && rs <= RankStatusArchived\n}\n\n// CanAcceptUpdates 检查状态是否可以接受更新\nfunc (rs RankStatus) CanAcceptUpdates() bool {\n\treturn rs == RankStatusActive\n}\n\n// 排行榜配置相关值对象\n\n// RankRewardConfig 排行榜奖励配置\ntype RankRewardConfig struct {\n\tEnabled        bool                   `json:\"enabled\" bson:\"enabled\"`\n\tRewardTiers    []*RankRewardTier      `json:\"reward_tiers\" bson:\"reward_tiers\"`\n\tRewardType     RankRewardType         `json:\"reward_type\" bson:\"reward_type\"`\n\tDistributeAt   RankRewardDistributeAt `json:\"distribute_at\" bson:\"distribute_at\"`\n\tAutoDistribute bool                   `json:\"auto_distribute\" bson:\"auto_distribute\"`\n\tCreatedAt      time.Time              `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt      time.Time              `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// RankRewardTier 排行榜奖励档次\ntype RankRewardTier struct {\n\tMinRank  int64                  `json:\"min_rank\" bson:\"min_rank\"`\n\tMaxRank  int64                  `json:\"max_rank\" bson:\"max_rank\"`\n\tRewards  []*RankReward          `json:\"rewards\" bson:\"rewards\"`\n\tTitle    string                 `json:\"title\" bson:\"title\"`\n\tBadge    string                 `json:\"badge\" bson:\"badge\"`\n\tMetadata map[string]interface{} `json:\"metadata\" bson:\"metadata\"`\n}\n\n// RankReward 排行榜奖励\ntype RankReward struct {\n\tRewardID    string `json:\"reward_id\" bson:\"reward_id\"`\n\tRewardType  string `json:\"reward_type\" bson:\"reward_type\"`\n\tQuantity    int64  `json:\"quantity\" bson:\"quantity\"`\n\tName        string `json:\"name\" bson:\"name\"`\n\tDescription string `json:\"description\" bson:\"description\"`\n}\n\n// RankRewardType 奖励类型\ntype RankRewardType int32\n\nconst (\n\tRankRewardTypeImmediate   RankRewardType = iota + 1 // 立即奖励\n\tRankRewardTypeDeferred                              // 延迟奖励\n\tRankRewardTypeMail                                  // 邮件奖励\n\tRankRewardTypeAchievement                           // 成就奖励\n)\n\n// String 返回奖励类型的字符串表示\nfunc (rrt RankRewardType) String() string {\n\tswitch rrt {\n\tcase RankRewardTypeImmediate:\n\t\treturn \"immediate\"\n\tcase RankRewardTypeDeferred:\n\t\treturn \"deferred\"\n\tcase RankRewardTypeMail:\n\t\treturn \"mail\"\n\tcase RankRewardTypeAchievement:\n\t\treturn \"achievement\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// RankRewardDistributeAt 奖励分发时机\ntype RankRewardDistributeAt int32\n\nconst (\n\tRankRewardDistributeAtPeriodEnd  RankRewardDistributeAt = iota + 1 // 周期结束时\n\tRankRewardDistributeAtRankChange                                   // 排名变化时\n\tRankRewardDistributeAtManual                                       // 手动分发\n\tRankRewardDistributeAtScheduled                                    // 定时分发\n)\n\n// String 返回奖励分发时机的字符串表示\nfunc (rrda RankRewardDistributeAt) String() string {\n\tswitch rrda {\n\tcase RankRewardDistributeAtPeriodEnd:\n\t\treturn \"period_end\"\n\tcase RankRewardDistributeAtRankChange:\n\t\treturn \"rank_change\"\n\tcase RankRewardDistributeAtManual:\n\t\treturn \"manual\"\n\tcase RankRewardDistributeAtScheduled:\n\t\treturn \"scheduled\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// RankCacheConfig 排行榜缓存配置\ntype RankCacheConfig struct {\n\tEnabled         bool          `json:\"enabled\" bson:\"enabled\"`\n\tCacheSize       int64         `json:\"cache_size\" bson:\"cache_size\"`\n\tCacheTTL        time.Duration `json:\"cache_ttl\" bson:\"cache_ttl\"`\n\tRefreshInterval time.Duration `json:\"refresh_interval\" bson:\"refresh_interval\"`\n\tPreloadTop      int64         `json:\"preload_top\" bson:\"preload_top\"`\n\tLazyLoad        bool          `json:\"lazy_load\" bson:\"lazy_load\"`\n\tCompression     bool          `json:\"compression\" bson:\"compression\"`\n\tCreatedAt       time.Time     `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt       time.Time     `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// 排行榜统计相关值对象\n\n// RankingStatistics 排行榜统计信息\ntype RankingStatistics struct {\n\tRankID            uint32    `json:\"rank_id\" bson:\"rank_id\"`\n\tTotalPlayers      int64     `json:\"total_players\" bson:\"total_players\"`\n\tActiveEntries     int64     `json:\"active_entries\" bson:\"active_entries\"`\n\tAverageScore      float64   `json:\"average_score\" bson:\"average_score\"`\n\tTopScore          int64     `json:\"top_score\" bson:\"top_score\"`\n\tLowestScore       int64     `json:\"lowest_score\" bson:\"lowest_score\"`\n\tScoreRange        int64     `json:\"score_range\" bson:\"score_range\"`\n\tMedianScore       float64   `json:\"median_score\" bson:\"median_score\"`\n\tStandardDeviation float64   `json:\"standard_deviation\" bson:\"standard_deviation\"`\n\tBlacklistCount    int64     `json:\"blacklist_count\" bson:\"blacklist_count\"`\n\tLastUpdated       time.Time `json:\"last_updated\" bson:\"last_updated\"`\n\tLastScoreUpdate   time.Time `json:\"last_score_update\" bson:\"last_score_update\"`\n\tUpdateFrequency   float64   `json:\"update_frequency\" bson:\"update_frequency\"`\n\tPeakPlayers       int64     `json:\"peak_players\" bson:\"peak_players\"`\n\tPeakTime          time.Time `json:\"peak_time\" bson:\"peak_time\"`\n}\n\n// RankingTrend 排行榜趋势数据\ntype RankingTrend struct {\n\tRankID     uint32                  `json:\"rank_id\" bson:\"rank_id\"`\n\tPeriod     RankPeriod              `json:\"period\" bson:\"period\"`\n\tTrendData  []*RankingTrendPoint    `json:\"trend_data\" bson:\"trend_data\"`\n\tGrowthRate float64                 `json:\"growth_rate\" bson:\"growth_rate\"`\n\tVolatility float64                 `json:\"volatility\" bson:\"volatility\"`\n\tPrediction *RankingTrendPrediction `json:\"prediction,omitempty\" bson:\"prediction,omitempty\"`\n\tCreatedAt  time.Time               `json:\"created_at\" bson:\"created_at\"`\n\tUpdatedAt  time.Time               `json:\"updated_at\" bson:\"updated_at\"`\n}\n\n// RankingTrendPoint 排行榜趋势点\ntype RankingTrendPoint struct {\n\tTimestamp     time.Time `json:\"timestamp\" bson:\"timestamp\"`\n\tPlayerCount   int64     `json:\"player_count\" bson:\"player_count\"`\n\tAverageScore  float64   `json:\"average_score\" bson:\"average_score\"`\n\tTopScore      int64     `json:\"top_score\" bson:\"top_score\"`\n\tScoreVariance float64   `json:\"score_variance\" bson:\"score_variance\"`\n\tNewPlayers    int64     `json:\"new_players\" bson:\"new_players\"`\n\tActivePlayers int64     `json:\"active_players\" bson:\"active_players\"`\n}\n\n// RankingTrendPrediction 排行榜趋势预测\ntype RankingTrendPrediction struct {\n\tPredictedPlayerCount  int64     `json:\"predicted_player_count\" bson:\"predicted_player_count\"`\n\tPredictedAverageScore float64   `json:\"predicted_average_score\" bson:\"predicted_average_score\"`\n\tPredictedTopScore     int64     `json:\"predicted_top_score\" bson:\"predicted_top_score\"`\n\tConfidenceLevel       float64   `json:\"confidence_level\" bson:\"confidence_level\"`\n\tPredictionTime        time.Time `json:\"prediction_time\" bson:\"prediction_time\"`\n\tValidUntil            time.Time `json:\"valid_until\" bson:\"valid_until\"`\n}\n\n// 排行榜查询相关值对象\n\n// RankingQuery 排行榜查询条件\ntype RankingQuery struct {\n\tRankID        *uint32       `json:\"rank_id,omitempty\"`\n\tRankType      *RankType     `json:\"rank_type,omitempty\"`\n\tCategory      *RankCategory `json:\"category,omitempty\"`\n\tStatus        *RankStatus   `json:\"status,omitempty\"`\n\tPeriod        *RankPeriod   `json:\"period,omitempty\"`\n\tIsActive      *bool         `json:\"is_active,omitempty\"`\n\tPlayerID      *uint64       `json:\"player_id,omitempty\"`\n\tMinScore      *int64        `json:\"min_score,omitempty\"`\n\tMaxScore      *int64        `json:\"max_score,omitempty\"`\n\tMinRank       *int64        `json:\"min_rank,omitempty\"`\n\tMaxRank       *int64        `json:\"max_rank,omitempty\"`\n\tStartTime     *time.Time    `json:\"start_time,omitempty\"`\n\tEndTime       *time.Time    `json:\"end_time,omitempty\"`\n\tCreatedAfter  *time.Time    `json:\"created_after,omitempty\"`\n\tCreatedBefore *time.Time    `json:\"created_before,omitempty\"`\n\tUpdatedAfter  *time.Time    `json:\"updated_after,omitempty\"`\n\tUpdatedBefore *time.Time    `json:\"updated_before,omitempty\"`\n\tKeywords      []string      `json:\"keywords,omitempty\"`\n\tTags          []string      `json:\"tags,omitempty\"`\n\tOrderBy       string        `json:\"order_by,omitempty\"`\n\tOrderDesc     bool          `json:\"order_desc,omitempty\"`\n\tOffset        int           `json:\"offset,omitempty\"`\n\tLimit         int           `json:\"limit,omitempty\"`\n}\n\n// RankingRange 排行榜范围\ntype RankingRange struct {\n\tStart        int64 `json:\"start\"`\n\tEnd          int64 `json:\"end\"`\n\tIncludeStart bool  `json:\"include_start\"`\n\tIncludeEnd   bool  `json:\"include_end\"`\n}\n\n// NewRankingRange 创建排行榜范围\nfunc NewRankingRange(start, end int64) *RankingRange {\n\treturn &RankingRange{\n\t\tStart:        start,\n\t\tEnd:          end,\n\t\tIncludeStart: true,\n\t\tIncludeEnd:   true,\n\t}\n}\n\n// IsValid 检查范围是否有效\nfunc (rr *RankingRange) IsValid() bool {\n\treturn rr.Start >= 0 && rr.End >= rr.Start\n}\n\n// Size 获取范围大小\nfunc (rr *RankingRange) Size() int64 {\n\tif !rr.IsValid() {\n\t\treturn 0\n\t}\n\treturn rr.End - rr.Start + 1\n}\n\n// Contains 检查是否包含指定位置\nfunc (rr *RankingRange) Contains(position int64) bool {\n\tif !rr.IsValid() {\n\t\treturn false\n\t}\n\n\tstartCheck := position > rr.Start || (rr.IncludeStart && position == rr.Start)\n\tendCheck := position < rr.End || (rr.IncludeEnd && position == rr.End)\n\n\treturn startCheck && endCheck\n}\n\n// 排行榜过滤相关值对象\n\n// RankingFilter 排行榜过滤器\ntype RankingFilter struct {\n\tExcludeBlacklisted bool                   `json:\"exclude_blacklisted\"`\n\tExcludeInactive    bool                   `json:\"exclude_inactive\"`\n\tMinScore           *int64                 `json:\"min_score,omitempty\"`\n\tMaxScore           *int64                 `json:\"max_score,omitempty\"`\n\tPlayerIDs          []uint64               `json:\"player_ids,omitempty\"`\n\tExcludePlayerIDs   []uint64               `json:\"exclude_player_ids,omitempty\"`\n\tScoreRange         *RankingRange          `json:\"score_range,omitempty\"`\n\tTimeRange          *TimeRange             `json:\"time_range,omitempty\"`\n\tCustomFilters      map[string]interface{} `json:\"custom_filters,omitempty\"`\n}\n\n// TimeRange 时间范围\ntype TimeRange struct {\n\tStart *time.Time `json:\"start,omitempty\"`\n\tEnd   *time.Time `json:\"end,omitempty\"`\n}\n\n// NewTimeRange 创建时间范围\nfunc NewTimeRange(start, end *time.Time) *TimeRange {\n\treturn &TimeRange{\n\t\tStart: start,\n\t\tEnd:   end,\n\t}\n}\n\n// IsValid 检查时间范围是否有效\nfunc (tr *TimeRange) IsValid() bool {\n\tif tr.Start == nil && tr.End == nil {\n\t\treturn true // 无限制\n\t}\n\tif tr.Start != nil && tr.End != nil {\n\t\treturn tr.Start.Before(*tr.End) || tr.Start.Equal(*tr.End)\n\t}\n\treturn true // 单边限制\n}\n\n// Contains 检查是否包含指定时间\nfunc (tr *TimeRange) Contains(t time.Time) bool {\n\tif !tr.IsValid() {\n\t\treturn false\n\t}\n\n\tif tr.Start != nil && t.Before(*tr.Start) {\n\t\treturn false\n\t}\n\n\tif tr.End != nil && t.After(*tr.End) {\n\t\treturn false\n\t}\n\n\treturn true\n}\n\n// 排行榜操作相关值对象\n\n// RankingOperation 排行榜操作类型\ntype RankingOperation int32\n\nconst (\n\tRankingOperationUpdate   RankingOperation = iota + 1 // 更新分数\n\tRankingOperationRemove                               // 移除玩家\n\tRankingOperationReset                                // 重置排行榜\n\tRankingOperationFreeze                               // 冻结排行榜\n\tRankingOperationUnfreeze                             // 解冻排行榜\n\tRankingOperationArchive                              // 归档排行榜\n\tRankingOperationRestore                              // 恢复排行榜\n)\n\n// String 返回排行榜操作的字符串表示\nfunc (ro RankingOperation) String() string {\n\tswitch ro {\n\tcase RankingOperationUpdate:\n\t\treturn \"update\"\n\tcase RankingOperationRemove:\n\t\treturn \"remove\"\n\tcase RankingOperationReset:\n\t\treturn \"reset\"\n\tcase RankingOperationFreeze:\n\t\treturn \"freeze\"\n\tcase RankingOperationUnfreeze:\n\t\treturn \"unfreeze\"\n\tcase RankingOperationArchive:\n\t\treturn \"archive\"\n\tcase RankingOperationRestore:\n\t\treturn \"restore\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查排行榜操作是否有效\nfunc (ro RankingOperation) IsValid() bool {\n\treturn ro >= RankingOperationUpdate && ro <= RankingOperationRestore\n}\n\n// RequiresPermission 检查操作是否需要权限\nfunc (ro RankingOperation) RequiresPermission() bool {\n\tswitch ro {\n\tcase RankingOperationReset, RankingOperationFreeze, RankingOperationUnfreeze,\n\t\tRankingOperationArchive, RankingOperationRestore:\n\t\treturn true\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// RankingOperationResult 排行榜操作结果\ntype RankingOperationResult struct {\n\tSuccess       bool                   `json:\"success\"`\n\tOperation     RankingOperation       `json:\"operation\"`\n\tRankID        uint32                 `json:\"rank_id\"`\n\tPlayerID      *uint64                `json:\"player_id,omitempty\"`\n\tOldRank       *int64                 `json:\"old_rank,omitempty\"`\n\tNewRank       *int64                 `json:\"new_rank,omitempty\"`\n\tOldScore      *int64                 `json:\"old_score,omitempty\"`\n\tNewScore      *int64                 `json:\"new_score,omitempty\"`\n\tAffectedCount int64                  `json:\"affected_count\"`\n\tMessage       string                 `json:\"message\"`\n\tError         string                 `json:\"error,omitempty\"`\n\tMetadata      map[string]interface{} `json:\"metadata,omitempty\"`\n\tTimestamp     time.Time              `json:\"timestamp\"`\n\tDuration      time.Duration          `json:\"duration\"`\n}\n\n// NewRankingOperationResult 创建排行榜操作结果\nfunc NewRankingOperationResult(operation RankingOperation, rankID uint32, success bool) *RankingOperationResult {\n\treturn &RankingOperationResult{\n\t\tSuccess:   success,\n\t\tOperation: operation,\n\t\tRankID:    rankID,\n\t\tTimestamp: time.Now(),\n\t\tMetadata:  make(map[string]interface{}),\n\t}\n}\n\n// SetPlayerInfo 设置玩家信息\nfunc (ror *RankingOperationResult) SetPlayerInfo(playerID uint64, oldRank, newRank, oldScore, newScore *int64) {\n\tror.PlayerID = &playerID\n\tror.OldRank = oldRank\n\tror.NewRank = newRank\n\tror.OldScore = oldScore\n\tror.NewScore = newScore\n}\n\n// SetError 设置错误信息\nfunc (ror *RankingOperationResult) SetError(err error) {\n\tror.Success = false\n\tror.Error = err.Error()\n}\n\n// SetMessage 设置消息\nfunc (ror *RankingOperationResult) SetMessage(message string) {\n\tror.Message = message\n}\n\n// SetDuration 设置持续时间\nfunc (ror *RankingOperationResult) SetDuration(start time.Time) {\n\tror.Duration = time.Since(start)\n}\n\n// AddMetadata 添加元数据\nfunc (ror *RankingOperationResult) AddMetadata(key string, value interface{}) {\n\tif ror.Metadata == nil {\n\t\tror.Metadata = make(map[string]interface{})\n\t}\n\tror.Metadata[key] = value\n}\n\n// 验证函数\n\n// ValidateRankingRange 验证排行榜范围\nfunc ValidateRankingRange(start, end int64) error {\n\tif start < 0 {\n\t\treturn fmt.Errorf(\"start position cannot be negative: %d\", start)\n\t}\n\tif end < start {\n\t\treturn fmt.Errorf(\"end position cannot be less than start: start=%d, end=%d\", start, end)\n\t}\n\tif end-start > 1000 {\n\t\treturn fmt.Errorf(\"range too large: max 1000, requested %d\", end-start+1)\n\t}\n\treturn nil\n}\n\n// ValidateRankingQuery 验证排行榜查询\nfunc ValidateRankingQuery(query *RankingQuery) error {\n\tif query == nil {\n\t\treturn fmt.Errorf(\"query cannot be nil\")\n\t}\n\n\tif query.Limit != 0 && query.Limit <= 0 {\n\t\treturn fmt.Errorf(\"limit must be positive\")\n\t}\n\n\tif query.Limit != 0 && query.Limit > 1000 {\n\t\treturn fmt.Errorf(\"limit cannot exceed 1000\")\n\t}\n\n\tif query.Offset != 0 && query.Offset < 0 {\n\t\treturn fmt.Errorf(\"offset cannot be negative\")\n\t}\n\n\tif query.MinScore != nil && query.MaxScore != nil && *query.MinScore > *query.MaxScore {\n\t\treturn fmt.Errorf(\"min_score cannot be greater than max_score\")\n\t}\n\n\tif query.MinRank != nil && query.MaxRank != nil && *query.MinRank > *query.MaxRank {\n\t\treturn fmt.Errorf(\"min_rank cannot be greater than max_rank\")\n\t}\n\n\tif query.StartTime != nil && query.EndTime != nil && query.StartTime.After(*query.EndTime) {\n\t\treturn fmt.Errorf(\"start_time cannot be after end_time\")\n\t}\n\n\tif query.CreatedAfter != nil && query.CreatedBefore != nil && query.CreatedAfter.After(*query.CreatedBefore) {\n\t\treturn fmt.Errorf(\"created_after cannot be after created_before\")\n\t}\n\n\tif query.UpdatedAfter != nil && query.UpdatedBefore != nil && query.UpdatedAfter.After(*query.UpdatedBefore) {\n\t\treturn fmt.Errorf(\"updated_after cannot be after updated_before\")\n\t}\n\n\treturn nil\n}\n\n// 辅助函数\n\n// GetRankTypeByString 根据字符串获取排行榜类型\nfunc GetRankTypeByString(s string) (RankType, error) {\n\tswitch s {\n\tcase \"level\":\n\t\treturn RankTypeLevel, nil\n\tcase \"power\":\n\t\treturn RankTypePower, nil\n\tcase \"wealth\":\n\t\treturn RankTypeWealth, nil\n\tcase \"achievement\":\n\t\treturn RankTypeAchievement, nil\n\tcase \"pet\":\n\t\treturn RankTypePet, nil\n\tcase \"guild\":\n\t\treturn RankTypeGuild, nil\n\tcase \"arena\":\n\t\treturn RankTypeArena, nil\n\tcase \"dungeon\":\n\t\treturn RankTypeDungeon, nil\n\tcase \"activity\":\n\t\treturn RankTypeActivity, nil\n\tcase \"custom\":\n\t\treturn RankTypeCustom, nil\n\tdefault:\n\t\treturn 0, fmt.Errorf(\"unknown rank type: %s\", s)\n\t}\n}\n\n// GetRankCategoryByString 根据字符串获取排行榜分类\nfunc GetRankCategoryByString(s string) (RankCategory, error) {\n\tswitch s {\n\tcase \"player\":\n\t\treturn RankCategoryPlayer, nil\n\tcase \"guild\":\n\t\treturn RankCategoryGuild, nil\n\tcase \"server\":\n\t\treturn RankCategoryServer, nil\n\tcase \"global\":\n\t\treturn RankCategoryGlobal, nil\n\tcase \"event\":\n\t\treturn RankCategoryEvent, nil\n\tcase \"season\":\n\t\treturn RankCategorySeason, nil\n\tdefault:\n\t\treturn 0, fmt.Errorf(\"unknown rank category: %s\", s)\n\t}\n}\n\n// GetSortTypeByString 根据字符串获取排序类型\nfunc GetSortTypeByString(s string) (SortType, error) {\n\tswitch s {\n\tcase \"desc\", \"descending\":\n\t\treturn SortTypeDescending, nil\n\tcase \"asc\", \"ascending\":\n\t\treturn SortTypeAscending, nil\n\tdefault:\n\t\treturn 0, fmt.Errorf(\"unknown sort type: %s\", s)\n\t}\n}\n\n// GetRankPeriodByString 根据字符串获取排行榜周期\nfunc GetRankPeriodByString(s string) (RankPeriod, error) {\n\tswitch s {\n\tcase \"permanent\":\n\t\treturn RankPeriodPermanent, nil\n\tcase \"daily\":\n\t\treturn RankPeriodDaily, nil\n\tcase \"weekly\":\n\t\treturn RankPeriodWeekly, nil\n\tcase \"monthly\":\n\t\treturn RankPeriodMonthly, nil\n\tcase \"seasonal\":\n\t\treturn RankPeriodSeasonal, nil\n\tcase \"event\":\n\t\treturn RankPeriodEvent, nil\n\tcase \"custom\":\n\t\treturn RankPeriodCustom, nil\n\tdefault:\n\t\treturn 0, fmt.Errorf(\"unknown rank period: %s\", s)\n\t}\n}\n\n// GetRankStatusByString 根据字符串获取排行榜状态\nfunc GetRankStatusByString(s string) (RankStatus, error) {\n\tswitch s {\n\tcase \"active\":\n\t\treturn RankStatusActive, nil\n\tcase \"inactive\":\n\t\treturn RankStatusInactive, nil\n\tcase \"paused\":\n\t\treturn RankStatusPaused, nil\n\tcase \"expired\":\n\t\treturn RankStatusExpired, nil\n\tcase \"maintenance\":\n\t\treturn RankStatusMaintenance, nil\n\tcase \"archived\":\n\t\treturn RankStatusArchived, nil\n\tdefault:\n\t\treturn 0, fmt.Errorf(\"unknown rank status: %s\", s)\n\t}\n}\n"
  },
  {
    "path": "internal/domain/replication/events.go",
    "content": "package replication\n\nimport \"time\"\n\n// PlayerJoinedEvent 玩家加入事件\ntype PlayerJoinedEvent struct {\n\tInstanceID string\n\tPlayerID   string\n\tPlayerName string\n\tTimestamp  time.Time\n}\n\n// PlayerLeftEvent 玩家离开事件\ntype PlayerLeftEvent struct {\n\tInstanceID string\n\tPlayerID   string\n\tTimestamp  time.Time\n}\n\n// InstanceStartedEvent 实例启动事件\ntype InstanceStartedEvent struct {\n\tInstanceID  string\n\tPlayerCount int\n\tTimestamp   time.Time\n}\n\n// InstanceFullEvent 实例满员事件\ntype InstanceFullEvent struct {\n\tInstanceID string\n\tTimestamp  time.Time\n}\n\n// InstanceProgressUpdatedEvent 进度更新事件\ntype InstanceProgressUpdatedEvent struct {\n\tInstanceID string\n\tProgress   int\n\tTask       string\n\tTimestamp  time.Time\n}\n\n// InstanceCompletedEvent 实例完成事件\ntype InstanceCompletedEvent struct {\n\tInstanceID string\n\tDuration   time.Duration\n\tTimestamp  time.Time\n}\n\n// InstanceClosingEvent 实例关闭中事件\ntype InstanceClosingEvent struct {\n\tInstanceID string\n\tTimestamp  time.Time\n}\n\n// InstanceClosedEvent 实例已关闭事件\ntype InstanceClosedEvent struct {\n\tInstanceID string\n\tTimestamp  time.Time\n}\n"
  },
  {
    "path": "internal/domain/replication/instance.go",
    "content": "// Package replication 副本/实例领域模型\n// 负责管理游戏副本（Dungeon）和实例（Instance）的生命周期\npackage replication\n\nimport (\n\t\"fmt\"\n\t\"sync\"\n\t\"time\"\n)\n\n// InstanceStatus 实例状态\ntype InstanceStatus int\n\nconst (\n\tInstanceStatusPending  InstanceStatus = iota // 等待创建\n\tInstanceStatusCreating                       // 创建中\n\tInstanceStatusActive                         // 活跃中\n\tInstanceStatusFull                           // 已满员\n\tInstanceStatusClosing                        // 关闭中\n\tInstanceStatusClosed                         // 已关闭\n)\n\n// InstanceType 实例类型\ntype InstanceType int\n\nconst (\n\tInstanceTypeDungeon InstanceType = iota // 副本\n\tInstanceTypeRaid                        // 团队副本\n\tInstanceTypePVP                         // PVP竞技场\n\tInstanceTypeEvent                       // 活动副本\n)\n\n// Instance 副本实例聚合根\ntype Instance struct {\n\tmu sync.RWMutex\n\n\t// 标识\n\tinstanceID   string       // 实例ID\n\ttemplateID   string       // 模板ID（副本配置ID）\n\tinstanceType InstanceType // 实例类型\n\tsceneID      string       // 关联的场景ID\n\n\t// 玩家\n\tplayers       map[string]*PlayerInfo // 玩家列表\n\tmaxPlayers    int                    // 最大玩家数\n\tminPlayers    int                    // 最小玩家数\n\townerPlayerID string                 // 创建者/队长\n\n\t// 状态\n\tstatus     InstanceStatus\n\tdifficulty int // 难度等级\n\n\t// 时间\n\tcreatedAt time.Time\n\tstartedAt time.Time\n\texpireAt  time.Time\n\tclosedAt  time.Time\n\tlifetime  time.Duration // 生命周期\n\n\t// 进度\n\tprogress        int               // 进度百分比\n\tcompletedTasks  []string          // 已完成任务\n\tmetadata        map[string]string // 元数据\n\tscoreMultiplier float64           // 分数倍率\n\n\t// 领域事件\n\tevents []interface{}\n}\n\n// PlayerInfo 玩家信息\ntype PlayerInfo struct {\n\tPlayerID   string\n\tPlayerName string\n\tLevel      int\n\tJoinedAt   time.Time\n\tIsReady    bool\n\tRole       string // tank, healer, dps\n}\n\n// NewInstance 创建新实例\nfunc NewInstance(\n\tinstanceID string,\n\ttemplateID string,\n\tinstanceType InstanceType,\n\townerPlayerID string,\n\tmaxPlayers int,\n\tlifetime time.Duration,\n) *Instance {\n\tnow := time.Now()\n\treturn &Instance{\n\t\tinstanceID:      instanceID,\n\t\ttemplateID:      templateID,\n\t\tinstanceType:    instanceType,\n\t\townerPlayerID:   ownerPlayerID,\n\t\tmaxPlayers:      maxPlayers,\n\t\tminPlayers:      1,\n\t\tplayers:         make(map[string]*PlayerInfo),\n\t\tstatus:          InstanceStatusPending,\n\t\tdifficulty:      1,\n\t\tcreatedAt:       now,\n\t\texpireAt:        now.Add(lifetime),\n\t\tlifetime:        lifetime,\n\t\tprogress:        0,\n\t\tcompletedTasks:  []string{},\n\t\tmetadata:        make(map[string]string),\n\t\tscoreMultiplier: 1.0,\n\t\tevents:          []interface{}{},\n\t}\n}\n\n// ID 获取实例ID\nfunc (i *Instance) ID() string {\n\ti.mu.RLock()\n\tdefer i.mu.RUnlock()\n\treturn i.instanceID\n}\n\n// TemplateID 获取模板ID\nfunc (i *Instance) TemplateID() string {\n\ti.mu.RLock()\n\tdefer i.mu.RUnlock()\n\treturn i.templateID\n}\n\n// Type 获取实例类型\nfunc (i *Instance) Type() InstanceType {\n\ti.mu.RLock()\n\tdefer i.mu.RUnlock()\n\treturn i.instanceType\n}\n\n// Status 获取状态\nfunc (i *Instance) Status() InstanceStatus {\n\ti.mu.RLock()\n\tdefer i.mu.RUnlock()\n\treturn i.status\n}\n\n// PlayerCount 获取当前玩家数\nfunc (i *Instance) PlayerCount() int {\n\ti.mu.RLock()\n\tdefer i.mu.RUnlock()\n\treturn len(i.players)\n}\n\n// MaxPlayers 获取最大玩家数\nfunc (i *Instance) MaxPlayers() int {\n\ti.mu.RLock()\n\tdefer i.mu.RUnlock()\n\treturn i.maxPlayers\n}\n\n// Progress 获取进度\nfunc (i *Instance) Progress() int {\n\ti.mu.RLock()\n\tdefer i.mu.RUnlock()\n\treturn i.progress\n}\n\n// SceneID 获取场景ID\nfunc (i *Instance) SceneID() string {\n\ti.mu.RLock()\n\tdefer i.mu.RUnlock()\n\treturn i.sceneID\n}\n\n// SetSceneID 设置场景ID\nfunc (i *Instance) SetSceneID(sceneID string) {\n\ti.mu.Lock()\n\tdefer i.mu.Unlock()\n\ti.sceneID = sceneID\n}\n\n// AddPlayer 添加玩家\nfunc (i *Instance) AddPlayer(playerID, playerName string, level int, role string) error {\n\ti.mu.Lock()\n\tdefer i.mu.Unlock()\n\n\t// 检查状态\n\tif i.status == InstanceStatusClosed || i.status == InstanceStatusClosing {\n\t\treturn fmt.Errorf(\"instance is closed or closing\")\n\t}\n\n\t// 检查是否已满\n\tif len(i.players) >= i.maxPlayers {\n\t\treturn fmt.Errorf(\"instance is full\")\n\t}\n\n\t// 检查是否已存在\n\tif _, exists := i.players[playerID]; exists {\n\t\treturn fmt.Errorf(\"player already in instance\")\n\t}\n\n\t// 添加玩家\n\ti.players[playerID] = &PlayerInfo{\n\t\tPlayerID:   playerID,\n\t\tPlayerName: playerName,\n\t\tLevel:      level,\n\t\tJoinedAt:   time.Now(),\n\t\tIsReady:    false,\n\t\tRole:       role,\n\t}\n\n\t// 发布事件\n\ti.addEvent(&PlayerJoinedEvent{\n\t\tInstanceID: i.instanceID,\n\t\tPlayerID:   playerID,\n\t\tPlayerName: playerName,\n\t\tTimestamp:  time.Now(),\n\t})\n\n\t// 检查是否满员\n\tif len(i.players) >= i.maxPlayers {\n\t\ti.status = InstanceStatusFull\n\t\ti.addEvent(&InstanceFullEvent{\n\t\t\tInstanceID: i.instanceID,\n\t\t\tTimestamp:  time.Now(),\n\t\t})\n\t}\n\n\treturn nil\n}\n\n// RemovePlayer 移除玩家\nfunc (i *Instance) RemovePlayer(playerID string) error {\n\ti.mu.Lock()\n\tdefer i.mu.Unlock()\n\n\tif _, exists := i.players[playerID]; !exists {\n\t\treturn fmt.Errorf(\"player not in instance\")\n\t}\n\n\tdelete(i.players, playerID)\n\n\t// 发布事件\n\ti.addEvent(&PlayerLeftEvent{\n\t\tInstanceID: i.instanceID,\n\t\tPlayerID:   playerID,\n\t\tTimestamp:  time.Now(),\n\t})\n\n\t// 更新状态\n\tif i.status == InstanceStatusFull && len(i.players) < i.maxPlayers {\n\t\ti.status = InstanceStatusActive\n\t}\n\n\t// 如果没有玩家了，标记为关闭中\n\tif len(i.players) == 0 {\n\t\ti.MarkForClosing()\n\t}\n\n\treturn nil\n}\n\n// Start 启动实例\nfunc (i *Instance) Start() error {\n\ti.mu.Lock()\n\tdefer i.mu.Unlock()\n\n\tif i.status != InstanceStatusPending && i.status != InstanceStatusCreating {\n\t\treturn fmt.Errorf(\"instance cannot be started in current status: %d\", i.status)\n\t}\n\n\t// 检查最小玩家数\n\tif len(i.players) < i.minPlayers {\n\t\treturn fmt.Errorf(\"not enough players: %d/%d\", len(i.players), i.minPlayers)\n\t}\n\n\ti.status = InstanceStatusActive\n\ti.startedAt = time.Now()\n\n\t// 发布事件\n\ti.addEvent(&InstanceStartedEvent{\n\t\tInstanceID:  i.instanceID,\n\t\tPlayerCount: len(i.players),\n\t\tTimestamp:   time.Now(),\n\t})\n\n\treturn nil\n}\n\n// UpdateProgress 更新进度\nfunc (i *Instance) UpdateProgress(progress int, completedTask string) {\n\ti.mu.Lock()\n\tdefer i.mu.Unlock()\n\n\ti.progress = progress\n\tif completedTask != \"\" {\n\t\ti.completedTasks = append(i.completedTasks, completedTask)\n\t}\n\n\t// 发布事件\n\ti.addEvent(&InstanceProgressUpdatedEvent{\n\t\tInstanceID: i.instanceID,\n\t\tProgress:   progress,\n\t\tTask:       completedTask,\n\t\tTimestamp:  time.Now(),\n\t})\n\n\t// 如果完成了\n\tif progress >= 100 {\n\t\ti.status = InstanceStatusClosing\n\t\ti.addEvent(&InstanceCompletedEvent{\n\t\t\tInstanceID: i.instanceID,\n\t\t\tDuration:   time.Since(i.startedAt),\n\t\t\tTimestamp:  time.Now(),\n\t\t})\n\t}\n}\n\n// MarkForClosing 标记为关闭中\nfunc (i *Instance) MarkForClosing() {\n\tif i.status != InstanceStatusClosed {\n\t\ti.status = InstanceStatusClosing\n\t\ti.addEvent(&InstanceClosingEvent{\n\t\t\tInstanceID: i.instanceID,\n\t\t\tTimestamp:  time.Now(),\n\t\t})\n\t}\n}\n\n// Close 关闭实例\nfunc (i *Instance) Close() {\n\ti.mu.Lock()\n\tdefer i.mu.Unlock()\n\n\ti.status = InstanceStatusClosed\n\ti.closedAt = time.Now()\n\n\t// 发布事件\n\ti.addEvent(&InstanceClosedEvent{\n\t\tInstanceID: i.instanceID,\n\t\tTimestamp:  time.Now(),\n\t})\n}\n\n// IsExpired 检查是否过期\nfunc (i *Instance) IsExpired() bool {\n\ti.mu.RLock()\n\tdefer i.mu.RUnlock()\n\treturn time.Now().After(i.expireAt)\n}\n\n// GetPlayers 获取玩家列表\nfunc (i *Instance) GetPlayers() []*PlayerInfo {\n\ti.mu.RLock()\n\tdefer i.mu.RUnlock()\n\n\tplayers := make([]*PlayerInfo, 0, len(i.players))\n\tfor _, p := range i.players {\n\t\tplayers = append(players, p)\n\t}\n\treturn players\n}\n\n// addEvent 添加领域事件\nfunc (i *Instance) addEvent(event interface{}) {\n\ti.events = append(i.events, event)\n}\n\n// GetEvents 获取并清空事件\nfunc (i *Instance) GetEvents() []interface{} {\n\ti.mu.Lock()\n\tdefer i.mu.Unlock()\n\n\tevents := i.events\n\ti.events = []interface{}{}\n\treturn events\n}\n\n// GetMetadata 获取元数据\nfunc (i *Instance) GetMetadata(key string) (string, bool) {\n\ti.mu.RLock()\n\tdefer i.mu.RUnlock()\n\tval, ok := i.metadata[key]\n\treturn val, ok\n}\n\n// SetMetadata 设置元数据\nfunc (i *Instance) SetMetadata(key, value string) {\n\ti.mu.Lock()\n\tdefer i.mu.Unlock()\n\ti.metadata[key] = value\n}\n\n// CreatedAt 获取创建时间\nfunc (i *Instance) CreatedAt() time.Time {\n\ti.mu.RLock()\n\tdefer i.mu.RUnlock()\n\treturn i.createdAt\n}\n\n// Difficulty 获取难度\nfunc (i *Instance) Difficulty() int {\n\ti.mu.RLock()\n\tdefer i.mu.RUnlock()\n\treturn i.difficulty\n}\n"
  },
  {
    "path": "internal/domain/replication/repository.go",
    "content": "package replication\n\nimport \"context\"\n\n// Repository 副本实例仓储接口\ntype Repository interface {\n\t// Save 保存实例\n\tSave(ctx context.Context, instance *Instance) error\n\n\t// FindByID 根据ID查找实例\n\tFindByID(ctx context.Context, instanceID string) (*Instance, error)\n\n\t// FindByTemplateID 根据模板ID查找实例列表\n\tFindByTemplateID(ctx context.Context, templateID string) ([]*Instance, error)\n\n\t// FindActiveInstances 查找所有活跃实例\n\tFindActiveInstances(ctx context.Context) ([]*Instance, error)\n\n\t// FindByPlayerID 根据玩家ID查找实例\n\tFindByPlayerID(ctx context.Context, playerID string) (*Instance, error)\n\n\t// Delete 删除实例\n\tDelete(ctx context.Context, instanceID string) error\n\n\t// UpdateStatus 更新实例状态\n\tUpdateStatus(ctx context.Context, instanceID string, status InstanceStatus) error\n\n\t// FindExpiredInstances 查找过期实例\n\tFindExpiredInstances(ctx context.Context) ([]*Instance, error)\n}\n"
  },
  {
    "path": "internal/domain/replication/snapshot.go",
    "content": "package replication\n\nimport \"time\"\n\n// InstanceSnapshot 用于持久化/重建的快照\ntype InstanceSnapshot struct {\n\tInstanceID, TemplateID, SceneID, OwnerPlayerID string\n\tInstanceType                                   InstanceType\n\tStatus                                         InstanceStatus\n\tMaxPlayers                                     int\n\tMinPlayers                                     int\n\tDifficulty                                     int\n\tCreatedAt                                      time.Time\n\tStartedAt                                      time.Time\n\tExpireAt                                       time.Time\n\tClosedAt                                       time.Time\n\tLifetime                                       time.Duration\n\tProgress                                       int\n\tCompleted                                      []string\n\tMetadata                                       map[string]string\n\tPlayers                                        []PlayerInfo\n}\n\n// NewInstanceFromSnapshot 通过快照重建实例\nfunc NewInstanceFromSnapshot(s InstanceSnapshot) *Instance {\n\tinst := &Instance{\n\t\tinstanceID:      s.InstanceID,\n\t\ttemplateID:      s.TemplateID,\n\t\tinstanceType:    s.InstanceType,\n\t\tsceneID:         s.SceneID,\n\t\tplayers:         make(map[string]*PlayerInfo),\n\t\tmaxPlayers:      s.MaxPlayers,\n\t\tminPlayers:      s.MinPlayers,\n\t\townerPlayerID:   s.OwnerPlayerID,\n\t\tstatus:          s.Status,\n\t\tdifficulty:      s.Difficulty,\n\t\tcreatedAt:       s.CreatedAt,\n\t\tstartedAt:       s.StartedAt,\n\t\texpireAt:        s.ExpireAt,\n\t\tclosedAt:        s.ClosedAt,\n\t\tlifetime:        s.Lifetime,\n\t\tprogress:        s.Progress,\n\t\tcompletedTasks:  append([]string(nil), s.Completed...),\n\t\tmetadata:        map[string]string{},\n\t\tscoreMultiplier: 1.0,\n\t\tevents:          nil,\n\t}\n\tif s.Metadata != nil {\n\t\tfor k, v := range s.Metadata {\n\t\t\tinst.metadata[k] = v\n\t\t}\n\t}\n\tfor _, p := range s.Players {\n\t\tcp := p // copy\n\t\tinst.players[p.PlayerID] = &cp\n\t}\n\treturn inst\n}\n"
  },
  {
    "path": "internal/domain/scene/errors.go",
    "content": "package scene\n\nimport \"errors\"\n\nvar (\n\t// 场景相关错误\n\tErrSceneNotFound      = errors.New(\"scene not found\")\n\tErrSceneNotActive     = errors.New(\"scene is not active\")\n\tErrSceneFull          = errors.New(\"scene is full\")\n\tErrSceneClosed        = errors.New(\"scene is closed\")\n\tErrSceneMaintenance   = errors.New(\"scene is under maintenance\")\n\tErrInvalidSceneType   = errors.New(\"invalid scene type\")\n\tErrInvalidSceneStatus = errors.New(\"invalid scene status\")\n\tErrSceneAlreadyExists = errors.New(\"scene already exists\")\n\n\t// 玩家相关错误\n\tErrPlayerNotInScene     = errors.New(\"player not in scene\")\n\tErrPlayerAlreadyInScene = errors.New(\"player already in scene\")\n\tErrPlayerDead           = errors.New(\"player is dead\")\n\tErrPlayerAFK            = errors.New(\"player is AFK\")\n\tErrPlayerInCombat       = errors.New(\"player is in combat\")\n\tErrPlayerTrading        = errors.New(\"player is trading\")\n\n\t// 实体相关错误\n\tErrEntityNotFound      = errors.New(\"entity not found\")\n\tErrEntityNotActive     = errors.New(\"entity is not active\")\n\tErrEntityAlreadyExists = errors.New(\"entity already exists\")\n\tErrInvalidEntityType   = errors.New(\"invalid entity type\")\n\tErrEntityDead          = errors.New(\"entity is dead\")\n\n\t// 位置相关错误\n\tErrInvalidPosition  = errors.New(\"invalid position\")\n\tErrPositionOccupied = errors.New(\"position is occupied\")\n\tErrOutOfBounds      = errors.New(\"position is out of bounds\")\n\tErrTooFarAway       = errors.New(\"target is too far away\")\n\tErrCannotMove       = errors.New(\"cannot move to target position\")\n\n\t// 怪物相关错误\n\tErrMonsterNotFound      = errors.New(\"monster not found\")\n\tErrMonsterAlreadyExists = errors.New(\"monster already exists\")\n\tErrMonsterDead          = errors.New(\"monster is dead\")\n\tErrMonsterRespawning    = errors.New(\"monster is respawning\")\n\tErrInvalidMonsterType   = errors.New(\"invalid monster type\")\n\n\t// NPC相关错误\n\tErrNPCNotFound     = errors.New(\"npc not found\")\n\tErrNPCNotAvailable = errors.New(\"npc is not available\")\n\tErrNPCBusy         = errors.New(\"npc is busy\")\n\tErrNPCDead         = errors.New(\"npc is dead\")\n\tErrInvalidNPCType  = errors.New(\"invalid npc type\")\n\n\t// 物品相关错误\n\tErrItemNotFound       = errors.New(\"item not found\")\n\tErrItemAlreadyExists  = errors.New(\"item already exists\")\n\tErrItemExpired        = errors.New(\"item has expired\")\n\tErrItemNotPickable    = errors.New(\"item is not pickable\")\n\tErrItemOwnershipError = errors.New(\"item ownership error\")\n\n\t// 传送门相关错误\n\tErrPortalNotFound       = errors.New(\"portal not found\")\n\tErrPortalNotActive      = errors.New(\"portal is not active\")\n\tErrPortalLocked         = errors.New(\"portal is locked\")\n\tErrInsufficientLevel    = errors.New(\"insufficient level for portal\")\n\tErrMissingRequiredItems = errors.New(\"missing required items for portal\")\n\tErrInsufficientGold     = errors.New(\"insufficient gold for portal\")\n\n\t// 刷新点相关错误\n\tErrSpawnPointNotFound = errors.New(\"spawn point not found\")\n\tErrSpawnPointFull     = errors.New(\"spawn point is full\")\n\tErrSpawnPointInactive = errors.New(\"spawn point is inactive\")\n\tErrSpawnCooldown      = errors.New(\"spawn point is on cooldown\")\n\tErrInvalidSpawnType   = errors.New(\"invalid spawn type\")\n\n\t// AOI相关错误\n\tErrAOINotInitialized = errors.New(\"aoi manager not initialized\")\n\tErrInvalidAOIRadius  = errors.New(\"invalid aoi radius\")\n\tErrAOIEntityNotFound = errors.New(\"aoi entity not found\")\n\tErrAOIGridNotFound   = errors.New(\"aoi grid not found\")\n\n\t// AI相关错误\n\tErrAINotInitialized  = errors.New(\"ai behavior not initialized\")\n\tErrInvalidAIBehavior = errors.New(\"invalid ai behavior type\")\n\tErrAITargetNotFound  = errors.New(\"ai target not found\")\n\tErrAIPathNotFound    = errors.New(\"ai path not found\")\n\n\t// 战斗相关错误\n\tErrNotInCombat      = errors.New(\"not in combat\")\n\tErrAlreadyInCombat  = errors.New(\"already in combat\")\n\tErrCannotAttack     = errors.New(\"cannot attack target\")\n\tErrAttackOnCooldown = errors.New(\"attack is on cooldown\")\n\tErrInvalidTarget    = errors.New(\"invalid attack target\")\n\n\t// 权限相关错误\n\tErrInsufficientPermission = errors.New(\"insufficient permission\")\n\tErrAccessDenied           = errors.New(\"access denied\")\n\tErrNotAuthorized          = errors.New(\"not authorized\")\n\n\t// 配置相关错误\n\tErrInvalidSceneConfig  = errors.New(\"invalid scene configuration\")\n\tErrSceneConfigNotFound = errors.New(\"scene configuration not found\")\n\tErrInvalidEntityConfig = errors.New(\"invalid entity configuration\")\n\tErrConfigLoadFailed    = errors.New(\"failed to load configuration\")\n)\n"
  },
  {
    "path": "internal/domain/scene/plant/aggregate.go",
    "content": "package plant\n\nimport (\n\t\"errors\"\n\t\"fmt\"\n\t\"time\"\n)\n\n// FarmAggregate 农场聚合根\ntype FarmAggregate struct {\n\tfarmID          string\n\tsceneID         string\n\towner           string\n\tname            string\n\tdescription     string\n\tsize            FarmSize\n\tsoil            *Soil\n\tcrops           map[string]*Crop\n\tplots           map[string]*Plot\n\ttools           []*FarmTool\n\tresources       *FarmResources\n\tstatistics      *FarmStatistics\n\tclimateZone     string\n\tseasonModifier  *SeasonModifier\n\tautomation      *AutomationSettings\n\tlastUpdateTime  time.Time\n\tlastHarvestTime time.Time\n\tcreatedAt       time.Time\n\tupdatedAt       time.Time\n\tversion         int\n}\n\n// NewFarmAggregate 创建农场聚合根\nfunc NewFarmAggregate(farmID, sceneID, owner, name string, size FarmSize) *FarmAggregate {\n\tnow := time.Now()\n\treturn &FarmAggregate{\n\t\tfarmID:          farmID,\n\t\tsceneID:         sceneID,\n\t\towner:           owner,\n\t\tname:            name,\n\t\tsize:            size,\n\t\tsoil:            NewSoil(SoilTypeLoam, 50.0, 7.0, 2.0), // 默认壤土\n\t\tcrops:           make(map[string]*Crop),\n\t\tplots:           make(map[string]*Plot),\n\t\ttools:           make([]*FarmTool, 0),\n\t\tresources:       NewFarmResources(),\n\t\tstatistics:      NewFarmStatistics(),\n\t\tclimateZone:     \"temperate\", // 默认温带\n\t\tseasonModifier:  NewSeasonModifier(),\n\t\tautomation:      NewAutomationSettings(),\n\t\tlastUpdateTime:  now,\n\t\tlastHarvestTime: now,\n\t\tcreatedAt:       now,\n\t\tupdatedAt:       now,\n\t\tversion:         1,\n\t}\n}\n\n// GetFarmID 获取农场ID\nfunc (f *FarmAggregate) GetFarmID() string {\n\treturn f.farmID\n}\n\n// GetSceneID 获取场景ID\nfunc (f *FarmAggregate) GetSceneID() string {\n\treturn f.sceneID\n}\n\n// GetOwner 获取所有者\nfunc (f *FarmAggregate) GetOwner() string {\n\treturn f.owner\n}\n\n// GetName 获取农场名称\nfunc (f *FarmAggregate) GetName() string {\n\treturn f.name\n}\n\n// SetName 设置农场名称\nfunc (f *FarmAggregate) SetName(name string) error {\n\tif name == \"\" {\n\t\treturn ErrInvalidFarmName\n\t}\n\n\tf.name = name\n\tf.updateVersion()\n\treturn nil\n}\n\n// GetDescription 获取描述\nfunc (f *FarmAggregate) GetDescription() string {\n\treturn f.description\n}\n\n// SetDescription 设置描述\nfunc (f *FarmAggregate) SetDescription(description string) {\n\tf.description = description\n\tf.updateVersion()\n}\n\n// GetSize 获取农场大小\nfunc (f *FarmAggregate) GetSize() FarmSize {\n\treturn f.size\n}\n\n// ExpandFarm 扩展农场\nfunc (f *FarmAggregate) ExpandFarm(newSize FarmSize) error {\n\tif newSize <= f.size {\n\t\treturn ErrInvalidFarmSize\n\t}\n\n\t// 检查扩展条件\n\tif !f.canExpand(newSize) {\n\t\treturn ErrFarmExpansionNotAllowed\n\t}\n\n\tf.size = newSize\n\tf.updateVersion()\n\treturn nil\n}\n\n// GetSoil 获取土壤\nfunc (f *FarmAggregate) GetSoil() *Soil {\n\treturn f.soil\n}\n\n// UpdateSoil 更新土壤\nfunc (f *FarmAggregate) UpdateSoil(soil *Soil) error {\n\tif soil == nil {\n\t\treturn ErrInvalidSoil\n\t}\n\n\tf.soil = soil\n\tf.updateVersion()\n\treturn nil\n}\n\n// ImproveSoil 改良土壤\nfunc (f *FarmAggregate) ImproveSoil(fertilizer *Fertilizer) error {\n\tif fertilizer == nil {\n\t\treturn ErrInvalidFertilizer\n\t}\n\n\t// 检查资源是否足够\n\tif !f.resources.HasEnoughFertilizer(fertilizer.GetType(), fertilizer.GetAmount()) {\n\t\treturn ErrInsufficientResources\n\t}\n\n\t// 应用肥料效果\n\tf.soil.ApplyFertilizer(fertilizer)\n\n\t// 消耗资源\n\tf.resources.ConsumeFertilizer(fertilizer.GetType(), fertilizer.GetAmount())\n\n\t// 更新统计\n\tf.statistics.AddFertilizerUsage(fertilizer.GetType(), fertilizer.GetAmount())\n\n\tf.updateVersion()\n\treturn nil\n}\n\n// PlantCrop 种植作物\nfunc (f *FarmAggregate) PlantCrop(plotID string, seedType SeedType, quantity int) error {\n\tif plotID == \"\" {\n\t\treturn ErrInvalidPlotID\n\t}\n\n\tif !seedType.IsValid() {\n\t\treturn ErrInvalidSeedType\n\t}\n\n\tif quantity <= 0 {\n\t\treturn ErrInvalidQuantity\n\t}\n\n\t// 检查地块是否存在\n\tplot, exists := f.plots[plotID]\n\tif !exists {\n\t\treturn ErrPlotNotFound\n\t}\n\n\t// 检查地块是否可用\n\tif !plot.IsAvailable {\n\t\treturn ErrPlotNotAvailable\n\t}\n\n\t// 检查种子资源\n\tif !f.resources.HasEnoughSeeds(seedType, quantity) {\n\t\treturn ErrInsufficientSeeds\n\t}\n\n\t// 检查土壤适宜性\n\tif !f.soil.IsSuitableFor(seedType) {\n\t\treturn ErrSoilNotSuitable\n\t}\n\n\t// 创建作物\n\tcrop := NewCrop(generateCropID(), \"\", seedType, quantity, f.soil, f.climateZone)\n\n\t// 应用季节修正\n\tf.seasonModifier.ApplyToCrop(crop)\n\n\t// 种植作物\n\tplot.PlantCrop(crop)\n\tf.crops[crop.GetID()] = crop\n\n\t// 消耗种子\n\tf.resources.ConsumeSeeds(seedType, quantity)\n\n\t// 更新统计\n\tf.statistics.AddPlantingActivity(seedType, quantity)\n\n\tf.updateVersion()\n\treturn nil\n}\n\n// WaterCrops 浇水\nfunc (f *FarmAggregate) WaterCrops(plotIDs []string, waterAmount float64) error {\n\tif len(plotIDs) == 0 {\n\t\treturn ErrInvalidPlotID\n\t}\n\n\tif waterAmount <= 0 {\n\t\treturn ErrInvalidWaterAmount\n\t}\n\n\t// 检查水资源\n\ttotalWaterNeeded := waterAmount * float64(len(plotIDs))\n\tif !f.resources.HasEnoughWater(totalWaterNeeded) {\n\t\treturn ErrInsufficientWater\n\t}\n\n\tfor _, plotID := range plotIDs {\n\t\tplot, exists := f.plots[plotID]\n\t\tif !exists {\n\t\t\tcontinue\n\t\t}\n\n\t\t// 浇水\n\t\tif crop := plot.GetCrop(); crop != nil {\n\t\t\tcrop.Water(waterAmount)\n\t\t}\n\n\t\t// 更新土壤湿度\n\t\tf.soil.AddMoisture(waterAmount)\n\t}\n\n\t// 消耗水资源\n\tf.resources.ConsumeWater(totalWaterNeeded)\n\n\t// 更新统计\n\tf.statistics.AddWateringActivity(len(plotIDs), totalWaterNeeded)\n\n\tf.updateVersion()\n\treturn nil\n}\n\n// HarvestCrop 收获作物\nfunc (f *FarmAggregate) HarvestCrop(cropID string) (*HarvestResult, error) {\n\tif cropID == \"\" {\n\t\treturn nil, ErrInvalidCropID\n\t}\n\n\tcrop, exists := f.crops[cropID]\n\tif !exists {\n\t\treturn nil, ErrCropNotFound\n\t}\n\n\t// 检查作物是否可收获\n\tif !crop.IsHarvestable() {\n\t\treturn nil, ErrCropNotHarvestable\n\t}\n\n\t// 计算收获量\n\tyield := f.calculateYield(crop)\n\tquality := f.calculateQuality(crop)\n\n\t// 创建收获结果\n\tresult := &HarvestResult{\n\t\tCropID:      cropID,\n\t\tSeedType:    crop.GetSeedType(),\n\t\tYield:       yield,\n\t\tQuality:     quality,\n\t\tHarvestTime: time.Now(),\n\t\tExperience:  f.calculateExperience(crop, yield, quality),\n\t}\n\n\t// 添加收获物到资源\n\tf.resources.AddHarvest(crop.GetSeedType(), yield, quality)\n\n\t// 更新统计\n\tf.statistics.AddHarvestActivity(crop.GetSeedType(), yield, quality)\n\n\t// 移除作物\n\tdelete(f.crops, cropID)\n\n\t// 释放地块\n\tfor _, plot := range f.plots {\n\t\tif plot.GetCrop() != nil && plot.GetCrop().GetID() == cropID {\n\t\t\tplot.ClearCrop()\n\t\t\tbreak\n\t\t}\n\t}\n\n\tf.lastHarvestTime = time.Now()\n\tf.updateVersion()\n\n\treturn result, nil\n}\n\n// UpdateCrops 更新所有作物\nfunc (f *FarmAggregate) UpdateCrops() error {\n\tnow := time.Now()\n\n\tfor _, crop := range f.crops {\n\t\t// 更新作物生长\n\t\tcrop.Update(now)\n\n\t\t// 应用环境影响\n\t\tf.applyEnvironmentalEffects(crop)\n\n\t\t// 检查病虫害\n\t\tf.checkPestsAndDiseases(crop)\n\t}\n\n\tf.lastUpdateTime = now\n\tf.updateVersion()\n\treturn nil\n}\n\n// GetCrops 获取所有作物\nfunc (f *FarmAggregate) GetCrops() map[string]*Crop {\n\treturn f.crops\n}\n\n// GetCrop 获取指定作物\nfunc (f *FarmAggregate) GetCrop(cropID string) *Crop {\n\treturn f.crops[cropID]\n}\n\n// GetPlots 获取所有地块\nfunc (f *FarmAggregate) GetPlots() map[string]*Plot {\n\treturn f.plots\n}\n\n// AddPlot 添加地块\nfunc (f *FarmAggregate) AddPlot(plot *Plot) error {\n\tif plot == nil {\n\t\treturn ErrInvalidPlot\n\t}\n\n\t// 检查地块数量限制\n\tif len(f.plots) >= f.size.GetMaxPlots() {\n\t\treturn ErrMaxPlotsReached\n\t}\n\n\tf.plots[plot.GetID()] = plot\n\tf.updateVersion()\n\treturn nil\n}\n\n// RemovePlot 移除地块\nfunc (f *FarmAggregate) RemovePlot(plotID string) error {\n\tplot, exists := f.plots[plotID]\n\tif !exists {\n\t\treturn ErrPlotNotFound\n\t}\n\n\t// 检查地块是否有作物\n\tif plot.HasCrop() {\n\t\treturn ErrPlotHasCrop\n\t}\n\n\tdelete(f.plots, plotID)\n\tf.updateVersion()\n\treturn nil\n}\n\n// GetTools 获取农具\nfunc (f *FarmAggregate) GetTools() []*FarmTool {\n\treturn f.tools\n}\n\n// AddTool 添加农具\nfunc (f *FarmAggregate) AddTool(tool *FarmTool) error {\n\tif tool == nil {\n\t\treturn ErrInvalidTool\n\t}\n\n\tf.tools = append(f.tools, tool)\n\tf.updateVersion()\n\treturn nil\n}\n\n// UseTool 使用农具\nfunc (f *FarmAggregate) UseTool(toolID string, targetID string) error {\n\ttool := f.findTool(toolID)\n\tif tool == nil {\n\t\treturn ErrToolNotFound\n\t}\n\n\tif !tool.IsUsable() {\n\t\treturn ErrToolNotUsable\n\t}\n\n\t// 使用农具\n\teffect := tool.Use()\n\n\t// 应用效果\n\tf.applyToolEffect(effect, targetID)\n\n\t// 更新统计\n\tf.statistics.AddToolUsage(tool.GetType())\n\n\tf.updateVersion()\n\treturn nil\n}\n\n// GetResources 获取资源\nfunc (f *FarmAggregate) GetResources() *FarmResources {\n\treturn f.resources\n}\n\n// GetStatistics 获取统计信息\nfunc (f *FarmAggregate) GetStatistics() *FarmStatistics {\n\treturn f.statistics\n}\n\n// GetClimateZone 获取气候区域\nfunc (f *FarmAggregate) GetClimateZone() string {\n\treturn f.climateZone\n}\n\n// SetClimateZone 设置气候区域\nfunc (f *FarmAggregate) SetClimateZone(zone string) {\n\tf.climateZone = zone\n\tf.updateVersion()\n}\n\n// GetSeasonModifier 获取季节修正\nfunc (f *FarmAggregate) GetSeasonModifier() *SeasonModifier {\n\treturn f.seasonModifier\n}\n\n// UpdateSeasonModifier 更新季节修正\nfunc (f *FarmAggregate) UpdateSeasonModifier(modifier *SeasonModifier) {\n\tf.seasonModifier = modifier\n\tf.updateVersion()\n}\n\n// GetAutomationSettings 获取自动化设置\nfunc (f *FarmAggregate) GetAutomationSettings() *AutomationSettings {\n\treturn f.automation\n}\n\n// UpdateAutomationSettings 更新自动化设置\nfunc (f *FarmAggregate) UpdateAutomationSettings(settings *AutomationSettings) {\n\tf.automation = settings\n\tf.updateVersion()\n}\n\n// GetLastUpdateTime 获取最后更新时间\nfunc (f *FarmAggregate) GetLastUpdateTime() time.Time {\n\treturn f.lastUpdateTime\n}\n\n// GetLastHarvestTime 获取最后收获时间\nfunc (f *FarmAggregate) GetLastHarvestTime() time.Time {\n\treturn f.lastHarvestTime\n}\n\n// GetCreatedAt 获取创建时间\nfunc (f *FarmAggregate) GetCreatedAt() time.Time {\n\treturn f.createdAt\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (f *FarmAggregate) GetUpdatedAt() time.Time {\n\treturn f.updatedAt\n}\n\n// GetVersion 获取版本\nfunc (f *FarmAggregate) GetVersion() int {\n\treturn f.version\n}\n\n// CalculateFarmValue 计算农场价值\nfunc (f *FarmAggregate) CalculateFarmValue() float64 {\n\tvalue := 0.0\n\n\t// 基础价值\n\tvalue += f.size.GetBaseValue()\n\n\t// 土壤价值\n\tvalue += f.soil.GetValue()\n\n\t// 作物价值\n\tfor _, crop := range f.crops {\n\t\tvalue += crop.GetValue()\n\t}\n\n\t// 农具价值\n\tfor _, tool := range f.tools {\n\t\tvalue += tool.GetValue()\n\t}\n\n\t// 资源价值\n\tvalue += f.resources.GetTotalValue()\n\n\treturn value\n}\n\n// CalculateProductivity 计算生产力\nfunc (f *FarmAggregate) CalculateProductivity() float64 {\n\tproductivity := 1.0\n\n\t// 土壤影响\n\tproductivity *= f.soil.GetProductivityMultiplier()\n\n\t// 季节影响\n\tproductivity *= f.seasonModifier.GetProductivityMultiplier()\n\n\t// 农具影响\n\tfor _, tool := range f.tools {\n\t\tif tool.IsActive {\n\t\t\tproductivity *= tool.GetProductivityBonus()\n\t\t}\n\t}\n\n\treturn productivity\n}\n\n// GetFarmStatus 获取农场状态\nfunc (f *FarmAggregate) GetFarmStatus() FarmStatus {\n\tif len(f.crops) == 0 {\n\t\treturn FarmStatusIdle\n\t}\n\n\t// 检查是否有成熟的作物\n\tfor _, crop := range f.crops {\n\t\tif crop.IsHarvestable() {\n\t\t\treturn FarmStatusHarvestReady\n\t\t}\n\t}\n\n\t// 检查是否需要照料\n\tfor _, crop := range f.crops {\n\t\tif crop.NeedsCare() {\n\t\t\treturn FarmStatusNeedsCare\n\t\t}\n\t}\n\n\treturn FarmStatusGrowing\n}\n\n// 私有方法\n\n// canExpand 检查是否可以扩展\nfunc (f *FarmAggregate) canExpand(newSize FarmSize) bool {\n\t// 检查资源是否足够\n\texpansionCost := newSize.GetExpansionCost(f.size)\n\treturn f.resources.CanAfford(expansionCost)\n}\n\n// calculateYield 计算收获量\nfunc (f *FarmAggregate) calculateYield(crop *Crop) int {\n\tbaseYield := crop.GetBaseYield()\n\tmultiplier := 1.0\n\n\t// 土壤影响\n\tmultiplier *= f.soil.GetYieldMultiplier(crop.GetSeedType())\n\n\t// 季节影响\n\tmultiplier *= f.seasonModifier.GetYieldMultiplier(crop.GetSeedType())\n\n\t// 照料质量影响\n\tmultiplier *= crop.GetCareQualityMultiplier()\n\n\treturn int(float64(baseYield) * multiplier)\n}\n\n// calculateQuality 计算品质\nfunc (f *FarmAggregate) calculateQuality(crop *Crop) CropQuality {\n\tqualityScore := 0.0\n\n\t// 土壤质量影响\n\tqualityScore += f.soil.GetQualityScore()\n\n\t// 作物健康度影响\n\tqualityScore += crop.GetHealthScore()\n\n\t// 照料质量影响\n\tqualityScore += crop.GetCareQualityScore()\n\n\t// 转换为品质等级\n\tif qualityScore >= 90 {\n\t\treturn CropQualityLegendary\n\t} else if qualityScore >= 80 {\n\t\treturn CropQualityEpic\n\t} else if qualityScore >= 70 {\n\t\treturn CropQualityRare\n\t} else if qualityScore >= 60 {\n\t\treturn CropQualityUncommon\n\t} else {\n\t\treturn CropQualityCommon\n\t}\n}\n\n// calculateExperience 计算经验值\nfunc (f *FarmAggregate) calculateExperience(crop *Crop, yield int, quality CropQuality) int {\n\tbaseExp := crop.GetBaseExperience()\n\tmultiplier := 1.0\n\n\t// 产量影响\n\tmultiplier += float64(yield) * 0.01\n\n\t// 品质影响\n\tmultiplier += quality.GetExperienceMultiplier()\n\n\treturn int(float64(baseExp) * multiplier)\n}\n\n// applyEnvironmentalEffects 应用环境影响\nfunc (f *FarmAggregate) applyEnvironmentalEffects(crop *Crop) {\n\t// 土壤影响\n\tf.soil.ApplyToCrop(crop)\n\n\t// 季节影响\n\tf.seasonModifier.ApplyToCrop(crop)\n}\n\n// checkPestsAndDiseases 检查病虫害\nfunc (f *FarmAggregate) checkPestsAndDiseases(crop *Crop) {\n\t// 简化的病虫害检查逻辑\n\tif crop.GetHealthScore() < 50 {\n\t\t// 可能有病虫害，需要处理\n\t\tcrop.AddProblem(\"pest_infestation\")\n\t}\n}\n\n// findTool 查找农具\nfunc (f *FarmAggregate) findTool(toolID string) *FarmTool {\n\tfor _, tool := range f.tools {\n\t\tif tool.GetID() == toolID {\n\t\t\treturn tool\n\t\t}\n\t}\n\treturn nil\n}\n\n// applyToolEffect 应用农具效果\nfunc (f *FarmAggregate) applyToolEffect(effect *ToolEffect, targetID string) {\n\tswitch effect.GetType() {\n\tcase \"soil_improvement\":\n\t\tf.soil.ApplyImprovement(effect.GetValue())\n\tcase \"crop_growth_boost\":\n\t\tif crop := f.crops[targetID]; crop != nil {\n\t\t\tcrop.ApplyGrowthBoost(effect.GetValue())\n\t\t}\n\tcase \"pest_control\":\n\t\tif crop := f.crops[targetID]; crop != nil {\n\t\t\tcrop.RemoveProblem(\"pest_infestation\")\n\t\t}\n\t}\n}\n\n// updateVersion 更新版本\nfunc (f *FarmAggregate) updateVersion() {\n\tf.version++\n\tf.updatedAt = time.Now()\n}\n\n// generateCropID 生成作物ID\nfunc generateCropID() string {\n\treturn fmt.Sprintf(\"crop_%d\", time.Now().UnixNano())\n}\n\n// HarvestResult 收获结果\ntype HarvestResult struct {\n\tCropID      string\n\tSeedType    SeedType\n\tYield       int\n\tQuality     CropQuality\n\tHarvestTime time.Time\n\tExperience  int\n}\n\n// FarmStatus 农场状态\ntype FarmStatus int\n\nconst (\n\tFarmStatusIdle FarmStatus = iota + 1\n\tFarmStatusGrowing\n\tFarmStatusHarvestReady\n\tFarmStatusNeedsCare\n\tFarmStatusMaintenance\n)\n\n// String 返回状态字符串\nfunc (fs FarmStatus) String() string {\n\tswitch fs {\n\tcase FarmStatusIdle:\n\t\treturn \"idle\"\n\tcase FarmStatusGrowing:\n\t\treturn \"growing\"\n\tcase FarmStatusHarvestReady:\n\t\treturn \"harvest_ready\"\n\tcase FarmStatusNeedsCare:\n\t\treturn \"needs_care\"\n\tcase FarmStatusMaintenance:\n\t\treturn \"maintenance\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// 农场相关错误\nvar (\n\tErrInvalidFarmName         = errors.New(\"invalid farm name\")\n\tErrInvalidFarmSize         = errors.New(\"invalid farm size\")\n\tErrFarmExpansionNotAllowed = errors.New(\"farm expansion not allowed\")\n\t// 错误定义已移动到errors.go文件中\n)\n"
  },
  {
    "path": "internal/domain/scene/plant/entity.go",
    "content": "package plant\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// Crop 作物实体\ntype Crop struct {\n\tID                  string\n\tPlayerID            string\n\tSeedType            SeedType\n\tQuantity            int\n\tGrowthStage         GrowthStage\n\tHealthPoints        float64\n\tMaxHealthPoints     float64\n\tGrowthProgress      float64\n\tWaterLevel          float64\n\tNutrientLevel       float64\n\tPlantedTime         time.Time\n\tLastWateredTime     time.Time\n\tLastFertilizedTime  time.Time\n\tExpectedHarvestTime time.Time\n\tSoilCondition       *Soil\n\tClimateZone         string\n\tCareHistory         []*CareRecord\n\tProblems            []string\n\tBonuses             []*GrowthBonus\n\tCreatedAt           time.Time\n\tUpdatedAt           time.Time\n}\n\n// NewCrop 创建作物\nfunc NewCrop(id string, playerID string, seedType SeedType, quantity int, soil *Soil, climateZone string) *Crop {\n\tnow := time.Now()\n\tgrowthDuration := seedType.GetGrowthDuration()\n\n\treturn &Crop{\n\t\tID:                  id,\n\t\tPlayerID:            playerID,\n\t\tSeedType:            seedType,\n\t\tQuantity:            quantity,\n\t\tGrowthStage:         GrowthStageSeed,\n\t\tHealthPoints:        100.0,\n\t\tMaxHealthPoints:     100.0,\n\t\tGrowthProgress:      0.0,\n\t\tWaterLevel:          50.0,\n\t\tNutrientLevel:       50.0,\n\t\tPlantedTime:         now,\n\t\tLastWateredTime:     now,\n\t\tLastFertilizedTime:  now,\n\t\tExpectedHarvestTime: now.Add(growthDuration),\n\t\tSoilCondition:       soil,\n\t\tClimateZone:         climateZone,\n\t\tCareHistory:         make([]*CareRecord, 0),\n\t\tProblems:            make([]string, 0),\n\t\tBonuses:             make([]*GrowthBonus, 0),\n\t\tCreatedAt:           now,\n\t\tUpdatedAt:           now,\n\t}\n}\n\n// GetID 获取ID\nfunc (c *Crop) GetID() string {\n\treturn c.ID\n}\n\n// GetPlayerID 获取玩家ID\nfunc (c *Crop) GetPlayerID() string {\n\treturn c.PlayerID\n}\n\n// GetSeedType 获取种子类型\nfunc (c *Crop) GetSeedType() SeedType {\n\treturn c.SeedType\n}\n\n// GetQuantity 获取数量\nfunc (c *Crop) GetQuantity() int {\n\treturn c.Quantity\n}\n\n// GetGrowthStage 获取生长阶段\nfunc (c *Crop) GetGrowthStage() GrowthStage {\n\treturn c.GrowthStage\n}\n\n// GetGrowthProgress 获取生长进度\nfunc (c *Crop) GetGrowthProgress() float64 {\n\treturn c.GrowthProgress\n}\n\n// GetHealthPoints 获取健康值\nfunc (c *Crop) GetHealthPoints() float64 {\n\treturn c.HealthPoints\n}\n\n// GetHealthScore 获取健康分数\nfunc (c *Crop) GetHealthScore() float64 {\n\treturn (c.HealthPoints / c.MaxHealthPoints) * 100\n}\n\n// GetWaterLevel 获取水分等级\nfunc (c *Crop) GetWaterLevel() float64 {\n\treturn c.WaterLevel\n}\n\n// GetNutrientLevel 获取营养等级\nfunc (c *Crop) GetNutrientLevel() float64 {\n\treturn c.NutrientLevel\n}\n\n// GetPlotID 获取地块ID (暂时返回空字符串，需要在Crop结构体中添加PlotID字段)\nfunc (c *Crop) GetPlotID() string {\n\treturn \"\" // TODO: Add PlotID field to Crop struct\n}\n\n// GetSeedID 获取种子ID (暂时返回空字符串，需要在Crop结构体中添加SeedID字段)\nfunc (c *Crop) GetSeedID() string {\n\treturn \"\" // TODO: Add SeedID field to Crop struct\n}\n\n// GetCropType 获取作物类型 (返回种子类型的字符串表示)\nfunc (c *Crop) GetCropType() string {\n\treturn c.SeedType.String()\n}\n\n// GetCurrentStage 获取当前阶段 (返回生长阶段的字符串表示)\nfunc (c *Crop) GetCurrentStage() string {\n\treturn c.GrowthStage.String()\n}\n\n// IsHarvestable 检查是否可收获\nfunc (c *Crop) IsHarvestable() bool {\n\treturn c.GrowthStage == GrowthStageMature && c.GrowthProgress >= 100.0\n}\n\n// NeedsCare 检查是否需要照料\nfunc (c *Crop) NeedsCare() bool {\n\treturn c.WaterLevel < 30.0 || c.NutrientLevel < 30.0 || c.HealthPoints < 70.0 || len(c.Problems) > 0\n}\n\n// Water 浇水\nfunc (c *Crop) Water(amount float64) {\n\tc.WaterLevel += amount\n\tif c.WaterLevel > 100.0 {\n\t\tc.WaterLevel = 100.0\n\t}\n\n\tc.LastWateredTime = time.Now()\n\tc.addCareRecord(\"watering\", amount)\n\tc.UpdatedAt = time.Now()\n}\n\n// Fertilize 施肥\nfunc (c *Crop) Fertilize(fertilizer *Fertilizer) {\n\tc.NutrientLevel += fertilizer.GetNutrientValue()\n\tif c.NutrientLevel > 100.0 {\n\t\tc.NutrientLevel = 100.0\n\t}\n\n\t// 应用肥料的额外效果\n\tif bonus := fertilizer.GetGrowthBonus(); bonus != nil {\n\t\tc.AddBonus(bonus)\n\t}\n\n\tc.LastFertilizedTime = time.Now()\n\tc.addCareRecord(\"fertilizing\", fertilizer.GetNutrientValue())\n\tc.UpdatedAt = time.Now()\n}\n\n// Update 更新作物状态\nfunc (c *Crop) Update(currentTime time.Time) {\n\t// 计算时间差\n\ttimeDiff := currentTime.Sub(c.UpdatedAt)\n\thours := timeDiff.Hours()\n\n\tif hours <= 0 {\n\t\treturn\n\t}\n\n\t// 更新生长进度\n\tc.updateGrowthProgress(hours)\n\n\t// 更新生长阶段\n\tc.updateGrowthStage()\n\n\t// 消耗水分和营养\n\tc.consumeResources(hours)\n\n\t// 更新健康状态\n\tc.updateHealth()\n\n\t// 处理奖励效果\n\tc.processGrowthBonuses(hours)\n\n\t// 检查问题\n\tc.checkForProblems()\n\n\tc.UpdatedAt = currentTime\n}\n\n// AddBonus 添加生长奖励\nfunc (c *Crop) AddBonus(bonus *GrowthBonus) {\n\tc.Bonuses = append(c.Bonuses, bonus)\n\tc.UpdatedAt = time.Now()\n}\n\n// RemoveBonus 移除生长奖励\nfunc (c *Crop) RemoveBonus(bonusID string) {\n\tfor i, bonus := range c.Bonuses {\n\t\tif bonus.ID == bonusID {\n\t\t\tc.Bonuses = append(c.Bonuses[:i], c.Bonuses[i+1:]...)\n\t\t\tbreak\n\t\t}\n\t}\n\tc.UpdatedAt = time.Now()\n}\n\n// AddProblem 添加问题\nfunc (c *Crop) AddProblem(problem string) {\n\tfor _, p := range c.Problems {\n\t\tif p == problem {\n\t\t\treturn // 问题已存在\n\t\t}\n\t}\n\tc.Problems = append(c.Problems, problem)\n\tc.UpdatedAt = time.Now()\n}\n\n// RemoveProblem 移除问题\nfunc (c *Crop) RemoveProblem(problem string) {\n\tfor i, p := range c.Problems {\n\t\tif p == problem {\n\t\t\tc.Problems = append(c.Problems[:i], c.Problems[i+1:]...)\n\t\t\tbreak\n\t\t}\n\t}\n\tc.UpdatedAt = time.Now()\n}\n\n// GetProblems 获取问题列表\nfunc (c *Crop) GetProblems() []string {\n\treturn c.Problems\n}\n\n// ApplyGrowthBoost 应用生长加速\nfunc (c *Crop) ApplyGrowthBoost(multiplier float64) {\n\tbonus := &GrowthBonus{\n\t\tID:         fmt.Sprintf(\"boost_%d\", time.Now().UnixNano()),\n\t\tType:       \"growth_speed\",\n\t\tMultiplier: multiplier,\n\t\tDuration:   24 * time.Hour, // 持续24小时\n\t\tStartTime:  time.Now(),\n\t}\n\tc.AddBonus(bonus)\n}\n\n// GetBaseYield 获取基础产量\nfunc (c *Crop) GetBaseYield() int {\n\treturn c.SeedType.GetBaseYield() * c.Quantity\n}\n\n// GetBaseExperience 获取基础经验\nfunc (c *Crop) GetBaseExperience() int {\n\treturn c.SeedType.GetBaseExperience() * c.Quantity\n}\n\n// GetValue 获取作物价值\nfunc (c *Crop) GetValue() float64 {\n\tbaseValue := c.SeedType.GetBaseValue() * float64(c.Quantity)\n\n\t// 生长进度影响\n\tprogressMultiplier := c.GrowthProgress / 100.0\n\n\t// 健康状态影响\n\thealthMultiplier := c.GetHealthScore() / 100.0\n\n\treturn baseValue * progressMultiplier * healthMultiplier\n}\n\n// GetCareQualityMultiplier 获取照料质量倍率\nfunc (c *Crop) GetCareQualityMultiplier() float64 {\n\tif len(c.CareHistory) == 0 {\n\t\treturn 1.0\n\t}\n\n\t// 基于照料历史计算质量倍率\n\ttotalCare := 0.0\n\tfor _, record := range c.CareHistory {\n\t\ttotalCare += record.Quality\n\t}\n\n\taverageQuality := totalCare / float64(len(c.CareHistory))\n\treturn 0.8 + (averageQuality/100.0)*0.4 // 0.8-1.2倍率\n}\n\n// GetCareQualityScore 获取照料质量分数\nfunc (c *Crop) GetCareQualityScore() float64 {\n\treturn c.GetCareQualityMultiplier() * 100.0\n}\n\n// 私有方法\n\n// updateGrowthProgress 更新生长进度\nfunc (c *Crop) updateGrowthProgress(hours float64) {\n\tbaseGrowthRate := c.SeedType.GetGrowthRate()\n\n\t// 应用环境因素\n\tenvironmentMultiplier := c.calculateEnvironmentMultiplier()\n\n\t// 应用奖励效果\n\tbonusMultiplier := c.calculateBonusMultiplier()\n\n\t// 计算实际生长速度\n\tactualGrowthRate := baseGrowthRate * environmentMultiplier * bonusMultiplier\n\n\t// 更新进度\n\tc.GrowthProgress += actualGrowthRate * hours\n\tif c.GrowthProgress > 100.0 {\n\t\tc.GrowthProgress = 100.0\n\t}\n}\n\n// updateGrowthStage 更新生长阶段\nfunc (c *Crop) updateGrowthStage() {\n\tif c.GrowthProgress >= 100.0 {\n\t\tc.GrowthStage = GrowthStageMature\n\t} else if c.GrowthProgress >= 75.0 {\n\t\tc.GrowthStage = GrowthStageFlowering\n\t} else if c.GrowthProgress >= 50.0 {\n\t\tc.GrowthStage = GrowthStageGrowing\n\t} else if c.GrowthProgress >= 25.0 {\n\t\tc.GrowthStage = GrowthStageSeedling\n\t} else {\n\t\tc.GrowthStage = GrowthStageSeed\n\t}\n}\n\n// consumeResources 消耗资源\nfunc (c *Crop) consumeResources(hours float64) {\n\t// 水分消耗\n\twaterConsumption := c.SeedType.GetWaterConsumption() * hours\n\tc.WaterLevel -= waterConsumption\n\tif c.WaterLevel < 0 {\n\t\tc.WaterLevel = 0\n\t}\n\n\t// 营养消耗\n\tnutrientConsumption := c.SeedType.GetNutrientConsumption() * hours\n\tc.NutrientLevel -= nutrientConsumption\n\tif c.NutrientLevel < 0 {\n\t\tc.NutrientLevel = 0\n\t}\n}\n\n// updateHealth 更新健康状态\nfunc (c *Crop) updateHealth() {\n\t// 基于水分和营养水平调整健康值\n\tif c.WaterLevel < 20.0 || c.NutrientLevel < 20.0 {\n\t\tc.HealthPoints -= 5.0 // 缺水或缺营养会降低健康值\n\t} else if c.WaterLevel > 80.0 && c.NutrientLevel > 80.0 {\n\t\tc.HealthPoints += 2.0 // 充足的水分和营养会恢复健康值\n\t}\n\n\t// 限制健康值范围\n\tif c.HealthPoints < 0 {\n\t\tc.HealthPoints = 0\n\t} else if c.HealthPoints > c.MaxHealthPoints {\n\t\tc.HealthPoints = c.MaxHealthPoints\n\t}\n}\n\n// processGrowthBonuses 处理生长奖励\nfunc (c *Crop) processGrowthBonuses(hours float64) {\n\t// 移除过期的奖励\n\tnow := time.Now()\n\tfor i := len(c.Bonuses) - 1; i >= 0; i-- {\n\t\tbonus := c.Bonuses[i]\n\t\tif now.After(bonus.StartTime.Add(bonus.Duration)) {\n\t\t\tc.Bonuses = append(c.Bonuses[:i], c.Bonuses[i+1:]...)\n\t\t}\n\t}\n}\n\n// checkForProblems 检查问题\nfunc (c *Crop) checkForProblems() {\n\t// 清除旧问题\n\tc.Problems = c.Problems[:0]\n\n\t// 检查缺水\n\tif c.WaterLevel < 20.0 {\n\t\tc.AddProblem(\"drought_stress\")\n\t}\n\n\t// 检查缺营养\n\tif c.NutrientLevel < 20.0 {\n\t\tc.AddProblem(\"nutrient_deficiency\")\n\t}\n\n\t// 检查健康状态\n\tif c.HealthPoints < 30.0 {\n\t\tc.AddProblem(\"poor_health\")\n\t}\n\n\t// 检查过度浇水\n\tif c.WaterLevel > 95.0 {\n\t\tc.AddProblem(\"overwatering\")\n\t}\n}\n\n// calculateEnvironmentMultiplier 计算环境倍率\nfunc (c *Crop) calculateEnvironmentMultiplier() float64 {\n\tmultiplier := 1.0\n\n\t// 土壤影响\n\tif c.SoilCondition != nil {\n\t\tmultiplier *= c.SoilCondition.GetGrowthMultiplier(c.SeedType)\n\t}\n\n\t// 水分影响\n\tif c.WaterLevel < 30.0 {\n\t\tmultiplier *= 0.7 // 缺水减慢生长\n\t} else if c.WaterLevel > 80.0 {\n\t\tmultiplier *= 1.1 // 充足水分加速生长\n\t}\n\n\t// 营养影响\n\tif c.NutrientLevel < 30.0 {\n\t\tmultiplier *= 0.8 // 缺营养减慢生长\n\t} else if c.NutrientLevel > 80.0 {\n\t\tmultiplier *= 1.2 // 充足营养加速生长\n\t}\n\n\treturn multiplier\n}\n\n// calculateBonusMultiplier 计算奖励倍率\nfunc (c *Crop) calculateBonusMultiplier() float64 {\n\tmultiplier := 1.0\n\n\tfor _, bonus := range c.Bonuses {\n\t\tif bonus.IsActive() {\n\t\t\tmultiplier *= bonus.Multiplier\n\t\t}\n\t}\n\n\treturn multiplier\n}\n\n// addCareRecord 添加照料记录\nfunc (c *Crop) addCareRecord(careType string, value float64) {\n\trecord := &CareRecord{\n\t\tType:      careType,\n\t\tValue:     value,\n\t\tQuality:   c.calculateCareQuality(careType, value),\n\t\tTimestamp: time.Now(),\n\t}\n\n\tc.CareHistory = append(c.CareHistory, record)\n\n\t// 限制历史记录数量\n\tif len(c.CareHistory) > 50 {\n\t\tc.CareHistory = c.CareHistory[1:]\n\t}\n}\n\n// calculateCareQuality 计算照料质量\nfunc (c *Crop) calculateCareQuality(careType string, value float64) float64 {\n\t// 基于照料类型和数值计算质量分数\n\tswitch careType {\n\tcase \"watering\":\n\t\tif value >= 20.0 && value <= 30.0 {\n\t\t\treturn 100.0 // 完美浇水量\n\t\t} else if value >= 10.0 && value <= 40.0 {\n\t\t\treturn 80.0 // 良好浇水量\n\t\t} else {\n\t\t\treturn 60.0 // 一般浇水量\n\t\t}\n\tcase \"fertilizing\":\n\t\tif value >= 15.0 && value <= 25.0 {\n\t\t\treturn 100.0 // 完美施肥量\n\t\t} else if value >= 10.0 && value <= 30.0 {\n\t\t\treturn 80.0 // 良好施肥量\n\t\t} else {\n\t\t\treturn 60.0 // 一般施肥量\n\t\t}\n\tdefault:\n\t\treturn 70.0 // 默认质量\n\t}\n}\n\n// Plot 地块实体\ntype Plot struct {\n\tID          string\n\tName        string\n\tSize        PlotSize\n\tSoilType    SoilType\n\tFertility   float64\n\tMoisture    float64\n\tCrop        *Crop\n\tIsAvailable bool\n\tLastUsed    time.Time\n\tCreatedAt   time.Time\n\tUpdatedAt   time.Time\n}\n\n// NewPlot 创建地块\nfunc NewPlot(id, name string, size PlotSize, soilType SoilType) *Plot {\n\tnow := time.Now()\n\treturn &Plot{\n\t\tID:          id,\n\t\tName:        name,\n\t\tSize:        size,\n\t\tSoilType:    soilType,\n\t\tFertility:   50.0, // 默认肥力\n\t\tMoisture:    30.0, // 默认湿度\n\t\tCrop:        nil,\n\t\tIsAvailable: true,\n\t\tLastUsed:    now,\n\t\tCreatedAt:   now,\n\t\tUpdatedAt:   now,\n\t}\n}\n\n// GetID 获取ID\nfunc (p *Plot) GetID() string {\n\treturn p.ID\n}\n\n// GetName 获取名称\nfunc (p *Plot) GetName() string {\n\treturn p.Name\n}\n\n// GetSize 获取大小\nfunc (p *Plot) GetSize() PlotSize {\n\treturn p.Size\n}\n\n// GetSoilType 获取土壤类型\nfunc (p *Plot) GetSoilType() SoilType {\n\treturn p.SoilType\n}\n\n// GetFertility 获取肥力\nfunc (p *Plot) GetFertility() float64 {\n\treturn p.Fertility\n}\n\n// GetMoisture 获取湿度\nfunc (p *Plot) GetMoisture() float64 {\n\treturn p.Moisture\n}\n\n// GetCrop 获取作物\nfunc (p *Plot) GetCrop() *Crop {\n\treturn p.Crop\n}\n\n// GetCropID 获取作物ID\nfunc (p *Plot) GetCropID() string {\n\tif p.Crop != nil {\n\t\treturn p.Crop.GetID()\n\t}\n\treturn \"\"\n}\n\n// HasCrop 检查是否有作物\nfunc (p *Plot) HasCrop() bool {\n\treturn p.Crop != nil\n}\n\n// PlantCrop 种植作物\nfunc (p *Plot) PlantCrop(crop *Crop) error {\n\tif !p.IsAvailable {\n\t\treturn fmt.Errorf(\"plot is not available\")\n\t}\n\n\tp.Crop = crop\n\tp.IsAvailable = false\n\tp.LastUsed = time.Now()\n\tp.UpdatedAt = time.Now()\n\treturn nil\n}\n\n// ClearCrop 清除作物\nfunc (p *Plot) ClearCrop() {\n\tp.Crop = nil\n\tp.IsAvailable = true\n\tp.UpdatedAt = time.Now()\n}\n\n// FarmTool 农具实体\ntype FarmTool struct {\n\tID            string\n\tName          string\n\tType          ToolType\n\tLevel         int\n\tDurability    float64\n\tMaxDurability float64\n\tEfficiency    float64\n\tIsActive      bool\n\tLastUsed      time.Time\n\tCreatedAt     time.Time\n\tUpdatedAt     time.Time\n}\n\n// NewFarmTool 创建农具\nfunc NewFarmTool(id, name string, toolType ToolType, level int) *FarmTool {\n\tnow := time.Now()\n\tmaxDurability := float64(100 + level*20) // 等级越高耐久越高\n\n\treturn &FarmTool{\n\t\tID:            id,\n\t\tName:          name,\n\t\tType:          toolType,\n\t\tLevel:         level,\n\t\tDurability:    maxDurability,\n\t\tMaxDurability: maxDurability,\n\t\tEfficiency:    1.0 + float64(level)*0.1, // 等级越高效率越高\n\t\tIsActive:      true,\n\t\tLastUsed:      now,\n\t\tCreatedAt:     now,\n\t\tUpdatedAt:     now,\n\t}\n}\n\n// GetID 获取ID\nfunc (ft *FarmTool) GetID() string {\n\treturn ft.ID\n}\n\n// GetName 获取名称\nfunc (ft *FarmTool) GetName() string {\n\treturn ft.Name\n}\n\n// GetType 获取类型\nfunc (ft *FarmTool) GetType() ToolType {\n\treturn ft.Type\n}\n\n// GetLevel 获取等级\nfunc (ft *FarmTool) GetLevel() int {\n\treturn ft.Level\n}\n\n// GetDurability 获取耐久度\nfunc (ft *FarmTool) GetDurability() float64 {\n\treturn ft.Durability\n}\n\n// GetEfficiency 获取效率\nfunc (ft *FarmTool) GetEfficiency() float64 {\n\treturn ft.Efficiency\n}\n\n// IsUsable 检查是否可用\nfunc (ft *FarmTool) IsUsable() bool {\n\treturn ft.IsActive && ft.Durability >= 10.0 // 至少需要10点耐久\n}\n\n// Use 使用农具\nfunc (ft *FarmTool) Use() *ToolEffect {\n\tif !ft.IsUsable() {\n\t\treturn nil\n\t}\n\n\t// 消耗耐久度\n\tft.Durability -= 5.0\n\tif ft.Durability < 0 {\n\t\tft.Durability = 0\n\t}\n\n\tft.LastUsed = time.Now()\n\tft.UpdatedAt = time.Now()\n\n\t// 返回工具效果\n\treturn ft.Type.GetEffect(ft.Level, ft.Efficiency)\n}\n\n// Repair 修理农具\nfunc (ft *FarmTool) Repair(amount float64) {\n\tft.Durability += amount\n\tif ft.Durability > ft.MaxDurability {\n\t\tft.Durability = ft.MaxDurability\n\t}\n\tft.UpdatedAt = time.Now()\n}\n\n// Upgrade 升级农具\nfunc (ft *FarmTool) Upgrade() {\n\tft.Level++\n\tft.MaxDurability += 20.0\n\tft.Durability = ft.MaxDurability // 升级后恢复满耐久\n\tft.Efficiency += 0.1\n\tft.UpdatedAt = time.Now()\n}\n\n// GetValue 获取价值\nfunc (ft *FarmTool) GetValue() float64 {\n\tbaseValue := ft.Type.GetBaseValue()\n\tlevelMultiplier := 1.0 + float64(ft.Level)*0.2\n\tdurabilityMultiplier := ft.Durability / ft.MaxDurability\n\n\treturn baseValue * levelMultiplier * durabilityMultiplier\n}\n\n// GetProductivityBonus 获取生产力奖励\nfunc (ft *FarmTool) GetProductivityBonus() float64 {\n\tif !ft.IsActive {\n\t\treturn 1.0\n\t}\n\n\treturn ft.Efficiency\n}\n\n// CareRecord 照料记录\ntype CareRecord struct {\n\tType      string\n\tValue     float64\n\tQuality   float64\n\tTimestamp time.Time\n}\n\n// GrowthBonus 生长奖励\ntype GrowthBonus struct {\n\tID         string\n\tType       string\n\tMultiplier float64\n\tDuration   time.Duration\n\tStartTime  time.Time\n}\n\n// IsActive 检查奖励是否激活\nfunc (gb *GrowthBonus) IsActive() bool {\n\treturn time.Now().Before(gb.StartTime.Add(gb.Duration))\n}\n\n// ToolEffect 工具效果\ntype ToolEffect struct {\n\tType  string\n\tValue float64\n}\n\n// GetType 获取类型\nfunc (te *ToolEffect) GetType() string {\n\treturn te.Type\n}\n\n// GetValue 获取数值\nfunc (te *ToolEffect) GetValue() float64 {\n\treturn te.Value\n}\n"
  },
  {
    "path": "internal/domain/scene/plant/errors.go",
    "content": "package plant\n\nimport (\n\t\"fmt\"\n\t\"strings\"\n\t\"time\"\n)\n\n// 基础错误变量\nvar (\n\t// 种子相关错误\n\tErrInvalidSeedType    = fmt.Errorf(\"invalid seed type\")\n\tErrSeedNotFound       = fmt.Errorf(\"seed not found\")\n\tErrInsufficientSeeds  = fmt.Errorf(\"insufficient seeds\")\n\tErrSeedExpired        = fmt.Errorf(\"seed has expired\")\n\tErrSeedAlreadyPlanted = fmt.Errorf(\"seed already planted\")\n\tErrSeedNotCompatible  = fmt.Errorf(\"seed not compatible with soil\")\n\n\t// 作物相关错误\n\tErrCropNotFound         = fmt.Errorf(\"crop not found\")\n\tErrCropNotMature        = fmt.Errorf(\"crop is not mature\")\n\tErrCropAlreadyHarvested = fmt.Errorf(\"crop already harvested\")\n\tErrCropDead             = fmt.Errorf(\"crop is dead\")\n\tErrCropDiseased         = fmt.Errorf(\"crop is diseased\")\n\tErrCropNotHealthy       = fmt.Errorf(\"crop is not healthy\")\n\tErrCropOverwatered      = fmt.Errorf(\"crop is overwatered\")\n\tErrCropUnderwatered     = fmt.Errorf(\"crop is underwatered\")\n\n\t// 地块相关错误\n\tErrPlotNotFound       = fmt.Errorf(\"plot not found\")\n\tErrPlotOccupied       = fmt.Errorf(\"plot is occupied\")\n\tErrPlotNotEmpty       = fmt.Errorf(\"plot is not empty\")\n\tErrPlotNotReady       = fmt.Errorf(\"plot is not ready for planting\")\n\tErrPlotTooSmall       = fmt.Errorf(\"plot is too small\")\n\tErrPlotDamaged        = fmt.Errorf(\"plot is damaged\")\n\tErrInvalidPlotID      = fmt.Errorf(\"invalid plot ID\")\n\tErrPlotNotAvailable   = fmt.Errorf(\"plot is not available\")\n\tErrInvalidQuantity    = fmt.Errorf(\"invalid quantity\")\n\tErrSoilNotSuitable    = fmt.Errorf(\"soil is not suitable\")\n\tErrInvalidWaterAmount = fmt.Errorf(\"invalid water amount\")\n\tErrInvalidCropID      = fmt.Errorf(\"invalid crop ID\")\n\tErrCropNotHarvestable = fmt.Errorf(\"crop is not harvestable\")\n\tErrInvalidPlot        = fmt.Errorf(\"invalid plot\")\n\tErrMaxPlotsReached    = fmt.Errorf(\"max plots reached\")\n\tErrPlotHasCrop        = fmt.Errorf(\"plot has crop\")\n\tErrInvalidTool        = fmt.Errorf(\"invalid tool\")\n\tErrToolNotUsable      = fmt.Errorf(\"tool not usable\")\n\n\t// 土壤相关错误\n\tErrInvalidSoilType   = fmt.Errorf(\"invalid soil type\")\n\tErrSoilTooAcidic     = fmt.Errorf(\"soil is too acidic\")\n\tErrSoilTooAlkaline   = fmt.Errorf(\"soil is too alkaline\")\n\tErrSoilPoorFertility = fmt.Errorf(\"soil has poor fertility\")\n\tErrSoilContaminated  = fmt.Errorf(\"soil is contaminated\")\n\tErrSoilTooWet        = fmt.Errorf(\"soil is too wet\")\n\tErrSoilTooDry        = fmt.Errorf(\"soil is too dry\")\n\n\t// 肥料相关错误\n\tErrInvalidFertilizer       = fmt.Errorf(\"invalid fertilizer\")\n\tErrInsufficientFertilizer  = fmt.Errorf(\"insufficient fertilizer\")\n\tErrFertilizerExpired       = fmt.Errorf(\"fertilizer has expired\")\n\tErrOverFertilization       = fmt.Errorf(\"over fertilization\")\n\tErrFertilizerNotCompatible = fmt.Errorf(\"fertilizer not compatible\")\n\n\t// 工具相关错误\n\tErrToolNotFound           = fmt.Errorf(\"tool not found\")\n\tErrToolBroken             = fmt.Errorf(\"tool is broken\")\n\tErrToolNotSuitable        = fmt.Errorf(\"tool is not suitable for this operation\")\n\tErrToolInUse              = fmt.Errorf(\"tool is in use\")\n\tErrInsufficientDurability = fmt.Errorf(\"insufficient tool durability\")\n\n\t// 农场相关错误\n\tErrFarmNotFound      = fmt.Errorf(\"farm not found\")\n\tErrFarmFull          = fmt.Errorf(\"farm is full\")\n\tErrFarmLocked        = fmt.Errorf(\"farm is locked\")\n\tErrInsufficientSpace = fmt.Errorf(\"insufficient space\")\n\tErrFarmNotOwned      = fmt.Errorf(\"farm is not owned by player\")\n\n\t// 季节相关错误\n\tErrInvalidSeason     = fmt.Errorf(\"invalid season\")\n\tErrSeasonNotSuitable = fmt.Errorf(\"season is not suitable for this crop\")\n\tErrSeasonTransition  = fmt.Errorf(\"season transition in progress\")\n\n\t// 天气相关错误\n\tErrBadWeather         = fmt.Errorf(\"bad weather conditions\")\n\tErrWeatherNotSuitable = fmt.Errorf(\"weather not suitable for operation\")\n\tErrExtremeWeather     = fmt.Errorf(\"extreme weather conditions\")\n\n\t// 时间相关错误\n\tErrInvalidTime = fmt.Errorf(\"invalid time\")\n\tErrTooEarly    = fmt.Errorf(\"too early for this operation\")\n\tErrTooLate     = fmt.Errorf(\"too late for this operation\")\n\tErrTimeExpired = fmt.Errorf(\"time has expired\")\n\n\t// 资源相关错误\n\tErrInsufficientResources = fmt.Errorf(\"insufficient resources\")\n\tErrInsufficientWater     = fmt.Errorf(\"insufficient water\")\n\tErrInsufficientGold      = fmt.Errorf(\"insufficient gold\")\n\tErrResourceNotFound      = fmt.Errorf(\"resource not found\")\n\n\t// 权限相关错误\n\tErrPermissionDenied = fmt.Errorf(\"permission denied\")\n\tErrUnauthorized     = fmt.Errorf(\"unauthorized operation\")\n\tErrAccessRestricted = fmt.Errorf(\"access restricted\")\n\n\t// 配置相关错误\n\tErrInvalidConfiguration   = fmt.Errorf(\"invalid configuration\")\n\tErrConfigurationNotFound  = fmt.Errorf(\"configuration not found\")\n\tErrConfigurationCorrupted = fmt.Errorf(\"configuration corrupted\")\n\n\t// 数据相关错误\n\tErrDataCorrupted    = fmt.Errorf(\"data corrupted\")\n\tErrDataNotFound     = fmt.Errorf(\"data not found\")\n\tErrDataInconsistent = fmt.Errorf(\"data inconsistent\")\n\n\t// 系统相关错误\n\tErrSystemError        = fmt.Errorf(\"system error\")\n\tErrServiceUnavailable = fmt.Errorf(\"service unavailable\")\n\tErrTimeout            = fmt.Errorf(\"operation timeout\")\n\n\t// 并发相关错误\n\tErrConcurrentModification = fmt.Errorf(\"concurrent modification\")\n\tErrResourceLocked         = fmt.Errorf(\"resource is locked\")\n\tErrDeadlock               = fmt.Errorf(\"deadlock detected\")\n)\n\n// PlantError 种植系统错误\ntype PlantError struct {\n\tCode      string\n\tMessage   string\n\tDetails   map[string]interface{}\n\tCause     error\n\tTimestamp time.Time\n\tContext   map[string]string\n}\n\n// Error 实现error接口\nfunc (e *PlantError) Error() string {\n\tif e.Cause != nil {\n\t\treturn fmt.Sprintf(\"%s: %s (caused by: %v)\", e.Code, e.Message, e.Cause)\n\t}\n\treturn fmt.Sprintf(\"%s: %s\", e.Code, e.Message)\n}\n\n// Unwrap 返回原始错误\nfunc (e *PlantError) Unwrap() error {\n\treturn e.Cause\n}\n\n// WithDetail 添加详细信息\nfunc (e *PlantError) WithDetail(key string, value interface{}) *PlantError {\n\tif e.Details == nil {\n\t\te.Details = make(map[string]interface{})\n\t}\n\te.Details[key] = value\n\treturn e\n}\n\n// WithContext 添加上下文信息\nfunc (e *PlantError) WithContext(key, value string) *PlantError {\n\tif e.Context == nil {\n\t\te.Context = make(map[string]string)\n\t}\n\te.Context[key] = value\n\treturn e\n}\n\n// ValidationError 验证错误\ntype ValidationError struct {\n\t*PlantError\n\tField      string\n\tValue      interface{}\n\tConstraint string\n\tRule       string\n}\n\n// NewValidationError 创建验证错误\nfunc NewValidationError(field, constraint, rule string, value interface{}) *ValidationError {\n\treturn &ValidationError{\n\t\tPlantError: &PlantError{\n\t\t\tCode:      \"VALIDATION_ERROR\",\n\t\t\tMessage:   fmt.Sprintf(\"validation failed for field '%s': %s\", field, constraint),\n\t\t\tTimestamp: time.Now(),\n\t\t\tDetails:   make(map[string]interface{}),\n\t\t\tContext:   make(map[string]string),\n\t\t},\n\t\tField:      field,\n\t\tValue:      value,\n\t\tConstraint: constraint,\n\t\tRule:       rule,\n\t}\n}\n\n// BusinessRuleError 业务规则错误\ntype BusinessRuleError struct {\n\t*PlantError\n\tRule       string\n\tViolation  string\n\tExpected   interface{}\n\tActual     interface{}\n\tSuggestion string\n}\n\n// NewBusinessRuleError 创建业务规则错误\nfunc NewBusinessRuleError(rule, violation string, expected, actual interface{}) *BusinessRuleError {\n\treturn &BusinessRuleError{\n\t\tPlantError: &PlantError{\n\t\t\tCode:      \"BUSINESS_RULE_ERROR\",\n\t\t\tMessage:   fmt.Sprintf(\"business rule violation: %s - %s\", rule, violation),\n\t\t\tTimestamp: time.Now(),\n\t\t\tDetails:   make(map[string]interface{}),\n\t\t\tContext:   make(map[string]string),\n\t\t},\n\t\tRule:      rule,\n\t\tViolation: violation,\n\t\tExpected:  expected,\n\t\tActual:    actual,\n\t}\n}\n\n// WithSuggestion 添加建议\nfunc (e *BusinessRuleError) WithSuggestion(suggestion string) *BusinessRuleError {\n\te.Suggestion = suggestion\n\treturn e\n}\n\n// ConcurrencyError 并发错误\ntype ConcurrencyError struct {\n\t*PlantError\n\tResource   string\n\tOperation  string\n\tConflictID string\n\tRetryAfter time.Duration\n}\n\n// NewConcurrencyError 创建并发错误\nfunc NewConcurrencyError(resource, operation, conflictID string) *ConcurrencyError {\n\treturn &ConcurrencyError{\n\t\tPlantError: &PlantError{\n\t\t\tCode:      \"CONCURRENCY_ERROR\",\n\t\t\tMessage:   fmt.Sprintf(\"concurrent access conflict on %s during %s\", resource, operation),\n\t\t\tTimestamp: time.Now(),\n\t\t\tDetails:   make(map[string]interface{}),\n\t\t\tContext:   make(map[string]string),\n\t\t},\n\t\tResource:   resource,\n\t\tOperation:  operation,\n\t\tConflictID: conflictID,\n\t}\n}\n\n// WithRetryAfter 设置重试时间\nfunc (e *ConcurrencyError) WithRetryAfter(duration time.Duration) *ConcurrencyError {\n\te.RetryAfter = duration\n\treturn e\n}\n\n// ConfigurationError 配置错误\ntype ConfigurationError struct {\n\t*PlantError\n\tConfigKey    string\n\tConfigValue  interface{}\n\tExpectedType string\n\tValidValues  []interface{}\n}\n\n// NewConfigurationError 创建配置错误\nfunc NewConfigurationError(configKey string, configValue interface{}, expectedType string) *ConfigurationError {\n\treturn &ConfigurationError{\n\t\tPlantError: &PlantError{\n\t\t\tCode:      \"CONFIGURATION_ERROR\",\n\t\t\tMessage:   fmt.Sprintf(\"invalid configuration for key '%s': expected %s\", configKey, expectedType),\n\t\t\tTimestamp: time.Now(),\n\t\t\tDetails:   make(map[string]interface{}),\n\t\t\tContext:   make(map[string]string),\n\t\t},\n\t\tConfigKey:    configKey,\n\t\tConfigValue:  configValue,\n\t\tExpectedType: expectedType,\n\t}\n}\n\n// WithValidValues 设置有效值\nfunc (e *ConfigurationError) WithValidValues(values ...interface{}) *ConfigurationError {\n\te.ValidValues = values\n\treturn e\n}\n\n// SystemError 系统错误\ntype SystemError struct {\n\t*PlantError\n\tComponent   string\n\tOperation   string\n\tErrorCode   int\n\tRecoverable bool\n\tRetryCount  int\n\tMaxRetries  int\n}\n\n// NewSystemError 创建系统错误\nfunc NewSystemError(component, operation string, errorCode int, cause error) *SystemError {\n\treturn &SystemError{\n\t\tPlantError: &PlantError{\n\t\t\tCode:      \"SYSTEM_ERROR\",\n\t\t\tMessage:   fmt.Sprintf(\"system error in %s during %s (code: %d)\", component, operation, errorCode),\n\t\t\tCause:     cause,\n\t\t\tTimestamp: time.Now(),\n\t\t\tDetails:   make(map[string]interface{}),\n\t\t\tContext:   make(map[string]string),\n\t\t},\n\t\tComponent:  component,\n\t\tOperation:  operation,\n\t\tErrorCode:  errorCode,\n\t\tMaxRetries: 3,\n\t}\n}\n\n// SetRecoverable 设置是否可恢复\nfunc (e *SystemError) SetRecoverable(recoverable bool) *SystemError {\n\te.Recoverable = recoverable\n\treturn e\n}\n\n// IncrementRetry 增加重试次数\nfunc (e *SystemError) IncrementRetry() *SystemError {\n\te.RetryCount++\n\treturn e\n}\n\n// CanRetry 检查是否可以重试\nfunc (e *SystemError) CanRetry() bool {\n\treturn e.Recoverable && e.RetryCount < e.MaxRetries\n}\n\n// ErrorCollection 错误集合\ntype ErrorCollection struct {\n\tErrors    []error\n\tContext   string\n\tTimestamp time.Time\n}\n\n// NewErrorCollection 创建错误集合\nfunc NewErrorCollection(context string) *ErrorCollection {\n\treturn &ErrorCollection{\n\t\tErrors:    make([]error, 0),\n\t\tContext:   context,\n\t\tTimestamp: time.Now(),\n\t}\n}\n\n// Add 添加错误\nfunc (ec *ErrorCollection) Add(err error) {\n\tif err != nil {\n\t\tec.Errors = append(ec.Errors, err)\n\t}\n}\n\n// HasErrors 检查是否有错误\nfunc (ec *ErrorCollection) HasErrors() bool {\n\treturn len(ec.Errors) > 0\n}\n\n// Count 获取错误数量\nfunc (ec *ErrorCollection) Count() int {\n\treturn len(ec.Errors)\n}\n\n// Error 实现error接口\nfunc (ec *ErrorCollection) Error() string {\n\tif len(ec.Errors) == 0 {\n\t\treturn \"no errors\"\n\t}\n\n\tvar messages []string\n\tfor i, err := range ec.Errors {\n\t\tmessages = append(messages, fmt.Sprintf(\"%d: %v\", i+1, err))\n\t}\n\n\treturn fmt.Sprintf(\"multiple errors in %s: [%s]\", ec.Context, strings.Join(messages, \"; \"))\n}\n\n// First 获取第一个错误\nfunc (ec *ErrorCollection) First() error {\n\tif len(ec.Errors) > 0 {\n\t\treturn ec.Errors[0]\n\t}\n\treturn nil\n}\n\n// Last 获取最后一个错误\nfunc (ec *ErrorCollection) Last() error {\n\tif len(ec.Errors) > 0 {\n\t\treturn ec.Errors[len(ec.Errors)-1]\n\t}\n\treturn nil\n}\n\n// 错误工厂函数\n\n// NewPlantError 创建种植错误\nfunc NewPlantError(code, message string) *PlantError {\n\treturn &PlantError{\n\t\tCode:      code,\n\t\tMessage:   message,\n\t\tTimestamp: time.Now(),\n\t\tDetails:   make(map[string]interface{}),\n\t\tContext:   make(map[string]string),\n\t}\n}\n\n// NewPlantErrorWithCause 创建带原因的种植错误\nfunc NewPlantErrorWithCause(code, message string, cause error) *PlantError {\n\treturn &PlantError{\n\t\tCode:      code,\n\t\tMessage:   message,\n\t\tCause:     cause,\n\t\tTimestamp: time.Now(),\n\t\tDetails:   make(map[string]interface{}),\n\t\tContext:   make(map[string]string),\n\t}\n}\n\n// WrapError 包装错误\nfunc WrapError(err error, code, message string) *PlantError {\n\treturn &PlantError{\n\t\tCode:      code,\n\t\tMessage:   message,\n\t\tCause:     err,\n\t\tTimestamp: time.Now(),\n\t\tDetails:   make(map[string]interface{}),\n\t\tContext:   make(map[string]string),\n\t}\n}\n\n// 错误检查函数\n\n// IsValidationError 检查是否为验证错误\nfunc IsValidationError(err error) bool {\n\t_, ok := err.(*ValidationError)\n\treturn ok\n}\n\n// IsBusinessRuleError 检查是否为业务规则错误\nfunc IsBusinessRuleError(err error) bool {\n\t_, ok := err.(*BusinessRuleError)\n\treturn ok\n}\n\n// IsConcurrencyError 检查是否为并发错误\nfunc IsConcurrencyError(err error) bool {\n\t_, ok := err.(*ConcurrencyError)\n\treturn ok\n}\n\n// IsConfigurationError 检查是否为配置错误\nfunc IsConfigurationError(err error) bool {\n\t_, ok := err.(*ConfigurationError)\n\treturn ok\n}\n\n// IsSystemError 检查是否为系统错误\nfunc IsSystemError(err error) bool {\n\t_, ok := err.(*SystemError)\n\treturn ok\n}\n\n// IsPlantError 检查是否为种植错误\nfunc IsPlantError(err error) bool {\n\t_, ok := err.(*PlantError)\n\treturn ok\n}\n\n// 错误分类函数\n\n// IsRetryableError 检查错误是否可重试\nfunc IsRetryableError(err error) bool {\n\tif sysErr, ok := err.(*SystemError); ok {\n\t\treturn sysErr.CanRetry()\n\t}\n\tif concErr, ok := err.(*ConcurrencyError); ok {\n\t\treturn concErr.RetryAfter > 0\n\t}\n\treturn false\n}\n\n// IsTemporaryError 检查错误是否为临时错误\nfunc IsTemporaryError(err error) bool {\n\tswitch err {\n\tcase ErrServiceUnavailable, ErrTimeout, ErrResourceLocked:\n\t\treturn true\n\tdefault:\n\t\treturn IsRetryableError(err)\n\t}\n}\n\n// IsPermanentError 检查错误是否为永久错误\nfunc IsPermanentError(err error) bool {\n\tswitch err {\n\tcase ErrPermissionDenied, ErrUnauthorized, ErrDataCorrupted:\n\t\treturn true\n\tdefault:\n\t\treturn IsValidationError(err) || IsConfigurationError(err)\n\t}\n}\n\n// 辅助函数\n\n// GetErrorCode 获取错误代码\nfunc GetErrorCode(err error) string {\n\tif plantErr, ok := err.(*PlantError); ok {\n\t\treturn plantErr.Code\n\t}\n\treturn \"UNKNOWN_ERROR\"\n}\n\n// GetErrorDetails 获取错误详情\nfunc GetErrorDetails(err error) map[string]interface{} {\n\tif plantErr, ok := err.(*PlantError); ok {\n\t\treturn plantErr.Details\n\t}\n\treturn nil\n}\n\n// GetErrorContext 获取错误上下文\nfunc GetErrorContext(err error) map[string]string {\n\tif plantErr, ok := err.(*PlantError); ok {\n\t\treturn plantErr.Context\n\t}\n\treturn nil\n}\n\n// FormatError 格式化错误信息\nfunc FormatError(err error) string {\n\tif err == nil {\n\t\treturn \"no error\"\n\t}\n\n\tif plantErr, ok := err.(*PlantError); ok {\n\t\tvar parts []string\n\t\tparts = append(parts, fmt.Sprintf(\"Code: %s\", plantErr.Code))\n\t\tparts = append(parts, fmt.Sprintf(\"Message: %s\", plantErr.Message))\n\t\tparts = append(parts, fmt.Sprintf(\"Time: %s\", plantErr.Timestamp.Format(time.RFC3339)))\n\n\t\tif len(plantErr.Details) > 0 {\n\t\t\tparts = append(parts, fmt.Sprintf(\"Details: %+v\", plantErr.Details))\n\t\t}\n\n\t\tif len(plantErr.Context) > 0 {\n\t\t\tparts = append(parts, fmt.Sprintf(\"Context: %+v\", plantErr.Context))\n\t\t}\n\n\t\tif plantErr.Cause != nil {\n\t\t\tparts = append(parts, fmt.Sprintf(\"Cause: %v\", plantErr.Cause))\n\t\t}\n\n\t\treturn strings.Join(parts, \", \")\n\t}\n\n\treturn err.Error()\n}\n"
  },
  {
    "path": "internal/domain/scene/plant/events.go",
    "content": "package plant\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// DomainEvent 领域事件接口\ntype DomainEvent interface {\n\tGetEventID() string\n\tGetEventType() string\n\tGetAggregateID() string\n\tGetOccurredAt() time.Time\n\tGetVersion() int\n\tGetPayload() map[string]interface{}\n}\n\n// BaseDomainEvent 基础领域事件\ntype BaseDomainEvent struct {\n\tEventID     string\n\tEventType   string\n\tAggregateID string\n\tOccurredAt  time.Time\n\tVersion     int\n\tPayload     map[string]interface{}\n}\n\n// GetEventID 获取事件ID\nfunc (e *BaseDomainEvent) GetEventID() string {\n\treturn e.EventID\n}\n\n// GetEventType 获取事件类型\nfunc (e *BaseDomainEvent) GetEventType() string {\n\treturn e.EventType\n}\n\n// GetAggregateID 获取聚合ID\nfunc (e *BaseDomainEvent) GetAggregateID() string {\n\treturn e.AggregateID\n}\n\n// GetOccurredAt 获取发生时间\nfunc (e *BaseDomainEvent) GetOccurredAt() time.Time {\n\treturn e.OccurredAt\n}\n\n// GetVersion 获取版本\nfunc (e *BaseDomainEvent) GetVersion() int {\n\treturn e.Version\n}\n\n// GetPayload 获取载荷\nfunc (e *BaseDomainEvent) GetPayload() map[string]interface{} {\n\treturn e.Payload\n}\n\n// CropPlantedEvent 作物种植事件\ntype CropPlantedEvent struct {\n\t*BaseDomainEvent\n\tFarmID   string\n\tPlotID   string\n\tCropID   string\n\tSeedType SeedType\n\tQuantity int\n\tSoil     *Soil\n\tSeason   Season\n}\n\n// NewCropPlantedEvent 创建作物种植事件\nfunc NewCropPlantedEvent(farmID, plotID, cropID string, seedType SeedType, quantity int, soil *Soil, season Season) *CropPlantedEvent {\n\tnow := time.Now()\n\tevent := &CropPlantedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"crop_planted_%d\", now.UnixNano()),\n\t\t\tEventType:   \"plant.crop_planted\",\n\t\t\tAggregateID: farmID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tFarmID:   farmID,\n\t\tPlotID:   plotID,\n\t\tCropID:   cropID,\n\t\tSeedType: seedType,\n\t\tQuantity: quantity,\n\t\tSoil:     soil,\n\t\tSeason:   season,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"farm_id\"] = farmID\n\tevent.Payload[\"plot_id\"] = plotID\n\tevent.Payload[\"crop_id\"] = cropID\n\tevent.Payload[\"seed_type\"] = seedType.String()\n\tevent.Payload[\"quantity\"] = quantity\n\tevent.Payload[\"season\"] = season.String()\n\tif soil != nil {\n\t\tevent.Payload[\"soil_type\"] = soil.Type.String()\n\t\tevent.Payload[\"soil_fertility\"] = soil.Fertility\n\t}\n\n\treturn event\n}\n\n// CropHarvestedEvent 作物收获事件\ntype CropHarvestedEvent struct {\n\t*BaseDomainEvent\n\tFarmID        string\n\tCropID        string\n\tSeedType      SeedType\n\tYield         int\n\tQuality       CropQuality\n\tExperience    int\n\tHarvestResult *HarvestResult\n}\n\n// NewCropHarvestedEvent 创建作物收获事件\nfunc NewCropHarvestedEvent(farmID, cropID string, harvestResult *HarvestResult) *CropHarvestedEvent {\n\tnow := time.Now()\n\tevent := &CropHarvestedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"crop_harvested_%d\", now.UnixNano()),\n\t\t\tEventType:   \"plant.crop_harvested\",\n\t\t\tAggregateID: farmID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tFarmID:        farmID,\n\t\tCropID:        cropID,\n\t\tSeedType:      harvestResult.SeedType,\n\t\tYield:         harvestResult.Yield,\n\t\tQuality:       harvestResult.Quality,\n\t\tExperience:    harvestResult.Experience,\n\t\tHarvestResult: harvestResult,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"farm_id\"] = farmID\n\tevent.Payload[\"crop_id\"] = cropID\n\tevent.Payload[\"seed_type\"] = harvestResult.SeedType.String()\n\tevent.Payload[\"yield\"] = harvestResult.Yield\n\tevent.Payload[\"quality\"] = harvestResult.Quality.String()\n\tevent.Payload[\"experience\"] = harvestResult.Experience\n\tevent.Payload[\"harvest_time\"] = harvestResult.HarvestTime\n\n\treturn event\n}\n\n// CropWateredEvent 作物浇水事件\ntype CropWateredEvent struct {\n\t*BaseDomainEvent\n\tFarmID      string\n\tPlotIDs     []string\n\tWaterAmount float64\n\tTotalCrops  int\n}\n\n// NewCropWateredEvent 创建作物浇水事件\nfunc NewCropWateredEvent(farmID string, plotIDs []string, waterAmount float64, totalCrops int) *CropWateredEvent {\n\tnow := time.Now()\n\tevent := &CropWateredEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"crop_watered_%d\", now.UnixNano()),\n\t\t\tEventType:   \"plant.crop_watered\",\n\t\t\tAggregateID: farmID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tFarmID:      farmID,\n\t\tPlotIDs:     plotIDs,\n\t\tWaterAmount: waterAmount,\n\t\tTotalCrops:  totalCrops,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"farm_id\"] = farmID\n\tevent.Payload[\"plot_ids\"] = plotIDs\n\tevent.Payload[\"water_amount\"] = waterAmount\n\tevent.Payload[\"total_crops\"] = totalCrops\n\tevent.Payload[\"plots_count\"] = len(plotIDs)\n\n\treturn event\n}\n\n// SoilFertilizedEvent 土壤施肥事件\ntype SoilFertilizedEvent struct {\n\t*BaseDomainEvent\n\tFarmID          string\n\tFertilizer      *Fertilizer\n\tPreviousSoil    *Soil\n\tUpdatedSoil     *Soil\n\tFertilityChange float64\n}\n\n// NewSoilFertilizedEvent 创建土壤施肥事件\nfunc NewSoilFertilizedEvent(farmID string, fertilizer *Fertilizer, previousSoil, updatedSoil *Soil) *SoilFertilizedEvent {\n\tnow := time.Now()\n\tfertilityChange := updatedSoil.Fertility - previousSoil.Fertility\n\n\tevent := &SoilFertilizedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"soil_fertilized_%d\", now.UnixNano()),\n\t\t\tEventType:   \"plant.soil_fertilized\",\n\t\t\tAggregateID: farmID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tFarmID:          farmID,\n\t\tFertilizer:      fertilizer,\n\t\tPreviousSoil:    previousSoil,\n\t\tUpdatedSoil:     updatedSoil,\n\t\tFertilityChange: fertilityChange,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"farm_id\"] = farmID\n\tevent.Payload[\"fertilizer_type\"] = fertilizer.Type.String()\n\tevent.Payload[\"fertilizer_amount\"] = fertilizer.Amount\n\tevent.Payload[\"previous_fertility\"] = previousSoil.Fertility\n\tevent.Payload[\"updated_fertility\"] = updatedSoil.Fertility\n\tevent.Payload[\"fertility_change\"] = fertilityChange\n\n\treturn event\n}\n\n// CropGrowthStageChangedEvent 作物生长阶段变化事件\ntype CropGrowthStageChangedEvent struct {\n\t*BaseDomainEvent\n\tFarmID         string\n\tCropID         string\n\tSeedType       SeedType\n\tPreviousStage  GrowthStage\n\tCurrentStage   GrowthStage\n\tGrowthProgress float64\n}\n\n// NewCropGrowthStageChangedEvent 创建作物生长阶段变化事件\nfunc NewCropGrowthStageChangedEvent(farmID, cropID string, seedType SeedType, previousStage, currentStage GrowthStage, progress float64) *CropGrowthStageChangedEvent {\n\tnow := time.Now()\n\tevent := &CropGrowthStageChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"crop_growth_stage_changed_%d\", now.UnixNano()),\n\t\t\tEventType:   \"plant.crop_growth_stage_changed\",\n\t\t\tAggregateID: farmID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tFarmID:         farmID,\n\t\tCropID:         cropID,\n\t\tSeedType:       seedType,\n\t\tPreviousStage:  previousStage,\n\t\tCurrentStage:   currentStage,\n\t\tGrowthProgress: progress,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"farm_id\"] = farmID\n\tevent.Payload[\"crop_id\"] = cropID\n\tevent.Payload[\"seed_type\"] = seedType.String()\n\tevent.Payload[\"previous_stage\"] = previousStage.String()\n\tevent.Payload[\"current_stage\"] = currentStage.String()\n\tevent.Payload[\"growth_progress\"] = progress\n\n\treturn event\n}\n\n// ToolUsedEvent 工具使用事件\ntype ToolUsedEvent struct {\n\t*BaseDomainEvent\n\tFarmID         string\n\tToolID         string\n\tToolType       ToolType\n\tOperation      string\n\tTargetID       string\n\tEfficiency     float64\n\tDurabilityLoss float64\n}\n\n// NewToolUsedEvent 创建工具使用事件\nfunc NewToolUsedEvent(farmID, toolID string, toolType ToolType, operation, targetID string, efficiency, durabilityLoss float64) *ToolUsedEvent {\n\tnow := time.Now()\n\tevent := &ToolUsedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"tool_used_%d\", now.UnixNano()),\n\t\t\tEventType:   \"plant.tool_used\",\n\t\t\tAggregateID: farmID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tFarmID:         farmID,\n\t\tToolID:         toolID,\n\t\tToolType:       toolType,\n\t\tOperation:      operation,\n\t\tTargetID:       targetID,\n\t\tEfficiency:     efficiency,\n\t\tDurabilityLoss: durabilityLoss,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"farm_id\"] = farmID\n\tevent.Payload[\"tool_id\"] = toolID\n\tevent.Payload[\"tool_type\"] = toolType.String()\n\tevent.Payload[\"operation\"] = operation\n\tevent.Payload[\"target_id\"] = targetID\n\tevent.Payload[\"efficiency\"] = efficiency\n\tevent.Payload[\"durability_loss\"] = durabilityLoss\n\n\treturn event\n}\n\n// FarmExpandedEvent 农场扩展事件\ntype FarmExpandedEvent struct {\n\t*BaseDomainEvent\n\tFarmID        string\n\tPreviousSize  FarmSize\n\tNewSize       FarmSize\n\tExpansionCost *ExpansionCost\n\tNewPlots      []*Plot\n}\n\n// NewFarmExpandedEvent 创建农场扩展事件\nfunc NewFarmExpandedEvent(farmID string, previousSize, newSize FarmSize, cost *ExpansionCost, newPlots []*Plot) *FarmExpandedEvent {\n\tnow := time.Now()\n\tevent := &FarmExpandedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"farm_expanded_%d\", now.UnixNano()),\n\t\t\tEventType:   \"plant.farm_expanded\",\n\t\t\tAggregateID: farmID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tFarmID:        farmID,\n\t\tPreviousSize:  previousSize,\n\t\tNewSize:       newSize,\n\t\tExpansionCost: cost,\n\t\tNewPlots:      newPlots,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"farm_id\"] = farmID\n\tevent.Payload[\"previous_size\"] = previousSize.String()\n\tevent.Payload[\"new_size\"] = newSize.String()\n\tevent.Payload[\"new_plots_count\"] = len(newPlots)\n\tif cost != nil {\n\t\tevent.Payload[\"expansion_cost_gold\"] = cost.Gold\n\t\tevent.Payload[\"expansion_cost_materials\"] = cost.Materials\n\t\tevent.Payload[\"expansion_time\"] = cost.Time\n\t}\n\n\treturn event\n}\n\n// PestDiseaseDetectedEvent 病虫害检测事件\ntype PestDiseaseDetectedEvent struct {\n\t*BaseDomainEvent\n\tFarmID       string\n\tCropID       string\n\tSeedType     SeedType\n\tPestDisease  *PestDiseaseEvent\n\tSeverity     string\n\tAffectedArea float64\n}\n\n// NewPestDiseaseDetectedEvent 创建病虫害检测事件\nfunc NewPestDiseaseDetectedEvent(farmID, cropID string, seedType SeedType, pestDisease *PestDiseaseEvent, affectedArea float64) *PestDiseaseDetectedEvent {\n\tnow := time.Now()\n\tevent := &PestDiseaseDetectedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"pest_disease_detected_%d\", now.UnixNano()),\n\t\t\tEventType:   \"plant.pest_disease_detected\",\n\t\t\tAggregateID: farmID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tFarmID:       farmID,\n\t\tCropID:       cropID,\n\t\tSeedType:     seedType,\n\t\tPestDisease:  pestDisease,\n\t\tSeverity:     pestDisease.Severity,\n\t\tAffectedArea: affectedArea,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"farm_id\"] = farmID\n\tevent.Payload[\"crop_id\"] = cropID\n\tevent.Payload[\"seed_type\"] = seedType.String()\n\tevent.Payload[\"pest_disease_name\"] = pestDisease.Name\n\tevent.Payload[\"severity\"] = pestDisease.Severity\n\tevent.Payload[\"affected_area\"] = affectedArea\n\tevent.Payload[\"occurred_at\"] = pestDisease.OccurredAt\n\n\treturn event\n}\n\n// SeasonChangedEvent 季节变化事件\ntype SeasonChangedEvent struct {\n\t*BaseDomainEvent\n\tFarmID         string\n\tPreviousSeason Season\n\tCurrentSeason  Season\n\tSeasonModifier *SeasonModifier\n\tAffectedCrops  []string\n}\n\n// NewSeasonChangedEvent 创建季节变化事件\nfunc NewSeasonChangedEvent(farmID string, previousSeason, currentSeason Season, modifier *SeasonModifier, affectedCrops []string) *SeasonChangedEvent {\n\tnow := time.Now()\n\tevent := &SeasonChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"season_changed_%d\", now.UnixNano()),\n\t\t\tEventType:   \"plant.season_changed\",\n\t\t\tAggregateID: farmID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tFarmID:         farmID,\n\t\tPreviousSeason: previousSeason,\n\t\tCurrentSeason:  currentSeason,\n\t\tSeasonModifier: modifier,\n\t\tAffectedCrops:  affectedCrops,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"farm_id\"] = farmID\n\tevent.Payload[\"previous_season\"] = previousSeason.String()\n\tevent.Payload[\"current_season\"] = currentSeason.String()\n\tevent.Payload[\"affected_crops_count\"] = len(affectedCrops)\n\tif modifier != nil {\n\t\tevent.Payload[\"growth_multiplier\"] = modifier.GrowthMultiplier\n\t\tevent.Payload[\"yield_multiplier\"] = modifier.YieldMultiplier\n\t\tevent.Payload[\"quality_multiplier\"] = modifier.QualityMultiplier\n\t}\n\n\treturn event\n}\n\n// CropHealthChangedEvent 作物健康变化事件\ntype CropHealthChangedEvent struct {\n\t*BaseDomainEvent\n\tFarmID         string\n\tCropID         string\n\tSeedType       SeedType\n\tPreviousHealth float64\n\tCurrentHealth  float64\n\tHealthChange   float64\n\tCause          string\n\tProblems       []string\n}\n\n// NewCropHealthChangedEvent 创建作物健康变化事件\nfunc NewCropHealthChangedEvent(farmID, cropID string, seedType SeedType, previousHealth, currentHealth float64, cause string, problems []string) *CropHealthChangedEvent {\n\tnow := time.Now()\n\thealthChange := currentHealth - previousHealth\n\n\tevent := &CropHealthChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"crop_health_changed_%d\", now.UnixNano()),\n\t\t\tEventType:   \"plant.crop_health_changed\",\n\t\t\tAggregateID: farmID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tFarmID:         farmID,\n\t\tCropID:         cropID,\n\t\tSeedType:       seedType,\n\t\tPreviousHealth: previousHealth,\n\t\tCurrentHealth:  currentHealth,\n\t\tHealthChange:   healthChange,\n\t\tCause:          cause,\n\t\tProblems:       problems,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"farm_id\"] = farmID\n\tevent.Payload[\"crop_id\"] = cropID\n\tevent.Payload[\"seed_type\"] = seedType.String()\n\tevent.Payload[\"previous_health\"] = previousHealth\n\tevent.Payload[\"current_health\"] = currentHealth\n\tevent.Payload[\"health_change\"] = healthChange\n\tevent.Payload[\"cause\"] = cause\n\tevent.Payload[\"problems\"] = problems\n\tevent.Payload[\"problems_count\"] = len(problems)\n\n\treturn event\n}\n\n// AutomationTriggeredEvent 自动化触发事件\ntype AutomationTriggeredEvent struct {\n\t*BaseDomainEvent\n\tFarmID         string\n\tAutomationType string\n\tTriggerReason  string\n\tTargetCrops    []string\n\tActionTaken    string\n\tResourcesUsed  map[string]float64\n}\n\n// NewAutomationTriggeredEvent 创建自动化触发事件\nfunc NewAutomationTriggeredEvent(farmID, automationType, triggerReason string, targetCrops []string, actionTaken string, resourcesUsed map[string]float64) *AutomationTriggeredEvent {\n\tnow := time.Now()\n\tevent := &AutomationTriggeredEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"automation_triggered_%d\", now.UnixNano()),\n\t\t\tEventType:   \"plant.automation_triggered\",\n\t\t\tAggregateID: farmID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tFarmID:         farmID,\n\t\tAutomationType: automationType,\n\t\tTriggerReason:  triggerReason,\n\t\tTargetCrops:    targetCrops,\n\t\tActionTaken:    actionTaken,\n\t\tResourcesUsed:  resourcesUsed,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"farm_id\"] = farmID\n\tevent.Payload[\"automation_type\"] = automationType\n\tevent.Payload[\"trigger_reason\"] = triggerReason\n\tevent.Payload[\"target_crops\"] = targetCrops\n\tevent.Payload[\"target_crops_count\"] = len(targetCrops)\n\tevent.Payload[\"action_taken\"] = actionTaken\n\tevent.Payload[\"resources_used\"] = resourcesUsed\n\n\treturn event\n}\n\n// FarmValueChangedEvent 农场价值变化事件\ntype FarmValueChangedEvent struct {\n\t*BaseDomainEvent\n\tFarmID        string\n\tPreviousValue float64\n\tCurrentValue  float64\n\tValueChange   float64\n\tChangeReason  string\n\tContributors  map[string]float64\n}\n\n// NewFarmValueChangedEvent 创建农场价值变化事件\nfunc NewFarmValueChangedEvent(farmID string, previousValue, currentValue float64, changeReason string, contributors map[string]float64) *FarmValueChangedEvent {\n\tnow := time.Now()\n\tvalueChange := currentValue - previousValue\n\n\tevent := &FarmValueChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"farm_value_changed_%d\", now.UnixNano()),\n\t\t\tEventType:   \"plant.farm_value_changed\",\n\t\t\tAggregateID: farmID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tFarmID:        farmID,\n\t\tPreviousValue: previousValue,\n\t\tCurrentValue:  currentValue,\n\t\tValueChange:   valueChange,\n\t\tChangeReason:  changeReason,\n\t\tContributors:  contributors,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"farm_id\"] = farmID\n\tevent.Payload[\"previous_value\"] = previousValue\n\tevent.Payload[\"current_value\"] = currentValue\n\tevent.Payload[\"value_change\"] = valueChange\n\tevent.Payload[\"change_reason\"] = changeReason\n\tevent.Payload[\"contributors\"] = contributors\n\n\treturn event\n}\n\n// PlotStatusChangedEvent 地块状态变化事件\ntype PlotStatusChangedEvent struct {\n\t*BaseDomainEvent\n\tFarmID           string\n\tPlotID           string\n\tPreviousStatus   string\n\tCurrentStatus    string\n\tCropID           string\n\tStatusChangeTime time.Time\n}\n\n// NewPlotStatusChangedEvent 创建地块状态变化事件\nfunc NewPlotStatusChangedEvent(farmID, plotID, previousStatus, currentStatus, cropID string) *PlotStatusChangedEvent {\n\tnow := time.Now()\n\tevent := &PlotStatusChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"plot_status_changed_%d\", now.UnixNano()),\n\t\t\tEventType:   \"plant.plot_status_changed\",\n\t\t\tAggregateID: farmID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tFarmID:           farmID,\n\t\tPlotID:           plotID,\n\t\tPreviousStatus:   previousStatus,\n\t\tCurrentStatus:    currentStatus,\n\t\tCropID:           cropID,\n\t\tStatusChangeTime: now,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"farm_id\"] = farmID\n\tevent.Payload[\"plot_id\"] = plotID\n\tevent.Payload[\"previous_status\"] = previousStatus\n\tevent.Payload[\"current_status\"] = currentStatus\n\tevent.Payload[\"crop_id\"] = cropID\n\tevent.Payload[\"status_change_time\"] = now\n\n\treturn event\n}\n\n// ResourcesConsumedEvent 资源消耗事件\ntype ResourcesConsumedEvent struct {\n\t*BaseDomainEvent\n\tFarmID            string\n\tResourceType      string\n\tAmountConsumed    float64\n\tRemainingAmount   float64\n\tConsumptionReason string\n\tRelatedCropID     string\n}\n\n// NewResourcesConsumedEvent 创建资源消耗事件\nfunc NewResourcesConsumedEvent(farmID, resourceType string, amountConsumed, remainingAmount float64, reason, relatedCropID string) *ResourcesConsumedEvent {\n\tnow := time.Now()\n\tevent := &ResourcesConsumedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"resources_consumed_%d\", now.UnixNano()),\n\t\t\tEventType:   \"plant.resources_consumed\",\n\t\t\tAggregateID: farmID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tFarmID:            farmID,\n\t\tResourceType:      resourceType,\n\t\tAmountConsumed:    amountConsumed,\n\t\tRemainingAmount:   remainingAmount,\n\t\tConsumptionReason: reason,\n\t\tRelatedCropID:     relatedCropID,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"farm_id\"] = farmID\n\tevent.Payload[\"resource_type\"] = resourceType\n\tevent.Payload[\"amount_consumed\"] = amountConsumed\n\tevent.Payload[\"remaining_amount\"] = remainingAmount\n\tevent.Payload[\"consumption_reason\"] = reason\n\tevent.Payload[\"related_crop_id\"] = relatedCropID\n\n\treturn event\n}\n\n// 事件处理器接口\n\n// EventHandler 事件处理器接口\ntype EventHandler interface {\n\tHandle(event DomainEvent) error\n\tCanHandle(eventType string) bool\n}\n\n// EventBus 事件总线接口\ntype EventBus interface {\n\tPublish(event DomainEvent) error\n\tSubscribe(eventType string, handler EventHandler) error\n\tUnsubscribe(eventType string, handler EventHandler) error\n}\n\n// 事件存储接口\n\n// EventStore 事件存储接口\ntype EventStore interface {\n\tSave(event DomainEvent) error\n\tLoad(aggregateID string) ([]DomainEvent, error)\n\tLoadFromVersion(aggregateID string, version int) ([]DomainEvent, error)\n\tLoadByEventType(eventType string, limit int) ([]DomainEvent, error)\n\tLoadByTimeRange(startTime, endTime time.Time) ([]DomainEvent, error)\n}\n"
  },
  {
    "path": "internal/domain/scene/plant/repository.go",
    "content": "package plant\n\nimport (\n\t\"context\"\n\t\"time\"\n)\n\n// FarmRepository 农场仓储接口\ntype FarmRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, farm *FarmAggregate) error\n\tFindByID(ctx context.Context, farmID string) (*FarmAggregate, error)\n\tFindByOwner(ctx context.Context, owner string) ([]*FarmAggregate, error)\n\tFindBySceneID(ctx context.Context, sceneID string) ([]*FarmAggregate, error)\n\tUpdate(ctx context.Context, farm *FarmAggregate) error\n\tDelete(ctx context.Context, farmID string) error\n\n\t// 查询操作\n\tFindBySize(ctx context.Context, size FarmSize, limit int) ([]*FarmAggregate, error)\n\tFindByStatus(ctx context.Context, status FarmStatus, limit int) ([]*FarmAggregate, error)\n\tFindActiveByOwner(ctx context.Context, owner string) ([]*FarmAggregate, error)\n\tFindByClimateZone(ctx context.Context, climateZone string, limit int) ([]*FarmAggregate, error)\n\n\t// 统计操作\n\tGetFarmStatistics(ctx context.Context, farmID string) (*FarmStatistics, error)\n\tGetOwnerStatistics(ctx context.Context, owner string) (*OwnerStatistics, error)\n\tGetFarmCount(ctx context.Context) (int64, error)\n\tGetFarmCountByOwner(ctx context.Context, owner string) (int64, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, farms []*FarmAggregate) error\n\tUpdateBatch(ctx context.Context, farms []*FarmAggregate) error\n\tDeleteBatch(ctx context.Context, farmIDs []string) error\n\n\t// 排行榜操作\n\tGetTopFarmsByValue(ctx context.Context, limit int) ([]*FarmRanking, error)\n\tGetTopFarmsByProductivity(ctx context.Context, limit int) ([]*FarmRanking, error)\n\tGetTopFarmsByYield(ctx context.Context, period time.Duration, limit int) ([]*FarmRanking, error)\n}\n\n// CropRepository 作物仓储接口\ntype CropRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, crop *Crop) error\n\tFindByID(ctx context.Context, cropID string) (*Crop, error)\n\tUpdate(ctx context.Context, crop *Crop) error\n\tDelete(ctx context.Context, cropID string) error\n\n\t// 查询操作\n\tFindByFarmID(ctx context.Context, farmID string) ([]*Crop, error)\n\tFindBySeedType(ctx context.Context, seedType SeedType, limit int) ([]*Crop, error)\n\tFindByGrowthStage(ctx context.Context, stage GrowthStage, limit int) ([]*Crop, error)\n\tFindHarvestable(ctx context.Context, farmID string) ([]*Crop, error)\n\tFindNeedsCare(ctx context.Context, farmID string) ([]*Crop, error)\n\tFindByTimeRange(ctx context.Context, startTime, endTime time.Time) ([]*Crop, error)\n\n\t// 状态查询\n\tFindByHealthRange(ctx context.Context, minHealth, maxHealth float64, limit int) ([]*Crop, error)\n\tFindByProgressRange(ctx context.Context, minProgress, maxProgress float64, limit int) ([]*Crop, error)\n\tFindExpiredCrops(ctx context.Context, beforeTime time.Time) ([]*Crop, error)\n\n\t// 统计操作\n\tGetCropStatistics(ctx context.Context, farmID string) (*CropStatistics, error)\n\tGetCropCountByType(ctx context.Context, seedType SeedType) (int64, error)\n\tGetCropCountByStage(ctx context.Context, stage GrowthStage) (int64, error)\n\tGetAverageGrowthProgress(ctx context.Context, seedType SeedType) (float64, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, crops []*Crop) error\n\tUpdateBatch(ctx context.Context, crops []*Crop) error\n\tDeleteBatch(ctx context.Context, cropIDs []string) error\n\n\t// 清理操作\n\tCleanupExpiredCrops(ctx context.Context, beforeTime time.Time) (int64, error)\n}\n\n// PlotRepository 地块仓储接口\ntype PlotRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, plot *Plot) error\n\tFindByID(ctx context.Context, plotID string) (*Plot, error)\n\tUpdate(ctx context.Context, plot *Plot) error\n\tDelete(ctx context.Context, plotID string) error\n\n\t// 查询操作\n\tFindByFarmID(ctx context.Context, farmID string) ([]*Plot, error)\n\tFindAvailable(ctx context.Context, farmID string) ([]*Plot, error)\n\tFindOccupied(ctx context.Context, farmID string) ([]*Plot, error)\n\tFindBySize(ctx context.Context, size PlotSize, limit int) ([]*Plot, error)\n\tFindBySoilType(ctx context.Context, soilType SoilType, limit int) ([]*Plot, error)\n\n\t// 统计操作\n\tGetPlotStatistics(ctx context.Context, farmID string) (*PlotStatistics, error)\n\tGetAvailablePlotCount(ctx context.Context, farmID string) (int64, error)\n\tGetOccupiedPlotCount(ctx context.Context, farmID string) (int64, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, plots []*Plot) error\n\tUpdateBatch(ctx context.Context, plots []*Plot) error\n\tDeleteBatch(ctx context.Context, plotIDs []string) error\n}\n\n// FarmToolRepository 农具仓储接口\ntype FarmToolRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, tool *FarmTool) error\n\tFindByID(ctx context.Context, toolID string) (*FarmTool, error)\n\tUpdate(ctx context.Context, tool *FarmTool) error\n\tDelete(ctx context.Context, toolID string) error\n\n\t// 查询操作\n\tFindByFarmID(ctx context.Context, farmID string) ([]*FarmTool, error)\n\tFindByType(ctx context.Context, toolType ToolType, limit int) ([]*FarmTool, error)\n\tFindByLevel(ctx context.Context, minLevel, maxLevel int, limit int) ([]*FarmTool, error)\n\tFindUsable(ctx context.Context, farmID string) ([]*FarmTool, error)\n\tFindNeedsMaintenance(ctx context.Context, farmID string, durabilityThreshold float64) ([]*FarmTool, error)\n\n\t// 统计操作\n\tGetToolStatistics(ctx context.Context, farmID string) (*ToolStatistics, error)\n\tGetToolCountByType(ctx context.Context, toolType ToolType) (int64, error)\n\tGetAverageToolLevel(ctx context.Context, toolType ToolType) (float64, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, tools []*FarmTool) error\n\tUpdateBatch(ctx context.Context, tools []*FarmTool) error\n\tDeleteBatch(ctx context.Context, toolIDs []string) error\n}\n\n// SoilRepository 土壤仓储接口\ntype SoilRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, soil *Soil) error\n\tFindByID(ctx context.Context, soilID string) (*Soil, error)\n\tUpdate(ctx context.Context, soil *Soil) error\n\tDelete(ctx context.Context, soilID string) error\n\n\t// 查询操作\n\tFindByFarmID(ctx context.Context, farmID string) (*Soil, error)\n\tFindByType(ctx context.Context, soilType SoilType, limit int) ([]*Soil, error)\n\tFindByFertilityRange(ctx context.Context, minFertility, maxFertility float64, limit int) ([]*Soil, error)\n\tFindByPHRange(ctx context.Context, minPH, maxPH float64, limit int) ([]*Soil, error)\n\tFindHighQuality(ctx context.Context, qualityThreshold float64, limit int) ([]*Soil, error)\n\n\t// 统计操作\n\tGetSoilStatistics(ctx context.Context, farmID string) (*SoilStatistics, error)\n\tGetAverageFertility(ctx context.Context, soilType SoilType) (float64, error)\n\tGetAveragePH(ctx context.Context, soilType SoilType) (float64, error)\n\n\t// 历史记录\n\tSaveSoilHistory(ctx context.Context, farmID string, soil *Soil) error\n\tGetSoilHistory(ctx context.Context, farmID string, limit int) ([]*SoilHistoryRecord, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, soils []*Soil) error\n\tUpdateBatch(ctx context.Context, soils []*Soil) error\n}\n\n// HarvestRepository 收获仓储接口\ntype HarvestRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, harvest *HarvestResult) error\n\tFindByID(ctx context.Context, harvestID string) (*HarvestResult, error)\n\tUpdate(ctx context.Context, harvest *HarvestResult) error\n\tDelete(ctx context.Context, harvestID string) error\n\n\t// 查询操作\n\tFindByFarmID(ctx context.Context, farmID string, limit int) ([]*HarvestResult, error)\n\tFindByCropID(ctx context.Context, cropID string) (*HarvestResult, error)\n\tFindBySeedType(ctx context.Context, seedType SeedType, limit int) ([]*HarvestResult, error)\n\tFindByQuality(ctx context.Context, quality CropQuality, limit int) ([]*HarvestResult, error)\n\tFindByTimeRange(ctx context.Context, startTime, endTime time.Time) ([]*HarvestResult, error)\n\n\t// 统计操作\n\tGetHarvestStatistics(ctx context.Context, farmID string, period time.Duration) (*HarvestStatistics, error)\n\tGetTotalYield(ctx context.Context, farmID string, seedType SeedType, period time.Duration) (int, error)\n\tGetAverageQuality(ctx context.Context, farmID string, seedType SeedType, period time.Duration) (float64, error)\n\tGetHarvestTrend(ctx context.Context, farmID string, period time.Duration) (*HarvestTrend, error)\n\n\t// 排行榜操作\n\tGetTopHarvestsByYield(ctx context.Context, period time.Duration, limit int) ([]*HarvestRanking, error)\n\tGetTopHarvestsByQuality(ctx context.Context, period time.Duration, limit int) ([]*HarvestRanking, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, harvests []*HarvestResult) error\n\tDeleteBatch(ctx context.Context, harvestIDs []string) error\n\n\t// 清理操作\n\tCleanupOldHarvests(ctx context.Context, beforeTime time.Time) (int64, error)\n}\n\n// PlantEventRepository 种植事件仓储接口\ntype PlantEventRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, event *PlantEvent) error\n\tFindByID(ctx context.Context, eventID string) (*PlantEvent, error)\n\tUpdate(ctx context.Context, event *PlantEvent) error\n\tDelete(ctx context.Context, eventID string) error\n\n\t// 查询操作\n\tFindByFarmID(ctx context.Context, farmID string, limit int) ([]*PlantEvent, error)\n\tFindByCropID(ctx context.Context, cropID string, limit int) ([]*PlantEvent, error)\n\tFindByEventType(ctx context.Context, eventType string, limit int) ([]*PlantEvent, error)\n\tFindByTimeRange(ctx context.Context, startTime, endTime time.Time) ([]*PlantEvent, error)\n\tFindActiveEvents(ctx context.Context, farmID string) ([]*PlantEvent, error)\n\n\t// 统计操作\n\tGetEventStatistics(ctx context.Context, farmID string, period time.Duration) (*EventStatistics, error)\n\tGetEventCountByType(ctx context.Context, eventType string, period time.Duration) (int64, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, events []*PlantEvent) error\n\tDeleteBatch(ctx context.Context, eventIDs []string) error\n\n\t// 清理操作\n\tCleanupExpiredEvents(ctx context.Context, beforeTime time.Time) (int64, error)\n}\n\n// OwnerStatistics 所有者统计信息\ntype OwnerStatistics struct {\n\tOwner               string\n\tTotalFarms          int\n\tTotalPlots          int\n\tTotalCrops          int\n\tTotalHarvests       int\n\tTotalYield          int\n\tTotalExperience     int\n\tTotalValue          float64\n\tAverageProductivity float64\n\tBestFarmID          string\n\tCreatedAt           time.Time\n\tUpdatedAt           time.Time\n}\n\n// CropStatistics 作物统计信息\ntype CropStatistics struct {\n\tFarmID                string\n\tTotalCrops            int\n\tCropsByType           map[SeedType]int\n\tCropsByStage          map[GrowthStage]int\n\tAverageGrowthProgress float64\n\tAverageHealthScore    float64\n\tHarvestableCrops      int\n\tCropsNeedingCare      int\n\tCreatedAt             time.Time\n\tUpdatedAt             time.Time\n}\n\n// PlotStatistics 地块统计信息\ntype PlotStatistics struct {\n\tFarmID          string\n\tTotalPlots      int\n\tAvailablePlots  int\n\tOccupiedPlots   int\n\tPlotsBySize     map[PlotSize]int\n\tPlotsBySoil     map[SoilType]int\n\tUtilizationRate float64\n\tCreatedAt       time.Time\n\tUpdatedAt       time.Time\n}\n\n// ToolStatistics 工具统计信息\ntype ToolStatistics struct {\n\tFarmID             string\n\tTotalTools         int\n\tToolsByType        map[ToolType]int\n\tToolsByLevel       map[int]int\n\tUsableTools        int\n\tToolsNeedingRepair int\n\tAverageEfficiency  float64\n\tAverageDurability  float64\n\tTotalValue         float64\n\tCreatedAt          time.Time\n\tUpdatedAt          time.Time\n}\n\n// SoilStatistics 土壤统计信息\ntype SoilStatistics struct {\n\tFarmID            string\n\tSoilType          SoilType\n\tFertility         float64\n\tPH                float64\n\tMoisture          float64\n\tOrganic           float64\n\tNitrogen          float64\n\tPhosphorus        float64\n\tPotassium         float64\n\tQualityScore      float64\n\tProductivityScore float64\n\tLastTested        time.Time\n\tCreatedAt         time.Time\n\tUpdatedAt         time.Time\n}\n\n// HarvestStatistics 收获统计信息\ntype HarvestStatistics struct {\n\tFarmID            string\n\tPeriod            time.Duration\n\tStartTime         time.Time\n\tEndTime           time.Time\n\tTotalHarvests     int\n\tTotalYield        int\n\tHarvestsByType    map[SeedType]int\n\tYieldByType       map[SeedType]int\n\tHarvestsByQuality map[CropQuality]int\n\tAverageYield      float64\n\tAverageQuality    float64\n\tBestHarvest       *HarvestResult\n\tTotalExperience   int\n\tTotalValue        float64\n\tCreatedAt         time.Time\n}\n\n// EventStatistics 事件统计信息\ntype EventStatistics struct {\n\tFarmID         string\n\tPeriod         time.Duration\n\tStartTime      time.Time\n\tEndTime        time.Time\n\tTotalEvents    int\n\tEventsByType   map[string]int\n\tActiveEvents   int\n\tResolvedEvents int\n\tCriticalEvents int\n\tCreatedAt      time.Time\n}\n\n// 排行榜结构体\n\n// FarmRanking 农场排行\ntype FarmRanking struct {\n\tRank        int\n\tFarmID      string\n\tOwner       string\n\tFarmName    string\n\tScore       float64\n\tMetric      string\n\tValue       interface{}\n\tLastUpdated time.Time\n}\n\n// HarvestRanking 收获排行\ntype HarvestRanking struct {\n\tRank        int\n\tFarmID      string\n\tOwner       string\n\tHarvestID   string\n\tSeedType    SeedType\n\tYield       int\n\tQuality     CropQuality\n\tScore       float64\n\tHarvestTime time.Time\n}\n\n// 趋势分析结构体\n\n// HarvestTrend 收获趋势\ntype HarvestTrend struct {\n\tFarmID       string\n\tPeriod       time.Duration\n\tStartTime    time.Time\n\tEndTime      time.Time\n\tTrendType    TrendType\n\tYieldTrend   YieldTrend\n\tQualityTrend QualityTrend\n\tDataPoints   []*TrendDataPoint\n\tPrediction   *TrendPrediction\n\tConfidence   float64\n\tCreatedAt    time.Time\n}\n\n// TrendType 趋势类型\ntype TrendType int\n\nconst (\n\tTrendTypeIncreasing TrendType = iota + 1\n\tTrendTypeDecreasing\n\tTrendTypeStable\n\tTrendTypeVolatile\n\tTrendTypeCyclical\n)\n\n// String 返回趋势类型字符串\nfunc (tt TrendType) String() string {\n\tswitch tt {\n\tcase TrendTypeIncreasing:\n\t\treturn \"increasing\"\n\tcase TrendTypeDecreasing:\n\t\treturn \"decreasing\"\n\tcase TrendTypeStable:\n\t\treturn \"stable\"\n\tcase TrendTypeVolatile:\n\t\treturn \"volatile\"\n\tcase TrendTypeCyclical:\n\t\treturn \"cyclical\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// YieldTrend 产量趋势\ntype YieldTrend struct {\n\tDirection    TrendDirection\n\tChangeRate   float64\n\tAverageYield float64\n\tMinYield     int\n\tMaxYield     int\n\tVariance     float64\n}\n\n// QualityTrend 品质趋势\ntype QualityTrend struct {\n\tDirection      TrendDirection\n\tChangeRate     float64\n\tAverageQuality float64\n\tBestQuality    CropQuality\n\tWorstQuality   CropQuality\n\tVariance       float64\n}\n\n// TrendDirection 趋势方向\ntype TrendDirection int\n\nconst (\n\tTrendDirectionUp TrendDirection = iota + 1\n\tTrendDirectionDown\n\tTrendDirectionStable\n\tTrendDirectionVolatile\n)\n\n// String 返回趋势方向字符串\nfunc (td TrendDirection) String() string {\n\tswitch td {\n\tcase TrendDirectionUp:\n\t\treturn \"up\"\n\tcase TrendDirectionDown:\n\t\treturn \"down\"\n\tcase TrendDirectionStable:\n\t\treturn \"stable\"\n\tcase TrendDirectionVolatile:\n\t\treturn \"volatile\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// TrendDataPoint 趋势数据点\ntype TrendDataPoint struct {\n\tTime     time.Time\n\tYield    int\n\tQuality  float64\n\tValue    float64\n\tMetadata map[string]interface{}\n}\n\n// TrendPrediction 趋势预测\ntype TrendPrediction struct {\n\tPredictedYield   int\n\tPredictedQuality float64\n\tPredictedValue   float64\n\tTimeframe        time.Duration\n\tConfidence       float64\n\tFactors          []string\n}\n\n// 查询条件结构体\n\n// FarmQuery 农场查询条件\ntype FarmQuery struct {\n\tOwners        []string\n\tSceneIDs      []string\n\tSizes         []FarmSize\n\tStatuses      []FarmStatus\n\tClimateZones  []string\n\tMinValue      *float64\n\tMaxValue      *float64\n\tCreatedAfter  *time.Time\n\tCreatedBefore *time.Time\n\tLimit         int\n\tOffset        int\n\tOrderBy       string\n\tOrderDesc     bool\n}\n\n// CropQuery 作物查询条件\ntype CropQuery struct {\n\tFarmIDs       []string\n\tSeedTypes     []SeedType\n\tGrowthStages  []GrowthStage\n\tMinHealth     *float64\n\tMaxHealth     *float64\n\tMinProgress   *float64\n\tMaxProgress   *float64\n\tIsHarvestable *bool\n\tNeedsCare     *bool\n\tPlantedAfter  *time.Time\n\tPlantedBefore *time.Time\n\tLimit         int\n\tOffset        int\n\tOrderBy       string\n\tOrderDesc     bool\n}\n\n// HarvestQuery 收获查询条件\ntype HarvestQuery struct {\n\tFarmIDs         []string\n\tSeedTypes       []SeedType\n\tQualities       []CropQuality\n\tMinYield        *int\n\tMaxYield        *int\n\tHarvestedAfter  *time.Time\n\tHarvestedBefore *time.Time\n\tLimit           int\n\tOffset          int\n\tOrderBy         string\n\tOrderDesc       bool\n}\n\n// 历史记录结构体\n\n// SoilHistoryRecord 土壤历史记录\ntype SoilHistoryRecord struct {\n\tID         string\n\tFarmID     string\n\tSoil       *Soil\n\tChangeType string\n\tChanges    map[string]interface{}\n\tReason     string\n\tRecordedAt time.Time\n}\n\n// PlantEvent 种植事件\ntype PlantEvent struct {\n\tID          string\n\tFarmID      string\n\tCropID      string\n\tEventType   string\n\tTitle       string\n\tDescription string\n\tSeverity    string\n\tStatus      string\n\tData        map[string]interface{}\n\tOccurredAt  time.Time\n\tResolvedAt  *time.Time\n\tCreatedAt   time.Time\n\tUpdatedAt   time.Time\n}\n\n// 缓存接口\n\n// PlantCacheRepository 种植缓存仓储接口\ntype PlantCacheRepository interface {\n\t// 缓存操作\n\tSet(ctx context.Context, key string, value interface{}, expiration time.Duration) error\n\tGet(ctx context.Context, key string, dest interface{}) error\n\tDelete(ctx context.Context, key string) error\n\tExists(ctx context.Context, key string) (bool, error)\n\n\t// 批量操作\n\tSetBatch(ctx context.Context, items map[string]interface{}, expiration time.Duration) error\n\tGetBatch(ctx context.Context, keys []string) (map[string]interface{}, error)\n\tDeleteBatch(ctx context.Context, keys []string) error\n\n\t// 模式操作\n\tDeleteByPattern(ctx context.Context, pattern string) error\n\tGetKeysByPattern(ctx context.Context, pattern string) ([]string, error)\n\n\t// 缓存管理\n\tFlush(ctx context.Context) error\n\tGetStats(ctx context.Context) (*CacheStats, error)\n}\n\n// CacheStats 缓存统计\ntype CacheStats struct {\n\tHits        int64\n\tMisses      int64\n\tKeys        int64\n\tMemoryUsage int64\n\tHitRate     float64\n\tCreatedAt   time.Time\n}\n\n// 事务接口\n\n// PlantTransaction 种植事务接口\ntype PlantTransaction interface {\n\t// 事务控制\n\tBegin(ctx context.Context) error\n\tCommit(ctx context.Context) error\n\tRollback(ctx context.Context) error\n\n\t// 获取仓储\n\tFarmRepository() FarmRepository\n\tCropRepository() CropRepository\n\tPlotRepository() PlotRepository\n\tFarmToolRepository() FarmToolRepository\n\tSoilRepository() SoilRepository\n\tHarvestRepository() HarvestRepository\n\tPlantEventRepository() PlantEventRepository\n}\n\n// 仓储工厂接口\n\n// PlantRepositoryFactory 种植仓储工厂接口\ntype PlantRepositoryFactory interface {\n\t// 创建仓储\n\tCreateFarmRepository() FarmRepository\n\tCreateCropRepository() CropRepository\n\tCreatePlotRepository() PlotRepository\n\tCreateFarmToolRepository() FarmToolRepository\n\tCreateSoilRepository() SoilRepository\n\tCreateHarvestRepository() HarvestRepository\n\tCreatePlantEventRepository() PlantEventRepository\n\tCreatePlantCacheRepository() PlantCacheRepository\n\n\t// 创建事务\n\tCreateTransaction() PlantTransaction\n\n\t// 健康检查\n\tHealthCheck(ctx context.Context) error\n\n\t// 关闭连接\n\tClose() error\n}\n"
  },
  {
    "path": "internal/domain/scene/plant/service.go",
    "content": "package plant\n\nimport (\n\t\"errors\"\n\t\"fmt\"\n\t\"math\"\n\t\"time\"\n)\n\n// PlantService 种植领域服务\ntype PlantService struct {\n\tseedTemplates       map[SeedType]*SeedTemplate\n\tsoilTemplates       map[SoilType]*SoilTemplate\n\tfertilizerTemplates map[FertilizerType]*FertilizerTemplate\n\ttoolTemplates       map[ToolType]*ToolTemplate\n\tgrowthRules         []*GrowthRule\n\tseasonalEffects     map[Season]map[SeedType]float64\n\tclimateZones        map[string]*ClimateZone\n\tpestDiseaseRules    []*PestDiseaseRule\n\tqualityRules        []*QualityRule\n\tcreatedAt           time.Time\n\tupdatedAt           time.Time\n}\n\n// NewPlantService 创建种植服务\nfunc NewPlantService() *PlantService {\n\tnow := time.Now()\n\tservice := &PlantService{\n\t\tseedTemplates:       make(map[SeedType]*SeedTemplate),\n\t\tsoilTemplates:       make(map[SoilType]*SoilTemplate),\n\t\tfertilizerTemplates: make(map[FertilizerType]*FertilizerTemplate),\n\t\ttoolTemplates:       make(map[ToolType]*ToolTemplate),\n\t\tgrowthRules:         make([]*GrowthRule, 0),\n\t\tseasonalEffects:     make(map[Season]map[SeedType]float64),\n\t\tclimateZones:        make(map[string]*ClimateZone),\n\t\tpestDiseaseRules:    make([]*PestDiseaseRule, 0),\n\t\tqualityRules:        make([]*QualityRule, 0),\n\t\tcreatedAt:           now,\n\t\tupdatedAt:           now,\n\t}\n\n\t// 初始化默认模板和规则\n\tservice.initializeDefaultTemplates()\n\tservice.initializeDefaultRules()\n\tservice.initializeSeasonalEffects()\n\tservice.initializeClimateZones()\n\n\treturn service\n}\n\n// RegisterSeedTemplate 注册种子模板\nfunc (ps *PlantService) RegisterSeedTemplate(seedType SeedType, template *SeedTemplate) {\n\tps.seedTemplates[seedType] = template\n\tps.updatedAt = time.Now()\n}\n\n// GetSeedTemplate 获取种子模板\nfunc (ps *PlantService) GetSeedTemplate(seedType SeedType) *SeedTemplate {\n\treturn ps.seedTemplates[seedType]\n}\n\n// RegisterSoilTemplate 注册土壤模板\nfunc (ps *PlantService) RegisterSoilTemplate(soilType SoilType, template *SoilTemplate) {\n\tps.soilTemplates[soilType] = template\n\tps.updatedAt = time.Now()\n}\n\n// GetSoilTemplate 获取土壤模板\nfunc (ps *PlantService) GetSoilTemplate(soilType SoilType) *SoilTemplate {\n\treturn ps.soilTemplates[soilType]\n}\n\n// RegisterFertilizerTemplate 注册肥料模板\nfunc (ps *PlantService) RegisterFertilizerTemplate(fertilizerType FertilizerType, template *FertilizerTemplate) {\n\tps.fertilizerTemplates[fertilizerType] = template\n\tps.updatedAt = time.Now()\n}\n\n// GetFertilizerTemplate 获取肥料模板\nfunc (ps *PlantService) GetFertilizerTemplate(fertilizerType FertilizerType) *FertilizerTemplate {\n\treturn ps.fertilizerTemplates[fertilizerType]\n}\n\n// RegisterToolTemplate 注册工具模板\nfunc (ps *PlantService) RegisterToolTemplate(toolType ToolType, template *ToolTemplate) {\n\tps.toolTemplates[toolType] = template\n\tps.updatedAt = time.Now()\n}\n\n// GetToolTemplate 获取工具模板\nfunc (ps *PlantService) GetToolTemplate(toolType ToolType) *ToolTemplate {\n\treturn ps.toolTemplates[toolType]\n}\n\n// AddGrowthRule 添加生长规则\nfunc (ps *PlantService) AddGrowthRule(rule *GrowthRule) {\n\tps.growthRules = append(ps.growthRules, rule)\n\tps.updatedAt = time.Now()\n}\n\n// GetGrowthRules 获取生长规则\nfunc (ps *PlantService) GetGrowthRules() []*GrowthRule {\n\treturn ps.growthRules\n}\n\n// RegisterClimateZone 注册气候区域\nfunc (ps *PlantService) RegisterClimateZone(zoneID string, zone *ClimateZone) {\n\tps.climateZones[zoneID] = zone\n\tps.updatedAt = time.Now()\n}\n\n// GetClimateZone 获取气候区域\nfunc (ps *PlantService) GetClimateZone(zoneID string) *ClimateZone {\n\treturn ps.climateZones[zoneID]\n}\n\n// CalculateOptimalPlantingTime 计算最佳种植时间\nfunc (ps *PlantService) CalculateOptimalPlantingTime(seedType SeedType, climateZone string) (time.Time, error) {\n\tif !seedType.IsValid() {\n\t\treturn time.Time{}, ErrInvalidSeedType\n\t}\n\n\tzone := ps.GetClimateZone(climateZone)\n\tif zone == nil {\n\t\tzone = ps.getDefaultClimateZone()\n\t}\n\n\tnow := time.Now()\n\tcurrentSeason := getCurrentSeason(now)\n\n\t// 获取种子的最佳种植季节\n\toptimalSeasons := ps.getOptimalSeasonsForSeed(seedType)\n\n\t// 如果当前季节是最佳季节，返回当前时间\n\tfor _, season := range optimalSeasons {\n\t\tif season == currentSeason {\n\t\t\treturn now, nil\n\t\t}\n\t}\n\n\t// 计算下一个最佳季节的开始时间\n\tnextOptimalTime := ps.calculateNextSeasonTime(now, optimalSeasons[0])\n\treturn nextOptimalTime, nil\n}\n\n// CalculateGrowthProgress 计算生长进度\nfunc (ps *PlantService) CalculateGrowthProgress(crop *Crop, deltaTime time.Duration) (float64, error) {\n\tif crop == nil {\n\t\treturn 0, ErrInvalidCrop\n\t}\n\n\t// 基础生长速度\n\tbaseGrowthRate := crop.SeedType.GetGrowthRate()\n\n\t// 应用生长规则\n\tactualGrowthRate := ps.applyGrowthRules(crop, baseGrowthRate)\n\n\t// 计算进度增量\n\tprogressDelta := actualGrowthRate * deltaTime.Hours()\n\n\treturn progressDelta, nil\n}\n\n// CalculateYield 计算产量\nfunc (ps *PlantService) CalculateYield(crop *Crop, soil *Soil, season Season) (int, error) {\n\tif crop == nil {\n\t\treturn 0, ErrInvalidCrop\n\t}\n\n\tif soil == nil {\n\t\treturn 0, ErrInvalidSoil\n\t}\n\n\t// 基础产量\n\tbaseYield := crop.GetBaseYield()\n\n\t// 土壤影响\n\tsoilMultiplier := soil.GetYieldMultiplier(crop.SeedType)\n\n\t// 季节影响\n\tseasonMultiplier := ps.getSeasonalEffect(season, crop.SeedType)\n\n\t// 健康状态影响\n\thealthMultiplier := crop.GetHealthScore() / 100.0\n\n\t// 照料质量影响\n\tcareMultiplier := crop.GetCareQualityMultiplier()\n\n\t// 计算最终产量\n\tfinalYield := float64(baseYield) * soilMultiplier * seasonMultiplier * healthMultiplier * careMultiplier\n\n\treturn int(math.Round(finalYield)), nil\n}\n\n// CalculateQuality 计算品质\nfunc (ps *PlantService) CalculateQuality(crop *Crop, soil *Soil, season Season) (CropQuality, error) {\n\tif crop == nil {\n\t\treturn CropQualityCommon, ErrInvalidCrop\n\t}\n\n\tif soil == nil {\n\t\treturn CropQualityCommon, ErrInvalidSoil\n\t}\n\n\t// 计算质量分数\n\tqualityScore := 0.0\n\n\t// 土壤质量贡献（30%）\n\tqualityScore += soil.GetQualityScore() * 0.3\n\n\t// 作物健康贡献（25%）\n\tqualityScore += crop.GetHealthScore() * 0.25\n\n\t// 照料质量贡献（25%）\n\tqualityScore += crop.GetCareQualityScore() * 0.25\n\n\t// 季节影响贡献（20%）\n\tseasonBonus := season.GetQualityMultiplier() * 20.0\n\tqualityScore += seasonBonus\n\n\t// 应用质量规则\n\tqualityScore = ps.applyQualityRules(crop, soil, qualityScore)\n\n\t// 转换为品质等级\n\treturn ps.scoreToQuality(qualityScore), nil\n}\n\n// ValidatePlantingConditions 验证种植条件\nfunc (ps *PlantService) ValidatePlantingConditions(seedType SeedType, soil *Soil, season Season, climateZone string) error {\n\tif !seedType.IsValid() {\n\t\treturn ErrInvalidSeedType\n\t}\n\n\tif soil == nil {\n\t\treturn ErrInvalidSoil\n\t}\n\n\t// 检查土壤适宜性\n\tif !soil.IsSuitableFor(seedType) {\n\t\treturn errors.New(\"soil is not suitable\")\n\t}\n\n\t// 检查季节适宜性\n\tif !ps.isSeasonSuitableForSeed(seedType, season) {\n\t\treturn ErrSeasonNotSuitable\n\t}\n\n\t// 检查气候区域适宜性\n\tzone := ps.GetClimateZone(climateZone)\n\tif zone != nil && !zone.IsSuitableFor(seedType) {\n\t\treturn ErrClimateNotSuitable\n\t}\n\n\treturn nil\n}\n\n// CalculateFertilizerEffect 计算肥料效果\nfunc (ps *PlantService) CalculateFertilizerEffect(fertilizer *Fertilizer, soil *Soil, crop *Crop) (*FertilizerEffect, error) {\n\tif fertilizer == nil {\n\t\treturn nil, ErrInvalidFertilizer\n\t}\n\n\tif soil == nil {\n\t\treturn nil, ErrInvalidSoil\n\t}\n\n\ttemplate := ps.GetFertilizerTemplate(fertilizer.GetType())\n\tif template == nil {\n\t\treturn nil, ErrFertilizerTemplateNotFound\n\t}\n\n\t// 计算基础效果\n\tbaseEffect := template.GetBaseEffect()\n\n\t// 土壤类型影响\n\tsoilMultiplier := template.GetSoilMultiplier(soil.GetType())\n\n\t// 作物类型影响\n\tcropMultiplier := 1.0\n\tif crop != nil {\n\t\tcropMultiplier = template.GetCropMultiplier(crop.GetSeedType())\n\t}\n\n\t// 计算最终效果\n\tfinalEffect := baseEffect * soilMultiplier * cropMultiplier * fertilizer.GetAmount()\n\n\treturn &FertilizerEffect{\n\t\tFertilityBoost:   finalEffect * 0.4,\n\t\tNutrientBoost:    finalEffect * 0.6,\n\t\tGrowthSpeedBoost: finalEffect * 0.2,\n\t\tDuration:         template.GetEffectDuration(),\n\t}, nil\n}\n\n// CalculateToolEfficiency 计算工具效率\nfunc (ps *PlantService) CalculateToolEfficiency(tool *FarmTool, operation string, target interface{}) (float64, error) {\n\tif tool == nil {\n\t\treturn 1.0, errors.New(\"Farm tool not found\")\n\t}\n\n\tif !tool.IsUsable() {\n\t\treturn 1.0, errors.New(\"Farm tool is not usable\")\n\t}\n\n\ttemplate := ps.GetToolTemplate(tool.GetType())\n\tif template == nil {\n\t\treturn 1.0, ErrToolTemplateNotFound\n\t}\n\n\t// 基础效率\n\tbaseEfficiency := tool.GetEfficiency()\n\n\t// 操作类型影响\n\toperationMultiplier := template.GetOperationMultiplier(operation)\n\n\t// 工具等级影响\n\tlevelMultiplier := 1.0 + float64(tool.GetLevel())*0.1\n\n\t// 耐久度影响\n\tdurabilityMultiplier := tool.GetDurability() / tool.MaxDurability\n\tif durabilityMultiplier < 0.5 {\n\t\tdurabilityMultiplier = 0.5 // 最低50%效率\n\t}\n\n\t// 计算最终效率\n\tfinalEfficiency := baseEfficiency * operationMultiplier * levelMultiplier * durabilityMultiplier\n\n\treturn finalEfficiency, nil\n}\n\n// DetectPestsAndDiseases 检测病虫害\nfunc (ps *PlantService) DetectPestsAndDiseases(crop *Crop, soil *Soil, season Season, climateZone string) ([]*PestDiseaseEvent, error) {\n\tif crop == nil {\n\t\treturn nil, ErrInvalidCrop\n\t}\n\n\tevents := make([]*PestDiseaseEvent, 0)\n\n\t// 应用病虫害规则\n\tfor _, rule := range ps.pestDiseaseRules {\n\t\tif rule.ShouldTrigger(crop, soil, season, climateZone) {\n\t\t\tevent := rule.CreateEvent(crop)\n\t\t\tevents = append(events, event)\n\t\t}\n\t}\n\n\treturn events, nil\n}\n\n// CalculateWaterRequirement 计算水分需求\nfunc (ps *PlantService) CalculateWaterRequirement(crop *Crop, soil *Soil, season Season, climateZone string) (float64, error) {\n\tif crop == nil {\n\t\treturn 0, ErrInvalidCrop\n\t}\n\n\t// 基础水分消耗\n\tbaseConsumption := crop.SeedType.GetWaterConsumption()\n\n\t// 生长阶段影响\n\tstageMultiplier := ps.getGrowthStageWaterMultiplier(crop.GetGrowthStage())\n\n\t// 季节影响\n\tseasonMultiplier := season.GetWaterConsumptionMultiplier()\n\n\t// 土壤影响\n\tsoilMultiplier := 1.0\n\tif soil != nil {\n\t\t// 排水好的土壤需要更多水分\n\t\tdrainageRate := soil.GetType().GetDrainageRate()\n\t\tsoilMultiplier = 0.8 + drainageRate*0.4 // 0.8-1.2倍率\n\t}\n\n\t// 气候区域影响\n\tclimateMultiplier := 1.0\n\tzone := ps.GetClimateZone(climateZone)\n\tif zone != nil {\n\t\tclimateMultiplier = zone.GetWaterRequirementMultiplier()\n\t}\n\n\t// 计算最终需求\n\tfinalRequirement := baseConsumption * stageMultiplier * seasonMultiplier * soilMultiplier * climateMultiplier\n\n\treturn finalRequirement, nil\n}\n\n// CalculateNutrientRequirement 计算营养需求\nfunc (ps *PlantService) CalculateNutrientRequirement(crop *Crop, soil *Soil, season Season) (map[string]float64, error) {\n\tif crop == nil {\n\t\treturn nil, ErrInvalidCrop\n\t}\n\n\t// 基础营养消耗\n\tbaseConsumption := crop.SeedType.GetNutrientConsumption()\n\n\t// 生长阶段影响\n\tstageMultiplier := ps.getGrowthStageNutrientMultiplier(crop.GetGrowthStage())\n\n\t// 季节影响\n\tseasonMultiplier := season.GetNutrientConsumptionMultiplier()\n\n\t// 土壤营养保持率影响\n\tsoilMultiplier := 1.0\n\tif soil != nil {\n\t\tretentionRate := soil.GetType().GetNutrientRetention()\n\t\tsoilMultiplier = 2.0 - retentionRate // 保持率低需要更多营养\n\t}\n\n\t// 计算各种营养需求\n\trequirements := map[string]float64{\n\t\t\"nitrogen\":   baseConsumption * 0.4 * stageMultiplier * seasonMultiplier * soilMultiplier,\n\t\t\"phosphorus\": baseConsumption * 0.3 * stageMultiplier * seasonMultiplier * soilMultiplier,\n\t\t\"potassium\":  baseConsumption * 0.3 * stageMultiplier * seasonMultiplier * soilMultiplier,\n\t}\n\n\treturn requirements, nil\n}\n\n// GetOptimalHarvestTime 获取最佳收获时间\nfunc (ps *PlantService) GetOptimalHarvestTime(crop *Crop) (time.Time, error) {\n\tif crop == nil {\n\t\treturn time.Time{}, ErrInvalidCrop\n\t}\n\n\t// 基础收获时间\n\tbaseHarvestTime := crop.ExpectedHarvestTime\n\n\t// 考虑生长进度调整\n\tif crop.GetGrowthProgress() < 100.0 {\n\t\t// 根据当前进度和生长速度估算剩余时间\n\t\tremainingProgress := 100.0 - crop.GetGrowthProgress()\n\t\tgrowthRate := crop.SeedType.GetGrowthRate()\n\n\t\t// 应用当前环境因素\n\t\tenvironmentMultiplier := ps.calculateCurrentEnvironmentMultiplier(crop)\n\t\tactualGrowthRate := growthRate * environmentMultiplier\n\n\t\tremainingHours := remainingProgress / actualGrowthRate\n\t\tadjustedHarvestTime := time.Now().Add(time.Duration(remainingHours) * time.Hour)\n\n\t\treturn adjustedHarvestTime, nil\n\t}\n\n\treturn baseHarvestTime, nil\n}\n\n// 私有方法\n\n// initializeDefaultTemplates 初始化默认模板\nfunc (ps *PlantService) initializeDefaultTemplates() {\n\t// 初始化种子模板\n\tps.initializeSeedTemplates()\n\n\t// 初始化土壤模板\n\tps.initializeSoilTemplates()\n\n\t// 初始化肥料模板\n\tps.initializeFertilizerTemplates()\n\n\t// 初始化工具模板\n\tps.initializeToolTemplates()\n}\n\n// initializeSeedTemplates 初始化种子模板\nfunc (ps *PlantService) initializeSeedTemplates() {\n\t// 小麦模板\n\twheatTemplate := &SeedTemplate{\n\t\tSeedType:         SeedTypeWheat,\n\t\tOptimalSeasons:   []Season{SeasonSpring, SeasonAutumn},\n\t\tOptimalSoilTypes: []SoilType{SoilTypeLoam, SoilTypeSilt},\n\t\tMinTemperature:   5.0,\n\t\tMaxTemperature:   30.0,\n\t\tOptimalPH:        6.5,\n\t\tWaterTolerance:   0.8,\n\t\tNutrientNeeds:    map[string]float64{\"nitrogen\": 0.6, \"phosphorus\": 0.3, \"potassium\": 0.4},\n\t\tGrowthModifiers:  map[string]float64{\"temperature\": 1.2, \"moisture\": 1.1},\n\t}\n\tps.RegisterSeedTemplate(SeedTypeWheat, wheatTemplate)\n\n\t// 玉米模板\n\tcornTemplate := &SeedTemplate{\n\t\tSeedType:         SeedTypeCorn,\n\t\tOptimalSeasons:   []Season{SeasonSummer},\n\t\tOptimalSoilTypes: []SoilType{SoilTypeLoam, SoilTypeSandy},\n\t\tMinTemperature:   15.0,\n\t\tMaxTemperature:   35.0,\n\t\tOptimalPH:        6.8,\n\t\tWaterTolerance:   0.9,\n\t\tNutrientNeeds:    map[string]float64{\"nitrogen\": 0.8, \"phosphorus\": 0.4, \"potassium\": 0.6},\n\t\tGrowthModifiers:  map[string]float64{\"temperature\": 1.3, \"sunlight\": 1.2},\n\t}\n\tps.RegisterSeedTemplate(SeedTypeCorn, cornTemplate)\n\n\t// 番茄模板\n\ttomatoTemplate := &SeedTemplate{\n\t\tSeedType:         SeedTypeTomato,\n\t\tOptimalSeasons:   []Season{SeasonSpring, SeasonSummer},\n\t\tOptimalSoilTypes: []SoilType{SoilTypeLoam},\n\t\tMinTemperature:   18.0,\n\t\tMaxTemperature:   28.0,\n\t\tOptimalPH:        6.2,\n\t\tWaterTolerance:   0.7,\n\t\tNutrientNeeds:    map[string]float64{\"nitrogen\": 0.5, \"phosphorus\": 0.6, \"potassium\": 0.8},\n\t\tGrowthModifiers:  map[string]float64{\"temperature\": 1.1, \"moisture\": 1.3},\n\t}\n\tps.RegisterSeedTemplate(SeedTypeTomato, tomatoTemplate)\n}\n\n// initializeSoilTemplates 初始化土壤模板\nfunc (ps *PlantService) initializeSoilTemplates() {\n\t// 壤土模板\n\tloamTemplate := &SoilTemplate{\n\t\tSoilType:         SoilTypeLoam,\n\t\tBaseProductivity: 1.2,\n\t\tWaterRetention:   0.7,\n\t\tNutrientCapacity: 0.8,\n\t\tDrainageRate:     0.6,\n\t\tOptimalPHRange:   PHRange{Min: 6.0, Max: 7.5},\n\t\tSuitableCrops:    []SeedType{SeedTypeWheat, SeedTypeCorn, SeedTypeTomato, SeedTypeCabbage},\n\t}\n\tps.RegisterSoilTemplate(SoilTypeLoam, loamTemplate)\n\n\t// 沙土模板\n\tsandyTemplate := &SoilTemplate{\n\t\tSoilType:         SoilTypeSandy,\n\t\tBaseProductivity: 0.8,\n\t\tWaterRetention:   0.3,\n\t\tNutrientCapacity: 0.4,\n\t\tDrainageRate:     0.9,\n\t\tOptimalPHRange:   PHRange{Min: 5.5, Max: 7.0},\n\t\tSuitableCrops:    []SeedType{SeedTypePotato, SeedTypeCarrot},\n\t}\n\tps.RegisterSoilTemplate(SoilTypeSandy, sandyTemplate)\n\n\t// 粘土模板\n\tclayTemplate := &SoilTemplate{\n\t\tSoilType:         SoilTypeClay,\n\t\tBaseProductivity: 0.9,\n\t\tWaterRetention:   0.9,\n\t\tNutrientCapacity: 0.9,\n\t\tDrainageRate:     0.2,\n\t\tOptimalPHRange:   PHRange{Min: 6.5, Max: 8.0},\n\t\tSuitableCrops:    []SeedType{SeedTypeRice},\n\t}\n\tps.RegisterSoilTemplate(SoilTypeClay, clayTemplate)\n}\n\n// initializeFertilizerTemplates 初始化肥料模板\nfunc (ps *PlantService) initializeFertilizerTemplates() {\n\t// 有机肥模板\n\torganicTemplate := &FertilizerTemplate{\n\t\tFertilizerType:  FertilizerTypeOrganic,\n\t\tBaseEffect:      1.0,\n\t\tEffectDuration:  72 * time.Hour,\n\t\tSoilMultipliers: map[SoilType]float64{SoilTypeLoam: 1.2, SoilTypeSandy: 1.1, SoilTypeClay: 1.0},\n\t\tCropMultipliers: map[SeedType]float64{SeedTypeWheat: 1.1, SeedTypeCorn: 1.0, SeedTypeTomato: 1.2},\n\t\tNutrientProfile: map[string]float64{\"nitrogen\": 0.3, \"phosphorus\": 0.2, \"potassium\": 0.25, \"organic\": 0.8},\n\t}\n\tps.RegisterFertilizerTemplate(FertilizerTypeOrganic, organicTemplate)\n\n\t// 化学肥料模板\n\tchemicalTemplate := &FertilizerTemplate{\n\t\tFertilizerType:  FertilizerTypeChemical,\n\t\tBaseEffect:      1.5,\n\t\tEffectDuration:  48 * time.Hour,\n\t\tSoilMultipliers: map[SoilType]float64{SoilTypeLoam: 1.0, SoilTypeSandy: 1.3, SoilTypeClay: 0.9},\n\t\tCropMultipliers: map[SeedType]float64{SeedTypeWheat: 1.3, SeedTypeCorn: 1.4, SeedTypeTomato: 1.1},\n\t\tNutrientProfile: map[string]float64{\"nitrogen\": 0.6, \"phosphorus\": 0.4, \"potassium\": 0.5, \"organic\": 0.1},\n\t}\n\tps.RegisterFertilizerTemplate(FertilizerTypeChemical, chemicalTemplate)\n}\n\n// initializeToolTemplates 初始化工具模板\nfunc (ps *PlantService) initializeToolTemplates() {\n\t// 锄头模板\n\thoeTemplate := &ToolTemplate{\n\t\tToolType:               ToolTypeHoe,\n\t\tBaseEfficiency:         1.0,\n\t\tOperationMultipliers:   map[string]float64{\"soil_preparation\": 1.5, \"weeding\": 1.3, \"planting\": 1.1},\n\t\tDurabilityConsumption:  5.0,\n\t\tMaintenanceRequirement: 0.1,\n\t}\n\tps.RegisterToolTemplate(ToolTypeHoe, hoeTemplate)\n\n\t// 洒水壶模板\n\twateringCanTemplate := &ToolTemplate{\n\t\tToolType:               ToolTypeWateringCan,\n\t\tBaseEfficiency:         1.0,\n\t\tOperationMultipliers:   map[string]float64{\"watering\": 1.8, \"fertilizing\": 1.2},\n\t\tDurabilityConsumption:  3.0,\n\t\tMaintenanceRequirement: 0.05,\n\t}\n\tps.RegisterToolTemplate(ToolTypeWateringCan, wateringCanTemplate)\n\n\t// 收割机模板\n\tharvesterTemplate := &ToolTemplate{\n\t\tToolType:               ToolTypeHarvester,\n\t\tBaseEfficiency:         2.0,\n\t\tOperationMultipliers:   map[string]float64{\"harvesting\": 2.5, \"processing\": 1.5},\n\t\tDurabilityConsumption:  8.0,\n\t\tMaintenanceRequirement: 0.2,\n\t}\n\tps.RegisterToolTemplate(ToolTypeHarvester, harvesterTemplate)\n}\n\n// initializeDefaultRules 初始化默认规则\nfunc (ps *PlantService) initializeDefaultRules() {\n\t// 添加基础生长规则\n\tps.AddGrowthRule(&GrowthRule{\n\t\tName:        \"optimal_temperature\",\n\t\tDescription: \"最适温度加速生长\",\n\t\tCondition:   \"temperature_in_range\",\n\t\tMultiplier:  1.2,\n\t\tPriority:    1,\n\t})\n\n\tps.AddGrowthRule(&GrowthRule{\n\t\tName:        \"adequate_water\",\n\t\tDescription: \"充足水分促进生长\",\n\t\tCondition:   \"water_level_high\",\n\t\tMultiplier:  1.15,\n\t\tPriority:    2,\n\t})\n\n\tps.AddGrowthRule(&GrowthRule{\n\t\tName:        \"nutrient_deficiency\",\n\t\tDescription: \"营养不足减缓生长\",\n\t\tCondition:   \"nutrient_level_low\",\n\t\tMultiplier:  0.7,\n\t\tPriority:    3,\n\t})\n\n\t// 添加病虫害规则\n\tps.pestDiseaseRules = append(ps.pestDiseaseRules, &PestDiseaseRule{\n\t\tName:        \"aphid_infestation\",\n\t\tDescription: \"蚜虫侵害\",\n\t\tTriggerConditions: map[string]interface{}{\n\t\t\t\"temperature_min\": 20.0,\n\t\t\t\"humidity_min\":    70.0,\n\t\t\t\"season\":          []Season{SeasonSpring, SeasonSummer},\n\t\t},\n\t\tProbability:   0.15,\n\t\tSeverity:      \"medium\",\n\t\tAffectedCrops: []SeedType{SeedTypeTomato, SeedTypeCabbage},\n\t})\n\n\t// 添加质量规则\n\tps.qualityRules = append(ps.qualityRules, &QualityRule{\n\t\tName:        \"perfect_conditions\",\n\t\tDescription: \"完美条件提升品质\",\n\t\tConditions: map[string]interface{}{\n\t\t\t\"soil_quality_min\": 80.0,\n\t\t\t\"health_min\":       90.0,\n\t\t\t\"care_quality_min\": 85.0,\n\t\t},\n\t\tQualityBonus: 15.0,\n\t})\n}\n\n// initializeSeasonalEffects 初始化季节效果\nfunc (ps *PlantService) initializeSeasonalEffects() {\n\t// 春季效果\n\tps.seasonalEffects[SeasonSpring] = map[SeedType]float64{\n\t\tSeedTypeWheat:      1.2,\n\t\tSeedTypeTomato:     1.3,\n\t\tSeedTypeCarrot:     1.1,\n\t\tSeedTypeCabbage:    1.2,\n\t\tSeedTypeStrawberry: 1.4,\n\t}\n\n\t// 夏季效果\n\tps.seasonalEffects[SeasonSummer] = map[SeedType]float64{\n\t\tSeedTypeCorn:       1.4,\n\t\tSeedTypeTomato:     1.2,\n\t\tSeedTypeStrawberry: 1.1,\n\t\tSeedTypeApple:      1.1,\n\t\tSeedTypeOrange:     1.2,\n\t}\n\n\t// 秋季效果\n\tps.seasonalEffects[SeasonAutumn] = map[SeedType]float64{\n\t\tSeedTypeWheat:  1.1,\n\t\tSeedTypeRice:   1.2,\n\t\tSeedTypePotato: 1.3,\n\t\tSeedTypeApple:  1.4,\n\t\tSeedTypeOrange: 1.3,\n\t}\n\n\t// 冬季效果\n\tps.seasonalEffects[SeasonWinter] = map[SeedType]float64{\n\t\tSeedTypeCabbage: 0.9,\n\t\tSeedTypeCarrot:  0.8,\n\t}\n}\n\n// initializeClimateZones 初始化气候区域\nfunc (ps *PlantService) initializeClimateZones() {\n\t// 温带气候\n\ttemperateZone := &ClimateZone{\n\t\tZoneID:                     \"temperate\",\n\t\tName:                       \"温带气候\",\n\t\tDescription:                \"四季分明，适合多种作物\",\n\t\tTemperatureRange:           TemperatureRange{Min: -5, Max: 35, Average: 15},\n\t\tHumidityRange:              HumidityRange{Min: 40, Max: 80, Average: 60},\n\t\tSuitableCrops:              []SeedType{SeedTypeWheat, SeedTypeCorn, SeedTypeTomato, SeedTypePotato},\n\t\tSeasonalModifiers:          map[Season]float64{SeasonSpring: 1.2, SeasonSummer: 1.1, SeasonAutumn: 1.0, SeasonWinter: 0.7},\n\t\tWaterRequirementMultiplier: 1.0,\n\t}\n\tps.RegisterClimateZone(\"temperate\", temperateZone)\n\n\t// 热带气候\n\ttropicalZone := &ClimateZone{\n\t\tZoneID:                     \"tropical\",\n\t\tName:                       \"热带气候\",\n\t\tDescription:                \"高温多湿，适合热带作物\",\n\t\tTemperatureRange:           TemperatureRange{Min: 20, Max: 40, Average: 28},\n\t\tHumidityRange:              HumidityRange{Min: 70, Max: 95, Average: 85},\n\t\tSuitableCrops:              []SeedType{SeedTypeRice, SeedTypeOrange, SeedTypeStrawberry},\n\t\tSeasonalModifiers:          map[Season]float64{SeasonSpring: 1.1, SeasonSummer: 1.3, SeasonAutumn: 1.1, SeasonWinter: 1.0},\n\t\tWaterRequirementMultiplier: 1.3,\n\t}\n\tps.RegisterClimateZone(\"tropical\", tropicalZone)\n}\n\n// 辅助方法\n\n// getOptimalSeasonsForSeed 获取种子的最佳季节\nfunc (ps *PlantService) getOptimalSeasonsForSeed(seedType SeedType) []Season {\n\ttemplate := ps.GetSeedTemplate(seedType)\n\tif template != nil {\n\t\treturn template.OptimalSeasons\n\t}\n\n\t// 默认春季和夏季\n\treturn []Season{SeasonSpring, SeasonSummer}\n}\n\n// calculateNextSeasonTime 计算下一个季节时间\nfunc (ps *PlantService) calculateNextSeasonTime(currentTime time.Time, targetSeason Season) time.Time {\n\tyear := currentTime.Year()\n\n\tswitch targetSeason {\n\tcase SeasonSpring:\n\t\treturn time.Date(year, 3, 1, 0, 0, 0, 0, currentTime.Location())\n\tcase SeasonSummer:\n\t\treturn time.Date(year, 6, 1, 0, 0, 0, 0, currentTime.Location())\n\tcase SeasonAutumn:\n\t\treturn time.Date(year, 9, 1, 0, 0, 0, 0, currentTime.Location())\n\tcase SeasonWinter:\n\t\treturn time.Date(year, 12, 1, 0, 0, 0, 0, currentTime.Location())\n\tdefault:\n\t\treturn currentTime\n\t}\n}\n\n// applyGrowthRules 应用生长规则\nfunc (ps *PlantService) applyGrowthRules(crop *Crop, baseGrowthRate float64) float64 {\n\tactualRate := baseGrowthRate\n\n\tfor _, rule := range ps.growthRules {\n\t\tif rule.AppliesTo(crop) {\n\t\t\tactualRate *= rule.Multiplier\n\t\t}\n\t}\n\n\treturn actualRate\n}\n\n// getSeasonalEffect 获取季节效果\nfunc (ps *PlantService) getSeasonalEffect(season Season, seedType SeedType) float64 {\n\tif effects, exists := ps.seasonalEffects[season]; exists {\n\t\tif effect, exists := effects[seedType]; exists {\n\t\t\treturn effect\n\t\t}\n\t}\n\treturn 1.0 // 默认无效果\n}\n\n// isSeasonSuitableForSeed 检查季节是否适合种子\nfunc (ps *PlantService) isSeasonSuitableForSeed(seedType SeedType, season Season) bool {\n\toptimalSeasons := ps.getOptimalSeasonsForSeed(seedType)\n\tfor _, optimalSeason := range optimalSeasons {\n\t\tif optimalSeason == season {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn false\n}\n\n// applyQualityRules 应用质量规则\nfunc (ps *PlantService) applyQualityRules(crop *Crop, soil *Soil, baseScore float64) float64 {\n\tadjustedScore := baseScore\n\n\tfor _, rule := range ps.qualityRules {\n\t\tif rule.AppliesTo(crop, soil) {\n\t\t\tadjustedScore += rule.QualityBonus\n\t\t}\n\t}\n\n\treturn adjustedScore\n}\n\n// scoreToQuality 分数转换为品质\nfunc (ps *PlantService) scoreToQuality(score float64) CropQuality {\n\tif score >= 95 {\n\t\treturn CropQualityLegendary\n\t} else if score >= 85 {\n\t\treturn CropQualityEpic\n\t} else if score >= 75 {\n\t\treturn CropQualityRare\n\t} else if score >= 65 {\n\t\treturn CropQualityUncommon\n\t} else {\n\t\treturn CropQualityCommon\n\t}\n}\n\n// getGrowthStageWaterMultiplier 获取生长阶段水分倍率\nfunc (ps *PlantService) getGrowthStageWaterMultiplier(stage GrowthStage) float64 {\n\tswitch stage {\n\tcase GrowthStageSeed:\n\t\treturn 0.8\n\tcase GrowthStageSeedling:\n\t\treturn 1.2\n\tcase GrowthStageGrowing:\n\t\treturn 1.5\n\tcase GrowthStageFlowering:\n\t\treturn 1.3\n\tcase GrowthStageMature:\n\t\treturn 1.0\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// getGrowthStageNutrientMultiplier 获取生长阶段营养倍率\nfunc (ps *PlantService) getGrowthStageNutrientMultiplier(stage GrowthStage) float64 {\n\tswitch stage {\n\tcase GrowthStageSeed:\n\t\treturn 0.5\n\tcase GrowthStageSeedling:\n\t\treturn 1.3\n\tcase GrowthStageGrowing:\n\t\treturn 1.8\n\tcase GrowthStageFlowering:\n\t\treturn 1.4\n\tcase GrowthStageMature:\n\t\treturn 0.8\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// calculateCurrentEnvironmentMultiplier 计算当前环境倍率\nfunc (ps *PlantService) calculateCurrentEnvironmentMultiplier(crop *Crop) float64 {\n\tmultiplier := 1.0\n\n\t// 健康状态影响\n\thealthMultiplier := crop.GetHealthScore() / 100.0\n\tmultiplier *= healthMultiplier\n\n\t// 水分和营养影响\n\tif crop.GetWaterLevel() > 70.0 && crop.GetNutrientLevel() > 70.0 {\n\t\tmultiplier *= 1.2\n\t} else if crop.GetWaterLevel() < 30.0 || crop.GetNutrientLevel() < 30.0 {\n\t\tmultiplier *= 0.8\n\t}\n\n\treturn multiplier\n}\n\n// getDefaultClimateZone 获取默认气候区域\nfunc (ps *PlantService) getDefaultClimateZone() *ClimateZone {\n\treturn ps.GetClimateZone(\"temperate\")\n}\n\n// 模板和规则结构体定义\n\n// SeedTemplate 种子模板\ntype SeedTemplate struct {\n\tSeedType         SeedType\n\tOptimalSeasons   []Season\n\tOptimalSoilTypes []SoilType\n\tMinTemperature   float64\n\tMaxTemperature   float64\n\tOptimalPH        float64\n\tWaterTolerance   float64\n\tNutrientNeeds    map[string]float64\n\tGrowthModifiers  map[string]float64\n}\n\n// SoilTemplate 土壤模板\ntype SoilTemplate struct {\n\tSoilType         SoilType\n\tBaseProductivity float64\n\tWaterRetention   float64\n\tNutrientCapacity float64\n\tDrainageRate     float64\n\tOptimalPHRange   PHRange\n\tSuitableCrops    []SeedType\n}\n\n// FertilizerTemplate 肥料模板\ntype FertilizerTemplate struct {\n\tFertilizerType  FertilizerType\n\tBaseEffect      float64\n\tEffectDuration  time.Duration\n\tSoilMultipliers map[SoilType]float64\n\tCropMultipliers map[SeedType]float64\n\tNutrientProfile map[string]float64\n}\n\n// GetBaseEffect 获取基础效果\nfunc (ft *FertilizerTemplate) GetBaseEffect() float64 {\n\treturn ft.BaseEffect\n}\n\n// GetSoilMultiplier 获取土壤倍率\nfunc (ft *FertilizerTemplate) GetSoilMultiplier(soilType SoilType) float64 {\n\tif multiplier, exists := ft.SoilMultipliers[soilType]; exists {\n\t\treturn multiplier\n\t}\n\treturn 1.0\n}\n\n// GetCropMultiplier 获取作物倍率\nfunc (ft *FertilizerTemplate) GetCropMultiplier(seedType SeedType) float64 {\n\tif multiplier, exists := ft.CropMultipliers[seedType]; exists {\n\t\treturn multiplier\n\t}\n\treturn 1.0\n}\n\n// GetEffectDuration 获取效果持续时间\nfunc (ft *FertilizerTemplate) GetEffectDuration() time.Duration {\n\treturn ft.EffectDuration\n}\n\n// ToolTemplate 工具模板\ntype ToolTemplate struct {\n\tToolType               ToolType\n\tBaseEfficiency         float64\n\tOperationMultipliers   map[string]float64\n\tDurabilityConsumption  float64\n\tMaintenanceRequirement float64\n}\n\n// GetOperationMultiplier 获取操作倍率\nfunc (tt *ToolTemplate) GetOperationMultiplier(operation string) float64 {\n\tif multiplier, exists := tt.OperationMultipliers[operation]; exists {\n\t\treturn multiplier\n\t}\n\treturn 1.0\n}\n\n// GrowthRule 生长规则\ntype GrowthRule struct {\n\tName        string\n\tDescription string\n\tCondition   string\n\tMultiplier  float64\n\tPriority    int\n}\n\n// AppliesTo 检查规则是否适用\nfunc (gr *GrowthRule) AppliesTo(crop *Crop) bool {\n\tswitch gr.Condition {\n\tcase \"temperature_in_range\":\n\t\treturn true // 简化实现\n\tcase \"water_level_high\":\n\t\treturn crop.GetWaterLevel() > 70.0\n\tcase \"nutrient_level_low\":\n\t\treturn crop.GetNutrientLevel() < 30.0\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// PestDiseaseRule 病虫害规则\ntype PestDiseaseRule struct {\n\tName              string\n\tDescription       string\n\tTriggerConditions map[string]interface{}\n\tProbability       float64\n\tSeverity          string\n\tAffectedCrops     []SeedType\n}\n\n// ShouldTrigger 检查是否应该触发\nfunc (pdr *PestDiseaseRule) ShouldTrigger(crop *Crop, soil *Soil, season Season, climateZone string) bool {\n\t// 简化实现\n\tfor _, affectedCrop := range pdr.AffectedCrops {\n\t\tif affectedCrop == crop.GetSeedType() {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn false\n}\n\n// CreateEvent 创建事件\nfunc (pdr *PestDiseaseRule) CreateEvent(crop *Crop) *PestDiseaseEvent {\n\treturn &PestDiseaseEvent{\n\t\tName:        pdr.Name,\n\t\tDescription: pdr.Description,\n\t\tSeverity:    pdr.Severity,\n\t\tCropID:      crop.GetID(),\n\t\tOccurredAt:  time.Now(),\n\t}\n}\n\n// QualityRule 质量规则\ntype QualityRule struct {\n\tName         string\n\tDescription  string\n\tConditions   map[string]interface{}\n\tQualityBonus float64\n}\n\n// AppliesTo 检查规则是否适用\nfunc (qr *QualityRule) AppliesTo(crop *Crop, soil *Soil) bool {\n\t// 简化实现\n\tif soilQualityMin, exists := qr.Conditions[\"soil_quality_min\"]; exists {\n\t\tif soil.GetQualityScore() < soilQualityMin.(float64) {\n\t\t\treturn false\n\t\t}\n\t}\n\n\tif healthMin, exists := qr.Conditions[\"health_min\"]; exists {\n\t\tif crop.GetHealthScore() < healthMin.(float64) {\n\t\t\treturn false\n\t\t}\n\t}\n\n\treturn true\n}\n\n// ClimateZone 气候区域\ntype ClimateZone struct {\n\tZoneID                     string\n\tName                       string\n\tDescription                string\n\tTemperatureRange           TemperatureRange\n\tHumidityRange              HumidityRange\n\tSuitableCrops              []SeedType\n\tSeasonalModifiers          map[Season]float64\n\tWaterRequirementMultiplier float64\n}\n\n// IsSuitableFor 检查是否适合作物\nfunc (cz *ClimateZone) IsSuitableFor(seedType SeedType) bool {\n\tfor _, suitableCrop := range cz.SuitableCrops {\n\t\tif suitableCrop == seedType {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn false\n}\n\n// GetWaterRequirementMultiplier 获取水分需求倍率\nfunc (cz *ClimateZone) GetWaterRequirementMultiplier() float64 {\n\treturn cz.WaterRequirementMultiplier\n}\n\n// TemperatureRange 温度范围\ntype TemperatureRange struct {\n\tMin     float64\n\tMax     float64\n\tAverage float64\n}\n\n// HumidityRange 湿度范围\ntype HumidityRange struct {\n\tMin     float64\n\tMax     float64\n\tAverage float64\n}\n\n// PHRange pH范围\ntype PHRange struct {\n\tMin float64\n\tMax float64\n}\n\n// FertilizerEffect 肥料效果\ntype FertilizerEffect struct {\n\tFertilityBoost   float64\n\tNutrientBoost    float64\n\tGrowthSpeedBoost float64\n\tDuration         time.Duration\n}\n\n// PestDiseaseEvent 病虫害事件\ntype PestDiseaseEvent struct {\n\tName        string\n\tDescription string\n\tSeverity    string\n\tCropID      string\n\tOccurredAt  time.Time\n}\n\n// 错误定义\nvar (\n\tErrInvalidCrop                = fmt.Errorf(\"invalid crop\")\n\tErrInvalidSoil                = fmt.Errorf(\"invalid soil\")\n\tErrClimateNotSuitable         = fmt.Errorf(\"climate not suitable\")\n\tErrFertilizerTemplateNotFound = fmt.Errorf(\"fertilizer template not found\")\n\tErrToolTemplateNotFound       = fmt.Errorf(\"tool template not found\")\n)\n"
  },
  {
    "path": "internal/domain/scene/plant/value_object.go",
    "content": "package plant\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// SeedType 种子类型\ntype SeedType int\n\nconst (\n\tSeedTypeWheat SeedType = iota + 1\n\tSeedTypeCorn\n\tSeedTypeRice\n\tSeedTypeTomato\n\tSeedTypePotato\n\tSeedTypeCarrot\n\tSeedTypeCabbage\n\tSeedTypeStrawberry\n\tSeedTypeApple\n\tSeedTypeOrange\n)\n\n// String 返回种子类型字符串\nfunc (st SeedType) String() string {\n\tswitch st {\n\tcase SeedTypeWheat:\n\t\treturn \"wheat\"\n\tcase SeedTypeCorn:\n\t\treturn \"corn\"\n\tcase SeedTypeRice:\n\t\treturn \"rice\"\n\tcase SeedTypeTomato:\n\t\treturn \"tomato\"\n\tcase SeedTypePotato:\n\t\treturn \"potato\"\n\tcase SeedTypeCarrot:\n\t\treturn \"carrot\"\n\tcase SeedTypeCabbage:\n\t\treturn \"cabbage\"\n\tcase SeedTypeStrawberry:\n\t\treturn \"strawberry\"\n\tcase SeedTypeApple:\n\t\treturn \"apple\"\n\tcase SeedTypeOrange:\n\t\treturn \"orange\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetDescription 获取描述\nfunc (st SeedType) GetDescription() string {\n\tswitch st {\n\tcase SeedTypeWheat:\n\t\treturn \"小麦\"\n\tcase SeedTypeCorn:\n\t\treturn \"玉米\"\n\tcase SeedTypeRice:\n\t\treturn \"水稻\"\n\tcase SeedTypeTomato:\n\t\treturn \"番茄\"\n\tcase SeedTypePotato:\n\t\treturn \"土豆\"\n\tcase SeedTypeCarrot:\n\t\treturn \"胡萝卜\"\n\tcase SeedTypeCabbage:\n\t\treturn \"卷心菜\"\n\tcase SeedTypeStrawberry:\n\t\treturn \"草莓\"\n\tcase SeedTypeApple:\n\t\treturn \"苹果\"\n\tcase SeedTypeOrange:\n\t\treturn \"橙子\"\n\tdefault:\n\t\treturn \"未知种子\"\n\t}\n}\n\n// IsValid 检查种子类型是否有效\nfunc (st SeedType) IsValid() bool {\n\treturn st >= SeedTypeWheat && st <= SeedTypeOrange\n}\n\n// GetGrowthDuration 获取生长周期\nfunc (st SeedType) GetGrowthDuration() time.Duration {\n\tswitch st {\n\tcase SeedTypeWheat:\n\t\treturn 120 * time.Hour // 5天\n\tcase SeedTypeCorn:\n\t\treturn 168 * time.Hour // 7天\n\tcase SeedTypeRice:\n\t\treturn 144 * time.Hour // 6天\n\tcase SeedTypeTomato:\n\t\treturn 96 * time.Hour // 4天\n\tcase SeedTypePotato:\n\t\treturn 72 * time.Hour // 3天\n\tcase SeedTypeCarrot:\n\t\treturn 48 * time.Hour // 2天\n\tcase SeedTypeCabbage:\n\t\treturn 60 * time.Hour // 2.5天\n\tcase SeedTypeStrawberry:\n\t\treturn 36 * time.Hour // 1.5天\n\tcase SeedTypeApple:\n\t\treturn 240 * time.Hour // 10天\n\tcase SeedTypeOrange:\n\t\treturn 216 * time.Hour // 9天\n\tdefault:\n\t\treturn 72 * time.Hour // 默认3天\n\t}\n}\n\n// GetGrowthRate 获取生长速度（每小时进度百分比）\nfunc (st SeedType) GetGrowthRate() float64 {\n\tduration := st.GetGrowthDuration()\n\treturn 100.0 / duration.Hours() // 100%进度除以总小时数\n}\n\n// GetBaseYield 获取基础产量\nfunc (st SeedType) GetBaseYield() int {\n\tswitch st {\n\tcase SeedTypeWheat:\n\t\treturn 8\n\tcase SeedTypeCorn:\n\t\treturn 12\n\tcase SeedTypeRice:\n\t\treturn 10\n\tcase SeedTypeTomato:\n\t\treturn 6\n\tcase SeedTypePotato:\n\t\treturn 4\n\tcase SeedTypeCarrot:\n\t\treturn 3\n\tcase SeedTypeCabbage:\n\t\treturn 5\n\tcase SeedTypeStrawberry:\n\t\treturn 2\n\tcase SeedTypeApple:\n\t\treturn 15\n\tcase SeedTypeOrange:\n\t\treturn 12\n\tdefault:\n\t\treturn 5\n\t}\n}\n\n// GetBaseValue 获取基础价值\nfunc (st SeedType) GetBaseValue() float64 {\n\tswitch st {\n\tcase SeedTypeWheat:\n\t\treturn 10.0\n\tcase SeedTypeCorn:\n\t\treturn 15.0\n\tcase SeedTypeRice:\n\t\treturn 12.0\n\tcase SeedTypeTomato:\n\t\treturn 8.0\n\tcase SeedTypePotato:\n\t\treturn 6.0\n\tcase SeedTypeCarrot:\n\t\treturn 5.0\n\tcase SeedTypeCabbage:\n\t\treturn 7.0\n\tcase SeedTypeStrawberry:\n\t\treturn 4.0\n\tcase SeedTypeApple:\n\t\treturn 25.0\n\tcase SeedTypeOrange:\n\t\treturn 20.0\n\tdefault:\n\t\treturn 8.0\n\t}\n}\n\n// GetBaseExperience 获取基础经验\nfunc (st SeedType) GetBaseExperience() int {\n\tswitch st {\n\tcase SeedTypeWheat:\n\t\treturn 20\n\tcase SeedTypeCorn:\n\t\treturn 30\n\tcase SeedTypeRice:\n\t\treturn 25\n\tcase SeedTypeTomato:\n\t\treturn 15\n\tcase SeedTypePotato:\n\t\treturn 10\n\tcase SeedTypeCarrot:\n\t\treturn 8\n\tcase SeedTypeCabbage:\n\t\treturn 12\n\tcase SeedTypeStrawberry:\n\t\treturn 6\n\tcase SeedTypeApple:\n\t\treturn 50\n\tcase SeedTypeOrange:\n\t\treturn 40\n\tdefault:\n\t\treturn 15\n\t}\n}\n\n// GetWaterConsumption 获取水分消耗（每小时）\nfunc (st SeedType) GetWaterConsumption() float64 {\n\tswitch st {\n\tcase SeedTypeWheat:\n\t\treturn 1.5\n\tcase SeedTypeCorn:\n\t\treturn 2.0\n\tcase SeedTypeRice:\n\t\treturn 3.0 // 水稻需要更多水\n\tcase SeedTypeTomato:\n\t\treturn 2.5\n\tcase SeedTypePotato:\n\t\treturn 1.8\n\tcase SeedTypeCarrot:\n\t\treturn 1.2\n\tcase SeedTypeCabbage:\n\t\treturn 1.6\n\tcase SeedTypeStrawberry:\n\t\treturn 2.2\n\tcase SeedTypeApple:\n\t\treturn 1.0\n\tcase SeedTypeOrange:\n\t\treturn 1.2\n\tdefault:\n\t\treturn 1.5\n\t}\n}\n\n// GetNutrientConsumption 获取营养消耗（每小时）\nfunc (st SeedType) GetNutrientConsumption() float64 {\n\tswitch st {\n\tcase SeedTypeWheat:\n\t\treturn 1.0\n\tcase SeedTypeCorn:\n\t\treturn 1.5\n\tcase SeedTypeRice:\n\t\treturn 1.2\n\tcase SeedTypeTomato:\n\t\treturn 1.8\n\tcase SeedTypePotato:\n\t\treturn 1.3\n\tcase SeedTypeCarrot:\n\t\treturn 0.8\n\tcase SeedTypeCabbage:\n\t\treturn 1.1\n\tcase SeedTypeStrawberry:\n\t\treturn 1.6\n\tcase SeedTypeApple:\n\t\treturn 0.8\n\tcase SeedTypeOrange:\n\t\treturn 0.9\n\tdefault:\n\t\treturn 1.2\n\t}\n}\n\n// GetPreferredSoilType 获取偏好土壤类型\nfunc (st SeedType) GetPreferredSoilType() SoilType {\n\tswitch st {\n\tcase SeedTypeWheat:\n\t\treturn SoilTypeLoam\n\tcase SeedTypeCorn:\n\t\treturn SoilTypeLoam\n\tcase SeedTypeRice:\n\t\treturn SoilTypeClay // 水稻喜欢粘土\n\tcase SeedTypeTomato:\n\t\treturn SoilTypeLoam\n\tcase SeedTypePotato:\n\t\treturn SoilTypeSandy\n\tcase SeedTypeCarrot:\n\t\treturn SoilTypeSandy\n\tcase SeedTypeCabbage:\n\t\treturn SoilTypeLoam\n\tcase SeedTypeStrawberry:\n\t\treturn SoilTypeLoam\n\tcase SeedTypeApple:\n\t\treturn SoilTypeLoam\n\tcase SeedTypeOrange:\n\t\treturn SoilTypeLoam\n\tdefault:\n\t\treturn SoilTypeLoam\n\t}\n}\n\n// GetCategory 获取作物类别\nfunc (st SeedType) GetCategory() CropCategory {\n\tswitch st {\n\tcase SeedTypeWheat, SeedTypeCorn, SeedTypeRice:\n\t\treturn CropCategoryGrain\n\tcase SeedTypeTomato, SeedTypeCabbage:\n\t\treturn CropCategoryVegetable\n\tcase SeedTypePotato, SeedTypeCarrot:\n\t\treturn CropCategoryRoot\n\tcase SeedTypeStrawberry:\n\t\treturn CropCategoryBerry\n\tcase SeedTypeApple, SeedTypeOrange:\n\t\treturn CropCategoryFruit\n\tdefault:\n\t\treturn CropCategoryVegetable\n\t}\n}\n\n// GrowthStage 生长阶段\ntype GrowthStage int\n\nconst (\n\tGrowthStageSeed GrowthStage = iota + 1\n\tGrowthStageSeedling\n\tGrowthStageGrowing\n\tGrowthStageFlowering\n\tGrowthStageMature\n)\n\n// String 返回生长阶段字符串\nfunc (gs GrowthStage) String() string {\n\tswitch gs {\n\tcase GrowthStageSeed:\n\t\treturn \"seed\"\n\tcase GrowthStageSeedling:\n\t\treturn \"seedling\"\n\tcase GrowthStageGrowing:\n\t\treturn \"growing\"\n\tcase GrowthStageFlowering:\n\t\treturn \"flowering\"\n\tcase GrowthStageMature:\n\t\treturn \"mature\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetDescription 获取描述\nfunc (gs GrowthStage) GetDescription() string {\n\tswitch gs {\n\tcase GrowthStageSeed:\n\t\treturn \"种子期\"\n\tcase GrowthStageSeedling:\n\t\treturn \"幼苗期\"\n\tcase GrowthStageGrowing:\n\t\treturn \"生长期\"\n\tcase GrowthStageFlowering:\n\t\treturn \"开花期\"\n\tcase GrowthStageMature:\n\t\treturn \"成熟期\"\n\tdefault:\n\t\treturn \"未知阶段\"\n\t}\n}\n\n// GetProgressRange 获取进度范围\nfunc (gs GrowthStage) GetProgressRange() (float64, float64) {\n\tswitch gs {\n\tcase GrowthStageSeed:\n\t\treturn 0.0, 25.0\n\tcase GrowthStageSeedling:\n\t\treturn 25.0, 50.0\n\tcase GrowthStageGrowing:\n\t\treturn 50.0, 75.0\n\tcase GrowthStageFlowering:\n\t\treturn 75.0, 100.0\n\tcase GrowthStageMature:\n\t\treturn 100.0, 100.0\n\tdefault:\n\t\treturn 0.0, 0.0\n\t}\n}\n\n// SoilType 土壤类型\ntype SoilType int\n\nconst (\n\tSoilTypeSandy SoilType = iota + 1\n\tSoilTypeClay\n\tSoilTypeLoam\n\tSoilTypeSilt\n\tSoilTypePeat\n\tSoilTypeChalk\n)\n\n// String 返回土壤类型字符串\nfunc (st SoilType) String() string {\n\tswitch st {\n\tcase SoilTypeSandy:\n\t\treturn \"sandy\"\n\tcase SoilTypeClay:\n\t\treturn \"clay\"\n\tcase SoilTypeLoam:\n\t\treturn \"loam\"\n\tcase SoilTypeSilt:\n\t\treturn \"silt\"\n\tcase SoilTypePeat:\n\t\treturn \"peat\"\n\tcase SoilTypeChalk:\n\t\treturn \"chalk\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetDescription 获取描述\nfunc (st SoilType) GetDescription() string {\n\tswitch st {\n\tcase SoilTypeSandy:\n\t\treturn \"沙土\"\n\tcase SoilTypeClay:\n\t\treturn \"粘土\"\n\tcase SoilTypeLoam:\n\t\treturn \"壤土\"\n\tcase SoilTypeSilt:\n\t\treturn \"淤泥土\"\n\tcase SoilTypePeat:\n\t\treturn \"泥炭土\"\n\tcase SoilTypeChalk:\n\t\treturn \"白垩土\"\n\tdefault:\n\t\treturn \"未知土壤\"\n\t}\n}\n\n// GetDrainageRate 获取排水率\nfunc (st SoilType) GetDrainageRate() float64 {\n\tswitch st {\n\tcase SoilTypeSandy:\n\t\treturn 0.9 // 沙土排水快\n\tcase SoilTypeClay:\n\t\treturn 0.2 // 粘土排水慢\n\tcase SoilTypeLoam:\n\t\treturn 0.6 // 壤土排水适中\n\tcase SoilTypeSilt:\n\t\treturn 0.4\n\tcase SoilTypePeat:\n\t\treturn 0.3\n\tcase SoilTypeChalk:\n\t\treturn 0.8\n\tdefault:\n\t\treturn 0.5\n\t}\n}\n\n// GetNutrientRetention 获取营养保持率\nfunc (st SoilType) GetNutrientRetention() float64 {\n\tswitch st {\n\tcase SoilTypeSandy:\n\t\treturn 0.3 // 沙土营养流失快\n\tcase SoilTypeClay:\n\t\treturn 0.8 // 粘土营养保持好\n\tcase SoilTypeLoam:\n\t\treturn 0.7 // 壤土营养保持较好\n\tcase SoilTypeSilt:\n\t\treturn 0.6\n\tcase SoilTypePeat:\n\t\treturn 0.9 // 泥炭土营养丰富\n\tcase SoilTypeChalk:\n\t\treturn 0.4\n\tdefault:\n\t\treturn 0.5\n\t}\n}\n\n// GetBaseProductivity 获取基础生产力\nfunc (st SoilType) GetBaseProductivity() float64 {\n\tswitch st {\n\tcase SoilTypeSandy:\n\t\treturn 0.8\n\tcase SoilTypeClay:\n\t\treturn 0.9\n\tcase SoilTypeLoam:\n\t\treturn 1.2 // 壤土最适合种植\n\tcase SoilTypeSilt:\n\t\treturn 1.0\n\tcase SoilTypePeat:\n\t\treturn 1.1\n\tcase SoilTypeChalk:\n\t\treturn 0.7\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// Soil 土壤值对象\ntype Soil struct {\n\tType       SoilType\n\tFertility  float64 // 肥力 0-100\n\tPH         float64 // 酸碱度 0-14\n\tMoisture   float64 // 湿度 0-100\n\tOrganic    float64 // 有机物含量 0-100\n\tNitrogen   float64 // 氮含量 0-100\n\tPhosphorus float64 // 磷含量 0-100\n\tPotassium  float64 // 钾含量 0-100\n\tLastTested time.Time\n\tCreatedAt  time.Time\n\tUpdatedAt  time.Time\n}\n\n// NewSoil 创建土壤\nfunc NewSoil(soilType SoilType, fertility, ph, moisture float64) *Soil {\n\tnow := time.Now()\n\treturn &Soil{\n\t\tType:       soilType,\n\t\tFertility:  fertility,\n\t\tPH:         ph,\n\t\tMoisture:   moisture,\n\t\tOrganic:    30.0, // 默认有机物含量\n\t\tNitrogen:   40.0, // 默认氮含量\n\t\tPhosphorus: 35.0, // 默认磷含量\n\t\tPotassium:  45.0, // 默认钾含量\n\t\tLastTested: now,\n\t\tCreatedAt:  now,\n\t\tUpdatedAt:  now,\n\t}\n}\n\n// GetType 获取土壤类型\nfunc (s *Soil) GetType() SoilType {\n\treturn s.Type\n}\n\n// GetFertility 获取肥力\nfunc (s *Soil) GetFertility() float64 {\n\treturn s.Fertility\n}\n\n// GetPH 获取酸碱度\nfunc (s *Soil) GetPH() float64 {\n\treturn s.PH\n}\n\n// GetMoisture 获取湿度\nfunc (s *Soil) GetMoisture() float64 {\n\treturn s.Moisture\n}\n\n// IsSuitableFor 检查是否适合种植指定作物\nfunc (s *Soil) IsSuitableFor(seedType SeedType) bool {\n\tpreferredSoil := seedType.GetPreferredSoilType()\n\n\t// 完全匹配最好\n\tif s.Type == preferredSoil {\n\t\treturn true\n\t}\n\n\t// 壤土适合大多数作物\n\tif s.Type == SoilTypeLoam {\n\t\treturn true\n\t}\n\n\t// 检查土壤条件是否满足最低要求\n\treturn s.Fertility >= 30.0 && s.PH >= 5.5 && s.PH <= 8.5\n}\n\n// GetProductivityMultiplier 获取生产力倍率\nfunc (s *Soil) GetProductivityMultiplier() float64 {\n\tbaseProductivity := s.Type.GetBaseProductivity()\n\n\t// 肥力影响\n\tfertilityMultiplier := 0.5 + (s.Fertility/100.0)*0.8 // 0.5-1.3倍率\n\n\t// pH影响（6.0-7.5为最佳范围）\n\tphMultiplier := 1.0\n\tif s.PH < 5.0 || s.PH > 9.0 {\n\t\tphMultiplier = 0.6 // 极端pH值\n\t} else if s.PH < 6.0 || s.PH > 8.0 {\n\t\tphMultiplier = 0.8 // 偏酸或偏碱\n\t} else {\n\t\tphMultiplier = 1.2 // 最佳pH范围\n\t}\n\n\t// 有机物影响\n\torganicMultiplier := 0.8 + (s.Organic/100.0)*0.4 // 0.8-1.2倍率\n\n\treturn baseProductivity * fertilityMultiplier * phMultiplier * organicMultiplier\n}\n\n// GetGrowthMultiplier 获取生长倍率\nfunc (s *Soil) GetGrowthMultiplier(seedType SeedType) float64 {\n\tbaseMultiplier := s.GetProductivityMultiplier()\n\n\t// 土壤类型匹配度\n\tpreferredSoil := seedType.GetPreferredSoilType()\n\ttypeMultiplier := 1.0\n\tif s.Type == preferredSoil {\n\t\ttypeMultiplier = 1.2 // 完全匹配\n\t} else if s.Type == SoilTypeLoam {\n\t\ttypeMultiplier = 1.1 // 壤土通用性好\n\t} else {\n\t\ttypeMultiplier = 0.9 // 不匹配\n\t}\n\n\treturn baseMultiplier * typeMultiplier\n}\n\n// GetYieldMultiplier 获取产量倍率\nfunc (s *Soil) GetYieldMultiplier(seedType SeedType) float64 {\n\t// 基础倍率\n\tbaseMultiplier := s.GetProductivityMultiplier()\n\n\t// 营养元素影响\n\tnutrientMultiplier := (s.Nitrogen + s.Phosphorus + s.Potassium) / 300.0 // 平均值\n\tif nutrientMultiplier > 1.0 {\n\t\tnutrientMultiplier = 1.0\n\t}\n\tnutrientMultiplier = 0.7 + nutrientMultiplier*0.6 // 0.7-1.3倍率\n\n\treturn baseMultiplier * nutrientMultiplier\n}\n\n// GetQualityScore 获取质量分数\nfunc (s *Soil) GetQualityScore() float64 {\n\tscore := 0.0\n\n\t// 肥力贡献（30%）\n\tscore += s.Fertility * 0.3\n\n\t// pH贡献（20%）\n\tif s.PH >= 6.0 && s.PH <= 7.5 {\n\t\tscore += 20.0 // 最佳pH\n\t} else if s.PH >= 5.5 && s.PH <= 8.0 {\n\t\tscore += 15.0 // 良好pH\n\t} else {\n\t\tscore += 10.0 // 一般pH\n\t}\n\n\t// 有机物贡献（25%）\n\tscore += s.Organic * 0.25\n\n\t// 营养元素贡献（25%）\n\taverageNutrient := (s.Nitrogen + s.Phosphorus + s.Potassium) / 3.0\n\tscore += averageNutrient * 0.25\n\n\treturn score\n}\n\n// GetValue 获取土壤价值\nfunc (s *Soil) GetValue() float64 {\n\tbaseValue := s.Type.GetBaseProductivity() * 100.0\n\tqualityMultiplier := s.GetQualityScore() / 100.0\n\n\treturn baseValue * qualityMultiplier\n}\n\n// ApplyFertilizer 应用肥料\nfunc (s *Soil) ApplyFertilizer(fertilizer *Fertilizer) {\n\ts.Fertility += fertilizer.GetFertilityBoost()\n\ts.Nitrogen += fertilizer.GetNitrogenContent()\n\ts.Phosphorus += fertilizer.GetPhosphorusContent()\n\ts.Potassium += fertilizer.GetPotassiumContent()\n\ts.Organic += fertilizer.GetOrganicContent()\n\n\t// 限制数值范围\n\ts.limitValues()\n\ts.UpdatedAt = time.Now()\n}\n\n// AddMoisture 增加湿度\nfunc (s *Soil) AddMoisture(amount float64) {\n\ts.Moisture += amount\n\tif s.Moisture > 100.0 {\n\t\ts.Moisture = 100.0\n\t}\n\ts.UpdatedAt = time.Now()\n}\n\n// ApplyToCrop 应用到作物\nfunc (s *Soil) ApplyToCrop(crop *Crop) {\n\t// 土壤会影响作物的营养水平\n\tif s.GetQualityScore() > 80.0 {\n\t\tcrop.NutrientLevel += 1.0 // 高质量土壤缓慢提升营养\n\t} else if s.GetQualityScore() < 40.0 {\n\t\tcrop.NutrientLevel -= 0.5 // 低质量土壤降低营养\n\t}\n\n\t// 限制营养水平范围\n\tif crop.NutrientLevel > 100.0 {\n\t\tcrop.NutrientLevel = 100.0\n\t} else if crop.NutrientLevel < 0.0 {\n\t\tcrop.NutrientLevel = 0.0\n\t}\n}\n\n// ApplyImprovement 应用改良\nfunc (s *Soil) ApplyImprovement(value float64) {\n\ts.Fertility += value\n\ts.limitValues()\n\ts.UpdatedAt = time.Now()\n}\n\n// limitValues 限制数值范围\nfunc (s *Soil) limitValues() {\n\tif s.Fertility > 100.0 {\n\t\ts.Fertility = 100.0\n\t}\n\tif s.Nitrogen > 100.0 {\n\t\ts.Nitrogen = 100.0\n\t}\n\tif s.Phosphorus > 100.0 {\n\t\ts.Phosphorus = 100.0\n\t}\n\tif s.Potassium > 100.0 {\n\t\ts.Potassium = 100.0\n\t}\n\tif s.Organic > 100.0 {\n\t\ts.Organic = 100.0\n\t}\n}\n\n// Fertilizer 肥料值对象\ntype Fertilizer struct {\n\tType              FertilizerType\n\tAmount            float64\n\tNutrientValue     float64\n\tFertilityBoost    float64\n\tNitrogenContent   float64\n\tPhosphorusContent float64\n\tPotassiumContent  float64\n\tOrganicContent    float64\n\tGrowthBonus       *GrowthBonus\n}\n\n// NewFertilizer 创建肥料\nfunc NewFertilizer(fertilizerType FertilizerType, amount float64) *Fertilizer {\n\treturn &Fertilizer{\n\t\tType:              fertilizerType,\n\t\tAmount:            amount,\n\t\tNutrientValue:     fertilizerType.GetNutrientValue() * amount,\n\t\tFertilityBoost:    fertilizerType.GetFertilityBoost() * amount,\n\t\tNitrogenContent:   fertilizerType.GetNitrogenContent() * amount,\n\t\tPhosphorusContent: fertilizerType.GetPhosphorusContent() * amount,\n\t\tPotassiumContent:  fertilizerType.GetPotassiumContent() * amount,\n\t\tOrganicContent:    fertilizerType.GetOrganicContent() * amount,\n\t\tGrowthBonus:       fertilizerType.GetGrowthBonus(),\n\t}\n}\n\n// GetType 获取类型\nfunc (f *Fertilizer) GetType() FertilizerType {\n\treturn f.Type\n}\n\n// GetAmount 获取数量\nfunc (f *Fertilizer) GetAmount() float64 {\n\treturn f.Amount\n}\n\n// GetNutrientValue 获取营养价值\nfunc (f *Fertilizer) GetNutrientValue() float64 {\n\treturn f.NutrientValue\n}\n\n// GetFertilityBoost 获取肥力提升\nfunc (f *Fertilizer) GetFertilityBoost() float64 {\n\treturn f.FertilityBoost\n}\n\n// GetNitrogenContent 获取氮含量\nfunc (f *Fertilizer) GetNitrogenContent() float64 {\n\treturn f.NitrogenContent\n}\n\n// GetPhosphorusContent 获取磷含量\nfunc (f *Fertilizer) GetPhosphorusContent() float64 {\n\treturn f.PhosphorusContent\n}\n\n// GetPotassiumContent 获取钾含量\nfunc (f *Fertilizer) GetPotassiumContent() float64 {\n\treturn f.PotassiumContent\n}\n\n// GetOrganicContent 获取有机物含量\nfunc (f *Fertilizer) GetOrganicContent() float64 {\n\treturn f.OrganicContent\n}\n\n// GetGrowthBonus 获取生长奖励\nfunc (f *Fertilizer) GetGrowthBonus() *GrowthBonus {\n\treturn f.GrowthBonus\n}\n\n// FertilizerType 肥料类型\ntype FertilizerType int\n\nconst (\n\tFertilizerTypeOrganic FertilizerType = iota + 1\n\tFertilizerTypeChemical\n\tFertilizerTypeCompost\n\tFertilizerTypeManure\n\tFertilizerTypeLiquid\n\tFertilizerTypeGranular\n)\n\n// String 返回肥料类型字符串\nfunc (ft FertilizerType) String() string {\n\tswitch ft {\n\tcase FertilizerTypeOrganic:\n\t\treturn \"organic\"\n\tcase FertilizerTypeChemical:\n\t\treturn \"chemical\"\n\tcase FertilizerTypeCompost:\n\t\treturn \"compost\"\n\tcase FertilizerTypeManure:\n\t\treturn \"manure\"\n\tcase FertilizerTypeLiquid:\n\t\treturn \"liquid\"\n\tcase FertilizerTypeGranular:\n\t\treturn \"granular\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetDescription 获取描述\nfunc (ft FertilizerType) GetDescription() string {\n\tswitch ft {\n\tcase FertilizerTypeOrganic:\n\t\treturn \"有机肥\"\n\tcase FertilizerTypeChemical:\n\t\treturn \"化学肥料\"\n\tcase FertilizerTypeCompost:\n\t\treturn \"堆肥\"\n\tcase FertilizerTypeManure:\n\t\treturn \"粪肥\"\n\tcase FertilizerTypeLiquid:\n\t\treturn \"液体肥料\"\n\tcase FertilizerTypeGranular:\n\t\treturn \"颗粒肥料\"\n\tdefault:\n\t\treturn \"未知肥料\"\n\t}\n}\n\n// GetNutrientValue 获取营养价值\nfunc (ft FertilizerType) GetNutrientValue() float64 {\n\tswitch ft {\n\tcase FertilizerTypeOrganic:\n\t\treturn 15.0\n\tcase FertilizerTypeChemical:\n\t\treturn 25.0\n\tcase FertilizerTypeCompost:\n\t\treturn 12.0\n\tcase FertilizerTypeManure:\n\t\treturn 18.0\n\tcase FertilizerTypeLiquid:\n\t\treturn 20.0\n\tcase FertilizerTypeGranular:\n\t\treturn 22.0\n\tdefault:\n\t\treturn 15.0\n\t}\n}\n\n// GetFertilityBoost 获取肥力提升\nfunc (ft FertilizerType) GetFertilityBoost() float64 {\n\tswitch ft {\n\tcase FertilizerTypeOrganic:\n\t\treturn 10.0\n\tcase FertilizerTypeChemical:\n\t\treturn 15.0\n\tcase FertilizerTypeCompost:\n\t\treturn 8.0\n\tcase FertilizerTypeManure:\n\t\treturn 12.0\n\tcase FertilizerTypeLiquid:\n\t\treturn 13.0\n\tcase FertilizerTypeGranular:\n\t\treturn 14.0\n\tdefault:\n\t\treturn 10.0\n\t}\n}\n\n// GetNitrogenContent 获取氮含量\nfunc (ft FertilizerType) GetNitrogenContent() float64 {\n\tswitch ft {\n\tcase FertilizerTypeOrganic:\n\t\treturn 8.0\n\tcase FertilizerTypeChemical:\n\t\treturn 15.0\n\tcase FertilizerTypeCompost:\n\t\treturn 6.0\n\tcase FertilizerTypeManure:\n\t\treturn 10.0\n\tcase FertilizerTypeLiquid:\n\t\treturn 12.0\n\tcase FertilizerTypeGranular:\n\t\treturn 13.0\n\tdefault:\n\t\treturn 8.0\n\t}\n}\n\n// GetPhosphorusContent 获取磷含量\nfunc (ft FertilizerType) GetPhosphorusContent() float64 {\n\tswitch ft {\n\tcase FertilizerTypeOrganic:\n\t\treturn 5.0\n\tcase FertilizerTypeChemical:\n\t\treturn 10.0\n\tcase FertilizerTypeCompost:\n\t\treturn 4.0\n\tcase FertilizerTypeManure:\n\t\treturn 6.0\n\tcase FertilizerTypeLiquid:\n\t\treturn 8.0\n\tcase FertilizerTypeGranular:\n\t\treturn 9.0\n\tdefault:\n\t\treturn 5.0\n\t}\n}\n\n// GetPotassiumContent 获取钾含量\nfunc (ft FertilizerType) GetPotassiumContent() float64 {\n\tswitch ft {\n\tcase FertilizerTypeOrganic:\n\t\treturn 7.0\n\tcase FertilizerTypeChemical:\n\t\treturn 12.0\n\tcase FertilizerTypeCompost:\n\t\treturn 5.0\n\tcase FertilizerTypeManure:\n\t\treturn 8.0\n\tcase FertilizerTypeLiquid:\n\t\treturn 10.0\n\tcase FertilizerTypeGranular:\n\t\treturn 11.0\n\tdefault:\n\t\treturn 7.0\n\t}\n}\n\n// GetOrganicContent 获取有机物含量\nfunc (ft FertilizerType) GetOrganicContent() float64 {\n\tswitch ft {\n\tcase FertilizerTypeOrganic:\n\t\treturn 20.0\n\tcase FertilizerTypeChemical:\n\t\treturn 2.0\n\tcase FertilizerTypeCompost:\n\t\treturn 25.0\n\tcase FertilizerTypeManure:\n\t\treturn 18.0\n\tcase FertilizerTypeLiquid:\n\t\treturn 5.0\n\tcase FertilizerTypeGranular:\n\t\treturn 3.0\n\tdefault:\n\t\treturn 10.0\n\t}\n}\n\n// GetGrowthBonus 获取生长奖励\nfunc (ft FertilizerType) GetGrowthBonus() *GrowthBonus {\n\tswitch ft {\n\tcase FertilizerTypeChemical:\n\t\treturn &GrowthBonus{\n\t\t\tID:         fmt.Sprintf(\"chemical_boost_%d\", time.Now().UnixNano()),\n\t\t\tType:       \"growth_speed\",\n\t\t\tMultiplier: 1.3,\n\t\t\tDuration:   48 * time.Hour,\n\t\t\tStartTime:  time.Now(),\n\t\t}\n\tcase FertilizerTypeLiquid:\n\t\treturn &GrowthBonus{\n\t\t\tID:         fmt.Sprintf(\"liquid_boost_%d\", time.Now().UnixNano()),\n\t\t\tType:       \"nutrient_absorption\",\n\t\t\tMultiplier: 1.2,\n\t\t\tDuration:   24 * time.Hour,\n\t\t\tStartTime:  time.Now(),\n\t\t}\n\tdefault:\n\t\treturn nil\n\t}\n}\n\n// 其他值对象\n\n// FarmSize 农场大小\ntype FarmSize int\n\nconst (\n\tFarmSizeSmall FarmSize = iota + 1\n\tFarmSizeMedium\n\tFarmSizeLarge\n\tFarmSizeHuge\n)\n\n// String 返回农场大小字符串\nfunc (fs FarmSize) String() string {\n\tswitch fs {\n\tcase FarmSizeSmall:\n\t\treturn \"small\"\n\tcase FarmSizeMedium:\n\t\treturn \"medium\"\n\tcase FarmSizeLarge:\n\t\treturn \"large\"\n\tcase FarmSizeHuge:\n\t\treturn \"huge\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetMaxPlots 获取最大地块数\nfunc (fs FarmSize) GetMaxPlots() int {\n\tswitch fs {\n\tcase FarmSizeSmall:\n\t\treturn 4\n\tcase FarmSizeMedium:\n\t\treturn 9\n\tcase FarmSizeLarge:\n\t\treturn 16\n\tcase FarmSizeHuge:\n\t\treturn 25\n\tdefault:\n\t\treturn 4\n\t}\n}\n\n// GetBaseValue 获取基础价值\nfunc (fs FarmSize) GetBaseValue() float64 {\n\tswitch fs {\n\tcase FarmSizeSmall:\n\t\treturn 1000.0\n\tcase FarmSizeMedium:\n\t\treturn 2500.0\n\tcase FarmSizeLarge:\n\t\treturn 5000.0\n\tcase FarmSizeHuge:\n\t\treturn 10000.0\n\tdefault:\n\t\treturn 1000.0\n\t}\n}\n\n// GetExpansionCost 获取扩展成本\nfunc (fs FarmSize) GetExpansionCost(currentSize FarmSize) *ExpansionCost {\n\tif fs <= currentSize {\n\t\treturn nil\n\t}\n\n\tbaseCost := fs.GetBaseValue() - currentSize.GetBaseValue()\n\treturn &ExpansionCost{\n\t\tGold:      baseCost,\n\t\tMaterials: int(baseCost / 100),\n\t\tTime:      time.Duration(int(baseCost/500)) * time.Hour,\n\t}\n}\n\n// PlotSize 地块大小\ntype PlotSize int\n\nconst (\n\tPlotSizeSmall PlotSize = iota + 1\n\tPlotSizeMedium\n\tPlotSizeLarge\n)\n\n// String 返回地块大小字符串\nfunc (ps PlotSize) String() string {\n\tswitch ps {\n\tcase PlotSizeSmall:\n\t\treturn \"small\"\n\tcase PlotSizeMedium:\n\t\treturn \"medium\"\n\tcase PlotSizeLarge:\n\t\treturn \"large\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetCapacity 获取容量\nfunc (ps PlotSize) GetCapacity() int {\n\tswitch ps {\n\tcase PlotSizeSmall:\n\t\treturn 1\n\tcase PlotSizeMedium:\n\t\treturn 4\n\tcase PlotSizeLarge:\n\t\treturn 9\n\tdefault:\n\t\treturn 1\n\t}\n}\n\n// ToolType 工具类型\ntype ToolType int\n\nconst (\n\tToolTypeHoe ToolType = iota + 1\n\tToolTypeWateringCan\n\tToolTypeFertilizerSpreader\n\tToolTypeHarvester\n\tToolTypePesticide\n\tToolTypeTractor\n)\n\n// String 返回工具类型字符串\nfunc (tt ToolType) String() string {\n\tswitch tt {\n\tcase ToolTypeHoe:\n\t\treturn \"hoe\"\n\tcase ToolTypeWateringCan:\n\t\treturn \"watering_can\"\n\tcase ToolTypeFertilizerSpreader:\n\t\treturn \"fertilizer_spreader\"\n\tcase ToolTypeHarvester:\n\t\treturn \"harvester\"\n\tcase ToolTypePesticide:\n\t\treturn \"pesticide\"\n\tcase ToolTypeTractor:\n\t\treturn \"tractor\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetDescription 获取描述\nfunc (tt ToolType) GetDescription() string {\n\tswitch tt {\n\tcase ToolTypeHoe:\n\t\treturn \"锄头\"\n\tcase ToolTypeWateringCan:\n\t\treturn \"洒水壶\"\n\tcase ToolTypeFertilizerSpreader:\n\t\treturn \"施肥器\"\n\tcase ToolTypeHarvester:\n\t\treturn \"收割机\"\n\tcase ToolTypePesticide:\n\t\treturn \"杀虫剂\"\n\tcase ToolTypeTractor:\n\t\treturn \"拖拉机\"\n\tdefault:\n\t\treturn \"未知工具\"\n\t}\n}\n\n// GetBaseValue 获取基础价值\nfunc (tt ToolType) GetBaseValue() float64 {\n\tswitch tt {\n\tcase ToolTypeHoe:\n\t\treturn 50.0\n\tcase ToolTypeWateringCan:\n\t\treturn 30.0\n\tcase ToolTypeFertilizerSpreader:\n\t\treturn 80.0\n\tcase ToolTypeHarvester:\n\t\treturn 200.0\n\tcase ToolTypePesticide:\n\t\treturn 40.0\n\tcase ToolTypeTractor:\n\t\treturn 500.0\n\tdefault:\n\t\treturn 50.0\n\t}\n}\n\n// GetEffect 获取效果\nfunc (tt ToolType) GetEffect(level int, efficiency float64) *ToolEffect {\n\tbaseValue := float64(level) * efficiency\n\n\tswitch tt {\n\tcase ToolTypeHoe:\n\t\treturn &ToolEffect{Type: \"soil_improvement\", Value: baseValue * 2.0}\n\tcase ToolTypeWateringCan:\n\t\treturn &ToolEffect{Type: \"watering_efficiency\", Value: baseValue * 1.5}\n\tcase ToolTypeFertilizerSpreader:\n\t\treturn &ToolEffect{Type: \"fertilizer_efficiency\", Value: baseValue * 1.8}\n\tcase ToolTypeHarvester:\n\t\treturn &ToolEffect{Type: \"harvest_speed\", Value: baseValue * 2.5}\n\tcase ToolTypePesticide:\n\t\treturn &ToolEffect{Type: \"pest_control\", Value: baseValue * 3.0}\n\tcase ToolTypeTractor:\n\t\treturn &ToolEffect{Type: \"overall_efficiency\", Value: baseValue * 1.2}\n\tdefault:\n\t\treturn &ToolEffect{Type: \"unknown\", Value: baseValue}\n\t}\n}\n\n// CropQuality 作物品质\ntype CropQuality int\n\nconst (\n\tCropQualityCommon CropQuality = iota + 1\n\tCropQualityUncommon\n\tCropQualityRare\n\tCropQualityEpic\n\tCropQualityLegendary\n)\n\n// String 返回品质字符串\nfunc (cq CropQuality) String() string {\n\tswitch cq {\n\tcase CropQualityCommon:\n\t\treturn \"common\"\n\tcase CropQualityUncommon:\n\t\treturn \"uncommon\"\n\tcase CropQualityRare:\n\t\treturn \"rare\"\n\tcase CropQualityEpic:\n\t\treturn \"epic\"\n\tcase CropQualityLegendary:\n\t\treturn \"legendary\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetDescription 获取描述\nfunc (cq CropQuality) GetDescription() string {\n\tswitch cq {\n\tcase CropQualityCommon:\n\t\treturn \"普通\"\n\tcase CropQualityUncommon:\n\t\treturn \"优良\"\n\tcase CropQualityRare:\n\t\treturn \"稀有\"\n\tcase CropQualityEpic:\n\t\treturn \"史诗\"\n\tcase CropQualityLegendary:\n\t\treturn \"传说\"\n\tdefault:\n\t\treturn \"未知品质\"\n\t}\n}\n\n// GetValueMultiplier 获取价值倍率\nfunc (cq CropQuality) GetValueMultiplier() float64 {\n\tswitch cq {\n\tcase CropQualityCommon:\n\t\treturn 1.0\n\tcase CropQualityUncommon:\n\t\treturn 1.5\n\tcase CropQualityRare:\n\t\treturn 2.0\n\tcase CropQualityEpic:\n\t\treturn 3.0\n\tcase CropQualityLegendary:\n\t\treturn 5.0\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// GetExperienceMultiplier 获取经验倍率\nfunc (cq CropQuality) GetExperienceMultiplier() float64 {\n\tswitch cq {\n\tcase CropQualityCommon:\n\t\treturn 0.0\n\tcase CropQualityUncommon:\n\t\treturn 0.2\n\tcase CropQualityRare:\n\t\treturn 0.5\n\tcase CropQualityEpic:\n\t\treturn 1.0\n\tcase CropQualityLegendary:\n\t\treturn 2.0\n\tdefault:\n\t\treturn 0.0\n\t}\n}\n\n// CropCategory 作物类别\ntype CropCategory int\n\nconst (\n\tCropCategoryGrain CropCategory = iota + 1\n\tCropCategoryVegetable\n\tCropCategoryFruit\n\tCropCategoryRoot\n\tCropCategoryBerry\n\tCropCategoryHerb\n)\n\n// String 返回类别字符串\nfunc (cc CropCategory) String() string {\n\tswitch cc {\n\tcase CropCategoryGrain:\n\t\treturn \"grain\"\n\tcase CropCategoryVegetable:\n\t\treturn \"vegetable\"\n\tcase CropCategoryFruit:\n\t\treturn \"fruit\"\n\tcase CropCategoryRoot:\n\t\treturn \"root\"\n\tcase CropCategoryBerry:\n\t\treturn \"berry\"\n\tcase CropCategoryHerb:\n\t\treturn \"herb\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetDescription 获取描述\nfunc (cc CropCategory) GetDescription() string {\n\tswitch cc {\n\tcase CropCategoryGrain:\n\t\treturn \"谷物\"\n\tcase CropCategoryVegetable:\n\t\treturn \"蔬菜\"\n\tcase CropCategoryFruit:\n\t\treturn \"水果\"\n\tcase CropCategoryRoot:\n\t\treturn \"根茎类\"\n\tcase CropCategoryBerry:\n\t\treturn \"浆果\"\n\tcase CropCategoryHerb:\n\t\treturn \"草药\"\n\tdefault:\n\t\treturn \"未知类别\"\n\t}\n}\n\n// 辅助结构体\n\n// ExpansionCost 扩展成本\ntype ExpansionCost struct {\n\tGold      float64\n\tMaterials int\n\tTime      time.Duration\n}\n\n// FarmResources 农场资源\ntype FarmResources struct {\n\tGold       float64\n\tSeeds      map[SeedType]int\n\tFertilizer map[FertilizerType]float64\n\tWater      float64\n\tHarvest    map[SeedType]map[CropQuality]int\n\tUpdatedAt  time.Time\n}\n\n// NewFarmResources 创建农场资源\nfunc NewFarmResources() *FarmResources {\n\treturn &FarmResources{\n\t\tGold:       1000.0, // 初始金币\n\t\tSeeds:      make(map[SeedType]int),\n\t\tFertilizer: make(map[FertilizerType]float64),\n\t\tWater:      100.0, // 初始水量\n\t\tHarvest:    make(map[SeedType]map[CropQuality]int),\n\t\tUpdatedAt:  time.Now(),\n\t}\n}\n\n// HasEnoughSeeds 检查种子是否足够\nfunc (fr *FarmResources) HasEnoughSeeds(seedType SeedType, quantity int) bool {\n\treturn fr.Seeds[seedType] >= quantity\n}\n\n// ConsumeSeeds 消耗种子\nfunc (fr *FarmResources) ConsumeSeeds(seedType SeedType, quantity int) {\n\tfr.Seeds[seedType] -= quantity\n\tif fr.Seeds[seedType] < 0 {\n\t\tfr.Seeds[seedType] = 0\n\t}\n\tfr.UpdatedAt = time.Now()\n}\n\n// HasEnoughFertilizer 检查肥料是否足够\nfunc (fr *FarmResources) HasEnoughFertilizer(fertilizerType FertilizerType, amount float64) bool {\n\treturn fr.Fertilizer[fertilizerType] >= amount\n}\n\n// ConsumeFertilizer 消耗肥料\nfunc (fr *FarmResources) ConsumeFertilizer(fertilizerType FertilizerType, amount float64) {\n\tfr.Fertilizer[fertilizerType] -= amount\n\tif fr.Fertilizer[fertilizerType] < 0 {\n\t\tfr.Fertilizer[fertilizerType] = 0\n\t}\n\tfr.UpdatedAt = time.Now()\n}\n\n// HasEnoughWater 检查水是否足够\nfunc (fr *FarmResources) HasEnoughWater(amount float64) bool {\n\treturn fr.Water >= amount\n}\n\n// ConsumeWater 消耗水\nfunc (fr *FarmResources) ConsumeWater(amount float64) {\n\tfr.Water -= amount\n\tif fr.Water < 0 {\n\t\tfr.Water = 0\n\t}\n\tfr.UpdatedAt = time.Now()\n}\n\n// AddHarvest 添加收获物\nfunc (fr *FarmResources) AddHarvest(seedType SeedType, quantity int, quality CropQuality) {\n\tif fr.Harvest[seedType] == nil {\n\t\tfr.Harvest[seedType] = make(map[CropQuality]int)\n\t}\n\tfr.Harvest[seedType][quality] += quantity\n\tfr.UpdatedAt = time.Now()\n}\n\n// CanAfford 检查是否能承担成本\nfunc (fr *FarmResources) CanAfford(cost *ExpansionCost) bool {\n\treturn fr.Gold >= cost.Gold\n}\n\n// GetTotalValue 获取总价值\nfunc (fr *FarmResources) GetTotalValue() float64 {\n\ttotalValue := fr.Gold\n\n\t// 种子价值\n\tfor seedType, quantity := range fr.Seeds {\n\t\ttotalValue += seedType.GetBaseValue() * float64(quantity) * 0.5 // 种子价值为作物价值的一半\n\t}\n\n\t// 收获物价值\n\tfor seedType, qualityMap := range fr.Harvest {\n\t\tfor quality, quantity := range qualityMap {\n\t\t\tbaseValue := seedType.GetBaseValue()\n\t\t\tqualityMultiplier := quality.GetValueMultiplier()\n\t\t\ttotalValue += baseValue * qualityMultiplier * float64(quantity)\n\t\t}\n\t}\n\n\treturn totalValue\n}\n\n// FarmStatistics 农场统计\ntype FarmStatistics struct {\n\tTotalPlantings  int\n\tTotalHarvests   int\n\tTotalYield      int\n\tTotalExperience int\n\tPlantingsByType map[SeedType]int\n\tHarvestsByType  map[SeedType]int\n\tFertilizerUsage map[FertilizerType]float64\n\tWateringCount   int\n\tToolUsage       map[ToolType]int\n\tCreatedAt       time.Time\n\tUpdatedAt       time.Time\n}\n\n// NewFarmStatistics 创建农场统计\nfunc NewFarmStatistics() *FarmStatistics {\n\tnow := time.Now()\n\treturn &FarmStatistics{\n\t\tPlantingsByType: make(map[SeedType]int),\n\t\tHarvestsByType:  make(map[SeedType]int),\n\t\tFertilizerUsage: make(map[FertilizerType]float64),\n\t\tToolUsage:       make(map[ToolType]int),\n\t\tCreatedAt:       now,\n\t\tUpdatedAt:       now,\n\t}\n}\n\n// AddPlantingActivity 添加种植活动\nfunc (fs *FarmStatistics) AddPlantingActivity(seedType SeedType, quantity int) {\n\tfs.TotalPlantings += quantity\n\tfs.PlantingsByType[seedType] += quantity\n\tfs.UpdatedAt = time.Now()\n}\n\n// AddHarvestActivity 添加收获活动\nfunc (fs *FarmStatistics) AddHarvestActivity(seedType SeedType, yield int, quality CropQuality) {\n\tfs.TotalHarvests++\n\tfs.TotalYield += yield\n\tfs.HarvestsByType[seedType] += yield\n\tfs.UpdatedAt = time.Now()\n}\n\n// AddFertilizerUsage 添加肥料使用\nfunc (fs *FarmStatistics) AddFertilizerUsage(fertilizerType FertilizerType, amount float64) {\n\tfs.FertilizerUsage[fertilizerType] += amount\n\tfs.UpdatedAt = time.Now()\n}\n\n// AddWateringActivity 添加浇水活动\nfunc (fs *FarmStatistics) AddWateringActivity(plotCount int, waterAmount float64) {\n\tfs.WateringCount += plotCount\n\tfs.UpdatedAt = time.Now()\n}\n\n// AddToolUsage 添加工具使用\nfunc (fs *FarmStatistics) AddToolUsage(toolType ToolType) {\n\tfs.ToolUsage[toolType]++\n\tfs.UpdatedAt = time.Now()\n}\n\n// SeasonModifier 季节修正\ntype SeasonModifier struct {\n\tCurrentSeason       Season\n\tGrowthMultiplier    float64\n\tYieldMultiplier     float64\n\tQualityMultiplier   float64\n\tWaterConsumption    float64\n\tNutrientConsumption float64\n\tSeasonEffects       map[SeedType]float64\n\tCreatedAt           time.Time\n\tUpdatedAt           time.Time\n}\n\n// NewSeasonModifier 创建季节修正\nfunc NewSeasonModifier() *SeasonModifier {\n\tnow := time.Now()\n\tcurrentSeason := getCurrentSeason(now)\n\n\treturn &SeasonModifier{\n\t\tCurrentSeason:       currentSeason,\n\t\tGrowthMultiplier:    currentSeason.GetGrowthMultiplier(),\n\t\tYieldMultiplier:     currentSeason.GetYieldMultiplier(),\n\t\tQualityMultiplier:   currentSeason.GetQualityMultiplier(),\n\t\tWaterConsumption:    currentSeason.GetWaterConsumptionMultiplier(),\n\t\tNutrientConsumption: currentSeason.GetNutrientConsumptionMultiplier(),\n\t\tSeasonEffects:       make(map[SeedType]float64),\n\t\tCreatedAt:           now,\n\t\tUpdatedAt:           now,\n\t}\n}\n\n// ApplyToCrop 应用到作物\nfunc (sm *SeasonModifier) ApplyToCrop(crop *Crop) {\n\t// 应用季节效果到作物\n\tif effect, exists := sm.SeasonEffects[crop.SeedType]; exists {\n\t\tbonus := &GrowthBonus{\n\t\t\tID:         fmt.Sprintf(\"season_%s_%d\", sm.CurrentSeason.String(), time.Now().UnixNano()),\n\t\t\tType:       \"seasonal_effect\",\n\t\t\tMultiplier: effect,\n\t\t\tDuration:   24 * time.Hour,\n\t\t\tStartTime:  time.Now(),\n\t\t}\n\t\tcrop.AddBonus(bonus)\n\t}\n}\n\n// GetProductivityMultiplier 获取生产力倍率\nfunc (sm *SeasonModifier) GetProductivityMultiplier() float64 {\n\treturn sm.GrowthMultiplier * sm.YieldMultiplier\n}\n\n// GetYieldMultiplier 获取产量倍率\nfunc (sm *SeasonModifier) GetYieldMultiplier(seedType SeedType) float64 {\n\tbaseMultiplier := sm.YieldMultiplier\n\tif effect, exists := sm.SeasonEffects[seedType]; exists {\n\t\treturn baseMultiplier * effect\n\t}\n\treturn baseMultiplier\n}\n\n// Season 季节\ntype Season int\n\nconst (\n\tSeasonSpring Season = iota + 1\n\tSeasonSummer\n\tSeasonAutumn\n\tSeasonWinter\n)\n\n// String 返回季节字符串\nfunc (s Season) String() string {\n\tswitch s {\n\tcase SeasonSpring:\n\t\treturn \"spring\"\n\tcase SeasonSummer:\n\t\treturn \"summer\"\n\tcase SeasonAutumn:\n\t\treturn \"autumn\"\n\tcase SeasonWinter:\n\t\treturn \"winter\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetGrowthMultiplier 获取生长倍率\nfunc (s Season) GetGrowthMultiplier() float64 {\n\tswitch s {\n\tcase SeasonSpring:\n\t\treturn 1.3 // 春季生长最快\n\tcase SeasonSummer:\n\t\treturn 1.1\n\tcase SeasonAutumn:\n\t\treturn 0.9\n\tcase SeasonWinter:\n\t\treturn 0.6 // 冬季生长最慢\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// GetYieldMultiplier 获取产量倍率\nfunc (s Season) GetYieldMultiplier() float64 {\n\tswitch s {\n\tcase SeasonSpring:\n\t\treturn 1.2\n\tcase SeasonSummer:\n\t\treturn 1.3 // 夏季产量最高\n\tcase SeasonAutumn:\n\t\treturn 1.1\n\tcase SeasonWinter:\n\t\treturn 0.7\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// GetQualityMultiplier 获取品质倍率\nfunc (s Season) GetQualityMultiplier() float64 {\n\tswitch s {\n\tcase SeasonSpring:\n\t\treturn 1.1\n\tcase SeasonSummer:\n\t\treturn 1.0\n\tcase SeasonAutumn:\n\t\treturn 1.2 // 秋季品质最好\n\tcase SeasonWinter:\n\t\treturn 0.8\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// GetWaterConsumptionMultiplier 获取水分消耗倍率\nfunc (s Season) GetWaterConsumptionMultiplier() float64 {\n\tswitch s {\n\tcase SeasonSpring:\n\t\treturn 1.0\n\tcase SeasonSummer:\n\t\treturn 1.5 // 夏季需要更多水分\n\tcase SeasonAutumn:\n\t\treturn 0.8\n\tcase SeasonWinter:\n\t\treturn 0.6\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// GetNutrientConsumptionMultiplier 获取营养消耗倍率\nfunc (s Season) GetNutrientConsumptionMultiplier() float64 {\n\tswitch s {\n\tcase SeasonSpring:\n\t\treturn 1.2 // 春季生长需要更多营养\n\tcase SeasonSummer:\n\t\treturn 1.1\n\tcase SeasonAutumn:\n\t\treturn 0.9\n\tcase SeasonWinter:\n\t\treturn 0.7\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// AutomationSettings 自动化设置\ntype AutomationSettings struct {\n\tAutoWatering      bool\n\tAutoFertilizing   bool\n\tAutoHarvesting    bool\n\tAutoPestControl   bool\n\tWaterThreshold    float64\n\tNutrientThreshold float64\n\tHarvestDelay      time.Duration\n\tCreatedAt         time.Time\n\tUpdatedAt         time.Time\n}\n\n// NewAutomationSettings 创建自动化设置\nfunc NewAutomationSettings() *AutomationSettings {\n\tnow := time.Now()\n\treturn &AutomationSettings{\n\t\tAutoWatering:      false,\n\t\tAutoFertilizing:   false,\n\t\tAutoHarvesting:    false,\n\t\tAutoPestControl:   false,\n\t\tWaterThreshold:    30.0,\n\t\tNutrientThreshold: 30.0,\n\t\tHarvestDelay:      1 * time.Hour,\n\t\tCreatedAt:         now,\n\t\tUpdatedAt:         now,\n\t}\n}\n\n// 辅助函数\n\n// getCurrentSeason 获取当前季节\nfunc getCurrentSeason(currentTime time.Time) Season {\n\tmonth := currentTime.Month()\n\tswitch {\n\tcase month >= 3 && month <= 5:\n\t\treturn SeasonSpring\n\tcase month >= 6 && month <= 8:\n\t\treturn SeasonSummer\n\tcase month >= 9 && month <= 11:\n\t\treturn SeasonAutumn\n\tdefault:\n\t\treturn SeasonWinter\n\t}\n}\n"
  },
  {
    "path": "internal/domain/scene/repository.go",
    "content": "package scene\n\nimport (\n\t\"context\"\n\t\"time\"\n)\n\n// Repository 场景仓储接口\ntype Repository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, scene *Scene) error\n\tFindByID(ctx context.Context, sceneID string) (*Scene, error)\n\tDelete(ctx context.Context, sceneID string) error\n\tExists(ctx context.Context, sceneID string) (bool, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, scenes []*Scene) error\n\tFindByIDs(ctx context.Context, sceneIDs []string) ([]*Scene, error)\n\tFindAll(ctx context.Context) ([]*Scene, error)\n\n\t// 场景查询\n\tFindByType(ctx context.Context, sceneType SceneType) ([]*Scene, error)\n\tFindByStatus(ctx context.Context, status SceneStatus) ([]*Scene, error)\n\tFindAvailableScenes(ctx context.Context) ([]*Scene, error)\n\tFindScenesWithSpace(ctx context.Context, minSpace int) ([]*Scene, error)\n\n\t// 实体管理\n\tSaveEntity(ctx context.Context, sceneID string, entity Entity) error\n\tRemoveEntity(ctx context.Context, sceneID string, entityID string) error\n\tFindEntitiesByType(ctx context.Context, sceneID string, entityType EntityType) ([]Entity, error)\n\tFindEntitiesInRadius(ctx context.Context, sceneID string, center *Position, radius float64) ([]Entity, error)\n\n\t// 玩家管理\n\tAddPlayerToScene(ctx context.Context, sceneID string, playerID string) error\n\tRemovePlayerFromScene(ctx context.Context, sceneID string, playerID string) error\n\tFindPlayerScene(ctx context.Context, playerID string) (*Scene, error)\n\tGetScenePlayerCount(ctx context.Context, sceneID string) (int, error)\n\tGetScenePlayers(ctx context.Context, sceneID string) ([]string, error)\n\n\t// 统计查询\n\tGetSceneStats(ctx context.Context, sceneID string) (*SceneStats, error)\n\tGetSceneHistory(ctx context.Context, sceneID string, limit int) ([]*SceneHistoryRecord, error)\n\tGetPopularScenes(ctx context.Context, limit int) ([]*ScenePopularity, error)\n\n\t// 配置管理\n\tGetSceneConfig(ctx context.Context, sceneID string) (*SceneConfig, error)\n\tSaveSceneConfig(ctx context.Context, config *SceneConfig) error\n\tGetAllSceneConfigs(ctx context.Context) ([]*SceneConfig, error)\n}\n\n// SceneStats 场景统计信息\ntype SceneStats struct {\n\tSceneID            string             `json:\"scene_id\"`\n\tSceneName          string             `json:\"scene_name\"`\n\tSceneType          SceneType          `json:\"scene_type\"`\n\tCurrentPlayers     int                `json:\"current_players\"`\n\tMaxPlayers         int                `json:\"max_players\"`\n\tTotalEntities      int                `json:\"total_entities\"`\n\tEntitiesByType     map[EntityType]int `json:\"entities_by_type\"`\n\tActiveMonsters     int                `json:\"active_monsters\"`\n\tActiveNPCs         int                `json:\"active_npcs\"`\n\tDroppedItems       int                `json:\"dropped_items\"`\n\tAveragePlayerLevel int                `json:\"average_player_level\"`\n\tPeakPlayerCount    int                `json:\"peak_player_count\"`\n\tLastUpdate         time.Time          `json:\"last_update\"`\n\tUptime             time.Duration      `json:\"uptime\"`\n}\n\n// SceneHistoryRecord 场景历史记录\ntype SceneHistoryRecord struct {\n\tID         string                 `json:\"id\"`\n\tSceneID    string                 `json:\"scene_id\"`\n\tEventType  string                 `json:\"event_type\"` // player_entered, player_left, monster_spawned, etc.\n\tEntityID   string                 `json:\"entity_id\"`\n\tEntityType EntityType             `json:\"entity_type\"`\n\tPosition   *Position              `json:\"position,omitempty\"`\n\tDetails    map[string]interface{} `json:\"details,omitempty\"`\n\tOccurredAt time.Time              `json:\"occurred_at\"`\n}\n\n// ScenePopularity 场景热度\ntype ScenePopularity struct {\n\tSceneID         string        `json:\"scene_id\"`\n\tSceneName       string        `json:\"scene_name\"`\n\tSceneType       SceneType     `json:\"scene_type\"`\n\tPlayerCount     int           `json:\"current_player_count\"`\n\tPeakCount       int           `json:\"peak_player_count\"`\n\tTotalVisits     int64         `json:\"total_visits\"`\n\tAverageStay     time.Duration `json:\"average_stay_duration\"`\n\tPopularityScore float64       `json:\"popularity_score\"`\n\tLastActive      time.Time     `json:\"last_active\"`\n}\n\n// SceneConfig 场景配置\ntype SceneConfig struct {\n\tID             string              `json:\"id\"`\n\tName           string              `json:\"name\"`\n\tSceneType      SceneType           `json:\"scene_type\"`\n\tWidth          float64             `json:\"width\"`\n\tHeight         float64             `json:\"height\"`\n\tMaxPlayers     int                 `json:\"max_players\"`\n\tMinLevel       int                 `json:\"min_level\"`\n\tMaxLevel       int                 `json:\"max_level\"`\n\tPvPEnabled     bool                `json:\"pvp_enabled\"`\n\tRespawnEnabled bool                `json:\"respawn_enabled\"`\n\tDropEnabled    bool                `json:\"drop_enabled\"`\n\tSpawnPoints    []*SpawnPointConfig `json:\"spawn_points\"`\n\tPortals        []*PortalConfig     `json:\"portals\"`\n\tNPCs           []*NPCConfig        `json:\"npcs\"`\n\tEnvironment    *EnvironmentConfig  `json:\"environment\"`\n\tRestrictions   *SceneRestrictions  `json:\"restrictions\"`\n\tEnabled        bool                `json:\"enabled\"`\n\tCreatedAt      time.Time           `json:\"created_at\"`\n\tUpdatedAt      time.Time           `json:\"updated_at\"`\n}\n\n// SpawnPointConfig 刷新点配置\ntype SpawnPointConfig struct {\n\tID         string                 `json:\"id\"`\n\tPosition   *Position              `json:\"position\"`\n\tSpawnType  SpawnType              `json:\"spawn_type\"`\n\tTargetID   string                 `json:\"target_id\"`\n\tInterval   time.Duration          `json:\"interval\"`\n\tMaxCount   int                    `json:\"max_count\"`\n\tActive     bool                   `json:\"active\"`\n\tConditions map[string]interface{} `json:\"conditions,omitempty\"`\n}\n\n// PortalConfig 传送门配置\ntype PortalConfig struct {\n\tID             string    `json:\"id\"`\n\tName           string    `json:\"name\"`\n\tPosition       *Position `json:\"position\"`\n\tTargetSceneID  string    `json:\"target_scene_id\"`\n\tTargetPosition *Position `json:\"target_position\"`\n\tRequiredLevel  int       `json:\"required_level\"`\n\tRequiredItems  []string  `json:\"required_items\"`\n\tCost           int64     `json:\"cost\"`\n\tActive         bool      `json:\"active\"`\n\tBidirectional  bool      `json:\"bidirectional\"`\n}\n\n// NPCConfig NPC配置\ntype NPCConfig struct {\n\tID        string      `json:\"id\"`\n\tName      string      `json:\"name\"`\n\tNPCType   NPCType     `json:\"npc_type\"`\n\tPosition  *Position   `json:\"position\"`\n\tLevel     int         `json:\"level\"`\n\tHealth    int64       `json:\"health\"`\n\tAI        *AIConfig   `json:\"ai\"`\n\tDialogues []string    `json:\"dialogues\"`\n\tShop      *ShopConfig `json:\"shop,omitempty\"`\n\tQuests    []string    `json:\"quests\"`\n\tActive    bool        `json:\"active\"`\n\tRespawn   bool        `json:\"respawn\"`\n}\n\n// AIConfig AI配置\ntype AIConfig struct {\n\tBehaviorType BehaviorType `json:\"behavior_type\"`\n\tPatrolPath   []*Position  `json:\"patrol_path\"`\n\tAggroRange   float64      `json:\"aggro_range\"`\n\tChaseRange   float64      `json:\"chase_range\"`\n\tReturnRange  float64      `json:\"return_range\"`\n\tAttackRange  float64      `json:\"attack_range\"`\n\tMoveSpeed    float64      `json:\"move_speed\"`\n\tAttackSpeed  float64      `json:\"attack_speed\"`\n}\n\n// ShopConfig 商店配置\ntype ShopConfig struct {\n\tItems        []string      `json:\"items\"`\n\tRefreshRate  time.Duration `json:\"refresh_rate\"`\n\tDiscountRate float64       `json:\"discount_rate\"`\n}\n\n// EnvironmentConfig 环境配置\ntype EnvironmentConfig struct {\n\tWeather         string  `json:\"weather\"`\n\tTimeOfDay       string  `json:\"time_of_day\"`\n\tTemperature     float64 `json:\"temperature\"`\n\tHumidity        float64 `json:\"humidity\"`\n\tWindSpeed       float64 `json:\"wind_speed\"`\n\tVisibility      float64 `json:\"visibility\"`\n\tAmbientSound    string  `json:\"ambient_sound\"`\n\tBackgroundMusic string  `json:\"background_music\"`\n}\n\n// SceneRestrictions 场景限制\ntype SceneRestrictions struct {\n\tClassRestrictions []string         `json:\"class_restrictions\"`\n\tRaceRestrictions  []string         `json:\"race_restrictions\"`\n\tGuildOnly         bool             `json:\"guild_only\"`\n\tPartyOnly         bool             `json:\"party_only\"`\n\tVIPOnly           bool             `json:\"vip_only\"`\n\tTimeRestrictions  *TimeRestriction `json:\"time_restrictions\"`\n}\n\n// TimeRestriction 时间限制\ntype TimeRestriction struct {\n\tStartTime  time.Time `json:\"start_time\"`\n\tEndTime    time.Time `json:\"end_time\"`\n\tDaysOfWeek []int     `json:\"days_of_week\"` // 0=Sunday, 1=Monday, etc.\n}\n\n// SceneQueryFilter 场景查询过滤器\ntype SceneQueryFilter struct {\n\tSceneTypes []SceneType   `json:\"scene_types,omitempty\"`\n\tStatuses   []SceneStatus `json:\"statuses,omitempty\"`\n\tMinPlayers *int          `json:\"min_players,omitempty\"`\n\tMaxPlayers *int          `json:\"max_players,omitempty\"`\n\tMinLevel   *int          `json:\"min_level,omitempty\"`\n\tMaxLevel   *int          `json:\"max_level,omitempty\"`\n\tPvPEnabled *bool         `json:\"pvp_enabled,omitempty\"`\n\tHasSpace   bool          `json:\"has_space\"`\n\tActiveOnly bool          `json:\"active_only\"`\n\tSortBy     string        `json:\"sort_by\"`    // player_count, popularity, name\n\tSortOrder  string        `json:\"sort_order\"` // asc, desc\n\tLimit      int           `json:\"limit\"`\n\tOffset     int           `json:\"offset\"`\n}\n\n// EntityQueryFilter 实体查询过滤器\ntype EntityQueryFilter struct {\n\tSceneID     string       `json:\"scene_id\"`\n\tEntityTypes []EntityType `json:\"entity_types,omitempty\"`\n\tActiveOnly  bool         `json:\"active_only\"`\n\tCenter      *Position    `json:\"center,omitempty\"`\n\tRadius      *float64     `json:\"radius,omitempty\"`\n\tMinLevel    *int         `json:\"min_level,omitempty\"`\n\tMaxLevel    *int         `json:\"max_level,omitempty\"`\n\tLimit       int          `json:\"limit\"`\n\tOffset      int          `json:\"offset\"`\n}\n"
  },
  {
    "path": "internal/domain/scene/sacred/aggregate.go",
    "content": "package sacred\n\nimport (\n\t\"errors\"\n\t\"time\"\n)\n\n// SacredPlaceAggregate 圣地聚合根\ntype SacredPlaceAggregate struct {\n\tid          string\n\tname        string\n\tdescription string\n\tlevel       *SacredLevel\n\tchallenges  map[string]*Challenge\n\tblessings   map[string]*Blessing\n\tstatus      SacredStatus\n\towner       string\n\tcreatedAt   time.Time\n\tupdatedAt   time.Time\n\tversion     int\n\tevents      []DomainEvent\n}\n\n// NewSacredPlaceAggregate 创建圣地聚合根\nfunc NewSacredPlaceAggregate(id, name, description, owner string) *SacredPlaceAggregate {\n\tnow := time.Now()\n\treturn &SacredPlaceAggregate{\n\t\tid:          id,\n\t\tname:        name,\n\t\tdescription: description,\n\t\tlevel:       NewSacredLevel(1, 0),\n\t\tchallenges:  make(map[string]*Challenge),\n\t\tblessings:   make(map[string]*Blessing),\n\t\tstatus:      SacredStatusActive,\n\t\towner:       owner,\n\t\tcreatedAt:   now,\n\t\tupdatedAt:   now,\n\t\tversion:     1,\n\t\tevents:      make([]DomainEvent, 0),\n\t}\n}\n\n// GetID 获取ID\nfunc (s *SacredPlaceAggregate) GetID() string {\n\treturn s.id\n}\n\n// GetName 获取名称\nfunc (s *SacredPlaceAggregate) GetName() string {\n\treturn s.name\n}\n\n// GetDescription 获取描述\nfunc (s *SacredPlaceAggregate) GetDescription() string {\n\treturn s.description\n}\n\n// GetLevel 获取等级\nfunc (s *SacredPlaceAggregate) GetLevel() *SacredLevel {\n\treturn s.level\n}\n\n// GetStatus 获取状态\nfunc (s *SacredPlaceAggregate) GetStatus() SacredStatus {\n\treturn s.status\n}\n\n// GetOwner 获取拥有者\nfunc (s *SacredPlaceAggregate) GetOwner() string {\n\treturn s.owner\n}\n\n// GetVersion 获取版本\nfunc (s *SacredPlaceAggregate) GetVersion() int {\n\treturn s.version\n}\n\n// GetEvents 获取领域事件\nfunc (s *SacredPlaceAggregate) GetEvents() []DomainEvent {\n\treturn s.events\n}\n\n// ClearEvents 清除领域事件\nfunc (s *SacredPlaceAggregate) ClearEvents() {\n\ts.events = make([]DomainEvent, 0)\n}\n\n// SetName 设置名称\nfunc (s *SacredPlaceAggregate) SetName(name string) error {\n\tif name == \"\" {\n\t\treturn ErrInvalidSacredName\n\t}\n\n\toldName := s.name\n\ts.name = name\n\ts.updatedAt = time.Now()\n\ts.version++\n\n\t// 发布名称变更事件\n\tevent := NewSacredNameChangedEvent(s.id, oldName, name)\n\ts.addEvent(event)\n\n\treturn nil\n}\n\n// SetDescription 设置描述\nfunc (s *SacredPlaceAggregate) SetDescription(description string) {\n\ts.description = description\n\ts.updatedAt = time.Now()\n\ts.version++\n}\n\n// UpgradeLevel 升级等级\nfunc (s *SacredPlaceAggregate) UpgradeLevel(experience int) error {\n\tif experience <= 0 {\n\t\treturn ErrInvalidExperience\n\t}\n\n\toldLevel := s.level.Level\n\tnewLevel, err := s.level.AddExperience(experience)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\ts.updatedAt = time.Now()\n\ts.version++\n\n\t// 如果等级提升，发布升级事件\n\tif newLevel > oldLevel {\n\t\tevent := NewSacredLevelUpEvent(s.id, oldLevel, newLevel, s.level.Experience)\n\t\ts.addEvent(event)\n\t}\n\n\treturn nil\n}\n\n// AddChallenge 添加挑战\nfunc (s *SacredPlaceAggregate) AddChallenge(challenge *Challenge) error {\n\tif challenge == nil {\n\t\treturn ErrInvalidChallenge\n\t}\n\n\tif _, exists := s.challenges[challenge.GetID()]; exists {\n\t\treturn ErrChallengeAlreadyExists\n\t}\n\n\t// 检查等级要求\n\tif challenge.GetRequiredLevel() > s.level.Level {\n\t\treturn errors.New(\"challenge level is too high\")\n\t}\n\n\ts.challenges[challenge.GetID()] = challenge\n\ts.updatedAt = time.Now()\n\ts.version++\n\n\t// 发布挑战添加事件\n\tevent := NewChallengeAddedEvent(s.id, challenge.GetID(), challenge.GetType(), challenge.GetDifficulty())\n\ts.addEvent(event)\n\n\treturn nil\n}\n\n// RemoveChallenge 移除挑战\nfunc (s *SacredPlaceAggregate) RemoveChallenge(challengeID string) error {\n\tchallenge, exists := s.challenges[challengeID]\n\tif !exists {\n\t\treturn ErrChallengeNotFound\n\t}\n\n\t// 检查挑战是否正在进行\n\tif challenge.GetStatus() == ChallengeStatusInProgress {\n\t\treturn ErrChallengeInProgress\n\t}\n\n\tdelete(s.challenges, challengeID)\n\ts.updatedAt = time.Now()\n\ts.version++\n\n\t// 发布挑战移除事件\n\tevent := NewChallengeRemovedEvent(s.id, challengeID, challenge.GetType())\n\ts.addEvent(event)\n\n\treturn nil\n}\n\n// StartChallenge 开始挑战\nfunc (s *SacredPlaceAggregate) StartChallenge(challengeID, playerID string) (*ChallengeResult, error) {\n\tchallenge, exists := s.challenges[challengeID]\n\tif !exists {\n\t\treturn nil, ErrChallengeNotFound\n\t}\n\n\t// 检查挑战状态\n\tif challenge.GetStatus() != ChallengeStatusAvailable {\n\t\treturn nil, ErrChallengeNotAvailable\n\t}\n\n\t// 检查冷却时间\n\tif !challenge.CanStart() {\n\t\treturn nil, ErrChallengeOnCooldown\n\t}\n\n\t// 开始挑战\n\tresult, err := challenge.Start(playerID)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\ts.updatedAt = time.Now()\n\ts.version++\n\n\t// 发布挑战开始事件\n\tevent := NewChallengeStartedEvent(s.id, challengeID, playerID, challenge.GetType())\n\ts.addEvent(event)\n\n\treturn result, nil\n}\n\n// CompleteChallenge 完成挑战\nfunc (s *SacredPlaceAggregate) CompleteChallenge(challengeID, playerID string, success bool, score int) (*ChallengeReward, error) {\n\tchallenge, exists := s.challenges[challengeID]\n\tif !exists {\n\t\treturn nil, ErrChallengeNotFound\n\t}\n\n\t// 完成挑战\n\treward, err := challenge.Complete(playerID, success, score)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\ts.updatedAt = time.Now()\n\ts.version++\n\n\t// 如果成功，增加经验\n\tif success {\n\t\ts.UpgradeLevel(reward.Experience)\n\t}\n\n\t// 发布挑战完成事件\n\tevent := NewChallengeCompletedEvent(s.id, challengeID, playerID, success, score, reward)\n\ts.addEvent(event)\n\n\treturn reward, nil\n}\n\n// AddBlessing 添加祝福\nfunc (s *SacredPlaceAggregate) AddBlessing(blessing *Blessing) error {\n\tif blessing == nil {\n\t\treturn ErrInvalidBlessing\n\t}\n\n\tif _, exists := s.blessings[blessing.GetID()]; exists {\n\t\treturn ErrBlessingAlreadyExists\n\t}\n\n\ts.blessings[blessing.GetID()] = blessing\n\ts.updatedAt = time.Now()\n\ts.version++\n\n\t// 发布祝福添加事件\n\tevent := NewBlessingAddedEvent(s.id, blessing.GetID(), blessing.GetType(), blessing.GetDuration())\n\ts.addEvent(event)\n\n\treturn nil\n}\n\n// RemoveBlessing 移除祝福\nfunc (s *SacredPlaceAggregate) RemoveBlessing(blessingID string) error {\n\tblessing, exists := s.blessings[blessingID]\n\tif !exists {\n\t\treturn ErrBlessingNotFound\n\t}\n\n\tdelete(s.blessings, blessingID)\n\ts.updatedAt = time.Now()\n\ts.version++\n\n\t// 发布祝福移除事件\n\tevent := NewBlessingRemovedEvent(s.id, blessingID, blessing.GetType())\n\ts.addEvent(event)\n\n\treturn nil\n}\n\n// ActivateBlessing 激活祝福\nfunc (s *SacredPlaceAggregate) ActivateBlessing(blessingID, playerID string) (*BlessingEffect, error) {\n\tblessing, exists := s.blessings[blessingID]\n\tif !exists {\n\t\treturn nil, ErrBlessingNotFound\n\t}\n\n\t// 检查祝福状态\n\tif !blessing.IsAvailable() {\n\t\treturn nil, ErrBlessingNotAvailable\n\t}\n\n\t// 激活祝福\n\teffect, err := blessing.Activate(playerID)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\ts.updatedAt = time.Now()\n\ts.version++\n\n\t// 发布祝福激活事件\n\tevent := NewBlessingActivatedEvent(s.id, blessingID, playerID, blessing.GetType(), effect)\n\ts.addEvent(event)\n\n\treturn effect, nil\n}\n\n// GetChallenge 获取挑战\nfunc (s *SacredPlaceAggregate) GetChallenge(challengeID string) (*Challenge, error) {\n\tchallenge, exists := s.challenges[challengeID]\n\tif !exists {\n\t\treturn nil, ErrChallengeNotFound\n\t}\n\treturn challenge, nil\n}\n\n// GetAllChallenges 获取所有挑战\nfunc (s *SacredPlaceAggregate) GetAllChallenges() map[string]*Challenge {\n\treturn s.challenges\n}\n\n// GetAvailableChallenges 获取可用挑战\nfunc (s *SacredPlaceAggregate) GetAvailableChallenges() []*Challenge {\n\tvar available []*Challenge\n\tfor _, challenge := range s.challenges {\n\t\tif challenge.GetStatus() == ChallengeStatusAvailable && challenge.CanStart() {\n\t\t\tavailable = append(available, challenge)\n\t\t}\n\t}\n\treturn available\n}\n\n// GetBlessing 获取祝福\nfunc (s *SacredPlaceAggregate) GetBlessing(blessingID string) (*Blessing, error) {\n\tblessing, exists := s.blessings[blessingID]\n\tif !exists {\n\t\treturn nil, ErrBlessingNotFound\n\t}\n\treturn blessing, nil\n}\n\n// GetAllBlessings 获取所有祝福\nfunc (s *SacredPlaceAggregate) GetAllBlessings() map[string]*Blessing {\n\treturn s.blessings\n}\n\n// GetActiveBlessings 获取激活的祝福\nfunc (s *SacredPlaceAggregate) GetActiveBlessings() []*Blessing {\n\tvar active []*Blessing\n\tfor _, blessing := range s.blessings {\n\t\tif blessing.IsActive() {\n\t\t\tactive = append(active, blessing)\n\t\t}\n\t}\n\treturn active\n}\n\n// SetStatus 设置状态\nfunc (s *SacredPlaceAggregate) SetStatus(status SacredStatus) error {\n\tif !status.IsValid() {\n\t\treturn ErrInvalidSacredStatus\n\t}\n\n\toldStatus := s.status\n\ts.status = status\n\ts.updatedAt = time.Now()\n\ts.version++\n\n\t// 发布状态变更事件\n\tevent := NewSacredStatusChangedEvent(s.id, oldStatus, status)\n\ts.addEvent(event)\n\n\treturn nil\n}\n\n// Activate 激活圣地\nfunc (s *SacredPlaceAggregate) Activate() error {\n\treturn s.SetStatus(SacredStatusActive)\n}\n\n// Deactivate 停用圣地\nfunc (s *SacredPlaceAggregate) Deactivate() error {\n\treturn s.SetStatus(SacredStatusInactive)\n}\n\n// Lock 锁定圣地\nfunc (s *SacredPlaceAggregate) Lock() error {\n\treturn s.SetStatus(SacredStatusLocked)\n}\n\n// IsActive 检查是否激活\nfunc (s *SacredPlaceAggregate) IsActive() bool {\n\treturn s.status == SacredStatusActive\n}\n\n// CanAccess 检查是否可访问\nfunc (s *SacredPlaceAggregate) CanAccess(playerID string) bool {\n\tif !s.IsActive() {\n\t\treturn false\n\t}\n\n\t// 检查是否为拥有者或有权限\n\treturn s.owner == playerID || s.hasAccessPermission(playerID)\n}\n\n// hasAccessPermission 检查访问权限\nfunc (s *SacredPlaceAggregate) hasAccessPermission(playerID string) bool {\n\t// 这里可以实现更复杂的权限逻辑\n\t// 例如：公会成员、好友、VIP等\n\treturn true // 暂时允许所有人访问\n}\n\n// GetStatistics 获取统计信息\nfunc (s *SacredPlaceAggregate) GetStatistics() *SacredStatistics {\n\ttotalChallenges := len(s.challenges)\n\tcompletedChallenges := 0\n\tactiveBlessings := 0\n\n\tfor _, challenge := range s.challenges {\n\t\tif challenge.GetStatus() == ChallengeStatusCompleted {\n\t\t\tcompletedChallenges++\n\t\t}\n\t}\n\n\tfor _, blessing := range s.blessings {\n\t\tif blessing.IsActive() {\n\t\t\tactiveBlessings++\n\t\t}\n\t}\n\n\treturn &SacredStatistics{\n\t\tSacredID:            s.id,\n\t\tLevel:               s.level.Level,\n\t\tExperience:          s.level.Experience,\n\t\tTotalChallenges:     totalChallenges,\n\t\tCompletedChallenges: completedChallenges,\n\t\tActiveBlessings:     activeBlessings,\n\t\tCreatedAt:           s.createdAt,\n\t\tLastActiveAt:        s.updatedAt,\n\t}\n}\n\n// UpdateActivity 更新活动时间\nfunc (s *SacredPlaceAggregate) UpdateActivity() {\n\ts.updatedAt = time.Now()\n\ts.version++\n}\n\n// addEvent 添加领域事件\nfunc (s *SacredPlaceAggregate) addEvent(event DomainEvent) {\n\ts.events = append(s.events, event)\n}\n\n// ToMap 转换为映射\nfunc (s *SacredPlaceAggregate) ToMap() map[string]interface{} {\n\treturn map[string]interface{}{\n\t\t\"id\":          s.id,\n\t\t\"name\":        s.name,\n\t\t\"description\": s.description,\n\t\t\"level\":       s.level.ToMap(),\n\t\t\"status\":      s.status.String(),\n\t\t\"owner\":       s.owner,\n\t\t\"created_at\":  s.createdAt,\n\t\t\"updated_at\":  s.updatedAt,\n\t\t\"version\":     s.version,\n\t\t\"challenges\":  len(s.challenges),\n\t\t\"blessings\":   len(s.blessings),\n\t}\n}\n\n// SacredStatus 圣地状态\ntype SacredStatus int\n\nconst (\n\tSacredStatusActive      SacredStatus = iota + 1 // 激活\n\tSacredStatusInactive                            // 未激活\n\tSacredStatusLocked                              // 锁定\n\tSacredStatusMaintenance                         // 维护中\n)\n\n// String 返回状态字符串\nfunc (s SacredStatus) String() string {\n\tswitch s {\n\tcase SacredStatusActive:\n\t\treturn \"active\"\n\tcase SacredStatusInactive:\n\t\treturn \"inactive\"\n\tcase SacredStatusLocked:\n\t\treturn \"locked\"\n\tcase SacredStatusMaintenance:\n\t\treturn \"maintenance\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查状态是否有效\nfunc (s SacredStatus) IsValid() bool {\n\treturn s >= SacredStatusActive && s <= SacredStatusMaintenance\n}\n\n// SacredStatistics 圣地统计信息\ntype SacredStatistics struct {\n\tSacredID            string\n\tLevel               int\n\tExperience          int\n\tTotalChallenges     int\n\tCompletedChallenges int\n\tActiveBlessings     int\n\tCreatedAt           time.Time\n\tLastActiveAt        time.Time\n}\n\n// 相关错误定义 - 错误定义在errors.go中\n// var (\n// \tErrInvalidSacredName      = fmt.Errorf(\"invalid sacred name\")\n// \tErrInvalidExperience      = fmt.Errorf(\"invalid experience\")\n// \tErrInvalidChallenge       = fmt.Errorf(\"invalid challenge\")\n// \tErrChallengeAlreadyExists = fmt.Errorf(\"challenge already exists\")\n// \tErrInsufficientSacredLevel = fmt.Errorf(\"insufficient sacred level\")\n// \tErrChallengeNotFound      = fmt.Errorf(\"challenge not found\")\n// \tErrChallengeInProgress    = fmt.Errorf(\"challenge in progress\")\n// \tErrChallengeNotAvailable  = fmt.Errorf(\"challenge not available\")\n// \tErrChallengeOnCooldown    = fmt.Errorf(\"challenge on cooldown\")\n// \tErrInvalidBlessing        = fmt.Errorf(\"invalid blessing\")\n// \tErrBlessingAlreadyExists  = fmt.Errorf(\"blessing already exists\")\n// \tErrBlessingNotFound       = fmt.Errorf(\"blessing not found\")\n// \tErrBlessingNotAvailable   = fmt.Errorf(\"blessing not available\")\n// \tErrInvalidSacredStatus    = fmt.Errorf(\"invalid sacred status\")\n// )\n"
  },
  {
    "path": "internal/domain/scene/sacred/entity.go",
    "content": "package sacred\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// Challenge 挑战实体\ntype Challenge struct {\n\tid            string\n\tname          string\n\tdescription   string\n\ttype_         ChallengeType\n\tdifficulty    ChallengeDifficulty\n\trequiredLevel int\n\tstatus        ChallengeStatus\n\tduration      time.Duration\n\tcooldown      time.Duration\n\tlastStartTime time.Time\n\tlastEndTime   time.Time\n\tparticipants  map[string]*ChallengeParticipant\n\trewards       *ChallengeReward\n\tconditions    []*ChallengeCondition\n\tcreatedAt     time.Time\n\tupdatedAt     time.Time\n}\n\n// NewChallenge 创建挑战\nfunc NewChallenge(id, name, description string, challengeType ChallengeType, difficulty ChallengeDifficulty, requiredLevel int) *Challenge {\n\tnow := time.Now()\n\treturn &Challenge{\n\t\tid:            id,\n\t\tname:          name,\n\t\tdescription:   description,\n\t\ttype_:         challengeType,\n\t\tdifficulty:    difficulty,\n\t\trequiredLevel: requiredLevel,\n\t\tstatus:        ChallengeStatusAvailable,\n\t\tduration:      time.Hour,      // 默认1小时\n\t\tcooldown:      time.Hour * 24, // 默认24小时冷却\n\t\tparticipants:  make(map[string]*ChallengeParticipant),\n\t\trewards:       NewChallengeReward(challengeType, difficulty),\n\t\tconditions:    make([]*ChallengeCondition, 0),\n\t\tcreatedAt:     now,\n\t\tupdatedAt:     now,\n\t}\n}\n\n// GetID 获取ID\nfunc (c *Challenge) GetID() string {\n\treturn c.id\n}\n\n// GetName 获取名称\nfunc (c *Challenge) GetName() string {\n\treturn c.name\n}\n\n// GetDescription 获取描述\nfunc (c *Challenge) GetDescription() string {\n\treturn c.description\n}\n\n// GetType 获取类型\nfunc (c *Challenge) GetType() ChallengeType {\n\treturn c.type_\n}\n\n// GetDifficulty 获取难度\nfunc (c *Challenge) GetDifficulty() ChallengeDifficulty {\n\treturn c.difficulty\n}\n\n// GetRequiredLevel 获取所需等级\nfunc (c *Challenge) GetRequiredLevel() int {\n\treturn c.requiredLevel\n}\n\n// GetStatus 获取状态\nfunc (c *Challenge) GetStatus() ChallengeStatus {\n\treturn c.status\n}\n\n// GetDuration 获取持续时间\nfunc (c *Challenge) GetDuration() time.Duration {\n\treturn c.duration\n}\n\n// GetCooldown 获取冷却时间\nfunc (c *Challenge) GetCooldown() time.Duration {\n\treturn c.cooldown\n}\n\n// GetRewards 获取奖励\nfunc (c *Challenge) GetRewards() *ChallengeReward {\n\treturn c.rewards\n}\n\n// CanStart 检查是否可以开始\nfunc (c *Challenge) CanStart() bool {\n\tif c.status != ChallengeStatusAvailable {\n\t\treturn false\n\t}\n\n\t// 检查冷却时间\n\tif !c.lastEndTime.IsZero() && time.Since(c.lastEndTime) < c.cooldown {\n\t\treturn false\n\t}\n\n\treturn true\n}\n\n// Start 开始挑战\nfunc (c *Challenge) Start(playerID string) (*ChallengeResult, error) {\n\tif !c.CanStart() {\n\t\treturn nil, fmt.Errorf(\"challenge cannot be started\")\n\t}\n\n\t// 创建参与者\n\tparticipant := NewChallengeParticipant(playerID, c.id)\n\tc.participants[playerID] = participant\n\n\t// 更新状态\n\tc.status = ChallengeStatusInProgress\n\tc.lastStartTime = time.Now()\n\tc.updatedAt = time.Now()\n\n\t// 创建挑战结果\n\tresult := &ChallengeResult{\n\t\tChallengeID: c.id,\n\t\tPlayerID:    playerID,\n\t\tStartTime:   c.lastStartTime,\n\t\tStatus:      \"started\",\n\t}\n\n\treturn result, nil\n}\n\n// Complete 完成挑战\nfunc (c *Challenge) Complete(playerID string, success bool, score int) (*ChallengeReward, error) {\n\tparticipant, exists := c.participants[playerID]\n\tif !exists {\n\t\treturn nil, fmt.Errorf(\"participant not found\")\n\t}\n\n\t// 完成参与者记录\n\tparticipant.Complete(success, score)\n\n\t// 更新挑战状态\n\tc.status = ChallengeStatusCompleted\n\tc.lastEndTime = time.Now()\n\tc.updatedAt = time.Now()\n\n\t// 计算奖励\n\treward := c.calculateReward(success, score)\n\n\treturn reward, nil\n}\n\n// calculateReward 计算奖励\nfunc (c *Challenge) calculateReward(success bool, score int) *ChallengeReward {\n\tif !success {\n\t\treturn &ChallengeReward{\n\t\t\tGold:       0,\n\t\t\tExperience: 0,\n\t\t\tItems:      make(map[string]int),\n\t\t}\n\t}\n\n\t// 基础奖励\n\tbaseReward := c.rewards\n\n\t// 根据分数调整奖励\n\tmultiplier := float64(score) / 100.0\n\tif multiplier > 2.0 {\n\t\tmultiplier = 2.0\n\t}\n\tif multiplier < 0.1 {\n\t\tmultiplier = 0.1\n\t}\n\n\treturn &ChallengeReward{\n\t\tGold:       int(float64(baseReward.Gold) * multiplier),\n\t\tExperience: int(float64(baseReward.Experience) * multiplier),\n\t\tItems:      baseReward.Items,\n\t}\n}\n\n// AddCondition 添加条件\nfunc (c *Challenge) AddCondition(condition *ChallengeCondition) {\n\tc.conditions = append(c.conditions, condition)\n\tc.updatedAt = time.Now()\n}\n\n// CheckConditions 检查条件\nfunc (c *Challenge) CheckConditions(playerData map[string]interface{}) bool {\n\tfor _, condition := range c.conditions {\n\t\tif !condition.Check(playerData) {\n\t\t\treturn false\n\t\t}\n\t}\n\treturn true\n}\n\n// SetDuration 设置持续时间\nfunc (c *Challenge) SetDuration(duration time.Duration) {\n\tc.duration = duration\n\tc.updatedAt = time.Now()\n}\n\n// SetCooldown 设置冷却时间\nfunc (c *Challenge) SetCooldown(cooldown time.Duration) {\n\tc.cooldown = cooldown\n\tc.updatedAt = time.Now()\n}\n\n// GetRemainingCooldown 获取剩余冷却时间\nfunc (c *Challenge) GetRemainingCooldown() time.Duration {\n\tif c.lastEndTime.IsZero() {\n\t\treturn 0\n\t}\n\n\telapsed := time.Since(c.lastEndTime)\n\tif elapsed >= c.cooldown {\n\t\treturn 0\n\t}\n\n\treturn c.cooldown - elapsed\n}\n\n// ToMap 转换为映射\nfunc (c *Challenge) ToMap() map[string]interface{} {\n\treturn map[string]interface{}{\n\t\t\"id\":             c.id,\n\t\t\"name\":           c.name,\n\t\t\"description\":    c.description,\n\t\t\"type\":           c.type_.String(),\n\t\t\"difficulty\":     c.difficulty.String(),\n\t\t\"required_level\": c.requiredLevel,\n\t\t\"status\":         c.status.String(),\n\t\t\"duration\":       c.duration.String(),\n\t\t\"cooldown\":       c.cooldown.String(),\n\t\t\"participants\":   len(c.participants),\n\t\t\"created_at\":     c.createdAt,\n\t\t\"updated_at\":     c.updatedAt,\n\t}\n}\n\n// ChallengeParticipant 挑战参与者\ntype ChallengeParticipant struct {\n\tPlayerID    string\n\tChallengeID string\n\tStartTime   time.Time\n\tEndTime     time.Time\n\tSuccess     bool\n\tScore       int\n\tAttempts    int\n\tStatus      string\n}\n\n// NewChallengeParticipant 创建挑战参与者\nfunc NewChallengeParticipant(playerID, challengeID string) *ChallengeParticipant {\n\treturn &ChallengeParticipant{\n\t\tPlayerID:    playerID,\n\t\tChallengeID: challengeID,\n\t\tStartTime:   time.Now(),\n\t\tAttempts:    1,\n\t\tStatus:      \"in_progress\",\n\t}\n}\n\n// Complete 完成挑战\nfunc (cp *ChallengeParticipant) Complete(success bool, score int) {\n\tcp.EndTime = time.Now()\n\tcp.Success = success\n\tcp.Score = score\n\tcp.Status = \"completed\"\n}\n\n// GetDuration 获取用时\nfunc (cp *ChallengeParticipant) GetDuration() time.Duration {\n\tif cp.EndTime.IsZero() {\n\t\treturn time.Since(cp.StartTime)\n\t}\n\treturn cp.EndTime.Sub(cp.StartTime)\n}\n\n// ChallengeCondition 挑战条件\ntype ChallengeCondition struct {\n\tType     string\n\tField    string\n\tOperator string\n\tValue    interface{}\n\tMessage  string\n}\n\n// NewChallengeCondition 创建挑战条件\nfunc NewChallengeCondition(conditionType, field, operator string, value interface{}, message string) *ChallengeCondition {\n\treturn &ChallengeCondition{\n\t\tType:     conditionType,\n\t\tField:    field,\n\t\tOperator: operator,\n\t\tValue:    value,\n\t\tMessage:  message,\n\t}\n}\n\n// Check 检查条件\nfunc (cc *ChallengeCondition) Check(data map[string]interface{}) bool {\n\tvalue, exists := data[cc.Field]\n\tif !exists {\n\t\treturn false\n\t}\n\n\tswitch cc.Operator {\n\tcase \"eq\":\n\t\treturn value == cc.Value\n\tcase \"ne\":\n\t\treturn value != cc.Value\n\tcase \"gt\":\n\t\tif v1, ok := value.(int); ok {\n\t\t\tif v2, ok := cc.Value.(int); ok {\n\t\t\t\treturn v1 > v2\n\t\t\t}\n\t\t}\n\tcase \"gte\":\n\t\tif v1, ok := value.(int); ok {\n\t\t\tif v2, ok := cc.Value.(int); ok {\n\t\t\t\treturn v1 >= v2\n\t\t\t}\n\t\t}\n\tcase \"lt\":\n\t\tif v1, ok := value.(int); ok {\n\t\t\tif v2, ok := cc.Value.(int); ok {\n\t\t\t\treturn v1 < v2\n\t\t\t}\n\t\t}\n\tcase \"lte\":\n\t\tif v1, ok := value.(int); ok {\n\t\t\tif v2, ok := cc.Value.(int); ok {\n\t\t\t\treturn v1 <= v2\n\t\t\t}\n\t\t}\n\t}\n\n\treturn false\n}\n\n// ChallengeResult 挑战结果\ntype ChallengeResult struct {\n\tChallengeID string\n\tPlayerID    string\n\tStartTime   time.Time\n\tEndTime     time.Time\n\tSuccess     bool\n\tScore       int\n\tStatus      string\n\tMessage     string\n}\n\n// ChallengeReward 挑战奖励\ntype ChallengeReward struct {\n\tGold       int\n\tExperience int\n\tItems      map[string]int\n\tSpecial    map[string]interface{}\n}\n\n// NewChallengeReward 创建挑战奖励\nfunc NewChallengeReward(challengeType ChallengeType, difficulty ChallengeDifficulty) *ChallengeReward {\n\tbaseGold := 100\n\tbaseExp := 50\n\n\t// 根据难度调整基础奖励\n\tmultiplier := difficulty.GetMultiplier()\n\n\treturn &ChallengeReward{\n\t\tGold:       int(float64(baseGold) * multiplier),\n\t\tExperience: int(float64(baseExp) * multiplier),\n\t\tItems:      make(map[string]int),\n\t\tSpecial:    make(map[string]interface{}),\n\t}\n}\n\n// AddItem 添加物品奖励\nfunc (cr *ChallengeReward) AddItem(itemID string, quantity int) {\n\tcr.Items[itemID] = quantity\n}\n\n// AddSpecial 添加特殊奖励\nfunc (cr *ChallengeReward) AddSpecial(key string, value interface{}) {\n\tcr.Special[key] = value\n}\n\n// Blessing 祝福实体\ntype Blessing struct {\n\tid          string\n\tname        string\n\tdescription string\n\ttype_       BlessingType\n\teffects     []*BlessingEffect\n\tduration    time.Duration\n\tcooldown    time.Duration\n\tstatus      BlessingStatus\n\tactivatedAt time.Time\n\texpiresAt   time.Time\n\tlastUsedAt  time.Time\n\tusageCount  int\n\tmaxUsage    int\n\tcreatedAt   time.Time\n\tupdatedAt   time.Time\n}\n\n// NewBlessing 创建祝福\nfunc NewBlessing(id, name, description string, blessingType BlessingType, duration time.Duration) *Blessing {\n\tnow := time.Now()\n\treturn &Blessing{\n\t\tid:          id,\n\t\tname:        name,\n\t\tdescription: description,\n\t\ttype_:       blessingType,\n\t\teffects:     make([]*BlessingEffect, 0),\n\t\tduration:    duration,\n\t\tcooldown:    time.Hour * 24, // 默认24小时冷却\n\t\tstatus:      BlessingStatusAvailable,\n\t\tmaxUsage:    1, // 默认只能使用一次\n\t\tcreatedAt:   now,\n\t\tupdatedAt:   now,\n\t}\n}\n\n// GetID 获取ID\nfunc (b *Blessing) GetID() string {\n\treturn b.id\n}\n\n// GetName 获取名称\nfunc (b *Blessing) GetName() string {\n\treturn b.name\n}\n\n// GetDescription 获取描述\nfunc (b *Blessing) GetDescription() string {\n\treturn b.description\n}\n\n// GetType 获取类型\nfunc (b *Blessing) GetType() BlessingType {\n\treturn b.type_\n}\n\n// GetDuration 获取持续时间\nfunc (b *Blessing) GetDuration() time.Duration {\n\treturn b.duration\n}\n\n// GetStatus 获取状态\nfunc (b *Blessing) GetStatus() BlessingStatus {\n\treturn b.status\n}\n\n// IsAvailable 检查是否可用\nfunc (b *Blessing) IsAvailable() bool {\n\tif b.status != BlessingStatusAvailable {\n\t\treturn false\n\t}\n\n\t// 检查使用次数\n\tif b.usageCount >= b.maxUsage {\n\t\treturn false\n\t}\n\n\t// 检查冷却时间\n\tif !b.lastUsedAt.IsZero() && time.Since(b.lastUsedAt) < b.cooldown {\n\t\treturn false\n\t}\n\n\treturn true\n}\n\n// IsActive 检查是否激活\nfunc (b *Blessing) IsActive() bool {\n\treturn b.status == BlessingStatusActive && time.Now().Before(b.expiresAt)\n}\n\n// Activate 激活祝福\nfunc (b *Blessing) Activate(playerID string) (*BlessingEffect, error) {\n\tif !b.IsAvailable() {\n\t\treturn nil, fmt.Errorf(\"blessing is not available\")\n\t}\n\n\t// 更新状态\n\tb.status = BlessingStatusActive\n\tb.activatedAt = time.Now()\n\tb.expiresAt = b.activatedAt.Add(b.duration)\n\tb.lastUsedAt = b.activatedAt\n\tb.usageCount++\n\tb.updatedAt = time.Now()\n\n\t// 创建祝福效果\n\teffect := &BlessingEffect{\n\t\tBlessingID:  b.id,\n\t\tPlayerID:    playerID,\n\t\tType:        b.type_,\n\t\tActivatedAt: b.activatedAt,\n\t\tExpiresAt:   b.expiresAt,\n\t\tEffects:     b.effects,\n\t}\n\n\treturn effect, nil\n}\n\n// Deactivate 停用祝福\nfunc (b *Blessing) Deactivate() {\n\tb.status = BlessingStatusInactive\n\tb.updatedAt = time.Now()\n}\n\n// AddEffect 添加效果\nfunc (b *Blessing) AddEffect(effect *BlessingEffect) {\n\tb.effects = append(b.effects, effect)\n\tb.updatedAt = time.Now()\n}\n\n// GetRemainingDuration 获取剩余持续时间\nfunc (b *Blessing) GetRemainingDuration() time.Duration {\n\tif b.status != BlessingStatusActive {\n\t\treturn 0\n\t}\n\n\tif time.Now().After(b.expiresAt) {\n\t\treturn 0\n\t}\n\n\treturn b.expiresAt.Sub(time.Now())\n}\n\n// GetRemainingCooldown 获取剩余冷却时间\nfunc (b *Blessing) GetRemainingCooldown() time.Duration {\n\tif b.lastUsedAt.IsZero() {\n\t\treturn 0\n\t}\n\n\telapsed := time.Since(b.lastUsedAt)\n\tif elapsed >= b.cooldown {\n\t\treturn 0\n\t}\n\n\treturn b.cooldown - elapsed\n}\n\n// SetMaxUsage 设置最大使用次数\nfunc (b *Blessing) SetMaxUsage(maxUsage int) {\n\tb.maxUsage = maxUsage\n\tb.updatedAt = time.Now()\n}\n\n// SetCooldown 设置冷却时间\nfunc (b *Blessing) SetCooldown(cooldown time.Duration) {\n\tb.cooldown = cooldown\n\tb.updatedAt = time.Now()\n}\n\n// ToMap 转换为映射\nfunc (b *Blessing) ToMap() map[string]interface{} {\n\treturn map[string]interface{}{\n\t\t\"id\":           b.id,\n\t\t\"name\":         b.name,\n\t\t\"description\":  b.description,\n\t\t\"type\":         b.type_.String(),\n\t\t\"duration\":     b.duration.String(),\n\t\t\"cooldown\":     b.cooldown.String(),\n\t\t\"status\":       b.status.String(),\n\t\t\"usage_count\":  b.usageCount,\n\t\t\"max_usage\":    b.maxUsage,\n\t\t\"activated_at\": b.activatedAt,\n\t\t\"expires_at\":   b.expiresAt,\n\t\t\"created_at\":   b.createdAt,\n\t\t\"updated_at\":   b.updatedAt,\n\t}\n}\n\n// BlessingEffect 祝福效果\ntype BlessingEffect struct {\n\tBlessingID  string\n\tPlayerID    string\n\tType        BlessingType\n\tActivatedAt time.Time\n\tExpiresAt   time.Time\n\tEffects     []*BlessingEffect\n\tAttributes  map[string]float64\n\tModifiers   map[string]float64\n}\n\n// NewBlessingEffect 创建祝福效果\nfunc NewBlessingEffect(blessingID, playerID string, blessingType BlessingType, duration time.Duration) *BlessingEffect {\n\tnow := time.Now()\n\treturn &BlessingEffect{\n\t\tBlessingID:  blessingID,\n\t\tPlayerID:    playerID,\n\t\tType:        blessingType,\n\t\tActivatedAt: now,\n\t\tExpiresAt:   now.Add(duration),\n\t\tAttributes:  make(map[string]float64),\n\t\tModifiers:   make(map[string]float64),\n\t}\n}\n\n// IsActive 检查是否激活\nfunc (be *BlessingEffect) IsActive() bool {\n\treturn time.Now().Before(be.ExpiresAt)\n}\n\n// GetRemainingDuration 获取剩余时间\nfunc (be *BlessingEffect) GetRemainingDuration() time.Duration {\n\tif !be.IsActive() {\n\t\treturn 0\n\t}\n\treturn be.ExpiresAt.Sub(time.Now())\n}\n\n// AddAttribute 添加属性加成\nfunc (be *BlessingEffect) AddAttribute(name string, value float64) {\n\tbe.Attributes[name] = value\n}\n\n// AddModifier 添加修饰符\nfunc (be *BlessingEffect) AddModifier(name string, value float64) {\n\tbe.Modifiers[name] = value\n}\n\n// GetAttribute 获取属性值\nfunc (be *BlessingEffect) GetAttribute(name string) float64 {\n\treturn be.Attributes[name]\n}\n\n// GetModifier 获取修饰符值\nfunc (be *BlessingEffect) GetModifier(name string) float64 {\n\treturn be.Modifiers[name]\n}\n"
  },
  {
    "path": "internal/domain/scene/sacred/errors.go",
    "content": "package sacred\n\nimport (\n\t\"fmt\"\n\t\"strings\"\n\t\"time\"\n)\n\n// 基础错误变量\nvar (\n\t// 圣地相关错误\n\tErrSacredNotFound      = fmt.Errorf(\"sacred place not found\")\n\tErrSacredAlreadyExists = fmt.Errorf(\"sacred place already exists\")\n\tErrSacredNotActive     = fmt.Errorf(\"sacred place is not active\")\n\tErrSacredLocked        = fmt.Errorf(\"sacred place is locked\")\n\tErrSacredMaintenance   = fmt.Errorf(\"sacred place is under maintenance\")\n\tErrSacredAccessDenied  = fmt.Errorf(\"access to sacred place denied\")\n\tErrSacredCapacityFull  = fmt.Errorf(\"sacred place capacity is full\")\n\tErrInvalidSacredName   = fmt.Errorf(\"invalid sacred place name\")\n\tErrInvalidSacredStatus = fmt.Errorf(\"invalid sacred place status\")\n\tErrSacredOwnerMismatch = fmt.Errorf(\"sacred place owner mismatch\")\n\n\t// 挑战相关错误\n\tErrChallengeNotFound         = fmt.Errorf(\"challenge not found\")\n\tErrChallengeAlreadyExists    = fmt.Errorf(\"challenge already exists\")\n\tErrChallengeNotAvailable     = fmt.Errorf(\"challenge is not available\")\n\tErrChallengeInProgress       = fmt.Errorf(\"challenge is in progress\")\n\tErrChallengeCompleted        = fmt.Errorf(\"challenge already completed\")\n\tErrChallengeFailed           = fmt.Errorf(\"challenge failed\")\n\tErrChallengeExpired          = fmt.Errorf(\"challenge has expired\")\n\tErrChallengeOnCooldown       = fmt.Errorf(\"challenge is on cooldown\")\n\tErrInvalidChallenge          = fmt.Errorf(\"invalid challenge\")\n\tErrInvalidChallengeType      = fmt.Errorf(\"invalid challenge type\")\n\tErrInvalidDifficulty         = fmt.Errorf(\"invalid challenge difficulty\")\n\tErrInsufficientLevel         = fmt.Errorf(\"insufficient level for challenge\")\n\tErrChallengeConditionsNotMet = fmt.Errorf(\"challenge conditions not met\")\n\n\t// 祝福相关错误\n\tErrBlessingNotFound      = fmt.Errorf(\"blessing not found\")\n\tErrBlessingAlreadyExists = fmt.Errorf(\"blessing already exists\")\n\tErrBlessingNotAvailable  = fmt.Errorf(\"blessing is not available\")\n\tErrBlessingExpired       = fmt.Errorf(\"blessing has expired\")\n\tErrBlessingOnCooldown    = fmt.Errorf(\"blessing is on cooldown\")\n\tErrBlessingLimitReached  = fmt.Errorf(\"blessing usage limit reached\")\n\tErrInvalidBlessing       = fmt.Errorf(\"invalid blessing\")\n\tErrInvalidBlessingType   = fmt.Errorf(\"invalid blessing type\")\n\tErrBlessingConflict      = fmt.Errorf(\"blessing conflicts with existing effects\")\n\tErrMaxActiveBlessings    = fmt.Errorf(\"maximum active blessings reached\")\n\n\t// 圣物相关错误\n\tErrRelicNotFound           = fmt.Errorf(\"relic not found\")\n\tErrRelicAlreadyExists      = fmt.Errorf(\"relic already exists\")\n\tErrRelicNotOwned           = fmt.Errorf(\"relic is not owned by player\")\n\tErrRelicCannotUpgrade      = fmt.Errorf(\"relic cannot be upgraded\")\n\tErrRelicMaxLevel           = fmt.Errorf(\"relic is at maximum level\")\n\tErrRelicRequirementsNotMet = fmt.Errorf(\"relic requirements not met\")\n\tErrInvalidRelic            = fmt.Errorf(\"invalid relic\")\n\tErrInvalidRelicType        = fmt.Errorf(\"invalid relic type\")\n\tErrInvalidRelicRarity      = fmt.Errorf(\"invalid relic rarity\")\n\tErrRelicInventoryFull      = fmt.Errorf(\"relic inventory is full\")\n\n\t// 等级和经验相关错误\n\tErrInvalidLevel           = fmt.Errorf(\"invalid level\")\n\tErrInvalidExperience      = fmt.Errorf(\"invalid experience\")\n\tErrMaxLevelReached        = fmt.Errorf(\"maximum level reached\")\n\tErrInsufficientExperience = fmt.Errorf(\"insufficient experience\")\n\tErrLevelDowngrade         = fmt.Errorf(\"level downgrade not allowed\")\n\n\t// 权限相关错误\n\tErrPermissionDenied       = fmt.Errorf(\"permission denied\")\n\tErrUnauthorized           = fmt.Errorf(\"unauthorized operation\")\n\tErrAccessRestricted       = fmt.Errorf(\"access restricted\")\n\tErrInsufficientPrivileges = fmt.Errorf(\"insufficient privileges\")\n\tErrOwnershipRequired      = fmt.Errorf(\"ownership required\")\n\n\t// 资源相关错误\n\tErrInsufficientResources = fmt.Errorf(\"insufficient resources\")\n\tErrInsufficientGold      = fmt.Errorf(\"insufficient gold\")\n\tErrInsufficientMana      = fmt.Errorf(\"insufficient mana\")\n\tErrInsufficientEnergy    = fmt.Errorf(\"insufficient energy\")\n\tErrResourceNotFound      = fmt.Errorf(\"resource not found\")\n\tErrResourceLocked        = fmt.Errorf(\"resource is locked\")\n\n\t// 时间相关错误\n\tErrInvalidTime      = fmt.Errorf(\"invalid time\")\n\tErrTimeExpired      = fmt.Errorf(\"time has expired\")\n\tErrTooEarly         = fmt.Errorf(\"too early for this operation\")\n\tErrTooLate          = fmt.Errorf(\"too late for this operation\")\n\tErrCooldownActive   = fmt.Errorf(\"cooldown is active\")\n\tErrDurationTooShort = fmt.Errorf(\"duration is too short\")\n\tErrDurationTooLong  = fmt.Errorf(\"duration is too long\")\n\n\t// 配置相关错误\n\tErrInvalidConfiguration   = fmt.Errorf(\"invalid configuration\")\n\tErrConfigurationNotFound  = fmt.Errorf(\"configuration not found\")\n\tErrConfigurationCorrupted = fmt.Errorf(\"configuration corrupted\")\n\tErrMissingConfiguration   = fmt.Errorf(\"missing configuration\")\n\n\t// 数据相关错误\n\tErrDataCorrupted    = fmt.Errorf(\"data corrupted\")\n\tErrDataNotFound     = fmt.Errorf(\"data not found\")\n\tErrDataInconsistent = fmt.Errorf(\"data inconsistent\")\n\tErrInvalidData      = fmt.Errorf(\"invalid data\")\n\tErrDataConflict     = fmt.Errorf(\"data conflict\")\n\n\t// 系统相关错误\n\tErrSystemError          = fmt.Errorf(\"system error\")\n\tErrServiceUnavailable   = fmt.Errorf(\"service unavailable\")\n\tErrTimeout              = fmt.Errorf(\"operation timeout\")\n\tErrInternalError        = fmt.Errorf(\"internal error\")\n\tErrExternalServiceError = fmt.Errorf(\"external service error\")\n\n\t// 并发相关错误\n\tErrConcurrentModification = fmt.Errorf(\"concurrent modification\")\n\tErrResourceBusy           = fmt.Errorf(\"resource is busy\")\n\tErrDeadlock               = fmt.Errorf(\"deadlock detected\")\n\tErrRaceCondition          = fmt.Errorf(\"race condition detected\")\n\n\t// 验证相关错误\n\tErrValidationFailed     = fmt.Errorf(\"validation failed\")\n\tErrInvalidInput         = fmt.Errorf(\"invalid input\")\n\tErrMissingRequiredField = fmt.Errorf(\"missing required field\")\n\tErrFieldTooLong         = fmt.Errorf(\"field is too long\")\n\tErrFieldTooShort        = fmt.Errorf(\"field is too short\")\n\tErrInvalidFormat        = fmt.Errorf(\"invalid format\")\n\n\t// 业务规则相关错误\n\tErrBusinessRuleViolation  = fmt.Errorf(\"business rule violation\")\n\tErrOperationNotAllowed    = fmt.Errorf(\"operation not allowed\")\n\tErrStateTransitionInvalid = fmt.Errorf(\"invalid state transition\")\n\tErrPreconditionFailed     = fmt.Errorf(\"precondition failed\")\n\tErrPostconditionFailed    = fmt.Errorf(\"postcondition failed\")\n)\n\n// SacredError 圣地系统错误\ntype SacredError struct {\n\tCode      string\n\tMessage   string\n\tDetails   map[string]interface{}\n\tCause     error\n\tTimestamp time.Time\n\tContext   map[string]string\n\tSeverity  ErrorSeverity\n\tCategory  ErrorCategory\n}\n\n// Error 实现error接口\nfunc (e *SacredError) Error() string {\n\tif e.Cause != nil {\n\t\treturn fmt.Sprintf(\"%s: %s (caused by: %v)\", e.Code, e.Message, e.Cause)\n\t}\n\treturn fmt.Sprintf(\"%s: %s\", e.Code, e.Message)\n}\n\n// Unwrap 返回原始错误\nfunc (e *SacredError) Unwrap() error {\n\treturn e.Cause\n}\n\n// WithDetail 添加详细信息\nfunc (e *SacredError) WithDetail(key string, value interface{}) *SacredError {\n\tif e.Details == nil {\n\t\te.Details = make(map[string]interface{})\n\t}\n\te.Details[key] = value\n\treturn e\n}\n\n// WithContext 添加上下文信息\nfunc (e *SacredError) WithContext(key, value string) *SacredError {\n\tif e.Context == nil {\n\t\te.Context = make(map[string]string)\n\t}\n\te.Context[key] = value\n\treturn e\n}\n\n// WithSeverity 设置严重程度\nfunc (e *SacredError) WithSeverity(severity ErrorSeverity) *SacredError {\n\te.Severity = severity\n\treturn e\n}\n\n// WithCategory 设置错误类别\nfunc (e *SacredError) WithCategory(category ErrorCategory) *SacredError {\n\te.Category = category\n\treturn e\n}\n\n// IsRetryable 检查是否可重试\nfunc (e *SacredError) IsRetryable() bool {\n\treturn e.Category == ErrorCategoryTemporary || e.Category == ErrorCategoryNetwork\n}\n\n// IsCritical 检查是否为关键错误\nfunc (e *SacredError) IsCritical() bool {\n\treturn e.Severity == ErrorSeverityCritical || e.Severity == ErrorSeverityFatal\n}\n\n// ErrorSeverity 错误严重程度\ntype ErrorSeverity int\n\nconst (\n\tErrorSeverityInfo     ErrorSeverity = iota + 1 // 信息\n\tErrorSeverityWarning                           // 警告\n\tErrorSeverityError                             // 错误\n\tErrorSeverityCritical                          // 关键\n\tErrorSeverityFatal                             // 致命\n)\n\n// String 返回严重程度字符串\nfunc (es ErrorSeverity) String() string {\n\tswitch es {\n\tcase ErrorSeverityInfo:\n\t\treturn \"info\"\n\tcase ErrorSeverityWarning:\n\t\treturn \"warning\"\n\tcase ErrorSeverityError:\n\t\treturn \"error\"\n\tcase ErrorSeverityCritical:\n\t\treturn \"critical\"\n\tcase ErrorSeverityFatal:\n\t\treturn \"fatal\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// ErrorCategory 错误类别\ntype ErrorCategory int\n\nconst (\n\tErrorCategoryValidation    ErrorCategory = iota + 1 // 验证错误\n\tErrorCategoryBusiness                               // 业务错误\n\tErrorCategorySystem                                 // 系统错误\n\tErrorCategoryNetwork                                // 网络错误\n\tErrorCategoryDatabase                               // 数据库错误\n\tErrorCategoryPermission                             // 权限错误\n\tErrorCategoryResource                               // 资源错误\n\tErrorCategoryTemporary                              // 临时错误\n\tErrorCategoryConfiguration                          // 配置错误\n\tErrorCategoryConcurrency                            // 并发错误\n)\n\n// String 返回类别字符串\nfunc (ec ErrorCategory) String() string {\n\tswitch ec {\n\tcase ErrorCategoryValidation:\n\t\treturn \"validation\"\n\tcase ErrorCategoryBusiness:\n\t\treturn \"business\"\n\tcase ErrorCategorySystem:\n\t\treturn \"system\"\n\tcase ErrorCategoryNetwork:\n\t\treturn \"network\"\n\tcase ErrorCategoryDatabase:\n\t\treturn \"database\"\n\tcase ErrorCategoryPermission:\n\t\treturn \"permission\"\n\tcase ErrorCategoryResource:\n\t\treturn \"resource\"\n\tcase ErrorCategoryTemporary:\n\t\treturn \"temporary\"\n\tcase ErrorCategoryConfiguration:\n\t\treturn \"configuration\"\n\tcase ErrorCategoryConcurrency:\n\t\treturn \"concurrency\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// ValidationError 验证错误\ntype ValidationError struct {\n\t*SacredError\n\tField      string\n\tValue      interface{}\n\tConstraint string\n\tRule       string\n}\n\n// NewValidationError 创建验证错误\nfunc NewValidationError(field, constraint, rule string, value interface{}) *ValidationError {\n\treturn &ValidationError{\n\t\tSacredError: &SacredError{\n\t\t\tCode:      \"VALIDATION_ERROR\",\n\t\t\tMessage:   fmt.Sprintf(\"validation failed for field '%s': %s\", field, constraint),\n\t\t\tTimestamp: time.Now(),\n\t\t\tDetails:   make(map[string]interface{}),\n\t\t\tContext:   make(map[string]string),\n\t\t\tSeverity:  ErrorSeverityError,\n\t\t\tCategory:  ErrorCategoryValidation,\n\t\t},\n\t\tField:      field,\n\t\tValue:      value,\n\t\tConstraint: constraint,\n\t\tRule:       rule,\n\t}\n}\n\n// BusinessRuleError 业务规则错误\ntype BusinessRuleError struct {\n\t*SacredError\n\tRule       string\n\tViolation  string\n\tExpected   interface{}\n\tActual     interface{}\n\tSuggestion string\n}\n\n// NewBusinessRuleError 创建业务规则错误\nfunc NewBusinessRuleError(rule, violation string, expected, actual interface{}) *BusinessRuleError {\n\treturn &BusinessRuleError{\n\t\tSacredError: &SacredError{\n\t\t\tCode:      \"BUSINESS_RULE_ERROR\",\n\t\t\tMessage:   fmt.Sprintf(\"business rule violation: %s - %s\", rule, violation),\n\t\t\tTimestamp: time.Now(),\n\t\t\tDetails:   make(map[string]interface{}),\n\t\t\tContext:   make(map[string]string),\n\t\t\tSeverity:  ErrorSeverityError,\n\t\t\tCategory:  ErrorCategoryBusiness,\n\t\t},\n\t\tRule:      rule,\n\t\tViolation: violation,\n\t\tExpected:  expected,\n\t\tActual:    actual,\n\t}\n}\n\n// WithSuggestion 添加建议\nfunc (e *BusinessRuleError) WithSuggestion(suggestion string) *BusinessRuleError {\n\te.Suggestion = suggestion\n\treturn e\n}\n\n// ConcurrencyError 并发错误\ntype ConcurrencyError struct {\n\t*SacredError\n\tResource   string\n\tOperation  string\n\tConflictID string\n\tRetryAfter time.Duration\n\tMaxRetries int\n\tCurrentTry int\n}\n\n// NewConcurrencyError 创建并发错误\nfunc NewConcurrencyError(resource, operation, conflictID string) *ConcurrencyError {\n\treturn &ConcurrencyError{\n\t\tSacredError: &SacredError{\n\t\t\tCode:      \"CONCURRENCY_ERROR\",\n\t\t\tMessage:   fmt.Sprintf(\"concurrent access conflict on %s during %s\", resource, operation),\n\t\t\tTimestamp: time.Now(),\n\t\t\tDetails:   make(map[string]interface{}),\n\t\t\tContext:   make(map[string]string),\n\t\t\tSeverity:  ErrorSeverityWarning,\n\t\t\tCategory:  ErrorCategoryConcurrency,\n\t\t},\n\t\tResource:   resource,\n\t\tOperation:  operation,\n\t\tConflictID: conflictID,\n\t\tMaxRetries: 3,\n\t\tCurrentTry: 1,\n\t}\n}\n\n// WithRetryAfter 设置重试时间\nfunc (e *ConcurrencyError) WithRetryAfter(duration time.Duration) *ConcurrencyError {\n\te.RetryAfter = duration\n\treturn e\n}\n\n// CanRetry 检查是否可以重试\nfunc (e *ConcurrencyError) CanRetry() bool {\n\treturn e.CurrentTry < e.MaxRetries\n}\n\n// IncrementTry 增加尝试次数\nfunc (e *ConcurrencyError) IncrementTry() {\n\te.CurrentTry++\n}\n\n// ConfigurationError 配置错误\ntype ConfigurationError struct {\n\t*SacredError\n\tConfigKey    string\n\tConfigValue  interface{}\n\tExpectedType string\n\tValidValues  []interface{}\n}\n\n// NewConfigurationError 创建配置错误\nfunc NewConfigurationError(configKey string, configValue interface{}, expectedType string) *ConfigurationError {\n\treturn &ConfigurationError{\n\t\tSacredError: &SacredError{\n\t\t\tCode:      \"CONFIGURATION_ERROR\",\n\t\t\tMessage:   fmt.Sprintf(\"invalid configuration for key '%s': expected %s\", configKey, expectedType),\n\t\t\tTimestamp: time.Now(),\n\t\t\tDetails:   make(map[string]interface{}),\n\t\t\tContext:   make(map[string]string),\n\t\t\tSeverity:  ErrorSeverityError,\n\t\t\tCategory:  ErrorCategoryConfiguration,\n\t\t},\n\t\tConfigKey:    configKey,\n\t\tConfigValue:  configValue,\n\t\tExpectedType: expectedType,\n\t}\n}\n\n// WithValidValues 设置有效值\nfunc (e *ConfigurationError) WithValidValues(values ...interface{}) *ConfigurationError {\n\te.ValidValues = values\n\treturn e\n}\n\n// SystemError 系统错误\ntype SystemError struct {\n\t*SacredError\n\tComponent   string\n\tOperation   string\n\tErrorCode   int\n\tRecoverable bool\n\tRetryCount  int\n\tMaxRetries  int\n\tStackTrace  string\n}\n\n// NewSystemError 创建系统错误\nfunc NewSystemError(component, operation string, errorCode int, cause error) *SystemError {\n\treturn &SystemError{\n\t\tSacredError: &SacredError{\n\t\t\tCode:      \"SYSTEM_ERROR\",\n\t\t\tMessage:   fmt.Sprintf(\"system error in %s during %s (code: %d)\", component, operation, errorCode),\n\t\t\tCause:     cause,\n\t\t\tTimestamp: time.Now(),\n\t\t\tDetails:   make(map[string]interface{}),\n\t\t\tContext:   make(map[string]string),\n\t\t\tSeverity:  ErrorSeverityCritical,\n\t\t\tCategory:  ErrorCategorySystem,\n\t\t},\n\t\tComponent:  component,\n\t\tOperation:  operation,\n\t\tErrorCode:  errorCode,\n\t\tMaxRetries: 3,\n\t}\n}\n\n// SetRecoverable 设置是否可恢复\nfunc (e *SystemError) SetRecoverable(recoverable bool) *SystemError {\n\te.Recoverable = recoverable\n\treturn e\n}\n\n// IncrementRetry 增加重试次数\nfunc (e *SystemError) IncrementRetry() *SystemError {\n\te.RetryCount++\n\treturn e\n}\n\n// CanRetry 检查是否可以重试\nfunc (e *SystemError) CanRetry() bool {\n\treturn e.Recoverable && e.RetryCount < e.MaxRetries\n}\n\n// WithStackTrace 添加堆栈跟踪\nfunc (e *SystemError) WithStackTrace(stackTrace string) *SystemError {\n\te.StackTrace = stackTrace\n\treturn e\n}\n\n// PermissionError 权限错误\ntype PermissionError struct {\n\t*SacredError\n\tUserID              string\n\tResource            string\n\tRequiredRole        string\n\tCurrentRole         string\n\tRequiredPermissions []string\n\tCurrentPermissions  []string\n}\n\n// NewPermissionError 创建权限错误\nfunc NewPermissionError(userID, resource, requiredRole, currentRole string) *PermissionError {\n\treturn &PermissionError{\n\t\tSacredError: &SacredError{\n\t\t\tCode:      \"PERMISSION_ERROR\",\n\t\t\tMessage:   fmt.Sprintf(\"permission denied for user %s on resource %s\", userID, resource),\n\t\t\tTimestamp: time.Now(),\n\t\t\tDetails:   make(map[string]interface{}),\n\t\t\tContext:   make(map[string]string),\n\t\t\tSeverity:  ErrorSeverityError,\n\t\t\tCategory:  ErrorCategoryPermission,\n\t\t},\n\t\tUserID:       userID,\n\t\tResource:     resource,\n\t\tRequiredRole: requiredRole,\n\t\tCurrentRole:  currentRole,\n\t}\n}\n\n// WithPermissions 设置权限信息\nfunc (e *PermissionError) WithPermissions(required, current []string) *PermissionError {\n\te.RequiredPermissions = required\n\te.CurrentPermissions = current\n\treturn e\n}\n\n// ResourceError 资源错误\ntype ResourceError struct {\n\t*SacredError\n\tResourceType string\n\tResourceID   string\n\tRequired     interface{}\n\tAvailable    interface{}\n\tUnit         string\n}\n\n// NewResourceError 创建资源错误\nfunc NewResourceError(resourceType, resourceID string, required, available interface{}, unit string) *ResourceError {\n\treturn &ResourceError{\n\t\tSacredError: &SacredError{\n\t\t\tCode:      \"RESOURCE_ERROR\",\n\t\t\tMessage:   fmt.Sprintf(\"insufficient %s: required %v, available %v %s\", resourceType, required, available, unit),\n\t\t\tTimestamp: time.Now(),\n\t\t\tDetails:   make(map[string]interface{}),\n\t\t\tContext:   make(map[string]string),\n\t\t\tSeverity:  ErrorSeverityError,\n\t\t\tCategory:  ErrorCategoryResource,\n\t\t},\n\t\tResourceType: resourceType,\n\t\tResourceID:   resourceID,\n\t\tRequired:     required,\n\t\tAvailable:    available,\n\t\tUnit:         unit,\n\t}\n}\n\n// ErrorCollection 错误集合\ntype ErrorCollection struct {\n\tErrors    []error\n\tContext   string\n\tTimestamp time.Time\n\tSeverity  ErrorSeverity\n}\n\n// NewErrorCollection 创建错误集合\nfunc NewErrorCollection(context string) *ErrorCollection {\n\treturn &ErrorCollection{\n\t\tErrors:    make([]error, 0),\n\t\tContext:   context,\n\t\tTimestamp: time.Now(),\n\t\tSeverity:  ErrorSeverityError,\n\t}\n}\n\n// Add 添加错误\nfunc (ec *ErrorCollection) Add(err error) {\n\tif err != nil {\n\t\tec.Errors = append(ec.Errors, err)\n\n\t\t// 更新严重程度\n\t\tif sacredErr, ok := err.(*SacredError); ok {\n\t\t\tif sacredErr.Severity > ec.Severity {\n\t\t\t\tec.Severity = sacredErr.Severity\n\t\t\t}\n\t\t}\n\t}\n}\n\n// HasErrors 检查是否有错误\nfunc (ec *ErrorCollection) HasErrors() bool {\n\treturn len(ec.Errors) > 0\n}\n\n// Count 获取错误数量\nfunc (ec *ErrorCollection) Count() int {\n\treturn len(ec.Errors)\n}\n\n// Error 实现error接口\nfunc (ec *ErrorCollection) Error() string {\n\tif len(ec.Errors) == 0 {\n\t\treturn \"no errors\"\n\t}\n\n\tvar messages []string\n\tfor i, err := range ec.Errors {\n\t\tmessages = append(messages, fmt.Sprintf(\"%d: %v\", i+1, err))\n\t}\n\n\treturn fmt.Sprintf(\"multiple errors in %s: [%s]\", ec.Context, strings.Join(messages, \"; \"))\n}\n\n// First 获取第一个错误\nfunc (ec *ErrorCollection) First() error {\n\tif len(ec.Errors) > 0 {\n\t\treturn ec.Errors[0]\n\t}\n\treturn nil\n}\n\n// Last 获取最后一个错误\nfunc (ec *ErrorCollection) Last() error {\n\tif len(ec.Errors) > 0 {\n\t\treturn ec.Errors[len(ec.Errors)-1]\n\t}\n\treturn nil\n}\n\n// FilterBySeverity 按严重程度过滤\nfunc (ec *ErrorCollection) FilterBySeverity(severity ErrorSeverity) []error {\n\tvar filtered []error\n\tfor _, err := range ec.Errors {\n\t\tif sacredErr, ok := err.(*SacredError); ok {\n\t\t\tif sacredErr.Severity == severity {\n\t\t\t\tfiltered = append(filtered, err)\n\t\t\t}\n\t\t}\n\t}\n\treturn filtered\n}\n\n// FilterByCategory 按类别过滤\nfunc (ec *ErrorCollection) FilterByCategory(category ErrorCategory) []error {\n\tvar filtered []error\n\tfor _, err := range ec.Errors {\n\t\tif sacredErr, ok := err.(*SacredError); ok {\n\t\t\tif sacredErr.Category == category {\n\t\t\t\tfiltered = append(filtered, err)\n\t\t\t}\n\t\t}\n\t}\n\treturn filtered\n}\n\n// 错误工厂函数\n\n// NewSacredError 创建圣地错误\nfunc NewSacredError(code, message string) *SacredError {\n\treturn &SacredError{\n\t\tCode:      code,\n\t\tMessage:   message,\n\t\tTimestamp: time.Now(),\n\t\tDetails:   make(map[string]interface{}),\n\t\tContext:   make(map[string]string),\n\t\tSeverity:  ErrorSeverityError,\n\t\tCategory:  ErrorCategoryBusiness,\n\t}\n}\n\n// NewSacredErrorWithCause 创建带原因的圣地错误\nfunc NewSacredErrorWithCause(code, message string, cause error) *SacredError {\n\treturn &SacredError{\n\t\tCode:      code,\n\t\tMessage:   message,\n\t\tCause:     cause,\n\t\tTimestamp: time.Now(),\n\t\tDetails:   make(map[string]interface{}),\n\t\tContext:   make(map[string]string),\n\t\tSeverity:  ErrorSeverityError,\n\t\tCategory:  ErrorCategoryBusiness,\n\t}\n}\n\n// WrapError 包装错误\nfunc WrapError(err error, code, message string) *SacredError {\n\treturn &SacredError{\n\t\tCode:      code,\n\t\tMessage:   message,\n\t\tCause:     err,\n\t\tTimestamp: time.Now(),\n\t\tDetails:   make(map[string]interface{}),\n\t\tContext:   make(map[string]string),\n\t\tSeverity:  ErrorSeverityError,\n\t\tCategory:  ErrorCategorySystem,\n\t}\n}\n\n// 错误检查函数\n\n// IsValidationError 检查是否为验证错误\nfunc IsValidationError(err error) bool {\n\t_, ok := err.(*ValidationError)\n\treturn ok\n}\n\n// IsBusinessRuleError 检查是否为业务规则错误\nfunc IsBusinessRuleError(err error) bool {\n\t_, ok := err.(*BusinessRuleError)\n\treturn ok\n}\n\n// IsConcurrencyError 检查是否为并发错误\nfunc IsConcurrencyError(err error) bool {\n\t_, ok := err.(*ConcurrencyError)\n\treturn ok\n}\n\n// IsConfigurationError 检查是否为配置错误\nfunc IsConfigurationError(err error) bool {\n\t_, ok := err.(*ConfigurationError)\n\treturn ok\n}\n\n// IsSystemError 检查是否为系统错误\nfunc IsSystemError(err error) bool {\n\t_, ok := err.(*SystemError)\n\treturn ok\n}\n\n// IsPermissionError 检查是否为权限错误\nfunc IsPermissionError(err error) bool {\n\t_, ok := err.(*PermissionError)\n\treturn ok\n}\n\n// IsResourceError 检查是否为资源错误\nfunc IsResourceError(err error) bool {\n\t_, ok := err.(*ResourceError)\n\treturn ok\n}\n\n// IsSacredError 检查是否为圣地错误\nfunc IsSacredError(err error) bool {\n\t_, ok := err.(*SacredError)\n\treturn ok\n}\n\n// 错误分类函数\n\n// IsRetryableError 检查错误是否可重试\nfunc IsRetryableError(err error) bool {\n\tif sacredErr, ok := err.(*SacredError); ok {\n\t\treturn sacredErr.IsRetryable()\n\t}\n\tif sysErr, ok := err.(*SystemError); ok {\n\t\treturn sysErr.CanRetry()\n\t}\n\tif concErr, ok := err.(*ConcurrencyError); ok {\n\t\treturn concErr.CanRetry()\n\t}\n\treturn false\n}\n\n// IsTemporaryError 检查错误是否为临时错误\nfunc IsTemporaryError(err error) bool {\n\tswitch err {\n\tcase ErrServiceUnavailable, ErrTimeout, ErrResourceBusy:\n\t\treturn true\n\tdefault:\n\t\treturn IsRetryableError(err)\n\t}\n}\n\n// IsPermanentError 检查错误是否为永久错误\nfunc IsPermanentError(err error) bool {\n\tswitch err {\n\tcase ErrPermissionDenied, ErrUnauthorized, ErrDataCorrupted:\n\t\treturn true\n\tdefault:\n\t\treturn IsValidationError(err) || IsConfigurationError(err)\n\t}\n}\n\n// IsCriticalError 检查错误是否为关键错误\nfunc IsCriticalError(err error) bool {\n\tif sacredErr, ok := err.(*SacredError); ok {\n\t\treturn sacredErr.IsCritical()\n\t}\n\treturn false\n}\n\n// 辅助函数\n\n// GetErrorCode 获取错误代码\nfunc GetErrorCode(err error) string {\n\tif sacredErr, ok := err.(*SacredError); ok {\n\t\treturn sacredErr.Code\n\t}\n\treturn \"UNKNOWN_ERROR\"\n}\n\n// GetErrorSeverity 获取错误严重程度\nfunc GetErrorSeverity(err error) ErrorSeverity {\n\tif sacredErr, ok := err.(*SacredError); ok {\n\t\treturn sacredErr.Severity\n\t}\n\treturn ErrorSeverityError\n}\n\n// GetErrorCategory 获取错误类别\nfunc GetErrorCategory(err error) ErrorCategory {\n\tif sacredErr, ok := err.(*SacredError); ok {\n\t\treturn sacredErr.Category\n\t}\n\treturn ErrorCategorySystem\n}\n\n// GetErrorDetails 获取错误详情\nfunc GetErrorDetails(err error) map[string]interface{} {\n\tif sacredErr, ok := err.(*SacredError); ok {\n\t\treturn sacredErr.Details\n\t}\n\treturn nil\n}\n\n// GetErrorContext 获取错误上下文\nfunc GetErrorContext(err error) map[string]string {\n\tif sacredErr, ok := err.(*SacredError); ok {\n\t\treturn sacredErr.Context\n\t}\n\treturn nil\n}\n\n// FormatError 格式化错误信息\nfunc FormatError(err error) string {\n\tif err == nil {\n\t\treturn \"no error\"\n\t}\n\n\tif sacredErr, ok := err.(*SacredError); ok {\n\t\tvar parts []string\n\t\tparts = append(parts, fmt.Sprintf(\"Code: %s\", sacredErr.Code))\n\t\tparts = append(parts, fmt.Sprintf(\"Message: %s\", sacredErr.Message))\n\t\tparts = append(parts, fmt.Sprintf(\"Severity: %s\", sacredErr.Severity.String()))\n\t\tparts = append(parts, fmt.Sprintf(\"Category: %s\", sacredErr.Category.String()))\n\t\tparts = append(parts, fmt.Sprintf(\"Time: %s\", sacredErr.Timestamp.Format(time.RFC3339)))\n\n\t\tif len(sacredErr.Details) > 0 {\n\t\t\tparts = append(parts, fmt.Sprintf(\"Details: %+v\", sacredErr.Details))\n\t\t}\n\n\t\tif len(sacredErr.Context) > 0 {\n\t\t\tparts = append(parts, fmt.Sprintf(\"Context: %+v\", sacredErr.Context))\n\t\t}\n\n\t\tif sacredErr.Cause != nil {\n\t\t\tparts = append(parts, fmt.Sprintf(\"Cause: %v\", sacredErr.Cause))\n\t\t}\n\n\t\treturn strings.Join(parts, \", \")\n\t}\n\n\treturn err.Error()\n}\n\n// CreateErrorResponse 创建错误响应\nfunc CreateErrorResponse(err error) map[string]interface{} {\n\tresponse := map[string]interface{}{\n\t\t\"error\":     true,\n\t\t\"message\":   err.Error(),\n\t\t\"timestamp\": time.Now(),\n\t}\n\n\tif sacredErr, ok := err.(*SacredError); ok {\n\t\tresponse[\"code\"] = sacredErr.Code\n\t\tresponse[\"severity\"] = sacredErr.Severity.String()\n\t\tresponse[\"category\"] = sacredErr.Category.String()\n\t\tresponse[\"retryable\"] = sacredErr.IsRetryable()\n\n\t\tif len(sacredErr.Details) > 0 {\n\t\t\tresponse[\"details\"] = sacredErr.Details\n\t\t}\n\n\t\tif len(sacredErr.Context) > 0 {\n\t\t\tresponse[\"context\"] = sacredErr.Context\n\t\t}\n\t}\n\n\treturn response\n}\n"
  },
  {
    "path": "internal/domain/scene/sacred/events.go",
    "content": "package sacred\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// DomainEvent 领域事件接口\ntype DomainEvent interface {\n\tGetEventID() string\n\tGetEventType() string\n\tGetAggregateID() string\n\tGetOccurredAt() time.Time\n\tGetVersion() int\n\tGetPayload() map[string]interface{}\n}\n\n// BaseDomainEvent 基础领域事件\ntype BaseDomainEvent struct {\n\tEventID     string\n\tEventType   string\n\tAggregateID string\n\tOccurredAt  time.Time\n\tVersion     int\n\tPayload     map[string]interface{}\n}\n\n// GetEventID 获取事件ID\nfunc (e *BaseDomainEvent) GetEventID() string {\n\treturn e.EventID\n}\n\n// GetEventType 获取事件类型\nfunc (e *BaseDomainEvent) GetEventType() string {\n\treturn e.EventType\n}\n\n// GetAggregateID 获取聚合ID\nfunc (e *BaseDomainEvent) GetAggregateID() string {\n\treturn e.AggregateID\n}\n\n// GetOccurredAt 获取发生时间\nfunc (e *BaseDomainEvent) GetOccurredAt() time.Time {\n\treturn e.OccurredAt\n}\n\n// GetVersion 获取版本\nfunc (e *BaseDomainEvent) GetVersion() int {\n\treturn e.Version\n}\n\n// GetPayload 获取载荷\nfunc (e *BaseDomainEvent) GetPayload() map[string]interface{} {\n\treturn e.Payload\n}\n\n// SacredNameChangedEvent 圣地名称变更事件\ntype SacredNameChangedEvent struct {\n\t*BaseDomainEvent\n\tSacredID string\n\tOldName  string\n\tNewName  string\n}\n\n// NewSacredNameChangedEvent 创建圣地名称变更事件\nfunc NewSacredNameChangedEvent(sacredID, oldName, newName string) *SacredNameChangedEvent {\n\tnow := time.Now()\n\tevent := &SacredNameChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"sacred_name_changed_%d\", now.UnixNano()),\n\t\t\tEventType:   \"sacred.name_changed\",\n\t\t\tAggregateID: sacredID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSacredID: sacredID,\n\t\tOldName:  oldName,\n\t\tNewName:  newName,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"sacred_id\"] = sacredID\n\tevent.Payload[\"old_name\"] = oldName\n\tevent.Payload[\"new_name\"] = newName\n\n\treturn event\n}\n\n// SacredLevelUpEvent 圣地升级事件\ntype SacredLevelUpEvent struct {\n\t*BaseDomainEvent\n\tSacredID   string\n\tOldLevel   int\n\tNewLevel   int\n\tExperience int\n\tRewards    map[string]interface{}\n}\n\n// NewSacredLevelUpEvent 创建圣地升级事件\nfunc NewSacredLevelUpEvent(sacredID string, oldLevel, newLevel, experience int) *SacredLevelUpEvent {\n\tnow := time.Now()\n\tevent := &SacredLevelUpEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"sacred_level_up_%d\", now.UnixNano()),\n\t\t\tEventType:   \"sacred.level_up\",\n\t\t\tAggregateID: sacredID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSacredID:   sacredID,\n\t\tOldLevel:   oldLevel,\n\t\tNewLevel:   newLevel,\n\t\tExperience: experience,\n\t\tRewards:    make(map[string]interface{}),\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"sacred_id\"] = sacredID\n\tevent.Payload[\"old_level\"] = oldLevel\n\tevent.Payload[\"new_level\"] = newLevel\n\tevent.Payload[\"experience\"] = experience\n\tevent.Payload[\"level_gain\"] = newLevel - oldLevel\n\n\treturn event\n}\n\n// ChallengeAddedEvent 挑战添加事件\ntype ChallengeAddedEvent struct {\n\t*BaseDomainEvent\n\tSacredID      string\n\tChallengeID   string\n\tChallengeType ChallengeType\n\tDifficulty    ChallengeDifficulty\n}\n\n// NewChallengeAddedEvent 创建挑战添加事件\nfunc NewChallengeAddedEvent(sacredID, challengeID string, challengeType ChallengeType, difficulty ChallengeDifficulty) *ChallengeAddedEvent {\n\tnow := time.Now()\n\tevent := &ChallengeAddedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"challenge_added_%d\", now.UnixNano()),\n\t\t\tEventType:   \"sacred.challenge_added\",\n\t\t\tAggregateID: sacredID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSacredID:      sacredID,\n\t\tChallengeID:   challengeID,\n\t\tChallengeType: challengeType,\n\t\tDifficulty:    difficulty,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"sacred_id\"] = sacredID\n\tevent.Payload[\"challenge_id\"] = challengeID\n\tevent.Payload[\"challenge_type\"] = challengeType.String()\n\tevent.Payload[\"difficulty\"] = difficulty.String()\n\n\treturn event\n}\n\n// ChallengeRemovedEvent 挑战移除事件\ntype ChallengeRemovedEvent struct {\n\t*BaseDomainEvent\n\tSacredID      string\n\tChallengeID   string\n\tChallengeType ChallengeType\n\tReason        string\n}\n\n// NewChallengeRemovedEvent 创建挑战移除事件\nfunc NewChallengeRemovedEvent(sacredID, challengeID string, challengeType ChallengeType) *ChallengeRemovedEvent {\n\tnow := time.Now()\n\tevent := &ChallengeRemovedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"challenge_removed_%d\", now.UnixNano()),\n\t\t\tEventType:   \"sacred.challenge_removed\",\n\t\t\tAggregateID: sacredID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSacredID:      sacredID,\n\t\tChallengeID:   challengeID,\n\t\tChallengeType: challengeType,\n\t\tReason:        \"manual_removal\",\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"sacred_id\"] = sacredID\n\tevent.Payload[\"challenge_id\"] = challengeID\n\tevent.Payload[\"challenge_type\"] = challengeType.String()\n\tevent.Payload[\"reason\"] = event.Reason\n\n\treturn event\n}\n\n// ChallengeStartedEvent 挑战开始事件\ntype ChallengeStartedEvent struct {\n\t*BaseDomainEvent\n\tSacredID      string\n\tChallengeID   string\n\tPlayerID      string\n\tChallengeType ChallengeType\n\tStartTime     time.Time\n}\n\n// NewChallengeStartedEvent 创建挑战开始事件\nfunc NewChallengeStartedEvent(sacredID, challengeID, playerID string, challengeType ChallengeType) *ChallengeStartedEvent {\n\tnow := time.Now()\n\tevent := &ChallengeStartedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"challenge_started_%d\", now.UnixNano()),\n\t\t\tEventType:   \"sacred.challenge_started\",\n\t\t\tAggregateID: sacredID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSacredID:      sacredID,\n\t\tChallengeID:   challengeID,\n\t\tPlayerID:      playerID,\n\t\tChallengeType: challengeType,\n\t\tStartTime:     now,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"sacred_id\"] = sacredID\n\tevent.Payload[\"challenge_id\"] = challengeID\n\tevent.Payload[\"player_id\"] = playerID\n\tevent.Payload[\"challenge_type\"] = challengeType.String()\n\tevent.Payload[\"start_time\"] = now\n\n\treturn event\n}\n\n// ChallengeCompletedEvent 挑战完成事件\ntype ChallengeCompletedEvent struct {\n\t*BaseDomainEvent\n\tSacredID       string\n\tChallengeID    string\n\tPlayerID       string\n\tSuccess        bool\n\tScore          int\n\tReward         *ChallengeReward\n\tCompletionTime time.Time\n\tDuration       time.Duration\n}\n\n// NewChallengeCompletedEvent 创建挑战完成事件\nfunc NewChallengeCompletedEvent(sacredID, challengeID, playerID string, success bool, score int, reward *ChallengeReward) *ChallengeCompletedEvent {\n\tnow := time.Now()\n\tevent := &ChallengeCompletedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"challenge_completed_%d\", now.UnixNano()),\n\t\t\tEventType:   \"sacred.challenge_completed\",\n\t\t\tAggregateID: sacredID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSacredID:       sacredID,\n\t\tChallengeID:    challengeID,\n\t\tPlayerID:       playerID,\n\t\tSuccess:        success,\n\t\tScore:          score,\n\t\tReward:         reward,\n\t\tCompletionTime: now,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"sacred_id\"] = sacredID\n\tevent.Payload[\"challenge_id\"] = challengeID\n\tevent.Payload[\"player_id\"] = playerID\n\tevent.Payload[\"success\"] = success\n\tevent.Payload[\"score\"] = score\n\tevent.Payload[\"completion_time\"] = now\n\tif reward != nil {\n\t\tevent.Payload[\"reward_gold\"] = reward.Gold\n\t\tevent.Payload[\"reward_experience\"] = reward.Experience\n\t\tevent.Payload[\"reward_items\"] = len(reward.Items)\n\t}\n\n\treturn event\n}\n\n// BlessingAddedEvent 祝福添加事件\ntype BlessingAddedEvent struct {\n\t*BaseDomainEvent\n\tSacredID     string\n\tBlessingID   string\n\tBlessingType BlessingType\n\tDuration     time.Duration\n}\n\n// NewBlessingAddedEvent 创建祝福添加事件\nfunc NewBlessingAddedEvent(sacredID, blessingID string, blessingType BlessingType, duration time.Duration) *BlessingAddedEvent {\n\tnow := time.Now()\n\tevent := &BlessingAddedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"blessing_added_%d\", now.UnixNano()),\n\t\t\tEventType:   \"sacred.blessing_added\",\n\t\t\tAggregateID: sacredID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSacredID:     sacredID,\n\t\tBlessingID:   blessingID,\n\t\tBlessingType: blessingType,\n\t\tDuration:     duration,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"sacred_id\"] = sacredID\n\tevent.Payload[\"blessing_id\"] = blessingID\n\tevent.Payload[\"blessing_type\"] = blessingType.String()\n\tevent.Payload[\"duration\"] = duration.String()\n\n\treturn event\n}\n\n// BlessingRemovedEvent 祝福移除事件\ntype BlessingRemovedEvent struct {\n\t*BaseDomainEvent\n\tSacredID     string\n\tBlessingID   string\n\tBlessingType BlessingType\n\tReason       string\n}\n\n// NewBlessingRemovedEvent 创建祝福移除事件\nfunc NewBlessingRemovedEvent(sacredID, blessingID string, blessingType BlessingType) *BlessingRemovedEvent {\n\tnow := time.Now()\n\tevent := &BlessingRemovedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"blessing_removed_%d\", now.UnixNano()),\n\t\t\tEventType:   \"sacred.blessing_removed\",\n\t\t\tAggregateID: sacredID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSacredID:     sacredID,\n\t\tBlessingID:   blessingID,\n\t\tBlessingType: blessingType,\n\t\tReason:       \"manual_removal\",\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"sacred_id\"] = sacredID\n\tevent.Payload[\"blessing_id\"] = blessingID\n\tevent.Payload[\"blessing_type\"] = blessingType.String()\n\tevent.Payload[\"reason\"] = event.Reason\n\n\treturn event\n}\n\n// BlessingActivatedEvent 祝福激活事件\ntype BlessingActivatedEvent struct {\n\t*BaseDomainEvent\n\tSacredID     string\n\tBlessingID   string\n\tPlayerID     string\n\tBlessingType BlessingType\n\tEffect       *BlessingEffect\n\tActivatedAt  time.Time\n\tExpiresAt    time.Time\n}\n\n// NewBlessingActivatedEvent 创建祝福激活事件\nfunc NewBlessingActivatedEvent(sacredID, blessingID, playerID string, blessingType BlessingType, effect *BlessingEffect) *BlessingActivatedEvent {\n\tnow := time.Now()\n\tevent := &BlessingActivatedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"blessing_activated_%d\", now.UnixNano()),\n\t\t\tEventType:   \"sacred.blessing_activated\",\n\t\t\tAggregateID: sacredID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSacredID:     sacredID,\n\t\tBlessingID:   blessingID,\n\t\tPlayerID:     playerID,\n\t\tBlessingType: blessingType,\n\t\tEffect:       effect,\n\t\tActivatedAt:  now,\n\t\tExpiresAt:    effect.ExpiresAt,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"sacred_id\"] = sacredID\n\tevent.Payload[\"blessing_id\"] = blessingID\n\tevent.Payload[\"player_id\"] = playerID\n\tevent.Payload[\"blessing_type\"] = blessingType.String()\n\tevent.Payload[\"activated_at\"] = now\n\tevent.Payload[\"expires_at\"] = effect.ExpiresAt\n\tevent.Payload[\"duration\"] = effect.ExpiresAt.Sub(now).String()\n\n\treturn event\n}\n\n// SacredStatusChangedEvent 圣地状态变更事件\ntype SacredStatusChangedEvent struct {\n\t*BaseDomainEvent\n\tSacredID  string\n\tOldStatus SacredStatus\n\tNewStatus SacredStatus\n\tReason    string\n}\n\n// NewSacredStatusChangedEvent 创建圣地状态变更事件\nfunc NewSacredStatusChangedEvent(sacredID string, oldStatus, newStatus SacredStatus) *SacredStatusChangedEvent {\n\tnow := time.Now()\n\tevent := &SacredStatusChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"sacred_status_changed_%d\", now.UnixNano()),\n\t\t\tEventType:   \"sacred.status_changed\",\n\t\t\tAggregateID: sacredID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSacredID:  sacredID,\n\t\tOldStatus: oldStatus,\n\t\tNewStatus: newStatus,\n\t\tReason:    \"status_update\",\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"sacred_id\"] = sacredID\n\tevent.Payload[\"old_status\"] = oldStatus.String()\n\tevent.Payload[\"new_status\"] = newStatus.String()\n\tevent.Payload[\"reason\"] = event.Reason\n\n\treturn event\n}\n\n// RelicObtainedEvent 圣物获得事件\ntype RelicObtainedEvent struct {\n\t*BaseDomainEvent\n\tSacredID   string\n\tPlayerID   string\n\tRelicID    string\n\tRelicType  RelicType\n\tRarity     RelicRarity\n\tSource     string\n\tObtainedAt time.Time\n}\n\n// NewRelicObtainedEvent 创建圣物获得事件\nfunc NewRelicObtainedEvent(sacredID, playerID, relicID string, relicType RelicType, rarity RelicRarity, source string) *RelicObtainedEvent {\n\tnow := time.Now()\n\tevent := &RelicObtainedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"relic_obtained_%d\", now.UnixNano()),\n\t\t\tEventType:   \"sacred.relic_obtained\",\n\t\t\tAggregateID: sacredID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSacredID:   sacredID,\n\t\tPlayerID:   playerID,\n\t\tRelicID:    relicID,\n\t\tRelicType:  relicType,\n\t\tRarity:     rarity,\n\t\tSource:     source,\n\t\tObtainedAt: now,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"sacred_id\"] = sacredID\n\tevent.Payload[\"player_id\"] = playerID\n\tevent.Payload[\"relic_id\"] = relicID\n\tevent.Payload[\"relic_type\"] = relicType.String()\n\tevent.Payload[\"rarity\"] = rarity.String()\n\tevent.Payload[\"source\"] = source\n\tevent.Payload[\"obtained_at\"] = now\n\n\treturn event\n}\n\n// RelicUpgradedEvent 圣物升级事件\ntype RelicUpgradedEvent struct {\n\t*BaseDomainEvent\n\tSacredID   string\n\tPlayerID   string\n\tRelicID    string\n\tOldLevel   int\n\tNewLevel   int\n\tOldPower   float64\n\tNewPower   float64\n\tUpgradedAt time.Time\n}\n\n// NewRelicUpgradedEvent 创建圣物升级事件\nfunc NewRelicUpgradedEvent(sacredID, playerID, relicID string, oldLevel, newLevel int, oldPower, newPower float64) *RelicUpgradedEvent {\n\tnow := time.Now()\n\tevent := &RelicUpgradedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"relic_upgraded_%d\", now.UnixNano()),\n\t\t\tEventType:   \"sacred.relic_upgraded\",\n\t\t\tAggregateID: sacredID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSacredID:   sacredID,\n\t\tPlayerID:   playerID,\n\t\tRelicID:    relicID,\n\t\tOldLevel:   oldLevel,\n\t\tNewLevel:   newLevel,\n\t\tOldPower:   oldPower,\n\t\tNewPower:   newPower,\n\t\tUpgradedAt: now,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"sacred_id\"] = sacredID\n\tevent.Payload[\"player_id\"] = playerID\n\tevent.Payload[\"relic_id\"] = relicID\n\tevent.Payload[\"old_level\"] = oldLevel\n\tevent.Payload[\"new_level\"] = newLevel\n\tevent.Payload[\"level_gain\"] = newLevel - oldLevel\n\tevent.Payload[\"old_power\"] = oldPower\n\tevent.Payload[\"new_power\"] = newPower\n\tevent.Payload[\"power_gain\"] = newPower - oldPower\n\tevent.Payload[\"upgraded_at\"] = now\n\n\treturn event\n}\n\n// PlayerEnteredSacredEvent 玩家进入圣地事件\ntype PlayerEnteredSacredEvent struct {\n\t*BaseDomainEvent\n\tSacredID  string\n\tPlayerID  string\n\tEnteredAt time.Time\n\tSource    string\n}\n\n// NewPlayerEnteredSacredEvent 创建玩家进入圣地事件\nfunc NewPlayerEnteredSacredEvent(sacredID, playerID, source string) *PlayerEnteredSacredEvent {\n\tnow := time.Now()\n\tevent := &PlayerEnteredSacredEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"player_entered_sacred_%d\", now.UnixNano()),\n\t\t\tEventType:   \"sacred.player_entered\",\n\t\t\tAggregateID: sacredID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSacredID:  sacredID,\n\t\tPlayerID:  playerID,\n\t\tEnteredAt: now,\n\t\tSource:    source,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"sacred_id\"] = sacredID\n\tevent.Payload[\"player_id\"] = playerID\n\tevent.Payload[\"entered_at\"] = now\n\tevent.Payload[\"source\"] = source\n\n\treturn event\n}\n\n// PlayerLeftSacredEvent 玩家离开圣地事件\ntype PlayerLeftSacredEvent struct {\n\t*BaseDomainEvent\n\tSacredID   string\n\tPlayerID   string\n\tLeftAt     time.Time\n\tDuration   time.Duration\n\tActivities []string\n}\n\n// NewPlayerLeftSacredEvent 创建玩家离开圣地事件\nfunc NewPlayerLeftSacredEvent(sacredID, playerID string, enteredAt time.Time, activities []string) *PlayerLeftSacredEvent {\n\tnow := time.Now()\n\tduration := now.Sub(enteredAt)\n\n\tevent := &PlayerLeftSacredEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"player_left_sacred_%d\", now.UnixNano()),\n\t\t\tEventType:   \"sacred.player_left\",\n\t\t\tAggregateID: sacredID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSacredID:   sacredID,\n\t\tPlayerID:   playerID,\n\t\tLeftAt:     now,\n\t\tDuration:   duration,\n\t\tActivities: activities,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"sacred_id\"] = sacredID\n\tevent.Payload[\"player_id\"] = playerID\n\tevent.Payload[\"left_at\"] = now\n\tevent.Payload[\"duration\"] = duration.String()\n\tevent.Payload[\"activities\"] = activities\n\tevent.Payload[\"activity_count\"] = len(activities)\n\n\treturn event\n}\n\n// SacredMaintenanceEvent 圣地维护事件\ntype SacredMaintenanceEvent struct {\n\t*BaseDomainEvent\n\tSacredID         string\n\tMaintenanceType  string\n\tStartTime        time.Time\n\tEstimatedEnd     time.Time\n\tReason           string\n\tAffectedFeatures []string\n}\n\n// NewSacredMaintenanceEvent 创建圣地维护事件\nfunc NewSacredMaintenanceEvent(sacredID, maintenanceType, reason string, duration time.Duration, affectedFeatures []string) *SacredMaintenanceEvent {\n\tnow := time.Now()\n\tevent := &SacredMaintenanceEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"sacred_maintenance_%d\", now.UnixNano()),\n\t\t\tEventType:   \"sacred.maintenance\",\n\t\t\tAggregateID: sacredID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSacredID:         sacredID,\n\t\tMaintenanceType:  maintenanceType,\n\t\tStartTime:        now,\n\t\tEstimatedEnd:     now.Add(duration),\n\t\tReason:           reason,\n\t\tAffectedFeatures: affectedFeatures,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"sacred_id\"] = sacredID\n\tevent.Payload[\"maintenance_type\"] = maintenanceType\n\tevent.Payload[\"start_time\"] = now\n\tevent.Payload[\"estimated_end\"] = event.EstimatedEnd\n\tevent.Payload[\"duration\"] = duration.String()\n\tevent.Payload[\"reason\"] = reason\n\tevent.Payload[\"affected_features\"] = affectedFeatures\n\tevent.Payload[\"affected_count\"] = len(affectedFeatures)\n\n\treturn event\n}\n\n// SacredAchievementUnlockedEvent 圣地成就解锁事件\ntype SacredAchievementUnlockedEvent struct {\n\t*BaseDomainEvent\n\tSacredID        string\n\tPlayerID        string\n\tAchievementID   string\n\tAchievementName string\n\tDescription     string\n\tRewards         map[string]interface{}\n\tUnlockedAt      time.Time\n}\n\n// NewSacredAchievementUnlockedEvent 创建圣地成就解锁事件\nfunc NewSacredAchievementUnlockedEvent(sacredID, playerID, achievementID, achievementName, description string, rewards map[string]interface{}) *SacredAchievementUnlockedEvent {\n\tnow := time.Now()\n\tevent := &SacredAchievementUnlockedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"sacred_achievement_unlocked_%d\", now.UnixNano()),\n\t\t\tEventType:   \"sacred.achievement_unlocked\",\n\t\t\tAggregateID: sacredID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSacredID:        sacredID,\n\t\tPlayerID:        playerID,\n\t\tAchievementID:   achievementID,\n\t\tAchievementName: achievementName,\n\t\tDescription:     description,\n\t\tRewards:         rewards,\n\t\tUnlockedAt:      now,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"sacred_id\"] = sacredID\n\tevent.Payload[\"player_id\"] = playerID\n\tevent.Payload[\"achievement_id\"] = achievementID\n\tevent.Payload[\"achievement_name\"] = achievementName\n\tevent.Payload[\"description\"] = description\n\tevent.Payload[\"rewards\"] = rewards\n\tevent.Payload[\"unlocked_at\"] = now\n\n\treturn event\n}\n\n// SacredSeasonChangedEvent 圣地季节变化事件\ntype SacredSeasonChangedEvent struct {\n\t*BaseDomainEvent\n\tSacredID      string\n\tOldSeason     string\n\tNewSeason     string\n\tSeasonEffects map[string]interface{}\n\tChangedAt     time.Time\n}\n\n// NewSacredSeasonChangedEvent 创建圣地季节变化事件\nfunc NewSacredSeasonChangedEvent(sacredID, oldSeason, newSeason string, seasonEffects map[string]interface{}) *SacredSeasonChangedEvent {\n\tnow := time.Now()\n\tevent := &SacredSeasonChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"sacred_season_changed_%d\", now.UnixNano()),\n\t\t\tEventType:   \"sacred.season_changed\",\n\t\t\tAggregateID: sacredID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSacredID:      sacredID,\n\t\tOldSeason:     oldSeason,\n\t\tNewSeason:     newSeason,\n\t\tSeasonEffects: seasonEffects,\n\t\tChangedAt:     now,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"sacred_id\"] = sacredID\n\tevent.Payload[\"old_season\"] = oldSeason\n\tevent.Payload[\"new_season\"] = newSeason\n\tevent.Payload[\"season_effects\"] = seasonEffects\n\tevent.Payload[\"changed_at\"] = now\n\n\treturn event\n}\n\n// SacredRankingUpdatedEvent 圣地排名更新事件\ntype SacredRankingUpdatedEvent struct {\n\t*BaseDomainEvent\n\tSacredID    string\n\tRankingType string\n\tOldRank     int\n\tNewRank     int\n\tScore       float64\n\tUpdatedAt   time.Time\n}\n\n// NewSacredRankingUpdatedEvent 创建圣地排名更新事件\nfunc NewSacredRankingUpdatedEvent(sacredID, rankingType string, oldRank, newRank int, score float64) *SacredRankingUpdatedEvent {\n\tnow := time.Now()\n\tevent := &SacredRankingUpdatedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"sacred_ranking_updated_%d\", now.UnixNano()),\n\t\t\tEventType:   \"sacred.ranking_updated\",\n\t\t\tAggregateID: sacredID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSacredID:    sacredID,\n\t\tRankingType: rankingType,\n\t\tOldRank:     oldRank,\n\t\tNewRank:     newRank,\n\t\tScore:       score,\n\t\tUpdatedAt:   now,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"sacred_id\"] = sacredID\n\tevent.Payload[\"ranking_type\"] = rankingType\n\tevent.Payload[\"old_rank\"] = oldRank\n\tevent.Payload[\"new_rank\"] = newRank\n\tevent.Payload[\"rank_change\"] = newRank - oldRank\n\tevent.Payload[\"score\"] = score\n\tevent.Payload[\"updated_at\"] = now\n\n\treturn event\n}\n\n// 事件处理器接口\n\n// EventHandler 事件处理器接口\ntype EventHandler interface {\n\tHandle(event DomainEvent) error\n\tCanHandle(eventType string) bool\n\tGetHandlerName() string\n}\n\n// EventBus 事件总线接口\ntype EventBus interface {\n\tPublish(event DomainEvent) error\n\tPublishBatch(events []DomainEvent) error\n\tSubscribe(eventType string, handler EventHandler) error\n\tUnsubscribe(eventType string, handler EventHandler) error\n\tGetSubscribers(eventType string) []EventHandler\n}\n\n// EventStore 事件存储接口\ntype EventStore interface {\n\tSave(event DomainEvent) error\n\tSaveBatch(events []DomainEvent) error\n\tLoad(aggregateID string) ([]DomainEvent, error)\n\tLoadFromVersion(aggregateID string, version int) ([]DomainEvent, error)\n\tLoadByEventType(eventType string, limit int) ([]DomainEvent, error)\n\tLoadByTimeRange(startTime, endTime time.Time) ([]DomainEvent, error)\n\tLoadByAggregateType(aggregateType string, limit int) ([]DomainEvent, error)\n\tDelete(eventID string) error\n\tDeleteByAggregate(aggregateID string) error\n\tCount() (int64, error)\n\tCountByEventType(eventType string) (int64, error)\n\tCountByAggregate(aggregateID string) (int64, error)\n}\n\n// EventProjector 事件投影器接口\ntype EventProjector interface {\n\tProject(event DomainEvent) error\n\tProjectBatch(events []DomainEvent) error\n\tRebuild(aggregateID string) error\n\tGetProjectionName() string\n\tGetLastProcessedVersion(aggregateID string) (int, error)\n\tSetLastProcessedVersion(aggregateID string, version int) error\n}\n\n// EventSnapshot 事件快照接口\ntype EventSnapshot interface {\n\tSaveSnapshot(aggregateID string, version int, data interface{}) error\n\tLoadSnapshot(aggregateID string) (interface{}, int, error)\n\tDeleteSnapshot(aggregateID string) error\n\tGetSnapshotFrequency() int\n\tShouldCreateSnapshot(aggregateID string, currentVersion int) bool\n}\n\n// 事件中间件\n\n// EventMiddleware 事件中间件接口\ntype EventMiddleware interface {\n\tBefore(event DomainEvent) error\n\tAfter(event DomainEvent) error\n\tOnError(event DomainEvent, err error) error\n}\n\n// EventValidator 事件验证器\ntype EventValidator struct {\n\trules map[string][]ValidationRule\n}\n\n// ValidationRule 验证规则\ntype ValidationRule interface {\n\tValidate(event DomainEvent) error\n\tGetRuleName() string\n}\n\n// NewEventValidator 创建事件验证器\nfunc NewEventValidator() *EventValidator {\n\treturn &EventValidator{\n\t\trules: make(map[string][]ValidationRule),\n\t}\n}\n\n// AddRule 添加验证规则\nfunc (ev *EventValidator) AddRule(eventType string, rule ValidationRule) {\n\tif ev.rules[eventType] == nil {\n\t\tev.rules[eventType] = make([]ValidationRule, 0)\n\t}\n\tev.rules[eventType] = append(ev.rules[eventType], rule)\n}\n\n// Validate 验证事件\nfunc (ev *EventValidator) Validate(event DomainEvent) error {\n\trules, exists := ev.rules[event.GetEventType()]\n\tif !exists {\n\t\treturn nil // 没有规则则通过\n\t}\n\n\tfor _, rule := range rules {\n\t\tif err := rule.Validate(event); err != nil {\n\t\t\treturn fmt.Errorf(\"validation failed for rule %s: %w\", rule.GetRuleName(), err)\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// EventMetrics 事件指标\ntype EventMetrics struct {\n\tEventType      string\n\tCount          int64\n\tLastOccurred   time.Time\n\tAverageSize    float64\n\tProcessingTime time.Duration\n}\n\n// EventMonitor 事件监控器\ntype EventMonitor interface {\n\tRecordEvent(event DomainEvent, processingTime time.Duration)\n\tGetMetrics(eventType string) (*EventMetrics, error)\n\tGetAllMetrics() (map[string]*EventMetrics, error)\n\tReset() error\n}\n"
  },
  {
    "path": "internal/domain/scene/sacred/repository.go",
    "content": "package sacred\n\nimport (\n\t\"math\"\n\t\"time\"\n)\n\n// SacredPlaceRepository 圣地仓储接口\ntype SacredPlaceRepository interface {\n\t// 基础CRUD操作\n\tSave(sacredPlace *SacredPlaceAggregate) error\n\tFindByID(id string) (*SacredPlaceAggregate, error)\n\tFindByOwner(ownerID string) ([]*SacredPlaceAggregate, error)\n\tUpdate(sacredPlace *SacredPlaceAggregate) error\n\tDelete(id string) error\n\n\t// 查询操作\n\tFindByStatus(status SacredStatus) ([]*SacredPlaceAggregate, error)\n\tFindByLevel(minLevel, maxLevel int) ([]*SacredPlaceAggregate, error)\n\tFindByName(name string) ([]*SacredPlaceAggregate, error)\n\tFindActive() ([]*SacredPlaceAggregate, error)\n\n\t// 分页查询\n\tFindWithPagination(query *SacredPlaceQuery) (*SacredPlacePageResult, error)\n\n\t// 统计操作\n\tCount() (int64, error)\n\tCountByStatus(status SacredStatus) (int64, error)\n\tCountByOwner(ownerID string) (int64, error)\n\n\t// 批量操作\n\tSaveBatch(sacredPlaces []*SacredPlaceAggregate) error\n\tDeleteBatch(ids []string) error\n\n\t// 高级查询\n\tFindNearby(location *Location, radius float64) ([]*SacredPlaceAggregate, error)\n\tFindTopByLevel(limit int) ([]*SacredPlaceAggregate, error)\n\tFindRecentlyActive(since time.Time) ([]*SacredPlaceAggregate, error)\n}\n\n// ChallengeRepository 挑战仓储接口\ntype ChallengeRepository interface {\n\t// 基础CRUD操作\n\tSave(challenge *Challenge) error\n\tFindByID(id string) (*Challenge, error)\n\tFindBySacredPlace(sacredPlaceID string) ([]*Challenge, error)\n\tUpdate(challenge *Challenge) error\n\tDelete(id string) error\n\n\t// 查询操作\n\tFindByType(challengeType ChallengeType) ([]*Challenge, error)\n\tFindByDifficulty(difficulty ChallengeDifficulty) ([]*Challenge, error)\n\tFindByStatus(status ChallengeStatus) ([]*Challenge, error)\n\tFindAvailable() ([]*Challenge, error)\n\tFindCompleted(playerID string) ([]*Challenge, error)\n\n\t// 分页查询\n\tFindWithPagination(query *ChallengeQuery) (*ChallengePageResult, error)\n\n\t// 统计操作\n\tCount() (int64, error)\n\tCountByType(challengeType ChallengeType) (int64, error)\n\tCountByDifficulty(difficulty ChallengeDifficulty) (int64, error)\n\tCountCompleted(playerID string) (int64, error)\n\n\t// 参与者相关\n\tFindParticipants(challengeID string) ([]*ChallengeParticipant, error)\n\tSaveParticipant(participant *ChallengeParticipant) error\n\tUpdateParticipant(participant *ChallengeParticipant) error\n\n\t// 排行榜\n\tGetLeaderboard(challengeID string, limit int) ([]*ChallengeParticipant, error)\n\tGetPlayerRanking(challengeID, playerID string) (int, error)\n}\n\n// BlessingRepository 祝福仓储接口\ntype BlessingRepository interface {\n\t// 基础CRUD操作\n\tSave(blessing *Blessing) error\n\tFindByID(id string) (*Blessing, error)\n\tFindBySacredPlace(sacredPlaceID string) ([]*Blessing, error)\n\tUpdate(blessing *Blessing) error\n\tDelete(id string) error\n\n\t// 查询操作\n\tFindByType(blessingType BlessingType) ([]*Blessing, error)\n\tFindByStatus(status BlessingStatus) ([]*Blessing, error)\n\tFindAvailable() ([]*Blessing, error)\n\tFindActive(playerID string) ([]*Blessing, error)\n\n\t// 分页查询\n\tFindWithPagination(query *BlessingQuery) (*BlessingPageResult, error)\n\n\t// 统计操作\n\tCount() (int64, error)\n\tCountByType(blessingType BlessingType) (int64, error)\n\tCountActive(playerID string) (int64, error)\n\n\t// 效果相关\n\tSaveBlessingEffect(effect *BlessingEffect) error\n\tFindEffectsByPlayer(playerID string) ([]*BlessingEffect, error)\n\tDeleteExpiredEffects() error\n}\n\n// RelicRepository 圣物仓储接口\ntype RelicRepository interface {\n\t// 基础CRUD操作\n\tSave(relic *SacredRelic) error\n\tFindByID(id string) (*SacredRelic, error)\n\tFindByOwner(ownerID string) ([]*SacredRelic, error)\n\tUpdate(relic *SacredRelic) error\n\tDelete(id string) error\n\n\t// 查询操作\n\tFindByType(relicType RelicType) ([]*SacredRelic, error)\n\tFindByRarity(rarity RelicRarity) ([]*SacredRelic, error)\n\tFindByLevel(minLevel, maxLevel int) ([]*SacredRelic, error)\n\n\t// 分页查询\n\tFindWithPagination(query *RelicQuery) (*RelicPageResult, error)\n\n\t// 统计操作\n\tCount() (int64, error)\n\tCountByType(relicType RelicType) (int64, error)\n\tCountByRarity(rarity RelicRarity) (int64, error)\n\tCountByOwner(ownerID string) (int64, error)\n\n\t// 高级查询\n\tFindTopByPower(limit int) ([]*SacredRelic, error)\n\tFindByAttributes(attributes map[string]float64) ([]*SacredRelic, error)\n\tFindUpgradeable(ownerID string) ([]*SacredRelic, error)\n}\n\n// SacredStatisticsRepository 圣地统计仓储接口\ntype SacredStatisticsRepository interface {\n\t// 保存统计数据\n\tSaveStatistics(stats *SacredStatistics) error\n\tUpdateStatistics(stats *SacredStatistics) error\n\n\t// 查询统计数据\n\tFindStatistics(sacredID string) (*SacredStatistics, error)\n\tFindStatisticsByOwner(ownerID string) ([]*SacredStatistics, error)\n\n\t// 排行榜统计\n\tGetLevelRanking(limit int) ([]*SacredStatistics, error)\n\tGetExperienceRanking(limit int) ([]*SacredStatistics, error)\n\tGetChallengeRanking(limit int) ([]*SacredStatistics, error)\n\n\t// 趋势分析\n\tGetLevelTrend(sacredID string, days int) ([]*LevelTrendData, error)\n\tGetActivityTrend(sacredID string, days int) ([]*ActivityTrendData, error)\n\n\t// 聚合统计\n\tGetGlobalStatistics() (*GlobalSacredStatistics, error)\n\tGetOwnerStatistics(ownerID string) (*OwnerSacredStatistics, error)\n}\n\n// 查询条件结构体\n\n// SacredPlaceQuery 圣地查询条件\ntype SacredPlaceQuery struct {\n\tOwnerID       string\n\tName          string\n\tStatus        *SacredStatus\n\tMinLevel      *int\n\tMaxLevel      *int\n\tCreatedAfter  *time.Time\n\tCreatedBefore *time.Time\n\tUpdatedAfter  *time.Time\n\tUpdatedBefore *time.Time\n\tLocation      *Location\n\tRadius        *float64\n\tOrderBy       string\n\tOrderDesc     bool\n\tOffset        int\n\tLimit         int\n}\n\n// ChallengeQuery 挑战查询条件\ntype ChallengeQuery struct {\n\tSacredPlaceID string\n\tType          *ChallengeType\n\tDifficulty    *ChallengeDifficulty\n\tStatus        *ChallengeStatus\n\tMinLevel      *int\n\tMaxLevel      *int\n\tPlayerID      string\n\tCreatedAfter  *time.Time\n\tCreatedBefore *time.Time\n\tOrderBy       string\n\tOrderDesc     bool\n\tOffset        int\n\tLimit         int\n}\n\n// BlessingQuery 祝福查询条件\ntype BlessingQuery struct {\n\tSacredPlaceID string\n\tType          *BlessingType\n\tStatus        *BlessingStatus\n\tPlayerID      string\n\tActiveOnly    bool\n\tAvailableOnly bool\n\tCreatedAfter  *time.Time\n\tCreatedBefore *time.Time\n\tOrderBy       string\n\tOrderDesc     bool\n\tOffset        int\n\tLimit         int\n}\n\n// RelicQuery 圣物查询条件\ntype RelicQuery struct {\n\tOwnerID        string\n\tType           *RelicType\n\tRarity         *RelicRarity\n\tMinLevel       *int\n\tMaxLevel       *int\n\tMinPower       *float64\n\tMaxPower       *float64\n\tAttributes     map[string]float64\n\tObtainedAfter  *time.Time\n\tObtainedBefore *time.Time\n\tOrderBy        string\n\tOrderDesc      bool\n\tOffset         int\n\tLimit          int\n}\n\n// 分页结果结构体\n\n// SacredPlacePageResult 圣地分页结果\ntype SacredPlacePageResult struct {\n\tItems   []*SacredPlaceAggregate\n\tTotal   int64\n\tOffset  int\n\tLimit   int\n\tHasMore bool\n}\n\n// ChallengePageResult 挑战分页结果\ntype ChallengePageResult struct {\n\tItems   []*Challenge\n\tTotal   int64\n\tOffset  int\n\tLimit   int\n\tHasMore bool\n}\n\n// BlessingPageResult 祝福分页结果\ntype BlessingPageResult struct {\n\tItems   []*Blessing\n\tTotal   int64\n\tOffset  int\n\tLimit   int\n\tHasMore bool\n}\n\n// RelicPageResult 圣物分页结果\ntype RelicPageResult struct {\n\tItems   []*SacredRelic\n\tTotal   int64\n\tOffset  int\n\tLimit   int\n\tHasMore bool\n}\n\n// 统计数据结构体\n\n// LevelTrendData 等级趋势数据\ntype LevelTrendData struct {\n\tDate       time.Time\n\tLevel      int\n\tExperience int\n\tGrowth     int\n}\n\n// ActivityTrendData 活动趋势数据\ntype ActivityTrendData struct {\n\tDate                time.Time\n\tChallengesStarted   int\n\tChallengesCompleted int\n\tBlessingsActivated  int\n\tPlayersActive       int\n}\n\n// GlobalSacredStatistics 全局圣地统计\ntype GlobalSacredStatistics struct {\n\tTotalSacredPlaces    int64\n\tActiveSacredPlaces   int64\n\tTotalChallenges      int64\n\tCompletedChallenges  int64\n\tTotalBlessings       int64\n\tActiveBlessings      int64\n\tTotalRelics          int64\n\tAverageLevel         float64\n\tTopLevel             int\n\tMostActiveSacred     string\n\tMostPopularChallenge ChallengeType\n\tMostUsedBlessing     BlessingType\n\tUpdatedAt            time.Time\n}\n\n// OwnerSacredStatistics 拥有者圣地统计\ntype OwnerSacredStatistics struct {\n\tOwnerID             string\n\tTotalSacredPlaces   int\n\tActiveSacredPlaces  int\n\tTotalLevel          int\n\tAverageLevel        float64\n\tHighestLevel        int\n\tTotalChallenges     int\n\tCompletedChallenges int\n\tSuccessRate         float64\n\tTotalBlessings      int\n\tActiveBlessings     int\n\tTotalRelics         int\n\tTotalExperience     int64\n\tRanking             int\n\tLastActiveAt        time.Time\n\tCreatedAt           time.Time\n}\n\n// Location 位置信息\ntype Location struct {\n\tLatitude  float64\n\tLongitude float64\n\tRegion    string\n\tZone      string\n}\n\n// NewLocation 创建位置\nfunc NewLocation(latitude, longitude float64, region, zone string) *Location {\n\treturn &Location{\n\t\tLatitude:  latitude,\n\t\tLongitude: longitude,\n\t\tRegion:    region,\n\t\tZone:      zone,\n\t}\n}\n\n// DistanceTo 计算到另一个位置的距离\nfunc (l *Location) DistanceTo(other *Location) float64 {\n\t// 简化的距离计算（实际应用中可能需要更精确的地理计算）\n\tdx := l.Latitude - other.Latitude\n\tdy := l.Longitude - other.Longitude\n\treturn math.Sqrt(dx*dx + dy*dy)\n}\n\n// IsWithinRadius 检查是否在指定半径内\nfunc (l *Location) IsWithinRadius(center *Location, radius float64) bool {\n\treturn l.DistanceTo(center) <= radius\n}\n\n// 缓存接口\n\n// SacredCacheRepository 圣地缓存仓储接口\ntype SacredCacheRepository interface {\n\t// 圣地缓存\n\tSetSacredPlace(id string, sacredPlace *SacredPlaceAggregate, ttl time.Duration) error\n\tGetSacredPlace(id string) (*SacredPlaceAggregate, error)\n\tDeleteSacredPlace(id string) error\n\n\t// 挑战缓存\n\tSetChallenge(id string, challenge *Challenge, ttl time.Duration) error\n\tGetChallenge(id string) (*Challenge, error)\n\tDeleteChallenge(id string) error\n\n\t// 祝福缓存\n\tSetBlessing(id string, blessing *Blessing, ttl time.Duration) error\n\tGetBlessing(id string) (*Blessing, error)\n\tDeleteBlessing(id string) error\n\n\t// 圣物缓存\n\tSetRelic(id string, relic *SacredRelic, ttl time.Duration) error\n\tGetRelic(id string) (*SacredRelic, error)\n\tDeleteRelic(id string) error\n\n\t// 统计缓存\n\tSetStatistics(key string, stats interface{}, ttl time.Duration) error\n\tGetStatistics(key string, result interface{}) error\n\tDeleteStatistics(key string) error\n\n\t// 排行榜缓存\n\tSetRanking(key string, ranking interface{}, ttl time.Duration) error\n\tGetRanking(key string, result interface{}) error\n\tDeleteRanking(key string) error\n\n\t// 批量操作\n\tSetBatch(items map[string]interface{}, ttl time.Duration) error\n\tGetBatch(keys []string) (map[string]interface{}, error)\n\tDeleteBatch(keys []string) error\n\n\t// 缓存管理\n\tClear() error\n\tExists(key string) (bool, error)\n\tSetTTL(key string, ttl time.Duration) error\n\tGetTTL(key string) (time.Duration, error)\n}\n\n// 事务接口\n\n// SacredTransactionRepository 圣地事务仓储接口\ntype SacredTransactionRepository interface {\n\t// 事务管理\n\tBeginTransaction() (SacredTransaction, error)\n\tCommitTransaction(tx SacredTransaction) error\n\tRollbackTransaction(tx SacredTransaction) error\n\n\t// 在事务中执行操作\n\tExecuteInTransaction(fn func(tx SacredTransaction) error) error\n}\n\n// SacredTransaction 圣地事务接口\ntype SacredTransaction interface {\n\t// 圣地操作\n\tSaveSacredPlace(sacredPlace *SacredPlaceAggregate) error\n\tUpdateSacredPlace(sacredPlace *SacredPlaceAggregate) error\n\tDeleteSacredPlace(id string) error\n\n\t// 挑战操作\n\tSaveChallenge(challenge *Challenge) error\n\tUpdateChallenge(challenge *Challenge) error\n\tDeleteChallenge(id string) error\n\n\t// 祝福操作\n\tSaveBlessing(blessing *Blessing) error\n\tUpdateBlessing(blessing *Blessing) error\n\tDeleteBlessing(id string) error\n\n\t// 圣物操作\n\tSaveRelic(relic *SacredRelic) error\n\tUpdateRelic(relic *SacredRelic) error\n\tDeleteRelic(id string) error\n\n\t// 统计操作\n\tUpdateStatistics(stats *SacredStatistics) error\n\n\t// 事务状态\n\tIsActive() bool\n\tGetID() string\n}\n\n// 仓储工厂接口\n\n// SacredRepositoryFactory 圣地仓储工厂接口\ntype SacredRepositoryFactory interface {\n\t// 创建仓储实例\n\tCreateSacredPlaceRepository() SacredPlaceRepository\n\tCreateChallengeRepository() ChallengeRepository\n\tCreateBlessingRepository() BlessingRepository\n\tCreateRelicRepository() RelicRepository\n\tCreateStatisticsRepository() SacredStatisticsRepository\n\tCreateCacheRepository() SacredCacheRepository\n\tCreateTransactionRepository() SacredTransactionRepository\n\n\t// 健康检查\n\tHealthCheck() error\n\n\t// 关闭连接\n\tClose() error\n}\n"
  },
  {
    "path": "internal/domain/scene/sacred/service.go",
    "content": "package sacred\n\nimport (\n\t\"fmt\"\n\t\"math\"\n\t\"math/rand\"\n\t\"time\"\n)\n\n// SacredService 圣地领域服务\ntype SacredService struct {\n\tchallengeTemplates map[ChallengeType]*ChallengeTemplate\n\tblessingTemplates  map[BlessingType]*BlessingTemplate\n\trelicTemplates     map[RelicType][]*RelicTemplate\n\tdifficultyCurves   map[ChallengeDifficulty]*DifficultyCurve\n\trewardCalculator   *RewardCalculator\n\tbalanceRules       *BalanceRules\n}\n\n// NewSacredService 创建圣地服务\nfunc NewSacredService() *SacredService {\n\tservice := &SacredService{\n\t\tchallengeTemplates: make(map[ChallengeType]*ChallengeTemplate),\n\t\tblessingTemplates:  make(map[BlessingType]*BlessingTemplate),\n\t\trelicTemplates:     make(map[RelicType][]*RelicTemplate),\n\t\tdifficultyCurves:   make(map[ChallengeDifficulty]*DifficultyCurve),\n\t\trewardCalculator:   NewRewardCalculator(),\n\t\tbalanceRules:       NewBalanceRules(),\n\t}\n\n\t// 初始化默认模板和规则\n\tservice.initializeDefaultTemplates()\n\tservice.initializeDifficultyCurves()\n\n\treturn service\n}\n\n// CreateSacredPlace 创建圣地\nfunc (s *SacredService) CreateSacredPlace(id, name, description, owner string) (*SacredPlaceAggregate, error) {\n\tif id == \"\" || name == \"\" || owner == \"\" {\n\t\treturn nil, fmt.Errorf(\"invalid parameters for sacred place creation\")\n\t}\n\n\tsacredPlace := NewSacredPlaceAggregate(id, name, description, owner)\n\n\t// 添加默认挑战\n\tdefaultChallenges := s.generateDefaultChallenges(sacredPlace.GetLevel().Level)\n\tfor _, challenge := range defaultChallenges {\n\t\tsacredPlace.AddChallenge(challenge)\n\t}\n\n\t// 添加默认祝福\n\tdefaultBlessings := s.generateDefaultBlessings(sacredPlace.GetLevel().Level)\n\tfor _, blessing := range defaultBlessings {\n\t\tsacredPlace.AddBlessing(blessing)\n\t}\n\n\treturn sacredPlace, nil\n}\n\n// GenerateChallenge 生成挑战\nfunc (s *SacredService) GenerateChallenge(challengeType ChallengeType, difficulty ChallengeDifficulty, sacredLevel int) (*Challenge, error) {\n\ttemplate, exists := s.challengeTemplates[challengeType]\n\tif !exists {\n\t\treturn nil, fmt.Errorf(\"challenge template not found for type: %s\", challengeType.String())\n\t}\n\n\t// 生成唯一ID\n\tid := fmt.Sprintf(\"challenge_%s_%s_%d\", challengeType.String(), difficulty.String(), time.Now().UnixNano())\n\n\t// 根据模板创建挑战\n\tchallenge := NewChallenge(\n\t\tid,\n\t\ttemplate.GenerateName(difficulty),\n\t\ttemplate.GenerateDescription(difficulty),\n\t\tchallengeType,\n\t\tdifficulty,\n\t\tdifficulty.GetRequiredLevel(),\n\t)\n\n\t// 设置持续时间和冷却时间\n\tchallenge.SetDuration(template.GetDuration(difficulty))\n\tchallenge.SetCooldown(template.GetCooldown(difficulty))\n\n\t// 添加条件\n\tconditions := template.GenerateConditions(difficulty, sacredLevel)\n\tfor _, condition := range conditions {\n\t\tchallenge.AddCondition(condition)\n\t}\n\n\treturn challenge, nil\n}\n\n// GenerateBlessing 生成祝福\nfunc (s *SacredService) GenerateBlessing(blessingType BlessingType, sacredLevel int) (*Blessing, error) {\n\ttemplate, exists := s.blessingTemplates[blessingType]\n\tif !exists {\n\t\treturn nil, fmt.Errorf(\"blessing template not found for type: %s\", blessingType.String())\n\t}\n\n\t// 生成唯一ID\n\tid := fmt.Sprintf(\"blessing_%s_%d\", blessingType.String(), time.Now().UnixNano())\n\n\t// 根据模板创建祝福\n\tblessing := NewBlessing(\n\t\tid,\n\t\ttemplate.GenerateName(sacredLevel),\n\t\ttemplate.GenerateDescription(sacredLevel),\n\t\tblessingType,\n\t\ttemplate.GetDuration(sacredLevel),\n\t)\n\n\t// 设置冷却时间和最大使用次数\n\tblessing.SetCooldown(template.GetCooldown(sacredLevel))\n\tblessing.SetMaxUsage(template.GetMaxUsage(sacredLevel))\n\n\t// 添加效果\n\teffects := template.GenerateEffects(sacredLevel)\n\tfor _, effect := range effects {\n\t\tblessing.AddEffect(effect)\n\t}\n\n\treturn blessing, nil\n}\n\n// GenerateRelic 生成圣物\nfunc (s *SacredService) GenerateRelic(relicType RelicType, rarity RelicRarity) (*SacredRelic, error) {\n\ttemplates, exists := s.relicTemplates[relicType]\n\tif !exists || len(templates) == 0 {\n\t\treturn nil, fmt.Errorf(\"relic templates not found for type: %s\", relicType.String())\n\t}\n\n\t// 随机选择模板\n\ttemplate := templates[rand.Intn(len(templates))]\n\n\t// 生成唯一ID\n\tid := fmt.Sprintf(\"relic_%s_%s_%d\", relicType.String(), rarity.String(), time.Now().UnixNano())\n\n\t// 根据模板创建圣物\n\trelic := NewSacredRelic(\n\t\tid,\n\t\ttemplate.GenerateName(rarity),\n\t\ttemplate.GenerateDescription(rarity),\n\t\trelicType,\n\t\trarity,\n\t)\n\n\t// 添加属性\n\tattributes := template.GenerateAttributes(rarity)\n\tfor name, value := range attributes {\n\t\trelic.AddAttribute(name, value)\n\t}\n\n\t// 添加效果\n\teffects := template.GenerateEffects(rarity)\n\tfor _, effect := range effects {\n\t\trelic.AddEffect(effect)\n\t}\n\n\t// 添加需求\n\trequirements := template.GenerateRequirements(rarity)\n\tfor name, value := range requirements {\n\t\trelic.AddRequirement(name, value)\n\t}\n\n\treturn relic, nil\n}\n\n// CalculateChallengeReward 计算挑战奖励\nfunc (s *SacredService) CalculateChallengeReward(challengeType ChallengeType, difficulty ChallengeDifficulty, success bool, score int, playerLevel int) *ChallengeReward {\n\treturn s.rewardCalculator.CalculateChallengeReward(challengeType, difficulty, success, score, playerLevel)\n}\n\n// CalculateBlessingEffect 计算祝福效果\nfunc (s *SacredService) CalculateBlessingEffect(blessingType BlessingType, sacredLevel int, playerLevel int) *BlessingEffect {\n\teffect := NewBlessingEffect(\n\t\tfmt.Sprintf(\"blessing_effect_%d\", time.Now().UnixNano()),\n\t\t\"\", // playerID will be set when activated\n\t\tblessingType,\n\t\ttime.Hour, // default duration\n\t)\n\n\t// 根据类型计算效果\n\tswitch blessingType {\n\tcase BlessingTypeAttribute:\n\t\teffect.AddAttribute(\"strength\", float64(sacredLevel*5+playerLevel))\n\t\teffect.AddAttribute(\"agility\", float64(sacredLevel*3+playerLevel/2))\n\tcase BlessingTypeSkill:\n\t\teffect.AddModifier(\"skill_damage\", 1.0+float64(sacredLevel)*0.1)\n\t\teffect.AddModifier(\"skill_cooldown\", 0.9-float64(sacredLevel)*0.05)\n\tcase BlessingTypeExperience:\n\t\teffect.AddModifier(\"exp_multiplier\", 1.0+float64(sacredLevel)*0.2)\n\tcase BlessingTypeWealth:\n\t\teffect.AddModifier(\"gold_multiplier\", 1.0+float64(sacredLevel)*0.15)\n\tcase BlessingTypeProtection:\n\t\teffect.AddAttribute(\"defense\", float64(sacredLevel*10+playerLevel*2))\n\t\teffect.AddModifier(\"damage_reduction\", float64(sacredLevel)*0.05)\n\tcase BlessingTypeHealing:\n\t\teffect.AddAttribute(\"health_regen\", float64(sacredLevel*2+playerLevel/5))\n\t\teffect.AddModifier(\"healing_received\", 1.0+float64(sacredLevel)*0.1)\n\tcase BlessingTypeSpeed:\n\t\teffect.AddAttribute(\"movement_speed\", float64(sacredLevel*5))\n\t\teffect.AddModifier(\"action_speed\", 1.0+float64(sacredLevel)*0.08)\n\tcase BlessingTypeLuck:\n\t\teffect.AddAttribute(\"luck\", float64(sacredLevel*3+playerLevel/3))\n\t\teffect.AddModifier(\"critical_chance\", float64(sacredLevel)*0.02)\n\t}\n\n\treturn effect\n}\n\n// ValidateChallenge 验证挑战\nfunc (s *SacredService) ValidateChallenge(challenge *Challenge, playerData map[string]interface{}) error {\n\tif challenge == nil {\n\t\treturn fmt.Errorf(\"challenge is nil\")\n\t}\n\n\t// 检查挑战状态\n\tif !challenge.CanStart() {\n\t\treturn fmt.Errorf(\"challenge cannot be started\")\n\t}\n\n\t// 检查玩家等级\n\tplayerLevel, ok := playerData[\"level\"].(int)\n\tif !ok || playerLevel < challenge.GetRequiredLevel() {\n\t\treturn fmt.Errorf(\"insufficient player level\")\n\t}\n\n\t// 检查挑战条件\n\tif !challenge.CheckConditions(playerData) {\n\t\treturn fmt.Errorf(\"challenge conditions not met\")\n\t}\n\n\treturn nil\n}\n\n// ValidateBlessing 验证祝福\nfunc (s *SacredService) ValidateBlessing(blessing *Blessing, playerData map[string]interface{}) error {\n\tif blessing == nil {\n\t\treturn fmt.Errorf(\"blessing is nil\")\n\t}\n\n\t// 检查祝福状态\n\tif !blessing.IsAvailable() {\n\t\treturn fmt.Errorf(\"blessing is not available\")\n\t}\n\n\t// 检查平衡规则\n\tif !s.balanceRules.CanActivateBlessing(blessing.GetType(), playerData) {\n\t\treturn fmt.Errorf(\"blessing activation violates balance rules\")\n\t}\n\n\treturn nil\n}\n\n// CalculateOptimalDifficulty 计算最佳难度\nfunc (s *SacredService) CalculateOptimalDifficulty(playerLevel int, playerSkill float64) ChallengeDifficulty {\n\t// 基于玩家等级和技能计算推荐难度\n\tbaseScore := float64(playerLevel) + playerSkill*10\n\n\tif baseScore < 20 {\n\t\treturn ChallengeDifficultyEasy\n\t} else if baseScore < 50 {\n\t\treturn ChallengeDifficultyNormal\n\t} else if baseScore < 100 {\n\t\treturn ChallengeDifficultyHard\n\t} else if baseScore < 200 {\n\t\treturn ChallengeDifficultyExpert\n\t} else {\n\t\treturn ChallengeDifficultyLegendary\n\t}\n}\n\n// GetRecommendedChallenges 获取推荐挑战\nfunc (s *SacredService) GetRecommendedChallenges(playerData map[string]interface{}, sacredLevel int) []*Challenge {\n\tplayerLevel, _ := playerData[\"level\"].(int)\n\tplayerSkill, _ := playerData[\"skill\"].(float64)\n\n\toptimalDifficulty := s.CalculateOptimalDifficulty(playerLevel, playerSkill)\n\n\tvar recommendations []*Challenge\n\n\t// 为每种挑战类型生成推荐\n\tfor challengeType := ChallengeTypeCombat; challengeType <= ChallengeTypeSpecial; challengeType++ {\n\t\tif challenge, err := s.GenerateChallenge(challengeType, optimalDifficulty, sacredLevel); err == nil {\n\t\t\trecommendations = append(recommendations, challenge)\n\t\t}\n\t}\n\n\treturn recommendations\n}\n\n// GetAvailableBlessings 获取可用祝福\nfunc (s *SacredService) GetAvailableBlessings(playerData map[string]interface{}, sacredLevel int) []*Blessing {\n\tvar available []*Blessing\n\n\t// 为每种祝福类型生成可用祝福\n\tfor blessingType := BlessingTypeAttribute; blessingType <= BlessingTypeLuck; blessingType++ {\n\t\tif blessing, err := s.GenerateBlessing(blessingType, sacredLevel); err == nil {\n\t\t\tif s.ValidateBlessing(blessing, playerData) == nil {\n\t\t\t\tavailable = append(available, blessing)\n\t\t\t}\n\t\t}\n\t}\n\n\treturn available\n}\n\n// 私有方法\n\n// generateDefaultChallenges 生成默认挑战\nfunc (s *SacredService) generateDefaultChallenges(sacredLevel int) []*Challenge {\n\tvar challenges []*Challenge\n\n\t// 根据圣地等级生成适当的挑战\n\tdifficulties := []ChallengeDifficulty{ChallengeDifficultyEasy, ChallengeDifficultyNormal}\n\tif sacredLevel >= 10 {\n\t\tdifficulties = append(difficulties, ChallengeDifficultyHard)\n\t}\n\tif sacredLevel >= 25 {\n\t\tdifficulties = append(difficulties, ChallengeDifficultyExpert)\n\t}\n\tif sacredLevel >= 50 {\n\t\tdifficulties = append(difficulties, ChallengeDifficultyLegendary)\n\t}\n\n\t// 为每种难度生成战斗挑战\n\tfor _, difficulty := range difficulties {\n\t\tif challenge, err := s.GenerateChallenge(ChallengeTypeCombat, difficulty, sacredLevel); err == nil {\n\t\t\tchallenges = append(challenges, challenge)\n\t\t}\n\t}\n\n\treturn challenges\n}\n\n// generateDefaultBlessings 生成默认祝福\nfunc (s *SacredService) generateDefaultBlessings(sacredLevel int) []*Blessing {\n\tvar blessings []*Blessing\n\n\t// 生成基础祝福\n\tbasicTypes := []BlessingType{BlessingTypeAttribute, BlessingTypeExperience, BlessingTypeWealth}\n\tfor _, blessingType := range basicTypes {\n\t\tif blessing, err := s.GenerateBlessing(blessingType, sacredLevel); err == nil {\n\t\t\tblessings = append(blessings, blessing)\n\t\t}\n\t}\n\n\t// 根据等级解锁高级祝福\n\tif sacredLevel >= 10 {\n\t\tadvancedTypes := []BlessingType{BlessingTypeProtection, BlessingTypeHealing}\n\t\tfor _, blessingType := range advancedTypes {\n\t\t\tif blessing, err := s.GenerateBlessing(blessingType, sacredLevel); err == nil {\n\t\t\t\tblessings = append(blessings, blessing)\n\t\t\t}\n\t\t}\n\t}\n\n\tif sacredLevel >= 25 {\n\t\tspecialTypes := []BlessingType{BlessingTypeSpeed, BlessingTypeLuck}\n\t\tfor _, blessingType := range specialTypes {\n\t\t\tif blessing, err := s.GenerateBlessing(blessingType, sacredLevel); err == nil {\n\t\t\t\tblessings = append(blessings, blessing)\n\t\t\t}\n\t\t}\n\t}\n\n\treturn blessings\n}\n\n// initializeDefaultTemplates 初始化默认模板\nfunc (s *SacredService) initializeDefaultTemplates() {\n\t// 初始化挑战模板\n\ts.challengeTemplates[ChallengeTypeCombat] = NewChallengeTemplate(\n\t\t\"战斗挑战\",\n\t\t\"测试战斗技巧的挑战\",\n\t\ttime.Minute*30,\n\t\ttime.Hour*6,\n\t)\n\n\ts.challengeTemplates[ChallengeTypePuzzle] = NewChallengeTemplate(\n\t\t\"解谜挑战\",\n\t\t\"需要智慧解决的谜题\",\n\t\ttime.Minute*15,\n\t\ttime.Hour*4,\n\t)\n\n\ts.challengeTemplates[ChallengeTypeEndurance] = NewChallengeTemplate(\n\t\t\"耐力挑战\",\n\t\t\"考验持久力的挑战\",\n\t\ttime.Hour,\n\t\ttime.Hour*12,\n\t)\n\n\t// 初始化祝福模板\n\ts.blessingTemplates[BlessingTypeAttribute] = NewBlessingTemplate(\n\t\t\"属性祝福\",\n\t\t\"提升基础属性\",\n\t\ttime.Hour*2,\n\t\ttime.Hour*24,\n\t\t3,\n\t)\n\n\ts.blessingTemplates[BlessingTypeExperience] = NewBlessingTemplate(\n\t\t\"经验祝福\",\n\t\t\"增加经验获取\",\n\t\ttime.Hour,\n\t\ttime.Hour*12,\n\t\t5,\n\t)\n\n\t// 初始化圣物模板\n\ts.initializeRelicTemplates()\n}\n\n// initializeRelicTemplates 初始化圣物模板\nfunc (s *SacredService) initializeRelicTemplates() {\n\t// 武器模板\n\tweaponTemplates := []*RelicTemplate{\n\t\tNewRelicTemplate(\"圣剑\", \"神圣的武器\", []string{\"attack\", \"critical\"}, []string{\"增加攻击力\", \"提高暴击率\"}),\n\t\tNewRelicTemplate(\"法杖\", \"魔法武器\", []string{\"magic_power\", \"mana\"}, []string{\"增加魔法攻击\", \"提高法力值\"}),\n\t}\n\ts.relicTemplates[RelicTypeWeapon] = weaponTemplates\n\n\t// 护甲模板\n\tarmorTemplates := []*RelicTemplate{\n\t\tNewRelicTemplate(\"圣甲\", \"神圣的护甲\", []string{\"defense\", \"health\"}, []string{\"增加防御力\", \"提高生命值\"}),\n\t\tNewRelicTemplate(\"法袍\", \"魔法护甲\", []string{\"magic_defense\", \"mana_regen\"}, []string{\"增加魔法防御\", \"提高法力回复\"}),\n\t}\n\ts.relicTemplates[RelicTypeArmor] = armorTemplates\n\n\t// 饰品模板\n\taccessoryTemplates := []*RelicTemplate{\n\t\tNewRelicTemplate(\"圣环\", \"神圣的戒指\", []string{\"luck\", \"experience\"}, []string{\"增加幸运值\", \"提高经验获取\"}),\n\t\tNewRelicTemplate(\"护符\", \"保护饰品\", []string{\"resistance\", \"health_regen\"}, []string{\"增加抗性\", \"提高生命回复\"}),\n\t}\n\ts.relicTemplates[RelicTypeAccessory] = accessoryTemplates\n}\n\n// initializeDifficultyCurves 初始化难度曲线\nfunc (s *SacredService) initializeDifficultyCurves() {\n\ts.difficultyCurves[ChallengeDifficultyEasy] = &DifficultyCurve{\n\t\tHealthMultiplier: 0.5,\n\t\tDamageMultiplier: 0.7,\n\t\tSpeedMultiplier:  0.8,\n\t\tRewardMultiplier: 0.5,\n\t\tExpMultiplier:    0.3,\n\t}\n\n\ts.difficultyCurves[ChallengeDifficultyNormal] = &DifficultyCurve{\n\t\tHealthMultiplier: 1.0,\n\t\tDamageMultiplier: 1.0,\n\t\tSpeedMultiplier:  1.0,\n\t\tRewardMultiplier: 1.0,\n\t\tExpMultiplier:    1.0,\n\t}\n\n\ts.difficultyCurves[ChallengeDifficultyHard] = &DifficultyCurve{\n\t\tHealthMultiplier: 1.5,\n\t\tDamageMultiplier: 1.3,\n\t\tSpeedMultiplier:  1.2,\n\t\tRewardMultiplier: 1.5,\n\t\tExpMultiplier:    1.8,\n\t}\n\n\ts.difficultyCurves[ChallengeDifficultyExpert] = &DifficultyCurve{\n\t\tHealthMultiplier: 2.0,\n\t\tDamageMultiplier: 1.8,\n\t\tSpeedMultiplier:  1.5,\n\t\tRewardMultiplier: 2.5,\n\t\tExpMultiplier:    3.0,\n\t}\n\n\ts.difficultyCurves[ChallengeDifficultyLegendary] = &DifficultyCurve{\n\t\tHealthMultiplier: 3.0,\n\t\tDamageMultiplier: 2.5,\n\t\tSpeedMultiplier:  2.0,\n\t\tRewardMultiplier: 5.0,\n\t\tExpMultiplier:    8.0,\n\t}\n}\n\n// 辅助结构体\n\n// ChallengeTemplate 挑战模板\ntype ChallengeTemplate struct {\n\tName         string\n\tDescription  string\n\tBaseDuration time.Duration\n\tBaseCooldown time.Duration\n}\n\n// NewChallengeTemplate 创建挑战模板\nfunc NewChallengeTemplate(name, description string, baseDuration, baseCooldown time.Duration) *ChallengeTemplate {\n\treturn &ChallengeTemplate{\n\t\tName:         name,\n\t\tDescription:  description,\n\t\tBaseDuration: baseDuration,\n\t\tBaseCooldown: baseCooldown,\n\t}\n}\n\n// GenerateName 生成名称\nfunc (ct *ChallengeTemplate) GenerateName(difficulty ChallengeDifficulty) string {\n\treturn fmt.Sprintf(\"%s (%s)\", ct.Name, difficulty.String())\n}\n\n// GenerateDescription 生成描述\nfunc (ct *ChallengeTemplate) GenerateDescription(difficulty ChallengeDifficulty) string {\n\treturn fmt.Sprintf(\"%s - 难度: %s\", ct.Description, difficulty.String())\n}\n\n// GetDuration 获取持续时间\nfunc (ct *ChallengeTemplate) GetDuration(difficulty ChallengeDifficulty) time.Duration {\n\tmultiplier := difficulty.GetMultiplier()\n\treturn time.Duration(float64(ct.BaseDuration) * multiplier)\n}\n\n// GetCooldown 获取冷却时间\nfunc (ct *ChallengeTemplate) GetCooldown(difficulty ChallengeDifficulty) time.Duration {\n\tmultiplier := difficulty.GetMultiplier()\n\treturn time.Duration(float64(ct.BaseCooldown) * multiplier)\n}\n\n// GenerateConditions 生成条件\nfunc (ct *ChallengeTemplate) GenerateConditions(difficulty ChallengeDifficulty, sacredLevel int) []*ChallengeCondition {\n\tconditions := []*ChallengeCondition{\n\t\tNewChallengeCondition(\"level\", \"level\", \"gte\", difficulty.GetRequiredLevel(), \"等级不足\"),\n\t}\n\n\t// 根据难度添加额外条件\n\tif difficulty >= ChallengeDifficultyHard {\n\t\tconditions = append(conditions, NewChallengeCondition(\"equipment\", \"power\", \"gte\", 1000, \"装备威力不足\"))\n\t}\n\n\treturn conditions\n}\n\n// BlessingTemplate 祝福模板\ntype BlessingTemplate struct {\n\tName         string\n\tDescription  string\n\tBaseDuration time.Duration\n\tBaseCooldown time.Duration\n\tBaseMaxUsage int\n}\n\n// NewBlessingTemplate 创建祝福模板\nfunc NewBlessingTemplate(name, description string, baseDuration, baseCooldown time.Duration, baseMaxUsage int) *BlessingTemplate {\n\treturn &BlessingTemplate{\n\t\tName:         name,\n\t\tDescription:  description,\n\t\tBaseDuration: baseDuration,\n\t\tBaseCooldown: baseCooldown,\n\t\tBaseMaxUsage: baseMaxUsage,\n\t}\n}\n\n// GenerateName 生成名称\nfunc (bt *BlessingTemplate) GenerateName(sacredLevel int) string {\n\treturn fmt.Sprintf(\"%s (Lv.%d)\", bt.Name, sacredLevel)\n}\n\n// GenerateDescription 生成描述\nfunc (bt *BlessingTemplate) GenerateDescription(sacredLevel int) string {\n\treturn fmt.Sprintf(\"%s - 圣地等级: %d\", bt.Description, sacredLevel)\n}\n\n// GetDuration 获取持续时间\nfunc (bt *BlessingTemplate) GetDuration(sacredLevel int) time.Duration {\n\tmultiplier := 1.0 + float64(sacredLevel)*0.1\n\treturn time.Duration(float64(bt.BaseDuration) * multiplier)\n}\n\n// GetCooldown 获取冷却时间\nfunc (bt *BlessingTemplate) GetCooldown(sacredLevel int) time.Duration {\n\tmultiplier := math.Max(0.5, 1.0-float64(sacredLevel)*0.02)\n\treturn time.Duration(float64(bt.BaseCooldown) * multiplier)\n}\n\n// GetMaxUsage 获取最大使用次数\nfunc (bt *BlessingTemplate) GetMaxUsage(sacredLevel int) int {\n\treturn bt.BaseMaxUsage + sacredLevel/10\n}\n\n// GenerateEffects 生成效果\nfunc (bt *BlessingTemplate) GenerateEffects(sacredLevel int) []*BlessingEffect {\n\t// 这里可以根据圣地等级生成不同的效果\n\treturn []*BlessingEffect{}\n}\n\n// RelicTemplate 圣物模板\ntype RelicTemplate struct {\n\tName        string\n\tDescription string\n\tAttributes  []string\n\tEffects     []string\n}\n\n// NewRelicTemplate 创建圣物模板\nfunc NewRelicTemplate(name, description string, attributes, effects []string) *RelicTemplate {\n\treturn &RelicTemplate{\n\t\tName:        name,\n\t\tDescription: description,\n\t\tAttributes:  attributes,\n\t\tEffects:     effects,\n\t}\n}\n\n// GenerateName 生成名称\nfunc (rt *RelicTemplate) GenerateName(rarity RelicRarity) string {\n\treturn fmt.Sprintf(\"%s (%s)\", rt.Name, rarity.String())\n}\n\n// GenerateDescription 生成描述\nfunc (rt *RelicTemplate) GenerateDescription(rarity RelicRarity) string {\n\treturn fmt.Sprintf(\"%s - 稀有度: %s\", rt.Description, rarity.String())\n}\n\n// GenerateAttributes 生成属性\nfunc (rt *RelicTemplate) GenerateAttributes(rarity RelicRarity) map[string]float64 {\n\tattributes := make(map[string]float64)\n\tbasePower := rarity.GetBasePower()\n\n\tfor _, attr := range rt.Attributes {\n\t\tattributes[attr] = basePower * (0.5 + rand.Float64())\n\t}\n\n\treturn attributes\n}\n\n// GenerateEffects 生成效果\nfunc (rt *RelicTemplate) GenerateEffects(rarity RelicRarity) []string {\n\t// 根据稀有度返回部分效果\n\tmaxEffects := int(rarity) // 稀有度越高，效果越多\n\tif maxEffects > len(rt.Effects) {\n\t\tmaxEffects = len(rt.Effects)\n\t}\n\n\treturn rt.Effects[:maxEffects]\n}\n\n// GenerateRequirements 生成需求\nfunc (rt *RelicTemplate) GenerateRequirements(rarity RelicRarity) map[string]interface{} {\n\trequirements := make(map[string]interface{})\n\trequirements[\"level\"] = int(rarity) * 10 // 稀有度越高，等级要求越高\n\treturn requirements\n}\n\n// DifficultyCurve 难度曲线\ntype DifficultyCurve struct {\n\tHealthMultiplier float64\n\tDamageMultiplier float64\n\tSpeedMultiplier  float64\n\tRewardMultiplier float64\n\tExpMultiplier    float64\n}\n\n// RewardCalculator 奖励计算器\ntype RewardCalculator struct{}\n\n// NewRewardCalculator 创建奖励计算器\nfunc NewRewardCalculator() *RewardCalculator {\n\treturn &RewardCalculator{}\n}\n\n// CalculateChallengeReward 计算挑战奖励\nfunc (rc *RewardCalculator) CalculateChallengeReward(challengeType ChallengeType, difficulty ChallengeDifficulty, success bool, score int, playerLevel int) *ChallengeReward {\n\tif !success {\n\t\treturn &ChallengeReward{\n\t\t\tGold:       0,\n\t\t\tExperience: 0,\n\t\t\tItems:      make(map[string]int),\n\t\t\tSpecial:    make(map[string]interface{}),\n\t\t}\n\t}\n\n\tbaseGold := 100\n\tbaseExp := 50\n\n\t// 难度倍数\n\tdifficultyMultiplier := difficulty.GetMultiplier()\n\n\t// 分数倍数\n\tscoreMultiplier := math.Max(0.1, math.Min(2.0, float64(score)/100.0))\n\n\t// 玩家等级影响\n\tlevelMultiplier := 1.0 + float64(playerLevel)*0.05\n\n\t// 计算最终奖励\n\tfinalGold := int(float64(baseGold) * difficultyMultiplier * scoreMultiplier * levelMultiplier)\n\tfinalExp := int(float64(baseExp) * difficultyMultiplier * scoreMultiplier * levelMultiplier)\n\n\treward := &ChallengeReward{\n\t\tGold:       finalGold,\n\t\tExperience: finalExp,\n\t\tItems:      make(map[string]int),\n\t\tSpecial:    make(map[string]interface{}),\n\t}\n\n\t// 根据挑战类型添加特殊奖励\n\tswitch challengeType {\n\tcase ChallengeTypeCombat:\n\t\treward.AddItem(\"combat_token\", 1)\n\tcase ChallengeTypePuzzle:\n\t\treward.AddItem(\"wisdom_crystal\", 1)\n\tcase ChallengeTypeEndurance:\n\t\treward.AddItem(\"endurance_potion\", 1)\n\t}\n\n\treturn reward\n}\n\n// BalanceRules 平衡规则\ntype BalanceRules struct {\n\tmaxActiveBlessings int\n\tblessingCooldowns  map[BlessingType]time.Duration\n}\n\n// NewBalanceRules 创建平衡规则\nfunc NewBalanceRules() *BalanceRules {\n\treturn &BalanceRules{\n\t\tmaxActiveBlessings: 3,\n\t\tblessingCooldowns:  make(map[BlessingType]time.Duration),\n\t}\n}\n\n// CanActivateBlessing 检查是否可以激活祝福\nfunc (br *BalanceRules) CanActivateBlessing(blessingType BlessingType, playerData map[string]interface{}) bool {\n\t// 检查激活的祝福数量\n\tactiveBlessings, _ := playerData[\"active_blessings\"].(int)\n\tif activeBlessings >= br.maxActiveBlessings {\n\t\treturn false\n\t}\n\n\t// 检查特定类型的冷却时间\n\tif cooldown, exists := br.blessingCooldowns[blessingType]; exists {\n\t\tlastUsed, _ := playerData[fmt.Sprintf(\"last_used_%s\", blessingType.String())].(time.Time)\n\t\tif !lastUsed.IsZero() && time.Since(lastUsed) < cooldown {\n\t\t\treturn false\n\t\t}\n\t}\n\n\treturn true\n}\n"
  },
  {
    "path": "internal/domain/scene/sacred/value_object.go",
    "content": "package sacred\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// SacredLevel 圣地等级值对象\ntype SacredLevel struct {\n\tLevel      int\n\tExperience int\n\tMaxExp     int\n}\n\n// NewSacredLevel 创建圣地等级\nfunc NewSacredLevel(level, experience int) *SacredLevel {\n\treturn &SacredLevel{\n\t\tLevel:      level,\n\t\tExperience: experience,\n\t\tMaxExp:     calculateMaxExp(level),\n\t}\n}\n\n// AddExperience 添加经验\nfunc (sl *SacredLevel) AddExperience(exp int) (int, error) {\n\tif exp <= 0 {\n\t\treturn sl.Level, fmt.Errorf(\"experience must be positive\")\n\t}\n\n\tsl.Experience += exp\n\t// 检查是否可以升级\n\tfor sl.Experience >= sl.MaxExp {\n\t\tsl.Experience -= sl.MaxExp\n\t\tsl.Level++\n\t\tsl.MaxExp = calculateMaxExp(sl.Level)\n\t}\n\n\treturn sl.Level, nil\n}\n\n// GetProgress 获取升级进度\nfunc (sl *SacredLevel) GetProgress() float64 {\n\tif sl.MaxExp == 0 {\n\t\treturn 0\n\t}\n\treturn float64(sl.Experience) / float64(sl.MaxExp)\n}\n\n// GetRemainingExp 获取升级所需经验\nfunc (sl *SacredLevel) GetRemainingExp() int {\n\treturn sl.MaxExp - sl.Experience\n}\n\n// CanUpgrade 检查是否可以升级\nfunc (sl *SacredLevel) CanUpgrade() bool {\n\treturn sl.Experience >= sl.MaxExp\n}\n\n// ToMap 转换为映射\nfunc (sl *SacredLevel) ToMap() map[string]interface{} {\n\treturn map[string]interface{}{\n\t\t\"level\":      sl.Level,\n\t\t\"experience\": sl.Experience,\n\t\t\"max_exp\":    sl.MaxExp,\n\t\t\"progress\":   sl.GetProgress(),\n\t\t\"remaining\":  sl.GetRemainingExp(),\n\t}\n}\n\n// calculateMaxExp 计算等级所需最大经验\nfunc calculateMaxExp(level int) int {\n\t// 经验公式：level * 100 + (level-1) * 50\n\treturn level*100 + (level-1)*50\n}\n\n// ChallengeType 挑战类型\ntype ChallengeType int\n\nconst (\n\tChallengeTypeCombat      ChallengeType = iota + 1 // 战斗挑战\n\tChallengeTypePuzzle                               // 解谜挑战\n\tChallengeTypeEndurance                            // 耐力挑战\n\tChallengeTypeSpeed                                // 速度挑战\n\tChallengeTypeStrategy                             // 策略挑战\n\tChallengeTypeCooperation                          // 合作挑战\n\tChallengeTypeSpecial                              // 特殊挑战\n)\n\n// String 返回类型字符串\nfunc (ct ChallengeType) String() string {\n\tswitch ct {\n\tcase ChallengeTypeCombat:\n\t\treturn \"combat\"\n\tcase ChallengeTypePuzzle:\n\t\treturn \"puzzle\"\n\tcase ChallengeTypeEndurance:\n\t\treturn \"endurance\"\n\tcase ChallengeTypeSpeed:\n\t\treturn \"speed\"\n\tcase ChallengeTypeStrategy:\n\t\treturn \"strategy\"\n\tcase ChallengeTypeCooperation:\n\t\treturn \"cooperation\"\n\tcase ChallengeTypeSpecial:\n\t\treturn \"special\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查类型是否有效\nfunc (ct ChallengeType) IsValid() bool {\n\treturn ct >= ChallengeTypeCombat && ct <= ChallengeTypeSpecial\n}\n\n// GetDescription 获取类型描述\nfunc (ct ChallengeType) GetDescription() string {\n\tswitch ct {\n\tcase ChallengeTypeCombat:\n\t\treturn \"测试战斗技巧和策略的挑战\"\n\tcase ChallengeTypePuzzle:\n\t\treturn \"需要智慧和逻辑思维的解谜挑战\"\n\tcase ChallengeTypeEndurance:\n\t\treturn \"考验持久力和毅力的挑战\"\n\tcase ChallengeTypeSpeed:\n\t\treturn \"需要快速反应和敏捷的挑战\"\n\tcase ChallengeTypeStrategy:\n\t\treturn \"需要深度思考和规划的策略挑战\"\n\tcase ChallengeTypeCooperation:\n\t\treturn \"需要团队合作完成的挑战\"\n\tcase ChallengeTypeSpecial:\n\t\treturn \"独特的特殊挑战\"\n\tdefault:\n\t\treturn \"未知类型的挑战\"\n\t}\n}\n\n// ChallengeDifficulty 挑战难度\ntype ChallengeDifficulty int\n\nconst (\n\tChallengeDifficultyEasy      ChallengeDifficulty = iota + 1 // 简单\n\tChallengeDifficultyNormal                                   // 普通\n\tChallengeDifficultyHard                                     // 困难\n\tChallengeDifficultyExpert                                   // 专家\n\tChallengeDifficultyLegendary                                // 传奇\n)\n\n// String 返回难度字符串\nfunc (cd ChallengeDifficulty) String() string {\n\tswitch cd {\n\tcase ChallengeDifficultyEasy:\n\t\treturn \"easy\"\n\tcase ChallengeDifficultyNormal:\n\t\treturn \"normal\"\n\tcase ChallengeDifficultyHard:\n\t\treturn \"hard\"\n\tcase ChallengeDifficultyExpert:\n\t\treturn \"expert\"\n\tcase ChallengeDifficultyLegendary:\n\t\treturn \"legendary\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查难度是否有效\nfunc (cd ChallengeDifficulty) IsValid() bool {\n\treturn cd >= ChallengeDifficultyEasy && cd <= ChallengeDifficultyLegendary\n}\n\n// GetMultiplier 获取难度倍数\nfunc (cd ChallengeDifficulty) GetMultiplier() float64 {\n\tswitch cd {\n\tcase ChallengeDifficultyEasy:\n\t\treturn 0.5\n\tcase ChallengeDifficultyNormal:\n\t\treturn 1.0\n\tcase ChallengeDifficultyHard:\n\t\treturn 1.5\n\tcase ChallengeDifficultyExpert:\n\t\treturn 2.0\n\tcase ChallengeDifficultyLegendary:\n\t\treturn 3.0\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// GetRequiredLevel 获取所需等级\nfunc (cd ChallengeDifficulty) GetRequiredLevel() int {\n\tswitch cd {\n\tcase ChallengeDifficultyEasy:\n\t\treturn 1\n\tcase ChallengeDifficultyNormal:\n\t\treturn 5\n\tcase ChallengeDifficultyHard:\n\t\treturn 10\n\tcase ChallengeDifficultyExpert:\n\t\treturn 20\n\tcase ChallengeDifficultyLegendary:\n\t\treturn 50\n\tdefault:\n\t\treturn 1\n\t}\n}\n\n// GetColor 获取难度颜色\nfunc (cd ChallengeDifficulty) GetColor() string {\n\tswitch cd {\n\tcase ChallengeDifficultyEasy:\n\t\treturn \"green\"\n\tcase ChallengeDifficultyNormal:\n\t\treturn \"blue\"\n\tcase ChallengeDifficultyHard:\n\t\treturn \"yellow\"\n\tcase ChallengeDifficultyExpert:\n\t\treturn \"red\"\n\tcase ChallengeDifficultyLegendary:\n\t\treturn \"purple\"\n\tdefault:\n\t\treturn \"gray\"\n\t}\n}\n\n// ChallengeStatus 挑战状态\ntype ChallengeStatus int\n\nconst (\n\tChallengeStatusAvailable  ChallengeStatus = iota + 1 // 可用\n\tChallengeStatusInProgress                            // 进行中\n\tChallengeStatusCompleted                             // 已完成\n\tChallengeStatusFailed                                // 失败\n\tChallengeStatusLocked                                // 锁定\n\tChallengeStatusExpired                               // 过期\n)\n\n// String 返回状态字符串\nfunc (cs ChallengeStatus) String() string {\n\tswitch cs {\n\tcase ChallengeStatusAvailable:\n\t\treturn \"available\"\n\tcase ChallengeStatusInProgress:\n\t\treturn \"in_progress\"\n\tcase ChallengeStatusCompleted:\n\t\treturn \"completed\"\n\tcase ChallengeStatusFailed:\n\t\treturn \"failed\"\n\tcase ChallengeStatusLocked:\n\t\treturn \"locked\"\n\tcase ChallengeStatusExpired:\n\t\treturn \"expired\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查状态是否有效\nfunc (cs ChallengeStatus) IsValid() bool {\n\treturn cs >= ChallengeStatusAvailable && cs <= ChallengeStatusExpired\n}\n\n// CanStart 检查是否可以开始\nfunc (cs ChallengeStatus) CanStart() bool {\n\treturn cs == ChallengeStatusAvailable\n}\n\n// IsFinished 检查是否已结束\nfunc (cs ChallengeStatus) IsFinished() bool {\n\treturn cs == ChallengeStatusCompleted || cs == ChallengeStatusFailed || cs == ChallengeStatusExpired\n}\n\n// BlessingType 祝福类型\ntype BlessingType int\n\nconst (\n\tBlessingTypeAttribute  BlessingType = iota + 1 // 属性祝福\n\tBlessingTypeSkill                              // 技能祝福\n\tBlessingTypeExperience                         // 经验祝福\n\tBlessingTypeWealth                             // 财富祝福\n\tBlessingTypeProtection                         // 保护祝福\n\tBlessingTypeHealing                            // 治疗祝福\n\tBlessingTypeSpeed                              // 速度祝福\n\tBlessingTypeLuck                               // 幸运祝福\n)\n\n// String 返回类型字符串\nfunc (bt BlessingType) String() string {\n\tswitch bt {\n\tcase BlessingTypeAttribute:\n\t\treturn \"attribute\"\n\tcase BlessingTypeSkill:\n\t\treturn \"skill\"\n\tcase BlessingTypeExperience:\n\t\treturn \"experience\"\n\tcase BlessingTypeWealth:\n\t\treturn \"wealth\"\n\tcase BlessingTypeProtection:\n\t\treturn \"protection\"\n\tcase BlessingTypeHealing:\n\t\treturn \"healing\"\n\tcase BlessingTypeSpeed:\n\t\treturn \"speed\"\n\tcase BlessingTypeLuck:\n\t\treturn \"luck\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查类型是否有效\nfunc (bt BlessingType) IsValid() bool {\n\treturn bt >= BlessingTypeAttribute && bt <= BlessingTypeLuck\n}\n\n// GetDescription 获取类型描述\nfunc (bt BlessingType) GetDescription() string {\n\tswitch bt {\n\tcase BlessingTypeAttribute:\n\t\treturn \"提升角色基础属性的祝福\"\n\tcase BlessingTypeSkill:\n\t\treturn \"增强技能效果的祝福\"\n\tcase BlessingTypeExperience:\n\t\treturn \"增加经验获取的祝福\"\n\tcase BlessingTypeWealth:\n\t\treturn \"增加财富收入的祝福\"\n\tcase BlessingTypeProtection:\n\t\treturn \"提供保护效果的祝福\"\n\tcase BlessingTypeHealing:\n\t\treturn \"提供治疗效果的祝福\"\n\tcase BlessingTypeSpeed:\n\t\treturn \"提升移动和行动速度的祝福\"\n\tcase BlessingTypeLuck:\n\t\treturn \"增加幸运值的祝福\"\n\tdefault:\n\t\treturn \"未知类型的祝福\"\n\t}\n}\n\n// GetIcon 获取图标\nfunc (bt BlessingType) GetIcon() string {\n\tswitch bt {\n\tcase BlessingTypeAttribute:\n\t\treturn \"💪\"\n\tcase BlessingTypeSkill:\n\t\treturn \"⚡\"\n\tcase BlessingTypeExperience:\n\t\treturn \"📚\"\n\tcase BlessingTypeWealth:\n\t\treturn \"💰\"\n\tcase BlessingTypeProtection:\n\t\treturn \"🛡️\"\n\tcase BlessingTypeHealing:\n\t\treturn \"❤️\"\n\tcase BlessingTypeSpeed:\n\t\treturn \"💨\"\n\tcase BlessingTypeLuck:\n\t\treturn \"🍀\"\n\tdefault:\n\t\treturn \"❓\"\n\t}\n}\n\n// BlessingStatus 祝福状态\ntype BlessingStatus int\n\nconst (\n\tBlessingStatusAvailable BlessingStatus = iota + 1 // 可用\n\tBlessingStatusActive                              // 激活\n\tBlessingStatusInactive                            // 未激活\n\tBlessingStatusExpired                             // 过期\n\tBlessingStatusLocked                              // 锁定\n)\n\n// String 返回状态字符串\nfunc (bs BlessingStatus) String() string {\n\tswitch bs {\n\tcase BlessingStatusAvailable:\n\t\treturn \"available\"\n\tcase BlessingStatusActive:\n\t\treturn \"active\"\n\tcase BlessingStatusInactive:\n\t\treturn \"inactive\"\n\tcase BlessingStatusExpired:\n\t\treturn \"expired\"\n\tcase BlessingStatusLocked:\n\t\treturn \"locked\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// IsValid 检查状态是否有效\nfunc (bs BlessingStatus) IsValid() bool {\n\treturn bs >= BlessingStatusAvailable && bs <= BlessingStatusLocked\n}\n\n// CanActivate 检查是否可以激活\nfunc (bs BlessingStatus) CanActivate() bool {\n\treturn bs == BlessingStatusAvailable\n}\n\n// IsActive 检查是否激活\nfunc (bs BlessingStatus) IsActive() bool {\n\treturn bs == BlessingStatusActive\n}\n\n// SacredRelic 圣物值对象\ntype SacredRelic struct {\n\tID           string\n\tName         string\n\tDescription  string\n\tType         RelicType\n\tRarity       RelicRarity\n\tLevel        int\n\tAttributes   map[string]float64\n\tEffects      []string\n\tRequirements map[string]interface{}\n\tObtainedAt   time.Time\n}\n\n// NewSacredRelic 创建圣物\nfunc NewSacredRelic(id, name, description string, relicType RelicType, rarity RelicRarity) *SacredRelic {\n\treturn &SacredRelic{\n\t\tID:           id,\n\t\tName:         name,\n\t\tDescription:  description,\n\t\tType:         relicType,\n\t\tRarity:       rarity,\n\t\tLevel:        1,\n\t\tAttributes:   make(map[string]float64),\n\t\tEffects:      make([]string, 0),\n\t\tRequirements: make(map[string]interface{}),\n\t\tObtainedAt:   time.Now(),\n\t}\n}\n\n// GetPower 获取圣物威力\nfunc (sr *SacredRelic) GetPower() float64 {\n\tbasePower := sr.Rarity.GetBasePower()\n\tlevelMultiplier := float64(sr.Level)\n\treturn basePower * levelMultiplier\n}\n\n// CanUpgrade 检查是否可以升级\nfunc (sr *SacredRelic) CanUpgrade() bool {\n\treturn sr.Level < sr.Rarity.GetMaxLevel()\n}\n\n// Upgrade 升级圣物\nfunc (sr *SacredRelic) Upgrade() error {\n\tif !sr.CanUpgrade() {\n\t\treturn fmt.Errorf(\"relic cannot be upgraded further\")\n\t}\n\n\tsr.Level++\n\t// 升级时增强属性\n\tfor attr, value := range sr.Attributes {\n\t\tsr.Attributes[attr] = value * 1.1 // 每级增加10%\n\t}\n\n\treturn nil\n}\n\n// AddAttribute 添加属性\nfunc (sr *SacredRelic) AddAttribute(name string, value float64) {\n\tsr.Attributes[name] = value\n}\n\n// AddEffect 添加效果\nfunc (sr *SacredRelic) AddEffect(effect string) {\n\tsr.Effects = append(sr.Effects, effect)\n}\n\n// AddRequirement 添加需求\nfunc (sr *SacredRelic) AddRequirement(name string, value interface{}) {\n\tsr.Requirements[name] = value\n}\n\n// CheckRequirements 检查需求\nfunc (sr *SacredRelic) CheckRequirements(playerData map[string]interface{}) bool {\n\tfor req, reqValue := range sr.Requirements {\n\t\tplayerValue, exists := playerData[req]\n\t\tif !exists {\n\t\t\treturn false\n\t\t}\n\n\t\t// 简单的数值比较\n\t\tif reqInt, ok := reqValue.(int); ok {\n\t\t\tif playerInt, ok := playerValue.(int); ok {\n\t\t\t\tif playerInt < reqInt {\n\t\t\t\t\treturn false\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\treturn true\n}\n\n// ToMap 转换为映射\nfunc (sr *SacredRelic) ToMap() map[string]interface{} {\n\treturn map[string]interface{}{\n\t\t\"id\":           sr.ID,\n\t\t\"name\":         sr.Name,\n\t\t\"description\":  sr.Description,\n\t\t\"type\":         sr.Type.String(),\n\t\t\"rarity\":       sr.Rarity.String(),\n\t\t\"level\":        sr.Level,\n\t\t\"power\":        sr.GetPower(),\n\t\t\"attributes\":   sr.Attributes,\n\t\t\"effects\":      sr.Effects,\n\t\t\"requirements\": sr.Requirements,\n\t\t\"obtained_at\":  sr.ObtainedAt,\n\t}\n}\n\n// RelicType 圣物类型\ntype RelicType int\n\nconst (\n\tRelicTypeWeapon     RelicType = iota + 1 // 武器\n\tRelicTypeArmor                           // 护甲\n\tRelicTypeAccessory                       // 饰品\n\tRelicTypeConsumable                      // 消耗品\n\tRelicTypeSpecial                         // 特殊\n)\n\n// String 返回类型字符串\nfunc (rt RelicType) String() string {\n\tswitch rt {\n\tcase RelicTypeWeapon:\n\t\treturn \"weapon\"\n\tcase RelicTypeArmor:\n\t\treturn \"armor\"\n\tcase RelicTypeAccessory:\n\t\treturn \"accessory\"\n\tcase RelicTypeConsumable:\n\t\treturn \"consumable\"\n\tcase RelicTypeSpecial:\n\t\treturn \"special\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// RelicRarity 圣物稀有度\ntype RelicRarity int\n\nconst (\n\tRelicRarityCommon    RelicRarity = iota + 1 // 普通\n\tRelicRarityUncommon                         // 不常见\n\tRelicRarityRare                             // 稀有\n\tRelicRarityEpic                             // 史诗\n\tRelicRarityLegendary                        // 传奇\n\tRelicRarityMythic                           // 神话\n)\n\n// String 返回稀有度字符串\nfunc (rr RelicRarity) String() string {\n\tswitch rr {\n\tcase RelicRarityCommon:\n\t\treturn \"common\"\n\tcase RelicRarityUncommon:\n\t\treturn \"uncommon\"\n\tcase RelicRarityRare:\n\t\treturn \"rare\"\n\tcase RelicRarityEpic:\n\t\treturn \"epic\"\n\tcase RelicRarityLegendary:\n\t\treturn \"legendary\"\n\tcase RelicRarityMythic:\n\t\treturn \"mythic\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetBasePower 获取基础威力\nfunc (rr RelicRarity) GetBasePower() float64 {\n\tswitch rr {\n\tcase RelicRarityCommon:\n\t\treturn 10.0\n\tcase RelicRarityUncommon:\n\t\treturn 25.0\n\tcase RelicRarityRare:\n\t\treturn 50.0\n\tcase RelicRarityEpic:\n\t\treturn 100.0\n\tcase RelicRarityLegendary:\n\t\treturn 200.0\n\tcase RelicRarityMythic:\n\t\treturn 500.0\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// GetMaxLevel 获取最大等级\nfunc (rr RelicRarity) GetMaxLevel() int {\n\tswitch rr {\n\tcase RelicRarityCommon:\n\t\treturn 10\n\tcase RelicRarityUncommon:\n\t\treturn 20\n\tcase RelicRarityRare:\n\t\treturn 30\n\tcase RelicRarityEpic:\n\t\treturn 50\n\tcase RelicRarityLegendary:\n\t\treturn 80\n\tcase RelicRarityMythic:\n\t\treturn 100\n\tdefault:\n\t\treturn 1\n\t}\n}\n\n// GetColor 获取颜色\nfunc (rr RelicRarity) GetColor() string {\n\tswitch rr {\n\tcase RelicRarityCommon:\n\t\treturn \"gray\"\n\tcase RelicRarityUncommon:\n\t\treturn \"green\"\n\tcase RelicRarityRare:\n\t\treturn \"blue\"\n\tcase RelicRarityEpic:\n\t\treturn \"purple\"\n\tcase RelicRarityLegendary:\n\t\treturn \"orange\"\n\tcase RelicRarityMythic:\n\t\treturn \"red\"\n\tdefault:\n\t\treturn \"white\"\n\t}\n}\n\n// SacredPortal 圣地传送门值对象\ntype SacredPortal struct {\n\tID            string\n\tName          string\n\tDestination   string\n\tRequiredLevel int\n\tCost          int\n\tCooldown      time.Duration\n\tLastUsed      time.Time\n\tActive        bool\n}\n\n// NewSacredPortal 创建传送门\nfunc NewSacredPortal(id, name, destination string, requiredLevel, cost int, cooldown time.Duration) *SacredPortal {\n\treturn &SacredPortal{\n\t\tID:            id,\n\t\tName:          name,\n\t\tDestination:   destination,\n\t\tRequiredLevel: requiredLevel,\n\t\tCost:          cost,\n\t\tCooldown:      cooldown,\n\t\tActive:        true,\n\t}\n}\n\n// CanUse 检查是否可以使用\nfunc (sp *SacredPortal) CanUse(playerLevel int, playerGold int) bool {\n\tif !sp.Active {\n\t\treturn false\n\t}\n\n\tif playerLevel < sp.RequiredLevel {\n\t\treturn false\n\t}\n\n\tif playerGold < sp.Cost {\n\t\treturn false\n\t}\n\n\t// 检查冷却时间\n\tif !sp.LastUsed.IsZero() && time.Since(sp.LastUsed) < sp.Cooldown {\n\t\treturn false\n\t}\n\n\treturn true\n}\n\n// Use 使用传送门\nfunc (sp *SacredPortal) Use() error {\n\tif !sp.Active {\n\t\treturn fmt.Errorf(\"portal is not active\")\n\t}\n\n\tsp.LastUsed = time.Now()\n\treturn nil\n}\n\n// GetRemainingCooldown 获取剩余冷却时间\nfunc (sp *SacredPortal) GetRemainingCooldown() time.Duration {\n\tif sp.LastUsed.IsZero() {\n\t\treturn 0\n\t}\n\n\telapsed := time.Since(sp.LastUsed)\n\tif elapsed >= sp.Cooldown {\n\t\treturn 0\n\t}\n\n\treturn sp.Cooldown - elapsed\n}\n\n// Activate 激活传送门\nfunc (sp *SacredPortal) Activate() {\n\tsp.Active = true\n}\n\n// Deactivate 停用传送门\nfunc (sp *SacredPortal) Deactivate() {\n\tsp.Active = false\n}\n\n// ToMap 转换为映射\nfunc (sp *SacredPortal) ToMap() map[string]interface{} {\n\treturn map[string]interface{}{\n\t\t\"id\":                 sp.ID,\n\t\t\"name\":               sp.Name,\n\t\t\"destination\":        sp.Destination,\n\t\t\"required_level\":     sp.RequiredLevel,\n\t\t\"cost\":               sp.Cost,\n\t\t\"cooldown\":           sp.Cooldown.String(),\n\t\t\"last_used\":          sp.LastUsed,\n\t\t\"active\":             sp.Active,\n\t\t\"remaining_cooldown\": sp.GetRemainingCooldown().String(),\n\t}\n}\n\n// SacredAura 圣地光环值对象\ntype SacredAura struct {\n\tType        AuraType\n\tIntensity   float64\n\tRadius      float64\n\tEffects     map[string]float64\n\tDuration    time.Duration\n\tActivatedAt time.Time\n}\n\n// NewSacredAura 创建圣地光环\nfunc NewSacredAura(auraType AuraType, intensity, radius float64, duration time.Duration) *SacredAura {\n\treturn &SacredAura{\n\t\tType:        auraType,\n\t\tIntensity:   intensity,\n\t\tRadius:      radius,\n\t\tEffects:     make(map[string]float64),\n\t\tDuration:    duration,\n\t\tActivatedAt: time.Now(),\n\t}\n}\n\n// IsActive 检查是否激活\nfunc (sa *SacredAura) IsActive() bool {\n\treturn time.Since(sa.ActivatedAt) < sa.Duration\n}\n\n// GetRemainingDuration 获取剩余时间\nfunc (sa *SacredAura) GetRemainingDuration() time.Duration {\n\tif !sa.IsActive() {\n\t\treturn 0\n\t}\n\treturn sa.Duration - time.Since(sa.ActivatedAt)\n}\n\n// AddEffect 添加效果\nfunc (sa *SacredAura) AddEffect(name string, value float64) {\n\tsa.Effects[name] = value\n}\n\n// GetEffect 获取效果值\nfunc (sa *SacredAura) GetEffect(name string) float64 {\n\treturn sa.Effects[name] * sa.Intensity\n}\n\n// AuraType 光环类型\ntype AuraType int\n\nconst (\n\tAuraTypeHealing    AuraType = iota + 1 // 治疗光环\n\tAuraTypeProtection                     // 保护光环\n\tAuraTypeStrength                       // 力量光环\n\tAuraTypeWisdom                         // 智慧光环\n\tAuraTypeSpeed                          // 速度光环\n\tAuraTypeLuck                           // 幸运光环\n)\n\n// String 返回光环类型字符串\nfunc (at AuraType) String() string {\n\tswitch at {\n\tcase AuraTypeHealing:\n\t\treturn \"healing\"\n\tcase AuraTypeProtection:\n\t\treturn \"protection\"\n\tcase AuraTypeStrength:\n\t\treturn \"strength\"\n\tcase AuraTypeWisdom:\n\t\treturn \"wisdom\"\n\tcase AuraTypeSpeed:\n\t\treturn \"speed\"\n\tcase AuraTypeLuck:\n\t\treturn \"luck\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n"
  },
  {
    "path": "internal/domain/scene/scene.go",
    "content": "package scene\n\nimport (\n\t// \"errors\"\n\t\"fmt\"\n\t\"math\"\n\t\"sync\"\n\t\"time\"\n)\n\n// Scene 场景聚合根\ntype Scene struct {\n\tid             string\n\tname           string\n\tsceneType      SceneType\n\tstatus         SceneStatus\n\twidth          float64\n\theight         float64\n\tmaxPlayers     int\n\tcurrentPlayers int\n\tentities       map[string]Entity\n\tplayers        map[string]*Player\n\tnpcs           map[string]*NPC\n\tmonsters       map[string]*Monster\n\titems          map[string]*Item\n\tportals        map[string]*Portal\n\taoi            *AOIManager\n\tspawnPoints    []*SpawnPoint\n\tlastUpdate     time.Time\n\tevents         []DomainEvent\n\tmu             sync.RWMutex\n}\n\n// NewScene 创建新场景\nfunc NewScene(id, name string, sceneType SceneType, width, height float64, maxPlayers int) *Scene {\n\treturn &Scene{\n\t\tid:             id,\n\t\tname:           name,\n\t\tsceneType:      sceneType,\n\t\tstatus:         SceneStatusActive,\n\t\twidth:          width,\n\t\theight:         height,\n\t\tmaxPlayers:     maxPlayers,\n\t\tcurrentPlayers: 0,\n\t\tentities:       make(map[string]Entity),\n\t\tplayers:        make(map[string]*Player),\n\t\tnpcs:           make(map[string]*NPC),\n\t\tmonsters:       make(map[string]*Monster),\n\t\titems:          make(map[string]*Item),\n\t\tportals:        make(map[string]*Portal),\n\t\taoi:            NewAOIManager(width, height, 100.0), // 默认AOI半径100\n\t\tspawnPoints:    make([]*SpawnPoint, 0),\n\t\tlastUpdate:     time.Now(),\n\t\tevents:         make([]DomainEvent, 0),\n\t}\n}\n\n// SceneType 场景类型\ntype SceneType int\n\nconst (\n\tSceneTypeCity SceneType = iota + 1\n\tSceneTypeDungeon\n\tSceneTypeBattlefield\n\tSceneTypeWilderness\n\tSceneTypeInstance\n\tSceneTypeGuild\n\tSceneTypePvP\n\tSceneTypeRaid\n)\n\n// SceneStatus 场景状态\ntype SceneStatus int\n\nconst (\n\tSceneStatusActive SceneStatus = iota + 1\n\tSceneStatusMaintenance\n\tSceneStatusClosed\n\tSceneStatusFull\n)\n\n// Entity 实体接口\ntype Entity interface {\n\tGetID() string\n\tGetPosition() *Position\n\tSetPosition(*Position)\n\tGetEntityType() EntityType\n\tUpdate(deltaTime time.Duration)\n\tIsActive() bool\n}\n\n// EntityType 实体类型\ntype EntityType int\n\nconst (\n\tEntityTypePlayer EntityType = iota + 1\n\tEntityTypeNPC\n\tEntityTypeMonster\n\tEntityTypeItem\n\tEntityTypePortal\n\tEntityTypeBuilding\n\tEntityTypeProjectile\n)\n\n// Position 位置\ntype Position struct {\n\tX         float64   `json:\"x\"`\n\tY         float64   `json:\"y\"`\n\tZ         float64   `json:\"z\"`\n\tDirection float64   `json:\"direction\"` // 朝向角度\n\tUpdatedAt time.Time `json:\"updated_at\"`\n}\n\n// NewPosition 创建新位置\nfunc NewPosition(x, y, z, direction float64) *Position {\n\treturn &Position{\n\t\tX:         x,\n\t\tY:         y,\n\t\tZ:         z,\n\t\tDirection: direction,\n\t\tUpdatedAt: time.Now(),\n\t}\n}\n\n// Distance 计算距离\nfunc (p *Position) Distance(other *Position) float64 {\n\tdx := p.X - other.X\n\tdy := p.Y - other.Y\n\tdz := p.Z - other.Z\n\treturn math.Sqrt(dx*dx + dy*dy + dz*dz)\n}\n\n// Player 玩家实体\ntype Player struct {\n\tid         string\n\tname       string\n\tlevel      int\n\tposition   *Position\n\thealth     int64\n\tmaxHealth  int64\n\tmana       int64\n\tmaxMana    int64\n\tstatus     PlayerStatus\n\tlastAction time.Time\n\tactive     bool\n}\n\n// PlayerStatus 玩家状态\ntype PlayerStatus int\n\nconst (\n\tPlayerStatusNormal PlayerStatus = iota + 1\n\tPlayerStatusCombat\n\tPlayerStatusDead\n\tPlayerStatusAFK\n\tPlayerStatusTrading\n\tPlayerStatusCasting\n)\n\n// NPC 非玩家角色实体\ntype NPC struct {\n\tid        string\n\tname      string\n\tnpcType   NPCType\n\tposition  *Position\n\thealth    int64\n\tmaxHealth int64\n\tstatus    NPCStatus\n\tai        *AIBehavior\n\tactive    bool\n}\n\n// NPCType NPC类型\ntype NPCType int\n\nconst (\n\tNPCTypeVendor NPCType = iota + 1\n\tNPCTypeGuard\n\tNPCTypeQuest\n\tNPCTypeTrainer\n\tNPCTypeBanker\n\tNPCTypeTransporter\n)\n\n// NPCStatus NPC状态\ntype NPCStatus int\n\nconst (\n\tNPCStatusIdle NPCStatus = iota + 1\n\tNPCStatusPatrolling\n\tNPCStatusCombat\n\tNPCStatusInteracting\n\tNPCStatusDead\n)\n\n// Monster 怪物实体\ntype Monster struct {\n\tid          string\n\tname        string\n\tmonsterType MonsterType\n\tposition    *Position\n\thealth      int64\n\tmaxHealth   int64\n\tlevel       int\n\tstatus      MonsterStatus\n\tai          *AIBehavior\n\tspawnPoint  *SpawnPoint\n\tlastAttack  time.Time\n\tactive      bool\n}\n\n// MonsterType 怪物类型\ntype MonsterType int\n\nconst (\n\tMonsterTypeNormal MonsterType = iota + 1\n\tMonsterTypeElite\n\tMonsterTypeBoss\n\tMonsterTypeWorldBoss\n\tMonsterTypeMinion\n)\n\n// MonsterStatus 怪物状态\ntype MonsterStatus int\n\nconst (\n\tMonsterStatusIdle MonsterStatus = iota + 1\n\tMonsterStatusPatrolling\n\tMonsterStatusCombat\n\tMonsterStatusChasing\n\tMonsterStatusReturning\n\tMonsterStatusDead\n\tMonsterStatusRespawning\n)\n\n// Item 物品实体\ntype Item struct {\n\tid         string\n\titemID     string // 物品模板ID\n\tposition   *Position\n\tquantity   int64\n\towner      string // 拾取者限制\n\texpireTime *time.Time\n\tactive     bool\n}\n\n// Portal 传送门实体\ntype Portal struct {\n\tid             string\n\tname           string\n\tposition       *Position\n\ttargetSceneID  string\n\ttargetPosition *Position\n\trequiredLevel  int\n\trequiredItems  []string\n\tcost           int64\n\tactive         bool\n}\n\n// SpawnPoint 刷新点\ntype SpawnPoint struct {\n\tid           string\n\tposition     *Position\n\tspawnType    SpawnType\n\ttargetID     string // 刷新的实体ID\n\tinterval     time.Duration\n\tlastSpawn    time.Time\n\tmaxCount     int\n\tcurrentCount int\n\tactive       bool\n}\n\n// SpawnType 刷新类型\ntype SpawnType int\n\nconst (\n\tSpawnTypeMonster SpawnType = iota + 1\n\tSpawnTypeNPC\n\tSpawnTypeItem\n\tSpawnTypePlayer\n)\n\n// AIBehavior AI行为\ntype AIBehavior struct {\n\tbehaviorType  BehaviorType\n\tpatrolPath    []*Position\n\tcurrentTarget string\n\taggroRange    float64\n\tchaseRange    float64\n\treturnRange   float64\n\tattackRange   float64\n\tlastUpdate    time.Time\n}\n\n// BehaviorType 行为类型\ntype BehaviorType int\n\nconst (\n\tBehaviorTypeIdle BehaviorType = iota + 1\n\tBehaviorTypePatrol\n\tBehaviorTypeGuard\n\tBehaviorTypeAggressive\n\tBehaviorTypeDefensive\n\tBehaviorTypeFlee\n)\n\n// AOIManager AOI管理器\ntype AOIManager struct {\n\twidth    float64\n\theight   float64\n\tgridSize float64\n\tgrids    map[string]*AOIGrid\n\tentities map[string]*AOIEntity\n\tmu       sync.RWMutex\n}\n\n// NewAOIManager 创建AOI管理器\nfunc NewAOIManager(width, height, gridSize float64) *AOIManager {\n\treturn &AOIManager{\n\t\twidth:    width,\n\t\theight:   height,\n\t\tgridSize: gridSize,\n\t\tgrids:    make(map[string]*AOIGrid),\n\t\tentities: make(map[string]*AOIEntity),\n\t}\n}\n\n// AOIGrid AOI网格\ntype AOIGrid struct {\n\tx        int\n\ty        int\n\tentities map[string]*AOIEntity\n}\n\n// AOIEntity AOI实体\ntype AOIEntity struct {\n\tid       string\n\tentity   Entity\n\tgridX    int\n\tgridY    int\n\twatchers map[string]bool // 观察者列表\n}\n\n// DomainEvent 领域事件接口\ntype DomainEvent interface {\n\tEventType() string\n\tOccurredAt() time.Time\n\tSceneID() string\n}\n\n// PlayerEnteredEvent 玩家进入场景事件\ntype PlayerEnteredEvent struct {\n\tsceneID    string\n\tplayerID   string\n\tplayerName string\n\tposition   *Position\n\toccurredAt time.Time\n}\n\nfunc (e PlayerEnteredEvent) EventType() string     { return \"player.entered\" }\nfunc (e PlayerEnteredEvent) OccurredAt() time.Time { return e.occurredAt }\nfunc (e PlayerEnteredEvent) SceneID() string       { return e.sceneID }\n\n// PlayerLeftEvent 玩家离开场景事件\ntype PlayerLeftEvent struct {\n\tsceneID    string\n\tplayerID   string\n\tplayerName string\n\toccurredAt time.Time\n}\n\nfunc (e PlayerLeftEvent) EventType() string     { return \"player.left\" }\nfunc (e PlayerLeftEvent) OccurredAt() time.Time { return e.occurredAt }\nfunc (e PlayerLeftEvent) SceneID() string       { return e.sceneID }\n\n// EntityMovedEvent 实体移动事件\ntype EntityMovedEvent struct {\n\tsceneID     string\n\tentityID    string\n\tentityType  EntityType\n\toldPosition *Position\n\tnewPosition *Position\n\toccurredAt  time.Time\n}\n\nfunc (e EntityMovedEvent) EventType() string     { return \"entity.moved\" }\nfunc (e EntityMovedEvent) OccurredAt() time.Time { return e.occurredAt }\nfunc (e EntityMovedEvent) SceneID() string       { return e.sceneID }\n\n// MonsterSpawnedEvent 怪物刷新事件\ntype MonsterSpawnedEvent struct {\n\tsceneID     string\n\tmonsterID   string\n\tmonsterType MonsterType\n\tposition    *Position\n\toccurredAt  time.Time\n}\n\nfunc (e MonsterSpawnedEvent) EventType() string     { return \"monster.spawned\" }\nfunc (e MonsterSpawnedEvent) OccurredAt() time.Time { return e.occurredAt }\nfunc (e MonsterSpawnedEvent) SceneID() string       { return e.sceneID }\n\n// ItemDroppedEvent 物品掉落事件\ntype ItemDroppedEvent struct {\n\tsceneID    string\n\titemID     string\n\titemType   string\n\tposition   *Position\n\tquantity   int64\n\toccurredAt time.Time\n}\n\nfunc (e ItemDroppedEvent) EventType() string     { return \"item.dropped\" }\nfunc (e ItemDroppedEvent) OccurredAt() time.Time { return e.occurredAt }\nfunc (e ItemDroppedEvent) SceneID() string       { return e.sceneID }\n\n// Scene 业务方法实现\n\n// ID 获取场景ID\nfunc (s *Scene) ID() string {\n\treturn s.id\n}\n\n// Name 获取场景名称\nfunc (s *Scene) Name() string {\n\treturn s.name\n}\n\n// Status 获取场景状态\nfunc (s *Scene) Status() SceneStatus {\n\ts.mu.RLock()\n\tdefer s.mu.RUnlock()\n\treturn s.status\n}\n\n// Type 获取场景类型\nfunc (s *Scene) Type() SceneType {\n\ts.mu.RLock()\n\tdefer s.mu.RUnlock()\n\treturn s.sceneType\n}\n\n// Width 获取场景宽度\nfunc (s *Scene) GetWidth() float64 {\n\ts.mu.RLock()\n\tdefer s.mu.RUnlock()\n\treturn s.width\n}\n\n// Height 获取场景高度\nfunc (s *Scene) GetHeight() float64 {\n\ts.mu.RLock()\n\tdefer s.mu.RUnlock()\n\treturn s.height\n}\n\n// MaxPlayers 获取最大玩家数\nfunc (s *Scene) GetMaxPlayers() int {\n\ts.mu.RLock()\n\tdefer s.mu.RUnlock()\n\treturn s.maxPlayers\n}\n\n// PlayerCount 获取当前玩家数量\nfunc (s *Scene) PlayerCount() int {\n\ts.mu.RLock()\n\tdefer s.mu.RUnlock()\n\treturn s.currentPlayers\n}\n\n// AddPlayer 添加玩家到场景\nfunc (s *Scene) AddPlayer(player *Player) error {\n\ts.mu.Lock()\n\tdefer s.mu.Unlock()\n\n\tif s.status != SceneStatusActive {\n\t\treturn ErrSceneNotActive\n\t}\n\n\tif s.currentPlayers >= s.maxPlayers {\n\t\treturn ErrSceneFull\n\t}\n\n\tif _, exists := s.players[player.id]; exists {\n\t\treturn ErrPlayerAlreadyInScene\n\t}\n\n\t// 添加玩家\n\ts.players[player.id] = player\n\ts.entities[player.id] = player\n\ts.currentPlayers++\n\n\t// 添加到AOI\n\ts.aoi.AddEntity(player.id, player)\n\n\ts.lastUpdate = time.Now()\n\n\t// 发布事件\n\ts.addEvent(PlayerEnteredEvent{\n\t\tsceneID:    s.id,\n\t\tplayerID:   player.id,\n\t\tplayerName: player.name,\n\t\tposition:   player.position,\n\t\toccurredAt: time.Now(),\n\t})\n\n\treturn nil\n}\n\n// RemovePlayer 从场景移除玩家\nfunc (s *Scene) RemovePlayer(playerID string) error {\n\ts.mu.Lock()\n\tdefer s.mu.Unlock()\n\n\tplayer, exists := s.players[playerID]\n\tif !exists {\n\t\treturn ErrPlayerNotInScene\n\t}\n\n\t// 从AOI移除\n\ts.aoi.RemoveEntity(playerID)\n\n\t// 移除玩家\n\tdelete(s.players, playerID)\n\tdelete(s.entities, playerID)\n\ts.currentPlayers--\n\n\ts.lastUpdate = time.Now()\n\n\t// 发布事件\n\ts.addEvent(PlayerLeftEvent{\n\t\tsceneID:    s.id,\n\t\tplayerID:   playerID,\n\t\tplayerName: player.name,\n\t\toccurredAt: time.Now(),\n\t})\n\n\treturn nil\n}\n\n// MoveEntity 移动实体\nfunc (s *Scene) MoveEntity(entityID string, newPosition *Position) error {\n\ts.mu.Lock()\n\tdefer s.mu.Unlock()\n\n\tentity, exists := s.entities[entityID]\n\tif !exists {\n\t\treturn ErrEntityNotFound\n\t}\n\n\t// 检查位置是否有效\n\tif !s.isValidPosition(newPosition) {\n\t\treturn ErrInvalidPosition\n\t}\n\n\toldPosition := entity.GetPosition()\n\tentity.SetPosition(newPosition)\n\n\t// 更新AOI\n\ts.aoi.UpdateEntity(entityID, newPosition)\n\n\ts.lastUpdate = time.Now()\n\n\t// 发布事件\n\ts.addEvent(EntityMovedEvent{\n\t\tsceneID:     s.id,\n\t\tentityID:    entityID,\n\t\tentityType:  entity.GetEntityType(),\n\t\toldPosition: oldPosition,\n\t\tnewPosition: newPosition,\n\t\toccurredAt:  time.Now(),\n\t})\n\n\treturn nil\n}\n\n// SpawnMonster 刷新怪物\nfunc (s *Scene) SpawnMonster(monster *Monster, spawnPoint *SpawnPoint) error {\n\ts.mu.Lock()\n\tdefer s.mu.Unlock()\n\n\tif _, exists := s.monsters[monster.id]; exists {\n\t\treturn ErrMonsterAlreadyExists\n\t}\n\n\t// 设置刷新点\n\tmonster.spawnPoint = spawnPoint\n\tmonster.position = &Position{\n\t\tX:         spawnPoint.position.X,\n\t\tY:         spawnPoint.position.Y,\n\t\tZ:         spawnPoint.position.Z,\n\t\tDirection: spawnPoint.position.Direction,\n\t\tUpdatedAt: time.Now(),\n\t}\n\n\t// 添加怪物\n\ts.monsters[monster.id] = monster\n\ts.entities[monster.id] = monster\n\n\t// 添加到AOI\n\ts.aoi.AddEntity(monster.id, monster)\n\n\t// 更新刷新点\n\tspawnPoint.currentCount++\n\tspawnPoint.lastSpawn = time.Now()\n\n\ts.lastUpdate = time.Now()\n\n\t// 发布事件\n\ts.addEvent(MonsterSpawnedEvent{\n\t\tsceneID:     s.id,\n\t\tmonsterID:   monster.id,\n\t\tmonsterType: monster.monsterType,\n\t\tposition:    monster.position,\n\t\toccurredAt:  time.Now(),\n\t})\n\n\treturn nil\n}\n\n// DropItem 掉落物品\nfunc (s *Scene) DropItem(item *Item, position *Position) error {\n\ts.mu.Lock()\n\tdefer s.mu.Unlock()\n\n\tif _, exists := s.items[item.id]; exists {\n\t\treturn ErrItemAlreadyExists\n\t}\n\n\titem.position = position\n\ts.items[item.id] = item\n\ts.entities[item.id] = item\n\n\t// 添加到AOI\n\ts.aoi.AddEntity(item.id, item)\n\n\ts.lastUpdate = time.Now()\n\n\t// 发布事件\n\ts.addEvent(ItemDroppedEvent{\n\t\tsceneID:    s.id,\n\t\titemID:     item.id,\n\t\titemType:   item.itemID,\n\t\tposition:   position,\n\t\tquantity:   item.quantity,\n\t\toccurredAt: time.Now(),\n\t})\n\n\treturn nil\n}\n\n// GetNearbyEntities 获取附近实体\nfunc (s *Scene) GetNearbyEntities(entityID string, radius float64) ([]Entity, error) {\n\ts.mu.RLock()\n\tdefer s.mu.RUnlock()\n\n\tentity, exists := s.entities[entityID]\n\tif !exists {\n\t\treturn nil, ErrEntityNotFound\n\t}\n\n\treturn s.aoi.GetNearbyEntities(entity.GetPosition(), radius), nil\n}\n\n// Update 更新场景\nfunc (s *Scene) Update(deltaTime time.Duration) {\n\ts.mu.Lock()\n\tdefer s.mu.Unlock()\n\n\tnow := time.Now()\n\n\t// 更新所有实体\n\tfor _, entity := range s.entities {\n\t\tif entity.IsActive() {\n\t\t\tentity.Update(deltaTime)\n\t\t}\n\t}\n\n\t// 处理刷新点\n\ts.processSpawnPoints(now)\n\n\t// 清理过期物品\n\ts.cleanupExpiredItems(now)\n\n\ts.lastUpdate = now\n}\n\n// processSpawnPoints 处理刷新点\nfunc (s *Scene) processSpawnPoints(now time.Time) {\n\tfor _, spawnPoint := range s.spawnPoints {\n\t\tif !spawnPoint.active {\n\t\t\tcontinue\n\t\t}\n\n\t\tif spawnPoint.currentCount >= spawnPoint.maxCount {\n\t\t\tcontinue\n\t\t}\n\n\t\tif now.Sub(spawnPoint.lastSpawn) < spawnPoint.interval {\n\t\t\tcontinue\n\t\t}\n\n\t\t// 这里应该根据刷新点类型创建对应实体\n\t\t// 简化实现，实际应该从配置或工厂创建\n\t\tswitch spawnPoint.spawnType {\n\t\tcase SpawnTypeMonster:\n\t\t\t// 创建怪物逻辑\n\t\tcase SpawnTypeNPC:\n\t\t\t// 创建NPC逻辑\n\t\tcase SpawnTypeItem:\n\t\t\t// 创建物品逻辑\n\t\t}\n\t}\n}\n\n// cleanupExpiredItems 清理过期物品\nfunc (s *Scene) cleanupExpiredItems(now time.Time) {\n\tfor itemID, item := range s.items {\n\t\tif item.expireTime != nil && now.After(*item.expireTime) {\n\t\t\ts.aoi.RemoveEntity(itemID)\n\t\t\tdelete(s.items, itemID)\n\t\t\tdelete(s.entities, itemID)\n\t\t}\n\t}\n}\n\n// isValidPosition 检查位置是否有效\nfunc (s *Scene) isValidPosition(pos *Position) bool {\n\treturn pos.X >= 0 && pos.X <= s.width && pos.Y >= 0 && pos.Y <= s.height\n}\n\n// addEvent 添加领域事件\nfunc (s *Scene) addEvent(event DomainEvent) {\n\ts.events = append(s.events, event)\n}\n\n// GetEvents 获取领域事件\nfunc (s *Scene) GetEvents() []DomainEvent {\n\ts.mu.RLock()\n\tdefer s.mu.RUnlock()\n\treturn s.events\n}\n\n// ClearEvents 清除领域事件\nfunc (s *Scene) ClearEvents() {\n\ts.mu.Lock()\n\tdefer s.mu.Unlock()\n\ts.events = make([]DomainEvent, 0)\n}\n\n// AOIManager 方法实现\n\n// AddEntity 添加实体到AOI\nfunc (aoi *AOIManager) AddEntity(entityID string, entity Entity) {\n\taoi.mu.Lock()\n\tdefer aoi.mu.Unlock()\n\n\tpos := entity.GetPosition()\n\tgridX, gridY := aoi.getGridCoords(pos.X, pos.Y)\n\n\taoiEntity := &AOIEntity{\n\t\tid:       entityID,\n\t\tentity:   entity,\n\t\tgridX:    gridX,\n\t\tgridY:    gridY,\n\t\twatchers: make(map[string]bool),\n\t}\n\n\taoi.entities[entityID] = aoiEntity\n\n\t// 添加到网格\n\tgridKey := aoi.getGridKey(gridX, gridY)\n\tif _, exists := aoi.grids[gridKey]; !exists {\n\t\taoi.grids[gridKey] = &AOIGrid{\n\t\t\tx:        gridX,\n\t\t\ty:        gridY,\n\t\t\tentities: make(map[string]*AOIEntity),\n\t\t}\n\t}\n\taoi.grids[gridKey].entities[entityID] = aoiEntity\n}\n\n// RemoveEntity 从AOI移除实体\nfunc (aoi *AOIManager) RemoveEntity(entityID string) {\n\taoi.mu.Lock()\n\tdefer aoi.mu.Unlock()\n\n\taoiEntity, exists := aoi.entities[entityID]\n\tif !exists {\n\t\treturn\n\t}\n\n\t// 从网格移除\n\tgridKey := aoi.getGridKey(aoiEntity.gridX, aoiEntity.gridY)\n\tif grid, exists := aoi.grids[gridKey]; exists {\n\t\tdelete(grid.entities, entityID)\n\t\tif len(grid.entities) == 0 {\n\t\t\tdelete(aoi.grids, gridKey)\n\t\t}\n\t}\n\n\tdelete(aoi.entities, entityID)\n}\n\n// UpdateEntity 更新实体位置\nfunc (aoi *AOIManager) UpdateEntity(entityID string, newPosition *Position) {\n\taoi.mu.Lock()\n\tdefer aoi.mu.Unlock()\n\n\taoiEntity, exists := aoi.entities[entityID]\n\tif !exists {\n\t\treturn\n\t}\n\n\tnewGridX, newGridY := aoi.getGridCoords(newPosition.X, newPosition.Y)\n\n\t// 如果网格没有变化，直接返回\n\tif newGridX == aoiEntity.gridX && newGridY == aoiEntity.gridY {\n\t\treturn\n\t}\n\n\t// 从旧网格移除\n\toldGridKey := aoi.getGridKey(aoiEntity.gridX, aoiEntity.gridY)\n\tif grid, exists := aoi.grids[oldGridKey]; exists {\n\t\tdelete(grid.entities, entityID)\n\t\tif len(grid.entities) == 0 {\n\t\t\tdelete(aoi.grids, oldGridKey)\n\t\t}\n\t}\n\n\t// 添加到新网格\n\tnewGridKey := aoi.getGridKey(newGridX, newGridY)\n\tif _, exists := aoi.grids[newGridKey]; !exists {\n\t\taoi.grids[newGridKey] = &AOIGrid{\n\t\t\tx:        newGridX,\n\t\t\ty:        newGridY,\n\t\t\tentities: make(map[string]*AOIEntity),\n\t\t}\n\t}\n\taoi.grids[newGridKey].entities[entityID] = aoiEntity\n\n\t// 更新实体网格坐标\n\taoiEntity.gridX = newGridX\n\taoiEntity.gridY = newGridY\n}\n\n// GetNearbyEntities 获取附近实体\nfunc (aoi *AOIManager) GetNearbyEntities(position *Position, radius float64) []Entity {\n\taoi.mu.RLock()\n\tdefer aoi.mu.RUnlock()\n\n\tvar entities []Entity\n\tgridRadius := int(math.Ceil(radius / aoi.gridSize))\n\tcenterGridX, centerGridY := aoi.getGridCoords(position.X, position.Y)\n\n\t// 遍历周围网格\n\tfor x := centerGridX - gridRadius; x <= centerGridX+gridRadius; x++ {\n\t\tfor y := centerGridY - gridRadius; y <= centerGridY+gridRadius; y++ {\n\t\t\tgridKey := aoi.getGridKey(x, y)\n\t\t\tif grid, exists := aoi.grids[gridKey]; exists {\n\t\t\t\tfor _, aoiEntity := range grid.entities {\n\t\t\t\t\tentityPos := aoiEntity.entity.GetPosition()\n\t\t\t\t\tif position.Distance(entityPos) <= radius {\n\t\t\t\t\t\tentities = append(entities, aoiEntity.entity)\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn entities\n}\n\n// getGridCoords 获取网格坐标\nfunc (aoi *AOIManager) getGridCoords(x, y float64) (int, int) {\n\tgridX := int(x / aoi.gridSize)\n\tgridY := int(y / aoi.gridSize)\n\treturn gridX, gridY\n}\n\n// getGridKey 获取网格键\nfunc (aoi *AOIManager) getGridKey(x, y int) string {\n\treturn fmt.Sprintf(\"%d,%d\", x, y)\n}\n\n// 实体接口实现\n\n// Player 实现 Entity 接口\nfunc (p *Player) GetID() string {\n\treturn p.id\n}\n\nfunc (p *Player) GetPosition() *Position {\n\treturn p.position\n}\n\nfunc (p *Player) SetPosition(pos *Position) {\n\tp.position = pos\n}\n\nfunc (p *Player) GetEntityType() EntityType {\n\treturn EntityTypePlayer\n}\n\nfunc (p *Player) Update(deltaTime time.Duration) {\n\t// 玩家更新逻辑\n\tp.lastAction = time.Now()\n}\n\nfunc (p *Player) IsActive() bool {\n\treturn p.active && p.status != PlayerStatusDead\n}\n\n// Monster 实现 Entity 接口\nfunc (m *Monster) GetID() string {\n\treturn m.id\n}\n\nfunc (m *Monster) GetPosition() *Position {\n\treturn m.position\n}\n\nfunc (m *Monster) SetPosition(pos *Position) {\n\tm.position = pos\n}\n\nfunc (m *Monster) GetEntityType() EntityType {\n\treturn EntityTypeMonster\n}\n\nfunc (m *Monster) Update(deltaTime time.Duration) {\n\t// 怪物AI更新逻辑\n\tif m.ai != nil {\n\t\tm.updateAI(deltaTime)\n\t}\n}\n\nfunc (m *Monster) IsActive() bool {\n\treturn m.active && m.status != MonsterStatusDead\n}\n\nfunc (m *Monster) updateAI(deltaTime time.Duration) {\n\t// AI行为更新逻辑\n\tswitch m.ai.behaviorType {\n\tcase BehaviorTypePatrol:\n\t\t// 巡逻逻辑\n\tcase BehaviorTypeAggressive:\n\t\t// 攻击逻辑\n\tcase BehaviorTypeGuard:\n\t\t// 守卫逻辑\n\t}\n}\n\n// NPC 实现 Entity 接口\nfunc (n *NPC) GetID() string {\n\treturn n.id\n}\n\nfunc (n *NPC) GetPosition() *Position {\n\treturn n.position\n}\n\nfunc (n *NPC) SetPosition(pos *Position) {\n\tn.position = pos\n}\n\nfunc (n *NPC) GetEntityType() EntityType {\n\treturn EntityTypeNPC\n}\n\nfunc (n *NPC) Update(deltaTime time.Duration) {\n\t// NPC更新逻辑\n\tif n.ai != nil {\n\t\tn.updateAI(deltaTime)\n\t}\n}\n\nfunc (n *NPC) IsActive() bool {\n\treturn n.active && n.status != NPCStatusDead\n}\n\nfunc (n *NPC) updateAI(deltaTime time.Duration) {\n\t// NPC AI逻辑\n}\n\n// Item 实现 Entity 接口\nfunc (i *Item) GetID() string {\n\treturn i.id\n}\n\nfunc (i *Item) GetPosition() *Position {\n\treturn i.position\n}\n\nfunc (i *Item) SetPosition(pos *Position) {\n\ti.position = pos\n}\n\nfunc (i *Item) GetEntityType() EntityType {\n\treturn EntityTypeItem\n}\n\nfunc (i *Item) Update(deltaTime time.Duration) {\n\t// 物品更新逻辑（检查过期等）\n}\n\nfunc (i *Item) IsActive() bool {\n\treturn i.active\n}\n\n// Portal 实现 Entity 接口\nfunc (p *Portal) GetID() string {\n\treturn p.id\n}\n\nfunc (p *Portal) GetPosition() *Position {\n\treturn p.position\n}\n\nfunc (p *Portal) SetPosition(pos *Position) {\n\tp.position = pos\n}\n\nfunc (p *Portal) GetEntityType() EntityType {\n\treturn EntityTypePortal\n}\n\nfunc (p *Portal) Update(deltaTime time.Duration) {\n\t// 传送门更新逻辑\n}\n\nfunc (p *Portal) IsActive() bool {\n\treturn p.active\n}\n"
  },
  {
    "path": "internal/domain/scene/weather/aggregate.go",
    "content": "package weather\n\nimport (\n\t\"fmt\"\n\t\"math/rand\"\n\t\"time\"\n)\n\n// WeatherAggregate 天气聚合根\ntype WeatherAggregate struct {\n\tid              string\n\tsceneID         string\n\tcurrentWeather  *WeatherState\n\tweatherHistory  []*WeatherState\n\tweatherForecast []*WeatherForecast\n\tweatherEffects  map[string]*WeatherEffect\n\tseasonalPattern *SeasonalPattern\n\tlastUpdateTime  time.Time\n\tnextChangeTime  time.Time\n\tchangeInterval  time.Duration\n\trandomSeed      int64\n\tcreatedAt       time.Time\n\tupdatedAt       time.Time\n\tversion         int\n}\n\n// NewWeatherAggregate 创建天气聚合根\nfunc NewWeatherAggregate(sceneID string) *WeatherAggregate {\n\tnow := time.Now()\n\treturn &WeatherAggregate{\n\t\tid:              generateWeatherID(sceneID),\n\t\tsceneID:         sceneID,\n\t\tcurrentWeather:  NewWeatherState(WeatherTypeSunny, WeatherIntensityNormal),\n\t\tweatherHistory:  make([]*WeatherState, 0),\n\t\tweatherForecast: make([]*WeatherForecast, 0),\n\t\tweatherEffects:  make(map[string]*WeatherEffect),\n\t\tseasonalPattern: NewSeasonalPattern(),\n\t\tlastUpdateTime:  now,\n\t\tnextChangeTime:  now.Add(30 * time.Minute), // 默认30分钟变化一次\n\t\tchangeInterval:  30 * time.Minute,\n\t\trandomSeed:      now.UnixNano(),\n\t\tcreatedAt:       now,\n\t\tupdatedAt:       now,\n\t\tversion:         1,\n\t}\n}\n\n// ReconstructWeatherAggregate 从持久化数据重建天气聚合根\nfunc ReconstructWeatherAggregate(\n\tid string,\n\tsceneID string,\n\tweatherType WeatherType,\n\tintensity float64,\n\ttemperature float64,\n\thumidity float64,\n\twindSpeed float64,\n\tvisibility float64,\n\tstartTime time.Time,\n\tendTime time.Time,\n\tduration time.Duration,\n\tisSpecial bool,\n\tdescription string,\n\teffects []*WeatherEffect,\n\tcreatedAt time.Time,\n\tupdatedAt time.Time,\n) *WeatherAggregate {\n\t// 创建天气效果映射\n\tweatherEffects := make(map[string]*WeatherEffect)\n\tfor _, effect := range effects {\n\t\tweatherEffects[effect.GetEffectType()] = effect\n\t}\n\n\t// 根据强度创建 WeatherIntensity\n\tweatherIntensity := WeatherIntensityNormal\n\tif intensity <= 0.5 {\n\t\tweatherIntensity = WeatherIntensityLight\n\t} else if intensity >= 1.5 {\n\t\tweatherIntensity = WeatherIntensityHeavy\n\t}\n\n\t// 创建当前天气状态\n\tcurrentWeather := &WeatherState{\n\t\tWeatherType: weatherType,\n\t\tIntensity:   weatherIntensity,\n\t\tTemperature: temperature,\n\t\tHumidity:    humidity,\n\t\tWindSpeed:   windSpeed,\n\t\tVisibility:  visibility,\n\t\tStartTime:   startTime,\n\t\tEndTime:     endTime,\n\t\tDuration:    duration,\n\t}\n\n\treturn &WeatherAggregate{\n\t\tid:              id,\n\t\tsceneID:         sceneID,\n\t\tcurrentWeather:  currentWeather,\n\t\tweatherHistory:  make([]*WeatherState, 0),\n\t\tweatherForecast: make([]*WeatherForecast, 0),\n\t\tweatherEffects:  weatherEffects,\n\t\tseasonalPattern: NewSeasonalPattern(),\n\t\tlastUpdateTime:  updatedAt,\n\t\tnextChangeTime:  endTime,\n\t\tchangeInterval:  30 * time.Minute,\n\t\trandomSeed:      createdAt.UnixNano(),\n\t\tcreatedAt:       createdAt,\n\t\tupdatedAt:       updatedAt,\n\t\tversion:         1,\n\t}\n}\n\n// GetID 获取天气ID\nfunc (w *WeatherAggregate) GetID() string {\n\treturn w.id\n}\n\n// GetSceneID 获取场景ID\nfunc (w *WeatherAggregate) GetSceneID() string {\n\treturn w.sceneID\n}\n\n// GetRegionID 获取区域ID（与场景ID相同）\nfunc (w *WeatherAggregate) GetRegionID() string {\n\treturn w.sceneID\n}\n\n// GetEffects 获取天气效果（别名方法）\nfunc (w *WeatherAggregate) GetEffects() map[string]*WeatherEffect {\n\treturn w.weatherEffects\n}\n\n// GetWeatherType 获取当前天气类型\nfunc (w *WeatherAggregate) GetWeatherType() WeatherType {\n\tif w.currentWeather == nil {\n\t\treturn WeatherTypeSunny\n\t}\n\treturn w.currentWeather.WeatherType\n}\n\n// GetIntensity 获取当前天气强度\nfunc (w *WeatherAggregate) GetIntensity() WeatherIntensity {\n\tif w.currentWeather == nil {\n\t\treturn WeatherIntensityNormal\n\t}\n\treturn w.currentWeather.Intensity\n}\n\n// GetTemperature 获取当前温度\nfunc (w *WeatherAggregate) GetTemperature() float64 {\n\tif w.currentWeather == nil {\n\t\treturn 20.0 // 默认温度\n\t}\n\treturn w.currentWeather.Temperature\n}\n\n// GetHumidity 获取当前湿度\nfunc (w *WeatherAggregate) GetHumidity() float64 {\n\tif w.currentWeather == nil {\n\t\treturn 50.0 // 默认湿度\n\t}\n\treturn w.currentWeather.Humidity\n}\n\n// GetWindSpeed 获取当前风速\nfunc (w *WeatherAggregate) GetWindSpeed() float64 {\n\tif w.currentWeather == nil {\n\t\treturn 5.0 // 默认风速\n\t}\n\treturn w.currentWeather.WindSpeed\n}\n\n// GetVisibility 获取当前能见度\nfunc (w *WeatherAggregate) GetVisibility() float64 {\n\tif w.currentWeather == nil {\n\t\treturn 10.0 // 默认能见度（公里）\n\t}\n\treturn w.currentWeather.Visibility\n}\n\n// GetCurrentWeather 获取当前天气\nfunc (w *WeatherAggregate) GetCurrentWeather() *WeatherState {\n\treturn w.currentWeather\n}\n\n// ChangeWeather 改变天气\nfunc (w *WeatherAggregate) ChangeWeather(weatherType WeatherType, intensity WeatherIntensity) error {\n\tif !weatherType.IsValid() {\n\t\treturn ErrInvalidWeatherType\n\t}\n\n\tif !intensity.IsValid() {\n\t\treturn ErrInvalidWeatherIntensity\n\t}\n\n\t// 保存当前天气到历史记录\n\tif w.currentWeather != nil {\n\t\tw.addToHistory(w.currentWeather)\n\t}\n\n\t// 创建新的天气状态\n\tnewWeather := NewWeatherState(weatherType, intensity)\n\tnewWeather.StartTime = time.Now()\n\n\t// 计算持续时间\n\tduration := w.calculateWeatherDuration(weatherType, intensity)\n\tnewWeather.Duration = duration\n\tnewWeather.EndTime = newWeather.StartTime.Add(duration)\n\n\tw.currentWeather = newWeather\n\tw.lastUpdateTime = time.Now()\n\tw.nextChangeTime = newWeather.EndTime\n\n\t// 更新天气效果\n\tw.updateWeatherEffects()\n\n\tw.updateVersion()\n\treturn nil\n}\n\n// UpdateWeather 更新天气（自动变化）\nfunc (w *WeatherAggregate) UpdateWeather() error {\n\tnow := time.Now()\n\n\t// 检查是否需要变化天气\n\tif now.Before(w.nextChangeTime) {\n\t\treturn nil // 还未到变化时间\n\t}\n\n\t// 根据季节模式和随机因素决定下一个天气\n\tnextWeather := w.calculateNextWeather()\n\n\treturn w.ChangeWeather(nextWeather.WeatherType, nextWeather.Intensity)\n}\n\n// GetWeatherEffects 获取天气效果\nfunc (w *WeatherAggregate) GetWeatherEffects() map[string]*WeatherEffect {\n\treturn w.weatherEffects\n}\n\n// GetWeatherEffect 获取指定的天气效果\nfunc (w *WeatherAggregate) GetWeatherEffect(effectType string) *WeatherEffect {\n\treturn w.weatherEffects[effectType]\n}\n\n// AddWeatherEffect 添加天气效果\nfunc (w *WeatherAggregate) AddWeatherEffect(effect *WeatherEffect) {\n\tw.weatherEffects[effect.GetEffectType()] = effect\n\tw.updateVersion()\n}\n\n// RemoveWeatherEffect 移除天气效果\nfunc (w *WeatherAggregate) RemoveWeatherEffect(effectType string) {\n\tdelete(w.weatherEffects, effectType)\n\tw.updateVersion()\n}\n\n// GetWeatherHistory 获取天气历史\nfunc (w *WeatherAggregate) GetWeatherHistory() []*WeatherState {\n\treturn w.weatherHistory\n}\n\n// GetWeatherForecast 获取天气预报\nfunc (w *WeatherAggregate) GetWeatherForecast() []*WeatherForecast {\n\treturn w.weatherForecast\n}\n\n// GenerateForecast 生成天气预报\nfunc (w *WeatherAggregate) GenerateForecast(hours int) error {\n\tif hours <= 0 || hours > 168 { // 最多预报一周\n\t\treturn ErrInvalidForecastPeriod\n\t}\n\n\tw.weatherForecast = make([]*WeatherForecast, 0)\n\n\tcurrentTime := time.Now()\n\t// currentWeather := w.currentWeather\n\n\tfor i := 1; i <= hours; i++ {\n\t\tforecastTime := currentTime.Add(time.Duration(i) * time.Hour)\n\n\t\t// 基于当前天气和季节模式预测\n\t\tpredictedWeather := w.predictWeatherAt(forecastTime)\n\n\t\tforecast := &WeatherForecast{\n\t\t\tTime:        forecastTime,\n\t\t\tWeatherType: predictedWeather.WeatherType,\n\t\t\tIntensity:   predictedWeather.Intensity,\n\t\t\tConfidence:  w.calculateForecastConfidence(i),\n\t\t\tDescription: w.generateWeatherDescription(predictedWeather.WeatherType, predictedWeather.Intensity),\n\t\t}\n\n\t\tw.weatherForecast = append(w.weatherForecast, forecast)\n\t}\n\n\tw.updateVersion()\n\treturn nil\n}\n\n// GetSeasonalPattern 获取季节模式\nfunc (w *WeatherAggregate) GetSeasonalPattern() *SeasonalPattern {\n\treturn w.seasonalPattern\n}\n\n// UpdateSeasonalPattern 更新季节模式\nfunc (w *WeatherAggregate) UpdateSeasonalPattern(pattern *SeasonalPattern) {\n\tw.seasonalPattern = pattern\n\tw.updateVersion()\n}\n\n// GetLastUpdateTime 获取最后更新时间\nfunc (w *WeatherAggregate) GetLastUpdateTime() time.Time {\n\treturn w.lastUpdateTime\n}\n\n// GetNextChangeTime 获取下次变化时间\nfunc (w *WeatherAggregate) GetNextChangeTime() time.Time {\n\treturn w.nextChangeTime\n}\n\n// SetChangeInterval 设置变化间隔\nfunc (w *WeatherAggregate) SetChangeInterval(interval time.Duration) error {\n\tif interval < time.Minute || interval > 24*time.Hour {\n\t\treturn ErrInvalidChangeInterval\n\t}\n\n\tw.changeInterval = interval\n\tw.nextChangeTime = w.lastUpdateTime.Add(interval)\n\tw.updateVersion()\n\treturn nil\n}\n\n// GetChangeInterval 获取变化间隔\nfunc (w *WeatherAggregate) GetChangeInterval() time.Duration {\n\treturn w.changeInterval\n}\n\n// IsWeatherActive 检查天气是否激活\nfunc (w *WeatherAggregate) IsWeatherActive() bool {\n\treturn w.currentWeather != nil && !w.currentWeather.IsExpired()\n}\n\n// GetRemainingDuration 获取当前天气剩余时间\nfunc (w *WeatherAggregate) GetRemainingDuration() time.Duration {\n\tif w.currentWeather == nil {\n\t\treturn 0\n\t}\n\n\tnow := time.Now()\n\tif now.After(w.currentWeather.EndTime) {\n\t\treturn 0\n\t}\n\n\treturn w.currentWeather.EndTime.Sub(now)\n}\n\n// CalculateWeatherInfluence 计算天气对指定属性的影响\nfunc (w *WeatherAggregate) CalculateWeatherInfluence(attributeType string) float64 {\n\tif w.currentWeather == nil {\n\t\treturn 1.0 // 无影响\n\t}\n\n\tinfluence := 1.0\n\n\t// 基于天气类型的影响\n\tswitch w.currentWeather.WeatherType {\n\tcase WeatherTypeSunny:\n\t\tif attributeType == \"visibility\" {\n\t\t\tinfluence = 1.2\n\t\t} else if attributeType == \"movement_speed\" {\n\t\t\tinfluence = 1.1\n\t\t}\n\tcase WeatherTypeRainy:\n\t\tif attributeType == \"visibility\" {\n\t\t\tinfluence = 0.8\n\t\t} else if attributeType == \"fire_damage\" {\n\t\t\tinfluence = 0.7\n\t\t}\n\tcase WeatherTypeSnowy:\n\t\tif attributeType == \"movement_speed\" {\n\t\t\tinfluence = 0.8\n\t\t} else if attributeType == \"ice_damage\" {\n\t\t\tinfluence = 1.3\n\t\t}\n\tcase WeatherTypeStormy:\n\t\tif attributeType == \"lightning_damage\" {\n\t\t\tinfluence = 1.5\n\t\t} else if attributeType == \"accuracy\" {\n\t\t\tinfluence = 0.9\n\t\t}\n\tcase WeatherTypeFoggy:\n\t\tif attributeType == \"visibility\" {\n\t\t\tinfluence = 0.5\n\t\t} else if attributeType == \"detection_range\" {\n\t\t\tinfluence = 0.6\n\t\t}\n\t}\n\n\t// 基于强度调整影响\n\tintensityMultiplier := w.currentWeather.Intensity.GetMultiplier()\n\tif influence != 1.0 {\n\t\t// 只对有影响的属性应用强度倍率\n\t\tif influence > 1.0 {\n\t\t\tinfluence = 1.0 + (influence-1.0)*intensityMultiplier\n\t\t} else {\n\t\t\tinfluence = 1.0 - (1.0-influence)*intensityMultiplier\n\t\t}\n\t}\n\n\treturn influence\n}\n\n// GetVersion 获取版本\nfunc (w *WeatherAggregate) GetVersion() int {\n\treturn w.version\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (w *WeatherAggregate) GetUpdatedAt() time.Time {\n\treturn w.updatedAt\n}\n\n// GetCreatedAt 获取创建时间\nfunc (w *WeatherAggregate) GetCreatedAt() time.Time {\n\treturn w.createdAt\n}\n\n// GetStartTime 获取当前天气开始时间\nfunc (w *WeatherAggregate) GetStartTime() time.Time {\n\tif w.currentWeather == nil {\n\t\treturn time.Time{}\n\t}\n\treturn w.currentWeather.StartTime\n}\n\n// GetEndTime 获取当前天气结束时间\nfunc (w *WeatherAggregate) GetEndTime() time.Time {\n\tif w.currentWeather == nil {\n\t\treturn time.Time{}\n\t}\n\treturn w.currentWeather.EndTime\n}\n\n// GetDuration 获取当前天气持续时间\nfunc (w *WeatherAggregate) GetDuration() time.Duration {\n\tif w.currentWeather == nil {\n\t\treturn 0\n\t}\n\treturn w.currentWeather.Duration\n}\n\n// IsSpecialWeather 检查是否为特殊天气\nfunc (w *WeatherAggregate) IsSpecialWeather() bool {\n\tif w.currentWeather == nil {\n\t\treturn false\n\t}\n\t// 特殊天气包括暴风雨、雪天、雾天等\n\tspecialWeathers := []WeatherType{WeatherTypeStormy, WeatherTypeSnowy, WeatherTypeFoggy} // TODO: 修复WeatherTypeHail和WeatherTypeBlizzard\n\tfor _, special := range specialWeathers {\n\t\tif w.currentWeather.WeatherType == special {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn false\n}\n\n// GetDescription 获取当前天气描述\nfunc (w *WeatherAggregate) GetDescription() string {\n\tif w.currentWeather == nil {\n\t\treturn \"无天气信息\"\n\t}\n\treturn w.generateWeatherDescription(w.currentWeather.WeatherType, w.currentWeather.Intensity)\n}\n\n// 私有方法\n\n// addToHistory 添加到历史记录\nfunc (w *WeatherAggregate) addToHistory(weather *WeatherState) {\n\tw.weatherHistory = append(w.weatherHistory, weather)\n\n\t// 限制历史记录数量（保留最近100条）\n\tif len(w.weatherHistory) > 100 {\n\t\tw.weatherHistory = w.weatherHistory[1:]\n\t}\n}\n\n// calculateWeatherDuration 计算天气持续时间\nfunc (w *WeatherAggregate) calculateWeatherDuration(weatherType WeatherType, intensity WeatherIntensity) time.Duration {\n\tbaseDuration := w.changeInterval\n\n\t// 根据天气类型调整持续时间\n\tswitch weatherType {\n\tcase WeatherTypeSunny:\n\t\tbaseDuration = baseDuration * 2 // 晴天持续更久\n\tcase WeatherTypeStormy:\n\t\tbaseDuration = baseDuration / 2 // 暴风雨持续较短\n\tcase WeatherTypeFoggy:\n\t\tbaseDuration = baseDuration / 3 // 雾天持续很短\n\t}\n\n\t// 根据强度调整\n\tintensityFactor := intensity.GetDurationFactor()\n\tbaseDuration = time.Duration(float64(baseDuration) * intensityFactor)\n\n\t// 添加随机因素（±20%）\n\trandomFactor := 0.8 + rand.Float64()*0.4\n\tbaseDuration = time.Duration(float64(baseDuration) * randomFactor)\n\n\treturn baseDuration\n}\n\n// calculateNextWeather 计算下一个天气\nfunc (w *WeatherAggregate) calculateNextWeather() *WeatherState {\n\tnow := time.Now()\n\tcurrentSeason := w.seasonalPattern.GetCurrentSeason(now)\n\n\t// 获取季节天气概率\n\tweatherProbabilities := w.seasonalPattern.GetWeatherProbabilities(currentSeason)\n\n\t// 考虑当前天气的影响（天气转换规律）\n\tcurrentType := w.currentWeather.WeatherType\n\ttransitionProbabilities := w.getWeatherTransitionProbabilities(currentType)\n\n\t// 合并概率\n\tcombinedProbabilities := w.combineWeatherProbabilities(weatherProbabilities, transitionProbabilities)\n\n\t// 随机选择下一个天气\n\tnextWeatherType := w.selectWeatherByProbability(combinedProbabilities)\n\tnextIntensity := w.selectRandomIntensity(nextWeatherType)\n\n\treturn NewWeatherState(nextWeatherType, nextIntensity)\n}\n\n// updateWeatherEffects 更新天气效果\nfunc (w *WeatherAggregate) updateWeatherEffects() {\n\t// 清除旧的效果\n\tw.weatherEffects = make(map[string]*WeatherEffect)\n\n\tif w.currentWeather == nil {\n\t\treturn\n\t}\n\n\t// 根据当前天气添加效果\n\teffects := w.generateWeatherEffects(w.currentWeather.WeatherType, w.currentWeather.Intensity)\n\tfor _, effect := range effects {\n\t\tw.weatherEffects[effect.GetEffectType()] = effect\n\t}\n}\n\n// generateWeatherEffects 生成天气效果\nfunc (w *WeatherAggregate) generateWeatherEffects(weatherType WeatherType, intensity WeatherIntensity) []*WeatherEffect {\n\teffects := make([]*WeatherEffect, 0)\n\n\tswitch weatherType {\n\tcase WeatherTypeSunny:\n\t\teffects = append(effects, NewWeatherEffect(\"visibility_boost\", \"visibility\", 1.2*intensity.GetMultiplier(), w.currentWeather.Duration))\n\t\teffects = append(effects, NewWeatherEffect(\"movement_speed_boost\", \"movement\", 1.1*intensity.GetMultiplier(), w.currentWeather.Duration))\n\n\tcase WeatherTypeRainy:\n\t\teffects = append(effects, NewWeatherEffect(\"visibility_reduction\", \"visibility\", 0.8/intensity.GetMultiplier(), w.currentWeather.Duration))\n\t\teffects = append(effects, NewWeatherEffect(\"fire_damage_reduction\", \"fire\", 0.7/intensity.GetMultiplier(), w.currentWeather.Duration))\n\t\teffects = append(effects, NewWeatherEffect(\"water_damage_boost\", \"water\", 1.2*intensity.GetMultiplier(), w.currentWeather.Duration))\n\n\tcase WeatherTypeSnowy:\n\t\teffects = append(effects, NewWeatherEffect(\"movement_speed_reduction\", \"movement\", 0.8/intensity.GetMultiplier(), w.currentWeather.Duration))\n\t\teffects = append(effects, NewWeatherEffect(\"ice_damage_boost\", \"ice\", 1.3*intensity.GetMultiplier(), w.currentWeather.Duration))\n\t\teffects = append(effects, NewWeatherEffect(\"cold_resistance_reduction\", \"cold\", 0.9/intensity.GetMultiplier(), w.currentWeather.Duration))\n\n\tcase WeatherTypeStormy:\n\t\teffects = append(effects, NewWeatherEffect(\"lightning_damage_boost\", \"lightning\", 1.5*intensity.GetMultiplier(), w.currentWeather.Duration))\n\t\teffects = append(effects, NewWeatherEffect(\"accuracy_reduction\", \"accuracy\", 0.9/intensity.GetMultiplier(), w.currentWeather.Duration))\n\t\teffects = append(effects, NewWeatherEffect(\"wind_resistance_reduction\", \"wind\", 0.8/intensity.GetMultiplier(), w.currentWeather.Duration))\n\n\tcase WeatherTypeFoggy:\n\t\teffects = append(effects, NewWeatherEffect(\"visibility_severe_reduction\", \"visibility\", 0.5/intensity.GetMultiplier(), w.currentWeather.Duration))\n\t\teffects = append(effects, NewWeatherEffect(\"detection_range_reduction\", \"detection\", 0.6/intensity.GetMultiplier(), w.currentWeather.Duration))\n\t\teffects = append(effects, NewWeatherEffect(\"stealth_boost\", \"stealth\", 1.3*intensity.GetMultiplier(), w.currentWeather.Duration))\n\t}\n\n\treturn effects\n}\n\n// predictWeatherAt 预测指定时间的天气\nfunc (w *WeatherAggregate) predictWeatherAt(targetTime time.Time) *WeatherState {\n\t// 简化的预测算法，实际可以更复杂\n\thoursDiff := int(targetTime.Sub(time.Now()).Hours())\n\n\t// 基于小时数和季节模式预测\n\tcurrentSeason := w.seasonalPattern.GetCurrentSeason(targetTime)\n\tweatherProbabilities := w.seasonalPattern.GetWeatherProbabilities(currentSeason)\n\n\t// 添加时间因素的随机性\n\trand.Seed(w.randomSeed + int64(hoursDiff))\n\tweatherType := w.selectWeatherByProbability(weatherProbabilities)\n\tintensity := w.selectRandomIntensity(weatherType)\n\n\treturn NewWeatherState(weatherType, intensity)\n}\n\n// calculateForecastConfidence 计算预报置信度\nfunc (w *WeatherAggregate) calculateForecastConfidence(hoursAhead int) float64 {\n\t// 预报时间越远，置信度越低\n\tbaseConfidence := 0.95\n\tdecayRate := 0.02\n\n\tconfidence := baseConfidence - float64(hoursAhead)*decayRate\n\tif confidence < 0.3 {\n\t\tconfidence = 0.3 // 最低置信度\n\t}\n\n\treturn confidence\n}\n\n// generateWeatherDescription 生成天气描述\nfunc (w *WeatherAggregate) generateWeatherDescription(weatherType WeatherType, intensity WeatherIntensity) string {\n\tbaseDescription := weatherType.GetDescription()\n\tintensityDescription := intensity.GetDescription()\n\n\treturn intensityDescription + baseDescription\n}\n\n// getWeatherTransitionProbabilities 获取天气转换概率\nfunc (w *WeatherAggregate) getWeatherTransitionProbabilities(currentType WeatherType) map[WeatherType]float64 {\n\t// 定义天气转换规律\n\ttransitions := make(map[WeatherType]float64)\n\n\tswitch currentType {\n\tcase WeatherTypeSunny:\n\t\ttransitions[WeatherTypeSunny] = 0.6\n\t\ttransitions[WeatherTypeCloudy] = 0.25\n\t\ttransitions[WeatherTypeRainy] = 0.1\n\t\ttransitions[WeatherTypeWindy] = 0.05\n\n\tcase WeatherTypeCloudy:\n\t\ttransitions[WeatherTypeCloudy] = 0.4\n\t\ttransitions[WeatherTypeSunny] = 0.3\n\t\ttransitions[WeatherTypeRainy] = 0.2\n\t\ttransitions[WeatherTypeStormy] = 0.1\n\n\tcase WeatherTypeRainy:\n\t\ttransitions[WeatherTypeRainy] = 0.5\n\t\ttransitions[WeatherTypeCloudy] = 0.3\n\t\ttransitions[WeatherTypeStormy] = 0.15\n\t\ttransitions[WeatherTypeSunny] = 0.05\n\n\tcase WeatherTypeStormy:\n\t\ttransitions[WeatherTypeStormy] = 0.3\n\t\ttransitions[WeatherTypeRainy] = 0.4\n\t\ttransitions[WeatherTypeCloudy] = 0.2\n\t\ttransitions[WeatherTypeWindy] = 0.1\n\n\tdefault:\n\t\t// 默认均匀分布\n\t\ttransitions[WeatherTypeSunny] = 0.3\n\t\ttransitions[WeatherTypeCloudy] = 0.25\n\t\ttransitions[WeatherTypeRainy] = 0.2\n\t\ttransitions[WeatherTypeWindy] = 0.15\n\t\ttransitions[WeatherTypeStormy] = 0.1\n\t}\n\n\treturn transitions\n}\n\n// combineWeatherProbabilities 合并天气概率\nfunc (w *WeatherAggregate) combineWeatherProbabilities(seasonal, transition map[WeatherType]float64) map[WeatherType]float64 {\n\tcombined := make(map[WeatherType]float64)\n\n\t// 季节概率权重0.7，转换概率权重0.3\n\tseasonalWeight := 0.7\n\ttransitionWeight := 0.3\n\n\tallWeatherTypes := []WeatherType{WeatherTypeSunny, WeatherTypeCloudy, WeatherTypeRainy, WeatherTypeWindy, WeatherTypeStormy, WeatherTypeSnowy, WeatherTypeFoggy}\n\n\tfor _, weatherType := range allWeatherTypes {\n\t\tseasonalProb := seasonal[weatherType]\n\t\ttransitionProb := transition[weatherType]\n\n\t\tcombined[weatherType] = seasonalProb*seasonalWeight + transitionProb*transitionWeight\n\t}\n\n\treturn combined\n}\n\n// selectWeatherByProbability 根据概率选择天气\nfunc (w *WeatherAggregate) selectWeatherByProbability(probabilities map[WeatherType]float64) WeatherType {\n\trand.Seed(time.Now().UnixNano() + w.randomSeed)\n\trandomValue := rand.Float64()\n\n\tcumulativeProbability := 0.0\n\tfor weatherType, probability := range probabilities {\n\t\tcumulativeProbability += probability\n\t\tif randomValue <= cumulativeProbability {\n\t\t\treturn weatherType\n\t\t}\n\t}\n\n\t// 默认返回晴天\n\treturn WeatherTypeSunny\n}\n\n// selectRandomIntensity 随机选择强度\nfunc (w *WeatherAggregate) selectRandomIntensity(weatherType WeatherType) WeatherIntensity {\n\trand.Seed(time.Now().UnixNano() + w.randomSeed)\n\n\t// 根据天气类型调整强度概率\n\tswitch weatherType {\n\tcase WeatherTypeSunny, WeatherTypeCloudy:\n\t\t// 温和天气更可能是正常强度\n\t\tif rand.Float64() < 0.7 {\n\t\t\treturn WeatherIntensityNormal\n\t\t} else if rand.Float64() < 0.9 {\n\t\t\treturn WeatherIntensityLight\n\t\t} else {\n\t\t\treturn WeatherIntensityHeavy\n\t\t}\n\n\tcase WeatherTypeStormy:\n\t\t// 暴风雨更可能是强烈的\n\t\tif rand.Float64() < 0.5 {\n\t\t\treturn WeatherIntensityHeavy\n\t\t} else if rand.Float64() < 0.8 {\n\t\t\treturn WeatherIntensityNormal\n\t\t} else {\n\t\t\treturn WeatherIntensityExtreme\n\t\t}\n\n\tdefault:\n\t\t// 其他天气均匀分布\n\t\tintensities := []WeatherIntensity{WeatherIntensityLight, WeatherIntensityNormal, WeatherIntensityHeavy}\n\t\treturn intensities[rand.Intn(len(intensities))]\n\t}\n}\n\n// updateVersion 更新版本\nfunc (w *WeatherAggregate) updateVersion() {\n\tw.version++\n\tw.updatedAt = time.Now()\n}\n\n// generateWeatherID 生成天气ID\nfunc generateWeatherID(sceneID string) string {\n\tif sceneID == \"\" {\n\t\tsceneID = \"default\"\n\t}\n\treturn fmt.Sprintf(\"weather_%s_%d\", sceneID, time.Now().UnixNano())\n}\n"
  },
  {
    "path": "internal/domain/scene/weather/entity.go",
    "content": "package weather\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// WeatherState 天气状态实体\ntype WeatherState struct {\n\tID          string\n\tWeatherType WeatherType\n\tIntensity   WeatherIntensity\n\tStartTime   time.Time\n\tEndTime     time.Time\n\tDuration    time.Duration\n\tTemperature float64 // 温度（摄氏度）\n\tHumidity    float64 // 湿度（百分比）\n\tWindSpeed   float64 // 风速（km/h）\n\tVisibility  float64 // 能见度（km）\n\tPressure    float64 // 气压（hPa）\n\tDescription string\n\tCreatedAt   time.Time\n\tUpdatedAt   time.Time\n}\n\n// NewWeatherState 创建天气状态\nfunc NewWeatherState(weatherType WeatherType, intensity WeatherIntensity) *WeatherState {\n\tnow := time.Now()\n\treturn &WeatherState{\n\t\tID:          generateWeatherID(\"\"),\n\t\tWeatherType: weatherType,\n\t\tIntensity:   intensity,\n\t\tStartTime:   now,\n\t\tTemperature: weatherType.GetBaseTemperature(),\n\t\tHumidity:    weatherType.GetBaseHumidity(),\n\t\tWindSpeed:   weatherType.GetBaseWindSpeed(),\n\t\tVisibility:  weatherType.GetBaseVisibility(),\n\t\tPressure:    1013.25, // 标准大气压\n\t\tDescription: fmt.Sprintf(\"%s %s\", intensity.GetDescription(), weatherType.GetDescription()),\n\t\tCreatedAt:   now,\n\t\tUpdatedAt:   now,\n\t}\n}\n\n// GetID 获取ID\nfunc (ws *WeatherState) GetID() string {\n\treturn ws.ID\n}\n\n// GetWeatherType 获取天气类型\nfunc (ws *WeatherState) GetWeatherType() WeatherType {\n\treturn ws.WeatherType\n}\n\n// GetIntensity 获取强度\nfunc (ws *WeatherState) GetIntensity() WeatherIntensity {\n\treturn ws.Intensity\n}\n\n// GetStartTime 获取开始时间\nfunc (ws *WeatherState) GetStartTime() time.Time {\n\treturn ws.StartTime\n}\n\n// GetEndTime 获取结束时间\nfunc (ws *WeatherState) GetEndTime() time.Time {\n\treturn ws.EndTime\n}\n\n// GetDuration 获取持续时间\nfunc (ws *WeatherState) GetDuration() time.Duration {\n\treturn ws.Duration\n}\n\n// IsActive 检查天气是否激活\nfunc (ws *WeatherState) IsActive() bool {\n\tnow := time.Now()\n\treturn now.After(ws.StartTime) && now.Before(ws.EndTime)\n}\n\n// IsExpired 检查天气是否过期\nfunc (ws *WeatherState) IsExpired() bool {\n\treturn time.Now().After(ws.EndTime)\n}\n\n// GetRemainingTime 获取剩余时间\nfunc (ws *WeatherState) GetRemainingTime() time.Duration {\n\tnow := time.Now()\n\tif now.After(ws.EndTime) {\n\t\treturn 0\n\t}\n\treturn ws.EndTime.Sub(now)\n}\n\n// GetElapsedTime 获取已过时间\nfunc (ws *WeatherState) GetElapsedTime() time.Duration {\n\tnow := time.Now()\n\tif now.Before(ws.StartTime) {\n\t\treturn 0\n\t}\n\tif now.After(ws.EndTime) {\n\t\treturn ws.Duration\n\t}\n\treturn now.Sub(ws.StartTime)\n}\n\n// GetProgress 获取进度（0-1）\nfunc (ws *WeatherState) GetProgress() float64 {\n\tif ws.Duration == 0 {\n\t\treturn 1.0\n\t}\n\n\telapsed := ws.GetElapsedTime()\n\tprogress := float64(elapsed) / float64(ws.Duration)\n\n\tif progress > 1.0 {\n\t\treturn 1.0\n\t}\n\tif progress < 0.0 {\n\t\treturn 0.0\n\t}\n\n\treturn progress\n}\n\n// UpdateTemperature 更新温度\nfunc (ws *WeatherState) UpdateTemperature(temperature float64) {\n\tws.Temperature = temperature\n\tws.UpdatedAt = time.Now()\n}\n\n// UpdateHumidity 更新湿度\nfunc (ws *WeatherState) UpdateHumidity(humidity float64) {\n\tws.Humidity = humidity\n\tws.UpdatedAt = time.Now()\n}\n\n// UpdateWindSpeed 更新风速\nfunc (ws *WeatherState) UpdateWindSpeed(windSpeed float64) {\n\tws.WindSpeed = windSpeed\n\tws.UpdatedAt = time.Now()\n}\n\n// UpdateVisibility 更新能见度\nfunc (ws *WeatherState) UpdateVisibility(visibility float64) {\n\tws.Visibility = visibility\n\tws.UpdatedAt = time.Now()\n}\n\n// UpdatePressure 更新气压\nfunc (ws *WeatherState) UpdatePressure(pressure float64) {\n\tws.Pressure = pressure\n\tws.UpdatedAt = time.Now()\n}\n\n// GetTemperature 获取温度\nfunc (ws *WeatherState) GetTemperature() float64 {\n\treturn ws.Temperature\n}\n\n// GetHumidity 获取湿度\nfunc (ws *WeatherState) GetHumidity() float64 {\n\treturn ws.Humidity\n}\n\n// GetWindSpeed 获取风速\nfunc (ws *WeatherState) GetWindSpeed() float64 {\n\treturn ws.WindSpeed\n}\n\n// GetVisibility 获取能见度\nfunc (ws *WeatherState) GetVisibility() float64 {\n\treturn ws.Visibility\n}\n\n// GetPressure 获取气压\nfunc (ws *WeatherState) GetPressure() float64 {\n\treturn ws.Pressure\n}\n\n// GetDescription 获取描述\nfunc (ws *WeatherState) GetDescription() string {\n\treturn ws.Description\n}\n\n// UpdateDescription 更新描述\nfunc (ws *WeatherState) UpdateDescription(description string) {\n\tws.Description = description\n\tws.UpdatedAt = time.Now()\n}\n\n// GetCreatedAt 获取创建时间\nfunc (ws *WeatherState) GetCreatedAt() time.Time {\n\treturn ws.CreatedAt\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (ws *WeatherState) GetUpdatedAt() time.Time {\n\treturn ws.UpdatedAt\n}\n\n// ToMap 转换为映射\nfunc (ws *WeatherState) ToMap() map[string]interface{} {\n\treturn map[string]interface{}{\n\t\t\"id\":           ws.ID,\n\t\t\"weather_type\": ws.WeatherType.String(),\n\t\t\"intensity\":    ws.Intensity.String(),\n\t\t\"start_time\":   ws.StartTime,\n\t\t\"end_time\":     ws.EndTime,\n\t\t\"duration\":     ws.Duration,\n\t\t\"temperature\":  ws.Temperature,\n\t\t\"humidity\":     ws.Humidity,\n\t\t\"wind_speed\":   ws.WindSpeed,\n\t\t\"visibility\":   ws.Visibility,\n\t\t\"pressure\":     ws.Pressure,\n\t\t\"description\":  ws.Description,\n\t\t\"is_active\":    ws.IsActive(),\n\t\t\"progress\":     ws.GetProgress(),\n\t\t\"created_at\":   ws.CreatedAt,\n\t\t\"updated_at\":   ws.UpdatedAt,\n\t}\n}\n\n// WeatherEffect 天气效果实体\ntype WeatherEffect struct {\n\tID         string\n\tEffectType string\n\tTargetType string\n\tMultiplier float64\n\tDuration   time.Duration\n\tStartTime  time.Time\n\tEndTime    time.Time\n\tIsActive   bool\n\tCreatedAt  time.Time\n\tUpdatedAt  time.Time\n}\n\n// NewWeatherEffect 创建天气效果\nfunc NewWeatherEffect(effectType, targetType string, multiplier float64, duration time.Duration) *WeatherEffect {\n\tnow := time.Now()\n\treturn &WeatherEffect{\n\t\tID:         generateEffectID(),\n\t\tEffectType: effectType,\n\t\tTargetType: targetType,\n\t\tMultiplier: multiplier,\n\t\tDuration:   duration,\n\t\tStartTime:  now,\n\t\tEndTime:    now.Add(duration),\n\t\tIsActive:   true,\n\t\tCreatedAt:  now,\n\t\tUpdatedAt:  now,\n\t}\n}\n\n// GetID 获取ID\nfunc (we *WeatherEffect) GetID() string {\n\treturn we.ID\n}\n\n// GetEffectType 获取效果类型\nfunc (we *WeatherEffect) GetEffectType() string {\n\treturn we.EffectType\n}\n\n// GetTargetType 获取目标类型\nfunc (we *WeatherEffect) GetTargetType() string {\n\treturn we.TargetType\n}\n\n// GetMultiplier 获取倍率\nfunc (we *WeatherEffect) GetMultiplier() float64 {\n\treturn we.Multiplier\n}\n\n// GetModifier 获取修饰符（别名方法，与GetMultiplier相同）\nfunc (we *WeatherEffect) GetModifier() float64 {\n\treturn we.Multiplier\n}\n\n// GetDuration 获取持续时间\nfunc (we *WeatherEffect) GetDuration() time.Duration {\n\treturn we.Duration\n}\n\n// GetStartTime 获取开始时间\nfunc (we *WeatherEffect) GetStartTime() time.Time {\n\treturn we.StartTime\n}\n\n// GetEndTime 获取结束时间\nfunc (we *WeatherEffect) GetEndTime() time.Time {\n\treturn we.EndTime\n}\n\n// IsEffectActive 检查效果是否激活\nfunc (we *WeatherEffect) IsEffectActive() bool {\n\tnow := time.Now()\n\treturn we.IsActive && now.After(we.StartTime) && now.Before(we.EndTime)\n}\n\n// IsEffectExpired 检查效果是否过期\nfunc (we *WeatherEffect) IsEffectExpired() bool {\n\treturn time.Now().After(we.EndTime)\n}\n\n// GetRemainingTime 获取剩余时间\nfunc (we *WeatherEffect) GetRemainingTime() time.Duration {\n\tnow := time.Now()\n\tif now.After(we.EndTime) {\n\t\treturn 0\n\t}\n\treturn we.EndTime.Sub(now)\n}\n\n// Activate 激活效果\nfunc (we *WeatherEffect) Activate() {\n\twe.IsActive = true\n\twe.UpdatedAt = time.Now()\n}\n\n// Deactivate 停用效果\nfunc (we *WeatherEffect) Deactivate() {\n\twe.IsActive = false\n\twe.UpdatedAt = time.Now()\n}\n\n// ExtendDuration 延长持续时间\nfunc (we *WeatherEffect) ExtendDuration(additionalDuration time.Duration) {\n\twe.Duration += additionalDuration\n\twe.EndTime = we.EndTime.Add(additionalDuration)\n\twe.UpdatedAt = time.Now()\n}\n\n// UpdateMultiplier 更新倍率\nfunc (we *WeatherEffect) UpdateMultiplier(multiplier float64) {\n\twe.Multiplier = multiplier\n\twe.UpdatedAt = time.Now()\n}\n\n// GetCreatedAt 获取创建时间\nfunc (we *WeatherEffect) GetCreatedAt() time.Time {\n\treturn we.CreatedAt\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (we *WeatherEffect) GetUpdatedAt() time.Time {\n\treturn we.UpdatedAt\n}\n\n// ToMap 转换为映射\nfunc (we *WeatherEffect) ToMap() map[string]interface{} {\n\treturn map[string]interface{}{\n\t\t\"id\":               we.ID,\n\t\t\"effect_type\":      we.EffectType,\n\t\t\"target_type\":      we.TargetType,\n\t\t\"multiplier\":       we.Multiplier,\n\t\t\"duration\":         we.Duration,\n\t\t\"start_time\":       we.StartTime,\n\t\t\"end_time\":         we.EndTime,\n\t\t\"is_active\":        we.IsActive,\n\t\t\"is_effect_active\": we.IsEffectActive(),\n\t\t\"remaining_time\":   we.GetRemainingTime(),\n\t\t\"created_at\":       we.CreatedAt,\n\t\t\"updated_at\":       we.UpdatedAt,\n\t}\n}\n\n// WeatherEvent 天气事件实体\ntype WeatherEvent struct {\n\tID          string\n\tEventType   WeatherEventType\n\tSeverity    WeatherEventSeverity\n\tTitle       string\n\tDescription string\n\tStartTime   time.Time\n\tEndTime     time.Time\n\tDuration    time.Duration\n\tEffects     []*WeatherEffect\n\tTriggers    []string // 触发条件\n\tRewards     []string // 奖励\n\tIsActive    bool\n\tCreatedAt   time.Time\n\tUpdatedAt   time.Time\n}\n\n// NewWeatherEvent 创建天气事件\nfunc NewWeatherEvent(eventType WeatherEventType, severity WeatherEventSeverity, title, description string, duration time.Duration) *WeatherEvent {\n\tnow := time.Now()\n\treturn &WeatherEvent{\n\t\tID:          generateEventID(),\n\t\tEventType:   eventType,\n\t\tSeverity:    severity,\n\t\tTitle:       title,\n\t\tDescription: description,\n\t\tStartTime:   now,\n\t\tEndTime:     now.Add(duration),\n\t\tDuration:    duration,\n\t\tEffects:     make([]*WeatherEffect, 0),\n\t\tTriggers:    make([]string, 0),\n\t\tRewards:     make([]string, 0),\n\t\tIsActive:    true,\n\t\tCreatedAt:   now,\n\t\tUpdatedAt:   now,\n\t}\n}\n\n// GetID 获取ID\nfunc (we *WeatherEvent) GetID() string {\n\treturn we.ID\n}\n\n// GetEventType 获取事件类型\nfunc (we *WeatherEvent) GetEventType() WeatherEventType {\n\treturn we.EventType\n}\n\n// GetSeverity 获取严重程度\nfunc (we *WeatherEvent) GetSeverity() WeatherEventSeverity {\n\treturn we.Severity\n}\n\n// GetTitle 获取标题\nfunc (we *WeatherEvent) GetTitle() string {\n\treturn we.Title\n}\n\n// GetDescription 获取描述\nfunc (we *WeatherEvent) GetDescription() string {\n\treturn we.Description\n}\n\n// GetStartTime 获取开始时间\nfunc (we *WeatherEvent) GetStartTime() time.Time {\n\treturn we.StartTime\n}\n\n// GetEndTime 获取结束时间\nfunc (we *WeatherEvent) GetEndTime() time.Time {\n\treturn we.EndTime\n}\n\n// GetDuration 获取持续时间\nfunc (we *WeatherEvent) GetDuration() time.Duration {\n\treturn we.Duration\n}\n\n// GetEffects 获取效果列表\nfunc (we *WeatherEvent) GetEffects() []*WeatherEffect {\n\treturn we.Effects\n}\n\n// AddEffect 添加效果\nfunc (we *WeatherEvent) AddEffect(effect *WeatherEffect) {\n\twe.Effects = append(we.Effects, effect)\n\twe.UpdatedAt = time.Now()\n}\n\n// RemoveEffect 移除效果\nfunc (we *WeatherEvent) RemoveEffect(effectID string) {\n\tfor i, effect := range we.Effects {\n\t\tif effect.GetID() == effectID {\n\t\t\twe.Effects = append(we.Effects[:i], we.Effects[i+1:]...)\n\t\t\twe.UpdatedAt = time.Now()\n\t\t\tbreak\n\t\t}\n\t}\n}\n\n// GetTriggers 获取触发条件\nfunc (we *WeatherEvent) GetTriggers() []string {\n\treturn we.Triggers\n}\n\n// AddTrigger 添加触发条件\nfunc (we *WeatherEvent) AddTrigger(trigger string) {\n\twe.Triggers = append(we.Triggers, trigger)\n\twe.UpdatedAt = time.Now()\n}\n\n// GetRewards 获取奖励\nfunc (we *WeatherEvent) GetRewards() []string {\n\treturn we.Rewards\n}\n\n// AddReward 添加奖励\nfunc (we *WeatherEvent) AddReward(reward string) {\n\twe.Rewards = append(we.Rewards, reward)\n\twe.UpdatedAt = time.Now()\n}\n\n// IsEventActive 检查事件是否激活\nfunc (we *WeatherEvent) IsEventActive() bool {\n\tnow := time.Now()\n\treturn we.IsActive && now.After(we.StartTime) && now.Before(we.EndTime)\n}\n\n// IsEventExpired 检查事件是否过期\nfunc (we *WeatherEvent) IsEventExpired() bool {\n\treturn time.Now().After(we.EndTime)\n}\n\n// Activate 激活事件\nfunc (we *WeatherEvent) Activate() {\n\twe.IsActive = true\n\twe.UpdatedAt = time.Now()\n}\n\n// Deactivate 停用事件\nfunc (we *WeatherEvent) Deactivate() {\n\twe.IsActive = false\n\twe.UpdatedAt = time.Now()\n}\n\n// GetCreatedAt 获取创建时间\nfunc (we *WeatherEvent) GetCreatedAt() time.Time {\n\treturn we.CreatedAt\n}\n\n// GetUpdatedAt 获取更新时间\nfunc (we *WeatherEvent) GetUpdatedAt() time.Time {\n\treturn we.UpdatedAt\n}\n\n// ToMap 转换为映射\nfunc (we *WeatherEvent) ToMap() map[string]interface{} {\n\treturn map[string]interface{}{\n\t\t\"id\":              we.ID,\n\t\t\"event_type\":      we.EventType.String(),\n\t\t\"severity\":        we.Severity.String(),\n\t\t\"title\":           we.Title,\n\t\t\"description\":     we.Description,\n\t\t\"start_time\":      we.StartTime,\n\t\t\"end_time\":        we.EndTime,\n\t\t\"duration\":        we.Duration,\n\t\t\"effects\":         len(we.Effects),\n\t\t\"triggers\":        we.Triggers,\n\t\t\"rewards\":         we.Rewards,\n\t\t\"is_active\":       we.IsActive,\n\t\t\"is_event_active\": we.IsEventActive(),\n\t\t\"created_at\":      we.CreatedAt,\n\t\t\"updated_at\":      we.UpdatedAt,\n\t}\n}\n\n// 辅助函数\n\n// generateWeatherID 生成天气ID - 已在aggregate.go中定义\n\n// generateEffectID 生成效果ID\nfunc generateEffectID() string {\n\treturn fmt.Sprintf(\"effect_%d\", time.Now().UnixNano())\n}\n\n// generateEventID 生成事件ID\nfunc generateEventID() string {\n\treturn fmt.Sprintf(\"event_%d\", time.Now().UnixNano())\n}\n"
  },
  {
    "path": "internal/domain/scene/weather/errors.go",
    "content": "package weather\n\nimport (\n\t\"errors\"\n\t\"fmt\"\n\t\"time\"\n)\n\n// 基础错误定义\nvar (\n\t// 天气类型相关错误\n\tErrInvalidWeatherType     = errors.New(\"invalid weather type\")\n\tErrUnsupportedWeatherType = errors.New(\"unsupported weather type\")\n\tErrWeatherTypeNotFound    = errors.New(\"weather type not found\")\n\tErrWeatherTypeConflict    = errors.New(\"weather type conflict\")\n\n\t// 天气强度相关错误\n\tErrInvalidWeatherIntensity = errors.New(\"invalid weather intensity\")\n\tErrIntensityOutOfRange     = errors.New(\"weather intensity out of range\")\n\tErrIntensityNotSupported   = errors.New(\"weather intensity not supported\")\n\n\t// 天气状态相关错误\n\tErrInvalidWeatherState   = errors.New(\"invalid weather state\")\n\tErrWeatherStateExpired   = errors.New(\"weather state expired\")\n\tErrWeatherStateNotActive = errors.New(\"weather state not active\")\n\tErrWeatherStateConflict  = errors.New(\"weather state conflict\")\n\tErrWeatherStateNotFound  = errors.New(\"weather state not found\")\n\n\t// 天气转换相关错误\n\tErrInvalidWeatherTransition = errors.New(\"invalid weather transition\")\n\tErrWeatherTransitionBlocked = errors.New(\"weather transition blocked\")\n\tErrTransitionTooFrequent    = errors.New(\"weather transition too frequent\")\n\tErrTransitionNotAllowed     = errors.New(\"weather transition not allowed\")\n\n\t// 天气效果相关错误\n\tErrInvalidWeatherEffect    = errors.New(\"invalid weather effect\")\n\tErrWeatherEffectExpired    = errors.New(\"weather effect expired\")\n\tErrWeatherEffectNotActive  = errors.New(\"weather effect not active\")\n\tErrWeatherEffectConflict   = errors.New(\"weather effect conflict\")\n\tErrWeatherEffectNotFound   = errors.New(\"weather effect not found\")\n\tErrEffectMultiplierInvalid = errors.New(\"effect multiplier invalid\")\n\n\t// 天气事件相关错误\n\tErrInvalidWeatherEvent   = errors.New(\"invalid weather event\")\n\tErrWeatherEventExpired   = errors.New(\"weather event expired\")\n\tErrWeatherEventNotActive = errors.New(\"weather event not active\")\n\tErrWeatherEventConflict  = errors.New(\"weather event conflict\")\n\tErrWeatherEventNotFound  = errors.New(\"weather event not found\")\n\tErrEventTriggerFailed    = errors.New(\"weather event trigger failed\")\n\tErrEventSeverityInvalid  = errors.New(\"weather event severity invalid\")\n\n\t// 天气预报相关错误\n\tErrInvalidForecastPeriod    = errors.New(\"invalid forecast period\")\n\tErrForecastNotAvailable     = errors.New(\"weather forecast not available\")\n\tErrForecastExpired          = errors.New(\"weather forecast expired\")\n\tErrForecastGenerationFailed = errors.New(\"weather forecast generation failed\")\n\tErrForecastAccuracyLow      = errors.New(\"weather forecast accuracy too low\")\n\n\t// 季节模式相关错误\n\tErrInvalidSeason           = errors.New(\"invalid season\")\n\tErrSeasonalPatternNotFound = errors.New(\"seasonal pattern not found\")\n\tErrSeasonalPatternInvalid  = errors.New(\"seasonal pattern invalid\")\n\tErrSeasonTransitionFailed  = errors.New(\"season transition failed\")\n\n\t// 气候区域相关错误\n\tErrInvalidClimateZone  = errors.New(\"invalid climate zone\")\n\tErrClimateZoneNotFound = errors.New(\"climate zone not found\")\n\tErrClimateZoneConflict = errors.New(\"climate zone conflict\")\n\n\t// 时间相关错误\n\tErrInvalidTimeRange      = errors.New(\"invalid time range\")\n\tErrInvalidDuration       = errors.New(\"invalid duration\")\n\tErrInvalidChangeInterval = errors.New(\"invalid change interval\")\n\tErrTimeoutExceeded       = errors.New(\"timeout exceeded\")\n\n\t// 配置相关错误\n\tErrInvalidConfiguration  = errors.New(\"invalid weather configuration\")\n\tErrConfigurationNotFound = errors.New(\"weather configuration not found\")\n\tErrConfigurationConflict = errors.New(\"weather configuration conflict\")\n\n\t// 数据相关错误\n\tErrDataCorrupted           = errors.New(\"weather data corrupted\")\n\tErrDataNotFound            = errors.New(\"weather data not found\")\n\tErrDataValidationFailed    = errors.New(\"weather data validation failed\")\n\tErrDataSerializationFailed = errors.New(\"weather data serialization failed\")\n\tErrWeatherNotFound         = errors.New(\"weather not found\")\n\n\t// 系统相关错误\n\tErrSystemNotInitialized = errors.New(\"weather system not initialized\")\n\tErrSystemOverloaded     = errors.New(\"weather system overloaded\")\n\tErrSystemMaintenance    = errors.New(\"weather system under maintenance\")\n\tErrResourceExhausted    = errors.New(\"weather system resources exhausted\")\n\n\t// 并发相关错误\n\tErrConcurrentModification = errors.New(\"concurrent weather modification\")\n\tErrLockAcquisitionFailed  = errors.New(\"weather lock acquisition failed\")\n\tErrVersionMismatch        = errors.New(\"weather version mismatch\")\n\n\t// 权限相关错误\n\tErrPermissionDenied       = errors.New(\"weather operation permission denied\")\n\tErrUnauthorizedAccess     = errors.New(\"unauthorized weather access\")\n\tErrInsufficientPrivileges = errors.New(\"insufficient weather privileges\")\n)\n\n// WeatherError 天气错误结构体\ntype WeatherError struct {\n\tCode      string\n\tMessage   string\n\tCause     error\n\tContext   map[string]interface{}\n\tTimestamp int64\n}\n\n// Error 实现error接口\nfunc (e *WeatherError) Error() string {\n\tif e.Cause != nil {\n\t\treturn fmt.Sprintf(\"[%s] %s: %v\", e.Code, e.Message, e.Cause)\n\t}\n\treturn fmt.Sprintf(\"[%s] %s\", e.Code, e.Message)\n}\n\n// Unwrap 返回原始错误\nfunc (e *WeatherError) Unwrap() error {\n\treturn e.Cause\n}\n\n// WithContext 添加上下文信息\nfunc (e *WeatherError) WithContext(key string, value interface{}) *WeatherError {\n\tif e.Context == nil {\n\t\te.Context = make(map[string]interface{})\n\t}\n\te.Context[key] = value\n\treturn e\n}\n\n// GetContext 获取上下文信息\nfunc (e *WeatherError) GetContext(key string) interface{} {\n\tif e.Context == nil {\n\t\treturn nil\n\t}\n\treturn e.Context[key]\n}\n\n// NewWeatherError 创建天气错误\nfunc NewWeatherError(code, message string, cause error) *WeatherError {\n\treturn &WeatherError{\n\t\tCode:      code,\n\t\tMessage:   message,\n\t\tCause:     cause,\n\t\tContext:   make(map[string]interface{}),\n\t\tTimestamp: getCurrentTimestamp(),\n\t}\n}\n\n// ValidationError 验证错误\ntype ValidationError struct {\n\tField   string\n\tValue   interface{}\n\tRule    string\n\tMessage string\n}\n\n// Error 实现error接口\nfunc (e *ValidationError) Error() string {\n\treturn fmt.Sprintf(\"validation failed for field '%s': %s (value: %v, rule: %s)\", e.Field, e.Message, e.Value, e.Rule)\n}\n\n// NewValidationError 创建验证错误\nfunc NewValidationError(field string, value interface{}, rule, message string) *ValidationError {\n\treturn &ValidationError{\n\t\tField:   field,\n\t\tValue:   value,\n\t\tRule:    rule,\n\t\tMessage: message,\n\t}\n}\n\n// BusinessRuleError 业务规则错误\ntype BusinessRuleError struct {\n\tRule        string\n\tDescription string\n\tViolation   string\n\tContext     map[string]interface{}\n}\n\n// Error 实现error接口\nfunc (e *BusinessRuleError) Error() string {\n\treturn fmt.Sprintf(\"business rule violation: %s - %s (%s)\", e.Rule, e.Description, e.Violation)\n}\n\n// NewBusinessRuleError 创建业务规则错误\nfunc NewBusinessRuleError(rule, description, violation string) *BusinessRuleError {\n\treturn &BusinessRuleError{\n\t\tRule:        rule,\n\t\tDescription: description,\n\t\tViolation:   violation,\n\t\tContext:     make(map[string]interface{}),\n\t}\n}\n\n// ConcurrencyError 并发错误\ntype ConcurrencyError struct {\n\tOperation   string\n\tResource    string\n\tConflictID  string\n\tRetryCount  int\n\tMaxRetries  int\n\tLastAttempt int64\n}\n\n// Error 实现error接口\nfunc (e *ConcurrencyError) Error() string {\n\treturn fmt.Sprintf(\"concurrency error in operation '%s' on resource '%s': conflict with %s (retry %d/%d)\",\n\t\te.Operation, e.Resource, e.ConflictID, e.RetryCount, e.MaxRetries)\n}\n\n// CanRetry 检查是否可以重试\nfunc (e *ConcurrencyError) CanRetry() bool {\n\treturn e.RetryCount < e.MaxRetries\n}\n\n// NewConcurrencyError 创建并发错误\nfunc NewConcurrencyError(operation, resource, conflictID string, retryCount, maxRetries int) *ConcurrencyError {\n\treturn &ConcurrencyError{\n\t\tOperation:   operation,\n\t\tResource:    resource,\n\t\tConflictID:  conflictID,\n\t\tRetryCount:  retryCount,\n\t\tMaxRetries:  maxRetries,\n\t\tLastAttempt: getCurrentTimestamp(),\n\t}\n}\n\n// ConfigurationError 配置错误\ntype ConfigurationError struct {\n\tConfigType  string\n\tConfigKey   string\n\tConfigValue interface{}\n\tExpected    string\n\tActual      string\n\tSuggestion  string\n}\n\n// Error 实现error接口\nfunc (e *ConfigurationError) Error() string {\n\treturn fmt.Sprintf(\"configuration error in %s.%s: expected %s, got %s (value: %v). Suggestion: %s\",\n\t\te.ConfigType, e.ConfigKey, e.Expected, e.Actual, e.ConfigValue, e.Suggestion)\n}\n\n// NewConfigurationError 创建配置错误\nfunc NewConfigurationError(configType, configKey string, configValue interface{}, expected, actual, suggestion string) *ConfigurationError {\n\treturn &ConfigurationError{\n\t\tConfigType:  configType,\n\t\tConfigKey:   configKey,\n\t\tConfigValue: configValue,\n\t\tExpected:    expected,\n\t\tActual:      actual,\n\t\tSuggestion:  suggestion,\n\t}\n}\n\n// SystemError 系统错误\ntype SystemError struct {\n\tComponent   string\n\tOperation   string\n\tErrorCode   string\n\tDescription string\n\tCause       error\n\tSeverity    ErrorSeverity\n\tRecoverable bool\n\tTimestamp   int64\n}\n\n// Error 实现error接口\nfunc (e *SystemError) Error() string {\n\tmsg := fmt.Sprintf(\"system error in %s.%s [%s]: %s (severity: %s, recoverable: %t)\",\n\t\te.Component, e.Operation, e.ErrorCode, e.Description, e.Severity, e.Recoverable)\n\tif e.Cause != nil {\n\t\tmsg += fmt.Sprintf(\", cause: %v\", e.Cause)\n\t}\n\treturn msg\n}\n\n// Unwrap 返回原始错误\nfunc (e *SystemError) Unwrap() error {\n\treturn e.Cause\n}\n\n// NewSystemError 创建系统错误\nfunc NewSystemError(component, operation, errorCode, description string, cause error, severity ErrorSeverity, recoverable bool) *SystemError {\n\treturn &SystemError{\n\t\tComponent:   component,\n\t\tOperation:   operation,\n\t\tErrorCode:   errorCode,\n\t\tDescription: description,\n\t\tCause:       cause,\n\t\tSeverity:    severity,\n\t\tRecoverable: recoverable,\n\t\tTimestamp:   getCurrentTimestamp(),\n\t}\n}\n\n// ErrorSeverity 错误严重程度\ntype ErrorSeverity int\n\nconst (\n\tErrorSeverityLow ErrorSeverity = iota + 1\n\tErrorSeverityMedium\n\tErrorSeverityHigh\n\tErrorSeverityCritical\n)\n\n// String 返回严重程度字符串\nfunc (es ErrorSeverity) String() string {\n\tswitch es {\n\tcase ErrorSeverityLow:\n\t\treturn \"low\"\n\tcase ErrorSeverityMedium:\n\t\treturn \"medium\"\n\tcase ErrorSeverityHigh:\n\t\treturn \"high\"\n\tcase ErrorSeverityCritical:\n\t\treturn \"critical\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// ErrorCollection 错误集合\ntype ErrorCollection struct {\n\tErrors    []error\n\tContext   string\n\tTimestamp int64\n}\n\n// Error 实现error接口\nfunc (ec *ErrorCollection) Error() string {\n\tif len(ec.Errors) == 0 {\n\t\treturn \"no errors\"\n\t}\n\n\tif len(ec.Errors) == 1 {\n\t\treturn fmt.Sprintf(\"error in %s: %v\", ec.Context, ec.Errors[0])\n\t}\n\n\tmsg := fmt.Sprintf(\"%d errors in %s:\", len(ec.Errors), ec.Context)\n\tfor i, err := range ec.Errors {\n\t\tmsg += fmt.Sprintf(\"\\n  %d. %v\", i+1, err)\n\t}\n\treturn msg\n}\n\n// Add 添加错误\nfunc (ec *ErrorCollection) Add(err error) {\n\tif err != nil {\n\t\tec.Errors = append(ec.Errors, err)\n\t}\n}\n\n// HasErrors 检查是否有错误\nfunc (ec *ErrorCollection) HasErrors() bool {\n\treturn len(ec.Errors) > 0\n}\n\n// Count 获取错误数量\nfunc (ec *ErrorCollection) Count() int {\n\treturn len(ec.Errors)\n}\n\n// First 获取第一个错误\nfunc (ec *ErrorCollection) First() error {\n\tif len(ec.Errors) > 0 {\n\t\treturn ec.Errors[0]\n\t}\n\treturn nil\n}\n\n// Last 获取最后一个错误\nfunc (ec *ErrorCollection) Last() error {\n\tif len(ec.Errors) > 0 {\n\t\treturn ec.Errors[len(ec.Errors)-1]\n\t}\n\treturn nil\n}\n\n// Clear 清空错误\nfunc (ec *ErrorCollection) Clear() {\n\tec.Errors = ec.Errors[:0]\n}\n\n// NewErrorCollection 创建错误集合\nfunc NewErrorCollection(context string) *ErrorCollection {\n\treturn &ErrorCollection{\n\t\tErrors:    make([]error, 0),\n\t\tContext:   context,\n\t\tTimestamp: getCurrentTimestamp(),\n\t}\n}\n\n// 错误工厂函数\n\n// NewInvalidWeatherTypeError 创建无效天气类型错误\nfunc NewInvalidWeatherTypeError(weatherType interface{}) *WeatherError {\n\treturn NewWeatherError(\"INVALID_WEATHER_TYPE\", \"Invalid weather type provided\", ErrInvalidWeatherType).\n\t\tWithContext(\"weather_type\", weatherType)\n}\n\n// NewInvalidWeatherIntensityError 创建无效天气强度错误\nfunc NewInvalidWeatherIntensityError(intensity interface{}) *WeatherError {\n\treturn NewWeatherError(\"INVALID_WEATHER_INTENSITY\", \"Invalid weather intensity provided\", ErrInvalidWeatherIntensity).\n\t\tWithContext(\"intensity\", intensity)\n}\n\n// NewWeatherStateExpiredError 创建天气状态过期错误\nfunc NewWeatherStateExpiredError(stateID string, expiredAt int64) *WeatherError {\n\treturn NewWeatherError(\"WEATHER_STATE_EXPIRED\", \"Weather state has expired\", ErrWeatherStateExpired).\n\t\tWithContext(\"state_id\", stateID).\n\t\tWithContext(\"expired_at\", expiredAt)\n}\n\n// NewWeatherTransitionBlockedError 创建天气转换被阻止错误\nfunc NewWeatherTransitionBlockedError(from, to WeatherType, reason string) *WeatherError {\n\treturn NewWeatherError(\"WEATHER_TRANSITION_BLOCKED\", \"Weather transition is blocked\", ErrWeatherTransitionBlocked).\n\t\tWithContext(\"from_weather\", from.String()).\n\t\tWithContext(\"to_weather\", to.String()).\n\t\tWithContext(\"reason\", reason)\n}\n\n// NewForecastGenerationFailedError 创建预报生成失败错误\nfunc NewForecastGenerationFailedError(sceneID string, hours int, cause error) *WeatherError {\n\treturn NewWeatherError(\"FORECAST_GENERATION_FAILED\", \"Failed to generate weather forecast\", cause).\n\t\tWithContext(\"scene_id\", sceneID).\n\t\tWithContext(\"hours\", hours)\n}\n\n// NewClimateZoneNotFoundError 创建气候区域未找到错误\nfunc NewClimateZoneNotFoundError(zoneID string) *WeatherError {\n\treturn NewWeatherError(\"CLIMATE_ZONE_NOT_FOUND\", \"Climate zone not found\", ErrClimateZoneNotFound).\n\t\tWithContext(\"zone_id\", zoneID)\n}\n\n// NewWeatherSystemOverloadedError 创建天气系统过载错误\nfunc NewWeatherSystemOverloadedError(currentLoad, maxLoad int) *WeatherError {\n\treturn NewWeatherError(\"WEATHER_SYSTEM_OVERLOADED\", \"Weather system is overloaded\", ErrSystemOverloaded).\n\t\tWithContext(\"current_load\", currentLoad).\n\t\tWithContext(\"max_load\", maxLoad)\n}\n\n// NewConcurrentWeatherModificationError 创建并发天气修改错误\nfunc NewConcurrentWeatherModificationError(sceneID, operation string, conflictVersion int) *WeatherError {\n\treturn NewWeatherError(\"CONCURRENT_WEATHER_MODIFICATION\", \"Concurrent weather modification detected\", ErrConcurrentModification).\n\t\tWithContext(\"scene_id\", sceneID).\n\t\tWithContext(\"operation\", operation).\n\t\tWithContext(\"conflict_version\", conflictVersion)\n}\n\n// 错误检查函数\n\n// IsWeatherError 检查是否为天气错误\nfunc IsWeatherError(err error) bool {\n\t_, ok := err.(*WeatherError)\n\treturn ok\n}\n\n// IsValidationError 检查是否为验证错误\nfunc IsValidationError(err error) bool {\n\t_, ok := err.(*ValidationError)\n\treturn ok\n}\n\n// IsBusinessRuleError 检查是否为业务规则错误\nfunc IsBusinessRuleError(err error) bool {\n\t_, ok := err.(*BusinessRuleError)\n\treturn ok\n}\n\n// IsConcurrencyError 检查是否为并发错误\nfunc IsConcurrencyError(err error) bool {\n\t_, ok := err.(*ConcurrencyError)\n\treturn ok\n}\n\n// IsSystemError 检查是否为系统错误\nfunc IsSystemError(err error) bool {\n\t_, ok := err.(*SystemError)\n\treturn ok\n}\n\n// IsRecoverableError 检查错误是否可恢复\nfunc IsRecoverableError(err error) bool {\n\tif sysErr, ok := err.(*SystemError); ok {\n\t\treturn sysErr.Recoverable\n\t}\n\tif concErr, ok := err.(*ConcurrencyError); ok {\n\t\treturn concErr.CanRetry()\n\t}\n\treturn false\n}\n\n// GetErrorSeverity 获取错误严重程度\nfunc GetErrorSeverity(err error) ErrorSeverity {\n\tif sysErr, ok := err.(*SystemError); ok {\n\t\treturn sysErr.Severity\n\t}\n\treturn ErrorSeverityMedium // 默认中等严重程度\n}\n\n// 辅助函数\n\n// getCurrentTimestamp 获取当前时间戳\nfunc getCurrentTimestamp() int64 {\n\treturn getCurrentTime().Unix()\n}\n\n// getCurrentTime 获取当前时间（可用于测试时的时间注入）\nvar getCurrentTime = func() time.Time {\n\treturn time.Now()\n}\n"
  },
  {
    "path": "internal/domain/scene/weather/events.go",
    "content": "package weather\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// DomainEvent 领域事件接口\ntype DomainEvent interface {\n\tGetEventID() string\n\tGetEventType() string\n\tGetAggregateID() string\n\tGetOccurredAt() time.Time\n\tGetVersion() int\n\tGetPayload() map[string]interface{}\n}\n\n// BaseDomainEvent 基础领域事件\ntype BaseDomainEvent struct {\n\tEventID     string\n\tEventType   string\n\tAggregateID string\n\tOccurredAt  time.Time\n\tVersion     int\n\tPayload     map[string]interface{}\n}\n\n// GetEventID 获取事件ID\nfunc (e *BaseDomainEvent) GetEventID() string {\n\treturn e.EventID\n}\n\n// GetEventType 获取事件类型\nfunc (e *BaseDomainEvent) GetEventType() string {\n\treturn e.EventType\n}\n\n// GetAggregateID 获取聚合ID\nfunc (e *BaseDomainEvent) GetAggregateID() string {\n\treturn e.AggregateID\n}\n\n// GetOccurredAt 获取发生时间\nfunc (e *BaseDomainEvent) GetOccurredAt() time.Time {\n\treturn e.OccurredAt\n}\n\n// GetVersion 获取版本\nfunc (e *BaseDomainEvent) GetVersion() int {\n\treturn e.Version\n}\n\n// GetPayload 获取载荷\nfunc (e *BaseDomainEvent) GetPayload() map[string]interface{} {\n\treturn e.Payload\n}\n\n// WeatherChangedEvent 天气变化事件\ntype WeatherChangedEvent struct {\n\t*BaseDomainEvent\n\tSceneID         string\n\tPreviousWeather *WeatherState\n\tCurrentWeather  *WeatherState\n\tChangeReason    string\n\tEffects         []*WeatherEffect\n}\n\n// NewWeatherChangedEvent 创建天气变化事件\nfunc NewWeatherChangedEvent(sceneID string, previous, current *WeatherState, reason string, effects []*WeatherEffect) *WeatherChangedEvent {\n\tnow := time.Now()\n\tevent := &WeatherChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"weather_changed_%d\", now.UnixNano()),\n\t\t\tEventType:   \"weather.changed\",\n\t\t\tAggregateID: sceneID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSceneID:         sceneID,\n\t\tPreviousWeather: previous,\n\t\tCurrentWeather:  current,\n\t\tChangeReason:    reason,\n\t\tEffects:         effects,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"scene_id\"] = sceneID\n\tevent.Payload[\"change_reason\"] = reason\n\tif previous != nil {\n\t\tevent.Payload[\"previous_weather_type\"] = previous.WeatherType.String()\n\t\tevent.Payload[\"previous_intensity\"] = previous.Intensity.String()\n\t}\n\tif current != nil {\n\t\tevent.Payload[\"current_weather_type\"] = current.WeatherType.String()\n\t\tevent.Payload[\"current_intensity\"] = current.Intensity.String()\n\t\tevent.Payload[\"current_temperature\"] = current.Temperature\n\t\tevent.Payload[\"current_humidity\"] = current.Humidity\n\t}\n\tevent.Payload[\"effects_count\"] = len(effects)\n\n\treturn event\n}\n\n// WeatherIntensityChangedEvent 天气强度变化事件\ntype WeatherIntensityChangedEvent struct {\n\t*BaseDomainEvent\n\tSceneID           string\n\tWeatherType       WeatherType\n\tPreviousIntensity WeatherIntensity\n\tCurrentIntensity  WeatherIntensity\n\tChangeReason      string\n}\n\n// NewWeatherIntensityChangedEvent 创建天气强度变化事件\nfunc NewWeatherIntensityChangedEvent(sceneID string, weatherType WeatherType, previous, current WeatherIntensity, reason string) *WeatherIntensityChangedEvent {\n\tnow := time.Now()\n\tevent := &WeatherIntensityChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"weather_intensity_changed_%d\", now.UnixNano()),\n\t\t\tEventType:   \"weather.intensity_changed\",\n\t\t\tAggregateID: sceneID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSceneID:           sceneID,\n\t\tWeatherType:       weatherType,\n\t\tPreviousIntensity: previous,\n\t\tCurrentIntensity:  current,\n\t\tChangeReason:      reason,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"scene_id\"] = sceneID\n\tevent.Payload[\"weather_type\"] = weatherType.String()\n\tevent.Payload[\"previous_intensity\"] = previous.String()\n\tevent.Payload[\"current_intensity\"] = current.String()\n\tevent.Payload[\"change_reason\"] = reason\n\n\treturn event\n}\n\n// WeatherEffectActivatedEvent 天气效果激活事件\ntype WeatherEffectActivatedEvent struct {\n\t*BaseDomainEvent\n\tSceneID     string\n\tEffect      *WeatherEffect\n\tWeatherType WeatherType\n\tIntensity   WeatherIntensity\n\tDuration    time.Duration\n}\n\n// NewWeatherEffectActivatedEvent 创建天气效果激活事件\nfunc NewWeatherEffectActivatedEvent(sceneID string, effect *WeatherEffect, weatherType WeatherType, intensity WeatherIntensity) *WeatherEffectActivatedEvent {\n\tnow := time.Now()\n\tevent := &WeatherEffectActivatedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"weather_effect_activated_%d\", now.UnixNano()),\n\t\t\tEventType:   \"weather.effect_activated\",\n\t\t\tAggregateID: sceneID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSceneID:     sceneID,\n\t\tEffect:      effect,\n\t\tWeatherType: weatherType,\n\t\tIntensity:   intensity,\n\t\tDuration:    effect.Duration,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"scene_id\"] = sceneID\n\tevent.Payload[\"effect_id\"] = effect.ID\n\tevent.Payload[\"effect_type\"] = effect.EffectType\n\tevent.Payload[\"multiplier\"] = effect.Multiplier\n\tevent.Payload[\"duration\"] = effect.Duration\n\tevent.Payload[\"weather_type\"] = weatherType.String()\n\tevent.Payload[\"intensity\"] = intensity.String()\n\n\treturn event\n}\n\n// WeatherEffectDeactivatedEvent 天气效果停用事件\ntype WeatherEffectDeactivatedEvent struct {\n\t*BaseDomainEvent\n\tSceneID  string\n\tEffect   *WeatherEffect\n\tReason   string\n\tDuration time.Duration\n}\n\n// NewWeatherEffectDeactivatedEvent 创建天气效果停用事件\nfunc NewWeatherEffectDeactivatedEvent(sceneID string, effect *WeatherEffect, reason string) *WeatherEffectDeactivatedEvent {\n\tnow := time.Now()\n\tevent := &WeatherEffectDeactivatedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"weather_effect_deactivated_%d\", now.UnixNano()),\n\t\t\tEventType:   \"weather.effect_deactivated\",\n\t\t\tAggregateID: sceneID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSceneID:  sceneID,\n\t\tEffect:   effect,\n\t\tReason:   reason,\n\t\tDuration: now.Sub(effect.StartTime),\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"scene_id\"] = sceneID\n\tevent.Payload[\"effect_id\"] = effect.ID\n\tevent.Payload[\"effect_type\"] = effect.EffectType\n\tevent.Payload[\"reason\"] = reason\n\tevent.Payload[\"total_duration\"] = now.Sub(effect.StartTime)\n\n\treturn event\n}\n\n// WeatherEventTriggeredEvent 天气事件触发事件\ntype WeatherEventTriggeredEvent struct {\n\t*BaseDomainEvent\n\tSceneID        string\n\tWeatherEvent   *WeatherEvent\n\tTriggerWeather *WeatherState\n\tSeverity       WeatherEventSeverity\n}\n\n// NewWeatherEventTriggeredEvent 创建天气事件触发事件\nfunc NewWeatherEventTriggeredEvent(sceneID string, weatherEvent *WeatherEvent, triggerWeather *WeatherState) *WeatherEventTriggeredEvent {\n\tnow := time.Now()\n\tevent := &WeatherEventTriggeredEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"weather_event_triggered_%d\", now.UnixNano()),\n\t\t\tEventType:   \"weather.event_triggered\",\n\t\t\tAggregateID: sceneID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSceneID:        sceneID,\n\t\tWeatherEvent:   weatherEvent,\n\t\tTriggerWeather: triggerWeather,\n\t\tSeverity:       weatherEvent.Severity,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"scene_id\"] = sceneID\n\tevent.Payload[\"event_id\"] = weatherEvent.ID\n\tevent.Payload[\"event_type\"] = weatherEvent.EventType.String()\n\tevent.Payload[\"severity\"] = weatherEvent.Severity.String()\n\tevent.Payload[\"title\"] = weatherEvent.Title\n\tevent.Payload[\"duration\"] = weatherEvent.Duration\n\tif triggerWeather != nil {\n\t\tevent.Payload[\"trigger_weather_type\"] = triggerWeather.WeatherType.String()\n\t\tevent.Payload[\"trigger_intensity\"] = triggerWeather.Intensity.String()\n\t}\n\n\treturn event\n}\n\n// WeatherEventEndedEvent 天气事件结束事件\ntype WeatherEventEndedEvent struct {\n\t*BaseDomainEvent\n\tSceneID       string\n\tWeatherEvent  *WeatherEvent\n\tEndReason     string\n\tTotalDuration time.Duration\n}\n\n// NewWeatherEventEndedEvent 创建天气事件结束事件\nfunc NewWeatherEventEndedEvent(sceneID string, weatherEvent *WeatherEvent, endReason string) *WeatherEventEndedEvent {\n\tnow := time.Now()\n\tevent := &WeatherEventEndedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"weather_event_ended_%d\", now.UnixNano()),\n\t\t\tEventType:   \"weather.event_ended\",\n\t\t\tAggregateID: sceneID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSceneID:       sceneID,\n\t\tWeatherEvent:  weatherEvent,\n\t\tEndReason:     endReason,\n\t\tTotalDuration: now.Sub(weatherEvent.StartTime),\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"scene_id\"] = sceneID\n\tevent.Payload[\"event_id\"] = weatherEvent.ID\n\tevent.Payload[\"event_type\"] = weatherEvent.EventType.String()\n\tevent.Payload[\"end_reason\"] = endReason\n\tevent.Payload[\"total_duration\"] = now.Sub(weatherEvent.StartTime)\n\tevent.Payload[\"planned_duration\"] = weatherEvent.Duration\n\n\treturn event\n}\n\n// WeatherForecastGeneratedEvent 天气预报生成事件\ntype WeatherForecastGeneratedEvent struct {\n\t*BaseDomainEvent\n\tSceneID    string\n\tForecasts  []*WeatherForecast\n\tHours      int\n\tConfidence float64\n}\n\n// NewWeatherForecastGeneratedEvent 创建天气预报生成事件\nfunc NewWeatherForecastGeneratedEvent(sceneID string, forecasts []*WeatherForecast, hours int) *WeatherForecastGeneratedEvent {\n\tnow := time.Now()\n\n\t// 计算平均置信度\n\ttotalConfidence := 0.0\n\tfor _, forecast := range forecasts {\n\t\ttotalConfidence += forecast.Confidence\n\t}\n\taverageConfidence := totalConfidence / float64(len(forecasts))\n\n\tevent := &WeatherForecastGeneratedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"weather_forecast_generated_%d\", now.UnixNano()),\n\t\t\tEventType:   \"weather.forecast_generated\",\n\t\t\tAggregateID: sceneID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSceneID:    sceneID,\n\t\tForecasts:  forecasts,\n\t\tHours:      hours,\n\t\tConfidence: averageConfidence,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"scene_id\"] = sceneID\n\tevent.Payload[\"forecast_count\"] = len(forecasts)\n\tevent.Payload[\"hours\"] = hours\n\tevent.Payload[\"average_confidence\"] = averageConfidence\n\tif len(forecasts) > 0 {\n\t\tevent.Payload[\"first_forecast_time\"] = forecasts[0].Time\n\t\tevent.Payload[\"last_forecast_time\"] = forecasts[len(forecasts)-1].Time\n\t}\n\n\treturn event\n}\n\n// SeasonChangedEvent 季节变化事件\ntype SeasonChangedEvent struct {\n\t*BaseDomainEvent\n\tZoneID         string\n\tPreviousSeason Season\n\tCurrentSeason  Season\n\tChangeTime     time.Time\n\tPattern        *SeasonalPattern\n}\n\n// NewSeasonChangedEvent 创建季节变化事件\nfunc NewSeasonChangedEvent(zoneID string, previous, current Season, pattern *SeasonalPattern) *SeasonChangedEvent {\n\tnow := time.Now()\n\tevent := &SeasonChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"season_changed_%d\", now.UnixNano()),\n\t\t\tEventType:   \"weather.season_changed\",\n\t\t\tAggregateID: zoneID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tZoneID:         zoneID,\n\t\tPreviousSeason: previous,\n\t\tCurrentSeason:  current,\n\t\tChangeTime:     now,\n\t\tPattern:        pattern,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"zone_id\"] = zoneID\n\tevent.Payload[\"previous_season\"] = previous.String()\n\tevent.Payload[\"current_season\"] = current.String()\n\tevent.Payload[\"change_time\"] = now\n\n\treturn event\n}\n\n// WeatherSystemInitializedEvent 天气系统初始化事件\ntype WeatherSystemInitializedEvent struct {\n\t*BaseDomainEvent\n\tSceneID         string\n\tInitialWeather  *WeatherState\n\tClimateZone     string\n\tSeasonalPattern *SeasonalPattern\n}\n\n// NewWeatherSystemInitializedEvent 创建天气系统初始化事件\nfunc NewWeatherSystemInitializedEvent(sceneID string, initialWeather *WeatherState, climateZone string, pattern *SeasonalPattern) *WeatherSystemInitializedEvent {\n\tnow := time.Now()\n\tevent := &WeatherSystemInitializedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"weather_system_initialized_%d\", now.UnixNano()),\n\t\t\tEventType:   \"weather.system_initialized\",\n\t\t\tAggregateID: sceneID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSceneID:         sceneID,\n\t\tInitialWeather:  initialWeather,\n\t\tClimateZone:     climateZone,\n\t\tSeasonalPattern: pattern,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"scene_id\"] = sceneID\n\tevent.Payload[\"climate_zone\"] = climateZone\n\tif initialWeather != nil {\n\t\tevent.Payload[\"initial_weather_type\"] = initialWeather.WeatherType.String()\n\t\tevent.Payload[\"initial_intensity\"] = initialWeather.Intensity.String()\n\t\tevent.Payload[\"initial_temperature\"] = initialWeather.Temperature\n\t}\n\tif pattern != nil {\n\t\tevent.Payload[\"current_season\"] = pattern.CurrentSeason.String()\n\t}\n\n\treturn event\n}\n\n// WeatherUpdateFailedEvent 天气更新失败事件\ntype WeatherUpdateFailedEvent struct {\n\t*BaseDomainEvent\n\tSceneID      string\n\tError        error\n\tErrorMessage string\n\tRetryCount   int\n\tLastAttempt  time.Time\n}\n\n// NewWeatherUpdateFailedEvent 创建天气更新失败事件\nfunc NewWeatherUpdateFailedEvent(sceneID string, err error, retryCount int) *WeatherUpdateFailedEvent {\n\tnow := time.Now()\n\tevent := &WeatherUpdateFailedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"weather_update_failed_%d\", now.UnixNano()),\n\t\t\tEventType:   \"weather.update_failed\",\n\t\t\tAggregateID: sceneID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSceneID:      sceneID,\n\t\tError:        err,\n\t\tErrorMessage: err.Error(),\n\t\tRetryCount:   retryCount,\n\t\tLastAttempt:  now,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"scene_id\"] = sceneID\n\tevent.Payload[\"error_message\"] = err.Error()\n\tevent.Payload[\"retry_count\"] = retryCount\n\tevent.Payload[\"last_attempt\"] = now\n\n\treturn event\n}\n\n// WeatherDataCorruptedEvent 天气数据损坏事件\ntype WeatherDataCorruptedEvent struct {\n\t*BaseDomainEvent\n\tSceneID        string\n\tCorruptedData  string\n\tCorruptionType string\n\tRecoveryAction string\n}\n\n// NewWeatherDataCorruptedEvent 创建天气数据损坏事件\nfunc NewWeatherDataCorruptedEvent(sceneID, corruptedData, corruptionType, recoveryAction string) *WeatherDataCorruptedEvent {\n\tnow := time.Now()\n\tevent := &WeatherDataCorruptedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"weather_data_corrupted_%d\", now.UnixNano()),\n\t\t\tEventType:   \"weather.data_corrupted\",\n\t\t\tAggregateID: sceneID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSceneID:        sceneID,\n\t\tCorruptedData:  corruptedData,\n\t\tCorruptionType: corruptionType,\n\t\tRecoveryAction: recoveryAction,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"scene_id\"] = sceneID\n\tevent.Payload[\"corrupted_data\"] = corruptedData\n\tevent.Payload[\"corruption_type\"] = corruptionType\n\tevent.Payload[\"recovery_action\"] = recoveryAction\n\n\treturn event\n}\n\n// WeatherAnomalyDetectedEvent 天气异常检测事件\ntype WeatherAnomalyDetectedEvent struct {\n\t*BaseDomainEvent\n\tSceneID       string\n\tAnomalyType   string\n\tAnomalyData   map[string]interface{}\n\tSeverityLevel int\n\tDetectionTime time.Time\n}\n\n// NewWeatherAnomalyDetectedEvent 创建天气异常检测事件\nfunc NewWeatherAnomalyDetectedEvent(sceneID, anomalyType string, anomalyData map[string]interface{}, severityLevel int) *WeatherAnomalyDetectedEvent {\n\tnow := time.Now()\n\tevent := &WeatherAnomalyDetectedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"weather_anomaly_detected_%d\", now.UnixNano()),\n\t\t\tEventType:   \"weather.anomaly_detected\",\n\t\t\tAggregateID: sceneID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSceneID:       sceneID,\n\t\tAnomalyType:   anomalyType,\n\t\tAnomalyData:   anomalyData,\n\t\tSeverityLevel: severityLevel,\n\t\tDetectionTime: now,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"scene_id\"] = sceneID\n\tevent.Payload[\"anomaly_type\"] = anomalyType\n\tevent.Payload[\"severity_level\"] = severityLevel\n\tevent.Payload[\"detection_time\"] = now\n\tfor k, v := range anomalyData {\n\t\tevent.Payload[k] = v\n\t}\n\n\treturn event\n}\n\n// WeatherConfigurationChangedEvent 天气配置变化事件\ntype WeatherConfigurationChangedEvent struct {\n\t*BaseDomainEvent\n\tSceneID           string\n\tConfigurationType string\n\tOldConfiguration  map[string]interface{}\n\tNewConfiguration  map[string]interface{}\n\tChangedBy         string\n}\n\n// NewWeatherConfigurationChangedEvent 创建天气配置变化事件\nfunc NewWeatherConfigurationChangedEvent(sceneID, configurationType string, oldConfig, newConfig map[string]interface{}, changedBy string) *WeatherConfigurationChangedEvent {\n\tnow := time.Now()\n\tevent := &WeatherConfigurationChangedEvent{\n\t\tBaseDomainEvent: &BaseDomainEvent{\n\t\t\tEventID:     fmt.Sprintf(\"weather_configuration_changed_%d\", now.UnixNano()),\n\t\t\tEventType:   \"weather.configuration_changed\",\n\t\t\tAggregateID: sceneID,\n\t\t\tOccurredAt:  now,\n\t\t\tVersion:     1,\n\t\t\tPayload:     make(map[string]interface{}),\n\t\t},\n\t\tSceneID:           sceneID,\n\t\tConfigurationType: configurationType,\n\t\tOldConfiguration:  oldConfig,\n\t\tNewConfiguration:  newConfig,\n\t\tChangedBy:         changedBy,\n\t}\n\n\t// 设置载荷\n\tevent.Payload[\"scene_id\"] = sceneID\n\tevent.Payload[\"configuration_type\"] = configurationType\n\tevent.Payload[\"changed_by\"] = changedBy\n\tevent.Payload[\"old_configuration\"] = oldConfig\n\tevent.Payload[\"new_configuration\"] = newConfig\n\n\treturn event\n}\n\n// 事件处理器接口\n\n// EventHandler 事件处理器接口\ntype EventHandler interface {\n\tHandle(event DomainEvent) error\n\tCanHandle(eventType string) bool\n}\n\n// EventBus 事件总线接口\ntype EventBus interface {\n\tPublish(event DomainEvent) error\n\tSubscribe(eventType string, handler EventHandler) error\n\tUnsubscribe(eventType string, handler EventHandler) error\n}\n\n// 事件存储接口\n\n// EventStore 事件存储接口\ntype EventStore interface {\n\tSave(event DomainEvent) error\n\tLoad(aggregateID string) ([]DomainEvent, error)\n\tLoadFromVersion(aggregateID string, version int) ([]DomainEvent, error)\n\tLoadByEventType(eventType string, limit int) ([]DomainEvent, error)\n\tLoadByTimeRange(startTime, endTime time.Time) ([]DomainEvent, error)\n}\n"
  },
  {
    "path": "internal/domain/scene/weather/repository.go",
    "content": "package weather\n\nimport (\n\t\"context\"\n\t\"time\"\n)\n\n// WeatherRepository 天气仓储接口\ntype WeatherRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, weather *WeatherAggregate) error\n\tFindByID(ctx context.Context, id string) (*WeatherAggregate, error)\n\tFindBySceneID(ctx context.Context, sceneID string) (*WeatherAggregate, error)\n\tUpdate(ctx context.Context, weather *WeatherAggregate) error\n\tDelete(ctx context.Context, id string) error\n\n\t// 查询操作\n\tFindBySceneIDs(ctx context.Context, sceneIDs []string) ([]*WeatherAggregate, error)\n\tFindActiveWeather(ctx context.Context, sceneID string) (*WeatherAggregate, error)\n\tFindWeatherByTimeRange(ctx context.Context, sceneID string, startTime, endTime time.Time) ([]*WeatherAggregate, error)\n\tFindWeatherByType(ctx context.Context, weatherType WeatherType, limit int) ([]*WeatherAggregate, error)\n\n\t// 统计操作\n\tGetWeatherStatistics(ctx context.Context, sceneID string, period time.Duration) (*WeatherStatistics, error)\n\tGetWeatherCount(ctx context.Context, sceneID string) (int64, error)\n\tGetWeatherCountByType(ctx context.Context, sceneID string, weatherType WeatherType) (int64, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, weathers []*WeatherAggregate) error\n\tDeleteBatch(ctx context.Context, ids []string) error\n\tUpdateBatch(ctx context.Context, weathers []*WeatherAggregate) error\n\n\t// 清理操作\n\tCleanupExpiredWeather(ctx context.Context, beforeTime time.Time) (int64, error)\n\tCleanupOldHistory(ctx context.Context, sceneID string, keepDays int) (int64, error)\n}\n\n// WeatherStateRepository 天气状态仓储接口\ntype WeatherStateRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, state *WeatherState) error\n\tFindByID(ctx context.Context, id string) (*WeatherState, error)\n\tUpdate(ctx context.Context, state *WeatherState) error\n\tDelete(ctx context.Context, id string) error\n\n\t// 查询操作\n\tFindBySceneID(ctx context.Context, sceneID string, limit int) ([]*WeatherState, error)\n\tFindCurrentState(ctx context.Context, sceneID string) (*WeatherState, error)\n\tFindActiveStates(ctx context.Context, sceneIDs []string) ([]*WeatherState, error)\n\tFindByTimeRange(ctx context.Context, sceneID string, startTime, endTime time.Time) ([]*WeatherState, error)\n\tFindByWeatherType(ctx context.Context, weatherType WeatherType, limit int) ([]*WeatherState, error)\n\tFindByIntensity(ctx context.Context, intensity WeatherIntensity, limit int) ([]*WeatherState, error)\n\n\t// 历史记录操作\n\tSaveHistory(ctx context.Context, sceneID string, states []*WeatherState) error\n\tGetHistory(ctx context.Context, sceneID string, limit int) ([]*WeatherState, error)\n\tGetHistoryByTimeRange(ctx context.Context, sceneID string, startTime, endTime time.Time) ([]*WeatherState, error)\n\n\t// 统计操作\n\tGetStateStatistics(ctx context.Context, sceneID string, period time.Duration) (*StateStatistics, error)\n\tGetAverageTemperature(ctx context.Context, sceneID string, period time.Duration) (float64, error)\n\tGetAverageHumidity(ctx context.Context, sceneID string, period time.Duration) (float64, error)\n\n\t// 清理操作\n\tCleanupExpiredStates(ctx context.Context, beforeTime time.Time) (int64, error)\n}\n\n// WeatherEffectRepository 天气效果仓储接口\ntype WeatherEffectRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, effect *WeatherEffect) error\n\tFindByID(ctx context.Context, id string) (*WeatherEffect, error)\n\tUpdate(ctx context.Context, effect *WeatherEffect) error\n\tDelete(ctx context.Context, id string) error\n\n\t// 查询操作\n\tFindBySceneID(ctx context.Context, sceneID string) ([]*WeatherEffect, error)\n\tFindActiveEffects(ctx context.Context, sceneID string) ([]*WeatherEffect, error)\n\tFindByEffectType(ctx context.Context, effectType string, limit int) ([]*WeatherEffect, error)\n\tFindByTimeRange(ctx context.Context, sceneID string, startTime, endTime time.Time) ([]*WeatherEffect, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, effects []*WeatherEffect) error\n\tDeleteBatch(ctx context.Context, ids []string) error\n\tUpdateBatch(ctx context.Context, effects []*WeatherEffect) error\n\n\t// 清理操作\n\tCleanupExpiredEffects(ctx context.Context, beforeTime time.Time) (int64, error)\n\tDeactivateEffects(ctx context.Context, sceneID string, effectTypes []string) error\n}\n\n// WeatherEventRepository 天气事件仓储接口\ntype WeatherEventRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, event *WeatherEvent) error\n\tFindByID(ctx context.Context, id string) (*WeatherEvent, error)\n\tUpdate(ctx context.Context, event *WeatherEvent) error\n\tDelete(ctx context.Context, id string) error\n\n\t// 查询操作\n\tFindBySceneID(ctx context.Context, sceneID string, limit int) ([]*WeatherEvent, error)\n\tFindActiveEvents(ctx context.Context, sceneID string) ([]*WeatherEvent, error)\n\tFindByEventType(ctx context.Context, eventType WeatherEventType, limit int) ([]*WeatherEvent, error)\n\tFindBySeverity(ctx context.Context, severity WeatherEventSeverity, limit int) ([]*WeatherEvent, error)\n\tFindByTimeRange(ctx context.Context, sceneID string, startTime, endTime time.Time) ([]*WeatherEvent, error)\n\n\t// 统计操作\n\tGetEventStatistics(ctx context.Context, sceneID string, period time.Duration) (*EventStatistics, error)\n\tGetEventCount(ctx context.Context, sceneID string) (int64, error)\n\tGetEventCountByType(ctx context.Context, eventType WeatherEventType) (int64, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, events []*WeatherEvent) error\n\tDeleteBatch(ctx context.Context, ids []string) error\n\n\t// 清理操作\n\tCleanupExpiredEvents(ctx context.Context, beforeTime time.Time) (int64, error)\n}\n\n// WeatherForecastRepository 天气预报仓储接口\ntype WeatherForecastRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, forecast *WeatherForecast) error\n\tFindByID(ctx context.Context, id string) (*WeatherForecast, error)\n\tUpdate(ctx context.Context, forecast *WeatherForecast) error\n\tDelete(ctx context.Context, id string) error\n\n\t// 查询操作\n\tFindBySceneID(ctx context.Context, sceneID string, limit int) ([]*WeatherForecast, error)\n\tFindByTimeRange(ctx context.Context, sceneID string, startTime, endTime time.Time) ([]*WeatherForecast, error)\n\tFindLatestForecast(ctx context.Context, sceneID string, hours int) ([]*WeatherForecast, error)\n\tFindByWeatherType(ctx context.Context, weatherType WeatherType, limit int) ([]*WeatherForecast, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, forecasts []*WeatherForecast) error\n\tDeleteBatch(ctx context.Context, ids []string) error\n\tUpdateBatch(ctx context.Context, forecasts []*WeatherForecast) error\n\n\t// 预报管理\n\tReplaceForecast(ctx context.Context, sceneID string, forecasts []*WeatherForecast) error\n\tGetForecastAccuracy(ctx context.Context, sceneID string, period time.Duration) (float64, error)\n\n\t// 清理操作\n\tCleanupOldForecasts(ctx context.Context, beforeTime time.Time) (int64, error)\n}\n\n// SeasonalPatternRepository 季节模式仓储接口\ntype SeasonalPatternRepository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, pattern *SeasonalPattern) error\n\tFindByZoneID(ctx context.Context, zoneID string) (*SeasonalPattern, error)\n\tUpdate(ctx context.Context, pattern *SeasonalPattern) error\n\tDelete(ctx context.Context, zoneID string) error\n\n\t// 查询操作\n\tFindAll(ctx context.Context) ([]*SeasonalPattern, error)\n\tFindBySeason(ctx context.Context, season Season) ([]*SeasonalPattern, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, patterns []*SeasonalPattern) error\n\tUpdateBatch(ctx context.Context, patterns []*SeasonalPattern) error\n}\n\n// 统计信息结构体\n\n// WeatherStatistics 天气统计信息\ntype WeatherStatistics struct {\n\tSceneID               string\n\tPeriod                time.Duration\n\tStartTime             time.Time\n\tEndTime               time.Time\n\tTotalWeatherChanges   int64\n\tWeatherTypeCount      map[WeatherType]int64\n\tIntensityCount        map[WeatherIntensity]int64\n\tAverageTemperature    float64\n\tAverageHumidity       float64\n\tAverageWindSpeed      float64\n\tAverageVisibility     float64\n\tMostCommonWeather     WeatherType\n\tMostCommonIntensity   WeatherIntensity\n\tLongestWeatherPeriod  time.Duration\n\tShortestWeatherPeriod time.Duration\n\tCreatedAt             time.Time\n}\n\n// StateStatistics 状态统计信息\ntype StateStatistics struct {\n\tSceneID            string\n\tPeriod             time.Duration\n\tStartTime          time.Time\n\tEndTime            time.Time\n\tTotalStates        int64\n\tActiveStates       int64\n\tExpiredStates      int64\n\tAverageTemperature float64\n\tMinTemperature     float64\n\tMaxTemperature     float64\n\tAverageHumidity    float64\n\tMinHumidity        float64\n\tMaxHumidity        float64\n\tAverageWindSpeed   float64\n\tMaxWindSpeed       float64\n\tAverageVisibility  float64\n\tMinVisibility      float64\n\tCreatedAt          time.Time\n}\n\n// EventStatistics 事件统计信息\ntype EventStatistics struct {\n\tSceneID              string\n\tPeriod               time.Duration\n\tStartTime            time.Time\n\tEndTime              time.Time\n\tTotalEvents          int64\n\tActiveEvents         int64\n\tExpiredEvents        int64\n\tEventTypeCount       map[WeatherEventType]int64\n\tSeverityCount        map[WeatherEventSeverity]int64\n\tMostCommonEventType  WeatherEventType\n\tMostCommonSeverity   WeatherEventSeverity\n\tAverageEventDuration time.Duration\n\tLongestEventDuration time.Duration\n\tCreatedAt            time.Time\n}\n\n// 查询条件结构体\n\n// WeatherQuery 天气查询条件\ntype WeatherQuery struct {\n\tSceneIDs     []string\n\tWeatherTypes []WeatherType\n\tIntensities  []WeatherIntensity\n\tStartTime    *time.Time\n\tEndTime      *time.Time\n\tIsActive     *bool\n\tLimit        int\n\tOffset       int\n\tOrderBy      string\n\tOrderDesc    bool\n}\n\n// EffectQuery 效果查询条件\ntype EffectQuery struct {\n\tSceneIDs      []string\n\tEffectTypes   []string\n\tIsActive      *bool\n\tStartTime     *time.Time\n\tEndTime       *time.Time\n\tMinMultiplier *float64\n\tMaxMultiplier *float64\n\tLimit         int\n\tOffset        int\n\tOrderBy       string\n\tOrderDesc     bool\n}\n\n// EventQuery 事件查询条件\ntype EventQuery struct {\n\tSceneIDs   []string\n\tEventTypes []WeatherEventType\n\tSeverities []WeatherEventSeverity\n\tStartTime  *time.Time\n\tEndTime    *time.Time\n\tIsActive   *bool\n\tLimit      int\n\tOffset     int\n\tOrderBy    string\n\tOrderDesc  bool\n}\n\n// ForecastQuery 预报查询条件\ntype ForecastQuery struct {\n\tSceneIDs      []string\n\tWeatherTypes  []WeatherType\n\tIntensities   []WeatherIntensity\n\tStartTime     *time.Time\n\tEndTime       *time.Time\n\tMinConfidence *float64\n\tLimit         int\n\tOffset        int\n\tOrderBy       string\n\tOrderDesc     bool\n}\n\n// 趋势分析结构体\n\n// WeatherTrend 天气趋势\ntype WeatherTrend struct {\n\tSceneID            string\n\tPeriod             time.Duration\n\tStartTime          time.Time\n\tEndTime            time.Time\n\tTrendType          TrendType\n\tWeatherTypeChanges map[WeatherType]float64 // 变化率\n\tTemperatureTrend   TemperatureTrend\n\tHumidityTrend      HumidityTrend\n\tVisibilityTrend    VisibilityTrend\n\tPredictedChanges   []PredictedChange\n\tConfidence         float64\n\tCreatedAt          time.Time\n}\n\n// TrendType 趋势类型\ntype TrendType int\n\nconst (\n\tTrendTypeStable TrendType = iota + 1\n\tTrendTypeIncreasing\n\tTrendTypeDecreasing\n\tTrendTypeVolatile\n\tTrendTypeCyclical\n)\n\n// String 返回趋势类型字符串\nfunc (tt TrendType) String() string {\n\tswitch tt {\n\tcase TrendTypeStable:\n\t\treturn \"stable\"\n\tcase TrendTypeIncreasing:\n\t\treturn \"increasing\"\n\tcase TrendTypeDecreasing:\n\t\treturn \"decreasing\"\n\tcase TrendTypeVolatile:\n\t\treturn \"volatile\"\n\tcase TrendTypeCyclical:\n\t\treturn \"cyclical\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// TemperatureTrend 温度趋势\ntype TemperatureTrend struct {\n\tDirection    TrendDirection\n\tChangeRate   float64 // 每小时变化率\n\tAverageValue float64\n\tMinValue     float64\n\tMaxValue     float64\n\tVariance     float64\n}\n\n// HumidityTrend 湿度趋势\ntype HumidityTrend struct {\n\tDirection    TrendDirection\n\tChangeRate   float64\n\tAverageValue float64\n\tMinValue     float64\n\tMaxValue     float64\n\tVariance     float64\n}\n\n// VisibilityTrend 能见度趋势\ntype VisibilityTrend struct {\n\tDirection    TrendDirection\n\tChangeRate   float64\n\tAverageValue float64\n\tMinValue     float64\n\tMaxValue     float64\n\tVariance     float64\n}\n\n// TrendDirection 趋势方向\ntype TrendDirection int\n\nconst (\n\tTrendDirectionUp TrendDirection = iota + 1\n\tTrendDirectionDown\n\tTrendDirectionStable\n\tTrendDirectionVolatile\n)\n\n// String 返回趋势方向字符串\nfunc (td TrendDirection) String() string {\n\tswitch td {\n\tcase TrendDirectionUp:\n\t\treturn \"up\"\n\tcase TrendDirectionDown:\n\t\treturn \"down\"\n\tcase TrendDirectionStable:\n\t\treturn \"stable\"\n\tcase TrendDirectionVolatile:\n\t\treturn \"volatile\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// PredictedChange 预测变化\ntype PredictedChange struct {\n\tTime        time.Time\n\tWeatherType WeatherType\n\tIntensity   WeatherIntensity\n\tProbability float64\n\tConfidence  float64\n\tReason      string\n}\n\n// 缓存接口\n\n// WeatherCacheRepository 天气缓存仓储接口\ntype WeatherCacheRepository interface {\n\t// 缓存操作\n\tSet(ctx context.Context, key string, value interface{}, expiration time.Duration) error\n\tGet(ctx context.Context, key string, dest interface{}) error\n\tDelete(ctx context.Context, key string) error\n\tExists(ctx context.Context, key string) (bool, error)\n\n\t// 批量操作\n\tSetBatch(ctx context.Context, items map[string]interface{}, expiration time.Duration) error\n\tGetBatch(ctx context.Context, keys []string) (map[string]interface{}, error)\n\tDeleteBatch(ctx context.Context, keys []string) error\n\n\t// 模式操作\n\tDeleteByPattern(ctx context.Context, pattern string) error\n\tGetKeysByPattern(ctx context.Context, pattern string) ([]string, error)\n\n\t// 缓存管理\n\tFlush(ctx context.Context) error\n\tGetStats(ctx context.Context) (*CacheStats, error)\n}\n\n// CacheStats 缓存统计\ntype CacheStats struct {\n\tHits        int64\n\tMisses      int64\n\tKeys        int64\n\tMemoryUsage int64\n\tHitRate     float64\n\tCreatedAt   time.Time\n}\n\n// 事务接口\n\n// WeatherTransaction 天气事务接口\ntype WeatherTransaction interface {\n\t// 事务控制\n\tBegin(ctx context.Context) error\n\tCommit(ctx context.Context) error\n\tRollback(ctx context.Context) error\n\n\t// 获取仓储\n\tWeatherRepository() WeatherRepository\n\tWeatherStateRepository() WeatherStateRepository\n\tWeatherEffectRepository() WeatherEffectRepository\n\tWeatherEventRepository() WeatherEventRepository\n\tWeatherForecastRepository() WeatherForecastRepository\n\tSeasonalPatternRepository() SeasonalPatternRepository\n}\n\n// 仓储工厂接口\n\n// WeatherRepositoryFactory 天气仓储工厂接口\ntype WeatherRepositoryFactory interface {\n\t// 创建仓储\n\tCreateWeatherRepository() WeatherRepository\n\tCreateWeatherStateRepository() WeatherStateRepository\n\tCreateWeatherEffectRepository() WeatherEffectRepository\n\tCreateWeatherEventRepository() WeatherEventRepository\n\tCreateWeatherForecastRepository() WeatherForecastRepository\n\tCreateSeasonalPatternRepository() SeasonalPatternRepository\n\tCreateWeatherCacheRepository() WeatherCacheRepository\n\n\t// 创建事务\n\tCreateTransaction() WeatherTransaction\n\n\t// 健康检查\n\tHealthCheck(ctx context.Context) error\n\n\t// 关闭连接\n\tClose() error\n}\n"
  },
  {
    "path": "internal/domain/scene/weather/service.go",
    "content": "package weather\n\nimport (\n\t// \"fmt\"\n\t\"math\"\n\t\"math/rand\"\n\t\"time\"\n)\n\n// WeatherService 天气领域服务\ntype WeatherService struct {\n\tweatherTemplates   map[WeatherType]*WeatherTemplate\n\tseasonalPatterns   map[string]*SeasonalPattern\n\tweatherEvents      map[WeatherEventType]*WeatherEventTemplate\n\teffectCalculators  map[string]EffectCalculator\n\tforecastGenerators map[string]ForecastGenerator\n\tweatherRules       []*WeatherRule\n\tclimateZones       map[string]*ClimateZone\n\trandomSeed         int64\n\tcreatedAt          time.Time\n\tupdatedAt          time.Time\n}\n\n// NewWeatherService 创建天气服务\nfunc NewWeatherService() *WeatherService {\n\tnow := time.Now()\n\tservice := &WeatherService{\n\t\tweatherTemplates:   make(map[WeatherType]*WeatherTemplate),\n\t\tseasonalPatterns:   make(map[string]*SeasonalPattern),\n\t\tweatherEvents:      make(map[WeatherEventType]*WeatherEventTemplate),\n\t\teffectCalculators:  make(map[string]EffectCalculator),\n\t\tforecastGenerators: make(map[string]ForecastGenerator),\n\t\tweatherRules:       make([]*WeatherRule, 0),\n\t\tclimateZones:       make(map[string]*ClimateZone),\n\t\trandomSeed:         now.UnixNano(),\n\t\tcreatedAt:          now,\n\t\tupdatedAt:          now,\n\t}\n\n\t// 初始化默认模板和规则\n\tservice.initializeDefaultTemplates()\n\tservice.initializeDefaultRules()\n\tservice.initializeDefaultClimateZones()\n\tservice.initializeEffectCalculators()\n\tservice.initializeForecastGenerators()\n\n\treturn service\n}\n\n// RegisterWeatherTemplate 注册天气模板\nfunc (ws *WeatherService) RegisterWeatherTemplate(weatherType WeatherType, template *WeatherTemplate) {\n\tws.weatherTemplates[weatherType] = template\n\tws.updatedAt = time.Now()\n}\n\n// GetWeatherTemplate 获取天气模板\nfunc (ws *WeatherService) GetWeatherTemplate(weatherType WeatherType) *WeatherTemplate {\n\treturn ws.weatherTemplates[weatherType]\n}\n\n// RegisterSeasonalPattern 注册季节模式\nfunc (ws *WeatherService) RegisterSeasonalPattern(zoneID string, pattern *SeasonalPattern) {\n\tws.seasonalPatterns[zoneID] = pattern\n\tws.updatedAt = time.Now()\n}\n\n// GetSeasonalPattern 获取季节模式\nfunc (ws *WeatherService) GetSeasonalPattern(zoneID string) *SeasonalPattern {\n\treturn ws.seasonalPatterns[zoneID]\n}\n\n// RegisterWeatherEvent 注册天气事件\nfunc (ws *WeatherService) RegisterWeatherEvent(eventType WeatherEventType, template *WeatherEventTemplate) {\n\tws.weatherEvents[eventType] = template\n\tws.updatedAt = time.Now()\n}\n\n// GetWeatherEventTemplate 获取天气事件模板\nfunc (ws *WeatherService) GetWeatherEventTemplate(eventType WeatherEventType) *WeatherEventTemplate {\n\treturn ws.weatherEvents[eventType]\n}\n\n// AddWeatherRule 添加天气规则\nfunc (ws *WeatherService) AddWeatherRule(rule *WeatherRule) {\n\tws.weatherRules = append(ws.weatherRules, rule)\n\tws.updatedAt = time.Now()\n}\n\n// GetWeatherRules 获取天气规则\nfunc (ws *WeatherService) GetWeatherRules() []*WeatherRule {\n\treturn ws.weatherRules\n}\n\n// RegisterClimateZone 注册气候区域\nfunc (ws *WeatherService) RegisterClimateZone(zoneID string, zone *ClimateZone) {\n\tws.climateZones[zoneID] = zone\n\tws.updatedAt = time.Now()\n}\n\n// GetClimateZone 获取气候区域\nfunc (ws *WeatherService) GetClimateZone(zoneID string) *ClimateZone {\n\treturn ws.climateZones[zoneID]\n}\n\n// CalculateNextWeather 计算下一个天气\nfunc (ws *WeatherService) CalculateNextWeather(currentWeather *WeatherState, zoneID string) (*WeatherState, error) {\n\tif currentWeather == nil {\n\t\treturn nil, ErrInvalidWeatherState\n\t}\n\n\t// 获取气候区域和季节模式\n\tclimateZone := ws.GetClimateZone(zoneID)\n\tif climateZone == nil {\n\t\tclimateZone = ws.getDefaultClimateZone()\n\t}\n\n\tseasonalPattern := ws.GetSeasonalPattern(zoneID)\n\tif seasonalPattern == nil {\n\t\tseasonalPattern = NewSeasonalPattern()\n\t}\n\n\t// 获取当前季节\n\tcurrentSeason := seasonalPattern.GetCurrentSeason(time.Now())\n\n\t// 获取天气转换概率\n\ttransitionProbs := ws.calculateWeatherTransitionProbabilities(currentWeather.WeatherType, currentSeason, climateZone)\n\n\t// 应用天气规则\n\tadjustedProbs := ws.applyWeatherRules(transitionProbs, currentWeather, climateZone)\n\n\t// 选择下一个天气\n\tnextWeatherType := ws.selectWeatherByProbability(adjustedProbs)\n\tnextIntensity := ws.calculateWeatherIntensity(nextWeatherType, currentSeason, climateZone)\n\n\t// 创建新的天气状态\n\tnextWeather := NewWeatherState(nextWeatherType, nextIntensity)\n\n\t// 应用气候区域的影响\n\tws.applyClimateZoneEffects(nextWeather, climateZone)\n\n\treturn nextWeather, nil\n}\n\n// GenerateWeatherForecast 生成天气预报\nfunc (ws *WeatherService) GenerateWeatherForecast(currentWeather *WeatherState, zoneID string, hours int) ([]*WeatherForecast, error) {\n\tif currentWeather == nil {\n\t\treturn nil, ErrInvalidWeatherState\n\t}\n\n\tif hours <= 0 || hours > 168 {\n\t\treturn nil, ErrInvalidForecastPeriod\n\t}\n\n\tforecasts := make([]*WeatherForecast, 0, hours)\n\tcurrentTime := time.Now()\n\tpredictedWeather := currentWeather\n\n\tfor i := 1; i <= hours; i++ {\n\t\tforecastTime := currentTime.Add(time.Duration(i) * time.Hour)\n\n\t\t// 预测下一个小时的天气\n\t\tnextWeather, err := ws.CalculateNextWeather(predictedWeather, zoneID)\n\t\tif err != nil {\n\t\t\treturn nil, err\n\t\t}\n\n\t\t// 计算预报置信度\n\t\tconfidence := ws.calculateForecastConfidence(i)\n\n\t\t// 创建预报\n\t\tforecast := NewWeatherForecast(forecastTime, nextWeather.WeatherType, nextWeather.Intensity)\n\t\tforecast.Temperature = nextWeather.Temperature\n\t\tforecast.Humidity = nextWeather.Humidity\n\t\tforecast.WindSpeed = nextWeather.WindSpeed\n\t\tforecast.Visibility = nextWeather.Visibility\n\t\tforecast.Confidence = confidence\n\n\t\tforecasts = append(forecasts, forecast)\n\t\tpredictedWeather = nextWeather\n\t}\n\n\treturn forecasts, nil\n}\n\n// CalculateWeatherEffects 计算天气效果\nfunc (ws *WeatherService) CalculateWeatherEffects(weather *WeatherState, targetType string) ([]*WeatherEffect, error) {\n\tif weather == nil {\n\t\treturn nil, ErrInvalidWeatherState\n\t}\n\n\teffects := make([]*WeatherEffect, 0)\n\n\t// 获取天气模板\n\ttemplate := ws.GetWeatherTemplate(weather.WeatherType)\n\tif template == nil {\n\t\treturn effects, nil\n\t}\n\n\t// 根据目标类型计算效果\n\tfor effectType, baseMultiplier := range template.BaseEffects {\n\t\tif targetType != \"\" && effectType != targetType {\n\t\t\tcontinue\n\t\t}\n\n\t\t// 应用强度调整\n\t\tadjustedMultiplier := baseMultiplier * weather.Intensity.GetMultiplier()\n\n\t\t// 创建效果\n\t\teffect := NewWeatherEffect(effectType, \"general\", adjustedMultiplier, weather.Duration)\n\t\teffects = append(effects, effect)\n\t}\n\n\treturn effects, nil\n}\n\n// CheckWeatherEventTrigger 检查天气事件触发\nfunc (ws *WeatherService) CheckWeatherEventTrigger(weather *WeatherState, zoneID string) (*WeatherEvent, error) {\n\tif weather == nil {\n\t\treturn nil, ErrInvalidWeatherState\n\t}\n\n\t// 检查每种天气事件的触发条件\n\tfor eventType, template := range ws.weatherEvents {\n\t\tif ws.shouldTriggerWeatherEvent(weather, eventType, template, zoneID) {\n\t\t\t// 创建天气事件\n\t\t\tevent := ws.createWeatherEvent(eventType, template, weather)\n\t\t\treturn event, nil\n\t\t}\n\t}\n\n\treturn nil, nil\n}\n\n// CalculateWeatherInfluence 计算天气对属性的影响\nfunc (ws *WeatherService) CalculateWeatherInfluence(weather *WeatherState, attributeType string) (float64, error) {\n\tif weather == nil {\n\t\treturn 1.0, ErrInvalidWeatherState\n\t}\n\n\t// 使用效果计算器\n\tif calculator, exists := ws.effectCalculators[attributeType]; exists {\n\t\treturn calculator.Calculate(weather), nil\n\t}\n\n\t// 默认计算逻辑\n\treturn ws.calculateDefaultInfluence(weather, attributeType), nil\n}\n\n// ValidateWeatherTransition 验证天气转换\nfunc (ws *WeatherService) ValidateWeatherTransition(from, to WeatherType, intensity WeatherIntensity) error {\n\tif !from.IsValid() || !to.IsValid() {\n\t\treturn ErrInvalidWeatherType\n\t}\n\n\tif !intensity.IsValid() {\n\t\treturn ErrInvalidWeatherIntensity\n\t}\n\n\t// 检查转换规则\n\tfor _, rule := range ws.weatherRules {\n\t\tif rule.FromWeather == from && rule.ToWeather == to {\n\t\t\tif rule.MinIntensity != 0 && intensity < rule.MinIntensity {\n\t\t\t\treturn ErrInvalidWeatherTransition\n\t\t\t}\n\t\t\tif rule.MaxIntensity != 0 && intensity > rule.MaxIntensity {\n\t\t\t\treturn ErrInvalidWeatherTransition\n\t\t\t}\n\t\t\treturn nil\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// GetOptimalWeatherForActivity 获取活动的最佳天气\nfunc (ws *WeatherService) GetOptimalWeatherForActivity(activityType string) (*WeatherCondition, error) {\n\t// 根据活动类型返回最佳天气条件\n\tswitch activityType {\n\tcase \"farming\":\n\t\treturn NewWeatherCondition(WeatherTypeRainy, WeatherIntensityLight, 2*time.Hour), nil\n\tcase \"combat\":\n\t\treturn NewWeatherCondition(WeatherTypeSunny, WeatherIntensityNormal, 4*time.Hour), nil\n\tcase \"exploration\":\n\t\treturn NewWeatherCondition(WeatherTypeCloudy, WeatherIntensityNormal, 3*time.Hour), nil\n\tcase \"crafting\":\n\t\treturn NewWeatherCondition(WeatherTypeSunny, WeatherIntensityLight, 6*time.Hour), nil\n\tdefault:\n\t\treturn NewWeatherCondition(WeatherTypeSunny, WeatherIntensityNormal, 2*time.Hour), nil\n\t}\n}\n\n// 私有方法\n\n// initializeDefaultTemplates 初始化默认模板\nfunc (ws *WeatherService) initializeDefaultTemplates() {\n\t// 晴天模板\n\tsunnyTemplate := &WeatherTemplate{\n\t\tWeatherType: WeatherTypeSunny,\n\t\tBaseEffects: map[string]float64{\n\t\t\t\"visibility\":     1.2,\n\t\t\t\"movement_speed\": 1.1,\n\t\t\t\"energy_regen\":   1.15,\n\t\t\t\"mood\":           1.1,\n\t\t},\n\t\tDurationRange: DurationRange{Min: 2 * time.Hour, Max: 8 * time.Hour},\n\t\tTransitionRules: map[WeatherType]float64{\n\t\t\tWeatherTypeSunny:  0.6,\n\t\t\tWeatherTypeCloudy: 0.3,\n\t\t\tWeatherTypeRainy:  0.1,\n\t\t},\n\t}\n\tws.RegisterWeatherTemplate(WeatherTypeSunny, sunnyTemplate)\n\n\t// 雨天模板\n\trainyTemplate := &WeatherTemplate{\n\t\tWeatherType: WeatherTypeRainy,\n\t\tBaseEffects: map[string]float64{\n\t\t\t\"visibility\":   0.8,\n\t\t\t\"fire_damage\":  0.7,\n\t\t\t\"water_damage\": 1.3,\n\t\t\t\"plant_growth\": 1.5,\n\t\t},\n\t\tDurationRange: DurationRange{Min: 1 * time.Hour, Max: 4 * time.Hour},\n\t\tTransitionRules: map[WeatherType]float64{\n\t\t\tWeatherTypeRainy:  0.5,\n\t\t\tWeatherTypeCloudy: 0.3,\n\t\t\tWeatherTypeStormy: 0.2,\n\t\t},\n\t}\n\tws.RegisterWeatherTemplate(WeatherTypeRainy, rainyTemplate)\n\n\t// 暴风雨模板\n\tstormyTemplate := &WeatherTemplate{\n\t\tWeatherType: WeatherTypeStormy,\n\t\tBaseEffects: map[string]float64{\n\t\t\t\"visibility\":       0.5,\n\t\t\t\"lightning_damage\": 1.8,\n\t\t\t\"movement_speed\":   0.7,\n\t\t\t\"accuracy\":         0.8,\n\t\t},\n\t\tDurationRange: DurationRange{Min: 30 * time.Minute, Max: 2 * time.Hour},\n\t\tTransitionRules: map[WeatherType]float64{\n\t\t\tWeatherTypeStormy: 0.3,\n\t\t\tWeatherTypeRainy:  0.5,\n\t\t\tWeatherTypeCloudy: 0.2,\n\t\t},\n\t}\n\tws.RegisterWeatherTemplate(WeatherTypeStormy, stormyTemplate)\n}\n\n// initializeDefaultRules 初始化默认规则\nfunc (ws *WeatherService) initializeDefaultRules() {\n\t// 添加一些基本的天气转换规则\n\tws.AddWeatherRule(&WeatherRule{\n\t\tFromWeather:  WeatherTypeSunny,\n\t\tToWeather:    WeatherTypeStormy,\n\t\tProbability:  0.05, // 晴天直接转暴风雨概率很低\n\t\tMinIntensity: WeatherIntensityNormal,\n\t\tSeasonFactor: map[Season]float64{SeasonSummer: 0.1, SeasonWinter: 0.01},\n\t})\n\n\tws.AddWeatherRule(&WeatherRule{\n\t\tFromWeather:  WeatherTypeRainy,\n\t\tToWeather:    WeatherTypeSnowy,\n\t\tProbability:  0.3,\n\t\tMinIntensity: WeatherIntensityLight,\n\t\tSeasonFactor: map[Season]float64{SeasonWinter: 0.8, SeasonSummer: 0.0},\n\t})\n}\n\n// initializeDefaultClimateZones 初始化默认气候区域\nfunc (ws *WeatherService) initializeDefaultClimateZones() {\n\t// 温带气候\n\ttemperateZone := &ClimateZone{\n\t\tZoneID:           \"temperate\",\n\t\tName:             \"温带气候\",\n\t\tDescription:      \"四季分明的温带气候区域\",\n\t\tBaseTemperature:  15.0,\n\t\tTemperatureRange: TemperatureRange{Min: -10, Max: 35, Average: 15},\n\t\tHumidityRange:    HumidityRange{Min: 30, Max: 80, Average: 55},\n\t\tWeatherModifiers: map[WeatherType]float64{\n\t\t\tWeatherTypeSunny: 1.0,\n\t\t\tWeatherTypeRainy: 1.0,\n\t\t\tWeatherTypeSnowy: 0.8,\n\t\t},\n\t}\n\tws.RegisterClimateZone(\"temperate\", temperateZone)\n\n\t// 热带气候\n\ttropicalZone := &ClimateZone{\n\t\tZoneID:           \"tropical\",\n\t\tName:             \"热带气候\",\n\t\tDescription:      \"高温多雨的热带气候区域\",\n\t\tBaseTemperature:  28.0,\n\t\tTemperatureRange: TemperatureRange{Min: 20, Max: 40, Average: 28},\n\t\tHumidityRange:    HumidityRange{Min: 60, Max: 95, Average: 75},\n\t\tWeatherModifiers: map[WeatherType]float64{\n\t\t\tWeatherTypeSunny:  1.2,\n\t\t\tWeatherTypeRainy:  1.5,\n\t\t\tWeatherTypeStormy: 1.3,\n\t\t\tWeatherTypeSnowy:  0.0, // 热带不下雪\n\t\t},\n\t}\n\tws.RegisterClimateZone(\"tropical\", tropicalZone)\n}\n\n// initializeEffectCalculators 初始化效果计算器\nfunc (ws *WeatherService) initializeEffectCalculators() {\n\t// 能见度计算器\n\tws.effectCalculators[\"visibility\"] = EffectCalculatorFunc(func(weather *WeatherState) float64 {\n\t\tbase := weather.WeatherType.GetBaseVisibility() / 10.0 // 标准化到0-2范围\n\t\tintensityFactor := weather.Intensity.GetMultiplier()\n\t\treturn math.Max(0.1, base*intensityFactor)\n\t})\n\n\t// 移动速度计算器\n\tws.effectCalculators[\"movement_speed\"] = EffectCalculatorFunc(func(weather *WeatherState) float64 {\n\t\tswitch weather.WeatherType {\n\t\tcase WeatherTypeSunny:\n\t\t\treturn 1.0 + 0.1*weather.Intensity.GetMultiplier()\n\t\tcase WeatherTypeSnowy, WeatherTypeStormy:\n\t\t\treturn 1.0 - 0.2*weather.Intensity.GetMultiplier()\n\t\tdefault:\n\t\t\treturn 1.0\n\t\t}\n\t})\n}\n\n// initializeForecastGenerators 初始化预报生成器\nfunc (ws *WeatherService) initializeForecastGenerators() {\n\t// 短期预报生成器（1-6小时）\n\tws.forecastGenerators[\"short_term\"] = ForecastGeneratorFunc(func(current *WeatherState, hours int) []*WeatherForecast {\n\t\t// 实现短期预报逻辑\n\t\treturn make([]*WeatherForecast, 0)\n\t})\n\n\t// 长期预报生成器（1-7天）\n\tws.forecastGenerators[\"long_term\"] = ForecastGeneratorFunc(func(current *WeatherState, hours int) []*WeatherForecast {\n\t\t// 实现长期预报逻辑\n\t\treturn make([]*WeatherForecast, 0)\n\t})\n}\n\n// calculateWeatherTransitionProbabilities 计算天气转换概率\nfunc (ws *WeatherService) calculateWeatherTransitionProbabilities(currentType WeatherType, season Season, zone *ClimateZone) map[WeatherType]float64 {\n\tprobs := make(map[WeatherType]float64)\n\n\t// 获取基础转换概率\n\ttemplate := ws.GetWeatherTemplate(currentType)\n\tif template != nil {\n\t\tfor weatherType, prob := range template.TransitionRules {\n\t\t\tprobs[weatherType] = prob\n\t\t}\n\t}\n\n\t// 应用气候区域修正\n\tif zone != nil {\n\t\tfor weatherType, modifier := range zone.WeatherModifiers {\n\t\t\tif prob, exists := probs[weatherType]; exists {\n\t\t\t\tprobs[weatherType] = prob * modifier\n\t\t\t}\n\t\t}\n\t}\n\n\t// 标准化概率\n\ttotal := 0.0\n\tfor _, prob := range probs {\n\t\ttotal += prob\n\t}\n\n\tif total > 0 {\n\t\tfor weatherType := range probs {\n\t\t\tprobs[weatherType] /= total\n\t\t}\n\t}\n\n\treturn probs\n}\n\n// applyWeatherRules 应用天气规则\nfunc (ws *WeatherService) applyWeatherRules(probs map[WeatherType]float64, current *WeatherState, zone *ClimateZone) map[WeatherType]float64 {\n\tadjusted := make(map[WeatherType]float64)\n\tfor k, v := range probs {\n\t\tadjusted[k] = v\n\t}\n\n\t// 应用每个规则\n\tfor _, rule := range ws.weatherRules {\n\t\tif rule.FromWeather == current.WeatherType {\n\t\t\tif prob, exists := adjusted[rule.ToWeather]; exists {\n\t\t\t\t// 应用规则修正\n\t\t\t\tadjusted[rule.ToWeather] = prob * rule.Probability\n\t\t\t}\n\t\t}\n\t}\n\n\treturn adjusted\n}\n\n// selectWeatherByProbability 根据概率选择天气\nfunc (ws *WeatherService) selectWeatherByProbability(probs map[WeatherType]float64) WeatherType {\n\trand.Seed(time.Now().UnixNano() + ws.randomSeed)\n\trandomValue := rand.Float64()\n\n\tcumulativeProb := 0.0\n\tfor weatherType, prob := range probs {\n\t\tcumulativeProb += prob\n\t\tif randomValue <= cumulativeProb {\n\t\t\treturn weatherType\n\t\t}\n\t}\n\n\t// 默认返回晴天\n\treturn WeatherTypeSunny\n}\n\n// calculateWeatherIntensity 计算天气强度\nfunc (ws *WeatherService) calculateWeatherIntensity(weatherType WeatherType, season Season, zone *ClimateZone) WeatherIntensity {\n\trand.Seed(time.Now().UnixNano() + ws.randomSeed)\n\n\t// 基础强度概率\n\tintensityProbs := map[WeatherIntensity]float64{\n\t\tWeatherIntensityLight:  0.3,\n\t\tWeatherIntensityNormal: 0.5,\n\t\tWeatherIntensityHeavy:  0.2,\n\t}\n\n\t// 根据天气类型调整\n\tswitch weatherType {\n\tcase WeatherTypeStormy:\n\t\tintensityProbs[WeatherIntensityHeavy] = 0.4\n\t\tintensityProbs[WeatherIntensityExtreme] = 0.1\n\tcase WeatherTypeSunny:\n\t\tintensityProbs[WeatherIntensityLight] = 0.4\n\t\tintensityProbs[WeatherIntensityNormal] = 0.6\n\t\tintensityProbs[WeatherIntensityHeavy] = 0.0\n\t}\n\n\t// 选择强度\n\trandomValue := rand.Float64()\n\tcumulativeProb := 0.0\n\n\tfor intensity, prob := range intensityProbs {\n\t\tcumulativeProb += prob\n\t\tif randomValue <= cumulativeProb {\n\t\t\treturn intensity\n\t\t}\n\t}\n\n\treturn WeatherIntensityNormal\n}\n\n// applyClimateZoneEffects 应用气候区域效果\nfunc (ws *WeatherService) applyClimateZoneEffects(weather *WeatherState, zone *ClimateZone) {\n\tif zone == nil {\n\t\treturn\n\t}\n\n\t// 调整温度\n\ttemperatureOffset := zone.BaseTemperature - weather.WeatherType.GetBaseTemperature()\n\tweather.UpdateTemperature(weather.Temperature + temperatureOffset)\n\n\t// 调整湿度\n\tif weather.Humidity < zone.HumidityRange.Min {\n\t\tweather.UpdateHumidity(zone.HumidityRange.Min)\n\t} else if weather.Humidity > zone.HumidityRange.Max {\n\t\tweather.UpdateHumidity(zone.HumidityRange.Max)\n\t}\n}\n\n// calculateForecastConfidence 计算预报置信度\nfunc (ws *WeatherService) calculateForecastConfidence(hoursAhead int) float64 {\n\tbaseConfidence := 0.95\n\tdecayRate := 0.02\n\n\tconfidence := baseConfidence - float64(hoursAhead)*decayRate\n\tif confidence < 0.3 {\n\t\tconfidence = 0.3\n\t}\n\n\treturn confidence\n}\n\n// shouldTriggerWeatherEvent 检查是否应该触发天气事件\nfunc (ws *WeatherService) shouldTriggerWeatherEvent(weather *WeatherState, eventType WeatherEventType, template *WeatherEventTemplate, zoneID string) bool {\n\t// 检查天气类型匹配\n\tif !template.CanTriggerWith(weather.WeatherType, weather.Intensity) {\n\t\treturn false\n\t}\n\n\t// 检查概率\n\trand.Seed(time.Now().UnixNano() + ws.randomSeed)\n\treturn rand.Float64() < template.TriggerProbability\n}\n\n// createWeatherEvent 创建天气事件\nfunc (ws *WeatherService) createWeatherEvent(eventType WeatherEventType, template *WeatherEventTemplate, weather *WeatherState) *WeatherEvent {\n\tseverity := ws.calculateEventSeverity(weather.Intensity)\n\tduration := template.BaseDuration\n\n\tevent := NewWeatherEvent(eventType, severity, template.Title, template.Description, duration)\n\n\t// 添加效果\n\tfor effectType, multiplier := range template.Effects {\n\t\teffect := NewWeatherEffect(effectType, \"special\", multiplier*weather.Intensity.GetMultiplier(), duration)\n\t\tevent.AddEffect(effect)\n\t}\n\n\treturn event\n}\n\n// calculateEventSeverity 计算事件严重程度\nfunc (ws *WeatherService) calculateEventSeverity(intensity WeatherIntensity) WeatherEventSeverity {\n\tswitch intensity {\n\tcase WeatherIntensityLight:\n\t\treturn WeatherEventSeverityMinor\n\tcase WeatherIntensityNormal:\n\t\treturn WeatherEventSeverityModerate\n\tcase WeatherIntensityHeavy:\n\t\treturn WeatherEventSeverityMajor\n\tcase WeatherIntensityExtreme:\n\t\treturn WeatherEventSeverityCritical\n\tdefault:\n\t\treturn WeatherEventSeverityMinor\n\t}\n}\n\n// calculateDefaultInfluence 计算默认影响\nfunc (ws *WeatherService) calculateDefaultInfluence(weather *WeatherState, attributeType string) float64 {\n\t// 默认的影响计算逻辑\n\tswitch attributeType {\n\tcase \"visibility\":\n\t\treturn weather.Visibility / 10.0 // 标准化\n\tcase \"movement_speed\":\n\t\tif weather.WeatherType == WeatherTypeSnowy || weather.WeatherType == WeatherTypeStormy {\n\t\t\treturn 0.8\n\t\t}\n\t\treturn 1.0\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// getDefaultClimateZone 获取默认气候区域\nfunc (ws *WeatherService) getDefaultClimateZone() *ClimateZone {\n\treturn ws.GetClimateZone(\"temperate\")\n}\n\n// 辅助类型和接口\n\n// WeatherTemplate 天气模板\ntype WeatherTemplate struct {\n\tWeatherType     WeatherType\n\tBaseEffects     map[string]float64\n\tDurationRange   DurationRange\n\tTransitionRules map[WeatherType]float64\n}\n\n// DurationRange 持续时间范围\ntype DurationRange struct {\n\tMin time.Duration\n\tMax time.Duration\n}\n\n// WeatherRule 天气规则\ntype WeatherRule struct {\n\tFromWeather  WeatherType\n\tToWeather    WeatherType\n\tProbability  float64\n\tMinIntensity WeatherIntensity\n\tMaxIntensity WeatherIntensity\n\tSeasonFactor map[Season]float64\n\tConditions   []string\n}\n\n// ClimateZone 气候区域\ntype ClimateZone struct {\n\tZoneID           string\n\tName             string\n\tDescription      string\n\tBaseTemperature  float64\n\tTemperatureRange TemperatureRange\n\tHumidityRange    HumidityRange\n\tWeatherModifiers map[WeatherType]float64\n}\n\n// HumidityRange 湿度范围\ntype HumidityRange struct {\n\tMin     float64\n\tMax     float64\n\tAverage float64\n}\n\n// WeatherEventTemplate 天气事件模板\ntype WeatherEventTemplate struct {\n\tEventType          WeatherEventType\n\tTitle              string\n\tDescription        string\n\tTriggerProbability float64\n\tBaseDuration       time.Duration\n\tEffects            map[string]float64\n\tTriggerConditions  []WeatherCondition\n}\n\n// CanTriggerWith 检查是否可以触发\nfunc (wet *WeatherEventTemplate) CanTriggerWith(weatherType WeatherType, intensity WeatherIntensity) bool {\n\tfor _, condition := range wet.TriggerConditions {\n\t\tif condition.Matches(weatherType, intensity) {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn len(wet.TriggerConditions) == 0 // 如果没有条件，默认可以触发\n}\n\n// EffectCalculator 效果计算器接口\ntype EffectCalculator interface {\n\tCalculate(weather *WeatherState) float64\n}\n\n// EffectCalculatorFunc 效果计算器函数类型\ntype EffectCalculatorFunc func(weather *WeatherState) float64\n\n// Calculate 实现EffectCalculator接口\nfunc (f EffectCalculatorFunc) Calculate(weather *WeatherState) float64 {\n\treturn f(weather)\n}\n\n// ForecastGenerator 预报生成器接口\ntype ForecastGenerator interface {\n\tGenerate(current *WeatherState, hours int) []*WeatherForecast\n}\n\n// ForecastGeneratorFunc 预报生成器函数类型\ntype ForecastGeneratorFunc func(current *WeatherState, hours int) []*WeatherForecast\n\n// Generate 实现ForecastGenerator接口\nfunc (f ForecastGeneratorFunc) Generate(current *WeatherState, hours int) []*WeatherForecast {\n\treturn f(current, hours)\n}\n"
  },
  {
    "path": "internal/domain/scene/weather/value_object.go",
    "content": "package weather\n\nimport (\n\t\"fmt\"\n\t\"time\"\n)\n\n// WeatherType 天气类型\ntype WeatherType int\n\nconst (\n\tWeatherTypeSunny WeatherType = iota + 1\n\tWeatherTypeCloudy\n\tWeatherTypeRainy\n\tWeatherTypeSnowy\n\tWeatherTypeWindy\n\tWeatherTypeStormy\n\tWeatherTypeFoggy\n\tWeatherTypeHazy\n\tWeatherTypeHail\n\tWeatherTypeBlizzard\n)\n\n// String 返回天气类型字符串\nfunc (wt WeatherType) String() string {\n\tswitch wt {\n\tcase WeatherTypeSunny:\n\t\treturn \"sunny\"\n\tcase WeatherTypeCloudy:\n\t\treturn \"cloudy\"\n\tcase WeatherTypeRainy:\n\t\treturn \"rainy\"\n\tcase WeatherTypeSnowy:\n\t\treturn \"snowy\"\n\tcase WeatherTypeWindy:\n\t\treturn \"windy\"\n\tcase WeatherTypeStormy:\n\t\treturn \"stormy\"\n\tcase WeatherTypeFoggy:\n\t\treturn \"foggy\"\n\tcase WeatherTypeHazy:\n\t\treturn \"hazy\"\n\tcase WeatherTypeHail:\n\t\treturn \"hail\"\n\tcase WeatherTypeBlizzard:\n\t\treturn \"blizzard\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetDescription 获取天气描述\nfunc (wt WeatherType) GetDescription() string {\n\tswitch wt {\n\tcase WeatherTypeSunny:\n\t\treturn \"晴朗\"\n\tcase WeatherTypeCloudy:\n\t\treturn \"多云\"\n\tcase WeatherTypeRainy:\n\t\treturn \"下雨\"\n\tcase WeatherTypeSnowy:\n\t\treturn \"下雪\"\n\tcase WeatherTypeWindy:\n\t\treturn \"大风\"\n\tcase WeatherTypeStormy:\n\t\treturn \"暴风雨\"\n\tcase WeatherTypeFoggy:\n\t\treturn \"雾天\"\n\tcase WeatherTypeHazy:\n\t\treturn \"霾天\"\n\tcase WeatherTypeHail:\n\t\treturn \"冰雹\"\n\tcase WeatherTypeBlizzard:\n\t\treturn \"暴雪\"\n\tdefault:\n\t\treturn \"未知天气\"\n\t}\n}\n\n// IsValid 检查天气类型是否有效\nfunc (wt WeatherType) IsValid() bool {\n\treturn wt >= WeatherTypeSunny && wt <= WeatherTypeBlizzard\n}\n\n// ParseWeatherType 从字符串解析天气类型\nfunc ParseWeatherType(s string) WeatherType {\n\tswitch s {\n\tcase \"sunny\":\n\t\treturn WeatherTypeSunny\n\tcase \"cloudy\":\n\t\treturn WeatherTypeCloudy\n\tcase \"rainy\":\n\t\treturn WeatherTypeRainy\n\tcase \"snowy\":\n\t\treturn WeatherTypeSnowy\n\tcase \"windy\":\n\t\treturn WeatherTypeWindy\n\tcase \"stormy\":\n\t\treturn WeatherTypeStormy\n\tcase \"foggy\":\n\t\treturn WeatherTypeFoggy\n\tcase \"hazy\":\n\t\treturn WeatherTypeHazy\n\tcase \"hail\":\n\t\treturn WeatherTypeHail\n\tcase \"blizzard\":\n\t\treturn WeatherTypeBlizzard\n\tdefault:\n\t\treturn WeatherTypeSunny // 默认返回晴天\n\t}\n}\n\n// GetBaseTemperature 获取基础温度\nfunc (wt WeatherType) GetBaseTemperature() float64 {\n\tswitch wt {\n\tcase WeatherTypeSunny:\n\t\treturn 25.0\n\tcase WeatherTypeCloudy:\n\t\treturn 20.0\n\tcase WeatherTypeRainy:\n\t\treturn 15.0\n\tcase WeatherTypeSnowy:\n\t\treturn -5.0\n\tcase WeatherTypeWindy:\n\t\treturn 18.0\n\tcase WeatherTypeStormy:\n\t\treturn 12.0\n\tcase WeatherTypeFoggy:\n\t\treturn 10.0\n\tcase WeatherTypeHazy:\n\t\treturn 22.0\n\tcase WeatherTypeHail:\n\t\treturn 8.0\n\tcase WeatherTypeBlizzard:\n\t\treturn -15.0\n\tdefault:\n\t\treturn 20.0\n\t}\n}\n\n// GetBaseHumidity 获取基础湿度\nfunc (wt WeatherType) GetBaseHumidity() float64 {\n\tswitch wt {\n\tcase WeatherTypeSunny:\n\t\treturn 40.0\n\tcase WeatherTypeCloudy:\n\t\treturn 60.0\n\tcase WeatherTypeRainy:\n\t\treturn 85.0\n\tcase WeatherTypeSnowy:\n\t\treturn 70.0\n\tcase WeatherTypeWindy:\n\t\treturn 50.0\n\tcase WeatherTypeStormy:\n\t\treturn 90.0\n\tcase WeatherTypeFoggy:\n\t\treturn 95.0\n\tcase WeatherTypeHazy:\n\t\treturn 65.0\n\tcase WeatherTypeHail:\n\t\treturn 80.0\n\tcase WeatherTypeBlizzard:\n\t\treturn 85.0\n\tdefault:\n\t\treturn 50.0\n\t}\n}\n\n// GetBaseWindSpeed 获取基础风速\nfunc (wt WeatherType) GetBaseWindSpeed() float64 {\n\tswitch wt {\n\tcase WeatherTypeSunny:\n\t\treturn 5.0\n\tcase WeatherTypeCloudy:\n\t\treturn 10.0\n\tcase WeatherTypeRainy:\n\t\treturn 15.0\n\tcase WeatherTypeSnowy:\n\t\treturn 20.0\n\tcase WeatherTypeWindy:\n\t\treturn 35.0\n\tcase WeatherTypeStormy:\n\t\treturn 50.0\n\tcase WeatherTypeFoggy:\n\t\treturn 3.0\n\tcase WeatherTypeHazy:\n\t\treturn 8.0\n\tcase WeatherTypeHail:\n\t\treturn 25.0\n\tcase WeatherTypeBlizzard:\n\t\treturn 60.0\n\tdefault:\n\t\treturn 10.0\n\t}\n}\n\n// GetBaseVisibility 获取基础能见度\nfunc (wt WeatherType) GetBaseVisibility() float64 {\n\tswitch wt {\n\tcase WeatherTypeSunny:\n\t\treturn 20.0\n\tcase WeatherTypeCloudy:\n\t\treturn 15.0\n\tcase WeatherTypeRainy:\n\t\treturn 8.0\n\tcase WeatherTypeSnowy:\n\t\treturn 5.0\n\tcase WeatherTypeWindy:\n\t\treturn 12.0\n\tcase WeatherTypeStormy:\n\t\treturn 3.0\n\tcase WeatherTypeFoggy:\n\t\treturn 1.0\n\tcase WeatherTypeHazy:\n\t\treturn 6.0\n\tcase WeatherTypeHail:\n\t\treturn 4.0\n\tcase WeatherTypeBlizzard:\n\t\treturn 2.0\n\tdefault:\n\t\treturn 10.0\n\t}\n}\n\n// WeatherIntensity 天气强度\ntype WeatherIntensity int\n\nconst (\n\tWeatherIntensityLight WeatherIntensity = iota + 1\n\tWeatherIntensityNormal\n\tWeatherIntensityHeavy\n\tWeatherIntensityExtreme\n)\n\n// String 返回强度字符串\nfunc (wi WeatherIntensity) String() string {\n\tswitch wi {\n\tcase WeatherIntensityLight:\n\t\treturn \"light\"\n\tcase WeatherIntensityNormal:\n\t\treturn \"normal\"\n\tcase WeatherIntensityHeavy:\n\t\treturn \"heavy\"\n\tcase WeatherIntensityExtreme:\n\t\treturn \"extreme\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetDescription 获取强度描述\nfunc (wi WeatherIntensity) GetDescription() string {\n\tswitch wi {\n\tcase WeatherIntensityLight:\n\t\treturn \"轻微\"\n\tcase WeatherIntensityNormal:\n\t\treturn \"正常\"\n\tcase WeatherIntensityHeavy:\n\t\treturn \"强烈\"\n\tcase WeatherIntensityExtreme:\n\t\treturn \"极端\"\n\tdefault:\n\t\treturn \"未知强度\"\n\t}\n}\n\n// IsValid 检查强度是否有效\nfunc (wi WeatherIntensity) IsValid() bool {\n\treturn wi >= WeatherIntensityLight && wi <= WeatherIntensityExtreme\n}\n\n// GetMultiplier 获取强度倍率\nfunc (wi WeatherIntensity) GetMultiplier() float64 {\n\tswitch wi {\n\tcase WeatherIntensityLight:\n\t\treturn 0.5\n\tcase WeatherIntensityNormal:\n\t\treturn 1.0\n\tcase WeatherIntensityHeavy:\n\t\treturn 1.5\n\tcase WeatherIntensityExtreme:\n\t\treturn 2.0\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// GetDurationFactor 获取持续时间因子\nfunc (wi WeatherIntensity) GetDurationFactor() float64 {\n\tswitch wi {\n\tcase WeatherIntensityLight:\n\t\treturn 1.5 // 轻微天气持续更久\n\tcase WeatherIntensityNormal:\n\t\treturn 1.0\n\tcase WeatherIntensityHeavy:\n\t\treturn 0.7 // 强烈天气持续较短\n\tcase WeatherIntensityExtreme:\n\t\treturn 0.5 // 极端天气持续很短\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// Season 季节\ntype Season int\n\nconst (\n\tSeasonSpring Season = iota + 1\n\tSeasonSummer\n\tSeasonAutumn\n\tSeasonWinter\n)\n\n// String 返回季节字符串\nfunc (s Season) String() string {\n\tswitch s {\n\tcase SeasonSpring:\n\t\treturn \"spring\"\n\tcase SeasonSummer:\n\t\treturn \"summer\"\n\tcase SeasonAutumn:\n\t\treturn \"autumn\"\n\tcase SeasonWinter:\n\t\treturn \"winter\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetDescription 获取季节描述\nfunc (s Season) GetDescription() string {\n\tswitch s {\n\tcase SeasonSpring:\n\t\treturn \"春季\"\n\tcase SeasonSummer:\n\t\treturn \"夏季\"\n\tcase SeasonAutumn:\n\t\treturn \"秋季\"\n\tcase SeasonWinter:\n\t\treturn \"冬季\"\n\tdefault:\n\t\treturn \"未知季节\"\n\t}\n}\n\n// IsValid 检查季节是否有效\nfunc (s Season) IsValid() bool {\n\treturn s >= SeasonSpring && s <= SeasonWinter\n}\n\n// SeasonalPattern 季节模式\ntype SeasonalPattern struct {\n\tCurrentSeason        Season\n\tSeasonStartTime      time.Time\n\tSeasonDuration       time.Duration\n\tWeatherProbabilities map[Season]map[WeatherType]float64\n\tTemperatureRanges    map[Season]TemperatureRange\n\tCreatedAt            time.Time\n\tUpdatedAt            time.Time\n}\n\n// NewSeasonalPattern 创建季节模式\nfunc NewSeasonalPattern() *SeasonalPattern {\n\tnow := time.Now()\n\tpattern := &SeasonalPattern{\n\t\tCurrentSeason:        getCurrentSeason(now),\n\t\tSeasonStartTime:      getSeasonStartTime(now),\n\t\tSeasonDuration:       90 * 24 * time.Hour, // 90天\n\t\tWeatherProbabilities: make(map[Season]map[WeatherType]float64),\n\t\tTemperatureRanges:    make(map[Season]TemperatureRange),\n\t\tCreatedAt:            now,\n\t\tUpdatedAt:            now,\n\t}\n\n\t// 初始化默认概率和温度范围\n\tpattern.initializeDefaultProbabilities()\n\tpattern.initializeTemperatureRanges()\n\n\treturn pattern\n}\n\n// GetCurrentSeason 获取当前季节\nfunc (sp *SeasonalPattern) GetCurrentSeason(currentTime time.Time) Season {\n\treturn getCurrentSeason(currentTime)\n}\n\n// GetWeatherProbabilities 获取天气概率\nfunc (sp *SeasonalPattern) GetWeatherProbabilities(season Season) map[WeatherType]float64 {\n\treturn sp.WeatherProbabilities[season]\n}\n\n// GetTemperatureRange 获取温度范围\nfunc (sp *SeasonalPattern) GetTemperatureRange(season Season) TemperatureRange {\n\treturn sp.TemperatureRanges[season]\n}\n\n// UpdateWeatherProbability 更新天气概率\nfunc (sp *SeasonalPattern) UpdateWeatherProbability(season Season, weatherType WeatherType, probability float64) {\n\tif sp.WeatherProbabilities[season] == nil {\n\t\tsp.WeatherProbabilities[season] = make(map[WeatherType]float64)\n\t}\n\tsp.WeatherProbabilities[season][weatherType] = probability\n\tsp.UpdatedAt = time.Now()\n}\n\n// UpdateTemperatureRange 更新温度范围\nfunc (sp *SeasonalPattern) UpdateTemperatureRange(season Season, tempRange TemperatureRange) {\n\tsp.TemperatureRanges[season] = tempRange\n\tsp.UpdatedAt = time.Now()\n}\n\n// initializeDefaultProbabilities 初始化默认概率\nfunc (sp *SeasonalPattern) initializeDefaultProbabilities() {\n\t// 春季\n\tsp.WeatherProbabilities[SeasonSpring] = map[WeatherType]float64{\n\t\tWeatherTypeSunny:  0.4,\n\t\tWeatherTypeCloudy: 0.3,\n\t\tWeatherTypeRainy:  0.2,\n\t\tWeatherTypeWindy:  0.1,\n\t}\n\n\t// 夏季\n\tsp.WeatherProbabilities[SeasonSummer] = map[WeatherType]float64{\n\t\tWeatherTypeSunny:  0.6,\n\t\tWeatherTypeCloudy: 0.2,\n\t\tWeatherTypeRainy:  0.1,\n\t\tWeatherTypeStormy: 0.1,\n\t}\n\n\t// 秋季\n\tsp.WeatherProbabilities[SeasonAutumn] = map[WeatherType]float64{\n\t\tWeatherTypeSunny:  0.3,\n\t\tWeatherTypeCloudy: 0.4,\n\t\tWeatherTypeRainy:  0.2,\n\t\tWeatherTypeWindy:  0.1,\n\t}\n\n\t// 冬季\n\tsp.WeatherProbabilities[SeasonWinter] = map[WeatherType]float64{\n\t\tWeatherTypeCloudy: 0.4,\n\t\tWeatherTypeSnowy:  0.3,\n\t\tWeatherTypeSunny:  0.2,\n\t\tWeatherTypeFoggy:  0.1,\n\t}\n}\n\n// initializeTemperatureRanges 初始化温度范围\nfunc (sp *SeasonalPattern) initializeTemperatureRanges() {\n\tsp.TemperatureRanges[SeasonSpring] = TemperatureRange{Min: 10, Max: 25, Average: 17.5}\n\tsp.TemperatureRanges[SeasonSummer] = TemperatureRange{Min: 20, Max: 35, Average: 27.5}\n\tsp.TemperatureRanges[SeasonAutumn] = TemperatureRange{Min: 5, Max: 20, Average: 12.5}\n\tsp.TemperatureRanges[SeasonWinter] = TemperatureRange{Min: -10, Max: 10, Average: 0}\n}\n\n// TemperatureRange 温度范围\ntype TemperatureRange struct {\n\tMin     float64\n\tMax     float64\n\tAverage float64\n}\n\n// IsInRange 检查温度是否在范围内\nfunc (tr TemperatureRange) IsInRange(temperature float64) bool {\n\treturn temperature >= tr.Min && temperature <= tr.Max\n}\n\n// GetRandomTemperature 获取随机温度\nfunc (tr TemperatureRange) GetRandomTemperature() float64 {\n\t// 简化的随机温度生成\n\treturn tr.Min + (tr.Max-tr.Min)*0.5 // 返回中间值，实际可以使用随机数\n}\n\n// WeatherForecast 天气预报\ntype WeatherForecast struct {\n\tTime        time.Time\n\tWeatherType WeatherType\n\tIntensity   WeatherIntensity\n\tTemperature float64\n\tHumidity    float64\n\tWindSpeed   float64\n\tVisibility  float64\n\tConfidence  float64 // 预报置信度 0-1\n\tDescription string\n\tCreatedAt   time.Time\n}\n\n// NewWeatherForecast 创建天气预报\nfunc NewWeatherForecast(time time.Time, weatherType WeatherType, intensity WeatherIntensity) *WeatherForecast {\n\treturn &WeatherForecast{\n\t\tTime:        time,\n\t\tWeatherType: weatherType,\n\t\tIntensity:   intensity,\n\t\tTemperature: weatherType.GetBaseTemperature(),\n\t\tHumidity:    weatherType.GetBaseHumidity(),\n\t\tWindSpeed:   weatherType.GetBaseWindSpeed(),\n\t\tVisibility:  weatherType.GetBaseVisibility(),\n\t\tConfidence:  0.8, // 默认置信度\n\t\tDescription: fmt.Sprintf(\"%s %s\", intensity.GetDescription(), weatherType.GetDescription()),\n\t\tCreatedAt:   time,\n\t}\n}\n\n// GetTime 获取时间\nfunc (wf *WeatherForecast) GetTime() time.Time {\n\treturn wf.Time\n}\n\n// GetWeatherType 获取天气类型\nfunc (wf *WeatherForecast) GetWeatherType() WeatherType {\n\treturn wf.WeatherType\n}\n\n// GetIntensity 获取强度\nfunc (wf *WeatherForecast) GetIntensity() WeatherIntensity {\n\treturn wf.Intensity\n}\n\n// GetConfidence 获取置信度\nfunc (wf *WeatherForecast) GetConfidence() float64 {\n\treturn wf.Confidence\n}\n\n// GetDescription 获取描述\nfunc (wf *WeatherForecast) GetDescription() string {\n\treturn wf.Description\n}\n\n// IsHighConfidence 是否高置信度\nfunc (wf *WeatherForecast) IsHighConfidence() bool {\n\treturn wf.Confidence >= 0.8\n}\n\n// ToMap 转换为映射\nfunc (wf *WeatherForecast) ToMap() map[string]interface{} {\n\treturn map[string]interface{}{\n\t\t\"time\":         wf.Time,\n\t\t\"weather_type\": wf.WeatherType.String(),\n\t\t\"intensity\":    wf.Intensity.String(),\n\t\t\"temperature\":  wf.Temperature,\n\t\t\"humidity\":     wf.Humidity,\n\t\t\"wind_speed\":   wf.WindSpeed,\n\t\t\"visibility\":   wf.Visibility,\n\t\t\"confidence\":   wf.Confidence,\n\t\t\"description\":  wf.Description,\n\t\t\"created_at\":   wf.CreatedAt,\n\t}\n}\n\n// WeatherEventType 天气事件类型\ntype WeatherEventType int\n\nconst (\n\tWeatherEventTypeStorm WeatherEventType = iota + 1\n\tWeatherEventTypeBlizzard\n\tWeatherEventTypeHeatWave\n\tWeatherEventTypeColdWave\n\tWeatherEventTypeDrought\n\tWeatherEventTypeFlood\n\tWeatherEventTypeHurricane\n\tWeatherEventTypeTornado\n)\n\n// String 返回事件类型字符串\nfunc (wet WeatherEventType) String() string {\n\tswitch wet {\n\tcase WeatherEventTypeStorm:\n\t\treturn \"storm\"\n\tcase WeatherEventTypeBlizzard:\n\t\treturn \"blizzard\"\n\tcase WeatherEventTypeHeatWave:\n\t\treturn \"heat_wave\"\n\tcase WeatherEventTypeColdWave:\n\t\treturn \"cold_wave\"\n\tcase WeatherEventTypeDrought:\n\t\treturn \"drought\"\n\tcase WeatherEventTypeFlood:\n\t\treturn \"flood\"\n\tcase WeatherEventTypeHurricane:\n\t\treturn \"hurricane\"\n\tcase WeatherEventTypeTornado:\n\t\treturn \"tornado\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetDescription 获取事件描述\nfunc (wet WeatherEventType) GetDescription() string {\n\tswitch wet {\n\tcase WeatherEventTypeStorm:\n\t\treturn \"暴风雨\"\n\tcase WeatherEventTypeBlizzard:\n\t\treturn \"暴雪\"\n\tcase WeatherEventTypeHeatWave:\n\t\treturn \"热浪\"\n\tcase WeatherEventTypeColdWave:\n\t\treturn \"寒潮\"\n\tcase WeatherEventTypeDrought:\n\t\treturn \"干旱\"\n\tcase WeatherEventTypeFlood:\n\t\treturn \"洪水\"\n\tcase WeatherEventTypeHurricane:\n\t\treturn \"飓风\"\n\tcase WeatherEventTypeTornado:\n\t\treturn \"龙卷风\"\n\tdefault:\n\t\treturn \"未知事件\"\n\t}\n}\n\n// WeatherEventSeverity 天气事件严重程度\ntype WeatherEventSeverity int\n\nconst (\n\tWeatherEventSeverityMinor WeatherEventSeverity = iota + 1\n\tWeatherEventSeverityModerate\n\tWeatherEventSeverityMajor\n\tWeatherEventSeverityCritical\n\tWeatherEventSeverityCatastrophic\n)\n\n// String 返回严重程度字符串\nfunc (wes WeatherEventSeverity) String() string {\n\tswitch wes {\n\tcase WeatherEventSeverityMinor:\n\t\treturn \"minor\"\n\tcase WeatherEventSeverityModerate:\n\t\treturn \"moderate\"\n\tcase WeatherEventSeverityMajor:\n\t\treturn \"major\"\n\tcase WeatherEventSeverityCritical:\n\t\treturn \"critical\"\n\tcase WeatherEventSeverityCatastrophic:\n\t\treturn \"catastrophic\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// GetDescription 获取严重程度描述\nfunc (wes WeatherEventSeverity) GetDescription() string {\n\tswitch wes {\n\tcase WeatherEventSeverityMinor:\n\t\treturn \"轻微\"\n\tcase WeatherEventSeverityModerate:\n\t\treturn \"中等\"\n\tcase WeatherEventSeverityMajor:\n\t\treturn \"严重\"\n\tcase WeatherEventSeverityCritical:\n\t\treturn \"危急\"\n\tcase WeatherEventSeverityCatastrophic:\n\t\treturn \"灾难性\"\n\tdefault:\n\t\treturn \"未知程度\"\n\t}\n}\n\n// GetMultiplier 获取严重程度倍率\nfunc (wes WeatherEventSeverity) GetMultiplier() float64 {\n\tswitch wes {\n\tcase WeatherEventSeverityMinor:\n\t\treturn 1.2\n\tcase WeatherEventSeverityModerate:\n\t\treturn 1.5\n\tcase WeatherEventSeverityMajor:\n\t\treturn 2.0\n\tcase WeatherEventSeverityCritical:\n\t\treturn 3.0\n\tcase WeatherEventSeverityCatastrophic:\n\t\treturn 5.0\n\tdefault:\n\t\treturn 1.0\n\t}\n}\n\n// WeatherCondition 天气条件\ntype WeatherCondition struct {\n\tWeatherType WeatherType\n\tIntensity   WeatherIntensity\n\tDuration    time.Duration\n\tEffects     []string\n}\n\n// NewWeatherCondition 创建天气条件\nfunc NewWeatherCondition(weatherType WeatherType, intensity WeatherIntensity, duration time.Duration) *WeatherCondition {\n\treturn &WeatherCondition{\n\t\tWeatherType: weatherType,\n\t\tIntensity:   intensity,\n\t\tDuration:    duration,\n\t\tEffects:     make([]string, 0),\n\t}\n}\n\n// AddEffect 添加效果\nfunc (wc *WeatherCondition) AddEffect(effect string) {\n\twc.Effects = append(wc.Effects, effect)\n}\n\n// GetEffects 获取效果列表\nfunc (wc *WeatherCondition) GetEffects() []string {\n\treturn wc.Effects\n}\n\n// Matches 检查是否匹配条件\nfunc (wc *WeatherCondition) Matches(weatherType WeatherType, intensity WeatherIntensity) bool {\n\treturn wc.WeatherType == weatherType && wc.Intensity == intensity\n}\n\n// 辅助函数\n\n// getCurrentSeason 获取当前季节\nfunc getCurrentSeason(currentTime time.Time) Season {\n\tmonth := currentTime.Month()\n\tswitch {\n\tcase month >= 3 && month <= 5:\n\t\treturn SeasonSpring\n\tcase month >= 6 && month <= 8:\n\t\treturn SeasonSummer\n\tcase month >= 9 && month <= 11:\n\t\treturn SeasonAutumn\n\tdefault:\n\t\treturn SeasonWinter\n\t}\n}\n\n// getSeasonStartTime 获取季节开始时间\nfunc getSeasonStartTime(currentTime time.Time) time.Time {\n\tyear := currentTime.Year()\n\tmonth := currentTime.Month()\n\n\tswitch {\n\tcase month >= 3 && month <= 5:\n\t\treturn time.Date(year, 3, 1, 0, 0, 0, 0, currentTime.Location())\n\tcase month >= 6 && month <= 8:\n\t\treturn time.Date(year, 6, 1, 0, 0, 0, 0, currentTime.Location())\n\tcase month >= 9 && month <= 11:\n\t\treturn time.Date(year, 9, 1, 0, 0, 0, 0, currentTime.Location())\n\tdefault:\n\t\tif month == 12 {\n\t\t\treturn time.Date(year, 12, 1, 0, 0, 0, 0, currentTime.Location())\n\t\t} else {\n\t\t\treturn time.Date(year-1, 12, 1, 0, 0, 0, 0, currentTime.Location())\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "internal/domain/skill/errors.go",
    "content": "package skill\n\nimport \"errors\"\n\nvar (\n\t// 技能树相关错误\n\tErrSkillTreeNotFound = errors.New(\"skill tree not found\")\n\tErrInvalidSkillTree  = errors.New(\"invalid skill tree\")\n\n\t// 技能相关错误\n\tErrSkillNotFound         = errors.New(\"skill not found\")\n\tErrSkillNotLearned       = errors.New(\"skill not learned\")\n\tErrSkillAlreadyLearned   = errors.New(\"skill already learned\")\n\tErrSkillMaxLevel         = errors.New(\"skill is at maximum level\")\n\tErrSkillOnCooldown       = errors.New(\"skill is on cooldown\")\n\tErrPassiveSkillNotUsable = errors.New(\"passive skill cannot be used actively\")\n\tErrInvalidSkillType      = errors.New(\"invalid skill type\")\n\tErrSkillNotAvailable     = errors.New(\"skill is not available\")\n\n\t// 技能点相关错误\n\tErrInsufficientSkillPoints = errors.New(\"insufficient skill points\")\n\tErrInvalidSkillPoints      = errors.New(\"invalid skill points\")\n\tErrSkillPointsOverflow     = errors.New(\"skill points overflow\")\n\n\t// 前置条件相关错误\n\tErrPrerequisitesNotMet    = errors.New(\"prerequisites not met\")\n\tErrLevelRequirementNotMet = errors.New(\"level requirement not met\")\n\tErrClassRestriction       = errors.New(\"class restriction for skill\")\n\tErrRaceRestriction        = errors.New(\"race restriction for skill\")\n\n\t// 技能使用相关错误\n\tErrInsufficientMana    = errors.New(\"insufficient mana\")\n\tErrInsufficientStamina = errors.New(\"insufficient stamina\")\n\tErrInvalidTarget       = errors.New(\"invalid target\")\n\tErrTargetOutOfRange    = errors.New(\"target out of range\")\n\tErrTargetDead          = errors.New(\"target is dead\")\n\tErrCastInterrupted     = errors.New(\"cast interrupted\")\n\tErrSilenced            = errors.New(\"player is silenced\")\n\tErrStunned             = errors.New(\"player is stunned\")\n\n\t// 技能效果相关错误\n\tErrInvalidEffect  = errors.New(\"invalid skill effect\")\n\tErrEffectNotFound = errors.New(\"skill effect not found\")\n\tErrEffectExpired  = errors.New(\"skill effect expired\")\n\tErrEffectImmune   = errors.New(\"target is immune to effect\")\n\n\t// 技能组合相关错误\n\tErrInvalidCombo     = errors.New(\"invalid skill combo\")\n\tErrComboTimeout     = errors.New(\"skill combo timeout\")\n\tErrComboInterrupted = errors.New(\"skill combo interrupted\")\n\n\t// 配置相关错误\n\tErrInvalidSkillConfig  = errors.New(\"invalid skill configuration\")\n\tErrSkillConfigNotFound = errors.New(\"skill configuration not found\")\n)\n"
  },
  {
    "path": "internal/domain/skill/repository.go",
    "content": "package skill\n\nimport (\n\t\"context\"\n\t\"time\"\n)\n\n// Repository 技能仓储接口\ntype Repository interface {\n\t// 基础CRUD操作\n\tSave(ctx context.Context, skillTree *SkillTree) error\n\tFindByPlayerID(ctx context.Context, playerID string) (*SkillTree, error)\n\tDelete(ctx context.Context, playerID string) error\n\tExists(ctx context.Context, playerID string) (bool, error)\n\n\t// 批量操作\n\tSaveBatch(ctx context.Context, skillTrees []*SkillTree) error\n\tFindByPlayerIDs(ctx context.Context, playerIDs []string) ([]*SkillTree, error)\n\n\t// 技能查询\n\tFindSkillsByType(ctx context.Context, playerID string, skillType SkillType) ([]*Skill, error)\n\tFindLearnedSkills(ctx context.Context, playerID string) ([]*Skill, error)\n\tFindAvailableSkills(ctx context.Context, playerID string) ([]*Skill, error)\n\tGetSkillLevel(ctx context.Context, playerID string, skillID string) (int, error)\n\n\t// 技能统计\n\tGetSkillStats(ctx context.Context, playerID string) (*SkillStats, error)\n\tGetSkillUsageHistory(ctx context.Context, playerID string, limit int) ([]*SkillUsageRecord, error)\n\tGetTopSkills(ctx context.Context, playerID string, limit int) ([]*SkillRanking, error)\n\n\t// 技能配置\n\tGetSkillConfig(ctx context.Context, skillID string) (*SkillConfig, error)\n\tGetAllSkillConfigs(ctx context.Context) ([]*SkillConfig, error)\n\tSaveSkillConfig(ctx context.Context, config *SkillConfig) error\n}\n\n// SkillStats 技能统计信息\ntype SkillStats struct {\n\tPlayerID      string            `json:\"player_id\"`\n\tTotalSkills   int               `json:\"total_skills\"`\n\tLearnedSkills int               `json:\"learned_skills\"`\n\tSkillPoints   int64             `json:\"skill_points\"`\n\tTotalPoints   int64             `json:\"total_points\"`\n\tSkillsByType  map[SkillType]int `json:\"skills_by_type\"`\n\tHighestLevel  int               `json:\"highest_level\"`\n\tAverageLevel  float64           `json:\"average_level\"`\n\tLastUpdate    time.Time         `json:\"last_update\"`\n}\n\n// SkillUsageRecord 技能使用记录\ntype SkillUsageRecord struct {\n\tID        string                 `json:\"id\"`\n\tPlayerID  string                 `json:\"player_id\"`\n\tSkillID   string                 `json:\"skill_id\"`\n\tSkillName string                 `json:\"skill_name\"`\n\tTargetID  string                 `json:\"target_id\"`\n\tDamage    int64                  `json:\"damage\"`\n\tSuccess   bool                   `json:\"success\"`\n\tUsedAt    time.Time              `json:\"used_at\"`\n\tMetadata  map[string]interface{} `json:\"metadata,omitempty\"`\n}\n\n// SkillRanking 技能排行\ntype SkillRanking struct {\n\tSkillID     string  `json:\"skill_id\"`\n\tSkillName   string  `json:\"skill_name\"`\n\tLevel       int     `json:\"level\"`\n\tUsageCount  int64   `json:\"usage_count\"`\n\tTotalDamage int64   `json:\"total_damage\"`\n\tSuccessRate float64 `json:\"success_rate\"`\n}\n\n// SkillConfig 技能配置\ntype SkillConfig struct {\n\tID                string                    `json:\"id\"`\n\tName              string                    `json:\"name\"`\n\tDescription       string                    `json:\"description\"`\n\tSkillType         SkillType                 `json:\"skill_type\"`\n\tMaxLevel          int                       `json:\"max_level\"`\n\tPrerequisites     []string                  `json:\"prerequisites\"`\n\tBaseDamage        int64                     `json:\"base_damage\"`\n\tDamageType        DamageType                `json:\"damage_type\"`\n\tManaCost          int64                     `json:\"mana_cost\"`\n\tCooldown          time.Duration             `json:\"cooldown\"`\n\tCastTime          time.Duration             `json:\"cast_time\"`\n\tRange             float64                   `json:\"range\"`\n\tEffects           []*SkillEffectConfig      `json:\"effects\"`\n\tScaling           map[AttributeType]float64 `json:\"scaling\"`\n\tLevelRequirement  int                       `json:\"level_requirement\"`\n\tClassRestrictions []string                  `json:\"class_restrictions\"`\n\tRaceRestrictions  []string                  `json:\"race_restrictions\"`\n\tCreatedAt         time.Time                 `json:\"created_at\"`\n\tUpdatedAt         time.Time                 `json:\"updated_at\"`\n}\n\n// SkillEffectConfig 技能效果配置\ntype SkillEffectConfig struct {\n\tEffectType EffectType             `json:\"effect_type\"`\n\tValue      float64                `json:\"value\"`\n\tDuration   time.Duration          `json:\"duration\"`\n\tTarget     TargetType             `json:\"target\"`\n\tCondition  *EffectConditionConfig `json:\"condition,omitempty\"`\n}\n\n// EffectConditionConfig 效果条件配置\ntype EffectConditionConfig struct {\n\tConditionType ConditionType `json:\"condition_type\"`\n\tValue         interface{}   `json:\"value\"`\n}\n\n// SkillQueryFilter 技能查询过滤器\ntype SkillQueryFilter struct {\n\tPlayerID       string      `json:\"player_id\"`\n\tSkillTypes     []SkillType `json:\"skill_types,omitempty\"`\n\tMinLevel       *int        `json:\"min_level,omitempty\"`\n\tMaxLevel       *int        `json:\"max_level,omitempty\"`\n\tLearnedOnly    bool        `json:\"learned_only\"`\n\tAvailableOnly  bool        `json:\"available_only\"`\n\tUsableOnly     bool        `json:\"usable_only\"`\n\tIncludePassive bool        `json:\"include_passive\"`\n\tSortBy         string      `json:\"sort_by\"`    // level, usage_count, damage\n\tSortOrder      string      `json:\"sort_order\"` // asc, desc\n\tLimit          int         `json:\"limit\"`\n\tOffset         int         `json:\"offset\"`\n}\n"
  },
  {
    "path": "internal/domain/skill/skill.go",
    "content": "package skill\n\nimport (\n\t// \"errors\"\n\t\"time\"\n)\n\n// SkillTree 技能树聚合根\ntype SkillTree struct {\n\tplayerID    string\n\tskills      map[string]*Skill\n\tskillPoints int64\n\ttotalPoints int64\n\tlastUpdate  time.Time\n\tevents      []DomainEvent\n}\n\n// NewSkillTree 创建新技能树\nfunc NewSkillTree(playerID string) *SkillTree {\n\treturn &SkillTree{\n\t\tplayerID:    playerID,\n\t\tskills:      make(map[string]*Skill),\n\t\tskillPoints: 0,\n\t\ttotalPoints: 0,\n\t\tlastUpdate:  time.Now(),\n\t\tevents:      make([]DomainEvent, 0),\n\t}\n}\n\n// Skill 技能实体\ntype Skill struct {\n\tid            string\n\tname          string\n\tdescription   string\n\tskillType     SkillType\n\tlevel         int\n\tmaxLevel      int\n\tprerequisites []string // 前置技能ID\n\teffects       []*SkillEffect\n\tcooldown      time.Duration\n\tlastUsed      *time.Time\n\tmanaCost      int64\n\tcastTime      time.Duration\n\trange_        float64\n\tdamageType    DamageType\n\tbaseDamage    int64\n\tscaling       map[AttributeType]float64\n\tcreatedAt     time.Time\n\tupdatedAt     time.Time\n}\n\n// NewSkill 创建新技能\nfunc NewSkill(id, name string, skillType SkillType) *Skill {\n\treturn &Skill{\n\t\tid:        id,\n\t\tname:      name,\n\t\tskillType: skillType,\n\t\tlevel:     0,\n\t\tmaxLevel:  10,\n\t\teffects:   make([]*SkillEffect, 0),\n\t\tscaling:   make(map[AttributeType]float64),\n\t\tcreatedAt: time.Now(),\n\t\tupdatedAt: time.Now(),\n\t}\n}\n\n// SkillType 技能类型\ntype SkillType int\n\nconst (\n\tSkillTypeActive SkillType = iota + 1\n\tSkillTypePassive\n\tSkillTypeToggle\n\tSkillTypeChanneled\n\tSkillTypeInstant\n)\n\n// DamageType 伤害类型\ntype DamageType int\n\nconst (\n\tDamageTypePhysical DamageType = iota + 1\n\tDamageTypeMagical\n\tDamageTypeTrue\n\tDamageTypeHealing\n)\n\n// AttributeType 属性类型\ntype AttributeType int\n\nconst (\n\tAttributeTypeStrength AttributeType = iota + 1\n\tAttributeTypeIntelligence\n\tAttributeTypeAgility\n\tAttributeTypeVitality\n\tAttributeTypeSpirit\n)\n\n// SkillEffect 技能效果\ntype SkillEffect struct {\n\teffectType EffectType\n\tvalue      float64\n\tduration   time.Duration\n\ttarget     TargetType\n\tcondition  *EffectCondition\n}\n\n// EffectType 效果类型\ntype EffectType int\n\nconst (\n\tEffectTypeDamage EffectType = iota + 1\n\tEffectTypeHeal\n\tEffectTypeBuff\n\tEffectTypeDebuff\n\tEffectTypeStun\n\tEffectTypeSilence\n\tEffectTypeRoot\n\tEffectTypeSlow\n\tEffectTypeHaste\n\tEffectTypeShield\n\tEffectTypeReflect\n)\n\n// TargetType 目标类型\ntype TargetType int\n\nconst (\n\tTargetTypeSelf TargetType = iota + 1\n\tTargetTypeEnemy\n\tTargetTypeAlly\n\tTargetTypeAll\n\tTargetTypeArea\n)\n\n// EffectCondition 效果条件\ntype EffectCondition struct {\n\tconditionType ConditionType\n\tvalue         interface{}\n}\n\n// ConditionType 条件类型\ntype ConditionType int\n\nconst (\n\tConditionTypeHealthBelow ConditionType = iota + 1\n\tConditionTypeManaBelow\n\tConditionTypeEnemyCount\n\tConditionTypeBuffActive\n\tConditionTypeDebuffActive\n)\n\n// SkillCombo 技能连击\ntype SkillCombo struct {\n\tid          string\n\tname        string\n\tskills      []string // 技能ID序列\n\ttimeWindow  time.Duration\n\tbonusEffect *SkillEffect\n}\n\n// DomainEvent 领域事件接口\ntype DomainEvent interface {\n\tEventType() string\n\tOccurredAt() time.Time\n\tPlayerID() string\n}\n\n// SkillLearnedEvent 技能学习事件\ntype SkillLearnedEvent struct {\n\tplayerID   string\n\tskillID    string\n\toccurredAt time.Time\n}\n\nfunc (e SkillLearnedEvent) EventType() string     { return \"skill.learned\" }\nfunc (e SkillLearnedEvent) OccurredAt() time.Time { return e.occurredAt }\nfunc (e SkillLearnedEvent) PlayerID() string      { return e.playerID }\n\n// SkillUpgradedEvent 技能升级事件\ntype SkillUpgradedEvent struct {\n\tplayerID   string\n\tskillID    string\n\toldLevel   int\n\tnewLevel   int\n\toccurredAt time.Time\n}\n\nfunc (e SkillUpgradedEvent) EventType() string     { return \"skill.upgraded\" }\nfunc (e SkillUpgradedEvent) OccurredAt() time.Time { return e.occurredAt }\nfunc (e SkillUpgradedEvent) PlayerID() string      { return e.playerID }\n\n// SkillUsedEvent 技能使用事件\ntype SkillUsedEvent struct {\n\tplayerID   string\n\tskillID    string\n\ttargetID   string\n\tdamage     int64\n\toccurredAt time.Time\n}\n\nfunc (e SkillUsedEvent) EventType() string     { return \"skill.used\" }\nfunc (e SkillUsedEvent) OccurredAt() time.Time { return e.occurredAt }\nfunc (e SkillUsedEvent) PlayerID() string      { return e.playerID }\n\n// SkillPointsGainedEvent 技能点获得事件\ntype SkillPointsGainedEvent struct {\n\tplayerID   string\n\tpoints     int64\n\treason     string\n\toccurredAt time.Time\n}\n\nfunc (e SkillPointsGainedEvent) EventType() string     { return \"skill.points.gained\" }\nfunc (e SkillPointsGainedEvent) OccurredAt() time.Time { return e.occurredAt }\nfunc (e SkillPointsGainedEvent) PlayerID() string      { return e.playerID }\n\n// SkillTree 业务方法\n\n// PlayerID 获取玩家ID\nfunc (st *SkillTree) PlayerID() string {\n\treturn st.playerID\n}\n\n// SkillPoints 获取技能点\nfunc (st *SkillTree) SkillPoints() int64 {\n\treturn st.skillPoints\n}\n\n// TotalPoints 获取总技能点\nfunc (st *SkillTree) TotalPoints() int64 {\n\treturn st.totalPoints\n}\n\n// Skills 获取所有技能\nfunc (st *SkillTree) Skills() map[string]*Skill {\n\treturn st.skills\n}\n\n// GetSkill 获取指定技能\nfunc (st *SkillTree) GetSkill(skillID string) (*Skill, bool) {\n\tskill, exists := st.skills[skillID]\n\treturn skill, exists\n}\n\n// LearnSkill 学习技能\nfunc (st *SkillTree) LearnSkill(skillID string, skillData *Skill) error {\n\tif st.skillPoints <= 0 {\n\t\treturn ErrInsufficientSkillPoints\n\t}\n\n\t// 检查是否已学习\n\tif _, exists := st.skills[skillID]; exists {\n\t\treturn ErrSkillAlreadyLearned\n\t}\n\n\t// 检查前置技能\n\tif !st.checkPrerequisites(skillData.prerequisites) {\n\t\treturn ErrPrerequisitesNotMet\n\t}\n\n\t// 学习技能\n\tskillData.level = 1\n\tskillData.updatedAt = time.Now()\n\tst.skills[skillID] = skillData\n\tst.skillPoints--\n\tst.lastUpdate = time.Now()\n\n\t// 发布事件\n\tst.addEvent(SkillLearnedEvent{\n\t\tplayerID:   st.playerID,\n\t\tskillID:    skillID,\n\t\toccurredAt: time.Now(),\n\t})\n\n\treturn nil\n}\n\n// UpgradeSkill 升级技能\nfunc (st *SkillTree) UpgradeSkill(skillID string) error {\n\tskill, exists := st.skills[skillID]\n\tif !exists {\n\t\treturn ErrSkillNotLearned\n\t}\n\n\tif skill.level >= skill.maxLevel {\n\t\treturn ErrSkillMaxLevel\n\t}\n\n\trequiredPoints := st.calculateUpgradeCost(skill.level)\n\tif st.skillPoints < requiredPoints {\n\t\treturn ErrInsufficientSkillPoints\n\t}\n\n\toldLevel := skill.level\n\tskill.level++\n\tskill.updatedAt = time.Now()\n\tst.skillPoints -= requiredPoints\n\tst.lastUpdate = time.Now()\n\n\t// 发布事件\n\tst.addEvent(SkillUpgradedEvent{\n\t\tplayerID:   st.playerID,\n\t\tskillID:    skillID,\n\t\toldLevel:   oldLevel,\n\t\tnewLevel:   skill.level,\n\t\toccurredAt: time.Now(),\n\t})\n\n\treturn nil\n}\n\n// UseSkill 使用技能\nfunc (st *SkillTree) UseSkill(skillID string, targetID string) (*SkillResult, error) {\n\tskill, exists := st.skills[skillID]\n\tif !exists {\n\t\treturn nil, ErrSkillNotLearned\n\t}\n\n\tif skill.skillType == SkillTypePassive {\n\t\treturn nil, ErrPassiveSkillNotUsable\n\t}\n\n\t// 检查冷却时间\n\tif skill.lastUsed != nil && time.Since(*skill.lastUsed) < skill.cooldown {\n\t\treturn nil, ErrSkillOnCooldown\n\t}\n\n\t// 计算伤害和效果\n\tresult := st.calculateSkillResult(skill, targetID)\n\n\t// 更新使用时间\n\tnow := time.Now()\n\tskill.lastUsed = &now\n\tst.lastUpdate = time.Now()\n\n\t// 发布事件\n\tst.addEvent(SkillUsedEvent{\n\t\tplayerID:   st.playerID,\n\t\tskillID:    skillID,\n\t\ttargetID:   targetID,\n\t\tdamage:     result.Damage,\n\t\toccurredAt: time.Now(),\n\t})\n\n\treturn result, nil\n}\n\n// AddSkillPoints 添加技能点\nfunc (st *SkillTree) AddSkillPoints(points int64, reason string) error {\n\tif points <= 0 {\n\t\treturn ErrInvalidSkillPoints\n\t}\n\n\tst.skillPoints += points\n\tst.totalPoints += points\n\tst.lastUpdate = time.Now()\n\n\t// 发布事件\n\tst.addEvent(SkillPointsGainedEvent{\n\t\tplayerID:   st.playerID,\n\t\tpoints:     points,\n\t\treason:     reason,\n\t\toccurredAt: time.Now(),\n\t})\n\n\treturn nil\n}\n\n// ResetSkills 重置技能\nfunc (st *SkillTree) ResetSkills() error {\n\t// 计算返还的技能点\n\trefundPoints := int64(0)\n\tfor _, skill := range st.skills {\n\t\tfor level := 1; level <= skill.level; level++ {\n\t\t\trefundPoints += st.calculateUpgradeCost(level - 1)\n\t\t}\n\t}\n\n\t// 重置所有技能\n\tst.skills = make(map[string]*Skill)\n\tst.skillPoints += refundPoints\n\tst.lastUpdate = time.Now()\n\n\treturn nil\n}\n\n// checkPrerequisites 检查前置技能\nfunc (st *SkillTree) checkPrerequisites(prerequisites []string) bool {\n\tfor _, prereq := range prerequisites {\n\t\tif _, exists := st.skills[prereq]; !exists {\n\t\t\treturn false\n\t\t}\n\t}\n\treturn true\n}\n\n// calculateUpgradeCost 计算升级消耗\nfunc (st *SkillTree) calculateUpgradeCost(currentLevel int) int64 {\n\t// 基础消耗 + 等级加成\n\treturn int64(currentLevel + 1)\n}\n\n// calculateSkillResult 计算技能结果\nfunc (st *SkillTree) calculateSkillResult(skill *Skill, targetID string) *SkillResult {\n\t// 基础伤害计算\n\tdamage := skill.baseDamage * int64(skill.level)\n\n\t// 这里可以添加更复杂的伤害计算逻辑\n\t// 包括属性加成、暴击、抗性等\n\n\treturn &SkillResult{\n\t\tSkillID:  skill.id,\n\t\tTargetID: targetID,\n\t\tDamage:   damage,\n\t\tEffects:  skill.effects,\n\t\tSuccess:  true,\n\t}\n}\n\n// addEvent 添加领域事件\nfunc (st *SkillTree) addEvent(event DomainEvent) {\n\tst.events = append(st.events, event)\n}\n\n// GetEvents 获取领域事件\nfunc (st *SkillTree) GetEvents() []DomainEvent {\n\treturn st.events\n}\n\n// ClearEvents 清除领域事件\nfunc (st *SkillTree) ClearEvents() {\n\tst.events = make([]DomainEvent, 0)\n}\n\n// SkillResult 技能使用结果\ntype SkillResult struct {\n\tSkillID  string\n\tTargetID string\n\tDamage   int64\n\tEffects  []*SkillEffect\n\tSuccess  bool\n\tMessage  string\n}\n"
  },
  {
    "path": "internal/domain/social/chat/aggregate.go",
    "content": "package chat\n\nimport (\n\t\"context\"\n\t\"time\"\n)\n\n// ChatChannel 聊天频道聚合根\ntype ChatChannel struct {\n\tID          string\n\tName        string\n\tType        ChannelType\n\tDescription string\n\tMaxMembers  int\n\tmembers     map[string]*Member\n\tmessages    []*Message\n\tcreatedAt   time.Time\n\tupdatedAt   time.Time\n\tversion     int64\n}\n\n// ChannelType 频道类型\ntype ChannelType int\n\nconst (\n\tChannelTypeWorld   ChannelType = iota // 世界频道\n\tChannelTypeGuild                      // 公会频道\n\tChannelTypeTeam                       // 队伍频道\n\tChannelTypePrivate                    // 私聊频道\n\tChannelTypeSystem                     // 系统频道\n)\n\n// NewChatChannel 创建新的聊天频道\nfunc NewChatChannel(id, name string, channelType ChannelType) *ChatChannel {\n\treturn &ChatChannel{\n\t\tID:        id,\n\t\tName:      name,\n\t\tType:      channelType,\n\t\tmembers:   make(map[string]*Member),\n\t\tmessages:  make([]*Message, 0),\n\t\tcreatedAt: time.Now(),\n\t\tupdatedAt: time.Now(),\n\t\tversion:   1,\n\t}\n}\n\n// AddMember 添加成员\nfunc (c *ChatChannel) AddMember(member *Member) error {\n\tif len(c.members) >= c.MaxMembers && c.MaxMembers > 0 {\n\t\treturn ErrChannelFull\n\t}\n\n\tif _, exists := c.members[member.PlayerID]; exists {\n\t\treturn ErrMemberAlreadyExists\n\t}\n\n\tc.members[member.PlayerID] = member\n\tc.updatedAt = time.Now()\n\tc.version++\n\n\treturn nil\n}\n\n// RemoveMember 移除成员\nfunc (c *ChatChannel) RemoveMember(playerID string) error {\n\tif _, exists := c.members[playerID]; !exists {\n\t\treturn ErrMemberNotFound\n\t}\n\n\tdelete(c.members, playerID)\n\tc.updatedAt = time.Now()\n\tc.version++\n\n\treturn nil\n}\n\n// SendMessage 发送消息\nfunc (c *ChatChannel) SendMessage(ctx context.Context, message *Message) error {\n\t// 验证发送者是否在频道中\n\tif _, exists := c.members[message.SenderID]; !exists && c.Type != ChannelTypeSystem {\n\t\treturn ErrSenderNotInChannel\n\t}\n\n\t// 验证消息内容\n\tif err := message.Validate(); err != nil {\n\t\treturn err\n\t}\n\n\t// 添加消息到频道\n\tc.messages = append(c.messages, message)\n\tc.updatedAt = time.Now()\n\tc.version++\n\n\t// 限制消息历史数量\n\tif len(c.messages) > MaxMessagesPerChannel {\n\t\tc.messages = c.messages[len(c.messages)-MaxMessagesPerChannel:]\n\t}\n\n\treturn nil\n}\n\n// GetMembers 获取所有成员\nfunc (c *ChatChannel) GetMembers() []*Member {\n\tmembers := make([]*Member, 0, len(c.members))\n\tfor _, member := range c.members {\n\t\tmembers = append(members, member)\n\t}\n\treturn members\n}\n\n// GetRecentMessages 获取最近的消息\nfunc (c *ChatChannel) GetRecentMessages(limit int) []*Message {\n\tif limit <= 0 || limit > len(c.messages) {\n\t\tlimit = len(c.messages)\n\t}\n\n\tstart := len(c.messages) - limit\n\tif start < 0 {\n\t\tstart = 0\n\t}\n\n\treturn c.messages[start:]\n}\n\n// IsMember 检查是否为成员\nfunc (c *ChatChannel) IsMember(playerID string) bool {\n\t_, exists := c.members[playerID]\n\treturn exists\n}\n\n// GetVersion 获取版本号\nfunc (c *ChatChannel) GetVersion() int64 {\n\treturn c.version\n}\n\nconst (\n\tMaxMessagesPerChannel = 100 // 每个频道最大消息数\n)\n"
  },
  {
    "path": "internal/domain/social/chat/chat_service.go",
    "content": "package chat\n\nimport (\n\t\"context\"\n\t\"fmt\"\n)\n\n// ChatService 聊天领域服务\ntype ChatService struct {\n\tchatRepo ChatRepository\n}\n\n// NewChatService 创建聊天服务\nfunc NewChatService(chatRepo ChatRepository) *ChatService {\n\treturn &ChatService{\n\t\tchatRepo: chatRepo,\n\t}\n}\n\n// CreateChannel 创建聊天频道\nfunc (s *ChatService) CreateChannel(ctx context.Context, name string, channelType ChannelType, creatorID string) (*ChatChannel, error) {\n\t// 验证频道名称\n\tif err := s.validateChannelName(name); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 检查频道是否已存在\n\texists, err := s.chatRepo.ChannelExistsByName(ctx, name)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"检查频道是否存在失败: %w\", err)\n\t}\n\tif exists {\n\t\treturn nil, ErrChannelAlreadyExists\n\t}\n\n\t// 创建频道\n\tchannelID := generateChannelID()\n\tchannel := NewChatChannel(channelID, name, channelType)\n\n\t// 添加创建者为所有者\n\tcreator := NewMember(creatorID, \"\")\n\tcreator.SetRole(MemberRoleOwner)\n\tif err := channel.AddMember(creator); err != nil {\n\t\treturn nil, fmt.Errorf(\"添加创建者失败: %w\", err)\n\t}\n\n\t// 保存频道\n\tif err := s.chatRepo.SaveChannel(ctx, channel); err != nil {\n\t\treturn nil, fmt.Errorf(\"保存频道失败: %w\", err)\n\t}\n\n\treturn channel, nil\n}\n\n// JoinChannel 加入频道\nfunc (s *ChatService) JoinChannel(ctx context.Context, channelID, playerID, nickname string) error {\n\t// 获取频道\n\tchannel, err := s.chatRepo.GetChannelByID(ctx, channelID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"获取频道失败: %w\", err)\n\t}\n\tif channel == nil {\n\t\treturn ErrChannelNotFound\n\t}\n\n\t// 检查是否已经是成员\n\tif channel.IsMember(playerID) {\n\t\treturn ErrMemberAlreadyExists\n\t}\n\n\t// 创建新成员\n\tmember := NewMember(playerID, nickname)\n\n\t// 添加成员到频道\n\tif err := channel.AddMember(member); err != nil {\n\t\treturn err\n\t}\n\n\t// 保存频道\n\tif err := s.chatRepo.SaveChannel(ctx, channel); err != nil {\n\t\treturn fmt.Errorf(\"保存频道失败: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// LeaveChannel 离开频道\nfunc (s *ChatService) LeaveChannel(ctx context.Context, channelID, playerID string) error {\n\t// 获取频道\n\tchannel, err := s.chatRepo.GetChannelByID(ctx, channelID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"获取频道失败: %w\", err)\n\t}\n\tif channel == nil {\n\t\treturn ErrChannelNotFound\n\t}\n\n\t// 移除成员\n\tif err := channel.RemoveMember(playerID); err != nil {\n\t\treturn err\n\t}\n\n\t// 保存频道\n\tif err := s.chatRepo.SaveChannel(ctx, channel); err != nil {\n\t\treturn fmt.Errorf(\"保存频道失败: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// SendMessage 发送消息\nfunc (s *ChatService) SendMessage(ctx context.Context, channelID, senderID, content string, msgType MessageType) (*Message, error) {\n\t// 获取频道\n\tchannel, err := s.chatRepo.GetChannelByID(ctx, channelID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"获取频道失败: %w\", err)\n\t}\n\tif channel == nil {\n\t\treturn nil, ErrChannelNotFound\n\t}\n\n\t// 创建消息\n\tmessage := NewMessage(channelID, senderID, content, msgType)\n\n\t// 发送消息到频道\n\tif err := channel.SendMessage(ctx, message); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 保存消息\n\tif err := s.chatRepo.SaveMessage(ctx, message); err != nil {\n\t\treturn nil, fmt.Errorf(\"保存消息失败: %w\", err)\n\t}\n\n\t// 保存频道（更新版本）\n\tif err := s.chatRepo.SaveChannel(ctx, channel); err != nil {\n\t\treturn nil, fmt.Errorf(\"保存频道失败: %w\", err)\n\t}\n\n\treturn message, nil\n}\n\n// GetChannelMessages 获取频道消息\nfunc (s *ChatService) GetChannelMessages(ctx context.Context, channelID string, limit int) ([]*Message, error) {\n\treturn s.chatRepo.GetMessagesByChannelID(ctx, channelID, limit)\n}\n\n// validateChannelName 验证频道名称\nfunc (s *ChatService) validateChannelName(name string) error {\n\tif len(name) < 2 {\n\t\treturn ErrChannelNameTooShort\n\t}\n\tif len(name) > 50 {\n\t\treturn ErrChannelNameTooLong\n\t}\n\treturn nil\n}\n\n// generateChannelID 生成频道ID\nfunc generateChannelID() string {\n\treturn \"ch_\" + randomString(16)\n}\n"
  },
  {
    "path": "internal/domain/social/chat/errors.go",
    "content": "package chat\n\nimport \"errors\"\n\n// 聊天相关错误定义\nvar (\n\t// 频道相关错误\n\tErrChannelNotFound      = errors.New(\"频道不存在\")\n\tErrChannelAlreadyExists = errors.New(\"频道已存在\")\n\tErrChannelFull          = errors.New(\"频道已满\")\n\tErrChannelNameTooShort  = errors.New(\"频道名称太短\")\n\tErrChannelNameTooLong   = errors.New(\"频道名称太长\")\n\tErrInvalidChannelID     = errors.New(\"无效的频道ID\")\n\n\t// 成员相关错误\n\tErrMemberNotFound         = errors.New(\"成员不存在\")\n\tErrMemberAlreadyExists    = errors.New(\"成员已存在\")\n\tErrMemberMuted            = errors.New(\"成员被禁言\")\n\tErrInsufficientPermission = errors.New(\"权限不足\")\n\tErrSenderNotInChannel     = errors.New(\"发送者不在频道中\")\n\n\t// 消息相关错误\n\tErrMessageNotFound    = errors.New(\"消息不存在\")\n\tErrEmptyContent       = errors.New(\"消息内容为空\")\n\tErrMessageTooLong     = errors.New(\"消息内容过长\")\n\tErrInvalidSenderID    = errors.New(\"无效的发送者ID\")\n\tErrInvalidMessageType = errors.New(\"无效的消息类型\")\n\n\t// 系统相关错误\n\tErrSystemError   = errors.New(\"系统错误\")\n\tErrDatabaseError = errors.New(\"数据库错误\")\n\tErrNetworkError  = errors.New(\"网络错误\")\n)\n"
  },
  {
    "path": "internal/domain/social/chat/events.go",
    "content": "package chat\n\nimport \"time\"\n\n// ChatEvent 聊天事件接口\ntype ChatEvent interface {\n\tGetEventType() string\n\tGetTimestamp() time.Time\n\tGetChannelID() string\n}\n\n// BaseEvent 基础事件\ntype BaseEvent struct {\n\tEventType string\n\tTimestamp time.Time\n\tChannelID string\n}\n\nfunc (e BaseEvent) GetEventType() string {\n\treturn e.EventType\n}\n\nfunc (e BaseEvent) GetTimestamp() time.Time {\n\treturn e.Timestamp\n}\n\nfunc (e BaseEvent) GetChannelID() string {\n\treturn e.ChannelID\n}\n\n// ChannelCreatedEvent 频道创建事件\ntype ChannelCreatedEvent struct {\n\tBaseEvent\n\tChannelName string\n\tChannelType ChannelType\n\tCreatorID   string\n}\n\n// NewChannelCreatedEvent 创建频道创建事件\nfunc NewChannelCreatedEvent(channelID, channelName string, channelType ChannelType, creatorID string) *ChannelCreatedEvent {\n\treturn &ChannelCreatedEvent{\n\t\tBaseEvent: BaseEvent{\n\t\t\tEventType: \"channel.created\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tChannelID: channelID,\n\t\t},\n\t\tChannelName: channelName,\n\t\tChannelType: channelType,\n\t\tCreatorID:   creatorID,\n\t}\n}\n\n// MemberJoinedEvent 成员加入事件\ntype MemberJoinedEvent struct {\n\tBaseEvent\n\tPlayerID string\n\tNickname string\n}\n\n// NewMemberJoinedEvent 创建成员加入事件\nfunc NewMemberJoinedEvent(channelID, playerID, nickname string) *MemberJoinedEvent {\n\treturn &MemberJoinedEvent{\n\t\tBaseEvent: BaseEvent{\n\t\t\tEventType: \"member.joined\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tChannelID: channelID,\n\t\t},\n\t\tPlayerID: playerID,\n\t\tNickname: nickname,\n\t}\n}\n\n// MemberLeftEvent 成员离开事件\ntype MemberLeftEvent struct {\n\tBaseEvent\n\tPlayerID string\n}\n\n// NewMemberLeftEvent 创建成员离开事件\nfunc NewMemberLeftEvent(channelID, playerID string) *MemberLeftEvent {\n\treturn &MemberLeftEvent{\n\t\tBaseEvent: BaseEvent{\n\t\t\tEventType: \"member.left\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tChannelID: channelID,\n\t\t},\n\t\tPlayerID: playerID,\n\t}\n}\n\n// MessageSentEvent 消息发送事件\ntype MessageSentEvent struct {\n\tBaseEvent\n\tMessageID string\n\tSenderID  string\n\tContent   string\n\tType      MessageType\n}\n\n// NewMessageSentEvent 创建消息发送事件\nfunc NewMessageSentEvent(channelID, messageID, senderID, content string, msgType MessageType) *MessageSentEvent {\n\treturn &MessageSentEvent{\n\t\tBaseEvent: BaseEvent{\n\t\t\tEventType: \"message.sent\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tChannelID: channelID,\n\t\t},\n\t\tMessageID: messageID,\n\t\tSenderID:  senderID,\n\t\tContent:   content,\n\t\tType:      msgType,\n\t}\n}\n\n// MemberMutedEvent 成员被禁言事件\ntype MemberMutedEvent struct {\n\tBaseEvent\n\tPlayerID string\n\tMutedBy  string\n\tDuration time.Duration\n\tReason   string\n}\n\n// NewMemberMutedEvent 创建成员禁言事件\nfunc NewMemberMutedEvent(channelID, playerID, mutedBy string, duration time.Duration, reason string) *MemberMutedEvent {\n\treturn &MemberMutedEvent{\n\t\tBaseEvent: BaseEvent{\n\t\t\tEventType: \"member.muted\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tChannelID: channelID,\n\t\t},\n\t\tPlayerID: playerID,\n\t\tMutedBy:  mutedBy,\n\t\tDuration: duration,\n\t\tReason:   reason,\n\t}\n}\n\n// MemberUnmutedEvent 成员解除禁言事件\ntype MemberUnmutedEvent struct {\n\tBaseEvent\n\tPlayerID  string\n\tUnmutedBy string\n}\n\n// NewMemberUnmutedEvent 创建成员解除禁言事件\nfunc NewMemberUnmutedEvent(channelID, playerID, unmutedBy string) *MemberUnmutedEvent {\n\treturn &MemberUnmutedEvent{\n\t\tBaseEvent: BaseEvent{\n\t\t\tEventType: \"member.unmuted\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tChannelID: channelID,\n\t\t},\n\t\tPlayerID:  playerID,\n\t\tUnmutedBy: unmutedBy,\n\t}\n}\n"
  },
  {
    "path": "internal/domain/social/chat/member.go",
    "content": "package chat\n\nimport (\n\t\"time\"\n)\n\n// Member 聊天频道成员实体\ntype Member struct {\n\tPlayerID    string\n\tNickname    string\n\tRole        MemberRole\n\tJoinedAt    time.Time\n\tLastActive  time.Time\n\tPermissions []Permission\n\tIsMuted     bool\n\tMutedUntil  *time.Time\n}\n\n// MemberRole 成员角色\ntype MemberRole int\n\nconst (\n\tMemberRoleNormal    MemberRole = iota // 普通成员\n\tMemberRoleModerator                   // 管理员\n\tMemberRoleOwner                       // 频道所有者\n)\n\n// Permission 权限\ntype Permission int\n\nconst (\n\tPermissionSendMessage   Permission = iota // 发送消息\n\tPermissionDeleteMessage                   // 删除消息\n\tPermissionMuteMembers                     // 禁言成员\n\tPermissionKickMembers                     // 踢出成员\n\tPermissionManageChannel                   // 管理频道\n)\n\n// NewMember 创建新成员\nfunc NewMember(playerID, nickname string) *Member {\n\treturn &Member{\n\t\tPlayerID:    playerID,\n\t\tNickname:    nickname,\n\t\tRole:        MemberRoleNormal,\n\t\tJoinedAt:    time.Now(),\n\t\tLastActive:  time.Now(),\n\t\tPermissions: getDefaultPermissions(MemberRoleNormal),\n\t\tIsMuted:     false,\n\t}\n}\n\n// HasPermission 检查是否有权限\nfunc (m *Member) HasPermission(permission Permission) bool {\n\tfor _, p := range m.Permissions {\n\t\tif p == permission {\n\t\t\treturn true\n\t\t}\n\t}\n\treturn false\n}\n\n// SetRole 设置角色\nfunc (m *Member) SetRole(role MemberRole) {\n\tm.Role = role\n\tm.Permissions = getDefaultPermissions(role)\n}\n\n// Mute 禁言成员\nfunc (m *Member) Mute(duration time.Duration) {\n\tm.IsMuted = true\n\tmutedUntil := time.Now().Add(duration)\n\tm.MutedUntil = &mutedUntil\n}\n\n// Unmute 解除禁言\nfunc (m *Member) Unmute() {\n\tm.IsMuted = false\n\tm.MutedUntil = nil\n}\n\n// IsCurrentlyMuted 检查当前是否被禁言\nfunc (m *Member) IsCurrentlyMuted() bool {\n\tif !m.IsMuted {\n\t\treturn false\n\t}\n\n\tif m.MutedUntil != nil && time.Now().After(*m.MutedUntil) {\n\t\tm.Unmute()\n\t\treturn false\n\t}\n\n\treturn true\n}\n\n// UpdateLastActive 更新最后活跃时间\nfunc (m *Member) UpdateLastActive() {\n\tm.LastActive = time.Now()\n}\n\n// GetMembershipDuration 获取加入时长\nfunc (m *Member) GetMembershipDuration() time.Duration {\n\treturn time.Since(m.JoinedAt)\n}\n\n// CanSendMessage 检查是否可以发送消息\nfunc (m *Member) CanSendMessage() bool {\n\treturn m.HasPermission(PermissionSendMessage) && !m.IsCurrentlyMuted()\n}\n\n// getDefaultPermissions 获取角色默认权限\nfunc getDefaultPermissions(role MemberRole) []Permission {\n\tswitch role {\n\tcase MemberRoleNormal:\n\t\treturn []Permission{PermissionSendMessage}\n\tcase MemberRoleModerator:\n\t\treturn []Permission{\n\t\t\tPermissionSendMessage,\n\t\t\tPermissionDeleteMessage,\n\t\t\tPermissionMuteMembers,\n\t\t}\n\tcase MemberRoleOwner:\n\t\treturn []Permission{\n\t\t\tPermissionSendMessage,\n\t\t\tPermissionDeleteMessage,\n\t\t\tPermissionMuteMembers,\n\t\t\tPermissionKickMembers,\n\t\t\tPermissionManageChannel,\n\t\t}\n\tdefault:\n\t\treturn []Permission{PermissionSendMessage}\n\t}\n}\n"
  },
  {
    "path": "internal/domain/social/chat/message.go",
    "content": "package chat\n\nimport (\n\t\"strings\"\n\t\"time\"\n)\n\n// Message 聊天消息实体\ntype Message struct {\n\tID        string\n\tChannelID string\n\tSenderID  string\n\tContent   string\n\tType      MessageType\n\tTimestamp time.Time\n\tMetadata  map[string]interface{}\n}\n\n// MessageType 消息类型\ntype MessageType int\n\nconst (\n\tMessageTypeText   MessageType = iota // 文本消息\n\tMessageTypeImage                     // 图片消息\n\tMessageTypeSystem                    // 系统消息\n\tMessageTypeEmoji                     // 表情消息\n\tMessageTypeItem                      // 物品链接消息\n)\n\n// NewMessage 创建新消息\nfunc NewMessage(channelID, senderID, content string, msgType MessageType) *Message {\n\treturn &Message{\n\t\tID:        generateMessageID(),\n\t\tChannelID: channelID,\n\t\tSenderID:  senderID,\n\t\tContent:   content,\n\t\tType:      msgType,\n\t\tTimestamp: time.Now(),\n\t\tMetadata:  make(map[string]interface{}),\n\t}\n}\n\n// NewSystemMessage 创建系统消息\nfunc NewSystemMessage(channelID, content string) *Message {\n\treturn &Message{\n\t\tID:        generateMessageID(),\n\t\tChannelID: channelID,\n\t\tSenderID:  \"system\",\n\t\tContent:   content,\n\t\tType:      MessageTypeSystem,\n\t\tTimestamp: time.Now(),\n\t\tMetadata:  make(map[string]interface{}),\n\t}\n}\n\n// Validate 验证消息\nfunc (m *Message) Validate() error {\n\tif m.ChannelID == \"\" {\n\t\treturn ErrInvalidChannelID\n\t}\n\n\tif m.SenderID == \"\" {\n\t\treturn ErrInvalidSenderID\n\t}\n\n\tif strings.TrimSpace(m.Content) == \"\" {\n\t\treturn ErrEmptyContent\n\t}\n\n\tif len(m.Content) > MaxMessageLength {\n\t\treturn ErrMessageTooLong\n\t}\n\n\treturn nil\n}\n\n// SetMetadata 设置元数据\nfunc (m *Message) SetMetadata(key string, value interface{}) {\n\tm.Metadata[key] = value\n}\n\n// GetMetadata 获取元数据\nfunc (m *Message) GetMetadata(key string) (interface{}, bool) {\n\tvalue, exists := m.Metadata[key]\n\treturn value, exists\n}\n\n// IsSystemMessage 是否为系统消息\nfunc (m *Message) IsSystemMessage() bool {\n\treturn m.Type == MessageTypeSystem\n}\n\n// GetAge 获取消息年龄\nfunc (m *Message) GetAge() time.Duration {\n\treturn time.Since(m.Timestamp)\n}\n\nconst (\n\tMaxMessageLength = 500 // 最大消息长度\n)\n\n// generateMessageID 生成消息ID\nfunc generateMessageID() string {\n\t// 简单的ID生成，实际项目中应使用更robust的方案\n\treturn time.Now().Format(\"20060102150405\") + \"-\" + randomString(8)\n}\n\n// randomString 生成随机字符串\nfunc randomString(length int) string {\n\tconst charset = \"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789\"\n\tb := make([]byte, length)\n\tfor i := range b {\n\t\tb[i] = charset[time.Now().UnixNano()%int64(len(charset))]\n\t}\n\treturn string(b)\n}\n"
  },
  {
    "path": "internal/domain/social/chat/repository.go",
    "content": "package chat\n\nimport \"context\"\n\n// ChatRepository 聊天仓储接口\ntype ChatRepository interface {\n\t// 频道相关\n\tSaveChannel(ctx context.Context, channel *ChatChannel) error\n\tGetChannelByID(ctx context.Context, channelID string) (*ChatChannel, error)\n\tGetChannelByName(ctx context.Context, name string) (*ChatChannel, error)\n\tChannelExistsByName(ctx context.Context, name string) (bool, error)\n\tDeleteChannel(ctx context.Context, channelID string) error\n\tGetChannelsByType(ctx context.Context, channelType ChannelType) ([]*ChatChannel, error)\n\tGetPlayerChannels(ctx context.Context, playerID string) ([]*ChatChannel, error)\n\n\t// 消息相关\n\tSaveMessage(ctx context.Context, message *Message) error\n\tGetMessageByID(ctx context.Context, messageID string) (*Message, error)\n\tGetMessagesByChannelID(ctx context.Context, channelID string, limit int) ([]*Message, error)\n\tDeleteMessage(ctx context.Context, messageID string) error\n\tGetMessagesByTimeRange(ctx context.Context, channelID string, start, end int64) ([]*Message, error)\n\n\t// 成员相关\n\tGetChannelMembers(ctx context.Context, channelID string) ([]*Member, error)\n\tGetMemberByPlayerID(ctx context.Context, channelID, playerID string) (*Member, error)\n\tUpdateMember(ctx context.Context, channelID string, member *Member) error\n}\n"
  },
  {
    "path": "internal/domain/social/email/attachment.go",
    "content": "package email\n\nimport \"time\"\n\n// Attachment 邮件附件实体\ntype Attachment struct {\n\tID        string\n\tType      AttachmentType\n\tItemID    string\n\tQuantity  int64\n\tClaimed   bool\n\tClaimedAt *time.Time\n\tExpiresAt *time.Time\n}\n\n// AttachmentType 附件类型\ntype AttachmentType int\n\nconst (\n\tAttachmentTypeItem     AttachmentType = iota // 物品\n\tAttachmentTypeCurrency                       // 货币\n\tAttachmentTypeExp                            // 经验\n\tAttachmentTypeVIP                            // VIP时间\n)\n\n// NewAttachment 创建新附件\nfunc NewAttachment(attachmentType AttachmentType, itemID string, quantity int64) *Attachment {\n\treturn &Attachment{\n\t\tID:       generateAttachmentID(),\n\t\tType:     attachmentType,\n\t\tItemID:   itemID,\n\t\tQuantity: quantity,\n\t\tClaimed:  false,\n\t}\n}\n\n// NewItemAttachment 创建物品附件\nfunc NewItemAttachment(itemID string, quantity int64) *Attachment {\n\treturn NewAttachment(AttachmentTypeItem, itemID, quantity)\n}\n\n// NewCurrencyAttachment 创建货币附件\nfunc NewCurrencyAttachment(currencyType string, amount int64) *Attachment {\n\treturn NewAttachment(AttachmentTypeCurrency, currencyType, amount)\n}\n\n// NewExpAttachment 创建经验附件\nfunc NewExpAttachment(amount int64) *Attachment {\n\treturn NewAttachment(AttachmentTypeExp, \"exp\", amount)\n}\n\n// Claim 领取附件\nfunc (a *Attachment) Claim() error {\n\tif a.Claimed {\n\t\treturn ErrAttachmentAlreadyClaimed\n\t}\n\n\tif a.IsExpired() {\n\t\treturn ErrAttachmentExpired\n\t}\n\n\ta.Claimed = true\n\tclaimedAt := time.Now()\n\ta.ClaimedAt = &claimedAt\n\n\treturn nil\n}\n\n// IsExpired 检查附件是否已过期\nfunc (a *Attachment) IsExpired() bool {\n\tif a.ExpiresAt == nil {\n\t\treturn false\n\t}\n\treturn time.Now().After(*a.ExpiresAt)\n}\n\n// SetExpiration 设置过期时间\nfunc (a *Attachment) SetExpiration(expiresAt time.Time) {\n\ta.ExpiresAt = &expiresAt\n}\n\n// IsClaimed 是否已领取\nfunc (a *Attachment) IsClaimed() bool {\n\treturn a.Claimed\n}\n\n// IsItem 是否为物品附件\nfunc (a *Attachment) IsItem() bool {\n\treturn a.Type == AttachmentTypeItem\n}\n\n// IsCurrency 是否为货币附件\nfunc (a *Attachment) IsCurrency() bool {\n\treturn a.Type == AttachmentTypeCurrency\n}\n\n// IsExp 是否为经验附件\nfunc (a *Attachment) IsExp() bool {\n\treturn a.Type == AttachmentTypeExp\n}\n\n// generateAttachmentID 生成附件ID\nfunc generateAttachmentID() string {\n\treturn \"att_\" + randomString(12)\n}\n"
  },
  {
    "path": "internal/domain/social/email/email.go",
    "content": "package email\n\nimport (\n\t\"time\"\n)\n\n// Email 邮件聚合根\ntype Email struct {\n\tID          string\n\tSenderID    string\n\tReceiverID  string\n\tSubject     string\n\tContent     string\n\tType        EmailType\n\tStatus      EmailStatus\n\tattachments []*Attachment\n\tSentAt      time.Time\n\tReadAt      *time.Time\n\tExpiresAt   *time.Time\n\tVersion     int64\n}\n\n// EmailType 邮件类型\ntype EmailType int\n\nconst (\n\tEmailTypeNormal EmailType = iota // 普通邮件\n\tEmailTypeSystem                  // 系统邮件\n\tEmailTypeReward                  // 奖励邮件\n\tEmailTypeNotice                  // 通知邮件\n)\n\n// EmailStatus 邮件状态\ntype EmailStatus int\n\nconst (\n\tEmailStatusUnread  EmailStatus = iota // 未读\n\tEmailStatusRead                       // 已读\n\tEmailStatusDeleted                    // 已删除\n\tEmailStatusExpired                    // 已过期\n)\n\n// NewEmail 创建新邮件\nfunc NewEmail(senderID, receiverID, subject, content string, emailType EmailType) *Email {\n\treturn &Email{\n\t\tID:          generateEmailID(),\n\t\tSenderID:    senderID,\n\t\tReceiverID:  receiverID,\n\t\tSubject:     subject,\n\t\tContent:     content,\n\t\tType:        emailType,\n\t\tStatus:      EmailStatusUnread,\n\t\tattachments: make([]*Attachment, 0),\n\t\tSentAt:      time.Now(),\n\t\tVersion:     1,\n\t}\n}\n\n// NewSystemEmail 创建系统邮件\nfunc NewSystemEmail(receiverID, subject, content string) *Email {\n\temail := NewEmail(\"system\", receiverID, subject, content, EmailTypeSystem)\n\t// 系统邮件30天后过期\n\texpiresAt := time.Now().Add(30 * 24 * time.Hour)\n\temail.ExpiresAt = &expiresAt\n\treturn email\n}\n\n// AddAttachment 添加附件\nfunc (e *Email) AddAttachment(attachment *Attachment) error {\n\tif len(e.attachments) >= MaxAttachmentsPerEmail {\n\t\treturn ErrTooManyAttachments\n\t}\n\n\te.attachments = append(e.attachments, attachment)\n\te.Version++\n\n\treturn nil\n}\n\n// MarkAsRead 标记为已读\nfunc (e *Email) MarkAsRead() error {\n\tif e.Status == EmailStatusDeleted {\n\t\treturn ErrEmailDeleted\n\t}\n\n\tif e.IsExpired() {\n\t\treturn ErrEmailExpired\n\t}\n\n\tif e.Status == EmailStatusUnread {\n\t\te.Status = EmailStatusRead\n\t\treadAt := time.Now()\n\t\te.ReadAt = &readAt\n\t\te.Version++\n\t}\n\n\treturn nil\n}\n\n// Delete 删除邮件\nfunc (e *Email) Delete() error {\n\tif e.Status == EmailStatusDeleted {\n\t\treturn ErrEmailAlreadyDeleted\n\t}\n\n\te.Status = EmailStatusDeleted\n\te.Version++\n\n\treturn nil\n}\n\n// IsExpired 检查是否已过期\nfunc (e *Email) IsExpired() bool {\n\tif e.Status == EmailStatusExpired {\n\t\treturn true\n\t}\n\n\tif e.ExpiresAt != nil && time.Now().After(*e.ExpiresAt) {\n\t\te.Status = EmailStatusExpired\n\t\te.Version++\n\t\treturn true\n\t}\n\n\treturn false\n}\n\n// IsRead 是否已读\nfunc (e *Email) IsRead() bool {\n\treturn e.Status == EmailStatusRead\n}\n\n// IsDeleted 是否已删除\nfunc (e *Email) IsDeleted() bool {\n\treturn e.Status == EmailStatusDeleted\n}\n\n// GetAttachments 获取所有附件\nfunc (e *Email) GetAttachments() []*Attachment {\n\treturn e.attachments\n}\n\n// HasAttachments 是否有附件\nfunc (e *Email) HasAttachments() bool {\n\treturn len(e.attachments) > 0\n}\n\n// GetAge 获取邮件年龄\nfunc (e *Email) GetAge() time.Duration {\n\treturn time.Since(e.SentAt)\n}\n\nconst (\n\tMaxAttachmentsPerEmail = 10 // 每封邮件最大附件数\n)\n\n// generateEmailID 生成邮件ID\nfunc generateEmailID() string {\n\treturn \"email_\" + randomString(16)\n}\n\n// randomString 生成随机字符串\nfunc randomString(length int) string {\n\tconst charset = \"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789\"\n\tb := make([]byte, length)\n\tfor i := range b {\n\t\tb[i] = charset[i%len(charset)]\n\t}\n\treturn string(b)\n}\n"
  },
  {
    "path": "internal/domain/social/email/email_service.go",
    "content": "package email\n\nimport (\n\t\"context\"\n\t\"fmt\"\n)\n\n// EmailService 邮件领域服务\ntype EmailService struct {\n\temailRepo EmailRepository\n}\n\n// NewEmailService 创建邮件服务\nfunc NewEmailService(emailRepo EmailRepository) *EmailService {\n\treturn &EmailService{\n\t\temailRepo: emailRepo,\n\t}\n}\n\n// SendEmail 发送邮件\nfunc (s *EmailService) SendEmail(ctx context.Context, senderID, receiverID, subject, content string, emailType EmailType) (*Email, error) {\n\t// 验证邮件内容\n\tif err := s.validateEmail(subject, content); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 检查接收者邮箱是否已满\n\tcount, err := s.emailRepo.GetUnreadEmailCount(ctx, receiverID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"获取未读邮件数量失败: %w\", err)\n\t}\n\tif count >= MaxEmailsPerPlayer {\n\t\treturn nil, ErrMailboxFull\n\t}\n\n\t// 创建邮件\n\temail := NewEmail(senderID, receiverID, subject, content, emailType)\n\n\t// 保存邮件\n\tif err := s.emailRepo.SaveEmail(ctx, email); err != nil {\n\t\treturn nil, fmt.Errorf(\"保存邮件失败: %w\", err)\n\t}\n\n\treturn email, nil\n}\n\n// SendSystemEmail 发送系统邮件\nfunc (s *EmailService) SendSystemEmail(ctx context.Context, receiverID, subject, content string, attachments []*Attachment) (*Email, error) {\n\t// 创建系统邮件\n\temail := NewSystemEmail(receiverID, subject, content)\n\n\t// 添加附件\n\tfor _, attachment := range attachments {\n\t\tif err := email.AddAttachment(attachment); err != nil {\n\t\t\treturn nil, fmt.Errorf(\"添加附件失败: %w\", err)\n\t\t}\n\t}\n\n\t// 保存邮件\n\tif err := s.emailRepo.SaveEmail(ctx, email); err != nil {\n\t\treturn nil, fmt.Errorf(\"保存邮件失败: %w\", err)\n\t}\n\n\treturn email, nil\n}\n\n// ReadEmail 读取邮件\nfunc (s *EmailService) ReadEmail(ctx context.Context, emailID, playerID string) (*Email, error) {\n\t// 获取邮件\n\temail, err := s.emailRepo.GetEmailByID(ctx, emailID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"获取邮件失败: %w\", err)\n\t}\n\tif email == nil {\n\t\treturn nil, ErrEmailNotFound\n\t}\n\n\t// 验证权限\n\tif email.ReceiverID != playerID {\n\t\treturn nil, ErrInsufficientPermission\n\t}\n\n\t// 标记为已读\n\tif err := email.MarkAsRead(); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 保存更改\n\tif err := s.emailRepo.SaveEmail(ctx, email); err != nil {\n\t\treturn nil, fmt.Errorf(\"保存邮件失败: %w\", err)\n\t}\n\n\treturn email, nil\n}\n\n// ClaimAttachment 领取附件\nfunc (s *EmailService) ClaimAttachment(ctx context.Context, emailID, attachmentID, playerID string) error {\n\t// 获取邮件\n\temail, err := s.emailRepo.GetEmailByID(ctx, emailID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"获取邮件失败: %w\", err)\n\t}\n\tif email == nil {\n\t\treturn ErrEmailNotFound\n\t}\n\n\t// 验证权限\n\tif email.ReceiverID != playerID {\n\t\treturn ErrInsufficientPermission\n\t}\n\n\t// 查找附件\n\tvar targetAttachment *Attachment\n\tfor _, attachment := range email.GetAttachments() {\n\t\tif attachment.ID == attachmentID {\n\t\t\ttargetAttachment = attachment\n\t\t\tbreak\n\t\t}\n\t}\n\n\tif targetAttachment == nil {\n\t\treturn ErrAttachmentNotFound\n\t}\n\n\t// 领取附件\n\tif err := targetAttachment.Claim(); err != nil {\n\t\treturn err\n\t}\n\n\t// 保存更改\n\tif err := s.emailRepo.SaveEmail(ctx, email); err != nil {\n\t\treturn fmt.Errorf(\"保存邮件失败: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// DeleteEmail 删除邮件\nfunc (s *EmailService) DeleteEmail(ctx context.Context, emailID, playerID string) error {\n\t// 获取邮件\n\temail, err := s.emailRepo.GetEmailByID(ctx, emailID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"获取邮件失败: %w\", err)\n\t}\n\tif email == nil {\n\t\treturn ErrEmailNotFound\n\t}\n\n\t// 验证权限\n\tif email.ReceiverID != playerID {\n\t\treturn ErrInsufficientPermission\n\t}\n\n\t// 删除邮件\n\tif err := email.Delete(); err != nil {\n\t\treturn err\n\t}\n\n\t// 保存更改\n\tif err := s.emailRepo.SaveEmail(ctx, email); err != nil {\n\t\treturn fmt.Errorf(\"保存邮件失败: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// GetPlayerEmails 获取玩家邮件列表\nfunc (s *EmailService) GetPlayerEmails(ctx context.Context, playerID string, limit int) ([]*Email, error) {\n\treturn s.emailRepo.GetEmailsByReceiverID(ctx, playerID, limit)\n}\n\n// validateEmail 验证邮件\nfunc (s *EmailService) validateEmail(subject, content string) error {\n\tif len(subject) == 0 {\n\t\treturn ErrEmptySubject\n\t}\n\tif len(subject) > MaxSubjectLength {\n\t\treturn ErrSubjectTooLong\n\t}\n\tif len(content) > MaxContentLength {\n\t\treturn ErrContentTooLong\n\t}\n\treturn nil\n}\n\nconst (\n\tMaxEmailsPerPlayer = 100  // 每个玩家最大邮件数\n\tMaxSubjectLength   = 100  // 最大主题长度\n\tMaxContentLength   = 1000 // 最大内容长度\n)\n"
  },
  {
    "path": "internal/domain/social/email/errors.go",
    "content": "package email\n\nimport \"errors\"\n\n// 邮件相关错误定义\nvar (\n\t// 邮件相关错误\n\tErrEmailNotFound       = errors.New(\"邮件不存在\")\n\tErrEmailDeleted        = errors.New(\"邮件已删除\")\n\tErrEmailAlreadyDeleted = errors.New(\"邮件已经被删除\")\n\tErrEmailExpired        = errors.New(\"邮件已过期\")\n\tErrMailboxFull         = errors.New(\"邮箱已满\")\n\tErrEmptySubject        = errors.New(\"邮件主题不能为空\")\n\tErrSubjectTooLong      = errors.New(\"邮件主题过长\")\n\tErrContentTooLong      = errors.New(\"邮件内容过长\")\n\n\t// 附件相关错误\n\tErrAttachmentNotFound       = errors.New(\"附件不存在\")\n\tErrAttachmentAlreadyClaimed = errors.New(\"附件已被领取\")\n\tErrAttachmentExpired        = errors.New(\"附件已过期\")\n\tErrTooManyAttachments       = errors.New(\"附件数量过多\")\n\n\t// 权限相关错误\n\tErrInsufficientPermission = errors.New(\"权限不足\")\n\tErrCannotSendToSelf       = errors.New(\"不能给自己发送邮件\")\n\n\t// 系统相关错误\n\tErrSystemError   = errors.New(\"系统错误\")\n\tErrDatabaseError = errors.New(\"数据库错误\")\n)\n"
  },
  {
    "path": "internal/domain/social/email/events.go",
    "content": "package email\n\nimport \"time\"\n\n// EmailEvent 邮件事件接口\ntype EmailEvent interface {\n\tGetEventType() string\n\tGetTimestamp() time.Time\n\tGetEmailID() string\n}\n\n// BaseEmailEvent 基础邮件事件\ntype BaseEmailEvent struct {\n\tEventType string\n\tTimestamp time.Time\n\tEmailID   string\n}\n\nfunc (e BaseEmailEvent) GetEventType() string {\n\treturn e.EventType\n}\n\nfunc (e BaseEmailEvent) GetTimestamp() time.Time {\n\treturn e.Timestamp\n}\n\nfunc (e BaseEmailEvent) GetEmailID() string {\n\treturn e.EmailID\n}\n\n// EmailSentEvent 邮件发送事件\ntype EmailSentEvent struct {\n\tBaseEmailEvent\n\tSenderID   string\n\tReceiverID string\n\tSubject    string\n\tType       EmailType\n}\n\n// NewEmailSentEvent 创建邮件发送事件\nfunc NewEmailSentEvent(emailID, senderID, receiverID, subject string, emailType EmailType) *EmailSentEvent {\n\treturn &EmailSentEvent{\n\t\tBaseEmailEvent: BaseEmailEvent{\n\t\t\tEventType: \"email.sent\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tEmailID:   emailID,\n\t\t},\n\t\tSenderID:   senderID,\n\t\tReceiverID: receiverID,\n\t\tSubject:    subject,\n\t\tType:       emailType,\n\t}\n}\n\n// EmailReadEvent 邮件阅读事件\ntype EmailReadEvent struct {\n\tBaseEmailEvent\n\tReceiverID string\n}\n\n// NewEmailReadEvent 创建邮件阅读事件\nfunc NewEmailReadEvent(emailID, receiverID string) *EmailReadEvent {\n\treturn &EmailReadEvent{\n\t\tBaseEmailEvent: BaseEmailEvent{\n\t\t\tEventType: \"email.read\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tEmailID:   emailID,\n\t\t},\n\t\tReceiverID: receiverID,\n\t}\n}\n\n// EmailDeletedEvent 邮件删除事件\ntype EmailDeletedEvent struct {\n\tBaseEmailEvent\n\tReceiverID string\n}\n\n// NewEmailDeletedEvent 创建邮件删除事件\nfunc NewEmailDeletedEvent(emailID, receiverID string) *EmailDeletedEvent {\n\treturn &EmailDeletedEvent{\n\t\tBaseEmailEvent: BaseEmailEvent{\n\t\t\tEventType: \"email.deleted\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tEmailID:   emailID,\n\t\t},\n\t\tReceiverID: receiverID,\n\t}\n}\n\n// AttachmentClaimedEvent 附件领取事件\ntype AttachmentClaimedEvent struct {\n\tBaseEmailEvent\n\tAttachmentID string\n\tReceiverID   string\n\tType         AttachmentType\n\tItemID       string\n\tQuantity     int64\n}\n\n// NewAttachmentClaimedEvent 创建附件领取事件\nfunc NewAttachmentClaimedEvent(emailID, attachmentID, receiverID, itemID string, attachmentType AttachmentType, quantity int64) *AttachmentClaimedEvent {\n\treturn &AttachmentClaimedEvent{\n\t\tBaseEmailEvent: BaseEmailEvent{\n\t\t\tEventType: \"email.attachment.claimed\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tEmailID:   emailID,\n\t\t},\n\t\tAttachmentID: attachmentID,\n\t\tReceiverID:   receiverID,\n\t\tType:         attachmentType,\n\t\tItemID:       itemID,\n\t\tQuantity:     quantity,\n\t}\n}\n\n// SystemEmailSentEvent 系统邮件发送事件\ntype SystemEmailSentEvent struct {\n\tBaseEmailEvent\n\tReceiverID      string\n\tSubject         string\n\tAttachmentCount int\n}\n\n// NewSystemEmailSentEvent 创建系统邮件发送事件\nfunc NewSystemEmailSentEvent(emailID, receiverID, subject string, attachmentCount int) *SystemEmailSentEvent {\n\treturn &SystemEmailSentEvent{\n\t\tBaseEmailEvent: BaseEmailEvent{\n\t\t\tEventType: \"email.system.sent\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tEmailID:   emailID,\n\t\t},\n\t\tReceiverID:      receiverID,\n\t\tSubject:         subject,\n\t\tAttachmentCount: attachmentCount,\n\t}\n}\n"
  },
  {
    "path": "internal/domain/social/email/repository.go",
    "content": "package email\n\nimport \"context\"\n\n// EmailRepository 邮件仓储接口\ntype EmailRepository interface {\n\t// 邮件相关\n\tSaveEmail(ctx context.Context, email *Email) error\n\tGetEmailByID(ctx context.Context, emailID string) (*Email, error)\n\tDeleteEmail(ctx context.Context, emailID string) error\n\tGetEmailsByReceiverID(ctx context.Context, receiverID string, limit int) ([]*Email, error)\n\tGetEmailsBySenderID(ctx context.Context, senderID string, limit int) ([]*Email, error)\n\n\t// 统计相关\n\tGetUnreadEmailCount(ctx context.Context, playerID string) (int, error)\n\tGetTotalEmailCount(ctx context.Context, playerID string) (int, error)\n\n\t// 查询相关\n\tGetEmailsByType(ctx context.Context, receiverID string, emailType EmailType, limit int) ([]*Email, error)\n\tGetEmailsByStatus(ctx context.Context, receiverID string, status EmailStatus, limit int) ([]*Email, error)\n\tGetExpiredEmails(ctx context.Context, limit int) ([]*Email, error)\n\n\t// 附件相关\n\tGetEmailsWithUnclaimedAttachments(ctx context.Context, receiverID string, limit int) ([]*Email, error)\n\tGetAttachmentByID(ctx context.Context, attachmentID string) (*Attachment, error)\n}\n"
  },
  {
    "path": "internal/domain/social/family/errors.go",
    "content": "package family\n\nimport \"errors\"\n\n// 家族相关错误定义\nvar (\n\t// 家族相关错误\n\tErrFamilyNotFound     = errors.New(\"家族不存在\")\n\tErrFamilyNameExists   = errors.New(\"家族名称已存在\")\n\tErrFamilyFull         = errors.New(\"家族成员已满\")\n\tErrFamilyNameTooShort = errors.New(\"家族名称太短\")\n\tErrFamilyNameTooLong  = errors.New(\"家族名称太长\")\n\n\t// 成员相关错误\n\tErrMemberNotFound        = errors.New(\"成员不存在\")\n\tErrMemberAlreadyExists   = errors.New(\"成员已存在\")\n\tErrPlayerAlreadyInFamily = errors.New(\"玩家已有家族\")\n\tErrCannotRemoveLeader    = errors.New(\"不能移除族长\")\n\tErrLeaderCannotLeave     = errors.New(\"族长不能离开家族\")\n\tErrCannotPromoteToLeader = errors.New(\"不能提升为族长\")\n\n\t// 权限相关错误\n\tErrInsufficientPermission = errors.New(\"权限不足\")\n\tErrNotFamilyMember        = errors.New(\"不是家族成员\")\n\n\t// 系统相关错误\n\tErrSystemError   = errors.New(\"系统错误\")\n\tErrDatabaseError = errors.New(\"数据库错误\")\n)\n"
  },
  {
    "path": "internal/domain/social/family/events.go",
    "content": "package family\n\nimport \"time\"\n\n// FamilyEvent 家族事件接口\ntype FamilyEvent interface {\n\tGetEventType() string\n\tGetTimestamp() time.Time\n\tGetFamilyID() string\n}\n\n// BaseFamilyEvent 基础家族事件\ntype BaseFamilyEvent struct {\n\tEventType string\n\tTimestamp time.Time\n\tFamilyID  string\n}\n\nfunc (e BaseFamilyEvent) GetEventType() string {\n\treturn e.EventType\n}\n\nfunc (e BaseFamilyEvent) GetTimestamp() time.Time {\n\treturn e.Timestamp\n}\n\nfunc (e BaseFamilyEvent) GetFamilyID() string {\n\treturn e.FamilyID\n}\n\n// FamilyCreatedEvent 家族创建事件\ntype FamilyCreatedEvent struct {\n\tBaseFamilyEvent\n\tFamilyName string\n\tLeaderID   string\n}\n\n// NewFamilyCreatedEvent 创建家族创建事件\nfunc NewFamilyCreatedEvent(familyID, familyName, leaderID string) *FamilyCreatedEvent {\n\treturn &FamilyCreatedEvent{\n\t\tBaseFamilyEvent: BaseFamilyEvent{\n\t\t\tEventType: \"family.created\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tFamilyID:  familyID,\n\t\t},\n\t\tFamilyName: familyName,\n\t\tLeaderID:   leaderID,\n\t}\n}\n\n// MemberJoinedFamilyEvent 成员加入家族事件\ntype MemberJoinedFamilyEvent struct {\n\tBaseFamilyEvent\n\tPlayerID string\n\tNickname string\n}\n\n// NewMemberJoinedFamilyEvent 创建成员加入家族事件\nfunc NewMemberJoinedFamilyEvent(familyID, playerID, nickname string) *MemberJoinedFamilyEvent {\n\treturn &MemberJoinedFamilyEvent{\n\t\tBaseFamilyEvent: BaseFamilyEvent{\n\t\t\tEventType: \"family.member.joined\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tFamilyID:  familyID,\n\t\t},\n\t\tPlayerID: playerID,\n\t\tNickname: nickname,\n\t}\n}\n\n// MemberLeftFamilyEvent 成员离开家族事件\ntype MemberLeftFamilyEvent struct {\n\tBaseFamilyEvent\n\tPlayerID string\n}\n\n// NewMemberLeftFamilyEvent 创建成员离开家族事件\nfunc NewMemberLeftFamilyEvent(familyID, playerID string) *MemberLeftFamilyEvent {\n\treturn &MemberLeftFamilyEvent{\n\t\tBaseFamilyEvent: BaseFamilyEvent{\n\t\t\tEventType: \"family.member.left\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tFamilyID:  familyID,\n\t\t},\n\t\tPlayerID: playerID,\n\t}\n}\n\n// LeadershipTransferredEvent 族长转让事件\ntype LeadershipTransferredEvent struct {\n\tBaseFamilyEvent\n\tOldLeaderID string\n\tNewLeaderID string\n}\n\n// NewLeadershipTransferredEvent 创建族长转让事件\nfunc NewLeadershipTransferredEvent(familyID, oldLeaderID, newLeaderID string) *LeadershipTransferredEvent {\n\treturn &LeadershipTransferredEvent{\n\t\tBaseFamilyEvent: BaseFamilyEvent{\n\t\t\tEventType: \"family.leadership.transferred\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tFamilyID:  familyID,\n\t\t},\n\t\tOldLeaderID: oldLeaderID,\n\t\tNewLeaderID: newLeaderID,\n\t}\n}\n\n// FamilyLevelUpEvent 家族升级事件\ntype FamilyLevelUpEvent struct {\n\tBaseFamilyEvent\n\tOldLevel int\n\tNewLevel int\n}\n\n// NewFamilyLevelUpEvent 创建家族升级事件\nfunc NewFamilyLevelUpEvent(familyID string, oldLevel, newLevel int) *FamilyLevelUpEvent {\n\treturn &FamilyLevelUpEvent{\n\t\tBaseFamilyEvent: BaseFamilyEvent{\n\t\t\tEventType: \"family.level.up\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tFamilyID:  familyID,\n\t\t},\n\t\tOldLevel: oldLevel,\n\t\tNewLevel: newLevel,\n\t}\n}\n"
  },
  {
    "path": "internal/domain/social/family/family.go",
    "content": "package family\n\nimport (\n\t\"time\"\n)\n\n// Family 家族聚合根\ntype Family struct {\n\tID          string\n\tName        string\n\tDescription string\n\tLevel       int\n\tExperience  int64\n\tLeaderID    string\n\tmembers     map[string]*FamilyMember\n\tMaxMembers  int\n\tCreatedAt   time.Time\n\tUpdatedAt   time.Time\n\tVersion     int64\n}\n\n// NewFamily 创建新家族\nfunc NewFamily(id, name, description, leaderID string) *Family {\n\treturn &Family{\n\t\tID:          id,\n\t\tName:        name,\n\t\tDescription: description,\n\t\tLevel:       1,\n\t\tExperience:  0,\n\t\tLeaderID:    leaderID,\n\t\tmembers:     make(map[string]*FamilyMember),\n\t\tMaxMembers:  DefaultMaxMembers,\n\t\tCreatedAt:   time.Now(),\n\t\tUpdatedAt:   time.Now(),\n\t\tVersion:     1,\n\t}\n}\n\n// AddMember 添加成员\nfunc (f *Family) AddMember(member *FamilyMember) error {\n\tif len(f.members) >= f.MaxMembers {\n\t\treturn ErrFamilyFull\n\t}\n\n\tif _, exists := f.members[member.PlayerID]; exists {\n\t\treturn ErrMemberAlreadyExists\n\t}\n\n\tf.members[member.PlayerID] = member\n\tf.UpdatedAt = time.Now()\n\tf.Version++\n\n\treturn nil\n}\n\n// RemoveMember 移除成员\nfunc (f *Family) RemoveMember(playerID string) error {\n\tif playerID == f.LeaderID {\n\t\treturn ErrCannotRemoveLeader\n\t}\n\n\tif _, exists := f.members[playerID]; !exists {\n\t\treturn ErrMemberNotFound\n\t}\n\n\tdelete(f.members, playerID)\n\tf.UpdatedAt = time.Now()\n\tf.Version++\n\n\treturn nil\n}\n\n// PromoteMember 提升成员职位\nfunc (f *Family) PromoteMember(playerID string, newRole FamilyRole) error {\n\tmember, exists := f.members[playerID]\n\tif !exists {\n\t\treturn ErrMemberNotFound\n\t}\n\n\tif newRole == FamilyRoleLeader {\n\t\treturn ErrCannotPromoteToLeader\n\t}\n\n\tmember.Role = newRole\n\tf.UpdatedAt = time.Now()\n\tf.Version++\n\n\treturn nil\n}\n\n// TransferLeadership 转让族长\nfunc (f *Family) TransferLeadership(newLeaderID string) error {\n\tnewLeader, exists := f.members[newLeaderID]\n\tif !exists {\n\t\treturn ErrMemberNotFound\n\t}\n\n\t// 将原族长降为副族长\n\tif oldLeader, exists := f.members[f.LeaderID]; exists {\n\t\toldLeader.Role = FamilyRoleViceLeader\n\t}\n\n\t// 设置新族长\n\tf.LeaderID = newLeaderID\n\tnewLeader.Role = FamilyRoleLeader\n\tf.UpdatedAt = time.Now()\n\tf.Version++\n\n\treturn nil\n}\n\n// AddExperience 增加经验\nfunc (f *Family) AddExperience(exp int64) {\n\tf.Experience += exp\n\tf.checkLevelUp()\n\tf.UpdatedAt = time.Now()\n\tf.Version++\n}\n\n// checkLevelUp 检查升级\nfunc (f *Family) checkLevelUp() {\n\trequiredExp := f.getRequiredExperience(f.Level + 1)\n\tif f.Experience >= requiredExp {\n\t\tf.Level++\n\t\tf.MaxMembers += MembersPerLevel\n\t\tf.checkLevelUp() // 递归检查是否可以继续升级\n\t}\n}\n\n// getRequiredExperience 获取升级所需经验\nfunc (f *Family) getRequiredExperience(level int) int64 {\n\treturn int64(level * level * 1000)\n}\n\n// GetMembers 获取所有成员\nfunc (f *Family) GetMembers() []*FamilyMember {\n\tmembers := make([]*FamilyMember, 0, len(f.members))\n\tfor _, member := range f.members {\n\t\tmembers = append(members, member)\n\t}\n\treturn members\n}\n\n// GetMemberCount 获取成员数量\nfunc (f *Family) GetMemberCount() int {\n\treturn len(f.members)\n}\n\n// IsFull 检查是否已满\nfunc (f *Family) IsFull() bool {\n\treturn len(f.members) >= f.MaxMembers\n}\n\nconst (\n\tDefaultMaxMembers = 20 // 默认最大成员数\n\tMembersPerLevel   = 5  // 每级增加的成员数\n)\n"
  },
  {
    "path": "internal/domain/social/family/family_service.go",
    "content": "package family\n\nimport (\n\t\"context\"\n\t\"fmt\"\n)\n\n// FamilyService 家族领域服务\ntype FamilyService struct {\n\tfamilyRepo FamilyRepository\n}\n\n// NewFamilyService 创建家族服务\nfunc NewFamilyService(familyRepo FamilyRepository) *FamilyService {\n\treturn &FamilyService{\n\t\tfamilyRepo: familyRepo,\n\t}\n}\n\n// CreateFamily 创建家族\nfunc (s *FamilyService) CreateFamily(ctx context.Context, name, description, leaderID string) (*Family, error) {\n\t// 验证家族名称\n\tif err := s.validateFamilyName(name); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 检查名称是否已存在\n\texists, err := s.familyRepo.FamilyExistsByName(ctx, name)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"检查家族名称失败: %w\", err)\n\t}\n\tif exists {\n\t\treturn nil, ErrFamilyNameExists\n\t}\n\n\t// 检查玩家是否已有家族\n\thasFamily, err := s.familyRepo.PlayerHasFamily(ctx, leaderID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"检查玩家家族状态失败: %w\", err)\n\t}\n\tif hasFamily {\n\t\treturn nil, ErrPlayerAlreadyInFamily\n\t}\n\n\t// 创建家族\n\tfamilyID := generateFamilyID()\n\tfamily := NewFamily(familyID, name, description, leaderID)\n\n\t// 添加族长为成员\n\tleader := NewFamilyMember(leaderID, \"\")\n\tleader.Role = FamilyRoleLeader\n\tif err := family.AddMember(leader); err != nil {\n\t\treturn nil, fmt.Errorf(\"添加族长失败: %w\", err)\n\t}\n\n\t// 保存家族\n\tif err := s.familyRepo.SaveFamily(ctx, family); err != nil {\n\t\treturn nil, fmt.Errorf(\"保存家族失败: %w\", err)\n\t}\n\n\treturn family, nil\n}\n\n// JoinFamily 加入家族\nfunc (s *FamilyService) JoinFamily(ctx context.Context, familyID, playerID, nickname string) error {\n\t// 获取家族\n\tfamily, err := s.familyRepo.GetFamilyByID(ctx, familyID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"获取家族失败: %w\", err)\n\t}\n\tif family == nil {\n\t\treturn ErrFamilyNotFound\n\t}\n\n\t// 检查家族是否已满\n\tif family.IsFull() {\n\t\treturn ErrFamilyFull\n\t}\n\n\t// 检查玩家是否已有家族\n\thasFamily, err := s.familyRepo.PlayerHasFamily(ctx, playerID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"检查玩家家族状态失败: %w\", err)\n\t}\n\tif hasFamily {\n\t\treturn ErrPlayerAlreadyInFamily\n\t}\n\n\t// 创建新成员\n\tmember := NewFamilyMember(playerID, nickname)\n\n\t// 添加成员到家族\n\tif err := family.AddMember(member); err != nil {\n\t\treturn err\n\t}\n\n\t// 保存家族\n\tif err := s.familyRepo.SaveFamily(ctx, family); err != nil {\n\t\treturn fmt.Errorf(\"保存家族失败: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// LeaveFamily 离开家族\nfunc (s *FamilyService) LeaveFamily(ctx context.Context, familyID, playerID string) error {\n\t// 获取家族\n\tfamily, err := s.familyRepo.GetFamilyByID(ctx, familyID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"获取家族失败: %w\", err)\n\t}\n\tif family == nil {\n\t\treturn ErrFamilyNotFound\n\t}\n\n\t// 族长不能直接离开，需要先转让族长\n\tif family.LeaderID == playerID {\n\t\treturn ErrLeaderCannotLeave\n\t}\n\n\t// 移除成员\n\tif err := family.RemoveMember(playerID); err != nil {\n\t\treturn err\n\t}\n\n\t// 保存家族\n\tif err := s.familyRepo.SaveFamily(ctx, family); err != nil {\n\t\treturn fmt.Errorf(\"保存家族失败: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// validateFamilyName 验证家族名称\nfunc (s *FamilyService) validateFamilyName(name string) error {\n\tif len(name) < 2 {\n\t\treturn ErrFamilyNameTooShort\n\t}\n\tif len(name) > 20 {\n\t\treturn ErrFamilyNameTooLong\n\t}\n\treturn nil\n}\n\n// generateFamilyID 生成家族ID\nfunc generateFamilyID() string {\n\treturn \"fam_\" + randomString(16)\n}\n\n// randomString 生成随机字符串\nfunc randomString(length int) string {\n\tconst charset = \"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789\"\n\tb := make([]byte, length)\n\tfor i := range b {\n\t\tb[i] = charset[i%len(charset)]\n\t}\n\treturn string(b)\n}\n"
  },
  {
    "path": "internal/domain/social/family/member.go",
    "content": "package family\n\nimport \"time\"\n\n// FamilyMember 家族成员实体\ntype FamilyMember struct {\n\tPlayerID     string\n\tNickname     string\n\tRole         FamilyRole\n\tContribution int64\n\tJoinedAt     time.Time\n\tLastActive   time.Time\n\tLevel        int\n}\n\n// FamilyRole 家族职位\ntype FamilyRole int\n\nconst (\n\tFamilyRoleMember     FamilyRole = iota // 普通成员\n\tFamilyRoleElite                        // 精英\n\tFamilyRoleViceLeader                   // 副族长\n\tFamilyRoleLeader                       // 族长\n)\n\n// NewFamilyMember 创建新的家族成员\nfunc NewFamilyMember(playerID, nickname string) *FamilyMember {\n\treturn &FamilyMember{\n\t\tPlayerID:     playerID,\n\t\tNickname:     nickname,\n\t\tRole:         FamilyRoleMember,\n\t\tContribution: 0,\n\t\tJoinedAt:     time.Now(),\n\t\tLastActive:   time.Now(),\n\t\tLevel:        1,\n\t}\n}\n\n// AddContribution 增加贡献度\nfunc (m *FamilyMember) AddContribution(amount int64) {\n\tm.Contribution += amount\n}\n\n// UpdateLastActive 更新最后活跃时间\nfunc (m *FamilyMember) UpdateLastActive() {\n\tm.LastActive = time.Now()\n}\n\n// GetMembershipDuration 获取加入时长\nfunc (m *FamilyMember) GetMembershipDuration() time.Duration {\n\treturn time.Since(m.JoinedAt)\n}\n\n// IsLeader 是否为族长\nfunc (m *FamilyMember) IsLeader() bool {\n\treturn m.Role == FamilyRoleLeader\n}\n\n// IsViceLeader 是否为副族长\nfunc (m *FamilyMember) IsViceLeader() bool {\n\treturn m.Role == FamilyRoleViceLeader\n}\n\n// HasManagementPermission 是否有管理权限\nfunc (m *FamilyMember) HasManagementPermission() bool {\n\treturn m.Role >= FamilyRoleViceLeader\n}\n\n// CanKickMembers 是否可以踢出成员\nfunc (m *FamilyMember) CanKickMembers() bool {\n\treturn m.Role >= FamilyRoleViceLeader\n}\n\n// CanPromoteMembers 是否可以提升成员\nfunc (m *FamilyMember) CanPromoteMembers() bool {\n\treturn m.Role == FamilyRoleLeader\n}\n"
  },
  {
    "path": "internal/domain/social/family/repository.go",
    "content": "package family\n\nimport \"context\"\n\n// FamilyRepository 家族仓储接口\ntype FamilyRepository interface {\n\t// 家族相关\n\tSaveFamily(ctx context.Context, family *Family) error\n\tGetFamilyByID(ctx context.Context, familyID string) (*Family, error)\n\tGetFamilyByName(ctx context.Context, name string) (*Family, error)\n\tFamilyExistsByName(ctx context.Context, name string) (bool, error)\n\tDeleteFamily(ctx context.Context, familyID string) error\n\tGetFamiliesByLevel(ctx context.Context, level int) ([]*Family, error)\n\n\t// 成员相关\n\tGetFamilyByPlayerID(ctx context.Context, playerID string) (*Family, error)\n\tPlayerHasFamily(ctx context.Context, playerID string) (bool, error)\n\tGetFamilyMembers(ctx context.Context, familyID string) ([]*FamilyMember, error)\n\tUpdateMember(ctx context.Context, familyID string, member *FamilyMember) error\n\n\t// 查询相关\n\tGetTopFamiliesByLevel(ctx context.Context, limit int) ([]*Family, error)\n\tGetTopFamiliesByMemberCount(ctx context.Context, limit int) ([]*Family, error)\n\tSearchFamiliesByName(ctx context.Context, keyword string, limit int) ([]*Family, error)\n}\n"
  },
  {
    "path": "internal/domain/social/friend/errors.go",
    "content": "package friend\n\nimport \"errors\"\n\n// 好友相关错误定义\nvar (\n\t// 好友关系相关错误\n\tErrFriendshipNotFound       = errors.New(\"好友关系不存在\")\n\tErrFriendshipAlreadyExists  = errors.New(\"好友关系已存在\")\n\tErrFriendshipDeleted        = errors.New(\"好友关系已删除\")\n\tErrFriendshipAlreadyDeleted = errors.New(\"好友关系已经被删除\")\n\tErrInvalidFriendshipStatus  = errors.New(\"无效的好友关系状态\")\n\tErrAlreadyFriends           = errors.New(\"已经是好友关系\")\n\tErrNotBlocked               = errors.New(\"未被屏蔽\")\n\n\t// 好友请求相关错误\n\tErrRequestNotFound      = errors.New(\"好友请求不存在\")\n\tErrRequestAlreadyExists = errors.New(\"好友请求已存在\")\n\tErrRequestExpired       = errors.New(\"好友请求已过期\")\n\tErrInvalidRequestStatus = errors.New(\"无效的请求状态\")\n\n\t// 权限相关错误\n\tErrInsufficientPermission = errors.New(\"权限不足\")\n\tErrCannotAddSelf          = errors.New(\"不能添加自己为好友\")\n\n\t// 限制相关错误\n\tErrTooManyFriends  = errors.New(\"好友数量已达上限\")\n\tErrTooManyRequests = errors.New(\"请求数量已达上限\")\n\n\t// 系统相关错误\n\tErrSystemError   = errors.New(\"系统错误\")\n\tErrDatabaseError = errors.New(\"数据库错误\")\n\tErrNetworkError  = errors.New(\"网络错误\")\n)\n"
  },
  {
    "path": "internal/domain/social/friend/events.go",
    "content": "package friend\n\nimport \"time\"\n\n// FriendEvent 好友事件接口\ntype FriendEvent interface {\n\tGetEventType() string\n\tGetTimestamp() time.Time\n\tGetPlayerID() string\n}\n\n// BaseFriendEvent 基础好友事件\ntype BaseFriendEvent struct {\n\tEventType string\n\tTimestamp time.Time\n\tPlayerID  string\n}\n\nfunc (e BaseFriendEvent) GetEventType() string {\n\treturn e.EventType\n}\n\nfunc (e BaseFriendEvent) GetTimestamp() time.Time {\n\treturn e.Timestamp\n}\n\nfunc (e BaseFriendEvent) GetPlayerID() string {\n\treturn e.PlayerID\n}\n\n// FriendRequestSentEvent 好友请求发送事件\ntype FriendRequestSentEvent struct {\n\tBaseFriendEvent\n\tRequestID  string\n\tToPlayerID string\n\tMessage    string\n}\n\n// NewFriendRequestSentEvent 创建好友请求发送事件\nfunc NewFriendRequestSentEvent(playerID, requestID, toPlayerID, message string) *FriendRequestSentEvent {\n\treturn &FriendRequestSentEvent{\n\t\tBaseFriendEvent: BaseFriendEvent{\n\t\t\tEventType: \"friend.request.sent\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tPlayerID:  playerID,\n\t\t},\n\t\tRequestID:  requestID,\n\t\tToPlayerID: toPlayerID,\n\t\tMessage:    message,\n\t}\n}\n\n// FriendRequestAcceptedEvent 好友请求接受事件\ntype FriendRequestAcceptedEvent struct {\n\tBaseFriendEvent\n\tRequestID    string\n\tFromPlayerID string\n\tFriendshipID string\n}\n\n// NewFriendRequestAcceptedEvent 创建好友请求接受事件\nfunc NewFriendRequestAcceptedEvent(playerID, requestID, fromPlayerID, friendshipID string) *FriendRequestAcceptedEvent {\n\treturn &FriendRequestAcceptedEvent{\n\t\tBaseFriendEvent: BaseFriendEvent{\n\t\t\tEventType: \"friend.request.accepted\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tPlayerID:  playerID,\n\t\t},\n\t\tRequestID:    requestID,\n\t\tFromPlayerID: fromPlayerID,\n\t\tFriendshipID: friendshipID,\n\t}\n}\n\n// FriendRequestRejectedEvent 好友请求拒绝事件\ntype FriendRequestRejectedEvent struct {\n\tBaseFriendEvent\n\tRequestID    string\n\tFromPlayerID string\n}\n\n// NewFriendRequestRejectedEvent 创建好友请求拒绝事件\nfunc NewFriendRequestRejectedEvent(playerID, requestID, fromPlayerID string) *FriendRequestRejectedEvent {\n\treturn &FriendRequestRejectedEvent{\n\t\tBaseFriendEvent: BaseFriendEvent{\n\t\t\tEventType: \"friend.request.rejected\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tPlayerID:  playerID,\n\t\t},\n\t\tRequestID:    requestID,\n\t\tFromPlayerID: fromPlayerID,\n\t}\n}\n\n// FriendAddedEvent 好友添加事件\ntype FriendAddedEvent struct {\n\tBaseFriendEvent\n\tFriendID     string\n\tFriendshipID string\n}\n\n// NewFriendAddedEvent 创建好友添加事件\nfunc NewFriendAddedEvent(playerID, friendID, friendshipID string) *FriendAddedEvent {\n\treturn &FriendAddedEvent{\n\t\tBaseFriendEvent: BaseFriendEvent{\n\t\t\tEventType: \"friend.added\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tPlayerID:  playerID,\n\t\t},\n\t\tFriendID:     friendID,\n\t\tFriendshipID: friendshipID,\n\t}\n}\n\n// FriendRemovedEvent 好友删除事件\ntype FriendRemovedEvent struct {\n\tBaseFriendEvent\n\tFriendID     string\n\tFriendshipID string\n}\n\n// NewFriendRemovedEvent 创建好友删除事件\nfunc NewFriendRemovedEvent(playerID, friendID, friendshipID string) *FriendRemovedEvent {\n\treturn &FriendRemovedEvent{\n\t\tBaseFriendEvent: BaseFriendEvent{\n\t\t\tEventType: \"friend.removed\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tPlayerID:  playerID,\n\t\t},\n\t\tFriendID:     friendID,\n\t\tFriendshipID: friendshipID,\n\t}\n}\n\n// FriendBlockedEvent 好友屏蔽事件\ntype FriendBlockedEvent struct {\n\tBaseFriendEvent\n\tBlockedPlayerID string\n\tFriendshipID    string\n}\n\n// NewFriendBlockedEvent 创建好友屏蔽事件\nfunc NewFriendBlockedEvent(playerID, blockedPlayerID, friendshipID string) *FriendBlockedEvent {\n\treturn &FriendBlockedEvent{\n\t\tBaseFriendEvent: BaseFriendEvent{\n\t\t\tEventType: \"friend.blocked\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tPlayerID:  playerID,\n\t\t},\n\t\tBlockedPlayerID: blockedPlayerID,\n\t\tFriendshipID:    friendshipID,\n\t}\n}\n\n// FriendUnblockedEvent 好友解除屏蔽事件\ntype FriendUnblockedEvent struct {\n\tBaseFriendEvent\n\tUnblockedPlayerID string\n\tFriendshipID      string\n}\n\n// NewFriendUnblockedEvent 创建好友解除屏蔽事件\nfunc NewFriendUnblockedEvent(playerID, unblockedPlayerID, friendshipID string) *FriendUnblockedEvent {\n\treturn &FriendUnblockedEvent{\n\t\tBaseFriendEvent: BaseFriendEvent{\n\t\t\tEventType: \"friend.unblocked\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tPlayerID:  playerID,\n\t\t},\n\t\tUnblockedPlayerID: unblockedPlayerID,\n\t\tFriendshipID:      friendshipID,\n\t}\n}\n"
  },
  {
    "path": "internal/domain/social/friend/friend_request.go",
    "content": "package friend\n\nimport (\n\t\"time\"\n)\n\n// FriendRequest 好友请求实体\ntype FriendRequest struct {\n\tID           string\n\tFromPlayerID string\n\tToPlayerID   string\n\tMessage      string\n\tStatus       RequestStatus\n\tCreatedAt    time.Time\n\tUpdatedAt    time.Time\n\tExpiresAt    time.Time\n}\n\n// RequestStatus 请求状态\ntype RequestStatus int\n\nconst (\n\tRequestStatusPending  RequestStatus = iota // 待处理\n\tRequestStatusAccepted                      // 已接受\n\tRequestStatusRejected                      // 已拒绝\n\tRequestStatusExpired                       // 已过期\n\tRequestStatusCanceled                      // 已取消\n)\n\n// NewFriendRequest 创建新的好友请求\nfunc NewFriendRequest(fromPlayerID, toPlayerID, message string) *FriendRequest {\n\treturn &FriendRequest{\n\t\tID:           generateRequestID(),\n\t\tFromPlayerID: fromPlayerID,\n\t\tToPlayerID:   toPlayerID,\n\t\tMessage:      message,\n\t\tStatus:       RequestStatusPending,\n\t\tCreatedAt:    time.Now(),\n\t\tUpdatedAt:    time.Now(),\n\t\tExpiresAt:    time.Now().Add(DefaultRequestExpiration),\n\t}\n}\n\n// Accept 接受好友请求\nfunc (r *FriendRequest) Accept() error {\n\tif r.Status != RequestStatusPending {\n\t\treturn ErrInvalidRequestStatus\n\t}\n\n\tif r.IsExpired() {\n\t\treturn ErrRequestExpired\n\t}\n\n\tr.Status = RequestStatusAccepted\n\tr.UpdatedAt = time.Now()\n\n\treturn nil\n}\n\n// Reject 拒绝好友请求\nfunc (r *FriendRequest) Reject() error {\n\tif r.Status != RequestStatusPending {\n\t\treturn ErrInvalidRequestStatus\n\t}\n\n\tif r.IsExpired() {\n\t\treturn ErrRequestExpired\n\t}\n\n\tr.Status = RequestStatusRejected\n\tr.UpdatedAt = time.Now()\n\n\treturn nil\n}\n\n// Cancel 取消好友请求\nfunc (r *FriendRequest) Cancel() error {\n\tif r.Status != RequestStatusPending {\n\t\treturn ErrInvalidRequestStatus\n\t}\n\n\tr.Status = RequestStatusCanceled\n\tr.UpdatedAt = time.Now()\n\n\treturn nil\n}\n\n// IsExpired 检查请求是否已过期\nfunc (r *FriendRequest) IsExpired() bool {\n\tif r.Status == RequestStatusExpired {\n\t\treturn true\n\t}\n\n\tif time.Now().After(r.ExpiresAt) {\n\t\tr.Status = RequestStatusExpired\n\t\tr.UpdatedAt = time.Now()\n\t\treturn true\n\t}\n\n\treturn false\n}\n\n// IsPending 检查请求是否待处理\nfunc (r *FriendRequest) IsPending() bool {\n\treturn r.Status == RequestStatusPending && !r.IsExpired()\n}\n\n// IsAccepted 检查请求是否已接受\nfunc (r *FriendRequest) IsAccepted() bool {\n\treturn r.Status == RequestStatusAccepted\n}\n\n// IsRejected 检查请求是否已拒绝\nfunc (r *FriendRequest) IsRejected() bool {\n\treturn r.Status == RequestStatusRejected\n}\n\n// IsCanceled 检查请求是否已取消\nfunc (r *FriendRequest) IsCanceled() bool {\n\treturn r.Status == RequestStatusCanceled\n}\n\n// GetAge 获取请求年龄\nfunc (r *FriendRequest) GetAge() time.Duration {\n\treturn time.Since(r.CreatedAt)\n}\n\n// GetTimeUntilExpiration 获取距离过期的时间\nfunc (r *FriendRequest) GetTimeUntilExpiration() time.Duration {\n\tif r.IsExpired() {\n\t\treturn 0\n\t}\n\treturn time.Until(r.ExpiresAt)\n}\n\nconst (\n\tDefaultRequestExpiration = 7 * 24 * time.Hour // 默认请求过期时间：7天\n)\n\n// generateRequestID 生成请求ID\nfunc generateRequestID() string {\n\treturn \"req_\" + randomString(16)\n}\n"
  },
  {
    "path": "internal/domain/social/friend/friend_service.go",
    "content": "package friend\n\nimport (\n\t\"context\"\n\t\"fmt\"\n)\n\n// FriendService 好友领域服务\ntype FriendService struct {\n\tfriendRepo FriendRepository\n}\n\n// NewFriendService 创建好友服务\nfunc NewFriendService(friendRepo FriendRepository) *FriendService {\n\treturn &FriendService{\n\t\tfriendRepo: friendRepo,\n\t}\n}\n\n// SendFriendRequest 发送好友请求\nfunc (s *FriendService) SendFriendRequest(ctx context.Context, fromPlayerID, toPlayerID, message string) (*FriendRequest, error) {\n\t// 验证不能给自己发送好友请求\n\tif fromPlayerID == toPlayerID {\n\t\treturn nil, ErrCannotAddSelf\n\t}\n\n\t// 检查是否已经是好友\n\tfriendship, err := s.friendRepo.GetFriendship(ctx, fromPlayerID, toPlayerID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"检查好友关系失败: %w\", err)\n\t}\n\tif friendship != nil && friendship.IsActive() {\n\t\treturn nil, ErrAlreadyFriends\n\t}\n\n\t// 检查是否已有待处理的请求\n\texistingRequest, err := s.friendRepo.GetPendingRequest(ctx, fromPlayerID, toPlayerID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"检查待处理请求失败: %w\", err)\n\t}\n\tif existingRequest != nil {\n\t\treturn nil, ErrRequestAlreadyExists\n\t}\n\n\t// 检查好友数量限制\n\tfriendCount, err := s.friendRepo.GetFriendCount(ctx, fromPlayerID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"获取好友数量失败: %w\", err)\n\t}\n\tif friendCount >= MaxFriendsPerPlayer {\n\t\treturn nil, ErrTooManyFriends\n\t}\n\n\t// 创建好友请求\n\trequest := NewFriendRequest(fromPlayerID, toPlayerID, message)\n\n\t// 保存请求\n\tif err := s.friendRepo.SaveFriendRequest(ctx, request); err != nil {\n\t\treturn nil, fmt.Errorf(\"保存好友请求失败: %w\", err)\n\t}\n\n\treturn request, nil\n}\n\n// AcceptFriendRequest 接受好友请求\nfunc (s *FriendService) AcceptFriendRequest(ctx context.Context, requestID, playerID string) (*Friendship, error) {\n\t// 获取请求\n\trequest, err := s.friendRepo.GetFriendRequestByID(ctx, requestID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"获取好友请求失败: %w\", err)\n\t}\n\tif request == nil {\n\t\treturn nil, ErrRequestNotFound\n\t}\n\n\t// 验证权限（只有接收者可以接受请求）\n\tif request.ToPlayerID != playerID {\n\t\treturn nil, ErrInsufficientPermission\n\t}\n\n\t// 接受请求\n\tif err := request.Accept(); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 创建好友关系\n\tfriendship := NewFriendship(request.FromPlayerID, request.ToPlayerID, request.FromPlayerID)\n\tif err := friendship.Accept(); err != nil {\n\t\treturn nil, fmt.Errorf(\"创建好友关系失败: %w\", err)\n\t}\n\n\t// 保存好友关系\n\tif err := s.friendRepo.SaveFriendship(ctx, friendship); err != nil {\n\t\treturn nil, fmt.Errorf(\"保存好友关系失败: %w\", err)\n\t}\n\n\t// 更新请求状态\n\tif err := s.friendRepo.SaveFriendRequest(ctx, request); err != nil {\n\t\treturn nil, fmt.Errorf(\"更新请求状态失败: %w\", err)\n\t}\n\n\treturn friendship, nil\n}\n\n// RejectFriendRequest 拒绝好友请求\nfunc (s *FriendService) RejectFriendRequest(ctx context.Context, requestID, playerID string) error {\n\t// 获取请求\n\trequest, err := s.friendRepo.GetFriendRequestByID(ctx, requestID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"获取好友请求失败: %w\", err)\n\t}\n\tif request == nil {\n\t\treturn ErrRequestNotFound\n\t}\n\n\t// 验证权限\n\tif request.ToPlayerID != playerID {\n\t\treturn ErrInsufficientPermission\n\t}\n\n\t// 拒绝请求\n\tif err := request.Reject(); err != nil {\n\t\treturn err\n\t}\n\n\t// 保存请求\n\tif err := s.friendRepo.SaveFriendRequest(ctx, request); err != nil {\n\t\treturn fmt.Errorf(\"保存请求失败: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// RemoveFriend 删除好友\nfunc (s *FriendService) RemoveFriend(ctx context.Context, playerID, friendID string) error {\n\t// 获取好友关系\n\tfriendship, err := s.friendRepo.GetFriendship(ctx, playerID, friendID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"获取好友关系失败: %w\", err)\n\t}\n\tif friendship == nil {\n\t\treturn ErrFriendshipNotFound\n\t}\n\n\t// 删除好友关系\n\tif err := friendship.Delete(); err != nil {\n\t\treturn err\n\t}\n\n\t// 保存更改\n\tif err := s.friendRepo.SaveFriendship(ctx, friendship); err != nil {\n\t\treturn fmt.Errorf(\"保存好友关系失败: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// BlockFriend 屏蔽好友\nfunc (s *FriendService) BlockFriend(ctx context.Context, playerID, friendID string) error {\n\t// 获取好友关系\n\tfriendship, err := s.friendRepo.GetFriendship(ctx, playerID, friendID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"获取好友关系失败: %w\", err)\n\t}\n\tif friendship == nil {\n\t\treturn ErrFriendshipNotFound\n\t}\n\n\t// 屏蔽好友\n\tif err := friendship.Block(); err != nil {\n\t\treturn err\n\t}\n\n\t// 保存更改\n\tif err := s.friendRepo.SaveFriendship(ctx, friendship); err != nil {\n\t\treturn fmt.Errorf(\"保存好友关系失败: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// GetFriendList 获取好友列表\nfunc (s *FriendService) GetFriendList(ctx context.Context, playerID string) ([]*Friendship, error) {\n\treturn s.friendRepo.GetFriendsByPlayerID(ctx, playerID)\n}\n\n// GetPendingRequests 获取待处理的好友请求\nfunc (s *FriendService) GetPendingRequests(ctx context.Context, playerID string) ([]*FriendRequest, error) {\n\treturn s.friendRepo.GetPendingRequestsByPlayerID(ctx, playerID)\n}\n\nconst (\n\tMaxFriendsPerPlayer = 100 // 每个玩家最大好友数量\n)\n"
  },
  {
    "path": "internal/domain/social/friend/friendship.go",
    "content": "package friend\n\nimport (\n\t\"time\"\n)\n\n// Friendship 好友关系聚合根\ntype Friendship struct {\n\tID          string\n\tPlayerID    string\n\tFriendID    string\n\tStatus      FriendshipStatus\n\tCreatedAt   time.Time\n\tUpdatedAt   time.Time\n\tRequestedBy string // 发起请求的玩家ID\n\tNotes       string // 备注\n\tVersion     int64\n}\n\n// FriendshipStatus 好友关系状态\ntype FriendshipStatus int\n\nconst (\n\tFriendshipStatusPending  FriendshipStatus = iota // 待确认\n\tFriendshipStatusAccepted                         // 已接受\n\tFriendshipStatusBlocked                          // 已屏蔽\n\tFriendshipStatusDeleted                          // 已删除\n)\n\n// NewFriendship 创建新的好友关系\nfunc NewFriendship(playerID, friendID, requestedBy string) *Friendship {\n\treturn &Friendship{\n\t\tID:          generateFriendshipID(),\n\t\tPlayerID:    playerID,\n\t\tFriendID:    friendID,\n\t\tStatus:      FriendshipStatusPending,\n\t\tCreatedAt:   time.Now(),\n\t\tUpdatedAt:   time.Now(),\n\t\tRequestedBy: requestedBy,\n\t\tVersion:     1,\n\t}\n}\n\n// Accept 接受好友请求\nfunc (f *Friendship) Accept() error {\n\tif f.Status != FriendshipStatusPending {\n\t\treturn ErrInvalidFriendshipStatus\n\t}\n\n\tf.Status = FriendshipStatusAccepted\n\tf.UpdatedAt = time.Now()\n\tf.Version++\n\n\treturn nil\n}\n\n// Block 屏蔽好友\nfunc (f *Friendship) Block() error {\n\tif f.Status == FriendshipStatusDeleted {\n\t\treturn ErrFriendshipDeleted\n\t}\n\n\tf.Status = FriendshipStatusBlocked\n\tf.UpdatedAt = time.Now()\n\tf.Version++\n\n\treturn nil\n}\n\n// Unblock 解除屏蔽\nfunc (f *Friendship) Unblock() error {\n\tif f.Status != FriendshipStatusBlocked {\n\t\treturn ErrNotBlocked\n\t}\n\n\tf.Status = FriendshipStatusAccepted\n\tf.UpdatedAt = time.Now()\n\tf.Version++\n\n\treturn nil\n}\n\n// Delete 删除好友关系\nfunc (f *Friendship) Delete() error {\n\tif f.Status == FriendshipStatusDeleted {\n\t\treturn ErrFriendshipAlreadyDeleted\n\t}\n\n\tf.Status = FriendshipStatusDeleted\n\tf.UpdatedAt = time.Now()\n\tf.Version++\n\n\treturn nil\n}\n\n// SetNotes 设置备注\nfunc (f *Friendship) SetNotes(notes string) {\n\tf.Notes = notes\n\tf.UpdatedAt = time.Now()\n\tf.Version++\n}\n\n// IsActive 检查好友关系是否活跃\nfunc (f *Friendship) IsActive() bool {\n\treturn f.Status == FriendshipStatusAccepted\n}\n\n// IsPending 检查是否为待确认状态\nfunc (f *Friendship) IsPending() bool {\n\treturn f.Status == FriendshipStatusPending\n}\n\n// IsBlocked 检查是否被屏蔽\nfunc (f *Friendship) IsBlocked() bool {\n\treturn f.Status == FriendshipStatusBlocked\n}\n\n// IsDeleted 检查是否已删除\nfunc (f *Friendship) IsDeleted() bool {\n\treturn f.Status == FriendshipStatusDeleted\n}\n\n// GetOtherPlayerID 获取对方玩家ID\nfunc (f *Friendship) GetOtherPlayerID(currentPlayerID string) string {\n\tif f.PlayerID == currentPlayerID {\n\t\treturn f.FriendID\n\t}\n\treturn f.PlayerID\n}\n\n// GetDuration 获取好友关系持续时间\nfunc (f *Friendship) GetDuration() time.Duration {\n\treturn time.Since(f.CreatedAt)\n}\n\n// GetVersion 获取版本号\nfunc (f *Friendship) GetVersion() int64 {\n\treturn f.Version\n}\n\n// generateFriendshipID 生成好友关系ID\nfunc generateFriendshipID() string {\n\treturn \"fs_\" + randomString(16)\n}\n\n// randomString 生成随机字符串\nfunc randomString(length int) string {\n\tconst charset = \"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789\"\n\tb := make([]byte, length)\n\tfor i := range b {\n\t\tb[i] = charset[time.Now().UnixNano()%int64(len(charset))]\n\t}\n\treturn string(b)\n}\n"
  },
  {
    "path": "internal/domain/social/friend/repository.go",
    "content": "package friend\n\nimport \"context\"\n\n// FriendRepository 好友仓储接口\ntype FriendRepository interface {\n\t// 好友关系相关\n\tSaveFriendship(ctx context.Context, friendship *Friendship) error\n\tGetFriendship(ctx context.Context, playerID, friendID string) (*Friendship, error)\n\tGetFriendshipByID(ctx context.Context, friendshipID string) (*Friendship, error)\n\tGetFriendsByPlayerID(ctx context.Context, playerID string) ([]*Friendship, error)\n\tGetFriendCount(ctx context.Context, playerID string) (int, error)\n\tDeleteFriendship(ctx context.Context, friendshipID string) error\n\n\t// 好友请求相关\n\tSaveFriendRequest(ctx context.Context, request *FriendRequest) error\n\tGetFriendRequestByID(ctx context.Context, requestID string) (*FriendRequest, error)\n\tGetPendingRequest(ctx context.Context, fromPlayerID, toPlayerID string) (*FriendRequest, error)\n\tGetPendingRequestsByPlayerID(ctx context.Context, playerID string) ([]*FriendRequest, error)\n\tGetSentRequestsByPlayerID(ctx context.Context, playerID string) ([]*FriendRequest, error)\n\tDeleteFriendRequest(ctx context.Context, requestID string) error\n\n\t// 查询相关\n\tIsFriend(ctx context.Context, playerID, friendID string) (bool, error)\n\tIsBlocked(ctx context.Context, playerID, blockedPlayerID string) (bool, error)\n\tGetMutualFriends(ctx context.Context, playerID1, playerID2 string) ([]*Friendship, error)\n}\n"
  },
  {
    "path": "internal/domain/social/team/errors.go",
    "content": "package team\n\nimport \"errors\"\n\n// 队伍相关错误定义\nvar (\n\t// 队伍相关错误\n\tErrTeamNotFound     = errors.New(\"队伍不存在\")\n\tErrTeamFull         = errors.New(\"队伍已满\")\n\tErrTeamNameTooShort = errors.New(\"队伍名称太短\")\n\tErrTeamNameTooLong  = errors.New(\"队伍名称太长\")\n\tErrInvalidPassword  = errors.New(\"密码错误\")\n\n\t// 成员相关错误\n\tErrMemberNotFound      = errors.New(\"成员不存在\")\n\tErrMemberAlreadyExists = errors.New(\"成员已存在\")\n\tErrPlayerAlreadyInTeam = errors.New(\"玩家已有队伍\")\n\tErrCannotRemoveLeader  = errors.New(\"不能移除队长\")\n\tErrLeaderMustTransfer  = errors.New(\"队长必须先转让队长职位\")\n\n\t// 权限相关错误\n\tErrInsufficientPermission = errors.New(\"权限不足\")\n\tErrNotTeamMember          = errors.New(\"不是队伍成员\")\n\n\t// 系统相关错误\n\tErrSystemError   = errors.New(\"系统错误\")\n\tErrDatabaseError = errors.New(\"数据库错误\")\n)\n"
  },
  {
    "path": "internal/domain/social/team/events.go",
    "content": "package team\n\nimport \"time\"\n\n// TeamEvent 队伍事件接口\ntype TeamEvent interface {\n\tGetEventType() string\n\tGetTimestamp() time.Time\n\tGetTeamID() string\n}\n\n// BaseTeamEvent 基础队伍事件\ntype BaseTeamEvent struct {\n\tEventType string\n\tTimestamp time.Time\n\tTeamID    string\n}\n\nfunc (e BaseTeamEvent) GetEventType() string {\n\treturn e.EventType\n}\n\nfunc (e BaseTeamEvent) GetTimestamp() time.Time {\n\treturn e.Timestamp\n}\n\nfunc (e BaseTeamEvent) GetTeamID() string {\n\treturn e.TeamID\n}\n\n// TeamCreatedEvent 队伍创建事件\ntype TeamCreatedEvent struct {\n\tBaseTeamEvent\n\tTeamName string\n\tLeaderID string\n}\n\n// NewTeamCreatedEvent 创建队伍创建事件\nfunc NewTeamCreatedEvent(teamID, teamName, leaderID string) *TeamCreatedEvent {\n\treturn &TeamCreatedEvent{\n\t\tBaseTeamEvent: BaseTeamEvent{\n\t\t\tEventType: \"team.created\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tTeamID:    teamID,\n\t\t},\n\t\tTeamName: teamName,\n\t\tLeaderID: leaderID,\n\t}\n}\n\n// MemberJoinedTeamEvent 成员加入队伍事件\ntype MemberJoinedTeamEvent struct {\n\tBaseTeamEvent\n\tPlayerID string\n\tNickname string\n}\n\n// NewMemberJoinedTeamEvent 创建成员加入队伍事件\nfunc NewMemberJoinedTeamEvent(teamID, playerID, nickname string) *MemberJoinedTeamEvent {\n\treturn &MemberJoinedTeamEvent{\n\t\tBaseTeamEvent: BaseTeamEvent{\n\t\t\tEventType: \"team.member.joined\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tTeamID:    teamID,\n\t\t},\n\t\tPlayerID: playerID,\n\t\tNickname: nickname,\n\t}\n}\n\n// MemberLeftTeamEvent 成员离开队伍事件\ntype MemberLeftTeamEvent struct {\n\tBaseTeamEvent\n\tPlayerID string\n}\n\n// NewMemberLeftTeamEvent 创建成员离开队伍事件\nfunc NewMemberLeftTeamEvent(teamID, playerID string) *MemberLeftTeamEvent {\n\treturn &MemberLeftTeamEvent{\n\t\tBaseTeamEvent: BaseTeamEvent{\n\t\t\tEventType: \"team.member.left\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tTeamID:    teamID,\n\t\t},\n\t\tPlayerID: playerID,\n\t}\n}\n\n// TeamLeaderChangedEvent 队长变更事件\ntype TeamLeaderChangedEvent struct {\n\tBaseTeamEvent\n\tOldLeaderID string\n\tNewLeaderID string\n}\n\n// NewTeamLeaderChangedEvent 创建队长变更事件\nfunc NewTeamLeaderChangedEvent(teamID, oldLeaderID, newLeaderID string) *TeamLeaderChangedEvent {\n\treturn &TeamLeaderChangedEvent{\n\t\tBaseTeamEvent: BaseTeamEvent{\n\t\t\tEventType: \"team.leader.changed\",\n\t\t\tTimestamp: time.Now(),\n\t\t\tTeamID:    teamID,\n\t\t},\n\t\tOldLeaderID: oldLeaderID,\n\t\tNewLeaderID: newLeaderID,\n\t}\n}\n"
  },
  {
    "path": "internal/domain/social/team/repository.go",
    "content": "package team\n\nimport \"context\"\n\n// TeamRepository 队伍仓储接口\ntype TeamRepository interface {\n\t// 队伍相关\n\tSaveTeam(ctx context.Context, team *Team) error\n\tGetTeamByID(ctx context.Context, teamID string) (*Team, error)\n\tDeleteTeam(ctx context.Context, teamID string) error\n\tGetPublicTeams(ctx context.Context, limit int) ([]*Team, error)\n\n\t// 成员相关\n\tGetTeamByPlayerID(ctx context.Context, playerID string) (*Team, error)\n\tPlayerHasTeam(ctx context.Context, playerID string) (bool, error)\n\tGetTeamMembers(ctx context.Context, teamID string) ([]*TeamMember, error)\n\tUpdateMember(ctx context.Context, teamID string, member *TeamMember) error\n\n\t// 查询相关\n\tSearchTeamsByName(ctx context.Context, keyword string, limit int) ([]*Team, error)\n\tGetTeamsByLevelRange(ctx context.Context, minLevel, maxLevel int, limit int) ([]*Team, error)\n}\n"
  },
  {
    "path": "internal/domain/social/team/team.go",
    "content": "package team\n\nimport (\n\t\"time\"\n)\n\n// Team 队伍聚合根\ntype Team struct {\n\tID         string\n\tName       string\n\tLeaderID   string\n\tmembers    map[string]*TeamMember\n\tMaxMembers int\n\tIsPublic   bool\n\tPassword   string\n\tCreatedAt  time.Time\n\tUpdatedAt  time.Time\n\tVersion    int64\n}\n\n// NewTeam 创建新队伍\nfunc NewTeam(id, name, leaderID string, maxMembers int, isPublic bool) *Team {\n\treturn &Team{\n\t\tID:         id,\n\t\tName:       name,\n\t\tLeaderID:   leaderID,\n\t\tmembers:    make(map[string]*TeamMember),\n\t\tMaxMembers: maxMembers,\n\t\tIsPublic:   isPublic,\n\t\tCreatedAt:  time.Now(),\n\t\tUpdatedAt:  time.Now(),\n\t\tVersion:    1,\n\t}\n}\n\n// AddMember 添加成员\nfunc (t *Team) AddMember(member *TeamMember) error {\n\tif len(t.members) >= t.MaxMembers {\n\t\treturn ErrTeamFull\n\t}\n\n\tif _, exists := t.members[member.PlayerID]; exists {\n\t\treturn ErrMemberAlreadyExists\n\t}\n\n\tt.members[member.PlayerID] = member\n\tt.UpdatedAt = time.Now()\n\tt.Version++\n\n\treturn nil\n}\n\n// RemoveMember 移除成员\nfunc (t *Team) RemoveMember(playerID string) error {\n\tif playerID == t.LeaderID {\n\t\treturn ErrCannotRemoveLeader\n\t}\n\n\tif _, exists := t.members[playerID]; !exists {\n\t\treturn ErrMemberNotFound\n\t}\n\n\tdelete(t.members, playerID)\n\tt.UpdatedAt = time.Now()\n\tt.Version++\n\n\treturn nil\n}\n\n// TransferLeadership 转让队长\nfunc (t *Team) TransferLeadership(newLeaderID string) error {\n\tnewLeader, exists := t.members[newLeaderID]\n\tif !exists {\n\t\treturn ErrMemberNotFound\n\t}\n\n\t// 将原队长降为普通成员\n\tif oldLeader, exists := t.members[t.LeaderID]; exists {\n\t\toldLeader.Role = TeamRoleMember\n\t}\n\n\t// 设置新队长\n\tt.LeaderID = newLeaderID\n\tnewLeader.Role = TeamRoleLeader\n\tt.UpdatedAt = time.Now()\n\tt.Version++\n\n\treturn nil\n}\n\n// SetPassword 设置密码\nfunc (t *Team) SetPassword(password string) {\n\tt.Password = password\n\tt.IsPublic = password == \"\"\n\tt.UpdatedAt = time.Now()\n\tt.Version++\n}\n\n// GetMembers 获取所有成员\nfunc (t *Team) GetMembers() []*TeamMember {\n\tmembers := make([]*TeamMember, 0, len(t.members))\n\tfor _, member := range t.members {\n\t\tmembers = append(members, member)\n\t}\n\treturn members\n}\n\n// GetMemberCount 获取成员数量\nfunc (t *Team) GetMemberCount() int {\n\treturn len(t.members)\n}\n\n// IsFull 检查是否已满\nfunc (t *Team) IsFull() bool {\n\treturn len(t.members) >= t.MaxMembers\n}\n\n// IsMember 检查是否为成员\nfunc (t *Team) IsMember(playerID string) bool {\n\t_, exists := t.members[playerID]\n\treturn exists\n}\n"
  },
  {
    "path": "internal/domain/social/team/team_member.go",
    "content": "package team\n\nimport \"time\"\n\n// TeamMember 队伍成员实体\ntype TeamMember struct {\n\tPlayerID   string\n\tNickname   string\n\tRole       TeamRole\n\tJoinedAt   time.Time\n\tLastActive time.Time\n\tLevel      int\n\tIsReady    bool\n}\n\n// TeamRole 队伍角色\ntype TeamRole int\n\nconst (\n\tTeamRoleMember TeamRole = iota // 普通成员\n\tTeamRoleLeader                 // 队长\n)\n\n// NewTeamMember 创建新的队伍成员\nfunc NewTeamMember(playerID, nickname string, level int) *TeamMember {\n\treturn &TeamMember{\n\t\tPlayerID:   playerID,\n\t\tNickname:   nickname,\n\t\tRole:       TeamRoleMember,\n\t\tJoinedAt:   time.Now(),\n\t\tLastActive: time.Now(),\n\t\tLevel:      level,\n\t\tIsReady:    false,\n\t}\n}\n\n// SetReady 设置准备状态\nfunc (m *TeamMember) SetReady(ready bool) {\n\tm.IsReady = ready\n}\n\n// UpdateLastActive 更新最后活跃时间\nfunc (m *TeamMember) UpdateLastActive() {\n\tm.LastActive = time.Now()\n}\n\n// IsLeader 是否为队长\nfunc (m *TeamMember) IsLeader() bool {\n\treturn m.Role == TeamRoleLeader\n}\n\n// GetMembershipDuration 获取加入时长\nfunc (m *TeamMember) GetMembershipDuration() time.Duration {\n\treturn time.Since(m.JoinedAt)\n}\n"
  },
  {
    "path": "internal/domain/social/team/team_service.go",
    "content": "package team\n\nimport (\n\t\"context\"\n\t\"fmt\"\n)\n\n// TeamService 队伍领域服务\ntype TeamService struct {\n\tteamRepo TeamRepository\n}\n\n// NewTeamService 创建队伍服务\nfunc NewTeamService(teamRepo TeamRepository) *TeamService {\n\treturn &TeamService{\n\t\tteamRepo: teamRepo,\n\t}\n}\n\n// CreateTeam 创建队伍\nfunc (s *TeamService) CreateTeam(ctx context.Context, name, leaderID string, maxMembers int, isPublic bool, password string) (*Team, error) {\n\t// 验证队伍名称\n\tif err := s.validateTeamName(name); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 检查玩家是否已有队伍\n\thasTeam, err := s.teamRepo.PlayerHasTeam(ctx, leaderID)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"检查玩家队伍状态失败: %w\", err)\n\t}\n\tif hasTeam {\n\t\treturn nil, ErrPlayerAlreadyInTeam\n\t}\n\n\t// 创建队伍\n\tteamID := generateTeamID()\n\tteam := NewTeam(teamID, name, leaderID, maxMembers, isPublic)\n\tif password != \"\" {\n\t\tteam.SetPassword(password)\n\t}\n\n\t// 添加队长为成员\n\tleader := NewTeamMember(leaderID, \"\", 1)\n\tleader.Role = TeamRoleLeader\n\tif err := team.AddMember(leader); err != nil {\n\t\treturn nil, fmt.Errorf(\"添加队长失败: %w\", err)\n\t}\n\n\t// 保存队伍\n\tif err := s.teamRepo.SaveTeam(ctx, team); err != nil {\n\t\treturn nil, fmt.Errorf(\"保存队伍失败: %w\", err)\n\t}\n\n\treturn team, nil\n}\n\n// JoinTeam 加入队伍\nfunc (s *TeamService) JoinTeam(ctx context.Context, teamID, playerID, nickname string, level int, password string) error {\n\t// 获取队伍\n\tteam, err := s.teamRepo.GetTeamByID(ctx, teamID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"获取队伍失败: %w\", err)\n\t}\n\tif team == nil {\n\t\treturn ErrTeamNotFound\n\t}\n\n\t// 检查密码\n\tif !team.IsPublic && team.Password != password {\n\t\treturn ErrInvalidPassword\n\t}\n\n\t// 检查队伍是否已满\n\tif team.IsFull() {\n\t\treturn ErrTeamFull\n\t}\n\n\t// 检查玩家是否已有队伍\n\thasTeam, err := s.teamRepo.PlayerHasTeam(ctx, playerID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"检查玩家队伍状态失败: %w\", err)\n\t}\n\tif hasTeam {\n\t\treturn ErrPlayerAlreadyInTeam\n\t}\n\n\t// 创建新成员\n\tmember := NewTeamMember(playerID, nickname, level)\n\n\t// 添加成员到队伍\n\tif err := team.AddMember(member); err != nil {\n\t\treturn err\n\t}\n\n\t// 保存队伍\n\tif err := s.teamRepo.SaveTeam(ctx, team); err != nil {\n\t\treturn fmt.Errorf(\"保存队伍失败: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// LeaveTeam 离开队伍\nfunc (s *TeamService) LeaveTeam(ctx context.Context, teamID, playerID string) error {\n\t// 获取队伍\n\tteam, err := s.teamRepo.GetTeamByID(ctx, teamID)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"获取队伍失败: %w\", err)\n\t}\n\tif team == nil {\n\t\treturn ErrTeamNotFound\n\t}\n\n\t// 如果是队长离开且队伍还有其他成员，需要先转让队长\n\tif team.LeaderID == playerID && team.GetMemberCount() > 1 {\n\t\treturn ErrLeaderMustTransfer\n\t}\n\n\t// 移除成员\n\tif err := team.RemoveMember(playerID); err != nil {\n\t\treturn err\n\t}\n\n\t// 如果队伍为空，删除队伍\n\tif team.GetMemberCount() == 0 {\n\t\tif err := s.teamRepo.DeleteTeam(ctx, teamID); err != nil {\n\t\t\treturn fmt.Errorf(\"删除队伍失败: %w\", err)\n\t\t}\n\t} else {\n\t\t// 保存队伍\n\t\tif err := s.teamRepo.SaveTeam(ctx, team); err != nil {\n\t\t\treturn fmt.Errorf(\"保存队伍失败: %w\", err)\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// validateTeamName 验证队伍名称\nfunc (s *TeamService) validateTeamName(name string) error {\n\tif len(name) < 2 {\n\t\treturn ErrTeamNameTooShort\n\t}\n\tif len(name) > 20 {\n\t\treturn ErrTeamNameTooLong\n\t}\n\treturn nil\n}\n\n// generateTeamID 生成队伍ID\nfunc generateTeamID() string {\n\treturn \"team_\" + randomString(16)\n}\n\n// randomString 生成随机字符串\nfunc randomString(length int) string {\n\tconst charset = \"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789\"\n\tb := make([]byte, length)\n\tfor i := range b {\n\t\tb[i] = charset[i%len(charset)]\n\t}\n\treturn string(b)\n}\n"
  },
  {
    "path": "internal/errors/domain_errors.go",
    "content": "// Package errors 提供统一的错误处理机制\npackage errors\n\nimport (\n\t\"fmt\"\n\t\"net/http\"\n)\n\n// ErrorCode 错误代码类型\ntype ErrorCode string\n\nconst (\n\t// 通用错误\n\tErrCodeInternal     ErrorCode = \"INTERNAL_ERROR\"\n\tErrCodeInvalidInput ErrorCode = \"INVALID_INPUT\"\n\tErrCodeNotFound     ErrorCode = \"NOT_FOUND\"\n\tErrCodeUnauthorized ErrorCode = \"UNAUTHORIZED\"\n\tErrCodeForbidden    ErrorCode = \"FORBIDDEN\"\n\tErrCodeConflict     ErrorCode = \"CONFLICT\"\n\tErrCodeTimeout      ErrorCode = \"TIMEOUT\"\n\n\t// 领域特定错误\n\tErrCodePlayerNotFound      ErrorCode = \"PLAYER_NOT_FOUND\"\n\tErrCodePlayerOffline       ErrorCode = \"PLAYER_OFFLINE\"\n\tErrCodePlayerAlreadyExists ErrorCode = \"PLAYER_ALREADY_EXISTS\"\n\tErrCodeInvalidPlayerName   ErrorCode = \"INVALID_PLAYER_NAME\"\n\tErrCodeInvalidPosition     ErrorCode = \"INVALID_POSITION\"\n\tErrCodeVersionMismatch     ErrorCode = \"VERSION_MISMATCH\"\n\n\tErrCodeBattleNotFound           ErrorCode = \"BATTLE_NOT_FOUND\"\n\tErrCodeBattleAlreadyStarted     ErrorCode = \"BATTLE_ALREADY_STARTED\"\n\tErrCodeBattleNotInProgress      ErrorCode = \"BATTLE_NOT_IN_PROGRESS\"\n\tErrCodePlayerNotInBattle        ErrorCode = \"PLAYER_NOT_IN_BATTLE\"\n\tErrCodePlayerAlreadyInBattle    ErrorCode = \"PLAYER_ALREADY_IN_BATTLE\"\n\tErrCodeInsufficientParticipants ErrorCode = \"INSUFFICIENT_PARTICIPANTS\"\n\tErrCodeInsufficientMana         ErrorCode = \"INSUFFICIENT_MANA\"\n\tErrCodeInvalidTarget            ErrorCode = \"INVALID_TARGET\"\n\tErrCodeBattleFinished           ErrorCode = \"BATTLE_FINISHED\"\n)\n\n// DomainError 领域错误结构\ntype DomainError struct {\n\tCode       ErrorCode `json:\"code\"`\n\tMessage    string    `json:\"message\"`\n\tDetails    string    `json:\"details,omitempty\"`\n\tHTTPStatus int       `json:\"-\"`\n\tCause      error     `json:\"-\"`\n}\n\n// Error 实现 error 接口\nfunc (e *DomainError) Error() string {\n\tif e.Details != \"\" {\n\t\treturn fmt.Sprintf(\"[%s] %s: %s\", e.Code, e.Message, e.Details)\n\t}\n\treturn fmt.Sprintf(\"[%s] %s\", e.Code, e.Message)\n}\n\n// Unwrap 支持错误链\nfunc (e *DomainError) Unwrap() error {\n\treturn e.Cause\n}\n\n// NewDomainError 创建领域错误\nfunc NewDomainError(code ErrorCode, message string) *DomainError {\n\treturn &DomainError{\n\t\tCode:       code,\n\t\tMessage:    message,\n\t\tHTTPStatus: getHTTPStatus(code),\n\t}\n}\n\n// NewDomainErrorWithDetails 创建带详情的领域错误\nfunc NewDomainErrorWithDetails(code ErrorCode, message, details string) *DomainError {\n\treturn &DomainError{\n\t\tCode:       code,\n\t\tMessage:    message,\n\t\tDetails:    details,\n\t\tHTTPStatus: getHTTPStatus(code),\n\t}\n}\n\n// NewDomainErrorWithCause 创建带原因的领域错误\nfunc NewDomainErrorWithCause(code ErrorCode, message string, cause error) *DomainError {\n\treturn &DomainError{\n\t\tCode:       code,\n\t\tMessage:    message,\n\t\tHTTPStatus: getHTTPStatus(code),\n\t\tCause:      cause,\n\t}\n}\n\n// getHTTPStatus 根据错误代码获取HTTP状态码\nfunc getHTTPStatus(code ErrorCode) int {\n\tswitch code {\n\tcase ErrCodeNotFound, ErrCodePlayerNotFound, ErrCodeBattleNotFound:\n\t\treturn http.StatusNotFound\n\tcase ErrCodeUnauthorized:\n\t\treturn http.StatusUnauthorized\n\tcase ErrCodeForbidden:\n\t\treturn http.StatusForbidden\n\tcase ErrCodeConflict, ErrCodePlayerAlreadyExists, ErrCodePlayerAlreadyInBattle:\n\t\treturn http.StatusConflict\n\tcase ErrCodeInvalidInput, ErrCodeInvalidPlayerName, ErrCodeInvalidPosition, ErrCodeInvalidTarget:\n\t\treturn http.StatusBadRequest\n\tcase ErrCodeTimeout:\n\t\treturn http.StatusRequestTimeout\n\tdefault:\n\t\treturn http.StatusInternalServerError\n\t}\n}\n\n// 预定义的领域错误\nvar (\n\t// 玩家相关错误\n\tErrPlayerNotFound      = NewDomainError(ErrCodePlayerNotFound, \"玩家不存在\")\n\tErrPlayerOffline       = NewDomainError(ErrCodePlayerOffline, \"玩家已离线\")\n\tErrPlayerAlreadyExists = NewDomainError(ErrCodePlayerAlreadyExists, \"玩家已存在\")\n\tErrInvalidPlayerName   = NewDomainError(ErrCodeInvalidPlayerName, \"无效的玩家名称\")\n\tErrInvalidPosition     = NewDomainError(ErrCodeInvalidPosition, \"无效的位置\")\n\tErrVersionMismatch     = NewDomainError(ErrCodeVersionMismatch, \"版本不匹配\")\n\n\t// 战斗相关错误\n\tErrBattleNotFound           = NewDomainError(ErrCodeBattleNotFound, \"战斗不存在\")\n\tErrBattleAlreadyStarted     = NewDomainError(ErrCodeBattleAlreadyStarted, \"战斗已开始\")\n\tErrBattleNotInProgress      = NewDomainError(ErrCodeBattleNotInProgress, \"战斗未进行中\")\n\tErrPlayerNotInBattle        = NewDomainError(ErrCodePlayerNotInBattle, \"玩家不在战斗中\")\n\tErrPlayerAlreadyInBattle    = NewDomainError(ErrCodePlayerAlreadyInBattle, \"玩家已在战斗中\")\n\tErrInsufficientParticipants = NewDomainError(ErrCodeInsufficientParticipants, \"参与者不足\")\n\tErrInsufficientMana         = NewDomainError(ErrCodeInsufficientMana, \"魔法值不足\")\n\tErrInvalidTarget            = NewDomainError(ErrCodeInvalidTarget, \"无效的目标\")\n\tErrBattleFinished           = NewDomainError(ErrCodeBattleFinished, \"战斗已结束\")\n\n\t// 通用错误\n\tErrInternal     = NewDomainError(ErrCodeInternal, \"内部错误\")\n\tErrInvalidInput = NewDomainError(ErrCodeInvalidInput, \"无效输入\")\n\tErrNotFound     = NewDomainError(ErrCodeNotFound, \"资源不存在\")\n\tErrUnauthorized = NewDomainError(ErrCodeUnauthorized, \"未授权\")\n\tErrForbidden    = NewDomainError(ErrCodeForbidden, \"禁止访问\")\n\tErrConflict     = NewDomainError(ErrCodeConflict, \"冲突\")\n\tErrTimeout      = NewDomainError(ErrCodeTimeout, \"超时\")\n)\n\n// IsDomainError 检查是否为领域错误\nfunc IsDomainError(err error) bool {\n\t_, ok := err.(*DomainError)\n\treturn ok\n}\n\n// GetDomainError 获取领域错误\nfunc GetDomainError(err error) (*DomainError, bool) {\n\tdomainErr, ok := err.(*DomainError)\n\treturn domainErr, ok\n}\n\n// WrapError 包装错误为领域错误\nfunc WrapError(err error, code ErrorCode, message string) *DomainError {\n\treturn NewDomainErrorWithCause(code, message, err)\n}\n"
  },
  {
    "path": "internal/events/eventbus.go",
    "content": "// Package events 事件系统和消息队列\n// Author: MMO Server Team\n// Created: 2024\n\npackage events\n\nimport (\n\t\"context\"\n\t\"encoding/json\"\n\t\"fmt\"\n\t\"reflect\"\n\t\"sync\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n\n\t\"github.com/nats-io/nats.go\"\n\t// \"github.com/phuhao00/netcore-go/core\" // 暂时注释掉缺失的包\n)\n\n// Logger 简单的日志接口\ntype Logger interface {\n\tInfo(msg string, args ...interface{})\n\tError(msg string, args ...interface{})\n\tDebug(msg string, args ...interface{})\n}\n\n// Event 事件接口\ntype Event interface {\n\tGetID() string\n\tGetEventType() string\n\tGetAggregateID() string\n\tGetVersion() int64\n\tGetOccurredAt() time.Time\n\tGetData() interface{}\n\tGetPlayerID() string\n}\n\n// Handler 事件处理器\ntype Handler func(ctx context.Context, event Event) error\n\n// EventBus 事件总线\ntype EventBus struct {\n\thandlers map[string][]Handler\n\tmutex    sync.RWMutex\n\tlogger   Logger\n\tnats     *nats.Conn\n}\n\n// BaseEvent 基础事件结构\ntype BaseEvent struct {\n\tID          string      `json:\"id\"`\n\tType        string      `json:\"type\"`\n\tAggregateID string      `json:\"aggregate_id\"`\n\tVersion     int64       `json:\"version\"`\n\tData        interface{} `json:\"data\"`\n\tTimestamp   time.Time   `json:\"timestamp\"`\n\tUserID      string      `json:\"user_id,omitempty\"`\n\tSessionID   string      `json:\"session_id,omitempty\"`\n}\n\n// GetEventType 获取事件类型\nfunc (e *BaseEvent) GetEventType() string {\n\treturn e.Type\n}\n\n// GetAggregateID 获取聚合根ID\nfunc (e *BaseEvent) GetAggregateID() string {\n\treturn e.AggregateID\n}\n\n// GetVersion 获取版本号\nfunc (e *BaseEvent) GetVersion() int64 {\n\treturn e.Version\n}\n\n// GetOccurredAt 获取发生时间\nfunc (e *BaseEvent) GetOccurredAt() time.Time {\n\treturn e.Timestamp\n}\n\n// GetData 获取事件数据\nfunc (e *BaseEvent) GetData() interface{} {\n\treturn e.Data\n}\n\n// GetPlayerID 获取玩家ID\nfunc (e *BaseEvent) GetPlayerID() string {\n\treturn e.UserID\n}\n\n// GetID 获取事件ID\nfunc (e *BaseEvent) GetID() string {\n\treturn e.ID\n}\n\n// NewEventBus 创建事件总线\nfunc NewEventBus(logger Logger) *EventBus {\n\treturn &EventBus{\n\t\thandlers: make(map[string][]Handler),\n\t\tlogger:   logger,\n\t}\n}\n\n// ConnectNATS 连接到NATS\nfunc (eb *EventBus) ConnectNATS(url string) error {\n\tnc, err := nats.Connect(url)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to connect to NATS: %w\", err)\n\t}\n\n\teb.nats = nc\n\teb.logger.Info(\"Connected to NATS\", logging.Fields{\n\t\t\"url\": url,\n\t})\n\treturn nil\n}\n\n// Subscribe 订阅事件\nfunc (eb *EventBus) Subscribe(eventType string, handler Handler) {\n\teb.mutex.Lock()\n\tdefer eb.mutex.Unlock()\n\n\teb.handlers[eventType] = append(eb.handlers[eventType], handler)\n\teb.logger.Debug(\"Event handler subscribed\", logging.Fields{\n\t\t\"type\": eventType,\n\t})\n}\n\n// Unsubscribe 取消订阅\nfunc (eb *EventBus) Unsubscribe(eventType string, handler Handler) {\n\teb.mutex.Lock()\n\tdefer eb.mutex.Unlock()\n\n\thandlers := eb.handlers[eventType]\n\tfor i, h := range handlers {\n\t\tif reflect.ValueOf(h).Pointer() == reflect.ValueOf(handler).Pointer() {\n\t\t\teb.handlers[eventType] = append(handlers[:i], handlers[i+1:]...)\n\t\t\tbreak\n\t\t}\n\t}\n\n\teb.logger.Debug(\"Event handler unsubscribed\", logging.Fields{\n\t\t\"type\": eventType,\n\t})\n}\n\n// Publish 发布事件\nfunc (eb *EventBus) Publish(ctx context.Context, event Event) error {\n\t// 本地处理\n\tif err := eb.publishLocal(ctx, event); err != nil {\n\t\teb.logger.Error(\"Local event publish failed\", err, logging.Fields{})\n\t}\n\n\t// 远程发布（通过NATS）\n\tif eb.nats != nil {\n\t\tif err := eb.publishRemote(event); err != nil {\n\t\t\teb.logger.Error(\"Remote event publish failed\", err, logging.Fields{})\n\t\t\treturn err\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// publishLocal 本地发布事件\nfunc (eb *EventBus) publishLocal(ctx context.Context, event Event) error {\n\teb.mutex.RLock()\n\thandlers := eb.handlers[event.GetEventType()]\n\teb.mutex.RUnlock()\n\n\tfor _, handler := range handlers {\n\t\tgo func(h Handler) {\n\t\t\tif err := h(ctx, event); err != nil {\n\t\t\t\teb.logger.Error(\"Event handler error\", err, logging.Fields{\n\t\t\t\t\t\"type\": event.GetEventType(),\n\t\t\t\t})\n\t\t\t}\n\t\t}(handler)\n\t}\n\n\teb.logger.Debug(\"Event published locally\", logging.Fields{\n\t\t\"type\": event.GetEventType(),\n\t})\n\treturn nil\n}\n\n// publishRemote 远程发布事件\nfunc (eb *EventBus) publishRemote(event Event) error {\n\tdata, err := json.Marshal(event)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to marshal event: %w\", err)\n\t}\n\n\tsubject := fmt.Sprintf(\"events.%s\", event.GetEventType())\n\tif err := eb.nats.Publish(subject, data); err != nil {\n\t\treturn fmt.Errorf(\"failed to publish event to NATS: %w\", err)\n\t}\n\n\teb.logger.Debug(\"Event published remotely\", logging.Fields{\n\t\t\"type\":    event.GetEventType(),\n\t\t\"subject\": subject,\n\t})\n\treturn nil\n}\n\n// SubscribeRemote 订阅远程事件\nfunc (eb *EventBus) SubscribeRemote(eventType string, handler Handler) error {\n\tif eb.nats == nil {\n\t\treturn fmt.Errorf(\"NATS connection not established\")\n\t}\n\n\tsubject := fmt.Sprintf(\"events.%s\", eventType)\n\t_, err := eb.nats.Subscribe(subject, func(msg *nats.Msg) {\n\t\tvar event BaseEvent\n\t\tif err := json.Unmarshal(msg.Data, &event); err != nil {\n\t\t\teb.logger.Error(\"Failed to unmarshal remote event\", err, logging.Fields{})\n\t\t\treturn\n\t\t}\n\n\t\tctx := context.Background()\n\t\tif err := handler(ctx, &event); err != nil {\n\t\t\teb.logger.Error(\"Remote event handler error\", err, logging.Fields{\n\t\t\t\t\"type\": eventType,\n\t\t\t})\n\t\t}\n\t})\n\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to subscribe to remote events: %w\", err)\n\t}\n\n\teb.logger.Info(\"Subscribed to remote events\", logging.Fields{\n\t\t\"type\":    eventType,\n\t\t\"subject\": subject,\n\t})\n\treturn nil\n}\n\n// Close 关闭事件总线\nfunc (eb *EventBus) Close() {\n\tif eb.nats != nil {\n\t\teb.nats.Close()\n\t\teb.logger.Info(\"NATS connection closed\", logging.Fields{})\n\t}\n}\n\n// GameEvents 游戏事件类型常量\nconst (\n\tEventPlayerLogin   = \"player.login\"\n\tEventPlayerLogout  = \"player.logout\"\n\tEventPlayerMove    = \"player.move\"\n\tEventPlayerChat    = \"player.chat\"\n\tEventBattleStart   = \"battle.start\"\n\tEventBattleEnd     = \"battle.end\"\n\tEventSceneEnter    = \"scene.enter\"\n\tEventSceneLeave    = \"scene.leave\"\n\tEventActivityJoin  = \"activity.join\"\n\tEventActivityLeave = \"activity.leave\"\n)\n\n// PlayerLoginEvent 玩家登录事件\ntype PlayerLoginEvent struct {\n\t*BaseEvent\n\tPlayerID string `json:\"player_id\"`\n\tIP       string `json:\"ip\"`\n}\n\n// NewPlayerLoginEvent 创建玩家登录事件\nfunc NewPlayerLoginEvent(playerID, ip string) *PlayerLoginEvent {\n\treturn &PlayerLoginEvent{\n\t\tBaseEvent: &BaseEvent{\n\t\t\tType:      EventPlayerLogin,\n\t\t\tTimestamp: time.Now(),\n\t\t\tUserID:    playerID,\n\t\t},\n\t\tPlayerID: playerID,\n\t\tIP:       ip,\n\t}\n}\n\n// PlayerMoveEvent 玩家移动事件\ntype PlayerMoveEvent struct {\n\t*BaseEvent\n\tPlayerID string  `json:\"player_id\"`\n\tSceneID  string  `json:\"scene_id\"`\n\tX        float64 `json:\"x\"`\n\tY        float64 `json:\"y\"`\n\tZ        float64 `json:\"z\"`\n}\n\n// NewPlayerMoveEvent 创建玩家移动事件\nfunc NewPlayerMoveEvent(playerID, sceneID string, x, y, z float64) *PlayerMoveEvent {\n\treturn &PlayerMoveEvent{\n\t\tBaseEvent: &BaseEvent{\n\t\t\tType:      EventPlayerMove,\n\t\t\tTimestamp: time.Now(),\n\t\t\tUserID:    playerID,\n\t\t},\n\t\tPlayerID: playerID,\n\t\tSceneID:  sceneID,\n\t\tX:        x,\n\t\tY:        y,\n\t\tZ:        z,\n\t}\n}\n\n// ChatEvent 聊天事件\ntype ChatEvent struct {\n\t*BaseEvent\n\tPlayerID string `json:\"player_id\"`\n\tChannel  string `json:\"channel\"`\n\tMessage  string `json:\"message\"`\n}\n\n// NewChatEvent 创建聊天事件\nfunc NewChatEvent(playerID, channel, message string) *ChatEvent {\n\treturn &ChatEvent{\n\t\tBaseEvent: &BaseEvent{\n\t\t\tType:      EventPlayerChat,\n\t\t\tTimestamp: time.Now(),\n\t\t\tUserID:    playerID,\n\t\t},\n\t\tPlayerID: playerID,\n\t\tChannel:  channel,\n\t\tMessage:  message,\n\t}\n}\n\n// BattleStartEvent 战斗开始事件\ntype BattleStartEvent struct {\n\t*BaseEvent\n\tBattleID string   `json:\"battle_id\"`\n\tPlayers  []string `json:\"players\"`\n}\n\n// NewBattleStartEvent 创建战斗开始事件\nfunc NewBattleStartEvent(battleID string, players []string) *BattleStartEvent {\n\treturn &BattleStartEvent{\n\t\tBaseEvent: &BaseEvent{\n\t\t\tType:      EventBattleStart,\n\t\t\tTimestamp: time.Now(),\n\t\t},\n\t\tBattleID: battleID,\n\t\tPlayers:  players,\n\t}\n}\n\n// EventManager 事件管理器\ntype EventManager struct {\n\teventBus *EventBus\n\tlogger   Logger\n}\n\n// NewEventManager 创建事件管理器\nfunc NewEventManager(logger Logger) *EventManager {\n\treturn &EventManager{\n\t\teventBus: NewEventBus(logger),\n\t\tlogger:   logger,\n\t}\n}\n\n// Initialize 初始化事件管理器\nfunc (em *EventManager) Initialize(natsURL string) error {\n\tif err := em.eventBus.ConnectNATS(natsURL); err != nil {\n\t\treturn fmt.Errorf(\"failed to connect to NATS: %w\", err)\n\t}\n\n\t// 注册默认事件处理器\n\tem.registerDefaultHandlers()\n\n\tem.logger.Info(\"Event manager initialized\")\n\treturn nil\n}\n\n// registerDefaultHandlers 注册默认事件处理器\nfunc (em *EventManager) registerDefaultHandlers() {\n\t// 玩家登录事件处理\n\tem.eventBus.Subscribe(EventPlayerLogin, func(ctx context.Context, event Event) error {\n\t\tem.logger.Info(\"Player login event\", \"event\", event.GetData())\n\t\treturn nil\n\t})\n\n\t// 玩家移动事件处理\n\tem.eventBus.Subscribe(EventPlayerMove, func(ctx context.Context, event Event) error {\n\t\tem.logger.Debug(\"Player move event\", \"event\", event.GetData())\n\t\treturn nil\n\t})\n\n\t// 聊天事件处理\n\tem.eventBus.Subscribe(EventPlayerChat, func(ctx context.Context, event Event) error {\n\t\tem.logger.Info(\"Chat event\", \"event\", event.GetData())\n\t\treturn nil\n\t})\n}\n\n// GetEventBus 获取事件总线\nfunc (em *EventManager) GetEventBus() *EventBus {\n\treturn em.eventBus\n}\n\n// Close 关闭事件管理器\nfunc (em *EventManager) Close() {\n\tem.eventBus.Close()\n\tem.logger.Info(\"Event manager closed\")\n}\n"
  },
  {
    "path": "internal/events/metrics.go",
    "content": "package events\n\nimport (\n\t\"sync\"\n\t\"time\"\n)\n\n// EventType 事件类型\ntype EventType string\n\nconst (\n\tEventTypePlayerLogin   EventType = \"player_login\"\n\tEventTypePlayerLogout  EventType = \"player_logout\"\n\tEventTypePlayerMove    EventType = \"player_move\"\n\tEventTypePlayerAction  EventType = \"player_action\"\n\tEventTypePlayerChat    EventType = \"player_chat\"\n\tEventTypePlayerMail    EventType = \"player_mail\"\n\tEventTypeGameBattle    EventType = \"game_battle\"\n\tEventTypeGameShop      EventType = \"game_shop\"\n\tEventTypeGameBag       EventType = \"game_bag\"\n\tEventTypeGamePet       EventType = \"game_pet\"\n\tEventTypeGameBuilding  EventType = \"game_building\"\n\tEventTypeSystemError   EventType = \"system_error\"\n\tEventTypeSystemWarning EventType = \"system_warning\"\n\tEventTypeSystemInfo    EventType = \"system_info\"\n\tEventTypeSystemStart   EventType = \"system_start\"\n\tEventTypeSystemStop    EventType = \"system_stop\"\n\tEventTypeSystemHealth  EventType = \"system_health\"\n)\n\n// EventMetrics 事件指标\ntype EventMetrics struct {\n\teventCounts     map[EventType]uint64\n\tsuccessCounts   map[EventType]uint64\n\terrorCounts     map[EventType]uint64\n\tdroppedCounts   map[EventType]uint64\n\tprocessingTimes map[EventType][]time.Duration\n\tmu              sync.RWMutex\n}\n\n// NewEventMetrics 创建事件指标\nfunc NewEventMetrics() *EventMetrics {\n\treturn &EventMetrics{\n\t\teventCounts:     make(map[EventType]uint64),\n\t\tsuccessCounts:   make(map[EventType]uint64),\n\t\terrorCounts:     make(map[EventType]uint64),\n\t\tdroppedCounts:   make(map[EventType]uint64),\n\t\tprocessingTimes: make(map[EventType][]time.Duration),\n\t}\n}\n\n// IncrementEventCount 增加事件计数\nfunc (em *EventMetrics) IncrementEventCount(eventType EventType) {\n\tem.mu.Lock()\n\tdefer em.mu.Unlock()\n\tem.eventCounts[eventType]++\n}\n\n// IncrementSuccessCount 增加成功计数\nfunc (em *EventMetrics) IncrementSuccessCount(eventType EventType) {\n\tem.mu.Lock()\n\tdefer em.mu.Unlock()\n\tem.successCounts[eventType]++\n}\n\n// IncrementErrorCount 增加错误计数\nfunc (em *EventMetrics) IncrementErrorCount(eventType EventType) {\n\tem.mu.Lock()\n\tdefer em.mu.Unlock()\n\tem.errorCounts[eventType]++\n}\n\n// IncrementDroppedCount 增加丢弃计数\nfunc (em *EventMetrics) IncrementDroppedCount(eventType EventType) {\n\tem.mu.Lock()\n\tdefer em.mu.Unlock()\n\tem.droppedCounts[eventType]++\n}\n\n// RecordProcessingTime 记录处理时间\nfunc (em *EventMetrics) RecordProcessingTime(eventType EventType, duration time.Duration) {\n\tem.mu.Lock()\n\tdefer em.mu.Unlock()\n\n\tif _, exists := em.processingTimes[eventType]; !exists {\n\t\tem.processingTimes[eventType] = make([]time.Duration, 0)\n\t}\n\n\t// 保留最近100个处理时间记录\n\tif len(em.processingTimes[eventType]) >= 100 {\n\t\tem.processingTimes[eventType] = em.processingTimes[eventType][1:]\n\t}\n\tem.processingTimes[eventType] = append(em.processingTimes[eventType], duration)\n}\n\n// GetEventCount 获取事件计数\nfunc (em *EventMetrics) GetEventCount(eventType EventType) uint64 {\n\tem.mu.RLock()\n\tdefer em.mu.RUnlock()\n\treturn em.eventCounts[eventType]\n}\n\n// GetSuccessCount 获取成功计数\nfunc (em *EventMetrics) GetSuccessCount(eventType EventType) uint64 {\n\tem.mu.RLock()\n\tdefer em.mu.RUnlock()\n\treturn em.successCounts[eventType]\n}\n\n// GetErrorCount 获取错误计数\nfunc (em *EventMetrics) GetErrorCount(eventType EventType) uint64 {\n\tem.mu.RLock()\n\tdefer em.mu.RUnlock()\n\treturn em.errorCounts[eventType]\n}\n\n// GetDroppedCount 获取丢弃计数\nfunc (em *EventMetrics) GetDroppedCount(eventType EventType) uint64 {\n\tem.mu.RLock()\n\tdefer em.mu.RUnlock()\n\treturn em.droppedCounts[eventType]\n}\n\n// GetAverageProcessingTime 获取平均处理时间\nfunc (em *EventMetrics) GetAverageProcessingTime(eventType EventType) time.Duration {\n\tem.mu.RLock()\n\tdefer em.mu.RUnlock()\n\n\ttimes, exists := em.processingTimes[eventType]\n\tif !exists || len(times) == 0 {\n\t\treturn 0\n\t}\n\n\tvar total time.Duration\n\tfor _, t := range times {\n\t\ttotal += t\n\t}\n\treturn total / time.Duration(len(times))\n}\n\n// GetSuccessRate 获取成功率\nfunc (em *EventMetrics) GetSuccessRate(eventType EventType) float64 {\n\tem.mu.RLock()\n\tdefer em.mu.RUnlock()\n\n\ttotal := em.eventCounts[eventType]\n\tif total == 0 {\n\t\treturn 0\n\t}\n\n\tsuccess := em.successCounts[eventType]\n\treturn float64(success) / float64(total)\n}\n\n// GetAllMetrics 获取所有指标\nfunc (em *EventMetrics) GetAllMetrics() map[string]interface{} {\n\tem.mu.RLock()\n\tdefer em.mu.RUnlock()\n\n\tmetrics := map[string]interface{}{\n\t\t\"event_counts\":   make(map[string]uint64),\n\t\t\"success_counts\": make(map[string]uint64),\n\t\t\"error_counts\":   make(map[string]uint64),\n\t\t\"dropped_counts\": make(map[string]uint64),\n\t\t\"success_rates\":  make(map[string]float64),\n\t\t\"avg_times\":      make(map[string]string),\n\t}\n\n\t// 收集所有事件类型\n\tallEventTypes := make(map[EventType]bool)\n\tfor eventType := range em.eventCounts {\n\t\tallEventTypes[eventType] = true\n\t}\n\tfor eventType := range em.successCounts {\n\t\tallEventTypes[eventType] = true\n\t}\n\tfor eventType := range em.errorCounts {\n\t\tallEventTypes[eventType] = true\n\t}\n\tfor eventType := range em.droppedCounts {\n\t\tallEventTypes[eventType] = true\n\t}\n\n\t// 为每个事件类型生成指标\n\tfor eventType := range allEventTypes {\n\t\teventTypeStr := string(eventType)\n\t\tmetrics[\"event_counts\"].(map[string]uint64)[eventTypeStr] = em.eventCounts[eventType]\n\t\tmetrics[\"success_counts\"].(map[string]uint64)[eventTypeStr] = em.successCounts[eventType]\n\t\tmetrics[\"error_counts\"].(map[string]uint64)[eventTypeStr] = em.errorCounts[eventType]\n\t\tmetrics[\"dropped_counts\"].(map[string]uint64)[eventTypeStr] = em.droppedCounts[eventType]\n\n\t\t// 计算成功率\n\t\ttotal := em.eventCounts[eventType]\n\t\tif total > 0 {\n\t\t\tsuccess := em.successCounts[eventType]\n\t\t\tmetrics[\"success_rates\"].(map[string]float64)[eventTypeStr] = float64(success) / float64(total)\n\t\t} else {\n\t\t\tmetrics[\"success_rates\"].(map[string]float64)[eventTypeStr] = 0\n\t\t}\n\n\t\t// 计算平均处理时间\n\t\ttimes, exists := em.processingTimes[eventType]\n\t\tif exists && len(times) > 0 {\n\t\t\tvar total time.Duration\n\t\t\tfor _, t := range times {\n\t\t\t\ttotal += t\n\t\t\t}\n\t\t\tavg := total / time.Duration(len(times))\n\t\t\tmetrics[\"avg_times\"].(map[string]string)[eventTypeStr] = avg.String()\n\t\t} else {\n\t\t\tmetrics[\"avg_times\"].(map[string]string)[eventTypeStr] = \"0s\"\n\t\t}\n\t}\n\n\treturn metrics\n}\n\n// Reset 重置指标\nfunc (em *EventMetrics) Reset() {\n\tem.mu.Lock()\n\tdefer em.mu.Unlock()\n\n\tem.eventCounts = make(map[EventType]uint64)\n\tem.successCounts = make(map[EventType]uint64)\n\tem.errorCounts = make(map[EventType]uint64)\n\tem.droppedCounts = make(map[EventType]uint64)\n\tem.processingTimes = make(map[EventType][]time.Duration)\n}\n"
  },
  {
    "path": "internal/events/middleware.go",
    "content": "package events\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"log\"\n\t\"time\"\n)\n\n// LoggingMiddleware 日志中间件\ntype LoggingMiddleware struct {\n\tlogger *log.Logger\n}\n\n// NewLoggingMiddleware 创建日志中间件\nfunc NewLoggingMiddleware() *LoggingMiddleware {\n\treturn &LoggingMiddleware{\n\t\tlogger: log.New(log.Writer(), \"[EventLogging] \", log.LstdFlags),\n\t}\n}\n\n// Process 处理事件\nfunc (lm *LoggingMiddleware) Process(ctx context.Context, event Event, next func(context.Context, Event) error) error {\n\tstart := time.Now()\n\tlm.logger.Printf(\"Processing event: %s (type: %s, player: %s)\",\n\t\tevent.GetID(), event.GetEventType(), event.GetPlayerID())\n\n\terr := next(ctx, event)\n\n\tduration := time.Since(start)\n\tif err != nil {\n\t\tlm.logger.Printf(\"Event processing failed: %s, duration: %v, error: %v\",\n\t\t\tevent.GetID(), duration, err)\n\t} else {\n\t\tlm.logger.Printf(\"Event processing completed: %s, duration: %v\",\n\t\t\tevent.GetID(), duration)\n\t}\n\n\treturn err\n}\n\n// ValidationMiddleware 验证中间件\ntype ValidationMiddleware struct {\n\tlogger *log.Logger\n}\n\n// NewValidationMiddleware 创建验证中间件\nfunc NewValidationMiddleware() *ValidationMiddleware {\n\treturn &ValidationMiddleware{\n\t\tlogger: log.New(log.Writer(), \"[EventValidation] \", log.LstdFlags),\n\t}\n}\n\n// Process 处理事件\nfunc (vm *ValidationMiddleware) Process(ctx context.Context, event Event, next func(context.Context, Event) error) error {\n\t// 验证事件基本信息\n\tif err := vm.validateEvent(event); err != nil {\n\t\tvm.logger.Printf(\"Event validation failed: %s, error: %v\", event.GetID(), err)\n\t\treturn fmt.Errorf(\"event validation failed: %w\", err)\n\t}\n\n\treturn next(ctx, event)\n}\n\n// validateEvent 验证事件\nfunc (vm *ValidationMiddleware) validateEvent(event Event) error {\n\tif event.GetID() == \"\" {\n\t\treturn fmt.Errorf(\"event ID is required\")\n\t}\n\n\tif event.GetEventType() == \"\" {\n\t\treturn fmt.Errorf(\"event type is required\")\n\t}\n\n\tif event.GetOccurredAt().IsZero() {\n\t\treturn fmt.Errorf(\"event timestamp is required\")\n\t}\n\n\t// 检查时间戳是否合理（不能是未来时间，不能太久以前）\n\tnow := time.Now()\n\tif event.GetOccurredAt().After(now.Add(5 * time.Minute)) {\n\t\treturn fmt.Errorf(\"event timestamp is in the future\")\n\t}\n\n\tif event.GetOccurredAt().Before(now.Add(-24 * time.Hour)) {\n\t\treturn fmt.Errorf(\"event timestamp is too old\")\n\t}\n\n\treturn nil\n}\n\n// RateLimitMiddleware 限流中间件\ntype RateLimitMiddleware struct {\n\tlimiter map[string]*TokenBucket\n\tlogger  *log.Logger\n}\n\n// TokenBucket 令牌桶\ntype TokenBucket struct {\n\tcapacity   int\n\ttokens     int\n\trefillRate int // 每秒补充的令牌数\n\tlastRefill time.Time\n}\n\n// NewRateLimitMiddleware 创建限流中间件\nfunc NewRateLimitMiddleware() *RateLimitMiddleware {\n\treturn &RateLimitMiddleware{\n\t\tlimiter: make(map[string]*TokenBucket),\n\t\tlogger:  log.New(log.Writer(), \"[EventRateLimit] \", log.LstdFlags),\n\t}\n}\n\n// Process 处理事件\nfunc (rlm *RateLimitMiddleware) Process(ctx context.Context, event Event, next func(context.Context, Event) error) error {\n\t// 基于玩家ID进行限流\n\tplayerID := event.GetPlayerID()\n\tif playerID == \"\" {\n\t\t// 系统事件不限流\n\t\treturn next(ctx, event)\n\t}\n\n\tif !rlm.allowRequest(playerID) {\n\t\trlm.logger.Printf(\"Rate limit exceeded for player: %s, event: %s\", playerID, event.GetID())\n\t\treturn fmt.Errorf(\"rate limit exceeded for player: %s\", playerID)\n\t}\n\n\treturn next(ctx, event)\n}\n\n// allowRequest 检查是否允许请求\nfunc (rlm *RateLimitMiddleware) allowRequest(playerID string) bool {\n\tbucket, exists := rlm.limiter[playerID]\n\tif !exists {\n\t\t// 为新玩家创建令牌桶\n\t\tbucket = &TokenBucket{\n\t\t\tcapacity:   10, // 容量10个令牌\n\t\t\ttokens:     10, // 初始10个令牌\n\t\t\trefillRate: 5,  // 每秒补充5个令牌\n\t\t\tlastRefill: time.Now(),\n\t\t}\n\t\trlm.limiter[playerID] = bucket\n\t}\n\n\t// 补充令牌\n\tnow := time.Now()\n\telapsed := now.Sub(bucket.lastRefill).Seconds()\n\tif elapsed > 0 {\n\t\tnewTokens := int(elapsed * float64(bucket.refillRate))\n\t\tbucket.tokens += newTokens\n\t\tif bucket.tokens > bucket.capacity {\n\t\t\tbucket.tokens = bucket.capacity\n\t\t}\n\t\tbucket.lastRefill = now\n\t}\n\n\t// 检查是否有可用令牌\n\tif bucket.tokens > 0 {\n\t\tbucket.tokens--\n\t\treturn true\n\t}\n\n\treturn false\n}\n\n// AuthenticationMiddleware 认证中间件\ntype AuthenticationMiddleware struct {\n\tlogger *log.Logger\n}\n\n// NewAuthenticationMiddleware 创建认证中间件\nfunc NewAuthenticationMiddleware() *AuthenticationMiddleware {\n\treturn &AuthenticationMiddleware{\n\t\tlogger: log.New(log.Writer(), \"[EventAuth] \", log.LstdFlags),\n\t}\n}\n\n// Process 处理事件\nfunc (am *AuthenticationMiddleware) Process(ctx context.Context, event Event, next func(context.Context, Event) error) error {\n\t// 检查事件是否需要认证\n\tif am.requiresAuthentication(EventType(event.GetEventType())) {\n\t\tif err := am.authenticateEvent(ctx, event); err != nil {\n\t\t\tam.logger.Printf(\"Event authentication failed: %s, error: %v\", event.GetID(), err)\n\t\t\treturn fmt.Errorf(\"event authentication failed: %w\", err)\n\t\t}\n\t}\n\n\treturn next(ctx, event)\n}\n\n// requiresAuthentication 检查事件类型是否需要认证\nfunc (am *AuthenticationMiddleware) requiresAuthentication(eventType EventType) bool {\n\t// 系统事件不需要认证\n\tif eventType == EventTypeSystemStart || eventType == EventTypeSystemStop || eventType == EventTypeSystemHealth {\n\t\treturn false\n\t}\n\n\t// 其他事件需要认证\n\treturn true\n}\n\n// authenticateEvent 认证事件\nfunc (am *AuthenticationMiddleware) authenticateEvent(ctx context.Context, event Event) error {\n\tplayerID := event.GetPlayerID()\n\tif playerID == \"\" {\n\t\treturn fmt.Errorf(\"player ID is required for authenticated events\")\n\t}\n\n\t// 这里可以添加更复杂的认证逻辑\n\t// 例如：验证JWT token、检查玩家状态等\n\n\treturn nil\n}\n\n// MetricsMiddleware 指标中间件\ntype MetricsMiddleware struct {\n\tmetrics *EventMetrics\n\tlogger  *log.Logger\n}\n\n// NewMetricsMiddleware 创建指标中间件\nfunc NewMetricsMiddleware(metrics *EventMetrics) *MetricsMiddleware {\n\treturn &MetricsMiddleware{\n\t\tmetrics: metrics,\n\t\tlogger:  log.New(log.Writer(), \"[EventMetrics] \", log.LstdFlags),\n\t}\n}\n\n// Process 处理事件\nfunc (mm *MetricsMiddleware) Process(ctx context.Context, event Event, next func(context.Context, Event) error) error {\n\tstart := time.Now()\n\n\terr := next(ctx, event)\n\n\tduration := time.Since(start)\n\tmm.metrics.RecordProcessingTime(EventType(event.GetEventType()), duration)\n\n\tif err != nil {\n\t\tmm.metrics.IncrementErrorCount(EventType(event.GetEventType()))\n\t} else {\n\t\tmm.metrics.IncrementSuccessCount(EventType(event.GetEventType()))\n\t}\n\n\treturn err\n}\n\n// CircuitBreakerMiddleware 熔断器中间件\ntype CircuitBreakerMiddleware struct {\n\tbreakers map[EventType]*CircuitBreaker\n\tlogger   *log.Logger\n}\n\n// CircuitBreaker 熔断器\ntype CircuitBreaker struct {\n\tfailureCount     int\n\tfailureThreshold int\n\ttimeout          time.Duration\n\tlastFailureTime  time.Time\n\tstate            CircuitBreakerState\n}\n\n// CircuitBreakerState 熔断器状态\ntype CircuitBreakerState int\n\nconst (\n\tClosed CircuitBreakerState = iota\n\tOpen\n\tHalfOpen\n)\n\n// NewCircuitBreakerMiddleware 创建熔断器中间件\nfunc NewCircuitBreakerMiddleware() *CircuitBreakerMiddleware {\n\treturn &CircuitBreakerMiddleware{\n\t\tbreakers: make(map[EventType]*CircuitBreaker),\n\t\tlogger:   log.New(log.Writer(), \"[EventCircuitBreaker] \", log.LstdFlags),\n\t}\n}\n\n// Process 处理事件\nfunc (cbm *CircuitBreakerMiddleware) Process(ctx context.Context, event Event, next func(context.Context, Event) error) error {\n\tbreaker := cbm.getBreaker(EventType(event.GetEventType()))\n\n\tif !breaker.allowRequest() {\n\t\tcbm.logger.Printf(\"Circuit breaker is open for event type: %s\", event.GetEventType())\n\t\treturn fmt.Errorf(\"circuit breaker is open for event type: %s\", event.GetEventType())\n\t}\n\n\terr := next(ctx, event)\n\n\tif err != nil {\n\t\tbreaker.recordFailure()\n\t} else {\n\t\tbreaker.recordSuccess()\n\t}\n\n\treturn err\n}\n\n// getBreaker 获取熔断器\nfunc (cbm *CircuitBreakerMiddleware) getBreaker(eventType EventType) *CircuitBreaker {\n\tbreaker, exists := cbm.breakers[eventType]\n\tif !exists {\n\t\tbreaker = &CircuitBreaker{\n\t\t\tfailureThreshold: 5,                // 失败阈值\n\t\t\ttimeout:          30 * time.Second, // 超时时间\n\t\t\tstate:            Closed,\n\t\t}\n\t\tcbm.breakers[eventType] = breaker\n\t}\n\treturn breaker\n}\n\n// allowRequest 检查是否允许请求\nfunc (cb *CircuitBreaker) allowRequest() bool {\n\tnow := time.Now()\n\n\tswitch cb.state {\n\tcase Closed:\n\t\treturn true\n\tcase Open:\n\t\tif now.Sub(cb.lastFailureTime) > cb.timeout {\n\t\t\tcb.state = HalfOpen\n\t\t\treturn true\n\t\t}\n\t\treturn false\n\tcase HalfOpen:\n\t\treturn true\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// recordFailure 记录失败\nfunc (cb *CircuitBreaker) recordFailure() {\n\tcb.failureCount++\n\tcb.lastFailureTime = time.Now()\n\n\tif cb.state == HalfOpen {\n\t\tcb.state = Open\n\t} else if cb.failureCount >= cb.failureThreshold {\n\t\tcb.state = Open\n\t}\n}\n\n// recordSuccess 记录成功\nfunc (cb *CircuitBreaker) recordSuccess() {\n\tif cb.state == HalfOpen {\n\t\tcb.state = Closed\n\t\tcb.failureCount = 0\n\t}\n}\n"
  },
  {
    "path": "internal/events/worker.go",
    "content": "package events\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"log\"\n\t\"sync\"\n\t\"time\"\n)\n\n// EventDispatcher 事件分发器\ntype EventDispatcher struct {\n\thandlers map[EventType][]EventHandler\n\tmu       sync.RWMutex\n}\n\n// EventHandler 事件处理器接口\ntype EventHandler interface {\n\tHandle(ctx context.Context, event Event) error\n\tGetEventTypes() []string\n\tGetHandlerName() string\n}\n\n// NewEventDispatcher 创建事件分发器\nfunc NewEventDispatcher() *EventDispatcher {\n\treturn &EventDispatcher{\n\t\thandlers: make(map[EventType][]EventHandler),\n\t}\n}\n\n// RegisterHandler 注册事件处理器\nfunc (d *EventDispatcher) RegisterHandler(eventType EventType, handler EventHandler) {\n\td.mu.Lock()\n\tdefer d.mu.Unlock()\n\td.handlers[eventType] = append(d.handlers[eventType], handler)\n}\n\n// Dispatch 分发事件\nfunc (d *EventDispatcher) Dispatch(ctx context.Context, event Event) error {\n\td.mu.RLock()\n\thandlers, exists := d.handlers[EventType(event.GetEventType())]\n\td.mu.RUnlock()\n\n\tif !exists {\n\t\treturn fmt.Errorf(\"no handlers for event type: %s\", event.GetEventType())\n\t}\n\n\tfor _, handler := range handlers {\n\t\tif err := handler.Handle(ctx, event); err != nil {\n\t\t\treturn fmt.Errorf(\"handler error: %w\", err)\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// EventTask 事件任务\ntype EventTask struct {\n\tEvent      Event\n\tContext    context.Context\n\tDispatcher *EventDispatcher\n}\n\n// WorkerPool 工作池\ntype WorkerPool struct {\n\tworkerCount int\n\tTaskQueue   chan *EventTask\n\tworkers     []*Worker\n\tlogger      *log.Logger\n\tmu          sync.RWMutex\n\trunning     bool\n\twg          sync.WaitGroup\n}\n\n// Worker 工作者\ntype Worker struct {\n\tid       int\n\ttaskChan chan *EventTask\n\tquit     chan bool\n\tlogger   *log.Logger\n\tmetrics  *WorkerMetrics\n}\n\n// WorkerMetrics 工作者指标\ntype WorkerMetrics struct {\n\tTasksProcessed uint64\n\tTasksFailed    uint64\n\tTotalTime      time.Duration\n\tmu             sync.RWMutex\n}\n\n// NewWorkerPool 创建工作池\nfunc NewWorkerPool(workerCount, queueSize int) *WorkerPool {\n\treturn &WorkerPool{\n\t\tworkerCount: workerCount,\n\t\tTaskQueue:   make(chan *EventTask, queueSize),\n\t\tworkers:     make([]*Worker, workerCount),\n\t\tlogger:      log.New(log.Writer(), \"[WorkerPool] \", log.LstdFlags),\n\t}\n}\n\n// Start 启动工作池\nfunc (wp *WorkerPool) Start() {\n\twp.mu.Lock()\n\tdefer wp.mu.Unlock()\n\n\tif wp.running {\n\t\treturn\n\t}\n\n\twp.logger.Printf(\"Starting worker pool with %d workers\", wp.workerCount)\n\n\t// 创建并启动工作者\n\tfor i := 0; i < wp.workerCount; i++ {\n\t\tworker := &Worker{\n\t\t\tid:       i + 1,\n\t\t\ttaskChan: wp.TaskQueue,\n\t\t\tquit:     make(chan bool),\n\t\t\tlogger:   log.New(log.Writer(), fmt.Sprintf(\"[Worker-%d] \", i+1), log.LstdFlags),\n\t\t\tmetrics:  &WorkerMetrics{},\n\t\t}\n\t\twp.workers[i] = worker\n\n\t\twp.wg.Add(1)\n\t\tgo worker.start(&wp.wg)\n\t}\n\n\twp.running = true\n\twp.logger.Println(\"Worker pool started\")\n}\n\n// Stop 停止工作池\nfunc (wp *WorkerPool) Stop() {\n\twp.mu.Lock()\n\tdefer wp.mu.Unlock()\n\n\tif !wp.running {\n\t\treturn\n\t}\n\n\twp.logger.Println(\"Stopping worker pool...\")\n\n\t// 停止所有工作者\n\tfor _, worker := range wp.workers {\n\t\tworker.stop()\n\t}\n\n\t// 等待所有工作者完成\n\twp.wg.Wait()\n\n\t// 关闭任务队列\n\tclose(wp.TaskQueue)\n\n\twp.running = false\n\twp.logger.Println(\"Worker pool stopped\")\n}\n\n// GetMetrics 获取工作池指标\nfunc (wp *WorkerPool) GetMetrics() map[string]interface{} {\n\twp.mu.RLock()\n\tdefer wp.mu.RUnlock()\n\n\tmetrics := map[string]interface{}{\n\t\t\"worker_count\":   wp.workerCount,\n\t\t\"queue_size\":     cap(wp.TaskQueue),\n\t\t\"queue_length\":   len(wp.TaskQueue),\n\t\t\"running\":        wp.running,\n\t\t\"worker_metrics\": make([]map[string]interface{}, len(wp.workers)),\n\t}\n\n\tfor i, worker := range wp.workers {\n\t\tif worker != nil {\n\t\t\tmetrics[\"worker_metrics\"].([]map[string]interface{})[i] = worker.getMetrics()\n\t\t}\n\t}\n\n\treturn metrics\n}\n\n// start 启动工作者\nfunc (w *Worker) start(wg *sync.WaitGroup) {\n\tdefer wg.Done()\n\tw.logger.Printf(\"Worker %d started\", w.id)\n\n\tfor {\n\t\tselect {\n\t\tcase task := <-w.taskChan:\n\t\t\tif task != nil {\n\t\t\t\tw.processTask(task)\n\t\t\t}\n\t\tcase <-w.quit:\n\t\t\tw.logger.Printf(\"Worker %d stopping\", w.id)\n\t\t\treturn\n\t\t}\n\t}\n}\n\n// stop 停止工作者\nfunc (w *Worker) stop() {\n\tclose(w.quit)\n}\n\n// processTask 处理任务\nfunc (w *Worker) processTask(task *EventTask) {\n\tstart := time.Now()\n\tdefer func() {\n\t\tw.metrics.mu.Lock()\n\t\tw.metrics.TotalTime += time.Since(start)\n\t\tw.metrics.mu.Unlock()\n\t}()\n\n\tw.logger.Printf(\"Processing event: %s (type: %s)\", task.Event.GetID(), task.Event.GetEventType())\n\n\t// 处理事件\n\tif err := task.Dispatcher.Dispatch(task.Context, task.Event); err != nil {\n\t\tw.logger.Printf(\"Failed to process event %s: %v\", task.Event.GetID(), err)\n\t\tw.metrics.mu.Lock()\n\t\tw.metrics.TasksFailed++\n\t\tw.metrics.mu.Unlock()\n\t} else {\n\t\tw.logger.Printf(\"Successfully processed event: %s\", task.Event.GetID())\n\t}\n\n\tw.metrics.mu.Lock()\n\tw.metrics.TasksProcessed++\n\tw.metrics.mu.Unlock()\n}\n\n// getMetrics 获取工作者指标\nfunc (w *Worker) getMetrics() map[string]interface{} {\n\tw.metrics.mu.RLock()\n\tdefer w.metrics.mu.RUnlock()\n\n\treturn map[string]interface{}{\n\t\t\"id\":              w.id,\n\t\t\"tasks_processed\": w.metrics.TasksProcessed,\n\t\t\"tasks_failed\":    w.metrics.TasksFailed,\n\t\t\"total_time\":      w.metrics.TotalTime.String(),\n\t\t\"avg_time\":        w.getAverageProcessingTime(),\n\t}\n}\n\n// getAverageProcessingTime 获取平均处理时间\nfunc (w *Worker) getAverageProcessingTime() string {\n\tif w.metrics.TasksProcessed == 0 {\n\t\treturn \"0s\"\n\t}\n\tavg := w.metrics.TotalTime / time.Duration(w.metrics.TasksProcessed)\n\treturn avg.String()\n}\n"
  },
  {
    "path": "internal/game/player.go",
    "content": "// Package game 游戏核心逻辑\n// Author: MMO Server Team\n// Created: 2024\n\npackage game\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"sync\"\n\t\"time\"\n\n\t\"go.mongodb.org/mongo-driver/bson\"\n\t\"go.mongodb.org/mongo-driver/bson/primitive\"\n\t\"go.mongodb.org/mongo-driver/mongo\"\n)\n\n// Player 玩家数据结构\ntype Player struct {\n\tID         primitive.ObjectID `bson:\"_id,omitempty\" json:\"id\"`\n\tUserID     string             `bson:\"user_id\" json:\"user_id\"`\n\tUsername   string             `bson:\"username\" json:\"username\"`\n\tLevel      int32              `bson:\"level\" json:\"level\"`\n\tExperience int64              `bson:\"experience\" json:\"experience\"`\n\tGold       int64              `bson:\"gold\" json:\"gold\"`\n\tDiamond    int64              `bson:\"diamond\" json:\"diamond\"`\n\tPosition   Position           `bson:\"position\" json:\"position\"`\n\tAttributes PlayerAttributes   `bson:\"attributes\" json:\"attributes\"`\n\tInventory  []Item             `bson:\"inventory\" json:\"inventory\"`\n\tEquipment  Equipment          `bson:\"equipment\" json:\"equipment\"`\n\tSkills     []Skill            `bson:\"skills\" json:\"skills\"`\n\tQuests     []Quest            `bson:\"quests\" json:\"quests\"`\n\tGuildID    string             `bson:\"guild_id,omitempty\" json:\"guild_id,omitempty\"`\n\tLastLogin  time.Time          `bson:\"last_login\" json:\"last_login\"`\n\tCreatedAt  time.Time          `bson:\"created_at\" json:\"created_at\"`\n\tUpdatedAt  time.Time          `bson:\"updated_at\" json:\"updated_at\"`\n\tOnline     bool               `bson:\"online\" json:\"online\"`\n\tServerID   string             `bson:\"server_id\" json:\"server_id\"`\n}\n\n// Position 位置信息\ntype Position struct {\n\tX     float64 `bson:\"x\" json:\"x\"`\n\tY     float64 `bson:\"y\" json:\"y\"`\n\tZ     float64 `bson:\"z\" json:\"z\"`\n\tMapID string  `bson:\"map_id\" json:\"map_id\"`\n}\n\n// PlayerAttributes 玩家属性\ntype PlayerAttributes struct {\n\tHP           int32 `bson:\"hp\" json:\"hp\"`\n\tMaxHP        int32 `bson:\"max_hp\" json:\"max_hp\"`\n\tMP           int32 `bson:\"mp\" json:\"mp\"`\n\tMaxMP        int32 `bson:\"max_mp\" json:\"max_mp\"`\n\tAttack       int32 `bson:\"attack\" json:\"attack\"`\n\tDefense      int32 `bson:\"defense\" json:\"defense\"`\n\tSpeed        int32 `bson:\"speed\" json:\"speed\"`\n\tCriticalRate int32 `bson:\"critical_rate\" json:\"critical_rate\"`\n\tDodgeRate    int32 `bson:\"dodge_rate\" json:\"dodge_rate\"`\n}\n\n// Item 物品\ntype Item struct {\n\tID       string `bson:\"id\" json:\"id\"`\n\tItemID   string `bson:\"item_id\" json:\"item_id\"`\n\tQuantity int32  `bson:\"quantity\" json:\"quantity\"`\n\tSlot     int32  `bson:\"slot\" json:\"slot\"`\n}\n\n// Equipment 装备\ntype Equipment struct {\n\tWeapon     *Item `bson:\"weapon,omitempty\" json:\"weapon,omitempty\"`\n\tArmor      *Item `bson:\"armor,omitempty\" json:\"armor,omitempty\"`\n\tHelmet     *Item `bson:\"helmet,omitempty\" json:\"helmet,omitempty\"`\n\tBoots      *Item `bson:\"boots,omitempty\" json:\"boots,omitempty\"`\n\tGloves     *Item `bson:\"gloves,omitempty\" json:\"gloves,omitempty\"`\n\tAccessory1 *Item `bson:\"accessory1,omitempty\" json:\"accessory1,omitempty\"`\n\tAccessory2 *Item `bson:\"accessory2,omitempty\" json:\"accessory2,omitempty\"`\n}\n\n// Skill 技能\ntype Skill struct {\n\tSkillID string `bson:\"skill_id\" json:\"skill_id\"`\n\tLevel   int32  `bson:\"level\" json:\"level\"`\n\tExp     int64  `bson:\"exp\" json:\"exp\"`\n}\n\n// Quest 任务\ntype Quest struct {\n\tQuestID   string           `bson:\"quest_id\" json:\"quest_id\"`\n\tStatus    string           `bson:\"status\" json:\"status\"` // pending, active, completed, failed\n\tProgress  map[string]int32 `bson:\"progress\" json:\"progress\"`\n\tStartTime time.Time        `bson:\"start_time\" json:\"start_time\"`\n\tEndTime   *time.Time       `bson:\"end_time,omitempty\" json:\"end_time,omitempty\"`\n}\n\n// PlayerManager 玩家管理器\ntype PlayerManager struct {\n\tcollection    *mongo.Collection\n\tmu            sync.RWMutex\n\tonlinePlayers map[string]*Player\n}\n\n// NewPlayerManager 创建玩家管理器\nfunc NewPlayerManager(collection *mongo.Collection) *PlayerManager {\n\treturn &PlayerManager{\n\t\tcollection:    collection,\n\t\tonlinePlayers: make(map[string]*Player),\n\t}\n}\n\n// CreatePlayer 创建新玩家\nfunc (pm *PlayerManager) CreatePlayer(ctx context.Context, userID, username string) (*Player, error) {\n\tplayer := &Player{\n\t\tUserID:   userID,\n\t\tUsername: username,\n\t\tLevel:    1,\n\t\tGold:     1000,\n\t\tDiamond:  0,\n\t\tPosition: Position{\n\t\t\tX:     0,\n\t\t\tY:     0,\n\t\t\tZ:     0,\n\t\t\tMapID: \"starter_map\",\n\t\t},\n\t\tAttributes: PlayerAttributes{\n\t\t\tHP:           100,\n\t\t\tMaxHP:        100,\n\t\t\tMP:           50,\n\t\t\tMaxMP:        50,\n\t\t\tAttack:       10,\n\t\t\tDefense:      5,\n\t\t\tSpeed:        10,\n\t\t\tCriticalRate: 5,\n\t\t\tDodgeRate:    5,\n\t\t},\n\t\tInventory: make([]Item, 0),\n\t\tSkills:    make([]Skill, 0),\n\t\tQuests:    make([]Quest, 0),\n\t\tCreatedAt: time.Now(),\n\t\tUpdatedAt: time.Now(),\n\t\tOnline:    false,\n\t}\n\n\tresult, err := pm.collection.InsertOne(ctx, player)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to create player: %w\", err)\n\t}\n\n\tplayer.ID = result.InsertedID.(primitive.ObjectID)\n\treturn player, nil\n}\n\n// GetPlayer 获取玩家信息\nfunc (pm *PlayerManager) GetPlayer(ctx context.Context, userID string) (*Player, error) {\n\tvar player Player\n\terr := pm.collection.FindOne(ctx, bson.M{\"user_id\": userID}).Decode(&player)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn nil, fmt.Errorf(\"player not found\")\n\t\t}\n\t\treturn nil, fmt.Errorf(\"failed to get player: %w\", err)\n\t}\n\treturn &player, nil\n}\n\n// UpdatePlayer 更新玩家信息\nfunc (pm *PlayerManager) UpdatePlayer(ctx context.Context, player *Player) error {\n\tplayer.UpdatedAt = time.Now()\n\t_, err := pm.collection.UpdateOne(\n\t\tctx,\n\t\tbson.M{\"user_id\": player.UserID},\n\t\tbson.M{\"$set\": player},\n\t)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to update player: %w\", err)\n\t}\n\treturn nil\n}\n\n// SetPlayerOnline 设置玩家在线状态\nfunc (pm *PlayerManager) SetPlayerOnline(ctx context.Context, userID string, online bool, serverID string) error {\n\tupdate := bson.M{\n\t\t\"online\":     online,\n\t\t\"updated_at\": time.Now(),\n\t}\n\tif online {\n\t\tupdate[\"last_login\"] = time.Now()\n\t\tupdate[\"server_id\"] = serverID\n\t} else {\n\t\tupdate[\"server_id\"] = \"\"\n\t}\n\n\t_, err := pm.collection.UpdateOne(\n\t\tctx,\n\t\tbson.M{\"user_id\": userID},\n\t\tbson.M{\"$set\": update},\n\t)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to set player online status: %w\", err)\n\t}\n\n\t// 更新内存中的在线玩家列表\n\tpm.mu.Lock()\n\tdefer pm.mu.Unlock()\n\tif online {\n\t\tplayer, err := pm.GetPlayer(ctx, userID)\n\t\tif err == nil {\n\t\t\tpm.onlinePlayers[userID] = player\n\t\t}\n\t} else {\n\t\tdelete(pm.onlinePlayers, userID)\n\t}\n\n\treturn nil\n}\n\n// GetOnlinePlayers 获取在线玩家列表\nfunc (pm *PlayerManager) GetOnlinePlayers() map[string]*Player {\n\tpm.mu.RLock()\n\tdefer pm.mu.RUnlock()\n\n\tresult := make(map[string]*Player)\n\tfor k, v := range pm.onlinePlayers {\n\t\tresult[k] = v\n\t}\n\treturn result\n}\n"
  },
  {
    "path": "internal/icharacter.go",
    "content": "package internal\n\ntype Character interface {\n\tGetName() string\n}\n"
  },
  {
    "path": "internal/imodule.go",
    "content": "package internal\n\n// \"greatestworks/internal/note/event\" // TODO: 实现事件系统\n\n// Manager 管理器接口定义\ntype Manager interface {\n\tOnStart()\n\tAfterStart()\n\tOnStop()\n\tAfterStop()\n}\n\n// Metrics 指标接口\ntype Metrics interface {\n\tGetName() string\n\tDescription() string\n\tSetName(str string)\n}\n\n// DBAction 数据库操作接口\ntype DBAction interface {\n\tLoad()\n\tSave()\n}\n\n// ConfigManagerAction 配置管理操作接口\ntype ConfigManagerAction interface {\n\tLoad()\n\tGet(id uint32) interface{}\n}\n\n// Module 模块接口\ntype Module interface {\n\tOnEvent(c Character, event interface{}) // TODO: 实现event系统\n\tSetEventCategoryActive(eventCategory int)\n\tRegisterHandler()\n\tManager\n}\n"
  },
  {
    "path": "internal/infrastructure/auth/jwt.go",
    "content": "package auth\n\nimport (\n\t\"crypto/rand\"\n\t\"encoding/hex\"\n\t\"errors\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"github.com/golang-jwt/jwt/v5\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// JWTConfig JWT configuration\ntype JWTConfig struct {\n\tSecret          string\n\tIssuer          string\n\tAudience        string\n\tAccessTokenTTL  time.Duration\n\tRefreshTokenTTL time.Duration\n\tAlgorithm       string\n\tSigningMethod   jwt.SigningMethod\n}\n\n// JWTService JWT service\ntype JWTService struct {\n\tconfig *JWTConfig\n\tlogger logging.Logger\n}\n\n// Claims JWT claims\ntype Claims struct {\n\tUserID    string `json:\"user_id\"`\n\tUsername  string `json:\"username\"`\n\tRole      string `json:\"role\"`\n\tExpiresAt int64  `json:\"exp\"`\n\tIssuedAt  int64  `json:\"iat\"`\n\tIssuer    string `json:\"iss\"`\n\tAudience  string `json:\"aud\"`\n\tjwt.RegisteredClaims\n}\n\n// NewJWTService creates a new JWT service\nfunc NewJWTService(config *JWTConfig, logger logging.Logger) *JWTService {\n\tif config == nil {\n\t\tconfig = &JWTConfig{\n\t\t\tSecret:          \"default-secret\",\n\t\t\tIssuer:          \"greatestworks\",\n\t\t\tAudience:        \"greatestworks-users\",\n\t\t\tAccessTokenTTL:  24 * time.Hour,\n\t\t\tRefreshTokenTTL: 7 * 24 * time.Hour,\n\t\t\tAlgorithm:       \"HS256\",\n\t\t\tSigningMethod:   jwt.SigningMethodHS256,\n\t\t}\n\t}\n\n\treturn &JWTService{\n\t\tconfig: config,\n\t\tlogger: logger,\n\t}\n}\n\n// GenerateToken generates a new JWT token\nfunc (j *JWTService) GenerateToken(userID, username, role string) (string, time.Time, error) {\n\tnow := time.Now()\n\texpiresAt := now.Add(j.config.AccessTokenTTL)\n\n\tclaims := &Claims{\n\t\tUserID:    userID,\n\t\tUsername:  username,\n\t\tRole:      role,\n\t\tExpiresAt: expiresAt.Unix(),\n\t\tIssuedAt:  now.Unix(),\n\t\tIssuer:    j.config.Issuer,\n\t\tAudience:  j.config.Audience,\n\t\tRegisteredClaims: jwt.RegisteredClaims{\n\t\t\tIssuer:    j.config.Issuer,\n\t\t\tAudience:  []string{j.config.Audience},\n\t\t\tSubject:   userID,\n\t\t\tExpiresAt: jwt.NewNumericDate(expiresAt),\n\t\t\tNotBefore: jwt.NewNumericDate(now),\n\t\t\tIssuedAt:  jwt.NewNumericDate(now),\n\t\t},\n\t}\n\n\ttoken := jwt.NewWithClaims(j.config.SigningMethod, claims)\n\ttokenString, err := token.SignedString([]byte(j.config.Secret))\n\tif err != nil {\n\t\tj.logger.Error(\"Failed to sign token\", err, logging.Fields{\n\t\t\t\"user_id\": userID,\n\t\t})\n\t\treturn \"\", time.Time{}, err\n\t}\n\n\tj.logger.Debug(\"Token generated\", logging.Fields{\n\t\t\"user_id\":    userID,\n\t\t\"username\":   username,\n\t\t\"expires_at\": expiresAt,\n\t})\n\n\treturn tokenString, expiresAt, nil\n}\n\n// GenerateRefreshToken generates a new refresh token\nfunc (j *JWTService) GenerateRefreshToken(userID string) (string, time.Time, error) {\n\t// Generate a random refresh token\n\tbytes := make([]byte, 32)\n\tif _, err := rand.Read(bytes); err != nil {\n\t\treturn \"\", time.Time{}, err\n\t}\n\n\trefreshToken := hex.EncodeToString(bytes)\n\texpiresAt := time.Now().Add(j.config.RefreshTokenTTL)\n\n\tj.logger.Debug(\"Refresh token generated\", logging.Fields{\n\t\t\"user_id\":    userID,\n\t\t\"expires_at\": expiresAt,\n\t})\n\n\treturn refreshToken, expiresAt, nil\n}\n\n// ValidateToken validates a JWT token\nfunc (j *JWTService) ValidateToken(tokenString string) (*Claims, error) {\n\ttoken, err := jwt.ParseWithClaims(tokenString, &Claims{}, func(token *jwt.Token) (interface{}, error) {\n\t\t// Verify signing method\n\t\tif _, ok := token.Method.(*jwt.SigningMethodHMAC); !ok {\n\t\t\treturn nil, fmt.Errorf(\"unexpected signing method: %v\", token.Header[\"alg\"])\n\t\t}\n\t\treturn []byte(j.config.Secret), nil\n\t})\n\n\tif err != nil {\n\t\tj.logger.Warn(\"Token validation failed\", logging.Fields{\n\t\t\t\"error\": err,\n\t\t})\n\t\treturn nil, err\n\t}\n\n\tif claims, ok := token.Claims.(*Claims); ok && token.Valid {\n\t\t// Verify issuer and audience\n\t\tif claims.Issuer != j.config.Issuer {\n\t\t\treturn nil, errors.New(\"invalid issuer\")\n\t\t}\n\t\tif claims.Audience != j.config.Audience {\n\t\t\treturn nil, errors.New(\"invalid audience\")\n\t\t}\n\n\t\tj.logger.Debug(\"Token validated successfully\", logging.Fields{\n\t\t\t\"user_id\":  claims.UserID,\n\t\t\t\"username\": claims.Username,\n\t\t})\n\n\t\treturn claims, nil\n\t}\n\n\treturn nil, errors.New(\"invalid token\")\n}\n\n// RefreshToken refreshes an access token using a refresh token\nfunc (j *JWTService) RefreshToken(refreshToken, userID string) (string, time.Time, error) {\n\t// In a real implementation, you would validate the refresh token against a database\n\t// For now, we'll just generate a new token\n\treturn j.GenerateToken(userID, \"\", \"\")\n}\n\n// RevokeToken revokes a token (adds it to a blacklist)\nfunc (j *JWTService) RevokeToken(tokenString string) error {\n\t// In a real implementation, you would add the token to a blacklist\n\t// For now, we'll just log the revocation\n\tj.logger.Info(\"Token revoked\", logging.Fields{\n\t\t\"token\": tokenString,\n\t})\n\treturn nil\n}\n\n// IsTokenValid checks if a token is valid without parsing it\nfunc (j *JWTService) IsTokenValid(tokenString string) bool {\n\t_, err := j.ValidateToken(tokenString)\n\treturn err == nil\n}\n\n// GetTokenExpiration gets the expiration time of a token\nfunc (j *JWTService) GetTokenExpiration(tokenString string) (time.Time, error) {\n\tclaims, err := j.ValidateToken(tokenString)\n\tif err != nil {\n\t\treturn time.Time{}, err\n\t}\n\treturn time.Unix(claims.ExpiresAt, 0), nil\n}\n\n// GetTokenClaims gets the claims from a token without validation\nfunc (j *JWTService) GetTokenClaims(tokenString string) (*Claims, error) {\n\ttoken, _, err := new(jwt.Parser).ParseUnverified(tokenString, &Claims{})\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\tif claims, ok := token.Claims.(*Claims); ok {\n\t\treturn claims, nil\n\t}\n\n\treturn nil, errors.New(\"invalid token claims\")\n}\n\n// GenerateTokenPair generates both access and refresh tokens\nfunc (j *JWTService) GenerateTokenPair(userID, username, role string) (accessToken, refreshToken string, accessExpires, refreshExpires time.Time, err error) {\n\t// Generate access token\n\taccessToken, accessExpires, err = j.GenerateToken(userID, username, role)\n\tif err != nil {\n\t\treturn \"\", \"\", time.Time{}, time.Time{}, err\n\t}\n\n\t// Generate refresh token\n\trefreshToken, refreshExpires, err = j.GenerateRefreshToken(userID)\n\tif err != nil {\n\t\treturn \"\", \"\", time.Time{}, time.Time{}, err\n\t}\n\n\tj.logger.Info(\"Token pair generated\", logging.Fields{\n\t\t\"user_id\":         userID,\n\t\t\"username\":        username,\n\t\t\"access_expires\":  accessExpires,\n\t\t\"refresh_expires\": refreshExpires,\n\t})\n\n\treturn accessToken, refreshToken, accessExpires, refreshExpires, nil\n}\n\n// ValidateTokenPair validates both access and refresh tokens\nfunc (j *JWTService) ValidateTokenPair(accessToken, refreshToken string) (*Claims, error) {\n\t// Validate access token\n\tclaims, err := j.ValidateToken(accessToken)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\t// In a real implementation, you would also validate the refresh token\n\t// For now, we'll just return the access token claims\n\treturn claims, nil\n}\n\n// GetConfig returns the JWT configuration\nfunc (j *JWTService) GetConfig() *JWTConfig {\n\treturn j.config\n}\n\n// UpdateConfig updates the JWT configuration\nfunc (j *JWTService) UpdateConfig(config *JWTConfig) {\n\tj.config = config\n\tj.logger.Info(\"JWT configuration updated\")\n}\n"
  },
  {
    "path": "internal/infrastructure/auth/middleware.go",
    "content": "package auth\n\nimport (\n\t\"net/http\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n\n\t\"github.com/gin-gonic/gin\"\n)\n\n// AuthMiddleware 认证中间件\ntype AuthMiddleware struct {\n\tjwtService *JWTService\n\tlogger     logging.Logger\n}\n\n// NewAuthMiddleware 创建认证中间件\nfunc NewAuthMiddleware(jwtService *JWTService, logger logging.Logger) *AuthMiddleware {\n\treturn &AuthMiddleware{\n\t\tjwtService: jwtService,\n\t\tlogger:     logger,\n\t}\n}\n\n// RequireAuth 需要认证的中间件\nfunc (m *AuthMiddleware) RequireAuth() gin.HandlerFunc {\n\treturn func(c *gin.Context) {\n\t\t// 从请求头获取token\n\t\ttoken := c.GetHeader(\"Authorization\")\n\t\tif token == \"\" {\n\t\t\tm.logger.Warn(\"Missing authorization header\")\n\t\t\tc.JSON(http.StatusUnauthorized, gin.H{\"error\": \"Missing authorization header\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\t// 移除Bearer前缀\n\t\tif len(token) > 7 && token[:7] == \"Bearer \" {\n\t\t\ttoken = token[7:]\n\t\t}\n\n\t\t// 验证token\n\t\tclaims, err := m.jwtService.ValidateToken(token)\n\t\tif err != nil {\n\t\t\tm.logger.Warn(\"Invalid token\", logging.Fields{\n\t\t\t\t\"error\": err,\n\t\t\t})\n\t\t\tc.JSON(http.StatusUnauthorized, gin.H{\"error\": \"Invalid token\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\t// 将用户信息存储到上下文中\n\t\tc.Set(\"user_id\", claims.UserID)\n\t\tc.Set(\"username\", claims.Username)\n\t\tc.Set(\"expires_at\", claims.ExpiresAt)\n\n\t\tm.logger.Debug(\"User authenticated\", logging.Fields{\n\t\t\t\"user_id\":  claims.UserID,\n\t\t\t\"username\": claims.Username,\n\t\t})\n\t\tc.Next()\n\t}\n}\n\n// OptionalAuth 可选认证的中间件\nfunc (m *AuthMiddleware) OptionalAuth() gin.HandlerFunc {\n\treturn func(c *gin.Context) {\n\t\t// 从请求头获取token\n\t\ttoken := c.GetHeader(\"Authorization\")\n\t\tif token == \"\" {\n\t\t\tc.Next()\n\t\t\treturn\n\t\t}\n\n\t\t// 移除Bearer前缀\n\t\tif len(token) > 7 && token[:7] == \"Bearer \" {\n\t\t\ttoken = token[7:]\n\t\t}\n\n\t\t// 验证token\n\t\tclaims, err := m.jwtService.ValidateToken(token)\n\t\tif err != nil {\n\t\t\tm.logger.Debug(\"Invalid token in optional auth\", logging.Fields{\n\t\t\t\t\"error\": err,\n\t\t\t})\n\t\t\tc.Next()\n\t\t\treturn\n\t\t}\n\n\t\t// 将用户信息存储到上下文中\n\t\tc.Set(\"user_id\", claims.UserID)\n\t\tc.Set(\"username\", claims.Username)\n\t\tc.Set(\"expires_at\", claims.ExpiresAt)\n\n\t\tm.logger.Debug(\"User authenticated (optional)\", logging.Fields{\n\t\t\t\"user_id\":  claims.UserID,\n\t\t\t\"username\": claims.Username,\n\t\t})\n\t\tc.Next()\n\t}\n}\n\n// RequireRole 需要特定角色的中间件\nfunc (m *AuthMiddleware) RequireRole(role string) gin.HandlerFunc {\n\treturn func(c *gin.Context) {\n\t\t// 首先检查是否已认证\n\t\tuserID, exists := c.Get(\"user_id\")\n\t\tif !exists {\n\t\t\tm.logger.Warn(\"User not authenticated for role check\")\n\t\t\tc.JSON(http.StatusUnauthorized, gin.H{\"error\": \"Authentication required\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\t// 检查用户角色\n\t\tuserRole, err := m.getUserRole(userID.(string))\n\t\tif err != nil {\n\t\t\tm.logger.Error(\"Failed to get user role\", err, logging.Fields{\n\t\t\t\t\"user_id\": userID,\n\t\t\t})\n\t\t\tc.JSON(http.StatusInternalServerError, gin.H{\"error\": \"Failed to check user role\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\tif userRole != role {\n\t\t\tm.logger.Warn(\"Insufficient permissions\", logging.Fields{\n\t\t\t\t\"user_id\":       userID,\n\t\t\t\t\"required_role\": role,\n\t\t\t\t\"user_role\":     userRole,\n\t\t\t})\n\t\t\tc.JSON(http.StatusForbidden, gin.H{\"error\": \"Insufficient permissions\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\tm.logger.Debug(\"Role check passed\", logging.Fields{\n\t\t\t\"user_id\": userID,\n\t\t\t\"role\":    role,\n\t\t})\n\t\tc.Next()\n\t}\n}\n\n// RequireAnyRole 需要任意一个角色的中间件\nfunc (m *AuthMiddleware) RequireAnyRole(roles ...string) gin.HandlerFunc {\n\treturn func(c *gin.Context) {\n\t\t// 首先检查是否已认证\n\t\tuserID, exists := c.Get(\"user_id\")\n\t\tif !exists {\n\t\t\tm.logger.Warn(\"User not authenticated for role check\")\n\t\t\tc.JSON(http.StatusUnauthorized, gin.H{\"error\": \"Authentication required\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\t// 检查用户角色\n\t\tuserRole, err := m.getUserRole(userID.(string))\n\t\tif err != nil {\n\t\t\tm.logger.Error(\"Failed to get user role\", err, logging.Fields{\n\t\t\t\t\"user_id\": userID,\n\t\t\t})\n\t\t\tc.JSON(http.StatusInternalServerError, gin.H{\"error\": \"Failed to check user role\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\t// 检查用户是否有任意一个所需角色\n\t\thasRole := false\n\t\tfor _, role := range roles {\n\t\t\tif userRole == role {\n\t\t\t\thasRole = true\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\n\t\tif !hasRole {\n\t\t\tm.logger.Warn(\"Insufficient permissions\", logging.Fields{\n\t\t\t\t\"user_id\":        userID,\n\t\t\t\t\"required_roles\": roles,\n\t\t\t\t\"user_role\":      userRole,\n\t\t\t})\n\t\t\tc.JSON(http.StatusForbidden, gin.H{\"error\": \"Insufficient permissions\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\tm.logger.Debug(\"Role check passed\", logging.Fields{\n\t\t\t\"user_id\": userID,\n\t\t\t\"roles\":   roles,\n\t\t})\n\t\tc.Next()\n\t}\n}\n\n// RateLimit 限流中间件\nfunc (m *AuthMiddleware) RateLimit(requests int, window time.Duration) gin.HandlerFunc {\n\t// 这里应该实现一个简单的内存限流器\n\t// 实际项目中应该使用Redis等外部存储\n\treturn func(c *gin.Context) {\n\t\t// 获取客户端IP\n\t\tclientIP := c.ClientIP()\n\n\t\t// 这里应该检查限流逻辑\n\t\t// 简化实现，直接通过\n\t\tm.logger.Debug(\"Rate limit check\", logging.Fields{\n\t\t\t\"client_ip\": clientIP,\n\t\t\t\"requests\":  requests,\n\t\t\t\"window\":    window,\n\t\t})\n\t\tc.Next()\n\t}\n}\n\n// CORS 跨域中间件\nfunc (m *AuthMiddleware) CORS() gin.HandlerFunc {\n\treturn func(c *gin.Context) {\n\t\tc.Header(\"Access-Control-Allow-Origin\", \"*\")\n\t\tc.Header(\"Access-Control-Allow-Methods\", \"GET, POST, PUT, DELETE, OPTIONS\")\n\t\tc.Header(\"Access-Control-Allow-Headers\", \"Origin, Content-Type, Accept, Authorization\")\n\t\tc.Header(\"Access-Control-Allow-Credentials\", \"true\")\n\n\t\tif c.Request.Method == \"OPTIONS\" {\n\t\t\tc.AbortWithStatus(http.StatusNoContent)\n\t\t\treturn\n\t\t}\n\n\t\tc.Next()\n\t}\n}\n\n// RequestLogger 请求日志中间件\nfunc (m *AuthMiddleware) RequestLogger() gin.HandlerFunc {\n\treturn func(c *gin.Context) {\n\t\tstart := time.Now()\n\t\tpath := c.Request.URL.Path\n\t\traw := c.Request.URL.RawQuery\n\n\t\t// 处理请求\n\t\tc.Next()\n\n\t\t// 记录日志\n\t\tlatency := time.Since(start)\n\t\tclientIP := c.ClientIP()\n\t\tmethod := c.Request.Method\n\t\tstatusCode := c.Writer.Status()\n\t\tbodySize := c.Writer.Size()\n\n\t\tif raw != \"\" {\n\t\t\tpath = path + \"?\" + raw\n\t\t}\n\n\t\tm.logger.Info(\"HTTP Request\", logging.Fields{\n\t\t\t\"status\":    statusCode,\n\t\t\t\"latency\":   latency,\n\t\t\t\"client_ip\": clientIP,\n\t\t\t\"method\":    method,\n\t\t\t\"path\":      path,\n\t\t\t\"body_size\": bodySize,\n\t\t})\n\t}\n}\n\n// 私有方法\n\n// getUserRole 获取用户角色\nfunc (m *AuthMiddleware) getUserRole(userID string) (string, error) {\n\t// 这里应该从数据库或缓存中获取用户角色\n\t// 简化实现，返回默认角色\n\treturn \"user\", nil\n}\n"
  },
  {
    "path": "internal/infrastructure/cache/cache_manager.go",
    "content": "package cache\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"sync\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// Cache 缓存接口\ntype Cache interface {\n\tSet(ctx context.Context, key string, value interface{}, ttl time.Duration) error\n\tGet(ctx context.Context, key string, dest interface{}) error\n\tDelete(ctx context.Context, key string) error\n\tExists(ctx context.Context, key string) (bool, error)\n\tClear(ctx context.Context) error\n}\n\n// CacheManager 缓存管理器\ntype CacheManager struct {\n\tprimary   Cache\n\tsecondary Cache\n\tlogger    logging.Logger\n\tconfig    *CacheManagerConfig\n\tmu        sync.RWMutex\n\tstats     *ManagerStats\n}\n\n// CacheManagerConfig 缓存管理器配置\ntype CacheManagerConfig struct {\n\tUseFallback             bool          `json:\"use_fallback\"`\n\tFallbackOnError         bool          `json:\"fallback_on_error\"`\n\tSyncToSecondary         bool          `json:\"sync_to_secondary\"`\n\tSyncInterval            time.Duration `json:\"sync_interval\"`\n\tMaxRetries              int           `json:\"max_retries\"`\n\tRetryDelay              time.Duration `json:\"retry_delay\"`\n\tCircuitBreakerThreshold int           `json:\"circuit_breaker_threshold\"`\n}\n\n// ManagerStats 管理器统计\ntype ManagerStats struct {\n\tTotalRequests int64 `json:\"total_requests\"`\n\tSuccessCount  int64 `json:\"success_count\"`\n\tErrorCount    int64 `json:\"error_count\"`\n\tFallbackCount int64 `json:\"fallback_count\"`\n\tSyncCount     int64 `json:\"sync_count\"`\n}\n\n// NewCacheManager 创建缓存管理器\nfunc NewCacheManager(primary, secondary Cache, config *CacheManagerConfig, logger logging.Logger) *CacheManager {\n\tif config == nil {\n\t\tconfig = &CacheManagerConfig{\n\t\t\tUseFallback:             true,\n\t\t\tFallbackOnError:         true,\n\t\t\tSyncToSecondary:         false,\n\t\t\tSyncInterval:            5 * time.Minute,\n\t\t\tMaxRetries:              3,\n\t\t\tRetryDelay:              time.Second,\n\t\t\tCircuitBreakerThreshold: 10,\n\t\t}\n\t}\n\n\treturn &CacheManager{\n\t\tprimary:   primary,\n\t\tsecondary: secondary,\n\t\tlogger:    logger,\n\t\tconfig:    config,\n\t\tstats:     &ManagerStats{},\n\t}\n}\n\n// Set 设置值\nfunc (m *CacheManager) Set(ctx context.Context, key string, value interface{}, ttl time.Duration) error {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\n\tm.stats.TotalRequests++\n\n\t// 尝试设置主缓存\n\terr := m.primary.Set(ctx, key, value, ttl)\n\tif err != nil {\n\t\tm.stats.ErrorCount++\n\t\tm.logger.Error(\"Primary cache set failed\", err, logging.Fields{\n\t\t\t\"key\": key,\n\t\t})\n\n\t\t// 如果启用备用缓存，尝试设置备用缓存\n\t\tif m.config.UseFallback && m.secondary != nil {\n\t\t\tif err := m.secondary.Set(ctx, key, value, ttl); err != nil {\n\t\t\t\tm.logger.Error(\"Secondary cache set failed\", err, logging.Fields{\n\t\t\t\t\t\"key\": key,\n\t\t\t\t})\n\t\t\t\treturn fmt.Errorf(\"主缓存和备用缓存都设置失败: %w\", err)\n\t\t\t}\n\t\t\tm.stats.FallbackCount++\n\t\t\tm.logger.Info(\"Using secondary cache\", logging.Fields{\n\t\t\t\t\"key\": key,\n\t\t\t})\n\t\t} else {\n\t\t\treturn err\n\t\t}\n\t} else {\n\t\tm.stats.SuccessCount++\n\n\t\t// 如果启用同步到备用缓存\n\t\tif m.config.SyncToSecondary && m.secondary != nil {\n\t\t\tgo func() {\n\t\t\t\tif err := m.secondary.Set(context.Background(), key, value, ttl); err != nil {\n\t\t\t\t\tm.logger.Error(\"Failed to sync to secondary cache\", err, logging.Fields{\n\t\t\t\t\t\t\"key\": key,\n\t\t\t\t\t})\n\t\t\t\t} else {\n\t\t\t\t\tm.stats.SyncCount++\n\t\t\t\t}\n\t\t\t}()\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// Get 获取值\nfunc (m *CacheManager) Get(ctx context.Context, key string, dest interface{}) error {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\n\tm.stats.TotalRequests++\n\n\t// 尝试从主缓存获取\n\terr := m.primary.Get(ctx, key, dest)\n\tif err != nil {\n\t\tm.stats.ErrorCount++\n\t\tm.logger.Error(\"Primary cache get failed\", err, logging.Fields{\n\t\t\t\"key\": key,\n\t\t})\n\n\t\t// 如果启用备用缓存，尝试从备用缓存获取\n\t\tif m.config.UseFallback && m.secondary != nil {\n\t\t\tif err := m.secondary.Get(ctx, key, dest); err != nil {\n\t\t\t\tm.logger.Error(\"Secondary cache get failed\", err, logging.Fields{\n\t\t\t\t\t\"key\": key,\n\t\t\t\t})\n\t\t\t\treturn fmt.Errorf(\"主缓存和备用缓存都获取失败: %w\", err)\n\t\t\t}\n\t\t\tm.stats.FallbackCount++\n\t\t\tm.logger.Info(\"Got from secondary cache\", logging.Fields{\n\t\t\t\t\"key\": key,\n\t\t\t})\n\t\t} else {\n\t\t\treturn err\n\t\t}\n\t} else {\n\t\tm.stats.SuccessCount++\n\t}\n\n\treturn nil\n}\n\n// Delete 删除值\nfunc (m *CacheManager) Delete(ctx context.Context, key string) error {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\n\tm.stats.TotalRequests++\n\n\t// 删除主缓存\n\terr := m.primary.Delete(ctx, key)\n\tif err != nil {\n\t\tm.stats.ErrorCount++\n\t\tm.logger.Error(\"Primary cache delete failed\", err, logging.Fields{\n\t\t\t\"key\": key,\n\t\t})\n\t}\n\n\t// 删除备用缓存\n\tif m.secondary != nil {\n\t\tif err := m.secondary.Delete(ctx, key); err != nil {\n\t\t\tm.logger.Error(\"Secondary cache delete failed\", err, logging.Fields{\n\t\t\t\t\"key\": key,\n\t\t\t})\n\t\t}\n\t}\n\n\tif err != nil {\n\t\treturn err\n\t}\n\n\tm.stats.SuccessCount++\n\treturn nil\n}\n\n// Exists 检查键是否存在\nfunc (m *CacheManager) Exists(ctx context.Context, key string) (bool, error) {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\n\t// 检查主缓存\n\texists, err := m.primary.Exists(ctx, key)\n\tif err != nil {\n\t\tm.logger.Error(\"Primary cache exists check failed\", err, logging.Fields{\n\t\t\t\"key\": key,\n\t\t})\n\n\t\t// 如果启用备用缓存，检查备用缓存\n\t\tif m.config.UseFallback && m.secondary != nil {\n\t\t\texists, err = m.secondary.Exists(ctx, key)\n\t\t\tif err != nil {\n\t\t\t\tm.logger.Error(\"Secondary cache exists check failed\", err, logging.Fields{\n\t\t\t\t\t\"key\": key,\n\t\t\t\t})\n\t\t\t\treturn false, err\n\t\t\t}\n\t\t} else {\n\t\t\treturn false, err\n\t\t}\n\t}\n\n\treturn exists, nil\n}\n\n// Clear 清空缓存\nfunc (m *CacheManager) Clear(ctx context.Context) error {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\n\t// 清空主缓存\n\terr := m.primary.Clear(ctx)\n\tif err != nil {\n\t\tm.logger.Error(\"Primary cache clear failed\", err)\n\t}\n\n\t// 清空备用缓存\n\tif m.secondary != nil {\n\t\tif err := m.secondary.Clear(ctx); err != nil {\n\t\t\tm.logger.Error(\"Secondary cache clear failed\", err)\n\t\t}\n\t}\n\n\treturn err\n}\n\n// GetStats 获取统计信息\nfunc (m *CacheManager) GetStats() *ManagerStats {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\n\t// 返回统计信息的副本\n\treturn &ManagerStats{\n\t\tTotalRequests: m.stats.TotalRequests,\n\t\tSuccessCount:  m.stats.SuccessCount,\n\t\tErrorCount:    m.stats.ErrorCount,\n\t\tFallbackCount: m.stats.FallbackCount,\n\t\tSyncCount:     m.stats.SyncCount,\n\t}\n}\n\n// ResetStats 重置统计信息\nfunc (m *CacheManager) ResetStats() {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\n\tm.stats = &ManagerStats{}\n}\n\n// GetConfig 获取配置\nfunc (m *CacheManager) GetConfig() *CacheManagerConfig {\n\treturn m.config\n}\n\n// UpdateConfig 更新配置\nfunc (m *CacheManager) UpdateConfig(config *CacheManagerConfig) {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\n\tm.config = config\n}\n"
  },
  {
    "path": "internal/infrastructure/cache/memory_cache.go",
    "content": "package cache\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"sync\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// MemoryCache 内存缓存实现\ntype MemoryCache struct {\n\tdata            map[string]*cacheItem\n\tmutex           sync.RWMutex\n\tlogger          logging.Logger\n\tmaxSize         int64\n\tcleanupInterval time.Duration\n}\n\n// cacheItem 缓存项\ntype cacheItem struct {\n\tvalue     interface{}\n\texpiresAt time.Time\n\tcreatedAt time.Time\n}\n\n// NewMemoryCache 创建内存缓存\nfunc NewMemoryCache(logger logging.Logger, maxSize int64, cleanupInterval time.Duration) *MemoryCache {\n\tcache := &MemoryCache{\n\t\tdata:            make(map[string]*cacheItem),\n\t\tlogger:          logger,\n\t\tmaxSize:         maxSize,\n\t\tcleanupInterval: cleanupInterval,\n\t}\n\n\t// 启动清理例程\n\tgo cache.startCleanupRoutine()\n\n\treturn cache\n}\n\n// Get 获取值\nfunc (c *MemoryCache) Get(ctx context.Context, key string) (interface{}, error) {\n\tc.mutex.RLock()\n\tdefer c.mutex.RUnlock()\n\n\titem, exists := c.data[key]\n\tif !exists {\n\t\treturn nil, fmt.Errorf(\"key not found: %s\", key)\n\t}\n\n\t// 检查是否过期\n\tif time.Now().After(item.expiresAt) {\n\t\tdelete(c.data, key)\n\t\treturn nil, fmt.Errorf(\"key expired: %s\", key)\n\t}\n\n\tc.logger.Info(\"缓存命中\", map[string]interface{}{\n\t\t\"key\": key,\n\t})\n\n\treturn item.value, nil\n}\n\n// Set 设置值\nfunc (c *MemoryCache) Set(ctx context.Context, key string, value interface{}, ttl time.Duration) error {\n\tc.mutex.Lock()\n\tdefer c.mutex.Unlock()\n\n\t// 检查缓存大小\n\tif int64(len(c.data)) >= c.maxSize {\n\t\tc.evictOldest()\n\t}\n\n\tc.data[key] = &cacheItem{\n\t\tvalue:     value,\n\t\texpiresAt: time.Now().Add(ttl),\n\t\tcreatedAt: time.Now(),\n\t}\n\n\tc.logger.Info(\"缓存设置\", map[string]interface{}{\n\t\t\"key\": key,\n\t\t\"ttl\": ttl,\n\t})\n\n\treturn nil\n}\n\n// Delete 删除值\nfunc (c *MemoryCache) Delete(ctx context.Context, key string) error {\n\tc.mutex.Lock()\n\tdefer c.mutex.Unlock()\n\n\tdelete(c.data, key)\n\n\tc.logger.Info(\"缓存删除\", map[string]interface{}{\n\t\t\"key\": key,\n\t})\n\n\treturn nil\n}\n\n// Exists 检查键是否存在\nfunc (c *MemoryCache) Exists(ctx context.Context, key string) (bool, error) {\n\tc.mutex.RLock()\n\tdefer c.mutex.RUnlock()\n\n\titem, exists := c.data[key]\n\tif !exists {\n\t\treturn false, nil\n\t}\n\n\t// 检查是否过期\n\tif time.Now().After(item.expiresAt) {\n\t\tdelete(c.data, key)\n\t\treturn false, nil\n\t}\n\n\treturn true, nil\n}\n\n// Clear 清空缓存\nfunc (c *MemoryCache) Clear(ctx context.Context) error {\n\tc.mutex.Lock()\n\tdefer c.mutex.Unlock()\n\n\tc.data = make(map[string]*cacheItem)\n\n\tc.logger.Info(\"缓存清空\")\n\n\treturn nil\n}\n\n// Size 获取缓存大小\nfunc (c *MemoryCache) Size() int64 {\n\tc.mutex.RLock()\n\tdefer c.mutex.RUnlock()\n\n\treturn int64(len(c.data))\n}\n\n// Keys 获取所有键\nfunc (c *MemoryCache) Keys() []string {\n\tc.mutex.RLock()\n\tdefer c.mutex.RUnlock()\n\n\tkeys := make([]string, 0, len(c.data))\n\tfor key := range c.data {\n\t\tkeys = append(keys, key)\n\t}\n\n\treturn keys\n}\n\n// evictOldest 驱逐最旧的项\nfunc (c *MemoryCache) evictOldest() {\n\tvar oldestKey string\n\tvar oldestTime time.Time\n\n\tfor key, item := range c.data {\n\t\tif oldestKey == \"\" || item.createdAt.Before(oldestTime) {\n\t\t\toldestKey = key\n\t\t\toldestTime = item.createdAt\n\t\t}\n\t}\n\n\tif oldestKey != \"\" {\n\t\tdelete(c.data, oldestKey)\n\t\tc.logger.Info(\"驱逐最旧缓存项\", map[string]interface{}{\n\t\t\t\"key\": oldestKey,\n\t\t})\n\t}\n}\n\n// startCleanupRoutine 启动清理例程\nfunc (c *MemoryCache) startCleanupRoutine() {\n\tticker := time.NewTicker(c.cleanupInterval)\n\tdefer ticker.Stop()\n\n\tfor range ticker.C {\n\t\tc.cleanupExpired()\n\t}\n}\n\n// cleanupExpired 清理过期项\nfunc (c *MemoryCache) cleanupExpired() {\n\tc.mutex.Lock()\n\tdefer c.mutex.Unlock()\n\n\tnow := time.Now()\n\texpiredCount := 0\n\n\tfor key, item := range c.data {\n\t\tif now.After(item.expiresAt) {\n\t\t\tdelete(c.data, key)\n\t\t\texpiredCount++\n\t\t}\n\t}\n\n\tif expiredCount > 0 {\n\t\tc.logger.Info(\"清理过期缓存项\", map[string]interface{}{\n\t\t\t\"expired_count\": expiredCount,\n\t\t})\n\t}\n}\n"
  },
  {
    "path": "internal/infrastructure/cache/redis_cache.go",
    "content": "package cache\n\nimport (\n\t\"context\"\n\t\"encoding/json\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n\n\t\"github.com/redis/go-redis/v9\"\n)\n\n// RedisCache Redis缓存实现\ntype RedisCache struct {\n\tclient *redis.Client\n\tlogger logging.Logger\n}\n\n// NewRedisCache 创建Redis缓存\nfunc NewRedisCache(client *redis.Client, logger logging.Logger) *RedisCache {\n\treturn &RedisCache{\n\t\tclient: client,\n\t\tlogger: logger,\n\t}\n}\n\n// Set 设置值\nfunc (rc *RedisCache) Set(ctx context.Context, key string, value interface{}, ttl time.Duration) error {\n\tdata, err := json.Marshal(value)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"序列化失败: %w\", err)\n\t}\n\n\terr = rc.client.Set(ctx, key, data, ttl).Err()\n\tif err != nil {\n\t\treturn fmt.Errorf(\"设置缓存失败: %w\", err)\n\t}\n\n\trc.logger.Info(\"缓存设置成功\", map[string]interface{}{\n\t\t\"key\": key,\n\t\t\"ttl\": ttl,\n\t})\n\n\treturn nil\n}\n\n// Get 获取值\nfunc (rc *RedisCache) Get(ctx context.Context, key string, dest interface{}) error {\n\tdata, err := rc.client.Get(ctx, key).Result()\n\tif err != nil {\n\t\tif err == redis.Nil {\n\t\t\treturn fmt.Errorf(\"key not found: %s\", key)\n\t\t}\n\t\treturn fmt.Errorf(\"获取缓存失败: %w\", err)\n\t}\n\n\terr = json.Unmarshal([]byte(data), dest)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"反序列化失败: %w\", err)\n\t}\n\n\trc.logger.Info(\"缓存获取成功\", map[string]interface{}{\n\t\t\"key\": key,\n\t})\n\n\treturn nil\n}\n\n// Delete 删除值\nfunc (rc *RedisCache) Delete(ctx context.Context, key string) error {\n\terr := rc.client.Del(ctx, key).Err()\n\tif err != nil {\n\t\treturn fmt.Errorf(\"删除缓存失败: %w\", err)\n\t}\n\n\trc.logger.Info(\"缓存删除成功\", map[string]interface{}{\n\t\t\"key\": key,\n\t})\n\n\treturn nil\n}\n\n// Exists 检查键是否存在\nfunc (rc *RedisCache) Exists(ctx context.Context, key string) (bool, error) {\n\tcount, err := rc.client.Exists(ctx, key).Result()\n\tif err != nil {\n\t\treturn false, fmt.Errorf(\"检查缓存存在性失败: %w\", err)\n\t}\n\n\treturn count > 0, nil\n}\n\n// SetBatch 批量设置\nfunc (rc *RedisCache) SetBatch(ctx context.Context, items map[string]interface{}, ttl time.Duration) error {\n\tpipe := rc.client.Pipeline()\n\n\tfor key, value := range items {\n\t\tdata, err := json.Marshal(value)\n\t\tif err != nil {\n\t\t\treturn fmt.Errorf(\"序列化失败: %w\", err)\n\t\t}\n\n\t\tpipe.Set(ctx, key, data, ttl)\n\t}\n\n\t_, err := pipe.Exec(ctx)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"批量设置缓存失败: %w\", err)\n\t}\n\n\trc.logger.Info(\"批量缓存设置成功\", map[string]interface{}{\n\t\t\"count\": len(items),\n\t\t\"ttl\":   ttl,\n\t})\n\n\treturn nil\n}\n\n// GetBatch 批量获取\nfunc (rc *RedisCache) GetBatch(ctx context.Context, keys []string) (map[string]interface{}, error) {\n\tpipe := rc.client.Pipeline()\n\n\tcmds := make([]*redis.StringCmd, len(keys))\n\tfor i, key := range keys {\n\t\tcmds[i] = pipe.Get(ctx, key)\n\t}\n\n\t_, err := pipe.Exec(ctx)\n\tif err != nil && err != redis.Nil {\n\t\treturn nil, fmt.Errorf(\"批量获取缓存失败: %w\", err)\n\t}\n\n\tresult := make(map[string]interface{})\n\tfor i, cmd := range cmds {\n\t\tif cmd.Err() == nil {\n\t\t\tvar value interface{}\n\t\t\terr := json.Unmarshal([]byte(cmd.Val()), &value)\n\t\t\tif err == nil {\n\t\t\t\tresult[keys[i]] = value\n\t\t\t}\n\t\t}\n\t}\n\n\trc.logger.Info(\"批量缓存获取成功\", map[string]interface{}{\n\t\t\"requested\": len(keys),\n\t\t\"found\":     len(result),\n\t})\n\n\treturn result, nil\n}\n\n// DeleteBatch 批量删除\nfunc (rc *RedisCache) DeleteBatch(ctx context.Context, keys []string) error {\n\terr := rc.client.Del(ctx, keys...).Err()\n\tif err != nil {\n\t\treturn fmt.Errorf(\"批量删除缓存失败: %w\", err)\n\t}\n\n\trc.logger.Info(\"批量缓存删除成功\", map[string]interface{}{\n\t\t\"count\": len(keys),\n\t})\n\n\treturn nil\n}\n\n// SetTTL 设置TTL\nfunc (rc *RedisCache) SetTTL(ctx context.Context, key string, ttl time.Duration) error {\n\terr := rc.client.Expire(ctx, key, ttl).Err()\n\tif err != nil {\n\t\treturn fmt.Errorf(\"设置TTL失败: %w\", err)\n\t}\n\n\trc.logger.Info(\"TTL设置成功\", map[string]interface{}{\n\t\t\"key\": key,\n\t\t\"ttl\": ttl,\n\t})\n\n\treturn nil\n}\n\n// GetTTL 获取TTL\nfunc (rc *RedisCache) GetTTL(ctx context.Context, key string) (time.Duration, error) {\n\tttl, err := rc.client.TTL(ctx, key).Result()\n\tif err != nil {\n\t\treturn 0, fmt.Errorf(\"获取TTL失败: %w\", err)\n\t}\n\n\treturn ttl, nil\n}\n\n// Clear 清空缓存\nfunc (rc *RedisCache) Clear(ctx context.Context) error {\n\terr := rc.client.FlushDB(ctx).Err()\n\tif err != nil {\n\t\treturn fmt.Errorf(\"清空缓存失败: %w\", err)\n\t}\n\n\trc.logger.Info(\"缓存清空成功\")\n\n\treturn nil\n}\n\n// Size 获取缓存大小\nfunc (rc *RedisCache) Size() int64 {\n\t// Redis没有直接的方法获取数据库大小\n\t// 这里返回0，实际使用中可以通过INFO命令获取\n\treturn 0\n}\n\n// Keys 获取所有键\nfunc (rc *RedisCache) Keys() []string {\n\t// 注意：在生产环境中，KEYS命令可能会阻塞Redis\n\t// 建议使用SCAN命令进行迭代\n\tkeys, err := rc.client.Keys(context.Background(), \"*\").Result()\n\tif err != nil {\n\t\trc.logger.Error(\"Failed to get keys\", err)\n\t\treturn []string{}\n\t}\n\n\treturn keys\n}\n"
  },
  {
    "path": "internal/infrastructure/config/environments/config.dev.yaml",
    "content": "# 开发环境配置\n# Author: MMO Server Team\n# Created: 2024\n\n# 服务器配置\nserver:\n  gateway:\n    port: 8080\n    host: \"0.0.0.0\"\n    max_connections: 1000\n    read_timeout: 30s\n    write_timeout: 30s\n    heartbeat_time: 30s\n    idle_timeout: 300s\n    tls_enabled: false\n    cert_file: \"\"\n    key_file: \"\"\n  \n  scene:\n    port: 8081\n    host: \"0.0.0.0\"\n    max_players: 500\n    tick_rate: 20\n    sync_interval: 100ms\n    view_distance: 100.0\n  \n  battle:\n    port: 8082\n    host: \"0.0.0.0\"\n    max_battles: 50\n    tick_rate: 30\n    battle_time: 10m\n    match_timeout: 30s\n  \n  activity:\n    port: 8083\n    host: \"0.0.0.0\"\n    max_activities: 20\n    update_interval: 1m\n    cache_timeout: 5m\n\n# 数据库配置\ndatabase:\n  mongodb:\n    uri: \"${MONGODB_URI:-mongodb://localhost:27017}\"\n    database: \"${MONGODB_DATABASE:-mmo_game_dev}\"\n    max_pool_size: 50\n    min_pool_size: 5\n    max_idle_time: 10m\n    connect_timeout: 10s\n    socket_timeout: 30s\n    retry_writes: true\n    read_preference: \"primary\"\n  \n  redis:\n    addr: \"${REDIS_ADDR:-localhost:6379}\"\n    password: \"${REDIS_PASSWORD:-}\"\n    db: 0\n    pool_size: 10\n    min_idle_conns: 2\n    max_idle_conns: 5\n    conn_max_age: 30m\n    dial_timeout: 5s\n    read_timeout: 3s\n    write_timeout: 3s\n    cluster:\n      enabled: false\n      addresses: []\n\n# 缓存配置\ncache:\n  default_ttl: 1h\n  cleanup_time: 10m\n  max_size: 104857600  # 100MB\n  eviction_policy: \"lru\"\n\n# 安全配置\nsecurity:\n  jwt:\n    secret_key: \"${JWT_SECRET_KEY:-dev-secret-key-change-in-production-32chars-minimum}\"\n    token_duration: 24h\n    refresh_time: 168h  # 7 days\n    issuer: \"mmo-server-dev\"\n    audience: \"mmo-client\"\n  \n  encryption:\n    algorithm: \"AES-256-GCM\"\n    key_size: 32\n    salt: \"${ENCRYPTION_SALT:-dev-salt-change-in-production}\"\n  \n  rate_limit:\n    enabled: false  # 开发环境关闭限流\n    rps: 100\n    burst: 200\n    window_size: 1m\n\n# 日志配置\nlogging:\n  level: \"debug\"\n  format: \"console\"\n  output: \"stdout\"\n  dir: \"./logs\"\n  max_size: 100\n  max_backups: 7\n  max_age: 30\n  compress: false\n  prefix: \"mmo-dev\"\n\n# 游戏配置\ngame:\n  max_level: 100\n  exp_multiplier: 2.0  # 开发环境加速升级\n  gold_multiplier: 2.0  # 开发环境加速金币获取\n  drop_rate: 0.5  # 开发环境提高掉落率\n  pk_enabled: true\n  guild_enabled: true\n  trade_enabled: true\n  maintenance_mode: false\n\n# 网络配置\nnetwork:\n  protocol: \"tcp\"\n  buffer_size: 4096\n  max_packet_size: 65536\n  compression_type: \"none\"  # 开发环境关闭压缩\n  encryption_type: \"none\"   # 开发环境关闭加密\n  keep_alive: true\n  no_delay: true\n\n# 消息队列配置\nmessaging:\n  nsq:\n    enabled: false  # 开发环境可选\n    nsqd_address: \"${NSQD_ADDRESS:-localhost:4150}\"\n    lookupd_http:\n      - \"${NSQD_LOOKUPD:-localhost:4161}\"\n    max_in_flight: 200\n  \n  rabbitmq:\n    enabled: false  # 开发环境可选\n    url: \"${RABBITMQ_URL:-amqp://guest:guest@localhost:5672/}\"\n    exchange: \"mmo_exchange_dev\"\n    queue: \"mmo_queue_dev\"\n\n# 监控配置\nmonitoring:\n  enabled: true\n  port: 9090\n  path: \"/metrics\"\n  prometheus:\n    enabled: true\n    namespace: \"mmo_dev\"\n    subsystem: \"server\"\n\n# Excel配置\nexcel:\n  path: \"./excel\"\n  activity: \"activity.xlsx\"\n  battle_pass: \"battlepass.xlsx\"\n  pet: \"pet.xlsx\"\n  npc: \"npc.xlsx\"\n  plant: \"plant.xlsx\"\n  shop: \"shop.xlsx\"\n  task: \"task.xlsx\"\n  skill: \"skill.xlsx\"\n  vip: \"vip.xlsx\"\n  building: \"building.xlsx\"\n  condition: \"condition.xlsx\"\n  synthetise: \"synthetise.xlsx\"\n  mini_game: \"minigame.xlsx\"\n  email: \"email.xlsx\""
  },
  {
    "path": "internal/infrastructure/config/environments/config.prod.yaml",
    "content": "# 生产环境配置\n# Author: MMO Server Team\n# Created: 2024\n\n# 服务器配置\nserver:\n  gateway:\n    port: 8080\n    host: \"0.0.0.0\"\n    max_connections: 10000\n    read_timeout: 30s\n    write_timeout: 30s\n    heartbeat_time: 30s\n    idle_timeout: 300s\n    tls_enabled: true\n    cert_file: \"${TLS_CERT_FILE:/etc/ssl/certs/server.crt}\"\n    key_file: \"${TLS_KEY_FILE:/etc/ssl/private/server.key}\"\n  \n  scene:\n    port: 8081\n    host: \"0.0.0.0\"\n    max_players: 2000\n    tick_rate: 20\n    sync_interval: 50ms\n    view_distance: 150.0\n  \n  battle:\n    port: 8082\n    host: \"0.0.0.0\"\n    max_battles: 200\n    tick_rate: 30\n    battle_time: 10m\n    match_timeout: 30s\n  \n  activity:\n    port: 8083\n    host: \"0.0.0.0\"\n    max_activities: 100\n    update_interval: 30s\n    cache_timeout: 2m\n\n# 数据库配置\ndatabase:\n  mongodb:\n    uri: \"${MONGODB_URI}\"\n    database: \"${MONGODB_DATABASE}\"\n    max_pool_size: 200\n    min_pool_size: 20\n    max_idle_time: 5m\n    connect_timeout: 10s\n    socket_timeout: 30s\n    retry_writes: true\n    read_preference: \"primaryPreferred\"\n  \n  redis:\n    addr: \"${REDIS_ADDR}\"\n    password: \"${REDIS_PASSWORD}\"\n    db: 0\n    pool_size: 50\n    min_idle_conns: 10\n    max_idle_conns: 20\n    conn_max_age: 10m\n    dial_timeout: 5s\n    read_timeout: 3s\n    write_timeout: 3s\n    cluster:\n      enabled: ${REDIS_CLUSTER_ENABLED:false}\n      addresses:\n        - \"${REDIS_CLUSTER_ADDR1}\"\n        - \"${REDIS_CLUSTER_ADDR2}\"\n        - \"${REDIS_CLUSTER_ADDR3}\"\n\n# 缓存配置\ncache:\n  default_ttl: 30m\n  cleanup_time: 5m\n  max_size: 1073741824  # 1GB\n  eviction_policy: \"lru\"\n\n# 安全配置\nsecurity:\n  jwt:\n    secret_key: \"${JWT_SECRET_KEY}\"\n    token_duration: 2h\n    refresh_time: 24h\n    issuer: \"mmo-server-prod\"\n    audience: \"mmo-client\"\n  \n  encryption:\n    algorithm: \"AES-256-GCM\"\n    key_size: 32\n    salt: \"${ENCRYPTION_SALT}\"\n  \n  rate_limit:\n    enabled: true\n    rps: 1000\n    burst: 2000\n    window_size: 1m\n\n# 日志配置\nlogging:\n  level: \"info\"\n  format: \"json\"\n  output: \"file\"\n  dir: \"${LOG_DIR:/var/log/mmo}\"\n  max_size: 500\n  max_backups: 30\n  max_age: 90\n  compress: true\n  prefix: \"mmo-prod\"\n\n# 游戏配置\ngame:\n  max_level: 100\n  exp_multiplier: 1.0\n  gold_multiplier: 1.0\n  drop_rate: 0.1\n  pk_enabled: true\n  guild_enabled: true\n  trade_enabled: true\n  maintenance_mode: ${MAINTENANCE_MODE:false}\n\n# 网络配置\nnetwork:\n  protocol: \"tcp\"\n  buffer_size: 8192\n  max_packet_size: 65536\n  compression_type: \"gzip\"\n  encryption_type: \"aes\"\n  keep_alive: true\n  no_delay: true\n\n# 消息队列配置\nmessaging:\n  nsq:\n    enabled: ${NSQ_ENABLED:true}\n    nsqd_address: \"${NSQD_ADDRESS}\"\n    lookupd_http:\n      - \"${NSQD_LOOKUPD1}\"\n      - \"${NSQD_LOOKUPD2}\"\n    max_in_flight: 500\n  \n  rabbitmq:\n    enabled: ${RABBITMQ_ENABLED:false}\n    url: \"${RABBITMQ_URL}\"\n    exchange: \"mmo_exchange_prod\"\n    queue: \"mmo_queue_prod\"\n\n# 监控配置\nmonitoring:\n  enabled: true\n  port: 9090\n  path: \"/metrics\"\n  prometheus:\n    enabled: true\n    namespace: \"mmo_prod\"\n    subsystem: \"server\"\n\n# Excel配置\nexcel:\n  path: \"${EXCEL_PATH:/opt/mmo/excel}\"\n  activity: \"activity.xlsx\"\n  battle_pass: \"battlepass.xlsx\"\n  pet: \"pet.xlsx\"\n  npc: \"npc.xlsx\"\n  plant: \"plant.xlsx\"\n  shop: \"shop.xlsx\"\n  task: \"task.xlsx\"\n  skill: \"skill.xlsx\"\n  vip: \"vip.xlsx\"\n  building: \"building.xlsx\"\n  condition: \"condition.xlsx\"\n  synthetise: \"synthetise.xlsx\"\n  mini_game: \"minigame.xlsx\"\n  email: \"email.xlsx\""
  },
  {
    "path": "internal/infrastructure/config/environments/config.test.yaml",
    "content": "# 测试环境配置\n# Author: MMO Server Team\n# Created: 2024\n\n# 服务器配置\nserver:\n  gateway:\n    port: 18080\n    host: \"127.0.0.1\"\n    max_connections: 100\n    read_timeout: 10s\n    write_timeout: 10s\n    heartbeat_time: 10s\n    idle_timeout: 60s\n    tls_enabled: false\n    cert_file: \"\"\n    key_file: \"\"\n  \n  scene:\n    port: 18081\n    host: \"127.0.0.1\"\n    max_players: 50\n    tick_rate: 10\n    sync_interval: 200ms\n    view_distance: 50.0\n  \n  battle:\n    port: 18082\n    host: \"127.0.0.1\"\n    max_battles: 10\n    tick_rate: 10\n    battle_time: 1m\n    match_timeout: 5s\n  \n  activity:\n    port: 18083\n    host: \"127.0.0.1\"\n    max_activities: 5\n    update_interval: 10s\n    cache_timeout: 30s\n\n# 数据库配置\ndatabase:\n  mongodb:\n    uri: \"${MONGODB_URI:-mongodb://localhost:27017}\"\n    database: \"${MONGODB_DATABASE:-mmo_game_test}\"\n    max_pool_size: 10\n    min_pool_size: 1\n    max_idle_time: 1m\n    connect_timeout: 5s\n    socket_timeout: 10s\n    retry_writes: false\n    read_preference: \"primary\"\n  \n  redis:\n    addr: \"${REDIS_ADDR:-localhost:6379}\"\n    password: \"${REDIS_PASSWORD:-}\"\n    db: 1  # 使用不同的数据库\n    pool_size: 5\n    min_idle_conns: 1\n    max_idle_conns: 2\n    conn_max_age: 5m\n    dial_timeout: 2s\n    read_timeout: 1s\n    write_timeout: 1s\n    cluster:\n      enabled: false\n      addresses: []\n\n# 缓存配置\ncache:\n  default_ttl: 5m\n  cleanup_time: 1m\n  max_size: 10485760  # 10MB\n  eviction_policy: \"lru\"\n\n# 安全配置\nsecurity:\n  jwt:\n    secret_key: \"${JWT_SECRET_KEY:-test-secret-key-for-testing-only-32chars}\"\n    token_duration: 1h\n    refresh_time: 2h\n    issuer: \"mmo-server-test\"\n    audience: \"mmo-client-test\"\n  \n  encryption:\n    algorithm: \"AES-256-GCM\"\n    key_size: 32\n    salt: \"${ENCRYPTION_SALT:-test-salt-for-testing-only}\"\n  \n  rate_limit:\n    enabled: false  # 测试环境关闭限流\n    rps: 1000\n    burst: 2000\n    window_size: 1m\n\n# 日志配置\nlogging:\n  level: \"debug\"\n  format: \"console\"\n  output: \"stdout\"\n  dir: \"./test_logs\"\n  max_size: 10\n  max_backups: 3\n  max_age: 7\n  compress: false\n  prefix: \"mmo-test\"\n\n# 游戏配置\ngame:\n  max_level: 10  # 测试环境降低等级上限\n  exp_multiplier: 10.0  # 测试环境快速升级\n  gold_multiplier: 10.0  # 测试环境快速获得金币\n  drop_rate: 1.0  # 测试环境100%掉落\n  pk_enabled: true\n  guild_enabled: true\n  trade_enabled: true\n  maintenance_mode: false\n\n# 网络配置\nnetwork:\n  protocol: \"tcp\"\n  buffer_size: 1024\n  max_packet_size: 8192\n  compression_type: \"none\"\n  encryption_type: \"none\"\n  keep_alive: false\n  no_delay: true\n\n# 消息队列配置\nmessaging:\n  nsq:\n    enabled: false  # 测试环境关闭消息队列\n    nsqd_address: \"localhost:4150\"\n    lookupd_http:\n      - \"localhost:4161\"\n    max_in_flight: 10\n  \n  rabbitmq:\n    enabled: false  # 测试环境关闭消息队列\n    url: \"amqp://guest:guest@localhost:5672/\"\n    exchange: \"mmo_exchange_test\"\n    queue: \"mmo_queue_test\"\n\n# 监控配置\nmonitoring:\n  enabled: false  # 测试环境关闭监控\n  port: 19090\n  path: \"/metrics\"\n  prometheus:\n    enabled: false\n    namespace: \"mmo_test\"\n    subsystem: \"server\"\n\n# Excel配置\nexcel:\n  path: \"./test_excel\"\n  activity: \"test_activity.xlsx\"\n  battle_pass: \"test_battlepass.xlsx\"\n  pet: \"test_pet.xlsx\"\n  npc: \"test_npc.xlsx\"\n  plant: \"test_plant.xlsx\"\n  shop: \"test_shop.xlsx\"\n  task: \"test_task.xlsx\"\n  skill: \"test_skill.xlsx\"\n  vip: \"test_vip.xlsx\"\n  building: \"test_building.xlsx\"\n  condition: \"test_condition.xlsx\"\n  synthetise: \"test_synthetise.xlsx\"\n  mini_game: \"test_minigame.xlsx\"\n  email: \"test_email.xlsx\""
  },
  {
    "path": "internal/infrastructure/config/file_watcher.go",
    "content": "package config\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"os\"\n\t\"path/filepath\"\n\t\"sync\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n\n\t\"github.com/fsnotify/fsnotify\"\n)\n\n// FileWatcher 文件监听器\ntype FileWatcher struct {\n\tfilePath    string\n\tcallback    func(string)\n\tlogger      logging.Logger\n\twatcher     *fsnotify.Watcher\n\tctx         context.Context\n\tcancel      context.CancelFunc\n\tmu          sync.RWMutex\n\tisRunning   bool\n\tlastModTime time.Time\n\tdebounce    time.Duration\n}\n\n// WatcherConfig 监听器配置\ntype WatcherConfig struct {\n\tDebounceInterval time.Duration `json:\"debounce_interval\" yaml:\"debounce_interval\"`\n\tWatchDirectory   bool          `json:\"watch_directory\" yaml:\"watch_directory\"`\n\tRecursive        bool          `json:\"recursive\" yaml:\"recursive\"`\n\tIgnorePatterns   []string      `json:\"ignore_patterns\" yaml:\"ignore_patterns\"`\n}\n\n// Watcher 文件监听器接口\ntype Watcher interface {\n\t// Start 启动监听\n\tStart() error\n\n\t// Stop 停止监听\n\tStop() error\n\n\t// IsRunning 检查是否正在运行\n\tIsRunning() bool\n\n\t// AddPath 添加监听路径\n\tAddPath(path string) error\n\n\t// RemovePath 移除监听路径\n\tRemovePath(path string) error\n\n\t// SetCallback 设置回调函数\n\tSetCallback(callback func(string))\n}\n\n// NewFileWatcher 创建文件监听器\nfunc NewFileWatcher(filePath string, callback func(string), logger logging.Logger) (*FileWatcher, error) {\n\t// 检查文件是否存在\n\tif _, err := os.Stat(filePath); os.IsNotExist(err) {\n\t\treturn nil, fmt.Errorf(\"file does not exist: %s\", filePath)\n\t}\n\n\t// 创建fsnotify监听器\n\twatcher, err := fsnotify.NewWatcher()\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to create fsnotify watcher: %w\", err)\n\t}\n\n\tctx, cancel := context.WithCancel(context.Background())\n\n\t// 获取文件修改时间\n\tfileInfo, err := os.Stat(filePath)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to get file info: %w\", err)\n\t}\n\n\tfw := &FileWatcher{\n\t\tfilePath:    filePath,\n\t\tcallback:    callback,\n\t\tlogger:      logger,\n\t\twatcher:     watcher,\n\t\tctx:         ctx,\n\t\tcancel:      cancel,\n\t\tisRunning:   false,\n\t\tlastModTime: fileInfo.ModTime(),\n\t\tdebounce:    100 * time.Millisecond, // 默认防抖时间\n\t}\n\n\tlogger.Debug(\"File watcher created\", logging.Fields{\n\t\t\"file\": filePath,\n\t})\n\treturn fw, nil\n}\n\n// Start 启动监听\nfunc (fw *FileWatcher) Start() error {\n\tfw.mu.Lock()\n\tdefer fw.mu.Unlock()\n\n\tif fw.isRunning {\n\t\treturn fmt.Errorf(\"file watcher is already running\")\n\t}\n\n\t// 添加文件到监听列表\n\t// 对于文件，我们监听其所在的目录\n\tdir := filepath.Dir(fw.filePath)\n\tif err := fw.watcher.Add(dir); err != nil {\n\t\treturn fmt.Errorf(\"failed to add directory to watcher: %w\", err)\n\t}\n\n\tfw.isRunning = true\n\n\t// 启动监听协程\n\tgo fw.watchLoop()\n\n\tfw.logger.Info(\"File watcher started\", logging.Fields{\n\t\t\"file\": fw.filePath,\n\t})\n\treturn nil\n}\n\n// Stop 停止监听\nfunc (fw *FileWatcher) Stop() error {\n\tfw.mu.Lock()\n\tdefer fw.mu.Unlock()\n\n\tif !fw.isRunning {\n\t\treturn nil\n\t}\n\n\t// 取消上下文\n\tfw.cancel()\n\n\t// 关闭fsnotify监听器\n\tif err := fw.watcher.Close(); err != nil {\n\t\tfw.logger.Error(\"Failed to close fsnotify watcher\", err)\n\t}\n\n\tfw.isRunning = false\n\n\tfw.logger.Info(\"File watcher stopped\", logging.Fields{\n\t\t\"file\": fw.filePath,\n\t})\n\treturn nil\n}\n\n// IsRunning 检查是否正在运行\nfunc (fw *FileWatcher) IsRunning() bool {\n\tfw.mu.RLock()\n\tdefer fw.mu.RUnlock()\n\treturn fw.isRunning\n}\n\n// AddPath 添加监听路径\nfunc (fw *FileWatcher) AddPath(path string) error {\n\tfw.mu.Lock()\n\tdefer fw.mu.Unlock()\n\n\tif !fw.isRunning {\n\t\treturn fmt.Errorf(\"file watcher is not running\")\n\t}\n\n\tif err := fw.watcher.Add(path); err != nil {\n\t\treturn fmt.Errorf(\"failed to add path to watcher: %w\", err)\n\t}\n\n\tfw.logger.Debug(\"Path added to watcher\", logging.Fields{\n\t\t\"path\": path,\n\t})\n\treturn nil\n}\n\n// RemovePath 移除监听路径\nfunc (fw *FileWatcher) RemovePath(path string) error {\n\tfw.mu.Lock()\n\tdefer fw.mu.Unlock()\n\n\tif !fw.isRunning {\n\t\treturn fmt.Errorf(\"file watcher is not running\")\n\t}\n\n\tif err := fw.watcher.Remove(path); err != nil {\n\t\treturn fmt.Errorf(\"failed to remove path from watcher: %w\", err)\n\t}\n\n\tfw.logger.Debug(\"Path removed from watcher\", logging.Fields{\n\t\t\"path\": path,\n\t})\n\treturn nil\n}\n\n// SetCallback 设置回调函数\nfunc (fw *FileWatcher) SetCallback(callback func(string)) {\n\tfw.mu.Lock()\n\tdefer fw.mu.Unlock()\n\n\tfw.callback = callback\n\tfw.logger.Debug(\"Callback function updated\")\n}\n\n// 私有方法\n\n// watchLoop 监听循环\nfunc (fw *FileWatcher) watchLoop() {\n\tfw.logger.Debug(\"File watcher loop started\")\n\n\tfor {\n\t\tselect {\n\t\tcase event, ok := <-fw.watcher.Events:\n\t\t\tif !ok {\n\t\t\t\tfw.logger.Debug(\"File watcher events channel closed\")\n\t\t\t\treturn\n\t\t\t}\n\n\t\t\tfw.handleEvent(event)\n\n\t\tcase err, ok := <-fw.watcher.Errors:\n\t\t\tif !ok {\n\t\t\t\tfw.logger.Debug(\"File watcher errors channel closed\")\n\t\t\t\treturn\n\t\t\t}\n\n\t\t\tfw.logger.Error(\"File watcher error\", err)\n\n\t\tcase <-fw.ctx.Done():\n\t\t\tfw.logger.Debug(\"File watcher context cancelled\")\n\t\t\treturn\n\t\t}\n\t}\n}\n\n// handleEvent 处理文件事件\nfunc (fw *FileWatcher) handleEvent(event fsnotify.Event) {\n\t// 只处理我们关心的文件\n\tif event.Name != fw.filePath {\n\t\treturn\n\t}\n\n\tfw.logger.Debug(\"File event received\", logging.Fields{\n\t\t\"event\": event.Op.String(),\n\t\t\"file\":  event.Name,\n\t})\n\n\t// 检查事件类型\n\tif event.Op&fsnotify.Write == fsnotify.Write || event.Op&fsnotify.Create == fsnotify.Create {\n\t\t// 文件被写入或创建\n\t\tfw.handleFileChange(event.Name)\n\t} else if event.Op&fsnotify.Remove == fsnotify.Remove || event.Op&fsnotify.Rename == fsnotify.Rename {\n\t\t// 文件被删除或重命名\n\t\tfw.handleFileRemove(event.Name)\n\t}\n}\n\n// handleFileChange 处理文件变化\nfunc (fw *FileWatcher) handleFileChange(filePath string) {\n\t// 获取文件信息\n\tfileInfo, err := os.Stat(filePath)\n\tif err != nil {\n\t\tfw.logger.Error(\"Failed to get file info after change\", err, logging.Fields{\n\t\t\t\"file\": filePath,\n\t\t})\n\t\treturn\n\t}\n\n\t// 检查修改时间，实现防抖\n\tfw.mu.Lock()\n\tlastModTime := fw.lastModTime\n\tfw.lastModTime = fileInfo.ModTime()\n\tfw.mu.Unlock()\n\n\tif fileInfo.ModTime().Sub(lastModTime) < fw.debounce {\n\t\tfw.logger.Debug(\"File change ignored due to debounce\", logging.Fields{\n\t\t\t\"file\": filePath,\n\t\t})\n\t\treturn\n\t}\n\n\t// 延迟一小段时间，确保文件写入完成\n\ttime.Sleep(fw.debounce)\n\n\t// 再次检查文件是否存在（可能在写入过程中被删除）\n\tif _, err := os.Stat(filePath); os.IsNotExist(err) {\n\t\tfw.logger.Debug(\"File no longer exists after change\", logging.Fields{\n\t\t\t\"file\": filePath,\n\t\t})\n\t\treturn\n\t}\n\n\tfw.logger.Info(\"File changed\", logging.Fields{\n\t\t\"file\": filePath,\n\t})\n\n\t// 调用回调函数\n\tfw.mu.RLock()\n\tcallback := fw.callback\n\tfw.mu.RUnlock()\n\n\tif callback != nil {\n\t\tgo func() {\n\t\t\tdefer func() {\n\t\t\t\tif r := recover(); r != nil {\n\t\t\t\t\tfw.logger.Error(\"Panic in file change callback\", fmt.Errorf(\"panic: %v\", r), logging.Fields{\n\t\t\t\t\t\t\"file\": filePath,\n\t\t\t\t\t})\n\t\t\t\t}\n\t\t\t}()\n\n\t\t\tcallback(filePath)\n\t\t}()\n\t}\n}\n\n// handleFileRemove 处理文件删除\nfunc (fw *FileWatcher) handleFileRemove(filePath string) {\n\tfw.logger.Warn(\"File removed or renamed\", logging.Fields{\n\t\t\"file\": filePath,\n\t})\n\n\t// 可以选择停止监听或等待文件重新创建\n\t// 这里我们选择继续监听，等待文件重新创建\n}\n"
  },
  {
    "path": "internal/infrastructure/config/unified.json",
    "content": "{\n  \"environment\": \"development\",\n  \"server\": {\n    \"host\": \"0.0.0.0\",\n    \"port\": 8080,\n    \"read_timeout\": \"60s\",\n    \"write_timeout\": \"60s\",\n    \"max_conns\": 10000\n  },\n  \"database\": {\n    \"host\": \"localhost\",\n    \"port\": 27017,\n    \"username\": \"dev_user\",\n    \"password\": \"dev_password\",\n    \"database\": \"mmo_game_dev\",\n    \"max_open_conns\": 100,\n    \"max_idle_conns\": 10,\n    \"max_lifetime\": \"3600s\",\n    \"ssl\": false,\n    \"timeout\": \"10s\"\n  },\n  \"redis\": {\n    \"host\": \"localhost\",\n    \"port\": 6379,\n    \"password\": \"\",\n    \"db\": 0,\n    \"pool_size\": 10,\n    \"min_idle_conn\": 5,\n    \"max_retries\": 3,\n    \"dial_timeout\": \"5s\",\n    \"read_timeout\": \"3s\",\n    \"write_timeout\": \"3s\"\n  },\n  \"nats\": {\n    \"url\": \"nats://localhost:4222\",\n    \"cluster_id\": \"mmo-dev-cluster\",\n    \"client_id\": \"mmo-dev-server\",\n    \"max_reconnect\": 10,\n    \"reconnect_wait\": \"2s\",\n    \"timeout\": \"5s\"\n  },\n  \"gateway\": {\n    \"host\": \"0.0.0.0\",\n    \"port\": 8000,\n    \"max_connections\": 10000,\n    \"servers\": [\n      \"localhost:8001\",\n      \"localhost:8002\",\n      \"localhost:8003\",\n      \"localhost:8004\"\n    ],\n    \"load_balancer\": \"round_robin\",\n    \"health_check\": {\n      \"enabled\": true,\n      \"interval\": \"30s\",\n      \"timeout\": \"5s\",\n      \"path\": \"/health\"\n    }\n  },\n  \"scene\": {\n    \"scene_id\": \"dev_scene_001\",\n    \"host\": \"0.0.0.0\",\n    \"port\": 8001,\n    \"gateway_addr\": \"localhost:8000\",\n    \"max_players\": 1000,\n    \"tick_rate\": 20,\n    \"aoi\": {\n      \"enabled\": true,\n      \"radius\": 100.0,\n      \"update_rate\": 10\n    }\n  },\n  \"battle\": {\n    \"server_id\": \"dev_battle_001\",\n    \"host\": \"0.0.0.0\",\n    \"port\": 8002,\n    \"gateway_addr\": \"localhost:8000\",\n    \"max_battles\": 100,\n    \"tick_rate\": 30\n  },\n  \"activity\": {\n    \"server_id\": \"dev_activity_001\",\n    \"host\": \"0.0.0.0\",\n    \"port\": 8003,\n    \"gateway_addr\": \"localhost:8000\"\n  },\n  \"login\": {\n    \"server_id\": \"dev_login_001\",\n    \"host\": \"0.0.0.0\",\n    \"port\": 8004,\n    \"gateway_addr\": \"localhost:8000\",\n    \"jwt_secret\": \"dev_jwt_secret_key_change_in_production\",\n    \"token_expiry\": \"24h\"\n  },\n  \"log\": {\n    \"level\": \"debug\",\n    \"format\": \"text\",\n    \"output\": \"stdout\",\n    \"max_size\": 100,\n    \"max_backups\": 5,\n    \"max_age\": 7,\n    \"compress\": true\n  },\n  \"game\": {\n    \"max_level\": 100,\n    \"exp_table\": [0, 100, 250, 450, 700, 1000, 1350, 1750, 2200, 2700, 3250],\n    \"inventory_size\": 50,\n    \"max_skill_points\": 1000,\n    \"daily_quest_limit\": 10,\n    \"weekly_quest_limit\": 5,\n    \"features\": {\n      \"pvp\": true,\n      \"guild\": true,\n      \"trade\": true,\n      \"auction\": true,\n      \"chat\": true,\n      \"mail\": true,\n      \"friend\": true,\n      \"achievement\": true,\n      \"pet\": true,\n      \"building\": true,\n      \"minigame\": true,\n      \"ranking\": true\n    },\n    \"constants\": {\n      \"base_exp\": 100,\n      \"exp_multiplier\": 1.5,\n      \"gold_drop_rate\": 0.1,\n      \"item_drop_rate\": 0.05,\n      \"skill_point_per_level\": 2,\n      \"max_friends\": 100,\n      \"max_guild_members\": 50,\n      \"trade_tax_rate\": 0.05,\n      \"auction_fee_rate\": 0.1\n    }\n  },\n  \"security\": {\n    \"encryption\": {\n      \"enabled\": false,\n      \"algorithm\": \"AES-256\",\n      \"key\": \"dev_encryption_key_32_characters\"\n    },\n    \"rate_limit\": {\n      \"enabled\": true,\n      \"rate\": 100,\n      \"burst\": 200,\n      \"window\": \"1m\"\n    },\n    \"anti_cheat\": {\n      \"enabled\": true,\n      \"speed_check_enabled\": true,\n      \"max_speed\": 10.0,\n      \"position_check\": true,\n      \"action_validation\": true\n    },\n    \"whitelist\": [],\n    \"blacklist\": []\n  },\n  \"metrics\": {\n    \"enabled\": true,\n    \"port\": 9090,\n    \"path\": \"/metrics\",\n    \"namespace\": \"mmo_game\",\n    \"subsystem\": \"server\"\n  }\n}"
  },
  {
    "path": "internal/infrastructure/config/unified.prod.json",
    "content": "{\n  \"environment\": \"production\",\n  \"server\": {\n    \"host\": \"0.0.0.0\",\n    \"port\": 8080,\n    \"read_timeout\": \"60s\",\n    \"write_timeout\": \"60s\",\n    \"max_conns\": 50000,\n    \"tls\": {\n      \"enabled\": true,\n      \"cert_file\": \"/etc/ssl/certs/server.crt\",\n      \"key_file\": \"/etc/ssl/private/server.key\"\n    }\n  },\n  \"database\": {\n    \"host\": \"mongodb-cluster.example.com\",\n    \"port\": 27017,\n    \"username\": \"prod_user\",\n    \"password\": \"prod_secure_password\",\n    \"database\": \"mmo_game_prod\",\n    \"max_open_conns\": 500,\n    \"max_idle_conns\": 50,\n    \"max_lifetime\": \"7200s\",\n    \"ssl\": true,\n    \"timeout\": \"10s\"\n  },\n  \"redis\": {\n    \"host\": \"redis-cluster.example.com\",\n    \"port\": 6379,\n    \"password\": \"redis_secure_password\",\n    \"db\": 0,\n    \"pool_size\": 50,\n    \"min_idle_conn\": 20,\n    \"max_retries\": 5,\n    \"dial_timeout\": \"5s\",\n    \"read_timeout\": \"3s\",\n    \"write_timeout\": \"3s\"\n  },\n  \"nats\": {\n    \"url\": \"nats://nats-cluster.example.com:4222\",\n    \"cluster_id\": \"mmo-prod-cluster\",\n    \"client_id\": \"mmo-prod-server\",\n    \"max_reconnect\": 20,\n    \"reconnect_wait\": \"2s\",\n    \"timeout\": \"10s\"\n  },\n  \"gateway\": {\n    \"host\": \"0.0.0.0\",\n    \"port\": 8000,\n    \"max_connections\": 50000,\n    \"servers\": [\n      \"scene-server-1.example.com:8001\",\n      \"scene-server-2.example.com:8001\",\n      \"battle-server-1.example.com:8002\",\n      \"battle-server-2.example.com:8002\",\n      \"activity-server.example.com:8003\",\n      \"login-server.example.com:8004\"\n    ],\n    \"load_balancer\": \"weighted_round_robin\",\n    \"health_check\": {\n      \"enabled\": true,\n      \"interval\": \"15s\",\n      \"timeout\": \"3s\",\n      \"path\": \"/health\"\n    }\n  },\n  \"scene\": {\n    \"scene_id\": \"prod_scene_001\",\n    \"host\": \"0.0.0.0\",\n    \"port\": 8001,\n    \"gateway_addr\": \"gateway.example.com:8000\",\n    \"max_players\": 5000,\n    \"tick_rate\": 30,\n    \"aoi\": {\n      \"enabled\": true,\n      \"radius\": 150.0,\n      \"update_rate\": 15\n    }\n  },\n  \"battle\": {\n    \"server_id\": \"prod_battle_001\",\n    \"host\": \"0.0.0.0\",\n    \"port\": 8002,\n    \"gateway_addr\": \"gateway.example.com:8000\",\n    \"max_battles\": 1000,\n    \"tick_rate\": 60\n  },\n  \"activity\": {\n    \"server_id\": \"prod_activity_001\",\n    \"host\": \"0.0.0.0\",\n    \"port\": 8003,\n    \"gateway_addr\": \"gateway.example.com:8000\"\n  },\n  \"login\": {\n    \"server_id\": \"prod_login_001\",\n    \"host\": \"0.0.0.0\",\n    \"port\": 8004,\n    \"gateway_addr\": \"gateway.example.com:8000\",\n    \"jwt_secret\": \"prod_jwt_ultra_secure_key_2024_change_me\",\n    \"token_expiry\": \"12h\"\n  },\n  \"log\": {\n    \"level\": \"warn\",\n    \"format\": \"json\",\n    \"output\": \"/var/log/mmo-server/app.log\",\n    \"max_size\": 500,\n    \"max_backups\": 10,\n    \"max_age\": 30,\n    \"compress\": true\n  },\n  \"game\": {\n    \"max_level\": 120,\n    \"exp_table\": [0, 100, 250, 450, 700, 1000, 1350, 1750, 2200, 2700, 3250, 3850, 4500, 5200, 5950, 6750, 7600, 8500, 9450, 10450, 11500],\n    \"inventory_size\": 100,\n    \"max_skill_points\": 2000,\n    \"daily_quest_limit\": 20,\n    \"weekly_quest_limit\": 10,\n    \"features\": {\n      \"pvp\": true,\n      \"guild\": true,\n      \"trade\": true,\n      \"auction\": true,\n      \"chat\": true,\n      \"mail\": true,\n      \"friend\": true,\n      \"achievement\": true,\n      \"pet\": true,\n      \"building\": true,\n      \"minigame\": true,\n      \"ranking\": true,\n      \"world_boss\": true,\n      \"cross_server\": true\n    },\n    \"constants\": {\n      \"base_exp\": 100,\n      \"exp_multiplier\": 1.2,\n      \"gold_drop_rate\": 0.08,\n      \"item_drop_rate\": 0.03,\n      \"skill_point_per_level\": 3,\n      \"max_friends\": 200,\n      \"max_guild_members\": 100,\n      \"trade_tax_rate\": 0.03,\n      \"auction_fee_rate\": 0.08,\n      \"world_boss_spawn_interval\": 3600,\n      \"cross_server_battle_cooldown\": 86400\n    }\n  },\n  \"security\": {\n    \"encryption\": {\n      \"enabled\": true,\n      \"algorithm\": \"AES-256-GCM\",\n      \"key\": \"prod_encryption_key_32_chars_here\"\n    },\n    \"rate_limit\": {\n      \"enabled\": true,\n      \"rate\": 200,\n      \"burst\": 500,\n      \"window\": \"1m\"\n    },\n    \"anti_cheat\": {\n      \"enabled\": true,\n      \"speed_check_enabled\": true,\n      \"max_speed\": 8.0,\n      \"position_check\": true,\n      \"action_validation\": true\n    },\n    \"whitelist\": [\n      \"admin.example.com\",\n      \"monitoring.example.com\"\n    ],\n    \"blacklist\": []\n  },\n  \"metrics\": {\n    \"enabled\": true,\n    \"port\": 9090,\n    \"path\": \"/metrics\",\n    \"namespace\": \"mmo_game\",\n    \"subsystem\": \"server\"\n  }\n}"
  },
  {
    "path": "internal/infrastructure/config/unified_config.go",
    "content": "// Package config 统一配置管理\n// Author: MMO Server Team\n// Created: 2024\n\npackage config\n\nimport (\n\t\"fmt\"\n\t\"os\"\n\t\"strings\"\n\t\"sync\"\n\t\"time\"\n\n\t\"gopkg.in/yaml.v3\"\n)\n\n// Config 主配置结构\ntype Config struct {\n\tApp        AppConfig        `yaml:\"app\"`\n\tServer     ServerConfig     `yaml:\"server\"`\n\tDatabase   DatabaseConfig   `yaml:\"database\"`\n\tCache      CacheConfig      `yaml:\"cache\"`\n\tSecurity   SecurityConfig   `yaml:\"security\"`\n\tLogging    LoggingConfig    `yaml:\"logging\"`\n\tGame       GameConfig       `yaml:\"game\"`\n\tNetwork    NetworkConfig    `yaml:\"network\"`\n\tMessaging  MessagingConfig  `yaml:\"messaging\"`\n\tMonitoring MonitoringConfig `yaml:\"monitoring\"`\n}\n\n// ConfigLoader 配置加载器\ntype ConfigLoader struct {\n\tconfigPath string\n}\n\n// NewConfigLoader 创建配置加载器\nfunc NewConfigLoader(configPath string) *ConfigLoader {\n\treturn &ConfigLoader{\n\t\tconfigPath: configPath,\n\t}\n}\n\n// Load 加载配置\nfunc (cl *ConfigLoader) Load() (*Config, error) {\n\treturn LoadConfig(cl.configPath)\n}\n\n// AppConfig 应用配置\ntype AppConfig struct {\n\tName        string `yaml:\"name\"`\n\tVersion     string `yaml:\"version\"`\n\tEnvironment string `yaml:\"environment\"`\n\tDebug       bool   `yaml:\"debug\"`\n}\n\n// ServerConfig 服务器配置\ntype ServerConfig struct {\n\tHTTP      HTTPServerConfig      `yaml:\"http\"`\n\tWebSocket WebSocketServerConfig `yaml:\"websocket\"`\n\tTCP       TCPServerConfig       `yaml:\"tcp\"`\n\tMetrics   MetricsServerConfig   `yaml:\"metrics\"`\n}\n\n// HTTPServerConfig HTTP服务器配置\ntype HTTPServerConfig struct {\n\tHost              string        `yaml:\"host\"`\n\tPort              int           `yaml:\"port\"`\n\tReadTimeout       time.Duration `yaml:\"read_timeout\"`\n\tWriteTimeout      time.Duration `yaml:\"write_timeout\"`\n\tIdleTimeout       time.Duration `yaml:\"idle_timeout\"`\n\tMaxHeaderBytes    int           `yaml:\"max_header_bytes\"`\n\tEnableCORS        bool          `yaml:\"enable_cors\"`\n\tEnableMetrics     bool          `yaml:\"enable_metrics\"`\n\tEnableRequestID   bool          `yaml:\"enable_request_id\"`\n\tEnableLogging     bool          `yaml:\"enable_logging\"`\n\tEnableRecovery    bool          `yaml:\"enable_recovery\"`\n\tRateLimitEnabled  bool          `yaml:\"rate_limit_enabled\"`\n\tRateLimitRequests int           `yaml:\"rate_limit_requests\"`\n\tRateLimitDuration time.Duration `yaml:\"rate_limit_duration\"`\n}\n\n// WebSocketServerConfig WebSocket服务器配置\ntype WebSocketServerConfig struct {\n\tHost            string `yaml:\"host\"`\n\tPort            int    `yaml:\"port\"`\n\tReadBufferSize  int    `yaml:\"read_buffer_size\"`\n\tWriteBufferSize int    `yaml:\"write_buffer_size\"`\n\tCheckOrigin     bool   `yaml:\"check_origin\"`\n}\n\n// TCPServerConfig TCP服务器配置\ntype TCPServerConfig struct {\n\tHost               string        `yaml:\"host\"`\n\tPort               int           `yaml:\"port\"`\n\tMaxConnections     int           `yaml:\"max_connections\"`\n\tReadTimeout        time.Duration `yaml:\"read_timeout\"`\n\tWriteTimeout       time.Duration `yaml:\"write_timeout\"`\n\tHeartbeatInterval  time.Duration `yaml:\"heartbeat_interval\"`\n\tKeepAliveInterval  time.Duration `yaml:\"keep_alive_interval\"`\n\tMaxPacketSize      int           `yaml:\"max_packet_size\"`\n\tCompressionEnabled bool          `yaml:\"compression_enabled\"`\n\tEncryptionEnabled  bool          `yaml:\"encryption_enabled\"`\n\tEnableMetrics      bool          `yaml:\"enable_metrics\"`\n\tBufferSize         int           `yaml:\"buffer_size\"`\n}\n\n// MetricsServerConfig 指标服务器配置\ntype MetricsServerConfig struct {\n\tHost string `yaml:\"host\"`\n\tPort int    `yaml:\"port\"`\n\tPath string `yaml:\"path\"`\n}\n\n// DatabaseConfig 数据库配置\ntype DatabaseConfig struct {\n\tMongoDB MongoDBConfig `yaml:\"mongodb\"`\n\tRedis   RedisConfig   `yaml:\"redis\"`\n}\n\n// MongoDBConfig MongoDB配置\ntype MongoDBConfig struct {\n\tURI            string        `yaml:\"uri\"`\n\tDatabase       string        `yaml:\"database\"`\n\tUsername       string        `yaml:\"username\"`\n\tPassword       string        `yaml:\"password\"`\n\tAuthSource     string        `yaml:\"auth_source\"`\n\tMaxPoolSize    int           `yaml:\"max_pool_size\"`\n\tMinPoolSize    int           `yaml:\"min_pool_size\"`\n\tMaxIdleTime    time.Duration `yaml:\"max_idle_time\"`\n\tConnectTimeout time.Duration `yaml:\"connect_timeout\"`\n\tSocketTimeout  time.Duration `yaml:\"socket_timeout\"`\n\tRetryWrites    bool          `yaml:\"retry_writes\"`\n\tReadPreference string        `yaml:\"read_preference\"`\n\tReplicaSet     string        `yaml:\"replica_set\"`\n\tWriteConcern   WriteConcern  `yaml:\"write_concern\"`\n}\n\n// WriteConcern 写关注配置\ntype WriteConcern struct {\n\tW        string        `yaml:\"w\"`\n\tJ        bool          `yaml:\"j\"`\n\tWTimeout time.Duration `yaml:\"wtimeout\"`\n}\n\n// RedisConfig Redis配置\ntype RedisConfig struct {\n\tAddr         string        `yaml:\"addr\"`\n\tPassword     string        `yaml:\"password\"`\n\tDB           int           `yaml:\"db\"`\n\tPoolSize     int           `yaml:\"pool_size\"`\n\tMinIdleConns int           `yaml:\"min_idle_conns\"`\n\tMaxIdleConns int           `yaml:\"max_idle_conns\"`\n\tConnMaxAge   time.Duration `yaml:\"conn_max_age\"`\n\tDialTimeout  time.Duration `yaml:\"dial_timeout\"`\n\tReadTimeout  time.Duration `yaml:\"read_timeout\"`\n\tWriteTimeout time.Duration `yaml:\"write_timeout\"`\n\tPoolTimeout  time.Duration `yaml:\"pool_timeout\"`\n\tIdleTimeout  time.Duration `yaml:\"idle_timeout\"`\n\tMaxRetries   int           `yaml:\"max_retries\"`\n\tCluster      ClusterConfig `yaml:\"cluster\"`\n}\n\n// ClusterConfig Redis集群配置\ntype ClusterConfig struct {\n\tEnabled   bool     `yaml:\"enabled\"`\n\tAddresses []string `yaml:\"addresses\"`\n}\n\n// CacheConfig 缓存配置\ntype CacheConfig struct {\n\tDefaultTTL      time.Duration `yaml:\"default_ttl\"`\n\tMaxEntries      int64         `yaml:\"max_entries\"`\n\tCleanupInterval time.Duration `yaml:\"cleanup_interval\"`\n\tEvictionPolicy  string        `yaml:\"eviction_policy\"`\n}\n\n// SecurityConfig 安全配置\ntype SecurityConfig struct {\n\tJWT        JWTConfig        `yaml:\"jwt\"`\n\tEncryption EncryptionConfig `yaml:\"encryption\"`\n\tCORS       CORSConfig       `yaml:\"cors\"`\n\tTLS        TLSConfig        `yaml:\"tls\"`\n}\n\n// JWTConfig JWT配置\ntype JWTConfig struct {\n\tSecret          string        `yaml:\"secret\"`\n\tIssuer          string        `yaml:\"issuer\"`\n\tAudience        string        `yaml:\"audience\"`\n\tAccessTokenTTL  time.Duration `yaml:\"access_token_ttl\"`\n\tRefreshTokenTTL time.Duration `yaml:\"refresh_token_ttl\"`\n}\n\n// EncryptionConfig 加密配置\ntype EncryptionConfig struct {\n\tKey       string `yaml:\"key\"`\n\tAlgorithm string `yaml:\"algorithm\"`\n}\n\n// CORSConfig CORS配置\ntype CORSConfig struct {\n\tAllowedOrigins   []string `yaml:\"allowed_origins\"`\n\tAllowedMethods   []string `yaml:\"allowed_methods\"`\n\tAllowedHeaders   []string `yaml:\"allowed_headers\"`\n\tExposeHeaders    []string `yaml:\"expose_headers\"`\n\tAllowCredentials bool     `yaml:\"allow_credentials\"`\n\tMaxAge           int      `yaml:\"max_age\"`\n}\n\n// TLSConfig TLS配置\ntype TLSConfig struct {\n\tEnabled    bool   `yaml:\"enabled\"`\n\tCertFile   string `yaml:\"cert_file\"`\n\tKeyFile    string `yaml:\"key_file\"`\n\tMinVersion string `yaml:\"min_version\"`\n}\n\n// LoggingConfig 日志配置\ntype LoggingConfig struct {\n\tLevel     string            `yaml:\"level\"`\n\tFormat    string            `yaml:\"format\"`\n\tOutput    string            `yaml:\"output\"`\n\tFile      FileLogConfig     `yaml:\"file\"`\n\tFields    map[string]string `yaml:\"fields\"`\n\tSensitive []string          `yaml:\"sensitive_fields\"`\n}\n\n// FileLogConfig 文件日志配置\ntype FileLogConfig struct {\n\tPath       string `yaml:\"path\"`\n\tMaxSize    int    `yaml:\"max_size\"`\n\tMaxBackups int    `yaml:\"max_backups\"`\n\tMaxAge     int    `yaml:\"max_age\"`\n\tCompress   bool   `yaml:\"compress\"`\n}\n\n// GameConfig 游戏配置\ntype GameConfig struct {\n\tPlayer     PlayerConfig     `yaml:\"player\"`\n\tBattle     BattleConfig     `yaml:\"battle\"`\n\tExperience ExperienceConfig `yaml:\"experience\"`\n\tChat       ChatConfig       `yaml:\"chat\"`\n}\n\n// PlayerConfig 玩家配置\ntype PlayerConfig struct {\n\tMaxLevel          int   `yaml:\"max_level\"`\n\tInitialGold       int64 `yaml:\"initial_gold\"`\n\tInitialExperience int64 `yaml:\"initial_experience\"`\n\tMaxInventorySlots int   `yaml:\"max_inventory_slots\"`\n}\n\n// BattleConfig 战斗配置\ntype BattleConfig struct {\n\tMaxBattleTime      time.Duration `yaml:\"max_battle_time\"`\n\tDamageVariance     float64       `yaml:\"damage_variance\"`\n\tCriticalRateBase   float64       `yaml:\"critical_rate_base\"`\n\tCriticalDamageBase float64       `yaml:\"critical_damage_base\"`\n}\n\n// ExperienceConfig 经验配置\ntype ExperienceConfig struct {\n\tBaseExpPerLevel int     `yaml:\"base_exp_per_level\"`\n\tExpMultiplier   float64 `yaml:\"exp_multiplier\"`\n\tMaxExpBonus     float64 `yaml:\"max_exp_bonus\"`\n}\n\n// ChatConfig 聊天配置\ntype ChatConfig struct {\n\tMaxMessageLength int      `yaml:\"max_message_length\"`\n\tRateLimit        int      `yaml:\"rate_limit\"`\n\tBannedWords      []string `yaml:\"banned_words\"`\n\tProfanityFilter  bool     `yaml:\"profanity_filter\"`\n}\n\n// NetworkConfig 网络配置\ntype NetworkConfig struct {\n\tProtocol        string `yaml:\"protocol\"`\n\tBufferSize      int    `yaml:\"buffer_size\"`\n\tMaxPacketSize   int    `yaml:\"max_packet_size\"`\n\tCompressionType string `yaml:\"compression_type\"`\n\tEncryptionType  string `yaml:\"encryption_type\"`\n\tKeepAlive       bool   `yaml:\"keep_alive\"`\n\tNoDelay         bool   `yaml:\"no_delay\"`\n}\n\n// MessagingConfig 消息队列配置\ntype MessagingConfig struct {\n\tNATS NATSConfig `yaml:\"nats\"`\n}\n\n// NATSConfig NATS配置\ntype NATSConfig struct {\n\tURL           string          `yaml:\"url\"`\n\tClusterID     string          `yaml:\"cluster_id\"`\n\tClientID      string          `yaml:\"client_id\"`\n\tMaxReconnect  int             `yaml:\"max_reconnect\"`\n\tReconnectWait time.Duration   `yaml:\"reconnect_wait\"`\n\tTimeout       time.Duration   `yaml:\"timeout\"`\n\tTLS           TLSConfig       `yaml:\"tls\"`\n\tJetStream     JetStreamConfig `yaml:\"jetstream\"`\n\tSubjects      SubjectsConfig  `yaml:\"subjects\"`\n}\n\n// JetStreamConfig JetStream配置\ntype JetStreamConfig struct {\n\tEnabled bool   `yaml:\"enabled\"`\n\tDomain  string `yaml:\"domain\"`\n}\n\n// SubjectsConfig 主题配置\ntype SubjectsConfig struct {\n\tPlayerEvents string `yaml:\"player_events\"`\n\tGameEvents   string `yaml:\"game_events\"`\n\tSystemEvents string `yaml:\"system_events\"`\n}\n\n// MonitoringConfig 监控配置\ntype MonitoringConfig struct {\n\tHealth    HealthConfig    `yaml:\"health\"`\n\tMetrics   MetricsConfig   `yaml:\"metrics\"`\n\tTracing   TracingConfig   `yaml:\"tracing\"`\n\tProfiling ProfilingConfig `yaml:\"profiling\"`\n\tAlerting  AlertingConfig  `yaml:\"alerting\"`\n\tAudit     AuditConfig     `yaml:\"audit\"`\n}\n\n// HealthConfig 健康检查配置\ntype HealthConfig struct {\n\tEnabled bool   `yaml:\"enabled\"`\n\tPath    string `yaml:\"path\"`\n}\n\n// MetricsConfig 指标配置\ntype MetricsConfig struct {\n\tEnabled   bool   `yaml:\"enabled\"`\n\tNamespace string `yaml:\"namespace\"`\n}\n\n// TracingConfig 链路追踪配置\ntype TracingConfig struct {\n\tEnabled        bool    `yaml:\"enabled\"`\n\tJaegerEndpoint string  `yaml:\"jaeger_endpoint\"`\n\tSampleRate     float64 `yaml:\"sample_rate\"`\n}\n\n// ProfilingConfig 性能分析配置\ntype ProfilingConfig struct {\n\tEnabled bool   `yaml:\"enabled\"`\n\tHost    string `yaml:\"host\"`\n\tPort    int    `yaml:\"port\"`\n}\n\n// AlertingConfig 告警配置\ntype AlertingConfig struct {\n\tEnabled    bool   `yaml:\"enabled\"`\n\tWebhookURL string `yaml:\"webhook_url\"`\n}\n\n// AuditConfig 审计配置\ntype AuditConfig struct {\n\tEnabled       bool   `yaml:\"enabled\"`\n\tLogFile       string `yaml:\"log_file\"`\n\tRetentionDays int    `yaml:\"retention_days\"`\n}\n\n// 全局配置实例\nvar (\n\tglobalConfig *Config\n\tconfigMutex  sync.RWMutex\n\tconfigOnce   sync.Once\n)\n\n// LoadConfig 加载配置文件\nfunc LoadConfig(configPath string) (*Config, error) {\n\t// 确定配置文件路径\n\tif configPath == \"\" {\n\t\tenv := os.Getenv(\"APP_ENV\")\n\t\tif env == \"\" {\n\t\t\tenv = \"development\"\n\t\t}\n\t\tconfigPath = fmt.Sprintf(\"configs/config.%s.yaml\", env)\n\t}\n\n\t// 读取配置文件\n\tdata, err := os.ReadFile(configPath)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to read config file %s: %w\", configPath, err)\n\t}\n\n\t// 环境变量替换\n\tconfigContent := os.ExpandEnv(string(data))\n\n\t// 解析YAML\n\tvar config Config\n\tif err := yaml.Unmarshal([]byte(configContent), &config); err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to parse config file: %w\", err)\n\t}\n\n\t// 设置默认值\n\tsetDefaults(&config)\n\n\t// 验证配置\n\tif err := validateConfig(&config); err != nil {\n\t\treturn nil, fmt.Errorf(\"invalid config: %w\", err)\n\t}\n\n\treturn &config, nil\n}\n\n// InitConfig 初始化全局配置\nfunc InitConfig(configPath string) error {\n\tvar err error\n\tconfigOnce.Do(func() {\n\t\tglobalConfig, err = LoadConfig(configPath)\n\t})\n\treturn err\n}\n\n// GetConfig 获取全局配置\nfunc GetConfig() *Config {\n\tconfigMutex.RLock()\n\tdefer configMutex.RUnlock()\n\treturn globalConfig\n}\n\n// ReloadConfig 重新加载配置\nfunc ReloadConfig(configPath string) error {\n\tnewConfig, err := LoadConfig(configPath)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\tconfigMutex.Lock()\n\tglobalConfig = newConfig\n\tconfigMutex.Unlock()\n\n\treturn nil\n}\n\n// setDefaults 设置默认值\nfunc setDefaults(config *Config) {\n\t// 应用默认配置\n\tif config.App.Name == \"\" {\n\t\tconfig.App.Name = \"GreatestWorks MMO Server\"\n\t}\n\tif config.App.Version == \"\" {\n\t\tconfig.App.Version = \"1.0.0\"\n\t}\n\tif config.App.Environment == \"\" {\n\t\tconfig.App.Environment = \"development\"\n\t}\n\n\t// HTTP服务器默认配置\n\tif config.Server.HTTP.Host == \"\" {\n\t\tconfig.Server.HTTP.Host = \"0.0.0.0\"\n\t}\n\tif config.Server.HTTP.Port == 0 {\n\t\tconfig.Server.HTTP.Port = 8080\n\t}\n\tif config.Server.HTTP.ReadTimeout == 0 {\n\t\tconfig.Server.HTTP.ReadTimeout = 30 * time.Second\n\t}\n\tif config.Server.HTTP.WriteTimeout == 0 {\n\t\tconfig.Server.HTTP.WriteTimeout = 30 * time.Second\n\t}\n\tif config.Server.HTTP.IdleTimeout == 0 {\n\t\tconfig.Server.HTTP.IdleTimeout = 60 * time.Second\n\t}\n\n\t// TCP服务器默认配置\n\tif config.Server.TCP.Host == \"\" {\n\t\tconfig.Server.TCP.Host = \"0.0.0.0\"\n\t}\n\tif config.Server.TCP.Port == 0 {\n\t\tconfig.Server.TCP.Port = 8082\n\t}\n\tif config.Server.TCP.MaxConnections == 0 {\n\t\tconfig.Server.TCP.MaxConnections = 10000\n\t}\n\n\t// MongoDB默认配置\n\tif config.Database.MongoDB.URI == \"\" {\n\t\tconfig.Database.MongoDB.URI = \"mongodb://localhost:27017\"\n\t}\n\tif config.Database.MongoDB.Database == \"\" {\n\t\tconfig.Database.MongoDB.Database = \"mmo_game\"\n\t}\n\tif config.Database.MongoDB.MaxPoolSize == 0 {\n\t\tconfig.Database.MongoDB.MaxPoolSize = 100\n\t}\n\tif config.Database.MongoDB.MinPoolSize == 0 {\n\t\tconfig.Database.MongoDB.MinPoolSize = 10\n\t}\n\n\t// Redis默认配置\n\tif config.Database.Redis.Addr == \"\" {\n\t\tconfig.Database.Redis.Addr = \"localhost:6379\"\n\t}\n\tif config.Database.Redis.PoolSize == 0 {\n\t\tconfig.Database.Redis.PoolSize = 100\n\t}\n\tif config.Database.Redis.MinIdleConns == 0 {\n\t\tconfig.Database.Redis.MinIdleConns = 10\n\t}\n\n\t// 日志默认配置\n\tif config.Logging.Level == \"\" {\n\t\tconfig.Logging.Level = \"info\"\n\t}\n\tif config.Logging.Format == \"\" {\n\t\tconfig.Logging.Format = \"json\"\n\t}\n\tif config.Logging.Output == \"\" {\n\t\tconfig.Logging.Output = \"stdout\"\n\t}\n\n\t// 游戏默认配置\n\tif config.Game.Player.MaxLevel == 0 {\n\t\tconfig.Game.Player.MaxLevel = 100\n\t}\n\tif config.Game.Player.InitialGold == 0 {\n\t\tconfig.Game.Player.InitialGold = 1000\n\t}\n}\n\n// validateConfig 验证配置\nfunc validateConfig(config *Config) error {\n\t// 验证必需的配置项\n\tif config.Database.MongoDB.URI == \"\" {\n\t\treturn fmt.Errorf(\"MongoDB URI is required\")\n\t}\n\tif config.Database.MongoDB.Database == \"\" {\n\t\treturn fmt.Errorf(\"MongoDB database name is required\")\n\t}\n\tif config.Database.Redis.Addr == \"\" {\n\t\treturn fmt.Errorf(\"Redis address is required\")\n\t}\n\tif config.Security.JWT.Secret == \"\" {\n\t\treturn fmt.Errorf(\"JWT secret is required\")\n\t}\n\n\t// 验证端口范围\n\tif config.Server.HTTP.Port < 1 || config.Server.HTTP.Port > 65535 {\n\t\treturn fmt.Errorf(\"invalid HTTP server port: %d\", config.Server.HTTP.Port)\n\t}\n\tif config.Server.TCP.Port < 1 || config.Server.TCP.Port > 65535 {\n\t\treturn fmt.Errorf(\"invalid TCP server port: %d\", config.Server.TCP.Port)\n\t}\n\n\t// 验证游戏配置\n\tif config.Game.Player.MaxLevel < 1 {\n\t\treturn fmt.Errorf(\"player max level must be greater than 0\")\n\t}\n\n\treturn nil\n}\n\n// GetEnvironment 获取当前环境\nfunc GetEnvironment() string {\n\tenv := os.Getenv(\"APP_ENV\")\n\tif env == \"\" {\n\t\tenv = \"development\"\n\t}\n\treturn strings.ToLower(env)\n}\n\n// IsProduction 是否为生产环境\nfunc IsProduction() bool {\n\treturn GetEnvironment() == \"production\"\n}\n\n// IsDevelopment 是否为开发环境\nfunc IsDevelopment() bool {\n\treturn GetEnvironment() == \"development\"\n}\n"
  },
  {
    "path": "internal/infrastructure/container/container.go",
    "content": "// Package container provides dependency injection container functionality\npackage container\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"reflect\"\n\t\"sync\"\n)\n\n// Container represents a dependency injection container\ntype Container struct {\n\tmu        sync.RWMutex\n\tservices  map[string]*ServiceDescriptor\n\tinstances map[string]interface{}\n\tscopes    map[string]*Scope\n\tparent    *Container\n}\n\n// ServiceDescriptor describes how to create a service\ntype ServiceDescriptor struct {\n\tName         string\n\tServiceType  reflect.Type\n\tLifetime     Lifetime\n\tFactory      FactoryFunc\n\tInstance     interface{}\n\tDependencies []string\n}\n\n// FactoryFunc is a function that creates a service instance\ntype FactoryFunc func(container *Container) (interface{}, error)\n\n// Lifetime defines the lifetime of a service\ntype Lifetime int\n\nconst (\n\t// Transient creates a new instance every time\n\tTransient Lifetime = iota\n\t// Singleton creates a single instance for the container lifetime\n\tSingleton\n\t// Scoped creates a single instance per scope\n\tScoped\n)\n\n// Scope represents a service scope\ntype Scope struct {\n\tmu        sync.RWMutex\n\tinstances map[string]interface{}\n\tparent    *Container\n\tclosed    bool\n}\n\n// ServiceProvider defines the interface for service providers\ntype ServiceProvider interface {\n\tRegisterServices(container *Container) error\n}\n\n// Lifecycle defines the interface for services with lifecycle management\ntype Lifecycle interface {\n\tStart(ctx context.Context) error\n\tStop(ctx context.Context) error\n}\n\n// NewContainer creates a new dependency injection container\nfunc NewContainer() *Container {\n\treturn &Container{\n\t\tservices:  make(map[string]*ServiceDescriptor),\n\t\tinstances: make(map[string]interface{}),\n\t\tscopes:    make(map[string]*Scope),\n\t}\n}\n\n// NewChildContainer creates a child container\nfunc (c *Container) NewChildContainer() *Container {\n\treturn &Container{\n\t\tservices:  make(map[string]*ServiceDescriptor),\n\t\tinstances: make(map[string]interface{}),\n\t\tscopes:    make(map[string]*Scope),\n\t\tparent:    c,\n\t}\n}\n\n// RegisterTransient registers a transient service\nfunc (c *Container) RegisterTransient(name string, factory FactoryFunc, dependencies ...string) {\n\tc.register(name, &ServiceDescriptor{\n\t\tName:         name,\n\t\tLifetime:     Transient,\n\t\tFactory:      factory,\n\t\tDependencies: dependencies,\n\t})\n}\n\n// RegisterSingleton registers a singleton service\nfunc (c *Container) RegisterSingleton(name string, factory FactoryFunc, dependencies ...string) {\n\tc.register(name, &ServiceDescriptor{\n\t\tName:         name,\n\t\tLifetime:     Singleton,\n\t\tFactory:      factory,\n\t\tDependencies: dependencies,\n\t})\n}\n\n// RegisterScoped registers a scoped service\nfunc (c *Container) RegisterScoped(name string, factory FactoryFunc, dependencies ...string) {\n\tc.register(name, &ServiceDescriptor{\n\t\tName:         name,\n\t\tLifetime:     Scoped,\n\t\tFactory:      factory,\n\t\tDependencies: dependencies,\n\t})\n}\n\n// RegisterInstance registers a service instance\nfunc (c *Container) RegisterInstance(name string, instance interface{}) {\n\tc.register(name, &ServiceDescriptor{\n\t\tName:        name,\n\t\tServiceType: reflect.TypeOf(instance),\n\t\tLifetime:    Singleton,\n\t\tInstance:    instance,\n\t})\n}\n\n// RegisterProvider registers a service provider\nfunc (c *Container) RegisterProvider(provider ServiceProvider) error {\n\treturn provider.RegisterServices(c)\n}\n\n// register registers a service descriptor\nfunc (c *Container) register(name string, descriptor *ServiceDescriptor) {\n\tc.mu.Lock()\n\tdefer c.mu.Unlock()\n\tc.services[name] = descriptor\n}\n\n// Resolve resolves a service by name\nfunc (c *Container) Resolve(name string) (interface{}, error) {\n\treturn c.ResolveWithScope(name, nil)\n}\n\n// ResolveWithScope resolves a service with a specific scope\nfunc (c *Container) ResolveWithScope(name string, scope *Scope) (interface{}, error) {\n\tc.mu.RLock()\n\tdescriptor, exists := c.services[name]\n\tc.mu.RUnlock()\n\n\tif !exists {\n\t\t// Try parent container\n\t\tif c.parent != nil {\n\t\t\treturn c.parent.ResolveWithScope(name, scope)\n\t\t}\n\t\treturn nil, fmt.Errorf(\"service '%s' not registered\", name)\n\t}\n\n\treturn c.createInstance(descriptor, scope)\n}\n\n// createInstance creates a service instance based on its descriptor\nfunc (c *Container) createInstance(descriptor *ServiceDescriptor, scope *Scope) (interface{}, error) {\n\tswitch descriptor.Lifetime {\n\tcase Singleton:\n\t\treturn c.getSingletonInstance(descriptor)\n\tcase Scoped:\n\t\tif scope == nil {\n\t\t\treturn nil, fmt.Errorf(\"scoped service '%s' requires a scope\", descriptor.Name)\n\t\t}\n\t\treturn c.getScopedInstance(descriptor, scope)\n\tcase Transient:\n\t\treturn c.createTransientInstance(descriptor, scope)\n\tdefault:\n\t\treturn nil, fmt.Errorf(\"unknown lifetime for service '%s'\", descriptor.Name)\n\t}\n}\n\n// getSingletonInstance gets or creates a singleton instance\nfunc (c *Container) getSingletonInstance(descriptor *ServiceDescriptor) (interface{}, error) {\n\tc.mu.Lock()\n\tdefer c.mu.Unlock()\n\n\tif descriptor.Instance != nil {\n\t\treturn descriptor.Instance, nil\n\t}\n\n\tif instance, exists := c.instances[descriptor.Name]; exists {\n\t\treturn instance, nil\n\t}\n\n\tinstance, err := c.createInstanceInternal(descriptor, nil)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\tc.instances[descriptor.Name] = instance\n\treturn instance, nil\n}\n\n// getScopedInstance gets or creates a scoped instance\nfunc (c *Container) getScopedInstance(descriptor *ServiceDescriptor, scope *Scope) (interface{}, error) {\n\tscope.mu.Lock()\n\tdefer scope.mu.Unlock()\n\n\tif scope.closed {\n\t\treturn nil, fmt.Errorf(\"scope is closed\")\n\t}\n\n\tif instance, exists := scope.instances[descriptor.Name]; exists {\n\t\treturn instance, nil\n\t}\n\n\tinstance, err := c.createInstanceInternal(descriptor, scope)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\tscope.instances[descriptor.Name] = instance\n\treturn instance, nil\n}\n\n// createTransientInstance creates a new transient instance\nfunc (c *Container) createTransientInstance(descriptor *ServiceDescriptor, scope *Scope) (interface{}, error) {\n\treturn c.createInstanceInternal(descriptor, scope)\n}\n\n// createInstanceInternal creates an instance using the factory function\nfunc (c *Container) createInstanceInternal(descriptor *ServiceDescriptor, scope *Scope) (interface{}, error) {\n\tif descriptor.Factory == nil {\n\t\treturn nil, fmt.Errorf(\"no factory function for service '%s'\", descriptor.Name)\n\t}\n\n\t// Resolve dependencies first\n\tfor _, dep := range descriptor.Dependencies {\n\t\t_, err := c.ResolveWithScope(dep, scope)\n\t\tif err != nil {\n\t\t\treturn nil, fmt.Errorf(\"failed to resolve dependency '%s' for service '%s': %w\", dep, descriptor.Name, err)\n\t\t}\n\t}\n\n\treturn descriptor.Factory(c)\n}\n\n// CreateScope creates a new service scope\nfunc (c *Container) CreateScope() *Scope {\n\treturn &Scope{\n\t\tinstances: make(map[string]interface{}),\n\t\tparent:    c,\n\t\tclosed:    false,\n\t}\n}\n\n// Close closes the scope and disposes scoped services\nfunc (s *Scope) Close() error {\n\ts.mu.Lock()\n\tdefer s.mu.Unlock()\n\n\tif s.closed {\n\t\treturn nil\n\t}\n\n\t// Dispose services that implement Lifecycle\n\tfor _, instance := range s.instances {\n\t\tif lifecycle, ok := instance.(Lifecycle); ok {\n\t\t\tif err := lifecycle.Stop(context.Background()); err != nil {\n\t\t\t\t// Log error but continue disposing other services\n\t\t\t\tcontinue\n\t\t\t}\n\t\t}\n\t}\n\n\ts.instances = nil\n\ts.closed = true\n\treturn nil\n}\n\n// IsRegistered checks if a service is registered\nfunc (c *Container) IsRegistered(name string) bool {\n\tc.mu.RLock()\n\tdefer c.mu.RUnlock()\n\n\t_, exists := c.services[name]\n\tif !exists && c.parent != nil {\n\t\treturn c.parent.IsRegistered(name)\n\t}\n\treturn exists\n}\n\n// GetServiceNames returns all registered service names\nfunc (c *Container) GetServiceNames() []string {\n\tc.mu.RLock()\n\tdefer c.mu.RUnlock()\n\n\tnames := make([]string, 0, len(c.services))\n\tfor name := range c.services {\n\t\tnames = append(names, name)\n\t}\n\treturn names\n}\n\n// StartServices starts all services that implement Lifecycle\nfunc (c *Container) StartServices(ctx context.Context) error {\n\tc.mu.RLock()\n\tservices := make([]*ServiceDescriptor, 0, len(c.services))\n\tfor _, service := range c.services {\n\t\tservices = append(services, service)\n\t}\n\tc.mu.RUnlock()\n\n\tfor _, service := range services {\n\t\tinstance, err := c.Resolve(service.Name)\n\t\tif err != nil {\n\t\t\treturn fmt.Errorf(\"failed to resolve service '%s': %w\", service.Name, err)\n\t\t}\n\n\t\tif lifecycle, ok := instance.(Lifecycle); ok {\n\t\t\tif err := lifecycle.Start(ctx); err != nil {\n\t\t\t\treturn fmt.Errorf(\"failed to start service '%s': %w\", service.Name, err)\n\t\t\t}\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// StopServices stops all services that implement Lifecycle\nfunc (c *Container) StopServices(ctx context.Context) error {\n\tc.mu.RLock()\n\tinstances := make([]interface{}, 0, len(c.instances))\n\tfor _, instance := range c.instances {\n\t\tinstances = append(instances, instance)\n\t}\n\tc.mu.RUnlock()\n\n\t// Stop services in reverse order\n\tfor i := len(instances) - 1; i >= 0; i-- {\n\t\tif lifecycle, ok := instances[i].(Lifecycle); ok {\n\t\t\tif err := lifecycle.Stop(ctx); err != nil {\n\t\t\t\t// Log error but continue stopping other services\n\t\t\t\tcontinue\n\t\t\t}\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// Dispose disposes the container and all its services\nfunc (c *Container) Dispose() error {\n\tctx := context.Background()\n\treturn c.StopServices(ctx)\n}\n"
  },
  {
    "path": "internal/infrastructure/container/providers.go",
    "content": "// Package container provides service providers for dependency injection\npackage container\n\nimport (\n\t\"fmt\"\n\n\t\"greatestworks/internal/config\"\n)\n\n// ConfigProvider provides configuration services\ntype ConfigProvider struct {\n\tconfigPath string\n}\n\n// NewConfigProvider creates a new config provider\nfunc NewConfigProvider(configPath string) *ConfigProvider {\n\treturn &ConfigProvider{\n\t\tconfigPath: configPath,\n\t}\n}\n\n// RegisterServices registers configuration services\nfunc (cp *ConfigProvider) RegisterServices(container *Container) error {\n\t// Register config loader\n\tcontainer.RegisterSingleton(\"config.loader\", func(c *Container) (interface{}, error) {\n\t\toptions := []config.Option{}\n\t\tif cp.configPath != \"\" {\n\t\t\toptions = append(options, config.WithExplicitFiles(cp.configPath))\n\t\t}\n\t\tloader := config.NewLoader(options...)\n\t\treturn loader, nil\n\t})\n\n\t// Register main configuration\n\tcontainer.RegisterSingleton(\"config\", func(c *Container) (interface{}, error) {\n\t\tresolved, err := c.Resolve(\"config.loader\")\n\t\tif err != nil {\n\t\t\treturn nil, err\n\t\t}\n\n\t\tloader := resolved.(*config.Loader)\n\t\tcfg, _, err := loader.Load()\n\t\tif err != nil {\n\t\t\treturn nil, err\n\t\t}\n\t\treturn cfg, nil\n\t}, \"config.loader\")\n\n\treturn nil\n}\n\n// LoggingProvider provides logging services\ntype LoggingProvider struct{}\n\n// NewLoggingProvider creates a new logging provider\nfunc NewLoggingProvider() *LoggingProvider {\n\treturn &LoggingProvider{}\n}\n\n// RegisterServices registers logging services\nfunc (lp *LoggingProvider) RegisterServices(container *Container) error {\n\t// Register logger\n\tcontainer.RegisterSingleton(\"logger\", func(c *Container) (interface{}, error) {\n\t\t// TODO: 实现日志配置\n\t\treturn nil, fmt.Errorf(\"logging not implemented\")\n\t})\n\n\treturn nil\n}\n\n// MonitoringProvider provides monitoring services\ntype MonitoringProvider struct{}\n\n// NewMonitoringProvider creates a new monitoring provider\nfunc NewMonitoringProvider() *MonitoringProvider {\n\treturn &MonitoringProvider{}\n}\n\n// RegisterServices registers monitoring services\nfunc (mp *MonitoringProvider) RegisterServices(container *Container) error {\n\t// TODO: 实现监控配置\n\treturn nil\n}\n\n// PersistenceProvider provides persistence services\ntype PersistenceProvider struct{}\n\n// NewPersistenceProvider creates a new persistence provider\nfunc NewPersistenceProvider() *PersistenceProvider {\n\treturn &PersistenceProvider{}\n}\n\n// RegisterServices registers persistence services\nfunc (pp *PersistenceProvider) RegisterServices(container *Container) error {\n\t// TODO: 实现持久化配置\n\treturn nil\n}\n\n// ProtocolProvider provides protocol services\ntype ProtocolProvider struct{}\n\n// NewProtocolProvider creates a new protocol provider\nfunc NewProtocolProvider() *ProtocolProvider {\n\treturn &ProtocolProvider{}\n}\n\n// RegisterServices registers protocol services\nfunc (pp *ProtocolProvider) RegisterServices(container *Container) error {\n\t// TODO: 实现协议配置\n\treturn nil\n}\n\n// WeaveProvider provides Service Weaver integration services\ntype WeaveProvider struct{}\n\n// NewWeaveProvider creates a new weave provider\nfunc NewWeaveProvider() *WeaveProvider {\n\treturn &WeaveProvider{}\n}\n\n// RegisterServices registers weave services\nfunc (wp *WeaveProvider) RegisterServices(container *Container) error {\n\t// TODO: 实现Weave配置\n\treturn nil\n}\n\n// AllProvidersProvider combines all service providers\ntype AllProvidersProvider struct {\n\tconfigPath string\n}\n\n// NewAllProvidersProvider creates a provider that registers all services\nfunc NewAllProvidersProvider(configPath string) *AllProvidersProvider {\n\treturn &AllProvidersProvider{\n\t\tconfigPath: configPath,\n\t}\n}\n\n// RegisterServices registers all services from all providers\nfunc (app *AllProvidersProvider) RegisterServices(container *Container) error {\n\tproviders := []ServiceProvider{\n\t\tNewConfigProvider(app.configPath),\n\t\tNewLoggingProvider(),\n\t\tNewMonitoringProvider(),\n\t\tNewPersistenceProvider(),\n\t\tNewProtocolProvider(),\n\t\tNewWeaveProvider(),\n\t}\n\n\tfor _, provider := range providers {\n\t\tif err := container.RegisterProvider(provider); err != nil {\n\t\t\treturn err\n\t\t}\n\t}\n\n\treturn nil\n}\n"
  },
  {
    "path": "internal/infrastructure/container/simple_container.go",
    "content": "// Package container 提供简化的依赖注入容器\npackage container\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"reflect\"\n\t\"sync\"\n)\n\n// SimpleContainer 简化的依赖注入容器\ntype SimpleContainer struct {\n\tmu        sync.RWMutex\n\tservices  map[string]interface{}\n\tfactories map[string]func() (interface{}, error)\n}\n\n// NewSimpleContainer 创建新的简化容器\nfunc NewSimpleContainer() *SimpleContainer {\n\treturn &SimpleContainer{\n\t\tservices:  make(map[string]interface{}),\n\t\tfactories: make(map[string]func() (interface{}, error)),\n\t}\n}\n\n// RegisterSingleton 注册单例服务\nfunc (c *SimpleContainer) RegisterSingleton(name string, factory func() (interface{}, error)) {\n\tc.mu.Lock()\n\tdefer c.mu.Unlock()\n\tc.factories[name] = factory\n}\n\n// RegisterInstance 注册服务实例\nfunc (c *SimpleContainer) RegisterInstance(name string, instance interface{}) {\n\tc.mu.Lock()\n\tdefer c.mu.Unlock()\n\tc.services[name] = instance\n}\n\n// RegisterTransient 注册瞬态服务\nfunc (c *SimpleContainer) RegisterTransient(name string, factory func() (interface{}, error)) {\n\tc.mu.Lock()\n\tdefer c.mu.Unlock()\n\t// 对于瞬态服务，每次都调用工厂函数\n\tc.factories[name] = factory\n}\n\n// Resolve 解析服务\nfunc (c *SimpleContainer) Resolve(name string) (interface{}, error) {\n\tc.mu.RLock()\n\tinstance, exists := c.services[name]\n\tc.mu.RUnlock()\n\n\tif exists {\n\t\treturn instance, nil\n\t}\n\n\tc.mu.RLock()\n\tfactory, exists := c.factories[name]\n\tc.mu.RUnlock()\n\n\tif !exists {\n\t\treturn nil, fmt.Errorf(\"service '%s' not registered\", name)\n\t}\n\n\t// 创建实例\n\tinstance, err := factory()\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to create service '%s': %w\", name, err)\n\t}\n\n\t// 检查是否为单例\n\tc.mu.Lock()\n\tif _, isSingleton := c.services[name]; !isSingleton {\n\t\t// 如果是单例，缓存实例\n\t\tc.services[name] = instance\n\t}\n\tc.mu.Unlock()\n\n\treturn instance, nil\n}\n\n// ResolveTyped 解析类型化服务\nfunc ResolveTyped[T any](c *SimpleContainer, name string) (T, error) {\n\tinstance, err := c.Resolve(name)\n\tif err != nil {\n\t\tvar zero T\n\t\treturn zero, err\n\t}\n\n\ttyped, ok := instance.(T)\n\tif !ok {\n\t\tvar zero T\n\t\treturn zero, fmt.Errorf(\"service '%s' is not of type %T\", name, zero)\n\t}\n\n\treturn typed, nil\n}\n\n// AutoRegister 自动注册服务（通过反射）\nfunc (c *SimpleContainer) AutoRegister(service interface{}) error {\n\tserviceType := reflect.TypeOf(service)\n\tif serviceType.Kind() == reflect.Ptr {\n\t\tserviceType = serviceType.Elem()\n\t}\n\n\tname := serviceType.Name()\n\tfactory := func() (interface{}, error) {\n\t\treturn service, nil\n\t}\n\n\tc.RegisterSingleton(name, factory)\n\treturn nil\n}\n\n// RegisterWithDependencies 注册带依赖的服务\nfunc (c *SimpleContainer) RegisterWithDependencies(name string, factory func(container *SimpleContainer) (interface{}, error)) {\n\tc.RegisterSingleton(name, func() (interface{}, error) {\n\t\treturn factory(c)\n\t})\n}\n\n// IsRegistered 检查服务是否已注册\nfunc (c *SimpleContainer) IsRegistered(name string) bool {\n\tc.mu.RLock()\n\tdefer c.mu.RUnlock()\n\t_, exists := c.services[name]\n\tif !exists {\n\t\t_, exists = c.factories[name]\n\t}\n\treturn exists\n}\n\n// GetServiceNames 获取所有已注册的服务名称\nfunc (c *SimpleContainer) GetServiceNames() []string {\n\tc.mu.RLock()\n\tdefer c.mu.RUnlock()\n\n\tnames := make([]string, 0, len(c.services)+len(c.factories))\n\tfor name := range c.services {\n\t\tnames = append(names, name)\n\t}\n\tfor name := range c.factories {\n\t\tif _, exists := c.services[name]; !exists {\n\t\t\tnames = append(names, name)\n\t\t}\n\t}\n\treturn names\n}\n\n// Clear 清空容器\nfunc (c *SimpleContainer) Clear() {\n\tc.mu.Lock()\n\tdefer c.mu.Unlock()\n\tc.services = make(map[string]interface{})\n\tc.factories = make(map[string]func() (interface{}, error))\n}\n\n// StartServices 启动所有实现Lifecycle接口的服务\nfunc (c *SimpleContainer) StartServices(ctx context.Context) error {\n\tc.mu.RLock()\n\tservices := make([]interface{}, 0, len(c.services))\n\tfor _, service := range c.services {\n\t\tservices = append(services, service)\n\t}\n\tc.mu.RUnlock()\n\n\tfor _, service := range services {\n\t\tif lifecycle, ok := service.(Lifecycle); ok {\n\t\t\tif err := lifecycle.Start(ctx); err != nil {\n\t\t\t\treturn fmt.Errorf(\"failed to start service: %w\", err)\n\t\t\t}\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// StopServices 停止所有实现Lifecycle接口的服务\nfunc (c *SimpleContainer) StopServices(ctx context.Context) error {\n\tc.mu.RLock()\n\tservices := make([]interface{}, 0, len(c.services))\n\tfor _, service := range c.services {\n\t\tservices = append(services, service)\n\t}\n\tc.mu.RUnlock()\n\n\t// 逆序停止服务\n\tfor i := len(services) - 1; i >= 0; i-- {\n\t\tif lifecycle, ok := services[i].(Lifecycle); ok {\n\t\t\tif err := lifecycle.Stop(ctx); err != nil {\n\t\t\t\t// 记录错误但继续停止其他服务\n\t\t\t\tcontinue\n\t\t\t}\n\t\t}\n\t}\n\n\treturn nil\n}\n"
  },
  {
    "path": "internal/infrastructure/datamanager/data_manager.go",
    "content": "package datamanager\n\nimport (\n\t\"encoding/json\"\n\t\"fmt\"\n\t\"os\"\n\t\"sync\"\n)\n\n// UnitDefine 单位定义\ntype UnitDefine struct {\n\tID        int32   `json:\"id\"`\n\tName      string  `json:\"name\"`\n\tType      int32   `json:\"type\"` // 1=玩家 2=怪物 3=NPC\n\tLevel     int32   `json:\"level\"`\n\tMaxHP     int32   `json:\"max_hp\"`\n\tMaxMP     int32   `json:\"max_mp\"`\n\tSTR       int32   `json:\"str\"`\n\tINT       int32   `json:\"int\"`\n\tAGI       int32   `json:\"agi\"`\n\tVIT       int32   `json:\"vit\"`\n\tSPR       int32   `json:\"spr\"`\n\tAD        int32   `json:\"ad\"`\n\tAP        int32   `json:\"ap\"`\n\tDEF       int32   `json:\"def\"`\n\tRES       int32   `json:\"res\"`\n\tSPD       int32   `json:\"spd\"`\n\tMoveSpeed float32 `json:\"move_speed\"`\n\tSkills    []int32 `json:\"skills\"`\n\tAIType    int32   `json:\"ai_type\"`\n\tNPCType   int32   `json:\"npc_type\"`\n}\n\n// SkillDefine 技能定义\ntype SkillDefine struct {\n\tID         int32   `json:\"id\"`\n\tName       string  `json:\"name\"`\n\tType       int32   `json:\"type\"` // 技能类型\n\tBaseDamage int32   `json:\"base_damage\"`\n\tScaleAD    float32 `json:\"scale_ad\"`\n\tScaleAP    float32 `json:\"scale_ap\"`\n\tDamageType int32   `json:\"damage_type\"` // 1=物理 2=魔法 3=真实\n\tCooldown   float32 `json:\"cooldown\"`\n\tCastTime   float32 `json:\"cast_time\"`\n\tRange      float32 `json:\"range\"`\n\tMPCost     int32   `json:\"mp_cost\"`\n\tTargetType int32   `json:\"target_type\"`\n\tBuffID     int32   `json:\"buff_id\"`\n}\n\n// ItemDefine 物品定义\ntype ItemDefine struct {\n\tID          int32  `json:\"id\"`\n\tName        string `json:\"name\"`\n\tType        int32  `json:\"type\"` // 1=消耗品 2=装备 3=材料\n\tQuality     int32  `json:\"quality\"`\n\tMaxStack    int32  `json:\"max_stack\"`\n\tPrice       int32  `json:\"price\"`\n\tSellPrice   int32  `json:\"sell_price\"`\n\tEquipSlot   int32  `json:\"equip_slot\"`\n\tDescription string `json:\"description\"`\n}\n\n// MapDefine 地图定义\ntype MapDefine struct {\n\tID     int32  `json:\"id\"`\n\tName   string `json:\"name\"`\n\tWidth  int32  `json:\"width\"`\n\tHeight int32  `json:\"height\"`\n}\n\n// QuestDefine 任务定义\ntype QuestDefine struct {\n\tID          int32            `json:\"id\"`\n\tName        string           `json:\"name\"`\n\tDescription string           `json:\"description\"`\n\tLevel       int32            `json:\"level\"`\n\tObjectives  []QuestObjective `json:\"objectives\"`\n}\n\n// QuestObjective 任务目标\ntype QuestObjective struct {\n\tType     int32 `json:\"type\"`\n\tTargetID int32 `json:\"target_id\"`\n\tRequired int32 `json:\"required\"`\n}\n\n// DataManager 数据管理器\ntype DataManager struct {\n\tmu sync.RWMutex\n\n\tunitDefines  map[int32]*UnitDefine\n\tskillDefines map[int32]*SkillDefine\n\titemDefines  map[int32]*ItemDefine\n\tmapDefines   map[int32]*MapDefine\n\tquestDefines map[int32]*QuestDefine\n}\n\nvar instance *DataManager\nvar once sync.Once\n\n// GetInstance 获取单例实例\nfunc GetInstance() *DataManager {\n\tonce.Do(func() {\n\t\tinstance = &DataManager{\n\t\t\tunitDefines:  make(map[int32]*UnitDefine),\n\t\t\tskillDefines: make(map[int32]*SkillDefine),\n\t\t\titemDefines:  make(map[int32]*ItemDefine),\n\t\t\tmapDefines:   make(map[int32]*MapDefine),\n\t\t\tquestDefines: make(map[int32]*QuestDefine),\n\t\t}\n\t})\n\treturn instance\n}\n\n// LoadAll 加载所有配置\nfunc (dm *DataManager) LoadAll(configPath string) error {\n\tif err := dm.LoadUnits(configPath + \"/units.json\"); err != nil {\n\t\treturn fmt.Errorf(\"load units failed: %w\", err)\n\t}\n\tif err := dm.LoadSkills(configPath + \"/skills.json\"); err != nil {\n\t\treturn fmt.Errorf(\"load skills failed: %w\", err)\n\t}\n\tif err := dm.LoadItems(configPath + \"/items.json\"); err != nil {\n\t\treturn fmt.Errorf(\"load items failed: %w\", err)\n\t}\n\tif err := dm.LoadMaps(configPath + \"/maps.json\"); err != nil {\n\t\treturn fmt.Errorf(\"load maps failed: %w\", err)\n\t}\n\tif err := dm.LoadQuests(configPath + \"/quests.json\"); err != nil {\n\t\treturn fmt.Errorf(\"load quests failed: %w\", err)\n\t}\n\treturn nil\n}\n\n// LoadUnits 加载单位配置\nfunc (dm *DataManager) LoadUnits(filePath string) error {\n\tdata, err := os.ReadFile(filePath)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\tvar units []*UnitDefine\n\tif err := json.Unmarshal(data, &units); err != nil {\n\t\treturn err\n\t}\n\n\tdm.mu.Lock()\n\tdefer dm.mu.Unlock()\n\n\tfor _, unit := range units {\n\t\tdm.unitDefines[unit.ID] = unit\n\t}\n\n\treturn nil\n}\n\n// LoadSkills 加载技能配置\nfunc (dm *DataManager) LoadSkills(filePath string) error {\n\tdata, err := os.ReadFile(filePath)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\tvar skills []*SkillDefine\n\tif err := json.Unmarshal(data, &skills); err != nil {\n\t\treturn err\n\t}\n\n\tdm.mu.Lock()\n\tdefer dm.mu.Unlock()\n\n\tfor _, skill := range skills {\n\t\tdm.skillDefines[skill.ID] = skill\n\t}\n\n\treturn nil\n}\n\n// LoadItems 加载物品配置\nfunc (dm *DataManager) LoadItems(filePath string) error {\n\tdata, err := os.ReadFile(filePath)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\tvar items []*ItemDefine\n\tif err := json.Unmarshal(data, &items); err != nil {\n\t\treturn err\n\t}\n\n\tdm.mu.Lock()\n\tdefer dm.mu.Unlock()\n\n\tfor _, item := range items {\n\t\tdm.itemDefines[item.ID] = item\n\t}\n\n\treturn nil\n}\n\n// LoadMaps 加载地图配置\nfunc (dm *DataManager) LoadMaps(filePath string) error {\n\tdata, err := os.ReadFile(filePath)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\tvar maps []*MapDefine\n\tif err := json.Unmarshal(data, &maps); err != nil {\n\t\treturn err\n\t}\n\n\tdm.mu.Lock()\n\tdefer dm.mu.Unlock()\n\n\tfor _, m := range maps {\n\t\tdm.mapDefines[m.ID] = m\n\t}\n\n\treturn nil\n}\n\n// LoadQuests 加载任务配置\nfunc (dm *DataManager) LoadQuests(filePath string) error {\n\tdata, err := os.ReadFile(filePath)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\tvar quests []*QuestDefine\n\tif err := json.Unmarshal(data, &quests); err != nil {\n\t\treturn err\n\t}\n\n\tdm.mu.Lock()\n\tdefer dm.mu.Unlock()\n\n\tfor _, quest := range quests {\n\t\tdm.questDefines[quest.ID] = quest\n\t}\n\n\treturn nil\n}\n\n// GetUnitDefine 获取单位定义\nfunc (dm *DataManager) GetUnitDefine(id int32) *UnitDefine {\n\tdm.mu.RLock()\n\tdefer dm.mu.RUnlock()\n\treturn dm.unitDefines[id]\n}\n\n// GetSkillDefine 获取技能定义\nfunc (dm *DataManager) GetSkillDefine(id int32) *SkillDefine {\n\tdm.mu.RLock()\n\tdefer dm.mu.RUnlock()\n\treturn dm.skillDefines[id]\n}\n\n// GetItemDefine 获取物品定义\nfunc (dm *DataManager) GetItemDefine(id int32) *ItemDefine {\n\tdm.mu.RLock()\n\tdefer dm.mu.RUnlock()\n\treturn dm.itemDefines[id]\n}\n\n// GetMapDefine 获取地图定义\nfunc (dm *DataManager) GetMapDefine(id int32) *MapDefine {\n\tdm.mu.RLock()\n\tdefer dm.mu.RUnlock()\n\treturn dm.mapDefines[id]\n}\n\n// GetQuestDefine 获取任务定义\nfunc (dm *DataManager) GetQuestDefine(id int32) *QuestDefine {\n\tdm.mu.RLock()\n\tdefer dm.mu.RUnlock()\n\treturn dm.questDefines[id]\n}\n\n// GetUnit 获取单位定义（简短别名）\nfunc (dm *DataManager) GetUnit(id int32) *UnitDefine {\n\treturn dm.GetUnitDefine(id)\n}\n\n// GetSkill 获取技能定义（简短别名）\nfunc (dm *DataManager) GetSkill(id int32) *SkillDefine {\n\treturn dm.GetSkillDefine(id)\n}\n\n// GetItem 获取物品定义（简短别名）\nfunc (dm *DataManager) GetItem(id int32) *ItemDefine {\n\treturn dm.GetItemDefine(id)\n}\n\n// GetMap 获取地图定义（简短别名）\nfunc (dm *DataManager) GetMap(id int32) *MapDefine {\n\treturn dm.GetMapDefine(id)\n}\n\n// GetQuest 获取任务定义（简短别名）\nfunc (dm *DataManager) GetQuest(id int32) *QuestDefine {\n\treturn dm.GetQuestDefine(id)\n}\n"
  },
  {
    "path": "internal/infrastructure/errors/errors.go",
    "content": "package errors\n\nimport (\n\t\"fmt\"\n\t\"net/http\"\n\t\"runtime\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n\n\t\"github.com/gin-gonic/gin\"\n)\n\n// ErrorCode 错误码类型\ntype ErrorCode int\n\n// 预定义错误码\nconst (\n\t// 通用错误码(1000-1999)\n\tErrUnknown ErrorCode = 1000 + iota\n\tErrInternal\n\tErrInvalidInput\n\tErrNotFound\n\tErrUnauthorized\n\tErrForbidden\n\tErrConflict\n\tErrTimeout\n\tErrRateLimit\n\tErrServiceUnavailable\n\n\t// 认证相关错误码(2000-2999)\n\tErrAuthTokenMissing\n\tErrAuthTokenInvalid\n\tErrAuthTokenExpired\n\tErrAuthUserNotFound\n\tErrAuthPasswordIncorrect\n\tErrAuthUserAlreadyExists\n\tErrAuthUserDisabled\n\n\t// 玩家相关错误码(3000-3999)\n\tErrPlayerNotFound\n\tErrPlayerOffline\n\tErrPlayerAlreadyExists\n\tErrPlayerInvalidName\n\tErrPlayerInvalidLevel\n\tErrPlayerInsufficientExp\n\tErrPlayerDead\n\tErrPlayerInvalidPosition\n\tErrPlayerVersionMismatch\n\n\t// 战斗相关错误码(4000-4999)\n\tErrBattleNotFound\n\tErrBattleAlreadyStarted\n\tErrBattleNotInProgress\n\tErrPlayerNotInBattle\n\tErrPlayerAlreadyInBattle\n\tErrInsufficientParticipants\n\tErrPlayerDeadInBattle\n\tErrInvalidAction\n\tErrActionOnCooldown\n\tErrInsufficientMana\n\tErrInvalidTarget\n\tErrBattleFinished\n\tErrBattleAlreadyFinished\n\tErrBattleNotFinished\n\n\t// 数据库相关错误码(5000-5999)\n\tErrDatabaseConnection\n\tErrDatabaseQuery\n\tErrDatabaseTransaction\n\tErrDatabaseConstraint\n\tErrDatabaseTimeout\n\n\t// 网络相关错误码(6000-6999)\n\tErrNetworkConnection\n\tErrNetworkTimeout\n\tErrNetworkUnreachable\n\tErrNetworkInvalidResponse\n)\n\n// Error 自定义错误结构\ntype Error struct {\n\tCode      ErrorCode `json:\"code\"`\n\tMessage   string    `json:\"message\"`\n\tDetails   string    `json:\"details,omitempty\"`\n\tTimestamp time.Time `json:\"timestamp\"`\n\tFile      string    `json:\"file,omitempty\"`\n\tLine      int       `json:\"line,omitempty\"`\n\tStack     string    `json:\"stack,omitempty\"`\n}\n\n// Error 实现error接口\nfunc (e *Error) Error() string {\n\tif e.Details != \"\" {\n\t\treturn fmt.Sprintf(\"[%d] %s: %s\", e.Code, e.Message, e.Details)\n\t}\n\treturn fmt.Sprintf(\"[%d] %s\", e.Code, e.Message)\n}\n\n// NewError 创建新错误\nfunc NewError(code ErrorCode, message string) *Error {\n\t_, file, line, _ := runtime.Caller(1)\n\treturn &Error{\n\t\tCode:      code,\n\t\tMessage:   message,\n\t\tTimestamp: time.Now(),\n\t\tFile:      file,\n\t\tLine:      line,\n\t}\n}\n\n// NewErrorWithDetails 创建带详情的错误\nfunc NewErrorWithDetails(code ErrorCode, message, details string) *Error {\n\t_, file, line, _ := runtime.Caller(1)\n\treturn &Error{\n\t\tCode:      code,\n\t\tMessage:   message,\n\t\tDetails:   details,\n\t\tTimestamp: time.Now(),\n\t\tFile:      file,\n\t\tLine:      line,\n\t}\n}\n\n// NewErrorWithStack 创建带堆栈的错误\nfunc NewErrorWithStack(code ErrorCode, message string) *Error {\n\t_, file, line, _ := runtime.Caller(1)\n\tstack := make([]byte, 1024)\n\tlength := runtime.Stack(stack, false)\n\n\treturn &Error{\n\t\tCode:      code,\n\t\tMessage:   message,\n\t\tTimestamp: time.Now(),\n\t\tFile:      file,\n\t\tLine:      line,\n\t\tStack:     string(stack[:length]),\n\t}\n}\n\n// GetHTTPStatus 获取HTTP状态码\nfunc (e *Error) GetHTTPStatus() int {\n\tswitch e.Code {\n\tcase ErrNotFound, ErrPlayerNotFound, ErrBattleNotFound:\n\t\treturn http.StatusNotFound\n\tcase ErrUnauthorized, ErrAuthTokenMissing, ErrAuthTokenInvalid, ErrAuthTokenExpired:\n\t\treturn http.StatusUnauthorized\n\tcase ErrForbidden, ErrAuthUserDisabled:\n\t\treturn http.StatusForbidden\n\tcase ErrConflict, ErrPlayerAlreadyExists, ErrPlayerAlreadyInBattle:\n\t\treturn http.StatusConflict\n\tcase ErrInvalidInput, ErrPlayerInvalidName, ErrPlayerInvalidLevel, ErrPlayerInvalidPosition:\n\t\treturn http.StatusBadRequest\n\tcase ErrTimeout, ErrDatabaseTimeout, ErrNetworkTimeout:\n\t\treturn http.StatusRequestTimeout\n\tcase ErrRateLimit:\n\t\treturn http.StatusTooManyRequests\n\tcase ErrServiceUnavailable, ErrDatabaseConnection, ErrNetworkConnection:\n\t\treturn http.StatusServiceUnavailable\n\tdefault:\n\t\treturn http.StatusInternalServerError\n\t}\n}\n\n// 预定义错误\nvar (\n\t// 通用错误\n\tErrUnknownError            = NewError(ErrUnknown, \"未知错误\")\n\tErrInternalError           = NewError(ErrInternal, \"内部错误\")\n\tErrInvalidInputError       = NewError(ErrInvalidInput, \"无效输入\")\n\tErrNotFoundError           = NewError(ErrNotFound, \"资源不存在\")\n\tErrUnauthorizedError       = NewError(ErrUnauthorized, \"未授权\")\n\tErrForbiddenError          = NewError(ErrForbidden, \"禁止访问\")\n\tErrConflictError           = NewError(ErrConflict, \"冲突\")\n\tErrTimeoutError            = NewError(ErrTimeout, \"超时\")\n\tErrRateLimitError          = NewError(ErrRateLimit, \"请求过于频繁\")\n\tErrServiceUnavailableError = NewError(ErrServiceUnavailable, \"服务不可用\")\n\n\t// 认证相关错误\n\tErrAuthTokenMissingError      = NewError(ErrAuthTokenMissing, \"缺少认证令牌\")\n\tErrAuthTokenInvalidError      = NewError(ErrAuthTokenInvalid, \"无效的认证令牌\")\n\tErrAuthTokenExpiredError      = NewError(ErrAuthTokenExpired, \"认证令牌已过期\")\n\tErrAuthUserNotFoundError      = NewError(ErrAuthUserNotFound, \"用户不存在\")\n\tErrAuthPasswordIncorrectError = NewError(ErrAuthPasswordIncorrect, \"密码错误\")\n\tErrAuthUserAlreadyExistsError = NewError(ErrAuthUserAlreadyExists, \"用户已存在\")\n\tErrAuthUserDisabledError      = NewError(ErrAuthUserDisabled, \"用户已被禁用\")\n\n\t// 玩家相关错误\n\tErrPlayerNotFoundError        = NewError(ErrPlayerNotFound, \"玩家不存在\")\n\tErrPlayerOfflineError         = NewError(ErrPlayerOffline, \"玩家已离线\")\n\tErrPlayerAlreadyExistsError   = NewError(ErrPlayerAlreadyExists, \"玩家已存在\")\n\tErrPlayerInvalidNameError     = NewError(ErrPlayerInvalidName, \"无效的玩家名称\")\n\tErrPlayerInvalidLevelError    = NewError(ErrPlayerInvalidLevel, \"无效的等级\")\n\tErrPlayerInsufficientExpError = NewError(ErrPlayerInsufficientExp, \"经验值不足\")\n\tErrPlayerDeadError            = NewError(ErrPlayerDead, \"玩家已死亡\")\n\tErrPlayerInvalidPositionError = NewError(ErrPlayerInvalidPosition, \"无效的位置\")\n\tErrPlayerVersionMismatchError = NewError(ErrPlayerVersionMismatch, \"版本不匹配\")\n\n\t// 战斗相关错误\n\tErrBattleNotFoundError           = NewError(ErrBattleNotFound, \"战斗不存在\")\n\tErrBattleAlreadyStartedError     = NewError(ErrBattleAlreadyStarted, \"战斗已开始\")\n\tErrBattleNotInProgressError      = NewError(ErrBattleNotInProgress, \"战斗未进行中\")\n\tErrPlayerNotInBattleError        = NewError(ErrPlayerNotInBattle, \"玩家不在战斗中\")\n\tErrPlayerAlreadyInBattleError    = NewError(ErrPlayerAlreadyInBattle, \"玩家已在战斗中\")\n\tErrInsufficientParticipantsError = NewError(ErrInsufficientParticipants, \"参与者不足\")\n\tErrInvalidActionError            = NewError(ErrInvalidAction, \"无效的行动\")\n\tErrActionOnCooldownError         = NewError(ErrActionOnCooldown, \"行动冷却中\")\n\tErrInsufficientManaError         = NewError(ErrInsufficientMana, \"魔法值不足\")\n\tErrInvalidTargetError            = NewError(ErrInvalidTarget, \"无效的目标\")\n\tErrBattleFinishedError           = NewError(ErrBattleFinished, \"战斗已结束\")\n\tErrBattleAlreadyFinishedError    = NewError(ErrBattleAlreadyFinished, \"战斗已结束\")\n\tErrBattleNotFinishedError        = NewError(ErrBattleNotFinished, \"战斗未结束\")\n\n\t// 数据库相关错误\n\tErrDatabaseConnectionError  = NewError(ErrDatabaseConnection, \"数据库连接失败\")\n\tErrDatabaseQueryError       = NewError(ErrDatabaseQuery, \"数据库查询失败\")\n\tErrDatabaseTransactionError = NewError(ErrDatabaseTransaction, \"数据库事务失败\")\n\tErrDatabaseConstraintError  = NewError(ErrDatabaseConstraint, \"数据库约束违反\")\n\tErrDatabaseTimeoutError     = NewError(ErrDatabaseTimeout, \"数据库操作超时\")\n\n\t// 网络相关错误\n\tErrNetworkConnectionError      = NewError(ErrNetworkConnection, \"网络连接失败\")\n\tErrNetworkTimeoutError         = NewError(ErrNetworkTimeout, \"网络超时\")\n\tErrNetworkUnreachableError     = NewError(ErrNetworkUnreachable, \"网络不可达\")\n\tErrNetworkInvalidResponseError = NewError(ErrNetworkInvalidResponse, \"无效的网络响应\")\n)\n\n// ErrorHandler 错误处理器\ntype ErrorHandler struct {\n\tlogger logging.Logger\n}\n\n// NewErrorHandler 创建错误处理器\nfunc NewErrorHandler(logger logging.Logger) *ErrorHandler {\n\treturn &ErrorHandler{\n\t\tlogger: logger,\n\t}\n}\n\n// HandleError 处理错误\nfunc (h *ErrorHandler) HandleError(c *gin.Context, err error) {\n\t// 记录错误日志\n\th.logger.Error(\"Request error\", err, logging.Fields{\n\t\t\"path\":   c.Request.URL.Path,\n\t\t\"method\": c.Request.Method,\n\t})\n\n\t// 检查是否为自定义错误\n\tif customErr, ok := err.(*Error); ok {\n\t\tc.JSON(customErr.GetHTTPStatus(), gin.H{\n\t\t\t\"error\": gin.H{\n\t\t\t\t\"code\":      customErr.Code,\n\t\t\t\t\"message\":   customErr.Message,\n\t\t\t\t\"details\":   customErr.Details,\n\t\t\t\t\"timestamp\": customErr.Timestamp,\n\t\t\t},\n\t\t})\n\t\treturn\n\t}\n\n\t// 处理其他错误\n\tc.JSON(http.StatusInternalServerError, gin.H{\n\t\t\"error\": gin.H{\n\t\t\t\"code\":      ErrInternal,\n\t\t\t\"message\":   \"内部错误\",\n\t\t\t\"timestamp\": time.Now(),\n\t\t},\n\t})\n}\n\n// HandlePanic 处理panic\nfunc (h *ErrorHandler) HandlePanic(c *gin.Context, recovered interface{}) {\n\t// 记录panic日志\n\th.logger.Error(\"Panic recovered\", fmt.Errorf(\"panic: %v\", recovered), logging.Fields{\n\t\t\"path\":   c.Request.URL.Path,\n\t\t\"method\": c.Request.Method,\n\t})\n\n\tc.JSON(http.StatusInternalServerError, gin.H{\n\t\t\"error\": gin.H{\n\t\t\t\"code\":      ErrInternal,\n\t\t\t\"message\":   \"内部错误\",\n\t\t\t\"timestamp\": time.Now(),\n\t\t},\n\t})\n}\n\n// IsError 检查是否为特定错误\nfunc IsError(err error, code ErrorCode) bool {\n\tif customErr, ok := err.(*Error); ok {\n\t\treturn customErr.Code == code\n\t}\n\treturn false\n}\n\n// GetErrorCode 获取错误码\nfunc GetErrorCode(err error) ErrorCode {\n\tif customErr, ok := err.(*Error); ok {\n\t\treturn customErr.Code\n\t}\n\treturn ErrUnknown\n}\n"
  },
  {
    "path": "internal/infrastructure/logging/logger.go",
    "content": "// Package logging 提供统一的日志记录接口\npackage logging\n\nimport (\n\t\"context\"\n\t\"time\"\n)\n\n// Level 日志级别\ntype Level int\n\nconst (\n\tDebugLevel Level = iota\n\tInfoLevel\n\tWarnLevel\n\tErrorLevel\n\tFatalLevel\n)\n\n// String 返回日志级别的字符串表示\nfunc (l Level) String() string {\n\tswitch l {\n\tcase DebugLevel:\n\t\treturn \"DEBUG\"\n\tcase InfoLevel:\n\t\treturn \"INFO\"\n\tcase WarnLevel:\n\t\treturn \"WARN\"\n\tcase ErrorLevel:\n\t\treturn \"ERROR\"\n\tcase FatalLevel:\n\t\treturn \"FATAL\"\n\tdefault:\n\t\treturn \"UNKNOWN\"\n\t}\n}\n\n// Fields 日志字段类型\ntype Fields map[string]interface{}\n\n// Logger 日志记录器接口\ntype Logger interface {\n\t// 基础日志方法\n\tDebug(msg string, fields ...Fields)\n\tInfo(msg string, fields ...Fields)\n\tWarn(msg string, fields ...Fields)\n\tError(msg string, err error, fields ...Fields)\n\tFatal(msg string, err error, fields ...Fields)\n\n\t// 带上下文的日志方法\n\tDebugWithContext(ctx context.Context, msg string, fields ...Fields)\n\tInfoWithContext(ctx context.Context, msg string, fields ...Fields)\n\tWarnWithContext(ctx context.Context, msg string, fields ...Fields)\n\tErrorWithContext(ctx context.Context, msg string, err error, fields ...Fields)\n\tFatalWithContext(ctx context.Context, msg string, err error, fields ...Fields)\n\n\t// 结构化日志方法\n\tWithFields(fields Fields) Logger\n\tWithField(key string, value interface{}) Logger\n\tWithError(err error) Logger\n\tWithContext(ctx context.Context) Logger\n\n\t// 设置日志级别\n\tSetLevel(level Level)\n\tGetLevel() Level\n\n\t// 关闭日志记录器\n\tClose() error\n}\n\n// LogEntry 日志条目\ntype LogEntry struct {\n\tLevel     Level                  `json:\"level\"`\n\tTimestamp time.Time              `json:\"timestamp\"`\n\tMessage   string                 `json:\"message\"`\n\tFields    map[string]interface{} `json:\"fields,omitempty\"`\n\tError     string                 `json:\"error,omitempty\"`\n\tTraceID   string                 `json:\"trace_id,omitempty\"`\n\tSpanID    string                 `json:\"span_id,omitempty\"`\n}\n\n// Formatter 日志格式化器接口\ntype Formatter interface {\n\tFormat(entry *LogEntry) ([]byte, error)\n}\n\n// Writer 日志写入器接口\ntype Writer interface {\n\tWrite(entry *LogEntry) error\n\tClose() error\n}\n\n// Config 日志配置\ntype Config struct {\n\tLevel      Level  `json:\"level\"`\n\tFormat     string `json:\"format\"`      // json, text\n\tOutput     string `json:\"output\"`      // stdout, stderr, file\n\tFilePath   string `json:\"file_path\"`   // 文件路径（当output为file时）\n\tMaxSize    int    `json:\"max_size\"`    // 文件最大大小（MB）\n\tMaxBackups int    `json:\"max_backups\"` // 最大备份文件数\n\tMaxAge     int    `json:\"max_age\"`     // 文件最大保存天数\n\tCompress   bool   `json:\"compress\"`    // 是否压缩备份文件\n}\n\n// NewLogger 创建新的日志记录器\nfunc NewLogger(config *Config) (Logger, error) {\n\t// 这里应该根据配置创建具体的日志记录器实现\n\t// 为了简化，这里返回一个默认实现\n\treturn &defaultLogger{\n\t\tlevel:  config.Level,\n\t\tfields: make(Fields),\n\t}, nil\n}\n\n// defaultLogger 默认日志记录器实现\ntype defaultLogger struct {\n\tlevel  Level\n\tfields Fields\n}\n\nfunc (l *defaultLogger) Debug(msg string, fields ...Fields) {\n\tl.log(DebugLevel, msg, nil, fields...)\n}\n\nfunc (l *defaultLogger) Info(msg string, fields ...Fields) {\n\tl.log(InfoLevel, msg, nil, fields...)\n}\n\nfunc (l *defaultLogger) Warn(msg string, fields ...Fields) {\n\tl.log(WarnLevel, msg, nil, fields...)\n}\n\nfunc (l *defaultLogger) Error(msg string, err error, fields ...Fields) {\n\tl.log(ErrorLevel, msg, err, fields...)\n}\n\nfunc (l *defaultLogger) Fatal(msg string, err error, fields ...Fields) {\n\tl.log(FatalLevel, msg, err, fields...)\n}\n\nfunc (l *defaultLogger) DebugWithContext(ctx context.Context, msg string, fields ...Fields) {\n\tl.logWithContext(ctx, DebugLevel, msg, nil, fields...)\n}\n\nfunc (l *defaultLogger) InfoWithContext(ctx context.Context, msg string, fields ...Fields) {\n\tl.logWithContext(ctx, InfoLevel, msg, nil, fields...)\n}\n\nfunc (l *defaultLogger) WarnWithContext(ctx context.Context, msg string, fields ...Fields) {\n\tl.logWithContext(ctx, WarnLevel, msg, nil, fields...)\n}\n\nfunc (l *defaultLogger) ErrorWithContext(ctx context.Context, msg string, err error, fields ...Fields) {\n\tl.logWithContext(ctx, ErrorLevel, msg, err, fields...)\n}\n\nfunc (l *defaultLogger) FatalWithContext(ctx context.Context, msg string, err error, fields ...Fields) {\n\tl.logWithContext(ctx, FatalLevel, msg, err, fields...)\n}\n\nfunc (l *defaultLogger) WithFields(fields Fields) Logger {\n\tnewFields := make(Fields)\n\tfor k, v := range l.fields {\n\t\tnewFields[k] = v\n\t}\n\tfor k, v := range fields {\n\t\tnewFields[k] = v\n\t}\n\treturn &defaultLogger{\n\t\tlevel:  l.level,\n\t\tfields: newFields,\n\t}\n}\n\nfunc (l *defaultLogger) WithField(key string, value interface{}) Logger {\n\treturn l.WithFields(Fields{key: value})\n}\n\nfunc (l *defaultLogger) WithError(err error) Logger {\n\treturn l.WithField(\"error\", err.Error())\n}\n\nfunc (l *defaultLogger) WithContext(ctx context.Context) Logger {\n\t// 这里可以从上下文中提取跟踪信息等\n\treturn l\n}\n\nfunc (l *defaultLogger) SetLevel(level Level) {\n\tl.level = level\n}\n\nfunc (l *defaultLogger) GetLevel() Level {\n\treturn l.level\n}\n\nfunc (l *defaultLogger) Close() error {\n\treturn nil\n}\n\nfunc (l *defaultLogger) log(level Level, msg string, err error, fields ...Fields) {\n\tif level < l.level {\n\t\treturn\n\t}\n\n\tentry := &LogEntry{\n\t\tLevel:     level,\n\t\tTimestamp: time.Now(),\n\t\tMessage:   msg,\n\t\tFields:    make(map[string]interface{}),\n\t}\n\n\t// 合并字段\n\tfor k, v := range l.fields {\n\t\tentry.Fields[k] = v\n\t}\n\tfor _, f := range fields {\n\t\tfor k, v := range f {\n\t\t\tentry.Fields[k] = v\n\t\t}\n\t}\n\n\tif err != nil {\n\t\tentry.Error = err.Error()\n\t}\n\n\t// 这里应该使用实际的格式化器和写入器\n\t// 为了简化，这里只是打印到控制台\n\tprintln(entry.String())\n}\n\nfunc (l *defaultLogger) logWithContext(ctx context.Context, level Level, msg string, err error, fields ...Fields) {\n\t// 从上下文中提取跟踪信息等\n\t// 这里简化处理\n\tl.log(level, msg, err, fields...)\n}\n\nfunc (e *LogEntry) String() string {\n\t// 简化的字符串表示\n\treturn e.Timestamp.Format(time.RFC3339) + \" [\" + e.Level.String() + \"] \" + e.Message\n}\n\n// NewBaseLogger creates a new base logger\nfunc NewBaseLogger(level Level) Logger {\n\treturn &defaultLogger{\n\t\tlevel:  level,\n\t\tfields: make(map[string]interface{}),\n\t}\n}\n"
  },
  {
    "path": "internal/infrastructure/managers/entity_manager.go",
    "content": "package managers\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"greatestworks/internal/domain/character\"\n\t\"sync\"\n\t\"sync/atomic\"\n)\n\n// EntityManager 实体管理器\ntype EntityManager struct {\n\tmu sync.RWMutex\n\n\tentities     map[character.EntityID]*character.Entity\n\tnextEntityID atomic.Int64\n}\n\nvar entityManagerInstance *EntityManager\nvar entityManagerOnce sync.Once\n\n// GetEntityManager 获取实体管理器单例\nfunc GetEntityManager() *EntityManager {\n\tentityManagerOnce.Do(func() {\n\t\tentityManagerInstance = &EntityManager{\n\t\t\tentities: make(map[character.EntityID]*character.Entity),\n\t\t}\n\t\tentityManagerInstance.nextEntityID.Store(1000)\n\t})\n\treturn entityManagerInstance\n}\n\n// Register 注册实体\nfunc (em *EntityManager) Register(entity *character.Entity) error {\n\tif entity == nil {\n\t\treturn fmt.Errorf(\"entity is nil\")\n\t}\n\n\tem.mu.Lock()\n\tdefer em.mu.Unlock()\n\n\tentityID := entity.ID()\n\tif _, exists := em.entities[entityID]; exists {\n\t\treturn fmt.Errorf(\"entity already registered: %d\", entityID)\n\t}\n\n\tem.entities[entityID] = entity\n\treturn nil\n}\n\n// Unregister 注销实体\nfunc (em *EntityManager) Unregister(entityID character.EntityID) {\n\tem.mu.Lock()\n\tdefer em.mu.Unlock()\n\n\tdelete(em.entities, entityID)\n}\n\n// Get 获取实体\nfunc (em *EntityManager) Get(entityID character.EntityID) *character.Entity {\n\tem.mu.RLock()\n\tdefer em.mu.RUnlock()\n\n\treturn em.entities[entityID]\n}\n\n// GetAll 获取所有实体\nfunc (em *EntityManager) GetAll() []*character.Entity {\n\tem.mu.RLock()\n\tdefer em.mu.RUnlock()\n\n\tentities := make([]*character.Entity, 0, len(em.entities))\n\tfor _, entity := range em.entities {\n\t\tentities = append(entities, entity)\n\t}\n\treturn entities\n}\n\n// AllocateEntityID 分配实体ID\nfunc (em *EntityManager) AllocateEntityID() character.EntityID {\n\treturn character.EntityID(em.nextEntityID.Add(1))\n}\n\n// Count 获取实体数量\nfunc (em *EntityManager) Count() int {\n\tem.mu.RLock()\n\tdefer em.mu.RUnlock()\n\treturn len(em.entities)\n}\n\n// SpawnManager 生成管理器\ntype SpawnManager struct {\n\tmu sync.RWMutex\n\n\tspawnPoints map[int32]*SpawnPoint // 刷新点ID -> 刷新点\n}\n\n// SpawnPoint 刷新点\ntype SpawnPoint struct {\n\tID           int32 // 刷新点ID\n\tMapID        int32 // 地图ID\n\tUnitDefineID int32 // 单位定义ID\n\tPosition     character.Vector3\n\tRespawnTime  float32 // 重生时间\n\tMaxCount     int32   // 最大数量\n\n\tcurrentCount    int32                // 当前数量\n\trespawnTimer    float32              // 重生计时器\n\tspawnedEntities []character.EntityID // 已生成的实体ID\n}\n\nvar spawnManagerInstance *SpawnManager\nvar spawnManagerOnce sync.Once\n\n// GetSpawnManager 获取生成管理器单例\nfunc GetSpawnManager() *SpawnManager {\n\tspawnManagerOnce.Do(func() {\n\t\tspawnManagerInstance = &SpawnManager{\n\t\t\tspawnPoints: make(map[int32]*SpawnPoint),\n\t\t}\n\t})\n\treturn spawnManagerInstance\n}\n\n// AddSpawnPoint 添加刷新点\nfunc (sm *SpawnManager) AddSpawnPoint(sp *SpawnPoint) {\n\tsm.mu.Lock()\n\tdefer sm.mu.Unlock()\n\n\tsp.spawnedEntities = make([]character.EntityID, 0)\n\tsm.spawnPoints[sp.ID] = sp\n}\n\n// Update 更新刷新点\nfunc (sm *SpawnManager) Update(ctx context.Context, deltaTime float32) {\n\tsm.mu.Lock()\n\tdefer sm.mu.Unlock()\n\n\tfor _, sp := range sm.spawnPoints {\n\t\tif sp.currentCount < sp.MaxCount {\n\t\t\tsp.respawnTimer += deltaTime\n\t\t\tif sp.respawnTimer >= sp.RespawnTime {\n\t\t\t\tsm.spawnEntity(ctx, sp)\n\t\t\t\tsp.respawnTimer = 0\n\t\t\t}\n\t\t}\n\t}\n}\n\n// spawnEntity 生成实体\nfunc (sm *SpawnManager) spawnEntity(ctx context.Context, sp *SpawnPoint) {\n\t// TODO: 根据UnitDefineID创建实体\n\t// 这里需要EntityFactory\n\tsp.currentCount++\n}\n\n// OnEntityDestroyed 实体销毁回调\nfunc (sm *SpawnManager) OnEntityDestroyed(entityID character.EntityID) {\n\tsm.mu.Lock()\n\tdefer sm.mu.Unlock()\n\n\t// 查找并更新对应的刷新点\n\tfor _, sp := range sm.spawnPoints {\n\t\tfor i, id := range sp.spawnedEntities {\n\t\t\tif id == entityID {\n\t\t\t\tsp.spawnedEntities = append(sp.spawnedEntities[:i], sp.spawnedEntities[i+1:]...)\n\t\t\t\tsp.currentCount--\n\t\t\t\treturn\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "internal/infrastructure/managers/update_manager.go",
    "content": "package managers\n\nimport (\n\t\"context\"\n\t\"sync\"\n\t\"time\"\n)\n\n// UpdateManager 更新管理器（单线程游戏主循环）\ntype UpdateManager struct {\n\tmu sync.Mutex\n\n\trunning      bool\n\tdeltaTime    float32\n\ttickRate     int           // 每秒更新次数\n\ttickInterval time.Duration // 更新间隔\n\n\t// 更新回调列表\n\tupdateCallbacks []UpdateCallback\n\n\t// 定时器\n\ttimers []*Timer\n\n\t// 任务队列\n\ttaskQueue chan func()\n}\n\n// UpdateCallback 更新回调函数\ntype UpdateCallback func(ctx context.Context, deltaTime float32) error\n\n// Timer 定时器\ntype Timer struct {\n\tID       int64\n\tInterval float32 // 间隔时间\n\tElapsed  float32 // 已过时间\n\tRepeat   bool    // 是否重复\n\tCallback func()\n\tActive   bool\n}\n\nvar updateManagerInstance *UpdateManager\nvar updateManagerOnce sync.Once\n\n// GetUpdateManager 获取更新管理器单例\nfunc GetUpdateManager() *UpdateManager {\n\tupdateManagerOnce.Do(func() {\n\t\tupdateManagerInstance = &UpdateManager{\n\t\t\ttickRate:        30, // 默认30帧/秒\n\t\t\tupdateCallbacks: make([]UpdateCallback, 0),\n\t\t\ttimers:          make([]*Timer, 0),\n\t\t\ttaskQueue:       make(chan func(), 1000),\n\t\t}\n\t\tupdateManagerInstance.tickInterval = time.Second / time.Duration(updateManagerInstance.tickRate)\n\t})\n\treturn updateManagerInstance\n}\n\n// RegisterUpdateCallback 注册更新回调\nfunc (um *UpdateManager) RegisterUpdateCallback(callback UpdateCallback) {\n\tum.mu.Lock()\n\tdefer um.mu.Unlock()\n\n\tum.updateCallbacks = append(um.updateCallbacks, callback)\n}\n\n// SetTickRate 设置更新频率\nfunc (um *UpdateManager) SetTickRate(tickRate int) {\n\tum.mu.Lock()\n\tdefer um.mu.Unlock()\n\n\tum.tickRate = tickRate\n\tum.tickInterval = time.Second / time.Duration(tickRate)\n}\n\n// AddTimer 添加定时器\nfunc (um *UpdateManager) AddTimer(interval float32, repeat bool, callback func()) int64 {\n\tum.mu.Lock()\n\tdefer um.mu.Unlock()\n\n\ttimerID := int64(len(um.timers) + 1)\n\ttimer := &Timer{\n\t\tID:       timerID,\n\t\tInterval: interval,\n\t\tElapsed:  0,\n\t\tRepeat:   repeat,\n\t\tCallback: callback,\n\t\tActive:   true,\n\t}\n\n\tum.timers = append(um.timers, timer)\n\treturn timerID\n}\n\n// RemoveTimer 移除定时器\nfunc (um *UpdateManager) RemoveTimer(timerID int64) {\n\tum.mu.Lock()\n\tdefer um.mu.Unlock()\n\n\tfor i, timer := range um.timers {\n\t\tif timer.ID == timerID {\n\t\t\ttimer.Active = false\n\t\t\tum.timers = append(um.timers[:i], um.timers[i+1:]...)\n\t\t\treturn\n\t\t}\n\t}\n}\n\n// PostTask 投递任务到主线程\nfunc (um *UpdateManager) PostTask(task func()) {\n\tselect {\n\tcase um.taskQueue <- task:\n\tdefault:\n\t\t// 队列满，丢弃任务或者阻塞等待\n\t}\n}\n\n// Start 启动主循环\nfunc (um *UpdateManager) Start(ctx context.Context) {\n\tum.mu.Lock()\n\tif um.running {\n\t\tum.mu.Unlock()\n\t\treturn\n\t}\n\tum.running = true\n\tum.mu.Unlock()\n\n\tticker := time.NewTicker(um.tickInterval)\n\tdefer ticker.Stop()\n\n\tlastTime := time.Now()\n\n\tfor {\n\t\tselect {\n\t\tcase <-ctx.Done():\n\t\t\tum.Stop()\n\t\t\treturn\n\n\t\tcase <-ticker.C:\n\t\t\tnow := time.Now()\n\t\t\tdeltaTime := float32(now.Sub(lastTime).Seconds())\n\t\t\tlastTime = now\n\n\t\t\tum.deltaTime = deltaTime\n\t\t\tum.tick(ctx, deltaTime)\n\n\t\tcase task := <-um.taskQueue:\n\t\t\t// 执行投递的任务\n\t\t\tif task != nil {\n\t\t\t\ttask()\n\t\t\t}\n\t\t}\n\t}\n}\n\n// tick 单次更新\nfunc (um *UpdateManager) tick(ctx context.Context, deltaTime float32) {\n\tum.mu.Lock()\n\tcallbacks := make([]UpdateCallback, len(um.updateCallbacks))\n\tcopy(callbacks, um.updateCallbacks)\n\tum.mu.Unlock()\n\n\t// 执行所有更新回调\n\tfor _, callback := range callbacks {\n\t\tif err := callback(ctx, deltaTime); err != nil {\n\t\t\t// TODO: 记录错误日志\n\t\t}\n\t}\n\n\t// 更新定时器\n\tum.updateTimers(deltaTime)\n}\n\n// updateTimers 更新定时器\nfunc (um *UpdateManager) updateTimers(deltaTime float32) {\n\tum.mu.Lock()\n\tdefer um.mu.Unlock()\n\n\ttoRemove := make([]int, 0)\n\n\tfor i, timer := range um.timers {\n\t\tif !timer.Active {\n\t\t\ttoRemove = append(toRemove, i)\n\t\t\tcontinue\n\t\t}\n\n\t\ttimer.Elapsed += deltaTime\n\t\tif timer.Elapsed >= timer.Interval {\n\t\t\t// 触发回调\n\t\t\tif timer.Callback != nil {\n\t\t\t\ttimer.Callback()\n\t\t\t}\n\n\t\t\tif timer.Repeat {\n\t\t\t\ttimer.Elapsed -= timer.Interval\n\t\t\t} else {\n\t\t\t\ttimer.Active = false\n\t\t\t\ttoRemove = append(toRemove, i)\n\t\t\t}\n\t\t}\n\t}\n\n\t// 移除失效的定时器\n\tfor i := len(toRemove) - 1; i >= 0; i-- {\n\t\tidx := toRemove[i]\n\t\tum.timers = append(um.timers[:idx], um.timers[idx+1:]...)\n\t}\n}\n\n// Stop 停止主循环\nfunc (um *UpdateManager) Stop() {\n\tum.mu.Lock()\n\tdefer um.mu.Unlock()\n\n\tum.running = false\n}\n\n// IsRunning 是否正在运行\nfunc (um *UpdateManager) IsRunning() bool {\n\tum.mu.Lock()\n\tdefer um.mu.Unlock()\n\n\treturn um.running\n}\n\n// GetDeltaTime 获取帧间隔时间\nfunc (um *UpdateManager) GetDeltaTime() float32 {\n\tum.mu.Lock()\n\tdefer um.mu.Unlock()\n\n\treturn um.deltaTime\n}\n"
  },
  {
    "path": "internal/infrastructure/messaging/event_bus.go",
    "content": "package messaging\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"sync\"\n\t\"time\"\n\n\t\"greatestworks/internal/events\"\n)\n\n// DomainEvent 领域事件接口\ntype DomainEvent interface {\n\tEventID() string\n\tEventType() string\n\tAggregateID() string\n\tOccurredAt() time.Time\n\tVersion() int\n\tGetEventType() string\n\tGetEventID() string\n\tGetAggregateType() string\n\tGetTimestamp() time.Time\n\tGetAggregateID() string\n\tGetVersion() int\n\tGetMetadata() map[string]interface{}\n}\n\n// BaseDomainEvent 基础领域事件\ntype BaseDomainEvent struct {\n\teventID     string\n\teventType   string\n\taggregateID string\n\toccurredAt  time.Time\n\tversion     int\n}\n\n// EventID 获取事件ID\nfunc (e *BaseDomainEvent) EventID() string {\n\treturn e.eventID\n}\n\n// EventType 获取事件类型\nfunc (e *BaseDomainEvent) EventType() string {\n\treturn e.eventType\n}\n\n// AggregateID 获取聚合根ID\nfunc (e *BaseDomainEvent) AggregateID() string {\n\treturn e.aggregateID\n}\n\n// OccurredAt 获取发生时间\nfunc (e *BaseDomainEvent) OccurredAt() time.Time {\n\treturn e.occurredAt\n}\n\n// Version 获取版本\nfunc (e *BaseDomainEvent) Version() int {\n\treturn e.version\n}\n\n// GetEventType 获取事件类型\nfunc (e *BaseDomainEvent) GetEventType() string {\n\treturn e.eventType\n}\n\n// GetEventID 获取事件ID\nfunc (e *BaseDomainEvent) GetEventID() string {\n\treturn e.eventID\n}\n\n// GetAggregateType 获取聚合根类型\nfunc (e *BaseDomainEvent) GetAggregateType() string {\n\treturn e.aggregateID\n}\n\n// GetTimestamp 获取时间戳\nfunc (e *BaseDomainEvent) GetTimestamp() time.Time {\n\treturn e.occurredAt\n}\n\n// GetAggregateID 获取聚合根ID\nfunc (e *BaseDomainEvent) GetAggregateID() string {\n\treturn e.aggregateID\n}\n\n// GetVersion 获取版本\nfunc (e *BaseDomainEvent) GetVersion() int {\n\treturn e.version\n}\n\n// GetMetadata 获取元数据\nfunc (e *BaseDomainEvent) GetMetadata() map[string]interface{} {\n\treturn make(map[string]interface{})\n}\n\n// EventBus 事件总线\ntype EventBus struct {\n\thandlers map[string][]events.EventHandler\n\tmu       sync.RWMutex\n\tstats    *EventBusStats\n}\n\n// EventBusStats 事件总线统计\ntype EventBusStats struct {\n\tTotalPublished int64            `json:\"total_published\"`\n\tTotalHandled   int64            `json:\"total_handled\"`\n\tTotalFailed    int64            `json:\"total_failed\"`\n\tByEventType    map[string]int64 `json:\"by_event_type\"`\n\tStartTime      time.Time        `json:\"start_time\"`\n}\n\n// NewEventBus 创建事件总线\nfunc NewEventBus() *EventBus {\n\treturn &EventBus{\n\t\thandlers: make(map[string][]events.EventHandler),\n\t\tstats: &EventBusStats{\n\t\t\tByEventType: make(map[string]int64),\n\t\t\tStartTime:   time.Now(),\n\t\t},\n\t}\n}\n\n// Subscribe 订阅事件\nfunc (bus *EventBus) Subscribe(handler events.EventHandler) error {\n\tbus.mu.Lock()\n\tdefer bus.mu.Unlock()\n\n\tfor _, eventType := range handler.GetEventTypes() {\n\t\t// 检查处理器是否已存在\n\t\tfor _, existingHandler := range bus.handlers[eventType] {\n\t\t\tif existingHandler.GetHandlerName() == handler.GetHandlerName() {\n\t\t\t\treturn fmt.Errorf(\"handler %s already subscribed to event %s\", handler.GetHandlerName(), eventType)\n\t\t\t}\n\t\t}\n\n\t\tbus.handlers[eventType] = append(bus.handlers[eventType], handler)\n\t}\n\n\treturn nil\n}\n\n// Unsubscribe 取消订阅事件\nfunc (bus *EventBus) Unsubscribe(handlerName string, eventType string) error {\n\tbus.mu.Lock()\n\tdefer bus.mu.Unlock()\n\n\thandlers := bus.handlers[eventType]\n\tfor i, handler := range handlers {\n\t\tif handler.GetHandlerName() == handlerName {\n\t\t\tbus.handlers[eventType] = append(handlers[:i], handlers[i+1:]...)\n\t\t\treturn nil\n\t\t}\n\t}\n\n\treturn fmt.Errorf(\"handler %s not found for event %s\", handlerName, eventType)\n}\n\n// Publish 发布事件\nfunc (bus *EventBus) Publish(ctx context.Context, event DomainEvent) error {\n\tbus.mu.RLock()\n\thandlers := bus.handlers[event.EventType()]\n\tbus.mu.RUnlock()\n\n\tbus.stats.TotalPublished++\n\tbus.stats.ByEventType[event.EventType()]++\n\n\tif len(handlers) == 0 {\n\t\t// 没有处理器，直接返回\n\t\treturn nil\n\t}\n\n\t// 并发处理所有处理器\n\tvar wg sync.WaitGroup\n\terrorChan := make(chan error, len(handlers))\n\n\tfor _, handler := range handlers {\n\t\twg.Add(1)\n\t\tgo func(h events.EventHandler) {\n\t\t\tdefer wg.Done()\n\n\t\t\t// 将DomainEvent转换为events.Event\n\t\t\teventWrapper := &events.BaseEvent{\n\t\t\t\tID:        event.GetEventID(),\n\t\t\t\tType:      event.GetEventType(),\n\t\t\t\tData:      event,\n\t\t\t\tTimestamp: event.GetTimestamp(),\n\t\t\t\tUserID:    event.GetAggregateID(),\n\t\t\t}\n\t\t\tif err := h.Handle(ctx, eventWrapper); err != nil {\n\t\t\t\terrorChan <- fmt.Errorf(\"handler %s failed: %w\", h.GetHandlerName(), err)\n\t\t\t\tbus.stats.TotalFailed++\n\t\t\t} else {\n\t\t\t\tbus.stats.TotalHandled++\n\t\t\t}\n\t\t}(handler)\n\t}\n\n\twg.Wait()\n\tclose(errorChan)\n\n\t// 收集错误\n\tvar errors []error\n\tfor err := range errorChan {\n\t\terrors = append(errors, err)\n\t}\n\n\tif len(errors) > 0 {\n\t\treturn fmt.Errorf(\"event handling failed: %v\", errors)\n\t}\n\n\treturn nil\n}\n\n// PublishAsync 异步发布事件\nfunc (bus *EventBus) PublishAsync(ctx context.Context, event DomainEvent) {\n\tgo func() {\n\t\tif err := bus.Publish(ctx, event); err != nil {\n\t\t\t// 这里应该记录日志\n\t\t\tfmt.Printf(\"Async event handling failed: %v\\n\", err)\n\t\t}\n\t}()\n}\n\n// GetStats 获取统计信息\nfunc (bus *EventBus) GetStats() *EventBusStats {\n\tbus.mu.RLock()\n\tdefer bus.mu.RUnlock()\n\n\tstats := &EventBusStats{\n\t\tTotalPublished: bus.stats.TotalPublished,\n\t\tTotalHandled:   bus.stats.TotalHandled,\n\t\tTotalFailed:    bus.stats.TotalFailed,\n\t\tByEventType:    make(map[string]int64),\n\t\tStartTime:      bus.stats.StartTime,\n\t}\n\n\tfor eventType, count := range bus.stats.ByEventType {\n\t\tstats.ByEventType[eventType] = count\n\t}\n\n\treturn stats\n}\n\n// PlayerEventHandler 玩家事件处理器基类\ntype PlayerEventHandler struct {\n\tname string\n}\n\n// NewPlayerEventHandler 创建玩家事件处理器\nfunc NewPlayerEventHandler(name string) *PlayerEventHandler {\n\treturn &PlayerEventHandler{name: name}\n}\n\n// GetHandlerName 获取处理器名称\nfunc (h *PlayerEventHandler) GetHandlerName() string {\n\treturn h.name\n}\n\n// GetEventTypes 获取处理的事件类型\nfunc (h *PlayerEventHandler) GetEventTypes() []string {\n\treturn []string{\n\t\t\"PlayerCreated\",\n\t\t\"PlayerLevelUp\",\n\t\t\"PlayerOnline\",\n\t\t\"PlayerOffline\",\n\t\t\"PlayerMoved\",\n\t\t\"PlayerDied\",\n\t}\n}\n\n// Handle 处理事件\nfunc (h *PlayerEventHandler) Handle(ctx context.Context, event DomainEvent) error {\n\tswitch event.EventType() {\n\tcase \"PlayerCreated\":\n\t\treturn h.handlePlayerCreated(ctx, event)\n\tcase \"PlayerLevelUp\":\n\t\treturn h.handlePlayerLevelUp(ctx, event)\n\tcase \"PlayerOnline\":\n\t\treturn h.handlePlayerOnline(ctx, event)\n\tcase \"PlayerOffline\":\n\t\treturn h.handlePlayerOffline(ctx, event)\n\tcase \"PlayerMoved\":\n\t\treturn h.handlePlayerMoved(ctx, event)\n\tcase \"PlayerDied\":\n\t\treturn h.handlePlayerDied(ctx, event)\n\tdefault:\n\t\treturn fmt.Errorf(\"unknown event type: %s\", event.EventType())\n\t}\n}\n\n// handlePlayerCreated 处理玩家创建事件\nfunc (h *PlayerEventHandler) handlePlayerCreated(ctx context.Context, event DomainEvent) error {\n\t// 实现玩家创建后的逻辑，比如发送欢迎消息、初始化数据等\n\tfmt.Printf(\"Player created: %s\\n\", event.AggregateID())\n\treturn nil\n}\n\n// handlePlayerLevelUp 处理玩家升级事件\nfunc (h *PlayerEventHandler) handlePlayerLevelUp(ctx context.Context, event DomainEvent) error {\n\t// 实现玩家升级后的逻辑，比如发送奖励、更新排行榜等\n\tfmt.Printf(\"Player leveled up: %s\\n\", event.AggregateID())\n\treturn nil\n}\n\n// handlePlayerOnline 处理玩家上线事件\nfunc (h *PlayerEventHandler) handlePlayerOnline(ctx context.Context, event DomainEvent) error {\n\t// 实现玩家上线后的逻辑，比如通知好友、更新在线状态等\n\tfmt.Printf(\"Player online: %s\\n\", event.AggregateID())\n\treturn nil\n}\n\n// handlePlayerOffline 处理玩家下线事件\nfunc (h *PlayerEventHandler) handlePlayerOffline(ctx context.Context, event DomainEvent) error {\n\t// 实现玩家下线后的逻辑，比如保存数据、通知好友等\n\tfmt.Printf(\"Player offline: %s\\n\", event.AggregateID())\n\treturn nil\n}\n\n// handlePlayerMoved 处理玩家移动事件\nfunc (h *PlayerEventHandler) handlePlayerMoved(ctx context.Context, event DomainEvent) error {\n\t// 实现玩家移动后的逻辑，比如更新位置、检查触发器等\n\tfmt.Printf(\"Player moved: %s\\n\", event.AggregateID())\n\treturn nil\n}\n\n// handlePlayerDied 处理玩家死亡事件\nfunc (h *PlayerEventHandler) handlePlayerDied(ctx context.Context, event DomainEvent) error {\n\t// 实现玩家死亡后的逻辑，比如掉落物品、复活处理等\n\tfmt.Printf(\"Player died: %s\\n\", event.AggregateID())\n\treturn nil\n}\n\n// BattleEventHandler 战斗事件处理器\ntype BattleEventHandler struct {\n\tname string\n}\n\n// NewBattleEventHandler 创建战斗事件处理器\nfunc NewBattleEventHandler(name string) *BattleEventHandler {\n\treturn &BattleEventHandler{name: name}\n}\n\n// GetHandlerName 获取处理器名称\nfunc (h *BattleEventHandler) GetHandlerName() string {\n\treturn h.name\n}\n\n// GetEventTypes 获取处理的事件类型\nfunc (h *BattleEventHandler) GetEventTypes() []string {\n\treturn []string{\n\t\t\"BattleStarted\",\n\t\t\"BattleEnded\",\n\t\t\"PlayerJoinedBattle\",\n\t\t\"PlayerLeftBattle\",\n\t\t\"BattleActionExecuted\",\n\t}\n}\n\n// Handle 处理事件\nfunc (h *BattleEventHandler) Handle(ctx context.Context, event DomainEvent) error {\n\tswitch event.EventType() {\n\tcase \"BattleStarted\":\n\t\treturn h.handleBattleStarted(ctx, event)\n\tcase \"BattleEnded\":\n\t\treturn h.handleBattleEnded(ctx, event)\n\tcase \"PlayerJoinedBattle\":\n\t\treturn h.handlePlayerJoinedBattle(ctx, event)\n\tcase \"PlayerLeftBattle\":\n\t\treturn h.handlePlayerLeftBattle(ctx, event)\n\tcase \"BattleActionExecuted\":\n\t\treturn h.handleBattleActionExecuted(ctx, event)\n\tdefault:\n\t\treturn fmt.Errorf(\"unknown battle event type: %s\", event.EventType())\n\t}\n}\n\n// handleBattleStarted 处理战斗开始事件\nfunc (h *BattleEventHandler) handleBattleStarted(ctx context.Context, event DomainEvent) error {\n\tfmt.Printf(\"Battle started: %s\\n\", event.AggregateID())\n\treturn nil\n}\n\n// handleBattleEnded 处理战斗结束事件\nfunc (h *BattleEventHandler) handleBattleEnded(ctx context.Context, event DomainEvent) error {\n\tfmt.Printf(\"Battle ended: %s\\n\", event.AggregateID())\n\treturn nil\n}\n\n// handlePlayerJoinedBattle 处理玩家加入战斗事件\nfunc (h *BattleEventHandler) handlePlayerJoinedBattle(ctx context.Context, event DomainEvent) error {\n\tfmt.Printf(\"Player joined battle: %s\\n\", event.AggregateID())\n\treturn nil\n}\n\n// handlePlayerLeftBattle 处理玩家离开战斗事件\nfunc (h *BattleEventHandler) handlePlayerLeftBattle(ctx context.Context, event DomainEvent) error {\n\tfmt.Printf(\"Player left battle: %s\\n\", event.AggregateID())\n\treturn nil\n}\n\n// handleBattleActionExecuted 处理战斗行动执行事件\nfunc (h *BattleEventHandler) handleBattleActionExecuted(ctx context.Context, event DomainEvent) error {\n\tfmt.Printf(\"Battle action executed: %s\\n\", event.AggregateID())\n\treturn nil\n}\n"
  },
  {
    "path": "internal/infrastructure/messaging/event_dispatcher.go",
    "content": "package messaging\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"sync\"\n\t\"time\"\n\n\t\"greatestworks/internal/events\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// EventDispatcher 事件分发器\ntype EventDispatcher struct {\n\tpublisher  Publisher\n\tsubscriber Subscriber\n\tlogger     logging.Logger\n\tconfig     *DispatcherConfig\n\thandlers   map[string][]events.EventHandler\n\tmu         sync.RWMutex\n\tctx        context.Context\n\tcancel     context.CancelFunc\n\twg         sync.WaitGroup\n}\n\n// Publisher 发布者接口\ntype Publisher interface {\n\tPublish(ctx context.Context, topic string, event events.Event) error\n}\n\n// Subscriber 订阅者接口\ntype Subscriber interface {\n\tSubscribe(ctx context.Context, topic string, handler events.EventHandler) error\n\tUnsubscribe(ctx context.Context, topic string, handler events.EventHandler) error\n}\n\n// DispatcherConfig 分发器配置\ntype DispatcherConfig struct {\n\tMaxRetries     int           `json:\"max_retries\" yaml:\"max_retries\"`\n\tRetryDelay     time.Duration `json:\"retry_delay\" yaml:\"retry_delay\"`\n\tMaxConcurrency int           `json:\"max_concurrency\" yaml:\"max_concurrency\"`\n\tBufferSize     int           `json:\"buffer_size\" yaml:\"buffer_size\"`\n\tEnableMetrics  bool          `json:\"enable_metrics\" yaml:\"enable_metrics\"`\n\tEnableTracing  bool          `json:\"enable_tracing\" yaml:\"enable_tracing\"`\n}\n\n// NewEventDispatcher 创建事件分发器\nfunc NewEventDispatcher(publisher Publisher, subscriber Subscriber, config *DispatcherConfig, logger logging.Logger) *EventDispatcher {\n\tif config == nil {\n\t\tconfig = &DispatcherConfig{\n\t\t\tMaxRetries:     3,\n\t\t\tRetryDelay:     time.Second,\n\t\t\tMaxConcurrency: 10,\n\t\t\tBufferSize:     1000,\n\t\t\tEnableMetrics:  true,\n\t\t\tEnableTracing:  false,\n\t\t}\n\t}\n\n\tctx, cancel := context.WithCancel(context.Background())\n\n\treturn &EventDispatcher{\n\t\tpublisher:  publisher,\n\t\tsubscriber: subscriber,\n\t\tlogger:     logger,\n\t\tconfig:     config,\n\t\thandlers:   make(map[string][]events.EventHandler),\n\t\tctx:        ctx,\n\t\tcancel:     cancel,\n\t}\n}\n\n// Start 启动事件分发器\nfunc (d *EventDispatcher) Start() error {\n\td.logger.Info(\"Event dispatcher starting\")\n\n\t// 启动订阅处理\n\tgo d.subscribeLoop()\n\n\td.logger.Info(\"Event dispatcher started\")\n\treturn nil\n}\n\n// Stop 停止事件分发器\nfunc (d *EventDispatcher) Stop() error {\n\td.logger.Info(\"Event dispatcher stopping\")\n\n\t// 取消上下文\n\td.cancel()\n\n\t// 等待所有goroutine完成\n\td.wg.Wait()\n\n\td.logger.Info(\"Event dispatcher stopped\")\n\treturn nil\n}\n\n// Publish 发布事件\nfunc (d *EventDispatcher) Publish(ctx context.Context, event events.Event) error {\n\tif d.publisher == nil {\n\t\treturn fmt.Errorf(\"publisher not configured\")\n\t}\n\n\t// 获取事件类型作为主题\n\ttopic := event.GetEventType()\n\n\t// 发布事件\n\tif err := d.publisher.Publish(ctx, topic, event); err != nil {\n\t\td.logger.Error(\"Failed to publish event\", err, logging.Fields{\n\t\t\t\"event_type\": event.GetEventType(),\n\t\t})\n\t\treturn fmt.Errorf(\"failed to publish event: %w\", err)\n\t}\n\n\td.logger.Debug(\"Event published\", logging.Fields{\n\t\t\"event_type\":   event.GetEventType(),\n\t\t\"aggregate_id\": event.GetAggregateID(),\n\t})\n\treturn nil\n}\n\n// Subscribe 订阅事件\nfunc (d *EventDispatcher) Subscribe(eventType string, handler events.EventHandler) error {\n\td.mu.Lock()\n\tdefer d.mu.Unlock()\n\n\t// 添加到本地处理器列表\n\td.handlers[eventType] = append(d.handlers[eventType], handler)\n\n\t// 如果配置了订阅者，也添加到远程订阅\n\tif d.subscriber != nil {\n\t\tif err := d.subscriber.Subscribe(d.ctx, eventType, handler); err != nil {\n\t\t\td.logger.Error(\"Failed to subscribe to remote event\", err, logging.Fields{\n\t\t\t\t\"event_type\": eventType,\n\t\t\t})\n\t\t\treturn fmt.Errorf(\"failed to subscribe to remote event: %w\", err)\n\t\t}\n\t}\n\n\td.logger.Debug(\"Event handler subscribed\", logging.Fields{\n\t\t\"event_type\": eventType,\n\t})\n\treturn nil\n}\n\n// Unsubscribe 取消订阅事件\nfunc (d *EventDispatcher) Unsubscribe(eventType string, handler events.EventHandler) error {\n\td.mu.Lock()\n\tdefer d.mu.Unlock()\n\n\t// 从本地处理器列表移除\n\tif handlers, exists := d.handlers[eventType]; exists {\n\t\tfor i, h := range handlers {\n\t\t\tif h == handler {\n\t\t\t\td.handlers[eventType] = append(handlers[:i], handlers[i+1:]...)\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\t}\n\n\t// 如果配置了订阅者，也从远程订阅移除\n\tif d.subscriber != nil {\n\t\tif err := d.subscriber.Unsubscribe(d.ctx, eventType, handler); err != nil {\n\t\t\td.logger.Error(\"Failed to unsubscribe from remote event\", err, logging.Fields{\n\t\t\t\t\"event_type\": eventType,\n\t\t\t})\n\t\t\treturn fmt.Errorf(\"failed to unsubscribe from remote event: %w\", err)\n\t\t}\n\t}\n\n\td.logger.Debug(\"Event handler unsubscribed\", logging.Fields{\n\t\t\"event_type\": eventType,\n\t})\n\treturn nil\n}\n\n// Dispatch 分发事件到本地处理器\nfunc (d *EventDispatcher) Dispatch(ctx context.Context, event events.Event) error {\n\teventType := event.GetEventType()\n\n\td.mu.RLock()\n\thandlers, exists := d.handlers[eventType]\n\td.mu.RUnlock()\n\n\tif !exists || len(handlers) == 0 {\n\t\td.logger.Debug(\"No handlers found for event\", logging.Fields{\n\t\t\t\"event_type\": eventType,\n\t\t})\n\t\treturn nil\n\t}\n\n\t// 并发处理所有处理器\n\tvar wg sync.WaitGroup\n\tfor _, handler := range handlers {\n\t\twg.Add(1)\n\t\tgo func(h events.EventHandler) {\n\t\t\tdefer wg.Done()\n\t\t\td.handleEvent(ctx, h, event)\n\t\t}(handler)\n\t}\n\n\twg.Wait()\n\treturn nil\n}\n\n// 私有方法\n\n// subscribeLoop 订阅循环\nfunc (d *EventDispatcher) subscribeLoop() {\n\td.wg.Add(1)\n\tdefer d.wg.Done()\n\n\td.logger.Debug(\"Event dispatcher subscribe loop started\")\n\n\tfor {\n\t\tselect {\n\t\tcase <-d.ctx.Done():\n\t\t\td.logger.Debug(\"Event dispatcher subscribe loop stopped\")\n\t\t\treturn\n\t\tdefault:\n\t\t\t// 这里应该处理来自订阅者的消息\n\t\t\t// 简化实现，实际项目中应该从消息队列接收事件\n\t\t\ttime.Sleep(100 * time.Millisecond)\n\t\t}\n\t}\n}\n\n// handleEvent 处理事件\nfunc (d *EventDispatcher) handleEvent(ctx context.Context, handler events.EventHandler, event events.Event) {\n\t// 实现重试逻辑\n\tfor attempt := 0; attempt <= d.config.MaxRetries; attempt++ {\n\t\tif err := handler.Handle(ctx, event); err != nil {\n\t\t\td.logger.Error(\"Event handler failed\", err, logging.Fields{\n\t\t\t\t\"event_type\": event.GetEventType(),\n\t\t\t\t\"attempt\":    attempt + 1,\n\t\t\t})\n\n\t\t\tif attempt < d.config.MaxRetries {\n\t\t\t\t// 等待重试延迟\n\t\t\t\ttime.Sleep(d.config.RetryDelay)\n\t\t\t\tcontinue\n\t\t\t}\n\n\t\t\t// 达到最大重试次数，记录错误\n\t\t\td.logger.Error(\"Event handler failed after max retries\", err, logging.Fields{\n\t\t\t\t\"event_type\": event.GetEventType(),\n\t\t\t})\n\t\t\treturn\n\t\t}\n\n\t\t// 处理成功\n\t\td.logger.Debug(\"Event handled successfully\", logging.Fields{\n\t\t\t\"event_type\": event.GetEventType(),\n\t\t})\n\t\treturn\n\t}\n}\n\n// GetStats 获取统计信息\nfunc (d *EventDispatcher) GetStats() map[string]interface{} {\n\td.mu.RLock()\n\tdefer d.mu.RUnlock()\n\n\tstats := make(map[string]interface{})\n\tstats[\"total_event_types\"] = len(d.handlers)\n\n\ttotalHandlers := 0\n\tfor _, handlers := range d.handlers {\n\t\ttotalHandlers += len(handlers)\n\t}\n\tstats[\"total_handlers\"] = totalHandlers\n\n\treturn stats\n}\n"
  },
  {
    "path": "internal/infrastructure/messaging/logger_adapter.go",
    "content": "package messaging\n\nimport (\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// EventLoggerAdapter adapts infrastructure logging.Logger to events.Logger\ntype EventLoggerAdapter struct{ logger logging.Logger }\n\nfunc NewEventLoggerAdapter(logger logging.Logger) *EventLoggerAdapter {\n\treturn &EventLoggerAdapter{logger: logger}\n}\n\nfunc (a *EventLoggerAdapter) Info(msg string, args ...interface{}) {\n\ta.logger.Info(msg, logging.Fields{\"data\": args})\n}\nfunc (a *EventLoggerAdapter) Debug(msg string, args ...interface{}) {\n\ta.logger.Debug(msg, logging.Fields{\"data\": args})\n}\nfunc (a *EventLoggerAdapter) Error(msg string, args ...interface{}) {\n\tif len(args) > 0 {\n\t\tif err, ok := args[0].(error); ok {\n\t\t\ta.logger.Error(msg, err, logging.Fields{\"data\": args[1:]})\n\t\t\treturn\n\t\t}\n\t}\n\ta.logger.Error(msg, nil, logging.Fields{\"data\": args})\n}\n"
  },
  {
    "path": "internal/infrastructure/messaging/nats_publisher.go",
    "content": "package messaging\n\nimport (\n\t\"context\"\n\t\"encoding/json\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n\n\t\"github.com/nats-io/nats.go\"\n)\n\n// NATSPublisher NATS消息发布器\ntype NATSPublisher struct {\n\tconn   *nats.Conn\n\tlogger logging.Logger\n\tconfig *PublisherConfig\n}\n\n// PublisherConfig 发布器配置\ntype PublisherConfig struct {\n\tURL          string        `json:\"url\" yaml:\"url\"`\n\tClusterID    string        `json:\"cluster_id\" yaml:\"cluster_id\"`\n\tClientID     string        `json:\"client_id\" yaml:\"client_id\"`\n\tTimeout      time.Duration `json:\"timeout\" yaml:\"timeout\"`\n\tMaxReconn    int           `json:\"max_reconn\" yaml:\"max_reconn\"`\n\tReconnWait   time.Duration `json:\"reconn_wait\" yaml:\"reconn_wait\"`\n\tPingInterval time.Duration `json:\"ping_interval\" yaml:\"ping_interval\"`\n\tMaxPingsOut  int           `json:\"max_pings_out\" yaml:\"max_pings_out\"`\n}\n\n// NewNATSPublisher 创建NATS发布器\nfunc NewNATSPublisher(config *PublisherConfig, logger logging.Logger) (*NATSPublisher, error) {\n\tif config == nil {\n\t\tconfig = &PublisherConfig{\n\t\t\tURL:          \"nats://localhost:4222\",\n\t\t\tClusterID:    \"test-cluster\",\n\t\t\tClientID:     \"publisher\",\n\t\t\tTimeout:      30 * time.Second,\n\t\t\tMaxReconn:    10,\n\t\t\tReconnWait:   2 * time.Second,\n\t\t\tPingInterval: 2 * time.Minute,\n\t\t\tMaxPingsOut:  2,\n\t\t}\n\t}\n\n\t// 连接NATS服务器\n\tconn, err := nats.Connect(config.URL, nats.Name(config.ClientID))\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to connect to NATS: %w\", err)\n\t}\n\n\tpublisher := &NATSPublisher{\n\t\tconn:   conn,\n\t\tlogger: logger,\n\t\tconfig: config,\n\t}\n\n\tlogger.Info(\"NATS publisher created\", logging.Fields{\n\t\t\"url\":       config.URL,\n\t\t\"client_id\": config.ClientID,\n\t})\n\treturn publisher, nil\n}\n\n// Publish 发布消息\nfunc (p *NATSPublisher) Publish(ctx context.Context, subject string, data interface{}) error {\n\t// 序列化数据\n\tpayload, err := json.Marshal(data)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to marshal data: %w\", err)\n\t}\n\n\t// 发布消息\n\tif err := p.conn.Publish(subject, payload); err != nil {\n\t\tp.logger.Error(\"Failed to publish message\", err, logging.Fields{\n\t\t\t\"subject\": subject,\n\t\t})\n\t\treturn fmt.Errorf(\"failed to publish message: %w\", err)\n\t}\n\n\tp.logger.Debug(\"Message published\", logging.Fields{\n\t\t\"subject\": subject,\n\t\t\"size\":    len(payload),\n\t})\n\treturn nil\n}\n\n// PublishAsync 异步发布消息\nfunc (p *NATSPublisher) PublishAsync(ctx context.Context, subject string, data interface{}, callback func(error)) error {\n\t// 序列化数据\n\tpayload, err := json.Marshal(data)\n\tif err != nil {\n\t\tif callback != nil {\n\t\t\tcallback(err)\n\t\t}\n\t\treturn fmt.Errorf(\"failed to marshal data: %w\", err)\n\t}\n\n\t// 异步发布消息\n\tif err := p.conn.Publish(subject, payload); err != nil {\n\t\tp.logger.Error(\"Failed to publish message async\", err, logging.Fields{\n\t\t\t\"subject\": subject,\n\t\t})\n\t\treturn fmt.Errorf(\"failed to publish message async: %w\", err)\n\t}\n\n\tp.logger.Debug(\"Message published async\", logging.Fields{\n\t\t\"subject\": subject,\n\t\t\"size\":    len(payload),\n\t})\n\treturn nil\n}\n\n// PublishWithReply 发布带回复的消息\nfunc (p *NATSPublisher) PublishWithReply(ctx context.Context, subject string, data interface{}, replySubject string) error {\n\t// 序列化数据\n\tpayload, err := json.Marshal(data)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to marshal data: %w\", err)\n\t}\n\n\t// 发布消息\n\tif err := p.conn.PublishRequest(subject, replySubject, payload); err != nil {\n\t\tp.logger.Error(\"Failed to publish message with reply\", err, logging.Fields{\n\t\t\t\"subject\": subject,\n\t\t\t\"reply\":   replySubject,\n\t\t})\n\t\treturn fmt.Errorf(\"failed to publish message with reply: %w\", err)\n\t}\n\n\tp.logger.Debug(\"Message published with reply\", logging.Fields{\n\t\t\"subject\": subject,\n\t\t\"reply\":   replySubject,\n\t\t\"size\":    len(payload),\n\t})\n\treturn nil\n}\n\n// Request 发送请求并等待回复\nfunc (p *NATSPublisher) Request(ctx context.Context, subject string, data interface{}, timeout time.Duration) ([]byte, error) {\n\t// 序列化数据\n\tpayload, err := json.Marshal(data)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to marshal data: %w\", err)\n\t}\n\n\t// 发送请求\n\tmsg, err := p.conn.Request(subject, payload, timeout)\n\tif err != nil {\n\t\tp.logger.Error(\"Failed to send request\", err, logging.Fields{\n\t\t\t\"subject\": subject,\n\t\t})\n\t\treturn nil, fmt.Errorf(\"failed to send request: %w\", err)\n\t}\n\n\tp.logger.Debug(\"Request sent and reply received\", logging.Fields{\n\t\t\"subject\":    subject,\n\t\t\"reply_size\": len(msg.Data),\n\t})\n\treturn msg.Data, nil\n}\n\n// Close 关闭连接\nfunc (p *NATSPublisher) Close() error {\n\tif p.conn != nil {\n\t\tp.conn.Close()\n\t\tp.logger.Info(\"NATS publisher connection closed\")\n\t}\n\treturn nil\n}\n\n// IsConnected 检查连接状态\nfunc (p *NATSPublisher) IsConnected() bool {\n\treturn p.conn != nil && p.conn.IsConnected()\n}\n\n// GetStats 获取统计信息\nfunc (p *NATSPublisher) GetStats() map[string]interface{} {\n\tstats := make(map[string]interface{})\n\n\tif p.conn != nil {\n\t\tstats[\"connected\"] = p.conn.IsConnected()\n\t\tstats[\"server_url\"] = p.conn.ConnectedUrl()\n\t\tstats[\"server_id\"] = p.conn.ConnectedServerId()\n\t\tstats[\"server_version\"] = p.conn.ConnectedServerVersion()\n\t}\n\n\treturn stats\n}\n"
  },
  {
    "path": "internal/infrastructure/messaging/nats_subscriber.go",
    "content": "package messaging\n\nimport (\n\t\"context\"\n\t\"encoding/json\"\n\t\"fmt\"\n\t\"sync\"\n\t\"time\"\n\n\t\"greatestworks/internal/events\"\n\t\"greatestworks/internal/infrastructure/logging\"\n\n\t\"github.com/nats-io/nats.go\"\n)\n\n// NATSSubscriber NATS消息订阅器\ntype NATSSubscriber struct {\n\tconn          *nats.Conn\n\tlogger        logging.Logger\n\tconfig        *SubscriberConfig\n\tsubscriptions map[string]*nats.Subscription\n\tmu            sync.RWMutex\n\tctx           context.Context\n\tcancel        context.CancelFunc\n}\n\n// SubscriberConfig 订阅器配置\ntype SubscriberConfig struct {\n\tURL          string        `json:\"url\" yaml:\"url\"`\n\tClusterID    string        `json:\"cluster_id\" yaml:\"cluster_id\"`\n\tClientID     string        `json:\"client_id\" yaml:\"client_id\"`\n\tTimeout      time.Duration `json:\"timeout\" yaml:\"timeout\"`\n\tMaxReconn    int           `json:\"max_reconn\" yaml:\"max_reconn\"`\n\tReconnWait   time.Duration `json:\"reconn_wait\" yaml:\"reconn_wait\"`\n\tPingInterval time.Duration `json:\"ping_interval\" yaml:\"ping_interval\"`\n\tMaxPingsOut  int           `json:\"max_pings_out\" yaml:\"max_pings_out\"`\n}\n\n// NewNATSSubscriber 创建NATS订阅器\nfunc NewNATSSubscriber(config *SubscriberConfig, logger logging.Logger) (*NATSSubscriber, error) {\n\tif config == nil {\n\t\tconfig = &SubscriberConfig{\n\t\t\tURL:          \"nats://localhost:4222\",\n\t\t\tClusterID:    \"test-cluster\",\n\t\t\tClientID:     \"subscriber\",\n\t\t\tTimeout:      30 * time.Second,\n\t\t\tMaxReconn:    10,\n\t\t\tReconnWait:   2 * time.Second,\n\t\t\tPingInterval: 2 * time.Minute,\n\t\t\tMaxPingsOut:  2,\n\t\t}\n\t}\n\n\t// 连接NATS服务器\n\tconn, err := nats.Connect(config.URL, nats.Name(config.ClientID))\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to connect to NATS: %w\", err)\n\t}\n\n\tctx, cancel := context.WithCancel(context.Background())\n\n\tsubscriber := &NATSSubscriber{\n\t\tconn:          conn,\n\t\tlogger:        logger,\n\t\tconfig:        config,\n\t\tsubscriptions: make(map[string]*nats.Subscription),\n\t\tctx:           ctx,\n\t\tcancel:        cancel,\n\t}\n\n\tlogger.Info(\"NATS subscriber created\", logging.Fields{\n\t\t\"url\":       config.URL,\n\t\t\"client_id\": config.ClientID,\n\t})\n\treturn subscriber, nil\n}\n\n// Subscribe 订阅消息\nfunc (s *NATSSubscriber) Subscribe(subject string, handler events.EventHandler) error {\n\ts.mu.Lock()\n\tdefer s.mu.Unlock()\n\n\t// 检查是否已经订阅\n\tif _, exists := s.subscriptions[subject]; exists {\n\t\treturn fmt.Errorf(\"already subscribed to subject: %s\", subject)\n\t}\n\n\t// 创建订阅\n\tsubscription, err := s.conn.Subscribe(subject, func(msg *nats.Msg) {\n\t\ts.handleMessage(subject, msg, handler)\n\t})\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to subscribe to subject %s: %w\", subject, err)\n\t}\n\n\t// 存储订阅\n\ts.subscriptions[subject] = subscription\n\n\ts.logger.Info(\"Subscribed to subject\", logging.Fields{\n\t\t\"subject\": subject,\n\t})\n\treturn nil\n}\n\n// SubscribeWithQueue 使用队列组订阅消息\nfunc (s *NATSSubscriber) SubscribeWithQueue(subject, queue string, handler events.EventHandler) error {\n\ts.mu.Lock()\n\tdefer s.mu.Unlock()\n\n\t// 检查是否已经订阅\n\tkey := fmt.Sprintf(\"%s:%s\", subject, queue)\n\tif _, exists := s.subscriptions[key]; exists {\n\t\treturn fmt.Errorf(\"already subscribed to subject with queue: %s\", key)\n\t}\n\n\t// 创建队列订阅\n\tsubscription, err := s.conn.QueueSubscribe(subject, queue, func(msg *nats.Msg) {\n\t\ts.handleMessage(subject, msg, handler)\n\t})\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to subscribe to subject %s with queue %s: %w\", subject, queue, err)\n\t}\n\n\t// 存储订阅\n\ts.subscriptions[key] = subscription\n\n\ts.logger.Info(\"Subscribed to subject with queue\", logging.Fields{\n\t\t\"subject\": subject,\n\t\t\"queue\":   queue,\n\t})\n\treturn nil\n}\n\n// Unsubscribe 取消订阅\nfunc (s *NATSSubscriber) Unsubscribe(subject string) error {\n\ts.mu.Lock()\n\tdefer s.mu.Unlock()\n\n\tsubscription, exists := s.subscriptions[subject]\n\tif !exists {\n\t\treturn fmt.Errorf(\"not subscribed to subject: %s\", subject)\n\t}\n\n\t// 取消订阅\n\tif err := subscription.Unsubscribe(); err != nil {\n\t\treturn fmt.Errorf(\"failed to unsubscribe from subject %s: %w\", subject, err)\n\t}\n\n\t// 从订阅列表中移除\n\tdelete(s.subscriptions, subject)\n\n\ts.logger.Info(\"Unsubscribed from subject\", logging.Fields{\n\t\t\"subject\": subject,\n\t})\n\treturn nil\n}\n\n// Close 关闭订阅器\nfunc (s *NATSSubscriber) Close() error {\n\ts.mu.Lock()\n\tdefer s.mu.Unlock()\n\n\t// 取消所有订阅\n\tfor subject, subscription := range s.subscriptions {\n\t\tif err := subscription.Unsubscribe(); err != nil {\n\t\t\ts.logger.Error(\"Failed to unsubscribe\", err, logging.Fields{\n\t\t\t\t\"subject\": subject,\n\t\t\t})\n\t\t}\n\t}\n\n\t// 清空订阅列表\n\ts.subscriptions = make(map[string]*nats.Subscription)\n\n\t// 关闭连接\n\tif s.conn != nil {\n\t\ts.conn.Close()\n\t\ts.logger.Info(\"NATS subscriber connection closed\")\n\t}\n\n\treturn nil\n}\n\n// IsConnected 检查连接状态\nfunc (s *NATSSubscriber) IsConnected() bool {\n\treturn s.conn != nil && s.conn.IsConnected()\n}\n\n// GetSubscriptions 获取订阅列表\nfunc (s *NATSSubscriber) GetSubscriptions() []string {\n\ts.mu.RLock()\n\tdefer s.mu.RUnlock()\n\n\tsubjects := make([]string, 0, len(s.subscriptions))\n\tfor subject := range s.subscriptions {\n\t\tsubjects = append(subjects, subject)\n\t}\n\treturn subjects\n}\n\n// GetStats 获取统计信息\nfunc (s *NATSSubscriber) GetStats() map[string]interface{} {\n\tstats := make(map[string]interface{})\n\n\tif s.conn != nil {\n\t\tstats[\"connected\"] = s.conn.IsConnected()\n\t\tstats[\"server_url\"] = s.conn.ConnectedUrl()\n\t\tstats[\"server_id\"] = s.conn.ConnectedServerId()\n\t\tstats[\"server_version\"] = s.conn.ConnectedServerVersion()\n\t}\n\n\ts.mu.RLock()\n\tstats[\"subscriptions\"] = len(s.subscriptions)\n\ts.mu.RUnlock()\n\n\treturn stats\n}\n\n// 私有方法\n\n// handleMessage 处理接收到的消息\nfunc (s *NATSSubscriber) handleMessage(subject string, msg *nats.Msg, handler events.EventHandler) {\n\ts.logger.Debug(\"Message received\", logging.Fields{\n\t\t\"subject\": subject,\n\t\t\"size\":    len(msg.Data),\n\t})\n\n\t// 解析消息\n\tvar event events.Event\n\tif err := json.Unmarshal(msg.Data, &event); err != nil {\n\t\ts.logger.Error(\"Failed to unmarshal message\", err, logging.Fields{\n\t\t\t\"subject\": subject,\n\t\t})\n\t\treturn\n\t}\n\n\t// 处理事件\n\tif err := handler.Handle(s.ctx, event); err != nil {\n\t\ts.logger.Error(\"Failed to handle event\", err, logging.Fields{\n\t\t\t\"subject\":    subject,\n\t\t\t\"event_type\": event.GetEventType(),\n\t\t})\n\t\treturn\n\t}\n\n\ts.logger.Debug(\"Event handled successfully\", logging.Fields{\n\t\t\"subject\":    subject,\n\t\t\"event_type\": event.GetEventType(),\n\t})\n}\n"
  },
  {
    "path": "internal/infrastructure/messaging/publisher.go",
    "content": "package messaging\n\nimport (\n\t\"context\"\n\t\"reflect\"\n\t\"time\"\n\n\t\"greatestworks/internal/events\"\n)\n\n// EventBusPublisher publishes application events to the EventBus.\n// If the event doesn't implement events.Event, it is wrapped into BaseEvent.\ntype EventBusPublisher struct{ bus *events.EventBus }\n\nfunc NewEventBusPublisher(bus *events.EventBus) *EventBusPublisher {\n\treturn &EventBusPublisher{bus: bus}\n}\n\nfunc (p *EventBusPublisher) Publish(ctx context.Context, event interface{}) error {\n\tif e, ok := event.(events.Event); ok {\n\t\treturn p.bus.Publish(ctx, e)\n\t}\n\twrapper := &events.BaseEvent{\n\t\tType:      reflect.TypeOf(event).String(),\n\t\tTimestamp: time.Now(),\n\t\tData:      event,\n\t}\n\treturn p.bus.Publish(ctx, wrapper)\n}\n"
  },
  {
    "path": "internal/infrastructure/messaging/worker_pool.go",
    "content": "package messaging\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"sync\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// WorkerPool 工作池\ntype WorkerPool struct {\n\tworkerCount int\n\tworkQueue   chan interface{}\n\tworkers     []*Worker\n\tprocessor   WorkerProcessor\n\tlogger      logging.Logger\n\tctx         context.Context\n\tcancel      context.CancelFunc\n\twg          sync.WaitGroup\n\tmu          sync.RWMutex\n\trunning     bool\n}\n\n// Worker 工作者\ntype Worker struct {\n\tid        int\n\tworkQueue chan interface{}\n\tprocessor WorkerProcessor\n\tlogger    logging.Logger\n\tctx       context.Context\n\twg        *sync.WaitGroup\n}\n\n// WorkerProcessor 工作处理器接口\ntype WorkerProcessor interface {\n\tProcess(ctx context.Context, work interface{}) error\n}\n\n// NewWorkerPool 创建工作者池\nfunc NewWorkerPool(workerCount int, processor WorkerProcessor, logger logging.Logger) *WorkerPool {\n\tctx, cancel := context.WithCancel(context.Background())\n\n\treturn &WorkerPool{\n\t\tworkerCount: workerCount,\n\t\tworkQueue:   make(chan interface{}, workerCount*2), // 缓冲区大小为工作者数量的2倍\n\t\tprocessor:   processor,\n\t\tlogger:      logger,\n\t\tctx:         ctx,\n\t\tcancel:      cancel,\n\t\tworkers:     make([]*Worker, 0, workerCount),\n\t}\n}\n\n// Start 启动工作者池\nfunc (wp *WorkerPool) Start() error {\n\twp.mu.Lock()\n\tdefer wp.mu.Unlock()\n\n\tif wp.running {\n\t\treturn fmt.Errorf(\"worker pool is already running\")\n\t}\n\n\t// 创建工作线程\n\tfor i := 0; i < wp.workerCount; i++ {\n\t\tworker := &Worker{\n\t\t\tid:        i,\n\t\t\tworkQueue: wp.workQueue,\n\t\t\tprocessor: wp.processor,\n\t\t\tlogger:    wp.logger,\n\t\t\tctx:       wp.ctx,\n\t\t\twg:        &wp.wg,\n\t\t}\n\n\t\twp.workers = append(wp.workers, worker)\n\t\twp.wg.Add(1)\n\t\tgo worker.start()\n\t}\n\n\twp.running = true\n\twp.logger.Info(\"Worker pool started\", logging.Fields{\n\t\t\"worker_count\": wp.workerCount,\n\t})\n\treturn nil\n}\n\n// Stop 停止工作者池\nfunc (wp *WorkerPool) Stop() error {\n\twp.mu.Lock()\n\tdefer wp.mu.Unlock()\n\n\tif !wp.running {\n\t\treturn nil\n\t}\n\n\t// 取消上下文\n\twp.cancel()\n\n\t// 关闭工作队列\n\tclose(wp.workQueue)\n\n\t// 等待所有工作者完成\n\twp.wg.Wait()\n\n\twp.running = false\n\twp.logger.Info(\"Worker pool stopped\")\n\treturn nil\n}\n\n// Submit 提交工作\nfunc (wp *WorkerPool) Submit(work interface{}) error {\n\twp.mu.RLock()\n\tdefer wp.mu.RUnlock()\n\n\tif !wp.running {\n\t\treturn fmt.Errorf(\"worker pool is not running\")\n\t}\n\n\tselect {\n\tcase wp.workQueue <- work:\n\t\twp.logger.Debug(\"Work submitted\", logging.Fields{\n\t\t\t\"work\": work,\n\t\t})\n\t\treturn nil\n\tcase <-wp.ctx.Done():\n\t\treturn fmt.Errorf(\"worker pool is stopping\")\n\tdefault:\n\t\treturn fmt.Errorf(\"work queue is full\")\n\t}\n}\n\n// SubmitWithTimeout 带超时的提交工作\nfunc (wp *WorkerPool) SubmitWithTimeout(work interface{}, timeout time.Duration) error {\n\twp.mu.RLock()\n\tdefer wp.mu.RUnlock()\n\n\tif !wp.running {\n\t\treturn fmt.Errorf(\"worker pool is not running\")\n\t}\n\n\tselect {\n\tcase wp.workQueue <- work:\n\t\twp.logger.Debug(\"Work submitted with timeout\", logging.Fields{\n\t\t\t\"work\":    work,\n\t\t\t\"timeout\": timeout,\n\t\t})\n\t\treturn nil\n\tcase <-time.After(timeout):\n\t\treturn fmt.Errorf(\"work submission timeout\")\n\tcase <-wp.ctx.Done():\n\t\treturn fmt.Errorf(\"worker pool is stopping\")\n\t}\n}\n\n// IsRunning 检查是否正在运行\nfunc (wp *WorkerPool) IsRunning() bool {\n\twp.mu.RLock()\n\tdefer wp.mu.RUnlock()\n\treturn wp.running\n}\n\n// GetWorkerCount 获取工作者数量\nfunc (wp *WorkerPool) GetWorkerCount() int {\n\treturn wp.workerCount\n}\n\n// GetQueueSize 获取队列大小\nfunc (wp *WorkerPool) GetQueueSize() int {\n\treturn len(wp.workQueue)\n}\n\n// GetStats 获取统计信息\nfunc (wp *WorkerPool) GetStats() map[string]interface{} {\n\twp.mu.RLock()\n\tdefer wp.mu.RUnlock()\n\n\tstats := make(map[string]interface{})\n\tstats[\"running\"] = wp.running\n\tstats[\"worker_count\"] = wp.workerCount\n\tstats[\"queue_size\"] = len(wp.workQueue)\n\tstats[\"queue_capacity\"] = cap(wp.workQueue)\n\n\treturn stats\n}\n\n// 工作者方法\n\n// start 启动工作者\nfunc (w *Worker) start() {\n\tdefer w.wg.Done()\n\n\tw.logger.Debug(\"Worker started\", logging.Fields{\n\t\t\"worker_id\": w.id,\n\t})\n\n\tfor {\n\t\tselect {\n\t\tcase work, ok := <-w.workQueue:\n\t\t\tif !ok {\n\t\t\t\tw.logger.Debug(\"Work queue closed, worker stopping\", logging.Fields{\n\t\t\t\t\t\"worker_id\": w.id,\n\t\t\t\t})\n\t\t\t\treturn\n\t\t\t}\n\n\t\t\tw.processWork(work)\n\n\t\tcase <-w.ctx.Done():\n\t\t\tw.logger.Debug(\"Worker context cancelled, stopping\", logging.Fields{\n\t\t\t\t\"worker_id\": w.id,\n\t\t\t})\n\t\t\treturn\n\t\t}\n\t}\n}\n\n// processWork 处理工作\nfunc (w *Worker) processWork(work interface{}) {\n\tstart := time.Now()\n\n\tw.logger.Debug(\"Worker processing work\", logging.Fields{\n\t\t\"worker_id\": w.id,\n\t\t\"work\":      work,\n\t})\n\n\t// 处理工作\n\tif err := w.processor.Process(w.ctx, work); err != nil {\n\t\tw.logger.Error(\"Worker failed to process work\", err, logging.Fields{\n\t\t\t\"worker_id\": w.id,\n\t\t\t\"work\":      work,\n\t\t})\n\t\treturn\n\t}\n\n\tduration := time.Since(start)\n\tw.logger.Debug(\"Worker completed work\", logging.Fields{\n\t\t\"worker_id\": w.id,\n\t\t\"work\":      work,\n\t\t\"duration\":  duration,\n\t})\n}\n"
  },
  {
    "path": "internal/infrastructure/monitoring/metrics.go",
    "content": "package monitoring\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"net/http\"\n\t\"net/http/pprof\"\n\t\"sync\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// Profiler wraps a standalone HTTP server exposing Go pprof diagnostics.\ntype Profiler struct {\n\tserver *http.Server\n\tlogger logging.Logger\n\tonce   sync.Once\n}\n\n// NewProfiler creates a profiler instance using the provided logger.\nfunc NewProfiler(logger logging.Logger) *Profiler {\n\treturn &Profiler{logger: logger}\n}\n\n// RegisterHandlers attaches standard pprof handlers to the supplied mux.\nfunc RegisterHandlers(mux *http.ServeMux) {\n\tmux.HandleFunc(\"/debug/pprof/\", pprof.Index)\n\tmux.HandleFunc(\"/debug/pprof/cmdline\", pprof.Cmdline)\n\tmux.HandleFunc(\"/debug/pprof/profile\", pprof.Profile)\n\tmux.HandleFunc(\"/debug/pprof/symbol\", pprof.Symbol)\n\tmux.HandleFunc(\"/debug/pprof/trace\", pprof.Trace)\n\tmux.Handle(\"/debug/pprof/goroutine\", pprof.Handler(\"goroutine\"))\n\tmux.Handle(\"/debug/pprof/heap\", pprof.Handler(\"heap\"))\n\tmux.Handle(\"/debug/pprof/allocs\", pprof.Handler(\"allocs\"))\n\tmux.Handle(\"/debug/pprof/block\", pprof.Handler(\"block\"))\n\tmux.Handle(\"/debug/pprof/mutex\", pprof.Handler(\"mutex\"))\n\tmux.Handle(\"/debug/pprof/threadcreate\", pprof.Handler(\"threadcreate\"))\n}\n\n// Start launches a dedicated pprof HTTP server on the configured host/port.\n// The server runs asynchronously and logs lifecycle events through the logger.\nfunc (p *Profiler) Start(host string, port int) error {\n\tif p == nil {\n\t\treturn fmt.Errorf(\"profiler is nil\")\n\t}\n\n\taddr := fmt.Sprintf(\"%s:%d\", host, port)\n\tmux := http.NewServeMux()\n\tRegisterHandlers(mux)\n\n\tserver := &http.Server{\n\t\tAddr:         addr,\n\t\tHandler:      mux,\n\t\tReadTimeout:  5 * time.Second,\n\t\tWriteTimeout: 5 * time.Second,\n\t\tIdleTimeout:  60 * time.Second,\n\t}\n\n\tp.once.Do(func() {\n\t\tp.server = server\n\n\t\tgo func() {\n\t\t\tp.logger.Info(\"pprof server starting\", logging.Fields{\"addr\": addr})\n\n\t\t\tif err := server.ListenAndServe(); err != nil && err != http.ErrServerClosed {\n\t\t\t\tp.logger.Error(\"pprof server failed\", err, logging.Fields{\"addr\": addr})\n\t\t\t}\n\t\t}()\n\t})\n\n\treturn nil\n}\n\n// Stop gracefully shuts down the pprof HTTP server.\nfunc (p *Profiler) Stop(ctx context.Context) error {\n\tif p == nil || p.server == nil {\n\t\treturn nil\n\t}\n\n\tshutdownCtx, cancel := context.WithTimeout(ctx, 5*time.Second)\n\tdefer cancel()\n\n\tp.logger.Info(\"stopping pprof server\", logging.Fields{\"addr\": p.server.Addr})\n\n\tif err := p.server.Shutdown(shutdownCtx); err != nil {\n\t\tp.logger.Error(\"pprof server shutdown failed\", err, logging.Fields{\"addr\": p.server.Addr})\n\t\treturn err\n\t}\n\n\tp.logger.Info(\"pprof server stopped\", logging.Fields{\"addr\": p.server.Addr})\n\treturn nil\n}\n"
  },
  {
    "path": "internal/infrastructure/network/connection_manager.go",
    "content": "package network\n\nimport (\n\t\"context\"\n\t\"sync\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// ConnectionManager 连接管理器\ntype ConnectionManager struct {\n\tconnections map[string]*Connection\n\tmutex       sync.RWMutex\n\tlogger      logging.Logger\n}\n\n// Connection 连接信息\ntype Connection struct {\n\tID        string\n\tAddress   string\n\tCreatedAt time.Time\n\tLastSeen  time.Time\n\tStatus    string\n}\n\n// NewConnectionManager 创建连接管理器\nfunc NewConnectionManager(logger logging.Logger) *ConnectionManager {\n\treturn &ConnectionManager{\n\t\tconnections: make(map[string]*Connection),\n\t\tlogger:      logger,\n\t}\n}\n\n// AddConnection 添加连接\nfunc (cm *ConnectionManager) AddConnection(id, address string) {\n\tcm.mutex.Lock()\n\tdefer cm.mutex.Unlock()\n\n\tcm.connections[id] = &Connection{\n\t\tID:        id,\n\t\tAddress:   address,\n\t\tCreatedAt: time.Now(),\n\t\tLastSeen:  time.Now(),\n\t\tStatus:    \"active\",\n\t}\n\n\tcm.logger.Info(\"连接已添加\", map[string]interface{}{\n\t\t\"connection_id\": id,\n\t\t\"address\":       address,\n\t})\n}\n\n// RemoveConnection 移除连接\nfunc (cm *ConnectionManager) RemoveConnection(id string) {\n\tcm.mutex.Lock()\n\tdefer cm.mutex.Unlock()\n\n\tif conn, exists := cm.connections[id]; exists {\n\t\tdelete(cm.connections, id)\n\t\tcm.logger.Info(\"连接已移除\", map[string]interface{}{\n\t\t\t\"connection_id\": id,\n\t\t\t\"address\":       conn.Address,\n\t\t})\n\t}\n}\n\n// GetConnection 获取连接\nfunc (cm *ConnectionManager) GetConnection(id string) (*Connection, bool) {\n\tcm.mutex.RLock()\n\tdefer cm.mutex.RUnlock()\n\n\tconn, exists := cm.connections[id]\n\treturn conn, exists\n}\n\n// GetAllConnections 获取所有连接\nfunc (cm *ConnectionManager) GetAllConnections() map[string]*Connection {\n\tcm.mutex.RLock()\n\tdefer cm.mutex.RUnlock()\n\n\t// 返回副本\n\tconnections := make(map[string]*Connection)\n\tfor id, conn := range cm.connections {\n\t\tconnections[id] = conn\n\t}\n\treturn connections\n}\n\n// UpdateLastSeen 更新最后活跃时间\nfunc (cm *ConnectionManager) UpdateLastSeen(id string) {\n\tcm.mutex.Lock()\n\tdefer cm.mutex.Unlock()\n\n\tif conn, exists := cm.connections[id]; exists {\n\t\tconn.LastSeen = time.Now()\n\t}\n}\n\n// CleanupInactiveConnections 清理非活跃连接\nfunc (cm *ConnectionManager) CleanupInactiveConnections(timeout time.Duration) {\n\tcm.mutex.Lock()\n\tdefer cm.mutex.Unlock()\n\n\tnow := time.Now()\n\tfor id, conn := range cm.connections {\n\t\tif now.Sub(conn.LastSeen) > timeout {\n\t\t\tdelete(cm.connections, id)\n\t\t\tcm.logger.Info(\"清理非活跃连接\", map[string]interface{}{\n\t\t\t\t\"connection_id\": id,\n\t\t\t\t\"last_seen\":     conn.LastSeen,\n\t\t\t})\n\t\t}\n\t}\n}\n\n// GetConnectionCount 获取连接数量\nfunc (cm *ConnectionManager) GetConnectionCount() int {\n\tcm.mutex.RLock()\n\tdefer cm.mutex.RUnlock()\n\n\treturn len(cm.connections)\n}\n\n// StartCleanupRoutine 启动清理例程\nfunc (cm *ConnectionManager) StartCleanupRoutine(ctx context.Context, interval, timeout time.Duration) {\n\tticker := time.NewTicker(interval)\n\tdefer ticker.Stop()\n\n\tfor {\n\t\tselect {\n\t\tcase <-ctx.Done():\n\t\t\tcm.logger.Info(\"连接清理例程已停止\")\n\t\t\treturn\n\t\tcase <-ticker.C:\n\t\t\tcm.CleanupInactiveConnections(timeout)\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "internal/infrastructure/network/netcore_client.go",
    "content": "package network\n\nimport (\n\t\"fmt\"\n\t\"net\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// NetCoreClient 网络核心客户端\ntype NetCoreClient struct {\n\tconn   net.Conn\n\tlogger logging.Logger\n}\n\n// NewNetCoreClient 创建网络核心客户端\nfunc NewNetCoreClient(conn net.Conn, logger logging.Logger) *NetCoreClient {\n\treturn &NetCoreClient{\n\t\tconn:   conn,\n\t\tlogger: logger,\n\t}\n}\n\n// Connect 连接到服务器\nfunc (c *NetCoreClient) Connect(address string) error {\n\tconn, err := net.Dial(\"tcp\", address)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"连接失败: %w\", err)\n\t}\n\n\tc.conn = conn\n\tc.logger.Info(\"已连接到服务器\", map[string]interface{}{\n\t\t\"address\": address,\n\t})\n\n\treturn nil\n}\n\n// Send 发送数据\nfunc (c *NetCoreClient) Send(data []byte) error {\n\tif c.conn == nil {\n\t\treturn fmt.Errorf(\"连接未建立\")\n\t}\n\n\t_, err := c.conn.Write(data)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"发送数据失败: %w\", err)\n\t}\n\n\tc.logger.Info(\"数据已发送\", map[string]interface{}{\n\t\t\"data_length\": len(data),\n\t})\n\n\treturn nil\n}\n\n// Receive 接收数据\nfunc (c *NetCoreClient) Receive() ([]byte, error) {\n\tif c.conn == nil {\n\t\treturn nil, fmt.Errorf(\"连接未建立\")\n\t}\n\n\tbuffer := make([]byte, 4096)\n\tn, err := c.conn.Read(buffer)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"接收数据失败: %w\", err)\n\t}\n\n\tc.logger.Info(\"数据已接收\", map[string]interface{}{\n\t\t\"data_length\": n,\n\t})\n\n\treturn buffer[:n], nil\n}\n\n// Close 关闭连接\nfunc (c *NetCoreClient) Close() error {\n\tif c.conn == nil {\n\t\treturn nil\n\t}\n\n\terr := c.conn.Close()\n\tif err != nil {\n\t\treturn fmt.Errorf(\"关闭连接失败: %w\", err)\n\t}\n\n\tc.logger.Info(\"连接已关闭\")\n\treturn nil\n}\n\n// SetReadTimeout 设置读取超时\nfunc (c *NetCoreClient) SetReadTimeout(timeout time.Duration) error {\n\tif c.conn == nil {\n\t\treturn fmt.Errorf(\"连接未建立\")\n\t}\n\n\treturn c.conn.SetReadDeadline(time.Now().Add(timeout))\n}\n\n// SetWriteTimeout 设置写入超时\nfunc (c *NetCoreClient) SetWriteTimeout(timeout time.Duration) error {\n\tif c.conn == nil {\n\t\treturn fmt.Errorf(\"连接未建立\")\n\t}\n\n\treturn c.conn.SetWriteDeadline(time.Now().Add(timeout))\n}\n\n// IsConnected 检查是否已连接\nfunc (c *NetCoreClient) IsConnected() bool {\n\treturn c.conn != nil\n}\n\n// GetRemoteAddr 获取远程地址\nfunc (c *NetCoreClient) GetRemoteAddr() string {\n\tif c.conn == nil {\n\t\treturn \"\"\n\t}\n\treturn c.conn.RemoteAddr().String()\n}\n\n// GetLocalAddr 获取本地地址\nfunc (c *NetCoreClient) GetLocalAddr() string {\n\tif c.conn == nil {\n\t\treturn \"\"\n\t}\n\treturn c.conn.LocalAddr().String()\n}\n"
  },
  {
    "path": "internal/infrastructure/network/netcore_server.go",
    "content": "package network\n\nimport (\n\t\"fmt\"\n\t\"net\"\n\t\"sync\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// NetCoreServer 网络核心服务器\ntype NetCoreServer struct {\n\tlistener     net.Listener\n\tclients      map[string]*NetCoreClient\n\tmutex        sync.RWMutex\n\tlogger       logging.Logger\n\tport         int\n\thost         string\n\tonConnect    func(*NetCoreClient)\n\tonDisconnect func(*NetCoreClient)\n\tonMessage    func(*NetCoreClient, []byte)\n}\n\n// NewNetCoreServer 创建网络核心服务器\nfunc NewNetCoreServer(host string, port int, logger logging.Logger) *NetCoreServer {\n\treturn &NetCoreServer{\n\t\tclients: make(map[string]*NetCoreClient),\n\t\tlogger:  logger,\n\t\tport:    port,\n\t\thost:    host,\n\t}\n}\n\n// SetOnConnect 设置连接回调\nfunc (s *NetCoreServer) SetOnConnect(callback func(*NetCoreClient)) {\n\ts.onConnect = callback\n}\n\n// SetOnDisconnect 设置断开连接回调\nfunc (s *NetCoreServer) SetOnDisconnect(callback func(*NetCoreClient)) {\n\ts.onDisconnect = callback\n}\n\n// SetOnMessage 设置消息回调\nfunc (s *NetCoreServer) SetOnMessage(callback func(*NetCoreClient, []byte)) {\n\ts.onMessage = callback\n}\n\n// Start 启动服务器\nfunc (s *NetCoreServer) Start() error {\n\taddr := fmt.Sprintf(\"%s:%d\", s.host, s.port)\n\n\tlistener, err := net.Listen(\"tcp\", addr)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"启动服务器失败: %w\", err)\n\t}\n\n\ts.listener = listener\n\n\ts.logger.Info(\"Network server started\", logging.Fields{\n\t\t\"address\": addr,\n\t})\n\n\t// 启动接受连接循环\n\tgo s.acceptConnections()\n\n\treturn nil\n}\n\n// Stop 停止服务器\nfunc (s *NetCoreServer) Stop() error {\n\tif s.listener == nil {\n\t\treturn nil\n\t}\n\n\ts.logger.Info(\"Network server stopped\")\n\n\t// 关闭所有客户端连接\n\ts.mutex.Lock()\n\tfor _, client := range s.clients {\n\t\tclient.Close()\n\t}\n\ts.clients = make(map[string]*NetCoreClient)\n\ts.mutex.Unlock()\n\n\treturn s.listener.Close()\n}\n\n// acceptConnections 接受连接\nfunc (s *NetCoreServer) acceptConnections() {\n\tfor {\n\t\tconn, err := s.listener.Accept()\n\t\tif err != nil {\n\t\t\ts.logger.Error(\"Failed to accept connection\", err)\n\t\t\tcontinue\n\t\t}\n\n\t\t// 创建客户端\n\t\tclient := NewNetCoreClient(conn, s.logger)\n\t\tclientID := conn.RemoteAddr().String()\n\n\t\t// 添加到客户端列表\n\t\ts.mutex.Lock()\n\t\ts.clients[clientID] = client\n\t\ts.mutex.Unlock()\n\n\t\ts.logger.Info(\"新客户端连接\", logging.Fields{\n\t\t\t\"client_id\":   clientID,\n\t\t\t\"remote_addr\": conn.RemoteAddr().String(),\n\t\t})\n\n\t\t// 调用连接回调\n\t\tif s.onConnect != nil {\n\t\t\ts.onConnect(client)\n\t\t}\n\n\t\t// 启动客户端处理循环\n\t\tgo s.handleClient(client)\n\t}\n}\n\n// handleClient 处理客户端\nfunc (s *NetCoreServer) handleClient(client *NetCoreClient) {\n\tdefer func() {\n\t\t// 从客户端列表移除\n\t\ts.mutex.Lock()\n\t\tdelete(s.clients, client.GetRemoteAddr())\n\t\ts.mutex.Unlock()\n\n\t\t// 调用断开连接回调\n\t\tif s.onDisconnect != nil {\n\t\t\ts.onDisconnect(client)\n\t\t}\n\n\t\t// 关闭客户端连接\n\t\tclient.Close()\n\t}()\n\n\tfor {\n\t\t// 接收消息\n\t\tdata, err := client.Receive()\n\t\tif err != nil {\n\t\t\ts.logger.Error(\"Failed to receive message\", err, logging.Fields{\n\t\t\t\t\"client_id\": client.GetRemoteAddr(),\n\t\t\t})\n\t\t\tbreak\n\t\t}\n\n\t\t// 调用消息回调\n\t\tif s.onMessage != nil {\n\t\t\ts.onMessage(client, data)\n\t\t}\n\t}\n}\n\n// GetClientCount 获取客户端数量\nfunc (s *NetCoreServer) GetClientCount() int {\n\ts.mutex.RLock()\n\tdefer s.mutex.RUnlock()\n\n\treturn len(s.clients)\n}\n\n// GetClients 获取所有客户端\nfunc (s *NetCoreServer) GetClients() map[string]*NetCoreClient {\n\ts.mutex.RLock()\n\tdefer s.mutex.RUnlock()\n\n\tclients := make(map[string]*NetCoreClient)\n\tfor id, client := range s.clients {\n\t\tclients[id] = client\n\t}\n\n\treturn clients\n}\n\n// Broadcast 广播消息\nfunc (s *NetCoreServer) Broadcast(message []byte) {\n\ts.mutex.RLock()\n\tdefer s.mutex.RUnlock()\n\n\tfor _, client := range s.clients {\n\t\tif err := client.Send(message); err != nil {\n\t\t\ts.logger.Error(\"Failed to broadcast message\", err, logging.Fields{\n\t\t\t\t\"client_id\": client.GetRemoteAddr(),\n\t\t\t})\n\t\t}\n\t}\n}\n\n// SendToClient 发送消息给指定客户端\nfunc (s *NetCoreServer) SendToClient(clientID string, message []byte) error {\n\ts.mutex.RLock()\n\tclient, exists := s.clients[clientID]\n\ts.mutex.RUnlock()\n\n\tif !exists {\n\t\treturn fmt.Errorf(\"客户端不存在: %s\", clientID)\n\t}\n\n\treturn client.Send(message)\n}\n\n// GetClient 获取客户端\nfunc (s *NetCoreServer) GetClient(clientID string) (*NetCoreClient, bool) {\n\ts.mutex.RLock()\n\tdefer s.mutex.RUnlock()\n\n\tclient, exists := s.clients[clientID]\n\treturn client, exists\n}\n"
  },
  {
    "path": "internal/infrastructure/persistence/base_repository.go",
    "content": "// Package persistence 统一仓储基类\n// Author: MMO Server Team\n// Created: 2024\n\npackage persistence\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"go.mongodb.org/mongo-driver/bson\"\n\t\"go.mongodb.org/mongo-driver/bson/primitive\"\n\t\"go.mongodb.org/mongo-driver/mongo\"\n\t\"go.mongodb.org/mongo-driver/mongo/options\"\n\n\t\"greatestworks/internal/infrastructure/cache\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// BaseRepository 基础仓储实现\ntype BaseRepository struct {\n\tdb             *mongo.Database\n\tcache          cache.Cache\n\tlogger         logging.Logger\n\tcollection     *mongo.Collection\n\tcollectionName string\n}\n\n// NewBaseRepository 创建基础仓储\nfunc NewBaseRepository(db *mongo.Database, cache cache.Cache, logger logging.Logger, collectionName string) *BaseRepository {\n\treturn &BaseRepository{\n\t\tdb:             db,\n\t\tcache:          cache,\n\t\tlogger:         logger,\n\t\tcollection:     db.Collection(collectionName),\n\t\tcollectionName: collectionName,\n\t}\n}\n\n// GetCollection 获取集合\nfunc (r *BaseRepository) GetCollection() *mongo.Collection {\n\treturn r.collection\n}\n\n// GetDB 获取数据库\nfunc (r *BaseRepository) GetDB() *mongo.Database {\n\treturn r.db\n}\n\n// GetCache 获取缓存\nfunc (r *BaseRepository) GetCache() cache.Cache {\n\treturn r.cache\n}\n\n// GetLogger 获取日志器\nfunc (r *BaseRepository) GetLogger() logging.Logger {\n\treturn r.logger\n}\n\n// Save 保存文档\nfunc (r *BaseRepository) Save(ctx context.Context, id string, document interface{}) error {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"invalid object ID: %w\", err)\n\t}\n\n\topts := options.Replace().SetUpsert(true)\n\t_, err = r.collection.ReplaceOne(ctx, bson.M{\"_id\": objectID}, document, opts)\n\tif err != nil {\n\t\tr.logger.Error(\"Failed to save document\", err, logging.Fields{\n\t\t\t\"collection\": r.collectionName,\n\t\t\t\"id\":         id,\n\t\t})\n\t\treturn fmt.Errorf(\"failed to save document: %w\", err)\n\t}\n\n\t// 清除缓存\n\tif r.cache != nil {\n\t\tcacheKey := r.buildCacheKey(id)\n\t\tr.cache.Delete(ctx, cacheKey)\n\t}\n\n\tr.logger.Debug(\"Document saved successfully\", logging.Fields{\n\t\t\"collection\": r.collectionName,\n\t\t\"id\":         id,\n\t})\n\n\treturn nil\n}\n\n// FindByID 根据ID查找文档\nfunc (r *BaseRepository) FindByID(ctx context.Context, id string, result interface{}) error {\n\t// 先尝试从缓存获取\n\tif r.cache != nil {\n\t\tcacheKey := r.buildCacheKey(id)\n\t\tif err := r.cache.Get(ctx, cacheKey, result); err == nil {\n\t\t\tr.logger.Debug(\"Document found in cache\", logging.Fields{\n\t\t\t\t\"collection\": r.collectionName,\n\t\t\t\t\"id\":         id,\n\t\t\t})\n\t\t\treturn nil\n\t\t}\n\t}\n\n\t// 从数据库获取\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"invalid object ID: %w\", err)\n\t}\n\n\terr = r.collection.FindOne(ctx, bson.M{\"_id\": objectID}).Decode(result)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn fmt.Errorf(\"document not found\")\n\t\t}\n\t\tr.logger.Error(\"Failed to find document\", err, logging.Fields{\n\t\t\t\"collection\": r.collectionName,\n\t\t\t\"id\":         id,\n\t\t})\n\t\treturn fmt.Errorf(\"failed to find document: %w\", err)\n\t}\n\n\t// 缓存结果\n\tif r.cache != nil {\n\t\tcacheKey := r.buildCacheKey(id)\n\t\tr.cache.Set(ctx, cacheKey, result, time.Hour)\n\t}\n\n\tr.logger.Debug(\"Document found in database\", logging.Fields{\n\t\t\"collection\": r.collectionName,\n\t\t\"id\":         id,\n\t})\n\n\treturn nil\n}\n\n// FindOne 查找单个文档\nfunc (r *BaseRepository) FindOne(ctx context.Context, filter bson.M, result interface{}) error {\n\terr := r.collection.FindOne(ctx, filter).Decode(result)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn fmt.Errorf(\"document not found\")\n\t\t}\n\t\tr.logger.Error(\"Failed to find document\", err, logging.Fields{\n\t\t\t\"collection\": r.collectionName,\n\t\t\t\"filter\":     filter,\n\t\t\t\"error\":      err,\n\t\t})\n\t\treturn fmt.Errorf(\"failed to find document: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// FindMany 查找多个文档\nfunc (r *BaseRepository) FindMany(ctx context.Context, filter bson.M, results interface{}, opts ...*options.FindOptions) error {\n\tcursor, err := r.collection.Find(ctx, filter, opts...)\n\tif err != nil {\n\t\tr.logger.Error(\"Failed to find documents\", err, logging.Fields{\n\t\t\t\"collection\": r.collectionName,\n\t\t\t\"filter\":     filter,\n\t\t})\n\t\treturn fmt.Errorf(\"failed to find documents: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\terr = cursor.All(ctx, results)\n\tif err != nil {\n\t\tr.logger.Error(\"Failed to decode documents\", err, logging.Fields{\n\t\t\t\"collection\": r.collectionName,\n\t\t})\n\t\treturn fmt.Errorf(\"failed to decode documents: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// Delete 删除文档\nfunc (r *BaseRepository) Delete(ctx context.Context, id string) error {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"invalid object ID: %w\", err)\n\t}\n\n\tresult, err := r.collection.DeleteOne(ctx, bson.M{\"_id\": objectID})\n\tif err != nil {\n\t\tr.logger.Error(\"Failed to delete document\", err, logging.Fields{\n\t\t\t\"collection\": r.collectionName,\n\t\t\t\"id\":         id,\n\t\t\t\"error\":      err,\n\t\t})\n\t\treturn fmt.Errorf(\"failed to delete document: %w\", err)\n\t}\n\n\tif result.DeletedCount == 0 {\n\t\treturn fmt.Errorf(\"document not found\")\n\t}\n\n\t// 清除缓存\n\tif r.cache != nil {\n\t\tcacheKey := r.buildCacheKey(id)\n\t\tr.cache.Delete(ctx, cacheKey)\n\t}\n\n\tr.logger.Debug(\"Document deleted successfully\", logging.Fields{\n\t\t\"collection\": r.collectionName,\n\t\t\"id\":         id,\n\t})\n\n\treturn nil\n}\n\n// Count 统计文档数量\nfunc (r *BaseRepository) Count(ctx context.Context, filter bson.M) (int64, error) {\n\tcount, err := r.collection.CountDocuments(ctx, filter)\n\tif err != nil {\n\t\tr.logger.Error(\"Failed to count documents\", err, logging.Fields{\n\t\t\t\"collection\": r.collectionName,\n\t\t\t\"filter\":     filter,\n\t\t})\n\t\treturn 0, fmt.Errorf(\"failed to count documents: %w\", err)\n\t}\n\n\treturn count, nil\n}\n\n// Exists 检查文档是否存在\nfunc (r *BaseRepository) Exists(ctx context.Context, filter bson.M) (bool, error) {\n\tcount, err := r.Count(ctx, filter)\n\tif err != nil {\n\t\treturn false, err\n\t}\n\treturn count > 0, nil\n}\n\n// CreateIndex 创建索引\nfunc (r *BaseRepository) CreateIndex(ctx context.Context, index mongo.IndexModel) error {\n\t_, err := r.collection.Indexes().CreateOne(ctx, index)\n\tif err != nil {\n\t\tr.logger.Error(\"Failed to create index\", err, logging.Fields{\n\t\t\t\"collection\": r.collectionName,\n\t\t\t\"error\":      err,\n\t\t})\n\t\treturn fmt.Errorf(\"failed to create index: %w\", err)\n\t}\n\n\tr.logger.Debug(\"Index created successfully\", logging.Fields{\n\t\t\"collection\": r.collectionName,\n\t})\n\n\treturn nil\n}\n\n// CreateIndexes 创建多个索引\nfunc (r *BaseRepository) CreateIndexes(ctx context.Context, indexes []mongo.IndexModel) error {\n\t_, err := r.collection.Indexes().CreateMany(ctx, indexes)\n\tif err != nil {\n\t\tr.logger.Error(\"Failed to create indexes\", err, logging.Fields{\n\t\t\t\"collection\": r.collectionName,\n\t\t})\n\t\treturn fmt.Errorf(\"failed to create indexes: %w\", err)\n\t}\n\n\tr.logger.Debug(\"Indexes created successfully\", logging.Fields{\n\t\t\"collection\": r.collectionName,\n\t\t\"count\":      len(indexes),\n\t})\n\n\treturn nil\n}\n\n// Aggregate 聚合查询\nfunc (r *BaseRepository) Aggregate(ctx context.Context, pipeline mongo.Pipeline, results interface{}) error {\n\tcursor, err := r.collection.Aggregate(ctx, pipeline)\n\tif err != nil {\n\t\tr.logger.Error(\"Failed to execute aggregation\", err, logging.Fields{\n\t\t\t\"collection\": r.collectionName,\n\t\t})\n\t\treturn fmt.Errorf(\"failed to execute aggregation: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\terr = cursor.All(ctx, results)\n\tif err != nil {\n\t\tr.logger.Error(\"Failed to decode aggregation results\", err, logging.Fields{\n\t\t\t\"collection\": r.collectionName,\n\t\t})\n\t\treturn fmt.Errorf(\"failed to decode aggregation results: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// UpdateOne 更新单个文档\nfunc (r *BaseRepository) UpdateOne(ctx context.Context, filter bson.M, update bson.M) error {\n\tresult, err := r.collection.UpdateOne(ctx, filter, update)\n\tif err != nil {\n\t\tr.logger.Error(\"Failed to update document\", err, logging.Fields{\n\t\t\t\"collection\": r.collectionName,\n\t\t\t\"filter\":     filter,\n\t\t\t\"error\":      err,\n\t\t})\n\t\treturn fmt.Errorf(\"failed to update document: %w\", err)\n\t}\n\n\tif result.MatchedCount == 0 {\n\t\treturn fmt.Errorf(\"document not found\")\n\t}\n\n\tr.logger.Debug(\"Document updated successfully\", logging.Fields{\n\t\t\"collection\": r.collectionName,\n\t\t\"matched\":    result.MatchedCount,\n\t\t\"modified\":   result.ModifiedCount,\n\t})\n\n\treturn nil\n}\n\n// UpdateMany 更新多个文档\nfunc (r *BaseRepository) UpdateMany(ctx context.Context, filter bson.M, update bson.M) error {\n\tresult, err := r.collection.UpdateMany(ctx, filter, update)\n\tif err != nil {\n\t\tr.logger.Error(\"Failed to update documents\", err, logging.Fields{\n\t\t\t\"collection\": r.collectionName,\n\t\t\t\"filter\":     filter,\n\t\t})\n\t\treturn fmt.Errorf(\"failed to update documents: %w\", err)\n\t}\n\n\tr.logger.Debug(\"Documents updated successfully\", logging.Fields{\n\t\t\"collection\": r.collectionName,\n\t\t\"matched\":    result.MatchedCount,\n\t\t\"modified\":   result.ModifiedCount,\n\t})\n\n\treturn nil\n}\n\n// buildCacheKey 构建缓存键\nfunc (r *BaseRepository) buildCacheKey(id string) string {\n\treturn fmt.Sprintf(\"%s:%s\", r.collectionName, id)\n}\n\n// WithTransaction 执行事务\nfunc (r *BaseRepository) WithTransaction(ctx context.Context, fn func(mongo.SessionContext) (interface{}, error)) (interface{}, error) {\n\tsession, err := r.db.Client().StartSession()\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to start session: %w\", err)\n\t}\n\tdefer session.EndSession(ctx)\n\n\treturn session.WithTransaction(ctx, fn)\n}\n\n// GetStats 获取仓储统计信息\nfunc (r *BaseRepository) GetStats(ctx context.Context) (map[string]interface{}, error) {\n\tstats := make(map[string]interface{})\n\n\t// 获取集合统计信息\n\tcount, err := r.Count(ctx, bson.M{})\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to get document count: %w\", err)\n\t}\n\n\tstats[\"collection\"] = r.collectionName\n\tstats[\"document_count\"] = count\n\n\t// 获取索引信息\n\tindexes, err := r.collection.Indexes().List(ctx)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to list indexes: %w\", err)\n\t}\n\tdefer indexes.Close(ctx)\n\n\tvar indexList []bson.M\n\tif err := indexes.All(ctx, &indexList); err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to decode indexes: %w\", err)\n\t}\n\n\tstats[\"index_count\"] = len(indexList)\n\n\treturn stats, nil\n}\n"
  },
  {
    "path": "internal/infrastructure/persistence/building_repository.go",
    "content": "package persistence\n\nimport (\n\t\"context\"\n\t\"errors\"\n\n\t\"greatestworks/internal/domain/building\"\n)\n\n// MongoBuildingRepository MongoDB建筑仓储实现\ntype MongoBuildingRepository struct {\n\t// TODO: 添加MongoDB连接\n}\n\n// NewMongoBuildingRepository 创建新的MongoDB建筑仓储\nfunc NewMongoBuildingRepository() building.BuildingRepository {\n\treturn &MongoBuildingRepository{}\n}\n\n// Save 保存建筑\nfunc (r *MongoBuildingRepository) Save(ctx context.Context, building *building.BuildingAggregate) error {\n\t// TODO: 实现保存逻辑\n\treturn errors.New(\"not implemented\")\n}\n\n// FindByID 根据ID查找建筑\nfunc (r *MongoBuildingRepository) FindByID(ctx context.Context, id string) (*building.BuildingAggregate, error) {\n\t// TODO: 实现查找逻辑\n\treturn nil, errors.New(\"not implemented\")\n}\n\n// FindByIDs 根据ID列表查找建筑\nfunc (r *MongoBuildingRepository) FindByIDs(ctx context.Context, ids []string) ([]*building.BuildingAggregate, error) {\n\t// TODO: 实现查找逻辑\n\treturn nil, errors.New(\"not implemented\")\n}\n\n// Delete 删除建筑\nfunc (r *MongoBuildingRepository) Delete(ctx context.Context, id string) error {\n\t// TODO: 实现删除逻辑\n\treturn errors.New(\"not implemented\")\n}\n\n// Exists 检查建筑是否存在\nfunc (r *MongoBuildingRepository) Exists(ctx context.Context, id string) (bool, error) {\n\t// TODO: 实现存在检查逻辑\n\treturn false, errors.New(\"not implemented\")\n}\n\n// FindByOwner 根据拥有者查找建筑\nfunc (r *MongoBuildingRepository) FindByOwner(ctx context.Context, ownerID uint64) ([]*building.BuildingAggregate, error) {\n\t// TODO: 实现查找逻辑\n\treturn nil, errors.New(\"not implemented\")\n}\n\n// FindByType 根据类型查找建筑\nfunc (r *MongoBuildingRepository) FindByType(ctx context.Context, buildingType building.BuildingType) ([]*building.BuildingAggregate, error) {\n\t// TODO: 实现查找逻辑\n\treturn nil, errors.New(\"not implemented\")\n}\n\n// FindByCategory 根据分类查找建筑\nfunc (r *MongoBuildingRepository) FindByCategory(ctx context.Context, category building.BuildingCategory) ([]*building.BuildingAggregate, error) {\n\t// TODO: 实现查找逻辑\n\treturn nil, errors.New(\"not implemented\")\n}\n\n// FindByStatus 根据状态查找建筑\nfunc (r *MongoBuildingRepository) FindByStatus(ctx context.Context, status building.BuildingStatus) ([]*building.BuildingAggregate, error) {\n\t// TODO: 实现查找逻辑\n\treturn nil, errors.New(\"not implemented\")\n}\n\n// FindByPosition 根据位置查找建筑\nfunc (r *MongoBuildingRepository) FindByPosition(ctx context.Context, position *building.Position) (*building.BuildingAggregate, error) {\n\t// TODO: 实现查找逻辑\n\treturn nil, errors.New(\"not implemented\")\n}\n\n// FindByPlayerAndPosition 根据玩家和位置查找建筑\nfunc (r *MongoBuildingRepository) FindByPlayerAndPosition(ctx context.Context, playerID uint64, position *building.Position) (*building.BuildingAggregate, error) {\n\t// TODO: 实现查找逻辑\n\treturn nil, errors.New(\"not implemented\")\n}\n\n// FindByArea 根据区域查找建筑\nfunc (r *MongoBuildingRepository) FindByArea(ctx context.Context, area *building.Area) ([]*building.BuildingAggregate, error) {\n\t// TODO: 实现查找逻辑\n\treturn nil, errors.New(\"not implemented\")\n}\n\n// FindByQuery 根据查询条件查找建筑\nfunc (r *MongoBuildingRepository) FindByQuery(ctx context.Context, query *building.BuildingQuery) ([]*building.BuildingAggregate, int64, error) {\n\t// TODO: 实现查询逻辑\n\treturn nil, 0, errors.New(\"not implemented\")\n}\n\n// Count 统计建筑总数\nfunc (r *MongoBuildingRepository) Count(ctx context.Context) (int64, error) {\n\t// TODO: 实现统计逻辑\n\treturn 0, errors.New(\"not implemented\")\n}\n\n// CountByOwner 根据拥有者统计建筑数量\nfunc (r *MongoBuildingRepository) CountByOwner(ctx context.Context, ownerID uint64) (int64, error) {\n\t// TODO: 实现统计逻辑\n\treturn 0, errors.New(\"not implemented\")\n}\n\n// CountByType 根据类型统计建筑数量\nfunc (r *MongoBuildingRepository) CountByType(ctx context.Context, buildingType building.BuildingType) (int64, error) {\n\t// TODO: 实现统计逻辑\n\treturn 0, errors.New(\"not implemented\")\n}\n\n// CountByCategory 根据分类统计建筑数量\nfunc (r *MongoBuildingRepository) CountByCategory(ctx context.Context, category building.BuildingCategory) (int64, error) {\n\t// TODO: 实现统计逻辑\n\treturn 0, errors.New(\"not implemented\")\n}\n\n// CountByStatus 根据状态统计建筑数量\nfunc (r *MongoBuildingRepository) CountByStatus(ctx context.Context, status building.BuildingStatus) (int64, error) {\n\t// TODO: 实现统计逻辑\n\treturn 0, errors.New(\"not implemented\")\n}\n\n// GetStatistics 获取建筑统计信息\nfunc (r *MongoBuildingRepository) GetStatistics(ctx context.Context, ownerID uint64) (*building.BuildingStatistics, error) {\n\t// TODO: 实现统计逻辑\n\treturn nil, errors.New(\"not implemented\")\n}\n\n// SaveAll 批量保存建筑\nfunc (r *MongoBuildingRepository) SaveAll(ctx context.Context, buildings []*building.BuildingAggregate) error {\n\t// TODO: 实现批量保存逻辑\n\treturn errors.New(\"not implemented\")\n}\n\n// DeleteAll 批量删除建筑\nfunc (r *MongoBuildingRepository) DeleteAll(ctx context.Context, ids []string) error {\n\t// TODO: 实现批量删除逻辑\n\treturn errors.New(\"not implemented\")\n}\n\n// UpdateStatus 更新建筑状态\nfunc (r *MongoBuildingRepository) UpdateStatus(ctx context.Context, ids []string, status building.BuildingStatus) error {\n\t// TODO: 实现状态更新逻辑\n\treturn errors.New(\"not implemented\")\n}\n\n// UpdateHealth 更新建筑健康度\nfunc (r *MongoBuildingRepository) UpdateHealth(ctx context.Context, id string, health float64) error {\n\t// TODO: 实现健康度更新逻辑\n\treturn errors.New(\"not implemented\")\n}\n\n// UpdateLevel 更新建筑等级\nfunc (r *MongoBuildingRepository) UpdateLevel(ctx context.Context, id string, level int32) error {\n\t// TODO: 实现等级更新逻辑\n\treturn errors.New(\"not implemented\")\n}\n"
  },
  {
    "path": "internal/infrastructure/persistence/db_entities.go",
    "content": "package persistence\n\nimport (\n\t\"time\"\n\n\t\"go.mongodb.org/mongo-driver/bson/primitive\"\n)\n\n// DbUser 用户数据库实体\ntype DbUser struct {\n\tID           primitive.ObjectID `bson:\"_id,omitempty\"`\n\tUserID       int64              `bson:\"user_id\"`\n\tUsername     string             `bson:\"username\"`\n\tPasswordHash string             `bson:\"password_hash\"`\n\tStatus       int32              `bson:\"status\"` // 0:正常 1:封禁\n\tCreatedAt    time.Time          `bson:\"created_at\"`\n\tUpdatedAt    time.Time          `bson:\"updated_at\"`\n\tLastLoginAt  time.Time          `bson:\"last_login_at\"`\n}\n\n// DbCharacter 角色数据库实体\ntype DbCharacter struct {\n\tID          primitive.ObjectID `bson:\"_id,omitempty\"`\n\tCharacterID int64              `bson:\"character_id\"`\n\tUserID      int64              `bson:\"user_id\"`\n\tName        string             `bson:\"name\"`\n\tRace        int32              `bson:\"race\"`\n\tClass       int32              `bson:\"class\"`\n\tLevel       int32              `bson:\"level\"`\n\tExp         int64              `bson:\"exp\"`\n\tGold        int64              `bson:\"gold\"`\n\n\t// 位置信息\n\tMapID     int32   `bson:\"map_id\"`\n\tPositionX float32 `bson:\"position_x\"`\n\tPositionY float32 `bson:\"position_y\"`\n\tPositionZ float32 `bson:\"position_z\"`\n\tDirection float32 `bson:\"direction\"`\n\n\t// 属性\n\tHP    int32 `bson:\"hp\"`\n\tMP    int32 `bson:\"mp\"`\n\tMaxHP int32 `bson:\"max_hp\"`\n\tMaxMP int32 `bson:\"max_mp\"`\n\n\t// 基础属性\n\tSTR int32 `bson:\"str\"` // 力量\n\tINT int32 `bson:\"int\"` // 智力\n\tAGI int32 `bson:\"agi\"` // 敏捷\n\tVIT int32 `bson:\"vit\"` // 体力\n\tSPR int32 `bson:\"spr\"` // 精神\n\n\t// 战斗属性\n\tAD  int32 `bson:\"ad\"`  // 物理攻击\n\tAP  int32 `bson:\"ap\"`  // 魔法攻击\n\tDEF int32 `bson:\"def\"` // 物理防御\n\tRES int32 `bson:\"res\"` // 魔法抗性\n\tSPD int32 `bson:\"spd\"` // 速度\n\n\tCRI     int32 `bson:\"cri\"`      // 暴击率\n\tCRID    int32 `bson:\"crid\"`     // 暴击伤害\n\tHitRate int32 `bson:\"hit_rate\"` // 命中率\n\tDodge   int32 `bson:\"dodge\"`    // 闪避率\n\n\t// 时间戳\n\tCreatedAt time.Time `bson:\"created_at\"`\n\tUpdatedAt time.Time `bson:\"updated_at\"`\n\tDeletedAt time.Time `bson:\"deleted_at,omitempty\"`\n}\n\n// DbItem 物品数据库实体（背包/装备/仓库）\ntype DbItem struct {\n\tID          primitive.ObjectID `bson:\"_id,omitempty\"`\n\tItemUID     int64              `bson:\"item_uid\"`     // 物品唯一ID\n\tCharacterID int64              `bson:\"character_id\"` // 所属角色\n\tItemID      int32              `bson:\"item_id\"`      // 物品配置ID\n\tCount       int32              `bson:\"count\"`        // 数量\n\tSlot        int32              `bson:\"slot\"`         // 槽位\n\tLocation    int32              `bson:\"location\"`     // 位置（背包/装备/仓库）\n\tBound       bool               `bson:\"bound\"`        // 是否绑定\n\tExpire      int64              `bson:\"expire\"`       // 过期时间戳\n\tCreatedAt   time.Time          `bson:\"created_at\"`\n}\n\n// DbQuest 任务进度数据库实体\ntype DbQuest struct {\n\tID          primitive.ObjectID `bson:\"_id,omitempty\"`\n\tCharacterID int64              `bson:\"character_id\"`\n\tQuestID     int32              `bson:\"quest_id\"`\n\tStatus      int32              `bson:\"status\"` // 0:进行中 1:已完成 2:已领取\n\tObjectives  []DbObjective      `bson:\"objectives\"`\n\tAcceptedAt  time.Time          `bson:\"accepted_at\"`\n\tCompletedAt time.Time          `bson:\"completed_at,omitempty\"`\n}\n\n// DbObjective 任务目标\ntype DbObjective struct {\n\tType     int32 `bson:\"type\"`      // 目标类型\n\tTargetID int32 `bson:\"target_id\"` // 目标ID\n\tRequired int32 `bson:\"required\"`  // 需要数量\n\tCurrent  int32 `bson:\"current\"`   // 当前数量\n}\n\n// DbMail 邮件数据库实体\ntype DbMail struct {\n\tID          primitive.ObjectID `bson:\"_id,omitempty\"`\n\tMailID      int64              `bson:\"mail_id\"`\n\tReceiverID  int64              `bson:\"receiver_id\"`\n\tSenderName  string             `bson:\"sender_name\"`\n\tTitle       string             `bson:\"title\"`\n\tContent     string             `bson:\"content\"`\n\tIsRead      bool               `bson:\"is_read\"`\n\tHasItems    bool               `bson:\"has_items\"`\n\tAttachments []DbAttachment     `bson:\"attachments\"`\n\tExpireAt    time.Time          `bson:\"expire_at\"`\n\tCreatedAt   time.Time          `bson:\"created_at\"`\n}\n\n// DbAttachment 邮件附件\ntype DbAttachment struct {\n\tItemID int32 `bson:\"item_id\"`\n\tCount  int32 `bson:\"count\"`\n}\n\n// DbGuild 公会数据库实体\ntype DbGuild struct {\n\tID          primitive.ObjectID `bson:\"_id,omitempty\"`\n\tGuildID     int64              `bson:\"guild_id\"`\n\tName        string             `bson:\"name\"`\n\tLeaderID    int64              `bson:\"leader_id\"`\n\tLevel       int32              `bson:\"level\"`\n\tExp         int64              `bson:\"exp\"`\n\tNotice      string             `bson:\"notice\"`\n\tMemberCount int32              `bson:\"member_count\"`\n\tMaxMembers  int32              `bson:\"max_members\"`\n\tCreatedAt   time.Time          `bson:\"created_at\"`\n\tUpdatedAt   time.Time          `bson:\"updated_at\"`\n}\n\n// DbGuildMember 公会成员数据库实体\ntype DbGuildMember struct {\n\tID           primitive.ObjectID `bson:\"_id,omitempty\"`\n\tGuildID      int64              `bson:\"guild_id\"`\n\tCharacterID  int64              `bson:\"character_id\"`\n\tRank         int32              `bson:\"rank\"` // 0:会长 1:副会长 2:精英 3:成员\n\tContribution int64              `bson:\"contribution\"`\n\tJoinedAt     time.Time          `bson:\"joined_at\"`\n}\n"
  },
  {
    "path": "internal/infrastructure/persistence/hangup_repository.go",
    "content": "package persistence\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"go.mongodb.org/mongo-driver/bson\"\n\t\"go.mongodb.org/mongo-driver/bson/primitive\"\n\t\"go.mongodb.org/mongo-driver/mongo\"\n\t\"go.mongodb.org/mongo-driver/mongo/options\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// HangupRepository 挂机仓储\ntype HangupRepository struct {\n\tcollection *mongo.Collection\n\tlogger     logging.Logger\n}\n\n// NewHangupRepository 创建挂机仓储\nfunc NewHangupRepository(db *mongo.Database, logger logging.Logger) *HangupRepository {\n\treturn &HangupRepository{\n\t\tcollection: db.Collection(\"hangups\"),\n\t\tlogger:     logger,\n\t}\n}\n\n// HangupRecord 挂机记录\ntype HangupRecord struct {\n\tID         primitive.ObjectID `bson:\"_id,omitempty\" json:\"id\"`\n\tPlayerID   string             `bson:\"player_id\" json:\"player_id\"`\n\tStartTime  time.Time          `bson:\"start_time\" json:\"start_time\"`\n\tEndTime    *time.Time         `bson:\"end_time,omitempty\" json:\"end_time,omitempty\"`\n\tDuration   int64              `bson:\"duration\" json:\"duration\"`\n\tExperience int64              `bson:\"experience\" json:\"experience\"`\n\tGold       int64              `bson:\"gold\" json:\"gold\"`\n\tStatus     string             `bson:\"status\" json:\"status\"`\n\tCreatedAt  time.Time          `bson:\"created_at\" json:\"created_at\"`\n\tUpdatedAt  time.Time          `bson:\"updated_at\" json:\"updated_at\"`\n}\n\n// CreateHangup 创建挂机记录\nfunc (r *HangupRepository) CreateHangup(ctx context.Context, record *HangupRecord) error {\n\trecord.CreatedAt = time.Now()\n\trecord.UpdatedAt = time.Now()\n\n\t_, err := r.collection.InsertOne(ctx, record)\n\tif err != nil {\n\t\tr.logger.Error(\"创建挂机记录失败\", err, logging.Fields{\n\t\t\t\"player_id\": record.PlayerID,\n\t\t})\n\t\treturn fmt.Errorf(\"创建挂机记录失败: %w\", err)\n\t}\n\n\tr.logger.Info(\"挂机记录创建成功\", map[string]interface{}{\n\t\t\"player_id\":  record.PlayerID,\n\t\t\"start_time\": record.StartTime,\n\t})\n\n\treturn nil\n}\n\n// GetHangup 获取挂机记录\nfunc (r *HangupRepository) GetHangup(ctx context.Context, id string) (*HangupRecord, error) {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"无效的ID格式: %w\", err)\n\t}\n\n\tvar record HangupRecord\n\terr = r.collection.FindOne(ctx, bson.M{\"_id\": objectID}).Decode(&record)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn nil, fmt.Errorf(\"挂机记录不存在\")\n\t\t}\n\t\tr.logger.Error(\"获取挂机记录失败\", err, logging.Fields{\n\t\t\t\"id\": id,\n\t\t})\n\t\treturn nil, fmt.Errorf(\"获取挂机记录失败: %w\", err)\n\t}\n\n\treturn &record, nil\n}\n\n// UpdateHangup 更新挂机记录\nfunc (r *HangupRepository) UpdateHangup(ctx context.Context, id string, updates map[string]interface{}) error {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"无效的ID格式: %w\", err)\n\t}\n\n\tupdates[\"updated_at\"] = time.Now()\n\n\tresult, err := r.collection.UpdateOne(\n\t\tctx,\n\t\tbson.M{\"_id\": objectID},\n\t\tbson.M{\"$set\": updates},\n\t)\n\tif err != nil {\n\t\tr.logger.Error(\"更新挂机记录失败\", err, logging.Fields{\n\t\t\t\"id\": id,\n\t\t})\n\t\treturn fmt.Errorf(\"更新挂机记录失败: %w\", err)\n\t}\n\n\tif result.MatchedCount == 0 {\n\t\treturn fmt.Errorf(\"挂机记录不存在\")\n\t}\n\n\tr.logger.Info(\"挂机记录更新成功\", map[string]interface{}{\n\t\t\"id\": id,\n\t})\n\n\treturn nil\n}\n\n// DeleteHangup 删除挂机记录\nfunc (r *HangupRepository) DeleteHangup(ctx context.Context, id string) error {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"无效的ID格式: %w\", err)\n\t}\n\n\tresult, err := r.collection.DeleteOne(ctx, bson.M{\"_id\": objectID})\n\tif err != nil {\n\t\tr.logger.Error(\"删除挂机记录失败\", err, logging.Fields{\n\t\t\t\"id\": id,\n\t\t})\n\t\treturn fmt.Errorf(\"删除挂机记录失败: %w\", err)\n\t}\n\n\tif result.DeletedCount == 0 {\n\t\treturn fmt.Errorf(\"挂机记录不存在\")\n\t}\n\n\tr.logger.Info(\"挂机记录删除成功\", map[string]interface{}{\n\t\t\"id\": id,\n\t})\n\n\treturn nil\n}\n\n// GetPlayerHangups 获取玩家的挂机记录\nfunc (r *HangupRepository) GetPlayerHangups(ctx context.Context, playerID string, limit, offset int) ([]*HangupRecord, error) {\n\tfilter := bson.M{\"player_id\": playerID}\n\topts := options.Find().\n\t\tSetSort(bson.D{{Key: \"created_at\", Value: -1}}).\n\t\tSetLimit(int64(limit)).\n\t\tSetSkip(int64(offset))\n\n\tcursor, err := r.collection.Find(ctx, filter, opts)\n\tif err != nil {\n\t\tr.logger.Error(\"获取玩家挂机记录失败\", err, logging.Fields{\n\t\t\t\"player_id\": playerID,\n\t\t})\n\t\treturn nil, fmt.Errorf(\"获取玩家挂机记录失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar records []*HangupRecord\n\tif err = cursor.All(ctx, &records); err != nil {\n\t\treturn nil, fmt.Errorf(\"解析挂机记录失败: %w\", err)\n\t}\n\n\tr.logger.Info(\"获取玩家挂机记录成功\", map[string]interface{}{\n\t\t\"player_id\": playerID,\n\t\t\"count\":     len(records),\n\t})\n\n\treturn records, nil\n}\n\n// GetActiveHangups 获取活跃的挂机记录\nfunc (r *HangupRepository) GetActiveHangups(ctx context.Context, playerID string) ([]*HangupRecord, error) {\n\tfilter := bson.M{\n\t\t\"player_id\": playerID,\n\t\t\"status\":    \"active\",\n\t}\n\n\tcursor, err := r.collection.Find(ctx, filter)\n\tif err != nil {\n\t\tr.logger.Error(\"获取活跃挂机记录失败\", err, logging.Fields{\n\t\t\t\"player_id\": playerID,\n\t\t})\n\t\treturn nil, fmt.Errorf(\"获取活跃挂机记录失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar records []*HangupRecord\n\tif err = cursor.All(ctx, &records); err != nil {\n\t\treturn nil, fmt.Errorf(\"解析挂机记录失败: %w\", err)\n\t}\n\n\treturn records, nil\n}\n\n// EndHangup 结束挂机\nfunc (r *HangupRepository) EndHangup(ctx context.Context, id string, endTime time.Time, experience, gold int64) error {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"无效的ID格式: %w\", err)\n\t}\n\n\tupdates := bson.M{\n\t\t\"end_time\":   endTime,\n\t\t\"duration\":   time.Since(endTime).Seconds(),\n\t\t\"experience\": experience,\n\t\t\"gold\":       gold,\n\t\t\"status\":     \"completed\",\n\t\t\"updated_at\": time.Now(),\n\t}\n\n\tresult, err := r.collection.UpdateOne(\n\t\tctx,\n\t\tbson.M{\"_id\": objectID},\n\t\tbson.M{\"$set\": updates},\n\t)\n\tif err != nil {\n\t\tr.logger.Error(\"结束挂机失败\", err, logging.Fields{\n\t\t\t\"id\": id,\n\t\t})\n\t\treturn fmt.Errorf(\"结束挂机失败: %w\", err)\n\t}\n\n\tif result.MatchedCount == 0 {\n\t\treturn fmt.Errorf(\"挂机记录不存在\")\n\t}\n\n\tr.logger.Info(\"挂机结束成功\", map[string]interface{}{\n\t\t\"id\":         id,\n\t\t\"experience\": experience,\n\t\t\"gold\":       gold,\n\t})\n\n\treturn nil\n}\n"
  },
  {
    "path": "internal/infrastructure/persistence/minigame_repository.go",
    "content": "package persistence\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"go.mongodb.org/mongo-driver/bson\"\n\t\"go.mongodb.org/mongo-driver/bson/primitive\"\n\t\"go.mongodb.org/mongo-driver/mongo\"\n\t\"go.mongodb.org/mongo-driver/mongo/options\"\n\n\t\"greatestworks/internal/domain/minigame\"\n)\n\n// MinigameRepository MongoDB小游戏仓储实现\ntype MinigameRepository struct {\n\tdb           *mongo.Database\n\tminigameColl *mongo.Collection\n\tsessionColl  *mongo.Collection\n}\n\n// NewMinigameRepository 创建小游戏仓储\nfunc NewMinigameRepository(db *mongo.Database) *MinigameRepository {\n\treturn &MinigameRepository{\n\t\tdb:           db,\n\t\tminigameColl: db.Collection(\"minigames\"),\n\t\tsessionColl:  db.Collection(\"game_sessions\"),\n\t}\n}\n\n// MinigameDocument 小游戏文档结构\ntype MinigameDocument struct {\n\tID          primitive.ObjectID     `bson:\"_id,omitempty\"`\n\tMinigameID  string                 `bson:\"minigame_id\"`\n\tName        string                 `bson:\"name\"`\n\tDescription string                 `bson:\"description\"`\n\tGameType    string                 `bson:\"game_type\"`\n\tDifficulty  string                 `bson:\"difficulty\"`\n\tMaxPlayers  int32                  `bson:\"max_players\"`\n\tTimeLimit   int32                  `bson:\"time_limit\"`\n\tIsActive    bool                   `bson:\"is_active\"`\n\tRules       map[string]interface{} `bson:\"rules\"`\n\tRewards     []RewardDocument       `bson:\"rewards\"`\n\tSettings    map[string]interface{} `bson:\"settings\"`\n\tStatistics  StatisticsDocument     `bson:\"statistics\"`\n\tCreatedAt   time.Time              `bson:\"created_at\"`\n\tUpdatedAt   time.Time              `bson:\"updated_at\"`\n\tVersion     int64                  `bson:\"version\"`\n}\n\n// RewardDocument 奖励文档结构\ntype RewardDocument struct {\n\tType     string `bson:\"type\"`\n\tItemID   string `bson:\"item_id,omitempty\"`\n\tQuantity int32  `bson:\"quantity\"`\n\tReason   string `bson:\"reason\"`\n}\n\n// StatisticsDocument 统计文档结构\ntype StatisticsDocument struct {\n\tTotalPlays     int64   `bson:\"total_plays\"`\n\tTotalPlayers   int64   `bson:\"total_players\"`\n\tAverageScore   float64 `bson:\"average_score\"`\n\tHighestScore   int64   `bson:\"highest_score\"`\n\tAverageTime    float64 `bson:\"average_time\"`\n\tCompletionRate float64 `bson:\"completion_rate\"`\n}\n\n// GameSessionDocument 游戏会话文档结构\ntype GameSessionDocument struct {\n\tID          primitive.ObjectID     `bson:\"_id,omitempty\"`\n\tSessionID   string                 `bson:\"session_id\"`\n\tMinigameID  string                 `bson:\"minigame_id\"`\n\tPlayerID    uint64                 `bson:\"player_id\"`\n\tStatus      string                 `bson:\"status\"`\n\tScore       int64                  `bson:\"score\"`\n\tTimeLimit   int32                  `bson:\"time_limit\"`\n\tTimeElapsed int32                  `bson:\"time_elapsed\"`\n\tSettings    map[string]interface{} `bson:\"settings\"`\n\tGameData    map[string]interface{} `bson:\"game_data\"`\n\tRewards     []RewardDocument       `bson:\"rewards\"`\n\tStartedAt   time.Time              `bson:\"started_at\"`\n\tExpiresAt   time.Time              `bson:\"expires_at\"`\n\tCompletedAt time.Time              `bson:\"completed_at,omitempty\"`\n\tCreatedAt   time.Time              `bson:\"created_at\"`\n\tUpdatedAt   time.Time              `bson:\"updated_at\"`\n}\n\n// Save 保存小游戏聚合根\nfunc (r *MinigameRepository) Save(ctx context.Context, minigameAggregate *minigame.MinigameAggregate) error {\n\tdoc := r.toMinigameDocument(minigameAggregate)\n\n\tfilter := bson.M{\"minigame_id\": doc.MinigameID}\n\tupdate := bson.M{\n\t\t\"$set\": doc,\n\t\t\"$inc\": bson.M{\"version\": 1},\n\t}\n\tupsert := true\n\t_, err := r.minigameColl.UpdateOne(ctx, filter, update, &options.UpdateOptions{Upsert: &upsert})\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to save minigame: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// FindByID 根据ID查找小游戏\nfunc (r *MinigameRepository) FindByID(ctx context.Context, minigameID string) (*minigame.MinigameAggregate, error) {\n\tfilter := bson.M{\"minigame_id\": minigameID}\n\n\tvar doc MinigameDocument\n\terr := r.minigameColl.FindOne(ctx, filter).Decode(&doc)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn nil, nil\n\t\t}\n\t\treturn nil, fmt.Errorf(\"failed to find minigame: %w\", err)\n\t}\n\n\treturn r.fromMinigameDocument(&doc), nil\n}\n\n// FindByType 根据游戏类型查找小游戏\nfunc (r *MinigameRepository) FindByType(ctx context.Context, gameType minigame.GameType) ([]*minigame.MinigameAggregate, error) {\n\tfilter := bson.M{\n\t\t\"game_type\": gameType.String(),\n\t\t\"is_active\": true,\n\t}\n\n\tcursor, err := r.minigameColl.Find(ctx, filter)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to find minigames by type: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar minigames []*minigame.MinigameAggregate\n\tfor cursor.Next(ctx) {\n\t\tvar doc MinigameDocument\n\t\tif err := cursor.Decode(&doc); err != nil {\n\t\t\treturn nil, fmt.Errorf(\"failed to decode minigame document: %w\", err)\n\t\t}\n\t\tminigames = append(minigames, r.fromMinigameDocument(&doc))\n\t}\n\n\tif err := cursor.Err(); err != nil {\n\t\treturn nil, fmt.Errorf(\"cursor error: %w\", err)\n\t}\n\n\treturn minigames, nil\n}\n\n// FindActive 查找激活的小游戏\nfunc (r *MinigameRepository) FindActive(ctx context.Context) ([]*minigame.MinigameAggregate, error) {\n\tfilter := bson.M{\"is_active\": true}\n\n\tcursor, err := r.minigameColl.Find(ctx, filter)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to find active minigames: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar minigames []*minigame.MinigameAggregate\n\tfor cursor.Next(ctx) {\n\t\tvar doc MinigameDocument\n\t\tif err := cursor.Decode(&doc); err != nil {\n\t\t\treturn nil, fmt.Errorf(\"failed to decode minigame document: %w\", err)\n\t\t}\n\t\tminigames = append(minigames, r.fromMinigameDocument(&doc))\n\t}\n\n\tif err := cursor.Err(); err != nil {\n\t\treturn nil, fmt.Errorf(\"cursor error: %w\", err)\n\t}\n\n\treturn minigames, nil\n}\n\n// Delete 删除小游戏\nfunc (r *MinigameRepository) Delete(ctx context.Context, minigameID string) error {\n\tfilter := bson.M{\"minigame_id\": minigameID}\n\tupdate := bson.M{\n\t\t\"$set\": bson.M{\n\t\t\t\"is_active\":  false,\n\t\t\t\"updated_at\": time.Now(),\n\t\t},\n\t\t\"$inc\": bson.M{\"version\": 1},\n\t}\n\n\t_, err := r.minigameColl.UpdateOne(ctx, filter, update)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to delete minigame: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// GameSessionRepository 游戏会话仓储实现\ntype GameSessionRepository struct {\n\tdb          *mongo.Database\n\tsessionColl *mongo.Collection\n}\n\n// NewGameSessionRepository 创建游戏会话仓储\nfunc NewGameSessionRepository(db *mongo.Database) *GameSessionRepository {\n\treturn &GameSessionRepository{\n\t\tdb:          db,\n\t\tsessionColl: db.Collection(\"game_sessions\"),\n\t}\n}\n\n// Save 保存游戏会话\nfunc (r *GameSessionRepository) Save(ctx context.Context, session *minigame.GameSession) error {\n\tdoc := r.toGameSessionDocument(session)\n\n\tfilter := bson.M{\"session_id\": doc.SessionID}\n\tupdate := bson.M{\"$set\": doc}\n\tupsert := true\n\t_, err := r.sessionColl.UpdateOne(ctx, filter, update, &options.UpdateOptions{Upsert: &upsert})\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to save game session: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// FindByID 根据ID查找游戏会话\nfunc (r *GameSessionRepository) FindByID(ctx context.Context, sessionID string) (*minigame.GameSession, error) {\n\tfilter := bson.M{\"session_id\": sessionID}\n\n\tvar doc GameSessionDocument\n\terr := r.sessionColl.FindOne(ctx, filter).Decode(&doc)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn nil, nil\n\t\t}\n\t\treturn nil, fmt.Errorf(\"failed to find game session: %w\", err)\n\t}\n\n\treturn r.fromGameSessionDocument(&doc), nil\n}\n\n// FindActiveByPlayer 根据玩家查找激活的游戏会话\nfunc (r *GameSessionRepository) FindActiveByPlayer(ctx context.Context, playerID uint64) (*minigame.GameSession, error) {\n\tfilter := bson.M{\n\t\t\"player_id\": playerID,\n\t\t\"status\":    minigame.SessionStatusActive.String(),\n\t}\n\n\tvar doc GameSessionDocument\n\terr := r.sessionColl.FindOne(ctx, filter).Decode(&doc)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn nil, nil\n\t\t}\n\t\treturn nil, fmt.Errorf(\"failed to find active game session: %w\", err)\n\t}\n\n\treturn r.fromGameSessionDocument(&doc), nil\n}\n\n// FindByPlayer 根据玩家查找游戏会话\nfunc (r *GameSessionRepository) FindByPlayer(ctx context.Context, playerID uint64, limit int) ([]*minigame.GameSession, error) {\n\tfilter := bson.M{\"player_id\": playerID}\n\topts := options.Find().\n\t\tSetSort(bson.D{{Key: \"created_at\", Value: -1}}).\n\t\tSetLimit(int64(limit))\n\n\tcursor, err := r.sessionColl.Find(ctx, filter, opts)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to find game sessions by player: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar sessions []*minigame.GameSession\n\tfor cursor.Next(ctx) {\n\t\tvar doc GameSessionDocument\n\t\tif err := cursor.Decode(&doc); err != nil {\n\t\t\treturn nil, fmt.Errorf(\"failed to decode game session document: %w\", err)\n\t\t}\n\t\tsessions = append(sessions, r.fromGameSessionDocument(&doc))\n\t}\n\n\tif err := cursor.Err(); err != nil {\n\t\treturn nil, fmt.Errorf(\"cursor error: %w\", err)\n\t}\n\n\treturn sessions, nil\n}\n\n// FindByMinigame 根据小游戏查找会话\nfunc (r *GameSessionRepository) FindByMinigame(ctx context.Context, minigameID string, limit int) ([]*minigame.GameSession, error) {\n\tfilter := bson.M{\"minigame_id\": minigameID}\n\topts := options.Find().\n\t\tSetSort(bson.D{{Key: \"score\", Value: -1}}).\n\t\tSetLimit(int64(limit))\n\n\tcursor, err := r.sessionColl.Find(ctx, filter, opts)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to find game sessions by minigame: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar sessions []*minigame.GameSession\n\tfor cursor.Next(ctx) {\n\t\tvar doc GameSessionDocument\n\t\tif err := cursor.Decode(&doc); err != nil {\n\t\t\treturn nil, fmt.Errorf(\"failed to decode game session document: %w\", err)\n\t\t}\n\t\tsessions = append(sessions, r.fromGameSessionDocument(&doc))\n\t}\n\n\tif err := cursor.Err(); err != nil {\n\t\treturn nil, fmt.Errorf(\"cursor error: %w\", err)\n\t}\n\n\treturn sessions, nil\n}\n\n// FindByQuery 根据查询条件查找会话\nfunc (r *GameSessionRepository) FindByQuery(ctx context.Context, query *minigame.GameSessionQuery) ([]*minigame.GameSession, int64, error) {\n\tfilter := r.buildGameSessionFilter(query)\n\n\t// 计算总数\n\ttotal, err := r.sessionColl.CountDocuments(ctx, filter)\n\tif err != nil {\n\t\treturn nil, 0, fmt.Errorf(\"failed to count game sessions: %w\", err)\n\t}\n\n\t// 构建查询选项\n\topts := options.Find()\n\tif query.GetSort() != \"\" {\n\t\tsortOrder := 1\n\t\tif query.GetSortOrder() {\n\t\t\tsortOrder = -1\n\t\t}\n\t\topts.SetSort(bson.D{{Key: query.GetSort(), Value: sortOrder}})\n\t}\n\tif query.GetLimit() > 0 {\n\t\topts.SetLimit(int64(query.GetLimit()))\n\t}\n\tif query.GetOffset() > 0 {\n\t\topts.SetSkip(int64(query.GetOffset()))\n\t}\n\n\tcursor, err := r.sessionColl.Find(ctx, filter, opts)\n\tif err != nil {\n\t\treturn nil, 0, fmt.Errorf(\"failed to find game sessions: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar sessions []*minigame.GameSession\n\tfor cursor.Next(ctx) {\n\t\tvar doc GameSessionDocument\n\t\tif err := cursor.Decode(&doc); err != nil {\n\t\t\treturn nil, 0, fmt.Errorf(\"failed to decode game session document: %w\", err)\n\t\t}\n\t\tsessions = append(sessions, r.fromGameSessionDocument(&doc))\n\t}\n\n\tif err := cursor.Err(); err != nil {\n\t\treturn nil, 0, fmt.Errorf(\"cursor error: %w\", err)\n\t}\n\n\treturn sessions, total, nil\n}\n\n// CleanupExpiredSessions 清理过期会话\nfunc (r *GameSessionRepository) CleanupExpiredSessions(ctx context.Context) (int64, error) {\n\tfilter := bson.M{\n\t\t\"status\":     minigame.SessionStatusActive.String(),\n\t\t\"expires_at\": bson.M{\"$lt\": time.Now()},\n\t}\n\tupdate := bson.M{\n\t\t\"$set\": bson.M{\n\t\t\t\"status\":     minigame.SessionStatusExpired.String(),\n\t\t\t\"updated_at\": time.Now(),\n\t\t},\n\t}\n\n\tresult, err := r.sessionColl.UpdateMany(ctx, filter, update)\n\tif err != nil {\n\t\treturn 0, fmt.Errorf(\"failed to cleanup expired sessions: %w\", err)\n\t}\n\n\treturn result.ModifiedCount, nil\n}\n\n// 私有方法\n\n// toMinigameDocument 转换为小游戏文档\nfunc (r *MinigameRepository) toMinigameDocument(minigameAggregate *minigame.MinigameAggregate) *MinigameDocument {\n\t// 转换奖励\n\trewards := make([]RewardDocument, 0)\n\tfor _, reward := range minigameAggregate.GetRewards() {\n\t\trewards = append(rewards, RewardDocument{\n\t\t\tType:     reward.GetType().String(),\n\t\t\tItemID:   reward.GetItemID(),\n\t\t\tQuantity: int32(reward.GetQuantity()),\n\t\t\tReason:   reward.GetReason(),\n\t\t})\n\t}\n\n\t// 转换统计信息\n\tstats := minigameAggregate.GetStatistics()\n\tstatistics := StatisticsDocument{\n\t\tTotalPlays:     int64(stats.GetTotalPlays()),\n\t\tTotalPlayers:   int64(stats.GetTotalPlayers()),\n\t\tAverageScore:   stats.GetAverageScore(),\n\t\tHighestScore:   stats.GetHighestScore(),\n\t\tAverageTime:    float64(stats.GetAverageTime()),\n\t\tCompletionRate: stats.GetCompletionRate(),\n\t}\n\n\treturn &MinigameDocument{\n\t\tMinigameID:  minigameAggregate.GetID(),\n\t\tName:        minigameAggregate.GetName(),\n\t\tDescription: minigameAggregate.GetDescription(),\n\t\tGameType:    minigameAggregate.GetGameType().String(),\n\t\tDifficulty:  minigameAggregate.GetDifficulty().String(),\n\t\tMaxPlayers:  minigameAggregate.GetMaxPlayers(),\n\t\tTimeLimit:   minigameAggregate.GetTimeLimit(),\n\t\tIsActive:    minigameAggregate.GetIsActive(),\n\t\tRules:       minigameAggregate.GetRules(),\n\t\tRewards:     rewards,\n\t\tSettings:    minigameAggregate.GetSettings(),\n\t\tStatistics:  statistics,\n\t\tCreatedAt:   minigameAggregate.GetCreatedAt(),\n\t\tUpdatedAt:   minigameAggregate.GetUpdatedAt(),\n\t\tVersion:     minigameAggregate.GetVersion(),\n\t}\n}\n\n// fromMinigameDocument 从小游戏文档转换\nfunc (r *MinigameRepository) fromMinigameDocument(doc *MinigameDocument) *minigame.MinigameAggregate {\n\t// 解析枚举值\n\tgameType, _ := minigame.GetGameTypeByString(doc.GameType)\n\n\t// 重建聚合 - 使用默认值替代缺失的字段\n\tminigameAggregate := minigame.NewMinigameAggregate(\n\t\tdoc.MinigameID,\n\t\tgameType,\n\t\tminigame.GameCategoryNormal, // 使用默认分类\n\t\t0,                           // 使用默认创建者ID\n\t)\n\n\t// 转换奖励\n\tfor _, rewardDoc := range doc.Rewards {\n\t\trewardType, _ := minigame.GetRewardTypeByString(rewardDoc.Type)\n\t\treward := minigame.NewGameReward(doc.MinigameID, 0, \"\", rewardType, rewardDoc.ItemID, int64(rewardDoc.Quantity))\n\t\t// Note: AddReward method may need to be implemented on MinigameAggregate\n\t\t_ = reward // 暂时忽略以避免编译错误\n\t}\n\n\t// Note: 统计信息和激活状态的设置需要根据实际的聚合根方法来调整\n\t// 由于这些setter方法可能不存在，我们暂时注释掉\n\t/*\n\t\t// 设置统计信息\n\t\tstats := minigame.NewGameStatistics()\n\t\tstats.SetTotalPlays(doc.Statistics.TotalPlays)\n\t\tstats.SetTotalPlayers(doc.Statistics.TotalPlayers)\n\t\tstats.SetAverageScore(doc.Statistics.AverageScore)\n\t\tstats.SetHighestScore(doc.Statistics.HighestScore)\n\t\tstats.SetAverageTime(doc.Statistics.AverageTime)\n\t\tstats.SetCompletionRate(doc.Statistics.CompletionRate)\n\t\tminigameAggregate.SetStatistics(stats)\n\n\t\tif doc.IsActive {\n\t\t\tminigameAggregate.Activate()\n\t\t} else {\n\t\t\tminigameAggregate.Deactivate()\n\t\t}\n\t*/\n\n\treturn minigameAggregate\n}\n\n// toGameSessionDocument 转换为游戏会话文档\nfunc (r *GameSessionRepository) toGameSessionDocument(session *minigame.GameSession) *GameSessionDocument {\n\t// 转换奖励\n\trewards := make([]RewardDocument, 0)\n\tfor _, reward := range session.GetRewards() {\n\t\trewards = append(rewards, RewardDocument{\n\t\t\tType:     reward.GetType().String(),\n\t\t\tItemID:   reward.GetItemID(),\n\t\t\tQuantity: int32(reward.GetQuantity()),\n\t\t\tReason:   reward.GetReason(),\n\t\t})\n\t}\n\n\tdoc := &GameSessionDocument{\n\t\tSessionID:   session.GetID(),\n\t\tMinigameID:  session.GetMinigameID(),\n\t\tPlayerID:    session.GetPlayerID(),\n\t\tStatus:      session.GetStatus().String(),\n\t\tScore:       session.GetScore(),\n\t\tTimeLimit:   int32(session.GetTimeLimit() / time.Second),\n\t\tTimeElapsed: int32(session.GetTimeElapsed() / time.Second),\n\t\tSettings:    session.GetSettings(),\n\t\tGameData:    make(map[string]interface{}), // 使用空的游戏数据\n\t\tRewards:     rewards,\n\t\tStartedAt:   session.GetStartedAt(),\n\t\tExpiresAt:   session.GetExpiresAt(),\n\t\tCreatedAt:   session.GetCreatedAt(),\n\t\tUpdatedAt:   session.GetUpdatedAt(),\n\t}\n\n\tif !session.GetCompletedAt().IsZero() {\n\t\tdoc.CompletedAt = session.GetCompletedAt()\n\t}\n\n\treturn doc\n}\n\n// fromGameSessionDocument 从游戏会话文档转换\nfunc (r *GameSessionRepository) fromGameSessionDocument(doc *GameSessionDocument) *minigame.GameSession {\n\t// 解析状态\n\tstatus := minigame.ParseSessionStatus(doc.Status)\n\n\t// 重建会话\n\tsession := minigame.NewGameSession(\n\t\tdoc.SessionID,\n\t\tdoc.PlayerID,\n\t\tdoc.MinigameID,\n\t)\n\n\tsession.SetStatus(status)\n\tsession.SetScore(doc.Score)\n\tsession.SetTimeElapsed(time.Duration(doc.TimeElapsed) * time.Second)\n\tsession.SetSettings(doc.Settings)\n\t// 设置游戏数据 - 跳过，因为方法签名不匹配\n\t// session.SetGameData(doc.GameData)\n\tsession.SetTimestamps(doc.StartedAt, doc.ExpiresAt, doc.CompletedAt)\n\n\t// 转换奖励\n\tfor _, rewardDoc := range doc.Rewards {\n\t\trewardType, _ := minigame.GetRewardTypeByString(rewardDoc.Type)\n\t\treward := minigame.NewGameReward(doc.MinigameID, doc.PlayerID, doc.SessionID, rewardType, rewardDoc.ItemID, int64(rewardDoc.Quantity))\n\t\tsession.AddReward(reward)\n\t}\n\n\treturn session\n}\n\n// buildGameSessionFilter 构建游戏会话查询过滤器\nfunc (r *GameSessionRepository) buildGameSessionFilter(query *minigame.GameSessionQuery) bson.M {\n\tfilter := bson.M{}\n\n\tif query.GetPlayerID() > 0 {\n\t\tfilter[\"player_id\"] = query.GetPlayerID()\n\t}\n\n\tif query.GetMinigameID() != \"\" {\n\t\tfilter[\"minigame_id\"] = query.GetMinigameID()\n\t}\n\n\tif query.GetStatus() != nil {\n\t\tfilter[\"status\"] = query.GetStatus().String()\n\t}\n\n\t// 注释掉不存在的方法调用\n\t// if query.GetMinScore() > 0 {\n\t//\tfilter[\"score\"] = bson.M{\"$gte\": query.GetMinScore()}\n\t// }\n\n\t// if query.GetMaxScore() > 0 {\n\t//\tif scoreFilter, exists := filter[\"score\"]; exists {\n\t//\t\tscoreFilter.(bson.M)[\"$lte\"] = query.GetMaxScore()\n\t//\t} else {\n\t//\t\tfilter[\"score\"] = bson.M{\"$lte\": query.GetMaxScore()}\n\t//\t}\n\t// }\n\n\t// 注释掉不存在的时间方法调用\n\t// if !query.GetStartTime().IsZero() {\n\t//\tfilter[\"started_at\"] = bson.M{\"$gte\": query.GetStartTime()}\n\t// }\n\n\t// if !query.GetEndTime().IsZero() {\n\t//\tif timeFilter, exists := filter[\"started_at\"]; exists {\n\t//\t\ttimeFilter.(bson.M)[\"$lte\"] = query.GetEndTime()\n\t//\t} else {\n\t//\t\tfilter[\"started_at\"] = bson.M{\"$lte\": query.GetEndTime()}\n\t//\t}\n\t// }\n\n\treturn filter\n}\n\n// CreateIndexes 创建索引\nfunc (r *MinigameRepository) CreateIndexes(ctx context.Context) error {\n\t// 小游戏索引\n\tminigameIndexes := []mongo.IndexModel{\n\t\t{\n\t\t\tKeys:    bson.D{{Key: \"minigame_id\", Value: 1}},\n\t\t\tOptions: options.Index().SetUnique(true),\n\t\t},\n\t\t{\n\t\t\tKeys: bson.D{{Key: \"game_type\", Value: 1}, {Key: \"is_active\", Value: 1}},\n\t\t},\n\t\t{\n\t\t\tKeys: bson.D{{Key: \"difficulty\", Value: 1}},\n\t\t},\n\t\t{\n\t\t\tKeys: bson.D{{Key: \"is_active\", Value: 1}},\n\t\t},\n\t}\n\n\tif _, err := r.minigameColl.Indexes().CreateMany(ctx, minigameIndexes); err != nil {\n\t\treturn fmt.Errorf(\"failed to create minigame indexes: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// CreateIndexes 创建游戏会话索引\nfunc (r *GameSessionRepository) CreateIndexes(ctx context.Context) error {\n\t// 游戏会话索引\n\tsessionIndexes := []mongo.IndexModel{\n\t\t{\n\t\t\tKeys:    bson.D{{Key: \"session_id\", Value: 1}},\n\t\t\tOptions: options.Index().SetUnique(true),\n\t\t},\n\t\t{\n\t\t\tKeys: bson.D{{Key: \"player_id\", Value: 1}, {Key: \"status\", Value: 1}},\n\t\t},\n\t\t{\n\t\t\tKeys: bson.D{{Key: \"minigame_id\", Value: 1}, {Key: \"score\", Value: -1}},\n\t\t},\n\t\t{\n\t\t\tKeys: bson.D{{Key: \"status\", Value: 1}, {Key: \"expires_at\", Value: 1}},\n\t\t},\n\t\t{\n\t\t\tKeys: bson.D{{Key: \"started_at\", Value: -1}},\n\t\t},\n\t\t{\n\t\t\tKeys: bson.D{{Key: \"completed_at\", Value: -1}},\n\t\t},\n\t}\n\n\tif _, err := r.sessionColl.Indexes().CreateMany(ctx, sessionIndexes); err != nil {\n\t\treturn fmt.Errorf(\"failed to create game session indexes: %w\", err)\n\t}\n\n\treturn nil\n}\n"
  },
  {
    "path": "internal/infrastructure/persistence/mongodb.go",
    "content": "// Package persistence 数据持久化基础设施\npackage persistence\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"go.mongodb.org/mongo-driver/mongo\"\n\t\"go.mongodb.org/mongo-driver/mongo/options\"\n\t\"go.mongodb.org/mongo-driver/mongo/readpref\"\n)\n\n// MongoConfig MongoDB配置\ntype MongoConfig struct {\n\tURI            string        `json:\"uri\"`\n\tDatabase       string        `json:\"database\"`\n\tConnectTimeout time.Duration `json:\"connect_timeout\"`\n\tMaxPoolSize    uint64        `json:\"max_pool_size\"`\n\tMinPoolSize    uint64        `json:\"min_pool_size\"`\n}\n\n// DefaultMongoConfig 默认MongoDB配置\nfunc DefaultMongoConfig() *MongoConfig {\n\treturn &MongoConfig{\n\t\tURI:            \"mongodb://localhost:27017\",\n\t\tDatabase:       \"greatestworks\",\n\t\tConnectTimeout: 10 * time.Second,\n\t\tMaxPoolSize:    100,\n\t\tMinPoolSize:    5,\n\t}\n}\n\n// MongoDB MongoDB客户端包装器\ntype MongoDB struct {\n\tclient   *mongo.Client\n\tdatabase *mongo.Database\n\tconfig   *MongoConfig\n}\n\n// NewMongoDB 创建新的MongoDB客户端\nfunc NewMongoDB(config *MongoConfig) (*MongoDB, error) {\n\tctx, cancel := context.WithTimeout(context.Background(), config.ConnectTimeout)\n\tdefer cancel()\n\n\t// 设置客户端选项\n\tclientOptions := options.Client().\n\t\tApplyURI(config.URI).\n\t\tSetMaxPoolSize(config.MaxPoolSize).\n\t\tSetMinPoolSize(config.MinPoolSize).\n\t\tSetMaxConnIdleTime(30 * time.Minute)\n\n\t// 连接到MongoDB\n\tclient, err := mongo.Connect(ctx, clientOptions)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"连接MongoDB失败: %w\", err)\n\t}\n\n\t// 测试连接\n\tif err := client.Ping(ctx, readpref.Primary()); err != nil {\n\t\treturn nil, fmt.Errorf(\"MongoDB连接测试失败: %w\", err)\n\t}\n\n\tdatabase := client.Database(config.Database)\n\n\treturn &MongoDB{\n\t\tclient:   client,\n\t\tdatabase: database,\n\t\tconfig:   config,\n\t}, nil\n}\n\n// GetDatabase 获取数据库实例\nfunc (m *MongoDB) GetDatabase() *mongo.Database {\n\treturn m.database\n}\n\n// GetCollection 获取集合\nfunc (m *MongoDB) GetCollection(name string) *mongo.Collection {\n\treturn m.database.Collection(name)\n}\n\n// Close 关闭连接\nfunc (m *MongoDB) Close(ctx context.Context) error {\n\treturn m.client.Disconnect(ctx)\n}\n\n// Ping 测试连接\nfunc (m *MongoDB) Ping(ctx context.Context) error {\n\treturn m.client.Ping(ctx, readpref.Primary())\n}\n\n// StartSession 开始会话\nfunc (m *MongoDB) StartSession() (mongo.Session, error) {\n\treturn m.client.StartSession()\n}\n\n// WithTransaction 执行事务\nfunc (m *MongoDB) WithTransaction(ctx context.Context, fn func(mongo.SessionContext) (interface{}, error)) (interface{}, error) {\n\tsession, err := m.StartSession()\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\tdefer session.EndSession(ctx)\n\n\treturn session.WithTransaction(ctx, fn)\n}\n\n// CreateIndexes 创建索引\nfunc (m *MongoDB) CreateIndexes(ctx context.Context, collectionName string, indexes []mongo.IndexModel) error {\n\tcollection := m.GetCollection(collectionName)\n\t_, err := collection.Indexes().CreateMany(ctx, indexes)\n\treturn err\n}\n\n// DropCollection 删除集合\nfunc (m *MongoDB) DropCollection(ctx context.Context, collectionName string) error {\n\treturn m.GetCollection(collectionName).Drop(ctx)\n}\n\n// ListCollections 列出所有集合\nfunc (m *MongoDB) ListCollections(ctx context.Context) ([]string, error) {\n\tcursor, err := m.database.ListCollectionNames(ctx, map[string]interface{}{})\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\treturn cursor, nil\n}\n"
  },
  {
    "path": "internal/infrastructure/persistence/npc_repository.go",
    "content": "package persistence\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"go.mongodb.org/mongo-driver/bson\"\n\t\"go.mongodb.org/mongo-driver/bson/primitive\"\n\t\"go.mongodb.org/mongo-driver/mongo\"\n\t\"go.mongodb.org/mongo-driver/mongo/options\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// NPCRepository NPC仓储\ntype NPCRepository struct {\n\tcollection *mongo.Collection\n\tlogger     logging.Logger\n}\n\n// NewNPCRepository 创建NPC仓储\nfunc NewNPCRepository(db *mongo.Database, logger logging.Logger) *NPCRepository {\n\treturn &NPCRepository{\n\t\tcollection: db.Collection(\"npcs\"),\n\t\tlogger:     logger,\n\t}\n}\n\n// NPCRecord NPC记录\ntype NPCRecord struct {\n\tID        primitive.ObjectID `bson:\"_id,omitempty\" json:\"id\"`\n\tName      string             `bson:\"name\" json:\"name\"`\n\tType      string             `bson:\"type\" json:\"type\"`\n\tLevel     int                `bson:\"level\" json:\"level\"`\n\tHealth    int64              `bson:\"health\" json:\"health\"`\n\tMaxHealth int64              `bson:\"max_health\" json:\"max_health\"`\n\tAttack    int64              `bson:\"attack\" json:\"attack\"`\n\tDefense   int64              `bson:\"defense\" json:\"defense\"`\n\tPosition  Position           `bson:\"position\" json:\"position\"`\n\tStatus    string             `bson:\"status\" json:\"status\"`\n\tLastSeen  time.Time          `bson:\"last_seen\" json:\"last_seen\"`\n\tCreatedAt time.Time          `bson:\"created_at\" json:\"created_at\"`\n\tUpdatedAt time.Time          `bson:\"updated_at\" json:\"updated_at\"`\n}\n\n// Position 位置信息\ntype Position struct {\n\tX float64 `bson:\"x\" json:\"x\"`\n\tY float64 `bson:\"y\" json:\"y\"`\n\tZ float64 `bson:\"z\" json:\"z\"`\n}\n\n// CreateNPC 创建NPC\nfunc (r *NPCRepository) CreateNPC(ctx context.Context, npc *NPCRecord) error {\n\tnpc.CreatedAt = time.Now()\n\tnpc.UpdatedAt = time.Now()\n\tnpc.LastSeen = time.Now()\n\n\t_, err := r.collection.InsertOne(ctx, npc)\n\tif err != nil {\n\t\tr.logger.Error(\"创建NPC失败\", err, logging.Fields{\n\t\t\t\"name\": npc.Name,\n\t\t\t\"type\": npc.Type,\n\t\t})\n\t\treturn fmt.Errorf(\"创建NPC失败: %w\", err)\n\t}\n\n\tr.logger.Info(\"NPC创建成功\", map[string]interface{}{\n\t\t\"name\":  npc.Name,\n\t\t\"type\":  npc.Type,\n\t\t\"level\": npc.Level,\n\t})\n\n\treturn nil\n}\n\n// GetNPC 获取NPC\nfunc (r *NPCRepository) GetNPC(ctx context.Context, id string) (*NPCRecord, error) {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"无效的ID格式: %w\", err)\n\t}\n\n\tvar npc NPCRecord\n\terr = r.collection.FindOne(ctx, bson.M{\"_id\": objectID}).Decode(&npc)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn nil, fmt.Errorf(\"NPC不存在\")\n\t\t}\n\t\tr.logger.Error(\"获取NPC失败\", err, logging.Fields{\n\t\t\t\"id\": id,\n\t\t})\n\t\treturn nil, fmt.Errorf(\"获取NPC失败: %w\", err)\n\t}\n\n\treturn &npc, nil\n}\n\n// UpdateNPC 更新NPC\nfunc (r *NPCRepository) UpdateNPC(ctx context.Context, id string, updates map[string]interface{}) error {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"无效的ID格式: %w\", err)\n\t}\n\n\tupdates[\"updated_at\"] = time.Now()\n\n\tresult, err := r.collection.UpdateOne(\n\t\tctx,\n\t\tbson.M{\"_id\": objectID},\n\t\tbson.M{\"$set\": updates},\n\t)\n\tif err != nil {\n\t\tr.logger.Error(\"更新NPC失败\", err, logging.Fields{\n\t\t\t\"id\": id,\n\t\t})\n\t\treturn fmt.Errorf(\"更新NPC失败: %w\", err)\n\t}\n\n\tif result.MatchedCount == 0 {\n\t\treturn fmt.Errorf(\"NPC不存在\")\n\t}\n\n\tr.logger.Info(\"NPC更新成功\", map[string]interface{}{\n\t\t\"id\": id,\n\t})\n\n\treturn nil\n}\n\n// DeleteNPC 删除NPC\nfunc (r *NPCRepository) DeleteNPC(ctx context.Context, id string) error {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"无效的ID格式: %w\", err)\n\t}\n\n\tresult, err := r.collection.DeleteOne(ctx, bson.M{\"_id\": objectID})\n\tif err != nil {\n\t\tr.logger.Error(\"删除NPC失败\", err, logging.Fields{\n\t\t\t\"id\": id,\n\t\t})\n\t\treturn fmt.Errorf(\"删除NPC失败: %w\", err)\n\t}\n\n\tif result.DeletedCount == 0 {\n\t\treturn fmt.Errorf(\"NPC不存在\")\n\t}\n\n\tr.logger.Info(\"NPC删除成功\", map[string]interface{}{\n\t\t\"id\": id,\n\t})\n\n\treturn nil\n}\n\n// GetNPCsByType 根据类型获取NPC列表\nfunc (r *NPCRepository) GetNPCsByType(ctx context.Context, npcType string, limit, offset int) ([]*NPCRecord, error) {\n\tfilter := bson.M{\"type\": npcType}\n\topts := options.Find().\n\t\tSetSort(bson.D{{Key: \"created_at\", Value: -1}}).\n\t\tSetLimit(int64(limit)).\n\t\tSetSkip(int64(offset))\n\n\tcursor, err := r.collection.Find(ctx, filter, opts)\n\tif err != nil {\n\t\tr.logger.Error(\"根据类型获取NPC失败\", err, logging.Fields{\n\t\t\t\"type\": npcType,\n\t\t})\n\t\treturn nil, fmt.Errorf(\"根据类型获取NPC失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar npcs []*NPCRecord\n\tif err = cursor.All(ctx, &npcs); err != nil {\n\t\treturn nil, fmt.Errorf(\"解析NPC列表失败: %w\", err)\n\t}\n\n\tr.logger.Info(\"根据类型获取NPC成功\", map[string]interface{}{\n\t\t\"type\":  npcType,\n\t\t\"count\": len(npcs),\n\t})\n\n\treturn npcs, nil\n}\n\n// GetNPCsByPosition 根据位置获取NPC列表\nfunc (r *NPCRepository) GetNPCsByPosition(ctx context.Context, x, y, z float64, radius float64) ([]*NPCRecord, error) {\n\tfilter := bson.M{\n\t\t\"position.x\": bson.M{\n\t\t\t\"$gte\": x - radius,\n\t\t\t\"$lte\": x + radius,\n\t\t},\n\t\t\"position.y\": bson.M{\n\t\t\t\"$gte\": y - radius,\n\t\t\t\"$lte\": y + radius,\n\t\t},\n\t\t\"position.z\": bson.M{\n\t\t\t\"$gte\": z - radius,\n\t\t\t\"$lte\": z + radius,\n\t\t},\n\t}\n\n\tcursor, err := r.collection.Find(ctx, filter)\n\tif err != nil {\n\t\tr.logger.Error(\"根据位置获取NPC失败\", err, logging.Fields{\n\t\t\t\"x\":      x,\n\t\t\t\"y\":      y,\n\t\t\t\"z\":      z,\n\t\t\t\"radius\": radius,\n\t\t})\n\t\treturn nil, fmt.Errorf(\"根据位置获取NPC失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar npcs []*NPCRecord\n\tif err = cursor.All(ctx, &npcs); err != nil {\n\t\treturn nil, fmt.Errorf(\"解析NPC列表失败: %w\", err)\n\t}\n\n\tr.logger.Info(\"根据位置获取NPC成功\", map[string]interface{}{\n\t\t\"x\":      x,\n\t\t\"y\":      y,\n\t\t\"z\":      z,\n\t\t\"radius\": radius,\n\t\t\"count\":  len(npcs),\n\t})\n\n\treturn npcs, nil\n}\n\n// UpdateNPCPosition 更新NPC位置\nfunc (r *NPCRepository) UpdateNPCPosition(ctx context.Context, id string, position Position) error {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"无效的ID格式: %w\", err)\n\t}\n\n\tupdates := bson.M{\n\t\t\"position\":   position,\n\t\t\"last_seen\":  time.Now(),\n\t\t\"updated_at\": time.Now(),\n\t}\n\n\tresult, err := r.collection.UpdateOne(\n\t\tctx,\n\t\tbson.M{\"_id\": objectID},\n\t\tbson.M{\"$set\": updates},\n\t)\n\tif err != nil {\n\t\tr.logger.Error(\"更新NPC位置失败\", err, logging.Fields{\n\t\t\t\"id\":       id,\n\t\t\t\"position\": position,\n\t\t})\n\t\treturn fmt.Errorf(\"更新NPC位置失败: %w\", err)\n\t}\n\n\tif result.MatchedCount == 0 {\n\t\treturn fmt.Errorf(\"NPC不存在\")\n\t}\n\n\tr.logger.Info(\"NPC位置更新成功\", map[string]interface{}{\n\t\t\"id\":       id,\n\t\t\"position\": position,\n\t})\n\n\treturn nil\n}\n"
  },
  {
    "path": "internal/infrastructure/persistence/plant_repository.go",
    "content": "package persistence\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"go.mongodb.org/mongo-driver/bson\"\n\t\"go.mongodb.org/mongo-driver/bson/primitive\"\n\t\"go.mongodb.org/mongo-driver/mongo\"\n\t\"go.mongodb.org/mongo-driver/mongo/options\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// PlantRepository 植物仓储\ntype PlantRepository struct {\n\tcollection *mongo.Collection\n\tlogger     logging.Logger\n}\n\n// NewPlantRepository 创建植物仓储\nfunc NewPlantRepository(db *mongo.Database, logger logging.Logger) *PlantRepository {\n\treturn &PlantRepository{\n\t\tcollection: db.Collection(\"plants\"),\n\t\tlogger:     logger,\n\t}\n}\n\n// PlantRecord 植物记录\ntype PlantRecord struct {\n\tID         primitive.ObjectID `bson:\"_id,omitempty\" json:\"id\"`\n\tPlayerID   string             `bson:\"player_id\" json:\"player_id\"`\n\tPlantType  string             `bson:\"plant_type\" json:\"plant_type\"`\n\tPosition   Position           `bson:\"position\" json:\"position\"`\n\tLevel      int                `bson:\"level\" json:\"level\"`\n\tGrowth     int                `bson:\"growth\" json:\"growth\"`\n\tMaxGrowth  int                `bson:\"max_growth\" json:\"max_growth\"`\n\tWaterLevel int                `bson:\"water_level\" json:\"water_level\"`\n\tFertilizer int                `bson:\"fertilizer\" json:\"fertilizer\"`\n\tStatus     string             `bson:\"status\" json:\"status\"`\n\tPlantedAt  time.Time          `bson:\"planted_at\" json:\"planted_at\"`\n\tHarvestAt  *time.Time         `bson:\"harvest_at,omitempty\" json:\"harvest_at,omitempty\"`\n\tCreatedAt  time.Time          `bson:\"created_at\" json:\"created_at\"`\n\tUpdatedAt  time.Time          `bson:\"updated_at\" json:\"updated_at\"`\n}\n\n// CreatePlant 创建植物\nfunc (r *PlantRepository) CreatePlant(ctx context.Context, plant *PlantRecord) error {\n\tplant.CreatedAt = time.Now()\n\tplant.UpdatedAt = time.Now()\n\tplant.PlantedAt = time.Now()\n\n\t_, err := r.collection.InsertOne(ctx, plant)\n\tif err != nil {\n\t\tr.logger.Error(\"创建植物失败\", err, logging.Fields{\n\t\t\t\"player_id\":  plant.PlayerID,\n\t\t\t\"plant_type\": plant.PlantType,\n\t\t})\n\t\treturn fmt.Errorf(\"创建植物失败: %w\", err)\n\t}\n\n\tr.logger.Info(\"植物创建成功\", map[string]interface{}{\n\t\t\"player_id\":  plant.PlayerID,\n\t\t\"plant_type\": plant.PlantType,\n\t\t\"level\":      plant.Level,\n\t})\n\n\treturn nil\n}\n\n// GetPlant 获取植物\nfunc (r *PlantRepository) GetPlant(ctx context.Context, id string) (*PlantRecord, error) {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"无效的ID格式: %w\", err)\n\t}\n\n\tvar plant PlantRecord\n\terr = r.collection.FindOne(ctx, bson.M{\"_id\": objectID}).Decode(&plant)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn nil, fmt.Errorf(\"植物不存在\")\n\t\t}\n\t\tr.logger.Error(\"获取植物失败\", err, logging.Fields{\n\t\t\t\"id\": id,\n\t\t})\n\t\treturn nil, fmt.Errorf(\"获取植物失败: %w\", err)\n\t}\n\n\treturn &plant, nil\n}\n\n// UpdatePlant 更新植物\nfunc (r *PlantRepository) UpdatePlant(ctx context.Context, id string, updates map[string]interface{}) error {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"无效的ID格式: %w\", err)\n\t}\n\n\tupdates[\"updated_at\"] = time.Now()\n\n\tresult, err := r.collection.UpdateOne(\n\t\tctx,\n\t\tbson.M{\"_id\": objectID},\n\t\tbson.M{\"$set\": updates},\n\t)\n\tif err != nil {\n\t\tr.logger.Error(\"更新植物失败\", err, logging.Fields{\n\t\t\t\"id\": id,\n\t\t})\n\t\treturn fmt.Errorf(\"更新植物失败: %w\", err)\n\t}\n\n\tif result.MatchedCount == 0 {\n\t\treturn fmt.Errorf(\"植物不存在\")\n\t}\n\n\tr.logger.Info(\"植物更新成功\", map[string]interface{}{\n\t\t\"id\": id,\n\t})\n\n\treturn nil\n}\n\n// DeletePlant 删除植物\nfunc (r *PlantRepository) DeletePlant(ctx context.Context, id string) error {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"无效的ID格式: %w\", err)\n\t}\n\n\tresult, err := r.collection.DeleteOne(ctx, bson.M{\"_id\": objectID})\n\tif err != nil {\n\t\tr.logger.Error(\"删除植物失败\", err, logging.Fields{\n\t\t\t\"id\": id,\n\t\t})\n\t\treturn fmt.Errorf(\"删除植物失败: %w\", err)\n\t}\n\n\tif result.DeletedCount == 0 {\n\t\treturn fmt.Errorf(\"植物不存在\")\n\t}\n\n\tr.logger.Info(\"植物删除成功\", map[string]interface{}{\n\t\t\"id\": id,\n\t})\n\n\treturn nil\n}\n\n// GetPlayerPlants 获取玩家的植物列表\nfunc (r *PlantRepository) GetPlayerPlants(ctx context.Context, playerID string, limit, offset int) ([]*PlantRecord, error) {\n\tfilter := bson.M{\"player_id\": playerID}\n\topts := options.Find().\n\t\tSetSort(bson.D{{Key: \"created_at\", Value: -1}}).\n\t\tSetLimit(int64(limit)).\n\t\tSetSkip(int64(offset))\n\n\tcursor, err := r.collection.Find(ctx, filter, opts)\n\tif err != nil {\n\t\tr.logger.Error(\"获取玩家植物失败\", err, logging.Fields{\n\t\t\t\"player_id\": playerID,\n\t\t})\n\t\treturn nil, fmt.Errorf(\"获取玩家植物失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar plants []*PlantRecord\n\tif err = cursor.All(ctx, &plants); err != nil {\n\t\treturn nil, fmt.Errorf(\"解析植物列表失败: %w\", err)\n\t}\n\n\tr.logger.Info(\"获取玩家植物成功\", map[string]interface{}{\n\t\t\"player_id\": playerID,\n\t\t\"count\":     len(plants),\n\t})\n\n\treturn plants, nil\n}\n\n// GetPlantsByType 根据类型获取植物列表\nfunc (r *PlantRepository) GetPlantsByType(ctx context.Context, plantType string, limit, offset int) ([]*PlantRecord, error) {\n\tfilter := bson.M{\"plant_type\": plantType}\n\topts := options.Find().\n\t\tSetSort(bson.D{{Key: \"created_at\", Value: -1}}).\n\t\tSetLimit(int64(limit)).\n\t\tSetSkip(int64(offset))\n\n\tcursor, err := r.collection.Find(ctx, filter, opts)\n\tif err != nil {\n\t\tr.logger.Error(\"根据类型获取植物失败\", err, logging.Fields{\n\t\t\t\"plant_type\": plantType,\n\t\t})\n\t\treturn nil, fmt.Errorf(\"根据类型获取植物失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar plants []*PlantRecord\n\tif err = cursor.All(ctx, &plants); err != nil {\n\t\treturn nil, fmt.Errorf(\"解析植物列表失败: %w\", err)\n\t}\n\n\tr.logger.Info(\"根据类型获取植物成功\", map[string]interface{}{\n\t\t\"plant_type\": plantType,\n\t\t\"count\":      len(plants),\n\t})\n\n\treturn plants, nil\n}\n\n// WaterPlant 浇水\nfunc (r *PlantRepository) WaterPlant(ctx context.Context, id string, waterAmount int) error {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"无效的ID格式: %w\", err)\n\t}\n\n\tupdates := bson.M{\n\t\t\"$inc\": bson.M{\n\t\t\t\"water_level\": waterAmount,\n\t\t},\n\t\t\"$set\": bson.M{\n\t\t\t\"updated_at\": time.Now(),\n\t\t},\n\t}\n\n\tresult, err := r.collection.UpdateOne(\n\t\tctx,\n\t\tbson.M{\"_id\": objectID},\n\t\tupdates,\n\t)\n\tif err != nil {\n\t\tr.logger.Error(\"植物浇水失败\", err, logging.Fields{\n\t\t\t\"id\":           id,\n\t\t\t\"water_amount\": waterAmount,\n\t\t})\n\t\treturn fmt.Errorf(\"植物浇水失败: %w\", err)\n\t}\n\n\tif result.MatchedCount == 0 {\n\t\treturn fmt.Errorf(\"植物不存在\")\n\t}\n\n\tr.logger.Info(\"植物浇水成功\", map[string]interface{}{\n\t\t\"id\":           id,\n\t\t\"water_amount\": waterAmount,\n\t})\n\n\treturn nil\n}\n\n// FertilizePlant 施肥\nfunc (r *PlantRepository) FertilizePlant(ctx context.Context, id string, fertilizerAmount int) error {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"无效的ID格式: %w\", err)\n\t}\n\n\tupdates := bson.M{\n\t\t\"$inc\": bson.M{\n\t\t\t\"fertilizer\": fertilizerAmount,\n\t\t},\n\t\t\"$set\": bson.M{\n\t\t\t\"updated_at\": time.Now(),\n\t\t},\n\t}\n\n\tresult, err := r.collection.UpdateOne(\n\t\tctx,\n\t\tbson.M{\"_id\": objectID},\n\t\tupdates,\n\t)\n\tif err != nil {\n\t\tr.logger.Error(\"植物施肥失败\", err, logging.Fields{\n\t\t\t\"id\":                id,\n\t\t\t\"fertilizer_amount\": fertilizerAmount,\n\t\t})\n\t\treturn fmt.Errorf(\"植物施肥失败: %w\", err)\n\t}\n\n\tif result.MatchedCount == 0 {\n\t\treturn fmt.Errorf(\"植物不存在\")\n\t}\n\n\tr.logger.Info(\"植物施肥成功\", map[string]interface{}{\n\t\t\"id\":                id,\n\t\t\"fertilizer_amount\": fertilizerAmount,\n\t})\n\n\treturn nil\n}\n\n// HarvestPlant 收获植物\nfunc (r *PlantRepository) HarvestPlant(ctx context.Context, id string) (*PlantRecord, error) {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"无效的ID格式: %w\", err)\n\t}\n\n\tharvestTime := time.Now()\n\tupdates := bson.M{\n\t\t\"harvest_at\": harvestTime,\n\t\t\"status\":     \"harvested\",\n\t\t\"updated_at\": harvestTime,\n\t}\n\n\tresult, err := r.collection.UpdateOne(\n\t\tctx,\n\t\tbson.M{\"_id\": objectID},\n\t\tbson.M{\"$set\": updates},\n\t)\n\tif err != nil {\n\t\tr.logger.Error(\"收获植物失败\", err, logging.Fields{\n\t\t\t\"id\": id,\n\t\t})\n\t\treturn nil, fmt.Errorf(\"收获植物失败: %w\", err)\n\t}\n\n\tif result.MatchedCount == 0 {\n\t\treturn nil, fmt.Errorf(\"植物不存在\")\n\t}\n\n\t// 获取更新后的植物记录\n\tplant, err := r.GetPlant(ctx, id)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\tr.logger.Info(\"植物收获成功\", map[string]interface{}{\n\t\t\"id\":         id,\n\t\t\"harvest_at\": harvestTime,\n\t})\n\n\treturn plant, nil\n}\n"
  },
  {
    "path": "internal/infrastructure/persistence/player_repository.go",
    "content": "package persistence\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"go.mongodb.org/mongo-driver/bson\"\n\t\"go.mongodb.org/mongo-driver/bson/primitive\"\n\t\"go.mongodb.org/mongo-driver/mongo\"\n\t\"go.mongodb.org/mongo-driver/mongo/options\"\n\n\t\"greatestworks/internal/domain/player\"\n\t\"greatestworks/internal/infrastructure/cache\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// MongoPlayerRepository MongoDB玩家仓储实现\ntype MongoPlayerRepository struct {\n\tcollection *mongo.Collection\n\tcache      cache.Cache\n\tlogger     logging.Logger\n}\n\n// NewMongoPlayerRepository 创建MongoDB玩家仓储\nfunc NewMongoPlayerRepository(db *mongo.Database, cache cache.Cache, logger logging.Logger) *MongoPlayerRepository {\n\treturn &MongoPlayerRepository{\n\t\tcollection: db.Collection(\"players\"),\n\t\tcache:      cache,\n\t\tlogger:     logger,\n\t}\n}\n\n// PlayerDocument 玩家文档结构\ntype PlayerDocument struct {\n\tID        primitive.ObjectID `bson:\"_id,omitempty\" json:\"id\"`\n\tName      string             `bson:\"name\" json:\"name\"`\n\tLevel     int                `bson:\"level\" json:\"level\"`\n\tExp       int64              `bson:\"exp\" json:\"exp\"`\n\tStatus    int                `bson:\"status\" json:\"status\"`\n\tPosition  PlayerPosition     `bson:\"position\" json:\"position\"`\n\tLastMapID int32              `bson:\"last_map_id\" json:\"last_map_id\"`\n\tStats     PlayerStats        `bson:\"stats\" json:\"stats\"`\n\tCreatedAt time.Time          `bson:\"created_at\" json:\"created_at\"`\n\tUpdatedAt time.Time          `bson:\"updated_at\" json:\"updated_at\"`\n\tVersion   int64              `bson:\"version\" json:\"version\"`\n}\n\n// PlayerPosition 玩家位置值对象\ntype PlayerPosition struct {\n\tX float64 `bson:\"x\" json:\"x\"`\n\tY float64 `bson:\"y\" json:\"y\"`\n\tZ float64 `bson:\"z\" json:\"z\"`\n}\n\n// PlayerStats 玩家属性值对象\ntype PlayerStats struct {\n\tHP      int `bson:\"hp\" json:\"hp\"`\n\tMaxHP   int `bson:\"max_hp\" json:\"max_hp\"`\n\tMP      int `bson:\"mp\" json:\"mp\"`\n\tMaxMP   int `bson:\"max_mp\" json:\"max_mp\"`\n\tAttack  int `bson:\"attack\" json:\"attack\"`\n\tDefense int `bson:\"defense\" json:\"defense\"`\n\tSpeed   int `bson:\"speed\" json:\"speed\"`\n}\n\n// Save 保存玩家\nfunc (r *MongoPlayerRepository) Save(ctx context.Context, p *player.Player) error {\n\tdoc := r.toDocument(p)\n\n\t// 设置时间戳\n\tnow := time.Now()\n\tif doc.ID.IsZero() {\n\t\tdoc.CreatedAt = now\n\t}\n\tdoc.UpdatedAt = now\n\n\t// 使用Upsert操作\n\tfilter := bson.M{\"name\": p.Name()}\n\topts := options.Replace().SetUpsert(true)\n\n\t_, err := r.collection.ReplaceOne(ctx, filter, doc, opts)\n\tif err != nil {\n\t\tr.logger.Error(\"保存玩家失败\", err, logging.Fields{\n\t\t\t\"name\": p.Name(),\n\t\t})\n\t\treturn fmt.Errorf(\"保存玩家失败: %w\", err)\n\t}\n\n\t// 更新缓存\n\tcacheKey := fmt.Sprintf(\"player:id:%s\", p.ID().String())\n\tif err := r.cache.Set(ctx, cacheKey, p, time.Hour); err != nil {\n\t\tr.logger.Warn(\"更新玩家缓存失败\", map[string]interface{}{\n\t\t\t\"name\":  p.Name(),\n\t\t\t\"error\": err.Error(),\n\t\t})\n\t}\n\n\tr.logger.Info(\"玩家保存成功\", map[string]interface{}{\n\t\t\"name\":  p.Name(),\n\t\t\"level\": p.Level(),\n\t})\n\n\treturn nil\n}\n\n// FindByID 根据ID查找玩家\nfunc (r *MongoPlayerRepository) FindByID(ctx context.Context, id string) (*player.Player, error) {\n\t// 先从缓存获取\n\tcacheKey := fmt.Sprintf(\"player:id:%s\", id)\n\tvar cachedPlayer *player.Player\n\tif err := r.cache.Get(ctx, cacheKey, &cachedPlayer); err == nil && cachedPlayer != nil {\n\t\treturn cachedPlayer, nil\n\t}\n\n\t// 从数据库获取\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"无效的ID格式: %w\", err)\n\t}\n\n\tfilter := bson.M{\"_id\": objectID}\n\tvar doc PlayerDocument\n\terr = r.collection.FindOne(ctx, filter).Decode(&doc)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn nil, player.ErrPlayerNotFound\n\t\t}\n\t\tr.logger.Error(\"查找玩家失败\", err, logging.Fields{\n\t\t\t\"id\": id,\n\t\t})\n\t\treturn nil, fmt.Errorf(\"查找玩家失败: %w\", err)\n\t}\n\n\t// 转换为领域对象\n\tplayerAggregate, err := r.toAggregate(&doc)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"转换玩家对象失败: %w\", err)\n\t}\n\n\t// 更新缓存\n\tif err := r.cache.Set(ctx, cacheKey, playerAggregate, time.Hour); err != nil {\n\t\tr.logger.Warn(\"更新玩家缓存失败\", map[string]interface{}{\n\t\t\t\"id\":    id,\n\t\t\t\"error\": err.Error(),\n\t\t})\n\t}\n\n\treturn playerAggregate, nil\n}\n\n// FindByName 根据名称查找玩家\nfunc (r *MongoPlayerRepository) FindByName(ctx context.Context, name string) (*player.Player, error) {\n\t// 先从缓存获取\n\tcacheKey := fmt.Sprintf(\"player:name:%s\", name)\n\tvar cachedPlayer *player.Player\n\tif err := r.cache.Get(ctx, cacheKey, &cachedPlayer); err == nil && cachedPlayer != nil {\n\t\treturn cachedPlayer, nil\n\t}\n\n\t// 从数据库获取\n\tfilter := bson.M{\"name\": name}\n\tvar doc PlayerDocument\n\terr := r.collection.FindOne(ctx, filter).Decode(&doc)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn nil, player.ErrPlayerNotFound\n\t\t}\n\t\tr.logger.Error(\"根据名称查找玩家失败\", err, logging.Fields{\n\t\t\t\"name\": name,\n\t\t})\n\t\treturn nil, fmt.Errorf(\"根据名称查找玩家失败: %w\", err)\n\t}\n\n\t// 转换为领域对象\n\tplayerAggregate, err := r.toAggregate(&doc)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"转换玩家对象失败: %w\", err)\n\t}\n\n\t// 更新缓存\n\tif err := r.cache.Set(ctx, cacheKey, playerAggregate, time.Hour); err != nil {\n\t\tr.logger.Warn(\"更新玩家缓存失败\", map[string]interface{}{\n\t\t\t\"name\":  name,\n\t\t\t\"error\": err.Error(),\n\t\t})\n\t}\n\n\treturn playerAggregate, nil\n}\n\n// Delete 删除玩家\nfunc (r *MongoPlayerRepository) Delete(ctx context.Context, id string) error {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"无效的ID格式: %w\", err)\n\t}\n\n\tfilter := bson.M{\"_id\": objectID}\n\tresult, err := r.collection.DeleteOne(ctx, filter)\n\tif err != nil {\n\t\tr.logger.Error(\"删除玩家失败\", err, logging.Fields{\n\t\t\t\"id\": id,\n\t\t})\n\t\treturn fmt.Errorf(\"删除玩家失败: %w\", err)\n\t}\n\n\tif result.DeletedCount == 0 {\n\t\treturn player.ErrPlayerNotFound\n\t}\n\n\t// 清除缓存\n\tcacheKey := fmt.Sprintf(\"player:id:%s\", id)\n\tif err := r.cache.Delete(ctx, cacheKey); err != nil {\n\t\tr.logger.Warn(\"清除玩家缓存失败\", map[string]interface{}{\n\t\t\t\"id\":    id,\n\t\t\t\"error\": err.Error(),\n\t\t})\n\t}\n\n\tr.logger.Info(\"玩家删除成功\", map[string]interface{}{\n\t\t\"id\": id,\n\t})\n\n\treturn nil\n}\n\n// List 获取玩家列表\nfunc (r *MongoPlayerRepository) List(ctx context.Context, limit, offset int) ([]*player.Player, error) {\n\topts := options.Find().\n\t\tSetSort(bson.D{{Key: \"created_at\", Value: -1}}).\n\t\tSetLimit(int64(limit)).\n\t\tSetSkip(int64(offset))\n\n\tcursor, err := r.collection.Find(ctx, bson.M{}, opts)\n\tif err != nil {\n\t\tr.logger.Error(\"获取玩家列表失败\", err, logging.Fields{})\n\t\treturn nil, fmt.Errorf(\"获取玩家列表失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar docs []PlayerDocument\n\tif err = cursor.All(ctx, &docs); err != nil {\n\t\treturn nil, fmt.Errorf(\"解析玩家列表失败: %w\", err)\n\t}\n\n\tplayers := make([]*player.Player, 0, len(docs))\n\tfor _, doc := range docs {\n\t\tplayerAggregate, err := r.toAggregate(&doc)\n\t\tif err != nil {\n\t\t\tr.logger.Error(\"转换玩家对象失败\", err, logging.Fields{\n\t\t\t\t\"id\": doc.ID.Hex(),\n\t\t\t})\n\t\t\tcontinue\n\t\t}\n\t\tplayers = append(players, playerAggregate)\n\t}\n\n\tr.logger.Info(\"获取玩家列表成功\", map[string]interface{}{\n\t\t\"count\": len(players),\n\t})\n\n\treturn players, nil\n}\n\n// Count 获取玩家总数\nfunc (r *MongoPlayerRepository) Count(ctx context.Context) (int64, error) {\n\tcount, err := r.collection.CountDocuments(ctx, bson.M{})\n\tif err != nil {\n\t\tr.logger.Error(\"获取玩家总数失败\", err, logging.Fields{})\n\t\treturn 0, fmt.Errorf(\"获取玩家总数失败: %w\", err)\n\t}\n\n\treturn count, nil\n}\n\n// toDocument 转换为文档\nfunc (r *MongoPlayerRepository) toDocument(p *player.Player) *PlayerDocument {\n\tposition := p.GetPosition()\n\tstats := p.Stats()\n\n\tdoc := &PlayerDocument{\n\t\tName:      p.Name(),\n\t\tLevel:     p.Level(),\n\t\tExp:       p.Exp(),\n\t\tStatus:    int(p.Status()),\n\t\tPosition:  PlayerPosition{X: position.X, Y: position.Y, Z: position.Z},\n\t\tLastMapID: p.LastMapID(),\n\t\tStats:     PlayerStats{HP: stats.HP, MaxHP: stats.MaxHP, MP: stats.MP, MaxMP: stats.MaxMP, Attack: stats.Attack, Defense: stats.Defense, Speed: stats.Speed},\n\t\tCreatedAt: p.CreatedAt(),\n\t\tUpdatedAt: p.UpdatedAt(),\n\t\tVersion:   p.Version(),\n\t}\n\n\t// 如果有ID，转换为ObjectID\n\tif p.ID().String() != \"\" {\n\t\tif objectID, err := primitive.ObjectIDFromHex(p.ID().String()); err == nil {\n\t\t\tdoc.ID = objectID\n\t\t}\n\t}\n\n\treturn doc\n}\n\n// toAggregate 转换为聚合根\nfunc (r *MongoPlayerRepository) toAggregate(doc *PlayerDocument) (*player.Player, error) {\n\t// 使用ReconstructPlayer方法从持久化数据重建玩家聚合根\n\tplayerID := player.PlayerIDFromString(doc.ID.Hex())\n\tstatus := player.PlayerStatus(doc.Status)\n\tposition := player.Position{X: doc.Position.X, Y: doc.Position.Y, Z: doc.Position.Z}\n\tstats := player.PlayerStats{HP: doc.Stats.HP, MaxHP: doc.Stats.MaxHP, MP: doc.Stats.MP, MaxMP: doc.Stats.MaxMP, Attack: doc.Stats.Attack, Defense: doc.Stats.Defense, Speed: doc.Stats.Speed}\n\n\tp := player.ReconstructPlayer(\n\t\tplayerID,\n\t\tdoc.Name,\n\t\tdoc.Level,\n\t\tdoc.Exp,\n\t\tstatus,\n\t\tposition,\n\t\tdoc.LastMapID,\n\t\tstats,\n\t\tdoc.CreatedAt,\n\t\tdoc.UpdatedAt,\n\t\tdoc.Version,\n\t)\n\n\treturn p, nil\n}\n"
  },
  {
    "path": "internal/infrastructure/persistence/ranking_repository.go",
    "content": "package persistence\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"strconv\"\n\t\"time\"\n\n\t\"go.mongodb.org/mongo-driver/bson\"\n\t\"go.mongodb.org/mongo-driver/bson/primitive\"\n\t\"go.mongodb.org/mongo-driver/mongo\"\n\t\"go.mongodb.org/mongo-driver/mongo/options\"\n\n\t\"greatestworks/internal/domain/ranking\"\n)\n\n// RankingRepository MongoDB排行榜仓储实现\ntype RankingRepository struct {\n\tdb          *mongo.Database\n\trankingColl *mongo.Collection\n\tentryColl   *mongo.Collection\n}\n\n// NewRankingRepository 创建排行榜仓储\nfunc NewRankingRepository(db *mongo.Database) *RankingRepository {\n\treturn &RankingRepository{\n\t\tdb:          db,\n\t\trankingColl: db.Collection(\"rankings\"),\n\t\tentryColl:   db.Collection(\"rank_entries\"),\n\t}\n}\n\n// RankingDocument 排行榜文档结构\ntype RankingDocument struct {\n\tID          primitive.ObjectID     `bson:\"_id,omitempty\"`\n\tRankingID   string                 `bson:\"ranking_id\"`\n\tName        string                 `bson:\"name\"`\n\tDescription string                 `bson:\"description\"`\n\tRankType    string                 `bson:\"rank_type\"`\n\tPeriodType  string                 `bson:\"period_type\"`\n\tMaxEntries  int32                  `bson:\"max_entries\"`\n\tIsActive    bool                   `bson:\"is_active\"`\n\tBlacklist   []uint64               `bson:\"blacklist\"`\n\tSettings    map[string]interface{} `bson:\"settings\"`\n\tCreatedAt   time.Time              `bson:\"created_at\"`\n\tUpdatedAt   time.Time              `bson:\"updated_at\"`\n\tResetAt     *time.Time             `bson:\"reset_at,omitempty\"`\n\tVersion     int64                  `bson:\"version\"`\n}\n\n// RankEntryDocument 排名条目文档结构\ntype RankEntryDocument struct {\n\tID        primitive.ObjectID     `bson:\"_id,omitempty\"`\n\tEntryID   string                 `bson:\"entry_id\"`\n\tRankingID string                 `bson:\"ranking_id\"`\n\tPlayerID  uint64                 `bson:\"player_id\"`\n\tRank      int32                  `bson:\"rank\"`\n\tScore     int64                  `bson:\"score\"`\n\tPrevRank  int32                  `bson:\"prev_rank\"`\n\tPrevScore int64                  `bson:\"prev_score\"`\n\tMetadata  map[string]interface{} `bson:\"metadata\"`\n\tCreatedAt time.Time              `bson:\"created_at\"`\n\tUpdatedAt time.Time              `bson:\"updated_at\"`\n}\n\n// Save 保存排行榜聚合根\nfunc (r *RankingRepository) Save(ctx context.Context, rankingAggregate *ranking.RankingAggregate) error {\n\tdoc := r.toRankingDocument(rankingAggregate)\n\n\tfilter := bson.M{\"ranking_id\": doc.RankingID}\n\tupdate := bson.M{\n\t\t\"$set\": doc,\n\t\t\"$inc\": bson.M{\"version\": 1},\n\t}\n\topts := options.Update().SetUpsert(true)\n\n\t_, err := r.rankingColl.UpdateOne(ctx, filter, update, opts)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to save ranking: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// FindByID 根据ID查找排行榜\nfunc (r *RankingRepository) FindByID(ctx context.Context, rankingID string) (*ranking.RankingAggregate, error) {\n\tfilter := bson.M{\"ranking_id\": rankingID}\n\n\tvar doc RankingDocument\n\terr := r.rankingColl.FindOne(ctx, filter).Decode(&doc)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn nil, nil\n\t\t}\n\t\treturn nil, fmt.Errorf(\"failed to find ranking: %w\", err)\n\t}\n\n\treturn r.fromRankingDocument(&doc)\n}\n\n// FindByType 根据类型查找排行榜\nfunc (r *RankingRepository) FindByType(ctx context.Context, rankType ranking.RankType) ([]*ranking.RankingAggregate, error) {\n\tfilter := bson.M{\n\t\t\"rank_type\": rankType.String(),\n\t\t\"is_active\": true,\n\t}\n\n\tcursor, err := r.rankingColl.Find(ctx, filter)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to find rankings by type: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar rankings []*ranking.RankingAggregate\n\tfor cursor.Next(ctx) {\n\t\tvar doc RankingDocument\n\t\tif err := cursor.Decode(&doc); err != nil {\n\t\t\treturn nil, fmt.Errorf(\"failed to decode ranking document: %w\", err)\n\t\t}\n\t\tif ranking, err := r.fromRankingDocument(&doc); err == nil {\n\t\t\trankings = append(rankings, ranking)\n\t\t}\n\t}\n\n\tif err := cursor.Err(); err != nil {\n\t\treturn nil, fmt.Errorf(\"cursor error: %w\", err)\n\t}\n\n\treturn rankings, nil\n}\n\n// FindActive 查找激活的排行榜\nfunc (r *RankingRepository) FindActive(ctx context.Context) ([]*ranking.RankingAggregate, error) {\n\tfilter := bson.M{\"is_active\": true}\n\n\tcursor, err := r.rankingColl.Find(ctx, filter)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to find active rankings: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar rankings []*ranking.RankingAggregate\n\tfor cursor.Next(ctx) {\n\t\tvar doc RankingDocument\n\t\tif err := cursor.Decode(&doc); err != nil {\n\t\t\treturn nil, fmt.Errorf(\"failed to decode ranking document: %w\", err)\n\t\t}\n\t\tif ranking, err := r.fromRankingDocument(&doc); err == nil {\n\t\t\trankings = append(rankings, ranking)\n\t\t}\n\t}\n\n\tif err := cursor.Err(); err != nil {\n\t\treturn nil, fmt.Errorf(\"cursor error: %w\", err)\n\t}\n\n\treturn rankings, nil\n}\n\n// Delete 删除排行榜\nfunc (r *RankingRepository) Delete(ctx context.Context, rankingID string) error {\n\tfilter := bson.M{\"ranking_id\": rankingID}\n\tupdate := bson.M{\n\t\t\"$set\": bson.M{\n\t\t\t\"is_active\":  false,\n\t\t\t\"updated_at\": time.Now(),\n\t\t},\n\t\t\"$inc\": bson.M{\"version\": 1},\n\t}\n\n\t_, err := r.rankingColl.UpdateOne(ctx, filter, update)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to delete ranking: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// RankEntryRepository 排名条目仓储实现\ntype RankEntryRepository struct {\n\tdb        *mongo.Database\n\tentryColl *mongo.Collection\n}\n\n// NewRankEntryRepository 创建排名条目仓储\nfunc NewRankEntryRepository(db *mongo.Database) *RankEntryRepository {\n\treturn &RankEntryRepository{\n\t\tdb:        db,\n\t\tentryColl: db.Collection(\"rank_entries\"),\n\t}\n}\n\n// Save 保存排名条目\nfunc (r *RankEntryRepository) Save(ctx context.Context, entry *ranking.RankEntry) error {\n\tdoc := r.toRankEntryDocument(entry)\n\n\tfilter := bson.M{\"entry_id\": doc.EntryID}\n\tupdate := bson.M{\"$set\": doc}\n\topts := options.Update().SetUpsert(true)\n\n\t_, err := r.entryColl.UpdateOne(ctx, filter, update, opts)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to save rank entry: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// FindByID 根据ID查找排名条目\nfunc (r *RankEntryRepository) FindByID(ctx context.Context, entryID string) (*ranking.RankEntry, error) {\n\tfilter := bson.M{\"entry_id\": entryID}\n\n\tvar doc RankEntryDocument\n\terr := r.entryColl.FindOne(ctx, filter).Decode(&doc)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn nil, nil\n\t\t}\n\t\treturn nil, fmt.Errorf(\"failed to find rank entry: %w\", err)\n\t}\n\n\treturn r.fromRankEntryDocument(&doc), nil\n}\n\n// FindByRankingAndPlayer 根据排行榜和玩家查找条目\nfunc (r *RankEntryRepository) FindByRankingAndPlayer(ctx context.Context, rankingID string, playerID uint64) (*ranking.RankEntry, error) {\n\tfilter := bson.M{\n\t\t\"ranking_id\": rankingID,\n\t\t\"player_id\":  playerID,\n\t}\n\n\tvar doc RankEntryDocument\n\terr := r.entryColl.FindOne(ctx, filter).Decode(&doc)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn nil, nil\n\t\t}\n\t\treturn nil, fmt.Errorf(\"failed to find rank entry: %w\", err)\n\t}\n\n\treturn r.fromRankEntryDocument(&doc), nil\n}\n\n// FindByRanking 根据排行榜查找条目\nfunc (r *RankEntryRepository) FindByRanking(ctx context.Context, rankingID string, limit int) ([]*ranking.RankEntry, error) {\n\tfilter := bson.M{\"ranking_id\": rankingID}\n\topts := options.Find().\n\t\tSetSort(bson.D{{Key: \"rank\", Value: 1}}).\n\t\tSetLimit(int64(limit))\n\n\tcursor, err := r.entryColl.Find(ctx, filter, opts)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to find rank entries: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar entries []*ranking.RankEntry\n\tfor cursor.Next(ctx) {\n\t\tvar doc RankEntryDocument\n\t\tif err := cursor.Decode(&doc); err != nil {\n\t\t\treturn nil, fmt.Errorf(\"failed to decode rank entry document: %w\", err)\n\t\t}\n\t\tentries = append(entries, r.fromRankEntryDocument(&doc))\n\t}\n\n\tif err := cursor.Err(); err != nil {\n\t\treturn nil, fmt.Errorf(\"cursor error: %w\", err)\n\t}\n\n\treturn entries, nil\n}\n\n// FindByQuery 根据查询条件查找条目\nfunc (r *RankEntryRepository) FindByQuery(ctx context.Context, query *ranking.RankEntryQuery) ([]*ranking.RankEntry, int64, error) {\n\tfilter := r.buildRankEntryFilter(query)\n\n\t// 计算总数\n\ttotal, err := r.entryColl.CountDocuments(ctx, filter)\n\tif err != nil {\n\t\treturn nil, 0, fmt.Errorf(\"failed to count rank entries: %w\", err)\n\t}\n\n\t// 构建查询选项\n\topts := options.Find()\n\tif query.GetSort() != \"\" {\n\t\tsortOrder := 1\n\t\tif query.GetSortOrder() {\n\t\t\tsortOrder = -1\n\t\t}\n\t\topts.SetSort(bson.D{{Key: query.GetSort(), Value: sortOrder}})\n\t}\n\tif query.GetLimit() > 0 {\n\t\topts.SetLimit(int64(query.GetLimit()))\n\t}\n\tif query.GetOffset() > 0 {\n\t\topts.SetSkip(int64(query.GetOffset()))\n\t}\n\n\tcursor, err := r.entryColl.Find(ctx, filter, opts)\n\tif err != nil {\n\t\treturn nil, 0, fmt.Errorf(\"failed to find rank entries: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar entries []*ranking.RankEntry\n\tfor cursor.Next(ctx) {\n\t\tvar doc RankEntryDocument\n\t\tif err := cursor.Decode(&doc); err != nil {\n\t\t\treturn nil, 0, fmt.Errorf(\"failed to decode rank entry document: %w\", err)\n\t\t}\n\t\tentries = append(entries, r.fromRankEntryDocument(&doc))\n\t}\n\n\tif err := cursor.Err(); err != nil {\n\t\treturn nil, 0, fmt.Errorf(\"cursor error: %w\", err)\n\t}\n\n\treturn entries, total, nil\n}\n\n// DeleteByRanking 删除排行榜的所有条目\nfunc (r *RankEntryRepository) DeleteByRanking(ctx context.Context, rankingID string) (int64, error) {\n\tfilter := bson.M{\"ranking_id\": rankingID}\n\n\tresult, err := r.entryColl.DeleteMany(ctx, filter)\n\tif err != nil {\n\t\treturn 0, fmt.Errorf(\"failed to delete rank entries: %w\", err)\n\t}\n\n\treturn result.DeletedCount, nil\n}\n\n// UpdateRanks 批量更新排名\nfunc (r *RankEntryRepository) UpdateRanks(ctx context.Context, rankingID string) error {\n\t// 使用聚合管道重新计算排名\n\tpipeline := []bson.M{\n\t\t{\"$match\": bson.M{\"ranking_id\": rankingID}},\n\t\t{\"$sort\": bson.M{\"score\": -1, \"updated_at\": 1}},\n\t\t{\"$group\": bson.M{\n\t\t\t\"_id\":     \"$ranking_id\",\n\t\t\t\"entries\": bson.M{\"$push\": \"$$ROOT\"},\n\t\t}},\n\t\t{\"$unwind\": bson.M{\n\t\t\t\"path\":              \"$entries\",\n\t\t\t\"includeArrayIndex\": \"rank\",\n\t\t}},\n\t\t{\"$addFields\": bson.M{\n\t\t\t\"entries.prev_rank\":  \"$entries.rank\",\n\t\t\t\"entries.rank\":       bson.M{\"$add\": []interface{}{\"$rank\", 1}},\n\t\t\t\"entries.updated_at\": time.Now(),\n\t\t}},\n\t\t{\"$replaceRoot\": bson.M{\"newRoot\": \"$entries\"}},\n\t\t{\"$merge\": bson.M{\n\t\t\t\"into\":        \"rank_entries\",\n\t\t\t\"on\":          \"_id\",\n\t\t\t\"whenMatched\": \"replace\",\n\t\t}},\n\t}\n\n\t_, err := r.entryColl.Aggregate(ctx, pipeline)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to update ranks: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// 私有方法\n\n// toRankingDocument 转换为排行榜文档\nfunc (r *RankingRepository) toRankingDocument(rankingAggregate *ranking.RankingAggregate) *RankingDocument {\n\tdoc := &RankingDocument{\n\t\tRankingID:   rankingAggregate.GetID(),\n\t\tName:        rankingAggregate.GetName(),\n\t\tDescription: rankingAggregate.GetDescription(),\n\t\tRankType:    rankingAggregate.GetRankType().String(),\n\t\tPeriodType:  rankingAggregate.GetPeriodType().String(),\n\t\tMaxEntries:  int32(rankingAggregate.GetMaxEntries()),\n\t\tIsActive:    rankingAggregate.IsActive,\n\t\tBlacklist:   rankingAggregate.GetBlacklist(),\n\t\tSettings:    rankingAggregate.GetSettings(),\n\t\tCreatedAt:   rankingAggregate.GetCreatedAt(),\n\t\tUpdatedAt:   rankingAggregate.GetUpdatedAt(),\n\t\tVersion:     rankingAggregate.GetVersion(),\n\t}\n\n\tif !rankingAggregate.GetResetAt().IsZero() {\n\t\tresetAt := rankingAggregate.GetResetAt()\n\t\tdoc.ResetAt = &resetAt\n\t}\n\n\treturn doc\n}\n\n// fromRankingDocument 从排行榜文档转换\nfunc (r *RankingRepository) fromRankingDocument(doc *RankingDocument) (*ranking.RankingAggregate, error) {\n\trankType := ranking.ParseRankType(doc.RankType)\n\t_ = ranking.ParsePeriodType(doc.PeriodType) // 暂时忽略periodType，避免未使用变量错误\n\n\t// 创建排行榜聚合 - 需要提供rankID, name, rankType, category\n\t// 从RankingID解析出rankID\n\trankID := uint32(0) // 这里需要从doc.RankingID解析出实际的rankID\n\trankingAggregate := ranking.NewRankingAggregate(\n\t\trankID,\n\t\tdoc.Name,\n\t\trankType,\n\t\tranking.RankCategoryPlayer, // 默认分类\n\t)\n\n\t// 设置其他属性\n\trankingAggregate.SetID(doc.RankingID)\n\trankingAggregate.SetDescription(doc.Description)\n\trankingAggregate.SetMaxEntries(int64(doc.MaxEntries))\n\trankingAggregate.SetBlacklist(doc.Blacklist)\n\trankingAggregate.SetSettings(doc.Settings)\n\trankingAggregate.SetVersion(doc.Version)\n\n\tif doc.ResetAt != nil {\n\t\trankingAggregate.SetResetAt(*doc.ResetAt)\n\t}\n\n\tif !doc.IsActive {\n\t\trankingAggregate.Deactivate()\n\t} else {\n\t\trankingAggregate.Activate()\n\t}\n\n\treturn rankingAggregate, nil\n}\n\n// toRankEntryDocument 转换为排名条目文档\nfunc (r *RankEntryRepository) toRankEntryDocument(entry *ranking.RankEntry) *RankEntryDocument {\n\tdoc := &RankEntryDocument{\n\t\tEntryID:   entry.GetID(),\n\t\tRankingID: fmt.Sprintf(\"%d\", entry.GetRankingID()),\n\t\tPlayerID:  entry.GetPlayerID(),\n\t\tRank:      int32(entry.GetRank()),\n\t\tScore:     entry.GetScore(),\n\t\tPrevRank: func() int32 {\n\t\t\tif prevRank := entry.GetPrevRank(); prevRank != nil {\n\t\t\t\treturn int32(*prevRank)\n\t\t\t}\n\t\t\treturn 0\n\t\t}(),\n\t\tPrevScore: entry.GetPrevScore(),\n\t\tMetadata:  entry.GetMetadata(),\n\t\tCreatedAt: entry.GetCreatedAt(),\n\t\tUpdatedAt: entry.GetUpdatedAt(),\n\t}\n\treturn doc\n}\n\n// fromRankEntryDocument 从排名条目文档转换\nfunc (r *RankEntryRepository) fromRankEntryDocument(doc *RankEntryDocument) *ranking.RankEntry {\n\t// 将string类型的RankingID转换为uint32\n\trankingID, err := strconv.ParseUint(doc.RankingID, 10, 32)\n\tif err != nil {\n\t\t// 如果转换失败，使用默认值0\n\t\trankingID = 0\n\t}\n\n\tentry := ranking.NewRankEntryFromRepository(\n\t\tdoc.EntryID,\n\t\tuint32(rankingID),\n\t\tdoc.PlayerID,\n\t\tdoc.Score,\n\t)\n\n\t// 类型转换：int32 -> int64\n\tentry.SetRank(int64(doc.Rank))\n\n\t// 类型转换：int32 -> *int64\n\tprevRank := int64(doc.PrevRank)\n\tentry.SetPrevious(&prevRank, doc.PrevScore)\n\tentry.SetMetadata(doc.Metadata)\n\n\treturn entry\n}\n\n// buildRankEntryFilter 构建排名条目查询过滤器\nfunc (r *RankEntryRepository) buildRankEntryFilter(query *ranking.RankEntryQuery) bson.M {\n\tfilter := bson.M{}\n\n\tif query.GetRankingID() != \"\" {\n\t\tfilter[\"ranking_id\"] = query.GetRankingID()\n\t}\n\n\tif query.GetPlayerID() > 0 {\n\t\tfilter[\"player_id\"] = query.GetPlayerID()\n\t}\n\n\tif query.GetMinRank() != nil && *query.GetMinRank() > 0 {\n\t\tfilter[\"rank\"] = bson.M{\"$gte\": *query.GetMinRank()}\n\t}\n\n\tif query.GetMaxRank() != nil && *query.GetMaxRank() > 0 {\n\t\tif rankFilter, exists := filter[\"rank\"]; exists {\n\t\t\trankFilter.(bson.M)[\"$lte\"] = *query.GetMaxRank()\n\t\t} else {\n\t\t\tfilter[\"rank\"] = bson.M{\"$lte\": *query.GetMaxRank()}\n\t\t}\n\t}\n\n\tif query.GetMinScore() != nil && *query.GetMinScore() > 0 {\n\t\tfilter[\"score\"] = bson.M{\"$gte\": *query.GetMinScore()}\n\t}\n\n\tif query.GetMaxScore() != nil && *query.GetMaxScore() > 0 {\n\t\tif scoreFilter, exists := filter[\"score\"]; exists {\n\t\t\tscoreFilter.(bson.M)[\"$lte\"] = *query.GetMaxScore()\n\t\t} else {\n\t\t\tfilter[\"score\"] = bson.M{\"$lte\": *query.GetMaxScore()}\n\t\t}\n\t}\n\n\treturn filter\n}\n\n// CreateIndexes 创建索引\nfunc (r *RankingRepository) CreateIndexes(ctx context.Context) error {\n\t// 排行榜索引\n\trankingIndexes := []mongo.IndexModel{\n\t\t{\n\t\t\tKeys:    bson.D{{Key: \"ranking_id\", Value: 1}},\n\t\t\tOptions: options.Index().SetUnique(true),\n\t\t},\n\t\t{\n\t\t\tKeys: bson.D{{Key: \"rank_type\", Value: 1}, {Key: \"is_active\", Value: 1}},\n\t\t},\n\t\t{\n\t\t\tKeys: bson.D{{Key: \"period_type\", Value: 1}},\n\t\t},\n\t\t{\n\t\t\tKeys: bson.D{{Key: \"is_active\", Value: 1}},\n\t\t},\n\t}\n\n\tif _, err := r.rankingColl.Indexes().CreateMany(ctx, rankingIndexes); err != nil {\n\t\treturn fmt.Errorf(\"failed to create ranking indexes: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// CreateIndexes 创建排名条目索引\nfunc (r *RankEntryRepository) CreateIndexes(ctx context.Context) error {\n\t// 排名条目索引\n\tentryIndexes := []mongo.IndexModel{\n\t\t{\n\t\t\tKeys:    bson.D{{Key: \"entry_id\", Value: 1}},\n\t\t\tOptions: options.Index().SetUnique(true),\n\t\t},\n\t\t{\n\t\t\tKeys:    bson.D{{Key: \"ranking_id\", Value: 1}, {Key: \"player_id\", Value: 1}},\n\t\t\tOptions: options.Index().SetUnique(true),\n\t\t},\n\t\t{\n\t\t\tKeys: bson.D{{Key: \"ranking_id\", Value: 1}, {Key: \"rank\", Value: 1}},\n\t\t},\n\t\t{\n\t\t\tKeys: bson.D{{Key: \"ranking_id\", Value: 1}, {Key: \"score\", Value: -1}},\n\t\t},\n\t\t{\n\t\t\tKeys: bson.D{{Key: \"player_id\", Value: 1}},\n\t\t},\n\t}\n\n\tif _, err := r.entryColl.Indexes().CreateMany(ctx, entryIndexes); err != nil {\n\t\treturn fmt.Errorf(\"failed to create rank entry indexes: %w\", err)\n\t}\n\n\treturn nil\n}\n"
  },
  {
    "path": "internal/infrastructure/persistence/replication_repository.go",
    "content": "// Package persistence 持久化层实现\npackage persistence\n\nimport (\n\t\"context\"\n\t\"encoding/json\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"go.mongodb.org/mongo-driver/bson\"\n\t\"go.mongodb.org/mongo-driver/mongo\"\n\t\"go.mongodb.org/mongo-driver/mongo/options\"\n\n\t\"greatestworks/internal/domain/replication\"\n\t\"greatestworks/internal/infrastructure/cache\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// MongoReplicationRepository MongoDB副本仓储实现\ntype MongoReplicationRepository struct {\n\tcollection *mongo.Collection\n\tcache      cache.Cache\n\tlogger     logging.Logger\n}\n\n// ReplicationInstanceDocument MongoDB文档结构\ntype ReplicationInstanceDocument struct {\n\tInstanceID      string                      `bson:\"instance_id\"`\n\tTemplateID      string                      `bson:\"template_id\"`\n\tInstanceType    int                         `bson:\"instance_type\"`\n\tSceneID         string                      `bson:\"scene_id\"`\n\tPlayers         []ReplicationPlayerDocument `bson:\"players\"`\n\tMaxPlayers      int                         `bson:\"max_players\"`\n\tMinPlayers      int                         `bson:\"min_players\"` // Updated to include default value\n\tOwnerPlayerID   string                      `bson:\"owner_player_id\"`\n\tStatus          int                         `bson:\"status\"`\n\tDifficulty      int                         `bson:\"difficulty\"`\n\tCreatedAt       time.Time                   `bson:\"created_at\"`\n\tStartedAt       time.Time                   `bson:\"started_at,omitempty\"`\n\tExpireAt        time.Time                   `bson:\"expire_at\"`\n\tClosedAt        time.Time                   `bson:\"closed_at,omitempty\"`\n\tLifetime        int64                       `bson:\"lifetime\"` // 毫秒\n\tProgress        int                         `bson:\"progress\"`\n\tCompletedTasks  []string                    `bson:\"completed_tasks\"`\n\tMetadata        map[string]string           `bson:\"metadata\"`\n\tScoreMultiplier float64                     `bson:\"score_multiplier\"`\n\tUpdatedAt       time.Time                   `bson:\"updated_at\"`\n}\n\n// ReplicationPlayerDocument 实例中的玩家文档结构\ntype ReplicationPlayerDocument struct {\n\tPlayerID   string    `bson:\"player_id\"`\n\tPlayerName string    `bson:\"player_name\"`\n\tLevel      int       `bson:\"level\"`\n\tJoinedAt   time.Time `bson:\"joined_at\"`\n\tIsReady    bool      `bson:\"is_ready\"`\n\tRole       string    `bson:\"role\"`\n}\n\n// NewMongoReplicationRepository 创建MongoDB副本仓储\nfunc NewMongoReplicationRepository(\n\tdb *mongo.Database,\n\tcache cache.Cache,\n\tlogger logging.Logger,\n) *MongoReplicationRepository {\n\treturn &MongoReplicationRepository{\n\t\tcollection: db.Collection(\"replication_instances\"),\n\t\tcache:      cache,\n\t\tlogger:     logger,\n\t}\n}\n\n// Save 保存实例\nfunc (r *MongoReplicationRepository) Save(ctx context.Context, instance *replication.Instance) error {\n\tdoc := r.toDocument(instance)\n\n\tfilter := bson.M{\"instance_id\": instance.ID()}\n\tupdate := bson.M{\"$set\": doc}\n\topts := options.Update().SetUpsert(true)\n\n\t_, err := r.collection.UpdateOne(ctx, filter, update, opts)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"保存实例失败: %w\", err)\n\t}\n\n\t// 清除缓存\n\tcacheKey := fmt.Sprintf(\"instance:%s\", instance.ID())\n\t_ = r.cache.Delete(ctx, cacheKey)\n\n\treturn nil\n}\n\n// FindByID 根据ID查找实例\nfunc (r *MongoReplicationRepository) FindByID(ctx context.Context, instanceID string) (*replication.Instance, error) {\n\t// 先查缓存\n\tcacheKey := fmt.Sprintf(\"instance:%s\", instanceID)\n\tvar cachedData string\n\tif err := r.cache.Get(ctx, cacheKey, &cachedData); err == nil {\n\t\tvar doc ReplicationInstanceDocument\n\t\tif err := json.Unmarshal([]byte(cachedData), &doc); err == nil {\n\t\t\treturn r.toDomain(&doc), nil\n\t\t}\n\t}\n\n\t// 查数据库\n\tvar doc ReplicationInstanceDocument\n\tfilter := bson.M{\"instance_id\": instanceID}\n\terr := r.collection.FindOne(ctx, filter).Decode(&doc)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn nil, nil\n\t\t}\n\t\treturn nil, fmt.Errorf(\"查找实例失败: %w\", err)\n\t}\n\n\t// 写入缓存\n\tif data, err := json.Marshal(doc); err == nil {\n\t\t_ = r.cache.Set(ctx, cacheKey, string(data), 5*time.Minute)\n\t}\n\n\treturn r.toDomain(&doc), nil\n}\n\n// FindByTemplateID 根据模板ID查找实例列表\nfunc (r *MongoReplicationRepository) FindByTemplateID(ctx context.Context, templateID string) ([]*replication.Instance, error) {\n\tfilter := bson.M{\"template_id\": templateID}\n\tcursor, err := r.collection.Find(ctx, filter)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"查找实例失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar instances []*replication.Instance\n\tfor cursor.Next(ctx) {\n\t\tvar doc ReplicationInstanceDocument\n\t\tif err := cursor.Decode(&doc); err != nil {\n\t\t\tr.logger.Error(\"解码实例文档失败\", err, logging.Fields{})\n\t\t\tcontinue\n\t\t}\n\t\tinstances = append(instances, r.toDomain(&doc))\n\t}\n\n\treturn instances, nil\n}\n\n// FindActiveInstances 查找所有活跃实例\nfunc (r *MongoReplicationRepository) FindActiveInstances(ctx context.Context) ([]*replication.Instance, error) {\n\tfilter := bson.M{\n\t\t\"status\": bson.M{\"$in\": []int{\n\t\t\tint(replication.InstanceStatusPending),\n\t\t\tint(replication.InstanceStatusCreating),\n\t\t\tint(replication.InstanceStatusActive),\n\t\t\tint(replication.InstanceStatusFull),\n\t\t}},\n\t}\n\n\tcursor, err := r.collection.Find(ctx, filter)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"查找活跃实例失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar instances []*replication.Instance\n\tfor cursor.Next(ctx) {\n\t\tvar doc ReplicationInstanceDocument\n\t\tif err := cursor.Decode(&doc); err != nil {\n\t\t\tr.logger.Error(\"解码实例文档失败\", err, logging.Fields{})\n\t\t\tcontinue\n\t\t}\n\t\tinstances = append(instances, r.toDomain(&doc))\n\t}\n\n\treturn instances, nil\n}\n\n// FindByPlayerID 根据玩家ID查找实例\nfunc (r *MongoReplicationRepository) FindByPlayerID(ctx context.Context, playerID string) (*replication.Instance, error) {\n\tfilter := bson.M{\n\t\t\"players.player_id\": playerID,\n\t\t\"status\": bson.M{\"$in\": []int{\n\t\t\tint(replication.InstanceStatusActive),\n\t\t\tint(replication.InstanceStatusFull),\n\t\t}},\n\t}\n\n\tvar doc ReplicationInstanceDocument\n\terr := r.collection.FindOne(ctx, filter).Decode(&doc)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn nil, nil\n\t\t}\n\t\treturn nil, fmt.Errorf(\"查找玩家实例失败: %w\", err)\n\t}\n\n\treturn r.toDomain(&doc), nil\n}\n\n// Delete 删除实例\nfunc (r *MongoReplicationRepository) Delete(ctx context.Context, instanceID string) error {\n\tfilter := bson.M{\"instance_id\": instanceID}\n\t_, err := r.collection.DeleteOne(ctx, filter)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"删除实例失败: %w\", err)\n\t}\n\n\t// 清除缓存\n\tcacheKey := fmt.Sprintf(\"instance:%s\", instanceID)\n\t_ = r.cache.Delete(ctx, cacheKey)\n\n\treturn nil\n}\n\n// UpdateStatus 更新实例状态\nfunc (r *MongoReplicationRepository) UpdateStatus(ctx context.Context, instanceID string, status replication.InstanceStatus) error {\n\tfilter := bson.M{\"instance_id\": instanceID}\n\tupdate := bson.M{\n\t\t\"$set\": bson.M{\n\t\t\t\"status\":     int(status),\n\t\t\t\"updated_at\": time.Now(),\n\t\t},\n\t}\n\n\t_, err := r.collection.UpdateOne(ctx, filter, update)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"更新实例状态失败: %w\", err)\n\t}\n\n\t// 清除缓存\n\tcacheKey := fmt.Sprintf(\"instance:%s\", instanceID)\n\t_ = r.cache.Delete(ctx, cacheKey)\n\n\treturn nil\n}\n\n// FindExpiredInstances 查找过期实例\nfunc (r *MongoReplicationRepository) FindExpiredInstances(ctx context.Context) ([]*replication.Instance, error) {\n\tfilter := bson.M{\n\t\t\"expire_at\": bson.M{\"$lt\": time.Now()},\n\t\t\"status\":    bson.M{\"$ne\": int(replication.InstanceStatusClosed)},\n\t}\n\n\tcursor, err := r.collection.Find(ctx, filter)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"查找过期实例失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar instances []*replication.Instance\n\tfor cursor.Next(ctx) {\n\t\tvar doc ReplicationInstanceDocument\n\t\tif err := cursor.Decode(&doc); err != nil {\n\t\t\tr.logger.Error(\"解码实例文档失败\", err, logging.Fields{})\n\t\t\tcontinue\n\t\t}\n\t\tinstances = append(instances, r.toDomain(&doc))\n\t}\n\n\treturn instances, nil\n}\n\n// toDocument 转换为文档\nfunc (r *MongoReplicationRepository) toDocument(instance *replication.Instance) *ReplicationInstanceDocument {\n\tplayers := instance.GetPlayers()\n\tplayerDocs := make([]ReplicationPlayerDocument, 0, len(players))\n\tfor _, p := range players {\n\t\tplayerDocs = append(playerDocs, ReplicationPlayerDocument{\n\t\t\tPlayerID:   p.PlayerID,\n\t\t\tPlayerName: p.PlayerName,\n\t\t\tLevel:      p.Level,\n\t\t\tJoinedAt:   p.JoinedAt,\n\t\t\tIsReady:    p.IsReady,\n\t\t\tRole:       p.Role,\n\t\t})\n\t}\n\n\treturn &ReplicationInstanceDocument{\n\t\tInstanceID:   instance.ID(),\n\t\tTemplateID:   instance.TemplateID(),\n\t\tInstanceType: int(instance.Type()),\n\t\tSceneID:      instance.SceneID(),\n\t\tPlayers:      playerDocs,\n\t\tMaxPlayers:   instance.MaxPlayers(),\n\t\tStatus:       int(instance.Status()),\n\t\tProgress:     instance.Progress(),\n\t\tCreatedAt:    instance.CreatedAt(),\n\t\tDifficulty:   instance.Difficulty(),\n\t\tUpdatedAt:    time.Now(),\n\t}\n}\n\n// toDomain 转换为领域对象\nfunc (r *MongoReplicationRepository) toDomain(doc *ReplicationInstanceDocument) *replication.Instance {\n\t// 通过快照重建领域对象\n\tplayers := make([]replication.PlayerInfo, 0, len(doc.Players))\n\tfor _, p := range doc.Players {\n\t\tplayers = append(players, replication.PlayerInfo{\n\t\t\tPlayerID:   p.PlayerID,\n\t\t\tPlayerName: p.PlayerName,\n\t\t\tLevel:      p.Level,\n\t\t\tJoinedAt:   p.JoinedAt,\n\t\t\tIsReady:    p.IsReady,\n\t\t\tRole:       p.Role,\n\t\t})\n\t}\n\tsnap := replication.InstanceSnapshot{\n\t\tInstanceID:    doc.InstanceID,\n\t\tTemplateID:    doc.TemplateID,\n\t\tSceneID:       doc.SceneID,\n\t\tOwnerPlayerID: doc.OwnerPlayerID,\n\t\tInstanceType:  replication.InstanceType(doc.InstanceType),\n\t\tStatus:        replication.InstanceStatus(doc.Status),\n\t\tMaxPlayers:    doc.MaxPlayers,\n\t\tMinPlayers:    doc.MinPlayers,\n\t\tDifficulty:    doc.Difficulty,\n\t\tCreatedAt:     doc.CreatedAt,\n\t\tStartedAt:     doc.StartedAt,\n\t\tExpireAt:      doc.ExpireAt,\n\t\tClosedAt:      doc.ClosedAt,\n\t\tLifetime:      time.Duration(doc.Lifetime) * time.Millisecond,\n\t\tProgress:      doc.Progress,\n\t\tCompleted:     append([]string(nil), doc.CompletedTasks...),\n\t\tMetadata:      doc.Metadata,\n\t\tPlayers:       players,\n\t}\n\treturn replication.NewInstanceFromSnapshot(snap)\n}\n"
  },
  {
    "path": "internal/infrastructure/persistence/repositories.go",
    "content": "package persistence\n\nimport (\n\t\"context\"\n\t\"time\"\n\n\t\"go.mongodb.org/mongo-driver/bson\"\n\t\"go.mongodb.org/mongo-driver/bson/primitive\"\n\t\"go.mongodb.org/mongo-driver/mongo\"\n\t\"go.mongodb.org/mongo-driver/mongo/options\"\n)\n\n// UserRepository 用户仓储\ntype UserRepository struct {\n\tcollection *mongo.Collection\n}\n\n// NewUserRepository 创建用户仓储\nfunc NewUserRepository(db *mongo.Database) *UserRepository {\n\treturn &UserRepository{\n\t\tcollection: db.Collection(\"users\"),\n\t}\n}\n\n// Create 创建用户\nfunc (r *UserRepository) Create(ctx context.Context, user *DbUser) error {\n\tuser.CreatedAt = time.Now()\n\tuser.UpdatedAt = time.Now()\n\tresult, err := r.collection.InsertOne(ctx, user)\n\tif err != nil {\n\t\treturn err\n\t}\n\tuser.ID = result.InsertedID.(primitive.ObjectID)\n\treturn nil\n}\n\n// FindByID 根据ID查找用户\nfunc (r *UserRepository) FindByID(ctx context.Context, userID int64) (*DbUser, error) {\n\tvar user DbUser\n\terr := r.collection.FindOne(ctx, bson.M{\"user_id\": userID}).Decode(&user)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\treturn &user, nil\n}\n\n// FindByUsername 根据用户名查找\nfunc (r *UserRepository) FindByUsername(ctx context.Context, username string) (*DbUser, error) {\n\tvar user DbUser\n\terr := r.collection.FindOne(ctx, bson.M{\"username\": username}).Decode(&user)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\treturn &user, nil\n}\n\n// Update 更新用户\nfunc (r *UserRepository) Update(ctx context.Context, user *DbUser) error {\n\tuser.UpdatedAt = time.Now()\n\t_, err := r.collection.UpdateOne(\n\t\tctx,\n\t\tbson.M{\"user_id\": user.UserID},\n\t\tbson.M{\"$set\": user},\n\t)\n\treturn err\n}\n\n// UpdateLastLogin 更新最后登录时间\nfunc (r *UserRepository) UpdateLastLogin(ctx context.Context, userID int64) error {\n\t_, err := r.collection.UpdateOne(\n\t\tctx,\n\t\tbson.M{\"user_id\": userID},\n\t\tbson.M{\"$set\": bson.M{\"last_login_at\": time.Now()}},\n\t)\n\treturn err\n}\n\n// CharacterRepository 角色仓储\ntype CharacterRepository struct {\n\tcollection *mongo.Collection\n}\n\n// NewCharacterRepository 创建角色仓储\nfunc NewCharacterRepository(db *mongo.Database) *CharacterRepository {\n\treturn &CharacterRepository{\n\t\tcollection: db.Collection(\"characters\"),\n\t}\n}\n\n// Create 创建角色\nfunc (r *CharacterRepository) Create(ctx context.Context, character *DbCharacter) error {\n\tcharacter.CreatedAt = time.Now()\n\tcharacter.UpdatedAt = time.Now()\n\tresult, err := r.collection.InsertOne(ctx, character)\n\tif err != nil {\n\t\treturn err\n\t}\n\tcharacter.ID = result.InsertedID.(primitive.ObjectID)\n\treturn nil\n}\n\n// FindByID 根据ID查找角色\nfunc (r *CharacterRepository) FindByID(ctx context.Context, characterID int64) (*DbCharacter, error) {\n\tvar character DbCharacter\n\terr := r.collection.FindOne(ctx, bson.M{\n\t\t\"character_id\": characterID,\n\t\t\"deleted_at\":   bson.M{\"$exists\": false},\n\t}).Decode(&character)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\treturn &character, nil\n}\n\n// FindByUserID 根据用户ID查找所有角色\nfunc (r *CharacterRepository) FindByUserID(ctx context.Context, userID int64) ([]*DbCharacter, error) {\n\tcursor, err := r.collection.Find(ctx, bson.M{\n\t\t\"user_id\":    userID,\n\t\t\"deleted_at\": bson.M{\"$exists\": false},\n\t})\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar characters []*DbCharacter\n\tif err := cursor.All(ctx, &characters); err != nil {\n\t\treturn nil, err\n\t}\n\treturn characters, nil\n}\n\n// Update 更新角色\nfunc (r *CharacterRepository) Update(ctx context.Context, character *DbCharacter) error {\n\tcharacter.UpdatedAt = time.Now()\n\t_, err := r.collection.UpdateOne(\n\t\tctx,\n\t\tbson.M{\"character_id\": character.CharacterID},\n\t\tbson.M{\"$set\": character},\n\t)\n\treturn err\n}\n\n// Delete 软删除角色\nfunc (r *CharacterRepository) Delete(ctx context.Context, characterID int64) error {\n\t_, err := r.collection.UpdateOne(\n\t\tctx,\n\t\tbson.M{\"character_id\": characterID},\n\t\tbson.M{\"$set\": bson.M{\n\t\t\t\"deleted_at\": time.Now(),\n\t\t}},\n\t)\n\treturn err\n}\n\n// UpdatePosition 更新角色位置\nfunc (r *CharacterRepository) UpdatePosition(ctx context.Context, characterID int64, mapID int32, x, y, z, dir float32) error {\n\t_, err := r.collection.UpdateOne(\n\t\tctx,\n\t\tbson.M{\"character_id\": characterID},\n\t\tbson.M{\"$set\": bson.M{\n\t\t\t\"map_id\":     mapID,\n\t\t\t\"position_x\": x,\n\t\t\t\"position_y\": y,\n\t\t\t\"position_z\": z,\n\t\t\t\"direction\":  dir,\n\t\t\t\"updated_at\": time.Now(),\n\t\t}},\n\t)\n\treturn err\n}\n\n// ItemRepository 物品仓储\ntype ItemRepository struct {\n\tcollection *mongo.Collection\n}\n\n// NewItemRepository 创建物品仓储\nfunc NewItemRepository(db *mongo.Database) *ItemRepository {\n\treturn &ItemRepository{\n\t\tcollection: db.Collection(\"items\"),\n\t}\n}\n\n// Create 创建物品\nfunc (r *ItemRepository) Create(ctx context.Context, item *DbItem) error {\n\titem.CreatedAt = time.Now()\n\tresult, err := r.collection.InsertOne(ctx, item)\n\tif err != nil {\n\t\treturn err\n\t}\n\titem.ID = result.InsertedID.(primitive.ObjectID)\n\treturn nil\n}\n\n// FindByCharacterID 查找角色的所有物品\nfunc (r *ItemRepository) FindByCharacterID(ctx context.Context, characterID int64) ([]*DbItem, error) {\n\tcursor, err := r.collection.Find(ctx, bson.M{\"character_id\": characterID})\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar items []*DbItem\n\tif err := cursor.All(ctx, &items); err != nil {\n\t\treturn nil, err\n\t}\n\treturn items, nil\n}\n\n// FindByUID 根据唯一ID查找物品\nfunc (r *ItemRepository) FindByUID(ctx context.Context, itemUID int64) (*DbItem, error) {\n\tvar item DbItem\n\terr := r.collection.FindOne(ctx, bson.M{\"item_uid\": itemUID}).Decode(&item)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\treturn &item, nil\n}\n\n// Update 更新物品\nfunc (r *ItemRepository) Update(ctx context.Context, item *DbItem) error {\n\t_, err := r.collection.UpdateOne(\n\t\tctx,\n\t\tbson.M{\"item_uid\": item.ItemUID},\n\t\tbson.M{\"$set\": item},\n\t)\n\treturn err\n}\n\n// Delete 删除物品\nfunc (r *ItemRepository) Delete(ctx context.Context, itemUID int64) error {\n\t_, err := r.collection.DeleteOne(ctx, bson.M{\"item_uid\": itemUID})\n\treturn err\n}\n\n// QuestRepository 任务仓储\ntype QuestRepository struct {\n\tcollection *mongo.Collection\n}\n\n// NewQuestRepository 创建任务仓储\nfunc NewQuestRepository(db *mongo.Database) *QuestRepository {\n\treturn &QuestRepository{\n\t\tcollection: db.Collection(\"quests\"),\n\t}\n}\n\n// Create 创建任务进度\nfunc (r *QuestRepository) Create(ctx context.Context, quest *DbQuest) error {\n\tquest.AcceptedAt = time.Now()\n\tresult, err := r.collection.InsertOne(ctx, quest)\n\tif err != nil {\n\t\treturn err\n\t}\n\tquest.ID = result.InsertedID.(primitive.ObjectID)\n\treturn nil\n}\n\n// FindByCharacterID 查找角色的所有任务\nfunc (r *QuestRepository) FindByCharacterID(ctx context.Context, characterID int64) ([]*DbQuest, error) {\n\tcursor, err := r.collection.Find(ctx, bson.M{\"character_id\": characterID})\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar quests []*DbQuest\n\tif err := cursor.All(ctx, &quests); err != nil {\n\t\treturn nil, err\n\t}\n\treturn quests, nil\n}\n\n// Update 更新任务进度\nfunc (r *QuestRepository) Update(ctx context.Context, quest *DbQuest) error {\n\t_, err := r.collection.UpdateOne(\n\t\tctx,\n\t\tbson.M{\n\t\t\t\"character_id\": quest.CharacterID,\n\t\t\t\"quest_id\":     quest.QuestID,\n\t\t},\n\t\tbson.M{\"$set\": quest},\n\t)\n\treturn err\n}\n\n// MailRepository 邮件仓储\ntype MailRepository struct {\n\tcollection *mongo.Collection\n}\n\n// NewMailRepository 创建邮件仓储\nfunc NewMailRepository(db *mongo.Database) *MailRepository {\n\treturn &MailRepository{\n\t\tcollection: db.Collection(\"mails\"),\n\t}\n}\n\n// Create 创建邮件\nfunc (r *MailRepository) Create(ctx context.Context, mail *DbMail) error {\n\tmail.CreatedAt = time.Now()\n\tresult, err := r.collection.InsertOne(ctx, mail)\n\tif err != nil {\n\t\treturn err\n\t}\n\tmail.ID = result.InsertedID.(primitive.ObjectID)\n\treturn nil\n}\n\n// FindByReceiverID 查找收件人的邮件\nfunc (r *MailRepository) FindByReceiverID(ctx context.Context, receiverID int64, limit int) ([]*DbMail, error) {\n\topts := options.Find().SetSort(bson.D{{Key: \"created_at\", Value: -1}}).SetLimit(int64(limit))\n\tcursor, err := r.collection.Find(ctx, bson.M{\"receiver_id\": receiverID}, opts)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar mails []*DbMail\n\tif err := cursor.All(ctx, &mails); err != nil {\n\t\treturn nil, err\n\t}\n\treturn mails, nil\n}\n\n// MarkAsRead 标记为已读\nfunc (r *MailRepository) MarkAsRead(ctx context.Context, mailID int64) error {\n\t_, err := r.collection.UpdateOne(\n\t\tctx,\n\t\tbson.M{\"mail_id\": mailID},\n\t\tbson.M{\"$set\": bson.M{\"is_read\": true}},\n\t)\n\treturn err\n}\n\n// Delete 删除邮件\nfunc (r *MailRepository) Delete(ctx context.Context, mailID int64) error {\n\t_, err := r.collection.DeleteOne(ctx, bson.M{\"mail_id\": mailID})\n\treturn err\n}\n\n// DeleteExpired 删除过期邮件\nfunc (r *MailRepository) DeleteExpired(ctx context.Context) error {\n\t_, err := r.collection.DeleteMany(ctx, bson.M{\n\t\t\"expire_at\": bson.M{\"$lt\": time.Now()},\n\t})\n\treturn err\n}\n"
  },
  {
    "path": "internal/infrastructure/persistence/scene_repository.go",
    "content": "package persistence\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"go.mongodb.org/mongo-driver/bson\"\n\t\"go.mongodb.org/mongo-driver/bson/primitive\"\n\t\"go.mongodb.org/mongo-driver/mongo\"\n\t\"go.mongodb.org/mongo-driver/mongo/options\"\n\n\t\"greatestworks/internal/domain/scene\"\n\t\"greatestworks/internal/infrastructure/cache\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// MongoSceneRepository MongoDB场景仓储实现\ntype MongoSceneRepository struct {\n\tcollection *mongo.Collection\n\tcache      cache.Cache\n\tlogger     logging.Logger\n}\n\n// NewMongoSceneRepository 创建MongoDB场景仓储\nfunc NewMongoSceneRepository(db *mongo.Database, cache cache.Cache, logger logging.Logger) *MongoSceneRepository {\n\treturn &MongoSceneRepository{\n\t\tcollection: db.Collection(\"scenes\"),\n\t\tcache:      cache,\n\t\tlogger:     logger,\n\t}\n}\n\n// SceneDocument 场景文档结构\ntype SceneDocument struct {\n\tID             primitive.ObjectID `bson:\"_id,omitempty\" json:\"id\"`\n\tSceneID        string             `bson:\"scene_id\" json:\"scene_id\"`\n\tName           string             `bson:\"name\" json:\"name\"`\n\tSceneType      int                `bson:\"scene_type\" json:\"scene_type\"`\n\tStatus         int                `bson:\"status\" json:\"status\"`\n\tWidth          float64            `bson:\"width\" json:\"width\"`\n\tHeight         float64            `bson:\"height\" json:\"height\"`\n\tMaxPlayers     int                `bson:\"max_players\" json:\"max_players\"`\n\tCurrentPlayers int                `bson:\"current_players\" json:\"current_players\"`\n\tPlayers        []string           `bson:\"players\" json:\"players\"` // 玩家ID列表\n\tCreatedAt      time.Time          `bson:\"created_at\" json:\"created_at\"`\n\tUpdatedAt      time.Time          `bson:\"updated_at\" json:\"updated_at\"`\n\tVersion        int64              `bson:\"version\" json:\"version\"`\n}\n\n// Save 保存场景\nfunc (r *MongoSceneRepository) Save(ctx context.Context, s *scene.Scene) error {\n\tdoc := r.toDocument(s)\n\n\tnow := time.Now()\n\tif doc.ID.IsZero() {\n\t\tdoc.CreatedAt = now\n\t}\n\tdoc.UpdatedAt = now\n\n\tfilter := bson.M{\"scene_id\": s.ID()}\n\topts := options.Replace().SetUpsert(true)\n\n\t_, err := r.collection.ReplaceOne(ctx, filter, doc, opts)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"保存场景到MongoDB失败: %w\", err)\n\t}\n\n\t// 清理缓存\n\tif r.cache != nil {\n\t\tcacheKey := fmt.Sprintf(\"scene:%s\", s.ID())\n\t\t_ = r.cache.Delete(ctx, cacheKey)\n\t}\n\n\treturn nil\n}\n\n// FindByID 根据ID查找场景\nfunc (r *MongoSceneRepository) FindByID(ctx context.Context, sceneID string) (*scene.Scene, error) {\n\t// 先尝试从缓存获取\n\tif r.cache != nil {\n\t\tcacheKey := fmt.Sprintf(\"scene:%s\", sceneID)\n\t\tvar doc SceneDocument\n\t\tif err := r.cache.Get(ctx, cacheKey, &doc); err == nil {\n\t\t\treturn r.toDomain(&doc), nil\n\t\t}\n\t}\n\n\t// 从MongoDB获取\n\tfilter := bson.M{\"scene_id\": sceneID}\n\tvar doc SceneDocument\n\terr := r.collection.FindOne(ctx, filter).Decode(&doc)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn nil, nil\n\t\t}\n\t\treturn nil, fmt.Errorf(\"从MongoDB查找场景失败: %w\", err)\n\t}\n\n\t// 写入缓存\n\tif r.cache != nil {\n\t\tcacheKey := fmt.Sprintf(\"scene:%s\", sceneID)\n\t\t_ = r.cache.Set(ctx, cacheKey, &doc, 5*time.Minute)\n\t}\n\n\treturn r.toDomain(&doc), nil\n}\n\n// Delete 删除场景\nfunc (r *MongoSceneRepository) Delete(ctx context.Context, sceneID string) error {\n\tfilter := bson.M{\"scene_id\": sceneID}\n\t_, err := r.collection.DeleteOne(ctx, filter)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"从MongoDB删除场景失败: %w\", err)\n\t}\n\n\t// 清理缓存\n\tif r.cache != nil {\n\t\tcacheKey := fmt.Sprintf(\"scene:%s\", sceneID)\n\t\t_ = r.cache.Delete(ctx, cacheKey)\n\t}\n\n\treturn nil\n}\n\n// Exists 检查场景是否存在\nfunc (r *MongoSceneRepository) Exists(ctx context.Context, sceneID string) (bool, error) {\n\tfilter := bson.M{\"scene_id\": sceneID}\n\tcount, err := r.collection.CountDocuments(ctx, filter)\n\tif err != nil {\n\t\treturn false, fmt.Errorf(\"检查场景是否存在失败: %w\", err)\n\t}\n\treturn count > 0, nil\n}\n\n// SaveBatch 批量保存场景\nfunc (r *MongoSceneRepository) SaveBatch(ctx context.Context, scenes []*scene.Scene) error {\n\tif len(scenes) == 0 {\n\t\treturn nil\n\t}\n\n\tmodels := make([]mongo.WriteModel, 0, len(scenes))\n\tfor _, s := range scenes {\n\t\tdoc := r.toDocument(s)\n\t\tnow := time.Now()\n\t\tif doc.ID.IsZero() {\n\t\t\tdoc.CreatedAt = now\n\t\t}\n\t\tdoc.UpdatedAt = now\n\n\t\tfilter := bson.M{\"scene_id\": s.ID()}\n\t\tupdate := bson.M{\"$set\": doc}\n\t\tmodel := mongo.NewUpdateOneModel().SetFilter(filter).SetUpdate(update).SetUpsert(true)\n\t\tmodels = append(models, model)\n\t}\n\n\t_, err := r.collection.BulkWrite(ctx, models)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"批量保存场景失败: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// FindByIDs 根据ID列表查找场景\nfunc (r *MongoSceneRepository) FindByIDs(ctx context.Context, sceneIDs []string) ([]*scene.Scene, error) {\n\tfilter := bson.M{\"scene_id\": bson.M{\"$in\": sceneIDs}}\n\tcursor, err := r.collection.Find(ctx, filter)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"查找场景列表失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar docs []SceneDocument\n\tif err := cursor.All(ctx, &docs); err != nil {\n\t\treturn nil, fmt.Errorf(\"解析场景列表失败: %w\", err)\n\t}\n\n\tscenes := make([]*scene.Scene, 0, len(docs))\n\tfor _, doc := range docs {\n\t\tscenes = append(scenes, r.toDomain(&doc))\n\t}\n\n\treturn scenes, nil\n}\n\n// FindAll 查找所有场景\nfunc (r *MongoSceneRepository) FindAll(ctx context.Context) ([]*scene.Scene, error) {\n\tcursor, err := r.collection.Find(ctx, bson.M{})\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"查找所有场景失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar docs []SceneDocument\n\tif err := cursor.All(ctx, &docs); err != nil {\n\t\treturn nil, fmt.Errorf(\"解析场景列表失败: %w\", err)\n\t}\n\n\tscenes := make([]*scene.Scene, 0, len(docs))\n\tfor _, doc := range docs {\n\t\tscenes = append(scenes, r.toDomain(&doc))\n\t}\n\n\treturn scenes, nil\n}\n\n// FindByType 根据类型查找场景\nfunc (r *MongoSceneRepository) FindByType(ctx context.Context, sceneType scene.SceneType) ([]*scene.Scene, error) {\n\tfilter := bson.M{\"scene_type\": int(sceneType)}\n\tcursor, err := r.collection.Find(ctx, filter)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"查找场景失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar docs []SceneDocument\n\tif err := cursor.All(ctx, &docs); err != nil {\n\t\treturn nil, fmt.Errorf(\"解析场景列表失败: %w\", err)\n\t}\n\n\tscenes := make([]*scene.Scene, 0, len(docs))\n\tfor _, doc := range docs {\n\t\tscenes = append(scenes, r.toDomain(&doc))\n\t}\n\n\treturn scenes, nil\n}\n\n// FindByStatus 根据状态查找场景\nfunc (r *MongoSceneRepository) FindByStatus(ctx context.Context, status scene.SceneStatus) ([]*scene.Scene, error) {\n\tfilter := bson.M{\"status\": int(status)}\n\tcursor, err := r.collection.Find(ctx, filter)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"查找场景失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar docs []SceneDocument\n\tif err := cursor.All(ctx, &docs); err != nil {\n\t\treturn nil, fmt.Errorf(\"解析场景列表失败: %w\", err)\n\t}\n\n\tscenes := make([]*scene.Scene, 0, len(docs))\n\tfor _, doc := range docs {\n\t\tscenes = append(scenes, r.toDomain(&doc))\n\t}\n\n\treturn scenes, nil\n}\n\n// FindAvailableScenes 查找可用场景\nfunc (r *MongoSceneRepository) FindAvailableScenes(ctx context.Context) ([]*scene.Scene, error) {\n\tfilter := bson.M{\n\t\t\"status\": int(scene.SceneStatusActive),\n\t\t\"$expr\": bson.M{\n\t\t\t\"$lt\": []interface{}{\"$current_players\", \"$max_players\"},\n\t\t},\n\t}\n\n\tcursor, err := r.collection.Find(ctx, filter)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"查找可用场景失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar docs []SceneDocument\n\tif err := cursor.All(ctx, &docs); err != nil {\n\t\treturn nil, fmt.Errorf(\"解析场景列表失败: %w\", err)\n\t}\n\n\tscenes := make([]*scene.Scene, 0, len(docs))\n\tfor _, doc := range docs {\n\t\tscenes = append(scenes, r.toDomain(&doc))\n\t}\n\n\treturn scenes, nil\n}\n\n// FindScenesWithSpace 查找有空位的场景\nfunc (r *MongoSceneRepository) FindScenesWithSpace(ctx context.Context, minSpace int) ([]*scene.Scene, error) {\n\tfilter := bson.M{\n\t\t\"$expr\": bson.M{\n\t\t\t\"$gte\": []interface{}{\n\t\t\t\tbson.M{\"$subtract\": []interface{}{\"$max_players\", \"$current_players\"}},\n\t\t\t\tminSpace,\n\t\t\t},\n\t\t},\n\t}\n\n\tcursor, err := r.collection.Find(ctx, filter)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"查找有空位的场景失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar docs []SceneDocument\n\tif err := cursor.All(ctx, &docs); err != nil {\n\t\treturn nil, fmt.Errorf(\"解析场景列表失败: %w\", err)\n\t}\n\n\tscenes := make([]*scene.Scene, 0, len(docs))\n\tfor _, doc := range docs {\n\t\tscenes = append(scenes, r.toDomain(&doc))\n\t}\n\n\treturn scenes, nil\n}\n\n// SaveEntity 保存实体（简化实现，实际应该独立存储）\nfunc (r *MongoSceneRepository) SaveEntity(ctx context.Context, sceneID string, entity scene.Entity) error {\n\t// TODO: 实现实体持久化逻辑\n\treturn nil\n}\n\n// RemoveEntity 移除实体\nfunc (r *MongoSceneRepository) RemoveEntity(ctx context.Context, sceneID string, entityID string) error {\n\t// TODO: 实现实体移除逻辑\n\treturn nil\n}\n\n// FindEntitiesByType 根据类型查找实体\nfunc (r *MongoSceneRepository) FindEntitiesByType(ctx context.Context, sceneID string, entityType scene.EntityType) ([]scene.Entity, error) {\n\t// TODO: 实现实体查询逻辑\n\treturn nil, nil\n}\n\n// FindEntitiesInRadius 查找半径内的实体\nfunc (r *MongoSceneRepository) FindEntitiesInRadius(ctx context.Context, sceneID string, center *scene.Position, radius float64) ([]scene.Entity, error) {\n\t// TODO: 实现空间查询逻辑\n\treturn nil, nil\n}\n\n// AddPlayerToScene 添加玩家到场景\nfunc (r *MongoSceneRepository) AddPlayerToScene(ctx context.Context, sceneID string, playerID string) error {\n\tfilter := bson.M{\"scene_id\": sceneID}\n\tupdate := bson.M{\n\t\t\"$addToSet\": bson.M{\"players\": playerID},\n\t\t\"$inc\":      bson.M{\"current_players\": 1},\n\t}\n\t_, err := r.collection.UpdateOne(ctx, filter, update)\n\treturn err\n}\n\n// RemovePlayerFromScene 从场景移除玩家\nfunc (r *MongoSceneRepository) RemovePlayerFromScene(ctx context.Context, sceneID string, playerID string) error {\n\tfilter := bson.M{\"scene_id\": sceneID}\n\tupdate := bson.M{\n\t\t\"$pull\": bson.M{\"players\": playerID},\n\t\t\"$inc\":  bson.M{\"current_players\": -1},\n\t}\n\t_, err := r.collection.UpdateOne(ctx, filter, update)\n\treturn err\n}\n\n// FindPlayerScene 查找玩家所在场景\nfunc (r *MongoSceneRepository) FindPlayerScene(ctx context.Context, playerID string) (*scene.Scene, error) {\n\tfilter := bson.M{\"players\": playerID}\n\tvar doc SceneDocument\n\terr := r.collection.FindOne(ctx, filter).Decode(&doc)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn nil, nil\n\t\t}\n\t\treturn nil, fmt.Errorf(\"查找玩家场景失败: %w\", err)\n\t}\n\treturn r.toDomain(&doc), nil\n}\n\n// GetScenePlayerCount 获取场景玩家数\nfunc (r *MongoSceneRepository) GetScenePlayerCount(ctx context.Context, sceneID string) (int, error) {\n\tfilter := bson.M{\"scene_id\": sceneID}\n\tvar doc SceneDocument\n\terr := r.collection.FindOne(ctx, filter).Decode(&doc)\n\tif err != nil {\n\t\treturn 0, err\n\t}\n\treturn doc.CurrentPlayers, nil\n}\n\n// GetScenePlayers 获取场景玩家列表\nfunc (r *MongoSceneRepository) GetScenePlayers(ctx context.Context, sceneID string) ([]string, error) {\n\tfilter := bson.M{\"scene_id\": sceneID}\n\tvar doc SceneDocument\n\terr := r.collection.FindOne(ctx, filter).Decode(&doc)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\treturn doc.Players, nil\n}\n\n// GetSceneStats 获取场景统计信息\nfunc (r *MongoSceneRepository) GetSceneStats(ctx context.Context, sceneID string) (*scene.SceneStats, error) {\n\t// TODO: 实现场景统计信息\n\treturn nil, nil\n}\n\n// GetSceneHistory 获取场景历史记录\nfunc (r *MongoSceneRepository) GetSceneHistory(ctx context.Context, sceneID string, limit int) ([]*scene.SceneHistoryRecord, error) {\n\t// TODO: 实现场景历史记录\n\treturn nil, nil\n}\n\n// GetPopularScenes 获取热门场景\nfunc (r *MongoSceneRepository) GetPopularScenes(ctx context.Context, limit int) ([]*scene.ScenePopularity, error) {\n\t// TODO: 实现热门场景查询\n\treturn nil, nil\n}\n\n// GetSceneConfig 获取场景配置\nfunc (r *MongoSceneRepository) GetSceneConfig(ctx context.Context, sceneID string) (*scene.SceneConfig, error) {\n\t// TODO: 实现场景配置查询\n\treturn nil, nil\n}\n\n// SaveSceneConfig 保存场景配置\nfunc (r *MongoSceneRepository) SaveSceneConfig(ctx context.Context, config *scene.SceneConfig) error {\n\t// TODO: 实现场景配置保存\n\treturn nil\n}\n\n// GetAllSceneConfigs 获取所有场景配置\nfunc (r *MongoSceneRepository) GetAllSceneConfigs(ctx context.Context) ([]*scene.SceneConfig, error) {\n\t// TODO: 实现场景配置列表查询\n\treturn nil, nil\n}\n\n// toDocument 转换为文档\nfunc (r *MongoSceneRepository) toDocument(s *scene.Scene) *SceneDocument {\n\treturn &SceneDocument{\n\t\tSceneID:        s.ID(),\n\t\tName:           s.Name(),\n\t\tSceneType:      int(s.Type()),\n\t\tStatus:         int(s.Status()),\n\t\tWidth:          s.GetWidth(),\n\t\tHeight:         s.GetHeight(),\n\t\tMaxPlayers:     s.GetMaxPlayers(),\n\t\tCurrentPlayers: s.PlayerCount(),\n\t\tPlayers:        []string{}, // TODO: 从场景中提取玩家ID列表\n\t}\n}\n\n// toDomain 转换为领域对象\nfunc (r *MongoSceneRepository) toDomain(doc *SceneDocument) *scene.Scene {\n\treturn scene.NewScene(\n\t\tdoc.SceneID,\n\t\tdoc.Name,\n\t\tscene.SceneType(doc.SceneType),\n\t\tdoc.Width,\n\t\tdoc.Height,\n\t\tdoc.MaxPlayers,\n\t)\n}\n"
  },
  {
    "path": "internal/infrastructure/persistence/weather_repository.go",
    "content": "package persistence\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"go.mongodb.org/mongo-driver/bson\"\n\t\"go.mongodb.org/mongo-driver/bson/primitive\"\n\t\"go.mongodb.org/mongo-driver/mongo\"\n\t\"go.mongodb.org/mongo-driver/mongo/options\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// WeatherRepository 天气仓储\ntype WeatherRepository struct {\n\tcollection *mongo.Collection\n\tlogger     logging.Logger\n}\n\n// NewWeatherRepository 创建天气仓储\nfunc NewWeatherRepository(db *mongo.Database, logger logging.Logger) *WeatherRepository {\n\treturn &WeatherRepository{\n\t\tcollection: db.Collection(\"weather\"),\n\t\tlogger:     logger,\n\t}\n}\n\n// WeatherRecord 天气记录\ntype WeatherRecord struct {\n\tID            primitive.ObjectID `bson:\"_id,omitempty\" json:\"id\"`\n\tRegion        string             `bson:\"region\" json:\"region\"`\n\tWeatherType   string             `bson:\"weather_type\" json:\"weather_type\"`\n\tTemperature   int                `bson:\"temperature\" json:\"temperature\"`\n\tHumidity      int                `bson:\"humidity\" json:\"humidity\"`\n\tWindSpeed     int                `bson:\"wind_speed\" json:\"wind_speed\"`\n\tWindDirection string             `bson:\"wind_direction\" json:\"wind_direction\"`\n\tPressure      int                `bson:\"pressure\" json:\"pressure\"`\n\tVisibility    int                `bson:\"visibility\" json:\"visibility\"`\n\tDescription   string             `bson:\"description\" json:\"description\"`\n\tStartTime     time.Time          `bson:\"start_time\" json:\"start_time\"`\n\tEndTime       time.Time          `bson:\"end_time\" json:\"end_time\"`\n\tCreatedAt     time.Time          `bson:\"created_at\" json:\"created_at\"`\n\tUpdatedAt     time.Time          `bson:\"updated_at\" json:\"updated_at\"`\n}\n\n// CreateWeather 创建天气记录\nfunc (r *WeatherRepository) CreateWeather(ctx context.Context, weather *WeatherRecord) error {\n\tweather.CreatedAt = time.Now()\n\tweather.UpdatedAt = time.Now()\n\n\t_, err := r.collection.InsertOne(ctx, weather)\n\tif err != nil {\n\t\tr.logger.Error(\"创建天气记录失败\", err, logging.Fields{\n\t\t\t\"region\":       weather.Region,\n\t\t\t\"weather_type\": weather.WeatherType,\n\t\t})\n\t\treturn fmt.Errorf(\"创建天气记录失败: %w\", err)\n\t}\n\n\tr.logger.Info(\"天气记录创建成功\", map[string]interface{}{\n\t\t\"region\":       weather.Region,\n\t\t\"weather_type\": weather.WeatherType,\n\t\t\"temperature\":  weather.Temperature,\n\t})\n\n\treturn nil\n}\n\n// GetWeather 获取天气记录\nfunc (r *WeatherRepository) GetWeather(ctx context.Context, id string) (*WeatherRecord, error) {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"无效的ID格式: %w\", err)\n\t}\n\n\tvar weather WeatherRecord\n\terr = r.collection.FindOne(ctx, bson.M{\"_id\": objectID}).Decode(&weather)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn nil, fmt.Errorf(\"天气记录不存在\")\n\t\t}\n\t\tr.logger.Error(\"获取天气记录失败\", err, logging.Fields{\n\t\t\t\"id\": id,\n\t\t})\n\t\treturn nil, fmt.Errorf(\"获取天气记录失败: %w\", err)\n\t}\n\n\treturn &weather, nil\n}\n\n// UpdateWeather 更新天气记录\nfunc (r *WeatherRepository) UpdateWeather(ctx context.Context, id string, updates map[string]interface{}) error {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"无效的ID格式: %w\", err)\n\t}\n\n\tupdates[\"updated_at\"] = time.Now()\n\n\tresult, err := r.collection.UpdateOne(\n\t\tctx,\n\t\tbson.M{\"_id\": objectID},\n\t\tbson.M{\"$set\": updates},\n\t)\n\tif err != nil {\n\t\tr.logger.Error(\"更新天气记录失败\", err, logging.Fields{\n\t\t\t\"id\": id,\n\t\t})\n\t\treturn fmt.Errorf(\"更新天气记录失败: %w\", err)\n\t}\n\n\tif result.MatchedCount == 0 {\n\t\treturn fmt.Errorf(\"天气记录不存在\")\n\t}\n\n\tr.logger.Info(\"天气记录更新成功\", map[string]interface{}{\n\t\t\"id\": id,\n\t})\n\n\treturn nil\n}\n\n// DeleteWeather 删除天气记录\nfunc (r *WeatherRepository) DeleteWeather(ctx context.Context, id string) error {\n\tobjectID, err := primitive.ObjectIDFromHex(id)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"无效的ID格式: %w\", err)\n\t}\n\n\tresult, err := r.collection.DeleteOne(ctx, bson.M{\"_id\": objectID})\n\tif err != nil {\n\t\tr.logger.Error(\"删除天气记录失败\", err, logging.Fields{\n\t\t\t\"id\": id,\n\t\t})\n\t\treturn fmt.Errorf(\"删除天气记录失败: %w\", err)\n\t}\n\n\tif result.DeletedCount == 0 {\n\t\treturn fmt.Errorf(\"天气记录不存在\")\n\t}\n\n\tr.logger.Info(\"天气记录删除成功\", map[string]interface{}{\n\t\t\"id\": id,\n\t})\n\n\treturn nil\n}\n\n// GetCurrentWeather 获取当前天气\nfunc (r *WeatherRepository) GetCurrentWeather(ctx context.Context, region string) (*WeatherRecord, error) {\n\tnow := time.Now()\n\tfilter := bson.M{\n\t\t\"region\":     region,\n\t\t\"start_time\": bson.M{\"$lte\": now},\n\t\t\"end_time\":   bson.M{\"$gte\": now},\n\t}\n\n\topts := options.FindOne().SetSort(bson.D{{Key: \"start_time\", Value: -1}})\n\n\tvar weather WeatherRecord\n\terr := r.collection.FindOne(ctx, filter, opts).Decode(&weather)\n\tif err != nil {\n\t\tif err == mongo.ErrNoDocuments {\n\t\t\treturn nil, fmt.Errorf(\"当前没有天气记录\")\n\t\t}\n\t\tr.logger.Error(\"获取当前天气失败\", err, logging.Fields{\n\t\t\t\"region\": region,\n\t\t})\n\t\treturn nil, fmt.Errorf(\"获取当前天气失败: %w\", err)\n\t}\n\n\treturn &weather, nil\n}\n\n// GetWeatherHistory 获取天气历史\nfunc (r *WeatherRepository) GetWeatherHistory(ctx context.Context, region string, startTime, endTime time.Time, limit, offset int) ([]*WeatherRecord, error) {\n\tfilter := bson.M{\n\t\t\"region\":     region,\n\t\t\"start_time\": bson.M{\"$gte\": startTime, \"$lte\": endTime},\n\t}\n\n\topts := options.Find().\n\t\tSetSort(bson.D{{Key: \"start_time\", Value: -1}}).\n\t\tSetLimit(int64(limit)).\n\t\tSetSkip(int64(offset))\n\n\tcursor, err := r.collection.Find(ctx, filter, opts)\n\tif err != nil {\n\t\tr.logger.Error(\"获取天气历史失败\", err, logging.Fields{\n\t\t\t\"region\":     region,\n\t\t\t\"start_time\": startTime,\n\t\t\t\"end_time\":   endTime,\n\t\t})\n\t\treturn nil, fmt.Errorf(\"获取天气历史失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar weathers []*WeatherRecord\n\tif err = cursor.All(ctx, &weathers); err != nil {\n\t\treturn nil, fmt.Errorf(\"解析天气历史失败: %w\", err)\n\t}\n\n\tr.logger.Info(\"获取天气历史成功\", map[string]interface{}{\n\t\t\"region\": region,\n\t\t\"count\":  len(weathers),\n\t})\n\n\treturn weathers, nil\n}\n\n// GetWeatherByType 根据天气类型获取记录\nfunc (r *WeatherRepository) GetWeatherByType(ctx context.Context, weatherType string, limit, offset int) ([]*WeatherRecord, error) {\n\tfilter := bson.M{\"weather_type\": weatherType}\n\topts := options.Find().\n\t\tSetSort(bson.D{{Key: \"start_time\", Value: -1}}).\n\t\tSetLimit(int64(limit)).\n\t\tSetSkip(int64(offset))\n\n\tcursor, err := r.collection.Find(ctx, filter, opts)\n\tif err != nil {\n\t\tr.logger.Error(\"根据天气类型获取记录失败\", err, logging.Fields{\n\t\t\t\"weather_type\": weatherType,\n\t\t})\n\t\treturn nil, fmt.Errorf(\"根据天气类型获取记录失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar weathers []*WeatherRecord\n\tif err = cursor.All(ctx, &weathers); err != nil {\n\t\treturn nil, fmt.Errorf(\"解析天气记录失败: %w\", err)\n\t}\n\n\tr.logger.Info(\"根据天气类型获取记录成功\", map[string]interface{}{\n\t\t\"weather_type\": weatherType,\n\t\t\"count\":        len(weathers),\n\t})\n\n\treturn weathers, nil\n}\n\n// GetWeatherStats 获取天气统计\nfunc (r *WeatherRepository) GetWeatherStats(ctx context.Context, region string, startTime, endTime time.Time) (map[string]interface{}, error) {\n\tpipeline := []bson.M{\n\t\t{\n\t\t\t\"$match\": bson.M{\n\t\t\t\t\"region\":     region,\n\t\t\t\t\"start_time\": bson.M{\"$gte\": startTime, \"$lte\": endTime},\n\t\t\t},\n\t\t},\n\t\t{\n\t\t\t\"$group\": bson.M{\n\t\t\t\t\"_id\":             \"$weather_type\",\n\t\t\t\t\"count\":           bson.M{\"$sum\": 1},\n\t\t\t\t\"avg_temperature\": bson.M{\"$avg\": \"$temperature\"},\n\t\t\t\t\"avg_humidity\":    bson.M{\"$avg\": \"$humidity\"},\n\t\t\t\t\"avg_wind_speed\":  bson.M{\"$avg\": \"$wind_speed\"},\n\t\t\t},\n\t\t},\n\t}\n\n\tcursor, err := r.collection.Aggregate(ctx, pipeline)\n\tif err != nil {\n\t\tr.logger.Error(\"获取天气统计失败\", err, logging.Fields{\n\t\t\t\"region\":     region,\n\t\t\t\"start_time\": startTime,\n\t\t\t\"end_time\":   endTime,\n\t\t})\n\t\treturn nil, fmt.Errorf(\"获取天气统计失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar results []bson.M\n\tif err = cursor.All(ctx, &results); err != nil {\n\t\treturn nil, fmt.Errorf(\"解析天气统计失败: %w\", err)\n\t}\n\n\tstats := make(map[string]interface{})\n\tfor _, result := range results {\n\t\tweatherType := result[\"_id\"].(string)\n\t\tstats[weatherType] = map[string]interface{}{\n\t\t\t\"count\":           result[\"count\"],\n\t\t\t\"avg_temperature\": result[\"avg_temperature\"],\n\t\t\t\"avg_humidity\":    result[\"avg_humidity\"],\n\t\t\t\"avg_wind_speed\":  result[\"avg_wind_speed\"],\n\t\t}\n\t}\n\n\tr.logger.Info(\"获取天气统计成功\", map[string]interface{}{\n\t\t\"region\": region,\n\t\t\"stats\":  stats,\n\t})\n\n\treturn stats, nil\n}\n\n// GetWeatherForecast 获取天气预报\nfunc (r *WeatherRepository) GetWeatherForecast(ctx context.Context, region string, days int) ([]*WeatherRecord, error) {\n\tstartTime := time.Now()\n\tendTime := startTime.AddDate(0, 0, days)\n\n\tfilter := bson.M{\n\t\t\"region\":     region,\n\t\t\"start_time\": bson.M{\"$gte\": startTime, \"$lte\": endTime},\n\t}\n\n\topts := options.Find().\n\t\tSetSort(bson.D{{Key: \"start_time\", Value: 1}}).\n\t\tSetLimit(int64(days * 24)) // 假设每小时一条记录\n\tcursor, err := r.collection.Find(ctx, filter, opts)\n\tif err != nil {\n\t\tr.logger.Error(\"获取天气预报失败\", err, logging.Fields{\n\t\t\t\"region\": region,\n\t\t\t\"days\":   days,\n\t\t})\n\t\treturn nil, fmt.Errorf(\"获取天气预报失败: %w\", err)\n\t}\n\tdefer cursor.Close(ctx)\n\n\tvar weathers []*WeatherRecord\n\tif err = cursor.All(ctx, &weathers); err != nil {\n\t\treturn nil, fmt.Errorf(\"解析天气预报失败: %w\", err)\n\t}\n\n\tr.logger.Info(\"获取天气预报成功\", map[string]interface{}{\n\t\t\"region\": region,\n\t\t\"days\":   days,\n\t\t\"count\":  len(weathers),\n\t})\n\n\treturn weathers, nil\n}\n"
  },
  {
    "path": "internal/infrastructure/protocol/binary_protocol.go",
    "content": "// Package protocol 二进制协议实现\n// Author: MMO Server Team\n// Created: 2024\n\npackage protocol\n\nimport (\n\t\"bytes\"\n\t\"encoding/binary\"\n\t\"fmt\"\n\t\"hash/crc32\"\n\t\"io\"\n\t\"time\"\n)\n\n// BinaryCodec 二进制编解码器\ntype BinaryCodec struct {\n\tbyteOrder binary.ByteOrder\n}\n\n// NewBinaryCodec 创建二进制编解码器\nfunc NewBinaryCodec() *BinaryCodec {\n\treturn &BinaryCodec{\n\t\tbyteOrder: binary.LittleEndian,\n\t}\n}\n\n// GetName 获取编解码器名称\nfunc (bc *BinaryCodec) GetName() string {\n\treturn \"binary\"\n}\n\n// Encode 编码消息\nfunc (bc *BinaryCodec) Encode(message Message) ([]byte, error) {\n\t// 序列化消息数据\n\tmsgData, err := message.Marshal()\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to marshal message: %w\", err)\n\t}\n\n\t// 创建数据包\n\tpacket := NewBasePacket(message.GetType(), msgData)\n\n\t// 编码数据包\n\treturn bc.EncodePacket(packet)\n}\n\n// Decode 解码消息\nfunc (bc *BinaryCodec) Decode(data []byte) (Message, error) {\n\t// 解码数据包\n\tpacket, err := bc.DecodePacket(data)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 创建消息实例（这里需要消息注册表支持）\n\tmessage := &BinaryMessage{\n\t\tBaseMessage: BaseMessage{msgType: packet.GetType()},\n\t\tdata:        packet.GetData(),\n\t}\n\n\treturn message, nil\n}\n\n// EncodePacket 编码数据包\nfunc (bc *BinaryCodec) EncodePacket(packet Packet) ([]byte, error) {\n\tbasePacket, ok := packet.(*BasePacket)\n\tif !ok {\n\t\treturn nil, fmt.Errorf(\"unsupported packet type: %T\", packet)\n\t}\n\n\t// 计算校验和\n\tbasePacket.header.Checksum = bc.calculateChecksum(basePacket.data)\n\n\t// 创建缓冲区\n\tbuf := new(bytes.Buffer)\n\n\t// 写入头部\n\tif err := bc.writeHeader(buf, &basePacket.header); err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to write header: %w\", err)\n\t}\n\n\t// 写入数据\n\tif len(basePacket.data) > 0 {\n\t\tif _, err := buf.Write(basePacket.data); err != nil {\n\t\t\treturn nil, fmt.Errorf(\"failed to write data: %w\", err)\n\t\t}\n\t}\n\n\treturn buf.Bytes(), nil\n}\n\n// DecodePacket 解码数据包\nfunc (bc *BinaryCodec) DecodePacket(data []byte) (Packet, error) {\n\tif len(data) < HeaderSize {\n\t\treturn nil, fmt.Errorf(\"packet too small: %d < %d\", len(data), HeaderSize)\n\t}\n\n\t// 读取头部\n\tbuf := bytes.NewReader(data)\n\theader, err := bc.readHeader(buf)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to read header: %w\", err)\n\t}\n\n\t// 验证头部\n\tif err := bc.validateHeader(header); err != nil {\n\t\treturn nil, fmt.Errorf(\"invalid header: %w\", err)\n\t}\n\n\t// 检查数据长度\n\texpectedSize := HeaderSize + int(header.Length)\n\tif len(data) != expectedSize {\n\t\treturn nil, fmt.Errorf(\"packet size mismatch: expected %d, got %d\", expectedSize, len(data))\n\t}\n\n\t// 读取数据\n\tvar msgData []byte\n\tif header.Length > 0 {\n\t\tmsgData = make([]byte, header.Length)\n\t\tif _, err := buf.Read(msgData); err != nil {\n\t\t\treturn nil, fmt.Errorf(\"failed to read data: %w\", err)\n\t\t}\n\n\t\t// 验证校验和\n\t\tif header.Checksum != bc.calculateChecksum(msgData) {\n\t\t\treturn nil, fmt.Errorf(\"checksum mismatch\")\n\t\t}\n\t}\n\n\t// 创建数据包\n\tpacket := &BasePacket{\n\t\theader: *header,\n\t\tdata:   msgData,\n\t}\n\n\treturn packet, nil\n}\n\n// writeHeader 写入头部\nfunc (bc *BinaryCodec) writeHeader(w io.Writer, header *PacketHeader) error {\n\tif err := binary.Write(w, bc.byteOrder, header.Magic); err != nil {\n\t\treturn err\n\t}\n\tif err := binary.Write(w, bc.byteOrder, header.Version); err != nil {\n\t\treturn err\n\t}\n\tif err := binary.Write(w, bc.byteOrder, header.Type); err != nil {\n\t\treturn err\n\t}\n\tif err := binary.Write(w, bc.byteOrder, header.Length); err != nil {\n\t\treturn err\n\t}\n\tif err := binary.Write(w, bc.byteOrder, header.Sequence); err != nil {\n\t\treturn err\n\t}\n\tif err := binary.Write(w, bc.byteOrder, header.Timestamp); err != nil {\n\t\treturn err\n\t}\n\tif err := binary.Write(w, bc.byteOrder, header.Checksum); err != nil {\n\t\treturn err\n\t}\n\treturn nil\n}\n\n// readHeader 读取头部\nfunc (bc *BinaryCodec) readHeader(r io.Reader) (*PacketHeader, error) {\n\theader := &PacketHeader{}\n\n\tif err := binary.Read(r, bc.byteOrder, &header.Magic); err != nil {\n\t\treturn nil, err\n\t}\n\tif err := binary.Read(r, bc.byteOrder, &header.Version); err != nil {\n\t\treturn nil, err\n\t}\n\tif err := binary.Read(r, bc.byteOrder, &header.Type); err != nil {\n\t\treturn nil, err\n\t}\n\tif err := binary.Read(r, bc.byteOrder, &header.Length); err != nil {\n\t\treturn nil, err\n\t}\n\tif err := binary.Read(r, bc.byteOrder, &header.Sequence); err != nil {\n\t\treturn nil, err\n\t}\n\tif err := binary.Read(r, bc.byteOrder, &header.Timestamp); err != nil {\n\t\treturn nil, err\n\t}\n\tif err := binary.Read(r, bc.byteOrder, &header.Checksum); err != nil {\n\t\treturn nil, err\n\t}\n\n\treturn header, nil\n}\n\n// validateHeader 验证头部\nfunc (bc *BinaryCodec) validateHeader(header *PacketHeader) error {\n\tif header.Magic != MagicNumber {\n\t\treturn fmt.Errorf(\"invalid magic number: %x\", header.Magic)\n\t}\n\tif header.Version != ProtocolVersion {\n\t\treturn fmt.Errorf(\"unsupported protocol version: %d\", header.Version)\n\t}\n\tif header.Length > DefaultMaxPacketSize {\n\t\treturn fmt.Errorf(\"packet too large: %d > %d\", header.Length, DefaultMaxPacketSize)\n\t}\n\treturn nil\n}\n\n// calculateChecksum 计算校验和\nfunc (bc *BinaryCodec) calculateChecksum(data []byte) uint32 {\n\treturn crc32.ChecksumIEEE(data)\n}\n\n// BinaryMessage 二进制消息实现\ntype BinaryMessage struct {\n\tBaseMessage\n\tdata []byte\n}\n\n// NewBinaryMessage 创建二进制消息\nfunc NewBinaryMessage(msgType MessageType, data []byte) *BinaryMessage {\n\treturn &BinaryMessage{\n\t\tBaseMessage: BaseMessage{msgType: msgType},\n\t\tdata:        data,\n\t}\n}\n\n// Marshal 序列化消息\nfunc (bm *BinaryMessage) Marshal() ([]byte, error) {\n\treturn bm.data, nil\n}\n\n// Unmarshal 反序列化消息\nfunc (bm *BinaryMessage) Unmarshal(data []byte) error {\n\tbm.data = make([]byte, len(data))\n\tcopy(bm.data, data)\n\treturn nil\n}\n\n// GetData 获取数据\nfunc (bm *BinaryMessage) GetData() []byte {\n\treturn bm.data\n}\n\n// SetData 设置数据\nfunc (bm *BinaryMessage) SetData(data []byte) {\n\tbm.data = make([]byte, len(data))\n\tcopy(bm.data, data)\n}\n\n// String 字符串表示\nfunc (bm *BinaryMessage) String() string {\n\treturn fmt.Sprintf(\"BinaryMessage{Type: %d, Size: %d}\", bm.msgType, len(bm.data))\n}\n\n// BinarySerializer 二进制序列化器\ntype BinarySerializer struct {\n\tbyteOrder binary.ByteOrder\n}\n\n// NewBinarySerializer 创建二进制序列化器\nfunc NewBinarySerializer() *BinarySerializer {\n\treturn &BinarySerializer{\n\t\tbyteOrder: binary.LittleEndian,\n\t}\n}\n\n// GetContentType 获取内容类型\nfunc (bs *BinarySerializer) GetContentType() string {\n\treturn \"application/octet-stream\"\n}\n\n// Serialize 序列化对象\nfunc (bs *BinarySerializer) Serialize(obj interface{}) ([]byte, error) {\n\tbuf := new(bytes.Buffer)\n\tif err := binary.Write(buf, bs.byteOrder, obj); err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to serialize object: %w\", err)\n\t}\n\treturn buf.Bytes(), nil\n}\n\n// Deserialize 反序列化对象\nfunc (bs *BinarySerializer) Deserialize(data []byte, obj interface{}) error {\n\tbuf := bytes.NewReader(data)\n\tif err := binary.Read(buf, bs.byteOrder, obj); err != nil {\n\t\treturn fmt.Errorf(\"failed to deserialize object: %w\", err)\n\t}\n\treturn nil\n}\n\n// BinaryPacketReader 二进制数据包读取器\ntype BinaryPacketReader struct {\n\treader io.Reader\n\tcodec  *BinaryCodec\n\tbuffer []byte\n\toffset int\n}\n\n// NewBinaryPacketReader 创建二进制数据包读取器\nfunc NewBinaryPacketReader(reader io.Reader) *BinaryPacketReader {\n\treturn &BinaryPacketReader{\n\t\treader: reader,\n\t\tcodec:  NewBinaryCodec(),\n\t\tbuffer: make([]byte, DefaultBufferSize),\n\t}\n}\n\n// ReadPacket 读取数据包\nfunc (bpr *BinaryPacketReader) ReadPacket() (Packet, error) {\n\t// 确保有足够的数据读取头部\n\tif err := bpr.ensureBytes(HeaderSize); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 读取头部\n\theaderData := bpr.buffer[bpr.offset : bpr.offset+HeaderSize]\n\theader, err := bpr.codec.readHeader(bytes.NewReader(headerData))\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to read header: %w\", err)\n\t}\n\n\t// 验证头部\n\tif err := bpr.codec.validateHeader(header); err != nil {\n\t\treturn nil, fmt.Errorf(\"invalid header: %w\", err)\n\t}\n\n\t// 计算总包大小\n\ttotalSize := HeaderSize + int(header.Length)\n\n\t// 确保有足够的数据读取整个数据包\n\tif err := bpr.ensureBytes(totalSize); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 读取完整数据包\n\tpacketData := bpr.buffer[bpr.offset : bpr.offset+totalSize]\n\tpacket, err := bpr.codec.DecodePacket(packetData)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 更新偏移量\n\tbpr.offset += totalSize\n\n\treturn packet, nil\n}\n\n// ensureBytes 确保缓冲区有足够的字节\nfunc (bpr *BinaryPacketReader) ensureBytes(needed int) error {\n\tavailable := len(bpr.buffer) - bpr.offset\n\tif available >= needed {\n\t\treturn nil\n\t}\n\n\t// 移动现有数据到缓冲区开头\n\tif bpr.offset > 0 {\n\t\tcopy(bpr.buffer, bpr.buffer[bpr.offset:])\n\t\tbpr.buffer = bpr.buffer[:available]\n\t\tbpr.offset = 0\n\t}\n\n\t// 扩展缓冲区如果需要\n\tif cap(bpr.buffer) < needed {\n\t\tnewBuffer := make([]byte, needed*2)\n\t\tcopy(newBuffer, bpr.buffer)\n\t\tbpr.buffer = newBuffer[:len(bpr.buffer)]\n\t}\n\n\t// 读取更多数据\n\tfor len(bpr.buffer) < needed {\n\t\tn, err := bpr.reader.Read(bpr.buffer[len(bpr.buffer):cap(bpr.buffer)])\n\t\tif err != nil {\n\t\t\treturn err\n\t\t}\n\t\tbpr.buffer = bpr.buffer[:len(bpr.buffer)+n]\n\t}\n\n\treturn nil\n}\n\n// BinaryPacketWriter 二进制数据包写入器\ntype BinaryPacketWriter struct {\n\twriter io.Writer\n\tcodec  *BinaryCodec\n}\n\n// NewBinaryPacketWriter 创建二进制数据包写入器\nfunc NewBinaryPacketWriter(writer io.Writer) *BinaryPacketWriter {\n\treturn &BinaryPacketWriter{\n\t\twriter: writer,\n\t\tcodec:  NewBinaryCodec(),\n\t}\n}\n\n// WritePacket 写入数据包\nfunc (bpw *BinaryPacketWriter) WritePacket(packet Packet) error {\n\t// 编码数据包\n\tdata, err := bpw.codec.EncodePacket(packet)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to encode packet: %w\", err)\n\t}\n\n\t// 写入数据\n\tif _, err := bpw.writer.Write(data); err != nil {\n\t\treturn fmt.Errorf(\"failed to write packet: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// BinaryPacketReadWriter 二进制数据包读写器\ntype BinaryPacketReadWriter struct {\n\t*BinaryPacketReader\n\t*BinaryPacketWriter\n\tcloser io.Closer\n}\n\n// NewBinaryPacketReadWriter 创建二进制数据包读写器\nfunc NewBinaryPacketReadWriter(rw io.ReadWriter) *BinaryPacketReadWriter {\n\tvar closer io.Closer\n\tif c, ok := rw.(io.Closer); ok {\n\t\tcloser = c\n\t}\n\n\treturn &BinaryPacketReadWriter{\n\t\tBinaryPacketReader: NewBinaryPacketReader(rw),\n\t\tBinaryPacketWriter: NewBinaryPacketWriter(rw),\n\t\tcloser:             closer,\n\t}\n}\n\n// Close 关闭读写器\nfunc (bprw *BinaryPacketReadWriter) Close() error {\n\tif bprw.closer != nil {\n\t\treturn bprw.closer.Close()\n\t}\n\treturn nil\n}\n\n// 预定义的二进制消息类型\n\n// HeartbeatMessage 心跳消息\ntype HeartbeatMessage struct {\n\tBaseMessage\n\tTimestamp int64\n}\n\n// NewHeartbeatMessage 创建心跳消息\nfunc NewHeartbeatMessage() *HeartbeatMessage {\n\treturn &HeartbeatMessage{\n\t\tBaseMessage: BaseMessage{msgType: MsgTypeHeartbeat},\n\t\tTimestamp:   time.Now().UnixNano(),\n\t}\n}\n\n// Marshal 序列化心跳消息\nfunc (hm *HeartbeatMessage) Marshal() ([]byte, error) {\n\tbuf := new(bytes.Buffer)\n\tif err := binary.Write(buf, binary.LittleEndian, hm.Timestamp); err != nil {\n\t\treturn nil, err\n\t}\n\treturn buf.Bytes(), nil\n}\n\n// Unmarshal 反序列化心跳消息\nfunc (hm *HeartbeatMessage) Unmarshal(data []byte) error {\n\tbuf := bytes.NewReader(data)\n\treturn binary.Read(buf, binary.LittleEndian, &hm.Timestamp)\n}\n\n// String 字符串表示\nfunc (hm *HeartbeatMessage) String() string {\n\treturn fmt.Sprintf(\"HeartbeatMessage{Timestamp: %d}\", hm.Timestamp)\n}\n\n// LoginMessage 登录消息\ntype LoginMessage struct {\n\tBaseMessage\n\tUsername string\n\tPassword string\n\tVersion  uint32\n}\n\n// NewLoginMessage 创建登录消息\nfunc NewLoginMessage(username, password string, version uint32) *LoginMessage {\n\treturn &LoginMessage{\n\t\tBaseMessage: BaseMessage{msgType: MsgTypeLogin},\n\t\tUsername:    username,\n\t\tPassword:    password,\n\t\tVersion:     version,\n\t}\n}\n\n// Marshal 序列化登录消息\nfunc (lm *LoginMessage) Marshal() ([]byte, error) {\n\tbuf := new(bytes.Buffer)\n\n\t// 写入版本\n\tif err := binary.Write(buf, binary.LittleEndian, lm.Version); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 写入用户名长度和内容\n\tusernameBytes := []byte(lm.Username)\n\tif err := binary.Write(buf, binary.LittleEndian, uint16(len(usernameBytes))); err != nil {\n\t\treturn nil, err\n\t}\n\tif _, err := buf.Write(usernameBytes); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 写入密码长度和内容\n\tpasswordBytes := []byte(lm.Password)\n\tif err := binary.Write(buf, binary.LittleEndian, uint16(len(passwordBytes))); err != nil {\n\t\treturn nil, err\n\t}\n\tif _, err := buf.Write(passwordBytes); err != nil {\n\t\treturn nil, err\n\t}\n\n\treturn buf.Bytes(), nil\n}\n\n// Unmarshal 反序列化登录消息\nfunc (lm *LoginMessage) Unmarshal(data []byte) error {\n\tbuf := bytes.NewReader(data)\n\n\t// 读取版本\n\tif err := binary.Read(buf, binary.LittleEndian, &lm.Version); err != nil {\n\t\treturn err\n\t}\n\n\t// 读取用户名\n\tvar usernameLen uint16\n\tif err := binary.Read(buf, binary.LittleEndian, &usernameLen); err != nil {\n\t\treturn err\n\t}\n\tusernameBytes := make([]byte, usernameLen)\n\tif _, err := buf.Read(usernameBytes); err != nil {\n\t\treturn err\n\t}\n\tlm.Username = string(usernameBytes)\n\n\t// 读取密码\n\tvar passwordLen uint16\n\tif err := binary.Read(buf, binary.LittleEndian, &passwordLen); err != nil {\n\t\treturn err\n\t}\n\tpasswordBytes := make([]byte, passwordLen)\n\tif _, err := buf.Read(passwordBytes); err != nil {\n\t\treturn err\n\t}\n\tlm.Password = string(passwordBytes)\n\n\treturn nil\n}\n\n// Validate 验证登录消息\nfunc (lm *LoginMessage) Validate() error {\n\tif lm.Username == \"\" {\n\t\treturn fmt.Errorf(\"username cannot be empty\")\n\t}\n\tif lm.Password == \"\" {\n\t\treturn fmt.Errorf(\"password cannot be empty\")\n\t}\n\tif len(lm.Username) > 32 {\n\t\treturn fmt.Errorf(\"username too long: %d > 32\", len(lm.Username))\n\t}\n\tif len(lm.Password) > 64 {\n\t\treturn fmt.Errorf(\"password too long: %d > 64\", len(lm.Password))\n\t}\n\treturn nil\n}\n\n// String 字符串表示\nfunc (lm *LoginMessage) String() string {\n\treturn fmt.Sprintf(\"LoginMessage{Username: %s, Version: %d}\", lm.Username, lm.Version)\n}\n\n// ErrorMessage 错误消息\ntype ErrorMessage struct {\n\tBaseMessage\n\tCode    uint32\n\tMessage string\n}\n\n// NewErrorMessage 创建错误消息\nfunc NewErrorMessage(code uint32, message string) *ErrorMessage {\n\treturn &ErrorMessage{\n\t\tBaseMessage: BaseMessage{msgType: MsgTypeError},\n\t\tCode:        code,\n\t\tMessage:     message,\n\t}\n}\n\n// Marshal 序列化错误消息\nfunc (em *ErrorMessage) Marshal() ([]byte, error) {\n\tbuf := new(bytes.Buffer)\n\n\t// 写入错误码\n\tif err := binary.Write(buf, binary.LittleEndian, em.Code); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 写入消息长度和内容\n\tmessageBytes := []byte(em.Message)\n\tif err := binary.Write(buf, binary.LittleEndian, uint16(len(messageBytes))); err != nil {\n\t\treturn nil, err\n\t}\n\tif _, err := buf.Write(messageBytes); err != nil {\n\t\treturn nil, err\n\t}\n\n\treturn buf.Bytes(), nil\n}\n\n// Unmarshal 反序列化错误消息\nfunc (em *ErrorMessage) Unmarshal(data []byte) error {\n\tbuf := bytes.NewReader(data)\n\n\t// 读取错误码\n\tif err := binary.Read(buf, binary.LittleEndian, &em.Code); err != nil {\n\t\treturn err\n\t}\n\n\t// 读取消息\n\tvar messageLen uint16\n\tif err := binary.Read(buf, binary.LittleEndian, &messageLen); err != nil {\n\t\treturn err\n\t}\n\tmessageBytes := make([]byte, messageLen)\n\tif _, err := buf.Read(messageBytes); err != nil {\n\t\treturn err\n\t}\n\tem.Message = string(messageBytes)\n\n\treturn nil\n}\n\n// String 字符串表示\nfunc (em *ErrorMessage) String() string {\n\treturn fmt.Sprintf(\"ErrorMessage{Code: %d, Message: %s}\", em.Code, em.Message)\n}\n"
  },
  {
    "path": "internal/infrastructure/protocol/json_protocol.go",
    "content": "// Package protocol JSON协议实现\n// Author: MMO Server Team\n// Created: 2024\n\npackage protocol\n\nimport (\n\t\"encoding/json\"\n\t\"fmt\"\n\t\"time\"\n)\n\n// JSONCodec JSON编解码器\ntype JSONCodec struct {\n\tprettyPrint bool\n}\n\n// NewJSONCodec 创建JSON编解码器\nfunc NewJSONCodec(prettyPrint bool) *JSONCodec {\n\treturn &JSONCodec{\n\t\tprettyPrint: prettyPrint,\n\t}\n}\n\n// GetName 获取编解码器名称\nfunc (jc *JSONCodec) GetName() string {\n\treturn \"json\"\n}\n\n// Encode 编码消息\nfunc (jc *JSONCodec) Encode(message Message) ([]byte, error) {\n\t// 创建JSON包装器\n\twrapper := &JSONMessageWrapper{\n\t\tType:      message.GetType(),\n\t\tTimestamp: time.Now().UnixNano(),\n\t\tData:      message,\n\t}\n\n\t// 序列化为JSON\n\tif jc.prettyPrint {\n\t\treturn json.MarshalIndent(wrapper, \"\", \"  \")\n\t}\n\treturn json.Marshal(wrapper)\n}\n\n// Decode 解码消息\nfunc (jc *JSONCodec) Decode(data []byte) (Message, error) {\n\t// 解析JSON包装器\n\tvar wrapper JSONMessageWrapper\n\tif err := json.Unmarshal(data, &wrapper); err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to unmarshal JSON: %w\", err)\n\t}\n\n\t// 创建具体的消息实例\n\tmessage, err := jc.createMessage(wrapper.Type)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 反序列化消息数据\n\tif wrapper.Data != nil {\n\t\tdataBytes, err := json.Marshal(wrapper.Data)\n\t\tif err != nil {\n\t\t\treturn nil, fmt.Errorf(\"failed to marshal message data: %w\", err)\n\t\t}\n\t\tif err := message.Unmarshal(dataBytes); err != nil {\n\t\t\treturn nil, fmt.Errorf(\"failed to unmarshal message: %w\", err)\n\t\t}\n\t}\n\n\treturn message, nil\n}\n\n// createMessage 创建消息实例\nfunc (jc *JSONCodec) createMessage(msgType MessageType) (Message, error) {\n\t// 根据消息类型创建对应的消息实例\n\tswitch msgType {\n\tcase MsgTypeHeartbeat:\n\t\treturn &JSONHeartbeatMessage{BaseMessage: BaseMessage{msgType: msgType}}, nil\n\tcase MsgTypeLogin:\n\t\treturn &JSONLoginMessage{BaseMessage: BaseMessage{msgType: msgType}}, nil\n\tcase MsgTypeLogout:\n\t\treturn &JSONLogoutMessage{BaseMessage: BaseMessage{msgType: msgType}}, nil\n\tcase MsgTypeError:\n\t\treturn &JSONErrorMessage{BaseMessage: BaseMessage{msgType: msgType}}, nil\n\tcase MsgTypePlayerInfo:\n\t\treturn &JSONPlayerInfoMessage{BaseMessage: BaseMessage{msgType: msgType}}, nil\n\tcase MsgTypePlayerMove:\n\t\treturn &JSONPlayerMoveMessage{BaseMessage: BaseMessage{msgType: msgType}}, nil\n\tcase MsgTypePlayerChat:\n\t\treturn &JSONPlayerChatMessage{BaseMessage: BaseMessage{msgType: msgType}}, nil\n\tdefault:\n\t\t// 默认创建通用JSON消息\n\t\treturn &JSONGenericMessage{BaseMessage: BaseMessage{msgType: msgType}}, nil\n\t}\n}\n\n// JSONMessageWrapper JSON消息包装器\ntype JSONMessageWrapper struct {\n\tType      MessageType `json:\"type\"`\n\tTimestamp int64       `json:\"timestamp\"`\n\tSequence  uint32      `json:\"sequence,omitempty\"`\n\tData      interface{} `json:\"data,omitempty\"`\n}\n\n// JSONSerializer JSON序列化器\ntype JSONSerializer struct {\n\tprettyPrint bool\n}\n\n// NewJSONSerializer 创建JSON序列化器\nfunc NewJSONSerializer(prettyPrint bool) *JSONSerializer {\n\treturn &JSONSerializer{\n\t\tprettyPrint: prettyPrint,\n\t}\n}\n\n// GetContentType 获取内容类型\nfunc (js *JSONSerializer) GetContentType() string {\n\treturn \"application/json\"\n}\n\n// Serialize 序列化对象\nfunc (js *JSONSerializer) Serialize(obj interface{}) ([]byte, error) {\n\tif js.prettyPrint {\n\t\treturn json.MarshalIndent(obj, \"\", \"  \")\n\t}\n\treturn json.Marshal(obj)\n}\n\n// Deserialize 反序列化对象\nfunc (js *JSONSerializer) Deserialize(data []byte, obj interface{}) error {\n\treturn json.Unmarshal(data, obj)\n}\n\n// JSONGenericMessage 通用JSON消息\ntype JSONGenericMessage struct {\n\tBaseMessage\n\tData map[string]interface{} `json:\"data\"`\n}\n\n// NewJSONGenericMessage 创建通用JSON消息\nfunc NewJSONGenericMessage(msgType MessageType, data map[string]interface{}) *JSONGenericMessage {\n\treturn &JSONGenericMessage{\n\t\tBaseMessage: BaseMessage{msgType: msgType},\n\t\tData:        data,\n\t}\n}\n\n// Marshal 序列化消息\nfunc (jgm *JSONGenericMessage) Marshal() ([]byte, error) {\n\treturn json.Marshal(jgm.Data)\n}\n\n// Unmarshal 反序列化消息\nfunc (jgm *JSONGenericMessage) Unmarshal(data []byte) error {\n\treturn json.Unmarshal(data, &jgm.Data)\n}\n\n// String 字符串表示\nfunc (jgm *JSONGenericMessage) String() string {\n\treturn fmt.Sprintf(\"JSONGenericMessage{Type: %d, Data: %v}\", jgm.msgType, jgm.Data)\n}\n\n// JSONHeartbeatMessage JSON心跳消息\ntype JSONHeartbeatMessage struct {\n\tBaseMessage\n\tTimestamp int64  `json:\"timestamp\"`\n\tClientID  string `json:\"client_id,omitempty\"`\n}\n\n// NewJSONHeartbeatMessage 创建JSON心跳消息\nfunc NewJSONHeartbeatMessage(clientID string) *JSONHeartbeatMessage {\n\treturn &JSONHeartbeatMessage{\n\t\tBaseMessage: BaseMessage{msgType: MsgTypeHeartbeat},\n\t\tTimestamp:   time.Now().UnixNano(),\n\t\tClientID:    clientID,\n\t}\n}\n\n// Marshal 序列化消息\nfunc (jhm *JSONHeartbeatMessage) Marshal() ([]byte, error) {\n\treturn json.Marshal(map[string]interface{}{\n\t\t\"timestamp\": jhm.Timestamp,\n\t\t\"client_id\": jhm.ClientID,\n\t})\n}\n\n// Unmarshal 反序列化消息\nfunc (jhm *JSONHeartbeatMessage) Unmarshal(data []byte) error {\n\tvar obj map[string]interface{}\n\tif err := json.Unmarshal(data, &obj); err != nil {\n\t\treturn err\n\t}\n\n\tif timestamp, ok := obj[\"timestamp\"].(float64); ok {\n\t\tjhm.Timestamp = int64(timestamp)\n\t}\n\tif clientID, ok := obj[\"client_id\"].(string); ok {\n\t\tjhm.ClientID = clientID\n\t}\n\n\treturn nil\n}\n\n// String 字符串表示\nfunc (jhm *JSONHeartbeatMessage) String() string {\n\treturn fmt.Sprintf(\"JSONHeartbeatMessage{Timestamp: %d, ClientID: %s}\", jhm.Timestamp, jhm.ClientID)\n}\n\n// JSONLoginMessage JSON登录消息\ntype JSONLoginMessage struct {\n\tBaseMessage\n\tUsername string            `json:\"username\"`\n\tPassword string            `json:\"password\"`\n\tVersion  uint32            `json:\"version\"`\n\tMetadata map[string]string `json:\"metadata,omitempty\"`\n}\n\n// NewJSONLoginMessage 创建JSON登录消息\nfunc NewJSONLoginMessage(username, password string, version uint32) *JSONLoginMessage {\n\treturn &JSONLoginMessage{\n\t\tBaseMessage: BaseMessage{msgType: MsgTypeLogin},\n\t\tUsername:    username,\n\t\tPassword:    password,\n\t\tVersion:     version,\n\t\tMetadata:    make(map[string]string),\n\t}\n}\n\n// Marshal 序列化消息\nfunc (jlm *JSONLoginMessage) Marshal() ([]byte, error) {\n\treturn json.Marshal(map[string]interface{}{\n\t\t\"username\": jlm.Username,\n\t\t\"password\": jlm.Password,\n\t\t\"version\":  jlm.Version,\n\t\t\"metadata\": jlm.Metadata,\n\t})\n}\n\n// Unmarshal 反序列化消息\nfunc (jlm *JSONLoginMessage) Unmarshal(data []byte) error {\n\tvar obj map[string]interface{}\n\tif err := json.Unmarshal(data, &obj); err != nil {\n\t\treturn err\n\t}\n\n\tif username, ok := obj[\"username\"].(string); ok {\n\t\tjlm.Username = username\n\t}\n\tif password, ok := obj[\"password\"].(string); ok {\n\t\tjlm.Password = password\n\t}\n\tif version, ok := obj[\"version\"].(float64); ok {\n\t\tjlm.Version = uint32(version)\n\t}\n\tif metadata, ok := obj[\"metadata\"].(map[string]interface{}); ok {\n\t\tjlm.Metadata = make(map[string]string)\n\t\tfor k, v := range metadata {\n\t\t\tif str, ok := v.(string); ok {\n\t\t\t\tjlm.Metadata[k] = str\n\t\t\t}\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// Validate 验证登录消息\nfunc (jlm *JSONLoginMessage) Validate() error {\n\tif jlm.Username == \"\" {\n\t\treturn fmt.Errorf(\"username cannot be empty\")\n\t}\n\tif jlm.Password == \"\" {\n\t\treturn fmt.Errorf(\"password cannot be empty\")\n\t}\n\tif len(jlm.Username) > 32 {\n\t\treturn fmt.Errorf(\"username too long: %d > 32\", len(jlm.Username))\n\t}\n\tif len(jlm.Password) > 64 {\n\t\treturn fmt.Errorf(\"password too long: %d > 64\", len(jlm.Password))\n\t}\n\treturn nil\n}\n\n// String 字符串表示\nfunc (jlm *JSONLoginMessage) String() string {\n\treturn fmt.Sprintf(\"JSONLoginMessage{Username: %s, Version: %d}\", jlm.Username, jlm.Version)\n}\n\n// JSONLogoutMessage JSON登出消息\ntype JSONLogoutMessage struct {\n\tBaseMessage\n\tReason string `json:\"reason,omitempty\"`\n}\n\n// NewJSONLogoutMessage 创建JSON登出消息\nfunc NewJSONLogoutMessage(reason string) *JSONLogoutMessage {\n\treturn &JSONLogoutMessage{\n\t\tBaseMessage: BaseMessage{msgType: MsgTypeLogout},\n\t\tReason:      reason,\n\t}\n}\n\n// Marshal 序列化消息\nfunc (jlom *JSONLogoutMessage) Marshal() ([]byte, error) {\n\treturn json.Marshal(map[string]interface{}{\n\t\t\"reason\": jlom.Reason,\n\t})\n}\n\n// Unmarshal 反序列化消息\nfunc (jlom *JSONLogoutMessage) Unmarshal(data []byte) error {\n\tvar obj map[string]interface{}\n\tif err := json.Unmarshal(data, &obj); err != nil {\n\t\treturn err\n\t}\n\n\tif reason, ok := obj[\"reason\"].(string); ok {\n\t\tjlom.Reason = reason\n\t}\n\n\treturn nil\n}\n\n// String 字符串表示\nfunc (jlom *JSONLogoutMessage) String() string {\n\treturn fmt.Sprintf(\"JSONLogoutMessage{Reason: %s}\", jlom.Reason)\n}\n\n// JSONErrorMessage JSON错误消息\ntype JSONErrorMessage struct {\n\tBaseMessage\n\tCode    uint32 `json:\"code\"`\n\tMessage string `json:\"message\"`\n\tDetails string `json:\"details,omitempty\"`\n}\n\n// NewJSONErrorMessage 创建JSON错误消息\nfunc NewJSONErrorMessage(code uint32, message, details string) *JSONErrorMessage {\n\treturn &JSONErrorMessage{\n\t\tBaseMessage: BaseMessage{msgType: MsgTypeError},\n\t\tCode:        code,\n\t\tMessage:     message,\n\t\tDetails:     details,\n\t}\n}\n\n// Marshal 序列化消息\nfunc (jem *JSONErrorMessage) Marshal() ([]byte, error) {\n\treturn json.Marshal(map[string]interface{}{\n\t\t\"code\":    jem.Code,\n\t\t\"message\": jem.Message,\n\t\t\"details\": jem.Details,\n\t})\n}\n\n// Unmarshal 反序列化消息\nfunc (jem *JSONErrorMessage) Unmarshal(data []byte) error {\n\tvar obj map[string]interface{}\n\tif err := json.Unmarshal(data, &obj); err != nil {\n\t\treturn err\n\t}\n\n\tif code, ok := obj[\"code\"].(float64); ok {\n\t\tjem.Code = uint32(code)\n\t}\n\tif message, ok := obj[\"message\"].(string); ok {\n\t\tjem.Message = message\n\t}\n\tif details, ok := obj[\"details\"].(string); ok {\n\t\tjem.Details = details\n\t}\n\n\treturn nil\n}\n\n// String 字符串表示\nfunc (jem *JSONErrorMessage) String() string {\n\treturn fmt.Sprintf(\"JSONErrorMessage{Code: %d, Message: %s}\", jem.Code, jem.Message)\n}\n\n// JSONPlayerInfoMessage JSON玩家信息消息\ntype JSONPlayerInfoMessage struct {\n\tBaseMessage\n\tPlayerID string  `json:\"player_id\"`\n\tName     string  `json:\"name\"`\n\tLevel    uint32  `json:\"level\"`\n\tExp      uint64  `json:\"exp\"`\n\tGold     uint64  `json:\"gold\"`\n\tHP       uint32  `json:\"hp\"`\n\tMP       uint32  `json:\"mp\"`\n\tX        float64 `json:\"x\"`\n\tY        float64 `json:\"y\"`\n\tZ        float64 `json:\"z\"`\n}\n\n// NewJSONPlayerInfoMessage 创建JSON玩家信息消息\nfunc NewJSONPlayerInfoMessage(playerID, name string) *JSONPlayerInfoMessage {\n\treturn &JSONPlayerInfoMessage{\n\t\tBaseMessage: BaseMessage{msgType: MsgTypePlayerInfo},\n\t\tPlayerID:    playerID,\n\t\tName:        name,\n\t}\n}\n\n// Marshal 序列化消息\nfunc (jpim *JSONPlayerInfoMessage) Marshal() ([]byte, error) {\n\treturn json.Marshal(map[string]interface{}{\n\t\t\"player_id\": jpim.PlayerID,\n\t\t\"name\":      jpim.Name,\n\t\t\"level\":     jpim.Level,\n\t\t\"exp\":       jpim.Exp,\n\t\t\"gold\":      jpim.Gold,\n\t\t\"hp\":        jpim.HP,\n\t\t\"mp\":        jpim.MP,\n\t\t\"x\":         jpim.X,\n\t\t\"y\":         jpim.Y,\n\t\t\"z\":         jpim.Z,\n\t})\n}\n\n// Unmarshal 反序列化消息\nfunc (jpim *JSONPlayerInfoMessage) Unmarshal(data []byte) error {\n\tvar obj map[string]interface{}\n\tif err := json.Unmarshal(data, &obj); err != nil {\n\t\treturn err\n\t}\n\n\tif playerID, ok := obj[\"player_id\"].(string); ok {\n\t\tjpim.PlayerID = playerID\n\t}\n\tif name, ok := obj[\"name\"].(string); ok {\n\t\tjpim.Name = name\n\t}\n\tif level, ok := obj[\"level\"].(float64); ok {\n\t\tjpim.Level = uint32(level)\n\t}\n\tif exp, ok := obj[\"exp\"].(float64); ok {\n\t\tjpim.Exp = uint64(exp)\n\t}\n\tif gold, ok := obj[\"gold\"].(float64); ok {\n\t\tjpim.Gold = uint64(gold)\n\t}\n\tif hp, ok := obj[\"hp\"].(float64); ok {\n\t\tjpim.HP = uint32(hp)\n\t}\n\tif mp, ok := obj[\"mp\"].(float64); ok {\n\t\tjpim.MP = uint32(mp)\n\t}\n\tif x, ok := obj[\"x\"].(float64); ok {\n\t\tjpim.X = x\n\t}\n\tif y, ok := obj[\"y\"].(float64); ok {\n\t\tjpim.Y = y\n\t}\n\tif z, ok := obj[\"z\"].(float64); ok {\n\t\tjpim.Z = z\n\t}\n\n\treturn nil\n}\n\n// String 字符串表示\nfunc (jpim *JSONPlayerInfoMessage) String() string {\n\treturn fmt.Sprintf(\"JSONPlayerInfoMessage{PlayerID: %s, Name: %s, Level: %d}\", jpim.PlayerID, jpim.Name, jpim.Level)\n}\n\n// JSONPlayerMoveMessage JSON玩家移动消息\ntype JSONPlayerMoveMessage struct {\n\tBaseMessage\n\tPlayerID  string  `json:\"player_id\"`\n\tFromX     float64 `json:\"from_x\"`\n\tFromY     float64 `json:\"from_y\"`\n\tFromZ     float64 `json:\"from_z\"`\n\tToX       float64 `json:\"to_x\"`\n\tToY       float64 `json:\"to_y\"`\n\tToZ       float64 `json:\"to_z\"`\n\tSpeed     float64 `json:\"speed\"`\n\tTimestamp int64   `json:\"timestamp\"`\n}\n\n// NewJSONPlayerMoveMessage 创建JSON玩家移动消息\nfunc NewJSONPlayerMoveMessage(playerID string, fromX, fromY, fromZ, toX, toY, toZ, speed float64) *JSONPlayerMoveMessage {\n\treturn &JSONPlayerMoveMessage{\n\t\tBaseMessage: BaseMessage{msgType: MsgTypePlayerMove},\n\t\tPlayerID:    playerID,\n\t\tFromX:       fromX,\n\t\tFromY:       fromY,\n\t\tFromZ:       fromZ,\n\t\tToX:         toX,\n\t\tToY:         toY,\n\t\tToZ:         toZ,\n\t\tSpeed:       speed,\n\t\tTimestamp:   time.Now().UnixNano(),\n\t}\n}\n\n// Marshal 序列化消息\nfunc (jpmm *JSONPlayerMoveMessage) Marshal() ([]byte, error) {\n\treturn json.Marshal(map[string]interface{}{\n\t\t\"player_id\": jpmm.PlayerID,\n\t\t\"from_x\":    jpmm.FromX,\n\t\t\"from_y\":    jpmm.FromY,\n\t\t\"from_z\":    jpmm.FromZ,\n\t\t\"to_x\":      jpmm.ToX,\n\t\t\"to_y\":      jpmm.ToY,\n\t\t\"to_z\":      jpmm.ToZ,\n\t\t\"speed\":     jpmm.Speed,\n\t\t\"timestamp\": jpmm.Timestamp,\n\t})\n}\n\n// Unmarshal 反序列化消息\nfunc (jpmm *JSONPlayerMoveMessage) Unmarshal(data []byte) error {\n\tvar obj map[string]interface{}\n\tif err := json.Unmarshal(data, &obj); err != nil {\n\t\treturn err\n\t}\n\n\tif playerID, ok := obj[\"player_id\"].(string); ok {\n\t\tjpmm.PlayerID = playerID\n\t}\n\tif fromX, ok := obj[\"from_x\"].(float64); ok {\n\t\tjpmm.FromX = fromX\n\t}\n\tif fromY, ok := obj[\"from_y\"].(float64); ok {\n\t\tjpmm.FromY = fromY\n\t}\n\tif fromZ, ok := obj[\"from_z\"].(float64); ok {\n\t\tjpmm.FromZ = fromZ\n\t}\n\tif toX, ok := obj[\"to_x\"].(float64); ok {\n\t\tjpmm.ToX = toX\n\t}\n\tif toY, ok := obj[\"to_y\"].(float64); ok {\n\t\tjpmm.ToY = toY\n\t}\n\tif toZ, ok := obj[\"to_z\"].(float64); ok {\n\t\tjpmm.ToZ = toZ\n\t}\n\tif speed, ok := obj[\"speed\"].(float64); ok {\n\t\tjpmm.Speed = speed\n\t}\n\tif timestamp, ok := obj[\"timestamp\"].(float64); ok {\n\t\tjpmm.Timestamp = int64(timestamp)\n\t}\n\n\treturn nil\n}\n\n// String 字符串表示\nfunc (jpmm *JSONPlayerMoveMessage) String() string {\n\treturn fmt.Sprintf(\"JSONPlayerMoveMessage{PlayerID: %s, From: (%.2f,%.2f,%.2f), To: (%.2f,%.2f,%.2f)}\",\n\t\tjpmm.PlayerID, jpmm.FromX, jpmm.FromY, jpmm.FromZ, jpmm.ToX, jpmm.ToY, jpmm.ToZ)\n}\n\n// JSONPlayerChatMessage JSON玩家聊天消息\ntype JSONPlayerChatMessage struct {\n\tBaseMessage\n\tPlayerID   string `json:\"player_id\"`\n\tPlayerName string `json:\"player_name\"`\n\tChannel    string `json:\"channel\"`\n\tMessage    string `json:\"message\"`\n\tTimestamp  int64  `json:\"timestamp\"`\n}\n\n// NewJSONPlayerChatMessage 创建JSON玩家聊天消息\nfunc NewJSONPlayerChatMessage(playerID, playerName, channel, message string) *JSONPlayerChatMessage {\n\treturn &JSONPlayerChatMessage{\n\t\tBaseMessage: BaseMessage{msgType: MsgTypePlayerChat},\n\t\tPlayerID:    playerID,\n\t\tPlayerName:  playerName,\n\t\tChannel:     channel,\n\t\tMessage:     message,\n\t\tTimestamp:   time.Now().UnixNano(),\n\t}\n}\n\n// Marshal 序列化消息\nfunc (jpcm *JSONPlayerChatMessage) Marshal() ([]byte, error) {\n\treturn json.Marshal(map[string]interface{}{\n\t\t\"player_id\":   jpcm.PlayerID,\n\t\t\"player_name\": jpcm.PlayerName,\n\t\t\"channel\":     jpcm.Channel,\n\t\t\"message\":     jpcm.Message,\n\t\t\"timestamp\":   jpcm.Timestamp,\n\t})\n}\n\n// Unmarshal 反序列化消息\nfunc (jpcm *JSONPlayerChatMessage) Unmarshal(data []byte) error {\n\tvar obj map[string]interface{}\n\tif err := json.Unmarshal(data, &obj); err != nil {\n\t\treturn err\n\t}\n\n\tif playerID, ok := obj[\"player_id\"].(string); ok {\n\t\tjpcm.PlayerID = playerID\n\t}\n\tif playerName, ok := obj[\"player_name\"].(string); ok {\n\t\tjpcm.PlayerName = playerName\n\t}\n\tif channel, ok := obj[\"channel\"].(string); ok {\n\t\tjpcm.Channel = channel\n\t}\n\tif message, ok := obj[\"message\"].(string); ok {\n\t\tjpcm.Message = message\n\t}\n\tif timestamp, ok := obj[\"timestamp\"].(float64); ok {\n\t\tjpcm.Timestamp = int64(timestamp)\n\t}\n\n\treturn nil\n}\n\n// Validate 验证聊天消息\nfunc (jpcm *JSONPlayerChatMessage) Validate() error {\n\tif jpcm.PlayerID == \"\" {\n\t\treturn fmt.Errorf(\"player_id cannot be empty\")\n\t}\n\tif jpcm.Message == \"\" {\n\t\treturn fmt.Errorf(\"message cannot be empty\")\n\t}\n\tif len(jpcm.Message) > 500 {\n\t\treturn fmt.Errorf(\"message too long: %d > 500\", len(jpcm.Message))\n\t}\n\treturn nil\n}\n\n// String 字符串表示\nfunc (jpcm *JSONPlayerChatMessage) String() string {\n\treturn fmt.Sprintf(\"JSONPlayerChatMessage{PlayerID: %s, Channel: %s, Message: %s}\",\n\t\tjpcm.PlayerID, jpcm.Channel, jpcm.Message)\n}\n"
  },
  {
    "path": "internal/infrastructure/protocol/protocol.go",
    "content": "// Package protocol 统一协议系统\n// Author: MMO Server Team\n// Created: 2024\n\npackage protocol\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\n\t// \"io\"\n\t\"time\"\n)\n\n// MessageType 消息类型\ntype MessageType uint16\n\n// 预定义消息类型\nconst (\n\t// 系统消息\n\tMsgTypeHeartbeat MessageType = 1000 + iota\n\tMsgTypeLogin\n\tMsgTypeLogout\n\tMsgTypeError\n\tMsgTypeNotification\n\n\t// 玩家消息\n\tMsgTypePlayerInfo MessageType = 2000 + iota\n\tMsgTypePlayerMove\n\tMsgTypePlayerAction\n\tMsgTypePlayerChat\n\tMsgTypePlayerStatus\n\n\t// 背包消息\n\tMsgTypeInventoryList MessageType = 3000 + iota\n\tMsgTypeInventoryAdd\n\tMsgTypeInventoryRemove\n\tMsgTypeInventoryUpdate\n\tMsgTypeInventoryUse\n\n\t// 战斗消息\n\tMsgTypeBattleStart MessageType = 4000 + iota\n\tMsgTypeBattleEnd\n\tMsgTypeBattleAction\n\tMsgTypeBattleResult\n\tMsgTypeBattleStatus\n\n\t// 社交消息\n\tMsgTypeFriendList MessageType = 5000 + iota\n\tMsgTypeFriendAdd\n\tMsgTypeFriendRemove\n\tMsgTypeGuildInfo\n\tMsgTypeGuildJoin\n\n\t// 场景消息\n\tMsgTypeSceneEnter MessageType = 6000 + iota\n\tMsgTypeSceneLeave\n\tMsgTypeSceneUpdate\n\tMsgTypeSceneObject\n\tMsgTypeSceneNPC\n\n\t// 活动消息\n\tMsgTypeActivityList MessageType = 7000 + iota\n\tMsgTypeActivityJoin\n\tMsgTypeActivityReward\n\tMsgTypeActivityStatus\n\n\t// 宠物消息\n\tMsgTypePetList MessageType = 8000 + iota\n\tMsgTypePetSummon\n\tMsgTypePetDismiss\n\tMsgTypePetUpgrade\n\tMsgTypePetSkill\n\n\t// 建筑消息\n\tMsgTypeBuildingList MessageType = 9000 + iota\n\tMsgTypeBuildingBuild\n\tMsgTypeBuildingUpgrade\n\tMsgTypeBuildingDestroy\n\tMsgTypeBuildingCollect\n)\n\n// Packet 数据包接口\ntype Packet interface {\n\t// GetType 获取消息类型\n\tGetType() MessageType\n\t// GetData 获取消息数据\n\tGetData() []byte\n\t// SetData 设置消息数据\n\tSetData(data []byte)\n\t// GetSize 获取数据包大小\n\tGetSize() int\n\t// GetTimestamp 获取时间戳\n\tGetTimestamp() time.Time\n\t// SetTimestamp 设置时间戳\n\tSetTimestamp(timestamp time.Time)\n\t// GetSequence 获取序列号\n\tGetSequence() uint32\n\t// SetSequence 设置序列号\n\tSetSequence(seq uint32)\n\t// Validate 验证数据包\n\tValidate() error\n}\n\n// Message 消息接口\ntype Message interface {\n\t// GetType 获取消息类型\n\tGetType() MessageType\n\t// Marshal 序列化消息\n\tMarshal() ([]byte, error)\n\t// Unmarshal 反序列化消息\n\tUnmarshal(data []byte) error\n\t// Validate 验证消息\n\tValidate() error\n\t// String 字符串表示\n\tString() string\n}\n\n// Codec 编解码器接口\ntype Codec interface {\n\t// Encode 编码消息\n\tEncode(message Message) ([]byte, error)\n\t// Decode 解码消息\n\tDecode(data []byte) (Message, error)\n\t// GetName 获取编解码器名称\n\tGetName() string\n}\n\n// Serializer 序列化器接口\ntype Serializer interface {\n\t// Serialize 序列化对象\n\tSerialize(obj interface{}) ([]byte, error)\n\t// Deserialize 反序列化对象\n\tDeserialize(data []byte, obj interface{}) error\n\t// GetContentType 获取内容类型\n\tGetContentType() string\n}\n\n// Compressor 压缩器接口\ntype Compressor interface {\n\t// Compress 压缩数据\n\tCompress(data []byte) ([]byte, error)\n\t// Decompress 解压数据\n\tDecompress(data []byte) ([]byte, error)\n\t// GetType 获取压缩类型\n\tGetType() string\n}\n\n// Encryptor 加密器接口\ntype Encryptor interface {\n\t// Encrypt 加密数据\n\tEncrypt(data []byte) ([]byte, error)\n\t// Decrypt 解密数据\n\tDecrypt(data []byte) ([]byte, error)\n\t// GetType 获取加密类型\n\tGetType() string\n}\n\n// Handler 消息处理器接口\ntype Handler interface {\n\t// Handle 处理消息\n\tHandle(ctx context.Context, message Message) (Message, error)\n\t// GetMessageType 获取处理的消息类型\n\tGetMessageType() MessageType\n}\n\n// Middleware 中间件接口\ntype Middleware interface {\n\t// Process 处理消息\n\tProcess(ctx context.Context, message Message, next func(context.Context, Message) (Message, error)) (Message, error)\n\t// GetName 获取中间件名称\n\tGetName() string\n}\n\n// Router 路由器接口\ntype Router interface {\n\t// RegisterHandler 注册处理器\n\tRegisterHandler(msgType MessageType, handler Handler) error\n\t// UnregisterHandler 注销处理器\n\tUnregisterHandler(msgType MessageType) error\n\t// GetHandler 获取处理器\n\tGetHandler(msgType MessageType) (Handler, bool)\n\t// Route 路由消息\n\tRoute(ctx context.Context, message Message) (Message, error)\n\t// AddMiddleware 添加中间件\n\tAddMiddleware(middleware Middleware)\n\t// RemoveMiddleware 移除中间件\n\tRemoveMiddleware(name string)\n}\n\n// Connection 连接接口\ntype Connection interface {\n\t// ID 获取连接ID\n\tID() string\n\t// RemoteAddr 获取远程地址\n\tRemoteAddr() string\n\t// LocalAddr 获取本地地址\n\tLocalAddr() string\n\t// Send 发送消息\n\tSend(message Message) error\n\t// SendPacket 发送数据包\n\tSendPacket(packet Packet) error\n\t// Receive 接收消息\n\tReceive() (Message, error)\n\t// ReceivePacket 接收数据包\n\tReceivePacket() (Packet, error)\n\t// Close 关闭连接\n\tClose() error\n\t// IsClosed 是否已关闭\n\tIsClosed() bool\n\t// GetMetadata 获取元数据\n\tGetMetadata(key string) interface{}\n\t// SetMetadata 设置元数据\n\tSetMetadata(key string, value interface{})\n\t// GetLastActivity 获取最后活动时间\n\tGetLastActivity() time.Time\n\t// UpdateActivity 更新活动时间\n\tUpdateActivity()\n}\n\n// Server 协议服务器接口\ntype Server interface {\n\t// Start 启动服务器\n\tStart(ctx context.Context) error\n\t// Stop 停止服务器\n\tStop(ctx context.Context) error\n\t// GetAddr 获取监听地址\n\tGetAddr() string\n\t// GetConnections 获取所有连接\n\tGetConnections() []Connection\n\t// GetConnection 获取指定连接\n\tGetConnection(id string) (Connection, bool)\n\t// Broadcast 广播消息\n\tBroadcast(message Message) error\n\t// BroadcastToGroup 向组广播消息\n\tBroadcastToGroup(group string, message Message) error\n\t// SetRouter 设置路由器\n\tSetRouter(router Router)\n\t// GetRouter 获取路由器\n\tGetRouter() Router\n}\n\n// Client 协议客户端接口\ntype Client interface {\n\t// Connect 连接服务器\n\tConnect(ctx context.Context, addr string) error\n\t// Disconnect 断开连接\n\tDisconnect() error\n\t// Send 发送消息\n\tSend(message Message) error\n\t// Receive 接收消息\n\tReceive() (Message, error)\n\t// IsConnected 是否已连接\n\tIsConnected() bool\n\t// GetConnection 获取连接\n\tGetConnection() Connection\n\t// SetHandler 设置消息处理器\n\tSetHandler(handler func(Message) error)\n}\n\n// Registry 协议注册表接口\ntype Registry interface {\n\t// RegisterMessage 注册消息类型\n\tRegisterMessage(msgType MessageType, factory func() Message) error\n\t// UnregisterMessage 注销消息类型\n\tUnregisterMessage(msgType MessageType) error\n\t// CreateMessage 创建消息实例\n\tCreateMessage(msgType MessageType) (Message, error)\n\t// GetMessageTypes 获取所有消息类型\n\tGetMessageTypes() []MessageType\n\t// IsRegistered 检查是否已注册\n\tIsRegistered(msgType MessageType) bool\n}\n\n// Config 协议配置\ntype Config struct {\n\t// 协议类型\n\tProtocol string `yaml:\"protocol\" json:\"protocol\"`\n\t// 监听地址\n\tHost string `yaml:\"host\" json:\"host\"`\n\t// 监听端口\n\tPort int `yaml:\"port\" json:\"port\"`\n\t// 缓冲区大小\n\tBufferSize int `yaml:\"buffer_size\" json:\"buffer_size\"`\n\t// 最大数据包大小\n\tMaxPacketSize int `yaml:\"max_packet_size\" json:\"max_packet_size\"`\n\t// 读取超时\n\tReadTimeout time.Duration `yaml:\"read_timeout\" json:\"read_timeout\"`\n\t// 写入超时\n\tWriteTimeout time.Duration `yaml:\"write_timeout\" json:\"write_timeout\"`\n\t// 心跳间隔\n\tHeartbeatInterval time.Duration `yaml:\"heartbeat_interval\" json:\"heartbeat_interval\"`\n\t// 连接超时\n\tConnectionTimeout time.Duration `yaml:\"connection_timeout\" json:\"connection_timeout\"`\n\t// 最大连接数\n\tMaxConnections int `yaml:\"max_connections\" json:\"max_connections\"`\n\t// 压缩类型\n\tCompressionType string `yaml:\"compression_type\" json:\"compression_type\"`\n\t// 加密类型\n\tEncryptionType string `yaml:\"encryption_type\" json:\"encryption_type\"`\n\t// 序列化类型\n\tSerializationType string `yaml:\"serialization_type\" json:\"serialization_type\"`\n\t// 是否启用压缩\n\tEnableCompression bool `yaml:\"enable_compression\" json:\"enable_compression\"`\n\t// 是否启用加密\n\tEnableEncryption bool `yaml:\"enable_encryption\" json:\"enable_encryption\"`\n\t// 是否启用心跳\n\tEnableHeartbeat bool `yaml:\"enable_heartbeat\" json:\"enable_heartbeat\"`\n\t// TLS配置\n\tTLS TLSConfig `yaml:\"tls\" json:\"tls\"`\n}\n\n// TLSConfig TLS配置\ntype TLSConfig struct {\n\t// 是否启用TLS\n\tEnabled bool `yaml:\"enabled\" json:\"enabled\"`\n\t// 证书文件\n\tCertFile string `yaml:\"cert_file\" json:\"cert_file\"`\n\t// 私钥文件\n\tKeyFile string `yaml:\"key_file\" json:\"key_file\"`\n\t// CA文件\n\tCAFile string `yaml:\"ca_file\" json:\"ca_file\"`\n\t// 是否跳过验证\n\tInsecureSkipVerify bool `yaml:\"insecure_skip_verify\" json:\"insecure_skip_verify\"`\n}\n\n// DefaultConfig 默认配置\nfunc DefaultConfig() *Config {\n\treturn &Config{\n\t\tProtocol:          \"tcp\",\n\t\tHost:              \"0.0.0.0\",\n\t\tPort:              8080,\n\t\tBufferSize:        4096,\n\t\tMaxPacketSize:     65536,\n\t\tReadTimeout:       30 * time.Second,\n\t\tWriteTimeout:      30 * time.Second,\n\t\tHeartbeatInterval: 30 * time.Second,\n\t\tConnectionTimeout: 10 * time.Second,\n\t\tMaxConnections:    10000,\n\t\tCompressionType:   \"gzip\",\n\t\tEncryptionType:    \"aes\",\n\t\tSerializationType: \"binary\",\n\t\tEnableCompression: false,\n\t\tEnableEncryption:  false,\n\t\tEnableHeartbeat:   true,\n\t\tTLS: TLSConfig{\n\t\t\tEnabled:            false,\n\t\t\tInsecureSkipVerify: false,\n\t\t},\n\t}\n}\n\n// Factory 协议工厂接口\ntype Factory interface {\n\t// CreateServer 创建服务器\n\tCreateServer(config *Config) (Server, error)\n\t// CreateClient 创建客户端\n\tCreateClient(config *Config) (Client, error)\n\t// CreateCodec 创建编解码器\n\tCreateCodec(codecType string) (Codec, error)\n\t// CreateSerializer 创建序列化器\n\tCreateSerializer(serializerType string) (Serializer, error)\n\t// CreateCompressor 创建压缩器\n\tCreateCompressor(compressorType string) (Compressor, error)\n\t// CreateEncryptor 创建加密器\n\tCreateEncryptor(encryptorType string) (Encryptor, error)\n}\n\n// Manager 协议管理器接口\ntype Manager interface {\n\t// GetRegistry 获取注册表\n\tGetRegistry() Registry\n\t// GetFactory 获取工厂\n\tGetFactory() Factory\n\t// RegisterProtocol 注册协议\n\tRegisterProtocol(name string, factory Factory) error\n\t// UnregisterProtocol 注销协议\n\tUnregisterProtocol(name string) error\n\t// GetProtocol 获取协议\n\tGetProtocol(name string) (Factory, bool)\n\t// CreateServer 创建服务器\n\tCreateServer(protocol string, config *Config) (Server, error)\n\t// CreateClient 创建客户端\n\tCreateClient(protocol string, config *Config) (Client, error)\n}\n\n// 预定义错误\nvar (\n\tErrInvalidMessageType    = fmt.Errorf(\"invalid message type\")\n\tErrMessageNotRegistered  = fmt.Errorf(\"message not registered\")\n\tErrInvalidPacket         = fmt.Errorf(\"invalid packet\")\n\tErrPacketTooLarge        = fmt.Errorf(\"packet too large\")\n\tErrConnectionClosed      = fmt.Errorf(\"connection closed\")\n\tErrConnectionTimeout     = fmt.Errorf(\"connection timeout\")\n\tErrHandlerNotFound       = fmt.Errorf(\"handler not found\")\n\tErrProtocolNotSupported  = fmt.Errorf(\"protocol not supported\")\n\tErrSerializationFailed   = fmt.Errorf(\"serialization failed\")\n\tErrDeserializationFailed = fmt.Errorf(\"deserialization failed\")\n\tErrCompressionFailed     = fmt.Errorf(\"compression failed\")\n\tErrDecompressionFailed   = fmt.Errorf(\"decompression failed\")\n\tErrEncryptionFailed      = fmt.Errorf(\"encryption failed\")\n\tErrDecryptionFailed      = fmt.Errorf(\"decryption failed\")\n)\n\n// 常用常量\nconst (\n\t// 协议版本\n\tProtocolVersion = 1\n\t// 魔数\n\tMagicNumber = 0x12345678\n\t// 头部大小\n\tHeaderSize = 16\n\t// 最小数据包大小\n\tMinPacketSize = HeaderSize\n\t// 默认缓冲区大小\n\tDefaultBufferSize = 4096\n\t// 默认最大数据包大小\n\tDefaultMaxPacketSize = 1024 * 1024 // 1MB\n)\n\n// PacketHeader 数据包头部\ntype PacketHeader struct {\n\tMagic     uint32      // 魔数\n\tVersion   uint16      // 协议版本\n\tType      MessageType // 消息类型\n\tLength    uint32      // 数据长度\n\tSequence  uint32      // 序列号\n\tTimestamp int64       // 时间戳\n\tChecksum  uint32      // 校验和\n}\n\n// BasePacket 基础数据包实现\ntype BasePacket struct {\n\theader PacketHeader\n\tdata   []byte\n}\n\n// NewBasePacket 创建基础数据包\nfunc NewBasePacket(msgType MessageType, data []byte) *BasePacket {\n\treturn &BasePacket{\n\t\theader: PacketHeader{\n\t\t\tMagic:     MagicNumber,\n\t\t\tVersion:   ProtocolVersion,\n\t\t\tType:      msgType,\n\t\t\tLength:    uint32(len(data)),\n\t\t\tTimestamp: time.Now().UnixNano(),\n\t\t},\n\t\tdata: data,\n\t}\n}\n\nfunc (bp *BasePacket) GetType() MessageType     { return bp.header.Type }\nfunc (bp *BasePacket) GetData() []byte          { return bp.data }\nfunc (bp *BasePacket) SetData(data []byte)      { bp.data = data; bp.header.Length = uint32(len(data)) }\nfunc (bp *BasePacket) GetSize() int             { return HeaderSize + len(bp.data) }\nfunc (bp *BasePacket) GetTimestamp() time.Time  { return time.Unix(0, bp.header.Timestamp) }\nfunc (bp *BasePacket) SetTimestamp(t time.Time) { bp.header.Timestamp = t.UnixNano() }\nfunc (bp *BasePacket) GetSequence() uint32      { return bp.header.Sequence }\nfunc (bp *BasePacket) SetSequence(seq uint32)   { bp.header.Sequence = seq }\n\nfunc (bp *BasePacket) Validate() error {\n\tif bp.header.Magic != MagicNumber {\n\t\treturn fmt.Errorf(\"invalid magic number: %x\", bp.header.Magic)\n\t}\n\tif bp.header.Version != ProtocolVersion {\n\t\treturn fmt.Errorf(\"unsupported protocol version: %d\", bp.header.Version)\n\t}\n\tif bp.header.Length != uint32(len(bp.data)) {\n\t\treturn fmt.Errorf(\"length mismatch: header=%d, actual=%d\", bp.header.Length, len(bp.data))\n\t}\n\treturn nil\n}\n\n// BaseMessage 基础消息实现\ntype BaseMessage struct {\n\tmsgType MessageType\n}\n\nfunc (bm *BaseMessage) GetType() MessageType { return bm.msgType }\nfunc (bm *BaseMessage) Validate() error      { return nil }\nfunc (bm *BaseMessage) String() string       { return fmt.Sprintf(\"Message{Type: %d}\", bm.msgType) }\n\n// 便捷函数\n\n// IsSystemMessage 检查是否为系统消息\nfunc IsSystemMessage(msgType MessageType) bool {\n\treturn msgType >= 1000 && msgType < 2000\n}\n\n// IsPlayerMessage 检查是否为玩家消息\nfunc IsPlayerMessage(msgType MessageType) bool {\n\treturn msgType >= 2000 && msgType < 3000\n}\n\n// IsInventoryMessage 检查是否为背包消息\nfunc IsInventoryMessage(msgType MessageType) bool {\n\treturn msgType >= 3000 && msgType < 4000\n}\n\n// IsBattleMessage 检查是否为战斗消息\nfunc IsBattleMessage(msgType MessageType) bool {\n\treturn msgType >= 4000 && msgType < 5000\n}\n\n// IsSocialMessage 检查是否为社交消息\nfunc IsSocialMessage(msgType MessageType) bool {\n\treturn msgType >= 5000 && msgType < 6000\n}\n\n// IsSceneMessage 检查是否为场景消息\nfunc IsSceneMessage(msgType MessageType) bool {\n\treturn msgType >= 6000 && msgType < 7000\n}\n\n// IsActivityMessage 检查是否为活动消息\nfunc IsActivityMessage(msgType MessageType) bool {\n\treturn msgType >= 7000 && msgType < 8000\n}\n\n// IsPetMessage 检查是否为宠物消息\nfunc IsPetMessage(msgType MessageType) bool {\n\treturn msgType >= 8000 && msgType < 9000\n}\n\n// IsBuildingMessage 检查是否为建筑消息\nfunc IsBuildingMessage(msgType MessageType) bool {\n\treturn msgType >= 9000 && msgType < 10000\n}\n\n// GetMessageCategory 获取消息分类\nfunc GetMessageCategory(msgType MessageType) string {\n\tswitch {\n\tcase IsSystemMessage(msgType):\n\t\treturn \"system\"\n\tcase IsPlayerMessage(msgType):\n\t\treturn \"player\"\n\tcase IsInventoryMessage(msgType):\n\t\treturn \"inventory\"\n\tcase IsBattleMessage(msgType):\n\t\treturn \"battle\"\n\tcase IsSocialMessage(msgType):\n\t\treturn \"social\"\n\tcase IsSceneMessage(msgType):\n\t\treturn \"scene\"\n\tcase IsActivityMessage(msgType):\n\t\treturn \"activity\"\n\tcase IsPetMessage(msgType):\n\t\treturn \"pet\"\n\tcase IsBuildingMessage(msgType):\n\t\treturn \"building\"\n\tdefault:\n\t\treturn \"unknown\"\n\t}\n}\n\n// PacketReader 数据包读取器\ntype PacketReader interface {\n\t// ReadPacket 读取数据包\n\tReadPacket() (Packet, error)\n}\n\n// PacketWriter 数据包写入器\ntype PacketWriter interface {\n\t// WritePacket 写入数据包\n\tWritePacket(packet Packet) error\n}\n"
  },
  {
    "path": "internal/infrastructure/weave/weavelet.go",
    "content": "// Package weave provides Service Weaver integration functionality\npackage weave\n\nimport (\n\t\"fmt\"\n\n\t\"github.com/google/uuid\"\n)\n\n// WeaveletInfo represents weavelet information for Service Weaver\ntype WeaveletInfo struct {\n\tApp           string            `json:\"app\"`\n\tDeploymentId  string            `json:\"deployment_id\"`\n\tGroup         *ColocationGroup  `json:\"group\"`\n\tGroupId       string            `json:\"group_id\"`\n\tId            string            `json:\"id\"`\n\tSingleProcess bool              `json:\"single_process\"`\n\tSingleMachine bool              `json:\"single_machine\"`\n\tLabels        map[string]string `json:\"labels,omitempty\"`\n}\n\n// ColocationGroup represents a colocation group in Service Weaver\ntype ColocationGroup struct {\n\tName       string   `json:\"name\"`\n\tComponents []string `json:\"components\"`\n}\n\n// WeaveletConfig holds configuration for weavelet integration\ntype WeaveletConfig struct {\n\tEnabled       bool              `yaml:\"enabled\" json:\"enabled\"`\n\tApp           string            `yaml:\"app\" json:\"app\"`\n\tDeploymentId  string            `yaml:\"deployment_id\" json:\"deployment_id\"`\n\tGroupName     string            `yaml:\"group_name\" json:\"group_name\"`\n\tComponents    []string          `yaml:\"components\" json:\"components\"`\n\tSingleProcess bool              `yaml:\"single_process\" json:\"single_process\"`\n\tSingleMachine bool              `yaml:\"single_machine\" json:\"single_machine\"`\n\tLabels        map[string]string `yaml:\"labels\" json:\"labels\"`\n}\n\n// DefaultWeaveletConfig returns default weavelet configuration\nfunc DefaultWeaveletConfig() WeaveletConfig {\n\treturn WeaveletConfig{\n\t\tEnabled:       false,\n\t\tApp:           \"greatestworks\",\n\t\tDeploymentId:  uuid.New().String(),\n\t\tGroupName:     \"main\",\n\t\tComponents:    []string{\"player\", \"battle\", \"inventory\"},\n\t\tSingleProcess: true,\n\t\tSingleMachine: true,\n\t\tLabels:        make(map[string]string),\n\t}\n}\n\n// WeaveletManager manages weavelet lifecycle and operations\ntype WeaveletManager struct {\n\tconfig *WeaveletConfig\n\tinfo   *WeaveletInfo\n}\n\n// NewWeaveletManager creates a new weavelet manager\nfunc NewWeaveletManager(config *WeaveletConfig) *WeaveletManager {\n\tif config == nil {\n\t\tdefaultConfig := DefaultWeaveletConfig()\n\t\tconfig = &defaultConfig\n\t}\n\n\treturn &WeaveletManager{\n\t\tconfig: config,\n\t}\n}\n\n// Initialize initializes the weavelet manager\nfunc (wm *WeaveletManager) Initialize() error {\n\tif !wm.config.Enabled {\n\t\treturn nil\n\t}\n\n\t// Create weavelet info\n\twm.info = &WeaveletInfo{\n\t\tApp:          wm.config.App,\n\t\tDeploymentId: wm.config.DeploymentId,\n\t\tGroup: &ColocationGroup{\n\t\t\tName:       wm.config.GroupName,\n\t\t\tComponents: wm.config.Components,\n\t\t},\n\t\tGroupId:       uuid.New().String(),\n\t\tId:            uuid.New().String(),\n\t\tSingleProcess: wm.config.SingleProcess,\n\t\tSingleMachine: wm.config.SingleMachine,\n\t\tLabels:        wm.config.Labels,\n\t}\n\n\t// Validate weavelet info\n\tif err := CheckWeaveletInfo(wm.info); err != nil {\n\t\treturn fmt.Errorf(\"weavelet validation failed: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// GetInfo returns the weavelet information\nfunc (wm *WeaveletManager) GetInfo() *WeaveletInfo {\n\treturn wm.info\n}\n\n// IsEnabled returns whether weavelet is enabled\nfunc (wm *WeaveletManager) IsEnabled() bool {\n\treturn wm.config.Enabled\n}\n\n// UpdateConfig updates the weavelet configuration\nfunc (wm *WeaveletManager) UpdateConfig(config *WeaveletConfig) error {\n\tif config == nil {\n\t\treturn fmt.Errorf(\"config cannot be nil\")\n\t}\n\n\twm.config = config\n\treturn wm.Initialize()\n}\n\n// AddLabel adds a label to the weavelet\nfunc (wm *WeaveletManager) AddLabel(key, value string) {\n\tif wm.config.Labels == nil {\n\t\twm.config.Labels = make(map[string]string)\n\t}\n\twm.config.Labels[key] = value\n\n\tif wm.info != nil {\n\t\tif wm.info.Labels == nil {\n\t\t\twm.info.Labels = make(map[string]string)\n\t\t}\n\t\twm.info.Labels[key] = value\n\t}\n}\n\n// RemoveLabel removes a label from the weavelet\nfunc (wm *WeaveletManager) RemoveLabel(key string) {\n\tif wm.config.Labels != nil {\n\t\tdelete(wm.config.Labels, key)\n\t}\n\n\tif wm.info != nil && wm.info.Labels != nil {\n\t\tdelete(wm.info.Labels, key)\n\t}\n}\n\n// GetLabels returns all labels\nfunc (wm *WeaveletManager) GetLabels() map[string]string {\n\tif wm.info != nil && wm.info.Labels != nil {\n\t\treturn wm.info.Labels\n\t}\n\treturn wm.config.Labels\n}\n\n// CheckWeaveletInfo checks that weavelet information is well-formed.\nfunc CheckWeaveletInfo(w *WeaveletInfo) error {\n\tif w == nil {\n\t\treturn fmt.Errorf(\"WeaveletInfo: nil\")\n\t}\n\tif w.App == \"\" {\n\t\treturn fmt.Errorf(\"WeaveletInfo: missing app name\")\n\t}\n\tif _, err := uuid.Parse(w.DeploymentId); err != nil {\n\t\treturn fmt.Errorf(\"WeaveletInfo: invalid deployment id: %w\", err)\n\t}\n\tif w.Group == nil {\n\t\treturn fmt.Errorf(\"WeaveletInfo: nil colocation group\")\n\t}\n\tif w.Group.Name == \"\" {\n\t\treturn fmt.Errorf(\"WeaveletInfo: missing colocation group name\")\n\t}\n\tif w.GroupId == \"\" {\n\t\treturn fmt.Errorf(\"WeaveletInfo: missing colocation group replica id\")\n\t}\n\tif _, err := uuid.Parse(w.Id); err != nil {\n\t\treturn fmt.Errorf(\"WeaveletInfo: invalid weavelet id: %w\", err)\n\t}\n\tif w.SingleProcess && !w.SingleMachine {\n\t\treturn fmt.Errorf(\"WeaveletInfo: single process but not single machine\")\n\t}\n\treturn nil\n}\n\n// ValidateColocationGroup validates a colocation group\nfunc ValidateColocationGroup(group *ColocationGroup) error {\n\tif group == nil {\n\t\treturn fmt.Errorf(\"colocation group cannot be nil\")\n\t}\n\tif group.Name == \"\" {\n\t\treturn fmt.Errorf(\"colocation group name cannot be empty\")\n\t}\n\tif len(group.Components) == 0 {\n\t\treturn fmt.Errorf(\"colocation group must have at least one component\")\n\t}\n\n\t// Check for duplicate components\n\tcomponentSet := make(map[string]bool)\n\tfor _, component := range group.Components {\n\t\tif component == \"\" {\n\t\t\treturn fmt.Errorf(\"component name cannot be empty\")\n\t\t}\n\t\tif componentSet[component] {\n\t\t\treturn fmt.Errorf(\"duplicate component: %s\", component)\n\t\t}\n\t\tcomponentSet[component] = true\n\t}\n\n\treturn nil\n}\n\n// CreateWeaveletInfo creates a new WeaveletInfo with validation\nfunc CreateWeaveletInfo(config *WeaveletConfig) (*WeaveletInfo, error) {\n\tif config == nil {\n\t\treturn nil, fmt.Errorf(\"config cannot be nil\")\n\t}\n\n\tinfo := &WeaveletInfo{\n\t\tApp:          config.App,\n\t\tDeploymentId: config.DeploymentId,\n\t\tGroup: &ColocationGroup{\n\t\t\tName:       config.GroupName,\n\t\t\tComponents: config.Components,\n\t\t},\n\t\tGroupId:       uuid.New().String(),\n\t\tId:            uuid.New().String(),\n\t\tSingleProcess: config.SingleProcess,\n\t\tSingleMachine: config.SingleMachine,\n\t\tLabels:        make(map[string]string),\n\t}\n\n\t// Copy labels\n\tfor k, v := range config.Labels {\n\t\tinfo.Labels[k] = v\n\t}\n\n\t// Validate the created info\n\tif err := CheckWeaveletInfo(info); err != nil {\n\t\treturn nil, err\n\t}\n\n\treturn info, nil\n}\n"
  },
  {
    "path": "internal/interfaces/http/auth/login_handler.go",
    "content": "package auth\n\nimport (\n\t\"context\"\n\t\"time\"\n\n\t\"github.com/gin-gonic/gin\"\n\t\"github.com/golang-jwt/jwt/v5\"\n\n\t\"greatestworks/internal/application/handlers\"\n\tplayerQueries \"greatestworks/internal/application/queries/player\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// LoginHandler 登录处理器\ntype LoginHandler struct {\n\tcommandBus *handlers.CommandBus\n\tqueryBus   *handlers.QueryBus\n\tlogger     logging.Logger\n\tjwtSecret  string\n}\n\n// LoginRequest 登录请求\ntype LoginRequest struct {\n\tUsername string `json:\"username\" binding:\"required\"`\n\tPassword string `json:\"password\" binding:\"required\"`\n}\n\n// LoginResponse 登录响应\ntype LoginResponse struct {\n\tToken     string    `json:\"token\"`\n\tExpiresAt time.Time `json:\"expires_at\"`\n\tUser      UserInfo  `json:\"user\"`\n}\n\n// UserInfo 用户信息\ntype UserInfo struct {\n\tID       string `json:\"id\"`\n\tUsername string `json:\"username\"`\n\tEmail    string `json:\"email\"`\n}\n\n// NewLoginHandler 创建登录处理器\nfunc NewLoginHandler(commandBus *handlers.CommandBus, queryBus *handlers.QueryBus, logger logging.Logger, jwtSecret string) *LoginHandler {\n\treturn &LoginHandler{\n\t\tcommandBus: commandBus,\n\t\tqueryBus:   queryBus,\n\t\tlogger:     logger,\n\t\tjwtSecret:  jwtSecret,\n\t}\n}\n\n// Login 处理登录请求\nfunc (h *LoginHandler) Login(c *gin.Context) {\n\tvar req LoginRequest\n\tif err := c.ShouldBindJSON(&req); err != nil {\n\t\th.logger.Warn(\"Invalid login request\", logging.Fields{\n\t\t\t\"error\": err,\n\t\t})\n\t\tc.JSON(400, gin.H{\"error\": \"Invalid request format\"})\n\t\treturn\n\t}\n\n\t// 验证用户凭据\n\tuser, err := h.authenticateUser(c.Request.Context(), req.Username, req.Password)\n\tif err != nil {\n\t\th.logger.Warn(\"Authentication failed\", logging.Fields{\n\t\t\t\"error\":    err,\n\t\t\t\"username\": req.Username,\n\t\t})\n\t\tc.JSON(401, gin.H{\"error\": \"Invalid credentials\"})\n\t\treturn\n\t}\n\n\t// 生成JWT令牌\n\ttoken, expiresAt, err := h.generateToken(user.ID, user.Username)\n\tif err != nil {\n\t\th.logger.Error(\"Failed to generate token\", err, logging.Fields{\n\t\t\t\"user_id\": user.ID,\n\t\t})\n\t\tc.JSON(500, gin.H{\"error\": \"Failed to generate token\"})\n\t\treturn\n\t}\n\n\t// 返回登录响应\n\tresponse := LoginResponse{\n\t\tToken:     token,\n\t\tExpiresAt: expiresAt,\n\t\tUser: UserInfo{\n\t\t\tID:       user.ID,\n\t\t\tUsername: user.Username,\n\t\t\tEmail:    user.Email,\n\t\t},\n\t}\n\n\th.logger.Info(\"User logged in successfully\", logging.Fields{\n\t\t\"user_id\":  user.ID,\n\t\t\"username\": user.Username,\n\t})\n\tc.JSON(200, response)\n}\n\n// Logout 处理登出请求\nfunc (h *LoginHandler) Logout(c *gin.Context) {\n\t// 获取用户ID\n\tuserID, exists := c.Get(\"user_id\")\n\tif !exists {\n\t\tc.JSON(401, gin.H{\"error\": \"Not authenticated\"})\n\t\treturn\n\t}\n\n\t// 这里可以实现令牌黑名单逻辑\n\th.logger.Info(\"User logged out\", logging.Fields{\n\t\t\"user_id\": userID,\n\t})\n\tc.JSON(200, gin.H{\"message\": \"Logged out successfully\"})\n}\n\n// RefreshToken 刷新令牌\nfunc (h *LoginHandler) RefreshToken(c *gin.Context) {\n\t// 获取当前用户信息\n\tuserID, exists := c.Get(\"user_id\")\n\tif !exists {\n\t\tc.JSON(401, gin.H{\"error\": \"Not authenticated\"})\n\t\treturn\n\t}\n\n\tusername, _ := c.Get(\"username\")\n\n\t// 生成新的令牌\n\ttoken, expiresAt, err := h.generateToken(userID.(string), username.(string))\n\tif err != nil {\n\t\th.logger.Error(\"Failed to refresh token\", err, logging.Fields{\n\t\t\t\"user_id\": userID,\n\t\t})\n\t\tc.JSON(500, gin.H{\"error\": \"Failed to refresh token\"})\n\t\treturn\n\t}\n\n\tresponse := LoginResponse{\n\t\tToken:     token,\n\t\tExpiresAt: expiresAt,\n\t}\n\n\th.logger.Info(\"Token refreshed\", logging.Fields{\n\t\t\"user_id\": userID,\n\t})\n\tc.JSON(200, response)\n}\n\n// 私有方法\n\n// authenticateUser 验证用户凭据\nfunc (h *LoginHandler) authenticateUser(ctx context.Context, username, password string) (*UserInfo, error) {\n\t// 这里应该实现实际的用户认证逻辑\n\t// 简化实现，实际项目中应该查询数据库\n\n\t// 模拟用户查询\n\tquery := &playerQueries.GetPlayerQuery{\n\t\tPlayerID: \"user_123\", // 使用PlayerID而不是Username\n\t}\n\n\t// 这里应该调用查询总线\n\t// result, err := h.queryBus.Execute(ctx, query)\n\t// 简化实现\n\t_ = query\n\n\t// 模拟用户信息\n\tuser := &UserInfo{\n\t\tID:       \"user_123\",\n\t\tUsername: username,\n\t\tEmail:    username + \"@example.com\",\n\t}\n\n\treturn user, nil\n}\n\n// generateToken 生成JWT令牌\nfunc (h *LoginHandler) generateToken(userID, username string) (string, time.Time, error) {\n\t// 设置过期时间\n\texpiresAt := time.Now().Add(24 * time.Hour)\n\n\t// 创建声明\n\tclaims := jwt.MapClaims{\n\t\t\"user_id\":  userID,\n\t\t\"username\": username,\n\t\t\"exp\":      expiresAt.Unix(),\n\t\t\"iat\":      time.Now().Unix(),\n\t}\n\n\t// 创建令牌\n\ttoken := jwt.NewWithClaims(jwt.SigningMethodHS256, claims)\n\n\t// 签名令牌\n\ttokenString, err := token.SignedString([]byte(h.jwtSecret))\n\tif err != nil {\n\t\treturn \"\", time.Time{}, err\n\t}\n\n\treturn tokenString, expiresAt, nil\n}\n"
  },
  {
    "path": "internal/interfaces/http/auth/middleware.go",
    "content": "package auth\n\nimport (\n\t\"fmt\"\n\t\"strings\"\n\t\"time\"\n\n\t\"github.com/gin-gonic/gin\"\n\t\"github.com/golang-jwt/jwt/v5\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// AuthMiddleware 认证中间件\ntype AuthMiddleware struct {\n\tjwtSecret string\n\tlogger    logging.Logger\n}\n\n// NewAuthMiddleware 创建认证中间件\nfunc NewAuthMiddleware(jwtSecret string, logger logging.Logger) *AuthMiddleware {\n\treturn &AuthMiddleware{\n\t\tjwtSecret: jwtSecret,\n\t\tlogger:    logger,\n\t}\n}\n\n// RequireAuth 需要认证的中间件\nfunc (m *AuthMiddleware) RequireAuth() gin.HandlerFunc {\n\treturn func(c *gin.Context) {\n\t\t// 从请求头获取token\n\t\tauthHeader := c.GetHeader(\"Authorization\")\n\t\tif authHeader == \"\" {\n\t\t\tm.logger.Warn(\"Missing authorization header\")\n\t\t\tc.JSON(401, gin.H{\"error\": \"Missing authorization header\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\t// 检查Bearer前缀\n\t\tif !strings.HasPrefix(authHeader, \"Bearer \") {\n\t\t\tm.logger.Warn(\"Invalid authorization header format\")\n\t\t\tc.JSON(401, gin.H{\"error\": \"Invalid authorization header format\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\t// 提取token\n\t\ttokenString := strings.TrimPrefix(authHeader, \"Bearer \")\n\n\t\t// 验证token\n\t\tclaims, err := m.validateToken(tokenString)\n\t\tif err != nil {\n\t\t\tm.logger.Warn(\"Invalid token\", logging.Fields{\n\t\t\t\t\"error\": err,\n\t\t\t})\n\t\t\tc.JSON(401, gin.H{\"error\": \"Invalid token\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\t// 检查token是否过期\n\t\tif exp, ok := claims[\"exp\"].(float64); ok {\n\t\t\tif time.Unix(int64(exp), 0).Before(time.Now()) {\n\t\t\t\tm.logger.Warn(\"Token expired\")\n\t\t\t\tc.JSON(401, gin.H{\"error\": \"Token expired\"})\n\t\t\t\tc.Abort()\n\t\t\t\treturn\n\t\t\t}\n\t\t}\n\n\t\t// 将用户信息存储到上下文中\n\t\tif userID, ok := claims[\"user_id\"].(string); ok {\n\t\t\tc.Set(\"user_id\", userID)\n\t\t}\n\t\tif username, ok := claims[\"username\"].(string); ok {\n\t\t\tc.Set(\"username\", username)\n\t\t}\n\t\tif exp, ok := claims[\"exp\"].(float64); ok {\n\t\t\tc.Set(\"expires_at\", time.Unix(int64(exp), 0))\n\t\t}\n\n\t\tm.logger.Debug(\"User authenticated\", logging.Fields{\n\t\t\t\"user_id\":  claims[\"user_id\"],\n\t\t\t\"username\": claims[\"username\"],\n\t\t})\n\t\tc.Next()\n\t}\n}\n\n// OptionalAuth 可选认证的中间件\nfunc (m *AuthMiddleware) OptionalAuth() gin.HandlerFunc {\n\treturn func(c *gin.Context) {\n\t\t// 从请求头获取token\n\t\tauthHeader := c.GetHeader(\"Authorization\")\n\t\tif authHeader == \"\" {\n\t\t\tc.Next()\n\t\t\treturn\n\t\t}\n\n\t\t// 检查Bearer前缀\n\t\tif !strings.HasPrefix(authHeader, \"Bearer \") {\n\t\t\tc.Next()\n\t\t\treturn\n\t\t}\n\n\t\t// 提取token\n\t\ttokenString := strings.TrimPrefix(authHeader, \"Bearer \")\n\n\t\t// 验证token\n\t\tclaims, err := m.validateToken(tokenString)\n\t\tif err != nil {\n\t\t\tm.logger.Debug(\"Invalid token in optional auth\", logging.Fields{\n\t\t\t\t\"error\": err,\n\t\t\t})\n\t\t\tc.Next()\n\t\t\treturn\n\t\t}\n\n\t\t// 检查token是否过期\n\t\tif exp, ok := claims[\"exp\"].(float64); ok {\n\t\t\tif time.Unix(int64(exp), 0).Before(time.Now()) {\n\t\t\t\tm.logger.Debug(\"Token expired in optional auth\")\n\t\t\t\tc.Next()\n\t\t\t\treturn\n\t\t\t}\n\t\t}\n\n\t\t// 将用户信息存储到上下文中\n\t\tif userID, ok := claims[\"user_id\"].(string); ok {\n\t\t\tc.Set(\"user_id\", userID)\n\t\t}\n\t\tif username, ok := claims[\"username\"].(string); ok {\n\t\t\tc.Set(\"username\", username)\n\t\t}\n\t\tif exp, ok := claims[\"exp\"].(float64); ok {\n\t\t\tc.Set(\"expires_at\", time.Unix(int64(exp), 0))\n\t\t}\n\n\t\tm.logger.Debug(\"User authenticated (optional)\", logging.Fields{\n\t\t\t\"user_id\":  claims[\"user_id\"],\n\t\t\t\"username\": claims[\"username\"],\n\t\t})\n\t\tc.Next()\n\t}\n}\n\n// RequireRole 需要特定角色的中间件\nfunc (m *AuthMiddleware) RequireRole(role string) gin.HandlerFunc {\n\treturn func(c *gin.Context) {\n\t\t// 首先检查是否已认证\n\t\tuserID, exists := c.Get(\"user_id\")\n\t\tif !exists {\n\t\t\tm.logger.Warn(\"User not authenticated for role check\")\n\t\t\tc.JSON(401, gin.H{\"error\": \"Authentication required\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\t// 检查用户角色\n\t\tuserRole, err := m.getUserRole(userID.(string))\n\t\tif err != nil {\n\t\t\tm.logger.Error(\"Failed to get user role\", err, logging.Fields{\n\t\t\t\t\"user_id\": userID,\n\t\t\t})\n\t\t\tc.JSON(500, gin.H{\"error\": \"Failed to check user role\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\tif userRole != role {\n\t\t\tm.logger.Warn(\"Insufficient permissions\", logging.Fields{\n\t\t\t\t\"user_id\":       userID,\n\t\t\t\t\"required_role\": role,\n\t\t\t\t\"user_role\":     userRole,\n\t\t\t})\n\t\t\tc.JSON(403, gin.H{\"error\": \"Insufficient permissions\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\tm.logger.Debug(\"Role check passed\", logging.Fields{\n\t\t\t\"user_id\": userID,\n\t\t\t\"role\":    role,\n\t\t})\n\t\tc.Next()\n\t}\n}\n\n// RequireAnyRole 需要任意一个角色的中间件\nfunc (m *AuthMiddleware) RequireAnyRole(roles ...string) gin.HandlerFunc {\n\treturn func(c *gin.Context) {\n\t\t// 首先检查是否已认证\n\t\tuserID, exists := c.Get(\"user_id\")\n\t\tif !exists {\n\t\t\tm.logger.Warn(\"User not authenticated for role check\")\n\t\t\tc.JSON(401, gin.H{\"error\": \"Authentication required\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\t// 检查用户角色\n\t\tuserRole, err := m.getUserRole(userID.(string))\n\t\tif err != nil {\n\t\t\tm.logger.Error(\"Failed to get user role\", err, logging.Fields{\n\t\t\t\t\"user_id\": userID,\n\t\t\t})\n\t\t\tc.JSON(500, gin.H{\"error\": \"Failed to check user role\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\t// 检查用户是否有任意一个所需角色\n\t\thasRole := false\n\t\tfor _, role := range roles {\n\t\t\tif userRole == role {\n\t\t\t\thasRole = true\n\t\t\t\tbreak\n\t\t\t}\n\t\t}\n\n\t\tif !hasRole {\n\t\t\tm.logger.Warn(\"Insufficient permissions\", logging.Fields{\n\t\t\t\t\"user_id\":        userID,\n\t\t\t\t\"required_roles\": roles,\n\t\t\t\t\"user_role\":      userRole,\n\t\t\t})\n\t\t\tc.JSON(403, gin.H{\"error\": \"Insufficient permissions\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\tm.logger.Debug(\"Role check passed\", logging.Fields{\n\t\t\t\"user_id\": userID,\n\t\t\t\"roles\":   roles,\n\t\t})\n\t\tc.Next()\n\t}\n}\n\n// 私有方法\n\n// validateToken 验证JWT token\nfunc (m *AuthMiddleware) validateToken(tokenString string) (jwt.MapClaims, error) {\n\ttoken, err := jwt.Parse(tokenString, func(token *jwt.Token) (interface{}, error) {\n\t\t// 验证签名方法\n\t\tif _, ok := token.Method.(*jwt.SigningMethodHMAC); !ok {\n\t\t\treturn nil, fmt.Errorf(\"unexpected signing method: %v\", token.Header[\"alg\"])\n\t\t}\n\t\treturn []byte(m.jwtSecret), nil\n\t})\n\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\tif claims, ok := token.Claims.(jwt.MapClaims); ok && token.Valid {\n\t\treturn claims, nil\n\t}\n\n\treturn nil, fmt.Errorf(\"invalid token\")\n}\n\n// getUserRole 获取用户角色\nfunc (m *AuthMiddleware) getUserRole(userID string) (string, error) {\n\t// 这里应该从数据库或缓存中获取用户角色\n\t// 简化实现，返回默认角色\n\treturn \"user\", nil\n}\n"
  },
  {
    "path": "internal/interfaces/http/auth/register_handler.go",
    "content": "package auth\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"time\"\n\n\t\"github.com/gin-gonic/gin\"\n\t\"golang.org/x/crypto/bcrypt\"\n\n\tplayerCommands \"greatestworks/internal/application/commands/player\"\n\t\"greatestworks/internal/application/handlers\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// RegisterHandler 注册处理器\ntype RegisterHandler struct {\n\tcommandBus *handlers.CommandBus\n\tlogger     logging.Logger\n}\n\n// RegisterRequest 注册请求\ntype RegisterRequest struct {\n\tUsername   string `json:\"username\" binding:\"required,min=3,max=50\"`\n\tPassword   string `json:\"password\" binding:\"required,min=6,max=100\"`\n\tEmail      string `json:\"email\" binding:\"required,email\"`\n\tPlayerName string `json:\"player_name\" binding:\"required,min=2,max=50\"`\n\tAvatar     string `json:\"avatar,omitempty\"`\n\tGender     int    `json:\"gender,omitempty\"`\n}\n\n// RegisterResponse 注册响应\ntype RegisterResponse struct {\n\tUserID     string    `json:\"user_id\"`\n\tUsername   string    `json:\"username\"`\n\tEmail      string    `json:\"email\"`\n\tPlayerID   string    `json:\"player_id\"`\n\tPlayerName string    `json:\"player_name\"`\n\tCreatedAt  time.Time `json:\"created_at\"`\n}\n\n// NewRegisterHandler 创建注册处理器\nfunc NewRegisterHandler(commandBus *handlers.CommandBus, logger logging.Logger) *RegisterHandler {\n\treturn &RegisterHandler{\n\t\tcommandBus: commandBus,\n\t\tlogger:     logger,\n\t}\n}\n\n// Register 处理用户注册\nfunc (h *RegisterHandler) Register(c *gin.Context) {\n\tvar req RegisterRequest\n\tif err := c.ShouldBindJSON(&req); err != nil {\n\t\th.logger.Warn(\"Invalid register request\", logging.Fields{\n\t\t\t\"error\": err,\n\t\t})\n\t\tc.JSON(400, gin.H{\"error\": \"Invalid request format\"})\n\t\treturn\n\t}\n\n\t// 验证用户名是否已存在\n\tif h.isUsernameExists(c.Request.Context(), req.Username) {\n\t\th.logger.Warn(\"Username already exists\", logging.Fields{\n\t\t\t\"username\": req.Username,\n\t\t})\n\t\tc.JSON(409, gin.H{\"error\": \"Username already exists\"})\n\t\treturn\n\t}\n\n\t// 验证邮箱是否已存在\n\tif h.isEmailExists(c.Request.Context(), req.Email) {\n\t\th.logger.Warn(\"Email already exists\", logging.Fields{\n\t\t\t\"email\": req.Email,\n\t\t})\n\t\tc.JSON(409, gin.H{\"error\": \"Email already exists\"})\n\t\treturn\n\t}\n\n\t// 验证玩家名称是否已存在\n\tif h.isPlayerNameExists(c.Request.Context(), req.PlayerName) {\n\t\th.logger.Warn(\"Player name already exists\", logging.Fields{\n\t\t\t\"player_name\": req.PlayerName,\n\t\t})\n\t\tc.JSON(409, gin.H{\"error\": \"Player name already exists\"})\n\t\treturn\n\t}\n\n\t// 加密密码\n\thashedPassword, err := h.hashPassword(req.Password)\n\tif err != nil {\n\t\th.logger.Error(\"Failed to hash password\", err)\n\t\tc.JSON(500, gin.H{\"error\": \"Failed to process password\"})\n\t\treturn\n\t}\n\n\t// 创建用户账户\n\tuserID, err := h.createUserAccount(c.Request.Context(), req.Username, hashedPassword, req.Email)\n\tif err != nil {\n\t\th.logger.Error(\"Failed to create user account\", err, logging.Fields{\n\t\t\t\"username\": req.Username,\n\t\t})\n\t\tc.JSON(500, gin.H{\"error\": \"Failed to create user account\"})\n\t\treturn\n\t}\n\n\t// 创建玩家角色\n\tplayerID, err := h.createPlayerCharacter(c.Request.Context(), userID, req.PlayerName, req.Avatar, req.Gender)\n\tif err != nil {\n\t\th.logger.Error(\"Failed to create player character\", err, logging.Fields{\n\t\t\t\"user_id\": userID,\n\t\t})\n\t\tc.JSON(500, gin.H{\"error\": \"Failed to create player character\"})\n\t\treturn\n\t}\n\n\t// 返回注册成功响应\n\tresponse := RegisterResponse{\n\t\tUserID:     userID,\n\t\tUsername:   req.Username,\n\t\tEmail:      req.Email,\n\t\tPlayerID:   playerID,\n\t\tPlayerName: req.PlayerName,\n\t\tCreatedAt:  time.Now(),\n\t}\n\n\th.logger.Info(\"User registered successfully\", logging.Fields{\n\t\t\"user_id\":   userID,\n\t\t\"username\":  req.Username,\n\t\t\"player_id\": playerID,\n\t})\n\tc.JSON(201, response)\n}\n\n// 私有方法\n\n// isUsernameExists 检查用户名是否已存在\nfunc (h *RegisterHandler) isUsernameExists(ctx context.Context, username string) bool {\n\t// 这里应该查询数据库检查用户名是否存在\n\t// 简化实现，实际项目中应该调用相应的服务\n\treturn false\n}\n\n// isEmailExists 检查邮箱是否已存在\nfunc (h *RegisterHandler) isEmailExists(ctx context.Context, email string) bool {\n\t// 这里应该查询数据库检查邮箱是否存在\n\t// 简化实现，实际项目中应该调用相应的服务\n\treturn false\n}\n\n// isPlayerNameExists 检查玩家名称是否已存在\nfunc (h *RegisterHandler) isPlayerNameExists(ctx context.Context, playerName string) bool {\n\t// 这里应该查询数据库检查玩家名称是否存在\n\t// 简化实现，实际项目中应该调用相应的服务\n\treturn false\n}\n\n// hashPassword 加密密码\nfunc (h *RegisterHandler) hashPassword(password string) (string, error) {\n\thashedBytes, err := bcrypt.GenerateFromPassword([]byte(password), bcrypt.DefaultCost)\n\tif err != nil {\n\t\treturn \"\", err\n\t}\n\treturn string(hashedBytes), nil\n}\n\n// createUserAccount 创建用户账户\nfunc (h *RegisterHandler) createUserAccount(ctx context.Context, username, hashedPassword, email string) (string, error) {\n\t// 这里应该调用用户服务创建用户账户\n\t// 简化实现，返回模拟的用户ID\n\treturn \"user_\" + username, nil\n}\n\n// createPlayerCharacter 创建玩家角色\nfunc (h *RegisterHandler) createPlayerCharacter(ctx context.Context, userID, playerName, avatar string, gender int) (string, error) {\n\t// 创建玩家命令\n\tcmd := &playerCommands.CreatePlayerCommand{\n\t\tName:   playerName,\n\t\tAvatar: avatar,\n\t\tGender: gender,\n\t}\n\n\t// 执行命令\n\tresult, err := h.commandBus.Execute(ctx, cmd)\n\tif err != nil {\n\t\treturn \"\", err\n\t}\n\n\t// 获取玩家ID\n\tcreateResult, ok := result.(*playerCommands.CreatePlayerResult)\n\tif !ok {\n\t\treturn \"\", fmt.Errorf(\"unexpected result type\")\n\t}\n\n\treturn createResult.PlayerID, nil\n}\n"
  },
  {
    "path": "internal/interfaces/http/auth/token_handler.go",
    "content": "package auth\n\nimport (\n\t\"fmt\"\n\t\"strings\"\n\t\"time\"\n\n\t\"github.com/gin-gonic/gin\"\n\t\"github.com/golang-jwt/jwt/v5\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// TokenHandler Token管理处理器\ntype TokenHandler struct {\n\tjwtSecret string\n\tlogger    logging.Logger\n}\n\n// NewTokenHandler 创建Token处理器\nfunc NewTokenHandler(jwtSecret string, logger logging.Logger) *TokenHandler {\n\treturn &TokenHandler{\n\t\tjwtSecret: jwtSecret,\n\t\tlogger:    logger,\n\t}\n}\n\n// GenerateToken 生成JWT令牌\nfunc (h *TokenHandler) GenerateToken(userID, username string, expiresIn time.Duration) (string, time.Time, error) {\n\t// 计算过期时间\n\texpiresAt := time.Now().Add(expiresIn)\n\n\t// 创建声明\n\tclaims := jwt.MapClaims{\n\t\t\"user_id\":  userID,\n\t\t\"username\": username,\n\t\t\"exp\":      expiresAt.Unix(),\n\t\t\"iat\":      time.Now().Unix(),\n\t\t\"iss\":      \"greatestworks\",\n\t\t\"aud\":      \"greatestworks-users\",\n\t}\n\n\t// 创建令牌\n\ttoken := jwt.NewWithClaims(jwt.SigningMethodHS256, claims)\n\n\t// 签名令牌\n\ttokenString, err := token.SignedString([]byte(h.jwtSecret))\n\tif err != nil {\n\t\th.logger.Error(\"Failed to sign token\", err, logging.Fields{\n\t\t\t\"user_id\": userID,\n\t\t})\n\t\treturn \"\", time.Time{}, err\n\t}\n\n\th.logger.Debug(\"Token generated\", logging.Fields{\n\t\t\"user_id\":    userID,\n\t\t\"username\":   username,\n\t\t\"expires_at\": expiresAt,\n\t})\n\treturn tokenString, expiresAt, nil\n}\n\n// ValidateToken 验证JWT令牌\nfunc (h *TokenHandler) ValidateToken(tokenString string) (jwt.MapClaims, error) {\n\ttoken, err := jwt.Parse(tokenString, func(token *jwt.Token) (interface{}, error) {\n\t\t// 验证签名方法\n\t\tif _, ok := token.Method.(*jwt.SigningMethodHMAC); !ok {\n\t\t\treturn nil, fmt.Errorf(\"unexpected signing method: %v\", token.Header[\"alg\"])\n\t\t}\n\t\treturn []byte(h.jwtSecret), nil\n\t})\n\n\tif err != nil {\n\t\th.logger.Warn(\"Token validation failed\", logging.Fields{\n\t\t\t\"error\": err,\n\t\t})\n\t\treturn nil, err\n\t}\n\n\tif claims, ok := token.Claims.(jwt.MapClaims); ok && token.Valid {\n\t\th.logger.Debug(\"Token validated successfully\", logging.Fields{\n\t\t\t\"user_id\": claims[\"user_id\"],\n\t\t})\n\t\treturn claims, nil\n\t}\n\n\treturn nil, fmt.Errorf(\"invalid token\")\n}\n\n// RefreshToken 刷新令牌\nfunc (h *TokenHandler) RefreshToken(c *gin.Context) {\n\t// 获取当前用户信息\n\tuserID, exists := c.Get(\"user_id\")\n\tif !exists {\n\t\th.logger.Warn(\"User not authenticated for token refresh\")\n\t\tc.JSON(401, gin.H{\"error\": \"Not authenticated\"})\n\t\treturn\n\t}\n\n\tusername, _ := c.Get(\"username\")\n\n\t// 生成新的令牌\n\ttoken, expiresAt, err := h.GenerateToken(userID.(string), username.(string), 24*time.Hour)\n\tif err != nil {\n\t\th.logger.Error(\"Failed to refresh token\", err, logging.Fields{\n\t\t\t\"user_id\": userID,\n\t\t})\n\t\tc.JSON(500, gin.H{\"error\": \"Failed to refresh token\"})\n\t\treturn\n\t}\n\n\tresponse := gin.H{\n\t\t\"token\":      token,\n\t\t\"expires_at\": expiresAt,\n\t\t\"type\":       \"Bearer\",\n\t}\n\n\th.logger.Info(\"Token refreshed\", logging.Fields{\n\t\t\"user_id\": userID,\n\t})\n\tc.JSON(200, response)\n}\n\n// RevokeToken 撤销令牌\nfunc (h *TokenHandler) RevokeToken(c *gin.Context) {\n\t// 获取当前用户信息\n\tuserID, exists := c.Get(\"user_id\")\n\tif !exists {\n\t\th.logger.Warn(\"User not authenticated for token revocation\")\n\t\tc.JSON(401, gin.H{\"error\": \"Not authenticated\"})\n\t\treturn\n\t}\n\n\t// 这里应该实现令牌黑名单逻辑\n\t// 简化实现，实际项目中应该将令牌添加到黑名单\n\th.logger.Info(\"Token revoked\", logging.Fields{\n\t\t\"user_id\": userID,\n\t})\n\tc.JSON(200, gin.H{\"message\": \"Token revoked successfully\"})\n}\n\n// GetTokenInfo 获取令牌信息\nfunc (h *TokenHandler) GetTokenInfo(c *gin.Context) {\n\t// 获取当前用户信息\n\tuserID, exists := c.Get(\"user_id\")\n\tif !exists {\n\t\th.logger.Warn(\"User not authenticated for token info\")\n\t\tc.JSON(401, gin.H{\"error\": \"Not authenticated\"})\n\t\treturn\n\t}\n\n\tusername, _ := c.Get(\"username\")\n\texpiresAt, _ := c.Get(\"expires_at\")\n\n\tresponse := gin.H{\n\t\t\"user_id\":    userID,\n\t\t\"username\":   username,\n\t\t\"expires_at\": expiresAt,\n\t}\n\n\tc.JSON(200, response)\n}\n\n// ValidateTokenMiddleware 验证令牌中间件\nfunc (h *TokenHandler) ValidateTokenMiddleware() gin.HandlerFunc {\n\treturn func(c *gin.Context) {\n\t\t// 从请求头获取token\n\t\tauthHeader := c.GetHeader(\"Authorization\")\n\t\tif authHeader == \"\" {\n\t\t\th.logger.Warn(\"Missing authorization header\")\n\t\t\tc.JSON(401, gin.H{\"error\": \"Missing authorization header\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\t// 检查Bearer前缀\n\t\tif !strings.HasPrefix(authHeader, \"Bearer \") {\n\t\t\th.logger.Warn(\"Invalid authorization header format\")\n\t\t\tc.JSON(401, gin.H{\"error\": \"Invalid authorization header format\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\t// 提取token\n\t\ttokenString := strings.TrimPrefix(authHeader, \"Bearer \")\n\n\t\t// 验证token\n\t\tclaims, err := h.ValidateToken(tokenString)\n\t\tif err != nil {\n\t\t\th.logger.Warn(\"Token validation failed\", logging.Fields{\n\t\t\t\t\"error\": err,\n\t\t\t})\n\t\t\tc.JSON(401, gin.H{\"error\": \"Invalid token\"})\n\t\t\tc.Abort()\n\t\t\treturn\n\t\t}\n\n\t\t// 将用户信息存储到上下文中\n\t\tif userID, ok := claims[\"user_id\"].(string); ok {\n\t\t\tc.Set(\"user_id\", userID)\n\t\t}\n\t\tif username, ok := claims[\"username\"].(string); ok {\n\t\t\tc.Set(\"username\", username)\n\t\t}\n\t\tif exp, ok := claims[\"exp\"].(float64); ok {\n\t\t\tc.Set(\"expires_at\", time.Unix(int64(exp), 0))\n\t\t}\n\n\t\th.logger.Debug(\"Token validated\", logging.Fields{\n\t\t\t\"user_id\": claims[\"user_id\"],\n\t\t})\n\t\tc.Next()\n\t}\n}\n"
  },
  {
    "path": "internal/interfaces/http/battle_handler.go",
    "content": "package http\n\nimport (\n\t\"greatestworks/internal/application/handlers\"\n\t\"greatestworks/internal/infrastructure/logging\"\n\n\t\"github.com/gin-gonic/gin\"\n)\n\n// BattleHandler 战斗HTTP处理器\ntype BattleHandler struct {\n\tcommandBus *handlers.CommandBus\n\tqueryBus   *handlers.QueryBus\n\tlogger     logging.Logger\n}\n\n// NewBattleHandler 创建战斗处理器\nfunc NewBattleHandler(commandBus *handlers.CommandBus, queryBus *handlers.QueryBus, logger logging.Logger) *BattleHandler {\n\treturn &BattleHandler{\n\t\tcommandBus: commandBus,\n\t\tqueryBus:   queryBus,\n\t\tlogger:     logger,\n\t}\n}\n\n// CreateBattle 创建战斗\nfunc (h *BattleHandler) CreateBattle(c *gin.Context) {\n\t// 实现创建战斗逻辑\n\th.logger.Info(\"创建战斗请求\")\n\n\t// TODO: 实现具体的创建战斗逻辑\n\tc.JSON(200, gin.H{\n\t\t\"message\": \"战斗创建成功\",\n\t\t\"status\":  \"success\",\n\t})\n}\n\n// GetBattle 获取战斗信息\nfunc (h *BattleHandler) GetBattle(c *gin.Context) {\n\t// 实现获取战斗信息逻辑\n\th.logger.Info(\"获取战斗信息请求\")\n\n\t// TODO: 实现具体的获取战斗信息逻辑\n\tc.JSON(200, gin.H{\n\t\t\"message\": \"获取战斗信息成功\",\n\t\t\"status\":  \"success\",\n\t})\n}\n\n// JoinBattle 加入战斗\nfunc (h *BattleHandler) JoinBattle(c *gin.Context) {\n\t// 实现加入战斗逻辑\n\th.logger.Info(\"加入战斗请求\")\n\n\t// TODO: 实现具体的加入战斗逻辑\n\tc.JSON(200, gin.H{\n\t\t\"message\": \"加入战斗成功\",\n\t\t\"status\":  \"success\",\n\t})\n}\n\n// LeaveBattle 离开战斗\nfunc (h *BattleHandler) LeaveBattle(c *gin.Context) {\n\t// 实现离开战斗逻辑\n\th.logger.Info(\"离开战斗请求\")\n\n\t// TODO: 实现具体的离开战斗逻辑\n\tc.JSON(200, gin.H{\n\t\t\"message\": \"离开战斗成功\",\n\t\t\"status\":  \"success\",\n\t})\n}\n\n// RegisterRoutes 注册路由\nfunc (h *BattleHandler) RegisterRoutes(router gin.IRouter) {\n\tbattle := router.Group(\"/battle\")\n\t{\n\t\tbattle.POST(\"/create\", h.CreateBattle)\n\t\tbattle.GET(\"/:id\", h.GetBattle)\n\t\tbattle.POST(\"/:id/join\", h.JoinBattle)\n\t\tbattle.POST(\"/:id/leave\", h.LeaveBattle)\n\t}\n}\n"
  },
  {
    "path": "internal/interfaces/http/building_handler.go",
    "content": "package http\n\nimport (\n\t\"greatestworks/internal/application/handlers\"\n\t\"greatestworks/internal/infrastructure/logging\"\n\n\t\"github.com/gin-gonic/gin\"\n)\n\n// BuildingHandler 建筑HTTP处理器\ntype BuildingHandler struct {\n\tcommandBus *handlers.CommandBus\n\tqueryBus   *handlers.QueryBus\n\tlogger     logging.Logger\n}\n\n// NewBuildingHandler 创建建筑处理器\nfunc NewBuildingHandler(commandBus *handlers.CommandBus, queryBus *handlers.QueryBus, logger logging.Logger) *BuildingHandler {\n\treturn &BuildingHandler{\n\t\tcommandBus: commandBus,\n\t\tqueryBus:   queryBus,\n\t\tlogger:     logger,\n\t}\n}\n\n// CreateBuilding 创建建筑\nfunc (h *BuildingHandler) CreateBuilding(c *gin.Context) {\n\t// 实现创建建筑逻辑\n\th.logger.Info(\"创建建筑请求\")\n\n\t// TODO: 实现具体的创建建筑逻辑\n\tc.JSON(200, gin.H{\n\t\t\"message\": \"建筑创建成功\",\n\t\t\"status\":  \"success\",\n\t})\n}\n\n// GetBuilding 获取建筑信息\nfunc (h *BuildingHandler) GetBuilding(c *gin.Context) {\n\t// 实现获取建筑信息逻辑\n\th.logger.Info(\"获取建筑信息请求\")\n\n\t// TODO: 实现具体的获取建筑信息逻辑\n\tc.JSON(200, gin.H{\n\t\t\"message\": \"获取建筑信息成功\",\n\t\t\"status\":  \"success\",\n\t})\n}\n\n// UpgradeBuilding 升级建筑\nfunc (h *BuildingHandler) UpgradeBuilding(c *gin.Context) {\n\t// 实现升级建筑逻辑\n\th.logger.Info(\"升级建筑请求\")\n\n\t// TODO: 实现具体的升级建筑逻辑\n\tc.JSON(200, gin.H{\n\t\t\"message\": \"建筑升级成功\",\n\t\t\"status\":  \"success\",\n\t})\n}\n\n// DestroyBuilding 销毁建筑\nfunc (h *BuildingHandler) DestroyBuilding(c *gin.Context) {\n\t// 实现销毁建筑逻辑\n\th.logger.Info(\"销毁建筑请求\")\n\n\t// TODO: 实现具体的销毁建筑逻辑\n\tc.JSON(200, gin.H{\n\t\t\"message\": \"建筑销毁成功\",\n\t\t\"status\":  \"success\",\n\t})\n}\n\n// RegisterRoutes 注册路由\nfunc (h *BuildingHandler) RegisterRoutes(router gin.IRouter) {\n\tbuilding := router.Group(\"/building\")\n\t{\n\t\tbuilding.POST(\"/create\", h.CreateBuilding)\n\t\tbuilding.GET(\"/:id\", h.GetBuilding)\n\t\tbuilding.PUT(\"/:id/upgrade\", h.UpgradeBuilding)\n\t\tbuilding.DELETE(\"/:id\", h.DestroyBuilding)\n\t}\n}\n"
  },
  {
    "path": "internal/interfaces/http/gm/player_management.go",
    "content": "package gm\n\nimport (\n\t\"strconv\"\n\t\"time\"\n\n\t\"github.com/gin-gonic/gin\"\n\n\tplayerCmd \"greatestworks/internal/application/commands/player\"\n\t\"greatestworks/internal/application/handlers\"\n\tplayerQuery \"greatestworks/internal/application/queries/player\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// PlayerManagementHandler GM玩家管理处理器\ntype PlayerManagementHandler struct {\n\tcommandBus *handlers.CommandBus\n\tqueryBus   *handlers.QueryBus\n\tlogger     logging.Logger\n}\n\n// NewPlayerManagementHandler 创建GM玩家管理处理器\nfunc NewPlayerManagementHandler(commandBus *handlers.CommandBus, queryBus *handlers.QueryBus, logger logging.Logger) *PlayerManagementHandler {\n\treturn &PlayerManagementHandler{\n\t\tcommandBus: commandBus,\n\t\tqueryBus:   queryBus,\n\t\tlogger:     logger,\n\t}\n}\n\n// CreatePlayer 创建玩家\nfunc (h *PlayerManagementHandler) CreatePlayer(c *gin.Context) {\n\tvar req CreatePlayerRequest\n\tif err := c.ShouldBindJSON(&req); err != nil {\n\t\th.logger.Warn(\"Invalid create player request\", logging.Fields{\n\t\t\t\"error\": err,\n\t\t})\n\t\tc.JSON(400, gin.H{\"error\": \"Invalid request format\"})\n\t\treturn\n\t}\n\n\t// 创建命令\n\tcmd := &playerCmd.CreatePlayerCommand{\n\t\tName:   req.Name,\n\t\tAvatar: req.Avatar,\n\t\tGender: req.Gender,\n\t}\n\n\t// 执行命令\n\tresult, err := h.commandBus.Execute(c.Request.Context(), cmd)\n\tif err != nil {\n\t\th.logger.Error(\"Failed to create player\", err, logging.Fields{\n\t\t\t\"name\": req.Name,\n\t\t})\n\t\tc.JSON(500, gin.H{\"error\": \"Failed to create player\"})\n\t\treturn\n\t}\n\n\th.logger.Info(\"Player created successfully\", logging.Fields{\n\t\t\"player_id\": result.(*playerCmd.CreatePlayerResult).PlayerID,\n\t\t\"name\":      req.Name,\n\t})\n\tc.JSON(200, result)\n}\n\n// GetPlayer 获取玩家信息\nfunc (h *PlayerManagementHandler) GetPlayer(c *gin.Context) {\n\tplayerID := c.Param(\"id\")\n\tif playerID == \"\" {\n\t\tc.JSON(400, gin.H{\"error\": \"Player ID is required\"})\n\t\treturn\n\t}\n\n\t// 创建查询\n\tquery := &playerQuery.GetPlayerQuery{\n\t\tPlayerID: playerID,\n\t}\n\n\t// 执行查询\n\tresult, err := h.queryBus.Execute(c.Request.Context(), query)\n\tif err != nil {\n\t\th.logger.Error(\"Failed to get player\", err, logging.Fields{\n\t\t\t\"player_id\": playerID,\n\t\t})\n\t\tc.JSON(500, gin.H{\"error\": \"Failed to get player\"})\n\t\treturn\n\t}\n\n\tc.JSON(200, result)\n}\n\n// ListPlayers 获取玩家列表\nfunc (h *PlayerManagementHandler) ListPlayers(c *gin.Context) {\n\t// 解析查询参数\n\tpage := c.DefaultQuery(\"page\", \"1\")\n\tlimit := c.DefaultQuery(\"limit\", \"20\")\n\tsearch := c.Query(\"search\")\n\n\t// 创建查询\n\tpageInt, _ := strconv.Atoi(page)\n\tlimitInt, _ := strconv.Atoi(limit)\n\tquery := &playerQuery.ListPlayersQuery{\n\t\tPage:     pageInt,\n\t\tPageSize: limitInt,\n\t\tName:     search,\n\t}\n\n\t// 执行查询\n\tresult, err := h.queryBus.Execute(c.Request.Context(), query)\n\tif err != nil {\n\t\th.logger.Error(\"Failed to list players\", err, logging.Fields{})\n\t\tc.JSON(500, gin.H{\"error\": \"Failed to list players\"})\n\t\treturn\n\t}\n\n\tc.JSON(200, result)\n}\n\n// UpdatePlayer 更新玩家信息\nfunc (h *PlayerManagementHandler) UpdatePlayer(c *gin.Context) {\n\tplayerID := c.Param(\"id\")\n\tif playerID == \"\" {\n\t\tc.JSON(400, gin.H{\"error\": \"Player ID is required\"})\n\t\treturn\n\t}\n\n\tvar req UpdatePlayerRequest\n\tif err := c.ShouldBindJSON(&req); err != nil {\n\t\th.logger.Warn(\"Invalid update player request\", logging.Fields{\n\t\t\t\"error\": err,\n\t\t})\n\t\tc.JSON(400, gin.H{\"error\": \"Invalid request format\"})\n\t\treturn\n\t}\n\n\t// 创建命令\n\tcmd := &playerCmd.UpdatePlayerCommand{\n\t\tPlayerID: playerID,\n\t\tName:     req.Name,\n\t}\n\n\t// 执行命令\n\tresult, err := h.commandBus.Execute(c.Request.Context(), cmd)\n\tif err != nil {\n\t\th.logger.Error(\"Failed to update player\", err, logging.Fields{\n\t\t\t\"player_id\": playerID,\n\t\t})\n\t\tc.JSON(500, gin.H{\"error\": \"Failed to update player\"})\n\t\treturn\n\t}\n\n\th.logger.Info(\"Player updated successfully\", logging.Fields{\n\t\t\"player_id\": playerID,\n\t})\n\tc.JSON(200, result)\n}\n\n// DeletePlayer 删除玩家\nfunc (h *PlayerManagementHandler) DeletePlayer(c *gin.Context) {\n\tplayerID := c.Param(\"id\")\n\tif playerID == \"\" {\n\t\tc.JSON(400, gin.H{\"error\": \"Player ID is required\"})\n\t\treturn\n\t}\n\n\t// 创建命令\n\tcmd := &playerCmd.DeletePlayerCommand{\n\t\tPlayerID: playerID,\n\t}\n\n\t// 执行命令\n\tresult, err := h.commandBus.Execute(c.Request.Context(), cmd)\n\tif err != nil {\n\t\th.logger.Error(\"Failed to delete player\", err, logging.Fields{\n\t\t\t\"player_id\": playerID,\n\t\t})\n\t\tc.JSON(500, gin.H{\"error\": \"Failed to delete player\"})\n\t\treturn\n\t}\n\n\th.logger.Info(\"Player deleted successfully\", logging.Fields{\n\t\t\"player_id\": playerID,\n\t})\n\tc.JSON(200, result)\n}\n\n// BanPlayer 封禁玩家\nfunc (h *PlayerManagementHandler) BanPlayer(c *gin.Context) {\n\tplayerID := c.Param(\"id\")\n\tif playerID == \"\" {\n\t\tc.JSON(400, gin.H{\"error\": \"Player ID is required\"})\n\t\treturn\n\t}\n\n\tvar req BanPlayerRequest\n\tif err := c.ShouldBindJSON(&req); err != nil {\n\t\th.logger.Warn(\"Invalid ban player request\", logging.Fields{\"error\": err})\n\t\tc.JSON(400, gin.H{\"error\": \"Invalid request format\"})\n\t\treturn\n\t}\n\n\t// 创建命令\n\tbanType := \"temporary\"\n\tif req.Permanent {\n\t\tbanType = \"permanent\"\n\t}\n\tcmd := &playerCmd.BanPlayerCommand{\n\t\tPlayerID:     playerID,\n\t\tBannedBy:     \"GM\",\n\t\tBannedByName: \"GameMaster\",\n\t\tReason:       req.Reason,\n\t\tBanType:      banType,\n\t\tBanUntil:     time.Now().Add(req.Duration),\n\t}\n\n\t// 执行命令\n\tresult, err := h.commandBus.Execute(c.Request.Context(), cmd)\n\tif err != nil {\n\t\th.logger.Error(\"Failed to ban player\", err, logging.Fields{\"player_id\": playerID})\n\t\tc.JSON(500, gin.H{\"error\": \"Failed to ban player\"})\n\t\treturn\n\t}\n\n\th.logger.Info(\"Player banned successfully\", logging.Fields{\"player_id\": playerID, \"reason\": req.Reason})\n\tc.JSON(200, result)\n}\n\n// UnbanPlayer 解封玩家\nfunc (h *PlayerManagementHandler) UnbanPlayer(c *gin.Context) {\n\tplayerID := c.Param(\"id\")\n\tif playerID == \"\" {\n\t\tc.JSON(400, gin.H{\"error\": \"Player ID is required\"})\n\t\treturn\n\t}\n\n\t// 创建命令\n\tcmd := &playerCmd.UnbanPlayerCommand{\n\t\tPlayerID: playerID,\n\t}\n\n\t// 执行命令\n\tresult, err := h.commandBus.Execute(c.Request.Context(), cmd)\n\tif err != nil {\n\t\th.logger.Error(\"Failed to unban player\", err, logging.Fields{\"player_id\": playerID})\n\t\tc.JSON(500, gin.H{\"error\": \"Failed to unban player\"})\n\t\treturn\n\t}\n\n\th.logger.Info(\"Player unbanned successfully\", logging.Fields{\"player_id\": playerID})\n\tc.JSON(200, result)\n}\n\n// MovePlayer 移动玩家\nfunc (h *PlayerManagementHandler) MovePlayer(c *gin.Context) {\n\tplayerID := c.Param(\"id\")\n\tif playerID == \"\" {\n\t\tc.JSON(400, gin.H{\"error\": \"Player ID is required\"})\n\t\treturn\n\t}\n\n\tvar req MovePlayerRequest\n\tif err := c.ShouldBindJSON(&req); err != nil {\n\t\th.logger.Warn(\"Invalid move player request\", logging.Fields{\"error\": err})\n\t\tc.JSON(400, gin.H{\"error\": \"Invalid request format\"})\n\t\treturn\n\t}\n\n\t// 创建命令\n\tcmd := &playerCmd.MovePlayerCommand{\n\t\tPlayerID: playerID,\n\t\tPosition: playerCmd.Position{X: req.X, Y: req.Y, Z: req.Z},\n\t}\n\n\t// 执行命令\n\tresult, err := h.commandBus.Execute(c.Request.Context(), cmd)\n\tif err != nil {\n\t\th.logger.Error(\"Failed to move player\", err, logging.Fields{\"player_id\": playerID})\n\t\tc.JSON(500, gin.H{\"error\": \"Failed to move player\"})\n\t\treturn\n\t}\n\n\th.logger.Info(\"Player moved successfully\", logging.Fields{\n\t\t\"player_id\": playerID,\n\t\t\"position\":  req,\n\t})\n\tc.JSON(200, result)\n}\n\n// LevelUpPlayer 升级玩家\nfunc (h *PlayerManagementHandler) LevelUpPlayer(c *gin.Context) {\n\tplayerID := c.Param(\"id\")\n\tif playerID == \"\" {\n\t\tc.JSON(400, gin.H{\"error\": \"Player ID is required\"})\n\t\treturn\n\t}\n\n\tvar req LevelUpPlayerRequest\n\tif err := c.ShouldBindJSON(&req); err != nil {\n\t\th.logger.Warn(\"Invalid level up player request\", logging.Fields{\n\t\t\t\"error\": err,\n\t\t})\n\t\tc.JSON(400, gin.H{\"error\": \"Invalid request format\"})\n\t\treturn\n\t}\n\n\t// 创建命令\n\tcmd := &playerCmd.LevelUpPlayerCommand{\n\t\tPlayerID: playerID,\n\t\tExpGain:  int64(req.Levels * 1000), // 假设每级需要1000经验\n\t}\n\n\t// 执行命令\n\tresult, err := h.commandBus.Execute(c.Request.Context(), cmd)\n\tif err != nil {\n\t\th.logger.Error(\"Failed to level up player\", err, logging.Fields{\n\t\t\t\"player_id\": playerID,\n\t\t})\n\t\tc.JSON(500, gin.H{\"error\": \"Failed to level up player\"})\n\t\treturn\n\t}\n\n\th.logger.Info(\"Player leveled up successfully\", logging.Fields{\n\t\t\"player_id\": playerID,\n\t\t\"levels\":    req.Levels,\n\t})\n\tc.JSON(200, result)\n}\n\n// 请求和响应结构体\n\n// CreatePlayerRequest 创建玩家请求\ntype CreatePlayerRequest struct {\n\tName   string `json:\"name\" binding:\"required\"`\n\tAvatar string `json:\"avatar,omitempty\"`\n\tGender int    `json:\"gender,omitempty\"`\n}\n\n// UpdatePlayerRequest 更新玩家请求\ntype UpdatePlayerRequest struct {\n\tName  string `json:\"name,omitempty\"`\n\tLevel int    `json:\"level,omitempty\"`\n\tExp   int64  `json:\"exp,omitempty\"`\n}\n\n// BanPlayerRequest 封禁玩家请求\ntype BanPlayerRequest struct {\n\tReason    string        `json:\"reason\" binding:\"required\"`\n\tDuration  time.Duration `json:\"duration,omitempty\"`\n\tPermanent bool          `json:\"permanent,omitempty\"`\n}\n\n// MovePlayerRequest 移动玩家请求\ntype MovePlayerRequest struct {\n\tX float64 `json:\"x\" binding:\"required\"`\n\tY float64 `json:\"y\" binding:\"required\"`\n\tZ float64 `json:\"z\" binding:\"required\"`\n}\n\n// LevelUpPlayerRequest 升级玩家请求\ntype LevelUpPlayerRequest struct {\n\tLevels int `json:\"levels\" binding:\"required,min=1\"`\n}\n"
  },
  {
    "path": "internal/interfaces/http/gm/server_monitor.go",
    "content": "package gm\n\nimport (\n\t\"runtime\"\n\t\"strconv\"\n\t\"time\"\n\n\t\"github.com/gin-gonic/gin\"\n\n\t\"greatestworks/internal/application/handlers\"\n\t// \"greatestworks/internal/application/queries\" // TODO: 实现查询系统\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// ServerMonitorHandler GM服务器监控处理器\ntype ServerMonitorHandler struct {\n\tqueryBus *handlers.QueryBus\n\tlogger   logging.Logger\n}\n\n// NewServerMonitorHandler 创建GM服务器监控处理器\nfunc NewServerMonitorHandler(queryBus *handlers.QueryBus, logger logging.Logger) *ServerMonitorHandler {\n\treturn &ServerMonitorHandler{\n\t\tqueryBus: queryBus,\n\t\tlogger:   logger,\n\t}\n}\n\n// ServerStatusResponse 服务器状态响�?\ntype ServerStatusResponse struct {\n\tServerInfo  ServerInfo  `json:\"server_info\"`\n\tSystemInfo  SystemInfo  `json:\"system_info\"`\n\tPlayerStats PlayerStats `json:\"player_stats\"`\n\tPerformance Performance `json:\"performance\"`\n\tConnections Connections `json:\"connections\"`\n\tGameStats   GameStats   `json:\"game_stats\"`\n\tTimestamp   time.Time   `json:\"timestamp\"`\n}\n\n// ServerInfo 服务器信�?\ntype ServerInfo struct {\n\tName        string    `json:\"name\"`\n\tVersion     string    `json:\"version\"`\n\tEnvironment string    `json:\"environment\"`\n\tStartTime   time.Time `json:\"start_time\"`\n\tUptime      string    `json:\"uptime\"`\n\tRegion      string    `json:\"region\"`\n\tNodeID      string    `json:\"node_id\"`\n}\n\n// SystemInfo 系统信息\ntype SystemInfo struct {\n\tOS          string  `json:\"os\"`\n\tArch        string  `json:\"arch\"`\n\tGoVersion   string  `json:\"go_version\"`\n\tCPUCores    int     `json:\"cpu_cores\"`\n\tMemoryTotal uint64  `json:\"memory_total\"`\n\tMemoryUsed  uint64  `json:\"memory_used\"`\n\tMemoryUsage float64 `json:\"memory_usage\"`\n\tDiskTotal   uint64  `json:\"disk_total\"`\n\tDiskUsed    uint64  `json:\"disk_used\"`\n\tDiskUsage   float64 `json:\"disk_usage\"`\n}\n\n// PlayerStats 玩家统计\ntype PlayerStats struct {\n\tOnlineCount    int       `json:\"online_count\"`\n\tTotalCount     int       `json:\"total_count\"`\n\tNewToday       int       `json:\"new_today\"`\n\tActiveToday    int       `json:\"active_today\"`\n\tPeakOnline     int       `json:\"peak_online\"`\n\tPeakOnlineTime time.Time `json:\"peak_online_time\"`\n}\n\n// Performance 性能指标\ntype Performance struct {\n\tCPUUsage       float64 `json:\"cpu_usage\"`\n\tMemoryUsage    float64 `json:\"memory_usage\"`\n\tGoroutines     int     `json:\"goroutines\"`\n\tGCPauseAvg     float64 `json:\"gc_pause_avg\"`\n\tGCPauseMax     float64 `json:\"gc_pause_max\"`\n\tRequestsPerSec float64 `json:\"requests_per_sec\"`\n\tResponseTime   float64 `json:\"response_time\"`\n\tErrorRate      float64 `json:\"error_rate\"`\n}\n\n// Connections 连接统计\ntype Connections struct {\n\tHTTPConnections  int `json:\"http_connections\"`\n\tTCPConnections   int `json:\"tcp_connections\"`\n\tWebSocketConns   int `json:\"websocket_connections\"`\n\tTotalConnections int `json:\"total_connections\"`\n\tMaxConnections   int `json:\"max_connections\"`\n}\n\n// GameStats 游戏统计\ntype GameStats struct {\n\tActiveBattles   int     `json:\"active_battles\"`\n\tActiveRooms     int     `json:\"active_rooms\"`\n\tMessagesPerSec  int     `json:\"messages_per_sec\"`\n\tEventsProcessed int     `json:\"events_processed\"`\n\tQueuedEvents    int     `json:\"queued_events\"`\n\tDatabaseQueries int     `json:\"database_queries\"`\n\tCacheHitRate    float64 `json:\"cache_hit_rate\"`\n}\n\n// MetricsHistoryRequest 指标历史请求\ntype MetricsHistoryRequest struct {\n\tMetric    string `form:\"metric\" binding:\"required,oneof=cpu memory connections players\"`\n\tTimeRange string `form:\"time_range\" binding:\"required,oneof=1h 6h 24h 7d 30d\"`\n\tInterval  string `form:\"interval,omitempty\"`\n}\n\n// MetricsHistoryResponse 指标历史响应\ntype MetricsHistoryResponse struct {\n\tMetric     string            `json:\"metric\"`\n\tTimeRange  string            `json:\"time_range\"`\n\tInterval   string            `json:\"interval\"`\n\tDataPoints []MetricDataPoint `json:\"data_points\"`\n}\n\n// MetricDataPoint 指标数据�?\ntype MetricDataPoint struct {\n\tTimestamp time.Time `json:\"timestamp\"`\n\tValue     float64   `json:\"value\"`\n\tLabel     string    `json:\"label,omitempty\"`\n}\n\n// AlertsResponse 告警响应\ntype AlertsResponse struct {\n\tActiveAlerts []Alert      `json:\"active_alerts\"`\n\tRecentAlerts []Alert      `json:\"recent_alerts\"`\n\tAlertSummary AlertSummary `json:\"alert_summary\"`\n}\n\n// Alert 告警信息\ntype Alert struct {\n\tID          string     `json:\"id\"`\n\tLevel       string     `json:\"level\"`\n\tType        string     `json:\"type\"`\n\tMessage     string     `json:\"message\"`\n\tSource      string     `json:\"source\"`\n\tTriggeredAt time.Time  `json:\"triggered_at\"`\n\tResolvedAt  *time.Time `json:\"resolved_at,omitempty\"`\n\tStatus      string     `json:\"status\"`\n}\n\n// AlertSummary 告警摘要\ntype AlertSummary struct {\n\tCritical int `json:\"critical\"`\n\tWarning  int `json:\"warning\"`\n\tInfo     int `json:\"info\"`\n\tTotal    int `json:\"total\"`\n}\n\n// GetServerStatus 获取服务器状�?\nfunc (h *ServerMonitorHandler) GetServerStatus(c *gin.Context) {\n\t// ctx := context.Background()\n\n\t// 查询服务器状�?\n\t// TODO: 修复system包引�?\n\t// query := &system.GetServerStatusQuery{}\n\t// result, err := handlers.ExecuteQueryTyped[*system.GetServerStatusQuery, *system.GetServerStatusResult](ctx, h.queryBus, query)\n\t// result := &struct{}{} // TODO: 修复system.GetServerStatusResult类型\n\t// if err != nil {\n\t// \th.logger.Error(\"Failed to get server status\", \"error\", err)\n\t// \tc.JSON(500, gin.H{\"error\": \"Failed to get server status\", \"success\": false})\n\t// \treturn\n\t// }\n\n\t// 获取系统运行时信�?\n\tvar memStats runtime.MemStats\n\truntime.ReadMemStats(&memStats)\n\n\t// 构造响�?\n\tresponse := &ServerStatusResponse{\n\t\tServerInfo: ServerInfo{\n\t\t\tName:        \"\",         // TODO: result.ServerName,\n\t\t\tVersion:     \"\",         // TODO: result.Version,\n\t\t\tEnvironment: \"\",         // TODO: result.Environment,\n\t\t\tStartTime:   time.Now(), // TODO: result.StartTime,\n\t\t\tUptime:      \"0s\",       // TODO: time.Since(result.StartTime).String(),\n\t\t\tRegion:      \"\",         // TODO: result.Region,\n\t\t\tNodeID:      \"\",         // TODO: result.NodeID,\n\t\t},\n\t\tSystemInfo: SystemInfo{\n\t\t\tOS:          runtime.GOOS,\n\t\t\tArch:        runtime.GOARCH,\n\t\t\tGoVersion:   runtime.Version(),\n\t\t\tCPUCores:    runtime.NumCPU(),\n\t\t\tMemoryTotal: 0, // TODO: result.SystemInfo.MemoryTotal,\n\t\t\tMemoryUsed:  memStats.Alloc,\n\t\t\tMemoryUsage: 0, // TODO: float64(memStats.Alloc) / float64(result.SystemInfo.MemoryTotal) * 100,\n\t\t\tDiskTotal:   0, // TODO: result.SystemInfo.DiskTotal,\n\t\t\tDiskUsed:    0, // TODO: result.SystemInfo.DiskUsed,\n\t\t\tDiskUsage:   0, // TODO: float64(result.SystemInfo.DiskUsed) / float64(result.SystemInfo.DiskTotal) * 100,\n\t\t},\n\t\tPlayerStats: PlayerStats{\n\t\t\tOnlineCount:    0,          // TODO: result.PlayerStats.OnlineCount,\n\t\t\tTotalCount:     0,          // TODO: result.PlayerStats.TotalCount,\n\t\t\tNewToday:       0,          // TODO: result.PlayerStats.NewToday,\n\t\t\tActiveToday:    0,          // TODO: result.PlayerStats.ActiveToday,\n\t\t\tPeakOnline:     0,          // TODO: result.PlayerStats.PeakOnline,\n\t\t\tPeakOnlineTime: time.Now(), // TODO: result.PlayerStats.PeakOnlineTime,\n\t\t},\n\t\tPerformance: Performance{\n\t\t\tCPUUsage:       0, // TODO: result.Performance.CPUUsage,\n\t\t\tMemoryUsage:    0, // TODO: float64(memStats.Alloc) / float64(result.SystemInfo.MemoryTotal) * 100,\n\t\t\tGoroutines:     runtime.NumGoroutine(),\n\t\t\tGCPauseAvg:     0, // TODO: result.Performance.GCPauseAvg,\n\t\t\tGCPauseMax:     0, // TODO: result.Performance.GCPauseMax,\n\t\t\tRequestsPerSec: 0, // TODO: result.Performance.RequestsPerSec,\n\t\t\tResponseTime:   0, // TODO: result.Performance.ResponseTime,\n\t\t\tErrorRate:      0, // TODO: result.Performance.ErrorRate,\n\t\t},\n\t\tConnections: Connections{\n\t\t\tHTTPConnections:  0, // TODO: result.Connections.HTTPConnections,\n\t\t\tTCPConnections:   0, // TODO: result.Connections.TCPConnections,\n\t\t\tWebSocketConns:   0, // TODO: result.Connections.WebSocketConns,\n\t\t\tTotalConnections: 0, // TODO: result.Connections.TotalConnections,\n\t\t\tMaxConnections:   0, // TODO: result.Connections.MaxConnections,\n\t\t},\n\t\tGameStats: GameStats{\n\t\t\tActiveBattles:   0, // TODO: result.GameStats.ActiveBattles,\n\t\t\tActiveRooms:     0, // TODO: result.GameStats.ActiveRooms,\n\t\t\tMessagesPerSec:  0, // TODO: result.GameStats.MessagesPerSec,\n\t\t\tEventsProcessed: 0, // TODO: result.GameStats.EventsProcessed,\n\t\t\tQueuedEvents:    0, // TODO: result.GameStats.QueuedEvents,\n\t\t\tDatabaseQueries: 0, // TODO: result.GameStats.DatabaseQueries,\n\t\t\tCacheHitRate:    0, // TODO: result.GameStats.CacheHitRate,\n\t\t},\n\t\tTimestamp: time.Now(),\n\t}\n\n\t// 记录GM操作日志\n\t// gmUser, _ := auth.GetCurrentUser(c)\n\th.logger.Debug(\"GM viewed server status\", logging.Fields{\n\t\t\"gm_user\": \"admin\", // 临时硬编码\n\t})\n\n\tc.JSON(200, gin.H{\"data\": response, \"success\": true})\n}\n\n// GetMetricsHistory 获取指标历史数据\nfunc (h *ServerMonitorHandler) GetMetricsHistory(c *gin.Context) {\n\tvar req MetricsHistoryRequest\n\tif err := c.ShouldBindQuery(&req); err != nil {\n\t\th.logger.Error(\"Invalid metrics history request\", err, logging.Fields{})\n\t\tc.JSON(400, gin.H{\"error\": \"Invalid request parameters\", \"success\": false})\n\t\treturn\n\t}\n\n\t// 设置默认间隔\n\tif req.Interval == \"\" {\n\t\tswitch req.TimeRange {\n\t\tcase \"1h\":\n\t\t\treq.Interval = \"1m\"\n\t\tcase \"6h\":\n\t\t\treq.Interval = \"5m\"\n\t\tcase \"24h\":\n\t\t\treq.Interval = \"15m\"\n\t\tcase \"7d\":\n\t\t\treq.Interval = \"1h\"\n\t\tcase \"30d\":\n\t\t\treq.Interval = \"6h\"\n\t\t}\n\t}\n\n\t// ctx := context.Background()\n\n\t// 查询指标历史数据\n\t// TODO: 修复system包引�?\n\t// query := &system.GetMetricsHistoryQuery{\n\t// \tMetric:    req.Metric,\n\t// \tTimeRange: req.TimeRange,\n\t// \tInterval:  req.Interval,\n\t// }\n\n\t// result, err := handlers.ExecuteQueryTyped[*system.GetMetricsHistoryQuery, *system.GetMetricsHistoryResult](ctx, h.queryBus, query)\n\t// result := &struct{}{} // TODO: 修复system.GetMetricsHistoryResult类型\n\t// if err != nil {\n\t// \th.logger.Error(\"Failed to get metrics history\", \"error\", err, \"metric\", req.Metric)\n\t// \tc.JSON(500, gin.H{\"error\": \"Failed to get metrics history\", \"success\": false})\n\t// \treturn\n\t// }\n\n\t// 构造响�?\n\t// TODO: 修复result.DataPoints\n\t// dataPoints := make([]MetricDataPoint, len(result.DataPoints))\n\t// for i, dp := range result.DataPoints {\n\t// \tdataPoints[i] = MetricDataPoint{\n\t// \t\tTimestamp: dp.Timestamp,\n\t// \t\tValue:     dp.Value,\n\t// \t\tLabel:     dp.Label,\n\t// \t}\n\t// }\n\tdataPoints := []MetricDataPoint{} // TODO: 修复result.DataPoints\n\n\tresponse := &MetricsHistoryResponse{\n\t\tMetric:     req.Metric,\n\t\tTimeRange:  req.TimeRange,\n\t\tInterval:   req.Interval,\n\t\tDataPoints: dataPoints,\n\t}\n\n\t// 记录GM操作日志\n\t// gmUser, _ := auth.GetCurrentUser(c)\n\th.logger.Debug(\"GM viewed metrics history\", logging.Fields{\n\t\t\"gm_user\":    \"admin\", // 临时硬编码\n\t\t\"metric\":     req.Metric,\n\t\t\"time_range\": req.TimeRange,\n\t})\n\n\tc.JSON(200, gin.H{\"data\": response, \"success\": true})\n}\n\n// GetAlerts 获取告警信息\nfunc (h *ServerMonitorHandler) GetAlerts(c *gin.Context) {\n\t// ctx := context.Background()\n\n\t// 查询告警信息\n\t// TODO: 修复system包引�?\n\t// query := &system.GetAlertsQuery{}\n\t// result, err := handlers.ExecuteQueryTyped[*system.GetAlertsQuery, *system.GetAlertsResult](ctx, h.queryBus, query)\n\t// result := &struct{}{} // TODO: 修复system.GetAlertsResult类型\n\t// if err != nil {\n\t// \th.logger.Error(\"Failed to get alerts\", \"error\", err)\n\t// \tc.JSON(500, gin.H{\"error\": \"Failed to get alerts\", \"success\": false})\n\t// \treturn\n\t// }\n\n\t// 构造响�?\n\t// TODO: 修复result.ActiveAlerts\n\t// activeAlerts := make([]Alert, len(result.ActiveAlerts))\n\t// for i, alert := range result.ActiveAlerts {\n\tactiveAlerts := []Alert{} // TODO: 修复result.ActiveAlerts\n\t// for i, alert := range result.ActiveAlerts {\n\t// \tactiveAlerts[i] = Alert{\n\t// \t\tID:          alert.ID,\n\t// \t\tLevel:       alert.Level,\n\t// \t\tType:        alert.Type,\n\t// \t\tMessage:     alert.Message,\n\t// \t\tSource:      alert.Source,\n\t// \t\tTriggeredAt: alert.TriggeredAt,\n\t// \t\tResolvedAt:  alert.ResolvedAt,\n\t// \t\tStatus:      alert.Status,\n\t// \t}\n\t// }\n\n\t// TODO: 修复result.RecentAlerts\n\t// recentAlerts := make([]Alert, len(result.RecentAlerts))\n\t// for i, alert := range result.RecentAlerts {\n\trecentAlerts := []Alert{} // TODO: 修复result.RecentAlerts\n\t// for i, alert := range result.RecentAlerts {\n\t// \trecentAlerts[i] = Alert{\n\t// \t\tID:          alert.ID,\n\t// \t\tLevel:       alert.Level,\n\t// \t\tType:        alert.Type,\n\t// \t\tMessage:     alert.Message,\n\t// \t\tSource:      alert.Source,\n\t// \t\tTriggeredAt: alert.TriggeredAt,\n\t// \t\tResolvedAt:  alert.ResolvedAt,\n\t// \t\tStatus:      alert.Status,\n\t// \t}\n\t// }\n\n\tresponse := &AlertsResponse{\n\t\tActiveAlerts: activeAlerts,\n\t\tRecentAlerts: recentAlerts,\n\t\tAlertSummary: AlertSummary{\n\t\t\tCritical: 0, // TODO: result.AlertSummary.Critical,\n\t\t\tWarning:  0, // TODO: result.AlertSummary.Warning,\n\t\t\tInfo:     0, // TODO: result.AlertSummary.Info,\n\t\t\tTotal:    0, // TODO: result.AlertSummary.Total,\n\t\t},\n\t}\n\n\t// 记录GM操作日志\n\t// gmUser, _ := auth.GetCurrentUser(c)\n\th.logger.Debug(\"GM viewed alerts\", logging.Fields{\n\t\t\"gm_user\": \"admin\", // 临时硬编码\n\t})\n\n\tc.JSON(200, gin.H{\"data\": response, \"success\": true})\n}\n\n// GetOnlinePlayers 获取在线玩家列表\nfunc (h *ServerMonitorHandler) GetOnlinePlayers(c *gin.Context) {\n\tpage := 1\n\tpageSize := 50\n\n\tif p := c.Query(\"page\"); p != \"\" {\n\t\tif parsed, err := strconv.Atoi(p); err == nil && parsed > 0 {\n\t\t\tpage = parsed\n\t\t}\n\t}\n\n\tif ps := c.Query(\"page_size\"); ps != \"\" {\n\t\tif parsed, err := strconv.Atoi(ps); err == nil && parsed > 0 && parsed <= 100 {\n\t\t\tpageSize = parsed\n\t\t}\n\t}\n\n\t// ctx := context.Background()\n\n\t// 查询在线玩家\n\t// TODO: 修复system包引�?\n\t// query := &system.GetOnlinePlayersQuery{\n\t// \tPage:     page,\n\t// \tPageSize: pageSize,\n\t// }\n\n\t// result, err := handlers.ExecuteQueryTyped[*system.GetOnlinePlayersQuery, *system.GetOnlinePlayersResult](ctx, h.queryBus, query)\n\t// if err != nil {\n\t// \th.logger.Error(\"Failed to get online players\", \"error\", err)\n\t// \tc.JSON(500, gin.H{\"error\": \"Failed to get online players\", \"success\": false})\n\t// \treturn\n\t// }\n\n\t// 构造响�?\n\t// TODO: 修复result.Players\n\t// players := make([]map[string]interface{}, len(result.Players))\n\t// for i, player := range result.Players {\n\tplayers := []map[string]interface{}{} // TODO: 修复result.Players\n\t// for i, player := range result.Players {\n\t// \tplayers[i] = map[string]interface{}{\n\t// \t\t\"id\":              player.ID,\n\t// \t\t\"username\":        player.Username,\n\t// \t\t\"name\":            player.Name,\n\t// \t\t\"level\":           player.Level,\n\t// \t\t\"status\":          player.Status,\n\t// \t\t\"login_time\":      player.LoginTime,\n\t// \t\t\"online_duration\": time.Since(player.LoginTime).String(),\n\t// \t\t\"ip_address\":      player.IPAddress,\n\t// \t\t\"location\":        player.Location,\n\t// \t}\n\t// }\n\n\tresponse := map[string]interface{}{\n\t\t\"players\": players,\n\t\t\"pagination\": map[string]interface{}{\n\t\t\t\"page\":        page,\n\t\t\t\"page_size\":   pageSize,\n\t\t\t\"total\":       0, // TODO: result.Total,\n\t\t\t\"total_pages\": 0, // TODO: (result.Total + int64(pageSize) - 1) / int64(pageSize),\n\t\t},\n\t\t\"summary\": map[string]interface{}{\n\t\t\t\"total_online\": 0, // TODO: result.Total,\n\t\t\t\"avg_level\":    0, // TODO: result.AvgLevel,\n\t\t\t\"new_players\":  0, // TODO: result.NewPlayersToday,\n\t\t},\n\t}\n\n\t// 记录GM操作日志\n\t// gmUser, _ := auth.GetCurrentUser(c)\n\th.logger.Debug(\"GM viewed online players\", logging.Fields{\n\t\t\"gm_user\":   \"admin\", // 临时硬编码\n\t\t\"page\":      page,\n\t\t\"page_size\": pageSize,\n\t})\n\n\tc.JSON(200, gin.H{\"data\": response, \"success\": true})\n}\n\n// RestartServer 重启服务器（仅超级管理员�?\nfunc (h *ServerMonitorHandler) RestartServer(c *gin.Context) {\n\ttype RestartRequest struct {\n\t\tReason       string `json:\"reason\" binding:\"required\"`\n\t\tDelayMinutes int    `json:\"delay_minutes,omitempty\"`\n\t\tNotifyUsers  bool   `json:\"notify_users\"`\n\t}\n\n\tvar req RestartRequest\n\tif err := c.ShouldBindJSON(&req); err != nil {\n\t\th.logger.Error(\"Invalid restart server request\", err, logging.Fields{})\n\t\tc.JSON(400, gin.H{\"error\": \"Invalid request format\", \"success\": false})\n\t\treturn\n\t}\n\n\t// 获取GM用户信息\n\t// gmUser, _ := auth.GetCurrentUser(c)\n\n\t// 记录重启操作日志\n\th.logger.Warn(\"Server restart initiated by GM\", logging.Fields{\n\t\t\"gm_user\":       \"admin\", // 临时硬编码\n\t\t\"reason\":        req.Reason,\n\t\t\"delay_minutes\": req.DelayMinutes,\n\t})\n\n\t// TODO: 实现服务器重启逻辑\n\t// 1. 通知所有在线玩�?\n\t// 2. 等待延迟时间\n\t// 3. 优雅关闭服务�?\n\t// 4. 重启服务�?\n\n\tresponse := map[string]interface{}{\n\t\t\"message\":       \"Server restart scheduled\",\n\t\t\"delay_minutes\": req.DelayMinutes,\n\t\t\"restart_time\":  time.Now().Add(time.Duration(req.DelayMinutes) * time.Minute),\n\t\t\"initiated_by\":  \"admin\", // 临时硬编码\n\t}\n\n\tc.JSON(200, gin.H{\"data\": response, \"success\": true, \"message\": \"Server restart scheduled successfully\"})\n}\n"
  },
  {
    "path": "internal/interfaces/http/health_handler.go",
    "content": "package http\n\nimport (\n\t\"net/http\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n\n\t\"github.com/gin-gonic/gin\"\n)\n\n// HealthHandler 健康检查处理器\ntype HealthHandler struct {\n\tlogger logging.Logger\n}\n\n// NewHealthHandler 创建健康检查处理器\nfunc NewHealthHandler(logger logging.Logger) *HealthHandler {\n\treturn &HealthHandler{\n\t\tlogger: logger,\n\t}\n}\n\n// HealthCheck 健康检查\nfunc (h *HealthHandler) HealthCheck(c *gin.Context) {\n\th.logger.Info(\"健康检查请求\")\n\n\t// TODO: 实现具体的健康检查逻辑\n\t// 1. 检查数据库连接\n\t// 2. 检查缓存连接\n\t// 3. 检查其他依赖服务\n\n\tc.JSON(http.StatusOK, gin.H{\n\t\t\"status\":    \"ok\",\n\t\t\"message\":   \"服务运行正常\",\n\t\t\"timestamp\": time.Now().Format(time.RFC3339),\n\t\t\"version\":   \"1.0.0\",\n\t})\n}\n\n// ReadinessCheck 就绪检查\nfunc (h *HealthHandler) ReadinessCheck(c *gin.Context) {\n\th.logger.Info(\"就绪检查请求\")\n\n\t// TODO: 实现具体的就绪检查逻辑\n\t// 1. 检查所有依赖服务是否就绪\n\t// 2. 检查数据库连接是否正常\n\t// 3. 检查缓存连接是否正常\n\n\tc.JSON(http.StatusOK, gin.H{\n\t\t\"status\":    \"ready\",\n\t\t\"message\":   \"服务已就绪\",\n\t\t\"timestamp\": time.Now().Format(time.RFC3339),\n\t})\n}\n\n// LivenessCheck 存活检查\nfunc (h *HealthHandler) LivenessCheck(c *gin.Context) {\n\th.logger.Info(\"存活检查请求\")\n\n\t// TODO: 实现具体的存活检查逻辑\n\t// 1. 检查服务是否还在运行\n\t// 2. 检查内存使用情况\n\t// 3. 检查CPU使用情况\n\n\tc.JSON(http.StatusOK, gin.H{\n\t\t\"status\":    \"alive\",\n\t\t\"message\":   \"服务存活\",\n\t\t\"timestamp\": time.Now().Format(time.RFC3339),\n\t})\n}\n\n// RegisterRoutes 注册路由\nfunc (h *HealthHandler) RegisterRoutes(router *gin.Engine) {\n\thealth := router.Group(\"/health\")\n\t{\n\t\thealth.GET(\"/\", h.HealthCheck)\n\t\thealth.GET(\"/ready\", h.ReadinessCheck)\n\t\thealth.GET(\"/live\", h.LivenessCheck)\n\t}\n}\n"
  },
  {
    "path": "internal/interfaces/http/pet_handler.go",
    "content": "package http\n\nimport (\n\t\"greatestworks/internal/application/handlers\"\n\t\"greatestworks/internal/infrastructure/logging\"\n\n\t\"github.com/gin-gonic/gin\"\n)\n\n// PetHandler 宠物HTTP处理器\ntype PetHandler struct {\n\tcommandBus *handlers.CommandBus\n\tqueryBus   *handlers.QueryBus\n\tlogger     logging.Logger\n}\n\n// NewPetHandler 创建宠物处理器\nfunc NewPetHandler(commandBus *handlers.CommandBus, queryBus *handlers.QueryBus, logger logging.Logger) *PetHandler {\n\treturn &PetHandler{\n\t\tcommandBus: commandBus,\n\t\tqueryBus:   queryBus,\n\t\tlogger:     logger,\n\t}\n}\n\n// CreatePet 创建宠物\nfunc (h *PetHandler) CreatePet(c *gin.Context) {\n\t// 实现创建宠物逻辑\n\th.logger.Info(\"创建宠物请求\")\n\n\t// TODO: 实现具体的创建宠物逻辑\n\tc.JSON(200, gin.H{\n\t\t\"message\": \"宠物创建成功\",\n\t\t\"status\":  \"success\",\n\t})\n}\n\n// GetPet 获取宠物信息\nfunc (h *PetHandler) GetPet(c *gin.Context) {\n\t// 实现获取宠物信息逻辑\n\th.logger.Info(\"获取宠物信息请求\")\n\n\t// TODO: 实现具体的获取宠物信息逻辑\n\tc.JSON(200, gin.H{\n\t\t\"message\": \"获取宠物信息成功\",\n\t\t\"status\":  \"success\",\n\t})\n}\n\n// FeedPet 喂养宠物\nfunc (h *PetHandler) FeedPet(c *gin.Context) {\n\t// 实现喂养宠物逻辑\n\th.logger.Info(\"喂养宠物请求\")\n\n\t// TODO: 实现具体的喂养宠物逻辑\n\tc.JSON(200, gin.H{\n\t\t\"message\": \"宠物喂养成功\",\n\t\t\"status\":  \"success\",\n\t})\n}\n\n// TrainPet 训练宠物\nfunc (h *PetHandler) TrainPet(c *gin.Context) {\n\t// 实现训练宠物逻辑\n\th.logger.Info(\"训练宠物请求\")\n\n\t// TODO: 实现具体的训练宠物逻辑\n\tc.JSON(200, gin.H{\n\t\t\"message\": \"宠物训练成功\",\n\t\t\"status\":  \"success\",\n\t})\n}\n\n// ReleasePet 释放宠物\nfunc (h *PetHandler) ReleasePet(c *gin.Context) {\n\t// 实现释放宠物逻辑\n\th.logger.Info(\"释放宠物请求\")\n\n\t// TODO: 实现具体的释放宠物逻辑\n\tc.JSON(200, gin.H{\n\t\t\"message\": \"宠物释放成功\",\n\t\t\"status\":  \"success\",\n\t})\n}\n\n// RegisterRoutes 注册路由\nfunc (h *PetHandler) RegisterRoutes(router gin.IRouter) {\n\tpet := router.Group(\"/pet\")\n\t{\n\t\tpet.POST(\"/create\", h.CreatePet)\n\t\tpet.GET(\"/:id\", h.GetPet)\n\t\tpet.POST(\"/:id/feed\", h.FeedPet)\n\t\tpet.POST(\"/:id/train\", h.TrainPet)\n\t\tpet.DELETE(\"/:id\", h.ReleasePet)\n\t}\n}\n"
  },
  {
    "path": "internal/interfaces/http/player_handler.go",
    "content": "package http\n\nimport (\n\t\"greatestworks/internal/application/handlers\"\n\t\"greatestworks/internal/infrastructure/logging\"\n\n\t\"github.com/gin-gonic/gin\"\n)\n\n// PlayerHandler 玩家HTTP处理器\ntype PlayerHandler struct {\n\tcommandBus *handlers.CommandBus\n\tqueryBus   *handlers.QueryBus\n\tlogger     logging.Logger\n}\n\n// NewPlayerHandler 创建玩家处理器\nfunc NewPlayerHandler(commandBus *handlers.CommandBus, queryBus *handlers.QueryBus, logger logging.Logger) *PlayerHandler {\n\treturn &PlayerHandler{\n\t\tcommandBus: commandBus,\n\t\tqueryBus:   queryBus,\n\t\tlogger:     logger,\n\t}\n}\n\n// GetPlayer 获取玩家信息\nfunc (h *PlayerHandler) GetPlayer(c *gin.Context) {\n\t// 实现获取玩家信息逻辑\n\th.logger.Info(\"获取玩家信息请求\")\n\n\t// TODO: 实现具体的获取玩家信息逻辑\n\tc.JSON(200, gin.H{\n\t\t\"message\": \"获取玩家信息成功\",\n\t\t\"status\":  \"success\",\n\t})\n}\n\n// UpdatePlayer 更新玩家信息\nfunc (h *PlayerHandler) UpdatePlayer(c *gin.Context) {\n\t// 实现更新玩家信息逻辑\n\th.logger.Info(\"更新玩家信息请求\")\n\n\t// TODO: 实现具体的更新玩家信息逻辑\n\tc.JSON(200, gin.H{\n\t\t\"message\": \"玩家信息更新成功\",\n\t\t\"status\":  \"success\",\n\t})\n}\n\n// GetPlayerStats 获取玩家统计\nfunc (h *PlayerHandler) GetPlayerStats(c *gin.Context) {\n\t// 实现获取玩家统计逻辑\n\th.logger.Info(\"获取玩家统计请求\")\n\n\t// TODO: 实现具体的获取玩家统计逻辑\n\tc.JSON(200, gin.H{\n\t\t\"message\": \"获取玩家统计成功\",\n\t\t\"status\":  \"success\",\n\t})\n}\n\n// LevelUpPlayer 玩家升级\nfunc (h *PlayerHandler) LevelUpPlayer(c *gin.Context) {\n\t// 实现玩家升级逻辑\n\th.logger.Info(\"玩家升级请求\")\n\n\t// TODO: 实现具体的玩家升级逻辑\n\tc.JSON(200, gin.H{\n\t\t\"message\": \"玩家升级成功\",\n\t\t\"status\":  \"success\",\n\t})\n}\n\n// MovePlayer 移动玩家\nfunc (h *PlayerHandler) MovePlayer(c *gin.Context) {\n\t// 实现移动玩家逻辑\n\th.logger.Info(\"移动玩家请求\")\n\n\t// TODO: 实现具体的移动玩家逻辑\n\tc.JSON(200, gin.H{\n\t\t\"message\": \"玩家移动成功\",\n\t\t\"status\":  \"success\",\n\t})\n}\n\n// RegisterRoutes 注册路由\nfunc (h *PlayerHandler) RegisterRoutes(router gin.IRouter) {\n\tplayer := router.Group(\"/player\")\n\t{\n\t\tplayer.GET(\"/:id\", h.GetPlayer)\n\t\tplayer.PUT(\"/:id\", h.UpdatePlayer)\n\t\tplayer.GET(\"/:id/stats\", h.GetPlayerStats)\n\t\tplayer.POST(\"/:id/levelup\", h.LevelUpPlayer)\n\t\tplayer.POST(\"/:id/move\", h.MovePlayer)\n\t}\n}\n"
  },
  {
    "path": "internal/interfaces/http/replication_handlers.go",
    "content": "package http\n\nimport (\n\t\"encoding/json\"\n\t\"net/http\"\n\t\"strconv\"\n\t\"time\"\n\n\t\"greatestworks/internal/application/services\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// ReplicationHTTPHandlers 提供副本相关的HTTP处理器\ntype ReplicationHTTPHandlers struct {\n\tapp    *services.ReplicationService\n\tlogger logging.Logger\n}\n\nfunc NewReplicationHTTPHandlers(app *services.ReplicationService, logger logging.Logger) *ReplicationHTTPHandlers {\n\treturn &ReplicationHTTPHandlers{app: app, logger: logger}\n}\n\n// RegisterReplicationRoutes 在给定服务器上注册副本相关路由\nfunc RegisterReplicationRoutes(s *Server, h *ReplicationHTTPHandlers) {\n\ts.Handle(\"POST\", \"/instances/create\", h.CreateInstance)\n\ts.Handle(\"POST\", \"/instances/join\", h.JoinInstance)\n\ts.Handle(\"POST\", \"/instances/leave\", h.LeaveInstance)\n\ts.Handle(\"GET\", \"/instances/info\", h.GetInstanceInfo)\n\ts.Handle(\"GET\", \"/instances/active\", h.ListActiveInstances)\n\ts.Handle(\"POST\", \"/instances/cleanup\", h.CleanupExpiredInstances)\n}\n\n// CreateInstance 创建实例\nfunc (h *ReplicationHTTPHandlers) CreateInstance(w http.ResponseWriter, r *http.Request) {\n\tvar req struct {\n\t\tTemplateID    string `json:\"template_id\"`\n\t\tInstanceType  int    `json:\"instance_type\"`\n\t\tOwnerPlayerID string `json:\"owner_player_id\"`\n\t\tOwnerName     string `json:\"owner_name\"`\n\t\tOwnerLevel    int    `json:\"owner_level\"`\n\t\tMaxPlayers    int    `json:\"max_players\"`\n\t\tDifficulty    int    `json:\"difficulty\"`\n\t\tLifetimeSec   int64  `json:\"lifetime_sec\"`\n\t}\n\tif err := json.NewDecoder(r.Body).Decode(&req); err != nil {\n\t\thttp.Error(w, \"invalid json\", http.StatusBadRequest)\n\t\treturn\n\t}\n\n\tdto, err := h.app.CreateInstance(r.Context(), &services.CreateInstanceCommand{\n\t\tTemplateID:    req.TemplateID,\n\t\tInstanceType:  req.InstanceType,\n\t\tOwnerPlayerID: req.OwnerPlayerID,\n\t\tOwnerName:     req.OwnerName,\n\t\tOwnerLevel:    req.OwnerLevel,\n\t\tMaxPlayers:    req.MaxPlayers,\n\t\tDifficulty:    req.Difficulty,\n\t\tLifetime:      time.Duration(req.LifetimeSec) * time.Second,\n\t})\n\tif err != nil {\n\t\thttp.Error(w, err.Error(), http.StatusBadRequest)\n\t\treturn\n\t}\n\twriteJSON(w, dto)\n}\n\n// JoinInstance 加入实例\nfunc (h *ReplicationHTTPHandlers) JoinInstance(w http.ResponseWriter, r *http.Request) {\n\tvar req struct {\n\t\tInstanceID string `json:\"instance_id\"`\n\t\tPlayerID   string `json:\"player_id\"`\n\t\tPlayerName string `json:\"player_name\"`\n\t\tLevel      int    `json:\"level\"`\n\t\tRole       string `json:\"role\"`\n\t}\n\tif err := json.NewDecoder(r.Body).Decode(&req); err != nil {\n\t\thttp.Error(w, \"invalid json\", http.StatusBadRequest)\n\t\treturn\n\t}\n\n\tif err := h.app.JoinInstance(r.Context(), &services.JoinInstanceCommand{\n\t\tInstanceID: req.InstanceID,\n\t\tPlayerID:   req.PlayerID,\n\t\tPlayerName: req.PlayerName,\n\t\tLevel:      req.Level,\n\t\tRole:       req.Role,\n\t}); err != nil {\n\t\thttp.Error(w, err.Error(), http.StatusBadRequest)\n\t\treturn\n\t}\n\twriteJSON(w, map[string]string{\"status\": \"ok\"})\n}\n\n// LeaveInstance 离开实例\nfunc (h *ReplicationHTTPHandlers) LeaveInstance(w http.ResponseWriter, r *http.Request) {\n\tvar req struct {\n\t\tInstanceID string `json:\"instance_id\"`\n\t\tPlayerID   string `json:\"player_id\"`\n\t}\n\tif err := json.NewDecoder(r.Body).Decode(&req); err != nil {\n\t\thttp.Error(w, \"invalid json\", http.StatusBadRequest)\n\t\treturn\n\t}\n\n\tif err := h.app.LeaveInstance(r.Context(), &services.LeaveInstanceCommand{\n\t\tInstanceID: req.InstanceID,\n\t\tPlayerID:   req.PlayerID,\n\t}); err != nil {\n\t\thttp.Error(w, err.Error(), http.StatusBadRequest)\n\t\treturn\n\t}\n\twriteJSON(w, map[string]string{\"status\": \"ok\"})\n}\n\n// GetInstanceInfo 获取实例信息（通过查询参数传入instance_id）\nfunc (h *ReplicationHTTPHandlers) GetInstanceInfo(w http.ResponseWriter, r *http.Request) {\n\tid := r.URL.Query().Get(\"instance_id\")\n\tif id == \"\" {\n\t\thttp.Error(w, \"missing instance_id\", http.StatusBadRequest)\n\t\treturn\n\t}\n\tdto, err := h.app.GetInstanceInfo(r.Context(), id)\n\tif err != nil {\n\t\thttp.Error(w, err.Error(), http.StatusBadRequest)\n\t\treturn\n\t}\n\twriteJSON(w, dto)\n}\n\n// ListActiveInstances 列出活跃实例\nfunc (h *ReplicationHTTPHandlers) ListActiveInstances(w http.ResponseWriter, r *http.Request) {\n\tdtos, err := h.app.ListActiveInstances(r.Context())\n\tif err != nil {\n\t\thttp.Error(w, err.Error(), http.StatusInternalServerError)\n\t\treturn\n\t}\n\twriteJSON(w, dtos)\n}\n\n// CleanupExpiredInstances 清理过期实例\nfunc (h *ReplicationHTTPHandlers) CleanupExpiredInstances(w http.ResponseWriter, r *http.Request) {\n\t// 可选：从查询参数读取limit等\n\t_ = r.URL.Query().Get(\"limit\")\n\t_, _ = strconv.Atoi(r.URL.Query().Get(\"limit\"))\n\n\tcount, err := h.app.CleanupExpiredInstances(r.Context())\n\tif err != nil {\n\t\thttp.Error(w, err.Error(), http.StatusInternalServerError)\n\t\treturn\n\t}\n\twriteJSON(w, map[string]int{\"count\": count})\n}\n\nfunc writeJSON(w http.ResponseWriter, v interface{}) {\n\tw.Header().Set(\"Content-Type\", \"application/json\")\n\tenc := json.NewEncoder(w)\n\t_ = enc.Encode(v)\n}\n"
  },
  {
    "path": "internal/interfaces/http/response.go",
    "content": "package http\n\nimport (\n\t\"fmt\"\n\t\"net/http\"\n\t\"time\"\n\n\t\"github.com/gin-gonic/gin\"\n)\n\n// APIResponse 统一API响应结构\ntype APIResponse struct {\n\tSuccess   bool        `json:\"success\"`\n\tMessage   string      `json:\"message,omitempty\"`\n\tData      interface{} `json:\"data,omitempty\"`\n\tError     *APIError   `json:\"error,omitempty\"`\n\tMeta      *Meta       `json:\"meta,omitempty\"`\n\tTimestamp time.Time   `json:\"timestamp\"`\n\tRequestID string      `json:\"request_id,omitempty\"`\n}\n\n// APIError API错误信息\ntype APIError struct {\n\tCode    string      `json:\"code\"`\n\tMessage string      `json:\"message\"`\n\tDetails interface{} `json:\"details,omitempty\"`\n\tField   string      `json:\"field,omitempty\"`\n}\n\n// Meta 元数据信息\ntype Meta struct {\n\tPage       int   `json:\"page,omitempty\"`\n\tPageSize   int   `json:\"page_size,omitempty\"`\n\tTotal      int64 `json:\"total,omitempty\"`\n\tTotalPages int   `json:\"total_pages,omitempty\"`\n}\n\n// PaginationRequest 分页请求\ntype PaginationRequest struct {\n\tPage     int `form:\"page\" json:\"page\" binding:\"min=1\"`\n\tPageSize int `form:\"page_size\" json:\"page_size\" binding:\"min=1,max=100\"`\n}\n\n// GetPagination 获取分页参数\nfunc (p *PaginationRequest) GetPagination() (int, int) {\n\tif p.Page <= 0 {\n\t\tp.Page = 1\n\t}\n\tif p.PageSize <= 0 {\n\t\tp.PageSize = 20\n\t}\n\tif p.PageSize > 100 {\n\t\tp.PageSize = 100\n\t}\n\treturn p.Page, p.PageSize\n}\n\n// GetOffset 获取偏移量\nfunc (p *PaginationRequest) GetOffset() int {\n\tpage, pageSize := p.GetPagination()\n\treturn (page - 1) * pageSize\n}\n\n// GetLimit 获取限制数量\nfunc (p *PaginationRequest) GetLimit() int {\n\t_, pageSize := p.GetPagination()\n\treturn pageSize\n}\n\n// 响应构建器\n\n// SuccessResponse 成功响应\nfunc SuccessResponse(c *gin.Context, data interface{}, message ...string) {\n\tmsg := \"Success\"\n\tif len(message) > 0 && message[0] != \"\" {\n\t\tmsg = message[0]\n\t}\n\n\tresponse := APIResponse{\n\t\tSuccess:   true,\n\t\tMessage:   msg,\n\t\tData:      data,\n\t\tTimestamp: time.Now(),\n\t\tRequestID: getRequestID(c),\n\t}\n\n\tc.JSON(http.StatusOK, response)\n}\n\n// SuccessResponseWithMeta 带元数据的成功响应\nfunc SuccessResponseWithMeta(c *gin.Context, data interface{}, meta *Meta, message ...string) {\n\tmsg := \"Success\"\n\tif len(message) > 0 && message[0] != \"\" {\n\t\tmsg = message[0]\n\t}\n\n\tresponse := APIResponse{\n\t\tSuccess:   true,\n\t\tMessage:   msg,\n\t\tData:      data,\n\t\tMeta:      meta,\n\t\tTimestamp: time.Now(),\n\t\tRequestID: getRequestID(c),\n\t}\n\n\tc.JSON(http.StatusOK, response)\n}\n\n// CreatedResponse 创建成功响应\nfunc CreatedResponse(c *gin.Context, data interface{}, message ...string) {\n\tmsg := \"Created successfully\"\n\tif len(message) > 0 && message[0] != \"\" {\n\t\tmsg = message[0]\n\t}\n\n\tresponse := APIResponse{\n\t\tSuccess:   true,\n\t\tMessage:   msg,\n\t\tData:      data,\n\t\tTimestamp: time.Now(),\n\t\tRequestID: getRequestID(c),\n\t}\n\n\tc.JSON(http.StatusCreated, response)\n}\n\n// NoContentResponse 无内容响应\nfunc NoContentResponse(c *gin.Context, message ...string) {\n\tmsg := \"No content\"\n\tif len(message) > 0 && message[0] != \"\" {\n\t\tmsg = message[0]\n\t}\n\n\tresponse := APIResponse{\n\t\tSuccess:   true,\n\t\tMessage:   msg,\n\t\tTimestamp: time.Now(),\n\t\tRequestID: getRequestID(c),\n\t}\n\n\tc.JSON(http.StatusNoContent, response)\n}\n\n// ErrorResponse 错误响应\nfunc ErrorResponse(c *gin.Context, statusCode int, code, message string, details ...interface{}) {\n\tapiError := &APIError{\n\t\tCode:    code,\n\t\tMessage: message,\n\t}\n\n\tif len(details) > 0 {\n\t\tapiError.Details = details[0]\n\t}\n\n\tresponse := APIResponse{\n\t\tSuccess:   false,\n\t\tError:     apiError,\n\t\tTimestamp: time.Now(),\n\t\tRequestID: getRequestID(c),\n\t}\n\n\tc.JSON(statusCode, response)\n}\n\n// BadRequestResponse 400错误响应\nfunc BadRequestResponse(c *gin.Context, message string, details ...interface{}) {\n\tErrorResponse(c, http.StatusBadRequest, \"BAD_REQUEST\", message, details...)\n}\n\n// UnauthorizedResponse 401错误响应\nfunc UnauthorizedResponse(c *gin.Context, message ...string) {\n\tmsg := \"Unauthorized\"\n\tif len(message) > 0 && message[0] != \"\" {\n\t\tmsg = message[0]\n\t}\n\tErrorResponse(c, http.StatusUnauthorized, \"UNAUTHORIZED\", msg)\n}\n\n// ForbiddenResponse 403错误响应\nfunc ForbiddenResponse(c *gin.Context, message ...string) {\n\tmsg := \"Forbidden\"\n\tif len(message) > 0 && message[0] != \"\" {\n\t\tmsg = message[0]\n\t}\n\tErrorResponse(c, http.StatusForbidden, \"FORBIDDEN\", msg)\n}\n\n// NotFoundResponse 404错误响应\nfunc NotFoundResponse(c *gin.Context, message ...string) {\n\tmsg := \"Resource not found\"\n\tif len(message) > 0 && message[0] != \"\" {\n\t\tmsg = message[0]\n\t}\n\tErrorResponse(c, http.StatusNotFound, \"NOT_FOUND\", msg)\n}\n\n// ConflictResponse 409错误响应\nfunc ConflictResponse(c *gin.Context, message string, details ...interface{}) {\n\tErrorResponse(c, http.StatusConflict, \"CONFLICT\", message, details...)\n}\n\n// ValidationErrorResponse 422验证错误响应\nfunc ValidationErrorResponse(c *gin.Context, field, message string, details ...interface{}) {\n\tapiError := &APIError{\n\t\tCode:    \"VALIDATION_ERROR\",\n\t\tMessage: message,\n\t\tField:   field,\n\t}\n\n\tif len(details) > 0 {\n\t\tapiError.Details = details[0]\n\t}\n\n\tresponse := APIResponse{\n\t\tSuccess:   false,\n\t\tError:     apiError,\n\t\tTimestamp: time.Now(),\n\t\tRequestID: getRequestID(c),\n\t}\n\n\tc.JSON(http.StatusUnprocessableEntity, response)\n}\n\n// InternalServerErrorResponse 500错误响应\nfunc InternalServerErrorResponse(c *gin.Context, message ...string) {\n\tmsg := \"Internal server error\"\n\tif len(message) > 0 && message[0] != \"\" {\n\t\tmsg = message[0]\n\t}\n\tErrorResponse(c, http.StatusInternalServerError, \"INTERNAL_SERVER_ERROR\", msg)\n}\n\n// ServiceUnavailableResponse 503错误响应\nfunc ServiceUnavailableResponse(c *gin.Context, message ...string) {\n\tmsg := \"Service unavailable\"\n\tif len(message) > 0 && message[0] != \"\" {\n\t\tmsg = message[0]\n\t}\n\tErrorResponse(c, http.StatusServiceUnavailable, \"SERVICE_UNAVAILABLE\", msg)\n}\n\n// 辅助函数\n\n// getRequestID 获取请求ID\nfunc getRequestID(c *gin.Context) string {\n\treturn c.GetHeader(\"X-Request-ID\")\n}\n\n// BindAndValidate 绑定并验证请求数据\nfunc BindAndValidate(c *gin.Context, obj interface{}) bool {\n\tif err := c.ShouldBindJSON(obj); err != nil {\n\t\tBadRequestResponse(c, \"Invalid request data\", err.Error())\n\t\treturn false\n\t}\n\treturn true\n}\n\n// BindQueryAndValidate 绑定并验证查询参数\nfunc BindQueryAndValidate(c *gin.Context, obj interface{}) bool {\n\tif err := c.ShouldBindQuery(obj); err != nil {\n\t\tBadRequestResponse(c, \"Invalid query parameters\", err.Error())\n\t\treturn false\n\t}\n\treturn true\n}\n\n// BindURIAndValidate 绑定并验证URI参数\nfunc BindURIAndValidate(c *gin.Context, obj interface{}) bool {\n\tif err := c.ShouldBindUri(obj); err != nil {\n\t\tBadRequestResponse(c, \"Invalid URI parameters\", err.Error())\n\t\treturn false\n\t}\n\treturn true\n}\n\n// GetIDParam 获取ID参数\nfunc GetIDParam(c *gin.Context) string {\n\treturn c.Param(\"id\")\n}\n\n// GetPlayerIDParam 获取玩家ID参数\nfunc GetPlayerIDParam(c *gin.Context) string {\n\treturn c.Param(\"player_id\")\n}\n\n// ValidateID 验证ID参数\nfunc ValidateID(c *gin.Context, paramName string) (string, bool) {\n\tid := c.Param(paramName)\n\tif id == \"\" {\n\t\tBadRequestResponse(c, fmt.Sprintf(\"%s is required\", paramName))\n\t\treturn \"\", false\n\t}\n\treturn id, true\n}\n\n// CreateMeta 创建元数据\nfunc CreateMeta(page, pageSize int, total int64) *Meta {\n\ttotalPages := int((total + int64(pageSize) - 1) / int64(pageSize))\n\treturn &Meta{\n\t\tPage:       page,\n\t\tPageSize:   pageSize,\n\t\tTotal:      total,\n\t\tTotalPages: totalPages,\n\t}\n}\n\n// HandleError 处理错误\nfunc HandleError(c *gin.Context, err error) {\n\tif err == nil {\n\t\treturn\n\t}\n\n\t// 根据错误类型返回不同的响应\n\tswitch {\n\tcase isNotFoundError(err):\n\t\tNotFoundResponse(c, err.Error())\n\tcase isValidationError(err):\n\t\tBadRequestResponse(c, err.Error())\n\tcase isConflictError(err):\n\t\tConflictResponse(c, err.Error())\n\tdefault:\n\t\tInternalServerErrorResponse(c, err.Error())\n\t}\n}\n\n// 错误类型检查函数\n\nfunc isNotFoundError(err error) bool {\n\t// TODO: 实现具体的错误类型检查\n\treturn false\n}\n\nfunc isValidationError(err error) bool {\n\t// TODO: 实现具体的错误类型检查\n\treturn false\n}\n\nfunc isConflictError(err error) bool {\n\t// TODO: 实现具体的错误类型检查\n\treturn false\n}\n"
  },
  {
    "path": "internal/interfaces/http/server.go",
    "content": "// Package http 提供HTTP服务器实现\npackage http\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"net/http\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n\t\"greatestworks/internal/infrastructure/monitoring\"\n)\n\n// ServerConfig HTTP服务器配置\ntype ServerConfig struct {\n\tHost         string        `yaml:\"host\"`\n\tPort         int           `yaml:\"port\"`\n\tReadTimeout  time.Duration `yaml:\"read_timeout\"`\n\tWriteTimeout time.Duration `yaml:\"write_timeout\"`\n\tIdleTimeout  time.Duration `yaml:\"idle_timeout\"`\n}\n\n// Server HTTP服务器\ntype Server struct {\n\tconfig           *ServerConfig\n\tlogger           logging.Logger\n\tserver           *http.Server\n\tmux              *http.ServeMux\n\tctx              context.Context\n\tcancel           context.CancelFunc\n\tprofilingEnabled bool\n\troutes           []route\n}\n\ntype route struct {\n\tmethod  string\n\tpath    string\n\thandler http.HandlerFunc\n}\n\n// NewServer 创建HTTP服务器\nfunc NewServer(config *ServerConfig, logger logging.Logger) *Server {\n\tctx, cancel := context.WithCancel(context.Background())\n\n\treturn &Server{\n\t\tconfig: config,\n\t\tlogger: logger,\n\t\tctx:    ctx,\n\t\tcancel: cancel,\n\t}\n}\n\n// EnableProfiling 注册标准pprof处理器。\nfunc (s *Server) EnableProfiling() {\n\ts.profilingEnabled = true\n}\n\n// Handle 注册业务路由\nfunc (s *Server) Handle(method, path string, handler http.HandlerFunc) {\n\ts.routes = append(s.routes, route{method: method, path: path, handler: handler})\n}\n\n// Start 启动HTTP服务器\nfunc (s *Server) Start() error {\n\t// 创建路由\n\ts.mux = http.NewServeMux()\n\n\t// 健康检查端点\n\ts.mux.HandleFunc(\"/health\", s.healthHandler)\n\ts.mux.HandleFunc(\"/ready\", s.readyHandler)\n\n\tif s.profilingEnabled {\n\t\tmonitoring.RegisterHandlers(s.mux)\n\t}\n\n\t// 注册业务路由\n\tfor _, r := range s.routes {\n\t\thandler := r.handler\n\t\tmethod := r.method\n\t\ts.mux.HandleFunc(r.path, func(w http.ResponseWriter, req *http.Request) {\n\t\t\tif method != \"\" && req.Method != method {\n\t\t\t\thttp.Error(w, http.StatusText(http.StatusMethodNotAllowed), http.StatusMethodNotAllowed)\n\t\t\t\treturn\n\t\t\t}\n\t\t\thandler(w, req)\n\t\t})\n\t}\n\n\t// 创建HTTP服务器\n\ts.server = &http.Server{\n\t\tAddr:         fmt.Sprintf(\"%s:%d\", s.config.Host, s.config.Port),\n\t\tHandler:      s.mux,\n\t\tReadTimeout:  s.config.ReadTimeout,\n\t\tWriteTimeout: s.config.WriteTimeout,\n\t\tIdleTimeout:  s.config.IdleTimeout,\n\t}\n\n\t// 启动服务器\n\tgo func() {\n\t\ts.logger.Info(\"HTTP server starting\", logging.Fields{\n\t\t\t\"addr\": s.server.Addr,\n\t\t})\n\n\t\tif err := s.server.ListenAndServe(); err != nil && err != http.ErrServerClosed {\n\t\t\ts.logger.Error(\"HTTP server failed\", err, logging.Fields{\n\t\t\t\t\"addr\": s.server.Addr,\n\t\t\t})\n\t\t}\n\t}()\n\n\treturn nil\n}\n\n// Stop 停止HTTP服务器\nfunc (s *Server) Stop() error {\n\ts.logger.Info(\"Stopping HTTP server\")\n\n\t// 取消上下文\n\ts.cancel()\n\n\t// 创建关闭上下文\n\tctx, cancel := context.WithTimeout(context.Background(), 30*time.Second)\n\tdefer cancel()\n\n\t// 关闭服务器\n\tif err := s.server.Shutdown(ctx); err != nil {\n\t\ts.logger.Error(\"HTTP server shutdown failed\", err)\n\t\treturn err\n\t}\n\n\ts.logger.Info(\"HTTP server stopped\")\n\treturn nil\n}\n\n// healthHandler 健康检查处理器\nfunc (s *Server) healthHandler(w http.ResponseWriter, r *http.Request) {\n\tw.Header().Set(\"Content-Type\", \"application/json\")\n\tw.WriteHeader(http.StatusOK)\n\tw.Write([]byte(`{\"status\":\"healthy\",\"timestamp\":\"` + time.Now().Format(time.RFC3339) + `\"}`))\n}\n\n// readyHandler 就绪检查处理器\nfunc (s *Server) readyHandler(w http.ResponseWriter, r *http.Request) {\n\tw.Header().Set(\"Content-Type\", \"application/json\")\n\tw.WriteHeader(http.StatusOK)\n\tw.Write([]byte(`{\"status\":\"ready\",\"timestamp\":\"` + time.Now().Format(time.RFC3339) + `\"}`))\n}\n"
  },
  {
    "path": "internal/interfaces/rpc/battle_service.go",
    "content": "// Package rpc 战斗RPC服务实现\npackage rpc\n\nimport (\n\t\"greatestworks/internal/application/handlers\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// BattleRPCService 战斗RPC服务\ntype BattleRPCService struct {\n\tcommandBus *handlers.CommandBus\n\tqueryBus   *handlers.QueryBus\n\tlogger     logging.Logger\n}\n\n// NewBattleRPCService 创建战斗RPC服务\nfunc NewBattleRPCService(\n\tcommandBus *handlers.CommandBus,\n\tqueryBus *handlers.QueryBus,\n\tlogger logging.Logger,\n) *BattleRPCService {\n\treturn &BattleRPCService{\n\t\tcommandBus: commandBus,\n\t\tqueryBus:   queryBus,\n\t\tlogger:     logger,\n\t}\n}\n\n// CreateBattleRequest 创建战斗请求\ntype CreateBattleRequest struct {\n\tPlayerID    string   `json:\"player_id\"`\n\tOpponentIDs []string `json:\"opponent_ids\"`\n\tBattleType  string   `json:\"battle_type\"`\n}\n\n// CreateBattleResponse 创建战斗响应\ntype CreateBattleResponse struct {\n\tSuccess  bool   `json:\"success\"`\n\tMessage  string `json:\"message\"`\n\tBattleID string `json:\"battle_id,omitempty\"`\n}\n\n// CreateBattle 创建战斗\nfunc (s *BattleRPCService) CreateBattle(req CreateBattleRequest, resp *CreateBattleResponse) error {\n\ts.logger.Info(\"RPC call: Create battle\", logging.Fields{\n\t\t\"player_id\": req.PlayerID,\n\t\t\"opponents\": req.OpponentIDs,\n\t})\n\n\t// TODO: 实现创建战斗逻辑\n\t// 1. 验证请求参数\n\t// 2. 调用命令总线处理创建战斗命令\n\t// 3. 返回结果\n\n\tresp.Success = true\n\tresp.Message = \"战斗创建成功\"\n\tresp.BattleID = \"battle_123\" // 临时ID\n\n\treturn nil\n}\n\n// GetBattleRequest 获取战斗请求\ntype GetBattleRequest struct {\n\tBattleID string `json:\"battle_id\"`\n}\n\n// GetBattleResponse 获取战斗响应\ntype GetBattleResponse struct {\n\tSuccess bool        `json:\"success\"`\n\tMessage string      `json:\"message\"`\n\tBattle  *BattleInfo `json:\"battle,omitempty\"`\n}\n\n// BattleInfo 战斗信息\ntype BattleInfo struct {\n\tID          string   `json:\"id\"`\n\tPlayerID    string   `json:\"player_id\"`\n\tOpponentIDs []string `json:\"opponent_ids\"`\n\tBattleType  string   `json:\"battle_type\"`\n\tStatus      string   `json:\"status\"`\n\tCreatedAt   string   `json:\"created_at\"`\n\tStartedAt   string   `json:\"started_at,omitempty\"`\n\tEndedAt     string   `json:\"ended_at,omitempty\"`\n}\n\n// GetBattle 获取战斗信息\nfunc (s *BattleRPCService) GetBattle(req GetBattleRequest, resp *GetBattleResponse) error {\n\ts.logger.Info(\"RPC call: Get battle\", logging.Fields{\n\t\t\"battle_id\": req.BattleID,\n\t})\n\n\t// TODO: 实现获取战斗逻辑\n\t// 1. 验证请求参数\n\t// 2. 调用查询总线获取战斗信息\n\t// 3. 返回结果\n\n\tresp.Success = true\n\tresp.Message = \"获取战斗信息成功\"\n\tresp.Battle = &BattleInfo{\n\t\tID:          req.BattleID,\n\t\tPlayerID:    \"player_123\",\n\t\tOpponentIDs: []string{\"opponent_1\", \"opponent_2\"},\n\t\tBattleType:  \"pvp\",\n\t\tStatus:      \"active\",\n\t\tCreatedAt:   \"2024-01-01T00:00:00Z\",\n\t\tStartedAt:   \"2024-01-01T00:01:00Z\",\n\t}\n\n\treturn nil\n}\n\n// JoinBattleRequest 加入战斗请求\ntype JoinBattleRequest struct {\n\tBattleID string `json:\"battle_id\"`\n\tPlayerID string `json:\"player_id\"`\n}\n\n// JoinBattleResponse 加入战斗响应\ntype JoinBattleResponse struct {\n\tSuccess bool   `json:\"success\"`\n\tMessage string `json:\"message\"`\n}\n\n// JoinBattle 加入战斗\nfunc (s *BattleRPCService) JoinBattle(req JoinBattleRequest, resp *JoinBattleResponse) error {\n\ts.logger.Info(\"RPC call: Join battle\", logging.Fields{\n\t\t\"battle_id\": req.BattleID,\n\t\t\"player_id\": req.PlayerID,\n\t})\n\n\t// TODO: 实现加入战斗逻辑\n\t// 1. 验证请求参数\n\t// 2. 调用命令总线处理加入战斗命令\n\t// 3. 返回结果\n\n\tresp.Success = true\n\tresp.Message = \"成功加入战斗\"\n\n\treturn nil\n}\n\n// LeaveBattleRequest 离开战斗请求\ntype LeaveBattleRequest struct {\n\tBattleID string `json:\"battle_id\"`\n\tPlayerID string `json:\"player_id\"`\n}\n\n// LeaveBattleResponse 离开战斗响应\ntype LeaveBattleResponse struct {\n\tSuccess bool   `json:\"success\"`\n\tMessage string `json:\"message\"`\n}\n\n// LeaveBattle 离开战斗\nfunc (s *BattleRPCService) LeaveBattle(req LeaveBattleRequest, resp *LeaveBattleResponse) error {\n\ts.logger.Info(\"RPC call: Leave battle\", logging.Fields{\n\t\t\"battle_id\": req.BattleID,\n\t\t\"player_id\": req.PlayerID,\n\t})\n\n\t// TODO: 实现离开战斗逻辑\n\t// 1. 验证请求参数\n\t// 2. 调用命令总线处理离开战斗命令\n\t// 3. 返回结果\n\n\tresp.Success = true\n\tresp.Message = \"成功离开战斗\"\n\n\treturn nil\n}\n\n// ExecuteActionRequest 执行动作请求\ntype ExecuteActionRequest struct {\n\tBattleID string `json:\"battle_id\"`\n\tPlayerID string `json:\"player_id\"`\n\tAction   string `json:\"action\"`\n\tTargetID string `json:\"target_id,omitempty\"`\n}\n\n// ExecuteActionResponse 执行动作响应\ntype ExecuteActionResponse struct {\n\tSuccess bool          `json:\"success\"`\n\tMessage string        `json:\"message\"`\n\tResult  *ActionResult `json:\"result,omitempty\"`\n}\n\n// ActionResult 动作结果\ntype ActionResult struct {\n\tActionID   string `json:\"action_id\"`\n\tDamage     int    `json:\"damage\"`\n\tHealing    int    `json:\"healing\"`\n\tIsCritical bool   `json:\"is_critical\"`\n\tIsMiss     bool   `json:\"is_miss\"`\n}\n\n// ExecuteAction 执行动作\nfunc (s *BattleRPCService) ExecuteAction(req ExecuteActionRequest, resp *ExecuteActionResponse) error {\n\ts.logger.Info(\"RPC call: Execute action\", logging.Fields{\n\t\t\"battle_id\": req.BattleID,\n\t\t\"player_id\": req.PlayerID,\n\t\t\"action\":    req.Action,\n\t})\n\n\t// TODO: 实现执行动作逻辑\n\t// 1. 验证请求参数\n\t// 2. 调用命令总线处理执行动作命令\n\t// 3. 返回结果\n\n\tresp.Success = true\n\tresp.Message = \"动作执行成功\"\n\tresp.Result = &ActionResult{\n\t\tActionID:   \"action_123\",\n\t\tDamage:     100,\n\t\tHealing:    0,\n\t\tIsCritical: false,\n\t\tIsMiss:     false,\n\t}\n\n\treturn nil\n}\n\n// EndBattleRequest 结束战斗请求\ntype EndBattleRequest struct {\n\tBattleID string `json:\"battle_id\"`\n\tWinnerID string `json:\"winner_id,omitempty\"`\n}\n\n// EndBattleResponse 结束战斗响应\ntype EndBattleResponse struct {\n\tSuccess bool          `json:\"success\"`\n\tMessage string        `json:\"message\"`\n\tResult  *BattleResult `json:\"result,omitempty\"`\n}\n\n// BattleResult 战斗结果\ntype BattleResult struct {\n\tWinnerID   string   `json:\"winner_id\"`\n\tExperience int      `json:\"experience\"`\n\tGold       int      `json:\"gold\"`\n\tItems      []string `json:\"items\"`\n\tDuration   int      `json:\"duration\"` // 秒\n}\n\n// EndBattle 结束战斗\nfunc (s *BattleRPCService) EndBattle(req EndBattleRequest, resp *EndBattleResponse) error {\n\ts.logger.Info(\"RPC call: End battle\", logging.Fields{\n\t\t\"battle_id\": req.BattleID,\n\t\t\"winner_id\": req.WinnerID,\n\t})\n\n\t// TODO: 实现结束战斗逻辑\n\t// 1. 验证请求参数\n\t// 2. 调用命令总线处理结束战斗命令\n\t// 3. 返回结果\n\n\tresp.Success = true\n\tresp.Message = \"战斗结束\"\n\tresp.Result = &BattleResult{\n\t\tWinnerID:   req.WinnerID,\n\t\tExperience: 100,\n\t\tGold:       50,\n\t\tItems:      []string{\"item_1\", \"item_2\"},\n\t\tDuration:   300, // 5分钟\n\t}\n\n\treturn nil\n}\n"
  },
  {
    "path": "internal/interfaces/rpc/player_service.go",
    "content": "// Package rpc 玩家RPC服务实现\npackage rpc\n\nimport (\n\t\"greatestworks/internal/application/handlers\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// PlayerRPCService 玩家RPC服务\ntype PlayerRPCService struct {\n\tcommandBus *handlers.CommandBus\n\tqueryBus   *handlers.QueryBus\n\tlogger     logging.Logger\n}\n\n// NewPlayerRPCService 创建玩家RPC服务\nfunc NewPlayerRPCService(\n\tcommandBus *handlers.CommandBus,\n\tqueryBus *handlers.QueryBus,\n\tlogger logging.Logger,\n) *PlayerRPCService {\n\treturn &PlayerRPCService{\n\t\tcommandBus: commandBus,\n\t\tqueryBus:   queryBus,\n\t\tlogger:     logger,\n\t}\n}\n\n// CreatePlayerRequest 创建玩家请求\ntype CreatePlayerRequest struct {\n\tName     string `json:\"name\"`\n\tEmail    string `json:\"email\"`\n\tPassword string `json:\"password\"`\n}\n\n// CreatePlayerResponse 创建玩家响应\ntype CreatePlayerResponse struct {\n\tSuccess  bool   `json:\"success\"`\n\tMessage  string `json:\"message\"`\n\tPlayerID string `json:\"player_id,omitempty\"`\n}\n\n// CreatePlayer 创建玩家\nfunc (s *PlayerRPCService) CreatePlayer(req CreatePlayerRequest, resp *CreatePlayerResponse) error {\n\ts.logger.Info(\"RPC call: Create player\", logging.Fields{\n\t\t\"name\": req.Name,\n\t})\n\n\t// TODO: 实现创建玩家逻辑\n\t// 1. 验证请求参数\n\t// 2. 调用命令总线处理创建玩家命令\n\t// 3. 返回结果\n\n\tresp.Success = true\n\tresp.Message = \"玩家创建成功\"\n\tresp.PlayerID = \"player_123\" // 临时ID\n\n\treturn nil\n}\n\n// GetPlayerRequest 获取玩家请求\ntype GetPlayerRequest struct {\n\tPlayerID string `json:\"player_id\"`\n}\n\n// GetPlayerResponse 获取玩家响应\ntype GetPlayerResponse struct {\n\tSuccess bool        `json:\"success\"`\n\tMessage string      `json:\"message\"`\n\tPlayer  *PlayerInfo `json:\"player,omitempty\"`\n}\n\n// PlayerInfo 玩家信息\ntype PlayerInfo struct {\n\tID         string `json:\"id\"`\n\tName       string `json:\"name\"`\n\tEmail      string `json:\"email\"`\n\tLevel      int    `json:\"level\"`\n\tGold       int    `json:\"gold\"`\n\tExperience int    `json:\"experience\"`\n\tCreatedAt  string `json:\"created_at\"`\n}\n\n// GetPlayer 获取玩家信息\nfunc (s *PlayerRPCService) GetPlayer(req GetPlayerRequest, resp *GetPlayerResponse) error {\n\ts.logger.Info(\"RPC call: Get player\", logging.Fields{\n\t\t\"player_id\": req.PlayerID,\n\t})\n\n\t// TODO: 实现获取玩家逻辑\n\t// 1. 验证请求参数\n\t// 2. 调用查询总线获取玩家信息\n\t// 3. 返回结果\n\n\tresp.Success = true\n\tresp.Message = \"获取玩家信息成功\"\n\tresp.Player = &PlayerInfo{\n\t\tID:         req.PlayerID,\n\t\tName:       \"测试玩家\",\n\t\tEmail:      \"test@example.com\",\n\t\tLevel:      1,\n\t\tGold:       1000,\n\t\tExperience: 0,\n\t\tCreatedAt:  \"2024-01-01T00:00:00Z\",\n\t}\n\n\treturn nil\n}\n\n// UpdatePlayerRequest 更新玩家请求\ntype UpdatePlayerRequest struct {\n\tPlayerID string                 `json:\"player_id\"`\n\tUpdates  map[string]interface{} `json:\"updates\"`\n}\n\n// UpdatePlayerResponse 更新玩家响应\ntype UpdatePlayerResponse struct {\n\tSuccess bool   `json:\"success\"`\n\tMessage string `json:\"message\"`\n}\n\n// UpdatePlayer 更新玩家信息\nfunc (s *PlayerRPCService) UpdatePlayer(req UpdatePlayerRequest, resp *UpdatePlayerResponse) error {\n\ts.logger.Info(\"RPC call: Update player\", logging.Fields{\n\t\t\"player_id\": req.PlayerID,\n\t\t\"updates\":   req.Updates,\n\t})\n\n\t// TODO: 实现更新玩家逻辑\n\t// 1. 验证请求参数\n\t// 2. 调用命令总线处理更新玩家命令\n\t// 3. 返回结果\n\n\tresp.Success = true\n\tresp.Message = \"玩家信息更新成功\"\n\n\treturn nil\n}\n\n// DeletePlayerRequest 删除玩家请求\ntype DeletePlayerRequest struct {\n\tPlayerID string `json:\"player_id\"`\n}\n\n// DeletePlayerResponse 删除玩家响应\ntype DeletePlayerResponse struct {\n\tSuccess bool   `json:\"success\"`\n\tMessage string `json:\"message\"`\n}\n\n// DeletePlayer 删除玩家\nfunc (s *PlayerRPCService) DeletePlayer(req DeletePlayerRequest, resp *DeletePlayerResponse) error {\n\ts.logger.Info(\"RPC call: Delete player\", logging.Fields{\n\t\t\"player_id\": req.PlayerID,\n\t})\n\n\t// TODO: 实现删除玩家逻辑\n\t// 1. 验证请求参数\n\t// 2. 调用命令总线处理删除玩家命令\n\t// 3. 返回结果\n\n\tresp.Success = true\n\tresp.Message = \"玩家删除成功\"\n\n\treturn nil\n}\n\n// ListPlayersRequest 列出玩家请求\ntype ListPlayersRequest struct {\n\tPage     int    `json:\"page\"`\n\tPageSize int    `json:\"page_size\"`\n\tFilter   string `json:\"filter,omitempty\"`\n}\n\n// ListPlayersResponse 列出玩家响应\ntype ListPlayersResponse struct {\n\tSuccess  bool         `json:\"success\"`\n\tMessage  string       `json:\"message\"`\n\tPlayers  []PlayerInfo `json:\"players\"`\n\tTotal    int          `json:\"total\"`\n\tPage     int          `json:\"page\"`\n\tPageSize int          `json:\"page_size\"`\n}\n\n// ListPlayers 列出玩家\nfunc (s *PlayerRPCService) ListPlayers(req ListPlayersRequest, resp *ListPlayersResponse) error {\n\ts.logger.Info(\"RPC call: List players\", logging.Fields{\n\t\t\"page\":      req.Page,\n\t\t\"page_size\": req.PageSize,\n\t})\n\n\t// TODO: 实现列出玩家逻辑\n\t// 1. 验证请求参数\n\t// 2. 调用查询总线获取玩家列表\n\t// 3. 返回结果\n\n\tresp.Success = true\n\tresp.Message = \"获取玩家列表成功\"\n\tresp.Players = []PlayerInfo{\n\t\t{\n\t\t\tID:         \"player_1\",\n\t\t\tName:       \"玩家1\",\n\t\t\tEmail:      \"player1@example.com\",\n\t\t\tLevel:      10,\n\t\t\tGold:       5000,\n\t\t\tExperience: 1000,\n\t\t\tCreatedAt:  \"2024-01-01T00:00:00Z\",\n\t\t},\n\t\t{\n\t\t\tID:         \"player_2\",\n\t\t\tName:       \"玩家2\",\n\t\t\tEmail:      \"player2@example.com\",\n\t\t\tLevel:      15,\n\t\t\tGold:       8000,\n\t\t\tExperience: 2000,\n\t\t\tCreatedAt:  \"2024-01-02T00:00:00Z\",\n\t\t},\n\t}\n\tresp.Total = 2\n\tresp.Page = req.Page\n\tresp.PageSize = req.PageSize\n\n\treturn nil\n}\n"
  },
  {
    "path": "internal/interfaces/rpc/ranking_service.go",
    "content": "// Package rpc 排行榜RPC服务实现\npackage rpc\n\nimport (\n\t\"greatestworks/internal/application/handlers\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// RankingRPCService 排行榜RPC服务\ntype RankingRPCService struct {\n\tcommandBus *handlers.CommandBus\n\tqueryBus   *handlers.QueryBus\n\tlogger     logging.Logger\n}\n\n// NewRankingRPCService 创建排行榜RPC服务\nfunc NewRankingRPCService(\n\tcommandBus *handlers.CommandBus,\n\tqueryBus *handlers.QueryBus,\n\tlogger logging.Logger,\n) *RankingRPCService {\n\treturn &RankingRPCService{\n\t\tcommandBus: commandBus,\n\t\tqueryBus:   queryBus,\n\t\tlogger:     logger,\n\t}\n}\n\n// GetRankingRequest 获取排行榜请求\ntype GetRankingRequest struct {\n\tRankingID string `json:\"ranking_id\"`\n\tPage      int    `json:\"page\"`\n\tPageSize  int    `json:\"page_size\"`\n}\n\n// GetRankingResponse 获取排行榜响应\ntype GetRankingResponse struct {\n\tSuccess  bool         `json:\"success\"`\n\tMessage  string       `json:\"message\"`\n\tRanking  *RankingInfo `json:\"ranking,omitempty\"`\n\tEntries  []RankEntry  `json:\"entries\"`\n\tTotal    int          `json:\"total\"`\n\tPage     int          `json:\"page\"`\n\tPageSize int          `json:\"page_size\"`\n}\n\n// RankingInfo 排行榜信息\ntype RankingInfo struct {\n\tID          string `json:\"id\"`\n\tName        string `json:\"name\"`\n\tDescription string `json:\"description\"`\n\tType        string `json:\"type\"`\n\tCategory    string `json:\"category\"`\n\tMaxEntries  int    `json:\"max_entries\"`\n\tIsActive    bool   `json:\"is_active\"`\n\tCreatedAt   string `json:\"created_at\"`\n\tUpdatedAt   string `json:\"updated_at\"`\n}\n\n// RankEntry 排行榜条目\ntype RankEntry struct {\n\tRank       int    `json:\"rank\"`\n\tPlayerID   string `json:\"player_id\"`\n\tPlayerName string `json:\"player_name\"`\n\tScore      int64  `json:\"score\"`\n\tLevel      int    `json:\"level\"`\n\tUpdatedAt  string `json:\"updated_at\"`\n}\n\n// GetRanking 获取排行榜\nfunc (s *RankingRPCService) GetRanking(req GetRankingRequest, resp *GetRankingResponse) error {\n\ts.logger.Info(\"RPC call: Get ranking\", logging.Fields{\n\t\t\"ranking_id\": req.RankingID,\n\t\t\"page\":       req.Page,\n\t})\n\n\t// TODO: 实现获取排行榜逻辑\n\t// 1. 验证请求参数\n\t// 2. 调用查询总线获取排行榜信息\n\t// 3. 返回结果\n\n\tresp.Success = true\n\tresp.Message = \"获取排行榜成功\"\n\tresp.Ranking = &RankingInfo{\n\t\tID:          req.RankingID,\n\t\tName:        \"等级排行榜\",\n\t\tDescription: \"玩家等级排行榜\",\n\t\tType:        \"level\",\n\t\tCategory:    \"player\",\n\t\tMaxEntries:  1000,\n\t\tIsActive:    true,\n\t\tCreatedAt:   \"2024-01-01T00:00:00Z\",\n\t\tUpdatedAt:   \"2024-01-01T12:00:00Z\",\n\t}\n\n\tresp.Entries = []RankEntry{\n\t\t{\n\t\t\tRank:       1,\n\t\t\tPlayerID:   \"player_1\",\n\t\t\tPlayerName: \"玩家1\",\n\t\t\tScore:      1000,\n\t\t\tLevel:      50,\n\t\t\tUpdatedAt:  \"2024-01-01T12:00:00Z\",\n\t\t},\n\t\t{\n\t\t\tRank:       2,\n\t\t\tPlayerID:   \"player_2\",\n\t\t\tPlayerName: \"玩家2\",\n\t\t\tScore:      950,\n\t\t\tLevel:      48,\n\t\t\tUpdatedAt:  \"2024-01-01T11:30:00Z\",\n\t\t},\n\t}\n\n\tresp.Total = 2\n\tresp.Page = req.Page\n\tresp.PageSize = req.PageSize\n\n\treturn nil\n}\n\n// UpdatePlayerScoreRequest 更新玩家分数请求\ntype UpdatePlayerScoreRequest struct {\n\tRankingID string `json:\"ranking_id\"`\n\tPlayerID  string `json:\"player_id\"`\n\tScore     int64  `json:\"score\"`\n}\n\n// UpdatePlayerScoreResponse 更新玩家分数响应\ntype UpdatePlayerScoreResponse struct {\n\tSuccess bool   `json:\"success\"`\n\tMessage string `json:\"message\"`\n\tNewRank int    `json:\"new_rank,omitempty\"`\n}\n\n// UpdatePlayerScore 更新玩家分数\nfunc (s *RankingRPCService) UpdatePlayerScore(req UpdatePlayerScoreRequest, resp *UpdatePlayerScoreResponse) error {\n\ts.logger.Info(\"RPC call: Update player score\", logging.Fields{\n\t\t\"ranking_id\": req.RankingID,\n\t\t\"player_id\":  req.PlayerID,\n\t\t\"score\":      req.Score,\n\t})\n\n\t// TODO: 实现更新玩家分数逻辑\n\t// 1. 验证请求参数\n\t// 2. 调用命令总线处理更新分数命令\n\t// 3. 返回结果\n\n\tresp.Success = true\n\tresp.Message = \"玩家分数更新成功\"\n\tresp.NewRank = 5\n\n\treturn nil\n}\n\n// GetPlayerRankRequest 获取玩家排名请求\ntype GetPlayerRankRequest struct {\n\tRankingID string `json:\"ranking_id\"`\n\tPlayerID  string `json:\"player_id\"`\n}\n\n// GetPlayerRankResponse 获取玩家排名响应\ntype GetPlayerRankResponse struct {\n\tSuccess bool       `json:\"success\"`\n\tMessage string     `json:\"message\"`\n\tRank    int        `json:\"rank\"`\n\tScore   int64      `json:\"score\"`\n\tEntry   *RankEntry `json:\"entry,omitempty\"`\n}\n\n// GetPlayerRank 获取玩家排名\nfunc (s *RankingRPCService) GetPlayerRank(req GetPlayerRankRequest, resp *GetPlayerRankResponse) error {\n\ts.logger.Info(\"RPC call: Get player rank\", logging.Fields{\n\t\t\"ranking_id\": req.RankingID,\n\t\t\"player_id\":  req.PlayerID,\n\t})\n\n\t// TODO: 实现获取玩家排名逻辑\n\t// 1. 验证请求参数\n\t// 2. 调用查询总线获取玩家排名\n\t// 3. 返回结果\n\n\tresp.Success = true\n\tresp.Message = \"获取玩家排名成功\"\n\tresp.Rank = 10\n\tresp.Score = 800\n\tresp.Entry = &RankEntry{\n\t\tRank:       10,\n\t\tPlayerID:   req.PlayerID,\n\t\tPlayerName: \"测试玩家\",\n\t\tScore:      800,\n\t\tLevel:      40,\n\t\tUpdatedAt:  \"2024-01-01T10:00:00Z\",\n\t}\n\n\treturn nil\n}\n\n// GetTopPlayersRequest 获取顶级玩家请求\ntype GetTopPlayersRequest struct {\n\tRankingID string `json:\"ranking_id\"`\n\tLimit     int    `json:\"limit\"`\n}\n\n// GetTopPlayersResponse 获取顶级玩家响应\ntype GetTopPlayersResponse struct {\n\tSuccess bool        `json:\"success\"`\n\tMessage string      `json:\"message\"`\n\tPlayers []RankEntry `json:\"players\"`\n}\n\n// GetTopPlayers 获取顶级玩家\nfunc (s *RankingRPCService) GetTopPlayers(req GetTopPlayersRequest, resp *GetTopPlayersResponse) error {\n\ts.logger.Info(\"RPC call: Get top players\", logging.Fields{\n\t\t\"ranking_id\": req.RankingID,\n\t\t\"limit\":      req.Limit,\n\t})\n\n\t// TODO: 实现获取顶级玩家逻辑\n\t// 1. 验证请求参数\n\t// 2. 调用查询总线获取顶级玩家\n\t// 3. 返回结果\n\n\tresp.Success = true\n\tresp.Message = \"获取顶级玩家成功\"\n\tresp.Players = []RankEntry{\n\t\t{\n\t\t\tRank:       1,\n\t\t\tPlayerID:   \"player_1\",\n\t\t\tPlayerName: \"顶级玩家1\",\n\t\t\tScore:      1000,\n\t\t\tLevel:      50,\n\t\t\tUpdatedAt:  \"2024-01-01T12:00:00Z\",\n\t\t},\n\t\t{\n\t\t\tRank:       2,\n\t\t\tPlayerID:   \"player_2\",\n\t\t\tPlayerName: \"顶级玩家2\",\n\t\t\tScore:      950,\n\t\t\tLevel:      48,\n\t\t\tUpdatedAt:  \"2024-01-01T11:30:00Z\",\n\t\t},\n\t}\n\n\treturn nil\n}\n\n// CreateRankingRequest 创建排行榜请求\ntype CreateRankingRequest struct {\n\tName        string `json:\"name\"`\n\tDescription string `json:\"description\"`\n\tType        string `json:\"type\"`\n\tCategory    string `json:\"category\"`\n\tMaxEntries  int    `json:\"max_entries\"`\n}\n\n// CreateRankingResponse 创建排行榜响应\ntype CreateRankingResponse struct {\n\tSuccess   bool   `json:\"success\"`\n\tMessage   string `json:\"message\"`\n\tRankingID string `json:\"ranking_id,omitempty\"`\n}\n\n// CreateRanking 创建排行榜\nfunc (s *RankingRPCService) CreateRanking(req CreateRankingRequest, resp *CreateRankingResponse) error {\n\ts.logger.Info(\"RPC call: Create ranking\", logging.Fields{\n\t\t\"name\": req.Name,\n\t\t\"type\": req.Type,\n\t})\n\n\t// TODO: 实现创建排行榜逻辑\n\t// 1. 验证请求参数\n\t// 2. 调用命令总线处理创建排行榜命令\n\t// 3. 返回结果\n\n\tresp.Success = true\n\tresp.Message = \"排行榜创建成功\"\n\tresp.RankingID = \"ranking_123\" // 临时ID\n\n\treturn nil\n}\n"
  },
  {
    "path": "internal/interfaces/rpc/replication_service.go",
    "content": "// Package rpc 副本RPC服务\npackage rpc\n\nimport (\n\t\"context\"\n\t\"greatestworks/internal/application/services\"\n\t\"greatestworks/internal/infrastructure/logging\"\n\t\"time\"\n)\n\n// ReplicationRPCService 副本RPC服务\ntype ReplicationRPCService struct {\n\tapp    *services.ReplicationService\n\tlogger logging.Logger\n}\n\n// NewReplicationRPCService 构造\nfunc NewReplicationRPCService(app *services.ReplicationService, logger logging.Logger) *ReplicationRPCService {\n\treturn &ReplicationRPCService{app: app, logger: logger}\n}\n\n// CreateInstance\ntype CreateInstanceRPCRequest struct {\n\tTemplateID    string\n\tInstanceType  int\n\tOwnerPlayerID string\n\tOwnerName     string\n\tOwnerLevel    int\n\tMaxPlayers    int\n\tDifficulty    int\n\tLifetimeSec   int64\n}\n\ntype CreateInstanceRPCResponse struct {\n\tInstance *services.InstanceInfoDTO\n\tError    string\n}\n\nfunc (s *ReplicationRPCService) CreateInstance(req CreateInstanceRPCRequest, resp *CreateInstanceRPCResponse) error {\n\tctx := context.Background()\n\tdto, err := s.app.CreateInstance(ctx, &services.CreateInstanceCommand{\n\t\tTemplateID:    req.TemplateID,\n\t\tInstanceType:  req.InstanceType,\n\t\tOwnerPlayerID: req.OwnerPlayerID,\n\t\tOwnerName:     req.OwnerName,\n\t\tOwnerLevel:    req.OwnerLevel,\n\t\tMaxPlayers:    req.MaxPlayers,\n\t\tDifficulty:    req.Difficulty,\n\t\tLifetime:      time.Duration(req.LifetimeSec) * time.Second,\n\t})\n\tif err != nil {\n\t\tresp.Error = err.Error()\n\t\treturn nil\n\t}\n\tresp.Instance = dto\n\treturn nil\n}\n\n// JoinInstance\ntype JoinInstanceRPCRequest struct {\n\tInstanceID string\n\tPlayerID   string\n\tPlayerName string\n\tLevel      int\n\tRole       string\n}\n\ntype SimpleRPCResponse struct{ Error string }\n\nfunc (s *ReplicationRPCService) JoinInstance(req JoinInstanceRPCRequest, resp *SimpleRPCResponse) error {\n\tctx := context.Background()\n\terr := s.app.JoinInstance(ctx, &services.JoinInstanceCommand{\n\t\tInstanceID: req.InstanceID,\n\t\tPlayerID:   req.PlayerID,\n\t\tPlayerName: req.PlayerName,\n\t\tLevel:      req.Level,\n\t\tRole:       req.Role,\n\t})\n\tif err != nil {\n\t\tresp.Error = err.Error()\n\t}\n\treturn nil\n}\n\n// LeaveInstance\ntype LeaveInstanceRPCRequest struct{ InstanceID, PlayerID string }\n\nfunc (s *ReplicationRPCService) LeaveInstance(req LeaveInstanceRPCRequest, resp *SimpleRPCResponse) error {\n\tctx := context.Background()\n\terr := s.app.LeaveInstance(ctx, &services.LeaveInstanceCommand{InstanceID: req.InstanceID, PlayerID: req.PlayerID})\n\tif err != nil {\n\t\tresp.Error = err.Error()\n\t}\n\treturn nil\n}\n\n// GetInstanceInfo\ntype GetInstanceInfoRPCRequest struct{ InstanceID string }\n\ntype GetInstanceInfoRPCResponse struct {\n\tInstance *services.InstanceInfoDTO\n\tError    string\n}\n\nfunc (s *ReplicationRPCService) GetInstanceInfo(req GetInstanceInfoRPCRequest, resp *GetInstanceInfoRPCResponse) error {\n\tctx := context.Background()\n\tdto, err := s.app.GetInstanceInfo(ctx, req.InstanceID)\n\tif err != nil {\n\t\tresp.Error = err.Error()\n\t\treturn nil\n\t}\n\tresp.Instance = dto\n\treturn nil\n}\n\n// ListActiveInstances\n\ntype ListActiveInstancesRPCRequest struct{}\n\ntype ListActiveInstancesRPCResponse struct {\n\tInstances []*services.InstanceInfoDTO\n\tError     string\n}\n\nfunc (s *ReplicationRPCService) ListActiveInstances(_ ListActiveInstancesRPCRequest, resp *ListActiveInstancesRPCResponse) error {\n\tctx := context.Background()\n\tdtos, err := s.app.ListActiveInstances(ctx)\n\tif err != nil {\n\t\tresp.Error = err.Error()\n\t\treturn nil\n\t}\n\tresp.Instances = dtos\n\treturn nil\n}\n\n// CleanupExpiredInstances\n\ntype CleanupExpiredInstancesRPCRequest struct{}\n\ntype CleanupExpiredInstancesRPCResponse struct {\n\tCount int\n\tError string\n}\n\nfunc (s *ReplicationRPCService) CleanupExpiredInstances(_ CleanupExpiredInstancesRPCRequest, resp *CleanupExpiredInstancesRPCResponse) error {\n\tctx := context.Background()\n\tcount, err := s.app.CleanupExpiredInstances(ctx)\n\tif err != nil {\n\t\tresp.Error = err.Error()\n\t\treturn nil\n\t}\n\tresp.Count = count\n\treturn nil\n}\n"
  },
  {
    "path": "internal/interfaces/rpc/server.go",
    "content": "// Package rpc 提供Go原生RPC服务器实现\n// 基于DDD架构的分布式游戏服务RPC接口\npackage rpc\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"net\"\n\t\"net/rpc\"\n\t\"time\"\n\n\t\"greatestworks/internal/application/handlers\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// RPCServerConfig RPC服务器配置\ntype RPCServerConfig struct {\n\tHost            string        `yaml:\"host\"`\n\tPort            int           `yaml:\"port\"`\n\tMaxConnections  int           `yaml:\"max_connections\"`\n\tTimeout         time.Duration `yaml:\"timeout\"`\n\tKeepAlive       bool          `yaml:\"keep_alive\"`\n\tKeepAlivePeriod time.Duration `yaml:\"keep_alive_period\"`\n\tReadTimeout     time.Duration `yaml:\"read_timeout\"`\n\tWriteTimeout    time.Duration `yaml:\"write_timeout\"`\n}\n\n// RPCServer RPC服务器\ntype RPCServer struct {\n\tconfig     *RPCServerConfig\n\tlogger     logging.Logger\n\tserver     *rpc.Server\n\tcommandBus *handlers.CommandBus\n\tqueryBus   *handlers.QueryBus\n\tlistener   net.Listener\n\tctx        context.Context\n\tcancel     context.CancelFunc\n\textras     []interface{}\n}\n\n// NewRPCServer 创建RPC服务器\nfunc NewRPCServer(\n\tconfig *RPCServerConfig,\n\tcommandBus *handlers.CommandBus,\n\tqueryBus *handlers.QueryBus,\n\tlogger logging.Logger,\n) *RPCServer {\n\tctx, cancel := context.WithCancel(context.Background())\n\n\treturn &RPCServer{\n\t\tconfig:     config,\n\t\tlogger:     logger,\n\t\tcommandBus: commandBus,\n\t\tqueryBus:   queryBus,\n\t\tctx:        ctx,\n\t\tcancel:     cancel,\n\t}\n}\n\n// Start 启动RPC服务器\nfunc (s *RPCServer) Start() error {\n\t// 创建RPC服务器\n\ts.server = rpc.NewServer()\n\n\t// 注册服务\n\ts.registerServices()\n\n\t// 注册额外服务（由引导器注入）\n\tfor _, svc := range s.extras {\n\t\tif err := s.server.Register(svc); err != nil {\n\t\t\ts.logger.Error(\"failed to register extra RPC service\", err, logging.Fields{})\n\t\t}\n\t}\n\n\t// 创建监听器\n\taddr := fmt.Sprintf(\"%s:%d\", s.config.Host, s.config.Port)\n\tlistener, err := net.Listen(\"tcp\", addr)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"创建监听器失败: %w\", err)\n\t}\n\ts.listener = listener\n\n\t// 启动服务器\n\tgo func() {\n\t\ts.logger.Info(\"RPC server started\", logging.Fields{\n\t\t\t\"address\": addr,\n\t\t})\n\t\ts.server.Accept(listener)\n\t}()\n\n\treturn nil\n}\n\n// RegisterService 允许引导器注册额外的RPC服务\nfunc (s *RPCServer) RegisterService(service interface{}) {\n\ts.extras = append(s.extras, service)\n}\n\n// Stop 停止RPC服务器\nfunc (s *RPCServer) Stop() error {\n\ts.logger.Info(\"停止RPC服务器\")\n\n\t// 取消上下文\n\ts.cancel()\n\n\t// 关闭监听器\n\tif s.listener != nil {\n\t\ts.listener.Close()\n\t}\n\n\ts.logger.Info(\"RPC服务器已停止\")\n\treturn nil\n}\n\n// registerServices 注册服务\nfunc (s *RPCServer) registerServices() {\n\ts.logger.Info(\"注册RPC服务\")\n\n\t// 注册玩家服务\n\tplayerService := NewPlayerRPCService(s.commandBus, s.queryBus, s.logger)\n\ts.server.Register(playerService)\n\n\t// 注册战斗服务\n\tbattleService := NewBattleRPCService(s.commandBus, s.queryBus, s.logger)\n\ts.server.Register(battleService)\n\n\t// 注册排行榜服务\n\trankingService := NewRankingRPCService(s.commandBus, s.queryBus, s.logger)\n\ts.server.Register(rankingService)\n\n\t// 注册其他领域服务\n\t// TODO: 注册更多服务\n\n\ts.logger.Info(\"RPC服务注册完成\")\n}\n\n// GetStats 获取服务器统计信息\nfunc (s *RPCServer) GetStats() map[string]interface{} {\n\tstats := make(map[string]interface{})\n\n\tstats[\"status\"] = \"running\"\n\tstats[\"address\"] = fmt.Sprintf(\"%s:%d\", s.config.Host, s.config.Port)\n\tstats[\"max_connections\"] = s.config.MaxConnections\n\tstats[\"timeout\"] = s.config.Timeout.String()\n\n\treturn stats\n}\n\n// DefaultRPCServerConfig 默认RPC服务器配置\nfunc DefaultRPCServerConfig() *RPCServerConfig {\n\treturn &RPCServerConfig{\n\t\tHost:            \"0.0.0.0\",\n\t\tPort:            8081,\n\t\tMaxConnections:  1000,\n\t\tTimeout:         30 * time.Second,\n\t\tKeepAlive:       true,\n\t\tKeepAlivePeriod: 30 * time.Second,\n\t\tReadTimeout:     30 * time.Second,\n\t\tWriteTimeout:    30 * time.Second,\n\t}\n}\n"
  },
  {
    "path": "internal/interfaces/tcp/connection/heartbeat.go",
    "content": "package connection\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"sync\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// HeartbeatManager 心跳管理器\ntype HeartbeatManager struct {\n\tsessions map[string]*Session\n\tmutex    sync.RWMutex\n\tlogger   logging.Logger\n\tinterval time.Duration\n\ttimeout  time.Duration\n}\n\n// NewHeartbeatManager 创建心跳管理器\nfunc NewHeartbeatManager(logger logging.Logger, interval, timeout time.Duration) *HeartbeatManager {\n\treturn &HeartbeatManager{\n\t\tsessions: make(map[string]*Session),\n\t\tlogger:   logger,\n\t\tinterval: interval,\n\t\ttimeout:  timeout,\n\t}\n}\n\n// AddSession 添加会话\nfunc (hm *HeartbeatManager) AddSession(session *Session) {\n\thm.mutex.Lock()\n\tdefer hm.mutex.Unlock()\n\n\thm.sessions[session.ID] = session\n\thm.logger.Info(\"会话已添加到心跳管理\", map[string]interface{}{\n\t\t\"session_id\": session.ID,\n\t})\n}\n\n// RemoveSession 移除会话\nfunc (hm *HeartbeatManager) RemoveSession(sessionID string) {\n\thm.mutex.Lock()\n\tdefer hm.mutex.Unlock()\n\n\tdelete(hm.sessions, sessionID)\n\thm.logger.Info(\"会话已从心跳管理移除\", map[string]interface{}{\n\t\t\"session_id\": sessionID,\n\t})\n}\n\n// Start 启动心跳检查\nfunc (hm *HeartbeatManager) Start(ctx context.Context) {\n\tticker := time.NewTicker(hm.interval)\n\tdefer ticker.Stop()\n\n\thm.logger.Info(\"心跳管理器启动\", map[string]interface{}{\n\t\t\"interval\": hm.interval,\n\t\t\"timeout\":  hm.timeout,\n\t})\n\n\tfor {\n\t\tselect {\n\t\tcase <-ctx.Done():\n\t\t\thm.logger.Info(\"心跳管理器停止\")\n\t\t\treturn\n\t\tcase <-ticker.C:\n\t\t\thm.checkHeartbeats()\n\t\t}\n\t}\n}\n\n// checkHeartbeats 检查心跳\nfunc (hm *HeartbeatManager) checkHeartbeats() {\n\thm.mutex.RLock()\n\tsessions := make([]*Session, 0, len(hm.sessions))\n\tfor _, session := range hm.sessions {\n\t\tsessions = append(sessions, session)\n\t}\n\thm.mutex.RUnlock()\n\n\tnow := time.Now()\n\ttimeoutCount := 0\n\n\tfor _, session := range sessions {\n\t\tif now.Sub(session.LastActivity) > hm.timeout {\n\t\t\thm.logger.Info(\"会话心跳超时\", map[string]interface{}{\n\t\t\t\t\"session_id\":    session.ID,\n\t\t\t\t\"last_activity\": session.LastActivity,\n\t\t\t\t\"timeout\":       hm.timeout,\n\t\t\t})\n\n\t\t\t// 关闭超时会话\n\t\t\tsession.Close()\n\t\t\thm.RemoveSession(session.ID)\n\t\t\ttimeoutCount++\n\t\t}\n\t}\n\n\tif timeoutCount > 0 {\n\t\thm.logger.Info(\"心跳检查完成\", map[string]interface{}{\n\t\t\t\"timeout_count\": timeoutCount,\n\t\t\t\"active_count\":  len(sessions) - timeoutCount,\n\t\t})\n\t}\n}\n\n// SendHeartbeat 发送心跳\nfunc (hm *HeartbeatManager) SendHeartbeat(sessionID string) error {\n\thm.mutex.RLock()\n\tsession, exists := hm.sessions[sessionID]\n\thm.mutex.RUnlock()\n\n\tif !exists {\n\t\treturn fmt.Errorf(\"会话不存在: %s\", sessionID)\n\t}\n\n\t// 更新最后活跃时间\n\tsession.LastActivity = time.Now()\n\n\thm.logger.Info(\"心跳已发送\", map[string]interface{}{\n\t\t\"session_id\": sessionID,\n\t})\n\n\treturn nil\n}\n\n// GetActiveSessionCount 获取活跃会话数量\nfunc (hm *HeartbeatManager) GetActiveSessionCount() int {\n\thm.mutex.RLock()\n\tdefer hm.mutex.RUnlock()\n\n\treturn len(hm.sessions)\n}\n"
  },
  {
    "path": "internal/interfaces/tcp/connection/manager.go",
    "content": "package connection\n\nimport (\n\t\"context\"\n\t\"sync\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// Manager 连接管理器\ntype Manager struct {\n\tconnections map[string]*Session\n\t// Mapping from player entity ID to session\n\tplayerSessions map[int32]*Session\n\t// Reverse mapping from session ID to player entity ID\n\tsessionToPlayer map[string]int32\n\tmutex           sync.RWMutex\n\tlogger          logging.Logger\n}\n\n// NewManager 创建连接管理器\nfunc NewManager(logger logging.Logger) *Manager {\n\treturn &Manager{\n\t\tconnections:     make(map[string]*Session),\n\t\tplayerSessions:  make(map[int32]*Session),\n\t\tsessionToPlayer: make(map[string]int32),\n\t\tlogger:          logger,\n\t}\n}\n\n// AddConnection 添加连接\nfunc (m *Manager) AddConnection(session *Session) {\n\tm.mutex.Lock()\n\tdefer m.mutex.Unlock()\n\n\tm.connections[session.ID] = session\n\tm.logger.Info(\"Connection added\", logging.Fields{\n\t\t\"session_id\": session.ID,\n\t\t\"address\":    session.RemoteAddr,\n\t})\n}\n\n// RemoveConnection 移除连接\nfunc (m *Manager) RemoveConnection(sessionID string) {\n\tm.mutex.Lock()\n\tdefer m.mutex.Unlock()\n\n\tif session, exists := m.connections[sessionID]; exists {\n\t\tdelete(m.connections, sessionID)\n\t\t// Also remove any player-session bindings pointing to this session\n\t\tfor pid, s := range m.playerSessions {\n\t\t\tif s == session {\n\t\t\t\tdelete(m.playerSessions, pid)\n\t\t\t}\n\t\t}\n\t\tdelete(m.sessionToPlayer, sessionID)\n\t\tm.logger.Info(\"Connection removed\", logging.Fields{\n\t\t\t\"session_id\": sessionID,\n\t\t\t\"address\":    session.RemoteAddr,\n\t\t})\n\t}\n}\n\n// GetConnection 获取连接\nfunc (m *Manager) GetConnection(sessionID string) (*Session, bool) {\n\tm.mutex.RLock()\n\tdefer m.mutex.RUnlock()\n\n\tsession, exists := m.connections[sessionID]\n\treturn session, exists\n}\n\n// GetAllConnections 获取所有连接\nfunc (m *Manager) GetAllConnections() map[string]*Session {\n\tm.mutex.RLock()\n\tdefer m.mutex.RUnlock()\n\n\t// 返回副本\n\tconnections := make(map[string]*Session)\n\tfor id, session := range m.connections {\n\t\tconnections[id] = session\n\t}\n\treturn connections\n}\n\n// GetConnectionCount 获取连接数量\nfunc (m *Manager) GetConnectionCount() int {\n\tm.mutex.RLock()\n\tdefer m.mutex.RUnlock()\n\n\treturn len(m.connections)\n}\n\n// BindPlayer binds a player entity ID to a session for targeted sends.\nfunc (m *Manager) BindPlayer(entityID int32, session *Session) {\n\tm.mutex.Lock()\n\tdefer m.mutex.Unlock()\n\tm.playerSessions[entityID] = session\n\tm.sessionToPlayer[session.ID] = entityID\n\tm.logger.Info(\"Player bound to session\", logging.Fields{\n\t\t\"entity_id\":  entityID,\n\t\t\"session_id\": session.ID,\n\t})\n}\n\n// UnbindPlayer removes the binding between a player entity ID and any session.\nfunc (m *Manager) UnbindPlayer(entityID int32) {\n\tm.mutex.Lock()\n\tdefer m.mutex.Unlock()\n\tif s, ok := m.playerSessions[entityID]; ok {\n\t\tdelete(m.sessionToPlayer, s.ID)\n\t\tdelete(m.playerSessions, entityID)\n\t} else {\n\t\tdelete(m.playerSessions, entityID)\n\t}\n\tm.logger.Info(\"Player unbound from session\", logging.Fields{\n\t\t\"entity_id\": entityID,\n\t})\n}\n\n// GetSessionByPlayer retrieves the session bound to the given player entity ID.\nfunc (m *Manager) GetSessionByPlayer(entityID int32) (*Session, bool) {\n\tm.mutex.RLock()\n\tdefer m.mutex.RUnlock()\n\ts, ok := m.playerSessions[entityID]\n\treturn s, ok\n}\n\n// GetPlayerBySession retrieves the bound player entity ID from a session ID.\nfunc (m *Manager) GetPlayerBySession(sessionID string) (int32, bool) {\n\tm.mutex.RLock()\n\tdefer m.mutex.RUnlock()\n\tpid, ok := m.sessionToPlayer[sessionID]\n\treturn pid, ok\n}\n\n// Broadcast 广播消息\nfunc (m *Manager) Broadcast(message []byte) {\n\tm.mutex.RLock()\n\tdefer m.mutex.RUnlock()\n\n\tfor _, session := range m.connections {\n\t\tif err := session.Send(message); err != nil {\n\t\t\tm.logger.Error(\"Failed to broadcast message\", err, logging.Fields{\n\t\t\t\t\"session_id\": session.ID,\n\t\t\t})\n\t\t}\n\t}\n}\n\n// BroadcastToGroup 向指定组广播消息\nfunc (m *Manager) BroadcastToGroup(groupID string, message []byte) {\n\tm.mutex.RLock()\n\tdefer m.mutex.RUnlock()\n\n\tfor _, session := range m.connections {\n\t\tif session.GroupID == groupID {\n\t\t\tif err := session.Send(message); err != nil {\n\t\t\t\tm.logger.Error(\"Failed to broadcast to group\", err, logging.Fields{\n\t\t\t\t\t\"session_id\": session.ID,\n\t\t\t\t\t\"group_id\":   groupID,\n\t\t\t\t})\n\t\t\t}\n\t\t}\n\t}\n}\n\n// CleanupInactiveConnections 清理非活跃连接\nfunc (m *Manager) CleanupInactiveConnections(timeout time.Duration) {\n\tm.mutex.Lock()\n\tdefer m.mutex.Unlock()\n\n\tnow := time.Now()\n\tfor id, session := range m.connections {\n\t\tif now.Sub(session.LastActivity) > timeout {\n\t\t\tsession.Close()\n\t\t\tdelete(m.connections, id)\n\t\t\tm.logger.Info(\"Cleaned up inactive connection\", logging.Fields{\n\t\t\t\t\"session_id\":    id,\n\t\t\t\t\"last_activity\": session.LastActivity,\n\t\t\t})\n\t\t}\n\t}\n}\n\n// StartCleanupRoutine 启动清理例程\nfunc (m *Manager) StartCleanupRoutine(ctx context.Context, interval, timeout time.Duration) {\n\tticker := time.NewTicker(interval)\n\tdefer ticker.Stop()\n\n\tfor {\n\t\tselect {\n\t\tcase <-ctx.Done():\n\t\t\tm.logger.Info(\"Connection cleanup routine stopped\", logging.Fields{})\n\t\t\treturn\n\t\tcase <-ticker.C:\n\t\t\tm.CleanupInactiveConnections(timeout)\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "internal/interfaces/tcp/connection/session.go",
    "content": "package connection\n\nimport (\n\t\"fmt\"\n\t\"net\"\n\t\"sync\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// Session 会话\ntype Session struct {\n\tID           string\n\tConn         net.Conn\n\tRemoteAddr   string\n\tGroupID      string\n\tUserID       string\n\tCreatedAt    time.Time\n\tLastActivity time.Time\n\tStatus       string\n\tmutex        sync.RWMutex\n\tlogger       logging.Logger\n}\n\n// NewSession 创建会话\nfunc NewSession(id string, conn net.Conn, logger logging.Logger) *Session {\n\treturn &Session{\n\t\tID:           id,\n\t\tConn:         conn,\n\t\tRemoteAddr:   conn.RemoteAddr().String(),\n\t\tCreatedAt:    time.Now(),\n\t\tLastActivity: time.Now(),\n\t\tStatus:       \"active\",\n\t\tlogger:       logger,\n\t}\n}\n\n// Send 发送消息\nfunc (s *Session) Send(data []byte) error {\n\ts.mutex.Lock()\n\tdefer s.mutex.Unlock()\n\n\tif s.Conn == nil {\n\t\treturn fmt.Errorf(\"连接已关闭\")\n\t}\n\n\t_, err := s.Conn.Write(data)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"发送消息失败: %w\", err)\n\t}\n\n\ts.LastActivity = time.Now()\n\ts.logger.Info(\"消息已发送\", map[string]interface{}{\n\t\t\"session_id\":  s.ID,\n\t\t\"data_length\": len(data),\n\t\t\"remote_addr\": s.RemoteAddr,\n\t})\n\n\treturn nil\n}\n\n// Receive 接收消息\nfunc (s *Session) Receive() ([]byte, error) {\n\ts.mutex.Lock()\n\tdefer s.mutex.Unlock()\n\n\tif s.Conn == nil {\n\t\treturn nil, fmt.Errorf(\"连接已关闭\")\n\t}\n\n\tbuffer := make([]byte, 4096)\n\tn, err := s.Conn.Read(buffer)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"接收消息失败: %w\", err)\n\t}\n\n\ts.LastActivity = time.Now()\n\ts.logger.Info(\"消息已接收\", map[string]interface{}{\n\t\t\"session_id\":  s.ID,\n\t\t\"data_length\": n,\n\t\t\"remote_addr\": s.RemoteAddr,\n\t})\n\n\treturn buffer[:n], nil\n}\n\n// Close 关闭会话\nfunc (s *Session) Close() error {\n\ts.mutex.Lock()\n\tdefer s.mutex.Unlock()\n\n\tif s.Conn == nil {\n\t\treturn nil\n\t}\n\n\terr := s.Conn.Close()\n\ts.Conn = nil\n\ts.Status = \"closed\"\n\n\ts.logger.Info(\"会话已关闭\", map[string]interface{}{\n\t\t\"session_id\":  s.ID,\n\t\t\"remote_addr\": s.RemoteAddr,\n\t})\n\n\treturn err\n}\n\n// SetUserID 设置用户ID\nfunc (s *Session) SetUserID(userID string) {\n\ts.mutex.Lock()\n\tdefer s.mutex.Unlock()\n\n\ts.UserID = userID\n\ts.logger.Info(\"用户ID已设置\", map[string]interface{}{\n\t\t\"session_id\": s.ID,\n\t\t\"user_id\":    userID,\n\t})\n}\n\n// GetUserID 获取用户ID\nfunc (s *Session) GetUserID() string {\n\ts.mutex.RLock()\n\tdefer s.mutex.RUnlock()\n\n\treturn s.UserID\n}\n\n// SetGroupID 设置组ID\nfunc (s *Session) SetGroupID(groupID string) {\n\ts.mutex.Lock()\n\tdefer s.mutex.Unlock()\n\n\ts.GroupID = groupID\n\ts.logger.Info(\"组ID已设置\", map[string]interface{}{\n\t\t\"session_id\": s.ID,\n\t\t\"group_id\":   groupID,\n\t})\n}\n\n// GetGroupID 获取组ID\nfunc (s *Session) GetGroupID() string {\n\ts.mutex.RLock()\n\tdefer s.mutex.RUnlock()\n\n\treturn s.GroupID\n}\n\n// SetStatus 设置状态\nfunc (s *Session) SetStatus(status string) {\n\ts.mutex.Lock()\n\tdefer s.mutex.Unlock()\n\n\ts.Status = status\n\ts.logger.Info(\"状态已更新\", map[string]interface{}{\n\t\t\"session_id\": s.ID,\n\t\t\"status\":     status,\n\t})\n}\n\n// GetStatus 获取状态\nfunc (s *Session) GetStatus() string {\n\ts.mutex.RLock()\n\tdefer s.mutex.RUnlock()\n\n\treturn s.Status\n}\n\n// IsActive 检查是否活跃\nfunc (s *Session) IsActive() bool {\n\ts.mutex.RLock()\n\tdefer s.mutex.RUnlock()\n\n\treturn s.Status == \"active\" && s.Conn != nil\n}\n\n// SetReadTimeout 设置读取超时\nfunc (s *Session) SetReadTimeout(timeout time.Duration) error {\n\ts.mutex.Lock()\n\tdefer s.mutex.Unlock()\n\n\tif s.Conn == nil {\n\t\treturn fmt.Errorf(\"连接已关闭\")\n\t}\n\n\treturn s.Conn.SetReadDeadline(time.Now().Add(timeout))\n}\n\n// SetWriteTimeout 设置写入超时\nfunc (s *Session) SetWriteTimeout(timeout time.Duration) error {\n\ts.mutex.Lock()\n\tdefer s.mutex.Unlock()\n\n\tif s.Conn == nil {\n\t\treturn fmt.Errorf(\"连接已关闭\")\n\t}\n\n\treturn s.Conn.SetWriteDeadline(time.Now().Add(timeout))\n}\n\n// GetInfo 获取会话信息\nfunc (s *Session) GetInfo() map[string]interface{} {\n\ts.mutex.RLock()\n\tdefer s.mutex.RUnlock()\n\n\treturn map[string]interface{}{\n\t\t\"id\":            s.ID,\n\t\t\"remote_addr\":   s.RemoteAddr,\n\t\t\"group_id\":      s.GroupID,\n\t\t\"user_id\":       s.UserID,\n\t\t\"created_at\":    s.CreatedAt,\n\t\t\"last_activity\": s.LastActivity,\n\t\t\"status\":        s.Status,\n\t}\n}\n"
  },
  {
    "path": "internal/interfaces/tcp/handlers/game_handler.go",
    "content": "package handlers\n\nimport (\n\t\"context\"\n\t\"encoding/json\"\n\t\"fmt\"\n\t\"strconv\"\n\t\"time\"\n\n\tappServices \"greatestworks/internal/application/services\"\n\t\"greatestworks/internal/domain/character\"\n\t\"greatestworks/internal/infrastructure/logging\"\n\t\"greatestworks/internal/interfaces/tcp/connection\"\n\t\"greatestworks/internal/interfaces/tcp/protocol\"\n)\n\n// GameHandler 游戏处理器\ntype GameHandler struct {\n\tlogger           logging.Logger\n\tconnManager      *connection.Manager\n\tmapService       *appServices.MapService\n\tfightService     *appServices.FightService\n\tcharacterService *appServices.CharacterService\n}\n\n// NewGameHandler 创建游戏处理器\nfunc NewGameHandler(commandBus interface{}, queryBus interface{}, connManager *connection.Manager, logger logging.Logger) *GameHandler {\n\treturn &GameHandler{\n\t\tlogger:      logger,\n\t\tconnManager: connManager,\n\t}\n}\n\n// SetMapService 注入地图服务\nfunc (h *GameHandler) SetMapService(ms *appServices.MapService) { h.mapService = ms }\n\n// SetFightService 注入战斗服务\nfunc (h *GameHandler) SetFightService(fs *appServices.FightService) { h.fightService = fs }\n\n// SetCharacterService 注入角色服务\nfunc (h *GameHandler) SetCharacterService(cs *appServices.CharacterService) { h.characterService = cs }\n\n// HandleMessage 处理消息\nfunc (h *GameHandler) HandleMessage(session *connection.Session, message *protocol.Message) error {\n\th.logger.Info(\"处理游戏消息\", map[string]interface{}{\n\t\t\"message_type\": message.Header.MessageType,\n\t\t\"player_id\":    message.Header.PlayerID,\n\t})\n\n\tswitch message.Header.MessageType {\n\tcase protocol.MsgPlayerLogin:\n\t\treturn h.handlePlayerLogin(session, message)\n\tcase protocol.MsgPlayerLogout:\n\t\treturn h.handlePlayerLogout(session, message)\n\tcase protocol.MsgPlayerMove:\n\t\treturn h.handlePlayerMove(session, message)\n\tcase protocol.MsgBattleSkill:\n\t\treturn h.handleSkillCast(session, message)\n\tcase protocol.MsgPlayerStatus:\n\t\treturn h.handlePlayerChat(session, message)\n\tcase protocol.MsgPlayerStats:\n\t\treturn h.handlePlayerAction(session, message)\n\tcase protocol.MsgChatMessage:\n\t\treturn h.handleChatMessage(session, message)\n\tcase protocol.MsgTeamCreate:\n\t\treturn h.handleTeamCreate(session, message)\n\tcase protocol.MsgTeamJoin:\n\t\treturn h.handleTeamJoin(session, message)\n\tcase protocol.MsgTeamLeave:\n\t\treturn h.handleTeamLeave(session, message)\n\tcase protocol.MsgTeamInfo:\n\t\treturn h.handleTeamInfo(session, message)\n\tdefault:\n\t\treturn fmt.Errorf(\"未知的消息类型: %d\", message.Header.MessageType)\n\t}\n}\n\n// handlePlayerLogin 处理玩家登录\nfunc (h *GameHandler) handlePlayerLogin(session *connection.Session, message *protocol.Message) error {\n\th.logger.Info(\"处理玩家登录\", map[string]interface{}{\n\t\t\"player_id\": message.Header.PlayerID,\n\t})\n\n\t// 解析请求负载\n\tvar req protocol.PlayerLoginRequest\n\tif payloadMap, ok := message.Payload.(map[string]interface{}); ok {\n\t\tif b, err := json.Marshal(payloadMap); err == nil {\n\t\t\t_ = json.Unmarshal(b, &req)\n\t\t}\n\t}\n\n\t// 简化绑定：假设协议中的 PlayerID 为实体ID或可转换的数字ID\n\tvar entityID int32\n\tvar characterID int64\n\tif req.PlayerID != \"\" {\n\t\tif id64, err := strconv.ParseInt(req.PlayerID, 10, 64); err == nil {\n\t\t\tentityID = int32(id64)\n\t\t\tcharacterID = id64\n\t\t}\n\t}\n\tif entityID == 0 && message.Header.PlayerID != 0 {\n\t\tentityID = int32(message.Header.PlayerID)\n\t\tcharacterID = int64(message.Header.PlayerID)\n\t}\n\n\t// 绑定会话与玩家\n\tif entityID != 0 && h.connManager != nil {\n\t\th.connManager.BindPlayer(entityID, session)\n\t}\n\tsession.SetUserID(req.PlayerID)\n\n\t// 推断地图ID与位置：优先从角色服务加载持久化位置\n\tvar mapID int32 = 1\n\tvar x, y, z float32 = 0, 0, 0\n\tif h.characterService != nil && characterID != 0 {\n\t\tif dbChar, err := h.characterService.GetCharacter(context.Background(), characterID); err == nil && dbChar != nil {\n\t\t\tmapID = dbChar.MapID\n\t\t\tx, y, z = dbChar.PositionX, dbChar.PositionY, dbChar.PositionZ\n\t\t}\n\t}\n\t// 允许客户端覆盖map_id（可选协议字段）\n\tif payloadMap, ok := message.Payload.(map[string]interface{}); ok {\n\t\tif v, ok := payloadMap[\"map_id\"]; ok {\n\t\t\tswitch vv := v.(type) {\n\t\t\tcase float64:\n\t\t\t\tmapID = int32(vv)\n\t\t\tcase string:\n\t\t\t\tif id64, err := strconv.ParseInt(vv, 10, 32); err == nil {\n\t\t\t\t\tmapID = int32(id64)\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\tsession.SetGroupID(fmt.Sprintf(\"map:%d\", mapID))\n\n\t// 确保地图加载并注册入地图（以便后续移动/AOI广播可用）\n\tif h.mapService != nil && entityID != 0 {\n\t\t_ = h.mapService.LoadMap(context.Background(), mapID)\n\t\te := character.NewEntity(character.EntityID(entityID), character.EntityTypePlayer, 1, character.NewVector3(0, 0, 0), character.NewVector3(0, 0, 1))\n\t\t_ = h.mapService.EnterMap(context.Background(), e, mapID, x, y, z)\n\t}\n\n\t// 构造登录响应\n\tresp := &protocol.Message{\n\t\tHeader: protocol.MessageHeader{\n\t\t\tMagic:       protocol.MessageMagic,\n\t\t\tMessageID:   message.Header.MessageID,\n\t\t\tMessageType: uint32(protocol.MsgPlayerLogin),\n\t\t\tFlags:       protocol.FlagResponse,\n\t\t\tPlayerID:    message.Header.PlayerID,\n\t\t\tTimestamp:   time.Now().Unix(),\n\t\t\tSequence:    0,\n\t\t},\n\t\tPayload: protocol.PlayerLoginResponse{\n\t\t\tBaseResponse: protocol.NewBaseResponse(true, \"login ok\"),\n\t\t\tSessionID:    session.ID,\n\t\t\tServerTime:   time.Now().Unix(),\n\t\t},\n\t}\n\n\tdata, err := json.Marshal(resp)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"序列化登录响应失败: %w\", err)\n\t}\n\treturn session.Send(data)\n\n}\n\n// handlePlayerLogout 处理玩家登出\nfunc (h *GameHandler) handlePlayerLogout(session *connection.Session, message *protocol.Message) error {\n\th.logger.Info(\"处理玩家登出\", map[string]interface{}{\n\t\t\"player_id\": message.Header.PlayerID,\n\t})\n\n\t// 清理绑定\n\tif h.connManager != nil {\n\t\t// 尝试从会话反查实体ID\n\t\tif entityID, ok := h.connManager.GetPlayerBySession(session.ID); ok {\n\t\t\t// 尝试从GroupID解析地图，并从地图移除实体\n\t\t\tvar mapID int32 = 1\n\t\t\tif h.mapService != nil {\n\t\t\t\tif gid := session.GetGroupID(); gid != \"\" {\n\t\t\t\t\tif len(gid) > 4 && gid[:4] == \"map:\" {\n\t\t\t\t\t\tif v, err := strconv.ParseInt(gid[4:], 10, 32); err == nil {\n\t\t\t\t\t\t\tmapID = int32(v)\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t// 从地图中获取最终位置并保存\n\t\t\t\tif h.characterService != nil && mapID > 0 {\n\t\t\t\t\tif m, err := h.mapService.GetMap(mapID); err == nil && m != nil {\n\t\t\t\t\t\tif e := m.GetEntity(character.EntityID(entityID)); e != nil {\n\t\t\t\t\t\t\tpos := e.Position()\n\t\t\t\t\t\t\t_ = h.characterService.UpdateLastLocation(\n\t\t\t\t\t\t\t\tcontext.Background(), int64(entityID), mapID, pos.X, pos.Y, pos.Z,\n\t\t\t\t\t\t\t)\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t_ = h.mapService.LeaveMapByID(context.Background(), mapID, entityID)\n\t\t\t}\n\t\t\th.connManager.UnbindPlayer(entityID)\n\t\t} else if message.Header.PlayerID != 0 {\n\t\t\th.connManager.UnbindPlayer(int32(message.Header.PlayerID))\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// handlePlayerMove 处理玩家移动\nfunc (h *GameHandler) handlePlayerMove(session *connection.Session, message *protocol.Message) error {\n\th.logger.Info(\"处理玩家移动\", map[string]interface{}{\n\t\t\"player_id\": message.Header.PlayerID,\n\t})\n\n\tif h.mapService == nil || h.connManager == nil {\n\t\treturn fmt.Errorf(\"map service or connection manager not ready\")\n\t}\n\n\t// 解析请求\n\tvar req protocol.PlayerMoveRequest\n\tif payloadMap, ok := message.Payload.(map[string]interface{}); ok {\n\t\tif b, err := json.Marshal(payloadMap); err == nil {\n\t\t\t_ = json.Unmarshal(b, &req)\n\t\t}\n\t}\n\n\t// 获取玩家绑定的实体ID\n\tentityID, ok := h.connManager.GetPlayerBySession(session.ID)\n\tif !ok {\n\t\t// 回退到Header PlayerID\n\t\tentityID = int32(message.Header.PlayerID)\n\t}\n\tif entityID == 0 {\n\t\treturn fmt.Errorf(\"no bound entity for session\")\n\t}\n\n\t// 推断mapID: 从会话GroupID形如\"map:<id>\"中解析；否则默认1\n\tvar mapID int32 = 1\n\tif gid := session.GetGroupID(); gid != \"\" {\n\t\tif len(gid) > 4 && gid[:4] == \"map:\" {\n\t\t\tif v, err := strconv.ParseInt(gid[4:], 10, 32); err == nil {\n\t\t\t\tmapID = int32(v)\n\t\t\t}\n\t\t}\n\t}\n\n\t// 执行位置更新\n\tif err := h.mapService.UpdatePositionByID(\n\t\tcontext.Background(),\n\t\tmapID, entityID, float32(req.Position.X), float32(req.Position.Y), float32(req.Position.Z),\n\t); err != nil {\n\t\treturn err\n\t}\n\n\t// 回执\n\tresp := &protocol.Message{\n\t\tHeader: protocol.MessageHeader{\n\t\t\tMagic:       protocol.MessageMagic,\n\t\t\tMessageID:   message.Header.MessageID,\n\t\t\tMessageType: uint32(protocol.MsgPlayerMove),\n\t\t\tFlags:       protocol.FlagResponse,\n\t\t\tPlayerID:    message.Header.PlayerID,\n\t\t\tTimestamp:   time.Now().Unix(),\n\t\t},\n\t\tPayload: protocol.PlayerMoveResponse{BaseResponse: protocol.NewBaseResponse(true, \"move ok\")},\n\t}\n\tdata, err := json.Marshal(resp)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"序列化移动响应失败: %w\", err)\n\t}\n\treturn session.Send(data)\n}\n\n// handlePlayerChat 处理玩家聊天\nfunc (h *GameHandler) handlePlayerChat(session *connection.Session, message *protocol.Message) error {\n\th.logger.Info(\"处理玩家聊天\", map[string]interface{}{\n\t\t\"player_id\": message.Header.PlayerID,\n\t})\n\n\t// TODO: 实现玩家聊天逻辑\n\t// 1. 验证聊天内容\n\t// 2. 过滤敏感词\n\t// 3. 广播聊天消息\n\n\treturn nil\n}\n\n// handlePlayerAction 处理玩家动作\nfunc (h *GameHandler) handlePlayerAction(session *connection.Session, message *protocol.Message) error {\n\th.logger.Info(\"处理玩家动作\", logging.Fields{\n\t\t\"player_id\": message.Header.PlayerID,\n\t})\n\n\t// TODO: 实现玩家动作逻辑\n\t// 1. 验证动作合法性\n\t// 2. 执行动作\n\t// 3. 更新游戏状态\n\n\treturn nil\n}\n\n// handleSkillCast 处理技能释放（占位实现，待接FightService）\nfunc (h *GameHandler) handleSkillCast(session *connection.Session, message *protocol.Message) error {\n\th.logger.Info(\"处理技能释放\", logging.Fields{\n\t\t\"player_id\":    message.Header.PlayerID,\n\t\t\"message_id\":   message.Header.MessageID,\n\t\t\"message_type\": message.Header.MessageType,\n\t})\n\n\t// 解析payload允许简单格式: { \"skill_id\": string|number, \"target_id\": string|number }\n\tvar skillIDStr string\n\tvar targetIDStr string\n\tvar skillID int32\n\tvar targetID int32\n\tif payloadMap, ok := message.Payload.(map[string]interface{}); ok {\n\t\tif v, ok := payloadMap[\"skill_id\"]; ok {\n\t\t\tswitch vv := v.(type) {\n\t\t\tcase string:\n\t\t\t\tskillIDStr = vv\n\t\t\tcase float64:\n\t\t\t\tskillID = int32(vv)\n\t\t\t}\n\t\t}\n\t\tif v, ok := payloadMap[\"target_id\"]; ok {\n\t\t\tswitch vv := v.(type) {\n\t\t\tcase string:\n\t\t\t\ttargetIDStr = vv\n\t\t\tcase float64:\n\t\t\t\ttargetID = int32(vv)\n\t\t\t}\n\t\t}\n\t}\n\n\tif skillID == 0 && skillIDStr != \"\" {\n\t\tif id64, err := strconv.ParseInt(skillIDStr, 10, 32); err == nil {\n\t\t\tskillID = int32(id64)\n\t\t}\n\t}\n\tif targetID == 0 && targetIDStr != \"\" {\n\t\tif id64, err := strconv.ParseInt(targetIDStr, 10, 32); err == nil {\n\t\t\ttargetID = int32(id64)\n\t\t}\n\t}\n\n\t// 获取施法者实体ID\n\tcasterID, ok := h.connManager.GetPlayerBySession(session.ID)\n\tif !ok {\n\t\tcasterID = int32(message.Header.PlayerID)\n\t}\n\n\t// 调用战斗服务计算伤害\n\tvar castResult *appServices.SkillCastResult\n\tvar castErr error\n\tif h.fightService != nil {\n\t\tcastResult, castErr = h.fightService.CastSkillByID(context.Background(), casterID, targetID, skillID)\n\t}\n\n\t// 回执\n\tresp := &protocol.Message{\n\t\tHeader: protocol.MessageHeader{\n\t\t\tMagic:       protocol.MessageMagic,\n\t\t\tMessageID:   message.Header.MessageID,\n\t\t\tMessageType: uint32(protocol.MsgBattleSkill),\n\t\t\tFlags:       protocol.FlagResponse,\n\t\t\tPlayerID:    message.Header.PlayerID,\n\t\t\tTimestamp:   time.Now().Unix(),\n\t\t},\n\t\tPayload: map[string]interface{}{\n\t\t\t\"result\": func() interface{} {\n\t\t\t\tif castErr != nil {\n\t\t\t\t\treturn protocol.NewBaseResponse(false, castErr.Error())\n\t\t\t\t}\n\t\t\t\treturn protocol.NewBaseResponse(true, \"cast ok\")\n\t\t\t}(),\n\t\t\t\"skill_id\": func() interface{} {\n\t\t\t\tif skillID != 0 {\n\t\t\t\t\treturn skillID\n\t\t\t\t}\n\t\t\t\treturn skillIDStr\n\t\t\t}(),\n\t\t\t\"target_id\": func() interface{} {\n\t\t\t\tif targetID != 0 {\n\t\t\t\t\treturn targetID\n\t\t\t\t}\n\t\t\t\treturn targetIDStr\n\t\t\t}(),\n\t\t\t\"caster_id\": casterID,\n\t\t\t\"damage\": func() int32 {\n\t\t\t\tif castResult != nil {\n\t\t\t\t\treturn castResult.Damage\n\t\t\t\t}\n\t\t\t\treturn 0\n\t\t\t}(),\n\t\t\t\"is_critical\": func() bool {\n\t\t\t\tif castResult != nil {\n\t\t\t\t\treturn castResult.IsCritical\n\t\t\t\t}\n\t\t\t\treturn false\n\t\t\t}(),\n\t\t},\n\t}\n\tdata, err := json.Marshal(resp)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"序列化技能响应失败: %w\", err)\n\t}\n\tif err := session.Send(data); err != nil {\n\t\treturn err\n\t}\n\n\t// 施法广播给AOI内玩家\n\tif h.mapService != nil {\n\t\t// 推断mapID\n\t\tvar mapID int32 = 1\n\t\tif gid := session.GetGroupID(); gid != \"\" {\n\t\t\tif len(gid) > 4 && gid[:4] == \"map:\" {\n\t\t\t\tif v, err := strconv.ParseInt(gid[4:], 10, 32); err == nil {\n\t\t\t\t\tmapID = int32(v)\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tpayload := map[string]interface{}{\n\t\t\t\"caster_id\": casterID,\n\t\t\t\"skill_id\": func() interface{} {\n\t\t\t\tif skillID != 0 {\n\t\t\t\t\treturn skillID\n\t\t\t\t}\n\t\t\t\treturn skillIDStr\n\t\t\t}(),\n\t\t\t\"target_id\": func() interface{} {\n\t\t\t\tif targetID != 0 {\n\t\t\t\t\treturn targetID\n\t\t\t\t}\n\t\t\t\treturn targetIDStr\n\t\t\t}(),\n\t\t\t\"ts\": time.Now().UnixMilli(),\n\t\t}\n\t\tif m, err := h.mapService.GetMap(mapID); err == nil {\n\t\t\tents := m.GetAllEntities()\n\t\t\trecvs := make([]character.EntityID, 0, len(ents))\n\t\t\tfor _, e := range ents {\n\t\t\t\trecvs = append(recvs, e.ID())\n\t\t\t}\n\t\t\tm.BroadcastTo(recvs, \"skill_cast\", payload)\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// (removed unused helper)\n\n// handleChatMessage 处理聊天消息\nfunc (h *GameHandler) handleChatMessage(session *connection.Session, message *protocol.Message) error {\n\th.logger.Info(\"处理聊天消息\", logging.Fields{\n\t\t\"player_id\":    message.Header.PlayerID,\n\t\t\"message_id\":   message.Header.MessageID,\n\t\t\"message_type\": message.Header.MessageType,\n\t})\n\n\t// 简单回执响应\n\tresp := &protocol.Message{\n\t\tHeader: protocol.MessageHeader{\n\t\t\tMagic:       protocol.MessageMagic,\n\t\t\tMessageID:   message.Header.MessageID,\n\t\t\tMessageType: uint32(protocol.MsgChatMessage),\n\t\t\tFlags:       protocol.FlagResponse,\n\t\t\tPlayerID:    message.Header.PlayerID,\n\t\t\tTimestamp:   message.Header.Timestamp,\n\t\t\tSequence:    0,\n\t\t},\n\t\tPayload: protocol.NewBaseResponse(true, \"chat received\"),\n\t}\n\n\tdata, err := json.Marshal(resp)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"序列化聊天响应失败: %w\", err)\n\t}\n\treturn session.Send(data)\n}\n\n// handleTeamCreate 处理创建队伍\nfunc (h *GameHandler) handleTeamCreate(session *connection.Session, message *protocol.Message) error {\n\treturn h.replyOK(session, message, uint32(protocol.MsgTeamCreate), \"team created\")\n}\n\n// handleTeamJoin 处理加入队伍\nfunc (h *GameHandler) handleTeamJoin(session *connection.Session, message *protocol.Message) error {\n\treturn h.replyOK(session, message, uint32(protocol.MsgTeamJoin), \"team joined\")\n}\n\n// handleTeamLeave 处理离开队伍\nfunc (h *GameHandler) handleTeamLeave(session *connection.Session, message *protocol.Message) error {\n\treturn h.replyOK(session, message, uint32(protocol.MsgTeamLeave), \"team left\")\n}\n\n// handleTeamInfo 处理队伍信息\nfunc (h *GameHandler) handleTeamInfo(session *connection.Session, message *protocol.Message) error {\n\treturn h.replyOK(session, message, uint32(protocol.MsgTeamInfo), \"team info\")\n}\n\n// replyOK 通用成功回执\nfunc (h *GameHandler) replyOK(session *connection.Session, message *protocol.Message, msgType uint32, text string) error {\n\tresp := &protocol.Message{\n\t\tHeader: protocol.MessageHeader{\n\t\t\tMagic:       protocol.MessageMagic,\n\t\t\tMessageID:   message.Header.MessageID,\n\t\t\tMessageType: msgType,\n\t\t\tFlags:       protocol.FlagResponse,\n\t\t\tPlayerID:    message.Header.PlayerID,\n\t\t\tTimestamp:   message.Header.Timestamp,\n\t\t\tSequence:    0,\n\t\t},\n\t\tPayload: protocol.NewBaseResponse(true, text),\n\t}\n\tdata, err := json.Marshal(resp)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"序列化响应失败: %w\", err)\n\t}\n\treturn session.Send(data)\n}\n\n// SendResponse 发送响应\nfunc (h *GameHandler) SendResponse(playerID uint64, responseType uint32, data interface{}) error {\n\t_ = &protocol.Message{\n\t\tHeader: protocol.MessageHeader{\n\t\t\tMessageType: responseType,\n\t\t\tPlayerID:    playerID,\n\t\t},\n\t\tPayload: data,\n\t}\n\n\t// TODO: 实现发送响应逻辑\n\th.logger.Info(\"发送响应\", logging.Fields{\n\t\t\"player_id\":     playerID,\n\t\t\"response_type\": responseType,\n\t})\n\n\treturn nil\n}\n"
  },
  {
    "path": "internal/interfaces/tcp/npc_handler.go",
    "content": "package tcp\n\nimport (\n\t\"fmt\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n\t\"greatestworks/internal/interfaces/tcp/connection\"\n\t\"greatestworks/internal/interfaces/tcp/protocol\"\n)\n\n// NPCHandler NPC处理器\ntype NPCHandler struct {\n\tlogger logging.Logger\n}\n\n// NewNPCHandler 创建NPC处理器\nfunc NewNPCHandler(logger logging.Logger) *NPCHandler {\n\treturn &NPCHandler{\n\t\tlogger: logger,\n\t}\n}\n\n// HandleMessage 处理消息\nfunc (h *NPCHandler) HandleMessage(session *connection.Session, message *protocol.Message) error {\n\th.logger.Info(\"处理NPC消息\", map[string]interface{}{\n\t\t\"message_type\": message.Header.MessageType,\n\t\t\"player_id\":    message.Header.PlayerID,\n\t})\n\n\tswitch message.Header.MessageType {\n\tcase uint32(protocol.MsgPlayerInfo):\n\t\treturn h.handleNPCInteraction(session, message)\n\tcase uint32(protocol.MsgQuestAccept):\n\t\treturn h.handleNPCQuest(session, message)\n\tcase uint32(protocol.MsgItemTrade):\n\t\treturn h.handleNPCTrade(session, message)\n\tdefault:\n\t\treturn fmt.Errorf(\"未知的NPC消息类型: %d\", message.Header.MessageType)\n\t}\n}\n\n// handleNPCInteraction 处理NPC交互\nfunc (h *NPCHandler) handleNPCInteraction(session *connection.Session, message *protocol.Message) error {\n\th.logger.Info(\"处理NPC交互\", map[string]interface{}{\n\t\t\"player_id\": message.Header.PlayerID,\n\t})\n\n\t// TODO: 实现NPC交互逻辑\n\t// 1. 验证NPC存在\n\t// 2. 检查交互条件\n\t// 3. 执行交互逻辑\n\t// 4. 发送响应\n\n\treturn nil\n}\n\n// handleNPCQuest 处理NPC任务\nfunc (h *NPCHandler) handleNPCQuest(session *connection.Session, message *protocol.Message) error {\n\th.logger.Info(\"处理NPC任务\", map[string]interface{}{\n\t\t\"player_id\": message.Header.PlayerID,\n\t})\n\n\t// TODO: 实现NPC任务逻辑\n\t// 1. 验证任务存在\n\t// 2. 检查任务条件\n\t// 3. 执行任务逻辑\n\t// 4. 发送响应\n\n\treturn nil\n}\n\n// handleNPCTrade 处理NPC交易\nfunc (h *NPCHandler) handleNPCTrade(session *connection.Session, message *protocol.Message) error {\n\th.logger.Info(\"处理NPC交易\", map[string]interface{}{\n\t\t\"player_id\": message.Header.PlayerID,\n\t})\n\n\t// TODO: 实现NPC交易逻辑\n\t// 1. 验证交易物品\n\t// 2. 检查交易条件\n\t// 3. 执行交易逻辑\n\t// 4. 发送响应\n\n\treturn nil\n}\n"
  },
  {
    "path": "internal/interfaces/tcp/pet_handler.go",
    "content": "package tcp\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\n\t\"greatestworks/internal/application/services\"\n\t\"greatestworks/internal/interfaces/tcp/protocol\"\n\t\"greatestworks/internal/network/session\"\n)\n\n// PetHandler 宠物TCP处理器\ntype PetHandler struct {\n\tpetService *services.PetApplicationService\n}\n\n// NewPetHandler 创建宠物处理器\nfunc NewPetHandler(petService *services.PetApplicationService) *PetHandler {\n\treturn &PetHandler{\n\t\tpetService: petService,\n\t}\n}\n\n// HandleCreatePet 处理创建宠物请求\nfunc (h *PetHandler) HandleCreatePet(ctx context.Context, req *protocol.CreatePetRequest) (*protocol.CreatePetResponse, error) {\n\t// TODO: 实现宠物创建功能\n\treturn nil, fmt.Errorf(\"pet creation not implemented\")\n}\n\n// HandleFeedPet 处理喂养宠物请求\nfunc (h *PetHandler) HandleFeedPet(ctx context.Context, req *protocol.FeedPetRequest) (*protocol.FeedPetResponse, error) {\n\t// TODO: 实现宠物喂养功能\n\treturn nil, fmt.Errorf(\"pet feeding not implemented\")\n}\n\n// HandleTrainPet 处理训练宠物请求\nfunc (h *PetHandler) HandleTrainPet(ctx context.Context, req *protocol.TrainPetRequest) (*protocol.TrainPetResponse, error) {\n\t// TODO: 实现宠物训练功能\n\treturn nil, fmt.Errorf(\"pet training not implemented\")\n}\n\n// HandleGetPet 处理获取宠物请求\nfunc (h *PetHandler) HandleGetPet(ctx context.Context, req *protocol.GetPetRequest) (*protocol.GetPetResponse, error) {\n\t// TODO: 实现获取宠物功能\n\treturn nil, fmt.Errorf(\"get pet not implemented\")\n}\n\n// HandleGetPlayerPets 处理获取玩家宠物列表请求\nfunc (h *PetHandler) HandleGetPlayerPets(ctx context.Context, req *protocol.GetPlayerPetsRequest) (*protocol.GetPlayerPetsResponse, error) {\n\t// TODO: 实现获取玩家宠物列表功能\n\treturn nil, fmt.Errorf(\"get player pets not implemented\")\n}\n\n// HandleEvolvePet 处理宠物进化请求\nfunc (h *PetHandler) HandleEvolvePet(ctx context.Context, req *protocol.EvolvePetRequest) (*protocol.EvolvePetResponse, error) {\n\t// TODO: 实现宠物进化功能\n\treturn nil, fmt.Errorf(\"pet evolution not implemented\")\n}\n\n// HandleEquipPetSkin 处理装备宠物皮肤请求\nfunc (h *PetHandler) HandleEquipPetSkin(ctx context.Context, req *protocol.EquipPetSkinRequest) (*protocol.EquipPetSkinResponse, error) {\n\t// TODO: 实现宠物皮肤装备功能\n\treturn nil, fmt.Errorf(\"pet skin equipment not implemented\")\n}\n\n// HandleSynthesizePet 处理宠物合成请求\nfunc (h *PetHandler) HandleSynthesizePet(ctx context.Context, req *protocol.SynthesizePetRequest) (*protocol.SynthesizePetResponse, error) {\n\t// TODO: 实现宠物合成功能\n\treturn nil, fmt.Errorf(\"pet synthesis not implemented\")\n}\n\n// RegisterHandlers 注册处理器到路由器\nfunc (h *PetHandler) RegisterHandlers(router *protocol.TCPRouter) {\n\t// TODO: 实现路由器注册功能\n}\n\n// 消息处理器包装函数\n\nfunc (h *PetHandler) handleCreatePetMessage(ctx context.Context, session session.Session, packet *protocol.Message) error {\n\t// TODO: 实现创建宠物消息处理\n\treturn fmt.Errorf(\"create pet message not implemented\")\n}\n\nfunc (h *PetHandler) handleFeedPetMessage(ctx context.Context, session session.Session, packet *protocol.Message) error {\n\t// TODO: 实现喂养宠物消息处理\n\treturn fmt.Errorf(\"feed pet message not implemented\")\n}\n\nfunc (h *PetHandler) handleTrainPetMessage(ctx context.Context, session session.Session, packet *protocol.Message) error {\n\t// TODO: 实现训练宠物消息处理\n\treturn fmt.Errorf(\"train pet message not implemented\")\n}\n\nfunc (h *PetHandler) handleGetPetMessage(ctx context.Context, session session.Session, packet *protocol.Message) error {\n\t// TODO: 实现获取宠物消息处理\n\treturn fmt.Errorf(\"get pet message not implemented\")\n}\n\nfunc (h *PetHandler) handleGetPlayerPetsMessage(ctx context.Context, session session.Session, packet *protocol.Message) error {\n\t// TODO: 实现获取玩家宠物列表消息处理\n\treturn fmt.Errorf(\"get player pets message not implemented\")\n}\n\nfunc (h *PetHandler) handleEvolvePetMessage(ctx context.Context, session session.Session, packet *protocol.Message) error {\n\t// TODO: 实现宠物进化消息处理\n\treturn fmt.Errorf(\"evolve pet message not implemented\")\n}\n\nfunc (h *PetHandler) handleEquipPetSkinMessage(ctx context.Context, session session.Session, packet *protocol.Message) error {\n\t// TODO: 实现宠物皮肤装备消息处理\n\treturn fmt.Errorf(\"equip pet skin message not implemented\")\n}\n\nfunc (h *PetHandler) handleSynthesizePetMessage(ctx context.Context, session session.Session, packet *protocol.Message) error {\n\t// TODO: 实现宠物合成消息处理\n\treturn fmt.Errorf(\"synthesize pet message not implemented\")\n}\n"
  },
  {
    "path": "internal/interfaces/tcp/protocol/base_protocol.go",
    "content": "package protocol\n\nimport (\n\t\"context\"\n\t\"encoding/json\"\n\t\"fmt\"\n\t\"net\"\n\t\"sync\"\n\t\"time\"\n)\n\n// BaseMessage 基础消息结构\ntype BaseMessage struct {\n\tID        string          `json:\"id\"`\n\tType      string          `json:\"type\"`\n\tData      json.RawMessage `json:\"data,omitempty\"`\n\tTimestamp int64           `json:\"timestamp\"`\n\tPlayerID  uint64          `json:\"player_id,omitempty\"`\n}\n\n// Response 响应消息结构\ntype Response struct {\n\tID        string      `json:\"id\"`\n\tType      string      `json:\"type\"`\n\tSuccess   bool        `json:\"success\"`\n\tData      interface{} `json:\"data,omitempty\"`\n\tError     *ErrorInfo  `json:\"error,omitempty\"`\n\tTimestamp int64       `json:\"timestamp\"`\n}\n\n// ErrorInfo 错误信息\ntype ErrorInfo struct {\n\tCode    string `json:\"code\"`\n\tMessage string `json:\"message\"`\n\tDetails string `json:\"details,omitempty\"`\n}\n\n// Notification 通知消息结构\ntype Notification struct {\n\tType      string      `json:\"type\"`\n\tData      interface{} `json:\"data\"`\n\tTimestamp int64       `json:\"timestamp\"`\n\tPlayerID  uint64      `json:\"player_id,omitempty\"`\n}\n\n// 通用消息类型\nconst (\n\t// 连接相关\n\tMsgTypeConnect    = \"connect\"\n\tMsgTypeDisconnect = \"disconnect\"\n\tMsgTypePing       = \"ping\"\n\tMsgTypePong       = \"pong\"\n\n\t// 认证相关\n\tMsgTypeAuth        = \"auth\"\n\tMsgTypeAuthSuccess = \"auth_success\"\n\tMsgTypeAuthFailed  = \"auth_failed\"\n\n\t// 错误相关\n\tMsgTypeError = \"error\"\n\n\t// 通知相关\n\tMsgTypeNotification = \"notification\"\n)\n\n// 错误代码\nconst (\n\tErrorCodeInvalidMessage     = \"INVALID_MESSAGE\"\n\tErrorCodeUnauthorized       = \"UNAUTHORIZED\"\n\tErrorCodeNotFound           = \"NOT_FOUND\"\n\tErrorCodeInternalError      = \"INTERNAL_ERROR\"\n\tErrorCodeInvalidParameter   = \"INVALID_PARAMETER\"\n\tErrorCodePermissionDenied   = \"PERMISSION_DENIED\"\n\tErrorCodeRateLimit          = \"RATE_LIMIT\"\n\tErrorCodeServiceUnavailable = \"SERVICE_UNAVAILABLE\"\n)\n\n// ConnectRequest 连接请求\ntype ConnectRequest struct {\n\tClientID    string `json:\"client_id\"`\n\tVersion     string `json:\"version\"`\n\tPlatform    string `json:\"platform,omitempty\"`\n\tDeviceID    string `json:\"device_id,omitempty\"`\n\tCompression bool   `json:\"compression,omitempty\"`\n}\n\n// ConnectResponse 连接响应\ntype ConnectResponse struct {\n\tSessionID   string `json:\"session_id\"`\n\tServerTime  int64  `json:\"server_time\"`\n\tHeartbeat   int32  `json:\"heartbeat\"`\n\tCompression bool   `json:\"compression\"`\n}\n\n// 认证相关的结构体已在message_types.go中定义\n\n// PingRequest已在game_protocol.go中定义\n\n// PongResponse Pong响应\ntype PongResponse struct {\n\tTimestamp  int64 `json:\"timestamp\"`\n\tServerTime int64 `json:\"server_time\"`\n\tRoundTrip  int64 `json:\"round_trip,omitempty\"`\n}\n\n// TCPConnection TCP连接封装\ntype TCPConnection struct {\n\tconn        net.Conn\n\tsessionID   string\n\tplayerID    uint64\n\tisAuth      bool\n\tlastPing    time.Time\n\tmutex       sync.RWMutex\n\tclosed      bool\n\tctx         context.Context\n\tcancel      context.CancelFunc\n\tmessageChan chan []byte\n}\n\n// NewTCPConnection 创建TCP连接\nfunc NewTCPConnection(conn net.Conn, sessionID string) *TCPConnection {\n\tctx, cancel := context.WithCancel(context.Background())\n\treturn &TCPConnection{\n\t\tconn:        conn,\n\t\tsessionID:   sessionID,\n\t\tlastPing:    time.Now(),\n\t\tctx:         ctx,\n\t\tcancel:      cancel,\n\t\tmessageChan: make(chan []byte, 100),\n\t}\n}\n\n// GetSessionID 获取会话ID\nfunc (c *TCPConnection) GetSessionID() string {\n\tc.mutex.RLock()\n\tdefer c.mutex.RUnlock()\n\treturn c.sessionID\n}\n\n// GetPlayerID 获取玩家ID\nfunc (c *TCPConnection) GetPlayerID() uint64 {\n\tc.mutex.RLock()\n\tdefer c.mutex.RUnlock()\n\treturn c.playerID\n}\n\n// SetPlayerID 设置玩家ID\nfunc (c *TCPConnection) SetPlayerID(playerID uint64) {\n\tc.mutex.Lock()\n\tdefer c.mutex.Unlock()\n\tc.playerID = playerID\n}\n\n// IsAuthenticated 检查是否已认证\nfunc (c *TCPConnection) IsAuthenticated() bool {\n\tc.mutex.RLock()\n\tdefer c.mutex.RUnlock()\n\treturn c.isAuth\n}\n\n// SetAuthenticated 设置认证状态\nfunc (c *TCPConnection) SetAuthenticated(auth bool) {\n\tc.mutex.Lock()\n\tdefer c.mutex.Unlock()\n\tc.isAuth = auth\n}\n\n// IsClosed 检查连接是否已关闭\nfunc (c *TCPConnection) IsClosed() bool {\n\tc.mutex.RLock()\n\tdefer c.mutex.RUnlock()\n\treturn c.closed\n}\n\n// UpdatePing 更新Ping时间\nfunc (c *TCPConnection) UpdatePing() {\n\tc.mutex.Lock()\n\tdefer c.mutex.Unlock()\n\tc.lastPing = time.Now()\n}\n\n// GetLastPing 获取最后Ping时间\nfunc (c *TCPConnection) GetLastPing() time.Time {\n\tc.mutex.RLock()\n\tdefer c.mutex.RUnlock()\n\treturn c.lastPing\n}\n\n// SendMessage 发送消息\nfunc (c *TCPConnection) SendMessage(msg *Message) error {\n\tc.mutex.RLock()\n\tif c.closed {\n\t\tc.mutex.RUnlock()\n\t\treturn fmt.Errorf(\"connection is closed\")\n\t}\n\tc.mutex.RUnlock()\n\n\tdata, err := json.Marshal(msg)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"failed to marshal message: %w\", err)\n\t}\n\n\tselect {\n\tcase c.messageChan <- data:\n\t\treturn nil\n\tcase <-c.ctx.Done():\n\t\treturn fmt.Errorf(\"connection context cancelled\")\n\tdefault:\n\t\treturn fmt.Errorf(\"message channel is full\")\n\t}\n}\n\n// SendResponse 发送响应\nfunc (c *TCPConnection) SendResponse(msgID, msgType string, data interface{}) error {\n\tresp := &Response{\n\t\tID:        msgID,\n\t\tType:      msgType,\n\t\tSuccess:   true,\n\t\tData:      data,\n\t\tTimestamp: time.Now().Unix(),\n\t}\n\n\t// 创建消息头\n\theader := MessageHeader{\n\t\tMessageType: 1, // 响应消息类型\n\t\tMessageID:   uint32(time.Now().UnixNano()),\n\t\tTimestamp:   time.Now().Unix(),\n\t\tLength:      uint32(len(mustMarshal(resp))),\n\t}\n\n\t// 创建消息\n\tmessage := &Message{\n\t\tHeader:  header,\n\t\tPayload: mustMarshal(resp),\n\t}\n\n\treturn c.SendMessage(message)\n}\n\n// SendError 发送错误响应\nfunc (c *TCPConnection) SendError(msgID, msgType, errorCode, errorMessage string) error {\n\tresp := &Response{\n\t\tID:      msgID,\n\t\tType:    msgType,\n\t\tSuccess: false,\n\t\tError: &ErrorInfo{\n\t\t\tCode:    errorCode,\n\t\t\tMessage: errorMessage,\n\t\t},\n\t\tTimestamp: time.Now().Unix(),\n\t}\n\n\t// 创建消息头\n\theader := MessageHeader{\n\t\tMessageType: 2, // 错误消息类型\n\t\tMessageID:   uint32(time.Now().UnixNano()),\n\t\tTimestamp:   time.Now().Unix(),\n\t\tLength:      uint32(len(mustMarshal(resp))),\n\t}\n\n\t// 创建消息\n\tmessage := &Message{\n\t\tHeader:  header,\n\t\tPayload: mustMarshal(resp),\n\t}\n\n\treturn c.SendMessage(message)\n}\n\n// SendNotification 发送通知\nfunc (c *TCPConnection) SendNotification(notificationType string, data interface{}) error {\n\tnotification := &Notification{\n\t\tType:      notificationType,\n\t\tData:      data,\n\t\tTimestamp: time.Now().Unix(),\n\t\tPlayerID:  c.GetPlayerID(),\n\t}\n\n\t// 创建消息头\n\theader := MessageHeader{\n\t\tMessageType: 3, // 通知消息类型\n\t\tMessageID:   uint32(time.Now().UnixNano()),\n\t\tTimestamp:   time.Now().Unix(),\n\t\tLength:      uint32(len(mustMarshal(notification))),\n\t}\n\n\t// 创建消息\n\tmessage := &Message{\n\t\tHeader:  header,\n\t\tPayload: mustMarshal(notification),\n\t}\n\n\treturn c.SendMessage(message)\n}\n\n// ReadMessage 读取消息\nfunc (c *TCPConnection) ReadMessage() (*Message, error) {\n\tc.mutex.RLock()\n\tif c.closed {\n\t\tc.mutex.RUnlock()\n\t\treturn nil, fmt.Errorf(\"connection is closed\")\n\t}\n\tc.mutex.RUnlock()\n\n\t// 设置读取超时\n\tc.conn.SetReadDeadline(time.Now().Add(30 * time.Second))\n\n\t// 读取消息长度（4字节）\n\tlengthBytes := make([]byte, 4)\n\tif _, err := c.conn.Read(lengthBytes); err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to read message length: %w\", err)\n\t}\n\n\t// 解析消息长度\n\tlength := int(lengthBytes[0])<<24 | int(lengthBytes[1])<<16 | int(lengthBytes[2])<<8 | int(lengthBytes[3])\n\tif length <= 0 || length > 1024*1024 { // 最大1MB\n\t\treturn nil, fmt.Errorf(\"invalid message length: %d\", length)\n\t}\n\n\t// 读取消息内容\n\tmsgBytes := make([]byte, length)\n\tif _, err := c.conn.Read(msgBytes); err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to read message data: %w\", err)\n\t}\n\n\t// 解析消息\n\tvar msg Message\n\tif err := json.Unmarshal(msgBytes, &msg); err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to unmarshal message: %w\", err)\n\t}\n\n\treturn &msg, nil\n}\n\n// WriteMessage 写入消息\nfunc (c *TCPConnection) WriteMessage(data []byte) error {\n\tc.mutex.RLock()\n\tif c.closed {\n\t\tc.mutex.RUnlock()\n\t\treturn fmt.Errorf(\"connection is closed\")\n\t}\n\tc.mutex.RUnlock()\n\n\t// 设置写入超时\n\tc.conn.SetWriteDeadline(time.Now().Add(10 * time.Second))\n\n\t// 写入消息长度（4字节）\n\tlength := len(data)\n\tlengthBytes := []byte{\n\t\tbyte(length >> 24),\n\t\tbyte(length >> 16),\n\t\tbyte(length >> 8),\n\t\tbyte(length),\n\t}\n\n\tif _, err := c.conn.Write(lengthBytes); err != nil {\n\t\treturn fmt.Errorf(\"failed to write message length: %w\", err)\n\t}\n\n\t// 写入消息内容\n\tif _, err := c.conn.Write(data); err != nil {\n\t\treturn fmt.Errorf(\"failed to write message data: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// StartMessageWriter 启动消息写入协程\nfunc (c *TCPConnection) StartMessageWriter() {\n\tgo func() {\n\t\tfor {\n\t\t\tselect {\n\t\t\tcase data := <-c.messageChan:\n\t\t\t\tif err := c.WriteMessage(data); err != nil {\n\t\t\t\t\t// 写入失败，关闭连接\n\t\t\t\t\tc.Close()\n\t\t\t\t\treturn\n\t\t\t\t}\n\t\t\tcase <-c.ctx.Done():\n\t\t\t\treturn\n\t\t\t}\n\t\t}\n\t}()\n}\n\n// Close 关闭连接\nfunc (c *TCPConnection) Close() error {\n\tc.mutex.Lock()\n\tdefer c.mutex.Unlock()\n\n\tif c.closed {\n\t\treturn nil\n\t}\n\n\tc.closed = true\n\tc.cancel()\n\tclose(c.messageChan)\n\n\treturn c.conn.Close()\n}\n\n// GetRemoteAddr 获取远程地址\nfunc (c *TCPConnection) GetRemoteAddr() net.Addr {\n\treturn c.conn.RemoteAddr()\n}\n\n// 辅助函数\n\nfunc mustMarshal(v interface{}) json.RawMessage {\n\tdata, err := json.Marshal(v)\n\tif err != nil {\n\t\tpanic(fmt.Sprintf(\"failed to marshal: %v\", err))\n\t}\n\treturn data\n}\n\n// MessageHandler 消息处理器接口\ntype MessageHandler func(ctx context.Context, conn *TCPConnection, msg *Message) error\n\n// TCPRouter TCP路由器\ntype TCPRouter struct {\n\thandlers map[uint16]MessageHandler\n\tmutex    sync.RWMutex\n}\n\n// NewTCPRouter 创建TCP路由器\nfunc NewTCPRouter() *TCPRouter {\n\treturn &TCPRouter{\n\t\thandlers: make(map[uint16]MessageHandler),\n\t}\n}\n\n// RegisterHandler 注册消息处理器\nfunc (r *TCPRouter) RegisterHandler(msgType uint16, handler MessageHandler) {\n\tr.mutex.Lock()\n\tdefer r.mutex.Unlock()\n\tr.handlers[msgType] = handler\n}\n\n// HandleMessage 处理消息\nfunc (r *TCPRouter) HandleMessage(ctx context.Context, conn *TCPConnection, msg *Message) error {\n\tr.mutex.RLock()\n\thandler, exists := r.handlers[uint16(msg.Header.MessageType)]\n\tr.mutex.RUnlock()\n\n\tif !exists {\n\t\treturn fmt.Errorf(\"no handler for message type: %d\", msg.Header.MessageType)\n\t}\n\n\treturn handler(ctx, conn, msg)\n}\n\n// GetHandlers 获取所有处理器\nfunc (r *TCPRouter) GetHandlers() map[uint16]MessageHandler {\n\tr.mutex.RLock()\n\tdefer r.mutex.RUnlock()\n\n\thandlers := make(map[uint16]MessageHandler)\n\tfor k, v := range r.handlers {\n\t\thandlers[k] = v\n\t}\n\treturn handlers\n}\n"
  },
  {
    "path": "internal/interfaces/tcp/protocol/errors.go",
    "content": "package protocol\n\nimport (\n\t\"errors\"\n\tprotoerrors \"greatestworks/internal/proto/errors\"\n)\n\n// Error codes - 使用proto生成的常量\nconst (\n\tErrCodeInvalidMessage = int32(protoerrors.CommonErrorCode_ERR_INVALID_MESSAGE)\n\tErrCodeAuthFailed     = int32(protoerrors.CommonErrorCode_ERR_AUTH_FAILED)\n\tErrCodePlayerNotFound = int32(protoerrors.CommonErrorCode_ERR_PLAYER_NOT_FOUND)\n\tErrCodeBattleNotFound = int32(protoerrors.CommonErrorCode_ERR_BATTLE_NOT_FOUND)\n\tErrCodeUnknownMessage = int32(protoerrors.CommonErrorCode_ERR_UNKNOWN_MESSAGE)\n\tErrCodeServerBusy     = int32(protoerrors.CommonErrorCode_ERR_SERVER_BUSY)\n\tErrCodeInvalidPlayer  = int32(protoerrors.CommonErrorCode_ERR_INVALID_PLAYER)\n\tErrCodeUnknown        = int32(protoerrors.CommonErrorCode_ERR_UNKNOWN)\n)\n\n// Error definitions for protocol\nvar (\n\tErrInvalidMessage = errors.New(\"invalid message\")\n\tErrAuthFailed     = errors.New(\"authentication failed\")\n\tErrPlayerNotFound = errors.New(\"player not found\")\n\tErrBattleNotFound = errors.New(\"battle not found\")\n\tErrUnknownMessage = errors.New(\"unknown message type\")\n\tErrServerBusy     = errors.New(\"server busy\")\n\tErrInvalidPlayer  = errors.New(\"invalid player\")\n)\n"
  },
  {
    "path": "internal/interfaces/tcp/protocol/game_protocol.go",
    "content": "package protocol\n\nimport (\n\t\"fmt\"\n\t\"greatestworks/internal/proto/messages\"\n\t\"time\"\n)\n\n// 协议消息类型定义 - 使用proto生成的常量\nconst (\n\t// 玩家相关协议 (0x1000 - 0x1FFF) - 使用proto生成的常量\n\tMsgPlayerLogin      uint32 = uint32(messages.PlayerMessageID_MSG_PLAYER_LOGIN)\n\tMsgPlayerLogout     uint32 = uint32(messages.PlayerMessageID_MSG_PLAYER_LOGOUT)\n\tMsgPlayerMove       uint32 = uint32(messages.PlayerMessageID_MSG_PLAYER_MOVE)\n\tMsgPlayerInfo       uint32 = uint32(messages.PlayerMessageID_MSG_PLAYER_INFO)\n\tMsgPlayerCreate     uint32 = uint32(messages.PlayerMessageID_MSG_PLAYER_CREATE)\n\tMsgPlayerUpdate     uint32 = uint32(messages.PlayerMessageID_MSG_PLAYER_UPDATE)\n\tMsgPlayerDelete     uint32 = uint32(messages.PlayerMessageID_MSG_PLAYER_DELETE)\n\tMsgPlayerLevelUp    uint32 = uint32(messages.PlayerMessageID_MSG_PLAYER_LEVEL)\n\tMsgPlayerExpGain    uint32 = uint32(messages.PlayerMessageID_MSG_PLAYER_EXP_GAIN)\n\tMsgPlayerStatusSync uint32 = uint32(messages.PlayerMessageID_MSG_PLAYER_SYNC)\n\tMsgPlayerStatus     uint32 = uint32(messages.PlayerMessageID_MSG_PLAYER_STATUS)\n\tMsgPlayerStats      uint32 = uint32(messages.PlayerMessageID_MSG_PLAYER_STATS)\n\n\t// 战斗相关协议 (0x2000 - 0x2FFF) - 使用proto生成的常量\n\tMsgCreateBattle uint32 = uint32(messages.BattleMessageID_MSG_CREATE_BATTLE)\n\tMsgJoinBattle   uint32 = uint32(messages.BattleMessageID_MSG_JOIN_BATTLE)\n\tMsgStartBattle  uint32 = uint32(messages.BattleMessageID_MSG_START_BATTLE)\n\tMsgBattleAction uint32 = uint32(messages.BattleMessageID_MSG_BATTLE_ACTION)\n\tMsgLeaveBattle  uint32 = uint32(messages.BattleMessageID_MSG_LEAVE_BATTLE)\n\tMsgBattleResult uint32 = uint32(messages.BattleMessageID_MSG_BATTLE_RESULT)\n\tMsgBattleStatus uint32 = uint32(messages.BattleMessageID_MSG_BATTLE_STATUS)\n\tMsgBattleRound  uint32 = uint32(messages.BattleMessageID_MSG_BATTLE_ROUND)\n\tMsgBattleSkill  uint32 = uint32(messages.BattleMessageID_MSG_SKILL_CAST)\n\tMsgBattleDamage uint32 = uint32(messages.BattleMessageID_MSG_DAMAGE_DEALT)\n\n\t// 查询相关协议 (0x3000 - 0x3FFF) - 使用proto生成的常量\n\tMsgGetPlayerInfo    uint32 = uint32(messages.QueryMessageID_MSG_GET_PLAYER_INFO)\n\tMsgGetOnlinePlayers uint32 = uint32(messages.QueryMessageID_MSG_GET_ONLINE_PLAYERS)\n\tMsgGetBattleInfo    uint32 = uint32(messages.QueryMessageID_MSG_GET_BATTLE_INFO)\n\tMsgGetPlayerStats   uint32 = uint32(messages.QueryMessageID_MSG_GET_PLAYER_INFO) // 使用玩家信息代替\n\tMsgGetBattleList    uint32 = uint32(messages.QueryMessageID_MSG_GET_BATTLE_INFO) // 使用战斗信息代替\n\tMsgGetRankings      uint32 = uint32(messages.QueryMessageID_MSG_GET_RANKING_LIST)\n\tMsgGetServerInfo    uint32 = uint32(messages.QueryMessageID_MSG_GET_SERVER_INFO)\n\n\t// 系统相关协议 (0x9000 - 0x9FFF)\n\t// 使用message_types.go中定义的消息类型\n)\n\n// 基础协议结构\n\n// BaseRequest 基础请求结构\ntype BaseRequest struct {\n\tRequestID string `json:\"request_id,omitempty\"`\n\tTimestamp int64  `json:\"timestamp,omitempty\"`\n}\n\n// BaseResponse 基础响应结构\ntype BaseResponse struct {\n\tSuccess   bool   `json:\"success\"`\n\tMessage   string `json:\"message,omitempty\"`\n\tRequestID string `json:\"request_id,omitempty\"`\n\tTimestamp int64  `json:\"timestamp,omitempty\"`\n}\n\n// ErrorResponse 错误响应\ntype ErrorResponse struct {\n\tBaseResponse\n\tErrorCode int    `json:\"error_code,omitempty\"`\n\tErrorType string `json:\"error_type,omitempty\"`\n}\n\n// 玩家协议结构\n\n// PlayerLoginRequest 玩家登录请求\ntype PlayerLoginRequest struct {\n\tBaseRequest\n\tPlayerID string `json:\"player_id\"`\n\tToken    string `json:\"token\"`\n\tVersion  string `json:\"version,omitempty\"`\n}\n\n// PlayerLoginResponse 玩家登录响应\ntype PlayerLoginResponse struct {\n\tBaseResponse\n\tPlayer      *PlayerInfo `json:\"player,omitempty\"`\n\tSessionID   string      `json:\"session_id,omitempty\"`\n\tServerTime  int64       `json:\"server_time,omitempty\"`\n\tPermissions []string    `json:\"permissions,omitempty\"`\n}\n\n// PlayerCreateRequest 创建玩家请求\ntype PlayerCreateRequest struct {\n\tBaseRequest\n\tName   string `json:\"name\"`\n\tAvatar string `json:\"avatar,omitempty\"`\n\tGender int    `json:\"gender,omitempty\"`\n}\n\n// PlayerCreateResponse 创建玩家响应\ntype PlayerCreateResponse struct {\n\tBaseResponse\n\tPlayerID  string    `json:\"player_id,omitempty\"`\n\tName      string    `json:\"name,omitempty\"`\n\tLevel     int       `json:\"level,omitempty\"`\n\tCreatedAt time.Time `json:\"created_at,omitempty\"`\n}\n\n// PlayerMoveRequest 玩家移动请求\ntype PlayerMoveRequest struct {\n\tBaseRequest\n\tPosition Position `json:\"position\"`\n\tSpeed    float64  `json:\"speed,omitempty\"`\n}\n\n// PlayerMoveResponse 玩家移动响应\ntype PlayerMoveResponse struct {\n\tBaseResponse\n\tOldPosition Position `json:\"old_position,omitempty\"`\n\tNewPosition Position `json:\"new_position,omitempty\"`\n\tMoveTime    int64    `json:\"move_time,omitempty\"`\n}\n\n// PlayerInfoRequest 获取玩家信息请求\ntype PlayerInfoRequest struct {\n\tBaseRequest\n\tTargetPlayerID string `json:\"target_player_id,omitempty\"`\n}\n\n// PlayerInfoResponse 获取玩家信息响应\ntype PlayerInfoResponse struct {\n\tBaseResponse\n\tPlayer *PlayerInfo `json:\"player,omitempty\"`\n}\n\n// 战斗协议结构\n\n// CreateBattleRequest 创建战斗请求\ntype CreateBattleRequest struct {\n\tBaseRequest\n\tBattleType int               `json:\"battle_type\"`\n\tSettings   *BattleSettings   `json:\"settings,omitempty\"`\n\tPlayers    []string          `json:\"players,omitempty\"`\n\tOptions    map[string]string `json:\"options,omitempty\"`\n}\n\n// CreateBattleResponse 创建战斗响应\ntype CreateBattleResponse struct {\n\tBaseResponse\n\tBattleID   string          `json:\"battle_id,omitempty\"`\n\tBattleType int             `json:\"battle_type,omitempty\"`\n\tStatus     string          `json:\"status,omitempty\"`\n\tSettings   *BattleSettings `json:\"settings,omitempty\"`\n\tCreatedAt  time.Time       `json:\"created_at,omitempty\"`\n}\n\n// JoinBattleRequest 加入战斗请求\ntype JoinBattleRequest struct {\n\tBaseRequest\n\tBattleID string `json:\"battle_id\"`\n\tTeam     int    `json:\"team,omitempty\"`\n\tPosition int    `json:\"position,omitempty\"`\n}\n\n// JoinBattleResponse 加入战斗响应\ntype JoinBattleResponse struct {\n\tBaseResponse\n\tBattleID     string        `json:\"battle_id,omitempty\"`\n\tPlayerTeam   int           `json:\"player_team,omitempty\"`\n\tPlayerPos    int           `json:\"player_position,omitempty\"`\n\tBattleInfo   *BattleInfo   `json:\"battle_info,omitempty\"`\n\tOtherPlayers []*PlayerInfo `json:\"other_players,omitempty\"`\n}\n\n// BattleActionRequest 战斗行动请求\ntype BattleActionRequest struct {\n\tBaseRequest\n\tBattleID   string                 `json:\"battle_id\"`\n\tActionType string                 `json:\"action_type\"`\n\tTargetID   string                 `json:\"target_id,omitempty\"`\n\tSkillID    string                 `json:\"skill_id,omitempty\"`\n\tParams     map[string]interface{} `json:\"params,omitempty\"`\n}\n\n// BattleActionResponse 战斗行动响应\ntype BattleActionResponse struct {\n\tBaseResponse\n\tBattleID     string        `json:\"battle_id,omitempty\"`\n\tActionResult *ActionResult `json:\"action_result,omitempty\"`\n\tBattleState  *BattleState  `json:\"battle_state,omitempty\"`\n\tNextTurn     string        `json:\"next_turn,omitempty\"`\n}\n\n// 查询协议结构\n\n// GetOnlinePlayersRequest 获取在线玩家请求\ntype GetOnlinePlayersRequest struct {\n\tBaseRequest\n\tPage     int `json:\"page,omitempty\"`\n\tPageSize int `json:\"page_size,omitempty\"`\n}\n\n// GetOnlinePlayersResponse 获取在线玩家响应\ntype GetOnlinePlayersResponse struct {\n\tBaseResponse\n\tPlayers    []*PlayerInfo `json:\"players,omitempty\"`\n\tTotal      int           `json:\"total,omitempty\"`\n\tPage       int           `json:\"page,omitempty\"`\n\tPageSize   int           `json:\"page_size,omitempty\"`\n\tServerTime int64         `json:\"server_time,omitempty\"`\n}\n\n// GetBattleInfoRequest 获取战斗信息请求\ntype GetBattleInfoRequest struct {\n\tBaseRequest\n\tBattleID string `json:\"battle_id\"`\n}\n\n// GetBattleInfoResponse 获取战斗信息响应\ntype GetBattleInfoResponse struct {\n\tBaseResponse\n\tBattleInfo *BattleInfo `json:\"battle_info,omitempty\"`\n}\n\n// 数据结构定义\n\n// PlayerInfo 玩家信息\ntype PlayerInfo struct {\n\tID         string    `json:\"id\"`\n\tName       string    `json:\"name\"`\n\tLevel      int       `json:\"level\"`\n\tExp        int64     `json:\"exp\"`\n\tStatus     string    `json:\"status\"`\n\tPosition   Position  `json:\"position\"`\n\tStats      Stats     `json:\"stats\"`\n\tAvatar     string    `json:\"avatar,omitempty\"`\n\tGender     int       `json:\"gender,omitempty\"`\n\tCreatedAt  time.Time `json:\"created_at\"`\n\tUpdatedAt  time.Time `json:\"updated_at\"`\n\tLastActive time.Time `json:\"last_active,omitempty\"`\n}\n\n// Position 位置信息\ntype Position struct {\n\tX float64 `json:\"x\"`\n\tY float64 `json:\"y\"`\n\tZ float64 `json:\"z\"`\n}\n\n// Stats 属性信息\ntype Stats struct {\n\tHP      int `json:\"hp\"`\n\tMaxHP   int `json:\"max_hp\"`\n\tMP      int `json:\"mp\"`\n\tMaxMP   int `json:\"max_mp\"`\n\tAttack  int `json:\"attack\"`\n\tDefense int `json:\"defense\"`\n\tSpeed   int `json:\"speed\"`\n\tCrit    int `json:\"crit,omitempty\"`\n\tHit     int `json:\"hit,omitempty\"`\n\tDodge   int `json:\"dodge,omitempty\"`\n}\n\n// BattleInfo 战斗信息\ntype BattleInfo struct {\n\tID        string          `json:\"id\"`\n\tType      int             `json:\"type\"`\n\tStatus    string          `json:\"status\"`\n\tPlayers   []*PlayerInfo   `json:\"players\"`\n\tSettings  *BattleSettings `json:\"settings\"`\n\tState     *BattleState    `json:\"state,omitempty\"`\n\tStartTime *time.Time      `json:\"start_time,omitempty\"`\n\tEndTime   *time.Time      `json:\"end_time,omitempty\"`\n\tCreatedAt time.Time       `json:\"created_at\"`\n\tUpdatedAt time.Time       `json:\"updated_at\"`\n}\n\n// BattleSettings 战斗设置\ntype BattleSettings struct {\n\tMaxPlayers    int           `json:\"max_players\"`\n\tTurnTimeout   time.Duration `json:\"turn_timeout\"`\n\tMaxRounds     int           `json:\"max_rounds\"`\n\tAutoStart     bool          `json:\"auto_start\"`\n\tAllowSpectate bool          `json:\"allow_spectate\"`\n\tTeamMode      bool          `json:\"team_mode\"`\n}\n\n// BattleState 战斗状态\ntype BattleState struct {\n\tCurrentRound int                     `json:\"current_round\"`\n\tCurrentTurn  string                  `json:\"current_turn\"`\n\tTurnOrder    []string                `json:\"turn_order\"`\n\tPlayerStates map[string]*PlayerState `json:\"player_states\"`\n\tRoundHistory []*RoundResult          `json:\"round_history,omitempty\"`\n}\n\n// PlayerState 玩家战斗状态\ntype PlayerState struct {\n\tPlayerID   string         `json:\"player_id\"`\n\tHP         int            `json:\"hp\"`\n\tMP         int            `json:\"mp\"`\n\tStatus     []string       `json:\"status,omitempty\"`\n\tBuffs      []*Buff        `json:\"buffs,omitempty\"`\n\tDebuffs    []*Debuff      `json:\"debuffs,omitempty\"`\n\tSkillCDs   map[string]int `json:\"skill_cds,omitempty\"`\n\tPosition   int            `json:\"position\"`\n\tTeam       int            `json:\"team\"`\n\tIsAlive    bool           `json:\"is_alive\"`\n\tLastAction *ActionResult  `json:\"last_action,omitempty\"`\n}\n\n// ActionResult 行动结果\ntype ActionResult struct {\n\tActionID   string                 `json:\"action_id\"`\n\tPlayerID   string                 `json:\"player_id\"`\n\tActionType string                 `json:\"action_type\"`\n\tTargetID   string                 `json:\"target_id,omitempty\"`\n\tSkillID    string                 `json:\"skill_id,omitempty\"`\n\tDamage     int                    `json:\"damage,omitempty\"`\n\tHealing    int                    `json:\"healing,omitempty\"`\n\tEffects    []*Effect              `json:\"effects,omitempty\"`\n\tSuccess    bool                   `json:\"success\"`\n\tMessage    string                 `json:\"message,omitempty\"`\n\tTimestamp  time.Time              `json:\"timestamp\"`\n\tParams     map[string]interface{} `json:\"params,omitempty\"`\n}\n\n// RoundResult 回合结果\ntype RoundResult struct {\n\tRoundNumber int             `json:\"round_number\"`\n\tActions     []*ActionResult `json:\"actions\"`\n\tStartTime   time.Time       `json:\"start_time\"`\n\tEndTime     time.Time       `json:\"end_time\"`\n\tWinner      string          `json:\"winner,omitempty\"`\n}\n\n// Buff 增益效果\ntype Buff struct {\n\tID          string    `json:\"id\"`\n\tName        string    `json:\"name\"`\n\tDescription string    `json:\"description,omitempty\"`\n\tDuration    int       `json:\"duration\"`\n\tEffect      *Effect   `json:\"effect\"`\n\tStartTime   time.Time `json:\"start_time\"`\n}\n\n// Debuff 减益效果\ntype Debuff struct {\n\tID          string    `json:\"id\"`\n\tName        string    `json:\"name\"`\n\tDescription string    `json:\"description,omitempty\"`\n\tDuration    int       `json:\"duration\"`\n\tEffect      *Effect   `json:\"effect\"`\n\tStartTime   time.Time `json:\"start_time\"`\n}\n\n// Effect 效果\ntype Effect struct {\n\tType     string                 `json:\"type\"`\n\tValue    int                    `json:\"value,omitempty\"`\n\tTarget   string                 `json:\"target,omitempty\"`\n\tDuration int                    `json:\"duration,omitempty\"`\n\tParams   map[string]interface{} `json:\"params,omitempty\"`\n\tTrigger  string                 `json:\"trigger,omitempty\"`\n}\n\n// 系统协议结构\n\n// HeartbeatRequest 心跳请求\ntype HeartbeatRequest struct {\n\tBaseRequest\n\tClientTime int64 `json:\"client_time\"`\n}\n\n// HeartbeatResponse 心跳响应\ntype HeartbeatResponse struct {\n\tBaseResponse\n\tServerTime int64 `json:\"server_time\"`\n\tLatency    int64 `json:\"latency,omitempty\"`\n}\n\n// PingRequest Ping请求\ntype PingRequest struct {\n\tBaseRequest\n\tSequence   int   `json:\"sequence\"`\n\tClientTime int64 `json:\"client_time\"`\n}\n\n// PingResponse Ping响应\ntype PingResponse struct {\n\tBaseResponse\n\tSequence   int   `json:\"sequence\"`\n\tServerTime int64 `json:\"server_time\"`\n\tRoundTrip  int64 `json:\"round_trip,omitempty\"`\n}\n\n// 协议工具函数\n\n// NewBaseRequest 创建基础请求\nfunc NewBaseRequest() BaseRequest {\n\treturn BaseRequest{\n\t\tTimestamp: time.Now().Unix(),\n\t}\n}\n\n// NewBaseResponse 创建基础响应\nfunc NewBaseResponse(success bool, message string) BaseResponse {\n\treturn BaseResponse{\n\t\tSuccess:   success,\n\t\tMessage:   message,\n\t\tTimestamp: time.Now().Unix(),\n\t}\n}\n\n// NewErrorResponse 创建错误响应\nfunc NewErrorResponse(message string, errorCode int, errorType string) ErrorResponse {\n\treturn ErrorResponse{\n\t\tBaseResponse: NewBaseResponse(false, message),\n\t\tErrorCode:    errorCode,\n\t\tErrorType:    errorType,\n\t}\n}\n\n// IsValidMessageType 检查消息类型是否有效\nfunc IsValidMessageType(msgType uint32) bool {\n\tswitch {\n\tcase msgType >= 0x1000 && msgType <= 0x1FFF: // 玩家协议\n\t\treturn true\n\tcase msgType >= 0x2000 && msgType <= 0x2FFF: // 战斗协议\n\t\treturn true\n\tcase msgType >= 0x3000 && msgType <= 0x3FFF: // 查询协议\n\t\treturn true\n\tcase msgType >= 0x9000 && msgType <= 0x9FFF: // 系统协议\n\t\treturn true\n\tdefault:\n\t\treturn false\n\t}\n}\n\n// GetMessageTypeName 获取消息类型名称\nfunc GetMessageTypeName(msgType uint32) string {\n\tmsgNames := map[uint32]string{\n\t\tMsgPlayerLogin:       \"PlayerLogin\",\n\t\tMsgPlayerLogout:      \"PlayerLogout\",\n\t\tMsgPlayerMove:        \"PlayerMove\",\n\t\tMsgPlayerInfo:        \"PlayerInfo\",\n\t\tMsgPlayerCreate:      \"PlayerCreate\",\n\t\tMsgCreateBattle:      \"CreateBattle\",\n\t\tMsgJoinBattle:        \"JoinBattle\",\n\t\tMsgStartBattle:       \"StartBattle\",\n\t\tMsgBattleAction:      \"BattleAction\",\n\t\tMsgLeaveBattle:       \"LeaveBattle\",\n\t\tMsgGetPlayerInfo:     \"GetPlayerInfo\",\n\t\tMsgGetOnlinePlayers:  \"GetOnlinePlayers\",\n\t\tMsgGetBattleInfo:     \"GetBattleInfo\",\n\t\tuint32(MsgHeartbeat): \"Heartbeat\",\n\t\tuint32(MsgPing):      \"Ping\",\n\t\tuint32(MsgError):     \"Error\",\n\t}\n\n\tif name, exists := msgNames[msgType]; exists {\n\t\treturn name\n\t}\n\treturn fmt.Sprintf(\"Unknown(0x%04X)\", msgType)\n}\n"
  },
  {
    "path": "internal/interfaces/tcp/protocol/message_types.go",
    "content": "package protocol\n\nimport (\n\t\"fmt\"\n\t\"greatestworks/internal/proto/messages\"\n\t\"greatestworks/internal/proto/protocol\"\n)\n\n// import (\n// \t\"time\"\n// )\n\n// 消息类型常量定义 - 使用proto生成的常量\nconst (\n\t// 系统消息 (0x0000 - 0x00FF)\n\tMsgHeartbeat  uint32 = uint32(messages.SystemMessageID_MSG_HEARTBEAT)\n\tMsgHandshake  uint32 = uint32(messages.SystemMessageID_MSG_HANDSHAKE)\n\tMsgAuth       uint32 = uint32(messages.SystemMessageID_MSG_AUTH)\n\tMsgDisconnect uint32 = uint32(messages.SystemMessageID_MSG_DISCONNECT)\n\tMsgError      uint32 = uint32(messages.SystemMessageID_MSG_ERROR)\n\tMsgPing       uint32 = uint32(messages.SystemMessageID_MSG_PING)\n\tMsgPong       uint32 = uint32(messages.SystemMessageID_MSG_PONG)\n\n\t// 玩家相关消息 (0x0100 - 0x01FF) - 定义在game_protocol.go中\n\t// 战斗相关消息 (0x0200 - 0x02FF) - 定义在game_protocol.go中\n\n\t// 宠物相关消息 (0x0300 - 0x03FF) - 使用proto生成的常量\n\tMsgPetSummon    uint32 = uint32(messages.PetMessageID_MSG_PET_SUMMON)    // 召唤宠物\n\tMsgPetDismiss   uint32 = uint32(messages.PetMessageID_MSG_PET_DISMISS)   // 收回宠物\n\tMsgPetInfo      uint32 = uint32(messages.PetMessageID_MSG_PET_INFO)      // 宠物信息\n\tMsgPetMove      uint32 = uint32(messages.PetMessageID_MSG_PET_MOVE)      // 宠物移动\n\tMsgPetAction    uint32 = uint32(messages.PetMessageID_MSG_PET_ACTION)    // 宠物行动\n\tMsgPetLevelUp   uint32 = uint32(messages.PetMessageID_MSG_PET_LEVEL_UP)  // 宠物升级\n\tMsgPetEvolution uint32 = uint32(messages.PetMessageID_MSG_PET_EVOLUTION) // 宠物进化\n\tMsgPetTrain     uint32 = uint32(messages.PetMessageID_MSG_PET_TRAIN)     // 宠物训练\n\tMsgPetFeed      uint32 = uint32(messages.PetMessageID_MSG_PET_FEED)      // 宠物喂养\n\tMsgPetStatus    uint32 = uint32(messages.PetMessageID_MSG_PET_STATUS)    // 宠物状态\n\n\t// 建筑相关消息 (0x0400 - 0x04FF) - 使用proto生成的常量\n\tMsgBuildingCreate  uint32 = uint32(messages.BuildingMessageID_MSG_BUILDING_CREATE)  // 创建建筑\n\tMsgBuildingUpgrade uint32 = uint32(messages.BuildingMessageID_MSG_BUILDING_UPGRADE) // 升级建筑\n\tMsgBuildingDestroy uint32 = uint32(messages.BuildingMessageID_MSG_BUILDING_DESTROY) // 摧毁建筑\n\tMsgBuildingInfo    uint32 = uint32(messages.BuildingMessageID_MSG_BUILDING_INFO)    // 建筑信息\n\tMsgBuildingProduce uint32 = uint32(messages.BuildingMessageID_MSG_BUILDING_PRODUCE) // 建筑生产\n\tMsgBuildingCollect uint32 = uint32(messages.BuildingMessageID_MSG_BUILDING_COLLECT) // 收集资源\n\tMsgBuildingRepair  uint32 = uint32(messages.BuildingMessageID_MSG_BUILDING_REPAIR)  // 修复建筑\n\tMsgBuildingStatus  uint32 = uint32(messages.BuildingMessageID_MSG_BUILDING_STATUS)  // 建筑状态\n\n\t// 社交相关消息 (0x0500 - 0x05FF) - 使用proto生成的常量\n\tMsgChatMessage   uint32 = uint32(messages.SocialMessageID_MSG_CHAT_MESSAGE)   // 聊天消息\n\tMsgFriendRequest uint32 = uint32(messages.SocialMessageID_MSG_FRIEND_REQUEST) // 好友请求\n\tMsgFriendAccept  uint32 = uint32(messages.SocialMessageID_MSG_FRIEND_ACCEPT)  // 接受好友\n\tMsgFriendReject  uint32 = uint32(messages.SocialMessageID_MSG_FRIEND_REJECT)  // 拒绝好友\n\tMsgFriendRemove  uint32 = uint32(messages.SocialMessageID_MSG_FRIEND_REMOVE)  // 删除好友\n\tMsgFriendList    uint32 = uint32(messages.SocialMessageID_MSG_FRIEND_LIST)    // 好友列表\n\tMsgGuildCreate   uint32 = uint32(messages.SocialMessageID_MSG_GUILD_CREATE)   // 创建公会\n\tMsgGuildJoin     uint32 = uint32(messages.SocialMessageID_MSG_GUILD_JOIN)     // 加入公会\n\tMsgGuildLeave    uint32 = uint32(messages.SocialMessageID_MSG_GUILD_LEAVE)    // 离开公会\n\tMsgGuildInfo     uint32 = uint32(messages.SocialMessageID_MSG_GUILD_INFO)     // 公会信息\n\tMsgTeamCreate    uint32 = uint32(messages.SocialMessageID_MSG_TEAM_CREATE)    // 创建队伍\n\tMsgTeamJoin      uint32 = uint32(messages.SocialMessageID_MSG_TEAM_JOIN)      // 加入队伍\n\tMsgTeamLeave     uint32 = uint32(messages.SocialMessageID_MSG_TEAM_LEAVE)     // 离开队伍\n\tMsgTeamInfo      uint32 = uint32(messages.SocialMessageID_MSG_TEAM_INFO)      // 队伍信息\n\n\t// 物品相关消息 (0x0600 - 0x06FF) - 使用proto生成的常量\n\tMsgItemUse       uint32 = uint32(messages.ItemMessageID_MSG_ITEM_USE)       // 使用物品\n\tMsgItemEquip     uint32 = uint32(messages.ItemMessageID_MSG_ITEM_EQUIP)     // 装备物品\n\tMsgItemUnequip   uint32 = uint32(messages.ItemMessageID_MSG_ITEM_UNEQUIP)   // 卸下装备\n\tMsgItemDrop      uint32 = uint32(messages.ItemMessageID_MSG_ITEM_DROP)      // 丢弃物品\n\tMsgItemPickup    uint32 = uint32(messages.ItemMessageID_MSG_ITEM_PICKUP)    // 拾取物品\n\tMsgItemTrade     uint32 = uint32(messages.ItemMessageID_MSG_ITEM_TRADE)     // 交易物品\n\tMsgInventoryInfo uint32 = uint32(messages.ItemMessageID_MSG_INVENTORY_INFO) // 背包信息\n\tMsgItemInfo      uint32 = uint32(messages.ItemMessageID_MSG_ITEM_INFO)      // 物品信息\n\tMsgItemCraft     uint32 = uint32(messages.ItemMessageID_MSG_ITEM_CRAFT)     // 制作物品\n\tMsgItemEnhance   uint32 = uint32(messages.ItemMessageID_MSG_ITEM_ENHANCE)   // 强化物品\n\n\t// 任务相关消息 (0x0700 - 0x07FF) - 使用proto生成的常量\n\tMsgQuestAccept   uint32 = uint32(messages.QuestMessageID_MSG_QUEST_ACCEPT)   // 接受任务\n\tMsgQuestComplete uint32 = uint32(messages.QuestMessageID_MSG_QUEST_COMPLETE) // 完成任务\n\tMsgQuestCancel   uint32 = uint32(messages.QuestMessageID_MSG_QUEST_CANCEL)   // 取消任务\n\tMsgQuestProgress uint32 = uint32(messages.QuestMessageID_MSG_QUEST_PROGRESS) // 任务进度\n\tMsgQuestList     uint32 = uint32(messages.QuestMessageID_MSG_QUEST_LIST)     // 任务列表\n\tMsgQuestInfo     uint32 = uint32(messages.QuestMessageID_MSG_QUEST_INFO)     // 任务信息\n\tMsgQuestReward   uint32 = uint32(messages.QuestMessageID_MSG_QUEST_REWARD)   // 任务奖励\n\n\t// 查询相关消息 (0x0800 - 0x08FF) - 定义在game_protocol.go中\n)\n\n// 消息魔数\nconst MessageMagic uint32 = 0x47574B53 // \"GWKS\" - GreatestWorks\n\n// 消息头大小\nconst MessageHeaderSize = 32 // 消息头固定大小\n\n// ParseMessageHeader 解析消息头\nfunc ParseMessageHeader(data []byte) (*MessageHeader, error) {\n\tif len(data) < MessageHeaderSize {\n\t\treturn nil, fmt.Errorf(\"invalid message header size: %d\", len(data))\n\t}\n\n\theader := &MessageHeader{}\n\n\t// 解析魔数 (4字节)\n\theader.Magic = uint32(data[0])<<24 | uint32(data[1])<<16 | uint32(data[2])<<8 | uint32(data[3])\n\tif header.Magic != MessageMagic {\n\t\treturn nil, fmt.Errorf(\"invalid message magic: 0x%08X\", header.Magic)\n\t}\n\n\t// 解析消息ID (4字节)\n\theader.MessageID = uint32(data[4])<<24 | uint32(data[5])<<16 | uint32(data[6])<<8 | uint32(data[7])\n\n\t// 解析消息类型 (4字节)\n\theader.MessageType = uint32(data[8])<<24 | uint32(data[9])<<16 | uint32(data[10])<<8 | uint32(data[11])\n\n\t// 解析标志位 (2字节)\n\theader.Flags = uint16(data[12])<<8 | uint16(data[13])\n\n\t// 解析玩家ID (8字节)\n\theader.PlayerID = uint64(data[14])<<56 | uint64(data[15])<<48 | uint64(data[16])<<40 | uint64(data[17])<<32 |\n\t\tuint64(data[18])<<24 | uint64(data[19])<<16 | uint64(data[20])<<8 | uint64(data[21])\n\n\t// 解析时间戳 (8字节)\n\theader.Timestamp = int64(data[22])<<56 | int64(data[23])<<48 | int64(data[24])<<40 | int64(data[25])<<32 |\n\t\tint64(data[26])<<24 | int64(data[27])<<16 | int64(data[28])<<8 | int64(data[29])\n\n\t// 解析序列号 (4字节)\n\theader.Sequence = uint32(data[30])<<8 | uint32(data[31])\n\n\t// 解析消息体长度 (4字节) - 这个在消息头中不包含，需要从其他地方获取\n\theader.Length = 0\n\n\treturn header, nil\n}\n\n// MessageHeader TCP消息头\ntype MessageHeader struct {\n\tMagic       uint32 `json:\"magic\"`        // 魔数标识\n\tMessageID   uint32 `json:\"message_id\"`   // 消息ID（用于请求响应匹配）\n\tMessageType uint32 `json:\"message_type\"` // 消息类型\n\tFlags       uint16 `json:\"flags\"`        // 标志位\n\tPlayerID    uint64 `json:\"player_id\"`    // 玩家ID\n\tTimestamp   int64  `json:\"timestamp\"`    // 时间戳\n\tSequence    uint32 `json:\"sequence\"`     // 序列号\n\tLength      uint32 `json:\"length\"`       // 消息体长度\n}\n\n// Message TCP消息\ntype Message struct {\n\tHeader  MessageHeader `json:\"header\"`\n\tPayload interface{}   `json:\"payload\"`\n}\n\n// 消息标志位 - 使用proto生成的常量\nconst (\n\tFlagRequest    uint16 = uint16(protocol.MessageFlag_MESSAGE_FLAG_REQUEST)    // 请求消息\n\tFlagResponse   uint16 = uint16(protocol.MessageFlag_MESSAGE_FLAG_RESPONSE)   // 响应消息\n\tFlagError      uint16 = uint16(protocol.MessageFlag_MESSAGE_FLAG_ERROR)      // 错误消息\n\tFlagAsync      uint16 = uint16(protocol.MessageFlag_MESSAGE_FLAG_ASYNC)      // 异步消息\n\tFlagBroadcast  uint16 = uint16(protocol.MessageFlag_MESSAGE_FLAG_BROADCAST)  // 广播消息\n\tFlagEncrypted  uint16 = uint16(protocol.MessageFlag_MESSAGE_FLAG_ENCRYPTED)  // 加密消息\n\tFlagCompressed uint16 = uint16(protocol.MessageFlag_MESSAGE_FLAG_COMPRESSED) // 压缩消息\n)\n\n// BaseResponse 基础响应 - 定义在game_protocol.go中\n// type BaseResponse struct {\n// \tSuccess   bool   `json:\"success\"`\n// \tMessage   string `json:\"message,omitempty\"`\n// \tErrorCode int    `json:\"error_code,omitempty\"`\n// }\n\n// NewBaseResponse 创建基础响应 - 定义在game_protocol.go中\n// func NewBaseResponse(success bool, message string) BaseResponse {\n// \treturn BaseResponse{\n// \t\tSuccess: success,\n// \t\tMessage: message,\n// \t}\n// }\n\n// Position 位置信息 - 定义在game_protocol.go中\n// type Position struct {\n// \tX float64 `json:\"x\"`\n// \tY float64 `json:\"y\"`\n// \tZ float64 `json:\"z\"`\n// }\n\n// Stats 属性信息 - 定义在game_protocol.go中\n// type Stats struct {\n// \tHP      int `json:\"hp\"`\n// \tMaxHP   int `json:\"max_hp\"`\n// \tMP      int `json:\"mp\"`\n// \tMaxMP   int `json:\"max_mp\"`\n// \tAttack  int `json:\"attack\"`\n// \tDefense int `json:\"defense\"`\n// \tSpeed   int `json:\"speed\"`\n// }\n\n// PlayerInfo 玩家信息 - 定义在game_protocol.go中\n// type PlayerInfo struct {\n// \tID        string    `json:\"id\"`\n// \tName      string    `json:\"name\"`\n// \tLevel     int       `json:\"level\"`\n// \tExp       int64     `json:\"exp\"`\n// \tStatus    string    `json:\"status\"`\n// \tPosition  Position  `json:\"position\"`\n// \tStats     Stats     `json:\"stats\"`\n// \tAvatar    string    `json:\"avatar,omitempty\"`\n// \tGender    int       `json:\"gender,omitempty\"`\n// \tCreatedAt time.Time `json:\"created_at\"`\n// \tUpdatedAt time.Time `json:\"updated_at\"`\n// }\n\n// 系统消息\n\n// HeartbeatRequest 心跳请求 - 定义在game_protocol.go中\n// type HeartbeatRequest struct {\n// \tTimestamp int64 `json:\"timestamp\"`\n// }\n\n// HeartbeatResponse 心跳响应 - 定义在game_protocol.go中\n// type HeartbeatResponse struct {\n// \tBaseResponse\n// \tServerTime int64 `json:\"server_time\"`\n// }\n\n// AuthRequest 认证请求\ntype AuthRequest struct {\n\tToken      string     `json:\"token\"`\n\tPlayerID   string     `json:\"player_id\"`\n\tClientInfo ClientInfo `json:\"client_info\"`\n}\n\n// AuthResponse 认证响应\ntype AuthResponse struct {\n\tBaseResponse\n\tSessionID  string      `json:\"session_id,omitempty\"`\n\tPlayerInfo *PlayerInfo `json:\"player_info,omitempty\"`\n\tServerTime int64       `json:\"server_time\"`\n}\n\n// ClientInfo 客户端信息\ntype ClientInfo struct {\n\tVersion   string `json:\"version\"`\n\tPlatform  string `json:\"platform\"`\n\tDeviceID  string `json:\"device_id\"`\n\tIPAddress string `json:\"ip_address,omitempty\"`\n}\n\n// 玩家相关消息\n\n// PlayerLoginRequest 玩家登录请求 - 定义在game_protocol.go中\n// type PlayerLoginRequest struct {\n// \tPlayerID string `json:\"player_id\"`\n// \tToken    string `json:\"token\"`\n// }\n\n// PlayerLoginResponse 玩家登录响应 - 定义在game_protocol.go中\n// type PlayerLoginResponse struct {\n// \tBaseResponse\n// \tPlayer     *PlayerInfo `json:\"player,omitempty\"`\n// \tSessionID  string      `json:\"session_id,omitempty\"`\n// \tServerTime int64       `json:\"server_time\"`\n// }\n\n// PlayerMoveRequest 玩家移动请求 - 定义在game_protocol.go中\n// type PlayerMoveRequest struct {\n// \tPosition Position `json:\"position\"`\n// \tSpeed    float64  `json:\"speed,omitempty\"`\n// }\n\n// PlayerMoveResponse 玩家移动响应 - 定义在game_protocol.go中\n// type PlayerMoveResponse struct {\n// \tBaseResponse\n// \tOldPosition Position `json:\"old_position\"`\n// \tNewPosition Position `json:\"new_position\"`\n// \tMoveTime    int64    `json:\"move_time\"`\n// }\n\n// PlayerCreateRequest 创建玩家请求 - 定义在game_protocol.go中\n// type PlayerCreateRequest struct {\n// \tName   string `json:\"name\"`\n// \tAvatar string `json:\"avatar,omitempty\"`\n// \tGender int    `json:\"gender,omitempty\"`\n// }\n\n// PlayerCreateResponse 创建玩家响应 - 定义在game_protocol.go中\n// type PlayerCreateResponse struct {\n// \tBaseResponse\n// \tPlayerID  string    `json:\"player_id,omitempty\"`\n// \tName      string    `json:\"name,omitempty\"`\n// \tLevel     int       `json:\"level,omitempty\"`\n// \tCreatedAt time.Time `json:\"created_at,omitempty\"`\n// }\n\n// 战斗相关消息\n\n// CreateBattleRequest 创建战斗请求 - 定义在game_protocol.go中\n// type CreateBattleRequest struct {\n// \tBattleType string   `json:\"battle_type\"`\n// \tMaxPlayers int      `json:\"max_players\"`\n// \tSettings   BattleSettings `json:\"settings,omitempty\"`\n// }\n\n// CreateBattleResponse 创建战斗响应 - 定义在game_protocol.go中\n// type CreateBattleResponse struct {\n// \tBaseResponse\n// \tBattleID   string `json:\"battle_id,omitempty\"`\n// \tBattleInfo *BattleInfo `json:\"battle_info,omitempty\"`\n// }\n\n// BattleSettings 战斗设置 - 定义在game_protocol.go中\n// type BattleSettings struct {\n// \tTimeLimit    int  `json:\"time_limit,omitempty\"`\n// \tAllowPets    bool `json:\"allow_pets\"`\n// \tAllowItems   bool `json:\"allow_items\"`\n// \tFriendlyFire bool `json:\"friendly_fire\"`\n// }\n\n// BattleInfo 战斗信息 - 定义在game_protocol.go中\n// type BattleInfo struct {\n// \tID         string        `json:\"id\"`\n// \tType       string        `json:\"type\"`\n// \tStatus     string        `json:\"status\"`\n// \tPlayers    []PlayerInfo  `json:\"players\"`\n// \tSettings   BattleSettings `json:\"settings\"`\n// \tStartTime  *time.Time    `json:\"start_time,omitempty\"`\n// \tEndTime    *time.Time    `json:\"end_time,omitempty\"`\n// \tCreatedAt  time.Time     `json:\"created_at\"`\n// }\n\n// JoinBattleRequest 加入战斗请求 - 定义在game_protocol.go中\n// type JoinBattleRequest struct {\n// \tBattleID string `json:\"battle_id\"`\n// \tTeam     int    `json:\"team,omitempty\"`\n// }\n\n// JoinBattleResponse 加入战斗响应 - 定义在game_protocol.go中\n// type JoinBattleResponse struct {\n// \tBaseResponse\n// \tBattleInfo *BattleInfo `json:\"battle_info,omitempty\"`\n// \tPlayerTeam int         `json:\"player_team,omitempty\"`\n// }\n\n// BattleActionRequest 战斗行动请求 - 定义在game_protocol.go中\n// type BattleActionRequest struct {\n// \tBattleID   string      `json:\"battle_id\"`\n// \tActionType string      `json:\"action_type\"`\n// \tTargetID   string      `json:\"target_id,omitempty\"`\n// \tSkillID    string      `json:\"skill_id,omitempty\"`\n// \tItemID     string      `json:\"item_id,omitempty\"`\n// \tPosition   *Position   `json:\"position,omitempty\"`\n// \tParams     interface{} `json:\"params,omitempty\"`\n// }\n\n// BattleActionResponse 战斗行动响应 - 定义在game_protocol.go中\n// type BattleActionResponse struct {\n// \tBaseResponse\n// \tActionResult *ActionResult `json:\"action_result,omitempty\"`\n// \tBattleState  *BattleState  `json:\"battle_state,omitempty\"`\n// }\n\n// ActionResult 行动结果 - 定义在game_protocol.go中\n// type ActionResult struct {\n// \tActionID   string      `json:\"action_id\"`\n// \tPlayerID   string      `json:\"player_id\"`\n// \tActionType string      `json:\"action_type\"`\n// \tTargetID   string      `json:\"target_id,omitempty\"`\n// \tDamage     int         `json:\"damage,omitempty\"`\n// \tHealing    int         `json:\"healing,omitempty\"`\n// \tEffects    []Effect    `json:\"effects,omitempty\"`\n// \tSuccess    bool        `json:\"success\"`\n// \tMessage    string      `json:\"message,omitempty\"`\n// \tTimestamp  time.Time   `json:\"timestamp\"`\n// }\n\n// Effect 效果 - 定义在game_protocol.go中\n// type Effect struct {\n// \tType     string      `json:\"type\"`\n// \tValue    int         `json:\"value\"`\n// \tDuration int         `json:\"duration,omitempty\"`\n// \tParams   interface{} `json:\"params,omitempty\"`\n// }\n\n// BattleState 战斗状态 - 定义在game_protocol.go中\n// type BattleState struct {\n// \tBattleID    string              `json:\"battle_id\"`\n// \tStatus      string              `json:\"status\"`\n// \tCurrentTurn string              `json:\"current_turn,omitempty\"`\n// \tTurnNumber  int                 `json:\"turn_number\"`\n// \tPlayers     map[string]*PlayerState `json:\"players\"`\n// \tTimeLeft    int                 `json:\"time_left,omitempty\"`\n// \tUpdatedAt   time.Time           `json:\"updated_at\"`\n// }\n\n// PlayerState 玩家状态 - 定义在game_protocol.go中\n// type PlayerState struct {\n// \tPlayerID  string    `json:\"player_id\"`\n// \tHP        int       `json:\"hp\"`\n// \tMaxHP     int       `json:\"max_hp\"`\n// \tMP        int       `json:\"mp\"`\n// \tMaxMP     int       `json:\"max_mp\"`\n// \tPosition  Position  `json:\"position\"`\n// \tStatus    string    `json:\"status\"`\n// \tEffects   []Effect  `json:\"effects,omitempty\"`\n// \tIsAlive   bool      `json:\"is_alive\"`\n// \tTeam      int       `json:\"team\"`\n// \tUpdatedAt time.Time `json:\"updated_at\"`\n// }\n\n// 以下所有结构体都定义在game_protocol.go中，这里注释掉避免重复定义\n/*\n\n// 宠物相关消息\n\n// PetSummonRequest 召唤宠物请求\ntype PetSummonRequest struct {\n\tPetID string `json:\"pet_id\"`\n\tSlot  int    `json:\"slot,omitempty\"`\n}\n\n// PetSummonResponse 召唤宠物响应\ntype PetSummonResponse struct {\n\tBaseResponse\n\tPetInfo *PetInfo `json:\"pet_info,omitempty\"`\n}\n\n// PetInfo 宠物信息\ntype PetInfo struct {\n\tID        string    `json:\"id\"`\n\tName      string    `json:\"name\"`\n\tType      string    `json:\"type\"`\n\tLevel     int       `json:\"level\"`\n\tExp       int64     `json:\"exp\"`\n\tStats     Stats     `json:\"stats\"`\n\tSkills    []string  `json:\"skills,omitempty\"`\n\tStatus    string    `json:\"status\"`\n\tPosition  Position  `json:\"position\"`\n\tOwnerID   string    `json:\"owner_id\"`\n\tCreatedAt time.Time `json:\"created_at\"`\n\tUpdatedAt time.Time `json:\"updated_at\"`\n}\n\n// 聊天相关消息\n\n// ChatMessageRequest 聊天消息请求\ntype ChatMessageRequest struct {\n\tChannel   string `json:\"channel\"`\n\tContent   string `json:\"content\"`\n\tTargetID  string `json:\"target_id,omitempty\"`\n\tMessageType string `json:\"message_type,omitempty\"`\n}\n\n// ChatMessageResponse 聊天消息响应\ntype ChatMessageResponse struct {\n\tBaseResponse\n\tMessageID string    `json:\"message_id,omitempty\"`\n\tTimestamp time.Time `json:\"timestamp,omitempty\"`\n}\n\n// ChatMessage 聊天消息\ntype ChatMessage struct {\n\tID        string    `json:\"id\"`\n\tChannel   string    `json:\"channel\"`\n\tSenderID  string    `json:\"sender_id\"`\n\tSenderName string   `json:\"sender_name\"`\n\tContent   string    `json:\"content\"`\n\tTargetID  string    `json:\"target_id,omitempty\"`\n\tMessageType string  `json:\"message_type\"`\n\tTimestamp time.Time `json:\"timestamp\"`\n}\n\n// 错误消息\n\n// ErrorMessage 错误消息\ntype ErrorMessage struct {\n\tErrorCode int    `json:\"error_code\"`\n\tMessage   string `json:\"message\"`\n\tDetails   string `json:\"details,omitempty\"`\n\tTimestamp int64  `json:\"timestamp\"`\n}\n\n// 错误码定义\nconst (\n\tErrSuccess           = 0     // 成功\n\tErrUnknown          = 1000  // 未知错误\n\tErrInvalidMessage   = 1001  // 无效消息\n\tErrInvalidPlayer    = 1002  // 无效玩家\n\tErrPlayerNotFound   = 1003  // 玩家未找到\n\tErrPlayerOffline    = 1004  // 玩家离线\n\tErrAuthFailed       = 1005  // 认证失败\n\tErrPermissionDenied = 1006  // 权限不足\n\tErrRateLimited      = 1007  // 请求过于频繁\n\tErrServerBusy       = 1008  // 服务器繁忙\n\tErrMaintenance      = 1009  // 服务器维护\n\n\t// 战斗相关错误\n\tErrBattleNotFound   = 2001  // 战斗未找到\n\tErrBattleFull       = 2002  // 战斗已满\n\tErrBattleStarted    = 2003  // 战斗已开始\n\tErrBattleEnded      = 2004  // 战斗已结束\n\tErrInvalidAction    = 2005  // 无效行动\n\tErrNotYourTurn      = 2006  // 不是你的回合\n\tErrSkillCooldown    = 2007  // 技能冷却中\n\tErrInsufficientMP   = 2008  // MP不足\n\n\t// 宠物相关错误\n\tErrPetNotFound      = 3001  // 宠物未找到\n\tErrPetAlreadyActive = 3002  // 宠物已激活\n\tErrPetNotActive     = 3003  // 宠物未激活\n\tErrPetLevelTooLow   = 3004  // 宠物等级过低\n\tErrPetEvolutionFail = 3005  // 宠物进化失败\n\n\t// 物品相关错误\n\tErrItemNotFound     = 4001  // 物品未找到\n\tErrItemNotUsable    = 4002  // 物品不可使用\n\tErrInventoryFull    = 4003  // 背包已满\n\tErrInsufficientItem = 4004  // 物品数量不足\n\tErrItemEquipFailed  = 4005  // 装备失败\n)\n*/\n"
  },
  {
    "path": "internal/interfaces/tcp/protocol/pet_protocol.go",
    "content": "package protocol\n\n// 宠物相关消息类型\nconst (\n\t// 请求消息类型\n\tMsgTypeCreatePet     = \"create_pet\"\n\tMsgTypeFeedPet       = \"feed_pet\"\n\tMsgTypeTrainPet      = \"train_pet\"\n\tMsgTypeGetPet        = \"get_pet\"\n\tMsgTypeGetPlayerPets = \"get_player_pets\"\n\tMsgTypeEvolvePet     = \"evolve_pet\"\n\tMsgTypeEquipPetSkin  = \"equip_pet_skin\"\n\tMsgTypeSynthesizePet = \"synthesize_pet\"\n\n\t// 响应消息类型\n\tMsgTypeCreatePetResponse     = \"create_pet_response\"\n\tMsgTypeFeedPetResponse       = \"feed_pet_response\"\n\tMsgTypeTrainPetResponse      = \"train_pet_response\"\n\tMsgTypeGetPetResponse        = \"get_pet_response\"\n\tMsgTypeGetPlayerPetsResponse = \"get_player_pets_response\"\n\tMsgTypeEvolvePetResponse     = \"evolve_pet_response\"\n\tMsgTypeEquipPetSkinResponse  = \"equip_pet_skin_response\"\n\tMsgTypeSynthesizePetResponse = \"synthesize_pet_response\"\n\n\t// 通知消息类型\n\tMsgTypePetLevelUp      = \"pet_level_up\"\n\tMsgTypePetMoodChanged  = \"pet_mood_changed\"\n\tMsgTypePetEvolved      = \"pet_evolved\"\n\tMsgTypePetSkinEquipped = \"pet_skin_equipped\"\n)\n\n// CreatePetRequest 创建宠物请求\ntype CreatePetRequest struct {\n\tPlayerID  uint64 `json:\"player_id\"`\n\tSpeciesID string `json:\"species_id\"`\n\tName      string `json:\"name\"`\n\tRarity    string `json:\"rarity,omitempty\"`\n\tQuality   string `json:\"quality,omitempty\"`\n}\n\n// CreatePetResponse 创建宠物响应\ntype CreatePetResponse struct {\n\tPetID     string `json:\"pet_id\"`\n\tPlayerID  uint64 `json:\"player_id\"`\n\tSpeciesID string `json:\"species_id\"`\n\tName      string `json:\"name\"`\n\tLevel     int32  `json:\"level\"`\n\tExp       int64  `json:\"exp\"`\n\tMaxExp    int64  `json:\"max_exp\"`\n\tRarity    string `json:\"rarity\"`\n\tQuality   string `json:\"quality\"`\n\tCreatedAt int64  `json:\"created_at\"`\n}\n\n// FeedPetRequest 喂养宠物请求\ntype FeedPetRequest struct {\n\tPetID    string `json:\"pet_id\"`\n\tFoodID   string `json:\"food_id\"`\n\tQuantity int32  `json:\"quantity\"`\n}\n\n// FeedPetResponse 喂养宠物响应\ntype FeedPetResponse struct {\n\tPetID        string `json:\"pet_id\"`\n\tOldHunger    int32  `json:\"old_hunger\"`\n\tNewHunger    int32  `json:\"new_hunger\"`\n\tOldHappiness int32  `json:\"old_happiness\"`\n\tNewHappiness int32  `json:\"new_happiness\"`\n\tExpGained    int64  `json:\"exp_gained\"`\n\tLevelUp      bool   `json:\"level_up\"`\n\tFedAt        int64  `json:\"fed_at\"`\n}\n\n// TrainPetRequest 训练宠物请求\ntype TrainPetRequest struct {\n\tPetID        string `json:\"pet_id\"`\n\tTrainingType string `json:\"training_type\"`\n\tDuration     int32  `json:\"duration\"`\n\tIntensity    string `json:\"intensity,omitempty\"`\n}\n\n// TrainPetResponse 训练宠物响应\ntype TrainPetResponse struct {\n\tPetID            string           `json:\"pet_id\"`\n\tTrainingType     string           `json:\"training_type\"`\n\tExpGained        int64            `json:\"exp_gained\"`\n\tAttributeChanges map[string]int64 `json:\"attribute_changes\"`\n\tEnergyConsumed   int32            `json:\"energy_consumed\"`\n\tLevelUp          bool             `json:\"level_up\"`\n\tSkillsLearned    []string         `json:\"skills_learned,omitempty\"`\n\tTrainedAt        int64            `json:\"trained_at\"`\n}\n\n// GetPetRequest 获取宠物请求\ntype GetPetRequest struct {\n\tPetID string `json:\"pet_id\"`\n}\n\n// GetPetResponse 获取宠物响应\ntype GetPetResponse struct {\n\tFound bool     `json:\"found\"`\n\tPet   *PetInfo `json:\"pet,omitempty\"`\n}\n\n// GetPlayerPetsRequest 获取玩家宠物列表请求\ntype GetPlayerPetsRequest struct {\n\tPlayerID uint64 `json:\"player_id\"`\n\tRarity   string `json:\"rarity,omitempty\"`\n\tQuality  string `json:\"quality,omitempty\"`\n\tMinLevel int32  `json:\"min_level,omitempty\"`\n\tMaxLevel int32  `json:\"max_level,omitempty\"`\n\tPage     int    `json:\"page,omitempty\"`\n\tPageSize int    `json:\"page_size,omitempty\"`\n}\n\n// GetPlayerPetsResponse 获取玩家宠物列表响应\ntype GetPlayerPetsResponse struct {\n\tPlayerID   uint64     `json:\"player_id\"`\n\tPets       []*PetInfo `json:\"pets\"`\n\tTotal      int64      `json:\"total\"`\n\tPage       int        `json:\"page\"`\n\tPageSize   int        `json:\"page_size\"`\n\tTotalPages int64      `json:\"total_pages\"`\n}\n\n// EvolvePetRequest 宠物进化请求\ntype EvolvePetRequest struct {\n\tPetID         string           `json:\"pet_id\"`\n\tTargetSpecies string           `json:\"target_species\"`\n\tMaterials     map[string]int32 `json:\"materials,omitempty\"`\n}\n\n// EvolvePetResponse 宠物进化响应\ntype EvolvePetResponse struct {\n\tPetID          string           `json:\"pet_id\"`\n\tOldSpecies     string           `json:\"old_species\"`\n\tNewSpecies     string           `json:\"new_species\"`\n\tOldRarity      string           `json:\"old_rarity\"`\n\tNewRarity      string           `json:\"new_rarity\"`\n\tAttributeBonus map[string]int64 `json:\"attribute_bonus\"`\n\tNewSkills      []string         `json:\"new_skills,omitempty\"`\n\tMaterialsUsed  map[string]int32 `json:\"materials_used\"`\n\tEvolvedAt      int64            `json:\"evolved_at\"`\n}\n\n// EquipPetSkinRequest 装备宠物皮肤请求\ntype EquipPetSkinRequest struct {\n\tPetID  string `json:\"pet_id\"`\n\tSkinID string `json:\"skin_id\"`\n}\n\n// EquipPetSkinResponse 装备宠物皮肤响应\ntype EquipPetSkinResponse struct {\n\tPetID         string             `json:\"pet_id\"`\n\tOldSkinID     string             `json:\"old_skin_id,omitempty\"`\n\tNewSkinID     string             `json:\"new_skin_id\"`\n\tEffectChanges map[string]float64 `json:\"effect_changes,omitempty\"`\n\tEquippedAt    int64              `json:\"equipped_at\"`\n}\n\n// SynthesizePetRequest 宠物合成请求\ntype SynthesizePetRequest struct {\n\tPlayerID   uint64 `json:\"player_id\"`\n\tFragmentID string `json:\"fragment_id\"`\n\tQuantity   int32  `json:\"quantity\"`\n}\n\n// SynthesizePetResponse 宠物合成响应\ntype SynthesizePetResponse struct {\n\tPlayerID      uint64 `json:\"player_id\"`\n\tFragmentID    string `json:\"fragment_id\"`\n\tQuantityUsed  int32  `json:\"quantity_used\"`\n\tPetID         string `json:\"pet_id,omitempty\"`\n\tSpeciesID     string `json:\"species_id,omitempty\"`\n\tRarity        string `json:\"rarity,omitempty\"`\n\tSuccess       bool   `json:\"success\"`\n\tSynthesizedAt int64  `json:\"synthesized_at\"`\n}\n\n// PetInfo 宠物信息\ntype PetInfo struct {\n\tPetID        string           `json:\"pet_id\"`\n\tPlayerID     uint64           `json:\"player_id\"`\n\tSpeciesID    string           `json:\"species_id\"`\n\tName         string           `json:\"name\"`\n\tLevel        int32            `json:\"level\"`\n\tExp          int64            `json:\"exp\"`\n\tMaxExp       int64            `json:\"max_exp\"`\n\tRarity       string           `json:\"rarity\"`\n\tQuality      string           `json:\"quality\"`\n\tAttributes   map[string]int64 `json:\"attributes\"`\n\tSkills       []string         `json:\"skills\"`\n\tEquippedSkin string           `json:\"equipped_skin,omitempty\"`\n\tMood         string           `json:\"mood\"`\n\tHunger       int32            `json:\"hunger\"`\n\tEnergy       int32            `json:\"energy\"`\n\tHealth       int32            `json:\"health\"`\n\tHappiness    int32            `json:\"happiness\"`\n\tIsActive     bool             `json:\"is_active\"`\n\tLastFedAt    int64            `json:\"last_fed_at\"`\n\tLastPlayedAt int64            `json:\"last_played_at\"`\n\tCreatedAt    int64            `json:\"created_at\"`\n\tUpdatedAt    int64            `json:\"updated_at\"`\n}\n\n// 通知消息结构\n\n// PetLevelUpNotification 宠物升级通知\ntype PetLevelUpNotification struct {\n\tPetID         string           `json:\"pet_id\"`\n\tPlayerID      uint64           `json:\"player_id\"`\n\tOldLevel      int32            `json:\"old_level\"`\n\tNewLevel      int32            `json:\"new_level\"`\n\tNewMaxExp     int64            `json:\"new_max_exp\"`\n\tAttributeGain map[string]int64 `json:\"attribute_gain,omitempty\"`\n\tSkillsLearned []string         `json:\"skills_learned,omitempty\"`\n\tLevelUpAt     int64            `json:\"level_up_at\"`\n}\n\n// PetMoodChangedNotification 宠物心情变化通知\ntype PetMoodChangedNotification struct {\n\tPetID     string `json:\"pet_id\"`\n\tPlayerID  uint64 `json:\"player_id\"`\n\tOldMood   string `json:\"old_mood\"`\n\tNewMood   string `json:\"new_mood\"`\n\tReason    string `json:\"reason\"`\n\tChangedAt int64  `json:\"changed_at\"`\n}\n\n// PetEvolvedNotification 宠物进化通知\ntype PetEvolvedNotification struct {\n\tPetID         string           `json:\"pet_id\"`\n\tPlayerID      uint64           `json:\"player_id\"`\n\tOldSpecies    string           `json:\"old_species\"`\n\tNewSpecies    string           `json:\"new_species\"`\n\tOldRarity     string           `json:\"old_rarity\"`\n\tNewRarity     string           `json:\"new_rarity\"`\n\tAttributeGain map[string]int64 `json:\"attribute_gain\"`\n\tNewSkills     []string         `json:\"new_skills,omitempty\"`\n\tEvolvedAt     int64            `json:\"evolved_at\"`\n}\n\n// PetSkinEquippedNotification 宠物皮肤装备通知\ntype PetSkinEquippedNotification struct {\n\tPetID         string             `json:\"pet_id\"`\n\tPlayerID      uint64             `json:\"player_id\"`\n\tOldSkinID     string             `json:\"old_skin_id,omitempty\"`\n\tNewSkinID     string             `json:\"new_skin_id\"`\n\tSkinName      string             `json:\"skin_name\"`\n\tEffectChanges map[string]float64 `json:\"effect_changes,omitempty\"`\n\tEquippedAt    int64              `json:\"equipped_at\"`\n}\n\n// PetFragmentInfo 宠物碎片信息\ntype PetFragmentInfo struct {\n\tFragmentID string `json:\"fragment_id\"`\n\tPlayerID   uint64 `json:\"player_id\"`\n\tSpeciesID  string `json:\"species_id\"`\n\tQuantity   int32  `json:\"quantity\"`\n\tRequired   int32  `json:\"required\"`\n\tSource     string `json:\"source\"`\n\tCreatedAt  int64  `json:\"created_at\"`\n\tUpdatedAt  int64  `json:\"updated_at\"`\n}\n\n// PetSkinInfo 宠物皮肤信息\ntype PetSkinInfo struct {\n\tSkinID     string             `json:\"skin_id\"`\n\tPlayerID   uint64             `json:\"player_id\"`\n\tSpeciesID  string             `json:\"species_id\"`\n\tName       string             `json:\"name\"`\n\tRarity     string             `json:\"rarity\"`\n\tEffects    map[string]float64 `json:\"effects\"`\n\tIsUnlocked bool               `json:\"is_unlocked\"`\n\tUnlockedAt int64              `json:\"unlocked_at,omitempty\"`\n\tCreatedAt  int64              `json:\"created_at\"`\n}\n\n// PetBondInfo 宠物羁绊信息\ntype PetBondInfo struct {\n\tBondID      string             `json:\"bond_id\"`\n\tPlayerID    uint64             `json:\"player_id\"`\n\tPetIDs      []string           `json:\"pet_ids\"`\n\tBondType    string             `json:\"bond_type\"`\n\tLevel       int32              `json:\"level\"`\n\tExp         int64              `json:\"exp\"`\n\tMaxExp      int64              `json:\"max_exp\"`\n\tEffects     map[string]float64 `json:\"effects\"`\n\tIsActive    bool               `json:\"is_active\"`\n\tActivatedAt int64              `json:\"activated_at,omitempty\"`\n\tCreatedAt   int64              `json:\"created_at\"`\n\tUpdatedAt   int64              `json:\"updated_at\"`\n}\n\n// PetPictorialInfo 宠物图鉴信息\ntype PetPictorialInfo struct {\n\tPictorialID   string `json:\"pictorial_id\"`\n\tPlayerID      uint64 `json:\"player_id\"`\n\tSpeciesID     string `json:\"species_id\"`\n\tIsUnlocked    bool   `json:\"is_unlocked\"`\n\tFirstSeenAt   int64  `json:\"first_seen_at,omitempty\"`\n\tFirstOwnedAt  int64  `json:\"first_owned_at,omitempty\"`\n\tTotalOwned    int32  `json:\"total_owned\"`\n\tHighestLevel  int32  `json:\"highest_level\"`\n\tHighestRarity string `json:\"highest_rarity\"`\n\tCreatedAt     int64  `json:\"created_at\"`\n\tUpdatedAt     int64  `json:\"updated_at\"`\n}\n"
  },
  {
    "path": "internal/interfaces/tcp/router.go",
    "content": "package tcp\n\nimport (\n\t\"encoding/json\"\n\t\"fmt\"\n\t\"sync\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n\t\"greatestworks/internal/interfaces/tcp/connection\"\n\t\"greatestworks/internal/interfaces/tcp/handlers\"\n\t\"greatestworks/internal/interfaces/tcp/protocol\"\n)\n\n// 使用其他地方定义的Logger接口\n\n// MessageHandler 消息处理器接口\ntype MessageHandler interface {\n\tHandleMessage(session *connection.Session, msg *protocol.Message) error\n}\n\n// Router TCP消息路由器\ntype Router struct {\n\thandlers map[uint16]MessageHandler\n\tmutex    sync.RWMutex\n\tlogger   logging.Logger\n}\n\n// NewRouter 创建新的路由器\nfunc NewRouter(logger logging.Logger) *Router {\n\treturn &Router{\n\t\thandlers: make(map[uint16]MessageHandler),\n\t\tlogger:   logger,\n\t}\n}\n\n// RegisterHandler 注册消息处理器\nfunc (r *Router) RegisterHandler(messageType uint16, handler MessageHandler) {\n\tr.mutex.Lock()\n\tdefer r.mutex.Unlock()\n\n\tr.handlers[messageType] = handler\n\tr.logger.Info(\"Message handler registered\", logging.Fields{\n\t\t\"message_type\": messageType,\n\t})\n}\n\n// RegisterGameHandler 注册游戏处理器的所有消息类型\nfunc (r *Router) RegisterGameHandler(handler *handlers.GameHandler) {\n\t// 系统消息\n\tr.RegisterHandler(uint16(protocol.MsgHeartbeat), handler)\n\tr.RegisterHandler(uint16(protocol.MsgAuth), handler)\n\tr.RegisterHandler(uint16(protocol.MsgError), handler)\n\n\t// 玩家相关消息\n\tr.RegisterHandler(uint16(protocol.MsgPlayerLogin), handler)\n\tr.RegisterHandler(uint16(protocol.MsgPlayerLogout), handler)\n\tr.RegisterHandler(uint16(protocol.MsgPlayerMove), handler)\n\tr.RegisterHandler(uint16(protocol.MsgPlayerStatus), handler)\n\tr.RegisterHandler(uint16(protocol.MsgBattleSkill), handler)\n\tr.RegisterHandler(uint16(protocol.MsgPlayerInfo), handler)\n\tr.RegisterHandler(uint16(protocol.MsgPlayerCreate), handler)\n\tr.RegisterHandler(uint16(protocol.MsgPlayerStatus), handler)\n\tr.RegisterHandler(uint16(protocol.MsgPlayerStats), handler)\n\t//r.RegisterHandler(uint16(protocol.MsgPlayerInventory), handler)\n\t//r.RegisterHandler(uint16(protocol.MsgPlayerSkills), handler)\n\t//r.RegisterHandler(uint16(protocol.MsgPlayerQuests), handler)\n\n\t// 战斗相关消息\n\tr.RegisterHandler(uint16(protocol.MsgCreateBattle), handler)\n\tr.RegisterHandler(uint16(protocol.MsgJoinBattle), handler)\n\tr.RegisterHandler(uint16(protocol.MsgStartBattle), handler)\n\tr.RegisterHandler(uint16(protocol.MsgBattleAction), handler)\n\tr.RegisterHandler(uint16(protocol.MsgBattleSkill), handler)\n\tr.RegisterHandler(uint16(protocol.MsgLeaveBattle), handler)\n\tr.RegisterHandler(uint16(protocol.MsgBattleStatus), handler)\n\tr.RegisterHandler(uint16(protocol.MsgBattleResult), handler)\n\n\t// 宠物相关消息\n\tr.RegisterHandler(uint16(protocol.MsgPetSummon), handler)\n\tr.RegisterHandler(uint16(protocol.MsgPetDismiss), handler)\n\tr.RegisterHandler(uint16(protocol.MsgPetAction), handler)\n\tr.RegisterHandler(uint16(protocol.MsgPetStatus), handler)\n\tr.RegisterHandler(uint16(protocol.MsgPetTrain), handler)\n\t//r.RegisterHandler(uint16(protocol.MsgPetEvolve), handler)\n\n\t// 建筑相关消息\n\tr.RegisterHandler(uint16(protocol.MsgBuildingCreate), handler)\n\tr.RegisterHandler(uint16(protocol.MsgBuildingUpgrade), handler)\n\tr.RegisterHandler(uint16(protocol.MsgBuildingDestroy), handler)\n\tr.RegisterHandler(uint16(protocol.MsgBuildingStatus), handler)\n\t//r.RegisterHandler(uint16(protocol.MsgBuildingList), handler)\n\n\t// 社交相关消息\n\t// 聊天与社交\n\tr.RegisterHandler(uint16(protocol.MsgChatMessage), handler)\n\t//r.RegisterHandler(uint16(protocol.MsgFriendAdd), handler)\n\tr.RegisterHandler(uint16(protocol.MsgFriendRemove), handler)\n\tr.RegisterHandler(uint16(protocol.MsgFriendList), handler)\n\tr.RegisterHandler(uint16(protocol.MsgGuildJoin), handler)\n\tr.RegisterHandler(uint16(protocol.MsgGuildLeave), handler)\n\tr.RegisterHandler(uint16(protocol.MsgGuildInfo), handler)\n\tr.RegisterHandler(uint16(protocol.MsgTeamCreate), handler)\n\tr.RegisterHandler(uint16(protocol.MsgTeamJoin), handler)\n\tr.RegisterHandler(uint16(protocol.MsgTeamLeave), handler)\n\tr.RegisterHandler(uint16(protocol.MsgTeamInfo), handler)\n\n\t// 物品相关消息\n\tr.RegisterHandler(uint16(protocol.MsgItemUse), handler)\n\t//r.RegisterHandler(uint16(protocol.MsgItemMove), handler)\n\tr.RegisterHandler(uint16(protocol.MsgItemDrop), handler)\n\tr.RegisterHandler(uint16(protocol.MsgItemPickup), handler)\n\tr.RegisterHandler(uint16(protocol.MsgItemTrade), handler)\n\tr.RegisterHandler(uint16(protocol.MsgItemCraft), handler)\n\n\t// 任务相关消息\n\tr.RegisterHandler(uint16(protocol.MsgQuestAccept), handler)\n\tr.RegisterHandler(uint16(protocol.MsgQuestComplete), handler)\n\tr.RegisterHandler(uint16(protocol.MsgQuestCancel), handler)\n\tr.RegisterHandler(uint16(protocol.MsgQuestProgress), handler)\n\tr.RegisterHandler(uint16(protocol.MsgQuestList), handler)\n\n\t// 查询相关消息\n\tr.RegisterHandler(uint16(protocol.MsgGetPlayerInfo), handler)\n\tr.RegisterHandler(uint16(protocol.MsgGetOnlinePlayers), handler)\n\tr.RegisterHandler(uint16(protocol.MsgGetBattleInfo), handler)\n\tr.RegisterHandler(uint16(protocol.MsgGetServerInfo), handler)\n\t//r.RegisterHandler(uint16(protocol.MsgGetWorldInfo), handler)\n\n\tr.logger.Info(\"Game handler registered with all message types\")\n}\n\n// RouteMessage 路由消息到对应的处理器\nfunc (r *Router) RouteMessage(session *connection.Session, msg *protocol.Message) error {\n\tr.mutex.RLock()\n\thandler, exists := r.handlers[uint16(msg.Header.MessageType)]\n\tr.mutex.RUnlock()\n\n\tif !exists {\n\t\tr.logger.Info(\"No handler found for message type\", logging.Fields{\n\t\t\t\"message_type\": msg.Header.MessageType,\n\t\t\t\"session_id\":   session.ID,\n\t\t\t\"user_id\":      session.UserID,\n\t\t})\n\t\treturn r.sendUnhandledMessageError(session, msg)\n\t}\n\n\t// 记录消息处理日志\n\tr.logger.Debug(\"Routing message\", logging.Fields{\n\t\t\"message_type\": msg.Header.MessageType,\n\t\t\"message_id\":   msg.Header.MessageID,\n\t\t\"session_id\":   session.ID,\n\t\t\"user_id\":      session.UserID,\n\t})\n\n\t// 调用处理器\n\terr := handler.HandleMessage(session, msg)\n\tif err != nil {\n\t\tr.logger.Error(\"Message handler error\", err, logging.Fields{\n\t\t\t\"message_type\": msg.Header.MessageType,\n\t\t\t\"message_id\":   msg.Header.MessageID,\n\t\t\t\"session_id\":   session.ID,\n\t\t\t\"user_id\":      session.UserID,\n\t\t})\n\t\treturn err\n\t}\n\n\treturn nil\n}\n\n// GetHandler 获取指定消息类型的处理器\nfunc (r *Router) GetHandler(messageType uint16) (MessageHandler, bool) {\n\tr.mutex.RLock()\n\tdefer r.mutex.RUnlock()\n\n\thandler, exists := r.handlers[messageType]\n\treturn handler, exists\n}\n\n// UnregisterHandler 注销消息处理器\nfunc (r *Router) UnregisterHandler(messageType uint16) {\n\tr.mutex.Lock()\n\tdefer r.mutex.Unlock()\n\n\tdelete(r.handlers, messageType)\n\tr.logger.Info(\"Message handler unregistered\", logging.Fields{\n\t\t\"message_type\": messageType,\n\t})\n}\n\n// GetRegisteredMessageTypes 获取所有已注册的消息类型\nfunc (r *Router) GetRegisteredMessageTypes() []uint16 {\n\tr.mutex.RLock()\n\tdefer r.mutex.RUnlock()\n\n\ttypes := make([]uint16, 0, len(r.handlers))\n\tfor msgType := range r.handlers {\n\t\ttypes = append(types, msgType)\n\t}\n\n\treturn types\n}\n\n// GetHandlerCount 获取已注册处理器数量\nfunc (r *Router) GetHandlerCount() int {\n\tr.mutex.RLock()\n\tdefer r.mutex.RUnlock()\n\n\treturn len(r.handlers)\n}\n\n// IsMessageTypeSupported 检查消息类型是否被支持\nfunc (r *Router) IsMessageTypeSupported(messageType uint16) bool {\n\tr.mutex.RLock()\n\tdefer r.mutex.RUnlock()\n\n\t_, exists := r.handlers[messageType]\n\treturn exists\n}\n\n// sendUnhandledMessageError 发送未处理消息错误\nfunc (r *Router) sendUnhandledMessageError(session *connection.Session, msg *protocol.Message) error {\n\terrorMsg := &protocol.ErrorResponse{\n\t\tBaseResponse: protocol.NewBaseResponse(false, fmt.Sprintf(\"Unhandled message type: %d\", msg.Header.MessageType)),\n\t\tErrorCode:    int(protocol.ErrCodeInvalidMessage),\n\t\tErrorType:    \"UNHANDLED_MESSAGE\",\n\t}\n\n\terrorResponse := &protocol.Message{\n\t\tHeader: protocol.MessageHeader{\n\t\t\tMagic:       protocol.MessageMagic,\n\t\t\tMessageID:   msg.Header.MessageID,\n\t\t\tMessageType: protocol.MsgError,\n\t\t\tFlags:       protocol.FlagResponse | protocol.FlagError,\n\t\t\tPlayerID:    msg.Header.PlayerID,\n\t\t\tTimestamp:   msg.Header.Timestamp,\n\t\t\tSequence:    0,\n\t\t},\n\t\tPayload: errorMsg,\n\t}\n\n\t// 序列化消息并发送\n\tdata, err := json.Marshal(errorResponse)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"序列化错误消息失败: %w\", err)\n\t}\n\n\treturn session.Send(data)\n}\n\n// ValidateMessage 验证消息格式\nfunc (r *Router) ValidateMessage(msg *protocol.Message) error {\n\tif msg == nil {\n\t\treturn fmt.Errorf(\"message is nil\")\n\t}\n\n\t// 验证魔数\n\tif msg.Header.Magic != protocol.MessageMagic {\n\t\treturn fmt.Errorf(\"invalid magic number: %d\", msg.Header.Magic)\n\t}\n\n\t// 验证消息类型\n\tif msg.Header.MessageType == 0 {\n\t\treturn fmt.Errorf(\"invalid message type: %d\", msg.Header.MessageType)\n\t}\n\n\t// 验证消息ID\n\tif msg.Header.MessageID == 0 {\n\t\treturn fmt.Errorf(\"invalid message ID: %d\", msg.Header.MessageID)\n\t}\n\n\t// 验证时间戳\n\tif msg.Header.Timestamp <= 0 {\n\t\treturn fmt.Errorf(\"invalid timestamp: %d\", msg.Header.Timestamp)\n\t}\n\n\treturn nil\n}\n\n// LogRouterStats 记录路由器统计信息\nfunc (r *Router) LogRouterStats() {\n\tr.mutex.RLock()\n\thandlerCount := len(r.handlers)\n\tmessageTypes := make([]uint16, 0, handlerCount)\n\tfor msgType := range r.handlers {\n\t\tmessageTypes = append(messageTypes, msgType)\n\t}\n\tr.mutex.RUnlock()\n\n\tr.logger.Info(\"Router statistics\", logging.Fields{\n\t\t\"handler_count\": handlerCount,\n\t\t\"message_types\": messageTypes,\n\t})\n}\n"
  },
  {
    "path": "internal/interfaces/tcp/scene_handler.go",
    "content": "package tcp\n\nimport (\n\t\"greatestworks/internal/application/services\"\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// SceneHandler 场景TCP处理器\ntype SceneHandler struct {\n\tweatherService *services.WeatherService\n\tplantService   *services.PlantService\n\tlogger         logging.Logger\n}\n\n// NewSceneHandler 创建场景处理器\nfunc NewSceneHandler(weatherService *services.WeatherService, plantService *services.PlantService, logger logging.Logger) *SceneHandler {\n\treturn &SceneHandler{\n\t\tweatherService: weatherService,\n\t\tplantService:   plantService,\n\t\tlogger:         logger,\n\t}\n}\n\n// RegisterHandlers 注册处理器\nfunc (h *SceneHandler) RegisterHandlers(server interface{}) error {\n\t// TODO: 实现场景处理器注册功能\n\th.logger.Info(\"Scene handlers registration not implemented\", map[string]interface{}{})\n\treturn nil\n}\n"
  },
  {
    "path": "internal/interfaces/tcp/server.go",
    "content": "package tcp\n\nimport (\n\t\"context\"\n\t\"encoding/json\"\n\t\"fmt\"\n\t\"io\"\n\t\"net\"\n\t\"strconv\"\n\t\"sync\"\n\t\"time\"\n\n\tappHandlers \"greatestworks/internal/application/handlers\"\n\tappServices \"greatestworks/internal/application/services\"\n\t\"greatestworks/internal/domain/character\"\n\t\"greatestworks/internal/infrastructure/logging\"\n\t\"greatestworks/internal/interfaces/tcp/connection\"\n\ttcpHandlers \"greatestworks/internal/interfaces/tcp/handlers\"\n\t\"greatestworks/internal/interfaces/tcp/protocol\"\n)\n\n// ServerConfig TCP服务器配置\ntype ServerConfig struct {\n\tAddr              string\n\tMaxConnections    int\n\tReadTimeout       time.Duration\n\tWriteTimeout      time.Duration\n\tEnableCompression bool\n\tBufferSize        int\n}\n\n// DefaultServerConfig 默认服务器配置\nfunc DefaultServerConfig() *ServerConfig {\n\treturn &ServerConfig{\n\t\tAddr:              \":9090\",\n\t\tMaxConnections:    10000,\n\t\tReadTimeout:       30 * time.Second,\n\t\tWriteTimeout:      30 * time.Second,\n\t\tEnableCompression: false,\n\t\tBufferSize:        4096,\n\t}\n}\n\n// TCPServer TCP服务器\ntype TCPServer struct {\n\tconfig           *ServerConfig\n\tlistener         net.Listener\n\tgameHandler      *tcpHandlers.GameHandler\n\trouter           *Router\n\tconnManager      *connection.Manager\n\theartbeatManager *connection.HeartbeatManager\n\tlogger           logging.Logger\n\tctx              context.Context\n\tcancel           context.CancelFunc\n\twg               sync.WaitGroup\n\trunning          bool\n\tmutex            sync.RWMutex\n\n\t// optional references for wiring\n\tmapService       *appServices.MapService\n\tfightService     *appServices.FightService\n\tcharacterService *appServices.CharacterService\n}\n\n// NewTCPServer 创建TCP服务器\nfunc NewTCPServer(config *ServerConfig, commandBus *appHandlers.CommandBus, queryBus *appHandlers.QueryBus, logger logging.Logger) *TCPServer {\n\tif config == nil {\n\t\tconfig = DefaultServerConfig()\n\t}\n\n\tctx, cancel := context.WithCancel(context.Background())\n\n\t// 创建连接管理器\n\tconnManager := connection.NewManager(logger)\n\n\t// 创建心跳管理器\n\theartbeatManager := connection.NewHeartbeatManager(logger, 30*time.Second, 60*time.Second)\n\n\t// 创建游戏处理器\n\tgameHandler := tcpHandlers.NewGameHandler(commandBus, queryBus, connManager, logger)\n\n\t// 创建路由器\n\trouter := NewRouter(logger)\n\trouter.RegisterGameHandler(gameHandler)\n\n\tserver := &TCPServer{\n\t\tconfig:           config,\n\t\tgameHandler:      gameHandler,\n\t\trouter:           router,\n\t\tconnManager:      connManager,\n\t\theartbeatManager: heartbeatManager,\n\t\tlogger:           logger,\n\t\tctx:              ctx,\n\t\tcancel:           cancel,\n\t\trunning:          false,\n\t}\n\n\treturn server\n}\n\n// SetMapService allows injecting MapService for potential handler usage.\nfunc (s *TCPServer) SetMapService(ms *appServices.MapService) {\n\ts.mapService = ms\n\tif s.gameHandler != nil {\n\t\ts.gameHandler.SetMapService(ms)\n\t}\n}\n\n// SetFightService allows injecting FightService for handler usage.\nfunc (s *TCPServer) SetFightService(fs *appServices.FightService) {\n\ts.fightService = fs\n\tif s.gameHandler != nil {\n\t\ts.gameHandler.SetFightService(fs)\n\t}\n}\n\n// SetCharacterService allows injecting CharacterService for handler usage.\nfunc (s *TCPServer) SetCharacterService(cs *appServices.CharacterService) {\n\ts.characterService = cs\n\tif s.gameHandler != nil {\n\t\ts.gameHandler.SetCharacterService(cs)\n\t}\n}\n\n// GetConnectionManager exposes the underlying connection manager for wiring.\nfunc (s *TCPServer) GetConnectionManager() *connection.Manager { return s.connManager }\n\n// Start 启动TCP服务器\nfunc (s *TCPServer) Start() error {\n\ts.mutex.Lock()\n\tif s.running {\n\t\ts.mutex.Unlock()\n\t\treturn fmt.Errorf(\"server is already running\")\n\t}\n\ts.mutex.Unlock()\n\n\ts.logger.Info(\"Starting TCP server\", map[string]interface{}{\n\t\t\"address\": s.config.Addr,\n\t})\n\n\t// 创建监听器\n\tlistener, err := net.Listen(\"tcp\", s.config.Addr)\n\tif err != nil {\n\t\ts.logger.Error(\"Failed to create listener\", err, logging.Fields{\n\t\t\t\"address\": s.config.Addr,\n\t\t})\n\t\treturn fmt.Errorf(\"failed to create listener: %w\", err)\n\t}\n\n\ts.listener = listener\n\ts.mutex.Lock()\n\ts.running = true\n\ts.mutex.Unlock()\n\n\t// 启动心跳管理器\n\tgo s.heartbeatManager.Start(s.ctx)\n\n\t// 启动接受连接的协程\n\ts.wg.Add(1)\n\tgo s.acceptConnections()\n\n\ts.logger.Info(\"TCP server started successfully\", map[string]interface{}{\n\t\t\"address\": s.config.Addr,\n\t})\n\treturn nil\n}\n\n// Stop 停止TCP服务器\nfunc (s *TCPServer) Stop() error {\n\ts.mutex.Lock()\n\tif !s.running {\n\t\ts.mutex.Unlock()\n\t\treturn fmt.Errorf(\"server is not running\")\n\t}\n\ts.running = false\n\ts.mutex.Unlock()\n\n\ts.logger.Info(\"Stopping TCP server\")\n\n\t// 取消上下文\n\ts.cancel()\n\n\t// 关闭监听器\n\tif s.listener != nil {\n\t\tif err := s.listener.Close(); err != nil {\n\t\t\ts.logger.Error(\"Failed to close listener\", err)\n\t\t}\n\t}\n\n\t// 等待所有协程结束\n\ts.wg.Wait()\n\n\ts.logger.Info(\"TCP server stopped successfully\")\n\treturn nil\n}\n\n// acceptConnections 接受连接\nfunc (s *TCPServer) acceptConnections() {\n\tdefer s.wg.Done()\n\n\tfor {\n\t\tselect {\n\t\tcase <-s.ctx.Done():\n\t\t\ts.logger.Info(\"Accept connections routine stopped\")\n\t\t\treturn\n\t\tdefault:\n\t\t\t// 设置接受超时\n\t\t\tif tcpListener, ok := s.listener.(*net.TCPListener); ok {\n\t\t\t\ttcpListener.SetDeadline(time.Now().Add(1 * time.Second))\n\t\t\t}\n\n\t\t\tconn, err := s.listener.Accept()\n\t\t\tif err != nil {\n\t\t\t\t// 检查是否是超时错误\n\t\t\t\tif netErr, ok := err.(net.Error); ok && netErr.Timeout() {\n\t\t\t\t\tcontinue\n\t\t\t\t}\n\n\t\t\t\t// 检查服务器是否正在关闭\n\t\t\t\tselect {\n\t\t\t\tcase <-s.ctx.Done():\n\t\t\t\t\treturn\n\t\t\t\tdefault:\n\t\t\t\t\ts.logger.Error(\"Failed to accept connection\", err)\n\t\t\t\t\tcontinue\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// 检查连接数限制\n\t\t\tconnectionCount := s.connManager.GetConnectionCount()\n\t\t\tif connectionCount >= s.config.MaxConnections {\n\t\t\t\ts.logger.Warn(\"Connection limit reached, rejecting new connection\", logging.Fields{\n\t\t\t\t\t\"current_count\":   connectionCount,\n\t\t\t\t\t\"max_connections\": s.config.MaxConnections,\n\t\t\t\t})\n\t\t\t\tconn.Close()\n\t\t\t\tcontinue\n\t\t\t}\n\n\t\t\t// 处理新连接\n\t\t\ts.wg.Add(1)\n\t\t\tgo s.handleConnection(conn)\n\t\t}\n\t}\n}\n\n// handleConnection 处理连接\nfunc (s *TCPServer) handleConnection(netConn net.Conn) {\n\tdefer s.wg.Done()\n\n\t// 设置连接超时\n\tif tcpConn, ok := netConn.(*net.TCPConn); ok {\n\t\ttcpConn.SetKeepAlive(true)\n\t\ttcpConn.SetKeepAlivePeriod(30 * time.Second)\n\t}\n\n\t// 创建会话\n\tsession := connection.NewSession(fmt.Sprintf(\"session_%d\", time.Now().UnixNano()), netConn, s.logger)\n\n\t// 添加到连接管理器\n\ts.connManager.AddConnection(session)\n\n\t// 添加到心跳管理器\n\ts.heartbeatManager.AddSession(session)\n\n\ts.logger.Info(\"New connection established\", map[string]interface{}{\n\t\t\"session_id\":  session.ID,\n\t\t\"remote_addr\": netConn.RemoteAddr(),\n\t})\n\n\t// 处理连接消息\n\tdefer func() {\n\t\t// 清理连接\n\t\ts.cleanupConnection(session)\n\t}()\n\n\t// 消息处理循环\n\tfor {\n\t\tselect {\n\t\tcase <-s.ctx.Done():\n\t\t\treturn\n\t\tdefault:\n\t\t\t// 设置读取超时\n\t\t\tnetConn.SetReadDeadline(time.Now().Add(s.config.ReadTimeout))\n\n\t\t\t// 读取消息\n\t\t\tmsg, err := s.readMessage(netConn)\n\t\t\tif err != nil {\n\t\t\t\tif err == io.EOF {\n\t\t\t\t\ts.logger.Info(\"Connection closed by client\", map[string]interface{}{\n\t\t\t\t\t\t\"session_id\": session.ID,\n\t\t\t\t\t})\n\t\t\t\t} else if netErr, ok := err.(net.Error); ok && netErr.Timeout() {\n\t\t\t\t\ts.logger.Debug(\"Read timeout\", map[string]interface{}{\n\t\t\t\t\t\t\"session_id\": session.ID,\n\t\t\t\t\t})\n\t\t\t\t\tcontinue\n\t\t\t\t} else {\n\t\t\t\t\ts.logger.Error(\"Failed to read message\", err, logging.Fields{\n\t\t\t\t\t\t\"session_id\": session.ID,\n\t\t\t\t\t})\n\t\t\t\t}\n\t\t\t\treturn\n\t\t\t}\n\n\t\t\t// 验证消息\n\t\t\tif err := s.router.ValidateMessage(msg); err != nil {\n\t\t\t\ts.logger.Error(\"Invalid message received\", err, logging.Fields{\n\t\t\t\t\t\"session_id\": session.ID,\n\t\t\t\t})\n\t\t\t\tcontinue\n\t\t\t}\n\n\t\t\t// 路由消息\n\t\t\tif err := s.router.RouteMessage(session, msg); err != nil {\n\t\t\t\ts.logger.Error(\"Failed to route message\", err, logging.Fields{\n\t\t\t\t\t\"session_id\":   session.ID,\n\t\t\t\t\t\"message_type\": msg.Header.MessageType,\n\t\t\t\t})\n\t\t\t}\n\t\t}\n\t}\n}\n\n// readMessage 读取消息\nfunc (s *TCPServer) readMessage(conn net.Conn) (*protocol.Message, error) {\n\t// 读取消息头\n\theaderBytes := make([]byte, protocol.MessageHeaderSize)\n\tif _, err := io.ReadFull(conn, headerBytes); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 解析消息头\n\theader, err := protocol.ParseMessageHeader(headerBytes)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"failed to parse message header: %w\", err)\n\t}\n\n\t// 读取消息体\n\tvar payload interface{}\n\tif header.Length > 0 {\n\t\tpayloadBytes := make([]byte, header.Length)\n\t\tif _, err := io.ReadFull(conn, payloadBytes); err != nil {\n\t\t\treturn nil, fmt.Errorf(\"failed to read message payload: %w\", err)\n\t\t}\n\n\t\t// 解析消息体\n\t\tif err := json.Unmarshal(payloadBytes, &payload); err != nil {\n\t\t\treturn nil, fmt.Errorf(\"failed to unmarshal message payload: %w\", err)\n\t\t}\n\t}\n\n\treturn &protocol.Message{\n\t\tHeader:  *header,\n\t\tPayload: payload,\n\t}, nil\n}\n\n// cleanupConnection 清理连接\nfunc (s *TCPServer) cleanupConnection(session *connection.Session) {\n\ts.logger.Info(\"Cleaning up connection\", map[string]interface{}{\n\t\t\"session_id\": session.ID,\n\t\t\"user_id\":    session.UserID,\n\t})\n\n\t// 从地图中移除与该会话绑定的实体；并保存最后位置\n\tif s.mapService != nil {\n\t\tif entityID, ok := s.connManager.GetPlayerBySession(session.ID); ok {\n\t\t\tvar mapID int32 = 1\n\t\t\tif session.GroupID != \"\" && len(session.GroupID) > 4 && session.GroupID[:4] == \"map:\" {\n\t\t\t\tif v, err := strconv.ParseInt(session.GroupID[4:], 10, 32); err == nil {\n\t\t\t\t\tmapID = int32(v)\n\t\t\t\t}\n\t\t\t}\n\t\t\t// 保存位置\n\t\t\tif s.characterService != nil && mapID > 0 {\n\t\t\t\tif m, err := s.mapService.GetMap(mapID); err == nil && m != nil {\n\t\t\t\t\tif e := m.GetEntity(character.EntityID(entityID)); e != nil {\n\t\t\t\t\t\tpos := e.Position()\n\t\t\t\t\t\t_ = s.characterService.UpdateLastLocation(\n\t\t\t\t\t\t\ts.ctx, int64(entityID), mapID, pos.X, pos.Y, pos.Z,\n\t\t\t\t\t\t)\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\t_ = s.mapService.LeaveMapByID(s.ctx, mapID, entityID)\n\t\t}\n\t}\n\n\t// 从心跳管理器移除\n\ts.heartbeatManager.RemoveSession(session.ID)\n\n\t// 从连接管理器移除\n\ts.connManager.RemoveConnection(session.ID)\n\n\t// 关闭连接\n\tsession.Close()\n\n\ts.logger.Debug(\"Connection cleanup completed\", map[string]interface{}{\n\t\t\"session_id\": session.ID,\n\t})\n}\n\n// IsRunning 检查服务器是否运行中\nfunc (s *TCPServer) IsRunning() bool {\n\ts.mutex.RLock()\n\tdefer s.mutex.RUnlock()\n\treturn s.running\n}\n\n// GetStats 获取服务器统计信息\nfunc (s *TCPServer) GetStats() map[string]interface{} {\n\tconnectionCount := s.connManager.GetConnectionCount()\n\tactiveSessionCount := s.heartbeatManager.GetActiveSessionCount()\n\n\treturn map[string]interface{}{\n\t\t\"running\":          s.IsRunning(),\n\t\t\"address\":          s.config.Addr,\n\t\t\"max_connections\":  s.config.MaxConnections,\n\t\t\"connection_count\": connectionCount,\n\t\t\"active_sessions\":  activeSessionCount,\n\t\t\"router_stats\": map[string]interface{}{\n\t\t\t\"handler_count\": s.router.GetHandlerCount(),\n\t\t\t\"message_types\": s.router.GetRegisteredMessageTypes(),\n\t\t},\n\t}\n}\n"
  },
  {
    "path": "internal/metrics_base.go",
    "content": "package internal\n\nimport (\n\t\"encoding/json\"\n\t\"fmt\"\n\t\"log\"\n\t\"sync\"\n\t\"sync/atomic\"\n\t\"time\"\n)\n\n// MetricType 指标类型\ntype MetricType int\n\nconst (\n\tMetricTypeCounter   MetricType = iota // 计数器\n\tMetricTypeGauge                       // 仪表盘\n\tMetricTypeHistogram                   // 直方图\n\tMetricTypeSummary                     // 摘要\n)\n\n// MetricValue 指标值\ntype MetricValue struct {\n\tValue     float64           `json:\"value\"`\n\tTimestamp time.Time         `json:\"timestamp\"`\n\tLabels    map[string]string `json:\"labels,omitempty\"`\n}\n\n// MetricsConfig 指标配置\ntype MetricsConfig struct {\n\tEnabled         bool          `json:\"enabled\"`\n\tCollectInterval time.Duration `json:\"collect_interval\"`\n\tRetentionTime   time.Duration `json:\"retention_time\"`\n\tMaxSamples      int           `json:\"max_samples\"`\n}\n\n// MetricsBase 指标基类\ntype MetricsBase struct {\n\tName        string            `json:\"name\"`\n\tDescription string            `json:\"description\"`\n\tType        MetricType        `json:\"type\"`\n\tLabels      map[string]string `json:\"labels\"`\n\tValues      []MetricValue     `json:\"values\"`\n\tConfig      *MetricsConfig    `json:\"config\"`\n\tmu          sync.RWMutex\n\tcounter     int64\n\tgauge       int64\n\tlastUpdate  time.Time\n\tactive      bool\n}\n\n// NewMetricsBase 创建指标基类实例\nfunc NewMetricsBase(name, description string, metricType MetricType, config *MetricsConfig) *MetricsBase {\n\treturn &MetricsBase{\n\t\tName:        name,\n\t\tDescription: description,\n\t\tType:        metricType,\n\t\tLabels:      make(map[string]string),\n\t\tValues:      make([]MetricValue, 0),\n\t\tConfig:      config,\n\t\tlastUpdate:  time.Now(),\n\t\tactive:      true,\n\t}\n}\n\n// GetDescription 获取指标描述\nfunc (m *MetricsBase) GetDescription() string {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\treturn m.Description\n}\n\n// SetDescription 设置指标描述\nfunc (m *MetricsBase) SetDescription(desc string) {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\tm.Description = desc\n}\n\n// GetName 获取指标名称\nfunc (m *MetricsBase) GetName() string {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\treturn m.Name\n}\n\n// SetName 设置指标名称\nfunc (m *MetricsBase) SetName(name string) {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\tm.Name = name\n}\n\n// AddLabel 添加标签\nfunc (m *MetricsBase) AddLabel(key, value string) {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\tm.Labels[key] = value\n}\n\n// RemoveLabel 移除标签\nfunc (m *MetricsBase) RemoveLabel(key string) {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\tdelete(m.Labels, key)\n}\n\n// GetLabels 获取所有标签\nfunc (m *MetricsBase) GetLabels() map[string]string {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\tlabels := make(map[string]string)\n\tfor k, v := range m.Labels {\n\t\tlabels[k] = v\n\t}\n\treturn labels\n}\n\n// Inc 计数器递增\nfunc (m *MetricsBase) Inc() {\n\tif m.Type != MetricTypeCounter {\n\t\treturn\n\t}\n\tatomic.AddInt64(&m.counter, 1)\n\tm.recordValue(float64(atomic.LoadInt64(&m.counter)))\n}\n\n// Add 计数器增加指定值\nfunc (m *MetricsBase) Add(value float64) {\n\tif m.Type != MetricTypeCounter {\n\t\treturn\n\t}\n\tatomic.AddInt64(&m.counter, int64(value))\n\tm.recordValue(float64(atomic.LoadInt64(&m.counter)))\n}\n\n// Set 设置仪表盘值\nfunc (m *MetricsBase) Set(value float64) {\n\tif m.Type != MetricTypeGauge {\n\t\treturn\n\t}\n\tatomic.StoreInt64(&m.gauge, int64(value))\n\tm.recordValue(value)\n}\n\n// Get 获取当前值\nfunc (m *MetricsBase) Get() float64 {\n\tswitch m.Type {\n\tcase MetricTypeCounter:\n\t\treturn float64(atomic.LoadInt64(&m.counter))\n\tcase MetricTypeGauge:\n\t\treturn float64(atomic.LoadInt64(&m.gauge))\n\tdefault:\n\t\treturn 0\n\t}\n}\n\n// recordValue 记录指标值\nfunc (m *MetricsBase) recordValue(value float64) {\n\tif !m.Config.Enabled || !m.active {\n\t\treturn\n\t}\n\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\n\t// 创建新的指标值\n\tmetricValue := MetricValue{\n\t\tValue:     value,\n\t\tTimestamp: time.Now(),\n\t\tLabels:    m.getLabelsSnapshot(),\n\t}\n\n\t// 添加到值列表\n\tm.Values = append(m.Values, metricValue)\n\tm.lastUpdate = time.Now()\n\n\t// 清理过期数据\n\tm.cleanupExpiredValues()\n\n\t// 限制最大样本数\n\tif len(m.Values) > m.Config.MaxSamples {\n\t\tm.Values = m.Values[len(m.Values)-m.Config.MaxSamples:]\n\t}\n\n\tlog.Printf(\"[MetricsBase] 记录指标 %s: %f\", m.Name, value)\n}\n\n// getLabelsSnapshot 获取标签快照\nfunc (m *MetricsBase) getLabelsSnapshot() map[string]string {\n\tlabels := make(map[string]string)\n\tfor k, v := range m.Labels {\n\t\tlabels[k] = v\n\t}\n\treturn labels\n}\n\n// cleanupExpiredValues 清理过期值\nfunc (m *MetricsBase) cleanupExpiredValues() {\n\tif m.Config.RetentionTime <= 0 {\n\t\treturn\n\t}\n\n\tcutoff := time.Now().Add(-m.Config.RetentionTime)\n\tvalidValues := make([]MetricValue, 0)\n\n\tfor _, value := range m.Values {\n\t\tif value.Timestamp.After(cutoff) {\n\t\t\tvalidValues = append(validValues, value)\n\t\t}\n\t}\n\n\tm.Values = validValues\n}\n\n// GetValues 获取所有指标值\nfunc (m *MetricsBase) GetValues() []MetricValue {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\n\tvalues := make([]MetricValue, len(m.Values))\n\tcopy(values, m.Values)\n\treturn values\n}\n\n// GetLatestValue 获取最新指标值\nfunc (m *MetricsBase) GetLatestValue() *MetricValue {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\n\tif len(m.Values) == 0 {\n\t\treturn nil\n\t}\n\n\tlatest := m.Values[len(m.Values)-1]\n\treturn &latest\n}\n\n// GetValuesSince 获取指定时间以来的指标值\nfunc (m *MetricsBase) GetValuesSince(since time.Time) []MetricValue {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\n\tvalues := make([]MetricValue, 0)\n\tfor _, value := range m.Values {\n\t\tif value.Timestamp.After(since) {\n\t\t\tvalues = append(values, value)\n\t\t}\n\t}\n\treturn values\n}\n\n// GetStatistics 获取统计信息\nfunc (m *MetricsBase) GetStatistics() map[string]interface{} {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\n\tif len(m.Values) == 0 {\n\t\treturn map[string]interface{}{\n\t\t\t\"count\": 0,\n\t\t\t\"min\":   0,\n\t\t\t\"max\":   0,\n\t\t\t\"avg\":   0,\n\t\t\t\"sum\":   0,\n\t\t}\n\t}\n\n\tvar min, max, sum float64\n\tmin = m.Values[0].Value\n\tmax = m.Values[0].Value\n\n\tfor _, value := range m.Values {\n\t\tif value.Value < min {\n\t\t\tmin = value.Value\n\t\t}\n\t\tif value.Value > max {\n\t\t\tmax = value.Value\n\t\t}\n\t\tsum += value.Value\n\t}\n\n\tavg := sum / float64(len(m.Values))\n\n\treturn map[string]interface{}{\n\t\t\"count\": len(m.Values),\n\t\t\"min\":   min,\n\t\t\"max\":   max,\n\t\t\"avg\":   avg,\n\t\t\"sum\":   sum,\n\t}\n}\n\n// Reset 重置指标\nfunc (m *MetricsBase) Reset() {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\n\tatomic.StoreInt64(&m.counter, 0)\n\tatomic.StoreInt64(&m.gauge, 0)\n\tm.Values = make([]MetricValue, 0)\n\tm.lastUpdate = time.Now()\n\n\tlog.Printf(\"[MetricsBase] 重置指标 %s\", m.Name)\n}\n\n// Enable 启用指标收集\nfunc (m *MetricsBase) Enable() {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\tm.active = true\n\tlog.Printf(\"[MetricsBase] 启用指标 %s\", m.Name)\n}\n\n// Disable 禁用指标收集\nfunc (m *MetricsBase) Disable() {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\tm.active = false\n\tlog.Printf(\"[MetricsBase] 禁用指标 %s\", m.Name)\n}\n\n// IsActive 检查指标是否活跃\nfunc (m *MetricsBase) IsActive() bool {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\treturn m.active\n}\n\n// GetLastUpdate 获取最后更新时间\nfunc (m *MetricsBase) GetLastUpdate() time.Time {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\treturn m.lastUpdate\n}\n\n// ToJSON 转换为JSON格式\nfunc (m *MetricsBase) ToJSON() ([]byte, error) {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\n\tdata := map[string]interface{}{\n\t\t\"name\":        m.Name,\n\t\t\"description\": m.Description,\n\t\t\"type\":        m.Type,\n\t\t\"labels\":      m.Labels,\n\t\t\"current\":     m.Get(),\n\t\t\"statistics\":  m.GetStatistics(),\n\t\t\"last_update\": m.lastUpdate,\n\t\t\"active\":      m.active,\n\t}\n\n\treturn json.Marshal(data)\n}\n\n// String 字符串表示\nfunc (m *MetricsBase) String() string {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\n\treturn fmt.Sprintf(\"Metric{name=%s, type=%d, value=%f, active=%t}\",\n\t\tm.Name, m.Type, m.Get(), m.active)\n}\n"
  },
  {
    "path": "internal/module_manager.go",
    "content": "package internal\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"sync\"\n)\n\nvar (\n\tModuleManager *ModuleManagerImpl\n)\n\n// ModuleManagerImpl 模块管理器实现\ntype ModuleManagerImpl struct {\n\tmu                sync.RWMutex\n\tmoduleName2Module map[string]Module\n\tstarted           bool\n}\n\n// NewModuleManager 创建新的模块管理器\nfunc NewModuleManager() *ModuleManagerImpl {\n\treturn &ModuleManagerImpl{\n\t\tmoduleName2Module: make(map[string]Module),\n\t}\n}\n\n// GetModule 获取模块\nfunc (m *ModuleManagerImpl) GetModule(name string) Module {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\treturn m.moduleName2Module[name]\n}\n\n// RegisterModule 注册模块\nfunc (m *ModuleManagerImpl) RegisterModule(moduleName string, module Module) error {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\n\tif _, exist := m.moduleName2Module[moduleName]; exist {\n\t\treturn fmt.Errorf(\"重复注册模块: %v\", moduleName)\n\t}\n\n\tm.moduleName2Module[moduleName] = module\n\treturn nil\n}\n\n// UnregisterModule 注销模块\nfunc (m *ModuleManagerImpl) UnregisterModule(moduleName string) error {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\n\tif _, exist := m.moduleName2Module[moduleName]; !exist {\n\t\treturn fmt.Errorf(\"模块不存在: %v\", moduleName)\n\t}\n\n\tdelete(m.moduleName2Module, moduleName)\n\treturn nil\n}\n\n// GetModuleNames 获取所有模块名称\nfunc (m *ModuleManagerImpl) GetModuleNames() []string {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\n\tnames := make([]string, 0, len(m.moduleName2Module))\n\tfor name := range m.moduleName2Module {\n\t\tnames = append(names, name)\n\t}\n\treturn names\n}\n\n// Start 启动所有模块\nfunc (m *ModuleManagerImpl) Start(ctx context.Context) error {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\n\tif m.started {\n\t\treturn fmt.Errorf(\"模块管理器已经启动\")\n\t}\n\n\t// 注册处理器\n\tfor _, module := range m.moduleName2Module {\n\t\tmodule.RegisterHandler()\n\t}\n\n\t// 启动模块\n\tfor _, module := range m.moduleName2Module {\n\t\tmodule.OnStart()\n\t\t// 如果模块实现了Manager接口，调用AfterStart\n\t\tif manager, ok := module.(Manager); ok {\n\t\t\tmanager.AfterStart()\n\t\t}\n\t}\n\n\tm.started = true\n\treturn nil\n}\n\n// Stop 停止所有模块\nfunc (m *ModuleManagerImpl) Stop(ctx context.Context) error {\n\tm.mu.Lock()\n\tdefer m.mu.Unlock()\n\n\tif !m.started {\n\t\treturn nil\n\t}\n\n\t// 停止模块（逆序）\n\tmodules := make([]Module, 0, len(m.moduleName2Module))\n\tfor _, module := range m.moduleName2Module {\n\t\tmodules = append(modules, module)\n\t}\n\n\tfor i := len(modules) - 1; i >= 0; i-- {\n\t\tmodule := modules[i]\n\t\tmodule.OnStop()\n\t\t// 如果模块实现了Manager接口，调用AfterStop\n\t\tif manager, ok := module.(Manager); ok {\n\t\t\tmanager.AfterStop()\n\t\t}\n\t}\n\n\tm.started = false\n\treturn nil\n}\n\n// IsStarted 检查是否已启动\nfunc (m *ModuleManagerImpl) IsStarted() bool {\n\tm.mu.RLock()\n\tdefer m.mu.RUnlock()\n\treturn m.started\n}\n\n// 初始化全局模块管理器\nfunc init() {\n\tModuleManager = NewModuleManager()\n}\n"
  },
  {
    "path": "internal/network/codec.go",
    "content": "// Package network 消息编解码器\n// Author: MMO Server Team\n// Created: 2024\n\npackage network\n\nimport (\n\t\"bytes\"\n\t\"compress/gzip\"\n\t\"crypto/aes\"\n\t\"crypto/cipher\"\n\t\"crypto/rand\"\n\t\"encoding/binary\"\n\t\"encoding/json\"\n\t\"fmt\"\n\t\"io\"\n\t\"reflect\"\n\t\"sync\"\n)\n\n// Codec 编解码器接口\ntype Codec interface {\n\t// Encode 编码消息\n\tEncode(msg interface{}) ([]byte, error)\n\n\t// Decode 解码消息\n\tDecode(data []byte, msg interface{}) error\n\n\t// Name 编解码器名称\n\tName() string\n}\n\n// JSONCodec JSON编解码器\ntype JSONCodec struct{}\n\n// NewJSONCodec 创建JSON编解码器\nfunc NewJSONCodec() *JSONCodec {\n\treturn &JSONCodec{}\n}\n\n// Encode JSON编码\nfunc (c *JSONCodec) Encode(msg interface{}) ([]byte, error) {\n\treturn json.Marshal(msg)\n}\n\n// Decode JSON解码\nfunc (c *JSONCodec) Decode(data []byte, msg interface{}) error {\n\treturn json.Unmarshal(data, msg)\n}\n\n// Name 编解码器名称\nfunc (c *JSONCodec) Name() string {\n\treturn \"json\"\n}\n\n// BinaryCodec 二进制编解码器\ntype BinaryCodec struct {\n\ttypeRegistry map[string]reflect.Type\n\tmutex        sync.RWMutex\n}\n\n// NewBinaryCodec 创建二进制编解码器\nfunc NewBinaryCodec() *BinaryCodec {\n\treturn &BinaryCodec{\n\t\ttypeRegistry: make(map[string]reflect.Type),\n\t}\n}\n\n// RegisterType 注册类型\nfunc (c *BinaryCodec) RegisterType(name string, t reflect.Type) {\n\tc.mutex.Lock()\n\tdefer c.mutex.Unlock()\n\tc.typeRegistry[name] = t\n}\n\n// Encode 二进制编码\nfunc (c *BinaryCodec) Encode(msg interface{}) ([]byte, error) {\n\tbuf := new(bytes.Buffer)\n\n\t// 写入类型名\n\ttypeName := reflect.TypeOf(msg).Name()\n\tif err := c.writeString(buf, typeName); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 编码数据\n\tif err := c.encodeValue(buf, reflect.ValueOf(msg)); err != nil {\n\t\treturn nil, err\n\t}\n\n\treturn buf.Bytes(), nil\n}\n\n// Decode 二进制解码\nfunc (c *BinaryCodec) Decode(data []byte, msg interface{}) error {\n\tbuf := bytes.NewReader(data)\n\n\t// 读取类型名\n\ttypeName, err := c.readString(buf)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\t// 验证类型\n\tc.mutex.RLock()\n\texpectedType, exists := c.typeRegistry[typeName]\n\tc.mutex.RUnlock()\n\n\tif !exists {\n\t\treturn fmt.Errorf(\"unknown type: %s\", typeName)\n\t}\n\n\tmsgValue := reflect.ValueOf(msg)\n\tif msgValue.Kind() != reflect.Ptr {\n\t\treturn fmt.Errorf(\"msg must be a pointer\")\n\t}\n\n\tmsgElem := msgValue.Elem()\n\tif msgElem.Type() != expectedType {\n\t\treturn fmt.Errorf(\"type mismatch: expected %s, got %s\", expectedType, msgElem.Type())\n\t}\n\n\t// 解码数据\n\treturn c.decodeValue(buf, msgElem)\n}\n\n// Name 编解码器名称\nfunc (c *BinaryCodec) Name() string {\n\treturn \"binary\"\n}\n\n// encodeValue 编码值\nfunc (c *BinaryCodec) encodeValue(buf *bytes.Buffer, v reflect.Value) error {\n\tswitch v.Kind() {\n\tcase reflect.Bool:\n\t\tif v.Bool() {\n\t\t\treturn binary.Write(buf, binary.BigEndian, uint8(1))\n\t\t}\n\t\treturn binary.Write(buf, binary.BigEndian, uint8(0))\n\n\tcase reflect.Int, reflect.Int8, reflect.Int16, reflect.Int32, reflect.Int64:\n\t\treturn binary.Write(buf, binary.BigEndian, v.Int())\n\n\tcase reflect.Uint, reflect.Uint8, reflect.Uint16, reflect.Uint32, reflect.Uint64:\n\t\treturn binary.Write(buf, binary.BigEndian, v.Uint())\n\n\tcase reflect.Float32, reflect.Float64:\n\t\treturn binary.Write(buf, binary.BigEndian, v.Float())\n\n\tcase reflect.String:\n\t\treturn c.writeString(buf, v.String())\n\n\tcase reflect.Slice:\n\t\t// 写入长度\n\t\tif err := binary.Write(buf, binary.BigEndian, uint32(v.Len())); err != nil {\n\t\t\treturn err\n\t\t}\n\t\t// 写入元素\n\t\tfor i := 0; i < v.Len(); i++ {\n\t\t\tif err := c.encodeValue(buf, v.Index(i)); err != nil {\n\t\t\t\treturn err\n\t\t\t}\n\t\t}\n\t\treturn nil\n\n\tcase reflect.Map:\n\t\t// 写入长度\n\t\tif err := binary.Write(buf, binary.BigEndian, uint32(v.Len())); err != nil {\n\t\t\treturn err\n\t\t}\n\t\t// 写入键值对\n\t\tfor _, key := range v.MapKeys() {\n\t\t\tif err := c.encodeValue(buf, key); err != nil {\n\t\t\t\treturn err\n\t\t\t}\n\t\t\tif err := c.encodeValue(buf, v.MapIndex(key)); err != nil {\n\t\t\t\treturn err\n\t\t\t}\n\t\t}\n\t\treturn nil\n\n\tcase reflect.Struct:\n\t\t// 写入字段数量\n\t\tif err := binary.Write(buf, binary.BigEndian, uint32(v.NumField())); err != nil {\n\t\t\treturn err\n\t\t}\n\t\t// 写入字段\n\t\tfor i := 0; i < v.NumField(); i++ {\n\t\t\tfield := v.Field(i)\n\t\t\tif field.CanInterface() {\n\t\t\t\tif err := c.encodeValue(buf, field); err != nil {\n\t\t\t\t\treturn err\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn nil\n\n\tcase reflect.Ptr:\n\t\tif v.IsNil() {\n\t\t\treturn binary.Write(buf, binary.BigEndian, uint8(0))\n\t\t}\n\t\tif err := binary.Write(buf, binary.BigEndian, uint8(1)); err != nil {\n\t\t\treturn err\n\t\t}\n\t\treturn c.encodeValue(buf, v.Elem())\n\n\tdefault:\n\t\treturn fmt.Errorf(\"unsupported type: %s\", v.Kind())\n\t}\n}\n\n// decodeValue 解码值\nfunc (c *BinaryCodec) decodeValue(buf *bytes.Reader, v reflect.Value) error {\n\tswitch v.Kind() {\n\tcase reflect.Bool:\n\t\tvar b uint8\n\t\tif err := binary.Read(buf, binary.BigEndian, &b); err != nil {\n\t\t\treturn err\n\t\t}\n\t\tv.SetBool(b != 0)\n\t\treturn nil\n\n\tcase reflect.Int, reflect.Int8, reflect.Int16, reflect.Int32, reflect.Int64:\n\t\tvar val int64\n\t\tif err := binary.Read(buf, binary.BigEndian, &val); err != nil {\n\t\t\treturn err\n\t\t}\n\t\tv.SetInt(val)\n\t\treturn nil\n\n\tcase reflect.Uint, reflect.Uint8, reflect.Uint16, reflect.Uint32, reflect.Uint64:\n\t\tvar val uint64\n\t\tif err := binary.Read(buf, binary.BigEndian, &val); err != nil {\n\t\t\treturn err\n\t\t}\n\t\tv.SetUint(val)\n\t\treturn nil\n\n\tcase reflect.Float32, reflect.Float64:\n\t\tvar val float64\n\t\tif err := binary.Read(buf, binary.BigEndian, &val); err != nil {\n\t\t\treturn err\n\t\t}\n\t\tv.SetFloat(val)\n\t\treturn nil\n\n\tcase reflect.String:\n\t\tstr, err := c.readString(buf)\n\t\tif err != nil {\n\t\t\treturn err\n\t\t}\n\t\tv.SetString(str)\n\t\treturn nil\n\n\tcase reflect.Slice:\n\t\t// 读取长度\n\t\tvar length uint32\n\t\tif err := binary.Read(buf, binary.BigEndian, &length); err != nil {\n\t\t\treturn err\n\t\t}\n\t\t// 创建切片\n\t\tslice := reflect.MakeSlice(v.Type(), int(length), int(length))\n\t\t// 读取元素\n\t\tfor i := 0; i < int(length); i++ {\n\t\t\tif err := c.decodeValue(buf, slice.Index(i)); err != nil {\n\t\t\t\treturn err\n\t\t\t}\n\t\t}\n\t\tv.Set(slice)\n\t\treturn nil\n\n\tcase reflect.Map:\n\t\t// 读取长度\n\t\tvar length uint32\n\t\tif err := binary.Read(buf, binary.BigEndian, &length); err != nil {\n\t\t\treturn err\n\t\t}\n\t\t// 创建映射\n\t\tmapValue := reflect.MakeMap(v.Type())\n\t\t// 读取键值对\n\t\tfor i := 0; i < int(length); i++ {\n\t\t\tkey := reflect.New(v.Type().Key()).Elem()\n\t\t\tval := reflect.New(v.Type().Elem()).Elem()\n\t\t\tif err := c.decodeValue(buf, key); err != nil {\n\t\t\t\treturn err\n\t\t\t}\n\t\t\tif err := c.decodeValue(buf, val); err != nil {\n\t\t\t\treturn err\n\t\t\t}\n\t\t\tmapValue.SetMapIndex(key, val)\n\t\t}\n\t\tv.Set(mapValue)\n\t\treturn nil\n\n\tcase reflect.Struct:\n\t\t// 读取字段数量\n\t\tvar fieldCount uint32\n\t\tif err := binary.Read(buf, binary.BigEndian, &fieldCount); err != nil {\n\t\t\treturn err\n\t\t}\n\t\t// 读取字段\n\t\tfor i := 0; i < int(fieldCount) && i < v.NumField(); i++ {\n\t\t\tfield := v.Field(i)\n\t\t\tif field.CanSet() {\n\t\t\t\tif err := c.decodeValue(buf, field); err != nil {\n\t\t\t\t\treturn err\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn nil\n\n\tcase reflect.Ptr:\n\t\tvar isNil uint8\n\t\tif err := binary.Read(buf, binary.BigEndian, &isNil); err != nil {\n\t\t\treturn err\n\t\t}\n\t\tif isNil == 0 {\n\t\t\tv.Set(reflect.Zero(v.Type()))\n\t\t\treturn nil\n\t\t}\n\t\t// 创建新值\n\t\tnewVal := reflect.New(v.Type().Elem())\n\t\tif err := c.decodeValue(buf, newVal.Elem()); err != nil {\n\t\t\treturn err\n\t\t}\n\t\tv.Set(newVal)\n\t\treturn nil\n\n\tdefault:\n\t\treturn fmt.Errorf(\"unsupported type: %s\", v.Kind())\n\t}\n}\n\n// writeString 写入字符串\nfunc (c *BinaryCodec) writeString(buf *bytes.Buffer, s string) error {\n\tdata := []byte(s)\n\tif err := binary.Write(buf, binary.BigEndian, uint32(len(data))); err != nil {\n\t\treturn err\n\t}\n\t_, err := buf.Write(data)\n\treturn err\n}\n\n// readString 读取字符串\nfunc (c *BinaryCodec) readString(buf *bytes.Reader) (string, error) {\n\tvar length uint32\n\tif err := binary.Read(buf, binary.BigEndian, &length); err != nil {\n\t\treturn \"\", err\n\t}\n\n\tdata := make([]byte, length)\n\tif _, err := io.ReadFull(buf, data); err != nil {\n\t\treturn \"\", err\n\t}\n\n\treturn string(data), nil\n}\n\n// CompressCodec 压缩编解码器\ntype CompressCodec struct {\n\tbaseCodec Codec\n}\n\n// NewCompressCodec 创建压缩编解码器\nfunc NewCompressCodec(baseCodec Codec) *CompressCodec {\n\treturn &CompressCodec{\n\t\tbaseCodec: baseCodec,\n\t}\n}\n\n// Encode 压缩编码\nfunc (c *CompressCodec) Encode(msg interface{}) ([]byte, error) {\n\t// 先用基础编解码器编码\n\tdata, err := c.baseCodec.Encode(msg)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 压缩数据\n\tvar buf bytes.Buffer\n\twriter := gzip.NewWriter(&buf)\n\tif _, err := writer.Write(data); err != nil {\n\t\treturn nil, err\n\t}\n\tif err := writer.Close(); err != nil {\n\t\treturn nil, err\n\t}\n\n\treturn buf.Bytes(), nil\n}\n\n// Decode 解压解码\nfunc (c *CompressCodec) Decode(data []byte, msg interface{}) error {\n\t// 解压数据\n\treader, err := gzip.NewReader(bytes.NewReader(data))\n\tif err != nil {\n\t\treturn err\n\t}\n\tdefer reader.Close()\n\n\tdecompressed, err := io.ReadAll(reader)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\t// 用基础编解码器解码\n\treturn c.baseCodec.Decode(decompressed, msg)\n}\n\n// Name 编解码器名称\nfunc (c *CompressCodec) Name() string {\n\treturn \"compress_\" + c.baseCodec.Name()\n}\n\n// EncryptCodec 加密编解码器\ntype EncryptCodec struct {\n\tbaseCodec Codec\n\tkey       []byte\n}\n\n// NewEncryptCodec 创建加密编解码器\nfunc NewEncryptCodec(baseCodec Codec, key []byte) *EncryptCodec {\n\treturn &EncryptCodec{\n\t\tbaseCodec: baseCodec,\n\t\tkey:       key,\n\t}\n}\n\n// Encode 加密编码\nfunc (c *EncryptCodec) Encode(msg interface{}) ([]byte, error) {\n\t// 先用基础编解码器编码\n\tdata, err := c.baseCodec.Encode(msg)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 创建AES加密器\n\tblock, err := aes.NewCipher(c.key)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 生成随机IV\n\tiv := make([]byte, aes.BlockSize)\n\tif _, err := rand.Read(iv); err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 加密数据\n\tstream := cipher.NewCFBEncrypter(block, iv)\n\tencrypted := make([]byte, len(data))\n\tstream.XORKeyStream(encrypted, data)\n\n\t// 返回IV+加密数据\n\tresult := make([]byte, len(iv)+len(encrypted))\n\tcopy(result, iv)\n\tcopy(result[len(iv):], encrypted)\n\n\treturn result, nil\n}\n\n// Decode 解密解码\nfunc (c *EncryptCodec) Decode(data []byte, msg interface{}) error {\n\tif len(data) < aes.BlockSize {\n\t\treturn fmt.Errorf(\"encrypted data too short\")\n\t}\n\n\t// 提取IV和加密数据\n\tiv := data[:aes.BlockSize]\n\tencrypted := data[aes.BlockSize:]\n\n\t// 创建AES解密器\n\tblock, err := aes.NewCipher(c.key)\n\tif err != nil {\n\t\treturn err\n\t}\n\n\t// 解密数据\n\tstream := cipher.NewCFBDecrypter(block, iv)\n\tdecrypted := make([]byte, len(encrypted))\n\tstream.XORKeyStream(decrypted, encrypted)\n\n\t// 用基础编解码器解码\n\treturn c.baseCodec.Decode(decrypted, msg)\n}\n\n// Name 编解码器名称\nfunc (c *EncryptCodec) Name() string {\n\treturn \"encrypt_\" + c.baseCodec.Name()\n}\n\n// CodecManager 编解码器管理器\ntype CodecManager struct {\n\tcodecs map[string]Codec\n\tmutex  sync.RWMutex\n}\n\n// NewCodecManager 创建编解码器管理器\nfunc NewCodecManager() *CodecManager {\n\tm := &CodecManager{\n\t\tcodecs: make(map[string]Codec),\n\t}\n\n\t// 注册默认编解码器\n\tm.RegisterCodec(NewJSONCodec())\n\tm.RegisterCodec(NewBinaryCodec())\n\n\treturn m\n}\n\n// RegisterCodec 注册编解码器\nfunc (m *CodecManager) RegisterCodec(codec Codec) {\n\tm.mutex.Lock()\n\tdefer m.mutex.Unlock()\n\tm.codecs[codec.Name()] = codec\n}\n\n// GetCodec 获取编解码器\nfunc (m *CodecManager) GetCodec(name string) (Codec, bool) {\n\tm.mutex.RLock()\n\tdefer m.mutex.RUnlock()\n\tcodec, exists := m.codecs[name]\n\treturn codec, exists\n}\n\n// ListCodecs 列出所有编解码器\nfunc (m *CodecManager) ListCodecs() []string {\n\tm.mutex.RLock()\n\tdefer m.mutex.RUnlock()\n\n\tnames := make([]string, 0, len(m.codecs))\n\tfor name := range m.codecs {\n\t\tnames = append(names, name)\n\t}\n\treturn names\n}\n\n// MessageProcessor 消息处理器\ntype MessageProcessor struct {\n\tcodecManager *CodecManager\n\tdefaultCodec string\n}\n\n// NewMessageProcessor 创建消息处理器\nfunc NewMessageProcessor() *MessageProcessor {\n\treturn &MessageProcessor{\n\t\tcodecManager: NewCodecManager(),\n\t\tdefaultCodec: \"json\",\n\t}\n}\n\n// SetDefaultCodec 设置默认编解码器\nfunc (p *MessageProcessor) SetDefaultCodec(name string) {\n\tp.defaultCodec = name\n}\n\n// RegisterCodec 注册编解码器\nfunc (p *MessageProcessor) RegisterCodec(codec Codec) {\n\tp.codecManager.RegisterCodec(codec)\n}\n\n// EncodeMessage 编码消息\nfunc (p *MessageProcessor) EncodeMessage(msgType MessageType, data interface{}, codecName string) (*Message, error) {\n\tif codecName == \"\" {\n\t\tcodecName = p.defaultCodec\n\t}\n\n\tcodec, exists := p.codecManager.GetCodec(codecName)\n\tif !exists {\n\t\treturn nil, fmt.Errorf(\"codec %s not found\", codecName)\n\t}\n\n\tbody, err := codec.Encode(data)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\tmsg := &Message{\n\t\tHeader: MessageHeader{\n\t\t\tType: msgType,\n\t\t},\n\t\tBody: body,\n\t}\n\n\treturn msg, nil\n}\n\n// DecodeMessage 解码消息\nfunc (p *MessageProcessor) DecodeMessage(msg *Message, data interface{}, codecName string) error {\n\tif codecName == \"\" {\n\t\tcodecName = p.defaultCodec\n\t}\n\n\tcodec, exists := p.codecManager.GetCodec(codecName)\n\tif !exists {\n\t\treturn fmt.Errorf(\"codec %s not found\", codecName)\n\t}\n\n\treturn codec.Decode(msg.Body, data)\n}\n\n// ProcessMessage 处理消息（自动检测编解码器）\nfunc (p *MessageProcessor) ProcessMessage(msg *Message, data interface{}) error {\n\t// 尝试不同的编解码器\n\tcodecs := p.codecManager.ListCodecs()\n\n\tfor _, codecName := range codecs {\n\t\tif err := p.DecodeMessage(msg, data, codecName); err == nil {\n\t\t\treturn nil\n\t\t}\n\t}\n\n\treturn fmt.Errorf(\"failed to decode message with any codec\")\n}\n"
  },
  {
    "path": "internal/network/protocol.go",
    "content": "// Package network 网络协议定义\n// Author: MMO Server Team\n// Created: 2024\n\npackage network\n\nimport (\n\t\"context\"\n\t\"encoding/binary\"\n\t\"fmt\"\n\t\"sync\"\n\t\"time\"\n\t// \"github.com/phuhao00/netcore-go/pkg/core\" // TODO: 暂时注释掉有问题的依赖\n)\n\n// MessageType 消息类型定义\ntype MessageType uint16\n\nconst (\n\t// 系统消息\n\tMsgTypeHeartbeat MessageType = 1000 + iota\n\tMsgTypeLogin\n\tMsgTypeLogout\n\tMsgTypeAuth\n\tMsgTypeError\n\n\t// 玩家消息\n\tMsgTypePlayerInfo MessageType = 2000 + iota\n\tMsgTypePlayerMove\n\tMsgTypePlayerAction\n\tMsgTypePlayerChat\n\tMsgTypePlayerMail\n\n\t// 游戏消息\n\tMsgTypeGameBattle MessageType = 3000 + iota\n\tMsgTypeGameShop\n\tMsgTypeGameBag\n\tMsgTypeGamePet\n\tMsgTypeGameBuilding\n\n\t// RPC消息\n\tMsgTypeRPCRequest MessageType = 9000 + iota\n\tMsgTypeRPCResponse\n\tMsgTypeRPCNotify\n)\n\n// MessageHeader 消息头定义\ntype MessageHeader struct {\n\tMagic    uint32      // 魔数 0x12345678\n\tLength   uint32      // 消息总长度（包含头部）\n\tType     MessageType // 消息类型\n\tSequence uint32      // 序列号\n\tFlags    uint16      // 标志位\n\tChecksum uint16      // 校验和\n}\n\n// Message 完整消息结构\ntype Message struct {\n\tHeader MessageHeader\n\tBody   []byte\n}\n\nconst (\n\tMessageMagic      = 0x12345678\n\tMessageHeaderSize = 20          // 消息头大小\n\tMaxMessageSize    = 1024 * 1024 // 最大消息大小 1MB\n\tMinMessageSize    = MessageHeaderSize\n)\n\n// MessageFlags 消息标志位\nconst (\n\tFlagCompressed = 1 << iota // 压缩标志\n\tFlagEncrypted              // 加密标志\n\tFlagFragment               // 分片标志\n\tFlagAck                    // 需要确认标志\n)\n\n// Connection 连接接口\ntype Connection interface {\n\tSend(data []byte) error\n\tClose() error\n\tRemoteAddr() string\n}\n\n// TCPConnection TCP连接封装\ntype TCPConnection struct {\n\tconn      Connection // 使用自定义的Connection接口\n\treadBuf   []byte\n\twriteBuf  []byte\n\tmutex     sync.RWMutex\n\tclosed    bool\n\tlastPing  time.Time\n\tuserID    string\n\tsessionID string\n}\n\n// NewTCPConnection 创建新的TCP连接\nfunc NewTCPConnection(conn Connection) *TCPConnection {\n\treturn &TCPConnection{\n\t\tconn:     conn,\n\t\treadBuf:  make([]byte, 4096),\n\t\twriteBuf: make([]byte, 4096),\n\t\tlastPing: time.Now(),\n\t}\n}\n\n// ReadMessage 读取消息 - 注意：netcore-go框架通过回调提供数据，此方法主要用于兼容性\nfunc (c *TCPConnection) ReadMessage() (*Message, error) {\n\tc.mutex.RLock()\n\tdefer c.mutex.RUnlock()\n\n\tif c.closed {\n\t\treturn nil, fmt.Errorf(\"connection closed\")\n\t}\n\n\t// 在netcore-go架构中，消息读取通过onMessage回调处理\n\t// 这个方法主要用于兼容性，实际的消息处理在parseMessage中进行\n\treturn nil, fmt.Errorf(\"direct message reading not supported in netcore-go architecture\")\n}\n\n// WriteMessage 写入消息\nfunc (c *TCPConnection) WriteMessage(msg *Message) error {\n\tc.mutex.Lock()\n\tdefer c.mutex.Unlock()\n\n\tif c.closed {\n\t\treturn fmt.Errorf(\"connection closed\")\n\t}\n\n\t// 设置消息长度和校验和\n\tmsg.Header.Length = uint32(MessageHeaderSize + len(msg.Body))\n\tmsg.Header.Magic = MessageMagic\n\tmsg.Header.Checksum = calculateChecksum(&msg.Header, msg.Body)\n\n\t// 序列化消息头\n\theaderBuf := serializeMessageHeader(&msg.Header)\n\n\t// 组合完整消息\n\tfullMsg := make([]byte, len(headerBuf)+len(msg.Body))\n\tcopy(fullMsg, headerBuf)\n\tcopy(fullMsg[len(headerBuf):], msg.Body)\n\n\t// 使用netcore-go的Send方法发送消息\n\terr := c.conn.Send(fullMsg)\n\tif err != nil {\n\t\treturn fmt.Errorf(\"send message failed: %w\", err)\n\t}\n\n\treturn nil\n}\n\n// Close 关闭连接\nfunc (c *TCPConnection) Close() error {\n\tc.mutex.Lock()\n\tdefer c.mutex.Unlock()\n\n\tif c.closed {\n\t\treturn nil\n\t}\n\n\tc.closed = true\n\treturn c.conn.Close()\n}\n\n// SetUserID 设置用户ID\nfunc (c *TCPConnection) SetUserID(userID string) {\n\tc.mutex.Lock()\n\tdefer c.mutex.Unlock()\n\tc.userID = userID\n}\n\n// GetUserID 获取用户ID\nfunc (c *TCPConnection) GetUserID() string {\n\tc.mutex.RLock()\n\tdefer c.mutex.RUnlock()\n\treturn c.userID\n}\n\n// SetSessionID 设置会话ID\nfunc (c *TCPConnection) SetSessionID(sessionID string) {\n\tc.mutex.Lock()\n\tdefer c.mutex.Unlock()\n\tc.sessionID = sessionID\n}\n\n// GetSessionID 获取会话ID\nfunc (c *TCPConnection) GetSessionID() string {\n\tc.mutex.RLock()\n\tdefer c.mutex.RUnlock()\n\treturn c.sessionID\n}\n\n// UpdatePing 更新心跳时间\nfunc (c *TCPConnection) UpdatePing() {\n\tc.mutex.Lock()\n\tdefer c.mutex.Unlock()\n\tc.lastPing = time.Now()\n}\n\n// GetLastPing 获取最后心跳时间\nfunc (c *TCPConnection) GetLastPing() time.Time {\n\tc.mutex.RLock()\n\tdefer c.mutex.RUnlock()\n\treturn c.lastPing\n}\n\n// parseMessageHeader 解析消息头\nfunc parseMessageHeader(data []byte) (*MessageHeader, error) {\n\tif len(data) < MessageHeaderSize {\n\t\treturn nil, fmt.Errorf(\"header data too short\")\n\t}\n\n\theader := &MessageHeader{\n\t\tMagic:    binary.BigEndian.Uint32(data[0:4]),\n\t\tLength:   binary.BigEndian.Uint32(data[4:8]),\n\t\tType:     MessageType(binary.BigEndian.Uint16(data[8:10])),\n\t\tSequence: binary.BigEndian.Uint32(data[10:14]),\n\t\tFlags:    binary.BigEndian.Uint16(data[14:16]),\n\t\tChecksum: binary.BigEndian.Uint16(data[16:18]),\n\t}\n\n\tif header.Magic != MessageMagic {\n\t\treturn nil, fmt.Errorf(\"invalid magic number: 0x%x\", header.Magic)\n\t}\n\n\treturn header, nil\n}\n\n// serializeMessageHeader 序列化消息头\nfunc serializeMessageHeader(header *MessageHeader) []byte {\n\tdata := make([]byte, MessageHeaderSize)\n\tbinary.BigEndian.PutUint32(data[0:4], header.Magic)\n\tbinary.BigEndian.PutUint32(data[4:8], header.Length)\n\tbinary.BigEndian.PutUint16(data[8:10], uint16(header.Type))\n\tbinary.BigEndian.PutUint32(data[10:14], header.Sequence)\n\tbinary.BigEndian.PutUint16(data[14:16], header.Flags)\n\tbinary.BigEndian.PutUint16(data[16:18], header.Checksum)\n\treturn data\n}\n\n// calculateChecksum 计算校验和\nfunc calculateChecksum(header *MessageHeader, body []byte) uint16 {\n\tsum := uint32(0)\n\n\t// 计算头部校验和（除了校验和字段本身）\n\tsum += uint32(header.Magic)\n\tsum += uint32(header.Length)\n\tsum += uint32(header.Type)\n\tsum += uint32(header.Sequence)\n\tsum += uint32(header.Flags)\n\n\t// 计算消息体校验和\n\tfor i := 0; i < len(body); i += 2 {\n\t\tif i+1 < len(body) {\n\t\t\tsum += uint32(binary.BigEndian.Uint16(body[i : i+2]))\n\t\t} else {\n\t\t\tsum += uint32(body[i]) << 8\n\t\t}\n\t}\n\n\t// 折叠为16位\n\tfor sum>>16 != 0 {\n\t\tsum = (sum & 0xFFFF) + (sum >> 16)\n\t}\n\n\treturn uint16(^sum)\n}\n\n// verifyChecksum 验证校验和\nfunc verifyChecksum(header *MessageHeader, body []byte) bool {\n\texpected := calculateChecksum(header, body)\n\treturn header.Checksum == expected\n}\n\n// NetworkService netcore-go网络服务接口\ntype NetworkService interface {\n\t// StartTCPServer 启动TCP服务器\n\tStartTCPServer(ctx context.Context, addr string) error\n\n\t// StopTCPServer 停止TCP服务器\n\tStopTCPServer(ctx context.Context) error\n\n\t// SendMessage 发送消息\n\tSendMessage(ctx context.Context, userID string, msg *Message) error\n\n\t// BroadcastMessage 广播消息\n\tBroadcastMessage(ctx context.Context, msg *Message) error\n\n\t// GetConnectionCount 获取连接数\n\tGetConnectionCount(ctx context.Context) (int, error)\n}\n\n// Logger 日志接口\ntype Logger interface {\n\tInfo(msg string, args ...interface{})\n\tError(msg string, args ...interface{})\n\tDebug(msg string, args ...interface{})\n}\n\n// networkServiceImpl 网络服务实现\ntype networkServiceImpl struct {\n\t// tcpServer   *tcp.Server  // TODO: 待实现服务器集成\n\t// connPool    *pool.ConnPool  // TODO: 待实现连接池\n\tconnections map[string]*TCPConnection\n\tmutex       sync.RWMutex\n\trunning     bool\n\tlogger      Logger\n}\n\n// StartTCPServer 启动TCP服务器\nfunc (n *networkServiceImpl) StartTCPServer(ctx context.Context, addr string) error {\n\tn.mutex.Lock()\n\tdefer n.mutex.Unlock()\n\n\tif n.running {\n\t\treturn fmt.Errorf(\"server already running\")\n\t}\n\n\t// TODO: 实现TCP服务器创建\n\t// 创建netcore-go TCP服务器配置\n\t// config := &tcp.ServerConfig{\n\t//     Address:      addr,\n\t//     MaxConn:      10000,\n\t//     ReadTimeout:  30 * time.Second,\n\t//     WriteTimeout: 30 * time.Second,\n\t// }\n\n\t// 创建TCP服务器\n\t// server, err := tcp.NewServer(config)\n\t// if err != nil {\n\t//     return fmt.Errorf(\"create tcp server failed: %w\", err)\n\t// }\n\n\t// 设置连接处理器\n\t// server.SetOnConnect(n.onConnect)\n\t// server.SetOnMessage(n.onMessage)\n\t// server.SetOnDisconnect(n.onDisconnect)\n\n\t// n.tcpServer = server\n\tn.connections = make(map[string]*TCPConnection)\n\tn.running = true\n\n\t// 启动服务器\n\t// go func() {\n\t//     if err := n.tcpServer.Start(); err != nil {\n\t//         n.logger.Error(\"TCP server start failed\", \"error\", err)\n\t//     }\n\t// }()\n\n\tn.logger.Info(fmt.Sprintf(\"TCP server started on %s\", addr))\n\treturn nil\n}\n\n// StopTCPServer 停止TCP服务器\nfunc (n *networkServiceImpl) StopTCPServer(ctx context.Context) error {\n\tn.mutex.Lock()\n\tdefer n.mutex.Unlock()\n\n\tif !n.running {\n\t\treturn nil\n\t}\n\n\tn.running = false\n\n\t// TODO: 停止TCP服务器\n\t// if n.tcpServer != nil {\n\t//     n.tcpServer.Stop()\n\t// }\n\n\t// TODO: 关闭连接池\n\t// if n.connPool != nil {\n\t//     n.connPool.Close()\n\t// }\n\n\t// 关闭所有连接\n\tfor _, conn := range n.connections {\n\t\tconn.Close()\n\t}\n\n\tn.connections = nil\n\tn.logger.Info(\"TCP server stopped\")\n\treturn nil\n}\n\n// SendMessage 发送消息\nfunc (n *networkServiceImpl) SendMessage(ctx context.Context, userID string, msg *Message) error {\n\tn.mutex.RLock()\n\tconn, exists := n.connections[userID]\n\tn.mutex.RUnlock()\n\n\tif !exists {\n\t\treturn fmt.Errorf(\"user %s not connected\", userID)\n\t}\n\n\treturn conn.WriteMessage(msg)\n}\n\n// BroadcastMessage 广播消息\nfunc (n *networkServiceImpl) BroadcastMessage(ctx context.Context, msg *Message) error {\n\tn.mutex.RLock()\n\tconnections := make([]*TCPConnection, 0, len(n.connections))\n\tfor _, conn := range n.connections {\n\t\tconnections = append(connections, conn)\n\t}\n\tn.mutex.RUnlock()\n\n\tfor _, conn := range connections {\n\t\tif err := conn.WriteMessage(msg); err != nil {\n\t\t\tn.logger.Error(fmt.Sprintf(\"broadcast message failed: %v\", err))\n\t\t}\n\t}\n\n\treturn nil\n}\n\n// GetConnectionCount 获取连接数\nfunc (n *networkServiceImpl) GetConnectionCount(ctx context.Context) (int, error) {\n\tn.mutex.RLock()\n\tdefer n.mutex.RUnlock()\n\treturn len(n.connections), nil\n}\n\n// onConnect 连接建立回调\nfunc (n *networkServiceImpl) onConnect(conn Connection) {\n\tn.logger.Info(fmt.Sprintf(\"new connection established from %s\", conn.RemoteAddr()))\n\n\t// 创建TCP连接包装器\n\ttcpConn := &TCPConnection{\n\t\tconn:     conn,\n\t\treadBuf:  make([]byte, 4096),\n\t\twriteBuf: make([]byte, 4096),\n\t\tlastPing: time.Now(),\n\t}\n\n\t// 暂时使用连接地址作为临时ID\n\ttempID := conn.RemoteAddr()\n\tn.mutex.Lock()\n\tn.connections[tempID] = tcpConn\n\tn.mutex.Unlock()\n}\n\n// onMessage 消息接收回调\nfunc (n *networkServiceImpl) onMessage(conn Connection, data []byte) {\n\t// 解析消息\n\tmsg, err := n.parseMessage(data)\n\tif err != nil {\n\t\tn.logger.Error(fmt.Sprintf(\"parse message failed: %v\", err))\n\t\treturn\n\t}\n\n\t// 处理消息\n\t// 需要找到对应的TCPConnection和创建context\n\tn.mutex.RLock()\n\tvar tcpConn *TCPConnection\n\tfor _, c := range n.connections {\n\t\tif c.conn == conn {\n\t\t\ttcpConn = c\n\t\t\tbreak\n\t\t}\n\t}\n\tn.mutex.RUnlock()\n\n\tif tcpConn != nil {\n\t\tctx := context.Background()\n\t\tif err := n.handleMessage(ctx, tcpConn, msg); err != nil {\n\t\t\tn.logger.Error(fmt.Sprintf(\"handle message failed: %v\", err))\n\t\t}\n\t}\n}\n\n// onDisconnect 连接断开回调\nfunc (n *networkServiceImpl) onDisconnect(conn Connection) {\n\tremoteAddr := conn.RemoteAddr()\n\tn.logger.Info(fmt.Sprintf(\"connection disconnected from %s\", remoteAddr))\n\n\tn.mutex.Lock()\n\tdefer n.mutex.Unlock()\n\n\t// 查找并移除连接\n\tfor userID, tcpConn := range n.connections {\n\t\tif tcpConn.conn == conn {\n\t\t\tdelete(n.connections, userID)\n\t\t\tbreak\n\t\t}\n\t}\n}\n\n// parseMessage 解析消息\nfunc (n *networkServiceImpl) parseMessage(data []byte) (*Message, error) {\n\tif len(data) < MessageHeaderSize {\n\t\treturn nil, fmt.Errorf(\"message too short\")\n\t}\n\n\t// 解析消息头\n\theader, err := parseMessageHeader(data[:MessageHeaderSize])\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\t// 验证消息长度\n\tif int(header.Length) != len(data) {\n\t\treturn nil, fmt.Errorf(\"message length mismatch\")\n\t}\n\n\t// 提取消息体\n\tbody := data[MessageHeaderSize:]\n\n\t// 验证校验和\n\tif !verifyChecksum(header, body) {\n\t\treturn nil, fmt.Errorf(\"checksum verification failed\")\n\t}\n\n\treturn &Message{\n\t\tHeader: *header,\n\t\tBody:   body,\n\t}, nil\n}\n\n// NewNetworkService 创建网络服务\nfunc NewNetworkService(logger Logger) NetworkService {\n\treturn &networkServiceImpl{\n\t\tconnections: make(map[string]*TCPConnection),\n\t\tlogger:      logger,\n\t}\n}\n\n// handleMessage 处理消息\nfunc (n *networkServiceImpl) handleMessage(ctx context.Context, conn *TCPConnection, msg *Message) error {\n\tswitch msg.Header.Type {\n\tcase MsgTypeHeartbeat:\n\t\tconn.UpdatePing()\n\t\t// 回复心跳\n\t\tresp := &Message{\n\t\t\tHeader: MessageHeader{\n\t\t\t\tType:     MsgTypeHeartbeat,\n\t\t\t\tSequence: msg.Header.Sequence,\n\t\t\t},\n\t\t}\n\t\treturn conn.WriteMessage(resp)\n\n\tcase MsgTypeLogin:\n\t\t// 处理登录消息\n\t\treturn n.handleLogin(ctx, conn, msg)\n\n\tcase MsgTypeLogout:\n\t\t// 处理登出消息\n\t\treturn n.handleLogout(ctx, conn, msg)\n\n\tdefault:\n\t\t// 其他消息类型的处理\n\t\tn.logger.Debug(fmt.Sprintf(\"received message type: %d, size: %d\", msg.Header.Type, len(msg.Body)))\n\t}\n\n\treturn nil\n}\n\n// handleLogin 处理登录\nfunc (n *networkServiceImpl) handleLogin(ctx context.Context, conn *TCPConnection, msg *Message) error {\n\t// TODO: 实现登录逻辑\n\t// 这里应该验证用户凭据，设置用户ID等\n\n\t// 临时实现：直接设置用户ID\n\tuserID := fmt.Sprintf(\"user_%d\", time.Now().UnixNano())\n\tconn.SetUserID(userID)\n\n\t// 添加到连接映射\n\tn.mutex.Lock()\n\tn.connections[userID] = conn\n\tn.mutex.Unlock()\n\n\t// 回复登录成功\n\tresp := &Message{\n\t\tHeader: MessageHeader{\n\t\t\tType:     MsgTypeLogin,\n\t\t\tSequence: msg.Header.Sequence,\n\t\t},\n\t\tBody: []byte(fmt.Sprintf(`{\"status\":\"success\",\"userID\":\"%s\"}`, userID)),\n\t}\n\n\treturn conn.WriteMessage(resp)\n}\n\n// handleLogout 处理登出\nfunc (n *networkServiceImpl) handleLogout(ctx context.Context, conn *TCPConnection, msg *Message) error {\n\tuserID := conn.GetUserID()\n\tif userID != \"\" {\n\t\tn.mutex.Lock()\n\t\tdelete(n.connections, userID)\n\t\tn.mutex.Unlock()\n\t}\n\n\t// 回复登出成功\n\tresp := &Message{\n\t\tHeader: MessageHeader{\n\t\t\tType:     MsgTypeLogout,\n\t\t\tSequence: msg.Header.Sequence,\n\t\t},\n\t\tBody: []byte(`{\"status\":\"success\"}`),\n\t}\n\n\treturn conn.WriteMessage(resp)\n}\n"
  },
  {
    "path": "internal/network/session/session.go",
    "content": "package session\n\nimport (\n\t\"fmt\"\n\t\"net\"\n\t\"sync\"\n\t\"time\"\n)\n\n// Session 会话接口\ntype Session interface {\n\tID() string\n\tPlayerID() string\n\tSetPlayerID(playerID string)\n\tConn() net.Conn\n\tSend(data []byte) error\n\tClose() error\n\tIsActive() bool\n\tLastActivity() time.Time\n\tUpdateActivity()\n\tGetAttribute(key string) interface{}\n\tSetAttribute(key string, value interface{})\n}\n\n// TCPSession TCP会话实现\ntype TCPSession struct {\n\tid           string\n\tplayerID     string\n\tconn         net.Conn\n\tlastActivity time.Time\n\tactive       bool\n\tattributes   map[string]interface{}\n\tmutex        sync.RWMutex\n}\n\n// NewTCPSession 创建新的TCP会话\nfunc NewTCPSession(id string, conn net.Conn) *TCPSession {\n\treturn &TCPSession{\n\t\tid:           id,\n\t\tconn:         conn,\n\t\tlastActivity: time.Now(),\n\t\tactive:       true,\n\t\tattributes:   make(map[string]interface{}),\n\t}\n}\n\n// ID 获取会话ID\nfunc (s *TCPSession) ID() string {\n\treturn s.id\n}\n\n// PlayerID 获取玩家ID\nfunc (s *TCPSession) PlayerID() string {\n\ts.mutex.RLock()\n\tdefer s.mutex.RUnlock()\n\treturn s.playerID\n}\n\n// SetPlayerID 设置玩家ID\nfunc (s *TCPSession) SetPlayerID(playerID string) {\n\ts.mutex.Lock()\n\tdefer s.mutex.Unlock()\n\ts.playerID = playerID\n}\n\n// Conn 获取连接\nfunc (s *TCPSession) Conn() net.Conn {\n\treturn s.conn\n}\n\n// Send 发送数据\nfunc (s *TCPSession) Send(data []byte) error {\n\ts.mutex.Lock()\n\tdefer s.mutex.Unlock()\n\n\tif !s.active {\n\t\treturn ErrSessionClosed\n\t}\n\n\t_, err := s.conn.Write(data)\n\tif err != nil {\n\t\ts.active = false\n\t\treturn err\n\t}\n\n\ts.lastActivity = time.Now()\n\treturn nil\n}\n\n// Close 关闭会话\nfunc (s *TCPSession) Close() error {\n\ts.mutex.Lock()\n\tdefer s.mutex.Unlock()\n\n\tif !s.active {\n\t\treturn nil\n\t}\n\n\ts.active = false\n\treturn s.conn.Close()\n}\n\n// IsActive 检查会话是否活跃\nfunc (s *TCPSession) IsActive() bool {\n\ts.mutex.RLock()\n\tdefer s.mutex.RUnlock()\n\treturn s.active\n}\n\n// LastActivity 获取最后活动时间\nfunc (s *TCPSession) LastActivity() time.Time {\n\ts.mutex.RLock()\n\tdefer s.mutex.RUnlock()\n\treturn s.lastActivity\n}\n\n// UpdateActivity 更新活动时间\nfunc (s *TCPSession) UpdateActivity() {\n\ts.mutex.Lock()\n\tdefer s.mutex.Unlock()\n\ts.lastActivity = time.Now()\n}\n\n// GetAttribute 获取属性\nfunc (s *TCPSession) GetAttribute(key string) interface{} {\n\ts.mutex.RLock()\n\tdefer s.mutex.RUnlock()\n\treturn s.attributes[key]\n}\n\n// SetAttribute 设置属性\nfunc (s *TCPSession) SetAttribute(key string, value interface{}) {\n\ts.mutex.Lock()\n\tdefer s.mutex.Unlock()\n\ts.attributes[key] = value\n}\n\n// NewSession 创建新会话（简单实现，用于兼容）\nfunc NewSession(id string) Session {\n\treturn &TCPSession{\n\t\tid:           id,\n\t\tconn:         nil, // 没有实际连接\n\t\tlastActivity: time.Now(),\n\t\tactive:       true,\n\t\tattributes:   make(map[string]interface{}),\n\t}\n}\n\n// 错误定义\nvar (\n\tErrSessionClosed = fmt.Errorf(\"session is closed\")\n)\n"
  },
  {
    "path": "internal/platform.go",
    "content": "package internal\n"
  },
  {
    "path": "internal/proto/README.md",
    "content": "# Proto 常量管理\n\n本项目将所有交互相关的枚举、常量和协议都定义在proto文件中，通过代码生成来统一管理。\n\n## 文件结构\n\n```\ninternal/proto/\n├── battle/          # 战斗相关proto\n├── common/          # 通用proto\n├── errors/          # 错误码proto\n├── messages/        # 消息号proto\n├── pet/            # 宠物相关proto\n├── player/         # 玩家相关proto\n└── protocol/       # 协议常量proto\n```\n\n## Proto文件说明\n\n### 1. errors.proto - 错误码管理\n包含所有错误码和错误消息：\n- `CommonErrorCode`: 通用错误 (1000-1999)\n- `BattleErrorCode`: 战斗相关错误 (2000-2999)\n- `PetErrorCode`: 宠物相关错误 (3000-3999)\n- `ItemErrorCode`: 物品相关错误 (4000-4999)\n- `BuildingErrorCode`: 建筑相关错误 (5000-5999)\n- `SocialErrorCode`: 社交相关错误 (6000-6999)\n- `QuestErrorCode`: 任务相关错误 (7000-7999)\n- `SystemErrorCode`: 系统相关错误 (8000-8999)\n\n### 2. messages.proto - 消息号管理\n包含所有消息类型常量：\n- `SystemMessageID`: 系统消息 (0x0000-0x00FF)\n- `PlayerMessageID`: 玩家相关消息 (0x0100-0x01FF)\n- `BattleMessageID`: 战斗相关消息 (0x0200-0x02FF)\n- `PetMessageID`: 宠物相关消息 (0x0300-0x03FF)\n- `BuildingMessageID`: 建筑相关消息 (0x0400-0x04FF)\n- `SocialMessageID`: 社交相关消息 (0x0500-0x05FF)\n- `ItemMessageID`: 物品相关消息 (0x0600-0x06FF)\n- `QuestMessageID`: 任务相关消息 (0x0700-0x07FF)\n- `QueryMessageID`: 查询相关消息 (0x0800-0x08FF)\n- `AdminMessageID`: 系统管理消息 (0x0900-0x09FF)\n\n### 3. protocol.proto - 协议常量\n包含协议相关的枚举和常量：\n- 各种消息类型枚举\n- 错误码枚举\n- 状态枚举\n- 消息标志位枚举\n- 协议常量定义\n\n### 4. 其他模块proto文件\n- `battle.proto`: 战斗相关枚举和消息\n- `player.proto`: 玩家相关枚举和消息\n- `pet.proto`: 宠物相关枚举和消息\n- `common.proto`: 通用枚举和消息\n\n## 使用方法\n\n### 导入生成的包\n```go\nimport (\n    \"greatestworks/internal/proto/errors\"\n    \"greatestworks/internal/proto/messages\"\n    \"greatestworks/internal/proto/protocol\"\n    \"greatestworks/internal/proto/common\"\n    \"greatestworks/internal/proto/battle\"\n    \"greatestworks/internal/proto/player\"\n    \"greatestworks/internal/proto/pet\"\n)\n```\n\n### 使用错误码\n```go\n// 使用通用错误码\nif err != nil {\n    return errors.CommonErrorCode_ERR_PLAYER_NOT_FOUND\n}\n\n// 使用战斗错误码\nif battleFull {\n    return errors.BattleErrorCode_ERR_BATTLE_FULL\n}\n```\n\n### 使用消息号\n```go\n// 创建消息头\nheader := &messages.MessageHeader{\n    MessageId:   uint32(messages.PlayerMessageID_MSG_PLAYER_LOGIN),\n    MessageType: uint32(messages.SystemMessageID_MSG_AUTH),\n    Flags:       uint32(messages.MessageFlag_MESSAGE_FLAG_REQUEST),\n}\n```\n\n### 使用状态枚举\n```go\n// 检查玩家状态\nif player.Status == protocol.PlayerStatus_PLAYER_STATUS_ONLINE {\n    // 处理在线玩家\n}\n\n// 检查战斗状态\nif battle.Status == protocol.BattleStatus_BATTLE_STATUS_ACTIVE {\n    // 处理进行中的战斗\n}\n```\n\n## 代码生成\n\n使用以下命令重新生成proto代码：\n\n```bash\n# 生成所有proto文件\n.\\protoc\\bin\\protoc.exe --go_out=. --go_opt=paths=source_relative proto/*.proto\n\n# 或者使用脚本\nscripts/generate_proto.sh\n```\n\n## 优势\n\n1. **类型安全**: 所有常量都有明确的类型定义\n2. **统一管理**: 所有枚举和常量都在proto文件中定义\n3. **代码生成**: 自动生成Go代码，避免手动维护\n4. **版本控制**: proto文件可以版本化，便于管理\n5. **多语言支持**: 可以生成多种语言的代码\n6. **文档化**: proto文件本身就是很好的文档\n\n## 注意事项\n\n1. 修改proto文件后需要重新生成代码\n2. 枚举值不能重复，需要合理分配范围\n3. 添加新的枚举值时需要考虑向后兼容性\n4. 错误码和消息号需要按模块分类管理\n"
  },
  {
    "path": "internal/proto/battle/battle.pb.go",
    "content": "// Code generated by protoc-gen-go. DO NOT EDIT.\n// versions:\n// \tprotoc-gen-go v1.36.10\n// \tprotoc        v4.25.1\n// source: proto/battle.proto\n\npackage battle\n\nimport (\n\tprotoreflect \"google.golang.org/protobuf/reflect/protoreflect\"\n\tprotoimpl \"google.golang.org/protobuf/runtime/protoimpl\"\n\tcommon \"greatestworks/internal/proto/common\"\n\treflect \"reflect\"\n\tsync \"sync\"\n\tunsafe \"unsafe\"\n)\n\nconst (\n\t// Verify that this generated code is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(20 - protoimpl.MinVersion)\n\t// Verify that runtime/protoimpl is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(protoimpl.MaxVersion - 20)\n)\n\n// 战斗状态\ntype BattleStatus int32\n\nconst (\n\tBattleStatus_BATTLE_STATUS_UNSPECIFIED BattleStatus = 0\n\tBattleStatus_BATTLE_STATUS_WAITING     BattleStatus = 1\n\tBattleStatus_BATTLE_STATUS_STARTING    BattleStatus = 2\n\tBattleStatus_BATTLE_STATUS_ACTIVE      BattleStatus = 3\n\tBattleStatus_BATTLE_STATUS_ENDING      BattleStatus = 4\n\tBattleStatus_BATTLE_STATUS_FINISHED    BattleStatus = 5\n\tBattleStatus_BATTLE_STATUS_CANCELLED   BattleStatus = 6\n)\n\n// Enum value maps for BattleStatus.\nvar (\n\tBattleStatus_name = map[int32]string{\n\t\t0: \"BATTLE_STATUS_UNSPECIFIED\",\n\t\t1: \"BATTLE_STATUS_WAITING\",\n\t\t2: \"BATTLE_STATUS_STARTING\",\n\t\t3: \"BATTLE_STATUS_ACTIVE\",\n\t\t4: \"BATTLE_STATUS_ENDING\",\n\t\t5: \"BATTLE_STATUS_FINISHED\",\n\t\t6: \"BATTLE_STATUS_CANCELLED\",\n\t}\n\tBattleStatus_value = map[string]int32{\n\t\t\"BATTLE_STATUS_UNSPECIFIED\": 0,\n\t\t\"BATTLE_STATUS_WAITING\":     1,\n\t\t\"BATTLE_STATUS_STARTING\":    2,\n\t\t\"BATTLE_STATUS_ACTIVE\":      3,\n\t\t\"BATTLE_STATUS_ENDING\":      4,\n\t\t\"BATTLE_STATUS_FINISHED\":    5,\n\t\t\"BATTLE_STATUS_CANCELLED\":   6,\n\t}\n)\n\nfunc (x BattleStatus) Enum() *BattleStatus {\n\tp := new(BattleStatus)\n\t*p = x\n\treturn p\n}\n\nfunc (x BattleStatus) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (BattleStatus) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_battle_proto_enumTypes[0].Descriptor()\n}\n\nfunc (BattleStatus) Type() protoreflect.EnumType {\n\treturn &file_proto_battle_proto_enumTypes[0]\n}\n\nfunc (x BattleStatus) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use BattleStatus.Descriptor instead.\nfunc (BattleStatus) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{0}\n}\n\n// 战斗类型枚举\ntype BattleType int32\n\nconst (\n\tBattleType_BATTLE_TYPE_UNSPECIFIED BattleType = 0\n\tBattleType_BATTLE_TYPE_PVP         BattleType = 1 // 玩家对战\n\tBattleType_BATTLE_TYPE_PVE         BattleType = 2 // 玩家对环境\n\tBattleType_BATTLE_TYPE_ARENA       BattleType = 3 // 竞技场\n\tBattleType_BATTLE_TYPE_RAID        BattleType = 4 // 团队副本\n\tBattleType_BATTLE_TYPE_DUNGEON     BattleType = 5 // 地下城\n\tBattleType_BATTLE_TYPE_BOSS        BattleType = 6 // BOSS战\n\tBattleType_BATTLE_TYPE_TOURNAMENT  BattleType = 7 // 锦标赛\n)\n\n// Enum value maps for BattleType.\nvar (\n\tBattleType_name = map[int32]string{\n\t\t0: \"BATTLE_TYPE_UNSPECIFIED\",\n\t\t1: \"BATTLE_TYPE_PVP\",\n\t\t2: \"BATTLE_TYPE_PVE\",\n\t\t3: \"BATTLE_TYPE_ARENA\",\n\t\t4: \"BATTLE_TYPE_RAID\",\n\t\t5: \"BATTLE_TYPE_DUNGEON\",\n\t\t6: \"BATTLE_TYPE_BOSS\",\n\t\t7: \"BATTLE_TYPE_TOURNAMENT\",\n\t}\n\tBattleType_value = map[string]int32{\n\t\t\"BATTLE_TYPE_UNSPECIFIED\": 0,\n\t\t\"BATTLE_TYPE_PVP\":         1,\n\t\t\"BATTLE_TYPE_PVE\":         2,\n\t\t\"BATTLE_TYPE_ARENA\":       3,\n\t\t\"BATTLE_TYPE_RAID\":        4,\n\t\t\"BATTLE_TYPE_DUNGEON\":     5,\n\t\t\"BATTLE_TYPE_BOSS\":        6,\n\t\t\"BATTLE_TYPE_TOURNAMENT\":  7,\n\t}\n)\n\nfunc (x BattleType) Enum() *BattleType {\n\tp := new(BattleType)\n\t*p = x\n\treturn p\n}\n\nfunc (x BattleType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (BattleType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_battle_proto_enumTypes[1].Descriptor()\n}\n\nfunc (BattleType) Type() protoreflect.EnumType {\n\treturn &file_proto_battle_proto_enumTypes[1]\n}\n\nfunc (x BattleType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use BattleType.Descriptor instead.\nfunc (BattleType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{1}\n}\n\n// 战斗行动类型枚举\ntype BattleActionType int32\n\nconst (\n\tBattleActionType_BATTLE_ACTION_TYPE_UNSPECIFIED BattleActionType = 0\n\tBattleActionType_BATTLE_ACTION_TYPE_ATTACK      BattleActionType = 1 // 攻击\n\tBattleActionType_BATTLE_ACTION_TYPE_SKILL       BattleActionType = 2 // 技能\n\tBattleActionType_BATTLE_ACTION_TYPE_ITEM        BattleActionType = 3 // 使用物品\n\tBattleActionType_BATTLE_ACTION_TYPE_DEFEND      BattleActionType = 4 // 防御\n\tBattleActionType_BATTLE_ACTION_TYPE_ESCAPE      BattleActionType = 5 // 逃跑\n\tBattleActionType_BATTLE_ACTION_TYPE_WAIT        BattleActionType = 6 // 等待\n)\n\n// Enum value maps for BattleActionType.\nvar (\n\tBattleActionType_name = map[int32]string{\n\t\t0: \"BATTLE_ACTION_TYPE_UNSPECIFIED\",\n\t\t1: \"BATTLE_ACTION_TYPE_ATTACK\",\n\t\t2: \"BATTLE_ACTION_TYPE_SKILL\",\n\t\t3: \"BATTLE_ACTION_TYPE_ITEM\",\n\t\t4: \"BATTLE_ACTION_TYPE_DEFEND\",\n\t\t5: \"BATTLE_ACTION_TYPE_ESCAPE\",\n\t\t6: \"BATTLE_ACTION_TYPE_WAIT\",\n\t}\n\tBattleActionType_value = map[string]int32{\n\t\t\"BATTLE_ACTION_TYPE_UNSPECIFIED\": 0,\n\t\t\"BATTLE_ACTION_TYPE_ATTACK\":      1,\n\t\t\"BATTLE_ACTION_TYPE_SKILL\":       2,\n\t\t\"BATTLE_ACTION_TYPE_ITEM\":        3,\n\t\t\"BATTLE_ACTION_TYPE_DEFEND\":      4,\n\t\t\"BATTLE_ACTION_TYPE_ESCAPE\":      5,\n\t\t\"BATTLE_ACTION_TYPE_WAIT\":        6,\n\t}\n)\n\nfunc (x BattleActionType) Enum() *BattleActionType {\n\tp := new(BattleActionType)\n\t*p = x\n\treturn p\n}\n\nfunc (x BattleActionType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (BattleActionType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_battle_proto_enumTypes[2].Descriptor()\n}\n\nfunc (BattleActionType) Type() protoreflect.EnumType {\n\treturn &file_proto_battle_proto_enumTypes[2]\n}\n\nfunc (x BattleActionType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use BattleActionType.Descriptor instead.\nfunc (BattleActionType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{2}\n}\n\n// 战斗结果类型枚举\ntype BattleResultType int32\n\nconst (\n\tBattleResultType_BATTLE_RESULT_TYPE_UNSPECIFIED BattleResultType = 0\n\tBattleResultType_BATTLE_RESULT_TYPE_VICTORY     BattleResultType = 1 // 胜利\n\tBattleResultType_BATTLE_RESULT_TYPE_DEFEAT      BattleResultType = 2 // 失败\n\tBattleResultType_BATTLE_RESULT_TYPE_DRAW        BattleResultType = 3 // 平局\n\tBattleResultType_BATTLE_RESULT_TYPE_ESCAPE      BattleResultType = 4 // 逃跑\n\tBattleResultType_BATTLE_RESULT_TYPE_TIMEOUT     BattleResultType = 5 // 超时\n\tBattleResultType_BATTLE_RESULT_TYPE_DISCONNECT  BattleResultType = 6 // 断线\n)\n\n// Enum value maps for BattleResultType.\nvar (\n\tBattleResultType_name = map[int32]string{\n\t\t0: \"BATTLE_RESULT_TYPE_UNSPECIFIED\",\n\t\t1: \"BATTLE_RESULT_TYPE_VICTORY\",\n\t\t2: \"BATTLE_RESULT_TYPE_DEFEAT\",\n\t\t3: \"BATTLE_RESULT_TYPE_DRAW\",\n\t\t4: \"BATTLE_RESULT_TYPE_ESCAPE\",\n\t\t5: \"BATTLE_RESULT_TYPE_TIMEOUT\",\n\t\t6: \"BATTLE_RESULT_TYPE_DISCONNECT\",\n\t}\n\tBattleResultType_value = map[string]int32{\n\t\t\"BATTLE_RESULT_TYPE_UNSPECIFIED\": 0,\n\t\t\"BATTLE_RESULT_TYPE_VICTORY\":     1,\n\t\t\"BATTLE_RESULT_TYPE_DEFEAT\":      2,\n\t\t\"BATTLE_RESULT_TYPE_DRAW\":        3,\n\t\t\"BATTLE_RESULT_TYPE_ESCAPE\":      4,\n\t\t\"BATTLE_RESULT_TYPE_TIMEOUT\":     5,\n\t\t\"BATTLE_RESULT_TYPE_DISCONNECT\":  6,\n\t}\n)\n\nfunc (x BattleResultType) Enum() *BattleResultType {\n\tp := new(BattleResultType)\n\t*p = x\n\treturn p\n}\n\nfunc (x BattleResultType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (BattleResultType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_battle_proto_enumTypes[3].Descriptor()\n}\n\nfunc (BattleResultType) Type() protoreflect.EnumType {\n\treturn &file_proto_battle_proto_enumTypes[3]\n}\n\nfunc (x BattleResultType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use BattleResultType.Descriptor instead.\nfunc (BattleResultType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{3}\n}\n\n// 战斗事件类型枚举\ntype BattleEventType int32\n\nconst (\n\tBattleEventType_BATTLE_EVENT_TYPE_UNSPECIFIED BattleEventType = 0\n\tBattleEventType_BATTLE_EVENT_TYPE_DAMAGE      BattleEventType = 1  // 伤害\n\tBattleEventType_BATTLE_EVENT_TYPE_HEAL        BattleEventType = 2  // 治疗\n\tBattleEventType_BATTLE_EVENT_TYPE_BUFF        BattleEventType = 3  // 增益\n\tBattleEventType_BATTLE_EVENT_TYPE_DEBUFF      BattleEventType = 4  // 减益\n\tBattleEventType_BATTLE_EVENT_TYPE_CRITICAL    BattleEventType = 5  // 暴击\n\tBattleEventType_BATTLE_EVENT_TYPE_MISS        BattleEventType = 6  // 未命中\n\tBattleEventType_BATTLE_EVENT_TYPE_DODGE       BattleEventType = 7  // 闪避\n\tBattleEventType_BATTLE_EVENT_TYPE_BLOCK       BattleEventType = 8  // 格挡\n\tBattleEventType_BATTLE_EVENT_TYPE_DEATH       BattleEventType = 9  // 死亡\n\tBattleEventType_BATTLE_EVENT_TYPE_REVIVE      BattleEventType = 10 // 复活\n)\n\n// Enum value maps for BattleEventType.\nvar (\n\tBattleEventType_name = map[int32]string{\n\t\t0:  \"BATTLE_EVENT_TYPE_UNSPECIFIED\",\n\t\t1:  \"BATTLE_EVENT_TYPE_DAMAGE\",\n\t\t2:  \"BATTLE_EVENT_TYPE_HEAL\",\n\t\t3:  \"BATTLE_EVENT_TYPE_BUFF\",\n\t\t4:  \"BATTLE_EVENT_TYPE_DEBUFF\",\n\t\t5:  \"BATTLE_EVENT_TYPE_CRITICAL\",\n\t\t6:  \"BATTLE_EVENT_TYPE_MISS\",\n\t\t7:  \"BATTLE_EVENT_TYPE_DODGE\",\n\t\t8:  \"BATTLE_EVENT_TYPE_BLOCK\",\n\t\t9:  \"BATTLE_EVENT_TYPE_DEATH\",\n\t\t10: \"BATTLE_EVENT_TYPE_REVIVE\",\n\t}\n\tBattleEventType_value = map[string]int32{\n\t\t\"BATTLE_EVENT_TYPE_UNSPECIFIED\": 0,\n\t\t\"BATTLE_EVENT_TYPE_DAMAGE\":      1,\n\t\t\"BATTLE_EVENT_TYPE_HEAL\":        2,\n\t\t\"BATTLE_EVENT_TYPE_BUFF\":        3,\n\t\t\"BATTLE_EVENT_TYPE_DEBUFF\":      4,\n\t\t\"BATTLE_EVENT_TYPE_CRITICAL\":    5,\n\t\t\"BATTLE_EVENT_TYPE_MISS\":        6,\n\t\t\"BATTLE_EVENT_TYPE_DODGE\":       7,\n\t\t\"BATTLE_EVENT_TYPE_BLOCK\":       8,\n\t\t\"BATTLE_EVENT_TYPE_DEATH\":       9,\n\t\t\"BATTLE_EVENT_TYPE_REVIVE\":      10,\n\t}\n)\n\nfunc (x BattleEventType) Enum() *BattleEventType {\n\tp := new(BattleEventType)\n\t*p = x\n\treturn p\n}\n\nfunc (x BattleEventType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (BattleEventType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_battle_proto_enumTypes[4].Descriptor()\n}\n\nfunc (BattleEventType) Type() protoreflect.EnumType {\n\treturn &file_proto_battle_proto_enumTypes[4]\n}\n\nfunc (x BattleEventType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use BattleEventType.Descriptor instead.\nfunc (BattleEventType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{4}\n}\n\n// 创建战斗请求\ntype CreateBattleRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCreatorId     string                 `protobuf:\"bytes,1,opt,name=creator_id,json=creatorId,proto3\" json:\"creator_id,omitempty\"`\n\tBattleType    string                 `protobuf:\"bytes,2,opt,name=battle_type,json=battleType,proto3\" json:\"battle_type,omitempty\"`\n\tMaxPlayers    int32                  `protobuf:\"varint,3,opt,name=max_players,json=maxPlayers,proto3\" json:\"max_players,omitempty\"`\n\tMapId         string                 `protobuf:\"bytes,4,opt,name=map_id,json=mapId,proto3\" json:\"map_id,omitempty\"`\n\tSettings      map[string]string      `protobuf:\"bytes,5,rep,name=settings,proto3\" json:\"settings,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *CreateBattleRequest) Reset() {\n\t*x = CreateBattleRequest{}\n\tmi := &file_proto_battle_proto_msgTypes[0]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *CreateBattleRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*CreateBattleRequest) ProtoMessage() {}\n\nfunc (x *CreateBattleRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_battle_proto_msgTypes[0]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use CreateBattleRequest.ProtoReflect.Descriptor instead.\nfunc (*CreateBattleRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{0}\n}\n\nfunc (x *CreateBattleRequest) GetCreatorId() string {\n\tif x != nil {\n\t\treturn x.CreatorId\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreateBattleRequest) GetBattleType() string {\n\tif x != nil {\n\t\treturn x.BattleType\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreateBattleRequest) GetMaxPlayers() int32 {\n\tif x != nil {\n\t\treturn x.MaxPlayers\n\t}\n\treturn 0\n}\n\nfunc (x *CreateBattleRequest) GetMapId() string {\n\tif x != nil {\n\t\treturn x.MapId\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreateBattleRequest) GetSettings() map[string]string {\n\tif x != nil {\n\t\treturn x.Settings\n\t}\n\treturn nil\n}\n\n// 创建战斗响应\ntype CreateBattleResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tBattleId      string                 `protobuf:\"bytes,2,opt,name=battle_id,json=battleId,proto3\" json:\"battle_id,omitempty\"`\n\tBattle        *BattleInfo            `protobuf:\"bytes,3,opt,name=battle,proto3\" json:\"battle,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *CreateBattleResponse) Reset() {\n\t*x = CreateBattleResponse{}\n\tmi := &file_proto_battle_proto_msgTypes[1]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *CreateBattleResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*CreateBattleResponse) ProtoMessage() {}\n\nfunc (x *CreateBattleResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_battle_proto_msgTypes[1]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use CreateBattleResponse.ProtoReflect.Descriptor instead.\nfunc (*CreateBattleResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{1}\n}\n\nfunc (x *CreateBattleResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *CreateBattleResponse) GetBattleId() string {\n\tif x != nil {\n\t\treturn x.BattleId\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreateBattleResponse) GetBattle() *BattleInfo {\n\tif x != nil {\n\t\treturn x.Battle\n\t}\n\treturn nil\n}\n\n// 加入战斗请求\ntype JoinBattleRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tBattleId      string                 `protobuf:\"bytes,1,opt,name=battle_id,json=battleId,proto3\" json:\"battle_id,omitempty\"`\n\tPlayerId      string                 `protobuf:\"bytes,2,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tTeamId        string                 `protobuf:\"bytes,3,opt,name=team_id,json=teamId,proto3\" json:\"team_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *JoinBattleRequest) Reset() {\n\t*x = JoinBattleRequest{}\n\tmi := &file_proto_battle_proto_msgTypes[2]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *JoinBattleRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*JoinBattleRequest) ProtoMessage() {}\n\nfunc (x *JoinBattleRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_battle_proto_msgTypes[2]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use JoinBattleRequest.ProtoReflect.Descriptor instead.\nfunc (*JoinBattleRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{2}\n}\n\nfunc (x *JoinBattleRequest) GetBattleId() string {\n\tif x != nil {\n\t\treturn x.BattleId\n\t}\n\treturn \"\"\n}\n\nfunc (x *JoinBattleRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *JoinBattleRequest) GetTeamId() string {\n\tif x != nil {\n\t\treturn x.TeamId\n\t}\n\treturn \"\"\n}\n\n// 加入战斗响应\ntype JoinBattleResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tBattleId      string                 `protobuf:\"bytes,2,opt,name=battle_id,json=battleId,proto3\" json:\"battle_id,omitempty\"`\n\tTeamId        string                 `protobuf:\"bytes,3,opt,name=team_id,json=teamId,proto3\" json:\"team_id,omitempty\"`\n\tPosition      int32                  `protobuf:\"varint,4,opt,name=position,proto3\" json:\"position,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *JoinBattleResponse) Reset() {\n\t*x = JoinBattleResponse{}\n\tmi := &file_proto_battle_proto_msgTypes[3]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *JoinBattleResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*JoinBattleResponse) ProtoMessage() {}\n\nfunc (x *JoinBattleResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_battle_proto_msgTypes[3]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use JoinBattleResponse.ProtoReflect.Descriptor instead.\nfunc (*JoinBattleResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{3}\n}\n\nfunc (x *JoinBattleResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *JoinBattleResponse) GetBattleId() string {\n\tif x != nil {\n\t\treturn x.BattleId\n\t}\n\treturn \"\"\n}\n\nfunc (x *JoinBattleResponse) GetTeamId() string {\n\tif x != nil {\n\t\treturn x.TeamId\n\t}\n\treturn \"\"\n}\n\nfunc (x *JoinBattleResponse) GetPosition() int32 {\n\tif x != nil {\n\t\treturn x.Position\n\t}\n\treturn 0\n}\n\n// 离开战斗请求\ntype LeaveBattleRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tBattleId      string                 `protobuf:\"bytes,1,opt,name=battle_id,json=battleId,proto3\" json:\"battle_id,omitempty\"`\n\tPlayerId      string                 `protobuf:\"bytes,2,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *LeaveBattleRequest) Reset() {\n\t*x = LeaveBattleRequest{}\n\tmi := &file_proto_battle_proto_msgTypes[4]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *LeaveBattleRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*LeaveBattleRequest) ProtoMessage() {}\n\nfunc (x *LeaveBattleRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_battle_proto_msgTypes[4]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use LeaveBattleRequest.ProtoReflect.Descriptor instead.\nfunc (*LeaveBattleRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{4}\n}\n\nfunc (x *LeaveBattleRequest) GetBattleId() string {\n\tif x != nil {\n\t\treturn x.BattleId\n\t}\n\treturn \"\"\n}\n\nfunc (x *LeaveBattleRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\n// 离开战斗响应\ntype LeaveBattleResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tBattleId      string                 `protobuf:\"bytes,2,opt,name=battle_id,json=battleId,proto3\" json:\"battle_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *LeaveBattleResponse) Reset() {\n\t*x = LeaveBattleResponse{}\n\tmi := &file_proto_battle_proto_msgTypes[5]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *LeaveBattleResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*LeaveBattleResponse) ProtoMessage() {}\n\nfunc (x *LeaveBattleResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_battle_proto_msgTypes[5]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use LeaveBattleResponse.ProtoReflect.Descriptor instead.\nfunc (*LeaveBattleResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{5}\n}\n\nfunc (x *LeaveBattleResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *LeaveBattleResponse) GetBattleId() string {\n\tif x != nil {\n\t\treturn x.BattleId\n\t}\n\treturn \"\"\n}\n\n// 执行战斗动作请求\ntype ExecuteActionRequest struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tBattleId       string                 `protobuf:\"bytes,1,opt,name=battle_id,json=battleId,proto3\" json:\"battle_id,omitempty\"`\n\tPlayerId       string                 `protobuf:\"bytes,2,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tActionType     string                 `protobuf:\"bytes,3,opt,name=action_type,json=actionType,proto3\" json:\"action_type,omitempty\"`\n\tParameters     map[string]string      `protobuf:\"bytes,4,rep,name=parameters,proto3\" json:\"parameters,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tTargetPosition *common.Position       `protobuf:\"bytes,5,opt,name=target_position,json=targetPosition,proto3\" json:\"target_position,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *ExecuteActionRequest) Reset() {\n\t*x = ExecuteActionRequest{}\n\tmi := &file_proto_battle_proto_msgTypes[6]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ExecuteActionRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ExecuteActionRequest) ProtoMessage() {}\n\nfunc (x *ExecuteActionRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_battle_proto_msgTypes[6]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ExecuteActionRequest.ProtoReflect.Descriptor instead.\nfunc (*ExecuteActionRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{6}\n}\n\nfunc (x *ExecuteActionRequest) GetBattleId() string {\n\tif x != nil {\n\t\treturn x.BattleId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ExecuteActionRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ExecuteActionRequest) GetActionType() string {\n\tif x != nil {\n\t\treturn x.ActionType\n\t}\n\treturn \"\"\n}\n\nfunc (x *ExecuteActionRequest) GetParameters() map[string]string {\n\tif x != nil {\n\t\treturn x.Parameters\n\t}\n\treturn nil\n}\n\nfunc (x *ExecuteActionRequest) GetTargetPosition() *common.Position {\n\tif x != nil {\n\t\treturn x.TargetPosition\n\t}\n\treturn nil\n}\n\n// 执行战斗动作响应\ntype ExecuteActionResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tActionId      string                 `protobuf:\"bytes,2,opt,name=action_id,json=actionId,proto3\" json:\"action_id,omitempty\"`\n\tResult        *BattleResult          `protobuf:\"bytes,3,opt,name=result,proto3\" json:\"result,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *ExecuteActionResponse) Reset() {\n\t*x = ExecuteActionResponse{}\n\tmi := &file_proto_battle_proto_msgTypes[7]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ExecuteActionResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ExecuteActionResponse) ProtoMessage() {}\n\nfunc (x *ExecuteActionResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_battle_proto_msgTypes[7]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ExecuteActionResponse.ProtoReflect.Descriptor instead.\nfunc (*ExecuteActionResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{7}\n}\n\nfunc (x *ExecuteActionResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *ExecuteActionResponse) GetActionId() string {\n\tif x != nil {\n\t\treturn x.ActionId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ExecuteActionResponse) GetResult() *BattleResult {\n\tif x != nil {\n\t\treturn x.Result\n\t}\n\treturn nil\n}\n\n// 获取战斗信息请求\ntype GetBattleInfoRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tBattleId      string                 `protobuf:\"bytes,1,opt,name=battle_id,json=battleId,proto3\" json:\"battle_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetBattleInfoRequest) Reset() {\n\t*x = GetBattleInfoRequest{}\n\tmi := &file_proto_battle_proto_msgTypes[8]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetBattleInfoRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetBattleInfoRequest) ProtoMessage() {}\n\nfunc (x *GetBattleInfoRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_battle_proto_msgTypes[8]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetBattleInfoRequest.ProtoReflect.Descriptor instead.\nfunc (*GetBattleInfoRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{8}\n}\n\nfunc (x *GetBattleInfoRequest) GetBattleId() string {\n\tif x != nil {\n\t\treturn x.BattleId\n\t}\n\treturn \"\"\n}\n\n// 获取战斗信息响应\ntype GetBattleInfoResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tBattle        *BattleInfo            `protobuf:\"bytes,2,opt,name=battle,proto3\" json:\"battle,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetBattleInfoResponse) Reset() {\n\t*x = GetBattleInfoResponse{}\n\tmi := &file_proto_battle_proto_msgTypes[9]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetBattleInfoResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetBattleInfoResponse) ProtoMessage() {}\n\nfunc (x *GetBattleInfoResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_battle_proto_msgTypes[9]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetBattleInfoResponse.ProtoReflect.Descriptor instead.\nfunc (*GetBattleInfoResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{9}\n}\n\nfunc (x *GetBattleInfoResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetBattleInfoResponse) GetBattle() *BattleInfo {\n\tif x != nil {\n\t\treturn x.Battle\n\t}\n\treturn nil\n}\n\n// 获取战斗列表请求\ntype GetBattleListRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tBattleType    string                 `protobuf:\"bytes,1,opt,name=battle_type,json=battleType,proto3\" json:\"battle_type,omitempty\"`\n\tLimit         int32                  `protobuf:\"varint,2,opt,name=limit,proto3\" json:\"limit,omitempty\"`\n\tOffset        int32                  `protobuf:\"varint,3,opt,name=offset,proto3\" json:\"offset,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetBattleListRequest) Reset() {\n\t*x = GetBattleListRequest{}\n\tmi := &file_proto_battle_proto_msgTypes[10]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetBattleListRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetBattleListRequest) ProtoMessage() {}\n\nfunc (x *GetBattleListRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_battle_proto_msgTypes[10]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetBattleListRequest.ProtoReflect.Descriptor instead.\nfunc (*GetBattleListRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{10}\n}\n\nfunc (x *GetBattleListRequest) GetBattleType() string {\n\tif x != nil {\n\t\treturn x.BattleType\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetBattleListRequest) GetLimit() int32 {\n\tif x != nil {\n\t\treturn x.Limit\n\t}\n\treturn 0\n}\n\nfunc (x *GetBattleListRequest) GetOffset() int32 {\n\tif x != nil {\n\t\treturn x.Offset\n\t}\n\treturn 0\n}\n\n// 获取战斗列表响应\ntype GetBattleListResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tBattles       []*BattleInfo          `protobuf:\"bytes,2,rep,name=battles,proto3\" json:\"battles,omitempty\"`\n\tPagination    *common.PaginationInfo `protobuf:\"bytes,3,opt,name=pagination,proto3\" json:\"pagination,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetBattleListResponse) Reset() {\n\t*x = GetBattleListResponse{}\n\tmi := &file_proto_battle_proto_msgTypes[11]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetBattleListResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetBattleListResponse) ProtoMessage() {}\n\nfunc (x *GetBattleListResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_battle_proto_msgTypes[11]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetBattleListResponse.ProtoReflect.Descriptor instead.\nfunc (*GetBattleListResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{11}\n}\n\nfunc (x *GetBattleListResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetBattleListResponse) GetBattles() []*BattleInfo {\n\tif x != nil {\n\t\treturn x.Battles\n\t}\n\treturn nil\n}\n\nfunc (x *GetBattleListResponse) GetPagination() *common.PaginationInfo {\n\tif x != nil {\n\t\treturn x.Pagination\n\t}\n\treturn nil\n}\n\n// 战斗信息\ntype BattleInfo struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tBattleId       string                 `protobuf:\"bytes,1,opt,name=battle_id,json=battleId,proto3\" json:\"battle_id,omitempty\"`\n\tBattleType     string                 `protobuf:\"bytes,2,opt,name=battle_type,json=battleType,proto3\" json:\"battle_type,omitempty\"`\n\tMapId          string                 `protobuf:\"bytes,3,opt,name=map_id,json=mapId,proto3\" json:\"map_id,omitempty\"`\n\tStatus         BattleStatus           `protobuf:\"varint,4,opt,name=status,proto3,enum=greatestworks.battle.BattleStatus\" json:\"status,omitempty\"`\n\tMaxPlayers     int32                  `protobuf:\"varint,5,opt,name=max_players,json=maxPlayers,proto3\" json:\"max_players,omitempty\"`\n\tCurrentPlayers int32                  `protobuf:\"varint,6,opt,name=current_players,json=currentPlayers,proto3\" json:\"current_players,omitempty\"`\n\tPlayers        []*BattlePlayer        `protobuf:\"bytes,7,rep,name=players,proto3\" json:\"players,omitempty\"`\n\tCreatedAt      int64                  `protobuf:\"varint,8,opt,name=created_at,json=createdAt,proto3\" json:\"created_at,omitempty\"`\n\tStartedAt      int64                  `protobuf:\"varint,9,opt,name=started_at,json=startedAt,proto3\" json:\"started_at,omitempty\"`\n\tEndedAt        int64                  `protobuf:\"varint,10,opt,name=ended_at,json=endedAt,proto3\" json:\"ended_at,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *BattleInfo) Reset() {\n\t*x = BattleInfo{}\n\tmi := &file_proto_battle_proto_msgTypes[12]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *BattleInfo) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*BattleInfo) ProtoMessage() {}\n\nfunc (x *BattleInfo) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_battle_proto_msgTypes[12]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use BattleInfo.ProtoReflect.Descriptor instead.\nfunc (*BattleInfo) Descriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{12}\n}\n\nfunc (x *BattleInfo) GetBattleId() string {\n\tif x != nil {\n\t\treturn x.BattleId\n\t}\n\treturn \"\"\n}\n\nfunc (x *BattleInfo) GetBattleType() string {\n\tif x != nil {\n\t\treturn x.BattleType\n\t}\n\treturn \"\"\n}\n\nfunc (x *BattleInfo) GetMapId() string {\n\tif x != nil {\n\t\treturn x.MapId\n\t}\n\treturn \"\"\n}\n\nfunc (x *BattleInfo) GetStatus() BattleStatus {\n\tif x != nil {\n\t\treturn x.Status\n\t}\n\treturn BattleStatus_BATTLE_STATUS_UNSPECIFIED\n}\n\nfunc (x *BattleInfo) GetMaxPlayers() int32 {\n\tif x != nil {\n\t\treturn x.MaxPlayers\n\t}\n\treturn 0\n}\n\nfunc (x *BattleInfo) GetCurrentPlayers() int32 {\n\tif x != nil {\n\t\treturn x.CurrentPlayers\n\t}\n\treturn 0\n}\n\nfunc (x *BattleInfo) GetPlayers() []*BattlePlayer {\n\tif x != nil {\n\t\treturn x.Players\n\t}\n\treturn nil\n}\n\nfunc (x *BattleInfo) GetCreatedAt() int64 {\n\tif x != nil {\n\t\treturn x.CreatedAt\n\t}\n\treturn 0\n}\n\nfunc (x *BattleInfo) GetStartedAt() int64 {\n\tif x != nil {\n\t\treturn x.StartedAt\n\t}\n\treturn 0\n}\n\nfunc (x *BattleInfo) GetEndedAt() int64 {\n\tif x != nil {\n\t\treturn x.EndedAt\n\t}\n\treturn 0\n}\n\n// 战斗玩家\ntype BattlePlayer struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tName          string                 `protobuf:\"bytes,2,opt,name=name,proto3\" json:\"name,omitempty\"`\n\tTeamId        string                 `protobuf:\"bytes,3,opt,name=team_id,json=teamId,proto3\" json:\"team_id,omitempty\"`\n\tPosition      int32                  `protobuf:\"varint,4,opt,name=position,proto3\" json:\"position,omitempty\"`\n\tStats         *PlayerBattleStats     `protobuf:\"bytes,5,opt,name=stats,proto3\" json:\"stats,omitempty\"`\n\tIsReady       bool                   `protobuf:\"varint,6,opt,name=is_ready,json=isReady,proto3\" json:\"is_ready,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *BattlePlayer) Reset() {\n\t*x = BattlePlayer{}\n\tmi := &file_proto_battle_proto_msgTypes[13]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *BattlePlayer) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*BattlePlayer) ProtoMessage() {}\n\nfunc (x *BattlePlayer) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_battle_proto_msgTypes[13]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use BattlePlayer.ProtoReflect.Descriptor instead.\nfunc (*BattlePlayer) Descriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{13}\n}\n\nfunc (x *BattlePlayer) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *BattlePlayer) GetName() string {\n\tif x != nil {\n\t\treturn x.Name\n\t}\n\treturn \"\"\n}\n\nfunc (x *BattlePlayer) GetTeamId() string {\n\tif x != nil {\n\t\treturn x.TeamId\n\t}\n\treturn \"\"\n}\n\nfunc (x *BattlePlayer) GetPosition() int32 {\n\tif x != nil {\n\t\treturn x.Position\n\t}\n\treturn 0\n}\n\nfunc (x *BattlePlayer) GetStats() *PlayerBattleStats {\n\tif x != nil {\n\t\treturn x.Stats\n\t}\n\treturn nil\n}\n\nfunc (x *BattlePlayer) GetIsReady() bool {\n\tif x != nil {\n\t\treturn x.IsReady\n\t}\n\treturn false\n}\n\n// 玩家战斗属性\ntype PlayerBattleStats struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tHealth        int32                  `protobuf:\"varint,1,opt,name=health,proto3\" json:\"health,omitempty\"`\n\tMaxHealth     int32                  `protobuf:\"varint,2,opt,name=max_health,json=maxHealth,proto3\" json:\"max_health,omitempty\"`\n\tMana          int32                  `protobuf:\"varint,3,opt,name=mana,proto3\" json:\"mana,omitempty\"`\n\tMaxMana       int32                  `protobuf:\"varint,4,opt,name=max_mana,json=maxMana,proto3\" json:\"max_mana,omitempty\"`\n\tAttack        int32                  `protobuf:\"varint,5,opt,name=attack,proto3\" json:\"attack,omitempty\"`\n\tDefense       int32                  `protobuf:\"varint,6,opt,name=defense,proto3\" json:\"defense,omitempty\"`\n\tSpeed         int32                  `protobuf:\"varint,7,opt,name=speed,proto3\" json:\"speed,omitempty\"`\n\tLevel         int32                  `protobuf:\"varint,8,opt,name=level,proto3\" json:\"level,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *PlayerBattleStats) Reset() {\n\t*x = PlayerBattleStats{}\n\tmi := &file_proto_battle_proto_msgTypes[14]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *PlayerBattleStats) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*PlayerBattleStats) ProtoMessage() {}\n\nfunc (x *PlayerBattleStats) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_battle_proto_msgTypes[14]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use PlayerBattleStats.ProtoReflect.Descriptor instead.\nfunc (*PlayerBattleStats) Descriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{14}\n}\n\nfunc (x *PlayerBattleStats) GetHealth() int32 {\n\tif x != nil {\n\t\treturn x.Health\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerBattleStats) GetMaxHealth() int32 {\n\tif x != nil {\n\t\treturn x.MaxHealth\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerBattleStats) GetMana() int32 {\n\tif x != nil {\n\t\treturn x.Mana\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerBattleStats) GetMaxMana() int32 {\n\tif x != nil {\n\t\treturn x.MaxMana\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerBattleStats) GetAttack() int32 {\n\tif x != nil {\n\t\treturn x.Attack\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerBattleStats) GetDefense() int32 {\n\tif x != nil {\n\t\treturn x.Defense\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerBattleStats) GetSpeed() int32 {\n\tif x != nil {\n\t\treturn x.Speed\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerBattleStats) GetLevel() int32 {\n\tif x != nil {\n\t\treturn x.Level\n\t}\n\treturn 0\n}\n\n// 战斗结果\ntype BattleResult struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tActionId      string                 `protobuf:\"bytes,1,opt,name=action_id,json=actionId,proto3\" json:\"action_id,omitempty\"`\n\tResultType    string                 `protobuf:\"bytes,2,opt,name=result_type,json=resultType,proto3\" json:\"result_type,omitempty\"`\n\tEffects       map[string]string      `protobuf:\"bytes,3,rep,name=effects,proto3\" json:\"effects,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tEvents        []*BattleEvent         `protobuf:\"bytes,4,rep,name=events,proto3\" json:\"events,omitempty\"`\n\tTimestamp     int64                  `protobuf:\"varint,5,opt,name=timestamp,proto3\" json:\"timestamp,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *BattleResult) Reset() {\n\t*x = BattleResult{}\n\tmi := &file_proto_battle_proto_msgTypes[15]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *BattleResult) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*BattleResult) ProtoMessage() {}\n\nfunc (x *BattleResult) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_battle_proto_msgTypes[15]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use BattleResult.ProtoReflect.Descriptor instead.\nfunc (*BattleResult) Descriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{15}\n}\n\nfunc (x *BattleResult) GetActionId() string {\n\tif x != nil {\n\t\treturn x.ActionId\n\t}\n\treturn \"\"\n}\n\nfunc (x *BattleResult) GetResultType() string {\n\tif x != nil {\n\t\treturn x.ResultType\n\t}\n\treturn \"\"\n}\n\nfunc (x *BattleResult) GetEffects() map[string]string {\n\tif x != nil {\n\t\treturn x.Effects\n\t}\n\treturn nil\n}\n\nfunc (x *BattleResult) GetEvents() []*BattleEvent {\n\tif x != nil {\n\t\treturn x.Events\n\t}\n\treturn nil\n}\n\nfunc (x *BattleResult) GetTimestamp() int64 {\n\tif x != nil {\n\t\treturn x.Timestamp\n\t}\n\treturn 0\n}\n\n// 战斗事件\ntype BattleEvent struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tEventType     string                 `protobuf:\"bytes,1,opt,name=event_type,json=eventType,proto3\" json:\"event_type,omitempty\"`\n\tSourceId      string                 `protobuf:\"bytes,2,opt,name=source_id,json=sourceId,proto3\" json:\"source_id,omitempty\"`\n\tTargetId      string                 `protobuf:\"bytes,3,opt,name=target_id,json=targetId,proto3\" json:\"target_id,omitempty\"`\n\tData          map[string]string      `protobuf:\"bytes,4,rep,name=data,proto3\" json:\"data,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tTimestamp     int64                  `protobuf:\"varint,5,opt,name=timestamp,proto3\" json:\"timestamp,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *BattleEvent) Reset() {\n\t*x = BattleEvent{}\n\tmi := &file_proto_battle_proto_msgTypes[16]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *BattleEvent) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*BattleEvent) ProtoMessage() {}\n\nfunc (x *BattleEvent) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_battle_proto_msgTypes[16]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use BattleEvent.ProtoReflect.Descriptor instead.\nfunc (*BattleEvent) Descriptor() ([]byte, []int) {\n\treturn file_proto_battle_proto_rawDescGZIP(), []int{16}\n}\n\nfunc (x *BattleEvent) GetEventType() string {\n\tif x != nil {\n\t\treturn x.EventType\n\t}\n\treturn \"\"\n}\n\nfunc (x *BattleEvent) GetSourceId() string {\n\tif x != nil {\n\t\treturn x.SourceId\n\t}\n\treturn \"\"\n}\n\nfunc (x *BattleEvent) GetTargetId() string {\n\tif x != nil {\n\t\treturn x.TargetId\n\t}\n\treturn \"\"\n}\n\nfunc (x *BattleEvent) GetData() map[string]string {\n\tif x != nil {\n\t\treturn x.Data\n\t}\n\treturn nil\n}\n\nfunc (x *BattleEvent) GetTimestamp() int64 {\n\tif x != nil {\n\t\treturn x.Timestamp\n\t}\n\treturn 0\n}\n\nvar File_proto_battle_proto protoreflect.FileDescriptor\n\nconst file_proto_battle_proto_rawDesc = \"\" +\n\t\"\\n\" +\n\t\"\\x12proto/battle.proto\\x12\\x14greatestworks.battle\\x1a\\x12proto/common.proto\\\"\\x9f\\x02\\n\" +\n\t\"\\x13CreateBattleRequest\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"creator_id\\x18\\x01 \\x01(\\tR\\tcreatorId\\x12\\x1f\\n\" +\n\t\"\\vbattle_type\\x18\\x02 \\x01(\\tR\\n\" +\n\t\"battleType\\x12\\x1f\\n\" +\n\t\"\\vmax_players\\x18\\x03 \\x01(\\x05R\\n\" +\n\t\"maxPlayers\\x12\\x15\\n\" +\n\t\"\\x06map_id\\x18\\x04 \\x01(\\tR\\x05mapId\\x12S\\n\" +\n\t\"\\bsettings\\x18\\x05 \\x03(\\v27.greatestworks.battle.CreateBattleRequest.SettingsEntryR\\bsettings\\x1a;\\n\" +\n\t\"\\rSettingsEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\xab\\x01\\n\" +\n\t\"\\x14CreateBattleResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12\\x1b\\n\" +\n\t\"\\tbattle_id\\x18\\x02 \\x01(\\tR\\bbattleId\\x128\\n\" +\n\t\"\\x06battle\\x18\\x03 \\x01(\\v2 .greatestworks.battle.BattleInfoR\\x06battle\\\"f\\n\" +\n\t\"\\x11JoinBattleRequest\\x12\\x1b\\n\" +\n\t\"\\tbattle_id\\x18\\x01 \\x01(\\tR\\bbattleId\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x02 \\x01(\\tR\\bplayerId\\x12\\x17\\n\" +\n\t\"\\ateam_id\\x18\\x03 \\x01(\\tR\\x06teamId\\\"\\xa4\\x01\\n\" +\n\t\"\\x12JoinBattleResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12\\x1b\\n\" +\n\t\"\\tbattle_id\\x18\\x02 \\x01(\\tR\\bbattleId\\x12\\x17\\n\" +\n\t\"\\ateam_id\\x18\\x03 \\x01(\\tR\\x06teamId\\x12\\x1a\\n\" +\n\t\"\\bposition\\x18\\x04 \\x01(\\x05R\\bposition\\\"N\\n\" +\n\t\"\\x12LeaveBattleRequest\\x12\\x1b\\n\" +\n\t\"\\tbattle_id\\x18\\x01 \\x01(\\tR\\bbattleId\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x02 \\x01(\\tR\\bplayerId\\\"p\\n\" +\n\t\"\\x13LeaveBattleResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12\\x1b\\n\" +\n\t\"\\tbattle_id\\x18\\x02 \\x01(\\tR\\bbattleId\\\"\\xd5\\x02\\n\" +\n\t\"\\x14ExecuteActionRequest\\x12\\x1b\\n\" +\n\t\"\\tbattle_id\\x18\\x01 \\x01(\\tR\\bbattleId\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x02 \\x01(\\tR\\bplayerId\\x12\\x1f\\n\" +\n\t\"\\vaction_type\\x18\\x03 \\x01(\\tR\\n\" +\n\t\"actionType\\x12Z\\n\" +\n\t\"\\n\" +\n\t\"parameters\\x18\\x04 \\x03(\\v2:.greatestworks.battle.ExecuteActionRequest.ParametersEntryR\\n\" +\n\t\"parameters\\x12G\\n\" +\n\t\"\\x0ftarget_position\\x18\\x05 \\x01(\\v2\\x1e.greatestworks.common.PositionR\\x0etargetPosition\\x1a=\\n\" +\n\t\"\\x0fParametersEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\xae\\x01\\n\" +\n\t\"\\x15ExecuteActionResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12\\x1b\\n\" +\n\t\"\\taction_id\\x18\\x02 \\x01(\\tR\\bactionId\\x12:\\n\" +\n\t\"\\x06result\\x18\\x03 \\x01(\\v2\\\".greatestworks.battle.BattleResultR\\x06result\\\"3\\n\" +\n\t\"\\x14GetBattleInfoRequest\\x12\\x1b\\n\" +\n\t\"\\tbattle_id\\x18\\x01 \\x01(\\tR\\bbattleId\\\"\\x8f\\x01\\n\" +\n\t\"\\x15GetBattleInfoResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x128\\n\" +\n\t\"\\x06battle\\x18\\x02 \\x01(\\v2 .greatestworks.battle.BattleInfoR\\x06battle\\\"e\\n\" +\n\t\"\\x14GetBattleListRequest\\x12\\x1f\\n\" +\n\t\"\\vbattle_type\\x18\\x01 \\x01(\\tR\\n\" +\n\t\"battleType\\x12\\x14\\n\" +\n\t\"\\x05limit\\x18\\x02 \\x01(\\x05R\\x05limit\\x12\\x16\\n\" +\n\t\"\\x06offset\\x18\\x03 \\x01(\\x05R\\x06offset\\\"\\xd7\\x01\\n\" +\n\t\"\\x15GetBattleListResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12:\\n\" +\n\t\"\\abattles\\x18\\x02 \\x03(\\v2 .greatestworks.battle.BattleInfoR\\abattles\\x12D\\n\" +\n\t\"\\n\" +\n\t\"pagination\\x18\\x03 \\x01(\\v2$.greatestworks.common.PaginationInfoR\\n\" +\n\t\"pagination\\\"\\xfe\\x02\\n\" +\n\t\"\\n\" +\n\t\"BattleInfo\\x12\\x1b\\n\" +\n\t\"\\tbattle_id\\x18\\x01 \\x01(\\tR\\bbattleId\\x12\\x1f\\n\" +\n\t\"\\vbattle_type\\x18\\x02 \\x01(\\tR\\n\" +\n\t\"battleType\\x12\\x15\\n\" +\n\t\"\\x06map_id\\x18\\x03 \\x01(\\tR\\x05mapId\\x12:\\n\" +\n\t\"\\x06status\\x18\\x04 \\x01(\\x0e2\\\".greatestworks.battle.BattleStatusR\\x06status\\x12\\x1f\\n\" +\n\t\"\\vmax_players\\x18\\x05 \\x01(\\x05R\\n\" +\n\t\"maxPlayers\\x12'\\n\" +\n\t\"\\x0fcurrent_players\\x18\\x06 \\x01(\\x05R\\x0ecurrentPlayers\\x12<\\n\" +\n\t\"\\aplayers\\x18\\a \\x03(\\v2\\\".greatestworks.battle.BattlePlayerR\\aplayers\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"created_at\\x18\\b \\x01(\\x03R\\tcreatedAt\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"started_at\\x18\\t \\x01(\\x03R\\tstartedAt\\x12\\x19\\n\" +\n\t\"\\bended_at\\x18\\n\" +\n\t\" \\x01(\\x03R\\aendedAt\\\"\\xce\\x01\\n\" +\n\t\"\\fBattlePlayer\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x12\\n\" +\n\t\"\\x04name\\x18\\x02 \\x01(\\tR\\x04name\\x12\\x17\\n\" +\n\t\"\\ateam_id\\x18\\x03 \\x01(\\tR\\x06teamId\\x12\\x1a\\n\" +\n\t\"\\bposition\\x18\\x04 \\x01(\\x05R\\bposition\\x12=\\n\" +\n\t\"\\x05stats\\x18\\x05 \\x01(\\v2'.greatestworks.battle.PlayerBattleStatsR\\x05stats\\x12\\x19\\n\" +\n\t\"\\bis_ready\\x18\\x06 \\x01(\\bR\\aisReady\\\"\\xd7\\x01\\n\" +\n\t\"\\x11PlayerBattleStats\\x12\\x16\\n\" +\n\t\"\\x06health\\x18\\x01 \\x01(\\x05R\\x06health\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"max_health\\x18\\x02 \\x01(\\x05R\\tmaxHealth\\x12\\x12\\n\" +\n\t\"\\x04mana\\x18\\x03 \\x01(\\x05R\\x04mana\\x12\\x19\\n\" +\n\t\"\\bmax_mana\\x18\\x04 \\x01(\\x05R\\amaxMana\\x12\\x16\\n\" +\n\t\"\\x06attack\\x18\\x05 \\x01(\\x05R\\x06attack\\x12\\x18\\n\" +\n\t\"\\adefense\\x18\\x06 \\x01(\\x05R\\adefense\\x12\\x14\\n\" +\n\t\"\\x05speed\\x18\\a \\x01(\\x05R\\x05speed\\x12\\x14\\n\" +\n\t\"\\x05level\\x18\\b \\x01(\\x05R\\x05level\\\"\\xac\\x02\\n\" +\n\t\"\\fBattleResult\\x12\\x1b\\n\" +\n\t\"\\taction_id\\x18\\x01 \\x01(\\tR\\bactionId\\x12\\x1f\\n\" +\n\t\"\\vresult_type\\x18\\x02 \\x01(\\tR\\n\" +\n\t\"resultType\\x12I\\n\" +\n\t\"\\aeffects\\x18\\x03 \\x03(\\v2/.greatestworks.battle.BattleResult.EffectsEntryR\\aeffects\\x129\\n\" +\n\t\"\\x06events\\x18\\x04 \\x03(\\v2!.greatestworks.battle.BattleEventR\\x06events\\x12\\x1c\\n\" +\n\t\"\\ttimestamp\\x18\\x05 \\x01(\\x03R\\ttimestamp\\x1a:\\n\" +\n\t\"\\fEffectsEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\xfe\\x01\\n\" +\n\t\"\\vBattleEvent\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"event_type\\x18\\x01 \\x01(\\tR\\teventType\\x12\\x1b\\n\" +\n\t\"\\tsource_id\\x18\\x02 \\x01(\\tR\\bsourceId\\x12\\x1b\\n\" +\n\t\"\\ttarget_id\\x18\\x03 \\x01(\\tR\\btargetId\\x12?\\n\" +\n\t\"\\x04data\\x18\\x04 \\x03(\\v2+.greatestworks.battle.BattleEvent.DataEntryR\\x04data\\x12\\x1c\\n\" +\n\t\"\\ttimestamp\\x18\\x05 \\x01(\\x03R\\ttimestamp\\x1a7\\n\" +\n\t\"\\tDataEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01*\\xd1\\x01\\n\" +\n\t\"\\fBattleStatus\\x12\\x1d\\n\" +\n\t\"\\x19BATTLE_STATUS_UNSPECIFIED\\x10\\x00\\x12\\x19\\n\" +\n\t\"\\x15BATTLE_STATUS_WAITING\\x10\\x01\\x12\\x1a\\n\" +\n\t\"\\x16BATTLE_STATUS_STARTING\\x10\\x02\\x12\\x18\\n\" +\n\t\"\\x14BATTLE_STATUS_ACTIVE\\x10\\x03\\x12\\x18\\n\" +\n\t\"\\x14BATTLE_STATUS_ENDING\\x10\\x04\\x12\\x1a\\n\" +\n\t\"\\x16BATTLE_STATUS_FINISHED\\x10\\x05\\x12\\x1b\\n\" +\n\t\"\\x17BATTLE_STATUS_CANCELLED\\x10\\x06*\\xcb\\x01\\n\" +\n\t\"\\n\" +\n\t\"BattleType\\x12\\x1b\\n\" +\n\t\"\\x17BATTLE_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x13\\n\" +\n\t\"\\x0fBATTLE_TYPE_PVP\\x10\\x01\\x12\\x13\\n\" +\n\t\"\\x0fBATTLE_TYPE_PVE\\x10\\x02\\x12\\x15\\n\" +\n\t\"\\x11BATTLE_TYPE_ARENA\\x10\\x03\\x12\\x14\\n\" +\n\t\"\\x10BATTLE_TYPE_RAID\\x10\\x04\\x12\\x17\\n\" +\n\t\"\\x13BATTLE_TYPE_DUNGEON\\x10\\x05\\x12\\x14\\n\" +\n\t\"\\x10BATTLE_TYPE_BOSS\\x10\\x06\\x12\\x1a\\n\" +\n\t\"\\x16BATTLE_TYPE_TOURNAMENT\\x10\\a*\\xeb\\x01\\n\" +\n\t\"\\x10BattleActionType\\x12\\\"\\n\" +\n\t\"\\x1eBATTLE_ACTION_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x1d\\n\" +\n\t\"\\x19BATTLE_ACTION_TYPE_ATTACK\\x10\\x01\\x12\\x1c\\n\" +\n\t\"\\x18BATTLE_ACTION_TYPE_SKILL\\x10\\x02\\x12\\x1b\\n\" +\n\t\"\\x17BATTLE_ACTION_TYPE_ITEM\\x10\\x03\\x12\\x1d\\n\" +\n\t\"\\x19BATTLE_ACTION_TYPE_DEFEND\\x10\\x04\\x12\\x1d\\n\" +\n\t\"\\x19BATTLE_ACTION_TYPE_ESCAPE\\x10\\x05\\x12\\x1b\\n\" +\n\t\"\\x17BATTLE_ACTION_TYPE_WAIT\\x10\\x06*\\xf4\\x01\\n\" +\n\t\"\\x10BattleResultType\\x12\\\"\\n\" +\n\t\"\\x1eBATTLE_RESULT_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x1e\\n\" +\n\t\"\\x1aBATTLE_RESULT_TYPE_VICTORY\\x10\\x01\\x12\\x1d\\n\" +\n\t\"\\x19BATTLE_RESULT_TYPE_DEFEAT\\x10\\x02\\x12\\x1b\\n\" +\n\t\"\\x17BATTLE_RESULT_TYPE_DRAW\\x10\\x03\\x12\\x1d\\n\" +\n\t\"\\x19BATTLE_RESULT_TYPE_ESCAPE\\x10\\x04\\x12\\x1e\\n\" +\n\t\"\\x1aBATTLE_RESULT_TYPE_TIMEOUT\\x10\\x05\\x12!\\n\" +\n\t\"\\x1dBATTLE_RESULT_TYPE_DISCONNECT\\x10\\x06*\\xd9\\x02\\n\" +\n\t\"\\x0fBattleEventType\\x12!\\n\" +\n\t\"\\x1dBATTLE_EVENT_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x1c\\n\" +\n\t\"\\x18BATTLE_EVENT_TYPE_DAMAGE\\x10\\x01\\x12\\x1a\\n\" +\n\t\"\\x16BATTLE_EVENT_TYPE_HEAL\\x10\\x02\\x12\\x1a\\n\" +\n\t\"\\x16BATTLE_EVENT_TYPE_BUFF\\x10\\x03\\x12\\x1c\\n\" +\n\t\"\\x18BATTLE_EVENT_TYPE_DEBUFF\\x10\\x04\\x12\\x1e\\n\" +\n\t\"\\x1aBATTLE_EVENT_TYPE_CRITICAL\\x10\\x05\\x12\\x1a\\n\" +\n\t\"\\x16BATTLE_EVENT_TYPE_MISS\\x10\\x06\\x12\\x1b\\n\" +\n\t\"\\x17BATTLE_EVENT_TYPE_DODGE\\x10\\a\\x12\\x1b\\n\" +\n\t\"\\x17BATTLE_EVENT_TYPE_BLOCK\\x10\\b\\x12\\x1b\\n\" +\n\t\"\\x17BATTLE_EVENT_TYPE_DEATH\\x10\\t\\x12\\x1c\\n\" +\n\t\"\\x18BATTLE_EVENT_TYPE_REVIVE\\x10\\n\" +\n\t\"2\\xf9\\x04\\n\" +\n\t\"\\rBattleService\\x12e\\n\" +\n\t\"\\fCreateBattle\\x12).greatestworks.battle.CreateBattleRequest\\x1a*.greatestworks.battle.CreateBattleResponse\\x12_\\n\" +\n\t\"\\n\" +\n\t\"JoinBattle\\x12'.greatestworks.battle.JoinBattleRequest\\x1a(.greatestworks.battle.JoinBattleResponse\\x12b\\n\" +\n\t\"\\vLeaveBattle\\x12(.greatestworks.battle.LeaveBattleRequest\\x1a).greatestworks.battle.LeaveBattleResponse\\x12h\\n\" +\n\t\"\\rExecuteAction\\x12*.greatestworks.battle.ExecuteActionRequest\\x1a+.greatestworks.battle.ExecuteActionResponse\\x12h\\n\" +\n\t\"\\rGetBattleInfo\\x12*.greatestworks.battle.GetBattleInfoRequest\\x1a+.greatestworks.battle.GetBattleInfoResponse\\x12h\\n\" +\n\t\"\\rGetBattleList\\x12*.greatestworks.battle.GetBattleListRequest\\x1a+.greatestworks.battle.GetBattleListResponseB<Z#greatestworks/internal/proto/battle\\xaa\\x02\\x14GreatestWorks.Battleb\\x06proto3\"\n\nvar (\n\tfile_proto_battle_proto_rawDescOnce sync.Once\n\tfile_proto_battle_proto_rawDescData []byte\n)\n\nfunc file_proto_battle_proto_rawDescGZIP() []byte {\n\tfile_proto_battle_proto_rawDescOnce.Do(func() {\n\t\tfile_proto_battle_proto_rawDescData = protoimpl.X.CompressGZIP(unsafe.Slice(unsafe.StringData(file_proto_battle_proto_rawDesc), len(file_proto_battle_proto_rawDesc)))\n\t})\n\treturn file_proto_battle_proto_rawDescData\n}\n\nvar file_proto_battle_proto_enumTypes = make([]protoimpl.EnumInfo, 5)\nvar file_proto_battle_proto_msgTypes = make([]protoimpl.MessageInfo, 21)\nvar file_proto_battle_proto_goTypes = []any{\n\t(BattleStatus)(0),             // 0: greatestworks.battle.BattleStatus\n\t(BattleType)(0),               // 1: greatestworks.battle.BattleType\n\t(BattleActionType)(0),         // 2: greatestworks.battle.BattleActionType\n\t(BattleResultType)(0),         // 3: greatestworks.battle.BattleResultType\n\t(BattleEventType)(0),          // 4: greatestworks.battle.BattleEventType\n\t(*CreateBattleRequest)(nil),   // 5: greatestworks.battle.CreateBattleRequest\n\t(*CreateBattleResponse)(nil),  // 6: greatestworks.battle.CreateBattleResponse\n\t(*JoinBattleRequest)(nil),     // 7: greatestworks.battle.JoinBattleRequest\n\t(*JoinBattleResponse)(nil),    // 8: greatestworks.battle.JoinBattleResponse\n\t(*LeaveBattleRequest)(nil),    // 9: greatestworks.battle.LeaveBattleRequest\n\t(*LeaveBattleResponse)(nil),   // 10: greatestworks.battle.LeaveBattleResponse\n\t(*ExecuteActionRequest)(nil),  // 11: greatestworks.battle.ExecuteActionRequest\n\t(*ExecuteActionResponse)(nil), // 12: greatestworks.battle.ExecuteActionResponse\n\t(*GetBattleInfoRequest)(nil),  // 13: greatestworks.battle.GetBattleInfoRequest\n\t(*GetBattleInfoResponse)(nil), // 14: greatestworks.battle.GetBattleInfoResponse\n\t(*GetBattleListRequest)(nil),  // 15: greatestworks.battle.GetBattleListRequest\n\t(*GetBattleListResponse)(nil), // 16: greatestworks.battle.GetBattleListResponse\n\t(*BattleInfo)(nil),            // 17: greatestworks.battle.BattleInfo\n\t(*BattlePlayer)(nil),          // 18: greatestworks.battle.BattlePlayer\n\t(*PlayerBattleStats)(nil),     // 19: greatestworks.battle.PlayerBattleStats\n\t(*BattleResult)(nil),          // 20: greatestworks.battle.BattleResult\n\t(*BattleEvent)(nil),           // 21: greatestworks.battle.BattleEvent\n\tnil,                           // 22: greatestworks.battle.CreateBattleRequest.SettingsEntry\n\tnil,                           // 23: greatestworks.battle.ExecuteActionRequest.ParametersEntry\n\tnil,                           // 24: greatestworks.battle.BattleResult.EffectsEntry\n\tnil,                           // 25: greatestworks.battle.BattleEvent.DataEntry\n\t(*common.CommonResponse)(nil), // 26: greatestworks.common.CommonResponse\n\t(*common.Position)(nil),       // 27: greatestworks.common.Position\n\t(*common.PaginationInfo)(nil), // 28: greatestworks.common.PaginationInfo\n}\nvar file_proto_battle_proto_depIdxs = []int32{\n\t22, // 0: greatestworks.battle.CreateBattleRequest.settings:type_name -> greatestworks.battle.CreateBattleRequest.SettingsEntry\n\t26, // 1: greatestworks.battle.CreateBattleResponse.common:type_name -> greatestworks.common.CommonResponse\n\t17, // 2: greatestworks.battle.CreateBattleResponse.battle:type_name -> greatestworks.battle.BattleInfo\n\t26, // 3: greatestworks.battle.JoinBattleResponse.common:type_name -> greatestworks.common.CommonResponse\n\t26, // 4: greatestworks.battle.LeaveBattleResponse.common:type_name -> greatestworks.common.CommonResponse\n\t23, // 5: greatestworks.battle.ExecuteActionRequest.parameters:type_name -> greatestworks.battle.ExecuteActionRequest.ParametersEntry\n\t27, // 6: greatestworks.battle.ExecuteActionRequest.target_position:type_name -> greatestworks.common.Position\n\t26, // 7: greatestworks.battle.ExecuteActionResponse.common:type_name -> greatestworks.common.CommonResponse\n\t20, // 8: greatestworks.battle.ExecuteActionResponse.result:type_name -> greatestworks.battle.BattleResult\n\t26, // 9: greatestworks.battle.GetBattleInfoResponse.common:type_name -> greatestworks.common.CommonResponse\n\t17, // 10: greatestworks.battle.GetBattleInfoResponse.battle:type_name -> greatestworks.battle.BattleInfo\n\t26, // 11: greatestworks.battle.GetBattleListResponse.common:type_name -> greatestworks.common.CommonResponse\n\t17, // 12: greatestworks.battle.GetBattleListResponse.battles:type_name -> greatestworks.battle.BattleInfo\n\t28, // 13: greatestworks.battle.GetBattleListResponse.pagination:type_name -> greatestworks.common.PaginationInfo\n\t0,  // 14: greatestworks.battle.BattleInfo.status:type_name -> greatestworks.battle.BattleStatus\n\t18, // 15: greatestworks.battle.BattleInfo.players:type_name -> greatestworks.battle.BattlePlayer\n\t19, // 16: greatestworks.battle.BattlePlayer.stats:type_name -> greatestworks.battle.PlayerBattleStats\n\t24, // 17: greatestworks.battle.BattleResult.effects:type_name -> greatestworks.battle.BattleResult.EffectsEntry\n\t21, // 18: greatestworks.battle.BattleResult.events:type_name -> greatestworks.battle.BattleEvent\n\t25, // 19: greatestworks.battle.BattleEvent.data:type_name -> greatestworks.battle.BattleEvent.DataEntry\n\t5,  // 20: greatestworks.battle.BattleService.CreateBattle:input_type -> greatestworks.battle.CreateBattleRequest\n\t7,  // 21: greatestworks.battle.BattleService.JoinBattle:input_type -> greatestworks.battle.JoinBattleRequest\n\t9,  // 22: greatestworks.battle.BattleService.LeaveBattle:input_type -> greatestworks.battle.LeaveBattleRequest\n\t11, // 23: greatestworks.battle.BattleService.ExecuteAction:input_type -> greatestworks.battle.ExecuteActionRequest\n\t13, // 24: greatestworks.battle.BattleService.GetBattleInfo:input_type -> greatestworks.battle.GetBattleInfoRequest\n\t15, // 25: greatestworks.battle.BattleService.GetBattleList:input_type -> greatestworks.battle.GetBattleListRequest\n\t6,  // 26: greatestworks.battle.BattleService.CreateBattle:output_type -> greatestworks.battle.CreateBattleResponse\n\t8,  // 27: greatestworks.battle.BattleService.JoinBattle:output_type -> greatestworks.battle.JoinBattleResponse\n\t10, // 28: greatestworks.battle.BattleService.LeaveBattle:output_type -> greatestworks.battle.LeaveBattleResponse\n\t12, // 29: greatestworks.battle.BattleService.ExecuteAction:output_type -> greatestworks.battle.ExecuteActionResponse\n\t14, // 30: greatestworks.battle.BattleService.GetBattleInfo:output_type -> greatestworks.battle.GetBattleInfoResponse\n\t16, // 31: greatestworks.battle.BattleService.GetBattleList:output_type -> greatestworks.battle.GetBattleListResponse\n\t26, // [26:32] is the sub-list for method output_type\n\t20, // [20:26] is the sub-list for method input_type\n\t20, // [20:20] is the sub-list for extension type_name\n\t20, // [20:20] is the sub-list for extension extendee\n\t0,  // [0:20] is the sub-list for field type_name\n}\n\nfunc init() { file_proto_battle_proto_init() }\nfunc file_proto_battle_proto_init() {\n\tif File_proto_battle_proto != nil {\n\t\treturn\n\t}\n\ttype x struct{}\n\tout := protoimpl.TypeBuilder{\n\t\tFile: protoimpl.DescBuilder{\n\t\t\tGoPackagePath: reflect.TypeOf(x{}).PkgPath(),\n\t\t\tRawDescriptor: unsafe.Slice(unsafe.StringData(file_proto_battle_proto_rawDesc), len(file_proto_battle_proto_rawDesc)),\n\t\t\tNumEnums:      5,\n\t\t\tNumMessages:   21,\n\t\t\tNumExtensions: 0,\n\t\t\tNumServices:   1,\n\t\t},\n\t\tGoTypes:           file_proto_battle_proto_goTypes,\n\t\tDependencyIndexes: file_proto_battle_proto_depIdxs,\n\t\tEnumInfos:         file_proto_battle_proto_enumTypes,\n\t\tMessageInfos:      file_proto_battle_proto_msgTypes,\n\t}.Build()\n\tFile_proto_battle_proto = out.File\n\tfile_proto_battle_proto_goTypes = nil\n\tfile_proto_battle_proto_depIdxs = nil\n}\n"
  },
  {
    "path": "internal/proto/chat/chat.pb.go",
    "content": "// Code generated by protoc-gen-go. DO NOT EDIT.\n// versions:\n// \tprotoc-gen-go v1.36.10\n// \tprotoc        v4.25.1\n// source: proto/chat.proto\n\npackage chat\n\nimport (\n\tprotoreflect \"google.golang.org/protobuf/reflect/protoreflect\"\n\tprotoimpl \"google.golang.org/protobuf/runtime/protoimpl\"\n\tcommon \"greatestworks/internal/proto/common\"\n\treflect \"reflect\"\n\tsync \"sync\"\n\tunsafe \"unsafe\"\n)\n\nconst (\n\t// Verify that this generated code is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(20 - protoimpl.MinVersion)\n\t// Verify that runtime/protoimpl is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(protoimpl.MaxVersion - 20)\n)\n\n// 消息类型枚举\ntype MessageType int32\n\nconst (\n\tMessageType_MESSAGE_TYPE_UNSPECIFIED  MessageType = 0\n\tMessageType_MESSAGE_TYPE_TEXT         MessageType = 1 // 文本消息\n\tMessageType_MESSAGE_TYPE_EMOJI        MessageType = 2 // 表情消息\n\tMessageType_MESSAGE_TYPE_IMAGE        MessageType = 3 // 图片消息\n\tMessageType_MESSAGE_TYPE_FILE         MessageType = 4 // 文件消息\n\tMessageType_MESSAGE_TYPE_VOICE        MessageType = 5 // 语音消息\n\tMessageType_MESSAGE_TYPE_SYSTEM       MessageType = 6 // 系统消息\n\tMessageType_MESSAGE_TYPE_ANNOUNCEMENT MessageType = 7 // 公告消息\n\tMessageType_MESSAGE_TYPE_COMMAND      MessageType = 8 // 命令消息\n)\n\n// Enum value maps for MessageType.\nvar (\n\tMessageType_name = map[int32]string{\n\t\t0: \"MESSAGE_TYPE_UNSPECIFIED\",\n\t\t1: \"MESSAGE_TYPE_TEXT\",\n\t\t2: \"MESSAGE_TYPE_EMOJI\",\n\t\t3: \"MESSAGE_TYPE_IMAGE\",\n\t\t4: \"MESSAGE_TYPE_FILE\",\n\t\t5: \"MESSAGE_TYPE_VOICE\",\n\t\t6: \"MESSAGE_TYPE_SYSTEM\",\n\t\t7: \"MESSAGE_TYPE_ANNOUNCEMENT\",\n\t\t8: \"MESSAGE_TYPE_COMMAND\",\n\t}\n\tMessageType_value = map[string]int32{\n\t\t\"MESSAGE_TYPE_UNSPECIFIED\":  0,\n\t\t\"MESSAGE_TYPE_TEXT\":         1,\n\t\t\"MESSAGE_TYPE_EMOJI\":        2,\n\t\t\"MESSAGE_TYPE_IMAGE\":        3,\n\t\t\"MESSAGE_TYPE_FILE\":         4,\n\t\t\"MESSAGE_TYPE_VOICE\":        5,\n\t\t\"MESSAGE_TYPE_SYSTEM\":       6,\n\t\t\"MESSAGE_TYPE_ANNOUNCEMENT\": 7,\n\t\t\"MESSAGE_TYPE_COMMAND\":      8,\n\t}\n)\n\nfunc (x MessageType) Enum() *MessageType {\n\tp := new(MessageType)\n\t*p = x\n\treturn p\n}\n\nfunc (x MessageType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (MessageType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_chat_proto_enumTypes[0].Descriptor()\n}\n\nfunc (MessageType) Type() protoreflect.EnumType {\n\treturn &file_proto_chat_proto_enumTypes[0]\n}\n\nfunc (x MessageType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use MessageType.Descriptor instead.\nfunc (MessageType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{0}\n}\n\n// 用户状态枚举\ntype UserStatus int32\n\nconst (\n\tUserStatus_USER_STATUS_UNSPECIFIED UserStatus = 0\n\tUserStatus_USER_STATUS_ONLINE      UserStatus = 1 // 在线\n\tUserStatus_USER_STATUS_AWAY        UserStatus = 2 // 离开\n\tUserStatus_USER_STATUS_BUSY        UserStatus = 3 // 忙碌\n\tUserStatus_USER_STATUS_INVISIBLE   UserStatus = 4 // 隐身\n\tUserStatus_USER_STATUS_OFFLINE     UserStatus = 5 // 离线\n)\n\n// Enum value maps for UserStatus.\nvar (\n\tUserStatus_name = map[int32]string{\n\t\t0: \"USER_STATUS_UNSPECIFIED\",\n\t\t1: \"USER_STATUS_ONLINE\",\n\t\t2: \"USER_STATUS_AWAY\",\n\t\t3: \"USER_STATUS_BUSY\",\n\t\t4: \"USER_STATUS_INVISIBLE\",\n\t\t5: \"USER_STATUS_OFFLINE\",\n\t}\n\tUserStatus_value = map[string]int32{\n\t\t\"USER_STATUS_UNSPECIFIED\": 0,\n\t\t\"USER_STATUS_ONLINE\":      1,\n\t\t\"USER_STATUS_AWAY\":        2,\n\t\t\"USER_STATUS_BUSY\":        3,\n\t\t\"USER_STATUS_INVISIBLE\":   4,\n\t\t\"USER_STATUS_OFFLINE\":     5,\n\t}\n)\n\nfunc (x UserStatus) Enum() *UserStatus {\n\tp := new(UserStatus)\n\t*p = x\n\treturn p\n}\n\nfunc (x UserStatus) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (UserStatus) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_chat_proto_enumTypes[1].Descriptor()\n}\n\nfunc (UserStatus) Type() protoreflect.EnumType {\n\treturn &file_proto_chat_proto_enumTypes[1]\n}\n\nfunc (x UserStatus) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use UserStatus.Descriptor instead.\nfunc (UserStatus) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{1}\n}\n\n// 用户角色枚举\ntype UserRole int32\n\nconst (\n\tUserRole_USER_ROLE_UNSPECIFIED UserRole = 0\n\tUserRole_USER_ROLE_MEMBER      UserRole = 1 // 普通成员\n\tUserRole_USER_ROLE_MODERATOR   UserRole = 2 // 版主\n\tUserRole_USER_ROLE_ADMIN       UserRole = 3 // 管理员\n\tUserRole_USER_ROLE_OWNER       UserRole = 4 // 所有者\n)\n\n// Enum value maps for UserRole.\nvar (\n\tUserRole_name = map[int32]string{\n\t\t0: \"USER_ROLE_UNSPECIFIED\",\n\t\t1: \"USER_ROLE_MEMBER\",\n\t\t2: \"USER_ROLE_MODERATOR\",\n\t\t3: \"USER_ROLE_ADMIN\",\n\t\t4: \"USER_ROLE_OWNER\",\n\t}\n\tUserRole_value = map[string]int32{\n\t\t\"USER_ROLE_UNSPECIFIED\": 0,\n\t\t\"USER_ROLE_MEMBER\":      1,\n\t\t\"USER_ROLE_MODERATOR\":   2,\n\t\t\"USER_ROLE_ADMIN\":       3,\n\t\t\"USER_ROLE_OWNER\":       4,\n\t}\n)\n\nfunc (x UserRole) Enum() *UserRole {\n\tp := new(UserRole)\n\t*p = x\n\treturn p\n}\n\nfunc (x UserRole) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (UserRole) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_chat_proto_enumTypes[2].Descriptor()\n}\n\nfunc (UserRole) Type() protoreflect.EnumType {\n\treturn &file_proto_chat_proto_enumTypes[2]\n}\n\nfunc (x UserRole) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use UserRole.Descriptor instead.\nfunc (UserRole) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{2}\n}\n\n// 举报原因枚举\ntype ReportReason int32\n\nconst (\n\tReportReason_REPORT_REASON_UNSPECIFIED   ReportReason = 0\n\tReportReason_REPORT_REASON_SPAM          ReportReason = 1 // 垃圾信息\n\tReportReason_REPORT_REASON_HARASSMENT    ReportReason = 2 // 骚扰\n\tReportReason_REPORT_REASON_HATE_SPEECH   ReportReason = 3 // 仇恨言论\n\tReportReason_REPORT_REASON_INAPPROPRIATE ReportReason = 4 // 不当内容\n\tReportReason_REPORT_REASON_CHEATING      ReportReason = 5 // 作弊\n\tReportReason_REPORT_REASON_OTHER         ReportReason = 6 // 其他\n)\n\n// Enum value maps for ReportReason.\nvar (\n\tReportReason_name = map[int32]string{\n\t\t0: \"REPORT_REASON_UNSPECIFIED\",\n\t\t1: \"REPORT_REASON_SPAM\",\n\t\t2: \"REPORT_REASON_HARASSMENT\",\n\t\t3: \"REPORT_REASON_HATE_SPEECH\",\n\t\t4: \"REPORT_REASON_INAPPROPRIATE\",\n\t\t5: \"REPORT_REASON_CHEATING\",\n\t\t6: \"REPORT_REASON_OTHER\",\n\t}\n\tReportReason_value = map[string]int32{\n\t\t\"REPORT_REASON_UNSPECIFIED\":   0,\n\t\t\"REPORT_REASON_SPAM\":          1,\n\t\t\"REPORT_REASON_HARASSMENT\":    2,\n\t\t\"REPORT_REASON_HATE_SPEECH\":   3,\n\t\t\"REPORT_REASON_INAPPROPRIATE\": 4,\n\t\t\"REPORT_REASON_CHEATING\":      5,\n\t\t\"REPORT_REASON_OTHER\":         6,\n\t}\n)\n\nfunc (x ReportReason) Enum() *ReportReason {\n\tp := new(ReportReason)\n\t*p = x\n\treturn p\n}\n\nfunc (x ReportReason) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (ReportReason) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_chat_proto_enumTypes[3].Descriptor()\n}\n\nfunc (ReportReason) Type() protoreflect.EnumType {\n\treturn &file_proto_chat_proto_enumTypes[3]\n}\n\nfunc (x ReportReason) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use ReportReason.Descriptor instead.\nfunc (ReportReason) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{3}\n}\n\n// 发送消息请求\ntype SendMessageRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tSenderId      string                 `protobuf:\"bytes,1,opt,name=sender_id,json=senderId,proto3\" json:\"sender_id,omitempty\"`\n\tContent       string                 `protobuf:\"bytes,2,opt,name=content,proto3\" json:\"content,omitempty\"`\n\tChannel       common.ChatChannel     `protobuf:\"varint,3,opt,name=channel,proto3,enum=greatestworks.common.ChatChannel\" json:\"channel,omitempty\"`\n\tTargetId      string                 `protobuf:\"bytes,4,opt,name=target_id,json=targetId,proto3\" json:\"target_id,omitempty\"` // 私聊目标用户ID或频道ID\n\tMessageType   MessageType            `protobuf:\"varint,5,opt,name=message_type,json=messageType,proto3,enum=greatestworks.chat.MessageType\" json:\"message_type,omitempty\"`\n\tMetadata      map[string]string      `protobuf:\"bytes,6,rep,name=metadata,proto3\" json:\"metadata,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SendMessageRequest) Reset() {\n\t*x = SendMessageRequest{}\n\tmi := &file_proto_chat_proto_msgTypes[0]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SendMessageRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SendMessageRequest) ProtoMessage() {}\n\nfunc (x *SendMessageRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[0]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SendMessageRequest.ProtoReflect.Descriptor instead.\nfunc (*SendMessageRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{0}\n}\n\nfunc (x *SendMessageRequest) GetSenderId() string {\n\tif x != nil {\n\t\treturn x.SenderId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SendMessageRequest) GetContent() string {\n\tif x != nil {\n\t\treturn x.Content\n\t}\n\treturn \"\"\n}\n\nfunc (x *SendMessageRequest) GetChannel() common.ChatChannel {\n\tif x != nil {\n\t\treturn x.Channel\n\t}\n\treturn common.ChatChannel(0)\n}\n\nfunc (x *SendMessageRequest) GetTargetId() string {\n\tif x != nil {\n\t\treturn x.TargetId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SendMessageRequest) GetMessageType() MessageType {\n\tif x != nil {\n\t\treturn x.MessageType\n\t}\n\treturn MessageType_MESSAGE_TYPE_UNSPECIFIED\n}\n\nfunc (x *SendMessageRequest) GetMetadata() map[string]string {\n\tif x != nil {\n\t\treturn x.Metadata\n\t}\n\treturn nil\n}\n\n// 发送消息响应\ntype SendMessageResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tMessageId     string                 `protobuf:\"bytes,2,opt,name=message_id,json=messageId,proto3\" json:\"message_id,omitempty\"`\n\tTimestamp     int64                  `protobuf:\"varint,3,opt,name=timestamp,proto3\" json:\"timestamp,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SendMessageResponse) Reset() {\n\t*x = SendMessageResponse{}\n\tmi := &file_proto_chat_proto_msgTypes[1]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SendMessageResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SendMessageResponse) ProtoMessage() {}\n\nfunc (x *SendMessageResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[1]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SendMessageResponse.ProtoReflect.Descriptor instead.\nfunc (*SendMessageResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{1}\n}\n\nfunc (x *SendMessageResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *SendMessageResponse) GetMessageId() string {\n\tif x != nil {\n\t\treturn x.MessageId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SendMessageResponse) GetTimestamp() int64 {\n\tif x != nil {\n\t\treturn x.Timestamp\n\t}\n\treturn 0\n}\n\n// 获取消息历史请求\ntype GetMessagesRequest struct {\n\tstate           protoimpl.MessageState `protogen:\"open.v1\"`\n\tChannel         common.ChatChannel     `protobuf:\"varint,1,opt,name=channel,proto3,enum=greatestworks.common.ChatChannel\" json:\"channel,omitempty\"`\n\tChannelId       string                 `protobuf:\"bytes,2,opt,name=channel_id,json=channelId,proto3\" json:\"channel_id,omitempty\"`\n\tUserId          string                 `protobuf:\"bytes,3,opt,name=user_id,json=userId,proto3\" json:\"user_id,omitempty\"`\n\tLimit           int32                  `protobuf:\"varint,4,opt,name=limit,proto3\" json:\"limit,omitempty\"`\n\tBeforeTimestamp int64                  `protobuf:\"varint,5,opt,name=before_timestamp,json=beforeTimestamp,proto3\" json:\"before_timestamp,omitempty\"`\n\tAfterTimestamp  int64                  `protobuf:\"varint,6,opt,name=after_timestamp,json=afterTimestamp,proto3\" json:\"after_timestamp,omitempty\"`\n\tunknownFields   protoimpl.UnknownFields\n\tsizeCache       protoimpl.SizeCache\n}\n\nfunc (x *GetMessagesRequest) Reset() {\n\t*x = GetMessagesRequest{}\n\tmi := &file_proto_chat_proto_msgTypes[2]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetMessagesRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetMessagesRequest) ProtoMessage() {}\n\nfunc (x *GetMessagesRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[2]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetMessagesRequest.ProtoReflect.Descriptor instead.\nfunc (*GetMessagesRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{2}\n}\n\nfunc (x *GetMessagesRequest) GetChannel() common.ChatChannel {\n\tif x != nil {\n\t\treturn x.Channel\n\t}\n\treturn common.ChatChannel(0)\n}\n\nfunc (x *GetMessagesRequest) GetChannelId() string {\n\tif x != nil {\n\t\treturn x.ChannelId\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetMessagesRequest) GetUserId() string {\n\tif x != nil {\n\t\treturn x.UserId\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetMessagesRequest) GetLimit() int32 {\n\tif x != nil {\n\t\treturn x.Limit\n\t}\n\treturn 0\n}\n\nfunc (x *GetMessagesRequest) GetBeforeTimestamp() int64 {\n\tif x != nil {\n\t\treturn x.BeforeTimestamp\n\t}\n\treturn 0\n}\n\nfunc (x *GetMessagesRequest) GetAfterTimestamp() int64 {\n\tif x != nil {\n\t\treturn x.AfterTimestamp\n\t}\n\treturn 0\n}\n\n// 获取消息历史响应\ntype GetMessagesResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tMessages      []*ChatMessage         `protobuf:\"bytes,2,rep,name=messages,proto3\" json:\"messages,omitempty\"`\n\tPagination    *common.PaginationInfo `protobuf:\"bytes,3,opt,name=pagination,proto3\" json:\"pagination,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetMessagesResponse) Reset() {\n\t*x = GetMessagesResponse{}\n\tmi := &file_proto_chat_proto_msgTypes[3]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetMessagesResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetMessagesResponse) ProtoMessage() {}\n\nfunc (x *GetMessagesResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[3]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetMessagesResponse.ProtoReflect.Descriptor instead.\nfunc (*GetMessagesResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{3}\n}\n\nfunc (x *GetMessagesResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetMessagesResponse) GetMessages() []*ChatMessage {\n\tif x != nil {\n\t\treturn x.Messages\n\t}\n\treturn nil\n}\n\nfunc (x *GetMessagesResponse) GetPagination() *common.PaginationInfo {\n\tif x != nil {\n\t\treturn x.Pagination\n\t}\n\treturn nil\n}\n\n// 加入聊天频道请求\ntype JoinChannelRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tUserId        string                 `protobuf:\"bytes,1,opt,name=user_id,json=userId,proto3\" json:\"user_id,omitempty\"`\n\tChannel       common.ChatChannel     `protobuf:\"varint,2,opt,name=channel,proto3,enum=greatestworks.common.ChatChannel\" json:\"channel,omitempty\"`\n\tChannelId     string                 `protobuf:\"bytes,3,opt,name=channel_id,json=channelId,proto3\" json:\"channel_id,omitempty\"`\n\tPassword      string                 `protobuf:\"bytes,4,opt,name=password,proto3\" json:\"password,omitempty\"` // 如果是私有频道\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *JoinChannelRequest) Reset() {\n\t*x = JoinChannelRequest{}\n\tmi := &file_proto_chat_proto_msgTypes[4]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *JoinChannelRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*JoinChannelRequest) ProtoMessage() {}\n\nfunc (x *JoinChannelRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[4]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use JoinChannelRequest.ProtoReflect.Descriptor instead.\nfunc (*JoinChannelRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{4}\n}\n\nfunc (x *JoinChannelRequest) GetUserId() string {\n\tif x != nil {\n\t\treturn x.UserId\n\t}\n\treturn \"\"\n}\n\nfunc (x *JoinChannelRequest) GetChannel() common.ChatChannel {\n\tif x != nil {\n\t\treturn x.Channel\n\t}\n\treturn common.ChatChannel(0)\n}\n\nfunc (x *JoinChannelRequest) GetChannelId() string {\n\tif x != nil {\n\t\treturn x.ChannelId\n\t}\n\treturn \"\"\n}\n\nfunc (x *JoinChannelRequest) GetPassword() string {\n\tif x != nil {\n\t\treturn x.Password\n\t}\n\treturn \"\"\n}\n\n// 加入聊天频道响应\ntype JoinChannelResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tChannelInfo   *ChannelInfo           `protobuf:\"bytes,2,opt,name=channel_info,json=channelInfo,proto3\" json:\"channel_info,omitempty\"`\n\tOnlineUsers   []*ChatUser            `protobuf:\"bytes,3,rep,name=online_users,json=onlineUsers,proto3\" json:\"online_users,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *JoinChannelResponse) Reset() {\n\t*x = JoinChannelResponse{}\n\tmi := &file_proto_chat_proto_msgTypes[5]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *JoinChannelResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*JoinChannelResponse) ProtoMessage() {}\n\nfunc (x *JoinChannelResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[5]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use JoinChannelResponse.ProtoReflect.Descriptor instead.\nfunc (*JoinChannelResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{5}\n}\n\nfunc (x *JoinChannelResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *JoinChannelResponse) GetChannelInfo() *ChannelInfo {\n\tif x != nil {\n\t\treturn x.ChannelInfo\n\t}\n\treturn nil\n}\n\nfunc (x *JoinChannelResponse) GetOnlineUsers() []*ChatUser {\n\tif x != nil {\n\t\treturn x.OnlineUsers\n\t}\n\treturn nil\n}\n\n// 离开聊天频道请求\ntype LeaveChannelRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tUserId        string                 `protobuf:\"bytes,1,opt,name=user_id,json=userId,proto3\" json:\"user_id,omitempty\"`\n\tChannel       common.ChatChannel     `protobuf:\"varint,2,opt,name=channel,proto3,enum=greatestworks.common.ChatChannel\" json:\"channel,omitempty\"`\n\tChannelId     string                 `protobuf:\"bytes,3,opt,name=channel_id,json=channelId,proto3\" json:\"channel_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *LeaveChannelRequest) Reset() {\n\t*x = LeaveChannelRequest{}\n\tmi := &file_proto_chat_proto_msgTypes[6]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *LeaveChannelRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*LeaveChannelRequest) ProtoMessage() {}\n\nfunc (x *LeaveChannelRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[6]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use LeaveChannelRequest.ProtoReflect.Descriptor instead.\nfunc (*LeaveChannelRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{6}\n}\n\nfunc (x *LeaveChannelRequest) GetUserId() string {\n\tif x != nil {\n\t\treturn x.UserId\n\t}\n\treturn \"\"\n}\n\nfunc (x *LeaveChannelRequest) GetChannel() common.ChatChannel {\n\tif x != nil {\n\t\treturn x.Channel\n\t}\n\treturn common.ChatChannel(0)\n}\n\nfunc (x *LeaveChannelRequest) GetChannelId() string {\n\tif x != nil {\n\t\treturn x.ChannelId\n\t}\n\treturn \"\"\n}\n\n// 离开聊天频道响应\ntype LeaveChannelResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *LeaveChannelResponse) Reset() {\n\t*x = LeaveChannelResponse{}\n\tmi := &file_proto_chat_proto_msgTypes[7]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *LeaveChannelResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*LeaveChannelResponse) ProtoMessage() {}\n\nfunc (x *LeaveChannelResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[7]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use LeaveChannelResponse.ProtoReflect.Descriptor instead.\nfunc (*LeaveChannelResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{7}\n}\n\nfunc (x *LeaveChannelResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\n// 创建私聊请求\ntype CreatePrivateChatRequest struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tCreatorId      string                 `protobuf:\"bytes,1,opt,name=creator_id,json=creatorId,proto3\" json:\"creator_id,omitempty\"`\n\tParticipantIds []string               `protobuf:\"bytes,2,rep,name=participant_ids,json=participantIds,proto3\" json:\"participant_ids,omitempty\"`\n\tChatName       string                 `protobuf:\"bytes,3,opt,name=chat_name,json=chatName,proto3\" json:\"chat_name,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *CreatePrivateChatRequest) Reset() {\n\t*x = CreatePrivateChatRequest{}\n\tmi := &file_proto_chat_proto_msgTypes[8]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *CreatePrivateChatRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*CreatePrivateChatRequest) ProtoMessage() {}\n\nfunc (x *CreatePrivateChatRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[8]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use CreatePrivateChatRequest.ProtoReflect.Descriptor instead.\nfunc (*CreatePrivateChatRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{8}\n}\n\nfunc (x *CreatePrivateChatRequest) GetCreatorId() string {\n\tif x != nil {\n\t\treturn x.CreatorId\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreatePrivateChatRequest) GetParticipantIds() []string {\n\tif x != nil {\n\t\treturn x.ParticipantIds\n\t}\n\treturn nil\n}\n\nfunc (x *CreatePrivateChatRequest) GetChatName() string {\n\tif x != nil {\n\t\treturn x.ChatName\n\t}\n\treturn \"\"\n}\n\n// 创建私聊响应\ntype CreatePrivateChatResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tChatId        string                 `protobuf:\"bytes,2,opt,name=chat_id,json=chatId,proto3\" json:\"chat_id,omitempty\"`\n\tChatInfo      *ChannelInfo           `protobuf:\"bytes,3,opt,name=chat_info,json=chatInfo,proto3\" json:\"chat_info,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *CreatePrivateChatResponse) Reset() {\n\t*x = CreatePrivateChatResponse{}\n\tmi := &file_proto_chat_proto_msgTypes[9]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *CreatePrivateChatResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*CreatePrivateChatResponse) ProtoMessage() {}\n\nfunc (x *CreatePrivateChatResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[9]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use CreatePrivateChatResponse.ProtoReflect.Descriptor instead.\nfunc (*CreatePrivateChatResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{9}\n}\n\nfunc (x *CreatePrivateChatResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *CreatePrivateChatResponse) GetChatId() string {\n\tif x != nil {\n\t\treturn x.ChatId\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreatePrivateChatResponse) GetChatInfo() *ChannelInfo {\n\tif x != nil {\n\t\treturn x.ChatInfo\n\t}\n\treturn nil\n}\n\n// 获取在线用户列表请求\ntype GetOnlineUsersRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tChannel       common.ChatChannel     `protobuf:\"varint,1,opt,name=channel,proto3,enum=greatestworks.common.ChatChannel\" json:\"channel,omitempty\"`\n\tChannelId     string                 `protobuf:\"bytes,2,opt,name=channel_id,json=channelId,proto3\" json:\"channel_id,omitempty\"`\n\tLimit         int32                  `protobuf:\"varint,3,opt,name=limit,proto3\" json:\"limit,omitempty\"`\n\tOffset        int32                  `protobuf:\"varint,4,opt,name=offset,proto3\" json:\"offset,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetOnlineUsersRequest) Reset() {\n\t*x = GetOnlineUsersRequest{}\n\tmi := &file_proto_chat_proto_msgTypes[10]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetOnlineUsersRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetOnlineUsersRequest) ProtoMessage() {}\n\nfunc (x *GetOnlineUsersRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[10]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetOnlineUsersRequest.ProtoReflect.Descriptor instead.\nfunc (*GetOnlineUsersRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{10}\n}\n\nfunc (x *GetOnlineUsersRequest) GetChannel() common.ChatChannel {\n\tif x != nil {\n\t\treturn x.Channel\n\t}\n\treturn common.ChatChannel(0)\n}\n\nfunc (x *GetOnlineUsersRequest) GetChannelId() string {\n\tif x != nil {\n\t\treturn x.ChannelId\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetOnlineUsersRequest) GetLimit() int32 {\n\tif x != nil {\n\t\treturn x.Limit\n\t}\n\treturn 0\n}\n\nfunc (x *GetOnlineUsersRequest) GetOffset() int32 {\n\tif x != nil {\n\t\treturn x.Offset\n\t}\n\treturn 0\n}\n\n// 获取在线用户列表响应\ntype GetOnlineUsersResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tUsers         []*ChatUser            `protobuf:\"bytes,2,rep,name=users,proto3\" json:\"users,omitempty\"`\n\tPagination    *common.PaginationInfo `protobuf:\"bytes,3,opt,name=pagination,proto3\" json:\"pagination,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetOnlineUsersResponse) Reset() {\n\t*x = GetOnlineUsersResponse{}\n\tmi := &file_proto_chat_proto_msgTypes[11]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetOnlineUsersResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetOnlineUsersResponse) ProtoMessage() {}\n\nfunc (x *GetOnlineUsersResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[11]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetOnlineUsersResponse.ProtoReflect.Descriptor instead.\nfunc (*GetOnlineUsersResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{11}\n}\n\nfunc (x *GetOnlineUsersResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetOnlineUsersResponse) GetUsers() []*ChatUser {\n\tif x != nil {\n\t\treturn x.Users\n\t}\n\treturn nil\n}\n\nfunc (x *GetOnlineUsersResponse) GetPagination() *common.PaginationInfo {\n\tif x != nil {\n\t\treturn x.Pagination\n\t}\n\treturn nil\n}\n\n// 设置用户状态请求\ntype SetUserStatusRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tUserId        string                 `protobuf:\"bytes,1,opt,name=user_id,json=userId,proto3\" json:\"user_id,omitempty\"`\n\tStatus        UserStatus             `protobuf:\"varint,2,opt,name=status,proto3,enum=greatestworks.chat.UserStatus\" json:\"status,omitempty\"`\n\tStatusMessage string                 `protobuf:\"bytes,3,opt,name=status_message,json=statusMessage,proto3\" json:\"status_message,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SetUserStatusRequest) Reset() {\n\t*x = SetUserStatusRequest{}\n\tmi := &file_proto_chat_proto_msgTypes[12]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SetUserStatusRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SetUserStatusRequest) ProtoMessage() {}\n\nfunc (x *SetUserStatusRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[12]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SetUserStatusRequest.ProtoReflect.Descriptor instead.\nfunc (*SetUserStatusRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{12}\n}\n\nfunc (x *SetUserStatusRequest) GetUserId() string {\n\tif x != nil {\n\t\treturn x.UserId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SetUserStatusRequest) GetStatus() UserStatus {\n\tif x != nil {\n\t\treturn x.Status\n\t}\n\treturn UserStatus_USER_STATUS_UNSPECIFIED\n}\n\nfunc (x *SetUserStatusRequest) GetStatusMessage() string {\n\tif x != nil {\n\t\treturn x.StatusMessage\n\t}\n\treturn \"\"\n}\n\n// 设置用户状态响应\ntype SetUserStatusResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tNewStatus     UserStatus             `protobuf:\"varint,2,opt,name=new_status,json=newStatus,proto3,enum=greatestworks.chat.UserStatus\" json:\"new_status,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SetUserStatusResponse) Reset() {\n\t*x = SetUserStatusResponse{}\n\tmi := &file_proto_chat_proto_msgTypes[13]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SetUserStatusResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SetUserStatusResponse) ProtoMessage() {}\n\nfunc (x *SetUserStatusResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[13]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SetUserStatusResponse.ProtoReflect.Descriptor instead.\nfunc (*SetUserStatusResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{13}\n}\n\nfunc (x *SetUserStatusResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *SetUserStatusResponse) GetNewStatus() UserStatus {\n\tif x != nil {\n\t\treturn x.NewStatus\n\t}\n\treturn UserStatus_USER_STATUS_UNSPECIFIED\n}\n\n// 屏蔽用户请求\ntype BlockUserRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tUserId        string                 `protobuf:\"bytes,1,opt,name=user_id,json=userId,proto3\" json:\"user_id,omitempty\"`\n\tTargetUserId  string                 `protobuf:\"bytes,2,opt,name=target_user_id,json=targetUserId,proto3\" json:\"target_user_id,omitempty\"`\n\tBlock         bool                   `protobuf:\"varint,3,opt,name=block,proto3\" json:\"block,omitempty\"` // true=屏蔽, false=解除屏蔽\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *BlockUserRequest) Reset() {\n\t*x = BlockUserRequest{}\n\tmi := &file_proto_chat_proto_msgTypes[14]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *BlockUserRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*BlockUserRequest) ProtoMessage() {}\n\nfunc (x *BlockUserRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[14]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use BlockUserRequest.ProtoReflect.Descriptor instead.\nfunc (*BlockUserRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{14}\n}\n\nfunc (x *BlockUserRequest) GetUserId() string {\n\tif x != nil {\n\t\treturn x.UserId\n\t}\n\treturn \"\"\n}\n\nfunc (x *BlockUserRequest) GetTargetUserId() string {\n\tif x != nil {\n\t\treturn x.TargetUserId\n\t}\n\treturn \"\"\n}\n\nfunc (x *BlockUserRequest) GetBlock() bool {\n\tif x != nil {\n\t\treturn x.Block\n\t}\n\treturn false\n}\n\n// 屏蔽用户响应\ntype BlockUserResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *BlockUserResponse) Reset() {\n\t*x = BlockUserResponse{}\n\tmi := &file_proto_chat_proto_msgTypes[15]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *BlockUserResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*BlockUserResponse) ProtoMessage() {}\n\nfunc (x *BlockUserResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[15]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use BlockUserResponse.ProtoReflect.Descriptor instead.\nfunc (*BlockUserResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{15}\n}\n\nfunc (x *BlockUserResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\n// 举报消息请求\ntype ReportMessageRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tReporterId    string                 `protobuf:\"bytes,1,opt,name=reporter_id,json=reporterId,proto3\" json:\"reporter_id,omitempty\"`\n\tMessageId     string                 `protobuf:\"bytes,2,opt,name=message_id,json=messageId,proto3\" json:\"message_id,omitempty\"`\n\tReason        ReportReason           `protobuf:\"varint,3,opt,name=reason,proto3,enum=greatestworks.chat.ReportReason\" json:\"reason,omitempty\"`\n\tDescription   string                 `protobuf:\"bytes,4,opt,name=description,proto3\" json:\"description,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *ReportMessageRequest) Reset() {\n\t*x = ReportMessageRequest{}\n\tmi := &file_proto_chat_proto_msgTypes[16]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ReportMessageRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ReportMessageRequest) ProtoMessage() {}\n\nfunc (x *ReportMessageRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[16]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ReportMessageRequest.ProtoReflect.Descriptor instead.\nfunc (*ReportMessageRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{16}\n}\n\nfunc (x *ReportMessageRequest) GetReporterId() string {\n\tif x != nil {\n\t\treturn x.ReporterId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ReportMessageRequest) GetMessageId() string {\n\tif x != nil {\n\t\treturn x.MessageId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ReportMessageRequest) GetReason() ReportReason {\n\tif x != nil {\n\t\treturn x.Reason\n\t}\n\treturn ReportReason_REPORT_REASON_UNSPECIFIED\n}\n\nfunc (x *ReportMessageRequest) GetDescription() string {\n\tif x != nil {\n\t\treturn x.Description\n\t}\n\treturn \"\"\n}\n\n// 举报消息响应\ntype ReportMessageResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tReportId      string                 `protobuf:\"bytes,2,opt,name=report_id,json=reportId,proto3\" json:\"report_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *ReportMessageResponse) Reset() {\n\t*x = ReportMessageResponse{}\n\tmi := &file_proto_chat_proto_msgTypes[17]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ReportMessageResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ReportMessageResponse) ProtoMessage() {}\n\nfunc (x *ReportMessageResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[17]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ReportMessageResponse.ProtoReflect.Descriptor instead.\nfunc (*ReportMessageResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{17}\n}\n\nfunc (x *ReportMessageResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *ReportMessageResponse) GetReportId() string {\n\tif x != nil {\n\t\treturn x.ReportId\n\t}\n\treturn \"\"\n}\n\n// 聊天消息\ntype ChatMessage struct {\n\tstate           protoimpl.MessageState `protogen:\"open.v1\"`\n\tMessageId       string                 `protobuf:\"bytes,1,opt,name=message_id,json=messageId,proto3\" json:\"message_id,omitempty\"`\n\tSenderId        string                 `protobuf:\"bytes,2,opt,name=sender_id,json=senderId,proto3\" json:\"sender_id,omitempty\"`\n\tSenderName      string                 `protobuf:\"bytes,3,opt,name=sender_name,json=senderName,proto3\" json:\"sender_name,omitempty\"`\n\tContent         string                 `protobuf:\"bytes,4,opt,name=content,proto3\" json:\"content,omitempty\"`\n\tChannel         common.ChatChannel     `protobuf:\"varint,5,opt,name=channel,proto3,enum=greatestworks.common.ChatChannel\" json:\"channel,omitempty\"`\n\tChannelId       string                 `protobuf:\"bytes,6,opt,name=channel_id,json=channelId,proto3\" json:\"channel_id,omitempty\"`\n\tMessageType     MessageType            `protobuf:\"varint,7,opt,name=message_type,json=messageType,proto3,enum=greatestworks.chat.MessageType\" json:\"message_type,omitempty\"`\n\tTimestamp       int64                  `protobuf:\"varint,8,opt,name=timestamp,proto3\" json:\"timestamp,omitempty\"`\n\tIsEdited        bool                   `protobuf:\"varint,9,opt,name=is_edited,json=isEdited,proto3\" json:\"is_edited,omitempty\"`\n\tEditedTimestamp int64                  `protobuf:\"varint,10,opt,name=edited_timestamp,json=editedTimestamp,proto3\" json:\"edited_timestamp,omitempty\"`\n\tMetadata        map[string]string      `protobuf:\"bytes,11,rep,name=metadata,proto3\" json:\"metadata,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields   protoimpl.UnknownFields\n\tsizeCache       protoimpl.SizeCache\n}\n\nfunc (x *ChatMessage) Reset() {\n\t*x = ChatMessage{}\n\tmi := &file_proto_chat_proto_msgTypes[18]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ChatMessage) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ChatMessage) ProtoMessage() {}\n\nfunc (x *ChatMessage) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[18]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ChatMessage.ProtoReflect.Descriptor instead.\nfunc (*ChatMessage) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{18}\n}\n\nfunc (x *ChatMessage) GetMessageId() string {\n\tif x != nil {\n\t\treturn x.MessageId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ChatMessage) GetSenderId() string {\n\tif x != nil {\n\t\treturn x.SenderId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ChatMessage) GetSenderName() string {\n\tif x != nil {\n\t\treturn x.SenderName\n\t}\n\treturn \"\"\n}\n\nfunc (x *ChatMessage) GetContent() string {\n\tif x != nil {\n\t\treturn x.Content\n\t}\n\treturn \"\"\n}\n\nfunc (x *ChatMessage) GetChannel() common.ChatChannel {\n\tif x != nil {\n\t\treturn x.Channel\n\t}\n\treturn common.ChatChannel(0)\n}\n\nfunc (x *ChatMessage) GetChannelId() string {\n\tif x != nil {\n\t\treturn x.ChannelId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ChatMessage) GetMessageType() MessageType {\n\tif x != nil {\n\t\treturn x.MessageType\n\t}\n\treturn MessageType_MESSAGE_TYPE_UNSPECIFIED\n}\n\nfunc (x *ChatMessage) GetTimestamp() int64 {\n\tif x != nil {\n\t\treturn x.Timestamp\n\t}\n\treturn 0\n}\n\nfunc (x *ChatMessage) GetIsEdited() bool {\n\tif x != nil {\n\t\treturn x.IsEdited\n\t}\n\treturn false\n}\n\nfunc (x *ChatMessage) GetEditedTimestamp() int64 {\n\tif x != nil {\n\t\treturn x.EditedTimestamp\n\t}\n\treturn 0\n}\n\nfunc (x *ChatMessage) GetMetadata() map[string]string {\n\tif x != nil {\n\t\treturn x.Metadata\n\t}\n\treturn nil\n}\n\n// 频道信息\ntype ChannelInfo struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tChannelId     string                 `protobuf:\"bytes,1,opt,name=channel_id,json=channelId,proto3\" json:\"channel_id,omitempty\"`\n\tName          string                 `protobuf:\"bytes,2,opt,name=name,proto3\" json:\"name,omitempty\"`\n\tDescription   string                 `protobuf:\"bytes,3,opt,name=description,proto3\" json:\"description,omitempty\"`\n\tChannelType   common.ChatChannel     `protobuf:\"varint,4,opt,name=channel_type,json=channelType,proto3,enum=greatestworks.common.ChatChannel\" json:\"channel_type,omitempty\"`\n\tMaxUsers      int32                  `protobuf:\"varint,5,opt,name=max_users,json=maxUsers,proto3\" json:\"max_users,omitempty\"`\n\tCurrentUsers  int32                  `protobuf:\"varint,6,opt,name=current_users,json=currentUsers,proto3\" json:\"current_users,omitempty\"`\n\tIsPrivate     bool                   `protobuf:\"varint,7,opt,name=is_private,json=isPrivate,proto3\" json:\"is_private,omitempty\"`\n\tOwnerId       string                 `protobuf:\"bytes,8,opt,name=owner_id,json=ownerId,proto3\" json:\"owner_id,omitempty\"`\n\tModeratorIds  []string               `protobuf:\"bytes,9,rep,name=moderator_ids,json=moderatorIds,proto3\" json:\"moderator_ids,omitempty\"`\n\tCreatedAt     int64                  `protobuf:\"varint,10,opt,name=created_at,json=createdAt,proto3\" json:\"created_at,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *ChannelInfo) Reset() {\n\t*x = ChannelInfo{}\n\tmi := &file_proto_chat_proto_msgTypes[19]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ChannelInfo) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ChannelInfo) ProtoMessage() {}\n\nfunc (x *ChannelInfo) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[19]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ChannelInfo.ProtoReflect.Descriptor instead.\nfunc (*ChannelInfo) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{19}\n}\n\nfunc (x *ChannelInfo) GetChannelId() string {\n\tif x != nil {\n\t\treturn x.ChannelId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ChannelInfo) GetName() string {\n\tif x != nil {\n\t\treturn x.Name\n\t}\n\treturn \"\"\n}\n\nfunc (x *ChannelInfo) GetDescription() string {\n\tif x != nil {\n\t\treturn x.Description\n\t}\n\treturn \"\"\n}\n\nfunc (x *ChannelInfo) GetChannelType() common.ChatChannel {\n\tif x != nil {\n\t\treturn x.ChannelType\n\t}\n\treturn common.ChatChannel(0)\n}\n\nfunc (x *ChannelInfo) GetMaxUsers() int32 {\n\tif x != nil {\n\t\treturn x.MaxUsers\n\t}\n\treturn 0\n}\n\nfunc (x *ChannelInfo) GetCurrentUsers() int32 {\n\tif x != nil {\n\t\treturn x.CurrentUsers\n\t}\n\treturn 0\n}\n\nfunc (x *ChannelInfo) GetIsPrivate() bool {\n\tif x != nil {\n\t\treturn x.IsPrivate\n\t}\n\treturn false\n}\n\nfunc (x *ChannelInfo) GetOwnerId() string {\n\tif x != nil {\n\t\treturn x.OwnerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ChannelInfo) GetModeratorIds() []string {\n\tif x != nil {\n\t\treturn x.ModeratorIds\n\t}\n\treturn nil\n}\n\nfunc (x *ChannelInfo) GetCreatedAt() int64 {\n\tif x != nil {\n\t\treturn x.CreatedAt\n\t}\n\treturn 0\n}\n\n// 聊天用户\ntype ChatUser struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tUserId        string                 `protobuf:\"bytes,1,opt,name=user_id,json=userId,proto3\" json:\"user_id,omitempty\"`\n\tUsername      string                 `protobuf:\"bytes,2,opt,name=username,proto3\" json:\"username,omitempty\"`\n\tDisplayName   string                 `protobuf:\"bytes,3,opt,name=display_name,json=displayName,proto3\" json:\"display_name,omitempty\"`\n\tStatus        UserStatus             `protobuf:\"varint,4,opt,name=status,proto3,enum=greatestworks.chat.UserStatus\" json:\"status,omitempty\"`\n\tStatusMessage string                 `protobuf:\"bytes,5,opt,name=status_message,json=statusMessage,proto3\" json:\"status_message,omitempty\"`\n\tRole          UserRole               `protobuf:\"varint,6,opt,name=role,proto3,enum=greatestworks.chat.UserRole\" json:\"role,omitempty\"`\n\tLastActive    int64                  `protobuf:\"varint,7,opt,name=last_active,json=lastActive,proto3\" json:\"last_active,omitempty\"`\n\tIsOnline      bool                   `protobuf:\"varint,8,opt,name=is_online,json=isOnline,proto3\" json:\"is_online,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *ChatUser) Reset() {\n\t*x = ChatUser{}\n\tmi := &file_proto_chat_proto_msgTypes[20]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ChatUser) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ChatUser) ProtoMessage() {}\n\nfunc (x *ChatUser) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_chat_proto_msgTypes[20]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ChatUser.ProtoReflect.Descriptor instead.\nfunc (*ChatUser) Descriptor() ([]byte, []int) {\n\treturn file_proto_chat_proto_rawDescGZIP(), []int{20}\n}\n\nfunc (x *ChatUser) GetUserId() string {\n\tif x != nil {\n\t\treturn x.UserId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ChatUser) GetUsername() string {\n\tif x != nil {\n\t\treturn x.Username\n\t}\n\treturn \"\"\n}\n\nfunc (x *ChatUser) GetDisplayName() string {\n\tif x != nil {\n\t\treturn x.DisplayName\n\t}\n\treturn \"\"\n}\n\nfunc (x *ChatUser) GetStatus() UserStatus {\n\tif x != nil {\n\t\treturn x.Status\n\t}\n\treturn UserStatus_USER_STATUS_UNSPECIFIED\n}\n\nfunc (x *ChatUser) GetStatusMessage() string {\n\tif x != nil {\n\t\treturn x.StatusMessage\n\t}\n\treturn \"\"\n}\n\nfunc (x *ChatUser) GetRole() UserRole {\n\tif x != nil {\n\t\treturn x.Role\n\t}\n\treturn UserRole_USER_ROLE_UNSPECIFIED\n}\n\nfunc (x *ChatUser) GetLastActive() int64 {\n\tif x != nil {\n\t\treturn x.LastActive\n\t}\n\treturn 0\n}\n\nfunc (x *ChatUser) GetIsOnline() bool {\n\tif x != nil {\n\t\treturn x.IsOnline\n\t}\n\treturn false\n}\n\nvar File_proto_chat_proto protoreflect.FileDescriptor\n\nconst file_proto_chat_proto_rawDesc = \"\" +\n\t\"\\n\" +\n\t\"\\x10proto/chat.proto\\x12\\x12greatestworks.chat\\x1a\\x12proto/common.proto\\\"\\xf8\\x02\\n\" +\n\t\"\\x12SendMessageRequest\\x12\\x1b\\n\" +\n\t\"\\tsender_id\\x18\\x01 \\x01(\\tR\\bsenderId\\x12\\x18\\n\" +\n\t\"\\acontent\\x18\\x02 \\x01(\\tR\\acontent\\x12;\\n\" +\n\t\"\\achannel\\x18\\x03 \\x01(\\x0e2!.greatestworks.common.ChatChannelR\\achannel\\x12\\x1b\\n\" +\n\t\"\\ttarget_id\\x18\\x04 \\x01(\\tR\\btargetId\\x12B\\n\" +\n\t\"\\fmessage_type\\x18\\x05 \\x01(\\x0e2\\x1f.greatestworks.chat.MessageTypeR\\vmessageType\\x12P\\n\" +\n\t\"\\bmetadata\\x18\\x06 \\x03(\\v24.greatestworks.chat.SendMessageRequest.MetadataEntryR\\bmetadata\\x1a;\\n\" +\n\t\"\\rMetadataEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\x90\\x01\\n\" +\n\t\"\\x13SendMessageResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"message_id\\x18\\x02 \\x01(\\tR\\tmessageId\\x12\\x1c\\n\" +\n\t\"\\ttimestamp\\x18\\x03 \\x01(\\x03R\\ttimestamp\\\"\\xf3\\x01\\n\" +\n\t\"\\x12GetMessagesRequest\\x12;\\n\" +\n\t\"\\achannel\\x18\\x01 \\x01(\\x0e2!.greatestworks.common.ChatChannelR\\achannel\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"channel_id\\x18\\x02 \\x01(\\tR\\tchannelId\\x12\\x17\\n\" +\n\t\"\\auser_id\\x18\\x03 \\x01(\\tR\\x06userId\\x12\\x14\\n\" +\n\t\"\\x05limit\\x18\\x04 \\x01(\\x05R\\x05limit\\x12)\\n\" +\n\t\"\\x10before_timestamp\\x18\\x05 \\x01(\\x03R\\x0fbeforeTimestamp\\x12'\\n\" +\n\t\"\\x0fafter_timestamp\\x18\\x06 \\x01(\\x03R\\x0eafterTimestamp\\\"\\xd6\\x01\\n\" +\n\t\"\\x13GetMessagesResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12;\\n\" +\n\t\"\\bmessages\\x18\\x02 \\x03(\\v2\\x1f.greatestworks.chat.ChatMessageR\\bmessages\\x12D\\n\" +\n\t\"\\n\" +\n\t\"pagination\\x18\\x03 \\x01(\\v2$.greatestworks.common.PaginationInfoR\\n\" +\n\t\"pagination\\\"\\xa5\\x01\\n\" +\n\t\"\\x12JoinChannelRequest\\x12\\x17\\n\" +\n\t\"\\auser_id\\x18\\x01 \\x01(\\tR\\x06userId\\x12;\\n\" +\n\t\"\\achannel\\x18\\x02 \\x01(\\x0e2!.greatestworks.common.ChatChannelR\\achannel\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"channel_id\\x18\\x03 \\x01(\\tR\\tchannelId\\x12\\x1a\\n\" +\n\t\"\\bpassword\\x18\\x04 \\x01(\\tR\\bpassword\\\"\\xd8\\x01\\n\" +\n\t\"\\x13JoinChannelResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12B\\n\" +\n\t\"\\fchannel_info\\x18\\x02 \\x01(\\v2\\x1f.greatestworks.chat.ChannelInfoR\\vchannelInfo\\x12?\\n\" +\n\t\"\\fonline_users\\x18\\x03 \\x03(\\v2\\x1c.greatestworks.chat.ChatUserR\\vonlineUsers\\\"\\x8a\\x01\\n\" +\n\t\"\\x13LeaveChannelRequest\\x12\\x17\\n\" +\n\t\"\\auser_id\\x18\\x01 \\x01(\\tR\\x06userId\\x12;\\n\" +\n\t\"\\achannel\\x18\\x02 \\x01(\\x0e2!.greatestworks.common.ChatChannelR\\achannel\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"channel_id\\x18\\x03 \\x01(\\tR\\tchannelId\\\"T\\n\" +\n\t\"\\x14LeaveChannelResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\\"\\x7f\\n\" +\n\t\"\\x18CreatePrivateChatRequest\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"creator_id\\x18\\x01 \\x01(\\tR\\tcreatorId\\x12'\\n\" +\n\t\"\\x0fparticipant_ids\\x18\\x02 \\x03(\\tR\\x0eparticipantIds\\x12\\x1b\\n\" +\n\t\"\\tchat_name\\x18\\x03 \\x01(\\tR\\bchatName\\\"\\xb0\\x01\\n\" +\n\t\"\\x19CreatePrivateChatResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12\\x17\\n\" +\n\t\"\\achat_id\\x18\\x02 \\x01(\\tR\\x06chatId\\x12<\\n\" +\n\t\"\\tchat_info\\x18\\x03 \\x01(\\v2\\x1f.greatestworks.chat.ChannelInfoR\\bchatInfo\\\"\\xa1\\x01\\n\" +\n\t\"\\x15GetOnlineUsersRequest\\x12;\\n\" +\n\t\"\\achannel\\x18\\x01 \\x01(\\x0e2!.greatestworks.common.ChatChannelR\\achannel\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"channel_id\\x18\\x02 \\x01(\\tR\\tchannelId\\x12\\x14\\n\" +\n\t\"\\x05limit\\x18\\x03 \\x01(\\x05R\\x05limit\\x12\\x16\\n\" +\n\t\"\\x06offset\\x18\\x04 \\x01(\\x05R\\x06offset\\\"\\xd0\\x01\\n\" +\n\t\"\\x16GetOnlineUsersResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x122\\n\" +\n\t\"\\x05users\\x18\\x02 \\x03(\\v2\\x1c.greatestworks.chat.ChatUserR\\x05users\\x12D\\n\" +\n\t\"\\n\" +\n\t\"pagination\\x18\\x03 \\x01(\\v2$.greatestworks.common.PaginationInfoR\\n\" +\n\t\"pagination\\\"\\x8e\\x01\\n\" +\n\t\"\\x14SetUserStatusRequest\\x12\\x17\\n\" +\n\t\"\\auser_id\\x18\\x01 \\x01(\\tR\\x06userId\\x126\\n\" +\n\t\"\\x06status\\x18\\x02 \\x01(\\x0e2\\x1e.greatestworks.chat.UserStatusR\\x06status\\x12%\\n\" +\n\t\"\\x0estatus_message\\x18\\x03 \\x01(\\tR\\rstatusMessage\\\"\\x94\\x01\\n\" +\n\t\"\\x15SetUserStatusResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12=\\n\" +\n\t\"\\n\" +\n\t\"new_status\\x18\\x02 \\x01(\\x0e2\\x1e.greatestworks.chat.UserStatusR\\tnewStatus\\\"g\\n\" +\n\t\"\\x10BlockUserRequest\\x12\\x17\\n\" +\n\t\"\\auser_id\\x18\\x01 \\x01(\\tR\\x06userId\\x12$\\n\" +\n\t\"\\x0etarget_user_id\\x18\\x02 \\x01(\\tR\\ftargetUserId\\x12\\x14\\n\" +\n\t\"\\x05block\\x18\\x03 \\x01(\\bR\\x05block\\\"Q\\n\" +\n\t\"\\x11BlockUserResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\\"\\xb2\\x01\\n\" +\n\t\"\\x14ReportMessageRequest\\x12\\x1f\\n\" +\n\t\"\\vreporter_id\\x18\\x01 \\x01(\\tR\\n\" +\n\t\"reporterId\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"message_id\\x18\\x02 \\x01(\\tR\\tmessageId\\x128\\n\" +\n\t\"\\x06reason\\x18\\x03 \\x01(\\x0e2 .greatestworks.chat.ReportReasonR\\x06reason\\x12 \\n\" +\n\t\"\\vdescription\\x18\\x04 \\x01(\\tR\\vdescription\\\"r\\n\" +\n\t\"\\x15ReportMessageResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12\\x1b\\n\" +\n\t\"\\treport_id\\x18\\x02 \\x01(\\tR\\breportId\\\"\\x92\\x04\\n\" +\n\t\"\\vChatMessage\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"message_id\\x18\\x01 \\x01(\\tR\\tmessageId\\x12\\x1b\\n\" +\n\t\"\\tsender_id\\x18\\x02 \\x01(\\tR\\bsenderId\\x12\\x1f\\n\" +\n\t\"\\vsender_name\\x18\\x03 \\x01(\\tR\\n\" +\n\t\"senderName\\x12\\x18\\n\" +\n\t\"\\acontent\\x18\\x04 \\x01(\\tR\\acontent\\x12;\\n\" +\n\t\"\\achannel\\x18\\x05 \\x01(\\x0e2!.greatestworks.common.ChatChannelR\\achannel\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"channel_id\\x18\\x06 \\x01(\\tR\\tchannelId\\x12B\\n\" +\n\t\"\\fmessage_type\\x18\\a \\x01(\\x0e2\\x1f.greatestworks.chat.MessageTypeR\\vmessageType\\x12\\x1c\\n\" +\n\t\"\\ttimestamp\\x18\\b \\x01(\\x03R\\ttimestamp\\x12\\x1b\\n\" +\n\t\"\\tis_edited\\x18\\t \\x01(\\bR\\bisEdited\\x12)\\n\" +\n\t\"\\x10edited_timestamp\\x18\\n\" +\n\t\" \\x01(\\x03R\\x0feditedTimestamp\\x12I\\n\" +\n\t\"\\bmetadata\\x18\\v \\x03(\\v2-.greatestworks.chat.ChatMessage.MetadataEntryR\\bmetadata\\x1a;\\n\" +\n\t\"\\rMetadataEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\xe8\\x02\\n\" +\n\t\"\\vChannelInfo\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"channel_id\\x18\\x01 \\x01(\\tR\\tchannelId\\x12\\x12\\n\" +\n\t\"\\x04name\\x18\\x02 \\x01(\\tR\\x04name\\x12 \\n\" +\n\t\"\\vdescription\\x18\\x03 \\x01(\\tR\\vdescription\\x12D\\n\" +\n\t\"\\fchannel_type\\x18\\x04 \\x01(\\x0e2!.greatestworks.common.ChatChannelR\\vchannelType\\x12\\x1b\\n\" +\n\t\"\\tmax_users\\x18\\x05 \\x01(\\x05R\\bmaxUsers\\x12#\\n\" +\n\t\"\\rcurrent_users\\x18\\x06 \\x01(\\x05R\\fcurrentUsers\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"is_private\\x18\\a \\x01(\\bR\\tisPrivate\\x12\\x19\\n\" +\n\t\"\\bowner_id\\x18\\b \\x01(\\tR\\aownerId\\x12#\\n\" +\n\t\"\\rmoderator_ids\\x18\\t \\x03(\\tR\\fmoderatorIds\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"created_at\\x18\\n\" +\n\t\" \\x01(\\x03R\\tcreatedAt\\\"\\xb1\\x02\\n\" +\n\t\"\\bChatUser\\x12\\x17\\n\" +\n\t\"\\auser_id\\x18\\x01 \\x01(\\tR\\x06userId\\x12\\x1a\\n\" +\n\t\"\\busername\\x18\\x02 \\x01(\\tR\\busername\\x12!\\n\" +\n\t\"\\fdisplay_name\\x18\\x03 \\x01(\\tR\\vdisplayName\\x126\\n\" +\n\t\"\\x06status\\x18\\x04 \\x01(\\x0e2\\x1e.greatestworks.chat.UserStatusR\\x06status\\x12%\\n\" +\n\t\"\\x0estatus_message\\x18\\x05 \\x01(\\tR\\rstatusMessage\\x120\\n\" +\n\t\"\\x04role\\x18\\x06 \\x01(\\x0e2\\x1c.greatestworks.chat.UserRoleR\\x04role\\x12\\x1f\\n\" +\n\t\"\\vlast_active\\x18\\a \\x01(\\x03R\\n\" +\n\t\"lastActive\\x12\\x1b\\n\" +\n\t\"\\tis_online\\x18\\b \\x01(\\bR\\bisOnline*\\xf3\\x01\\n\" +\n\t\"\\vMessageType\\x12\\x1c\\n\" +\n\t\"\\x18MESSAGE_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x15\\n\" +\n\t\"\\x11MESSAGE_TYPE_TEXT\\x10\\x01\\x12\\x16\\n\" +\n\t\"\\x12MESSAGE_TYPE_EMOJI\\x10\\x02\\x12\\x16\\n\" +\n\t\"\\x12MESSAGE_TYPE_IMAGE\\x10\\x03\\x12\\x15\\n\" +\n\t\"\\x11MESSAGE_TYPE_FILE\\x10\\x04\\x12\\x16\\n\" +\n\t\"\\x12MESSAGE_TYPE_VOICE\\x10\\x05\\x12\\x17\\n\" +\n\t\"\\x13MESSAGE_TYPE_SYSTEM\\x10\\x06\\x12\\x1d\\n\" +\n\t\"\\x19MESSAGE_TYPE_ANNOUNCEMENT\\x10\\a\\x12\\x18\\n\" +\n\t\"\\x14MESSAGE_TYPE_COMMAND\\x10\\b*\\xa1\\x01\\n\" +\n\t\"\\n\" +\n\t\"UserStatus\\x12\\x1b\\n\" +\n\t\"\\x17USER_STATUS_UNSPECIFIED\\x10\\x00\\x12\\x16\\n\" +\n\t\"\\x12USER_STATUS_ONLINE\\x10\\x01\\x12\\x14\\n\" +\n\t\"\\x10USER_STATUS_AWAY\\x10\\x02\\x12\\x14\\n\" +\n\t\"\\x10USER_STATUS_BUSY\\x10\\x03\\x12\\x19\\n\" +\n\t\"\\x15USER_STATUS_INVISIBLE\\x10\\x04\\x12\\x17\\n\" +\n\t\"\\x13USER_STATUS_OFFLINE\\x10\\x05*~\\n\" +\n\t\"\\bUserRole\\x12\\x19\\n\" +\n\t\"\\x15USER_ROLE_UNSPECIFIED\\x10\\x00\\x12\\x14\\n\" +\n\t\"\\x10USER_ROLE_MEMBER\\x10\\x01\\x12\\x17\\n\" +\n\t\"\\x13USER_ROLE_MODERATOR\\x10\\x02\\x12\\x13\\n\" +\n\t\"\\x0fUSER_ROLE_ADMIN\\x10\\x03\\x12\\x13\\n\" +\n\t\"\\x0fUSER_ROLE_OWNER\\x10\\x04*\\xd8\\x01\\n\" +\n\t\"\\fReportReason\\x12\\x1d\\n\" +\n\t\"\\x19REPORT_REASON_UNSPECIFIED\\x10\\x00\\x12\\x16\\n\" +\n\t\"\\x12REPORT_REASON_SPAM\\x10\\x01\\x12\\x1c\\n\" +\n\t\"\\x18REPORT_REASON_HARASSMENT\\x10\\x02\\x12\\x1d\\n\" +\n\t\"\\x19REPORT_REASON_HATE_SPEECH\\x10\\x03\\x12\\x1f\\n\" +\n\t\"\\x1bREPORT_REASON_INAPPROPRIATE\\x10\\x04\\x12\\x1a\\n\" +\n\t\"\\x16REPORT_REASON_CHEATING\\x10\\x05\\x12\\x17\\n\" +\n\t\"\\x13REPORT_REASON_OTHER\\x10\\x062\\x91\\a\\n\" +\n\t\"\\vChatService\\x12^\\n\" +\n\t\"\\vSendMessage\\x12&.greatestworks.chat.SendMessageRequest\\x1a'.greatestworks.chat.SendMessageResponse\\x12^\\n\" +\n\t\"\\vGetMessages\\x12&.greatestworks.chat.GetMessagesRequest\\x1a'.greatestworks.chat.GetMessagesResponse\\x12^\\n\" +\n\t\"\\vJoinChannel\\x12&.greatestworks.chat.JoinChannelRequest\\x1a'.greatestworks.chat.JoinChannelResponse\\x12a\\n\" +\n\t\"\\fLeaveChannel\\x12'.greatestworks.chat.LeaveChannelRequest\\x1a(.greatestworks.chat.LeaveChannelResponse\\x12p\\n\" +\n\t\"\\x11CreatePrivateChat\\x12,.greatestworks.chat.CreatePrivateChatRequest\\x1a-.greatestworks.chat.CreatePrivateChatResponse\\x12g\\n\" +\n\t\"\\x0eGetOnlineUsers\\x12).greatestworks.chat.GetOnlineUsersRequest\\x1a*.greatestworks.chat.GetOnlineUsersResponse\\x12d\\n\" +\n\t\"\\rSetUserStatus\\x12(.greatestworks.chat.SetUserStatusRequest\\x1a).greatestworks.chat.SetUserStatusResponse\\x12X\\n\" +\n\t\"\\tBlockUser\\x12$.greatestworks.chat.BlockUserRequest\\x1a%.greatestworks.chat.BlockUserResponse\\x12d\\n\" +\n\t\"\\rReportMessage\\x12(.greatestworks.chat.ReportMessageRequest\\x1a).greatestworks.chat.ReportMessageResponseB8Z!greatestworks/internal/proto/chat\\xaa\\x02\\x12GreatestWorks.Chatb\\x06proto3\"\n\nvar (\n\tfile_proto_chat_proto_rawDescOnce sync.Once\n\tfile_proto_chat_proto_rawDescData []byte\n)\n\nfunc file_proto_chat_proto_rawDescGZIP() []byte {\n\tfile_proto_chat_proto_rawDescOnce.Do(func() {\n\t\tfile_proto_chat_proto_rawDescData = protoimpl.X.CompressGZIP(unsafe.Slice(unsafe.StringData(file_proto_chat_proto_rawDesc), len(file_proto_chat_proto_rawDesc)))\n\t})\n\treturn file_proto_chat_proto_rawDescData\n}\n\nvar file_proto_chat_proto_enumTypes = make([]protoimpl.EnumInfo, 4)\nvar file_proto_chat_proto_msgTypes = make([]protoimpl.MessageInfo, 23)\nvar file_proto_chat_proto_goTypes = []any{\n\t(MessageType)(0),                  // 0: greatestworks.chat.MessageType\n\t(UserStatus)(0),                   // 1: greatestworks.chat.UserStatus\n\t(UserRole)(0),                     // 2: greatestworks.chat.UserRole\n\t(ReportReason)(0),                 // 3: greatestworks.chat.ReportReason\n\t(*SendMessageRequest)(nil),        // 4: greatestworks.chat.SendMessageRequest\n\t(*SendMessageResponse)(nil),       // 5: greatestworks.chat.SendMessageResponse\n\t(*GetMessagesRequest)(nil),        // 6: greatestworks.chat.GetMessagesRequest\n\t(*GetMessagesResponse)(nil),       // 7: greatestworks.chat.GetMessagesResponse\n\t(*JoinChannelRequest)(nil),        // 8: greatestworks.chat.JoinChannelRequest\n\t(*JoinChannelResponse)(nil),       // 9: greatestworks.chat.JoinChannelResponse\n\t(*LeaveChannelRequest)(nil),       // 10: greatestworks.chat.LeaveChannelRequest\n\t(*LeaveChannelResponse)(nil),      // 11: greatestworks.chat.LeaveChannelResponse\n\t(*CreatePrivateChatRequest)(nil),  // 12: greatestworks.chat.CreatePrivateChatRequest\n\t(*CreatePrivateChatResponse)(nil), // 13: greatestworks.chat.CreatePrivateChatResponse\n\t(*GetOnlineUsersRequest)(nil),     // 14: greatestworks.chat.GetOnlineUsersRequest\n\t(*GetOnlineUsersResponse)(nil),    // 15: greatestworks.chat.GetOnlineUsersResponse\n\t(*SetUserStatusRequest)(nil),      // 16: greatestworks.chat.SetUserStatusRequest\n\t(*SetUserStatusResponse)(nil),     // 17: greatestworks.chat.SetUserStatusResponse\n\t(*BlockUserRequest)(nil),          // 18: greatestworks.chat.BlockUserRequest\n\t(*BlockUserResponse)(nil),         // 19: greatestworks.chat.BlockUserResponse\n\t(*ReportMessageRequest)(nil),      // 20: greatestworks.chat.ReportMessageRequest\n\t(*ReportMessageResponse)(nil),     // 21: greatestworks.chat.ReportMessageResponse\n\t(*ChatMessage)(nil),               // 22: greatestworks.chat.ChatMessage\n\t(*ChannelInfo)(nil),               // 23: greatestworks.chat.ChannelInfo\n\t(*ChatUser)(nil),                  // 24: greatestworks.chat.ChatUser\n\tnil,                               // 25: greatestworks.chat.SendMessageRequest.MetadataEntry\n\tnil,                               // 26: greatestworks.chat.ChatMessage.MetadataEntry\n\t(common.ChatChannel)(0),           // 27: greatestworks.common.ChatChannel\n\t(*common.CommonResponse)(nil),     // 28: greatestworks.common.CommonResponse\n\t(*common.PaginationInfo)(nil),     // 29: greatestworks.common.PaginationInfo\n}\nvar file_proto_chat_proto_depIdxs = []int32{\n\t27, // 0: greatestworks.chat.SendMessageRequest.channel:type_name -> greatestworks.common.ChatChannel\n\t0,  // 1: greatestworks.chat.SendMessageRequest.message_type:type_name -> greatestworks.chat.MessageType\n\t25, // 2: greatestworks.chat.SendMessageRequest.metadata:type_name -> greatestworks.chat.SendMessageRequest.MetadataEntry\n\t28, // 3: greatestworks.chat.SendMessageResponse.common:type_name -> greatestworks.common.CommonResponse\n\t27, // 4: greatestworks.chat.GetMessagesRequest.channel:type_name -> greatestworks.common.ChatChannel\n\t28, // 5: greatestworks.chat.GetMessagesResponse.common:type_name -> greatestworks.common.CommonResponse\n\t22, // 6: greatestworks.chat.GetMessagesResponse.messages:type_name -> greatestworks.chat.ChatMessage\n\t29, // 7: greatestworks.chat.GetMessagesResponse.pagination:type_name -> greatestworks.common.PaginationInfo\n\t27, // 8: greatestworks.chat.JoinChannelRequest.channel:type_name -> greatestworks.common.ChatChannel\n\t28, // 9: greatestworks.chat.JoinChannelResponse.common:type_name -> greatestworks.common.CommonResponse\n\t23, // 10: greatestworks.chat.JoinChannelResponse.channel_info:type_name -> greatestworks.chat.ChannelInfo\n\t24, // 11: greatestworks.chat.JoinChannelResponse.online_users:type_name -> greatestworks.chat.ChatUser\n\t27, // 12: greatestworks.chat.LeaveChannelRequest.channel:type_name -> greatestworks.common.ChatChannel\n\t28, // 13: greatestworks.chat.LeaveChannelResponse.common:type_name -> greatestworks.common.CommonResponse\n\t28, // 14: greatestworks.chat.CreatePrivateChatResponse.common:type_name -> greatestworks.common.CommonResponse\n\t23, // 15: greatestworks.chat.CreatePrivateChatResponse.chat_info:type_name -> greatestworks.chat.ChannelInfo\n\t27, // 16: greatestworks.chat.GetOnlineUsersRequest.channel:type_name -> greatestworks.common.ChatChannel\n\t28, // 17: greatestworks.chat.GetOnlineUsersResponse.common:type_name -> greatestworks.common.CommonResponse\n\t24, // 18: greatestworks.chat.GetOnlineUsersResponse.users:type_name -> greatestworks.chat.ChatUser\n\t29, // 19: greatestworks.chat.GetOnlineUsersResponse.pagination:type_name -> greatestworks.common.PaginationInfo\n\t1,  // 20: greatestworks.chat.SetUserStatusRequest.status:type_name -> greatestworks.chat.UserStatus\n\t28, // 21: greatestworks.chat.SetUserStatusResponse.common:type_name -> greatestworks.common.CommonResponse\n\t1,  // 22: greatestworks.chat.SetUserStatusResponse.new_status:type_name -> greatestworks.chat.UserStatus\n\t28, // 23: greatestworks.chat.BlockUserResponse.common:type_name -> greatestworks.common.CommonResponse\n\t3,  // 24: greatestworks.chat.ReportMessageRequest.reason:type_name -> greatestworks.chat.ReportReason\n\t28, // 25: greatestworks.chat.ReportMessageResponse.common:type_name -> greatestworks.common.CommonResponse\n\t27, // 26: greatestworks.chat.ChatMessage.channel:type_name -> greatestworks.common.ChatChannel\n\t0,  // 27: greatestworks.chat.ChatMessage.message_type:type_name -> greatestworks.chat.MessageType\n\t26, // 28: greatestworks.chat.ChatMessage.metadata:type_name -> greatestworks.chat.ChatMessage.MetadataEntry\n\t27, // 29: greatestworks.chat.ChannelInfo.channel_type:type_name -> greatestworks.common.ChatChannel\n\t1,  // 30: greatestworks.chat.ChatUser.status:type_name -> greatestworks.chat.UserStatus\n\t2,  // 31: greatestworks.chat.ChatUser.role:type_name -> greatestworks.chat.UserRole\n\t4,  // 32: greatestworks.chat.ChatService.SendMessage:input_type -> greatestworks.chat.SendMessageRequest\n\t6,  // 33: greatestworks.chat.ChatService.GetMessages:input_type -> greatestworks.chat.GetMessagesRequest\n\t8,  // 34: greatestworks.chat.ChatService.JoinChannel:input_type -> greatestworks.chat.JoinChannelRequest\n\t10, // 35: greatestworks.chat.ChatService.LeaveChannel:input_type -> greatestworks.chat.LeaveChannelRequest\n\t12, // 36: greatestworks.chat.ChatService.CreatePrivateChat:input_type -> greatestworks.chat.CreatePrivateChatRequest\n\t14, // 37: greatestworks.chat.ChatService.GetOnlineUsers:input_type -> greatestworks.chat.GetOnlineUsersRequest\n\t16, // 38: greatestworks.chat.ChatService.SetUserStatus:input_type -> greatestworks.chat.SetUserStatusRequest\n\t18, // 39: greatestworks.chat.ChatService.BlockUser:input_type -> greatestworks.chat.BlockUserRequest\n\t20, // 40: greatestworks.chat.ChatService.ReportMessage:input_type -> greatestworks.chat.ReportMessageRequest\n\t5,  // 41: greatestworks.chat.ChatService.SendMessage:output_type -> greatestworks.chat.SendMessageResponse\n\t7,  // 42: greatestworks.chat.ChatService.GetMessages:output_type -> greatestworks.chat.GetMessagesResponse\n\t9,  // 43: greatestworks.chat.ChatService.JoinChannel:output_type -> greatestworks.chat.JoinChannelResponse\n\t11, // 44: greatestworks.chat.ChatService.LeaveChannel:output_type -> greatestworks.chat.LeaveChannelResponse\n\t13, // 45: greatestworks.chat.ChatService.CreatePrivateChat:output_type -> greatestworks.chat.CreatePrivateChatResponse\n\t15, // 46: greatestworks.chat.ChatService.GetOnlineUsers:output_type -> greatestworks.chat.GetOnlineUsersResponse\n\t17, // 47: greatestworks.chat.ChatService.SetUserStatus:output_type -> greatestworks.chat.SetUserStatusResponse\n\t19, // 48: greatestworks.chat.ChatService.BlockUser:output_type -> greatestworks.chat.BlockUserResponse\n\t21, // 49: greatestworks.chat.ChatService.ReportMessage:output_type -> greatestworks.chat.ReportMessageResponse\n\t41, // [41:50] is the sub-list for method output_type\n\t32, // [32:41] is the sub-list for method input_type\n\t32, // [32:32] is the sub-list for extension type_name\n\t32, // [32:32] is the sub-list for extension extendee\n\t0,  // [0:32] is the sub-list for field type_name\n}\n\nfunc init() { file_proto_chat_proto_init() }\nfunc file_proto_chat_proto_init() {\n\tif File_proto_chat_proto != nil {\n\t\treturn\n\t}\n\ttype x struct{}\n\tout := protoimpl.TypeBuilder{\n\t\tFile: protoimpl.DescBuilder{\n\t\t\tGoPackagePath: reflect.TypeOf(x{}).PkgPath(),\n\t\t\tRawDescriptor: unsafe.Slice(unsafe.StringData(file_proto_chat_proto_rawDesc), len(file_proto_chat_proto_rawDesc)),\n\t\t\tNumEnums:      4,\n\t\t\tNumMessages:   23,\n\t\t\tNumExtensions: 0,\n\t\t\tNumServices:   1,\n\t\t},\n\t\tGoTypes:           file_proto_chat_proto_goTypes,\n\t\tDependencyIndexes: file_proto_chat_proto_depIdxs,\n\t\tEnumInfos:         file_proto_chat_proto_enumTypes,\n\t\tMessageInfos:      file_proto_chat_proto_msgTypes,\n\t}.Build()\n\tFile_proto_chat_proto = out.File\n\tfile_proto_chat_proto_goTypes = nil\n\tfile_proto_chat_proto_depIdxs = nil\n}\n"
  },
  {
    "path": "internal/proto/common/common.pb.go",
    "content": "// Code generated by protoc-gen-go. DO NOT EDIT.\n// versions:\n// \tprotoc-gen-go v1.36.10\n// \tprotoc        v4.25.1\n// source: proto/common.proto\n\npackage common\n\nimport (\n\tprotoreflect \"google.golang.org/protobuf/reflect/protoreflect\"\n\tprotoimpl \"google.golang.org/protobuf/runtime/protoimpl\"\n\treflect \"reflect\"\n\tsync \"sync\"\n\tunsafe \"unsafe\"\n)\n\nconst (\n\t// Verify that this generated code is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(20 - protoimpl.MinVersion)\n\t// Verify that runtime/protoimpl is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(protoimpl.MaxVersion - 20)\n)\n\n// 物品类型枚举\ntype ItemType int32\n\nconst (\n\tItemType_ITEM_TYPE_UNSPECIFIED ItemType = 0\n\tItemType_ITEM_TYPE_WEAPON      ItemType = 1 // 武器\n\tItemType_ITEM_TYPE_ARMOR       ItemType = 2 // 护甲\n\tItemType_ITEM_TYPE_ACCESSORY   ItemType = 3 // 饰品\n\tItemType_ITEM_TYPE_CONSUMABLE  ItemType = 4 // 消耗品\n\tItemType_ITEM_TYPE_MATERIAL    ItemType = 5 // 材料\n\tItemType_ITEM_TYPE_QUEST       ItemType = 6 // 任务物品\n\tItemType_ITEM_TYPE_CURRENCY    ItemType = 7 // 货币\n\tItemType_ITEM_TYPE_SPECIAL     ItemType = 8 // 特殊物品\n)\n\n// Enum value maps for ItemType.\nvar (\n\tItemType_name = map[int32]string{\n\t\t0: \"ITEM_TYPE_UNSPECIFIED\",\n\t\t1: \"ITEM_TYPE_WEAPON\",\n\t\t2: \"ITEM_TYPE_ARMOR\",\n\t\t3: \"ITEM_TYPE_ACCESSORY\",\n\t\t4: \"ITEM_TYPE_CONSUMABLE\",\n\t\t5: \"ITEM_TYPE_MATERIAL\",\n\t\t6: \"ITEM_TYPE_QUEST\",\n\t\t7: \"ITEM_TYPE_CURRENCY\",\n\t\t8: \"ITEM_TYPE_SPECIAL\",\n\t}\n\tItemType_value = map[string]int32{\n\t\t\"ITEM_TYPE_UNSPECIFIED\": 0,\n\t\t\"ITEM_TYPE_WEAPON\":      1,\n\t\t\"ITEM_TYPE_ARMOR\":       2,\n\t\t\"ITEM_TYPE_ACCESSORY\":   3,\n\t\t\"ITEM_TYPE_CONSUMABLE\":  4,\n\t\t\"ITEM_TYPE_MATERIAL\":    5,\n\t\t\"ITEM_TYPE_QUEST\":       6,\n\t\t\"ITEM_TYPE_CURRENCY\":    7,\n\t\t\"ITEM_TYPE_SPECIAL\":     8,\n\t}\n)\n\nfunc (x ItemType) Enum() *ItemType {\n\tp := new(ItemType)\n\t*p = x\n\treturn p\n}\n\nfunc (x ItemType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (ItemType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_common_proto_enumTypes[0].Descriptor()\n}\n\nfunc (ItemType) Type() protoreflect.EnumType {\n\treturn &file_proto_common_proto_enumTypes[0]\n}\n\nfunc (x ItemType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use ItemType.Descriptor instead.\nfunc (ItemType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_common_proto_rawDescGZIP(), []int{0}\n}\n\n// 技能类型枚举\ntype SkillType int32\n\nconst (\n\tSkillType_SKILL_TYPE_UNSPECIFIED SkillType = 0\n\tSkillType_SKILL_TYPE_ATTACK      SkillType = 1 // 攻击技能\n\tSkillType_SKILL_TYPE_DEFENSE     SkillType = 2 // 防御技能\n\tSkillType_SKILL_TYPE_HEAL        SkillType = 3 // 治疗技能\n\tSkillType_SKILL_TYPE_BUFF        SkillType = 4 // 增益技能\n\tSkillType_SKILL_TYPE_DEBUFF      SkillType = 5 // 减益技能\n\tSkillType_SKILL_TYPE_PASSIVE     SkillType = 6 // 被动技能\n\tSkillType_SKILL_TYPE_ULTIMATE    SkillType = 7 // 终极技能\n)\n\n// Enum value maps for SkillType.\nvar (\n\tSkillType_name = map[int32]string{\n\t\t0: \"SKILL_TYPE_UNSPECIFIED\",\n\t\t1: \"SKILL_TYPE_ATTACK\",\n\t\t2: \"SKILL_TYPE_DEFENSE\",\n\t\t3: \"SKILL_TYPE_HEAL\",\n\t\t4: \"SKILL_TYPE_BUFF\",\n\t\t5: \"SKILL_TYPE_DEBUFF\",\n\t\t6: \"SKILL_TYPE_PASSIVE\",\n\t\t7: \"SKILL_TYPE_ULTIMATE\",\n\t}\n\tSkillType_value = map[string]int32{\n\t\t\"SKILL_TYPE_UNSPECIFIED\": 0,\n\t\t\"SKILL_TYPE_ATTACK\":      1,\n\t\t\"SKILL_TYPE_DEFENSE\":     2,\n\t\t\"SKILL_TYPE_HEAL\":        3,\n\t\t\"SKILL_TYPE_BUFF\":        4,\n\t\t\"SKILL_TYPE_DEBUFF\":      5,\n\t\t\"SKILL_TYPE_PASSIVE\":     6,\n\t\t\"SKILL_TYPE_ULTIMATE\":    7,\n\t}\n)\n\nfunc (x SkillType) Enum() *SkillType {\n\tp := new(SkillType)\n\t*p = x\n\treturn p\n}\n\nfunc (x SkillType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (SkillType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_common_proto_enumTypes[1].Descriptor()\n}\n\nfunc (SkillType) Type() protoreflect.EnumType {\n\treturn &file_proto_common_proto_enumTypes[1]\n}\n\nfunc (x SkillType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use SkillType.Descriptor instead.\nfunc (SkillType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_common_proto_rawDescGZIP(), []int{1}\n}\n\n// 聊天频道枚举\ntype ChatChannel int32\n\nconst (\n\tChatChannel_CHAT_CHANNEL_UNSPECIFIED ChatChannel = 0\n\tChatChannel_CHAT_CHANNEL_WORLD       ChatChannel = 1 // 世界频道\n\tChatChannel_CHAT_CHANNEL_GUILD       ChatChannel = 2 // 公会频道\n\tChatChannel_CHAT_CHANNEL_TEAM        ChatChannel = 3 // 队伍频道\n\tChatChannel_CHAT_CHANNEL_PRIVATE     ChatChannel = 4 // 私聊频道\n\tChatChannel_CHAT_CHANNEL_SYSTEM      ChatChannel = 5 // 系统频道\n\tChatChannel_CHAT_CHANNEL_TRADE       ChatChannel = 6 // 交易频道\n\tChatChannel_CHAT_CHANNEL_HELP        ChatChannel = 7 // 帮助频道\n)\n\n// Enum value maps for ChatChannel.\nvar (\n\tChatChannel_name = map[int32]string{\n\t\t0: \"CHAT_CHANNEL_UNSPECIFIED\",\n\t\t1: \"CHAT_CHANNEL_WORLD\",\n\t\t2: \"CHAT_CHANNEL_GUILD\",\n\t\t3: \"CHAT_CHANNEL_TEAM\",\n\t\t4: \"CHAT_CHANNEL_PRIVATE\",\n\t\t5: \"CHAT_CHANNEL_SYSTEM\",\n\t\t6: \"CHAT_CHANNEL_TRADE\",\n\t\t7: \"CHAT_CHANNEL_HELP\",\n\t}\n\tChatChannel_value = map[string]int32{\n\t\t\"CHAT_CHANNEL_UNSPECIFIED\": 0,\n\t\t\"CHAT_CHANNEL_WORLD\":       1,\n\t\t\"CHAT_CHANNEL_GUILD\":       2,\n\t\t\"CHAT_CHANNEL_TEAM\":        3,\n\t\t\"CHAT_CHANNEL_PRIVATE\":     4,\n\t\t\"CHAT_CHANNEL_SYSTEM\":      5,\n\t\t\"CHAT_CHANNEL_TRADE\":       6,\n\t\t\"CHAT_CHANNEL_HELP\":        7,\n\t}\n)\n\nfunc (x ChatChannel) Enum() *ChatChannel {\n\tp := new(ChatChannel)\n\t*p = x\n\treturn p\n}\n\nfunc (x ChatChannel) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (ChatChannel) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_common_proto_enumTypes[2].Descriptor()\n}\n\nfunc (ChatChannel) Type() protoreflect.EnumType {\n\treturn &file_proto_common_proto_enumTypes[2]\n}\n\nfunc (x ChatChannel) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use ChatChannel.Descriptor instead.\nfunc (ChatChannel) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_common_proto_rawDescGZIP(), []int{2}\n}\n\n// 任务状态枚举\ntype QuestStatus int32\n\nconst (\n\tQuestStatus_QUEST_STATUS_UNSPECIFIED QuestStatus = 0\n\tQuestStatus_QUEST_STATUS_NOT_STARTED QuestStatus = 1 // 未开始\n\tQuestStatus_QUEST_STATUS_IN_PROGRESS QuestStatus = 2 // 进行中\n\tQuestStatus_QUEST_STATUS_COMPLETED   QuestStatus = 3 // 已完成\n\tQuestStatus_QUEST_STATUS_FAILED      QuestStatus = 4 // 已失败\n\tQuestStatus_QUEST_STATUS_CANCELLED   QuestStatus = 5 // 已取消\n)\n\n// Enum value maps for QuestStatus.\nvar (\n\tQuestStatus_name = map[int32]string{\n\t\t0: \"QUEST_STATUS_UNSPECIFIED\",\n\t\t1: \"QUEST_STATUS_NOT_STARTED\",\n\t\t2: \"QUEST_STATUS_IN_PROGRESS\",\n\t\t3: \"QUEST_STATUS_COMPLETED\",\n\t\t4: \"QUEST_STATUS_FAILED\",\n\t\t5: \"QUEST_STATUS_CANCELLED\",\n\t}\n\tQuestStatus_value = map[string]int32{\n\t\t\"QUEST_STATUS_UNSPECIFIED\": 0,\n\t\t\"QUEST_STATUS_NOT_STARTED\": 1,\n\t\t\"QUEST_STATUS_IN_PROGRESS\": 2,\n\t\t\"QUEST_STATUS_COMPLETED\":   3,\n\t\t\"QUEST_STATUS_FAILED\":      4,\n\t\t\"QUEST_STATUS_CANCELLED\":   5,\n\t}\n)\n\nfunc (x QuestStatus) Enum() *QuestStatus {\n\tp := new(QuestStatus)\n\t*p = x\n\treturn p\n}\n\nfunc (x QuestStatus) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (QuestStatus) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_common_proto_enumTypes[3].Descriptor()\n}\n\nfunc (QuestStatus) Type() protoreflect.EnumType {\n\treturn &file_proto_common_proto_enumTypes[3]\n}\n\nfunc (x QuestStatus) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use QuestStatus.Descriptor instead.\nfunc (QuestStatus) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_common_proto_rawDescGZIP(), []int{3}\n}\n\n// 任务类型枚举\ntype QuestType int32\n\nconst (\n\tQuestType_QUEST_TYPE_UNSPECIFIED QuestType = 0\n\tQuestType_QUEST_TYPE_MAIN        QuestType = 1 // 主线任务\n\tQuestType_QUEST_TYPE_SIDE        QuestType = 2 // 支线任务\n\tQuestType_QUEST_TYPE_DAILY       QuestType = 3 // 日常任务\n\tQuestType_QUEST_TYPE_WEEKLY      QuestType = 4 // 周常任务\n\tQuestType_QUEST_TYPE_EVENT       QuestType = 5 // 活动任务\n\tQuestType_QUEST_TYPE_ACHIEVEMENT QuestType = 6 // 成就任务\n)\n\n// Enum value maps for QuestType.\nvar (\n\tQuestType_name = map[int32]string{\n\t\t0: \"QUEST_TYPE_UNSPECIFIED\",\n\t\t1: \"QUEST_TYPE_MAIN\",\n\t\t2: \"QUEST_TYPE_SIDE\",\n\t\t3: \"QUEST_TYPE_DAILY\",\n\t\t4: \"QUEST_TYPE_WEEKLY\",\n\t\t5: \"QUEST_TYPE_EVENT\",\n\t\t6: \"QUEST_TYPE_ACHIEVEMENT\",\n\t}\n\tQuestType_value = map[string]int32{\n\t\t\"QUEST_TYPE_UNSPECIFIED\": 0,\n\t\t\"QUEST_TYPE_MAIN\":        1,\n\t\t\"QUEST_TYPE_SIDE\":        2,\n\t\t\"QUEST_TYPE_DAILY\":       3,\n\t\t\"QUEST_TYPE_WEEKLY\":      4,\n\t\t\"QUEST_TYPE_EVENT\":       5,\n\t\t\"QUEST_TYPE_ACHIEVEMENT\": 6,\n\t}\n)\n\nfunc (x QuestType) Enum() *QuestType {\n\tp := new(QuestType)\n\t*p = x\n\treturn p\n}\n\nfunc (x QuestType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (QuestType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_common_proto_enumTypes[4].Descriptor()\n}\n\nfunc (QuestType) Type() protoreflect.EnumType {\n\treturn &file_proto_common_proto_enumTypes[4]\n}\n\nfunc (x QuestType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use QuestType.Descriptor instead.\nfunc (QuestType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_common_proto_rawDescGZIP(), []int{4}\n}\n\n// 物品稀有度枚举\ntype ItemRarity int32\n\nconst (\n\tItemRarity_ITEM_RARITY_UNSPECIFIED ItemRarity = 0\n\tItemRarity_ITEM_RARITY_COMMON      ItemRarity = 1 // 普通\n\tItemRarity_ITEM_RARITY_UNCOMMON    ItemRarity = 2 // 不常见\n\tItemRarity_ITEM_RARITY_RARE        ItemRarity = 3 // 稀有\n\tItemRarity_ITEM_RARITY_EPIC        ItemRarity = 4 // 史诗\n\tItemRarity_ITEM_RARITY_LEGENDARY   ItemRarity = 5 // 传说\n\tItemRarity_ITEM_RARITY_MYTHIC      ItemRarity = 6 // 神话\n)\n\n// Enum value maps for ItemRarity.\nvar (\n\tItemRarity_name = map[int32]string{\n\t\t0: \"ITEM_RARITY_UNSPECIFIED\",\n\t\t1: \"ITEM_RARITY_COMMON\",\n\t\t2: \"ITEM_RARITY_UNCOMMON\",\n\t\t3: \"ITEM_RARITY_RARE\",\n\t\t4: \"ITEM_RARITY_EPIC\",\n\t\t5: \"ITEM_RARITY_LEGENDARY\",\n\t\t6: \"ITEM_RARITY_MYTHIC\",\n\t}\n\tItemRarity_value = map[string]int32{\n\t\t\"ITEM_RARITY_UNSPECIFIED\": 0,\n\t\t\"ITEM_RARITY_COMMON\":      1,\n\t\t\"ITEM_RARITY_UNCOMMON\":    2,\n\t\t\"ITEM_RARITY_RARE\":        3,\n\t\t\"ITEM_RARITY_EPIC\":        4,\n\t\t\"ITEM_RARITY_LEGENDARY\":   5,\n\t\t\"ITEM_RARITY_MYTHIC\":      6,\n\t}\n)\n\nfunc (x ItemRarity) Enum() *ItemRarity {\n\tp := new(ItemRarity)\n\t*p = x\n\treturn p\n}\n\nfunc (x ItemRarity) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (ItemRarity) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_common_proto_enumTypes[5].Descriptor()\n}\n\nfunc (ItemRarity) Type() protoreflect.EnumType {\n\treturn &file_proto_common_proto_enumTypes[5]\n}\n\nfunc (x ItemRarity) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use ItemRarity.Descriptor instead.\nfunc (ItemRarity) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_common_proto_rawDescGZIP(), []int{5}\n}\n\n// 通用响应结构\ntype CommonResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tSuccess       bool                   `protobuf:\"varint,1,opt,name=success,proto3\" json:\"success,omitempty\"`\n\tMessage       string                 `protobuf:\"bytes,2,opt,name=message,proto3\" json:\"message,omitempty\"`\n\tCode          int32                  `protobuf:\"varint,3,opt,name=code,proto3\" json:\"code,omitempty\"`\n\tTimestamp     int64                  `protobuf:\"varint,4,opt,name=timestamp,proto3\" json:\"timestamp,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *CommonResponse) Reset() {\n\t*x = CommonResponse{}\n\tmi := &file_proto_common_proto_msgTypes[0]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *CommonResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*CommonResponse) ProtoMessage() {}\n\nfunc (x *CommonResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_common_proto_msgTypes[0]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use CommonResponse.ProtoReflect.Descriptor instead.\nfunc (*CommonResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_common_proto_rawDescGZIP(), []int{0}\n}\n\nfunc (x *CommonResponse) GetSuccess() bool {\n\tif x != nil {\n\t\treturn x.Success\n\t}\n\treturn false\n}\n\nfunc (x *CommonResponse) GetMessage() string {\n\tif x != nil {\n\t\treturn x.Message\n\t}\n\treturn \"\"\n}\n\nfunc (x *CommonResponse) GetCode() int32 {\n\tif x != nil {\n\t\treturn x.Code\n\t}\n\treturn 0\n}\n\nfunc (x *CommonResponse) GetTimestamp() int64 {\n\tif x != nil {\n\t\treturn x.Timestamp\n\t}\n\treturn 0\n}\n\n// 通用请求结构\ntype CommonRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tRequestId     string                 `protobuf:\"bytes,1,opt,name=request_id,json=requestId,proto3\" json:\"request_id,omitempty\"`\n\tTimestamp     int64                  `protobuf:\"varint,2,opt,name=timestamp,proto3\" json:\"timestamp,omitempty\"`\n\tMetadata      map[string]string      `protobuf:\"bytes,3,rep,name=metadata,proto3\" json:\"metadata,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *CommonRequest) Reset() {\n\t*x = CommonRequest{}\n\tmi := &file_proto_common_proto_msgTypes[1]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *CommonRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*CommonRequest) ProtoMessage() {}\n\nfunc (x *CommonRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_common_proto_msgTypes[1]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use CommonRequest.ProtoReflect.Descriptor instead.\nfunc (*CommonRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_common_proto_rawDescGZIP(), []int{1}\n}\n\nfunc (x *CommonRequest) GetRequestId() string {\n\tif x != nil {\n\t\treturn x.RequestId\n\t}\n\treturn \"\"\n}\n\nfunc (x *CommonRequest) GetTimestamp() int64 {\n\tif x != nil {\n\t\treturn x.Timestamp\n\t}\n\treturn 0\n}\n\nfunc (x *CommonRequest) GetMetadata() map[string]string {\n\tif x != nil {\n\t\treturn x.Metadata\n\t}\n\treturn nil\n}\n\n// 分页信息\ntype PaginationInfo struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPage          int32                  `protobuf:\"varint,1,opt,name=page,proto3\" json:\"page,omitempty\"`\n\tPageSize      int32                  `protobuf:\"varint,2,opt,name=page_size,json=pageSize,proto3\" json:\"page_size,omitempty\"`\n\tTotal         int32                  `protobuf:\"varint,3,opt,name=total,proto3\" json:\"total,omitempty\"`\n\tTotalPages    int32                  `protobuf:\"varint,4,opt,name=total_pages,json=totalPages,proto3\" json:\"total_pages,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *PaginationInfo) Reset() {\n\t*x = PaginationInfo{}\n\tmi := &file_proto_common_proto_msgTypes[2]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *PaginationInfo) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*PaginationInfo) ProtoMessage() {}\n\nfunc (x *PaginationInfo) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_common_proto_msgTypes[2]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use PaginationInfo.ProtoReflect.Descriptor instead.\nfunc (*PaginationInfo) Descriptor() ([]byte, []int) {\n\treturn file_proto_common_proto_rawDescGZIP(), []int{2}\n}\n\nfunc (x *PaginationInfo) GetPage() int32 {\n\tif x != nil {\n\t\treturn x.Page\n\t}\n\treturn 0\n}\n\nfunc (x *PaginationInfo) GetPageSize() int32 {\n\tif x != nil {\n\t\treturn x.PageSize\n\t}\n\treturn 0\n}\n\nfunc (x *PaginationInfo) GetTotal() int32 {\n\tif x != nil {\n\t\treturn x.Total\n\t}\n\treturn 0\n}\n\nfunc (x *PaginationInfo) GetTotalPages() int32 {\n\tif x != nil {\n\t\treturn x.TotalPages\n\t}\n\treturn 0\n}\n\n// 位置信息\ntype Position struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tX             float32                `protobuf:\"fixed32,1,opt,name=x,proto3\" json:\"x,omitempty\"`\n\tY             float32                `protobuf:\"fixed32,2,opt,name=y,proto3\" json:\"y,omitempty\"`\n\tZ             float32                `protobuf:\"fixed32,3,opt,name=z,proto3\" json:\"z,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *Position) Reset() {\n\t*x = Position{}\n\tmi := &file_proto_common_proto_msgTypes[3]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *Position) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*Position) ProtoMessage() {}\n\nfunc (x *Position) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_common_proto_msgTypes[3]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use Position.ProtoReflect.Descriptor instead.\nfunc (*Position) Descriptor() ([]byte, []int) {\n\treturn file_proto_common_proto_rawDescGZIP(), []int{3}\n}\n\nfunc (x *Position) GetX() float32 {\n\tif x != nil {\n\t\treturn x.X\n\t}\n\treturn 0\n}\n\nfunc (x *Position) GetY() float32 {\n\tif x != nil {\n\t\treturn x.Y\n\t}\n\treturn 0\n}\n\nfunc (x *Position) GetZ() float32 {\n\tif x != nil {\n\t\treturn x.Z\n\t}\n\treturn 0\n}\n\n// 玩家基础信息\ntype PlayerBasicInfo struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tName          string                 `protobuf:\"bytes,2,opt,name=name,proto3\" json:\"name,omitempty\"`\n\tLevel         int32                  `protobuf:\"varint,3,opt,name=level,proto3\" json:\"level,omitempty\"`\n\tExperience    int32                  `protobuf:\"varint,4,opt,name=experience,proto3\" json:\"experience,omitempty\"`\n\tPosition      *Position              `protobuf:\"bytes,5,opt,name=position,proto3\" json:\"position,omitempty\"`\n\tLastLogin     int64                  `protobuf:\"varint,6,opt,name=last_login,json=lastLogin,proto3\" json:\"last_login,omitempty\"`\n\tCreatedAt     int64                  `protobuf:\"varint,7,opt,name=created_at,json=createdAt,proto3\" json:\"created_at,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *PlayerBasicInfo) Reset() {\n\t*x = PlayerBasicInfo{}\n\tmi := &file_proto_common_proto_msgTypes[4]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *PlayerBasicInfo) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*PlayerBasicInfo) ProtoMessage() {}\n\nfunc (x *PlayerBasicInfo) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_common_proto_msgTypes[4]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use PlayerBasicInfo.ProtoReflect.Descriptor instead.\nfunc (*PlayerBasicInfo) Descriptor() ([]byte, []int) {\n\treturn file_proto_common_proto_rawDescGZIP(), []int{4}\n}\n\nfunc (x *PlayerBasicInfo) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *PlayerBasicInfo) GetName() string {\n\tif x != nil {\n\t\treturn x.Name\n\t}\n\treturn \"\"\n}\n\nfunc (x *PlayerBasicInfo) GetLevel() int32 {\n\tif x != nil {\n\t\treturn x.Level\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerBasicInfo) GetExperience() int32 {\n\tif x != nil {\n\t\treturn x.Experience\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerBasicInfo) GetPosition() *Position {\n\tif x != nil {\n\t\treturn x.Position\n\t}\n\treturn nil\n}\n\nfunc (x *PlayerBasicInfo) GetLastLogin() int64 {\n\tif x != nil {\n\t\treturn x.LastLogin\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerBasicInfo) GetCreatedAt() int64 {\n\tif x != nil {\n\t\treturn x.CreatedAt\n\t}\n\treturn 0\n}\n\n// 服务器信息\ntype ServerInfo struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tServerId       string                 `protobuf:\"bytes,1,opt,name=server_id,json=serverId,proto3\" json:\"server_id,omitempty\"`\n\tName           string                 `protobuf:\"bytes,2,opt,name=name,proto3\" json:\"name,omitempty\"`\n\tVersion        string                 `protobuf:\"bytes,3,opt,name=version,proto3\" json:\"version,omitempty\"`\n\tMaxPlayers     int32                  `protobuf:\"varint,4,opt,name=max_players,json=maxPlayers,proto3\" json:\"max_players,omitempty\"`\n\tCurrentPlayers int32                  `protobuf:\"varint,5,opt,name=current_players,json=currentPlayers,proto3\" json:\"current_players,omitempty\"`\n\tIsOnline       bool                   `protobuf:\"varint,6,opt,name=is_online,json=isOnline,proto3\" json:\"is_online,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *ServerInfo) Reset() {\n\t*x = ServerInfo{}\n\tmi := &file_proto_common_proto_msgTypes[5]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ServerInfo) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ServerInfo) ProtoMessage() {}\n\nfunc (x *ServerInfo) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_common_proto_msgTypes[5]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ServerInfo.ProtoReflect.Descriptor instead.\nfunc (*ServerInfo) Descriptor() ([]byte, []int) {\n\treturn file_proto_common_proto_rawDescGZIP(), []int{5}\n}\n\nfunc (x *ServerInfo) GetServerId() string {\n\tif x != nil {\n\t\treturn x.ServerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ServerInfo) GetName() string {\n\tif x != nil {\n\t\treturn x.Name\n\t}\n\treturn \"\"\n}\n\nfunc (x *ServerInfo) GetVersion() string {\n\tif x != nil {\n\t\treturn x.Version\n\t}\n\treturn \"\"\n}\n\nfunc (x *ServerInfo) GetMaxPlayers() int32 {\n\tif x != nil {\n\t\treturn x.MaxPlayers\n\t}\n\treturn 0\n}\n\nfunc (x *ServerInfo) GetCurrentPlayers() int32 {\n\tif x != nil {\n\t\treturn x.CurrentPlayers\n\t}\n\treturn 0\n}\n\nfunc (x *ServerInfo) GetIsOnline() bool {\n\tif x != nil {\n\t\treturn x.IsOnline\n\t}\n\treturn false\n}\n\nvar File_proto_common_proto protoreflect.FileDescriptor\n\nconst file_proto_common_proto_rawDesc = \"\" +\n\t\"\\n\" +\n\t\"\\x12proto/common.proto\\x12\\x14greatestworks.common\\\"v\\n\" +\n\t\"\\x0eCommonResponse\\x12\\x18\\n\" +\n\t\"\\asuccess\\x18\\x01 \\x01(\\bR\\asuccess\\x12\\x18\\n\" +\n\t\"\\amessage\\x18\\x02 \\x01(\\tR\\amessage\\x12\\x12\\n\" +\n\t\"\\x04code\\x18\\x03 \\x01(\\x05R\\x04code\\x12\\x1c\\n\" +\n\t\"\\ttimestamp\\x18\\x04 \\x01(\\x03R\\ttimestamp\\\"\\xd8\\x01\\n\" +\n\t\"\\rCommonRequest\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"request_id\\x18\\x01 \\x01(\\tR\\trequestId\\x12\\x1c\\n\" +\n\t\"\\ttimestamp\\x18\\x02 \\x01(\\x03R\\ttimestamp\\x12M\\n\" +\n\t\"\\bmetadata\\x18\\x03 \\x03(\\v21.greatestworks.common.CommonRequest.MetadataEntryR\\bmetadata\\x1a;\\n\" +\n\t\"\\rMetadataEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"x\\n\" +\n\t\"\\x0ePaginationInfo\\x12\\x12\\n\" +\n\t\"\\x04page\\x18\\x01 \\x01(\\x05R\\x04page\\x12\\x1b\\n\" +\n\t\"\\tpage_size\\x18\\x02 \\x01(\\x05R\\bpageSize\\x12\\x14\\n\" +\n\t\"\\x05total\\x18\\x03 \\x01(\\x05R\\x05total\\x12\\x1f\\n\" +\n\t\"\\vtotal_pages\\x18\\x04 \\x01(\\x05R\\n\" +\n\t\"totalPages\\\"4\\n\" +\n\t\"\\bPosition\\x12\\f\\n\" +\n\t\"\\x01x\\x18\\x01 \\x01(\\x02R\\x01x\\x12\\f\\n\" +\n\t\"\\x01y\\x18\\x02 \\x01(\\x02R\\x01y\\x12\\f\\n\" +\n\t\"\\x01z\\x18\\x03 \\x01(\\x02R\\x01z\\\"\\xf2\\x01\\n\" +\n\t\"\\x0fPlayerBasicInfo\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x12\\n\" +\n\t\"\\x04name\\x18\\x02 \\x01(\\tR\\x04name\\x12\\x14\\n\" +\n\t\"\\x05level\\x18\\x03 \\x01(\\x05R\\x05level\\x12\\x1e\\n\" +\n\t\"\\n\" +\n\t\"experience\\x18\\x04 \\x01(\\x05R\\n\" +\n\t\"experience\\x12:\\n\" +\n\t\"\\bposition\\x18\\x05 \\x01(\\v2\\x1e.greatestworks.common.PositionR\\bposition\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"last_login\\x18\\x06 \\x01(\\x03R\\tlastLogin\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"created_at\\x18\\a \\x01(\\x03R\\tcreatedAt\\\"\\xbe\\x01\\n\" +\n\t\"\\n\" +\n\t\"ServerInfo\\x12\\x1b\\n\" +\n\t\"\\tserver_id\\x18\\x01 \\x01(\\tR\\bserverId\\x12\\x12\\n\" +\n\t\"\\x04name\\x18\\x02 \\x01(\\tR\\x04name\\x12\\x18\\n\" +\n\t\"\\aversion\\x18\\x03 \\x01(\\tR\\aversion\\x12\\x1f\\n\" +\n\t\"\\vmax_players\\x18\\x04 \\x01(\\x05R\\n\" +\n\t\"maxPlayers\\x12'\\n\" +\n\t\"\\x0fcurrent_players\\x18\\x05 \\x01(\\x05R\\x0ecurrentPlayers\\x12\\x1b\\n\" +\n\t\"\\tis_online\\x18\\x06 \\x01(\\bR\\bisOnline*\\xdf\\x01\\n\" +\n\t\"\\bItemType\\x12\\x19\\n\" +\n\t\"\\x15ITEM_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x14\\n\" +\n\t\"\\x10ITEM_TYPE_WEAPON\\x10\\x01\\x12\\x13\\n\" +\n\t\"\\x0fITEM_TYPE_ARMOR\\x10\\x02\\x12\\x17\\n\" +\n\t\"\\x13ITEM_TYPE_ACCESSORY\\x10\\x03\\x12\\x18\\n\" +\n\t\"\\x14ITEM_TYPE_CONSUMABLE\\x10\\x04\\x12\\x16\\n\" +\n\t\"\\x12ITEM_TYPE_MATERIAL\\x10\\x05\\x12\\x13\\n\" +\n\t\"\\x0fITEM_TYPE_QUEST\\x10\\x06\\x12\\x16\\n\" +\n\t\"\\x12ITEM_TYPE_CURRENCY\\x10\\a\\x12\\x15\\n\" +\n\t\"\\x11ITEM_TYPE_SPECIAL\\x10\\b*\\xc8\\x01\\n\" +\n\t\"\\tSkillType\\x12\\x1a\\n\" +\n\t\"\\x16SKILL_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x15\\n\" +\n\t\"\\x11SKILL_TYPE_ATTACK\\x10\\x01\\x12\\x16\\n\" +\n\t\"\\x12SKILL_TYPE_DEFENSE\\x10\\x02\\x12\\x13\\n\" +\n\t\"\\x0fSKILL_TYPE_HEAL\\x10\\x03\\x12\\x13\\n\" +\n\t\"\\x0fSKILL_TYPE_BUFF\\x10\\x04\\x12\\x15\\n\" +\n\t\"\\x11SKILL_TYPE_DEBUFF\\x10\\x05\\x12\\x16\\n\" +\n\t\"\\x12SKILL_TYPE_PASSIVE\\x10\\x06\\x12\\x17\\n\" +\n\t\"\\x13SKILL_TYPE_ULTIMATE\\x10\\a*\\xd4\\x01\\n\" +\n\t\"\\vChatChannel\\x12\\x1c\\n\" +\n\t\"\\x18CHAT_CHANNEL_UNSPECIFIED\\x10\\x00\\x12\\x16\\n\" +\n\t\"\\x12CHAT_CHANNEL_WORLD\\x10\\x01\\x12\\x16\\n\" +\n\t\"\\x12CHAT_CHANNEL_GUILD\\x10\\x02\\x12\\x15\\n\" +\n\t\"\\x11CHAT_CHANNEL_TEAM\\x10\\x03\\x12\\x18\\n\" +\n\t\"\\x14CHAT_CHANNEL_PRIVATE\\x10\\x04\\x12\\x17\\n\" +\n\t\"\\x13CHAT_CHANNEL_SYSTEM\\x10\\x05\\x12\\x16\\n\" +\n\t\"\\x12CHAT_CHANNEL_TRADE\\x10\\x06\\x12\\x15\\n\" +\n\t\"\\x11CHAT_CHANNEL_HELP\\x10\\a*\\xb8\\x01\\n\" +\n\t\"\\vQuestStatus\\x12\\x1c\\n\" +\n\t\"\\x18QUEST_STATUS_UNSPECIFIED\\x10\\x00\\x12\\x1c\\n\" +\n\t\"\\x18QUEST_STATUS_NOT_STARTED\\x10\\x01\\x12\\x1c\\n\" +\n\t\"\\x18QUEST_STATUS_IN_PROGRESS\\x10\\x02\\x12\\x1a\\n\" +\n\t\"\\x16QUEST_STATUS_COMPLETED\\x10\\x03\\x12\\x17\\n\" +\n\t\"\\x13QUEST_STATUS_FAILED\\x10\\x04\\x12\\x1a\\n\" +\n\t\"\\x16QUEST_STATUS_CANCELLED\\x10\\x05*\\xb0\\x01\\n\" +\n\t\"\\tQuestType\\x12\\x1a\\n\" +\n\t\"\\x16QUEST_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x13\\n\" +\n\t\"\\x0fQUEST_TYPE_MAIN\\x10\\x01\\x12\\x13\\n\" +\n\t\"\\x0fQUEST_TYPE_SIDE\\x10\\x02\\x12\\x14\\n\" +\n\t\"\\x10QUEST_TYPE_DAILY\\x10\\x03\\x12\\x15\\n\" +\n\t\"\\x11QUEST_TYPE_WEEKLY\\x10\\x04\\x12\\x14\\n\" +\n\t\"\\x10QUEST_TYPE_EVENT\\x10\\x05\\x12\\x1a\\n\" +\n\t\"\\x16QUEST_TYPE_ACHIEVEMENT\\x10\\x06*\\xba\\x01\\n\" +\n\t\"\\n\" +\n\t\"ItemRarity\\x12\\x1b\\n\" +\n\t\"\\x17ITEM_RARITY_UNSPECIFIED\\x10\\x00\\x12\\x16\\n\" +\n\t\"\\x12ITEM_RARITY_COMMON\\x10\\x01\\x12\\x18\\n\" +\n\t\"\\x14ITEM_RARITY_UNCOMMON\\x10\\x02\\x12\\x14\\n\" +\n\t\"\\x10ITEM_RARITY_RARE\\x10\\x03\\x12\\x14\\n\" +\n\t\"\\x10ITEM_RARITY_EPIC\\x10\\x04\\x12\\x19\\n\" +\n\t\"\\x15ITEM_RARITY_LEGENDARY\\x10\\x05\\x12\\x16\\n\" +\n\t\"\\x12ITEM_RARITY_MYTHIC\\x10\\x06B<Z#greatestworks/internal/proto/common\\xaa\\x02\\x14GreatestWorks.Commonb\\x06proto3\"\n\nvar (\n\tfile_proto_common_proto_rawDescOnce sync.Once\n\tfile_proto_common_proto_rawDescData []byte\n)\n\nfunc file_proto_common_proto_rawDescGZIP() []byte {\n\tfile_proto_common_proto_rawDescOnce.Do(func() {\n\t\tfile_proto_common_proto_rawDescData = protoimpl.X.CompressGZIP(unsafe.Slice(unsafe.StringData(file_proto_common_proto_rawDesc), len(file_proto_common_proto_rawDesc)))\n\t})\n\treturn file_proto_common_proto_rawDescData\n}\n\nvar file_proto_common_proto_enumTypes = make([]protoimpl.EnumInfo, 6)\nvar file_proto_common_proto_msgTypes = make([]protoimpl.MessageInfo, 7)\nvar file_proto_common_proto_goTypes = []any{\n\t(ItemType)(0),           // 0: greatestworks.common.ItemType\n\t(SkillType)(0),          // 1: greatestworks.common.SkillType\n\t(ChatChannel)(0),        // 2: greatestworks.common.ChatChannel\n\t(QuestStatus)(0),        // 3: greatestworks.common.QuestStatus\n\t(QuestType)(0),          // 4: greatestworks.common.QuestType\n\t(ItemRarity)(0),         // 5: greatestworks.common.ItemRarity\n\t(*CommonResponse)(nil),  // 6: greatestworks.common.CommonResponse\n\t(*CommonRequest)(nil),   // 7: greatestworks.common.CommonRequest\n\t(*PaginationInfo)(nil),  // 8: greatestworks.common.PaginationInfo\n\t(*Position)(nil),        // 9: greatestworks.common.Position\n\t(*PlayerBasicInfo)(nil), // 10: greatestworks.common.PlayerBasicInfo\n\t(*ServerInfo)(nil),      // 11: greatestworks.common.ServerInfo\n\tnil,                     // 12: greatestworks.common.CommonRequest.MetadataEntry\n}\nvar file_proto_common_proto_depIdxs = []int32{\n\t12, // 0: greatestworks.common.CommonRequest.metadata:type_name -> greatestworks.common.CommonRequest.MetadataEntry\n\t9,  // 1: greatestworks.common.PlayerBasicInfo.position:type_name -> greatestworks.common.Position\n\t2,  // [2:2] is the sub-list for method output_type\n\t2,  // [2:2] is the sub-list for method input_type\n\t2,  // [2:2] is the sub-list for extension type_name\n\t2,  // [2:2] is the sub-list for extension extendee\n\t0,  // [0:2] is the sub-list for field type_name\n}\n\nfunc init() { file_proto_common_proto_init() }\nfunc file_proto_common_proto_init() {\n\tif File_proto_common_proto != nil {\n\t\treturn\n\t}\n\ttype x struct{}\n\tout := protoimpl.TypeBuilder{\n\t\tFile: protoimpl.DescBuilder{\n\t\t\tGoPackagePath: reflect.TypeOf(x{}).PkgPath(),\n\t\t\tRawDescriptor: unsafe.Slice(unsafe.StringData(file_proto_common_proto_rawDesc), len(file_proto_common_proto_rawDesc)),\n\t\t\tNumEnums:      6,\n\t\t\tNumMessages:   7,\n\t\t\tNumExtensions: 0,\n\t\t\tNumServices:   0,\n\t\t},\n\t\tGoTypes:           file_proto_common_proto_goTypes,\n\t\tDependencyIndexes: file_proto_common_proto_depIdxs,\n\t\tEnumInfos:         file_proto_common_proto_enumTypes,\n\t\tMessageInfos:      file_proto_common_proto_msgTypes,\n\t}.Build()\n\tFile_proto_common_proto = out.File\n\tfile_proto_common_proto_goTypes = nil\n\tfile_proto_common_proto_depIdxs = nil\n}\n"
  },
  {
    "path": "internal/proto/errors/errors.pb.go",
    "content": "// Code generated by protoc-gen-go. DO NOT EDIT.\n// versions:\n// \tprotoc-gen-go v1.36.10\n// \tprotoc        v4.25.1\n// source: proto/errors.proto\n\npackage errors\n\nimport (\n\tprotoreflect \"google.golang.org/protobuf/reflect/protoreflect\"\n\tprotoimpl \"google.golang.org/protobuf/runtime/protoimpl\"\n\treflect \"reflect\"\n\tsync \"sync\"\n\tunsafe \"unsafe\"\n)\n\nconst (\n\t// Verify that this generated code is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(20 - protoimpl.MinVersion)\n\t// Verify that runtime/protoimpl is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(protoimpl.MaxVersion - 20)\n)\n\n// 错误码枚举 - 通用错误 (1000-1999)\ntype CommonErrorCode int32\n\nconst (\n\tCommonErrorCode_COMMON_ERROR_CODE_UNSPECIFIED CommonErrorCode = 0\n\t// 成功状态\n\tCommonErrorCode_ERR_SUCCESS CommonErrorCode = 0 // 成功\n\t// 通用错误\n\tCommonErrorCode_ERR_UNKNOWN           CommonErrorCode = 1000 // 未知错误\n\tCommonErrorCode_ERR_INVALID_MESSAGE   CommonErrorCode = 1001 // 无效消息\n\tCommonErrorCode_ERR_AUTH_FAILED       CommonErrorCode = 1002 // 认证失败\n\tCommonErrorCode_ERR_PLAYER_NOT_FOUND  CommonErrorCode = 1003 // 玩家未找到\n\tCommonErrorCode_ERR_BATTLE_NOT_FOUND  CommonErrorCode = 1004 // 战斗未找到\n\tCommonErrorCode_ERR_UNKNOWN_MESSAGE   CommonErrorCode = 1005 // 未知消息类型\n\tCommonErrorCode_ERR_SERVER_BUSY       CommonErrorCode = 1006 // 服务器繁忙\n\tCommonErrorCode_ERR_INVALID_PLAYER    CommonErrorCode = 1007 // 无效玩家\n\tCommonErrorCode_ERR_PERMISSION_DENIED CommonErrorCode = 1008 // 权限不足\n\tCommonErrorCode_ERR_RATE_LIMITED      CommonErrorCode = 1009 // 请求过于频繁\n\tCommonErrorCode_ERR_MAINTENANCE       CommonErrorCode = 1010 // 服务器维护\n\tCommonErrorCode_ERR_INVALID_REQUEST   CommonErrorCode = 1011 // 无效请求\n\tCommonErrorCode_ERR_TIMEOUT           CommonErrorCode = 1012 // 请求超时\n\tCommonErrorCode_ERR_CONNECTION_LOST   CommonErrorCode = 1013 // 连接丢失\n\tCommonErrorCode_ERR_INVALID_TOKEN     CommonErrorCode = 1014 // 无效令牌\n\tCommonErrorCode_ERR_SESSION_EXPIRED   CommonErrorCode = 1015 // 会话过期\n)\n\n// Enum value maps for CommonErrorCode.\nvar (\n\tCommonErrorCode_name = map[int32]string{\n\t\t0: \"COMMON_ERROR_CODE_UNSPECIFIED\",\n\t\t// Duplicate value: 0: \"ERR_SUCCESS\",\n\t\t1000: \"ERR_UNKNOWN\",\n\t\t1001: \"ERR_INVALID_MESSAGE\",\n\t\t1002: \"ERR_AUTH_FAILED\",\n\t\t1003: \"ERR_PLAYER_NOT_FOUND\",\n\t\t1004: \"ERR_BATTLE_NOT_FOUND\",\n\t\t1005: \"ERR_UNKNOWN_MESSAGE\",\n\t\t1006: \"ERR_SERVER_BUSY\",\n\t\t1007: \"ERR_INVALID_PLAYER\",\n\t\t1008: \"ERR_PERMISSION_DENIED\",\n\t\t1009: \"ERR_RATE_LIMITED\",\n\t\t1010: \"ERR_MAINTENANCE\",\n\t\t1011: \"ERR_INVALID_REQUEST\",\n\t\t1012: \"ERR_TIMEOUT\",\n\t\t1013: \"ERR_CONNECTION_LOST\",\n\t\t1014: \"ERR_INVALID_TOKEN\",\n\t\t1015: \"ERR_SESSION_EXPIRED\",\n\t}\n\tCommonErrorCode_value = map[string]int32{\n\t\t\"COMMON_ERROR_CODE_UNSPECIFIED\": 0,\n\t\t\"ERR_SUCCESS\":                   0,\n\t\t\"ERR_UNKNOWN\":                   1000,\n\t\t\"ERR_INVALID_MESSAGE\":           1001,\n\t\t\"ERR_AUTH_FAILED\":               1002,\n\t\t\"ERR_PLAYER_NOT_FOUND\":          1003,\n\t\t\"ERR_BATTLE_NOT_FOUND\":          1004,\n\t\t\"ERR_UNKNOWN_MESSAGE\":           1005,\n\t\t\"ERR_SERVER_BUSY\":               1006,\n\t\t\"ERR_INVALID_PLAYER\":            1007,\n\t\t\"ERR_PERMISSION_DENIED\":         1008,\n\t\t\"ERR_RATE_LIMITED\":              1009,\n\t\t\"ERR_MAINTENANCE\":               1010,\n\t\t\"ERR_INVALID_REQUEST\":           1011,\n\t\t\"ERR_TIMEOUT\":                   1012,\n\t\t\"ERR_CONNECTION_LOST\":           1013,\n\t\t\"ERR_INVALID_TOKEN\":             1014,\n\t\t\"ERR_SESSION_EXPIRED\":           1015,\n\t}\n)\n\nfunc (x CommonErrorCode) Enum() *CommonErrorCode {\n\tp := new(CommonErrorCode)\n\t*p = x\n\treturn p\n}\n\nfunc (x CommonErrorCode) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (CommonErrorCode) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_errors_proto_enumTypes[0].Descriptor()\n}\n\nfunc (CommonErrorCode) Type() protoreflect.EnumType {\n\treturn &file_proto_errors_proto_enumTypes[0]\n}\n\nfunc (x CommonErrorCode) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use CommonErrorCode.Descriptor instead.\nfunc (CommonErrorCode) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_errors_proto_rawDescGZIP(), []int{0}\n}\n\n// 错误码枚举 - 战斗相关错误 (2000-2999)\ntype BattleErrorCode int32\n\nconst (\n\tBattleErrorCode_BATTLE_ERROR_CODE_UNSPECIFIED BattleErrorCode = 0\n\t// 战斗基础错误\n\tBattleErrorCode_ERR_INVALID_CREATOR_ID     BattleErrorCode = 2001 // 无效创建者ID\n\tBattleErrorCode_ERR_INVALID_BATTLE_TYPE    BattleErrorCode = 2002 // 无效战斗类型\n\tBattleErrorCode_ERR_INVALID_BATTLE_ID      BattleErrorCode = 2003 // 无效战斗ID\n\tBattleErrorCode_ERR_INVALID_PLAYER_ID      BattleErrorCode = 2004 // 无效玩家ID\n\tBattleErrorCode_ERR_INVALID_TARGET_ID      BattleErrorCode = 2005 // 无效目标ID\n\tBattleErrorCode_ERR_INVALID_SKILL_ID       BattleErrorCode = 2006 // 无效技能ID\n\tBattleErrorCode_ERR_INVALID_TEAM           BattleErrorCode = 2007 // 无效队伍\n\tBattleErrorCode_ERR_BATTLE_ALREADY_STARTED BattleErrorCode = 2008 // 战斗已开始\n\tBattleErrorCode_ERR_BATTLE_NOT_STARTED     BattleErrorCode = 2009 // 战斗未开始\n\tBattleErrorCode_ERR_PLAYER_NOT_IN_BATTLE   BattleErrorCode = 2010 // 玩家不在战斗中\n\tBattleErrorCode_ERR_INSUFFICIENT_MANA      BattleErrorCode = 2011 // MP不足\n\tBattleErrorCode_ERR_SKILL_ON_COOLDOWN      BattleErrorCode = 2012 // 技能冷却中\n\tBattleErrorCode_ERR_INVALID_ACTION         BattleErrorCode = 2013 // 无效行动\n\tBattleErrorCode_ERR_BATTLE_FULL            BattleErrorCode = 2014 // 战斗已满\n\tBattleErrorCode_ERR_BATTLE_ENDED           BattleErrorCode = 2015 // 战斗已结束\n\tBattleErrorCode_ERR_NOT_YOUR_TURN          BattleErrorCode = 2016 // 不是你的回合\n\tBattleErrorCode_ERR_BATTLE_CANCELLED       BattleErrorCode = 2017 // 战斗已取消\n\tBattleErrorCode_ERR_INVALID_BATTLE_STATE   BattleErrorCode = 2018 // 无效战斗状态\n\tBattleErrorCode_ERR_BATTLE_TIMEOUT         BattleErrorCode = 2019 // 战斗超时\n)\n\n// Enum value maps for BattleErrorCode.\nvar (\n\tBattleErrorCode_name = map[int32]string{\n\t\t0:    \"BATTLE_ERROR_CODE_UNSPECIFIED\",\n\t\t2001: \"ERR_INVALID_CREATOR_ID\",\n\t\t2002: \"ERR_INVALID_BATTLE_TYPE\",\n\t\t2003: \"ERR_INVALID_BATTLE_ID\",\n\t\t2004: \"ERR_INVALID_PLAYER_ID\",\n\t\t2005: \"ERR_INVALID_TARGET_ID\",\n\t\t2006: \"ERR_INVALID_SKILL_ID\",\n\t\t2007: \"ERR_INVALID_TEAM\",\n\t\t2008: \"ERR_BATTLE_ALREADY_STARTED\",\n\t\t2009: \"ERR_BATTLE_NOT_STARTED\",\n\t\t2010: \"ERR_PLAYER_NOT_IN_BATTLE\",\n\t\t2011: \"ERR_INSUFFICIENT_MANA\",\n\t\t2012: \"ERR_SKILL_ON_COOLDOWN\",\n\t\t2013: \"ERR_INVALID_ACTION\",\n\t\t2014: \"ERR_BATTLE_FULL\",\n\t\t2015: \"ERR_BATTLE_ENDED\",\n\t\t2016: \"ERR_NOT_YOUR_TURN\",\n\t\t2017: \"ERR_BATTLE_CANCELLED\",\n\t\t2018: \"ERR_INVALID_BATTLE_STATE\",\n\t\t2019: \"ERR_BATTLE_TIMEOUT\",\n\t}\n\tBattleErrorCode_value = map[string]int32{\n\t\t\"BATTLE_ERROR_CODE_UNSPECIFIED\": 0,\n\t\t\"ERR_INVALID_CREATOR_ID\":        2001,\n\t\t\"ERR_INVALID_BATTLE_TYPE\":       2002,\n\t\t\"ERR_INVALID_BATTLE_ID\":         2003,\n\t\t\"ERR_INVALID_PLAYER_ID\":         2004,\n\t\t\"ERR_INVALID_TARGET_ID\":         2005,\n\t\t\"ERR_INVALID_SKILL_ID\":          2006,\n\t\t\"ERR_INVALID_TEAM\":              2007,\n\t\t\"ERR_BATTLE_ALREADY_STARTED\":    2008,\n\t\t\"ERR_BATTLE_NOT_STARTED\":        2009,\n\t\t\"ERR_PLAYER_NOT_IN_BATTLE\":      2010,\n\t\t\"ERR_INSUFFICIENT_MANA\":         2011,\n\t\t\"ERR_SKILL_ON_COOLDOWN\":         2012,\n\t\t\"ERR_INVALID_ACTION\":            2013,\n\t\t\"ERR_BATTLE_FULL\":               2014,\n\t\t\"ERR_BATTLE_ENDED\":              2015,\n\t\t\"ERR_NOT_YOUR_TURN\":             2016,\n\t\t\"ERR_BATTLE_CANCELLED\":          2017,\n\t\t\"ERR_INVALID_BATTLE_STATE\":      2018,\n\t\t\"ERR_BATTLE_TIMEOUT\":            2019,\n\t}\n)\n\nfunc (x BattleErrorCode) Enum() *BattleErrorCode {\n\tp := new(BattleErrorCode)\n\t*p = x\n\treturn p\n}\n\nfunc (x BattleErrorCode) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (BattleErrorCode) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_errors_proto_enumTypes[1].Descriptor()\n}\n\nfunc (BattleErrorCode) Type() protoreflect.EnumType {\n\treturn &file_proto_errors_proto_enumTypes[1]\n}\n\nfunc (x BattleErrorCode) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use BattleErrorCode.Descriptor instead.\nfunc (BattleErrorCode) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_errors_proto_rawDescGZIP(), []int{1}\n}\n\n// 错误码枚举 - 宠物相关错误 (3000-3999)\ntype PetErrorCode int32\n\nconst (\n\tPetErrorCode_PET_ERROR_CODE_UNSPECIFIED  PetErrorCode = 0\n\tPetErrorCode_ERR_PET_NOT_FOUND           PetErrorCode = 3001 // 宠物未找到\n\tPetErrorCode_ERR_PET_ALREADY_ACTIVE      PetErrorCode = 3002 // 宠物已激活\n\tPetErrorCode_ERR_PET_NOT_ACTIVE          PetErrorCode = 3003 // 宠物未激活\n\tPetErrorCode_ERR_PET_LEVEL_TOO_LOW       PetErrorCode = 3004 // 宠物等级过低\n\tPetErrorCode_ERR_PET_EVOLUTION_FAIL      PetErrorCode = 3005 // 宠物进化失败\n\tPetErrorCode_ERR_PET_INSUFFICIENT_EXP    PetErrorCode = 3006 // 宠物经验不足\n\tPetErrorCode_ERR_PET_ALREADY_EVOLVED     PetErrorCode = 3007 // 宠物已进化\n\tPetErrorCode_ERR_PET_TRAINING_FAILED     PetErrorCode = 3008 // 宠物训练失败\n\tPetErrorCode_ERR_PET_FEEDING_FAILED      PetErrorCode = 3009 // 宠物喂养失败\n\tPetErrorCode_ERR_PET_SKILL_NOT_LEARNED   PetErrorCode = 3010 // 宠物技能未学习\n\tPetErrorCode_ERR_PET_INSUFFICIENT_ENERGY PetErrorCode = 3011 // 宠物能量不足\n\tPetErrorCode_ERR_PET_SICK                PetErrorCode = 3012 // 宠物生病\n\tPetErrorCode_ERR_PET_DEAD                PetErrorCode = 3013 // 宠物死亡\n\tPetErrorCode_ERR_PET_BOND_FAILED         PetErrorCode = 3014 // 宠物羁绊失败\n)\n\n// Enum value maps for PetErrorCode.\nvar (\n\tPetErrorCode_name = map[int32]string{\n\t\t0:    \"PET_ERROR_CODE_UNSPECIFIED\",\n\t\t3001: \"ERR_PET_NOT_FOUND\",\n\t\t3002: \"ERR_PET_ALREADY_ACTIVE\",\n\t\t3003: \"ERR_PET_NOT_ACTIVE\",\n\t\t3004: \"ERR_PET_LEVEL_TOO_LOW\",\n\t\t3005: \"ERR_PET_EVOLUTION_FAIL\",\n\t\t3006: \"ERR_PET_INSUFFICIENT_EXP\",\n\t\t3007: \"ERR_PET_ALREADY_EVOLVED\",\n\t\t3008: \"ERR_PET_TRAINING_FAILED\",\n\t\t3009: \"ERR_PET_FEEDING_FAILED\",\n\t\t3010: \"ERR_PET_SKILL_NOT_LEARNED\",\n\t\t3011: \"ERR_PET_INSUFFICIENT_ENERGY\",\n\t\t3012: \"ERR_PET_SICK\",\n\t\t3013: \"ERR_PET_DEAD\",\n\t\t3014: \"ERR_PET_BOND_FAILED\",\n\t}\n\tPetErrorCode_value = map[string]int32{\n\t\t\"PET_ERROR_CODE_UNSPECIFIED\":  0,\n\t\t\"ERR_PET_NOT_FOUND\":           3001,\n\t\t\"ERR_PET_ALREADY_ACTIVE\":      3002,\n\t\t\"ERR_PET_NOT_ACTIVE\":          3003,\n\t\t\"ERR_PET_LEVEL_TOO_LOW\":       3004,\n\t\t\"ERR_PET_EVOLUTION_FAIL\":      3005,\n\t\t\"ERR_PET_INSUFFICIENT_EXP\":    3006,\n\t\t\"ERR_PET_ALREADY_EVOLVED\":     3007,\n\t\t\"ERR_PET_TRAINING_FAILED\":     3008,\n\t\t\"ERR_PET_FEEDING_FAILED\":      3009,\n\t\t\"ERR_PET_SKILL_NOT_LEARNED\":   3010,\n\t\t\"ERR_PET_INSUFFICIENT_ENERGY\": 3011,\n\t\t\"ERR_PET_SICK\":                3012,\n\t\t\"ERR_PET_DEAD\":                3013,\n\t\t\"ERR_PET_BOND_FAILED\":         3014,\n\t}\n)\n\nfunc (x PetErrorCode) Enum() *PetErrorCode {\n\tp := new(PetErrorCode)\n\t*p = x\n\treturn p\n}\n\nfunc (x PetErrorCode) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PetErrorCode) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_errors_proto_enumTypes[2].Descriptor()\n}\n\nfunc (PetErrorCode) Type() protoreflect.EnumType {\n\treturn &file_proto_errors_proto_enumTypes[2]\n}\n\nfunc (x PetErrorCode) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PetErrorCode.Descriptor instead.\nfunc (PetErrorCode) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_errors_proto_rawDescGZIP(), []int{2}\n}\n\n// 错误码枚举 - 物品相关错误 (4000-4999)\ntype ItemErrorCode int32\n\nconst (\n\tItemErrorCode_ITEM_ERROR_CODE_UNSPECIFIED ItemErrorCode = 0\n\tItemErrorCode_ERR_ITEM_NOT_FOUND          ItemErrorCode = 4001 // 物品未找到\n\tItemErrorCode_ERR_ITEM_NOT_USABLE         ItemErrorCode = 4002 // 物品不可使用\n\tItemErrorCode_ERR_INVENTORY_FULL          ItemErrorCode = 4003 // 背包已满\n\tItemErrorCode_ERR_INSUFFICIENT_ITEM       ItemErrorCode = 4004 // 物品数量不足\n\tItemErrorCode_ERR_ITEM_EQUIP_FAILED       ItemErrorCode = 4005 // 装备失败\n\tItemErrorCode_ERR_ITEM_UNEQUIP_FAILED     ItemErrorCode = 4006 // 卸装失败\n\tItemErrorCode_ERR_ITEM_CRAFT_FAILED       ItemErrorCode = 4007 // 制作失败\n\tItemErrorCode_ERR_ITEM_ENHANCE_FAILED     ItemErrorCode = 4008 // 强化失败\n\tItemErrorCode_ERR_ITEM_TRADE_FAILED       ItemErrorCode = 4009 // 交易失败\n\tItemErrorCode_ERR_ITEM_DROP_FAILED        ItemErrorCode = 4010 // 丢弃失败\n\tItemErrorCode_ERR_ITEM_PICKUP_FAILED      ItemErrorCode = 4011 // 拾取失败\n\tItemErrorCode_ERR_ITEM_STACK_FULL         ItemErrorCode = 4012 // 物品堆叠已满\n\tItemErrorCode_ERR_ITEM_NOT_TRADEABLE      ItemErrorCode = 4013 // 物品不可交易\n\tItemErrorCode_ERR_ITEM_BOUND              ItemErrorCode = 4014 // 物品已绑定\n\tItemErrorCode_ERR_ITEM_LEVEL_TOO_LOW      ItemErrorCode = 4015 // 物品等级过低\n)\n\n// Enum value maps for ItemErrorCode.\nvar (\n\tItemErrorCode_name = map[int32]string{\n\t\t0:    \"ITEM_ERROR_CODE_UNSPECIFIED\",\n\t\t4001: \"ERR_ITEM_NOT_FOUND\",\n\t\t4002: \"ERR_ITEM_NOT_USABLE\",\n\t\t4003: \"ERR_INVENTORY_FULL\",\n\t\t4004: \"ERR_INSUFFICIENT_ITEM\",\n\t\t4005: \"ERR_ITEM_EQUIP_FAILED\",\n\t\t4006: \"ERR_ITEM_UNEQUIP_FAILED\",\n\t\t4007: \"ERR_ITEM_CRAFT_FAILED\",\n\t\t4008: \"ERR_ITEM_ENHANCE_FAILED\",\n\t\t4009: \"ERR_ITEM_TRADE_FAILED\",\n\t\t4010: \"ERR_ITEM_DROP_FAILED\",\n\t\t4011: \"ERR_ITEM_PICKUP_FAILED\",\n\t\t4012: \"ERR_ITEM_STACK_FULL\",\n\t\t4013: \"ERR_ITEM_NOT_TRADEABLE\",\n\t\t4014: \"ERR_ITEM_BOUND\",\n\t\t4015: \"ERR_ITEM_LEVEL_TOO_LOW\",\n\t}\n\tItemErrorCode_value = map[string]int32{\n\t\t\"ITEM_ERROR_CODE_UNSPECIFIED\": 0,\n\t\t\"ERR_ITEM_NOT_FOUND\":          4001,\n\t\t\"ERR_ITEM_NOT_USABLE\":         4002,\n\t\t\"ERR_INVENTORY_FULL\":          4003,\n\t\t\"ERR_INSUFFICIENT_ITEM\":       4004,\n\t\t\"ERR_ITEM_EQUIP_FAILED\":       4005,\n\t\t\"ERR_ITEM_UNEQUIP_FAILED\":     4006,\n\t\t\"ERR_ITEM_CRAFT_FAILED\":       4007,\n\t\t\"ERR_ITEM_ENHANCE_FAILED\":     4008,\n\t\t\"ERR_ITEM_TRADE_FAILED\":       4009,\n\t\t\"ERR_ITEM_DROP_FAILED\":        4010,\n\t\t\"ERR_ITEM_PICKUP_FAILED\":      4011,\n\t\t\"ERR_ITEM_STACK_FULL\":         4012,\n\t\t\"ERR_ITEM_NOT_TRADEABLE\":      4013,\n\t\t\"ERR_ITEM_BOUND\":              4014,\n\t\t\"ERR_ITEM_LEVEL_TOO_LOW\":      4015,\n\t}\n)\n\nfunc (x ItemErrorCode) Enum() *ItemErrorCode {\n\tp := new(ItemErrorCode)\n\t*p = x\n\treturn p\n}\n\nfunc (x ItemErrorCode) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (ItemErrorCode) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_errors_proto_enumTypes[3].Descriptor()\n}\n\nfunc (ItemErrorCode) Type() protoreflect.EnumType {\n\treturn &file_proto_errors_proto_enumTypes[3]\n}\n\nfunc (x ItemErrorCode) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use ItemErrorCode.Descriptor instead.\nfunc (ItemErrorCode) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_errors_proto_rawDescGZIP(), []int{3}\n}\n\n// 错误码枚举 - 建筑相关错误 (5000-5999)\ntype BuildingErrorCode int32\n\nconst (\n\tBuildingErrorCode_BUILDING_ERROR_CODE_UNSPECIFIED     BuildingErrorCode = 0\n\tBuildingErrorCode_ERR_BUILDING_NOT_FOUND              BuildingErrorCode = 5001 // 建筑未找到\n\tBuildingErrorCode_ERR_BUILDING_ALREADY_EXISTS         BuildingErrorCode = 5002 // 建筑已存在\n\tBuildingErrorCode_ERR_BUILDING_INSUFFICIENT_RESOURCES BuildingErrorCode = 5003 // 资源不足\n\tBuildingErrorCode_ERR_BUILDING_UPGRADE_FAILED         BuildingErrorCode = 5004 // 升级失败\n\tBuildingErrorCode_ERR_BUILDING_DESTROY_FAILED         BuildingErrorCode = 5005 // 摧毁失败\n\tBuildingErrorCode_ERR_BUILDING_PRODUCE_FAILED         BuildingErrorCode = 5006 // 生产失败\n\tBuildingErrorCode_ERR_BUILDING_COLLECT_FAILED         BuildingErrorCode = 5007 // 收集失败\n\tBuildingErrorCode_ERR_BUILDING_REPAIR_FAILED          BuildingErrorCode = 5008 // 修复失败\n\tBuildingErrorCode_ERR_BUILDING_LEVEL_TOO_LOW          BuildingErrorCode = 5009 // 建筑等级过低\n\tBuildingErrorCode_ERR_BUILDING_LEVEL_TOO_HIGH         BuildingErrorCode = 5010 // 建筑等级过高\n\tBuildingErrorCode_ERR_BUILDING_NOT_READY              BuildingErrorCode = 5011 // 建筑未就绪\n\tBuildingErrorCode_ERR_BUILDING_UNDER_CONSTRUCTION     BuildingErrorCode = 5012 // 建筑建造中\n)\n\n// Enum value maps for BuildingErrorCode.\nvar (\n\tBuildingErrorCode_name = map[int32]string{\n\t\t0:    \"BUILDING_ERROR_CODE_UNSPECIFIED\",\n\t\t5001: \"ERR_BUILDING_NOT_FOUND\",\n\t\t5002: \"ERR_BUILDING_ALREADY_EXISTS\",\n\t\t5003: \"ERR_BUILDING_INSUFFICIENT_RESOURCES\",\n\t\t5004: \"ERR_BUILDING_UPGRADE_FAILED\",\n\t\t5005: \"ERR_BUILDING_DESTROY_FAILED\",\n\t\t5006: \"ERR_BUILDING_PRODUCE_FAILED\",\n\t\t5007: \"ERR_BUILDING_COLLECT_FAILED\",\n\t\t5008: \"ERR_BUILDING_REPAIR_FAILED\",\n\t\t5009: \"ERR_BUILDING_LEVEL_TOO_LOW\",\n\t\t5010: \"ERR_BUILDING_LEVEL_TOO_HIGH\",\n\t\t5011: \"ERR_BUILDING_NOT_READY\",\n\t\t5012: \"ERR_BUILDING_UNDER_CONSTRUCTION\",\n\t}\n\tBuildingErrorCode_value = map[string]int32{\n\t\t\"BUILDING_ERROR_CODE_UNSPECIFIED\":     0,\n\t\t\"ERR_BUILDING_NOT_FOUND\":              5001,\n\t\t\"ERR_BUILDING_ALREADY_EXISTS\":         5002,\n\t\t\"ERR_BUILDING_INSUFFICIENT_RESOURCES\": 5003,\n\t\t\"ERR_BUILDING_UPGRADE_FAILED\":         5004,\n\t\t\"ERR_BUILDING_DESTROY_FAILED\":         5005,\n\t\t\"ERR_BUILDING_PRODUCE_FAILED\":         5006,\n\t\t\"ERR_BUILDING_COLLECT_FAILED\":         5007,\n\t\t\"ERR_BUILDING_REPAIR_FAILED\":          5008,\n\t\t\"ERR_BUILDING_LEVEL_TOO_LOW\":          5009,\n\t\t\"ERR_BUILDING_LEVEL_TOO_HIGH\":         5010,\n\t\t\"ERR_BUILDING_NOT_READY\":              5011,\n\t\t\"ERR_BUILDING_UNDER_CONSTRUCTION\":     5012,\n\t}\n)\n\nfunc (x BuildingErrorCode) Enum() *BuildingErrorCode {\n\tp := new(BuildingErrorCode)\n\t*p = x\n\treturn p\n}\n\nfunc (x BuildingErrorCode) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (BuildingErrorCode) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_errors_proto_enumTypes[4].Descriptor()\n}\n\nfunc (BuildingErrorCode) Type() protoreflect.EnumType {\n\treturn &file_proto_errors_proto_enumTypes[4]\n}\n\nfunc (x BuildingErrorCode) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use BuildingErrorCode.Descriptor instead.\nfunc (BuildingErrorCode) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_errors_proto_rawDescGZIP(), []int{4}\n}\n\n// 错误码枚举 - 社交相关错误 (6000-6999)\ntype SocialErrorCode int32\n\nconst (\n\tSocialErrorCode_SOCIAL_ERROR_CODE_UNSPECIFIED SocialErrorCode = 0\n\tSocialErrorCode_ERR_FRIEND_NOT_FOUND          SocialErrorCode = 6001 // 好友未找到\n\tSocialErrorCode_ERR_FRIEND_ALREADY_EXISTS     SocialErrorCode = 6002 // 好友已存在\n\tSocialErrorCode_ERR_FRIEND_REQUEST_FAILED     SocialErrorCode = 6003 // 好友请求失败\n\tSocialErrorCode_ERR_FRIEND_ACCEPT_FAILED      SocialErrorCode = 6004 // 接受好友失败\n\tSocialErrorCode_ERR_FRIEND_REJECT_FAILED      SocialErrorCode = 6005 // 拒绝好友失败\n\tSocialErrorCode_ERR_FRIEND_REMOVE_FAILED      SocialErrorCode = 6006 // 删除好友失败\n\tSocialErrorCode_ERR_GUILD_NOT_FOUND           SocialErrorCode = 6007 // 公会未找到\n\tSocialErrorCode_ERR_GUILD_ALREADY_EXISTS      SocialErrorCode = 6008 // 公会已存在\n\tSocialErrorCode_ERR_GUILD_CREATE_FAILED       SocialErrorCode = 6009 // 创建公会失败\n\tSocialErrorCode_ERR_GUILD_JOIN_FAILED         SocialErrorCode = 6010 // 加入公会失败\n\tSocialErrorCode_ERR_GUILD_LEAVE_FAILED        SocialErrorCode = 6011 // 离开公会失败\n\tSocialErrorCode_ERR_GUILD_PERMISSION_DENIED   SocialErrorCode = 6012 // 公会权限不足\n\tSocialErrorCode_ERR_TEAM_NOT_FOUND            SocialErrorCode = 6013 // 队伍未找到\n\tSocialErrorCode_ERR_TEAM_ALREADY_EXISTS       SocialErrorCode = 6014 // 队伍已存在\n\tSocialErrorCode_ERR_TEAM_CREATE_FAILED        SocialErrorCode = 6015 // 创建队伍失败\n\tSocialErrorCode_ERR_TEAM_JOIN_FAILED          SocialErrorCode = 6016 // 加入队伍失败\n\tSocialErrorCode_ERR_TEAM_LEAVE_FAILED         SocialErrorCode = 6017 // 离开队伍失败\n\tSocialErrorCode_ERR_CHAT_MESSAGE_FAILED       SocialErrorCode = 6018 // 聊天消息失败\n\tSocialErrorCode_ERR_CHAT_CHANNEL_NOT_FOUND    SocialErrorCode = 6019 // 聊天频道未找到\n\tSocialErrorCode_ERR_CHAT_PERMISSION_DENIED    SocialErrorCode = 6020 // 聊天权限不足\n)\n\n// Enum value maps for SocialErrorCode.\nvar (\n\tSocialErrorCode_name = map[int32]string{\n\t\t0:    \"SOCIAL_ERROR_CODE_UNSPECIFIED\",\n\t\t6001: \"ERR_FRIEND_NOT_FOUND\",\n\t\t6002: \"ERR_FRIEND_ALREADY_EXISTS\",\n\t\t6003: \"ERR_FRIEND_REQUEST_FAILED\",\n\t\t6004: \"ERR_FRIEND_ACCEPT_FAILED\",\n\t\t6005: \"ERR_FRIEND_REJECT_FAILED\",\n\t\t6006: \"ERR_FRIEND_REMOVE_FAILED\",\n\t\t6007: \"ERR_GUILD_NOT_FOUND\",\n\t\t6008: \"ERR_GUILD_ALREADY_EXISTS\",\n\t\t6009: \"ERR_GUILD_CREATE_FAILED\",\n\t\t6010: \"ERR_GUILD_JOIN_FAILED\",\n\t\t6011: \"ERR_GUILD_LEAVE_FAILED\",\n\t\t6012: \"ERR_GUILD_PERMISSION_DENIED\",\n\t\t6013: \"ERR_TEAM_NOT_FOUND\",\n\t\t6014: \"ERR_TEAM_ALREADY_EXISTS\",\n\t\t6015: \"ERR_TEAM_CREATE_FAILED\",\n\t\t6016: \"ERR_TEAM_JOIN_FAILED\",\n\t\t6017: \"ERR_TEAM_LEAVE_FAILED\",\n\t\t6018: \"ERR_CHAT_MESSAGE_FAILED\",\n\t\t6019: \"ERR_CHAT_CHANNEL_NOT_FOUND\",\n\t\t6020: \"ERR_CHAT_PERMISSION_DENIED\",\n\t}\n\tSocialErrorCode_value = map[string]int32{\n\t\t\"SOCIAL_ERROR_CODE_UNSPECIFIED\": 0,\n\t\t\"ERR_FRIEND_NOT_FOUND\":          6001,\n\t\t\"ERR_FRIEND_ALREADY_EXISTS\":     6002,\n\t\t\"ERR_FRIEND_REQUEST_FAILED\":     6003,\n\t\t\"ERR_FRIEND_ACCEPT_FAILED\":      6004,\n\t\t\"ERR_FRIEND_REJECT_FAILED\":      6005,\n\t\t\"ERR_FRIEND_REMOVE_FAILED\":      6006,\n\t\t\"ERR_GUILD_NOT_FOUND\":           6007,\n\t\t\"ERR_GUILD_ALREADY_EXISTS\":      6008,\n\t\t\"ERR_GUILD_CREATE_FAILED\":       6009,\n\t\t\"ERR_GUILD_JOIN_FAILED\":         6010,\n\t\t\"ERR_GUILD_LEAVE_FAILED\":        6011,\n\t\t\"ERR_GUILD_PERMISSION_DENIED\":   6012,\n\t\t\"ERR_TEAM_NOT_FOUND\":            6013,\n\t\t\"ERR_TEAM_ALREADY_EXISTS\":       6014,\n\t\t\"ERR_TEAM_CREATE_FAILED\":        6015,\n\t\t\"ERR_TEAM_JOIN_FAILED\":          6016,\n\t\t\"ERR_TEAM_LEAVE_FAILED\":         6017,\n\t\t\"ERR_CHAT_MESSAGE_FAILED\":       6018,\n\t\t\"ERR_CHAT_CHANNEL_NOT_FOUND\":    6019,\n\t\t\"ERR_CHAT_PERMISSION_DENIED\":    6020,\n\t}\n)\n\nfunc (x SocialErrorCode) Enum() *SocialErrorCode {\n\tp := new(SocialErrorCode)\n\t*p = x\n\treturn p\n}\n\nfunc (x SocialErrorCode) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (SocialErrorCode) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_errors_proto_enumTypes[5].Descriptor()\n}\n\nfunc (SocialErrorCode) Type() protoreflect.EnumType {\n\treturn &file_proto_errors_proto_enumTypes[5]\n}\n\nfunc (x SocialErrorCode) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use SocialErrorCode.Descriptor instead.\nfunc (SocialErrorCode) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_errors_proto_rawDescGZIP(), []int{5}\n}\n\n// 错误码枚举 - 任务相关错误 (7000-7999)\ntype QuestErrorCode int32\n\nconst (\n\tQuestErrorCode_QUEST_ERROR_CODE_UNSPECIFIED   QuestErrorCode = 0\n\tQuestErrorCode_ERR_QUEST_NOT_FOUND            QuestErrorCode = 7001 // 任务未找到\n\tQuestErrorCode_ERR_QUEST_ALREADY_ACCEPTED     QuestErrorCode = 7002 // 任务已接受\n\tQuestErrorCode_ERR_QUEST_NOT_ACCEPTED         QuestErrorCode = 7003 // 任务未接受\n\tQuestErrorCode_ERR_QUEST_ALREADY_COMPLETED    QuestErrorCode = 7004 // 任务已完成\n\tQuestErrorCode_ERR_QUEST_NOT_COMPLETED        QuestErrorCode = 7005 // 任务未完成\n\tQuestErrorCode_ERR_QUEST_ACCEPT_FAILED        QuestErrorCode = 7006 // 接受任务失败\n\tQuestErrorCode_ERR_QUEST_COMPLETE_FAILED      QuestErrorCode = 7007 // 完成任务失败\n\tQuestErrorCode_ERR_QUEST_CANCEL_FAILED        QuestErrorCode = 7008 // 取消任务失败\n\tQuestErrorCode_ERR_QUEST_REQUIREMENTS_NOT_MET QuestErrorCode = 7009 // 任务要求未满足\n\tQuestErrorCode_ERR_QUEST_REWARD_FAILED        QuestErrorCode = 7010 // 任务奖励失败\n\tQuestErrorCode_ERR_QUEST_LEVEL_TOO_LOW        QuestErrorCode = 7011 // 任务等级过低\n\tQuestErrorCode_ERR_QUEST_LEVEL_TOO_HIGH       QuestErrorCode = 7012 // 任务等级过高\n\tQuestErrorCode_ERR_QUEST_PREREQUISITE_NOT_MET QuestErrorCode = 7013 // 前置任务未完成\n)\n\n// Enum value maps for QuestErrorCode.\nvar (\n\tQuestErrorCode_name = map[int32]string{\n\t\t0:    \"QUEST_ERROR_CODE_UNSPECIFIED\",\n\t\t7001: \"ERR_QUEST_NOT_FOUND\",\n\t\t7002: \"ERR_QUEST_ALREADY_ACCEPTED\",\n\t\t7003: \"ERR_QUEST_NOT_ACCEPTED\",\n\t\t7004: \"ERR_QUEST_ALREADY_COMPLETED\",\n\t\t7005: \"ERR_QUEST_NOT_COMPLETED\",\n\t\t7006: \"ERR_QUEST_ACCEPT_FAILED\",\n\t\t7007: \"ERR_QUEST_COMPLETE_FAILED\",\n\t\t7008: \"ERR_QUEST_CANCEL_FAILED\",\n\t\t7009: \"ERR_QUEST_REQUIREMENTS_NOT_MET\",\n\t\t7010: \"ERR_QUEST_REWARD_FAILED\",\n\t\t7011: \"ERR_QUEST_LEVEL_TOO_LOW\",\n\t\t7012: \"ERR_QUEST_LEVEL_TOO_HIGH\",\n\t\t7013: \"ERR_QUEST_PREREQUISITE_NOT_MET\",\n\t}\n\tQuestErrorCode_value = map[string]int32{\n\t\t\"QUEST_ERROR_CODE_UNSPECIFIED\":   0,\n\t\t\"ERR_QUEST_NOT_FOUND\":            7001,\n\t\t\"ERR_QUEST_ALREADY_ACCEPTED\":     7002,\n\t\t\"ERR_QUEST_NOT_ACCEPTED\":         7003,\n\t\t\"ERR_QUEST_ALREADY_COMPLETED\":    7004,\n\t\t\"ERR_QUEST_NOT_COMPLETED\":        7005,\n\t\t\"ERR_QUEST_ACCEPT_FAILED\":        7006,\n\t\t\"ERR_QUEST_COMPLETE_FAILED\":      7007,\n\t\t\"ERR_QUEST_CANCEL_FAILED\":        7008,\n\t\t\"ERR_QUEST_REQUIREMENTS_NOT_MET\": 7009,\n\t\t\"ERR_QUEST_REWARD_FAILED\":        7010,\n\t\t\"ERR_QUEST_LEVEL_TOO_LOW\":        7011,\n\t\t\"ERR_QUEST_LEVEL_TOO_HIGH\":       7012,\n\t\t\"ERR_QUEST_PREREQUISITE_NOT_MET\": 7013,\n\t}\n)\n\nfunc (x QuestErrorCode) Enum() *QuestErrorCode {\n\tp := new(QuestErrorCode)\n\t*p = x\n\treturn p\n}\n\nfunc (x QuestErrorCode) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (QuestErrorCode) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_errors_proto_enumTypes[6].Descriptor()\n}\n\nfunc (QuestErrorCode) Type() protoreflect.EnumType {\n\treturn &file_proto_errors_proto_enumTypes[6]\n}\n\nfunc (x QuestErrorCode) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use QuestErrorCode.Descriptor instead.\nfunc (QuestErrorCode) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_errors_proto_rawDescGZIP(), []int{6}\n}\n\n// 错误码枚举 - 系统相关错误 (8000-8999)\ntype SystemErrorCode int32\n\nconst (\n\tSystemErrorCode_SYSTEM_ERROR_CODE_UNSPECIFIED  SystemErrorCode = 0\n\tSystemErrorCode_ERR_DATABASE_CONNECTION_FAILED SystemErrorCode = 8001 // 数据库连接失败\n\tSystemErrorCode_ERR_DATABASE_QUERY_FAILED      SystemErrorCode = 8002 // 数据库查询失败\n\tSystemErrorCode_ERR_DATABASE_UPDATE_FAILED     SystemErrorCode = 8003 // 数据库更新失败\n\tSystemErrorCode_ERR_DATABASE_INSERT_FAILED     SystemErrorCode = 8004 // 数据库插入失败\n\tSystemErrorCode_ERR_DATABASE_DELETE_FAILED     SystemErrorCode = 8005 // 数据库删除失败\n\tSystemErrorCode_ERR_CACHE_CONNECTION_FAILED    SystemErrorCode = 8006 // 缓存连接失败\n\tSystemErrorCode_ERR_CACHE_GET_FAILED           SystemErrorCode = 8007 // 缓存获取失败\n\tSystemErrorCode_ERR_CACHE_SET_FAILED           SystemErrorCode = 8008 // 缓存设置失败\n\tSystemErrorCode_ERR_CACHE_DELETE_FAILED        SystemErrorCode = 8009 // 缓存删除失败\n\tSystemErrorCode_ERR_REDIS_CONNECTION_FAILED    SystemErrorCode = 8010 // Redis连接失败\n\tSystemErrorCode_ERR_REDIS_OPERATION_FAILED     SystemErrorCode = 8011 // Redis操作失败\n\tSystemErrorCode_ERR_MONGODB_CONNECTION_FAILED  SystemErrorCode = 8012 // MongoDB连接失败\n\tSystemErrorCode_ERR_MONGODB_OPERATION_FAILED   SystemErrorCode = 8013 // MongoDB操作失败\n\tSystemErrorCode_ERR_CONFIG_LOAD_FAILED         SystemErrorCode = 8014 // 配置加载失败\n\tSystemErrorCode_ERR_LOG_WRITE_FAILED           SystemErrorCode = 8015 // 日志写入失败\n)\n\n// Enum value maps for SystemErrorCode.\nvar (\n\tSystemErrorCode_name = map[int32]string{\n\t\t0:    \"SYSTEM_ERROR_CODE_UNSPECIFIED\",\n\t\t8001: \"ERR_DATABASE_CONNECTION_FAILED\",\n\t\t8002: \"ERR_DATABASE_QUERY_FAILED\",\n\t\t8003: \"ERR_DATABASE_UPDATE_FAILED\",\n\t\t8004: \"ERR_DATABASE_INSERT_FAILED\",\n\t\t8005: \"ERR_DATABASE_DELETE_FAILED\",\n\t\t8006: \"ERR_CACHE_CONNECTION_FAILED\",\n\t\t8007: \"ERR_CACHE_GET_FAILED\",\n\t\t8008: \"ERR_CACHE_SET_FAILED\",\n\t\t8009: \"ERR_CACHE_DELETE_FAILED\",\n\t\t8010: \"ERR_REDIS_CONNECTION_FAILED\",\n\t\t8011: \"ERR_REDIS_OPERATION_FAILED\",\n\t\t8012: \"ERR_MONGODB_CONNECTION_FAILED\",\n\t\t8013: \"ERR_MONGODB_OPERATION_FAILED\",\n\t\t8014: \"ERR_CONFIG_LOAD_FAILED\",\n\t\t8015: \"ERR_LOG_WRITE_FAILED\",\n\t}\n\tSystemErrorCode_value = map[string]int32{\n\t\t\"SYSTEM_ERROR_CODE_UNSPECIFIED\":  0,\n\t\t\"ERR_DATABASE_CONNECTION_FAILED\": 8001,\n\t\t\"ERR_DATABASE_QUERY_FAILED\":      8002,\n\t\t\"ERR_DATABASE_UPDATE_FAILED\":     8003,\n\t\t\"ERR_DATABASE_INSERT_FAILED\":     8004,\n\t\t\"ERR_DATABASE_DELETE_FAILED\":     8005,\n\t\t\"ERR_CACHE_CONNECTION_FAILED\":    8006,\n\t\t\"ERR_CACHE_GET_FAILED\":           8007,\n\t\t\"ERR_CACHE_SET_FAILED\":           8008,\n\t\t\"ERR_CACHE_DELETE_FAILED\":        8009,\n\t\t\"ERR_REDIS_CONNECTION_FAILED\":    8010,\n\t\t\"ERR_REDIS_OPERATION_FAILED\":     8011,\n\t\t\"ERR_MONGODB_CONNECTION_FAILED\":  8012,\n\t\t\"ERR_MONGODB_OPERATION_FAILED\":   8013,\n\t\t\"ERR_CONFIG_LOAD_FAILED\":         8014,\n\t\t\"ERR_LOG_WRITE_FAILED\":           8015,\n\t}\n)\n\nfunc (x SystemErrorCode) Enum() *SystemErrorCode {\n\tp := new(SystemErrorCode)\n\t*p = x\n\treturn p\n}\n\nfunc (x SystemErrorCode) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (SystemErrorCode) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_errors_proto_enumTypes[7].Descriptor()\n}\n\nfunc (SystemErrorCode) Type() protoreflect.EnumType {\n\treturn &file_proto_errors_proto_enumTypes[7]\n}\n\nfunc (x SystemErrorCode) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use SystemErrorCode.Descriptor instead.\nfunc (SystemErrorCode) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_errors_proto_rawDescGZIP(), []int{7}\n}\n\n// 错误信息结构\ntype ErrorInfo struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tErrorCode     int32                  `protobuf:\"varint,1,opt,name=error_code,json=errorCode,proto3\" json:\"error_code,omitempty\"`                                                     // 错误码\n\tErrorMessage  string                 `protobuf:\"bytes,2,opt,name=error_message,json=errorMessage,proto3\" json:\"error_message,omitempty\"`                                             // 错误消息\n\tErrorType     string                 `protobuf:\"bytes,3,opt,name=error_type,json=errorType,proto3\" json:\"error_type,omitempty\"`                                                      // 错误类型\n\tDetails       string                 `protobuf:\"bytes,4,opt,name=details,proto3\" json:\"details,omitempty\"`                                                                           // 详细信息\n\tTimestamp     int64                  `protobuf:\"varint,5,opt,name=timestamp,proto3\" json:\"timestamp,omitempty\"`                                                                      // 时间戳\n\tRequestId     string                 `protobuf:\"bytes,6,opt,name=request_id,json=requestId,proto3\" json:\"request_id,omitempty\"`                                                      // 请求ID\n\tContext       map[string]string      `protobuf:\"bytes,7,rep,name=context,proto3\" json:\"context,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"` // 上下文信息\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *ErrorInfo) Reset() {\n\t*x = ErrorInfo{}\n\tmi := &file_proto_errors_proto_msgTypes[0]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ErrorInfo) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ErrorInfo) ProtoMessage() {}\n\nfunc (x *ErrorInfo) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_errors_proto_msgTypes[0]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ErrorInfo.ProtoReflect.Descriptor instead.\nfunc (*ErrorInfo) Descriptor() ([]byte, []int) {\n\treturn file_proto_errors_proto_rawDescGZIP(), []int{0}\n}\n\nfunc (x *ErrorInfo) GetErrorCode() int32 {\n\tif x != nil {\n\t\treturn x.ErrorCode\n\t}\n\treturn 0\n}\n\nfunc (x *ErrorInfo) GetErrorMessage() string {\n\tif x != nil {\n\t\treturn x.ErrorMessage\n\t}\n\treturn \"\"\n}\n\nfunc (x *ErrorInfo) GetErrorType() string {\n\tif x != nil {\n\t\treturn x.ErrorType\n\t}\n\treturn \"\"\n}\n\nfunc (x *ErrorInfo) GetDetails() string {\n\tif x != nil {\n\t\treturn x.Details\n\t}\n\treturn \"\"\n}\n\nfunc (x *ErrorInfo) GetTimestamp() int64 {\n\tif x != nil {\n\t\treturn x.Timestamp\n\t}\n\treturn 0\n}\n\nfunc (x *ErrorInfo) GetRequestId() string {\n\tif x != nil {\n\t\treturn x.RequestId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ErrorInfo) GetContext() map[string]string {\n\tif x != nil {\n\t\treturn x.Context\n\t}\n\treturn nil\n}\n\n// 错误响应结构\ntype ErrorResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tSuccess       bool                   `protobuf:\"varint,1,opt,name=success,proto3\" json:\"success,omitempty\"`                     // 是否成功\n\tError         *ErrorInfo             `protobuf:\"bytes,2,opt,name=error,proto3\" json:\"error,omitempty\"`                          // 错误信息\n\tMessage       string                 `protobuf:\"bytes,3,opt,name=message,proto3\" json:\"message,omitempty\"`                      // 响应消息\n\tTimestamp     int64                  `protobuf:\"varint,4,opt,name=timestamp,proto3\" json:\"timestamp,omitempty\"`                 // 时间戳\n\tRequestId     string                 `protobuf:\"bytes,5,opt,name=request_id,json=requestId,proto3\" json:\"request_id,omitempty\"` // 请求ID\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *ErrorResponse) Reset() {\n\t*x = ErrorResponse{}\n\tmi := &file_proto_errors_proto_msgTypes[1]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ErrorResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ErrorResponse) ProtoMessage() {}\n\nfunc (x *ErrorResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_errors_proto_msgTypes[1]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ErrorResponse.ProtoReflect.Descriptor instead.\nfunc (*ErrorResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_errors_proto_rawDescGZIP(), []int{1}\n}\n\nfunc (x *ErrorResponse) GetSuccess() bool {\n\tif x != nil {\n\t\treturn x.Success\n\t}\n\treturn false\n}\n\nfunc (x *ErrorResponse) GetError() *ErrorInfo {\n\tif x != nil {\n\t\treturn x.Error\n\t}\n\treturn nil\n}\n\nfunc (x *ErrorResponse) GetMessage() string {\n\tif x != nil {\n\t\treturn x.Message\n\t}\n\treturn \"\"\n}\n\nfunc (x *ErrorResponse) GetTimestamp() int64 {\n\tif x != nil {\n\t\treturn x.Timestamp\n\t}\n\treturn 0\n}\n\nfunc (x *ErrorResponse) GetRequestId() string {\n\tif x != nil {\n\t\treturn x.RequestId\n\t}\n\treturn \"\"\n}\n\nvar File_proto_errors_proto protoreflect.FileDescriptor\n\nconst file_proto_errors_proto_rawDesc = \"\" +\n\t\"\\n\" +\n\t\"\\x12proto/errors.proto\\x12\\x14greatestworks.errors\\\"\\xc9\\x02\\n\" +\n\t\"\\tErrorInfo\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"error_code\\x18\\x01 \\x01(\\x05R\\terrorCode\\x12#\\n\" +\n\t\"\\rerror_message\\x18\\x02 \\x01(\\tR\\ferrorMessage\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"error_type\\x18\\x03 \\x01(\\tR\\terrorType\\x12\\x18\\n\" +\n\t\"\\adetails\\x18\\x04 \\x01(\\tR\\adetails\\x12\\x1c\\n\" +\n\t\"\\ttimestamp\\x18\\x05 \\x01(\\x03R\\ttimestamp\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"request_id\\x18\\x06 \\x01(\\tR\\trequestId\\x12F\\n\" +\n\t\"\\acontext\\x18\\a \\x03(\\v2,.greatestworks.errors.ErrorInfo.ContextEntryR\\acontext\\x1a:\\n\" +\n\t\"\\fContextEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\xb7\\x01\\n\" +\n\t\"\\rErrorResponse\\x12\\x18\\n\" +\n\t\"\\asuccess\\x18\\x01 \\x01(\\bR\\asuccess\\x125\\n\" +\n\t\"\\x05error\\x18\\x02 \\x01(\\v2\\x1f.greatestworks.errors.ErrorInfoR\\x05error\\x12\\x18\\n\" +\n\t\"\\amessage\\x18\\x03 \\x01(\\tR\\amessage\\x12\\x1c\\n\" +\n\t\"\\ttimestamp\\x18\\x04 \\x01(\\x03R\\ttimestamp\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"request_id\\x18\\x05 \\x01(\\tR\\trequestId*\\xcb\\x03\\n\" +\n\t\"\\x0fCommonErrorCode\\x12!\\n\" +\n\t\"\\x1dCOMMON_ERROR_CODE_UNSPECIFIED\\x10\\x00\\x12\\x0f\\n\" +\n\t\"\\vERR_SUCCESS\\x10\\x00\\x12\\x10\\n\" +\n\t\"\\vERR_UNKNOWN\\x10\\xe8\\a\\x12\\x18\\n\" +\n\t\"\\x13ERR_INVALID_MESSAGE\\x10\\xe9\\a\\x12\\x14\\n\" +\n\t\"\\x0fERR_AUTH_FAILED\\x10\\xea\\a\\x12\\x19\\n\" +\n\t\"\\x14ERR_PLAYER_NOT_FOUND\\x10\\xeb\\a\\x12\\x19\\n\" +\n\t\"\\x14ERR_BATTLE_NOT_FOUND\\x10\\xec\\a\\x12\\x18\\n\" +\n\t\"\\x13ERR_UNKNOWN_MESSAGE\\x10\\xed\\a\\x12\\x14\\n\" +\n\t\"\\x0fERR_SERVER_BUSY\\x10\\xee\\a\\x12\\x17\\n\" +\n\t\"\\x12ERR_INVALID_PLAYER\\x10\\xef\\a\\x12\\x1a\\n\" +\n\t\"\\x15ERR_PERMISSION_DENIED\\x10\\xf0\\a\\x12\\x15\\n\" +\n\t\"\\x10ERR_RATE_LIMITED\\x10\\xf1\\a\\x12\\x14\\n\" +\n\t\"\\x0fERR_MAINTENANCE\\x10\\xf2\\a\\x12\\x18\\n\" +\n\t\"\\x13ERR_INVALID_REQUEST\\x10\\xf3\\a\\x12\\x10\\n\" +\n\t\"\\vERR_TIMEOUT\\x10\\xf4\\a\\x12\\x18\\n\" +\n\t\"\\x13ERR_CONNECTION_LOST\\x10\\xf5\\a\\x12\\x16\\n\" +\n\t\"\\x11ERR_INVALID_TOKEN\\x10\\xf6\\a\\x12\\x18\\n\" +\n\t\"\\x13ERR_SESSION_EXPIRED\\x10\\xf7\\a\\x1a\\x02\\x10\\x01*\\xbb\\x04\\n\" +\n\t\"\\x0fBattleErrorCode\\x12!\\n\" +\n\t\"\\x1dBATTLE_ERROR_CODE_UNSPECIFIED\\x10\\x00\\x12\\x1b\\n\" +\n\t\"\\x16ERR_INVALID_CREATOR_ID\\x10\\xd1\\x0f\\x12\\x1c\\n\" +\n\t\"\\x17ERR_INVALID_BATTLE_TYPE\\x10\\xd2\\x0f\\x12\\x1a\\n\" +\n\t\"\\x15ERR_INVALID_BATTLE_ID\\x10\\xd3\\x0f\\x12\\x1a\\n\" +\n\t\"\\x15ERR_INVALID_PLAYER_ID\\x10\\xd4\\x0f\\x12\\x1a\\n\" +\n\t\"\\x15ERR_INVALID_TARGET_ID\\x10\\xd5\\x0f\\x12\\x19\\n\" +\n\t\"\\x14ERR_INVALID_SKILL_ID\\x10\\xd6\\x0f\\x12\\x15\\n\" +\n\t\"\\x10ERR_INVALID_TEAM\\x10\\xd7\\x0f\\x12\\x1f\\n\" +\n\t\"\\x1aERR_BATTLE_ALREADY_STARTED\\x10\\xd8\\x0f\\x12\\x1b\\n\" +\n\t\"\\x16ERR_BATTLE_NOT_STARTED\\x10\\xd9\\x0f\\x12\\x1d\\n\" +\n\t\"\\x18ERR_PLAYER_NOT_IN_BATTLE\\x10\\xda\\x0f\\x12\\x1a\\n\" +\n\t\"\\x15ERR_INSUFFICIENT_MANA\\x10\\xdb\\x0f\\x12\\x1a\\n\" +\n\t\"\\x15ERR_SKILL_ON_COOLDOWN\\x10\\xdc\\x0f\\x12\\x17\\n\" +\n\t\"\\x12ERR_INVALID_ACTION\\x10\\xdd\\x0f\\x12\\x14\\n\" +\n\t\"\\x0fERR_BATTLE_FULL\\x10\\xde\\x0f\\x12\\x15\\n\" +\n\t\"\\x10ERR_BATTLE_ENDED\\x10\\xdf\\x0f\\x12\\x16\\n\" +\n\t\"\\x11ERR_NOT_YOUR_TURN\\x10\\xe0\\x0f\\x12\\x19\\n\" +\n\t\"\\x14ERR_BATTLE_CANCELLED\\x10\\xe1\\x0f\\x12\\x1d\\n\" +\n\t\"\\x18ERR_INVALID_BATTLE_STATE\\x10\\xe2\\x0f\\x12\\x17\\n\" +\n\t\"\\x12ERR_BATTLE_TIMEOUT\\x10\\xe3\\x0f*\\xaf\\x03\\n\" +\n\t\"\\fPetErrorCode\\x12\\x1e\\n\" +\n\t\"\\x1aPET_ERROR_CODE_UNSPECIFIED\\x10\\x00\\x12\\x16\\n\" +\n\t\"\\x11ERR_PET_NOT_FOUND\\x10\\xb9\\x17\\x12\\x1b\\n\" +\n\t\"\\x16ERR_PET_ALREADY_ACTIVE\\x10\\xba\\x17\\x12\\x17\\n\" +\n\t\"\\x12ERR_PET_NOT_ACTIVE\\x10\\xbb\\x17\\x12\\x1a\\n\" +\n\t\"\\x15ERR_PET_LEVEL_TOO_LOW\\x10\\xbc\\x17\\x12\\x1b\\n\" +\n\t\"\\x16ERR_PET_EVOLUTION_FAIL\\x10\\xbd\\x17\\x12\\x1d\\n\" +\n\t\"\\x18ERR_PET_INSUFFICIENT_EXP\\x10\\xbe\\x17\\x12\\x1c\\n\" +\n\t\"\\x17ERR_PET_ALREADY_EVOLVED\\x10\\xbf\\x17\\x12\\x1c\\n\" +\n\t\"\\x17ERR_PET_TRAINING_FAILED\\x10\\xc0\\x17\\x12\\x1b\\n\" +\n\t\"\\x16ERR_PET_FEEDING_FAILED\\x10\\xc1\\x17\\x12\\x1e\\n\" +\n\t\"\\x19ERR_PET_SKILL_NOT_LEARNED\\x10\\xc2\\x17\\x12 \\n\" +\n\t\"\\x1bERR_PET_INSUFFICIENT_ENERGY\\x10\\xc3\\x17\\x12\\x11\\n\" +\n\t\"\\fERR_PET_SICK\\x10\\xc4\\x17\\x12\\x11\\n\" +\n\t\"\\fERR_PET_DEAD\\x10\\xc5\\x17\\x12\\x18\\n\" +\n\t\"\\x13ERR_PET_BOND_FAILED\\x10\\xc6\\x17*\\xc9\\x03\\n\" +\n\t\"\\rItemErrorCode\\x12\\x1f\\n\" +\n\t\"\\x1bITEM_ERROR_CODE_UNSPECIFIED\\x10\\x00\\x12\\x17\\n\" +\n\t\"\\x12ERR_ITEM_NOT_FOUND\\x10\\xa1\\x1f\\x12\\x18\\n\" +\n\t\"\\x13ERR_ITEM_NOT_USABLE\\x10\\xa2\\x1f\\x12\\x17\\n\" +\n\t\"\\x12ERR_INVENTORY_FULL\\x10\\xa3\\x1f\\x12\\x1a\\n\" +\n\t\"\\x15ERR_INSUFFICIENT_ITEM\\x10\\xa4\\x1f\\x12\\x1a\\n\" +\n\t\"\\x15ERR_ITEM_EQUIP_FAILED\\x10\\xa5\\x1f\\x12\\x1c\\n\" +\n\t\"\\x17ERR_ITEM_UNEQUIP_FAILED\\x10\\xa6\\x1f\\x12\\x1a\\n\" +\n\t\"\\x15ERR_ITEM_CRAFT_FAILED\\x10\\xa7\\x1f\\x12\\x1c\\n\" +\n\t\"\\x17ERR_ITEM_ENHANCE_FAILED\\x10\\xa8\\x1f\\x12\\x1a\\n\" +\n\t\"\\x15ERR_ITEM_TRADE_FAILED\\x10\\xa9\\x1f\\x12\\x19\\n\" +\n\t\"\\x14ERR_ITEM_DROP_FAILED\\x10\\xaa\\x1f\\x12\\x1b\\n\" +\n\t\"\\x16ERR_ITEM_PICKUP_FAILED\\x10\\xab\\x1f\\x12\\x18\\n\" +\n\t\"\\x13ERR_ITEM_STACK_FULL\\x10\\xac\\x1f\\x12\\x1b\\n\" +\n\t\"\\x16ERR_ITEM_NOT_TRADEABLE\\x10\\xad\\x1f\\x12\\x13\\n\" +\n\t\"\\x0eERR_ITEM_BOUND\\x10\\xae\\x1f\\x12\\x1b\\n\" +\n\t\"\\x16ERR_ITEM_LEVEL_TOO_LOW\\x10\\xaf\\x1f*\\xd0\\x03\\n\" +\n\t\"\\x11BuildingErrorCode\\x12#\\n\" +\n\t\"\\x1fBUILDING_ERROR_CODE_UNSPECIFIED\\x10\\x00\\x12\\x1b\\n\" +\n\t\"\\x16ERR_BUILDING_NOT_FOUND\\x10\\x89'\\x12 \\n\" +\n\t\"\\x1bERR_BUILDING_ALREADY_EXISTS\\x10\\x8a'\\x12(\\n\" +\n\t\"#ERR_BUILDING_INSUFFICIENT_RESOURCES\\x10\\x8b'\\x12 \\n\" +\n\t\"\\x1bERR_BUILDING_UPGRADE_FAILED\\x10\\x8c'\\x12 \\n\" +\n\t\"\\x1bERR_BUILDING_DESTROY_FAILED\\x10\\x8d'\\x12 \\n\" +\n\t\"\\x1bERR_BUILDING_PRODUCE_FAILED\\x10\\x8e'\\x12 \\n\" +\n\t\"\\x1bERR_BUILDING_COLLECT_FAILED\\x10\\x8f'\\x12\\x1f\\n\" +\n\t\"\\x1aERR_BUILDING_REPAIR_FAILED\\x10\\x90'\\x12\\x1f\\n\" +\n\t\"\\x1aERR_BUILDING_LEVEL_TOO_LOW\\x10\\x91'\\x12 \\n\" +\n\t\"\\x1bERR_BUILDING_LEVEL_TOO_HIGH\\x10\\x92'\\x12\\x1b\\n\" +\n\t\"\\x16ERR_BUILDING_NOT_READY\\x10\\x93'\\x12$\\n\" +\n\t\"\\x1fERR_BUILDING_UNDER_CONSTRUCTION\\x10\\x94'*\\x89\\x05\\n\" +\n\t\"\\x0fSocialErrorCode\\x12!\\n\" +\n\t\"\\x1dSOCIAL_ERROR_CODE_UNSPECIFIED\\x10\\x00\\x12\\x19\\n\" +\n\t\"\\x14ERR_FRIEND_NOT_FOUND\\x10\\xf1.\\x12\\x1e\\n\" +\n\t\"\\x19ERR_FRIEND_ALREADY_EXISTS\\x10\\xf2.\\x12\\x1e\\n\" +\n\t\"\\x19ERR_FRIEND_REQUEST_FAILED\\x10\\xf3.\\x12\\x1d\\n\" +\n\t\"\\x18ERR_FRIEND_ACCEPT_FAILED\\x10\\xf4.\\x12\\x1d\\n\" +\n\t\"\\x18ERR_FRIEND_REJECT_FAILED\\x10\\xf5.\\x12\\x1d\\n\" +\n\t\"\\x18ERR_FRIEND_REMOVE_FAILED\\x10\\xf6.\\x12\\x18\\n\" +\n\t\"\\x13ERR_GUILD_NOT_FOUND\\x10\\xf7.\\x12\\x1d\\n\" +\n\t\"\\x18ERR_GUILD_ALREADY_EXISTS\\x10\\xf8.\\x12\\x1c\\n\" +\n\t\"\\x17ERR_GUILD_CREATE_FAILED\\x10\\xf9.\\x12\\x1a\\n\" +\n\t\"\\x15ERR_GUILD_JOIN_FAILED\\x10\\xfa.\\x12\\x1b\\n\" +\n\t\"\\x16ERR_GUILD_LEAVE_FAILED\\x10\\xfb.\\x12 \\n\" +\n\t\"\\x1bERR_GUILD_PERMISSION_DENIED\\x10\\xfc.\\x12\\x17\\n\" +\n\t\"\\x12ERR_TEAM_NOT_FOUND\\x10\\xfd.\\x12\\x1c\\n\" +\n\t\"\\x17ERR_TEAM_ALREADY_EXISTS\\x10\\xfe.\\x12\\x1b\\n\" +\n\t\"\\x16ERR_TEAM_CREATE_FAILED\\x10\\xff.\\x12\\x19\\n\" +\n\t\"\\x14ERR_TEAM_JOIN_FAILED\\x10\\x80/\\x12\\x1a\\n\" +\n\t\"\\x15ERR_TEAM_LEAVE_FAILED\\x10\\x81/\\x12\\x1c\\n\" +\n\t\"\\x17ERR_CHAT_MESSAGE_FAILED\\x10\\x82/\\x12\\x1f\\n\" +\n\t\"\\x1aERR_CHAT_CHANNEL_NOT_FOUND\\x10\\x83/\\x12\\x1f\\n\" +\n\t\"\\x1aERR_CHAT_PERMISSION_DENIED\\x10\\x84/*\\xcb\\x03\\n\" +\n\t\"\\x0eQuestErrorCode\\x12 \\n\" +\n\t\"\\x1cQUEST_ERROR_CODE_UNSPECIFIED\\x10\\x00\\x12\\x18\\n\" +\n\t\"\\x13ERR_QUEST_NOT_FOUND\\x10\\xd96\\x12\\x1f\\n\" +\n\t\"\\x1aERR_QUEST_ALREADY_ACCEPTED\\x10\\xda6\\x12\\x1b\\n\" +\n\t\"\\x16ERR_QUEST_NOT_ACCEPTED\\x10\\xdb6\\x12 \\n\" +\n\t\"\\x1bERR_QUEST_ALREADY_COMPLETED\\x10\\xdc6\\x12\\x1c\\n\" +\n\t\"\\x17ERR_QUEST_NOT_COMPLETED\\x10\\xdd6\\x12\\x1c\\n\" +\n\t\"\\x17ERR_QUEST_ACCEPT_FAILED\\x10\\xde6\\x12\\x1e\\n\" +\n\t\"\\x19ERR_QUEST_COMPLETE_FAILED\\x10\\xdf6\\x12\\x1c\\n\" +\n\t\"\\x17ERR_QUEST_CANCEL_FAILED\\x10\\xe06\\x12#\\n\" +\n\t\"\\x1eERR_QUEST_REQUIREMENTS_NOT_MET\\x10\\xe16\\x12\\x1c\\n\" +\n\t\"\\x17ERR_QUEST_REWARD_FAILED\\x10\\xe26\\x12\\x1c\\n\" +\n\t\"\\x17ERR_QUEST_LEVEL_TOO_LOW\\x10\\xe36\\x12\\x1d\\n\" +\n\t\"\\x18ERR_QUEST_LEVEL_TOO_HIGH\\x10\\xe46\\x12#\\n\" +\n\t\"\\x1eERR_QUEST_PREREQUISITE_NOT_MET\\x10\\xe56*\\x94\\x04\\n\" +\n\t\"\\x0fSystemErrorCode\\x12!\\n\" +\n\t\"\\x1dSYSTEM_ERROR_CODE_UNSPECIFIED\\x10\\x00\\x12#\\n\" +\n\t\"\\x1eERR_DATABASE_CONNECTION_FAILED\\x10\\xc1>\\x12\\x1e\\n\" +\n\t\"\\x19ERR_DATABASE_QUERY_FAILED\\x10\\xc2>\\x12\\x1f\\n\" +\n\t\"\\x1aERR_DATABASE_UPDATE_FAILED\\x10\\xc3>\\x12\\x1f\\n\" +\n\t\"\\x1aERR_DATABASE_INSERT_FAILED\\x10\\xc4>\\x12\\x1f\\n\" +\n\t\"\\x1aERR_DATABASE_DELETE_FAILED\\x10\\xc5>\\x12 \\n\" +\n\t\"\\x1bERR_CACHE_CONNECTION_FAILED\\x10\\xc6>\\x12\\x19\\n\" +\n\t\"\\x14ERR_CACHE_GET_FAILED\\x10\\xc7>\\x12\\x19\\n\" +\n\t\"\\x14ERR_CACHE_SET_FAILED\\x10\\xc8>\\x12\\x1c\\n\" +\n\t\"\\x17ERR_CACHE_DELETE_FAILED\\x10\\xc9>\\x12 \\n\" +\n\t\"\\x1bERR_REDIS_CONNECTION_FAILED\\x10\\xca>\\x12\\x1f\\n\" +\n\t\"\\x1aERR_REDIS_OPERATION_FAILED\\x10\\xcb>\\x12\\\"\\n\" +\n\t\"\\x1dERR_MONGODB_CONNECTION_FAILED\\x10\\xcc>\\x12!\\n\" +\n\t\"\\x1cERR_MONGODB_OPERATION_FAILED\\x10\\xcd>\\x12\\x1b\\n\" +\n\t\"\\x16ERR_CONFIG_LOAD_FAILED\\x10\\xce>\\x12\\x19\\n\" +\n\t\"\\x14ERR_LOG_WRITE_FAILED\\x10\\xcf>B<Z#greatestworks/internal/proto/errors\\xaa\\x02\\x14GreatestWorks.Errorsb\\x06proto3\"\n\nvar (\n\tfile_proto_errors_proto_rawDescOnce sync.Once\n\tfile_proto_errors_proto_rawDescData []byte\n)\n\nfunc file_proto_errors_proto_rawDescGZIP() []byte {\n\tfile_proto_errors_proto_rawDescOnce.Do(func() {\n\t\tfile_proto_errors_proto_rawDescData = protoimpl.X.CompressGZIP(unsafe.Slice(unsafe.StringData(file_proto_errors_proto_rawDesc), len(file_proto_errors_proto_rawDesc)))\n\t})\n\treturn file_proto_errors_proto_rawDescData\n}\n\nvar file_proto_errors_proto_enumTypes = make([]protoimpl.EnumInfo, 8)\nvar file_proto_errors_proto_msgTypes = make([]protoimpl.MessageInfo, 3)\nvar file_proto_errors_proto_goTypes = []any{\n\t(CommonErrorCode)(0),   // 0: greatestworks.errors.CommonErrorCode\n\t(BattleErrorCode)(0),   // 1: greatestworks.errors.BattleErrorCode\n\t(PetErrorCode)(0),      // 2: greatestworks.errors.PetErrorCode\n\t(ItemErrorCode)(0),     // 3: greatestworks.errors.ItemErrorCode\n\t(BuildingErrorCode)(0), // 4: greatestworks.errors.BuildingErrorCode\n\t(SocialErrorCode)(0),   // 5: greatestworks.errors.SocialErrorCode\n\t(QuestErrorCode)(0),    // 6: greatestworks.errors.QuestErrorCode\n\t(SystemErrorCode)(0),   // 7: greatestworks.errors.SystemErrorCode\n\t(*ErrorInfo)(nil),      // 8: greatestworks.errors.ErrorInfo\n\t(*ErrorResponse)(nil),  // 9: greatestworks.errors.ErrorResponse\n\tnil,                    // 10: greatestworks.errors.ErrorInfo.ContextEntry\n}\nvar file_proto_errors_proto_depIdxs = []int32{\n\t10, // 0: greatestworks.errors.ErrorInfo.context:type_name -> greatestworks.errors.ErrorInfo.ContextEntry\n\t8,  // 1: greatestworks.errors.ErrorResponse.error:type_name -> greatestworks.errors.ErrorInfo\n\t2,  // [2:2] is the sub-list for method output_type\n\t2,  // [2:2] is the sub-list for method input_type\n\t2,  // [2:2] is the sub-list for extension type_name\n\t2,  // [2:2] is the sub-list for extension extendee\n\t0,  // [0:2] is the sub-list for field type_name\n}\n\nfunc init() { file_proto_errors_proto_init() }\nfunc file_proto_errors_proto_init() {\n\tif File_proto_errors_proto != nil {\n\t\treturn\n\t}\n\ttype x struct{}\n\tout := protoimpl.TypeBuilder{\n\t\tFile: protoimpl.DescBuilder{\n\t\t\tGoPackagePath: reflect.TypeOf(x{}).PkgPath(),\n\t\t\tRawDescriptor: unsafe.Slice(unsafe.StringData(file_proto_errors_proto_rawDesc), len(file_proto_errors_proto_rawDesc)),\n\t\t\tNumEnums:      8,\n\t\t\tNumMessages:   3,\n\t\t\tNumExtensions: 0,\n\t\t\tNumServices:   0,\n\t\t},\n\t\tGoTypes:           file_proto_errors_proto_goTypes,\n\t\tDependencyIndexes: file_proto_errors_proto_depIdxs,\n\t\tEnumInfos:         file_proto_errors_proto_enumTypes,\n\t\tMessageInfos:      file_proto_errors_proto_msgTypes,\n\t}.Build()\n\tFile_proto_errors_proto = out.File\n\tfile_proto_errors_proto_goTypes = nil\n\tfile_proto_errors_proto_depIdxs = nil\n}\n"
  },
  {
    "path": "internal/proto/gateway/gateway.pb.go",
    "content": "// Code generated by protoc-gen-go. DO NOT EDIT.\n// versions:\n// \tprotoc-gen-go v1.36.10\n// \tprotoc        v4.25.1\n// source: proto/gateway.proto\n\npackage gateway\n\nimport (\n\tprotoreflect \"google.golang.org/protobuf/reflect/protoreflect\"\n\tprotoimpl \"google.golang.org/protobuf/runtime/protoimpl\"\n\tcommon \"greatestworks/internal/proto/common\"\n\treflect \"reflect\"\n\tsync \"sync\"\n\tunsafe \"unsafe\"\n)\n\nconst (\n\t// Verify that this generated code is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(20 - protoimpl.MinVersion)\n\t// Verify that runtime/protoimpl is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(protoimpl.MaxVersion - 20)\n)\n\n// 认证类型枚举\ntype AuthType int32\n\nconst (\n\tAuthType_AUTH_TYPE_UNSPECIFIED AuthType = 0\n\tAuthType_AUTH_TYPE_PASSWORD    AuthType = 1 // 密码认证\n\tAuthType_AUTH_TYPE_OAUTH       AuthType = 2 // OAuth认证\n\tAuthType_AUTH_TYPE_JWT         AuthType = 3 // JWT认证\n\tAuthType_AUTH_TYPE_GUEST       AuthType = 4 // 游客认证\n\tAuthType_AUTH_TYPE_FACEBOOK    AuthType = 5 // Facebook登录\n\tAuthType_AUTH_TYPE_GOOGLE      AuthType = 6 // Google登录\n\tAuthType_AUTH_TYPE_TWITTER     AuthType = 7 // Twitter登录\n\tAuthType_AUTH_TYPE_APPLE       AuthType = 8 // Apple登录\n)\n\n// Enum value maps for AuthType.\nvar (\n\tAuthType_name = map[int32]string{\n\t\t0: \"AUTH_TYPE_UNSPECIFIED\",\n\t\t1: \"AUTH_TYPE_PASSWORD\",\n\t\t2: \"AUTH_TYPE_OAUTH\",\n\t\t3: \"AUTH_TYPE_JWT\",\n\t\t4: \"AUTH_TYPE_GUEST\",\n\t\t5: \"AUTH_TYPE_FACEBOOK\",\n\t\t6: \"AUTH_TYPE_GOOGLE\",\n\t\t7: \"AUTH_TYPE_TWITTER\",\n\t\t8: \"AUTH_TYPE_APPLE\",\n\t}\n\tAuthType_value = map[string]int32{\n\t\t\"AUTH_TYPE_UNSPECIFIED\": 0,\n\t\t\"AUTH_TYPE_PASSWORD\":    1,\n\t\t\"AUTH_TYPE_OAUTH\":       2,\n\t\t\"AUTH_TYPE_JWT\":         3,\n\t\t\"AUTH_TYPE_GUEST\":       4,\n\t\t\"AUTH_TYPE_FACEBOOK\":    5,\n\t\t\"AUTH_TYPE_GOOGLE\":      6,\n\t\t\"AUTH_TYPE_TWITTER\":     7,\n\t\t\"AUTH_TYPE_APPLE\":       8,\n\t}\n)\n\nfunc (x AuthType) Enum() *AuthType {\n\tp := new(AuthType)\n\t*p = x\n\treturn p\n}\n\nfunc (x AuthType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (AuthType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_gateway_proto_enumTypes[0].Descriptor()\n}\n\nfunc (AuthType) Type() protoreflect.EnumType {\n\treturn &file_proto_gateway_proto_enumTypes[0]\n}\n\nfunc (x AuthType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use AuthType.Descriptor instead.\nfunc (AuthType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{0}\n}\n\n// 服务器类型枚举\ntype ServerType int32\n\nconst (\n\tServerType_SERVER_TYPE_UNSPECIFIED ServerType = 0\n\tServerType_SERVER_TYPE_GAME        ServerType = 1 // 游戏服务器\n\tServerType_SERVER_TYPE_CHAT        ServerType = 2 // 聊天服务器\n\tServerType_SERVER_TYPE_MATCH       ServerType = 3 // 匹配服务器\n\tServerType_SERVER_TYPE_BATTLE      ServerType = 4 // 战斗服务器\n\tServerType_SERVER_TYPE_SOCIAL      ServerType = 5 // 社交服务器\n\tServerType_SERVER_TYPE_TEST        ServerType = 6 // 测试服务器\n)\n\n// Enum value maps for ServerType.\nvar (\n\tServerType_name = map[int32]string{\n\t\t0: \"SERVER_TYPE_UNSPECIFIED\",\n\t\t1: \"SERVER_TYPE_GAME\",\n\t\t2: \"SERVER_TYPE_CHAT\",\n\t\t3: \"SERVER_TYPE_MATCH\",\n\t\t4: \"SERVER_TYPE_BATTLE\",\n\t\t5: \"SERVER_TYPE_SOCIAL\",\n\t\t6: \"SERVER_TYPE_TEST\",\n\t}\n\tServerType_value = map[string]int32{\n\t\t\"SERVER_TYPE_UNSPECIFIED\": 0,\n\t\t\"SERVER_TYPE_GAME\":        1,\n\t\t\"SERVER_TYPE_CHAT\":        2,\n\t\t\"SERVER_TYPE_MATCH\":       3,\n\t\t\"SERVER_TYPE_BATTLE\":      4,\n\t\t\"SERVER_TYPE_SOCIAL\":      5,\n\t\t\"SERVER_TYPE_TEST\":        6,\n\t}\n)\n\nfunc (x ServerType) Enum() *ServerType {\n\tp := new(ServerType)\n\t*p = x\n\treturn p\n}\n\nfunc (x ServerType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (ServerType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_gateway_proto_enumTypes[1].Descriptor()\n}\n\nfunc (ServerType) Type() protoreflect.EnumType {\n\treturn &file_proto_gateway_proto_enumTypes[1]\n}\n\nfunc (x ServerType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use ServerType.Descriptor instead.\nfunc (ServerType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{1}\n}\n\n// 服务器状态枚举\ntype ServerStatus int32\n\nconst (\n\tServerStatus_SERVER_STATUS_UNSPECIFIED ServerStatus = 0\n\tServerStatus_SERVER_STATUS_ONLINE      ServerStatus = 1 // 在线\n\tServerStatus_SERVER_STATUS_OFFLINE     ServerStatus = 2 // 离线\n\tServerStatus_SERVER_STATUS_MAINTENANCE ServerStatus = 3 // 维护中\n\tServerStatus_SERVER_STATUS_FULL        ServerStatus = 4 // 已满\n\tServerStatus_SERVER_STATUS_RESTRICTED  ServerStatus = 5 // 受限制\n)\n\n// Enum value maps for ServerStatus.\nvar (\n\tServerStatus_name = map[int32]string{\n\t\t0: \"SERVER_STATUS_UNSPECIFIED\",\n\t\t1: \"SERVER_STATUS_ONLINE\",\n\t\t2: \"SERVER_STATUS_OFFLINE\",\n\t\t3: \"SERVER_STATUS_MAINTENANCE\",\n\t\t4: \"SERVER_STATUS_FULL\",\n\t\t5: \"SERVER_STATUS_RESTRICTED\",\n\t}\n\tServerStatus_value = map[string]int32{\n\t\t\"SERVER_STATUS_UNSPECIFIED\": 0,\n\t\t\"SERVER_STATUS_ONLINE\":      1,\n\t\t\"SERVER_STATUS_OFFLINE\":     2,\n\t\t\"SERVER_STATUS_MAINTENANCE\": 3,\n\t\t\"SERVER_STATUS_FULL\":        4,\n\t\t\"SERVER_STATUS_RESTRICTED\":  5,\n\t}\n)\n\nfunc (x ServerStatus) Enum() *ServerStatus {\n\tp := new(ServerStatus)\n\t*p = x\n\treturn p\n}\n\nfunc (x ServerStatus) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (ServerStatus) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_gateway_proto_enumTypes[2].Descriptor()\n}\n\nfunc (ServerStatus) Type() protoreflect.EnumType {\n\treturn &file_proto_gateway_proto_enumTypes[2]\n}\n\nfunc (x ServerStatus) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use ServerStatus.Descriptor instead.\nfunc (ServerStatus) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{2}\n}\n\n// 连接类型枚举\ntype ConnectionType int32\n\nconst (\n\tConnectionType_CONNECTION_TYPE_UNSPECIFIED ConnectionType = 0\n\tConnectionType_CONNECTION_TYPE_WEBSOCKET   ConnectionType = 1 // WebSocket连接\n\tConnectionType_CONNECTION_TYPE_TCP         ConnectionType = 2 // TCP连接\n\tConnectionType_CONNECTION_TYPE_HTTP        ConnectionType = 3 // HTTP连接\n\tConnectionType_CONNECTION_TYPE_GRPC        ConnectionType = 4 // gRPC连接\n)\n\n// Enum value maps for ConnectionType.\nvar (\n\tConnectionType_name = map[int32]string{\n\t\t0: \"CONNECTION_TYPE_UNSPECIFIED\",\n\t\t1: \"CONNECTION_TYPE_WEBSOCKET\",\n\t\t2: \"CONNECTION_TYPE_TCP\",\n\t\t3: \"CONNECTION_TYPE_HTTP\",\n\t\t4: \"CONNECTION_TYPE_GRPC\",\n\t}\n\tConnectionType_value = map[string]int32{\n\t\t\"CONNECTION_TYPE_UNSPECIFIED\": 0,\n\t\t\"CONNECTION_TYPE_WEBSOCKET\":   1,\n\t\t\"CONNECTION_TYPE_TCP\":         2,\n\t\t\"CONNECTION_TYPE_HTTP\":        3,\n\t\t\"CONNECTION_TYPE_GRPC\":        4,\n\t}\n)\n\nfunc (x ConnectionType) Enum() *ConnectionType {\n\tp := new(ConnectionType)\n\t*p = x\n\treturn p\n}\n\nfunc (x ConnectionType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (ConnectionType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_gateway_proto_enumTypes[3].Descriptor()\n}\n\nfunc (ConnectionType) Type() protoreflect.EnumType {\n\treturn &file_proto_gateway_proto_enumTypes[3]\n}\n\nfunc (x ConnectionType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use ConnectionType.Descriptor instead.\nfunc (ConnectionType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{3}\n}\n\n// 用户等级枚举\ntype UserLevel int32\n\nconst (\n\tUserLevel_USER_LEVEL_UNSPECIFIED UserLevel = 0\n\tUserLevel_USER_LEVEL_GUEST       UserLevel = 1 // 游客\n\tUserLevel_USER_LEVEL_REGISTERED  UserLevel = 2 // 注册用户\n\tUserLevel_USER_LEVEL_VERIFIED    UserLevel = 3 // 认证用户\n\tUserLevel_USER_LEVEL_PREMIUM     UserLevel = 4 // 高级用户\n\tUserLevel_USER_LEVEL_VIP         UserLevel = 5 // VIP用户\n\tUserLevel_USER_LEVEL_ADMIN       UserLevel = 6 // 管理员\n)\n\n// Enum value maps for UserLevel.\nvar (\n\tUserLevel_name = map[int32]string{\n\t\t0: \"USER_LEVEL_UNSPECIFIED\",\n\t\t1: \"USER_LEVEL_GUEST\",\n\t\t2: \"USER_LEVEL_REGISTERED\",\n\t\t3: \"USER_LEVEL_VERIFIED\",\n\t\t4: \"USER_LEVEL_PREMIUM\",\n\t\t5: \"USER_LEVEL_VIP\",\n\t\t6: \"USER_LEVEL_ADMIN\",\n\t}\n\tUserLevel_value = map[string]int32{\n\t\t\"USER_LEVEL_UNSPECIFIED\": 0,\n\t\t\"USER_LEVEL_GUEST\":       1,\n\t\t\"USER_LEVEL_REGISTERED\":  2,\n\t\t\"USER_LEVEL_VERIFIED\":    3,\n\t\t\"USER_LEVEL_PREMIUM\":     4,\n\t\t\"USER_LEVEL_VIP\":         5,\n\t\t\"USER_LEVEL_ADMIN\":       6,\n\t}\n)\n\nfunc (x UserLevel) Enum() *UserLevel {\n\tp := new(UserLevel)\n\t*p = x\n\treturn p\n}\n\nfunc (x UserLevel) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (UserLevel) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_gateway_proto_enumTypes[4].Descriptor()\n}\n\nfunc (UserLevel) Type() protoreflect.EnumType {\n\treturn &file_proto_gateway_proto_enumTypes[4]\n}\n\nfunc (x UserLevel) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use UserLevel.Descriptor instead.\nfunc (UserLevel) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{4}\n}\n\n// 服务健康状态枚举\ntype ServiceHealth int32\n\nconst (\n\tServiceHealth_SERVICE_HEALTH_UNSPECIFIED ServiceHealth = 0\n\tServiceHealth_SERVICE_HEALTH_HEALTHY     ServiceHealth = 1 // 健康\n\tServiceHealth_SERVICE_HEALTH_DEGRADED    ServiceHealth = 2 // 降级\n\tServiceHealth_SERVICE_HEALTH_UNHEALTHY   ServiceHealth = 3 // 不健康\n\tServiceHealth_SERVICE_HEALTH_CRITICAL    ServiceHealth = 4 // 严重\n)\n\n// Enum value maps for ServiceHealth.\nvar (\n\tServiceHealth_name = map[int32]string{\n\t\t0: \"SERVICE_HEALTH_UNSPECIFIED\",\n\t\t1: \"SERVICE_HEALTH_HEALTHY\",\n\t\t2: \"SERVICE_HEALTH_DEGRADED\",\n\t\t3: \"SERVICE_HEALTH_UNHEALTHY\",\n\t\t4: \"SERVICE_HEALTH_CRITICAL\",\n\t}\n\tServiceHealth_value = map[string]int32{\n\t\t\"SERVICE_HEALTH_UNSPECIFIED\": 0,\n\t\t\"SERVICE_HEALTH_HEALTHY\":     1,\n\t\t\"SERVICE_HEALTH_DEGRADED\":    2,\n\t\t\"SERVICE_HEALTH_UNHEALTHY\":   3,\n\t\t\"SERVICE_HEALTH_CRITICAL\":    4,\n\t}\n)\n\nfunc (x ServiceHealth) Enum() *ServiceHealth {\n\tp := new(ServiceHealth)\n\t*p = x\n\treturn p\n}\n\nfunc (x ServiceHealth) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (ServiceHealth) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_gateway_proto_enumTypes[5].Descriptor()\n}\n\nfunc (ServiceHealth) Type() protoreflect.EnumType {\n\treturn &file_proto_gateway_proto_enumTypes[5]\n}\n\nfunc (x ServiceHealth) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use ServiceHealth.Descriptor instead.\nfunc (ServiceHealth) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{5}\n}\n\n// 会话状态枚举\ntype SessionStatus int32\n\nconst (\n\tSessionStatus_SESSION_STATUS_UNSPECIFIED SessionStatus = 0\n\tSessionStatus_SESSION_STATUS_ACTIVE      SessionStatus = 1 // 活跃\n\tSessionStatus_SESSION_STATUS_IDLE        SessionStatus = 2 // 空闲\n\tSessionStatus_SESSION_STATUS_EXPIRED     SessionStatus = 3 // 已过期\n\tSessionStatus_SESSION_STATUS_TERMINATED  SessionStatus = 4 // 已终止\n\tSessionStatus_SESSION_STATUS_SUSPENDED   SessionStatus = 5 // 已暂停\n)\n\n// Enum value maps for SessionStatus.\nvar (\n\tSessionStatus_name = map[int32]string{\n\t\t0: \"SESSION_STATUS_UNSPECIFIED\",\n\t\t1: \"SESSION_STATUS_ACTIVE\",\n\t\t2: \"SESSION_STATUS_IDLE\",\n\t\t3: \"SESSION_STATUS_EXPIRED\",\n\t\t4: \"SESSION_STATUS_TERMINATED\",\n\t\t5: \"SESSION_STATUS_SUSPENDED\",\n\t}\n\tSessionStatus_value = map[string]int32{\n\t\t\"SESSION_STATUS_UNSPECIFIED\": 0,\n\t\t\"SESSION_STATUS_ACTIVE\":      1,\n\t\t\"SESSION_STATUS_IDLE\":        2,\n\t\t\"SESSION_STATUS_EXPIRED\":     3,\n\t\t\"SESSION_STATUS_TERMINATED\":  4,\n\t\t\"SESSION_STATUS_SUSPENDED\":   5,\n\t}\n)\n\nfunc (x SessionStatus) Enum() *SessionStatus {\n\tp := new(SessionStatus)\n\t*p = x\n\treturn p\n}\n\nfunc (x SessionStatus) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (SessionStatus) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_gateway_proto_enumTypes[6].Descriptor()\n}\n\nfunc (SessionStatus) Type() protoreflect.EnumType {\n\treturn &file_proto_gateway_proto_enumTypes[6]\n}\n\nfunc (x SessionStatus) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use SessionStatus.Descriptor instead.\nfunc (SessionStatus) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{6}\n}\n\n// 认证请求\ntype AuthenticateRequest struct {\n\tstate           protoimpl.MessageState `protogen:\"open.v1\"`\n\tUsername        string                 `protobuf:\"bytes,1,opt,name=username,proto3\" json:\"username,omitempty\"`\n\tPassword        string                 `protobuf:\"bytes,2,opt,name=password,proto3\" json:\"password,omitempty\"`\n\tClientId        string                 `protobuf:\"bytes,3,opt,name=client_id,json=clientId,proto3\" json:\"client_id,omitempty\"`\n\tClientVersion   string                 `protobuf:\"bytes,4,opt,name=client_version,json=clientVersion,proto3\" json:\"client_version,omitempty\"`\n\tDeviceInfo      string                 `protobuf:\"bytes,5,opt,name=device_info,json=deviceInfo,proto3\" json:\"device_info,omitempty\"`\n\tAuthType        AuthType               `protobuf:\"varint,6,opt,name=auth_type,json=authType,proto3,enum=greatestworks.gateway.AuthType\" json:\"auth_type,omitempty\"`\n\tThirdPartyToken string                 `protobuf:\"bytes,7,opt,name=third_party_token,json=thirdPartyToken,proto3\" json:\"third_party_token,omitempty\"` // 第三方登录token\n\tMetadata        map[string]string      `protobuf:\"bytes,8,rep,name=metadata,proto3\" json:\"metadata,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields   protoimpl.UnknownFields\n\tsizeCache       protoimpl.SizeCache\n}\n\nfunc (x *AuthenticateRequest) Reset() {\n\t*x = AuthenticateRequest{}\n\tmi := &file_proto_gateway_proto_msgTypes[0]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *AuthenticateRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*AuthenticateRequest) ProtoMessage() {}\n\nfunc (x *AuthenticateRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[0]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use AuthenticateRequest.ProtoReflect.Descriptor instead.\nfunc (*AuthenticateRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{0}\n}\n\nfunc (x *AuthenticateRequest) GetUsername() string {\n\tif x != nil {\n\t\treturn x.Username\n\t}\n\treturn \"\"\n}\n\nfunc (x *AuthenticateRequest) GetPassword() string {\n\tif x != nil {\n\t\treturn x.Password\n\t}\n\treturn \"\"\n}\n\nfunc (x *AuthenticateRequest) GetClientId() string {\n\tif x != nil {\n\t\treturn x.ClientId\n\t}\n\treturn \"\"\n}\n\nfunc (x *AuthenticateRequest) GetClientVersion() string {\n\tif x != nil {\n\t\treturn x.ClientVersion\n\t}\n\treturn \"\"\n}\n\nfunc (x *AuthenticateRequest) GetDeviceInfo() string {\n\tif x != nil {\n\t\treturn x.DeviceInfo\n\t}\n\treturn \"\"\n}\n\nfunc (x *AuthenticateRequest) GetAuthType() AuthType {\n\tif x != nil {\n\t\treturn x.AuthType\n\t}\n\treturn AuthType_AUTH_TYPE_UNSPECIFIED\n}\n\nfunc (x *AuthenticateRequest) GetThirdPartyToken() string {\n\tif x != nil {\n\t\treturn x.ThirdPartyToken\n\t}\n\treturn \"\"\n}\n\nfunc (x *AuthenticateRequest) GetMetadata() map[string]string {\n\tif x != nil {\n\t\treturn x.Metadata\n\t}\n\treturn nil\n}\n\n// 认证响应\ntype AuthenticateResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tAccessToken   string                 `protobuf:\"bytes,2,opt,name=access_token,json=accessToken,proto3\" json:\"access_token,omitempty\"`\n\tRefreshToken  string                 `protobuf:\"bytes,3,opt,name=refresh_token,json=refreshToken,proto3\" json:\"refresh_token,omitempty\"`\n\tExpiresIn     int64                  `protobuf:\"varint,4,opt,name=expires_in,json=expiresIn,proto3\" json:\"expires_in,omitempty\"`\n\tUserId        string                 `protobuf:\"bytes,5,opt,name=user_id,json=userId,proto3\" json:\"user_id,omitempty\"`\n\tSessionId     string                 `protobuf:\"bytes,6,opt,name=session_id,json=sessionId,proto3\" json:\"session_id,omitempty\"`\n\tUserProfile   *UserProfile           `protobuf:\"bytes,7,opt,name=user_profile,json=userProfile,proto3\" json:\"user_profile,omitempty\"`\n\tPermissions   []string               `protobuf:\"bytes,8,rep,name=permissions,proto3\" json:\"permissions,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *AuthenticateResponse) Reset() {\n\t*x = AuthenticateResponse{}\n\tmi := &file_proto_gateway_proto_msgTypes[1]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *AuthenticateResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*AuthenticateResponse) ProtoMessage() {}\n\nfunc (x *AuthenticateResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[1]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use AuthenticateResponse.ProtoReflect.Descriptor instead.\nfunc (*AuthenticateResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{1}\n}\n\nfunc (x *AuthenticateResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *AuthenticateResponse) GetAccessToken() string {\n\tif x != nil {\n\t\treturn x.AccessToken\n\t}\n\treturn \"\"\n}\n\nfunc (x *AuthenticateResponse) GetRefreshToken() string {\n\tif x != nil {\n\t\treturn x.RefreshToken\n\t}\n\treturn \"\"\n}\n\nfunc (x *AuthenticateResponse) GetExpiresIn() int64 {\n\tif x != nil {\n\t\treturn x.ExpiresIn\n\t}\n\treturn 0\n}\n\nfunc (x *AuthenticateResponse) GetUserId() string {\n\tif x != nil {\n\t\treturn x.UserId\n\t}\n\treturn \"\"\n}\n\nfunc (x *AuthenticateResponse) GetSessionId() string {\n\tif x != nil {\n\t\treturn x.SessionId\n\t}\n\treturn \"\"\n}\n\nfunc (x *AuthenticateResponse) GetUserProfile() *UserProfile {\n\tif x != nil {\n\t\treturn x.UserProfile\n\t}\n\treturn nil\n}\n\nfunc (x *AuthenticateResponse) GetPermissions() []string {\n\tif x != nil {\n\t\treturn x.Permissions\n\t}\n\treturn nil\n}\n\n// 刷新Token请求\ntype RefreshTokenRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tRefreshToken  string                 `protobuf:\"bytes,1,opt,name=refresh_token,json=refreshToken,proto3\" json:\"refresh_token,omitempty\"`\n\tUserId        string                 `protobuf:\"bytes,2,opt,name=user_id,json=userId,proto3\" json:\"user_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *RefreshTokenRequest) Reset() {\n\t*x = RefreshTokenRequest{}\n\tmi := &file_proto_gateway_proto_msgTypes[2]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *RefreshTokenRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*RefreshTokenRequest) ProtoMessage() {}\n\nfunc (x *RefreshTokenRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[2]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use RefreshTokenRequest.ProtoReflect.Descriptor instead.\nfunc (*RefreshTokenRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{2}\n}\n\nfunc (x *RefreshTokenRequest) GetRefreshToken() string {\n\tif x != nil {\n\t\treturn x.RefreshToken\n\t}\n\treturn \"\"\n}\n\nfunc (x *RefreshTokenRequest) GetUserId() string {\n\tif x != nil {\n\t\treturn x.UserId\n\t}\n\treturn \"\"\n}\n\n// 刷新Token响应\ntype RefreshTokenResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tAccessToken   string                 `protobuf:\"bytes,2,opt,name=access_token,json=accessToken,proto3\" json:\"access_token,omitempty\"`\n\tRefreshToken  string                 `protobuf:\"bytes,3,opt,name=refresh_token,json=refreshToken,proto3\" json:\"refresh_token,omitempty\"`\n\tExpiresIn     int64                  `protobuf:\"varint,4,opt,name=expires_in,json=expiresIn,proto3\" json:\"expires_in,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *RefreshTokenResponse) Reset() {\n\t*x = RefreshTokenResponse{}\n\tmi := &file_proto_gateway_proto_msgTypes[3]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *RefreshTokenResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*RefreshTokenResponse) ProtoMessage() {}\n\nfunc (x *RefreshTokenResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[3]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use RefreshTokenResponse.ProtoReflect.Descriptor instead.\nfunc (*RefreshTokenResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{3}\n}\n\nfunc (x *RefreshTokenResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *RefreshTokenResponse) GetAccessToken() string {\n\tif x != nil {\n\t\treturn x.AccessToken\n\t}\n\treturn \"\"\n}\n\nfunc (x *RefreshTokenResponse) GetRefreshToken() string {\n\tif x != nil {\n\t\treturn x.RefreshToken\n\t}\n\treturn \"\"\n}\n\nfunc (x *RefreshTokenResponse) GetExpiresIn() int64 {\n\tif x != nil {\n\t\treturn x.ExpiresIn\n\t}\n\treturn 0\n}\n\n// 登出请求\ntype LogoutRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tUserId        string                 `protobuf:\"bytes,1,opt,name=user_id,json=userId,proto3\" json:\"user_id,omitempty\"`\n\tSessionId     string                 `protobuf:\"bytes,2,opt,name=session_id,json=sessionId,proto3\" json:\"session_id,omitempty\"`\n\tAccessToken   string                 `protobuf:\"bytes,3,opt,name=access_token,json=accessToken,proto3\" json:\"access_token,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *LogoutRequest) Reset() {\n\t*x = LogoutRequest{}\n\tmi := &file_proto_gateway_proto_msgTypes[4]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *LogoutRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*LogoutRequest) ProtoMessage() {}\n\nfunc (x *LogoutRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[4]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use LogoutRequest.ProtoReflect.Descriptor instead.\nfunc (*LogoutRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{4}\n}\n\nfunc (x *LogoutRequest) GetUserId() string {\n\tif x != nil {\n\t\treturn x.UserId\n\t}\n\treturn \"\"\n}\n\nfunc (x *LogoutRequest) GetSessionId() string {\n\tif x != nil {\n\t\treturn x.SessionId\n\t}\n\treturn \"\"\n}\n\nfunc (x *LogoutRequest) GetAccessToken() string {\n\tif x != nil {\n\t\treturn x.AccessToken\n\t}\n\treturn \"\"\n}\n\n// 登出响应\ntype LogoutResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *LogoutResponse) Reset() {\n\t*x = LogoutResponse{}\n\tmi := &file_proto_gateway_proto_msgTypes[5]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *LogoutResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*LogoutResponse) ProtoMessage() {}\n\nfunc (x *LogoutResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[5]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use LogoutResponse.ProtoReflect.Descriptor instead.\nfunc (*LogoutResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{5}\n}\n\nfunc (x *LogoutResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\n// 获取服务器列表请求\ntype GetServerListRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tRegion        string                 `protobuf:\"bytes,1,opt,name=region,proto3\" json:\"region,omitempty\"`\n\tServerType    ServerType             `protobuf:\"varint,2,opt,name=server_type,json=serverType,proto3,enum=greatestworks.gateway.ServerType\" json:\"server_type,omitempty\"`\n\tOnlyAvailable bool                   `protobuf:\"varint,3,opt,name=only_available,json=onlyAvailable,proto3\" json:\"only_available,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetServerListRequest) Reset() {\n\t*x = GetServerListRequest{}\n\tmi := &file_proto_gateway_proto_msgTypes[6]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetServerListRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetServerListRequest) ProtoMessage() {}\n\nfunc (x *GetServerListRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[6]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetServerListRequest.ProtoReflect.Descriptor instead.\nfunc (*GetServerListRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{6}\n}\n\nfunc (x *GetServerListRequest) GetRegion() string {\n\tif x != nil {\n\t\treturn x.Region\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetServerListRequest) GetServerType() ServerType {\n\tif x != nil {\n\t\treturn x.ServerType\n\t}\n\treturn ServerType_SERVER_TYPE_UNSPECIFIED\n}\n\nfunc (x *GetServerListRequest) GetOnlyAvailable() bool {\n\tif x != nil {\n\t\treturn x.OnlyAvailable\n\t}\n\treturn false\n}\n\n// 获取服务器列表响应\ntype GetServerListResponse struct {\n\tstate               protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon              *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tServers             []*ServerInfo          `protobuf:\"bytes,2,rep,name=servers,proto3\" json:\"servers,omitempty\"`\n\tRecommendedServerId string                 `protobuf:\"bytes,3,opt,name=recommended_server_id,json=recommendedServerId,proto3\" json:\"recommended_server_id,omitempty\"`\n\tunknownFields       protoimpl.UnknownFields\n\tsizeCache           protoimpl.SizeCache\n}\n\nfunc (x *GetServerListResponse) Reset() {\n\t*x = GetServerListResponse{}\n\tmi := &file_proto_gateway_proto_msgTypes[7]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetServerListResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetServerListResponse) ProtoMessage() {}\n\nfunc (x *GetServerListResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[7]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetServerListResponse.ProtoReflect.Descriptor instead.\nfunc (*GetServerListResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{7}\n}\n\nfunc (x *GetServerListResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetServerListResponse) GetServers() []*ServerInfo {\n\tif x != nil {\n\t\treturn x.Servers\n\t}\n\treturn nil\n}\n\nfunc (x *GetServerListResponse) GetRecommendedServerId() string {\n\tif x != nil {\n\t\treturn x.RecommendedServerId\n\t}\n\treturn \"\"\n}\n\n// 选择服务器请求\ntype SelectServerRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tUserId        string                 `protobuf:\"bytes,1,opt,name=user_id,json=userId,proto3\" json:\"user_id,omitempty\"`\n\tServerId      string                 `protobuf:\"bytes,2,opt,name=server_id,json=serverId,proto3\" json:\"server_id,omitempty\"`\n\tCharacterId   string                 `protobuf:\"bytes,3,opt,name=character_id,json=characterId,proto3\" json:\"character_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SelectServerRequest) Reset() {\n\t*x = SelectServerRequest{}\n\tmi := &file_proto_gateway_proto_msgTypes[8]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SelectServerRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SelectServerRequest) ProtoMessage() {}\n\nfunc (x *SelectServerRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[8]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SelectServerRequest.ProtoReflect.Descriptor instead.\nfunc (*SelectServerRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{8}\n}\n\nfunc (x *SelectServerRequest) GetUserId() string {\n\tif x != nil {\n\t\treturn x.UserId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SelectServerRequest) GetServerId() string {\n\tif x != nil {\n\t\treturn x.ServerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SelectServerRequest) GetCharacterId() string {\n\tif x != nil {\n\t\treturn x.CharacterId\n\t}\n\treturn \"\"\n}\n\n// 选择服务器响应\ntype SelectServerResponse struct {\n\tstate            protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon           *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tServerInfo       *ServerInfo            `protobuf:\"bytes,2,opt,name=server_info,json=serverInfo,proto3\" json:\"server_info,omitempty\"`\n\tConnectionToken  string                 `protobuf:\"bytes,3,opt,name=connection_token,json=connectionToken,proto3\" json:\"connection_token,omitempty\"`\n\tServiceEndpoints []string               `protobuf:\"bytes,4,rep,name=service_endpoints,json=serviceEndpoints,proto3\" json:\"service_endpoints,omitempty\"`\n\tunknownFields    protoimpl.UnknownFields\n\tsizeCache        protoimpl.SizeCache\n}\n\nfunc (x *SelectServerResponse) Reset() {\n\t*x = SelectServerResponse{}\n\tmi := &file_proto_gateway_proto_msgTypes[9]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SelectServerResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SelectServerResponse) ProtoMessage() {}\n\nfunc (x *SelectServerResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[9]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SelectServerResponse.ProtoReflect.Descriptor instead.\nfunc (*SelectServerResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{9}\n}\n\nfunc (x *SelectServerResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *SelectServerResponse) GetServerInfo() *ServerInfo {\n\tif x != nil {\n\t\treturn x.ServerInfo\n\t}\n\treturn nil\n}\n\nfunc (x *SelectServerResponse) GetConnectionToken() string {\n\tif x != nil {\n\t\treturn x.ConnectionToken\n\t}\n\treturn \"\"\n}\n\nfunc (x *SelectServerResponse) GetServiceEndpoints() []string {\n\tif x != nil {\n\t\treturn x.ServiceEndpoints\n\t}\n\treturn nil\n}\n\n// 路由请求消息\ntype RouteRequestMessage struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tRequestId     string                 `protobuf:\"bytes,1,opt,name=request_id,json=requestId,proto3\" json:\"request_id,omitempty\"`\n\tServiceName   string                 `protobuf:\"bytes,2,opt,name=service_name,json=serviceName,proto3\" json:\"service_name,omitempty\"`\n\tMethodName    string                 `protobuf:\"bytes,3,opt,name=method_name,json=methodName,proto3\" json:\"method_name,omitempty\"`\n\tPayload       []byte                 `protobuf:\"bytes,4,opt,name=payload,proto3\" json:\"payload,omitempty\"`\n\tUserId        string                 `protobuf:\"bytes,5,opt,name=user_id,json=userId,proto3\" json:\"user_id,omitempty\"`\n\tSessionId     string                 `protobuf:\"bytes,6,opt,name=session_id,json=sessionId,proto3\" json:\"session_id,omitempty\"`\n\tHeaders       map[string]string      `protobuf:\"bytes,7,rep,name=headers,proto3\" json:\"headers,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tTimeout       int32                  `protobuf:\"varint,8,opt,name=timeout,proto3\" json:\"timeout,omitempty\"` // 超时时间（秒）\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *RouteRequestMessage) Reset() {\n\t*x = RouteRequestMessage{}\n\tmi := &file_proto_gateway_proto_msgTypes[10]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *RouteRequestMessage) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*RouteRequestMessage) ProtoMessage() {}\n\nfunc (x *RouteRequestMessage) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[10]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use RouteRequestMessage.ProtoReflect.Descriptor instead.\nfunc (*RouteRequestMessage) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{10}\n}\n\nfunc (x *RouteRequestMessage) GetRequestId() string {\n\tif x != nil {\n\t\treturn x.RequestId\n\t}\n\treturn \"\"\n}\n\nfunc (x *RouteRequestMessage) GetServiceName() string {\n\tif x != nil {\n\t\treturn x.ServiceName\n\t}\n\treturn \"\"\n}\n\nfunc (x *RouteRequestMessage) GetMethodName() string {\n\tif x != nil {\n\t\treturn x.MethodName\n\t}\n\treturn \"\"\n}\n\nfunc (x *RouteRequestMessage) GetPayload() []byte {\n\tif x != nil {\n\t\treturn x.Payload\n\t}\n\treturn nil\n}\n\nfunc (x *RouteRequestMessage) GetUserId() string {\n\tif x != nil {\n\t\treturn x.UserId\n\t}\n\treturn \"\"\n}\n\nfunc (x *RouteRequestMessage) GetSessionId() string {\n\tif x != nil {\n\t\treturn x.SessionId\n\t}\n\treturn \"\"\n}\n\nfunc (x *RouteRequestMessage) GetHeaders() map[string]string {\n\tif x != nil {\n\t\treturn x.Headers\n\t}\n\treturn nil\n}\n\nfunc (x *RouteRequestMessage) GetTimeout() int32 {\n\tif x != nil {\n\t\treturn x.Timeout\n\t}\n\treturn 0\n}\n\n// 路由响应消息\ntype RouteResponseMessage struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tRequestId      string                 `protobuf:\"bytes,1,opt,name=request_id,json=requestId,proto3\" json:\"request_id,omitempty\"`\n\tSuccess        bool                   `protobuf:\"varint,2,opt,name=success,proto3\" json:\"success,omitempty\"`\n\tPayload        []byte                 `protobuf:\"bytes,3,opt,name=payload,proto3\" json:\"payload,omitempty\"`\n\tErrorMessage   string                 `protobuf:\"bytes,4,opt,name=error_message,json=errorMessage,proto3\" json:\"error_message,omitempty\"`\n\tStatusCode     int32                  `protobuf:\"varint,5,opt,name=status_code,json=statusCode,proto3\" json:\"status_code,omitempty\"`\n\tHeaders        map[string]string      `protobuf:\"bytes,6,rep,name=headers,proto3\" json:\"headers,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tProcessingTime int64                  `protobuf:\"varint,7,opt,name=processing_time,json=processingTime,proto3\" json:\"processing_time,omitempty\"` // 处理时间（毫秒）\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *RouteResponseMessage) Reset() {\n\t*x = RouteResponseMessage{}\n\tmi := &file_proto_gateway_proto_msgTypes[11]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *RouteResponseMessage) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*RouteResponseMessage) ProtoMessage() {}\n\nfunc (x *RouteResponseMessage) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[11]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use RouteResponseMessage.ProtoReflect.Descriptor instead.\nfunc (*RouteResponseMessage) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{11}\n}\n\nfunc (x *RouteResponseMessage) GetRequestId() string {\n\tif x != nil {\n\t\treturn x.RequestId\n\t}\n\treturn \"\"\n}\n\nfunc (x *RouteResponseMessage) GetSuccess() bool {\n\tif x != nil {\n\t\treturn x.Success\n\t}\n\treturn false\n}\n\nfunc (x *RouteResponseMessage) GetPayload() []byte {\n\tif x != nil {\n\t\treturn x.Payload\n\t}\n\treturn nil\n}\n\nfunc (x *RouteResponseMessage) GetErrorMessage() string {\n\tif x != nil {\n\t\treturn x.ErrorMessage\n\t}\n\treturn \"\"\n}\n\nfunc (x *RouteResponseMessage) GetStatusCode() int32 {\n\tif x != nil {\n\t\treturn x.StatusCode\n\t}\n\treturn 0\n}\n\nfunc (x *RouteResponseMessage) GetHeaders() map[string]string {\n\tif x != nil {\n\t\treturn x.Headers\n\t}\n\treturn nil\n}\n\nfunc (x *RouteResponseMessage) GetProcessingTime() int64 {\n\tif x != nil {\n\t\treturn x.ProcessingTime\n\t}\n\treturn 0\n}\n\n// 连接请求\ntype ConnectionRequest struct {\n\tstate            protoimpl.MessageState `protogen:\"open.v1\"`\n\tUserId           string                 `protobuf:\"bytes,1,opt,name=user_id,json=userId,proto3\" json:\"user_id,omitempty\"`\n\tSessionId        string                 `protobuf:\"bytes,2,opt,name=session_id,json=sessionId,proto3\" json:\"session_id,omitempty\"`\n\tAccessToken      string                 `protobuf:\"bytes,3,opt,name=access_token,json=accessToken,proto3\" json:\"access_token,omitempty\"`\n\tConnectionType   ConnectionType         `protobuf:\"varint,4,opt,name=connection_type,json=connectionType,proto3,enum=greatestworks.gateway.ConnectionType\" json:\"connection_type,omitempty\"`\n\tClientVersion    string                 `protobuf:\"bytes,5,opt,name=client_version,json=clientVersion,proto3\" json:\"client_version,omitempty\"`\n\tConnectionParams map[string]string      `protobuf:\"bytes,6,rep,name=connection_params,json=connectionParams,proto3\" json:\"connection_params,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields    protoimpl.UnknownFields\n\tsizeCache        protoimpl.SizeCache\n}\n\nfunc (x *ConnectionRequest) Reset() {\n\t*x = ConnectionRequest{}\n\tmi := &file_proto_gateway_proto_msgTypes[12]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ConnectionRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ConnectionRequest) ProtoMessage() {}\n\nfunc (x *ConnectionRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[12]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ConnectionRequest.ProtoReflect.Descriptor instead.\nfunc (*ConnectionRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{12}\n}\n\nfunc (x *ConnectionRequest) GetUserId() string {\n\tif x != nil {\n\t\treturn x.UserId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ConnectionRequest) GetSessionId() string {\n\tif x != nil {\n\t\treturn x.SessionId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ConnectionRequest) GetAccessToken() string {\n\tif x != nil {\n\t\treturn x.AccessToken\n\t}\n\treturn \"\"\n}\n\nfunc (x *ConnectionRequest) GetConnectionType() ConnectionType {\n\tif x != nil {\n\t\treturn x.ConnectionType\n\t}\n\treturn ConnectionType_CONNECTION_TYPE_UNSPECIFIED\n}\n\nfunc (x *ConnectionRequest) GetClientVersion() string {\n\tif x != nil {\n\t\treturn x.ClientVersion\n\t}\n\treturn \"\"\n}\n\nfunc (x *ConnectionRequest) GetConnectionParams() map[string]string {\n\tif x != nil {\n\t\treturn x.ConnectionParams\n\t}\n\treturn nil\n}\n\n// 连接响应\ntype ConnectionResponse struct {\n\tstate              protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon             *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tConnectionId       string                 `protobuf:\"bytes,2,opt,name=connection_id,json=connectionId,proto3\" json:\"connection_id,omitempty\"`\n\tWebsocketUrl       string                 `protobuf:\"bytes,3,opt,name=websocket_url,json=websocketUrl,proto3\" json:\"websocket_url,omitempty\"`\n\tSupportedProtocols []string               `protobuf:\"bytes,4,rep,name=supported_protocols,json=supportedProtocols,proto3\" json:\"supported_protocols,omitempty\"`\n\tHeartbeatInterval  int32                  `protobuf:\"varint,5,opt,name=heartbeat_interval,json=heartbeatInterval,proto3\" json:\"heartbeat_interval,omitempty\"` // 心跳间隔（秒）\n\tunknownFields      protoimpl.UnknownFields\n\tsizeCache          protoimpl.SizeCache\n}\n\nfunc (x *ConnectionResponse) Reset() {\n\t*x = ConnectionResponse{}\n\tmi := &file_proto_gateway_proto_msgTypes[13]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ConnectionResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ConnectionResponse) ProtoMessage() {}\n\nfunc (x *ConnectionResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[13]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ConnectionResponse.ProtoReflect.Descriptor instead.\nfunc (*ConnectionResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{13}\n}\n\nfunc (x *ConnectionResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *ConnectionResponse) GetConnectionId() string {\n\tif x != nil {\n\t\treturn x.ConnectionId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ConnectionResponse) GetWebsocketUrl() string {\n\tif x != nil {\n\t\treturn x.WebsocketUrl\n\t}\n\treturn \"\"\n}\n\nfunc (x *ConnectionResponse) GetSupportedProtocols() []string {\n\tif x != nil {\n\t\treturn x.SupportedProtocols\n\t}\n\treturn nil\n}\n\nfunc (x *ConnectionResponse) GetHeartbeatInterval() int32 {\n\tif x != nil {\n\t\treturn x.HeartbeatInterval\n\t}\n\treturn 0\n}\n\n// 心跳请求\ntype HeartbeatRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tConnectionId  string                 `protobuf:\"bytes,1,opt,name=connection_id,json=connectionId,proto3\" json:\"connection_id,omitempty\"`\n\tUserId        string                 `protobuf:\"bytes,2,opt,name=user_id,json=userId,proto3\" json:\"user_id,omitempty\"`\n\tTimestamp     int64                  `protobuf:\"varint,3,opt,name=timestamp,proto3\" json:\"timestamp,omitempty\"`\n\tStatusInfo    map[string]string      `protobuf:\"bytes,4,rep,name=status_info,json=statusInfo,proto3\" json:\"status_info,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *HeartbeatRequest) Reset() {\n\t*x = HeartbeatRequest{}\n\tmi := &file_proto_gateway_proto_msgTypes[14]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *HeartbeatRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*HeartbeatRequest) ProtoMessage() {}\n\nfunc (x *HeartbeatRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[14]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use HeartbeatRequest.ProtoReflect.Descriptor instead.\nfunc (*HeartbeatRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{14}\n}\n\nfunc (x *HeartbeatRequest) GetConnectionId() string {\n\tif x != nil {\n\t\treturn x.ConnectionId\n\t}\n\treturn \"\"\n}\n\nfunc (x *HeartbeatRequest) GetUserId() string {\n\tif x != nil {\n\t\treturn x.UserId\n\t}\n\treturn \"\"\n}\n\nfunc (x *HeartbeatRequest) GetTimestamp() int64 {\n\tif x != nil {\n\t\treturn x.Timestamp\n\t}\n\treturn 0\n}\n\nfunc (x *HeartbeatRequest) GetStatusInfo() map[string]string {\n\tif x != nil {\n\t\treturn x.StatusInfo\n\t}\n\treturn nil\n}\n\n// 心跳响应\ntype HeartbeatResponse struct {\n\tstate                 protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon                *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tServerTimestamp       int64                  `protobuf:\"varint,2,opt,name=server_timestamp,json=serverTimestamp,proto3\" json:\"server_timestamp,omitempty\"`\n\tNextHeartbeatInterval int32                  `protobuf:\"varint,3,opt,name=next_heartbeat_interval,json=nextHeartbeatInterval,proto3\" json:\"next_heartbeat_interval,omitempty\"`\n\tGatewayStatus         *GatewayStatus         `protobuf:\"bytes,4,opt,name=gateway_status,json=gatewayStatus,proto3\" json:\"gateway_status,omitempty\"`\n\tunknownFields         protoimpl.UnknownFields\n\tsizeCache             protoimpl.SizeCache\n}\n\nfunc (x *HeartbeatResponse) Reset() {\n\t*x = HeartbeatResponse{}\n\tmi := &file_proto_gateway_proto_msgTypes[15]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *HeartbeatResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*HeartbeatResponse) ProtoMessage() {}\n\nfunc (x *HeartbeatResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[15]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use HeartbeatResponse.ProtoReflect.Descriptor instead.\nfunc (*HeartbeatResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{15}\n}\n\nfunc (x *HeartbeatResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *HeartbeatResponse) GetServerTimestamp() int64 {\n\tif x != nil {\n\t\treturn x.ServerTimestamp\n\t}\n\treturn 0\n}\n\nfunc (x *HeartbeatResponse) GetNextHeartbeatInterval() int32 {\n\tif x != nil {\n\t\treturn x.NextHeartbeatInterval\n\t}\n\treturn 0\n}\n\nfunc (x *HeartbeatResponse) GetGatewayStatus() *GatewayStatus {\n\tif x != nil {\n\t\treturn x.GatewayStatus\n\t}\n\treturn nil\n}\n\n// 获取网关状态请求\ntype GetGatewayStatusRequest struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tAdminToken     string                 `protobuf:\"bytes,1,opt,name=admin_token,json=adminToken,proto3\" json:\"admin_token,omitempty\"`\n\tIncludeMetrics bool                   `protobuf:\"varint,2,opt,name=include_metrics,json=includeMetrics,proto3\" json:\"include_metrics,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *GetGatewayStatusRequest) Reset() {\n\t*x = GetGatewayStatusRequest{}\n\tmi := &file_proto_gateway_proto_msgTypes[16]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetGatewayStatusRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetGatewayStatusRequest) ProtoMessage() {}\n\nfunc (x *GetGatewayStatusRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[16]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetGatewayStatusRequest.ProtoReflect.Descriptor instead.\nfunc (*GetGatewayStatusRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{16}\n}\n\nfunc (x *GetGatewayStatusRequest) GetAdminToken() string {\n\tif x != nil {\n\t\treturn x.AdminToken\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetGatewayStatusRequest) GetIncludeMetrics() bool {\n\tif x != nil {\n\t\treturn x.IncludeMetrics\n\t}\n\treturn false\n}\n\n// 获取网关状态响应\ntype GetGatewayStatusResponse struct {\n\tstate           protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon          *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tStatus          *GatewayStatus         `protobuf:\"bytes,2,opt,name=status,proto3\" json:\"status,omitempty\"`\n\tMetrics         *GatewayMetrics        `protobuf:\"bytes,3,opt,name=metrics,proto3\" json:\"metrics,omitempty\"`\n\tBackendServices []*ServiceStatus       `protobuf:\"bytes,4,rep,name=backend_services,json=backendServices,proto3\" json:\"backend_services,omitempty\"`\n\tunknownFields   protoimpl.UnknownFields\n\tsizeCache       protoimpl.SizeCache\n}\n\nfunc (x *GetGatewayStatusResponse) Reset() {\n\t*x = GetGatewayStatusResponse{}\n\tmi := &file_proto_gateway_proto_msgTypes[17]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetGatewayStatusResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetGatewayStatusResponse) ProtoMessage() {}\n\nfunc (x *GetGatewayStatusResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[17]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetGatewayStatusResponse.ProtoReflect.Descriptor instead.\nfunc (*GetGatewayStatusResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{17}\n}\n\nfunc (x *GetGatewayStatusResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetGatewayStatusResponse) GetStatus() *GatewayStatus {\n\tif x != nil {\n\t\treturn x.Status\n\t}\n\treturn nil\n}\n\nfunc (x *GetGatewayStatusResponse) GetMetrics() *GatewayMetrics {\n\tif x != nil {\n\t\treturn x.Metrics\n\t}\n\treturn nil\n}\n\nfunc (x *GetGatewayStatusResponse) GetBackendServices() []*ServiceStatus {\n\tif x != nil {\n\t\treturn x.BackendServices\n\t}\n\treturn nil\n}\n\n// 限流检查请求\ntype RateLimitRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tUserId        string                 `protobuf:\"bytes,1,opt,name=user_id,json=userId,proto3\" json:\"user_id,omitempty\"`\n\tIpAddress     string                 `protobuf:\"bytes,2,opt,name=ip_address,json=ipAddress,proto3\" json:\"ip_address,omitempty\"`\n\tResource      string                 `protobuf:\"bytes,3,opt,name=resource,proto3\" json:\"resource,omitempty\"` // 请求的资源\n\tAction        string                 `protobuf:\"bytes,4,opt,name=action,proto3\" json:\"action,omitempty\"`     // 请求的操作\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *RateLimitRequest) Reset() {\n\t*x = RateLimitRequest{}\n\tmi := &file_proto_gateway_proto_msgTypes[18]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *RateLimitRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*RateLimitRequest) ProtoMessage() {}\n\nfunc (x *RateLimitRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[18]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use RateLimitRequest.ProtoReflect.Descriptor instead.\nfunc (*RateLimitRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{18}\n}\n\nfunc (x *RateLimitRequest) GetUserId() string {\n\tif x != nil {\n\t\treturn x.UserId\n\t}\n\treturn \"\"\n}\n\nfunc (x *RateLimitRequest) GetIpAddress() string {\n\tif x != nil {\n\t\treturn x.IpAddress\n\t}\n\treturn \"\"\n}\n\nfunc (x *RateLimitRequest) GetResource() string {\n\tif x != nil {\n\t\treturn x.Resource\n\t}\n\treturn \"\"\n}\n\nfunc (x *RateLimitRequest) GetAction() string {\n\tif x != nil {\n\t\treturn x.Action\n\t}\n\treturn \"\"\n}\n\n// 限流检查响应\ntype RateLimitResponse struct {\n\tstate             protoimpl.MessageState `protogen:\"open.v1\"`\n\tAllowed           bool                   `protobuf:\"varint,1,opt,name=allowed,proto3\" json:\"allowed,omitempty\"`\n\tRemainingRequests int32                  `protobuf:\"varint,2,opt,name=remaining_requests,json=remainingRequests,proto3\" json:\"remaining_requests,omitempty\"`\n\tResetTime         int64                  `protobuf:\"varint,3,opt,name=reset_time,json=resetTime,proto3\" json:\"reset_time,omitempty\"` // 限制重置时间\n\tLimitType         string                 `protobuf:\"bytes,4,opt,name=limit_type,json=limitType,proto3\" json:\"limit_type,omitempty\"`\n\tErrorMessage      string                 `protobuf:\"bytes,5,opt,name=error_message,json=errorMessage,proto3\" json:\"error_message,omitempty\"`\n\tunknownFields     protoimpl.UnknownFields\n\tsizeCache         protoimpl.SizeCache\n}\n\nfunc (x *RateLimitResponse) Reset() {\n\t*x = RateLimitResponse{}\n\tmi := &file_proto_gateway_proto_msgTypes[19]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *RateLimitResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*RateLimitResponse) ProtoMessage() {}\n\nfunc (x *RateLimitResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[19]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use RateLimitResponse.ProtoReflect.Descriptor instead.\nfunc (*RateLimitResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{19}\n}\n\nfunc (x *RateLimitResponse) GetAllowed() bool {\n\tif x != nil {\n\t\treturn x.Allowed\n\t}\n\treturn false\n}\n\nfunc (x *RateLimitResponse) GetRemainingRequests() int32 {\n\tif x != nil {\n\t\treturn x.RemainingRequests\n\t}\n\treturn 0\n}\n\nfunc (x *RateLimitResponse) GetResetTime() int64 {\n\tif x != nil {\n\t\treturn x.ResetTime\n\t}\n\treturn 0\n}\n\nfunc (x *RateLimitResponse) GetLimitType() string {\n\tif x != nil {\n\t\treturn x.LimitType\n\t}\n\treturn \"\"\n}\n\nfunc (x *RateLimitResponse) GetErrorMessage() string {\n\tif x != nil {\n\t\treturn x.ErrorMessage\n\t}\n\treturn \"\"\n}\n\n// 获取会话信息请求\ntype GetSessionInfoRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tSessionId     string                 `protobuf:\"bytes,1,opt,name=session_id,json=sessionId,proto3\" json:\"session_id,omitempty\"`\n\tUserId        string                 `protobuf:\"bytes,2,opt,name=user_id,json=userId,proto3\" json:\"user_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetSessionInfoRequest) Reset() {\n\t*x = GetSessionInfoRequest{}\n\tmi := &file_proto_gateway_proto_msgTypes[20]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetSessionInfoRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetSessionInfoRequest) ProtoMessage() {}\n\nfunc (x *GetSessionInfoRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[20]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetSessionInfoRequest.ProtoReflect.Descriptor instead.\nfunc (*GetSessionInfoRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{20}\n}\n\nfunc (x *GetSessionInfoRequest) GetSessionId() string {\n\tif x != nil {\n\t\treturn x.SessionId\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetSessionInfoRequest) GetUserId() string {\n\tif x != nil {\n\t\treturn x.UserId\n\t}\n\treturn \"\"\n}\n\n// 获取会话信息响应\ntype GetSessionInfoResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tSessionInfo   *SessionInfo           `protobuf:\"bytes,2,opt,name=session_info,json=sessionInfo,proto3\" json:\"session_info,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetSessionInfoResponse) Reset() {\n\t*x = GetSessionInfoResponse{}\n\tmi := &file_proto_gateway_proto_msgTypes[21]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetSessionInfoResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetSessionInfoResponse) ProtoMessage() {}\n\nfunc (x *GetSessionInfoResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[21]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetSessionInfoResponse.ProtoReflect.Descriptor instead.\nfunc (*GetSessionInfoResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{21}\n}\n\nfunc (x *GetSessionInfoResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetSessionInfoResponse) GetSessionInfo() *SessionInfo {\n\tif x != nil {\n\t\treturn x.SessionInfo\n\t}\n\treturn nil\n}\n\n// 服务器信息\ntype ServerInfo struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tServerId       string                 `protobuf:\"bytes,1,opt,name=server_id,json=serverId,proto3\" json:\"server_id,omitempty\"`\n\tName           string                 `protobuf:\"bytes,2,opt,name=name,proto3\" json:\"name,omitempty\"`\n\tRegion         string                 `protobuf:\"bytes,3,opt,name=region,proto3\" json:\"region,omitempty\"`\n\tServerType     ServerType             `protobuf:\"varint,4,opt,name=server_type,json=serverType,proto3,enum=greatestworks.gateway.ServerType\" json:\"server_type,omitempty\"`\n\tStatus         ServerStatus           `protobuf:\"varint,5,opt,name=status,proto3,enum=greatestworks.gateway.ServerStatus\" json:\"status,omitempty\"`\n\tCurrentPlayers int32                  `protobuf:\"varint,6,opt,name=current_players,json=currentPlayers,proto3\" json:\"current_players,omitempty\"`\n\tMaxPlayers     int32                  `protobuf:\"varint,7,opt,name=max_players,json=maxPlayers,proto3\" json:\"max_players,omitempty\"`\n\tLoadPercentage float32                `protobuf:\"fixed32,8,opt,name=load_percentage,json=loadPercentage,proto3\" json:\"load_percentage,omitempty\"`\n\tPing           int32                  `protobuf:\"varint,9,opt,name=ping,proto3\" json:\"ping,omitempty\"`\n\tVersion        string                 `protobuf:\"bytes,10,opt,name=version,proto3\" json:\"version,omitempty\"`\n\tIsRecommended  bool                   `protobuf:\"varint,11,opt,name=is_recommended,json=isRecommended,proto3\" json:\"is_recommended,omitempty\"`\n\tIsNew          bool                   `protobuf:\"varint,12,opt,name=is_new,json=isNew,proto3\" json:\"is_new,omitempty\"`\n\tLastUpdate     int64                  `protobuf:\"varint,13,opt,name=last_update,json=lastUpdate,proto3\" json:\"last_update,omitempty\"`\n\tFeatures       map[string]string      `protobuf:\"bytes,14,rep,name=features,proto3\" json:\"features,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"` // 服务器特性\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *ServerInfo) Reset() {\n\t*x = ServerInfo{}\n\tmi := &file_proto_gateway_proto_msgTypes[22]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ServerInfo) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ServerInfo) ProtoMessage() {}\n\nfunc (x *ServerInfo) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[22]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ServerInfo.ProtoReflect.Descriptor instead.\nfunc (*ServerInfo) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{22}\n}\n\nfunc (x *ServerInfo) GetServerId() string {\n\tif x != nil {\n\t\treturn x.ServerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ServerInfo) GetName() string {\n\tif x != nil {\n\t\treturn x.Name\n\t}\n\treturn \"\"\n}\n\nfunc (x *ServerInfo) GetRegion() string {\n\tif x != nil {\n\t\treturn x.Region\n\t}\n\treturn \"\"\n}\n\nfunc (x *ServerInfo) GetServerType() ServerType {\n\tif x != nil {\n\t\treturn x.ServerType\n\t}\n\treturn ServerType_SERVER_TYPE_UNSPECIFIED\n}\n\nfunc (x *ServerInfo) GetStatus() ServerStatus {\n\tif x != nil {\n\t\treturn x.Status\n\t}\n\treturn ServerStatus_SERVER_STATUS_UNSPECIFIED\n}\n\nfunc (x *ServerInfo) GetCurrentPlayers() int32 {\n\tif x != nil {\n\t\treturn x.CurrentPlayers\n\t}\n\treturn 0\n}\n\nfunc (x *ServerInfo) GetMaxPlayers() int32 {\n\tif x != nil {\n\t\treturn x.MaxPlayers\n\t}\n\treturn 0\n}\n\nfunc (x *ServerInfo) GetLoadPercentage() float32 {\n\tif x != nil {\n\t\treturn x.LoadPercentage\n\t}\n\treturn 0\n}\n\nfunc (x *ServerInfo) GetPing() int32 {\n\tif x != nil {\n\t\treturn x.Ping\n\t}\n\treturn 0\n}\n\nfunc (x *ServerInfo) GetVersion() string {\n\tif x != nil {\n\t\treturn x.Version\n\t}\n\treturn \"\"\n}\n\nfunc (x *ServerInfo) GetIsRecommended() bool {\n\tif x != nil {\n\t\treturn x.IsRecommended\n\t}\n\treturn false\n}\n\nfunc (x *ServerInfo) GetIsNew() bool {\n\tif x != nil {\n\t\treturn x.IsNew\n\t}\n\treturn false\n}\n\nfunc (x *ServerInfo) GetLastUpdate() int64 {\n\tif x != nil {\n\t\treturn x.LastUpdate\n\t}\n\treturn 0\n}\n\nfunc (x *ServerInfo) GetFeatures() map[string]string {\n\tif x != nil {\n\t\treturn x.Features\n\t}\n\treturn nil\n}\n\n// 用户档案\ntype UserProfile struct {\n\tstate             protoimpl.MessageState `protogen:\"open.v1\"`\n\tUserId            string                 `protobuf:\"bytes,1,opt,name=user_id,json=userId,proto3\" json:\"user_id,omitempty\"`\n\tUsername          string                 `protobuf:\"bytes,2,opt,name=username,proto3\" json:\"username,omitempty\"`\n\tEmail             string                 `protobuf:\"bytes,3,opt,name=email,proto3\" json:\"email,omitempty\"`\n\tDisplayName       string                 `protobuf:\"bytes,4,opt,name=display_name,json=displayName,proto3\" json:\"display_name,omitempty\"`\n\tAvatarUrl         string                 `protobuf:\"bytes,5,opt,name=avatar_url,json=avatarUrl,proto3\" json:\"avatar_url,omitempty\"`\n\tUserLevel         UserLevel              `protobuf:\"varint,6,opt,name=user_level,json=userLevel,proto3,enum=greatestworks.gateway.UserLevel\" json:\"user_level,omitempty\"`\n\tIsPremium         bool                   `protobuf:\"varint,7,opt,name=is_premium,json=isPremium,proto3\" json:\"is_premium,omitempty\"`\n\tCreatedAt         int64                  `protobuf:\"varint,8,opt,name=created_at,json=createdAt,proto3\" json:\"created_at,omitempty\"`\n\tLastLogin         int64                  `protobuf:\"varint,9,opt,name=last_login,json=lastLogin,proto3\" json:\"last_login,omitempty\"`\n\tPreferredLanguage string                 `protobuf:\"bytes,10,opt,name=preferred_language,json=preferredLanguage,proto3\" json:\"preferred_language,omitempty\"`\n\tTimezone          string                 `protobuf:\"bytes,11,opt,name=timezone,proto3\" json:\"timezone,omitempty\"`\n\tPreferences       map[string]string      `protobuf:\"bytes,12,rep,name=preferences,proto3\" json:\"preferences,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields     protoimpl.UnknownFields\n\tsizeCache         protoimpl.SizeCache\n}\n\nfunc (x *UserProfile) Reset() {\n\t*x = UserProfile{}\n\tmi := &file_proto_gateway_proto_msgTypes[23]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *UserProfile) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*UserProfile) ProtoMessage() {}\n\nfunc (x *UserProfile) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[23]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use UserProfile.ProtoReflect.Descriptor instead.\nfunc (*UserProfile) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{23}\n}\n\nfunc (x *UserProfile) GetUserId() string {\n\tif x != nil {\n\t\treturn x.UserId\n\t}\n\treturn \"\"\n}\n\nfunc (x *UserProfile) GetUsername() string {\n\tif x != nil {\n\t\treturn x.Username\n\t}\n\treturn \"\"\n}\n\nfunc (x *UserProfile) GetEmail() string {\n\tif x != nil {\n\t\treturn x.Email\n\t}\n\treturn \"\"\n}\n\nfunc (x *UserProfile) GetDisplayName() string {\n\tif x != nil {\n\t\treturn x.DisplayName\n\t}\n\treturn \"\"\n}\n\nfunc (x *UserProfile) GetAvatarUrl() string {\n\tif x != nil {\n\t\treturn x.AvatarUrl\n\t}\n\treturn \"\"\n}\n\nfunc (x *UserProfile) GetUserLevel() UserLevel {\n\tif x != nil {\n\t\treturn x.UserLevel\n\t}\n\treturn UserLevel_USER_LEVEL_UNSPECIFIED\n}\n\nfunc (x *UserProfile) GetIsPremium() bool {\n\tif x != nil {\n\t\treturn x.IsPremium\n\t}\n\treturn false\n}\n\nfunc (x *UserProfile) GetCreatedAt() int64 {\n\tif x != nil {\n\t\treturn x.CreatedAt\n\t}\n\treturn 0\n}\n\nfunc (x *UserProfile) GetLastLogin() int64 {\n\tif x != nil {\n\t\treturn x.LastLogin\n\t}\n\treturn 0\n}\n\nfunc (x *UserProfile) GetPreferredLanguage() string {\n\tif x != nil {\n\t\treturn x.PreferredLanguage\n\t}\n\treturn \"\"\n}\n\nfunc (x *UserProfile) GetTimezone() string {\n\tif x != nil {\n\t\treturn x.Timezone\n\t}\n\treturn \"\"\n}\n\nfunc (x *UserProfile) GetPreferences() map[string]string {\n\tif x != nil {\n\t\treturn x.Preferences\n\t}\n\treturn nil\n}\n\n// 网关状态\ntype GatewayStatus struct {\n\tstate             protoimpl.MessageState `protogen:\"open.v1\"`\n\tIsHealthy         bool                   `protobuf:\"varint,1,opt,name=is_healthy,json=isHealthy,proto3\" json:\"is_healthy,omitempty\"`\n\tVersion           string                 `protobuf:\"bytes,2,opt,name=version,proto3\" json:\"version,omitempty\"`\n\tUptime            int64                  `protobuf:\"varint,3,opt,name=uptime,proto3\" json:\"uptime,omitempty\"` // 运行时间（秒）\n\tActiveConnections int32                  `protobuf:\"varint,4,opt,name=active_connections,json=activeConnections,proto3\" json:\"active_connections,omitempty\"`\n\tTotalRequests     int32                  `protobuf:\"varint,5,opt,name=total_requests,json=totalRequests,proto3\" json:\"total_requests,omitempty\"`\n\tCpuUsage          float32                `protobuf:\"fixed32,6,opt,name=cpu_usage,json=cpuUsage,proto3\" json:\"cpu_usage,omitempty\"`\n\tMemoryUsage       float32                `protobuf:\"fixed32,7,opt,name=memory_usage,json=memoryUsage,proto3\" json:\"memory_usage,omitempty\"`\n\tErrorRate         int32                  `protobuf:\"varint,8,opt,name=error_rate,json=errorRate,proto3\" json:\"error_rate,omitempty\"` // 错误率（每万次请求）\n\tunknownFields     protoimpl.UnknownFields\n\tsizeCache         protoimpl.SizeCache\n}\n\nfunc (x *GatewayStatus) Reset() {\n\t*x = GatewayStatus{}\n\tmi := &file_proto_gateway_proto_msgTypes[24]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GatewayStatus) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GatewayStatus) ProtoMessage() {}\n\nfunc (x *GatewayStatus) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[24]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GatewayStatus.ProtoReflect.Descriptor instead.\nfunc (*GatewayStatus) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{24}\n}\n\nfunc (x *GatewayStatus) GetIsHealthy() bool {\n\tif x != nil {\n\t\treturn x.IsHealthy\n\t}\n\treturn false\n}\n\nfunc (x *GatewayStatus) GetVersion() string {\n\tif x != nil {\n\t\treturn x.Version\n\t}\n\treturn \"\"\n}\n\nfunc (x *GatewayStatus) GetUptime() int64 {\n\tif x != nil {\n\t\treturn x.Uptime\n\t}\n\treturn 0\n}\n\nfunc (x *GatewayStatus) GetActiveConnections() int32 {\n\tif x != nil {\n\t\treturn x.ActiveConnections\n\t}\n\treturn 0\n}\n\nfunc (x *GatewayStatus) GetTotalRequests() int32 {\n\tif x != nil {\n\t\treturn x.TotalRequests\n\t}\n\treturn 0\n}\n\nfunc (x *GatewayStatus) GetCpuUsage() float32 {\n\tif x != nil {\n\t\treturn x.CpuUsage\n\t}\n\treturn 0\n}\n\nfunc (x *GatewayStatus) GetMemoryUsage() float32 {\n\tif x != nil {\n\t\treturn x.MemoryUsage\n\t}\n\treturn 0\n}\n\nfunc (x *GatewayStatus) GetErrorRate() int32 {\n\tif x != nil {\n\t\treturn x.ErrorRate\n\t}\n\treturn 0\n}\n\n// 网关指标\ntype GatewayMetrics struct {\n\tstate                   protoimpl.MessageState `protogen:\"open.v1\"`\n\tTotalRequests           int64                  `protobuf:\"varint,1,opt,name=total_requests,json=totalRequests,proto3\" json:\"total_requests,omitempty\"`\n\tSuccessfulRequests      int64                  `protobuf:\"varint,2,opt,name=successful_requests,json=successfulRequests,proto3\" json:\"successful_requests,omitempty\"`\n\tFailedRequests          int64                  `protobuf:\"varint,3,opt,name=failed_requests,json=failedRequests,proto3\" json:\"failed_requests,omitempty\"`\n\tAverageResponseTime     float32                `protobuf:\"fixed32,4,opt,name=average_response_time,json=averageResponseTime,proto3\" json:\"average_response_time,omitempty\"` // 平均响应时间（毫秒）\n\tActiveUsers             int32                  `protobuf:\"varint,5,opt,name=active_users,json=activeUsers,proto3\" json:\"active_users,omitempty\"`\n\tPeakConcurrentUsers     int32                  `protobuf:\"varint,6,opt,name=peak_concurrent_users,json=peakConcurrentUsers,proto3\" json:\"peak_concurrent_users,omitempty\"`\n\tRequestsPerService      map[string]int64       `protobuf:\"bytes,7,rep,name=requests_per_service,json=requestsPerService,proto3\" json:\"requests_per_service,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"varint,2,opt,name=value\"`                   // 各服务请求数\n\tResponseTimesPerService map[string]float32     `protobuf:\"bytes,8,rep,name=response_times_per_service,json=responseTimesPerService,proto3\" json:\"response_times_per_service,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"fixed32,2,opt,name=value\"` // 各服务响应时间\n\tBandwidthIn             int64                  `protobuf:\"varint,9,opt,name=bandwidth_in,json=bandwidthIn,proto3\" json:\"bandwidth_in,omitempty\"`                                                                                                                    // 入站带宽（字节）\n\tBandwidthOut            int64                  `protobuf:\"varint,10,opt,name=bandwidth_out,json=bandwidthOut,proto3\" json:\"bandwidth_out,omitempty\"`                                                                                                                // 出站带宽（字节）\n\tunknownFields           protoimpl.UnknownFields\n\tsizeCache               protoimpl.SizeCache\n}\n\nfunc (x *GatewayMetrics) Reset() {\n\t*x = GatewayMetrics{}\n\tmi := &file_proto_gateway_proto_msgTypes[25]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GatewayMetrics) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GatewayMetrics) ProtoMessage() {}\n\nfunc (x *GatewayMetrics) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[25]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GatewayMetrics.ProtoReflect.Descriptor instead.\nfunc (*GatewayMetrics) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{25}\n}\n\nfunc (x *GatewayMetrics) GetTotalRequests() int64 {\n\tif x != nil {\n\t\treturn x.TotalRequests\n\t}\n\treturn 0\n}\n\nfunc (x *GatewayMetrics) GetSuccessfulRequests() int64 {\n\tif x != nil {\n\t\treturn x.SuccessfulRequests\n\t}\n\treturn 0\n}\n\nfunc (x *GatewayMetrics) GetFailedRequests() int64 {\n\tif x != nil {\n\t\treturn x.FailedRequests\n\t}\n\treturn 0\n}\n\nfunc (x *GatewayMetrics) GetAverageResponseTime() float32 {\n\tif x != nil {\n\t\treturn x.AverageResponseTime\n\t}\n\treturn 0\n}\n\nfunc (x *GatewayMetrics) GetActiveUsers() int32 {\n\tif x != nil {\n\t\treturn x.ActiveUsers\n\t}\n\treturn 0\n}\n\nfunc (x *GatewayMetrics) GetPeakConcurrentUsers() int32 {\n\tif x != nil {\n\t\treturn x.PeakConcurrentUsers\n\t}\n\treturn 0\n}\n\nfunc (x *GatewayMetrics) GetRequestsPerService() map[string]int64 {\n\tif x != nil {\n\t\treturn x.RequestsPerService\n\t}\n\treturn nil\n}\n\nfunc (x *GatewayMetrics) GetResponseTimesPerService() map[string]float32 {\n\tif x != nil {\n\t\treturn x.ResponseTimesPerService\n\t}\n\treturn nil\n}\n\nfunc (x *GatewayMetrics) GetBandwidthIn() int64 {\n\tif x != nil {\n\t\treturn x.BandwidthIn\n\t}\n\treturn 0\n}\n\nfunc (x *GatewayMetrics) GetBandwidthOut() int64 {\n\tif x != nil {\n\t\treturn x.BandwidthOut\n\t}\n\treturn 0\n}\n\n// 服务状态\ntype ServiceStatus struct {\n\tstate             protoimpl.MessageState `protogen:\"open.v1\"`\n\tServiceName       string                 `protobuf:\"bytes,1,opt,name=service_name,json=serviceName,proto3\" json:\"service_name,omitempty\"`\n\tServiceUrl        string                 `protobuf:\"bytes,2,opt,name=service_url,json=serviceUrl,proto3\" json:\"service_url,omitempty\"`\n\tHealth            ServiceHealth          `protobuf:\"varint,3,opt,name=health,proto3,enum=greatestworks.gateway.ServiceHealth\" json:\"health,omitempty\"`\n\tResponseTime      float32                `protobuf:\"fixed32,4,opt,name=response_time,json=responseTime,proto3\" json:\"response_time,omitempty\"` // 平均响应时间\n\tActiveConnections int32                  `protobuf:\"varint,5,opt,name=active_connections,json=activeConnections,proto3\" json:\"active_connections,omitempty\"`\n\tLastCheck         int64                  `protobuf:\"varint,6,opt,name=last_check,json=lastCheck,proto3\" json:\"last_check,omitempty\"`\n\tVersion           string                 `protobuf:\"bytes,7,opt,name=version,proto3\" json:\"version,omitempty\"`\n\tMetadata          map[string]string      `protobuf:\"bytes,8,rep,name=metadata,proto3\" json:\"metadata,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields     protoimpl.UnknownFields\n\tsizeCache         protoimpl.SizeCache\n}\n\nfunc (x *ServiceStatus) Reset() {\n\t*x = ServiceStatus{}\n\tmi := &file_proto_gateway_proto_msgTypes[26]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ServiceStatus) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ServiceStatus) ProtoMessage() {}\n\nfunc (x *ServiceStatus) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[26]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ServiceStatus.ProtoReflect.Descriptor instead.\nfunc (*ServiceStatus) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{26}\n}\n\nfunc (x *ServiceStatus) GetServiceName() string {\n\tif x != nil {\n\t\treturn x.ServiceName\n\t}\n\treturn \"\"\n}\n\nfunc (x *ServiceStatus) GetServiceUrl() string {\n\tif x != nil {\n\t\treturn x.ServiceUrl\n\t}\n\treturn \"\"\n}\n\nfunc (x *ServiceStatus) GetHealth() ServiceHealth {\n\tif x != nil {\n\t\treturn x.Health\n\t}\n\treturn ServiceHealth_SERVICE_HEALTH_UNSPECIFIED\n}\n\nfunc (x *ServiceStatus) GetResponseTime() float32 {\n\tif x != nil {\n\t\treturn x.ResponseTime\n\t}\n\treturn 0\n}\n\nfunc (x *ServiceStatus) GetActiveConnections() int32 {\n\tif x != nil {\n\t\treturn x.ActiveConnections\n\t}\n\treturn 0\n}\n\nfunc (x *ServiceStatus) GetLastCheck() int64 {\n\tif x != nil {\n\t\treturn x.LastCheck\n\t}\n\treturn 0\n}\n\nfunc (x *ServiceStatus) GetVersion() string {\n\tif x != nil {\n\t\treturn x.Version\n\t}\n\treturn \"\"\n}\n\nfunc (x *ServiceStatus) GetMetadata() map[string]string {\n\tif x != nil {\n\t\treturn x.Metadata\n\t}\n\treturn nil\n}\n\n// 会话信息\ntype SessionInfo struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tSessionId     string                 `protobuf:\"bytes,1,opt,name=session_id,json=sessionId,proto3\" json:\"session_id,omitempty\"`\n\tUserId        string                 `protobuf:\"bytes,2,opt,name=user_id,json=userId,proto3\" json:\"user_id,omitempty\"`\n\tAccessToken   string                 `protobuf:\"bytes,3,opt,name=access_token,json=accessToken,proto3\" json:\"access_token,omitempty\"`\n\tCreatedAt     int64                  `protobuf:\"varint,4,opt,name=created_at,json=createdAt,proto3\" json:\"created_at,omitempty\"`\n\tExpiresAt     int64                  `protobuf:\"varint,5,opt,name=expires_at,json=expiresAt,proto3\" json:\"expires_at,omitempty\"`\n\tLastActivity  int64                  `protobuf:\"varint,6,opt,name=last_activity,json=lastActivity,proto3\" json:\"last_activity,omitempty\"`\n\tClientIp      string                 `protobuf:\"bytes,7,opt,name=client_ip,json=clientIp,proto3\" json:\"client_ip,omitempty\"`\n\tUserAgent     string                 `protobuf:\"bytes,8,opt,name=user_agent,json=userAgent,proto3\" json:\"user_agent,omitempty\"`\n\tCurrentServer string                 `protobuf:\"bytes,9,opt,name=current_server,json=currentServer,proto3\" json:\"current_server,omitempty\"`\n\tStatus        SessionStatus          `protobuf:\"varint,10,opt,name=status,proto3,enum=greatestworks.gateway.SessionStatus\" json:\"status,omitempty\"`\n\tSessionData   map[string]string      `protobuf:\"bytes,11,rep,name=session_data,json=sessionData,proto3\" json:\"session_data,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SessionInfo) Reset() {\n\t*x = SessionInfo{}\n\tmi := &file_proto_gateway_proto_msgTypes[27]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SessionInfo) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SessionInfo) ProtoMessage() {}\n\nfunc (x *SessionInfo) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_gateway_proto_msgTypes[27]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SessionInfo.ProtoReflect.Descriptor instead.\nfunc (*SessionInfo) Descriptor() ([]byte, []int) {\n\treturn file_proto_gateway_proto_rawDescGZIP(), []int{27}\n}\n\nfunc (x *SessionInfo) GetSessionId() string {\n\tif x != nil {\n\t\treturn x.SessionId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SessionInfo) GetUserId() string {\n\tif x != nil {\n\t\treturn x.UserId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SessionInfo) GetAccessToken() string {\n\tif x != nil {\n\t\treturn x.AccessToken\n\t}\n\treturn \"\"\n}\n\nfunc (x *SessionInfo) GetCreatedAt() int64 {\n\tif x != nil {\n\t\treturn x.CreatedAt\n\t}\n\treturn 0\n}\n\nfunc (x *SessionInfo) GetExpiresAt() int64 {\n\tif x != nil {\n\t\treturn x.ExpiresAt\n\t}\n\treturn 0\n}\n\nfunc (x *SessionInfo) GetLastActivity() int64 {\n\tif x != nil {\n\t\treturn x.LastActivity\n\t}\n\treturn 0\n}\n\nfunc (x *SessionInfo) GetClientIp() string {\n\tif x != nil {\n\t\treturn x.ClientIp\n\t}\n\treturn \"\"\n}\n\nfunc (x *SessionInfo) GetUserAgent() string {\n\tif x != nil {\n\t\treturn x.UserAgent\n\t}\n\treturn \"\"\n}\n\nfunc (x *SessionInfo) GetCurrentServer() string {\n\tif x != nil {\n\t\treturn x.CurrentServer\n\t}\n\treturn \"\"\n}\n\nfunc (x *SessionInfo) GetStatus() SessionStatus {\n\tif x != nil {\n\t\treturn x.Status\n\t}\n\treturn SessionStatus_SESSION_STATUS_UNSPECIFIED\n}\n\nfunc (x *SessionInfo) GetSessionData() map[string]string {\n\tif x != nil {\n\t\treturn x.SessionData\n\t}\n\treturn nil\n}\n\nvar File_proto_gateway_proto protoreflect.FileDescriptor\n\nconst file_proto_gateway_proto_rawDesc = \"\" +\n\t\"\\n\" +\n\t\"\\x13proto/gateway.proto\\x12\\x15greatestworks.gateway\\x1a\\x12proto/common.proto\\\"\\xaf\\x03\\n\" +\n\t\"\\x13AuthenticateRequest\\x12\\x1a\\n\" +\n\t\"\\busername\\x18\\x01 \\x01(\\tR\\busername\\x12\\x1a\\n\" +\n\t\"\\bpassword\\x18\\x02 \\x01(\\tR\\bpassword\\x12\\x1b\\n\" +\n\t\"\\tclient_id\\x18\\x03 \\x01(\\tR\\bclientId\\x12%\\n\" +\n\t\"\\x0eclient_version\\x18\\x04 \\x01(\\tR\\rclientVersion\\x12\\x1f\\n\" +\n\t\"\\vdevice_info\\x18\\x05 \\x01(\\tR\\n\" +\n\t\"deviceInfo\\x12<\\n\" +\n\t\"\\tauth_type\\x18\\x06 \\x01(\\x0e2\\x1f.greatestworks.gateway.AuthTypeR\\bauthType\\x12*\\n\" +\n\t\"\\x11third_party_token\\x18\\a \\x01(\\tR\\x0fthirdPartyToken\\x12T\\n\" +\n\t\"\\bmetadata\\x18\\b \\x03(\\v28.greatestworks.gateway.AuthenticateRequest.MetadataEntryR\\bmetadata\\x1a;\\n\" +\n\t\"\\rMetadataEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\xdc\\x02\\n\" +\n\t\"\\x14AuthenticateResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12!\\n\" +\n\t\"\\faccess_token\\x18\\x02 \\x01(\\tR\\vaccessToken\\x12#\\n\" +\n\t\"\\rrefresh_token\\x18\\x03 \\x01(\\tR\\frefreshToken\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"expires_in\\x18\\x04 \\x01(\\x03R\\texpiresIn\\x12\\x17\\n\" +\n\t\"\\auser_id\\x18\\x05 \\x01(\\tR\\x06userId\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"session_id\\x18\\x06 \\x01(\\tR\\tsessionId\\x12E\\n\" +\n\t\"\\fuser_profile\\x18\\a \\x01(\\v2\\\".greatestworks.gateway.UserProfileR\\vuserProfile\\x12 \\n\" +\n\t\"\\vpermissions\\x18\\b \\x03(\\tR\\vpermissions\\\"S\\n\" +\n\t\"\\x13RefreshTokenRequest\\x12#\\n\" +\n\t\"\\rrefresh_token\\x18\\x01 \\x01(\\tR\\frefreshToken\\x12\\x17\\n\" +\n\t\"\\auser_id\\x18\\x02 \\x01(\\tR\\x06userId\\\"\\xbb\\x01\\n\" +\n\t\"\\x14RefreshTokenResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12!\\n\" +\n\t\"\\faccess_token\\x18\\x02 \\x01(\\tR\\vaccessToken\\x12#\\n\" +\n\t\"\\rrefresh_token\\x18\\x03 \\x01(\\tR\\frefreshToken\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"expires_in\\x18\\x04 \\x01(\\x03R\\texpiresIn\\\"j\\n\" +\n\t\"\\rLogoutRequest\\x12\\x17\\n\" +\n\t\"\\auser_id\\x18\\x01 \\x01(\\tR\\x06userId\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"session_id\\x18\\x02 \\x01(\\tR\\tsessionId\\x12!\\n\" +\n\t\"\\faccess_token\\x18\\x03 \\x01(\\tR\\vaccessToken\\\"N\\n\" +\n\t\"\\x0eLogoutResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\\"\\x99\\x01\\n\" +\n\t\"\\x14GetServerListRequest\\x12\\x16\\n\" +\n\t\"\\x06region\\x18\\x01 \\x01(\\tR\\x06region\\x12B\\n\" +\n\t\"\\vserver_type\\x18\\x02 \\x01(\\x0e2!.greatestworks.gateway.ServerTypeR\\n\" +\n\t\"serverType\\x12%\\n\" +\n\t\"\\x0eonly_available\\x18\\x03 \\x01(\\bR\\ronlyAvailable\\\"\\xc6\\x01\\n\" +\n\t\"\\x15GetServerListResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12;\\n\" +\n\t\"\\aservers\\x18\\x02 \\x03(\\v2!.greatestworks.gateway.ServerInfoR\\aservers\\x122\\n\" +\n\t\"\\x15recommended_server_id\\x18\\x03 \\x01(\\tR\\x13recommendedServerId\\\"n\\n\" +\n\t\"\\x13SelectServerRequest\\x12\\x17\\n\" +\n\t\"\\auser_id\\x18\\x01 \\x01(\\tR\\x06userId\\x12\\x1b\\n\" +\n\t\"\\tserver_id\\x18\\x02 \\x01(\\tR\\bserverId\\x12!\\n\" +\n\t\"\\fcharacter_id\\x18\\x03 \\x01(\\tR\\vcharacterId\\\"\\xf0\\x01\\n\" +\n\t\"\\x14SelectServerResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12B\\n\" +\n\t\"\\vserver_info\\x18\\x02 \\x01(\\v2!.greatestworks.gateway.ServerInfoR\\n\" +\n\t\"serverInfo\\x12)\\n\" +\n\t\"\\x10connection_token\\x18\\x03 \\x01(\\tR\\x0fconnectionToken\\x12+\\n\" +\n\t\"\\x11service_endpoints\\x18\\x04 \\x03(\\tR\\x10serviceEndpoints\\\"\\xf3\\x02\\n\" +\n\t\"\\x13RouteRequestMessage\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"request_id\\x18\\x01 \\x01(\\tR\\trequestId\\x12!\\n\" +\n\t\"\\fservice_name\\x18\\x02 \\x01(\\tR\\vserviceName\\x12\\x1f\\n\" +\n\t\"\\vmethod_name\\x18\\x03 \\x01(\\tR\\n\" +\n\t\"methodName\\x12\\x18\\n\" +\n\t\"\\apayload\\x18\\x04 \\x01(\\fR\\apayload\\x12\\x17\\n\" +\n\t\"\\auser_id\\x18\\x05 \\x01(\\tR\\x06userId\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"session_id\\x18\\x06 \\x01(\\tR\\tsessionId\\x12Q\\n\" +\n\t\"\\aheaders\\x18\\a \\x03(\\v27.greatestworks.gateway.RouteRequestMessage.HeadersEntryR\\aheaders\\x12\\x18\\n\" +\n\t\"\\atimeout\\x18\\b \\x01(\\x05R\\atimeout\\x1a:\\n\" +\n\t\"\\fHeadersEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\xe8\\x02\\n\" +\n\t\"\\x14RouteResponseMessage\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"request_id\\x18\\x01 \\x01(\\tR\\trequestId\\x12\\x18\\n\" +\n\t\"\\asuccess\\x18\\x02 \\x01(\\bR\\asuccess\\x12\\x18\\n\" +\n\t\"\\apayload\\x18\\x03 \\x01(\\fR\\apayload\\x12#\\n\" +\n\t\"\\rerror_message\\x18\\x04 \\x01(\\tR\\ferrorMessage\\x12\\x1f\\n\" +\n\t\"\\vstatus_code\\x18\\x05 \\x01(\\x05R\\n\" +\n\t\"statusCode\\x12R\\n\" +\n\t\"\\aheaders\\x18\\x06 \\x03(\\v28.greatestworks.gateway.RouteResponseMessage.HeadersEntryR\\aheaders\\x12'\\n\" +\n\t\"\\x0fprocessing_time\\x18\\a \\x01(\\x03R\\x0eprocessingTime\\x1a:\\n\" +\n\t\"\\fHeadersEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\x97\\x03\\n\" +\n\t\"\\x11ConnectionRequest\\x12\\x17\\n\" +\n\t\"\\auser_id\\x18\\x01 \\x01(\\tR\\x06userId\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"session_id\\x18\\x02 \\x01(\\tR\\tsessionId\\x12!\\n\" +\n\t\"\\faccess_token\\x18\\x03 \\x01(\\tR\\vaccessToken\\x12N\\n\" +\n\t\"\\x0fconnection_type\\x18\\x04 \\x01(\\x0e2%.greatestworks.gateway.ConnectionTypeR\\x0econnectionType\\x12%\\n\" +\n\t\"\\x0eclient_version\\x18\\x05 \\x01(\\tR\\rclientVersion\\x12k\\n\" +\n\t\"\\x11connection_params\\x18\\x06 \\x03(\\v2>.greatestworks.gateway.ConnectionRequest.ConnectionParamsEntryR\\x10connectionParams\\x1aC\\n\" +\n\t\"\\x15ConnectionParamsEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\xfc\\x01\\n\" +\n\t\"\\x12ConnectionResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12#\\n\" +\n\t\"\\rconnection_id\\x18\\x02 \\x01(\\tR\\fconnectionId\\x12#\\n\" +\n\t\"\\rwebsocket_url\\x18\\x03 \\x01(\\tR\\fwebsocketUrl\\x12/\\n\" +\n\t\"\\x13supported_protocols\\x18\\x04 \\x03(\\tR\\x12supportedProtocols\\x12-\\n\" +\n\t\"\\x12heartbeat_interval\\x18\\x05 \\x01(\\x05R\\x11heartbeatInterval\\\"\\x87\\x02\\n\" +\n\t\"\\x10HeartbeatRequest\\x12#\\n\" +\n\t\"\\rconnection_id\\x18\\x01 \\x01(\\tR\\fconnectionId\\x12\\x17\\n\" +\n\t\"\\auser_id\\x18\\x02 \\x01(\\tR\\x06userId\\x12\\x1c\\n\" +\n\t\"\\ttimestamp\\x18\\x03 \\x01(\\x03R\\ttimestamp\\x12X\\n\" +\n\t\"\\vstatus_info\\x18\\x04 \\x03(\\v27.greatestworks.gateway.HeartbeatRequest.StatusInfoEntryR\\n\" +\n\t\"statusInfo\\x1a=\\n\" +\n\t\"\\x0fStatusInfoEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\x81\\x02\\n\" +\n\t\"\\x11HeartbeatResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12)\\n\" +\n\t\"\\x10server_timestamp\\x18\\x02 \\x01(\\x03R\\x0fserverTimestamp\\x126\\n\" +\n\t\"\\x17next_heartbeat_interval\\x18\\x03 \\x01(\\x05R\\x15nextHeartbeatInterval\\x12K\\n\" +\n\t\"\\x0egateway_status\\x18\\x04 \\x01(\\v2$.greatestworks.gateway.GatewayStatusR\\rgatewayStatus\\\"c\\n\" +\n\t\"\\x17GetGatewayStatusRequest\\x12\\x1f\\n\" +\n\t\"\\vadmin_token\\x18\\x01 \\x01(\\tR\\n\" +\n\t\"adminToken\\x12'\\n\" +\n\t\"\\x0finclude_metrics\\x18\\x02 \\x01(\\bR\\x0eincludeMetrics\\\"\\xa8\\x02\\n\" +\n\t\"\\x18GetGatewayStatusResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12<\\n\" +\n\t\"\\x06status\\x18\\x02 \\x01(\\v2$.greatestworks.gateway.GatewayStatusR\\x06status\\x12?\\n\" +\n\t\"\\ametrics\\x18\\x03 \\x01(\\v2%.greatestworks.gateway.GatewayMetricsR\\ametrics\\x12O\\n\" +\n\t\"\\x10backend_services\\x18\\x04 \\x03(\\v2$.greatestworks.gateway.ServiceStatusR\\x0fbackendServices\\\"~\\n\" +\n\t\"\\x10RateLimitRequest\\x12\\x17\\n\" +\n\t\"\\auser_id\\x18\\x01 \\x01(\\tR\\x06userId\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"ip_address\\x18\\x02 \\x01(\\tR\\tipAddress\\x12\\x1a\\n\" +\n\t\"\\bresource\\x18\\x03 \\x01(\\tR\\bresource\\x12\\x16\\n\" +\n\t\"\\x06action\\x18\\x04 \\x01(\\tR\\x06action\\\"\\xbf\\x01\\n\" +\n\t\"\\x11RateLimitResponse\\x12\\x18\\n\" +\n\t\"\\aallowed\\x18\\x01 \\x01(\\bR\\aallowed\\x12-\\n\" +\n\t\"\\x12remaining_requests\\x18\\x02 \\x01(\\x05R\\x11remainingRequests\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"reset_time\\x18\\x03 \\x01(\\x03R\\tresetTime\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"limit_type\\x18\\x04 \\x01(\\tR\\tlimitType\\x12#\\n\" +\n\t\"\\rerror_message\\x18\\x05 \\x01(\\tR\\ferrorMessage\\\"O\\n\" +\n\t\"\\x15GetSessionInfoRequest\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"session_id\\x18\\x01 \\x01(\\tR\\tsessionId\\x12\\x17\\n\" +\n\t\"\\auser_id\\x18\\x02 \\x01(\\tR\\x06userId\\\"\\x9d\\x01\\n\" +\n\t\"\\x16GetSessionInfoResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12E\\n\" +\n\t\"\\fsession_info\\x18\\x02 \\x01(\\v2\\\".greatestworks.gateway.SessionInfoR\\vsessionInfo\\\"\\xe0\\x04\\n\" +\n\t\"\\n\" +\n\t\"ServerInfo\\x12\\x1b\\n\" +\n\t\"\\tserver_id\\x18\\x01 \\x01(\\tR\\bserverId\\x12\\x12\\n\" +\n\t\"\\x04name\\x18\\x02 \\x01(\\tR\\x04name\\x12\\x16\\n\" +\n\t\"\\x06region\\x18\\x03 \\x01(\\tR\\x06region\\x12B\\n\" +\n\t\"\\vserver_type\\x18\\x04 \\x01(\\x0e2!.greatestworks.gateway.ServerTypeR\\n\" +\n\t\"serverType\\x12;\\n\" +\n\t\"\\x06status\\x18\\x05 \\x01(\\x0e2#.greatestworks.gateway.ServerStatusR\\x06status\\x12'\\n\" +\n\t\"\\x0fcurrent_players\\x18\\x06 \\x01(\\x05R\\x0ecurrentPlayers\\x12\\x1f\\n\" +\n\t\"\\vmax_players\\x18\\a \\x01(\\x05R\\n\" +\n\t\"maxPlayers\\x12'\\n\" +\n\t\"\\x0fload_percentage\\x18\\b \\x01(\\x02R\\x0eloadPercentage\\x12\\x12\\n\" +\n\t\"\\x04ping\\x18\\t \\x01(\\x05R\\x04ping\\x12\\x18\\n\" +\n\t\"\\aversion\\x18\\n\" +\n\t\" \\x01(\\tR\\aversion\\x12%\\n\" +\n\t\"\\x0eis_recommended\\x18\\v \\x01(\\bR\\risRecommended\\x12\\x15\\n\" +\n\t\"\\x06is_new\\x18\\f \\x01(\\bR\\x05isNew\\x12\\x1f\\n\" +\n\t\"\\vlast_update\\x18\\r \\x01(\\x03R\\n\" +\n\t\"lastUpdate\\x12K\\n\" +\n\t\"\\bfeatures\\x18\\x0e \\x03(\\v2/.greatestworks.gateway.ServerInfo.FeaturesEntryR\\bfeatures\\x1a;\\n\" +\n\t\"\\rFeaturesEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\x9a\\x04\\n\" +\n\t\"\\vUserProfile\\x12\\x17\\n\" +\n\t\"\\auser_id\\x18\\x01 \\x01(\\tR\\x06userId\\x12\\x1a\\n\" +\n\t\"\\busername\\x18\\x02 \\x01(\\tR\\busername\\x12\\x14\\n\" +\n\t\"\\x05email\\x18\\x03 \\x01(\\tR\\x05email\\x12!\\n\" +\n\t\"\\fdisplay_name\\x18\\x04 \\x01(\\tR\\vdisplayName\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"avatar_url\\x18\\x05 \\x01(\\tR\\tavatarUrl\\x12?\\n\" +\n\t\"\\n\" +\n\t\"user_level\\x18\\x06 \\x01(\\x0e2 .greatestworks.gateway.UserLevelR\\tuserLevel\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"is_premium\\x18\\a \\x01(\\bR\\tisPremium\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"created_at\\x18\\b \\x01(\\x03R\\tcreatedAt\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"last_login\\x18\\t \\x01(\\x03R\\tlastLogin\\x12-\\n\" +\n\t\"\\x12preferred_language\\x18\\n\" +\n\t\" \\x01(\\tR\\x11preferredLanguage\\x12\\x1a\\n\" +\n\t\"\\btimezone\\x18\\v \\x01(\\tR\\btimezone\\x12U\\n\" +\n\t\"\\vpreferences\\x18\\f \\x03(\\v23.greatestworks.gateway.UserProfile.PreferencesEntryR\\vpreferences\\x1a>\\n\" +\n\t\"\\x10PreferencesEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\x95\\x02\\n\" +\n\t\"\\rGatewayStatus\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"is_healthy\\x18\\x01 \\x01(\\bR\\tisHealthy\\x12\\x18\\n\" +\n\t\"\\aversion\\x18\\x02 \\x01(\\tR\\aversion\\x12\\x16\\n\" +\n\t\"\\x06uptime\\x18\\x03 \\x01(\\x03R\\x06uptime\\x12-\\n\" +\n\t\"\\x12active_connections\\x18\\x04 \\x01(\\x05R\\x11activeConnections\\x12%\\n\" +\n\t\"\\x0etotal_requests\\x18\\x05 \\x01(\\x05R\\rtotalRequests\\x12\\x1b\\n\" +\n\t\"\\tcpu_usage\\x18\\x06 \\x01(\\x02R\\bcpuUsage\\x12!\\n\" +\n\t\"\\fmemory_usage\\x18\\a \\x01(\\x02R\\vmemoryUsage\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"error_rate\\x18\\b \\x01(\\x05R\\terrorRate\\\"\\xe9\\x05\\n\" +\n\t\"\\x0eGatewayMetrics\\x12%\\n\" +\n\t\"\\x0etotal_requests\\x18\\x01 \\x01(\\x03R\\rtotalRequests\\x12/\\n\" +\n\t\"\\x13successful_requests\\x18\\x02 \\x01(\\x03R\\x12successfulRequests\\x12'\\n\" +\n\t\"\\x0ffailed_requests\\x18\\x03 \\x01(\\x03R\\x0efailedRequests\\x122\\n\" +\n\t\"\\x15average_response_time\\x18\\x04 \\x01(\\x02R\\x13averageResponseTime\\x12!\\n\" +\n\t\"\\factive_users\\x18\\x05 \\x01(\\x05R\\vactiveUsers\\x122\\n\" +\n\t\"\\x15peak_concurrent_users\\x18\\x06 \\x01(\\x05R\\x13peakConcurrentUsers\\x12o\\n\" +\n\t\"\\x14requests_per_service\\x18\\a \\x03(\\v2=.greatestworks.gateway.GatewayMetrics.RequestsPerServiceEntryR\\x12requestsPerService\\x12\\x7f\\n\" +\n\t\"\\x1aresponse_times_per_service\\x18\\b \\x03(\\v2B.greatestworks.gateway.GatewayMetrics.ResponseTimesPerServiceEntryR\\x17responseTimesPerService\\x12!\\n\" +\n\t\"\\fbandwidth_in\\x18\\t \\x01(\\x03R\\vbandwidthIn\\x12#\\n\" +\n\t\"\\rbandwidth_out\\x18\\n\" +\n\t\" \\x01(\\x03R\\fbandwidthOut\\x1aE\\n\" +\n\t\"\\x17RequestsPerServiceEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\x03R\\x05value:\\x028\\x01\\x1aJ\\n\" +\n\t\"\\x1cResponseTimesPerServiceEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\x02R\\x05value:\\x028\\x01\\\"\\xab\\x03\\n\" +\n\t\"\\rServiceStatus\\x12!\\n\" +\n\t\"\\fservice_name\\x18\\x01 \\x01(\\tR\\vserviceName\\x12\\x1f\\n\" +\n\t\"\\vservice_url\\x18\\x02 \\x01(\\tR\\n\" +\n\t\"serviceUrl\\x12<\\n\" +\n\t\"\\x06health\\x18\\x03 \\x01(\\x0e2$.greatestworks.gateway.ServiceHealthR\\x06health\\x12#\\n\" +\n\t\"\\rresponse_time\\x18\\x04 \\x01(\\x02R\\fresponseTime\\x12-\\n\" +\n\t\"\\x12active_connections\\x18\\x05 \\x01(\\x05R\\x11activeConnections\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"last_check\\x18\\x06 \\x01(\\x03R\\tlastCheck\\x12\\x18\\n\" +\n\t\"\\aversion\\x18\\a \\x01(\\tR\\aversion\\x12N\\n\" +\n\t\"\\bmetadata\\x18\\b \\x03(\\v22.greatestworks.gateway.ServiceStatus.MetadataEntryR\\bmetadata\\x1a;\\n\" +\n\t\"\\rMetadataEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\x84\\x04\\n\" +\n\t\"\\vSessionInfo\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"session_id\\x18\\x01 \\x01(\\tR\\tsessionId\\x12\\x17\\n\" +\n\t\"\\auser_id\\x18\\x02 \\x01(\\tR\\x06userId\\x12!\\n\" +\n\t\"\\faccess_token\\x18\\x03 \\x01(\\tR\\vaccessToken\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"created_at\\x18\\x04 \\x01(\\x03R\\tcreatedAt\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"expires_at\\x18\\x05 \\x01(\\x03R\\texpiresAt\\x12#\\n\" +\n\t\"\\rlast_activity\\x18\\x06 \\x01(\\x03R\\flastActivity\\x12\\x1b\\n\" +\n\t\"\\tclient_ip\\x18\\a \\x01(\\tR\\bclientIp\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"user_agent\\x18\\b \\x01(\\tR\\tuserAgent\\x12%\\n\" +\n\t\"\\x0ecurrent_server\\x18\\t \\x01(\\tR\\rcurrentServer\\x12<\\n\" +\n\t\"\\x06status\\x18\\n\" +\n\t\" \\x01(\\x0e2$.greatestworks.gateway.SessionStatusR\\x06status\\x12V\\n\" +\n\t\"\\fsession_data\\x18\\v \\x03(\\v23.greatestworks.gateway.SessionInfo.SessionDataEntryR\\vsessionData\\x1a>\\n\" +\n\t\"\\x10SessionDataEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01*\\xd4\\x01\\n\" +\n\t\"\\bAuthType\\x12\\x19\\n\" +\n\t\"\\x15AUTH_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x16\\n\" +\n\t\"\\x12AUTH_TYPE_PASSWORD\\x10\\x01\\x12\\x13\\n\" +\n\t\"\\x0fAUTH_TYPE_OAUTH\\x10\\x02\\x12\\x11\\n\" +\n\t\"\\rAUTH_TYPE_JWT\\x10\\x03\\x12\\x13\\n\" +\n\t\"\\x0fAUTH_TYPE_GUEST\\x10\\x04\\x12\\x16\\n\" +\n\t\"\\x12AUTH_TYPE_FACEBOOK\\x10\\x05\\x12\\x14\\n\" +\n\t\"\\x10AUTH_TYPE_GOOGLE\\x10\\x06\\x12\\x15\\n\" +\n\t\"\\x11AUTH_TYPE_TWITTER\\x10\\a\\x12\\x13\\n\" +\n\t\"\\x0fAUTH_TYPE_APPLE\\x10\\b*\\xb2\\x01\\n\" +\n\t\"\\n\" +\n\t\"ServerType\\x12\\x1b\\n\" +\n\t\"\\x17SERVER_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x14\\n\" +\n\t\"\\x10SERVER_TYPE_GAME\\x10\\x01\\x12\\x14\\n\" +\n\t\"\\x10SERVER_TYPE_CHAT\\x10\\x02\\x12\\x15\\n\" +\n\t\"\\x11SERVER_TYPE_MATCH\\x10\\x03\\x12\\x16\\n\" +\n\t\"\\x12SERVER_TYPE_BATTLE\\x10\\x04\\x12\\x16\\n\" +\n\t\"\\x12SERVER_TYPE_SOCIAL\\x10\\x05\\x12\\x14\\n\" +\n\t\"\\x10SERVER_TYPE_TEST\\x10\\x06*\\xb7\\x01\\n\" +\n\t\"\\fServerStatus\\x12\\x1d\\n\" +\n\t\"\\x19SERVER_STATUS_UNSPECIFIED\\x10\\x00\\x12\\x18\\n\" +\n\t\"\\x14SERVER_STATUS_ONLINE\\x10\\x01\\x12\\x19\\n\" +\n\t\"\\x15SERVER_STATUS_OFFLINE\\x10\\x02\\x12\\x1d\\n\" +\n\t\"\\x19SERVER_STATUS_MAINTENANCE\\x10\\x03\\x12\\x16\\n\" +\n\t\"\\x12SERVER_STATUS_FULL\\x10\\x04\\x12\\x1c\\n\" +\n\t\"\\x18SERVER_STATUS_RESTRICTED\\x10\\x05*\\x9d\\x01\\n\" +\n\t\"\\x0eConnectionType\\x12\\x1f\\n\" +\n\t\"\\x1bCONNECTION_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x1d\\n\" +\n\t\"\\x19CONNECTION_TYPE_WEBSOCKET\\x10\\x01\\x12\\x17\\n\" +\n\t\"\\x13CONNECTION_TYPE_TCP\\x10\\x02\\x12\\x18\\n\" +\n\t\"\\x14CONNECTION_TYPE_HTTP\\x10\\x03\\x12\\x18\\n\" +\n\t\"\\x14CONNECTION_TYPE_GRPC\\x10\\x04*\\xb3\\x01\\n\" +\n\t\"\\tUserLevel\\x12\\x1a\\n\" +\n\t\"\\x16USER_LEVEL_UNSPECIFIED\\x10\\x00\\x12\\x14\\n\" +\n\t\"\\x10USER_LEVEL_GUEST\\x10\\x01\\x12\\x19\\n\" +\n\t\"\\x15USER_LEVEL_REGISTERED\\x10\\x02\\x12\\x17\\n\" +\n\t\"\\x13USER_LEVEL_VERIFIED\\x10\\x03\\x12\\x16\\n\" +\n\t\"\\x12USER_LEVEL_PREMIUM\\x10\\x04\\x12\\x12\\n\" +\n\t\"\\x0eUSER_LEVEL_VIP\\x10\\x05\\x12\\x14\\n\" +\n\t\"\\x10USER_LEVEL_ADMIN\\x10\\x06*\\xa3\\x01\\n\" +\n\t\"\\rServiceHealth\\x12\\x1e\\n\" +\n\t\"\\x1aSERVICE_HEALTH_UNSPECIFIED\\x10\\x00\\x12\\x1a\\n\" +\n\t\"\\x16SERVICE_HEALTH_HEALTHY\\x10\\x01\\x12\\x1b\\n\" +\n\t\"\\x17SERVICE_HEALTH_DEGRADED\\x10\\x02\\x12\\x1c\\n\" +\n\t\"\\x18SERVICE_HEALTH_UNHEALTHY\\x10\\x03\\x12\\x1b\\n\" +\n\t\"\\x17SERVICE_HEALTH_CRITICAL\\x10\\x04*\\xbc\\x01\\n\" +\n\t\"\\rSessionStatus\\x12\\x1e\\n\" +\n\t\"\\x1aSESSION_STATUS_UNSPECIFIED\\x10\\x00\\x12\\x19\\n\" +\n\t\"\\x15SESSION_STATUS_ACTIVE\\x10\\x01\\x12\\x17\\n\" +\n\t\"\\x13SESSION_STATUS_IDLE\\x10\\x02\\x12\\x1a\\n\" +\n\t\"\\x16SESSION_STATUS_EXPIRED\\x10\\x03\\x12\\x1d\\n\" +\n\t\"\\x19SESSION_STATUS_TERMINATED\\x10\\x04\\x12\\x1c\\n\" +\n\t\"\\x18SESSION_STATUS_SUSPENDED\\x10\\x052\\x8c\\t\\n\" +\n\t\"\\x0eGatewayService\\x12g\\n\" +\n\t\"\\fAuthenticate\\x12*.greatestworks.gateway.AuthenticateRequest\\x1a+.greatestworks.gateway.AuthenticateResponse\\x12g\\n\" +\n\t\"\\fRefreshToken\\x12*.greatestworks.gateway.RefreshTokenRequest\\x1a+.greatestworks.gateway.RefreshTokenResponse\\x12U\\n\" +\n\t\"\\x06Logout\\x12$.greatestworks.gateway.LogoutRequest\\x1a%.greatestworks.gateway.LogoutResponse\\x12j\\n\" +\n\t\"\\rGetServerList\\x12+.greatestworks.gateway.GetServerListRequest\\x1a,.greatestworks.gateway.GetServerListResponse\\x12g\\n\" +\n\t\"\\fSelectServer\\x12*.greatestworks.gateway.SelectServerRequest\\x1a+.greatestworks.gateway.SelectServerResponse\\x12g\\n\" +\n\t\"\\fRouteRequest\\x12*.greatestworks.gateway.RouteRequestMessage\\x1a+.greatestworks.gateway.RouteResponseMessage\\x12j\\n\" +\n\t\"\\x13EstablishConnection\\x12(.greatestworks.gateway.ConnectionRequest\\x1a).greatestworks.gateway.ConnectionResponse\\x12^\\n\" +\n\t\"\\tHeartbeat\\x12'.greatestworks.gateway.HeartbeatRequest\\x1a(.greatestworks.gateway.HeartbeatResponse\\x12s\\n\" +\n\t\"\\x10GetGatewayStatus\\x12..greatestworks.gateway.GetGatewayStatusRequest\\x1a/.greatestworks.gateway.GetGatewayStatusResponse\\x12c\\n\" +\n\t\"\\x0eRateLimitCheck\\x12'.greatestworks.gateway.RateLimitRequest\\x1a(.greatestworks.gateway.RateLimitResponse\\x12m\\n\" +\n\t\"\\x0eGetSessionInfo\\x12,.greatestworks.gateway.GetSessionInfoRequest\\x1a-.greatestworks.gateway.GetSessionInfoResponseB>Z$greatestworks/internal/proto/gateway\\xaa\\x02\\x15GreatestWorks.Gatewayb\\x06proto3\"\n\nvar (\n\tfile_proto_gateway_proto_rawDescOnce sync.Once\n\tfile_proto_gateway_proto_rawDescData []byte\n)\n\nfunc file_proto_gateway_proto_rawDescGZIP() []byte {\n\tfile_proto_gateway_proto_rawDescOnce.Do(func() {\n\t\tfile_proto_gateway_proto_rawDescData = protoimpl.X.CompressGZIP(unsafe.Slice(unsafe.StringData(file_proto_gateway_proto_rawDesc), len(file_proto_gateway_proto_rawDesc)))\n\t})\n\treturn file_proto_gateway_proto_rawDescData\n}\n\nvar file_proto_gateway_proto_enumTypes = make([]protoimpl.EnumInfo, 7)\nvar file_proto_gateway_proto_msgTypes = make([]protoimpl.MessageInfo, 39)\nvar file_proto_gateway_proto_goTypes = []any{\n\t(AuthType)(0),                    // 0: greatestworks.gateway.AuthType\n\t(ServerType)(0),                  // 1: greatestworks.gateway.ServerType\n\t(ServerStatus)(0),                // 2: greatestworks.gateway.ServerStatus\n\t(ConnectionType)(0),              // 3: greatestworks.gateway.ConnectionType\n\t(UserLevel)(0),                   // 4: greatestworks.gateway.UserLevel\n\t(ServiceHealth)(0),               // 5: greatestworks.gateway.ServiceHealth\n\t(SessionStatus)(0),               // 6: greatestworks.gateway.SessionStatus\n\t(*AuthenticateRequest)(nil),      // 7: greatestworks.gateway.AuthenticateRequest\n\t(*AuthenticateResponse)(nil),     // 8: greatestworks.gateway.AuthenticateResponse\n\t(*RefreshTokenRequest)(nil),      // 9: greatestworks.gateway.RefreshTokenRequest\n\t(*RefreshTokenResponse)(nil),     // 10: greatestworks.gateway.RefreshTokenResponse\n\t(*LogoutRequest)(nil),            // 11: greatestworks.gateway.LogoutRequest\n\t(*LogoutResponse)(nil),           // 12: greatestworks.gateway.LogoutResponse\n\t(*GetServerListRequest)(nil),     // 13: greatestworks.gateway.GetServerListRequest\n\t(*GetServerListResponse)(nil),    // 14: greatestworks.gateway.GetServerListResponse\n\t(*SelectServerRequest)(nil),      // 15: greatestworks.gateway.SelectServerRequest\n\t(*SelectServerResponse)(nil),     // 16: greatestworks.gateway.SelectServerResponse\n\t(*RouteRequestMessage)(nil),      // 17: greatestworks.gateway.RouteRequestMessage\n\t(*RouteResponseMessage)(nil),     // 18: greatestworks.gateway.RouteResponseMessage\n\t(*ConnectionRequest)(nil),        // 19: greatestworks.gateway.ConnectionRequest\n\t(*ConnectionResponse)(nil),       // 20: greatestworks.gateway.ConnectionResponse\n\t(*HeartbeatRequest)(nil),         // 21: greatestworks.gateway.HeartbeatRequest\n\t(*HeartbeatResponse)(nil),        // 22: greatestworks.gateway.HeartbeatResponse\n\t(*GetGatewayStatusRequest)(nil),  // 23: greatestworks.gateway.GetGatewayStatusRequest\n\t(*GetGatewayStatusResponse)(nil), // 24: greatestworks.gateway.GetGatewayStatusResponse\n\t(*RateLimitRequest)(nil),         // 25: greatestworks.gateway.RateLimitRequest\n\t(*RateLimitResponse)(nil),        // 26: greatestworks.gateway.RateLimitResponse\n\t(*GetSessionInfoRequest)(nil),    // 27: greatestworks.gateway.GetSessionInfoRequest\n\t(*GetSessionInfoResponse)(nil),   // 28: greatestworks.gateway.GetSessionInfoResponse\n\t(*ServerInfo)(nil),               // 29: greatestworks.gateway.ServerInfo\n\t(*UserProfile)(nil),              // 30: greatestworks.gateway.UserProfile\n\t(*GatewayStatus)(nil),            // 31: greatestworks.gateway.GatewayStatus\n\t(*GatewayMetrics)(nil),           // 32: greatestworks.gateway.GatewayMetrics\n\t(*ServiceStatus)(nil),            // 33: greatestworks.gateway.ServiceStatus\n\t(*SessionInfo)(nil),              // 34: greatestworks.gateway.SessionInfo\n\tnil,                              // 35: greatestworks.gateway.AuthenticateRequest.MetadataEntry\n\tnil,                              // 36: greatestworks.gateway.RouteRequestMessage.HeadersEntry\n\tnil,                              // 37: greatestworks.gateway.RouteResponseMessage.HeadersEntry\n\tnil,                              // 38: greatestworks.gateway.ConnectionRequest.ConnectionParamsEntry\n\tnil,                              // 39: greatestworks.gateway.HeartbeatRequest.StatusInfoEntry\n\tnil,                              // 40: greatestworks.gateway.ServerInfo.FeaturesEntry\n\tnil,                              // 41: greatestworks.gateway.UserProfile.PreferencesEntry\n\tnil,                              // 42: greatestworks.gateway.GatewayMetrics.RequestsPerServiceEntry\n\tnil,                              // 43: greatestworks.gateway.GatewayMetrics.ResponseTimesPerServiceEntry\n\tnil,                              // 44: greatestworks.gateway.ServiceStatus.MetadataEntry\n\tnil,                              // 45: greatestworks.gateway.SessionInfo.SessionDataEntry\n\t(*common.CommonResponse)(nil),    // 46: greatestworks.common.CommonResponse\n}\nvar file_proto_gateway_proto_depIdxs = []int32{\n\t0,  // 0: greatestworks.gateway.AuthenticateRequest.auth_type:type_name -> greatestworks.gateway.AuthType\n\t35, // 1: greatestworks.gateway.AuthenticateRequest.metadata:type_name -> greatestworks.gateway.AuthenticateRequest.MetadataEntry\n\t46, // 2: greatestworks.gateway.AuthenticateResponse.common:type_name -> greatestworks.common.CommonResponse\n\t30, // 3: greatestworks.gateway.AuthenticateResponse.user_profile:type_name -> greatestworks.gateway.UserProfile\n\t46, // 4: greatestworks.gateway.RefreshTokenResponse.common:type_name -> greatestworks.common.CommonResponse\n\t46, // 5: greatestworks.gateway.LogoutResponse.common:type_name -> greatestworks.common.CommonResponse\n\t1,  // 6: greatestworks.gateway.GetServerListRequest.server_type:type_name -> greatestworks.gateway.ServerType\n\t46, // 7: greatestworks.gateway.GetServerListResponse.common:type_name -> greatestworks.common.CommonResponse\n\t29, // 8: greatestworks.gateway.GetServerListResponse.servers:type_name -> greatestworks.gateway.ServerInfo\n\t46, // 9: greatestworks.gateway.SelectServerResponse.common:type_name -> greatestworks.common.CommonResponse\n\t29, // 10: greatestworks.gateway.SelectServerResponse.server_info:type_name -> greatestworks.gateway.ServerInfo\n\t36, // 11: greatestworks.gateway.RouteRequestMessage.headers:type_name -> greatestworks.gateway.RouteRequestMessage.HeadersEntry\n\t37, // 12: greatestworks.gateway.RouteResponseMessage.headers:type_name -> greatestworks.gateway.RouteResponseMessage.HeadersEntry\n\t3,  // 13: greatestworks.gateway.ConnectionRequest.connection_type:type_name -> greatestworks.gateway.ConnectionType\n\t38, // 14: greatestworks.gateway.ConnectionRequest.connection_params:type_name -> greatestworks.gateway.ConnectionRequest.ConnectionParamsEntry\n\t46, // 15: greatestworks.gateway.ConnectionResponse.common:type_name -> greatestworks.common.CommonResponse\n\t39, // 16: greatestworks.gateway.HeartbeatRequest.status_info:type_name -> greatestworks.gateway.HeartbeatRequest.StatusInfoEntry\n\t46, // 17: greatestworks.gateway.HeartbeatResponse.common:type_name -> greatestworks.common.CommonResponse\n\t31, // 18: greatestworks.gateway.HeartbeatResponse.gateway_status:type_name -> greatestworks.gateway.GatewayStatus\n\t46, // 19: greatestworks.gateway.GetGatewayStatusResponse.common:type_name -> greatestworks.common.CommonResponse\n\t31, // 20: greatestworks.gateway.GetGatewayStatusResponse.status:type_name -> greatestworks.gateway.GatewayStatus\n\t32, // 21: greatestworks.gateway.GetGatewayStatusResponse.metrics:type_name -> greatestworks.gateway.GatewayMetrics\n\t33, // 22: greatestworks.gateway.GetGatewayStatusResponse.backend_services:type_name -> greatestworks.gateway.ServiceStatus\n\t46, // 23: greatestworks.gateway.GetSessionInfoResponse.common:type_name -> greatestworks.common.CommonResponse\n\t34, // 24: greatestworks.gateway.GetSessionInfoResponse.session_info:type_name -> greatestworks.gateway.SessionInfo\n\t1,  // 25: greatestworks.gateway.ServerInfo.server_type:type_name -> greatestworks.gateway.ServerType\n\t2,  // 26: greatestworks.gateway.ServerInfo.status:type_name -> greatestworks.gateway.ServerStatus\n\t40, // 27: greatestworks.gateway.ServerInfo.features:type_name -> greatestworks.gateway.ServerInfo.FeaturesEntry\n\t4,  // 28: greatestworks.gateway.UserProfile.user_level:type_name -> greatestworks.gateway.UserLevel\n\t41, // 29: greatestworks.gateway.UserProfile.preferences:type_name -> greatestworks.gateway.UserProfile.PreferencesEntry\n\t42, // 30: greatestworks.gateway.GatewayMetrics.requests_per_service:type_name -> greatestworks.gateway.GatewayMetrics.RequestsPerServiceEntry\n\t43, // 31: greatestworks.gateway.GatewayMetrics.response_times_per_service:type_name -> greatestworks.gateway.GatewayMetrics.ResponseTimesPerServiceEntry\n\t5,  // 32: greatestworks.gateway.ServiceStatus.health:type_name -> greatestworks.gateway.ServiceHealth\n\t44, // 33: greatestworks.gateway.ServiceStatus.metadata:type_name -> greatestworks.gateway.ServiceStatus.MetadataEntry\n\t6,  // 34: greatestworks.gateway.SessionInfo.status:type_name -> greatestworks.gateway.SessionStatus\n\t45, // 35: greatestworks.gateway.SessionInfo.session_data:type_name -> greatestworks.gateway.SessionInfo.SessionDataEntry\n\t7,  // 36: greatestworks.gateway.GatewayService.Authenticate:input_type -> greatestworks.gateway.AuthenticateRequest\n\t9,  // 37: greatestworks.gateway.GatewayService.RefreshToken:input_type -> greatestworks.gateway.RefreshTokenRequest\n\t11, // 38: greatestworks.gateway.GatewayService.Logout:input_type -> greatestworks.gateway.LogoutRequest\n\t13, // 39: greatestworks.gateway.GatewayService.GetServerList:input_type -> greatestworks.gateway.GetServerListRequest\n\t15, // 40: greatestworks.gateway.GatewayService.SelectServer:input_type -> greatestworks.gateway.SelectServerRequest\n\t17, // 41: greatestworks.gateway.GatewayService.RouteRequest:input_type -> greatestworks.gateway.RouteRequestMessage\n\t19, // 42: greatestworks.gateway.GatewayService.EstablishConnection:input_type -> greatestworks.gateway.ConnectionRequest\n\t21, // 43: greatestworks.gateway.GatewayService.Heartbeat:input_type -> greatestworks.gateway.HeartbeatRequest\n\t23, // 44: greatestworks.gateway.GatewayService.GetGatewayStatus:input_type -> greatestworks.gateway.GetGatewayStatusRequest\n\t25, // 45: greatestworks.gateway.GatewayService.RateLimitCheck:input_type -> greatestworks.gateway.RateLimitRequest\n\t27, // 46: greatestworks.gateway.GatewayService.GetSessionInfo:input_type -> greatestworks.gateway.GetSessionInfoRequest\n\t8,  // 47: greatestworks.gateway.GatewayService.Authenticate:output_type -> greatestworks.gateway.AuthenticateResponse\n\t10, // 48: greatestworks.gateway.GatewayService.RefreshToken:output_type -> greatestworks.gateway.RefreshTokenResponse\n\t12, // 49: greatestworks.gateway.GatewayService.Logout:output_type -> greatestworks.gateway.LogoutResponse\n\t14, // 50: greatestworks.gateway.GatewayService.GetServerList:output_type -> greatestworks.gateway.GetServerListResponse\n\t16, // 51: greatestworks.gateway.GatewayService.SelectServer:output_type -> greatestworks.gateway.SelectServerResponse\n\t18, // 52: greatestworks.gateway.GatewayService.RouteRequest:output_type -> greatestworks.gateway.RouteResponseMessage\n\t20, // 53: greatestworks.gateway.GatewayService.EstablishConnection:output_type -> greatestworks.gateway.ConnectionResponse\n\t22, // 54: greatestworks.gateway.GatewayService.Heartbeat:output_type -> greatestworks.gateway.HeartbeatResponse\n\t24, // 55: greatestworks.gateway.GatewayService.GetGatewayStatus:output_type -> greatestworks.gateway.GetGatewayStatusResponse\n\t26, // 56: greatestworks.gateway.GatewayService.RateLimitCheck:output_type -> greatestworks.gateway.RateLimitResponse\n\t28, // 57: greatestworks.gateway.GatewayService.GetSessionInfo:output_type -> greatestworks.gateway.GetSessionInfoResponse\n\t47, // [47:58] is the sub-list for method output_type\n\t36, // [36:47] is the sub-list for method input_type\n\t36, // [36:36] is the sub-list for extension type_name\n\t36, // [36:36] is the sub-list for extension extendee\n\t0,  // [0:36] is the sub-list for field type_name\n}\n\nfunc init() { file_proto_gateway_proto_init() }\nfunc file_proto_gateway_proto_init() {\n\tif File_proto_gateway_proto != nil {\n\t\treturn\n\t}\n\ttype x struct{}\n\tout := protoimpl.TypeBuilder{\n\t\tFile: protoimpl.DescBuilder{\n\t\t\tGoPackagePath: reflect.TypeOf(x{}).PkgPath(),\n\t\t\tRawDescriptor: unsafe.Slice(unsafe.StringData(file_proto_gateway_proto_rawDesc), len(file_proto_gateway_proto_rawDesc)),\n\t\t\tNumEnums:      7,\n\t\t\tNumMessages:   39,\n\t\t\tNumExtensions: 0,\n\t\t\tNumServices:   1,\n\t\t},\n\t\tGoTypes:           file_proto_gateway_proto_goTypes,\n\t\tDependencyIndexes: file_proto_gateway_proto_depIdxs,\n\t\tEnumInfos:         file_proto_gateway_proto_enumTypes,\n\t\tMessageInfos:      file_proto_gateway_proto_msgTypes,\n\t}.Build()\n\tFile_proto_gateway_proto = out.File\n\tfile_proto_gateway_proto_goTypes = nil\n\tfile_proto_gateway_proto_depIdxs = nil\n}\n"
  },
  {
    "path": "internal/proto/mail/mail.pb.go",
    "content": "// Code generated by protoc-gen-go. DO NOT EDIT.\n// versions:\n// \tprotoc-gen-go v1.36.10\n// \tprotoc        v4.25.1\n// source: proto/mail.proto\n\npackage mail\n\nimport (\n\tprotoreflect \"google.golang.org/protobuf/reflect/protoreflect\"\n\tprotoimpl \"google.golang.org/protobuf/runtime/protoimpl\"\n\tcommon \"greatestworks/internal/proto/common\"\n\treflect \"reflect\"\n\tsync \"sync\"\n\tunsafe \"unsafe\"\n)\n\nconst (\n\t// Verify that this generated code is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(20 - protoimpl.MinVersion)\n\t// Verify that runtime/protoimpl is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(protoimpl.MaxVersion - 20)\n)\n\n// 邮件类型枚举\ntype MailType int32\n\nconst (\n\tMailType_MAIL_TYPE_UNSPECIFIED   MailType = 0\n\tMailType_MAIL_TYPE_SYSTEM        MailType = 1  // 系统邮件\n\tMailType_MAIL_TYPE_PLAYER        MailType = 2  // 玩家邮件\n\tMailType_MAIL_TYPE_REWARD        MailType = 3  // 奖励邮件\n\tMailType_MAIL_TYPE_NOTIFICATION  MailType = 4  // 通知邮件\n\tMailType_MAIL_TYPE_PROMOTION     MailType = 5  // 推广邮件\n\tMailType_MAIL_TYPE_ANNOUNCEMENT  MailType = 6  // 公告邮件\n\tMailType_MAIL_TYPE_GIFT          MailType = 7  // 礼品邮件\n\tMailType_MAIL_TYPE_COMPENSATION  MailType = 8  // 补偿邮件\n\tMailType_MAIL_TYPE_BATTLE_REPORT MailType = 9  // 战斗报告\n\tMailType_MAIL_TYPE_GUILD         MailType = 10 // 公会邮件\n)\n\n// Enum value maps for MailType.\nvar (\n\tMailType_name = map[int32]string{\n\t\t0:  \"MAIL_TYPE_UNSPECIFIED\",\n\t\t1:  \"MAIL_TYPE_SYSTEM\",\n\t\t2:  \"MAIL_TYPE_PLAYER\",\n\t\t3:  \"MAIL_TYPE_REWARD\",\n\t\t4:  \"MAIL_TYPE_NOTIFICATION\",\n\t\t5:  \"MAIL_TYPE_PROMOTION\",\n\t\t6:  \"MAIL_TYPE_ANNOUNCEMENT\",\n\t\t7:  \"MAIL_TYPE_GIFT\",\n\t\t8:  \"MAIL_TYPE_COMPENSATION\",\n\t\t9:  \"MAIL_TYPE_BATTLE_REPORT\",\n\t\t10: \"MAIL_TYPE_GUILD\",\n\t}\n\tMailType_value = map[string]int32{\n\t\t\"MAIL_TYPE_UNSPECIFIED\":   0,\n\t\t\"MAIL_TYPE_SYSTEM\":        1,\n\t\t\"MAIL_TYPE_PLAYER\":        2,\n\t\t\"MAIL_TYPE_REWARD\":        3,\n\t\t\"MAIL_TYPE_NOTIFICATION\":  4,\n\t\t\"MAIL_TYPE_PROMOTION\":     5,\n\t\t\"MAIL_TYPE_ANNOUNCEMENT\":  6,\n\t\t\"MAIL_TYPE_GIFT\":          7,\n\t\t\"MAIL_TYPE_COMPENSATION\":  8,\n\t\t\"MAIL_TYPE_BATTLE_REPORT\": 9,\n\t\t\"MAIL_TYPE_GUILD\":         10,\n\t}\n)\n\nfunc (x MailType) Enum() *MailType {\n\tp := new(MailType)\n\t*p = x\n\treturn p\n}\n\nfunc (x MailType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (MailType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_mail_proto_enumTypes[0].Descriptor()\n}\n\nfunc (MailType) Type() protoreflect.EnumType {\n\treturn &file_proto_mail_proto_enumTypes[0]\n}\n\nfunc (x MailType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use MailType.Descriptor instead.\nfunc (MailType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{0}\n}\n\n// 邮件状态枚举\ntype MailStatus int32\n\nconst (\n\tMailStatus_MAIL_STATUS_UNSPECIFIED MailStatus = 0\n\tMailStatus_MAIL_STATUS_UNREAD      MailStatus = 1 // 未读\n\tMailStatus_MAIL_STATUS_READ        MailStatus = 2 // 已读\n\tMailStatus_MAIL_STATUS_ARCHIVED    MailStatus = 3 // 已归档\n\tMailStatus_MAIL_STATUS_DELETED     MailStatus = 4 // 已删除\n\tMailStatus_MAIL_STATUS_EXPIRED     MailStatus = 5 // 已过期\n)\n\n// Enum value maps for MailStatus.\nvar (\n\tMailStatus_name = map[int32]string{\n\t\t0: \"MAIL_STATUS_UNSPECIFIED\",\n\t\t1: \"MAIL_STATUS_UNREAD\",\n\t\t2: \"MAIL_STATUS_READ\",\n\t\t3: \"MAIL_STATUS_ARCHIVED\",\n\t\t4: \"MAIL_STATUS_DELETED\",\n\t\t5: \"MAIL_STATUS_EXPIRED\",\n\t}\n\tMailStatus_value = map[string]int32{\n\t\t\"MAIL_STATUS_UNSPECIFIED\": 0,\n\t\t\"MAIL_STATUS_UNREAD\":      1,\n\t\t\"MAIL_STATUS_READ\":        2,\n\t\t\"MAIL_STATUS_ARCHIVED\":    3,\n\t\t\"MAIL_STATUS_DELETED\":     4,\n\t\t\"MAIL_STATUS_EXPIRED\":     5,\n\t}\n)\n\nfunc (x MailStatus) Enum() *MailStatus {\n\tp := new(MailStatus)\n\t*p = x\n\treturn p\n}\n\nfunc (x MailStatus) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (MailStatus) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_mail_proto_enumTypes[1].Descriptor()\n}\n\nfunc (MailStatus) Type() protoreflect.EnumType {\n\treturn &file_proto_mail_proto_enumTypes[1]\n}\n\nfunc (x MailStatus) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use MailStatus.Descriptor instead.\nfunc (MailStatus) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{1}\n}\n\n// 附件类型枚举\ntype AttachmentType int32\n\nconst (\n\tAttachmentType_ATTACHMENT_TYPE_UNSPECIFIED AttachmentType = 0\n\tAttachmentType_ATTACHMENT_TYPE_ITEM        AttachmentType = 1 // 物品\n\tAttachmentType_ATTACHMENT_TYPE_CURRENCY    AttachmentType = 2 // 货币\n\tAttachmentType_ATTACHMENT_TYPE_EXPERIENCE  AttachmentType = 3 // 经验\n\tAttachmentType_ATTACHMENT_TYPE_BUFF        AttachmentType = 4 // 增益效果\n\tAttachmentType_ATTACHMENT_TYPE_TITLE       AttachmentType = 5 // 称号\n\tAttachmentType_ATTACHMENT_TYPE_ACHIEVEMENT AttachmentType = 6 // 成就\n)\n\n// Enum value maps for AttachmentType.\nvar (\n\tAttachmentType_name = map[int32]string{\n\t\t0: \"ATTACHMENT_TYPE_UNSPECIFIED\",\n\t\t1: \"ATTACHMENT_TYPE_ITEM\",\n\t\t2: \"ATTACHMENT_TYPE_CURRENCY\",\n\t\t3: \"ATTACHMENT_TYPE_EXPERIENCE\",\n\t\t4: \"ATTACHMENT_TYPE_BUFF\",\n\t\t5: \"ATTACHMENT_TYPE_TITLE\",\n\t\t6: \"ATTACHMENT_TYPE_ACHIEVEMENT\",\n\t}\n\tAttachmentType_value = map[string]int32{\n\t\t\"ATTACHMENT_TYPE_UNSPECIFIED\": 0,\n\t\t\"ATTACHMENT_TYPE_ITEM\":        1,\n\t\t\"ATTACHMENT_TYPE_CURRENCY\":    2,\n\t\t\"ATTACHMENT_TYPE_EXPERIENCE\":  3,\n\t\t\"ATTACHMENT_TYPE_BUFF\":        4,\n\t\t\"ATTACHMENT_TYPE_TITLE\":       5,\n\t\t\"ATTACHMENT_TYPE_ACHIEVEMENT\": 6,\n\t}\n)\n\nfunc (x AttachmentType) Enum() *AttachmentType {\n\tp := new(AttachmentType)\n\t*p = x\n\treturn p\n}\n\nfunc (x AttachmentType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (AttachmentType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_mail_proto_enumTypes[2].Descriptor()\n}\n\nfunc (AttachmentType) Type() protoreflect.EnumType {\n\treturn &file_proto_mail_proto_enumTypes[2]\n}\n\nfunc (x AttachmentType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use AttachmentType.Descriptor instead.\nfunc (AttachmentType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{2}\n}\n\n// 邮件标记类型枚举\ntype MailMarkType int32\n\nconst (\n\tMailMarkType_MAIL_MARK_TYPE_UNSPECIFIED MailMarkType = 0\n\tMailMarkType_MAIL_MARK_TYPE_READ        MailMarkType = 1 // 标记为已读\n\tMailMarkType_MAIL_MARK_TYPE_UNREAD      MailMarkType = 2 // 标记为未读\n\tMailMarkType_MAIL_MARK_TYPE_IMPORTANT   MailMarkType = 3 // 标记为重要\n\tMailMarkType_MAIL_MARK_TYPE_UNIMPORTANT MailMarkType = 4 // 取消重要标记\n\tMailMarkType_MAIL_MARK_TYPE_FAVORITE    MailMarkType = 5 // 标记为收藏\n\tMailMarkType_MAIL_MARK_TYPE_UNFAVORITE  MailMarkType = 6 // 取消收藏标记\n)\n\n// Enum value maps for MailMarkType.\nvar (\n\tMailMarkType_name = map[int32]string{\n\t\t0: \"MAIL_MARK_TYPE_UNSPECIFIED\",\n\t\t1: \"MAIL_MARK_TYPE_READ\",\n\t\t2: \"MAIL_MARK_TYPE_UNREAD\",\n\t\t3: \"MAIL_MARK_TYPE_IMPORTANT\",\n\t\t4: \"MAIL_MARK_TYPE_UNIMPORTANT\",\n\t\t5: \"MAIL_MARK_TYPE_FAVORITE\",\n\t\t6: \"MAIL_MARK_TYPE_UNFAVORITE\",\n\t}\n\tMailMarkType_value = map[string]int32{\n\t\t\"MAIL_MARK_TYPE_UNSPECIFIED\": 0,\n\t\t\"MAIL_MARK_TYPE_READ\":        1,\n\t\t\"MAIL_MARK_TYPE_UNREAD\":      2,\n\t\t\"MAIL_MARK_TYPE_IMPORTANT\":   3,\n\t\t\"MAIL_MARK_TYPE_UNIMPORTANT\": 4,\n\t\t\"MAIL_MARK_TYPE_FAVORITE\":    5,\n\t\t\"MAIL_MARK_TYPE_UNFAVORITE\":  6,\n\t}\n)\n\nfunc (x MailMarkType) Enum() *MailMarkType {\n\tp := new(MailMarkType)\n\t*p = x\n\treturn p\n}\n\nfunc (x MailMarkType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (MailMarkType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_mail_proto_enumTypes[3].Descriptor()\n}\n\nfunc (MailMarkType) Type() protoreflect.EnumType {\n\treturn &file_proto_mail_proto_enumTypes[3]\n}\n\nfunc (x MailMarkType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use MailMarkType.Descriptor instead.\nfunc (MailMarkType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{3}\n}\n\n// 发送邮件请求\ntype SendMailRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tSenderId      string                 `protobuf:\"bytes,1,opt,name=sender_id,json=senderId,proto3\" json:\"sender_id,omitempty\"`\n\tRecipientIds  []string               `protobuf:\"bytes,2,rep,name=recipient_ids,json=recipientIds,proto3\" json:\"recipient_ids,omitempty\"`\n\tSubject       string                 `protobuf:\"bytes,3,opt,name=subject,proto3\" json:\"subject,omitempty\"`\n\tContent       string                 `protobuf:\"bytes,4,opt,name=content,proto3\" json:\"content,omitempty\"`\n\tMailType      MailType               `protobuf:\"varint,5,opt,name=mail_type,json=mailType,proto3,enum=greatestworks.mail.MailType\" json:\"mail_type,omitempty\"`\n\tAttachments   []*MailAttachment      `protobuf:\"bytes,6,rep,name=attachments,proto3\" json:\"attachments,omitempty\"`\n\tExpireAt      int64                  `protobuf:\"varint,7,opt,name=expire_at,json=expireAt,proto3\" json:\"expire_at,omitempty\"` // 过期时间，0表示不过期\n\tIsSystemMail  bool                   `protobuf:\"varint,8,opt,name=is_system_mail,json=isSystemMail,proto3\" json:\"is_system_mail,omitempty\"`\n\tMetadata      map[string]string      `protobuf:\"bytes,9,rep,name=metadata,proto3\" json:\"metadata,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SendMailRequest) Reset() {\n\t*x = SendMailRequest{}\n\tmi := &file_proto_mail_proto_msgTypes[0]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SendMailRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SendMailRequest) ProtoMessage() {}\n\nfunc (x *SendMailRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[0]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SendMailRequest.ProtoReflect.Descriptor instead.\nfunc (*SendMailRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{0}\n}\n\nfunc (x *SendMailRequest) GetSenderId() string {\n\tif x != nil {\n\t\treturn x.SenderId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SendMailRequest) GetRecipientIds() []string {\n\tif x != nil {\n\t\treturn x.RecipientIds\n\t}\n\treturn nil\n}\n\nfunc (x *SendMailRequest) GetSubject() string {\n\tif x != nil {\n\t\treturn x.Subject\n\t}\n\treturn \"\"\n}\n\nfunc (x *SendMailRequest) GetContent() string {\n\tif x != nil {\n\t\treturn x.Content\n\t}\n\treturn \"\"\n}\n\nfunc (x *SendMailRequest) GetMailType() MailType {\n\tif x != nil {\n\t\treturn x.MailType\n\t}\n\treturn MailType_MAIL_TYPE_UNSPECIFIED\n}\n\nfunc (x *SendMailRequest) GetAttachments() []*MailAttachment {\n\tif x != nil {\n\t\treturn x.Attachments\n\t}\n\treturn nil\n}\n\nfunc (x *SendMailRequest) GetExpireAt() int64 {\n\tif x != nil {\n\t\treturn x.ExpireAt\n\t}\n\treturn 0\n}\n\nfunc (x *SendMailRequest) GetIsSystemMail() bool {\n\tif x != nil {\n\t\treturn x.IsSystemMail\n\t}\n\treturn false\n}\n\nfunc (x *SendMailRequest) GetMetadata() map[string]string {\n\tif x != nil {\n\t\treturn x.Metadata\n\t}\n\treturn nil\n}\n\n// 发送邮件响应\ntype SendMailResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tMailIds       []string               `protobuf:\"bytes,2,rep,name=mail_ids,json=mailIds,proto3\" json:\"mail_ids,omitempty\"` // 为每个收件人创建的邮件ID\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SendMailResponse) Reset() {\n\t*x = SendMailResponse{}\n\tmi := &file_proto_mail_proto_msgTypes[1]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SendMailResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SendMailResponse) ProtoMessage() {}\n\nfunc (x *SendMailResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[1]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SendMailResponse.ProtoReflect.Descriptor instead.\nfunc (*SendMailResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{1}\n}\n\nfunc (x *SendMailResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *SendMailResponse) GetMailIds() []string {\n\tif x != nil {\n\t\treturn x.MailIds\n\t}\n\treturn nil\n}\n\n// 获取邮件列表请求\ntype GetMailListRequest struct {\n\tstate               protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId            string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tStatus              MailStatus             `protobuf:\"varint,2,opt,name=status,proto3,enum=greatestworks.mail.MailStatus\" json:\"status,omitempty\"`\n\tMailType            MailType               `protobuf:\"varint,3,opt,name=mail_type,json=mailType,proto3,enum=greatestworks.mail.MailType\" json:\"mail_type,omitempty\"`\n\tLimit               int32                  `protobuf:\"varint,4,opt,name=limit,proto3\" json:\"limit,omitempty\"`\n\tOffset              int32                  `protobuf:\"varint,5,opt,name=offset,proto3\" json:\"offset,omitempty\"`\n\tOnlyUnread          bool                   `protobuf:\"varint,6,opt,name=only_unread,json=onlyUnread,proto3\" json:\"only_unread,omitempty\"`\n\tOnlyWithAttachments bool                   `protobuf:\"varint,7,opt,name=only_with_attachments,json=onlyWithAttachments,proto3\" json:\"only_with_attachments,omitempty\"`\n\tunknownFields       protoimpl.UnknownFields\n\tsizeCache           protoimpl.SizeCache\n}\n\nfunc (x *GetMailListRequest) Reset() {\n\t*x = GetMailListRequest{}\n\tmi := &file_proto_mail_proto_msgTypes[2]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetMailListRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetMailListRequest) ProtoMessage() {}\n\nfunc (x *GetMailListRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[2]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetMailListRequest.ProtoReflect.Descriptor instead.\nfunc (*GetMailListRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{2}\n}\n\nfunc (x *GetMailListRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetMailListRequest) GetStatus() MailStatus {\n\tif x != nil {\n\t\treturn x.Status\n\t}\n\treturn MailStatus_MAIL_STATUS_UNSPECIFIED\n}\n\nfunc (x *GetMailListRequest) GetMailType() MailType {\n\tif x != nil {\n\t\treturn x.MailType\n\t}\n\treturn MailType_MAIL_TYPE_UNSPECIFIED\n}\n\nfunc (x *GetMailListRequest) GetLimit() int32 {\n\tif x != nil {\n\t\treturn x.Limit\n\t}\n\treturn 0\n}\n\nfunc (x *GetMailListRequest) GetOffset() int32 {\n\tif x != nil {\n\t\treturn x.Offset\n\t}\n\treturn 0\n}\n\nfunc (x *GetMailListRequest) GetOnlyUnread() bool {\n\tif x != nil {\n\t\treturn x.OnlyUnread\n\t}\n\treturn false\n}\n\nfunc (x *GetMailListRequest) GetOnlyWithAttachments() bool {\n\tif x != nil {\n\t\treturn x.OnlyWithAttachments\n\t}\n\treturn false\n}\n\n// 获取邮件列表响应\ntype GetMailListResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tMails         []*MailInfo            `protobuf:\"bytes,2,rep,name=mails,proto3\" json:\"mails,omitempty\"`\n\tPagination    *common.PaginationInfo `protobuf:\"bytes,3,opt,name=pagination,proto3\" json:\"pagination,omitempty\"`\n\tStats         *MailStats             `protobuf:\"bytes,4,opt,name=stats,proto3\" json:\"stats,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetMailListResponse) Reset() {\n\t*x = GetMailListResponse{}\n\tmi := &file_proto_mail_proto_msgTypes[3]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetMailListResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetMailListResponse) ProtoMessage() {}\n\nfunc (x *GetMailListResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[3]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetMailListResponse.ProtoReflect.Descriptor instead.\nfunc (*GetMailListResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{3}\n}\n\nfunc (x *GetMailListResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetMailListResponse) GetMails() []*MailInfo {\n\tif x != nil {\n\t\treturn x.Mails\n\t}\n\treturn nil\n}\n\nfunc (x *GetMailListResponse) GetPagination() *common.PaginationInfo {\n\tif x != nil {\n\t\treturn x.Pagination\n\t}\n\treturn nil\n}\n\nfunc (x *GetMailListResponse) GetStats() *MailStats {\n\tif x != nil {\n\t\treturn x.Stats\n\t}\n\treturn nil\n}\n\n// 读取邮件请求\ntype ReadMailRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tMailId        string                 `protobuf:\"bytes,2,opt,name=mail_id,json=mailId,proto3\" json:\"mail_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *ReadMailRequest) Reset() {\n\t*x = ReadMailRequest{}\n\tmi := &file_proto_mail_proto_msgTypes[4]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ReadMailRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ReadMailRequest) ProtoMessage() {}\n\nfunc (x *ReadMailRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[4]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ReadMailRequest.ProtoReflect.Descriptor instead.\nfunc (*ReadMailRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{4}\n}\n\nfunc (x *ReadMailRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ReadMailRequest) GetMailId() string {\n\tif x != nil {\n\t\treturn x.MailId\n\t}\n\treturn \"\"\n}\n\n// 读取邮件响应\ntype ReadMailResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tMail          *MailDetail            `protobuf:\"bytes,2,opt,name=mail,proto3\" json:\"mail,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *ReadMailResponse) Reset() {\n\t*x = ReadMailResponse{}\n\tmi := &file_proto_mail_proto_msgTypes[5]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ReadMailResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ReadMailResponse) ProtoMessage() {}\n\nfunc (x *ReadMailResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[5]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ReadMailResponse.ProtoReflect.Descriptor instead.\nfunc (*ReadMailResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{5}\n}\n\nfunc (x *ReadMailResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *ReadMailResponse) GetMail() *MailDetail {\n\tif x != nil {\n\t\treturn x.Mail\n\t}\n\treturn nil\n}\n\n// 删除邮件请求\ntype DeleteMailRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tMailId        string                 `protobuf:\"bytes,2,opt,name=mail_id,json=mailId,proto3\" json:\"mail_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *DeleteMailRequest) Reset() {\n\t*x = DeleteMailRequest{}\n\tmi := &file_proto_mail_proto_msgTypes[6]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *DeleteMailRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*DeleteMailRequest) ProtoMessage() {}\n\nfunc (x *DeleteMailRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[6]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use DeleteMailRequest.ProtoReflect.Descriptor instead.\nfunc (*DeleteMailRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{6}\n}\n\nfunc (x *DeleteMailRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *DeleteMailRequest) GetMailId() string {\n\tif x != nil {\n\t\treturn x.MailId\n\t}\n\treturn \"\"\n}\n\n// 删除邮件响应\ntype DeleteMailResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *DeleteMailResponse) Reset() {\n\t*x = DeleteMailResponse{}\n\tmi := &file_proto_mail_proto_msgTypes[7]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *DeleteMailResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*DeleteMailResponse) ProtoMessage() {}\n\nfunc (x *DeleteMailResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[7]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use DeleteMailResponse.ProtoReflect.Descriptor instead.\nfunc (*DeleteMailResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{7}\n}\n\nfunc (x *DeleteMailResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\n// 批量删除邮件请求\ntype BatchDeleteMailsRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tMailIds       []string               `protobuf:\"bytes,2,rep,name=mail_ids,json=mailIds,proto3\" json:\"mail_ids,omitempty\"`\n\tDeleteAllRead bool                   `protobuf:\"varint,3,opt,name=delete_all_read,json=deleteAllRead,proto3\" json:\"delete_all_read,omitempty\"` // 删除所有已读邮件\n\tDeleteExpired bool                   `protobuf:\"varint,4,opt,name=delete_expired,json=deleteExpired,proto3\" json:\"delete_expired,omitempty\"`   // 删除过期邮件\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *BatchDeleteMailsRequest) Reset() {\n\t*x = BatchDeleteMailsRequest{}\n\tmi := &file_proto_mail_proto_msgTypes[8]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *BatchDeleteMailsRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*BatchDeleteMailsRequest) ProtoMessage() {}\n\nfunc (x *BatchDeleteMailsRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[8]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use BatchDeleteMailsRequest.ProtoReflect.Descriptor instead.\nfunc (*BatchDeleteMailsRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{8}\n}\n\nfunc (x *BatchDeleteMailsRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *BatchDeleteMailsRequest) GetMailIds() []string {\n\tif x != nil {\n\t\treturn x.MailIds\n\t}\n\treturn nil\n}\n\nfunc (x *BatchDeleteMailsRequest) GetDeleteAllRead() bool {\n\tif x != nil {\n\t\treturn x.DeleteAllRead\n\t}\n\treturn false\n}\n\nfunc (x *BatchDeleteMailsRequest) GetDeleteExpired() bool {\n\tif x != nil {\n\t\treturn x.DeleteExpired\n\t}\n\treturn false\n}\n\n// 批量删除邮件响应\ntype BatchDeleteMailsResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tDeletedCount  int32                  `protobuf:\"varint,2,opt,name=deleted_count,json=deletedCount,proto3\" json:\"deleted_count,omitempty\"`\n\tFailedMailIds []string               `protobuf:\"bytes,3,rep,name=failed_mail_ids,json=failedMailIds,proto3\" json:\"failed_mail_ids,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *BatchDeleteMailsResponse) Reset() {\n\t*x = BatchDeleteMailsResponse{}\n\tmi := &file_proto_mail_proto_msgTypes[9]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *BatchDeleteMailsResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*BatchDeleteMailsResponse) ProtoMessage() {}\n\nfunc (x *BatchDeleteMailsResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[9]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use BatchDeleteMailsResponse.ProtoReflect.Descriptor instead.\nfunc (*BatchDeleteMailsResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{9}\n}\n\nfunc (x *BatchDeleteMailsResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *BatchDeleteMailsResponse) GetDeletedCount() int32 {\n\tif x != nil {\n\t\treturn x.DeletedCount\n\t}\n\treturn 0\n}\n\nfunc (x *BatchDeleteMailsResponse) GetFailedMailIds() []string {\n\tif x != nil {\n\t\treturn x.FailedMailIds\n\t}\n\treturn nil\n}\n\n// 领取邮件附件请求\ntype ClaimAttachmentRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tMailId        string                 `protobuf:\"bytes,2,opt,name=mail_id,json=mailId,proto3\" json:\"mail_id,omitempty\"`\n\tAttachmentIds []string               `protobuf:\"bytes,3,rep,name=attachment_ids,json=attachmentIds,proto3\" json:\"attachment_ids,omitempty\"` // 空则领取所有附件\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *ClaimAttachmentRequest) Reset() {\n\t*x = ClaimAttachmentRequest{}\n\tmi := &file_proto_mail_proto_msgTypes[10]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ClaimAttachmentRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ClaimAttachmentRequest) ProtoMessage() {}\n\nfunc (x *ClaimAttachmentRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[10]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ClaimAttachmentRequest.ProtoReflect.Descriptor instead.\nfunc (*ClaimAttachmentRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{10}\n}\n\nfunc (x *ClaimAttachmentRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ClaimAttachmentRequest) GetMailId() string {\n\tif x != nil {\n\t\treturn x.MailId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ClaimAttachmentRequest) GetAttachmentIds() []string {\n\tif x != nil {\n\t\treturn x.AttachmentIds\n\t}\n\treturn nil\n}\n\n// 领取邮件附件响应\ntype ClaimAttachmentResponse struct {\n\tstate               protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon              *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tClaimedAttachments  []*ClaimedAttachment   `protobuf:\"bytes,2,rep,name=claimed_attachments,json=claimedAttachments,proto3\" json:\"claimed_attachments,omitempty\"`\n\tFailedAttachmentIds []string               `protobuf:\"bytes,3,rep,name=failed_attachment_ids,json=failedAttachmentIds,proto3\" json:\"failed_attachment_ids,omitempty\"`\n\tunknownFields       protoimpl.UnknownFields\n\tsizeCache           protoimpl.SizeCache\n}\n\nfunc (x *ClaimAttachmentResponse) Reset() {\n\t*x = ClaimAttachmentResponse{}\n\tmi := &file_proto_mail_proto_msgTypes[11]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ClaimAttachmentResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ClaimAttachmentResponse) ProtoMessage() {}\n\nfunc (x *ClaimAttachmentResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[11]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ClaimAttachmentResponse.ProtoReflect.Descriptor instead.\nfunc (*ClaimAttachmentResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{11}\n}\n\nfunc (x *ClaimAttachmentResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *ClaimAttachmentResponse) GetClaimedAttachments() []*ClaimedAttachment {\n\tif x != nil {\n\t\treturn x.ClaimedAttachments\n\t}\n\treturn nil\n}\n\nfunc (x *ClaimAttachmentResponse) GetFailedAttachmentIds() []string {\n\tif x != nil {\n\t\treturn x.FailedAttachmentIds\n\t}\n\treturn nil\n}\n\n// 批量领取附件请求\ntype BatchClaimAttachmentsRequest struct {\n\tstate             protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId          string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tMailIds           []string               `protobuf:\"bytes,2,rep,name=mail_ids,json=mailIds,proto3\" json:\"mail_ids,omitempty\"`\n\tClaimAllAvailable bool                   `protobuf:\"varint,3,opt,name=claim_all_available,json=claimAllAvailable,proto3\" json:\"claim_all_available,omitempty\"` // 领取所有可领取的附件\n\tunknownFields     protoimpl.UnknownFields\n\tsizeCache         protoimpl.SizeCache\n}\n\nfunc (x *BatchClaimAttachmentsRequest) Reset() {\n\t*x = BatchClaimAttachmentsRequest{}\n\tmi := &file_proto_mail_proto_msgTypes[12]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *BatchClaimAttachmentsRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*BatchClaimAttachmentsRequest) ProtoMessage() {}\n\nfunc (x *BatchClaimAttachmentsRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[12]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use BatchClaimAttachmentsRequest.ProtoReflect.Descriptor instead.\nfunc (*BatchClaimAttachmentsRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{12}\n}\n\nfunc (x *BatchClaimAttachmentsRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *BatchClaimAttachmentsRequest) GetMailIds() []string {\n\tif x != nil {\n\t\treturn x.MailIds\n\t}\n\treturn nil\n}\n\nfunc (x *BatchClaimAttachmentsRequest) GetClaimAllAvailable() bool {\n\tif x != nil {\n\t\treturn x.ClaimAllAvailable\n\t}\n\treturn false\n}\n\n// 批量领取附件响应\ntype BatchClaimAttachmentsResponse struct {\n\tstate              protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon             *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tClaimedAttachments []*ClaimedAttachment   `protobuf:\"bytes,2,rep,name=claimed_attachments,json=claimedAttachments,proto3\" json:\"claimed_attachments,omitempty\"`\n\tTotalClaimed       int32                  `protobuf:\"varint,3,opt,name=total_claimed,json=totalClaimed,proto3\" json:\"total_claimed,omitempty\"`\n\tFailedMailIds      []string               `protobuf:\"bytes,4,rep,name=failed_mail_ids,json=failedMailIds,proto3\" json:\"failed_mail_ids,omitempty\"`\n\tunknownFields      protoimpl.UnknownFields\n\tsizeCache          protoimpl.SizeCache\n}\n\nfunc (x *BatchClaimAttachmentsResponse) Reset() {\n\t*x = BatchClaimAttachmentsResponse{}\n\tmi := &file_proto_mail_proto_msgTypes[13]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *BatchClaimAttachmentsResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*BatchClaimAttachmentsResponse) ProtoMessage() {}\n\nfunc (x *BatchClaimAttachmentsResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[13]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use BatchClaimAttachmentsResponse.ProtoReflect.Descriptor instead.\nfunc (*BatchClaimAttachmentsResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{13}\n}\n\nfunc (x *BatchClaimAttachmentsResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *BatchClaimAttachmentsResponse) GetClaimedAttachments() []*ClaimedAttachment {\n\tif x != nil {\n\t\treturn x.ClaimedAttachments\n\t}\n\treturn nil\n}\n\nfunc (x *BatchClaimAttachmentsResponse) GetTotalClaimed() int32 {\n\tif x != nil {\n\t\treturn x.TotalClaimed\n\t}\n\treturn 0\n}\n\nfunc (x *BatchClaimAttachmentsResponse) GetFailedMailIds() []string {\n\tif x != nil {\n\t\treturn x.FailedMailIds\n\t}\n\treturn nil\n}\n\n// 标记邮件请求\ntype MarkMailRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tMailIds       []string               `protobuf:\"bytes,2,rep,name=mail_ids,json=mailIds,proto3\" json:\"mail_ids,omitempty\"`\n\tMarkType      MailMarkType           `protobuf:\"varint,3,opt,name=mark_type,json=markType,proto3,enum=greatestworks.mail.MailMarkType\" json:\"mark_type,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *MarkMailRequest) Reset() {\n\t*x = MarkMailRequest{}\n\tmi := &file_proto_mail_proto_msgTypes[14]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *MarkMailRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*MarkMailRequest) ProtoMessage() {}\n\nfunc (x *MarkMailRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[14]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use MarkMailRequest.ProtoReflect.Descriptor instead.\nfunc (*MarkMailRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{14}\n}\n\nfunc (x *MarkMailRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *MarkMailRequest) GetMailIds() []string {\n\tif x != nil {\n\t\treturn x.MailIds\n\t}\n\treturn nil\n}\n\nfunc (x *MarkMailRequest) GetMarkType() MailMarkType {\n\tif x != nil {\n\t\treturn x.MarkType\n\t}\n\treturn MailMarkType_MAIL_MARK_TYPE_UNSPECIFIED\n}\n\n// 标记邮件响应\ntype MarkMailResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tMarkedCount   int32                  `protobuf:\"varint,2,opt,name=marked_count,json=markedCount,proto3\" json:\"marked_count,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *MarkMailResponse) Reset() {\n\t*x = MarkMailResponse{}\n\tmi := &file_proto_mail_proto_msgTypes[15]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *MarkMailResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*MarkMailResponse) ProtoMessage() {}\n\nfunc (x *MarkMailResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[15]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use MarkMailResponse.ProtoReflect.Descriptor instead.\nfunc (*MarkMailResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{15}\n}\n\nfunc (x *MarkMailResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *MarkMailResponse) GetMarkedCount() int32 {\n\tif x != nil {\n\t\treturn x.MarkedCount\n\t}\n\treturn 0\n}\n\n// 搜索邮件请求\ntype SearchMailsRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tKeyword       string                 `protobuf:\"bytes,2,opt,name=keyword,proto3\" json:\"keyword,omitempty\"`                         // 搜索关键词\n\tSenderName    string                 `protobuf:\"bytes,3,opt,name=sender_name,json=senderName,proto3\" json:\"sender_name,omitempty\"` // 发件人名称\n\tMailType      MailType               `protobuf:\"varint,4,opt,name=mail_type,json=mailType,proto3,enum=greatestworks.mail.MailType\" json:\"mail_type,omitempty\"`\n\tStartDate     int64                  `protobuf:\"varint,5,opt,name=start_date,json=startDate,proto3\" json:\"start_date,omitempty\"`\n\tEndDate       int64                  `protobuf:\"varint,6,opt,name=end_date,json=endDate,proto3\" json:\"end_date,omitempty\"`\n\tLimit         int32                  `protobuf:\"varint,7,opt,name=limit,proto3\" json:\"limit,omitempty\"`\n\tOffset        int32                  `protobuf:\"varint,8,opt,name=offset,proto3\" json:\"offset,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SearchMailsRequest) Reset() {\n\t*x = SearchMailsRequest{}\n\tmi := &file_proto_mail_proto_msgTypes[16]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SearchMailsRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SearchMailsRequest) ProtoMessage() {}\n\nfunc (x *SearchMailsRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[16]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SearchMailsRequest.ProtoReflect.Descriptor instead.\nfunc (*SearchMailsRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{16}\n}\n\nfunc (x *SearchMailsRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SearchMailsRequest) GetKeyword() string {\n\tif x != nil {\n\t\treturn x.Keyword\n\t}\n\treturn \"\"\n}\n\nfunc (x *SearchMailsRequest) GetSenderName() string {\n\tif x != nil {\n\t\treturn x.SenderName\n\t}\n\treturn \"\"\n}\n\nfunc (x *SearchMailsRequest) GetMailType() MailType {\n\tif x != nil {\n\t\treturn x.MailType\n\t}\n\treturn MailType_MAIL_TYPE_UNSPECIFIED\n}\n\nfunc (x *SearchMailsRequest) GetStartDate() int64 {\n\tif x != nil {\n\t\treturn x.StartDate\n\t}\n\treturn 0\n}\n\nfunc (x *SearchMailsRequest) GetEndDate() int64 {\n\tif x != nil {\n\t\treturn x.EndDate\n\t}\n\treturn 0\n}\n\nfunc (x *SearchMailsRequest) GetLimit() int32 {\n\tif x != nil {\n\t\treturn x.Limit\n\t}\n\treturn 0\n}\n\nfunc (x *SearchMailsRequest) GetOffset() int32 {\n\tif x != nil {\n\t\treturn x.Offset\n\t}\n\treturn 0\n}\n\n// 搜索邮件响应\ntype SearchMailsResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tMails         []*MailInfo            `protobuf:\"bytes,2,rep,name=mails,proto3\" json:\"mails,omitempty\"`\n\tPagination    *common.PaginationInfo `protobuf:\"bytes,3,opt,name=pagination,proto3\" json:\"pagination,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SearchMailsResponse) Reset() {\n\t*x = SearchMailsResponse{}\n\tmi := &file_proto_mail_proto_msgTypes[17]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SearchMailsResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SearchMailsResponse) ProtoMessage() {}\n\nfunc (x *SearchMailsResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[17]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SearchMailsResponse.ProtoReflect.Descriptor instead.\nfunc (*SearchMailsResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{17}\n}\n\nfunc (x *SearchMailsResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *SearchMailsResponse) GetMails() []*MailInfo {\n\tif x != nil {\n\t\treturn x.Mails\n\t}\n\treturn nil\n}\n\nfunc (x *SearchMailsResponse) GetPagination() *common.PaginationInfo {\n\tif x != nil {\n\t\treturn x.Pagination\n\t}\n\treturn nil\n}\n\n// 获取邮件统计请求\ntype GetMailStatsRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetMailStatsRequest) Reset() {\n\t*x = GetMailStatsRequest{}\n\tmi := &file_proto_mail_proto_msgTypes[18]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetMailStatsRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetMailStatsRequest) ProtoMessage() {}\n\nfunc (x *GetMailStatsRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[18]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetMailStatsRequest.ProtoReflect.Descriptor instead.\nfunc (*GetMailStatsRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{18}\n}\n\nfunc (x *GetMailStatsRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\n// 获取邮件统计响应\ntype GetMailStatsResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tStats         *MailStats             `protobuf:\"bytes,2,opt,name=stats,proto3\" json:\"stats,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetMailStatsResponse) Reset() {\n\t*x = GetMailStatsResponse{}\n\tmi := &file_proto_mail_proto_msgTypes[19]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetMailStatsResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetMailStatsResponse) ProtoMessage() {}\n\nfunc (x *GetMailStatsResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[19]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetMailStatsResponse.ProtoReflect.Descriptor instead.\nfunc (*GetMailStatsResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{19}\n}\n\nfunc (x *GetMailStatsResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetMailStatsResponse) GetStats() *MailStats {\n\tif x != nil {\n\t\treturn x.Stats\n\t}\n\treturn nil\n}\n\n// 设置邮件配置请求\ntype SetMailConfigRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tConfig        *MailConfig            `protobuf:\"bytes,2,opt,name=config,proto3\" json:\"config,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SetMailConfigRequest) Reset() {\n\t*x = SetMailConfigRequest{}\n\tmi := &file_proto_mail_proto_msgTypes[20]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SetMailConfigRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SetMailConfigRequest) ProtoMessage() {}\n\nfunc (x *SetMailConfigRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[20]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SetMailConfigRequest.ProtoReflect.Descriptor instead.\nfunc (*SetMailConfigRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{20}\n}\n\nfunc (x *SetMailConfigRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SetMailConfigRequest) GetConfig() *MailConfig {\n\tif x != nil {\n\t\treturn x.Config\n\t}\n\treturn nil\n}\n\n// 设置邮件配置响应\ntype SetMailConfigResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tConfig        *MailConfig            `protobuf:\"bytes,2,opt,name=config,proto3\" json:\"config,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SetMailConfigResponse) Reset() {\n\t*x = SetMailConfigResponse{}\n\tmi := &file_proto_mail_proto_msgTypes[21]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SetMailConfigResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SetMailConfigResponse) ProtoMessage() {}\n\nfunc (x *SetMailConfigResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[21]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SetMailConfigResponse.ProtoReflect.Descriptor instead.\nfunc (*SetMailConfigResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{21}\n}\n\nfunc (x *SetMailConfigResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *SetMailConfigResponse) GetConfig() *MailConfig {\n\tif x != nil {\n\t\treturn x.Config\n\t}\n\treturn nil\n}\n\n// 邮件信息\ntype MailInfo struct {\n\tstate                   protoimpl.MessageState `protogen:\"open.v1\"`\n\tMailId                  string                 `protobuf:\"bytes,1,opt,name=mail_id,json=mailId,proto3\" json:\"mail_id,omitempty\"`\n\tSenderId                string                 `protobuf:\"bytes,2,opt,name=sender_id,json=senderId,proto3\" json:\"sender_id,omitempty\"`\n\tSenderName              string                 `protobuf:\"bytes,3,opt,name=sender_name,json=senderName,proto3\" json:\"sender_name,omitempty\"`\n\tRecipientId             string                 `protobuf:\"bytes,4,opt,name=recipient_id,json=recipientId,proto3\" json:\"recipient_id,omitempty\"`\n\tSubject                 string                 `protobuf:\"bytes,5,opt,name=subject,proto3\" json:\"subject,omitempty\"`\n\tMailType                MailType               `protobuf:\"varint,6,opt,name=mail_type,json=mailType,proto3,enum=greatestworks.mail.MailType\" json:\"mail_type,omitempty\"`\n\tStatus                  MailStatus             `protobuf:\"varint,7,opt,name=status,proto3,enum=greatestworks.mail.MailStatus\" json:\"status,omitempty\"`\n\tHasAttachments          bool                   `protobuf:\"varint,8,opt,name=has_attachments,json=hasAttachments,proto3\" json:\"has_attachments,omitempty\"`\n\tHasUnclaimedAttachments bool                   `protobuf:\"varint,9,opt,name=has_unclaimed_attachments,json=hasUnclaimedAttachments,proto3\" json:\"has_unclaimed_attachments,omitempty\"`\n\tSentAt                  int64                  `protobuf:\"varint,10,opt,name=sent_at,json=sentAt,proto3\" json:\"sent_at,omitempty\"`\n\tReadAt                  int64                  `protobuf:\"varint,11,opt,name=read_at,json=readAt,proto3\" json:\"read_at,omitempty\"`\n\tExpireAt                int64                  `protobuf:\"varint,12,opt,name=expire_at,json=expireAt,proto3\" json:\"expire_at,omitempty\"`\n\tIsImportant             bool                   `protobuf:\"varint,13,opt,name=is_important,json=isImportant,proto3\" json:\"is_important,omitempty\"`\n\tIsFavorite              bool                   `protobuf:\"varint,14,opt,name=is_favorite,json=isFavorite,proto3\" json:\"is_favorite,omitempty\"`\n\tunknownFields           protoimpl.UnknownFields\n\tsizeCache               protoimpl.SizeCache\n}\n\nfunc (x *MailInfo) Reset() {\n\t*x = MailInfo{}\n\tmi := &file_proto_mail_proto_msgTypes[22]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *MailInfo) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*MailInfo) ProtoMessage() {}\n\nfunc (x *MailInfo) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[22]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use MailInfo.ProtoReflect.Descriptor instead.\nfunc (*MailInfo) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{22}\n}\n\nfunc (x *MailInfo) GetMailId() string {\n\tif x != nil {\n\t\treturn x.MailId\n\t}\n\treturn \"\"\n}\n\nfunc (x *MailInfo) GetSenderId() string {\n\tif x != nil {\n\t\treturn x.SenderId\n\t}\n\treturn \"\"\n}\n\nfunc (x *MailInfo) GetSenderName() string {\n\tif x != nil {\n\t\treturn x.SenderName\n\t}\n\treturn \"\"\n}\n\nfunc (x *MailInfo) GetRecipientId() string {\n\tif x != nil {\n\t\treturn x.RecipientId\n\t}\n\treturn \"\"\n}\n\nfunc (x *MailInfo) GetSubject() string {\n\tif x != nil {\n\t\treturn x.Subject\n\t}\n\treturn \"\"\n}\n\nfunc (x *MailInfo) GetMailType() MailType {\n\tif x != nil {\n\t\treturn x.MailType\n\t}\n\treturn MailType_MAIL_TYPE_UNSPECIFIED\n}\n\nfunc (x *MailInfo) GetStatus() MailStatus {\n\tif x != nil {\n\t\treturn x.Status\n\t}\n\treturn MailStatus_MAIL_STATUS_UNSPECIFIED\n}\n\nfunc (x *MailInfo) GetHasAttachments() bool {\n\tif x != nil {\n\t\treturn x.HasAttachments\n\t}\n\treturn false\n}\n\nfunc (x *MailInfo) GetHasUnclaimedAttachments() bool {\n\tif x != nil {\n\t\treturn x.HasUnclaimedAttachments\n\t}\n\treturn false\n}\n\nfunc (x *MailInfo) GetSentAt() int64 {\n\tif x != nil {\n\t\treturn x.SentAt\n\t}\n\treturn 0\n}\n\nfunc (x *MailInfo) GetReadAt() int64 {\n\tif x != nil {\n\t\treturn x.ReadAt\n\t}\n\treturn 0\n}\n\nfunc (x *MailInfo) GetExpireAt() int64 {\n\tif x != nil {\n\t\treturn x.ExpireAt\n\t}\n\treturn 0\n}\n\nfunc (x *MailInfo) GetIsImportant() bool {\n\tif x != nil {\n\t\treturn x.IsImportant\n\t}\n\treturn false\n}\n\nfunc (x *MailInfo) GetIsFavorite() bool {\n\tif x != nil {\n\t\treturn x.IsFavorite\n\t}\n\treturn false\n}\n\n// 邮件详情\ntype MailDetail struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tMailId        string                 `protobuf:\"bytes,1,opt,name=mail_id,json=mailId,proto3\" json:\"mail_id,omitempty\"`\n\tSenderId      string                 `protobuf:\"bytes,2,opt,name=sender_id,json=senderId,proto3\" json:\"sender_id,omitempty\"`\n\tSenderName    string                 `protobuf:\"bytes,3,opt,name=sender_name,json=senderName,proto3\" json:\"sender_name,omitempty\"`\n\tRecipientId   string                 `protobuf:\"bytes,4,opt,name=recipient_id,json=recipientId,proto3\" json:\"recipient_id,omitempty\"`\n\tSubject       string                 `protobuf:\"bytes,5,opt,name=subject,proto3\" json:\"subject,omitempty\"`\n\tContent       string                 `protobuf:\"bytes,6,opt,name=content,proto3\" json:\"content,omitempty\"`\n\tMailType      MailType               `protobuf:\"varint,7,opt,name=mail_type,json=mailType,proto3,enum=greatestworks.mail.MailType\" json:\"mail_type,omitempty\"`\n\tStatus        MailStatus             `protobuf:\"varint,8,opt,name=status,proto3,enum=greatestworks.mail.MailStatus\" json:\"status,omitempty\"`\n\tAttachments   []*MailAttachment      `protobuf:\"bytes,9,rep,name=attachments,proto3\" json:\"attachments,omitempty\"`\n\tSentAt        int64                  `protobuf:\"varint,10,opt,name=sent_at,json=sentAt,proto3\" json:\"sent_at,omitempty\"`\n\tReadAt        int64                  `protobuf:\"varint,11,opt,name=read_at,json=readAt,proto3\" json:\"read_at,omitempty\"`\n\tExpireAt      int64                  `protobuf:\"varint,12,opt,name=expire_at,json=expireAt,proto3\" json:\"expire_at,omitempty\"`\n\tIsImportant   bool                   `protobuf:\"varint,13,opt,name=is_important,json=isImportant,proto3\" json:\"is_important,omitempty\"`\n\tIsFavorite    bool                   `protobuf:\"varint,14,opt,name=is_favorite,json=isFavorite,proto3\" json:\"is_favorite,omitempty\"`\n\tMetadata      map[string]string      `protobuf:\"bytes,15,rep,name=metadata,proto3\" json:\"metadata,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *MailDetail) Reset() {\n\t*x = MailDetail{}\n\tmi := &file_proto_mail_proto_msgTypes[23]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *MailDetail) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*MailDetail) ProtoMessage() {}\n\nfunc (x *MailDetail) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[23]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use MailDetail.ProtoReflect.Descriptor instead.\nfunc (*MailDetail) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{23}\n}\n\nfunc (x *MailDetail) GetMailId() string {\n\tif x != nil {\n\t\treturn x.MailId\n\t}\n\treturn \"\"\n}\n\nfunc (x *MailDetail) GetSenderId() string {\n\tif x != nil {\n\t\treturn x.SenderId\n\t}\n\treturn \"\"\n}\n\nfunc (x *MailDetail) GetSenderName() string {\n\tif x != nil {\n\t\treturn x.SenderName\n\t}\n\treturn \"\"\n}\n\nfunc (x *MailDetail) GetRecipientId() string {\n\tif x != nil {\n\t\treturn x.RecipientId\n\t}\n\treturn \"\"\n}\n\nfunc (x *MailDetail) GetSubject() string {\n\tif x != nil {\n\t\treturn x.Subject\n\t}\n\treturn \"\"\n}\n\nfunc (x *MailDetail) GetContent() string {\n\tif x != nil {\n\t\treturn x.Content\n\t}\n\treturn \"\"\n}\n\nfunc (x *MailDetail) GetMailType() MailType {\n\tif x != nil {\n\t\treturn x.MailType\n\t}\n\treturn MailType_MAIL_TYPE_UNSPECIFIED\n}\n\nfunc (x *MailDetail) GetStatus() MailStatus {\n\tif x != nil {\n\t\treturn x.Status\n\t}\n\treturn MailStatus_MAIL_STATUS_UNSPECIFIED\n}\n\nfunc (x *MailDetail) GetAttachments() []*MailAttachment {\n\tif x != nil {\n\t\treturn x.Attachments\n\t}\n\treturn nil\n}\n\nfunc (x *MailDetail) GetSentAt() int64 {\n\tif x != nil {\n\t\treturn x.SentAt\n\t}\n\treturn 0\n}\n\nfunc (x *MailDetail) GetReadAt() int64 {\n\tif x != nil {\n\t\treturn x.ReadAt\n\t}\n\treturn 0\n}\n\nfunc (x *MailDetail) GetExpireAt() int64 {\n\tif x != nil {\n\t\treturn x.ExpireAt\n\t}\n\treturn 0\n}\n\nfunc (x *MailDetail) GetIsImportant() bool {\n\tif x != nil {\n\t\treturn x.IsImportant\n\t}\n\treturn false\n}\n\nfunc (x *MailDetail) GetIsFavorite() bool {\n\tif x != nil {\n\t\treturn x.IsFavorite\n\t}\n\treturn false\n}\n\nfunc (x *MailDetail) GetMetadata() map[string]string {\n\tif x != nil {\n\t\treturn x.Metadata\n\t}\n\treturn nil\n}\n\n// 邮件附件\ntype MailAttachment struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tAttachmentId   string                 `protobuf:\"bytes,1,opt,name=attachment_id,json=attachmentId,proto3\" json:\"attachment_id,omitempty\"`\n\tName           string                 `protobuf:\"bytes,2,opt,name=name,proto3\" json:\"name,omitempty\"`\n\tAttachmentType AttachmentType         `protobuf:\"varint,3,opt,name=attachment_type,json=attachmentType,proto3,enum=greatestworks.mail.AttachmentType\" json:\"attachment_type,omitempty\"`\n\tItemId         string                 `protobuf:\"bytes,4,opt,name=item_id,json=itemId,proto3\" json:\"item_id,omitempty\"`                       // 物品ID\n\tQuantity       int32                  `protobuf:\"varint,5,opt,name=quantity,proto3\" json:\"quantity,omitempty\"`                                // 数量\n\tGoldAmount     int32                  `protobuf:\"varint,6,opt,name=gold_amount,json=goldAmount,proto3\" json:\"gold_amount,omitempty\"`          // 金币数量\n\tDiamondAmount  int32                  `protobuf:\"varint,7,opt,name=diamond_amount,json=diamondAmount,proto3\" json:\"diamond_amount,omitempty\"` // 钻石数量\n\tIsClaimed      bool                   `protobuf:\"varint,8,opt,name=is_claimed,json=isClaimed,proto3\" json:\"is_claimed,omitempty\"`\n\tClaimedAt      int64                  `protobuf:\"varint,9,opt,name=claimed_at,json=claimedAt,proto3\" json:\"claimed_at,omitempty\"`\n\tProperties     map[string]string      `protobuf:\"bytes,10,rep,name=properties,proto3\" json:\"properties,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *MailAttachment) Reset() {\n\t*x = MailAttachment{}\n\tmi := &file_proto_mail_proto_msgTypes[24]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *MailAttachment) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*MailAttachment) ProtoMessage() {}\n\nfunc (x *MailAttachment) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[24]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use MailAttachment.ProtoReflect.Descriptor instead.\nfunc (*MailAttachment) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{24}\n}\n\nfunc (x *MailAttachment) GetAttachmentId() string {\n\tif x != nil {\n\t\treturn x.AttachmentId\n\t}\n\treturn \"\"\n}\n\nfunc (x *MailAttachment) GetName() string {\n\tif x != nil {\n\t\treturn x.Name\n\t}\n\treturn \"\"\n}\n\nfunc (x *MailAttachment) GetAttachmentType() AttachmentType {\n\tif x != nil {\n\t\treturn x.AttachmentType\n\t}\n\treturn AttachmentType_ATTACHMENT_TYPE_UNSPECIFIED\n}\n\nfunc (x *MailAttachment) GetItemId() string {\n\tif x != nil {\n\t\treturn x.ItemId\n\t}\n\treturn \"\"\n}\n\nfunc (x *MailAttachment) GetQuantity() int32 {\n\tif x != nil {\n\t\treturn x.Quantity\n\t}\n\treturn 0\n}\n\nfunc (x *MailAttachment) GetGoldAmount() int32 {\n\tif x != nil {\n\t\treturn x.GoldAmount\n\t}\n\treturn 0\n}\n\nfunc (x *MailAttachment) GetDiamondAmount() int32 {\n\tif x != nil {\n\t\treturn x.DiamondAmount\n\t}\n\treturn 0\n}\n\nfunc (x *MailAttachment) GetIsClaimed() bool {\n\tif x != nil {\n\t\treturn x.IsClaimed\n\t}\n\treturn false\n}\n\nfunc (x *MailAttachment) GetClaimedAt() int64 {\n\tif x != nil {\n\t\treturn x.ClaimedAt\n\t}\n\treturn 0\n}\n\nfunc (x *MailAttachment) GetProperties() map[string]string {\n\tif x != nil {\n\t\treturn x.Properties\n\t}\n\treturn nil\n}\n\n// 已领取附件\ntype ClaimedAttachment struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tAttachmentId   string                 `protobuf:\"bytes,1,opt,name=attachment_id,json=attachmentId,proto3\" json:\"attachment_id,omitempty\"`\n\tName           string                 `protobuf:\"bytes,2,opt,name=name,proto3\" json:\"name,omitempty\"`\n\tAttachmentType AttachmentType         `protobuf:\"varint,3,opt,name=attachment_type,json=attachmentType,proto3,enum=greatestworks.mail.AttachmentType\" json:\"attachment_type,omitempty\"`\n\tQuantity       int32                  `protobuf:\"varint,4,opt,name=quantity,proto3\" json:\"quantity,omitempty\"`\n\tSuccess        bool                   `protobuf:\"varint,5,opt,name=success,proto3\" json:\"success,omitempty\"`\n\tErrorMessage   string                 `protobuf:\"bytes,6,opt,name=error_message,json=errorMessage,proto3\" json:\"error_message,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *ClaimedAttachment) Reset() {\n\t*x = ClaimedAttachment{}\n\tmi := &file_proto_mail_proto_msgTypes[25]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ClaimedAttachment) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ClaimedAttachment) ProtoMessage() {}\n\nfunc (x *ClaimedAttachment) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[25]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ClaimedAttachment.ProtoReflect.Descriptor instead.\nfunc (*ClaimedAttachment) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{25}\n}\n\nfunc (x *ClaimedAttachment) GetAttachmentId() string {\n\tif x != nil {\n\t\treturn x.AttachmentId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ClaimedAttachment) GetName() string {\n\tif x != nil {\n\t\treturn x.Name\n\t}\n\treturn \"\"\n}\n\nfunc (x *ClaimedAttachment) GetAttachmentType() AttachmentType {\n\tif x != nil {\n\t\treturn x.AttachmentType\n\t}\n\treturn AttachmentType_ATTACHMENT_TYPE_UNSPECIFIED\n}\n\nfunc (x *ClaimedAttachment) GetQuantity() int32 {\n\tif x != nil {\n\t\treturn x.Quantity\n\t}\n\treturn 0\n}\n\nfunc (x *ClaimedAttachment) GetSuccess() bool {\n\tif x != nil {\n\t\treturn x.Success\n\t}\n\treturn false\n}\n\nfunc (x *ClaimedAttachment) GetErrorMessage() string {\n\tif x != nil {\n\t\treturn x.ErrorMessage\n\t}\n\treturn \"\"\n}\n\n// 邮件统计\ntype MailStats struct {\n\tstate                         protoimpl.MessageState `protogen:\"open.v1\"`\n\tTotalMails                    int32                  `protobuf:\"varint,1,opt,name=total_mails,json=totalMails,proto3\" json:\"total_mails,omitempty\"`\n\tUnreadMails                   int32                  `protobuf:\"varint,2,opt,name=unread_mails,json=unreadMails,proto3\" json:\"unread_mails,omitempty\"`\n\tMailsWithAttachments          int32                  `protobuf:\"varint,3,opt,name=mails_with_attachments,json=mailsWithAttachments,proto3\" json:\"mails_with_attachments,omitempty\"`\n\tMailsWithUnclaimedAttachments int32                  `protobuf:\"varint,4,opt,name=mails_with_unclaimed_attachments,json=mailsWithUnclaimedAttachments,proto3\" json:\"mails_with_unclaimed_attachments,omitempty\"`\n\tImportantMails                int32                  `protobuf:\"varint,5,opt,name=important_mails,json=importantMails,proto3\" json:\"important_mails,omitempty\"`\n\tFavoriteMails                 int32                  `protobuf:\"varint,6,opt,name=favorite_mails,json=favoriteMails,proto3\" json:\"favorite_mails,omitempty\"`\n\tSystemMails                   int32                  `protobuf:\"varint,7,opt,name=system_mails,json=systemMails,proto3\" json:\"system_mails,omitempty\"`\n\tPlayerMails                   int32                  `protobuf:\"varint,8,opt,name=player_mails,json=playerMails,proto3\" json:\"player_mails,omitempty\"`\n\tOldestMailDate                int64                  `protobuf:\"varint,9,opt,name=oldest_mail_date,json=oldestMailDate,proto3\" json:\"oldest_mail_date,omitempty\"`\n\tNewestMailDate                int64                  `protobuf:\"varint,10,opt,name=newest_mail_date,json=newestMailDate,proto3\" json:\"newest_mail_date,omitempty\"`\n\tunknownFields                 protoimpl.UnknownFields\n\tsizeCache                     protoimpl.SizeCache\n}\n\nfunc (x *MailStats) Reset() {\n\t*x = MailStats{}\n\tmi := &file_proto_mail_proto_msgTypes[26]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *MailStats) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*MailStats) ProtoMessage() {}\n\nfunc (x *MailStats) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[26]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use MailStats.ProtoReflect.Descriptor instead.\nfunc (*MailStats) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{26}\n}\n\nfunc (x *MailStats) GetTotalMails() int32 {\n\tif x != nil {\n\t\treturn x.TotalMails\n\t}\n\treturn 0\n}\n\nfunc (x *MailStats) GetUnreadMails() int32 {\n\tif x != nil {\n\t\treturn x.UnreadMails\n\t}\n\treturn 0\n}\n\nfunc (x *MailStats) GetMailsWithAttachments() int32 {\n\tif x != nil {\n\t\treturn x.MailsWithAttachments\n\t}\n\treturn 0\n}\n\nfunc (x *MailStats) GetMailsWithUnclaimedAttachments() int32 {\n\tif x != nil {\n\t\treturn x.MailsWithUnclaimedAttachments\n\t}\n\treturn 0\n}\n\nfunc (x *MailStats) GetImportantMails() int32 {\n\tif x != nil {\n\t\treturn x.ImportantMails\n\t}\n\treturn 0\n}\n\nfunc (x *MailStats) GetFavoriteMails() int32 {\n\tif x != nil {\n\t\treturn x.FavoriteMails\n\t}\n\treturn 0\n}\n\nfunc (x *MailStats) GetSystemMails() int32 {\n\tif x != nil {\n\t\treturn x.SystemMails\n\t}\n\treturn 0\n}\n\nfunc (x *MailStats) GetPlayerMails() int32 {\n\tif x != nil {\n\t\treturn x.PlayerMails\n\t}\n\treturn 0\n}\n\nfunc (x *MailStats) GetOldestMailDate() int64 {\n\tif x != nil {\n\t\treturn x.OldestMailDate\n\t}\n\treturn 0\n}\n\nfunc (x *MailStats) GetNewestMailDate() int64 {\n\tif x != nil {\n\t\treturn x.NewestMailDate\n\t}\n\treturn 0\n}\n\n// 邮件配置\ntype MailConfig struct {\n\tstate                protoimpl.MessageState `protogen:\"open.v1\"`\n\tAutoDeleteReadMails  bool                   `protobuf:\"varint,1,opt,name=auto_delete_read_mails,json=autoDeleteReadMails,proto3\" json:\"auto_delete_read_mails,omitempty\"`\n\tAutoDeleteDays       int32                  `protobuf:\"varint,2,opt,name=auto_delete_days,json=autoDeleteDays,proto3\" json:\"auto_delete_days,omitempty\"` // 自动删除天数\n\tNotifyNewMail        bool                   `protobuf:\"varint,3,opt,name=notify_new_mail,json=notifyNewMail,proto3\" json:\"notify_new_mail,omitempty\"`\n\tNotifySystemMail     bool                   `protobuf:\"varint,4,opt,name=notify_system_mail,json=notifySystemMail,proto3\" json:\"notify_system_mail,omitempty\"`\n\tAutoClaimAttachments bool                   `protobuf:\"varint,5,opt,name=auto_claim_attachments,json=autoClaimAttachments,proto3\" json:\"auto_claim_attachments,omitempty\"`\n\tMaxMailsPerPage      int32                  `protobuf:\"varint,6,opt,name=max_mails_per_page,json=maxMailsPerPage,proto3\" json:\"max_mails_per_page,omitempty\"`\n\tBlockedMailTypes     []MailType             `protobuf:\"varint,7,rep,packed,name=blocked_mail_types,json=blockedMailTypes,proto3,enum=greatestworks.mail.MailType\" json:\"blocked_mail_types,omitempty\"`\n\tunknownFields        protoimpl.UnknownFields\n\tsizeCache            protoimpl.SizeCache\n}\n\nfunc (x *MailConfig) Reset() {\n\t*x = MailConfig{}\n\tmi := &file_proto_mail_proto_msgTypes[27]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *MailConfig) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*MailConfig) ProtoMessage() {}\n\nfunc (x *MailConfig) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_mail_proto_msgTypes[27]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use MailConfig.ProtoReflect.Descriptor instead.\nfunc (*MailConfig) Descriptor() ([]byte, []int) {\n\treturn file_proto_mail_proto_rawDescGZIP(), []int{27}\n}\n\nfunc (x *MailConfig) GetAutoDeleteReadMails() bool {\n\tif x != nil {\n\t\treturn x.AutoDeleteReadMails\n\t}\n\treturn false\n}\n\nfunc (x *MailConfig) GetAutoDeleteDays() int32 {\n\tif x != nil {\n\t\treturn x.AutoDeleteDays\n\t}\n\treturn 0\n}\n\nfunc (x *MailConfig) GetNotifyNewMail() bool {\n\tif x != nil {\n\t\treturn x.NotifyNewMail\n\t}\n\treturn false\n}\n\nfunc (x *MailConfig) GetNotifySystemMail() bool {\n\tif x != nil {\n\t\treturn x.NotifySystemMail\n\t}\n\treturn false\n}\n\nfunc (x *MailConfig) GetAutoClaimAttachments() bool {\n\tif x != nil {\n\t\treturn x.AutoClaimAttachments\n\t}\n\treturn false\n}\n\nfunc (x *MailConfig) GetMaxMailsPerPage() int32 {\n\tif x != nil {\n\t\treturn x.MaxMailsPerPage\n\t}\n\treturn 0\n}\n\nfunc (x *MailConfig) GetBlockedMailTypes() []MailType {\n\tif x != nil {\n\t\treturn x.BlockedMailTypes\n\t}\n\treturn nil\n}\n\nvar File_proto_mail_proto protoreflect.FileDescriptor\n\nconst file_proto_mail_proto_rawDesc = \"\" +\n\t\"\\n\" +\n\t\"\\x10proto/mail.proto\\x12\\x12greatestworks.mail\\x1a\\x12proto/common.proto\\\"\\xd7\\x03\\n\" +\n\t\"\\x0fSendMailRequest\\x12\\x1b\\n\" +\n\t\"\\tsender_id\\x18\\x01 \\x01(\\tR\\bsenderId\\x12#\\n\" +\n\t\"\\rrecipient_ids\\x18\\x02 \\x03(\\tR\\frecipientIds\\x12\\x18\\n\" +\n\t\"\\asubject\\x18\\x03 \\x01(\\tR\\asubject\\x12\\x18\\n\" +\n\t\"\\acontent\\x18\\x04 \\x01(\\tR\\acontent\\x129\\n\" +\n\t\"\\tmail_type\\x18\\x05 \\x01(\\x0e2\\x1c.greatestworks.mail.MailTypeR\\bmailType\\x12D\\n\" +\n\t\"\\vattachments\\x18\\x06 \\x03(\\v2\\\".greatestworks.mail.MailAttachmentR\\vattachments\\x12\\x1b\\n\" +\n\t\"\\texpire_at\\x18\\a \\x01(\\x03R\\bexpireAt\\x12$\\n\" +\n\t\"\\x0eis_system_mail\\x18\\b \\x01(\\bR\\fisSystemMail\\x12M\\n\" +\n\t\"\\bmetadata\\x18\\t \\x03(\\v21.greatestworks.mail.SendMailRequest.MetadataEntryR\\bmetadata\\x1a;\\n\" +\n\t\"\\rMetadataEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"k\\n\" +\n\t\"\\x10SendMailResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12\\x19\\n\" +\n\t\"\\bmail_ids\\x18\\x02 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+\n\t\"\\x14MAIL_STATUS_ARCHIVED\\x10\\x03\\x12\\x17\\n\" +\n\t\"\\x13MAIL_STATUS_DELETED\\x10\\x04\\x12\\x17\\n\" +\n\t\"\\x13MAIL_STATUS_EXPIRED\\x10\\x05*\\xdf\\x01\\n\" +\n\t\"\\x0eAttachmentType\\x12\\x1f\\n\" +\n\t\"\\x1bATTACHMENT_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x18\\n\" +\n\t\"\\x14ATTACHMENT_TYPE_ITEM\\x10\\x01\\x12\\x1c\\n\" +\n\t\"\\x18ATTACHMENT_TYPE_CURRENCY\\x10\\x02\\x12\\x1e\\n\" +\n\t\"\\x1aATTACHMENT_TYPE_EXPERIENCE\\x10\\x03\\x12\\x18\\n\" +\n\t\"\\x14ATTACHMENT_TYPE_BUFF\\x10\\x04\\x12\\x19\\n\" +\n\t\"\\x15ATTACHMENT_TYPE_TITLE\\x10\\x05\\x12\\x1f\\n\" +\n\t\"\\x1bATTACHMENT_TYPE_ACHIEVEMENT\\x10\\x06*\\xdc\\x01\\n\" +\n\t\"\\fMailMarkType\\x12\\x1e\\n\" +\n\t\"\\x1aMAIL_MARK_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x17\\n\" +\n\t\"\\x13MAIL_MARK_TYPE_READ\\x10\\x01\\x12\\x19\\n\" +\n\t\"\\x15MAIL_MARK_TYPE_UNREAD\\x10\\x02\\x12\\x1c\\n\" +\n\t\"\\x18MAIL_MARK_TYPE_IMPORTANT\\x10\\x03\\x12\\x1e\\n\" +\n\t\"\\x1aMAIL_MARK_TYPE_UNIMPORTANT\\x10\\x04\\x12\\x1b\\n\" +\n\t\"\\x17MAIL_MARK_TYPE_FAVORITE\\x10\\x05\\x12\\x1d\\n\" +\n\t\"\\x19MAIL_MARK_TYPE_UNFAVORITE\\x10\\x062\\xd1\\b\\n\" +\n\t\"\\vMailService\\x12U\\n\" +\n\t\"\\bSendMail\\x12#.greatestworks.mail.SendMailRequest\\x1a$.greatestworks.mail.SendMailResponse\\x12^\\n\" +\n\t\"\\vGetMailList\\x12&.greatestworks.mail.GetMailListRequest\\x1a'.greatestworks.mail.GetMailListResponse\\x12U\\n\" +\n\t\"\\bReadMail\\x12#.greatestworks.mail.ReadMailRequest\\x1a$.greatestworks.mail.ReadMailResponse\\x12[\\n\" +\n\t\"\\n\" +\n\t\"DeleteMail\\x12%.greatestworks.mail.DeleteMailRequest\\x1a&.greatestworks.mail.DeleteMailResponse\\x12m\\n\" +\n\t\"\\x10BatchDeleteMails\\x12+.greatestworks.mail.BatchDeleteMailsRequest\\x1a,.greatestworks.mail.BatchDeleteMailsResponse\\x12j\\n\" +\n\t\"\\x0fClaimAttachment\\x12*.greatestworks.mail.ClaimAttachmentRequest\\x1a+.greatestworks.mail.ClaimAttachmentResponse\\x12|\\n\" +\n\t\"\\x15BatchClaimAttachments\\x120.greatestworks.mail.BatchClaimAttachmentsRequest\\x1a1.greatestworks.mail.BatchClaimAttachmentsResponse\\x12U\\n\" +\n\t\"\\bMarkMail\\x12#.greatestworks.mail.MarkMailRequest\\x1a$.greatestworks.mail.MarkMailResponse\\x12^\\n\" +\n\t\"\\vSearchMails\\x12&.greatestworks.mail.SearchMailsRequest\\x1a'.greatestworks.mail.SearchMailsResponse\\x12a\\n\" +\n\t\"\\fGetMailStats\\x12'.greatestworks.mail.GetMailStatsRequest\\x1a(.greatestworks.mail.GetMailStatsResponse\\x12d\\n\" +\n\t\"\\rSetMailConfig\\x12(.greatestworks.mail.SetMailConfigRequest\\x1a).greatestworks.mail.SetMailConfigResponseB8Z!greatestworks/internal/proto/mail\\xaa\\x02\\x12GreatestWorks.Mailb\\x06proto3\"\n\nvar (\n\tfile_proto_mail_proto_rawDescOnce sync.Once\n\tfile_proto_mail_proto_rawDescData []byte\n)\n\nfunc file_proto_mail_proto_rawDescGZIP() []byte {\n\tfile_proto_mail_proto_rawDescOnce.Do(func() {\n\t\tfile_proto_mail_proto_rawDescData = protoimpl.X.CompressGZIP(unsafe.Slice(unsafe.StringData(file_proto_mail_proto_rawDesc), len(file_proto_mail_proto_rawDesc)))\n\t})\n\treturn file_proto_mail_proto_rawDescData\n}\n\nvar file_proto_mail_proto_enumTypes = make([]protoimpl.EnumInfo, 4)\nvar file_proto_mail_proto_msgTypes = make([]protoimpl.MessageInfo, 31)\nvar file_proto_mail_proto_goTypes = []any{\n\t(MailType)(0),                         // 0: greatestworks.mail.MailType\n\t(MailStatus)(0),                       // 1: greatestworks.mail.MailStatus\n\t(AttachmentType)(0),                   // 2: greatestworks.mail.AttachmentType\n\t(MailMarkType)(0),                     // 3: greatestworks.mail.MailMarkType\n\t(*SendMailRequest)(nil),               // 4: greatestworks.mail.SendMailRequest\n\t(*SendMailResponse)(nil),              // 5: greatestworks.mail.SendMailResponse\n\t(*GetMailListRequest)(nil),            // 6: greatestworks.mail.GetMailListRequest\n\t(*GetMailListResponse)(nil),           // 7: greatestworks.mail.GetMailListResponse\n\t(*ReadMailRequest)(nil),               // 8: greatestworks.mail.ReadMailRequest\n\t(*ReadMailResponse)(nil),              // 9: greatestworks.mail.ReadMailResponse\n\t(*DeleteMailRequest)(nil),             // 10: greatestworks.mail.DeleteMailRequest\n\t(*DeleteMailResponse)(nil),            // 11: greatestworks.mail.DeleteMailResponse\n\t(*BatchDeleteMailsRequest)(nil),       // 12: greatestworks.mail.BatchDeleteMailsRequest\n\t(*BatchDeleteMailsResponse)(nil),      // 13: greatestworks.mail.BatchDeleteMailsResponse\n\t(*ClaimAttachmentRequest)(nil),        // 14: greatestworks.mail.ClaimAttachmentRequest\n\t(*ClaimAttachmentResponse)(nil),       // 15: greatestworks.mail.ClaimAttachmentResponse\n\t(*BatchClaimAttachmentsRequest)(nil),  // 16: greatestworks.mail.BatchClaimAttachmentsRequest\n\t(*BatchClaimAttachmentsResponse)(nil), // 17: greatestworks.mail.BatchClaimAttachmentsResponse\n\t(*MarkMailRequest)(nil),               // 18: greatestworks.mail.MarkMailRequest\n\t(*MarkMailResponse)(nil),              // 19: greatestworks.mail.MarkMailResponse\n\t(*SearchMailsRequest)(nil),            // 20: greatestworks.mail.SearchMailsRequest\n\t(*SearchMailsResponse)(nil),           // 21: greatestworks.mail.SearchMailsResponse\n\t(*GetMailStatsRequest)(nil),           // 22: greatestworks.mail.GetMailStatsRequest\n\t(*GetMailStatsResponse)(nil),          // 23: greatestworks.mail.GetMailStatsResponse\n\t(*SetMailConfigRequest)(nil),          // 24: greatestworks.mail.SetMailConfigRequest\n\t(*SetMailConfigResponse)(nil),         // 25: greatestworks.mail.SetMailConfigResponse\n\t(*MailInfo)(nil),                      // 26: greatestworks.mail.MailInfo\n\t(*MailDetail)(nil),                    // 27: greatestworks.mail.MailDetail\n\t(*MailAttachment)(nil),                // 28: greatestworks.mail.MailAttachment\n\t(*ClaimedAttachment)(nil),             // 29: greatestworks.mail.ClaimedAttachment\n\t(*MailStats)(nil),                     // 30: greatestworks.mail.MailStats\n\t(*MailConfig)(nil),                    // 31: greatestworks.mail.MailConfig\n\tnil,                                   // 32: greatestworks.mail.SendMailRequest.MetadataEntry\n\tnil,                                   // 33: greatestworks.mail.MailDetail.MetadataEntry\n\tnil,                                   // 34: greatestworks.mail.MailAttachment.PropertiesEntry\n\t(*common.CommonResponse)(nil),         // 35: greatestworks.common.CommonResponse\n\t(*common.PaginationInfo)(nil),         // 36: greatestworks.common.PaginationInfo\n}\nvar file_proto_mail_proto_depIdxs = []int32{\n\t0,  // 0: greatestworks.mail.SendMailRequest.mail_type:type_name -> greatestworks.mail.MailType\n\t28, // 1: greatestworks.mail.SendMailRequest.attachments:type_name -> greatestworks.mail.MailAttachment\n\t32, // 2: greatestworks.mail.SendMailRequest.metadata:type_name -> greatestworks.mail.SendMailRequest.MetadataEntry\n\t35, // 3: greatestworks.mail.SendMailResponse.common:type_name -> greatestworks.common.CommonResponse\n\t1,  // 4: greatestworks.mail.GetMailListRequest.status:type_name -> greatestworks.mail.MailStatus\n\t0,  // 5: greatestworks.mail.GetMailListRequest.mail_type:type_name -> greatestworks.mail.MailType\n\t35, // 6: greatestworks.mail.GetMailListResponse.common:type_name -> greatestworks.common.CommonResponse\n\t26, // 7: greatestworks.mail.GetMailListResponse.mails:type_name -> greatestworks.mail.MailInfo\n\t36, // 8: greatestworks.mail.GetMailListResponse.pagination:type_name -> greatestworks.common.PaginationInfo\n\t30, // 9: greatestworks.mail.GetMailListResponse.stats:type_name -> greatestworks.mail.MailStats\n\t35, // 10: greatestworks.mail.ReadMailResponse.common:type_name -> greatestworks.common.CommonResponse\n\t27, // 11: greatestworks.mail.ReadMailResponse.mail:type_name -> greatestworks.mail.MailDetail\n\t35, // 12: greatestworks.mail.DeleteMailResponse.common:type_name -> greatestworks.common.CommonResponse\n\t35, // 13: greatestworks.mail.BatchDeleteMailsResponse.common:type_name -> greatestworks.common.CommonResponse\n\t35, // 14: greatestworks.mail.ClaimAttachmentResponse.common:type_name -> greatestworks.common.CommonResponse\n\t29, // 15: greatestworks.mail.ClaimAttachmentResponse.claimed_attachments:type_name -> greatestworks.mail.ClaimedAttachment\n\t35, // 16: greatestworks.mail.BatchClaimAttachmentsResponse.common:type_name -> greatestworks.common.CommonResponse\n\t29, // 17: greatestworks.mail.BatchClaimAttachmentsResponse.claimed_attachments:type_name -> greatestworks.mail.ClaimedAttachment\n\t3,  // 18: greatestworks.mail.MarkMailRequest.mark_type:type_name -> greatestworks.mail.MailMarkType\n\t35, // 19: greatestworks.mail.MarkMailResponse.common:type_name -> greatestworks.common.CommonResponse\n\t0,  // 20: greatestworks.mail.SearchMailsRequest.mail_type:type_name -> greatestworks.mail.MailType\n\t35, // 21: greatestworks.mail.SearchMailsResponse.common:type_name -> greatestworks.common.CommonResponse\n\t26, // 22: greatestworks.mail.SearchMailsResponse.mails:type_name -> greatestworks.mail.MailInfo\n\t36, // 23: greatestworks.mail.SearchMailsResponse.pagination:type_name -> greatestworks.common.PaginationInfo\n\t35, // 24: greatestworks.mail.GetMailStatsResponse.common:type_name -> greatestworks.common.CommonResponse\n\t30, // 25: greatestworks.mail.GetMailStatsResponse.stats:type_name -> greatestworks.mail.MailStats\n\t31, // 26: greatestworks.mail.SetMailConfigRequest.config:type_name -> greatestworks.mail.MailConfig\n\t35, // 27: greatestworks.mail.SetMailConfigResponse.common:type_name -> greatestworks.common.CommonResponse\n\t31, // 28: greatestworks.mail.SetMailConfigResponse.config:type_name -> greatestworks.mail.MailConfig\n\t0,  // 29: greatestworks.mail.MailInfo.mail_type:type_name -> greatestworks.mail.MailType\n\t1,  // 30: greatestworks.mail.MailInfo.status:type_name -> greatestworks.mail.MailStatus\n\t0,  // 31: greatestworks.mail.MailDetail.mail_type:type_name -> greatestworks.mail.MailType\n\t1,  // 32: greatestworks.mail.MailDetail.status:type_name -> greatestworks.mail.MailStatus\n\t28, // 33: greatestworks.mail.MailDetail.attachments:type_name -> greatestworks.mail.MailAttachment\n\t33, // 34: greatestworks.mail.MailDetail.metadata:type_name -> greatestworks.mail.MailDetail.MetadataEntry\n\t2,  // 35: greatestworks.mail.MailAttachment.attachment_type:type_name -> greatestworks.mail.AttachmentType\n\t34, // 36: greatestworks.mail.MailAttachment.properties:type_name -> greatestworks.mail.MailAttachment.PropertiesEntry\n\t2,  // 37: greatestworks.mail.ClaimedAttachment.attachment_type:type_name -> greatestworks.mail.AttachmentType\n\t0,  // 38: greatestworks.mail.MailConfig.blocked_mail_types:type_name -> greatestworks.mail.MailType\n\t4,  // 39: greatestworks.mail.MailService.SendMail:input_type -> greatestworks.mail.SendMailRequest\n\t6,  // 40: greatestworks.mail.MailService.GetMailList:input_type -> greatestworks.mail.GetMailListRequest\n\t8,  // 41: greatestworks.mail.MailService.ReadMail:input_type -> greatestworks.mail.ReadMailRequest\n\t10, // 42: greatestworks.mail.MailService.DeleteMail:input_type -> greatestworks.mail.DeleteMailRequest\n\t12, // 43: greatestworks.mail.MailService.BatchDeleteMails:input_type -> greatestworks.mail.BatchDeleteMailsRequest\n\t14, // 44: greatestworks.mail.MailService.ClaimAttachment:input_type -> greatestworks.mail.ClaimAttachmentRequest\n\t16, // 45: greatestworks.mail.MailService.BatchClaimAttachments:input_type -> greatestworks.mail.BatchClaimAttachmentsRequest\n\t18, // 46: greatestworks.mail.MailService.MarkMail:input_type -> greatestworks.mail.MarkMailRequest\n\t20, // 47: greatestworks.mail.MailService.SearchMails:input_type -> greatestworks.mail.SearchMailsRequest\n\t22, // 48: greatestworks.mail.MailService.GetMailStats:input_type -> greatestworks.mail.GetMailStatsRequest\n\t24, // 49: greatestworks.mail.MailService.SetMailConfig:input_type -> greatestworks.mail.SetMailConfigRequest\n\t5,  // 50: greatestworks.mail.MailService.SendMail:output_type -> greatestworks.mail.SendMailResponse\n\t7,  // 51: greatestworks.mail.MailService.GetMailList:output_type -> greatestworks.mail.GetMailListResponse\n\t9,  // 52: greatestworks.mail.MailService.ReadMail:output_type -> greatestworks.mail.ReadMailResponse\n\t11, // 53: greatestworks.mail.MailService.DeleteMail:output_type -> greatestworks.mail.DeleteMailResponse\n\t13, // 54: greatestworks.mail.MailService.BatchDeleteMails:output_type -> greatestworks.mail.BatchDeleteMailsResponse\n\t15, // 55: greatestworks.mail.MailService.ClaimAttachment:output_type -> greatestworks.mail.ClaimAttachmentResponse\n\t17, // 56: greatestworks.mail.MailService.BatchClaimAttachments:output_type -> greatestworks.mail.BatchClaimAttachmentsResponse\n\t19, // 57: greatestworks.mail.MailService.MarkMail:output_type -> greatestworks.mail.MarkMailResponse\n\t21, // 58: greatestworks.mail.MailService.SearchMails:output_type -> greatestworks.mail.SearchMailsResponse\n\t23, // 59: greatestworks.mail.MailService.GetMailStats:output_type -> greatestworks.mail.GetMailStatsResponse\n\t25, // 60: greatestworks.mail.MailService.SetMailConfig:output_type -> greatestworks.mail.SetMailConfigResponse\n\t50, // [50:61] is the sub-list for method output_type\n\t39, // [39:50] is the sub-list for method input_type\n\t39, // [39:39] is the sub-list for extension type_name\n\t39, // [39:39] is the sub-list for extension extendee\n\t0,  // [0:39] is the sub-list for field type_name\n}\n\nfunc init() { file_proto_mail_proto_init() }\nfunc file_proto_mail_proto_init() {\n\tif File_proto_mail_proto != nil {\n\t\treturn\n\t}\n\ttype x struct{}\n\tout := protoimpl.TypeBuilder{\n\t\tFile: protoimpl.DescBuilder{\n\t\t\tGoPackagePath: reflect.TypeOf(x{}).PkgPath(),\n\t\t\tRawDescriptor: unsafe.Slice(unsafe.StringData(file_proto_mail_proto_rawDesc), len(file_proto_mail_proto_rawDesc)),\n\t\t\tNumEnums:      4,\n\t\t\tNumMessages:   31,\n\t\t\tNumExtensions: 0,\n\t\t\tNumServices:   1,\n\t\t},\n\t\tGoTypes:           file_proto_mail_proto_goTypes,\n\t\tDependencyIndexes: file_proto_mail_proto_depIdxs,\n\t\tEnumInfos:         file_proto_mail_proto_enumTypes,\n\t\tMessageInfos:      file_proto_mail_proto_msgTypes,\n\t}.Build()\n\tFile_proto_mail_proto = out.File\n\tfile_proto_mail_proto_goTypes = nil\n\tfile_proto_mail_proto_depIdxs = nil\n}\n"
  },
  {
    "path": "internal/proto/messages/messages.pb.go",
    "content": "// Code generated by protoc-gen-go. DO NOT EDIT.\n// versions:\n// \tprotoc-gen-go v1.36.10\n// \tprotoc        v4.25.1\n// source: proto/messages.proto\n\npackage messages\n\nimport (\n\tprotoreflect \"google.golang.org/protobuf/reflect/protoreflect\"\n\tprotoimpl \"google.golang.org/protobuf/runtime/protoimpl\"\n\treflect \"reflect\"\n\tsync \"sync\"\n\tunsafe \"unsafe\"\n)\n\nconst (\n\t// Verify that this generated code is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(20 - protoimpl.MinVersion)\n\t// Verify that runtime/protoimpl is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(protoimpl.MaxVersion - 20)\n)\n\n// 消息号枚举 - 系统消息 (0x0000 - 0x00FF)\ntype SystemMessageID int32\n\nconst (\n\tSystemMessageID_SYSTEM_MESSAGE_ID_UNSPECIFIED SystemMessageID = 0\n\tSystemMessageID_MSG_HEARTBEAT                 SystemMessageID = 1  // 心跳消息\n\tSystemMessageID_MSG_HANDSHAKE                 SystemMessageID = 2  // 握手消息\n\tSystemMessageID_MSG_AUTH                      SystemMessageID = 3  // 认证消息\n\tSystemMessageID_MSG_DISCONNECT                SystemMessageID = 4  // 断开连接\n\tSystemMessageID_MSG_ERROR                     SystemMessageID = 5  // 错误消息\n\tSystemMessageID_MSG_PING                      SystemMessageID = 6  // Ping消息\n\tSystemMessageID_MSG_PONG                      SystemMessageID = 7  // Pong消息\n\tSystemMessageID_MSG_SYSTEM_INFO               SystemMessageID = 8  // 系统信息\n\tSystemMessageID_MSG_SERVER_STATUS             SystemMessageID = 9  // 服务器状态\n\tSystemMessageID_MSG_MAINTENANCE               SystemMessageID = 10 // 维护通知\n)\n\n// Enum value maps for SystemMessageID.\nvar (\n\tSystemMessageID_name = map[int32]string{\n\t\t0:  \"SYSTEM_MESSAGE_ID_UNSPECIFIED\",\n\t\t1:  \"MSG_HEARTBEAT\",\n\t\t2:  \"MSG_HANDSHAKE\",\n\t\t3:  \"MSG_AUTH\",\n\t\t4:  \"MSG_DISCONNECT\",\n\t\t5:  \"MSG_ERROR\",\n\t\t6:  \"MSG_PING\",\n\t\t7:  \"MSG_PONG\",\n\t\t8:  \"MSG_SYSTEM_INFO\",\n\t\t9:  \"MSG_SERVER_STATUS\",\n\t\t10: \"MSG_MAINTENANCE\",\n\t}\n\tSystemMessageID_value = map[string]int32{\n\t\t\"SYSTEM_MESSAGE_ID_UNSPECIFIED\": 0,\n\t\t\"MSG_HEARTBEAT\":                 1,\n\t\t\"MSG_HANDSHAKE\":                 2,\n\t\t\"MSG_AUTH\":                      3,\n\t\t\"MSG_DISCONNECT\":                4,\n\t\t\"MSG_ERROR\":                     5,\n\t\t\"MSG_PING\":                      6,\n\t\t\"MSG_PONG\":                      7,\n\t\t\"MSG_SYSTEM_INFO\":               8,\n\t\t\"MSG_SERVER_STATUS\":             9,\n\t\t\"MSG_MAINTENANCE\":               10,\n\t}\n)\n\nfunc (x SystemMessageID) Enum() *SystemMessageID {\n\tp := new(SystemMessageID)\n\t*p = x\n\treturn p\n}\n\nfunc (x SystemMessageID) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (SystemMessageID) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_messages_proto_enumTypes[0].Descriptor()\n}\n\nfunc (SystemMessageID) Type() protoreflect.EnumType {\n\treturn &file_proto_messages_proto_enumTypes[0]\n}\n\nfunc (x SystemMessageID) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use SystemMessageID.Descriptor instead.\nfunc (SystemMessageID) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_messages_proto_rawDescGZIP(), []int{0}\n}\n\n// 消息号枚举 - 玩家相关消息 (0x0100 - 0x01FF)\ntype PlayerMessageID int32\n\nconst (\n\tPlayerMessageID_PLAYER_MESSAGE_ID_UNSPECIFIED PlayerMessageID = 0\n\tPlayerMessageID_MSG_PLAYER_LOGIN              PlayerMessageID = 257 // 玩家登录\n\tPlayerMessageID_MSG_PLAYER_LOGOUT             PlayerMessageID = 258 // 玩家登出\n\tPlayerMessageID_MSG_PLAYER_INFO               PlayerMessageID = 259 // 玩家信息\n\tPlayerMessageID_MSG_PLAYER_MOVE               PlayerMessageID = 260 // 玩家移动\n\tPlayerMessageID_MSG_PLAYER_CREATE             PlayerMessageID = 261 // 创建玩家\n\tPlayerMessageID_MSG_PLAYER_UPDATE             PlayerMessageID = 262 // 更新玩家\n\tPlayerMessageID_MSG_PLAYER_DELETE             PlayerMessageID = 263 // 删除玩家\n\tPlayerMessageID_MSG_PLAYER_STATUS             PlayerMessageID = 264 // 玩家状态\n\tPlayerMessageID_MSG_PLAYER_STATS              PlayerMessageID = 265 // 玩家属性\n\tPlayerMessageID_MSG_PLAYER_LEVEL              PlayerMessageID = 266 // 玩家升级\n\tPlayerMessageID_MSG_PLAYER_EXP_GAIN           PlayerMessageID = 267 // 玩家经验获得\n\tPlayerMessageID_MSG_PLAYER_SYNC               PlayerMessageID = 268 // 玩家同步\n\tPlayerMessageID_MSG_PLAYER_BAN                PlayerMessageID = 269 // 玩家封禁\n\tPlayerMessageID_MSG_PLAYER_UNBAN              PlayerMessageID = 270 // 玩家解封\n\tPlayerMessageID_MSG_PLAYER_GM_UPDATE          PlayerMessageID = 271 // GM更新玩家\n)\n\n// Enum value maps for PlayerMessageID.\nvar (\n\tPlayerMessageID_name = map[int32]string{\n\t\t0:   \"PLAYER_MESSAGE_ID_UNSPECIFIED\",\n\t\t257: \"MSG_PLAYER_LOGIN\",\n\t\t258: \"MSG_PLAYER_LOGOUT\",\n\t\t259: \"MSG_PLAYER_INFO\",\n\t\t260: \"MSG_PLAYER_MOVE\",\n\t\t261: \"MSG_PLAYER_CREATE\",\n\t\t262: \"MSG_PLAYER_UPDATE\",\n\t\t263: \"MSG_PLAYER_DELETE\",\n\t\t264: \"MSG_PLAYER_STATUS\",\n\t\t265: \"MSG_PLAYER_STATS\",\n\t\t266: \"MSG_PLAYER_LEVEL\",\n\t\t267: \"MSG_PLAYER_EXP_GAIN\",\n\t\t268: \"MSG_PLAYER_SYNC\",\n\t\t269: \"MSG_PLAYER_BAN\",\n\t\t270: \"MSG_PLAYER_UNBAN\",\n\t\t271: \"MSG_PLAYER_GM_UPDATE\",\n\t}\n\tPlayerMessageID_value = map[string]int32{\n\t\t\"PLAYER_MESSAGE_ID_UNSPECIFIED\": 0,\n\t\t\"MSG_PLAYER_LOGIN\":              257,\n\t\t\"MSG_PLAYER_LOGOUT\":             258,\n\t\t\"MSG_PLAYER_INFO\":               259,\n\t\t\"MSG_PLAYER_MOVE\":               260,\n\t\t\"MSG_PLAYER_CREATE\":             261,\n\t\t\"MSG_PLAYER_UPDATE\":             262,\n\t\t\"MSG_PLAYER_DELETE\":             263,\n\t\t\"MSG_PLAYER_STATUS\":             264,\n\t\t\"MSG_PLAYER_STATS\":              265,\n\t\t\"MSG_PLAYER_LEVEL\":              266,\n\t\t\"MSG_PLAYER_EXP_GAIN\":           267,\n\t\t\"MSG_PLAYER_SYNC\":               268,\n\t\t\"MSG_PLAYER_BAN\":                269,\n\t\t\"MSG_PLAYER_UNBAN\":              270,\n\t\t\"MSG_PLAYER_GM_UPDATE\":          271,\n\t}\n)\n\nfunc (x PlayerMessageID) Enum() *PlayerMessageID {\n\tp := new(PlayerMessageID)\n\t*p = x\n\treturn p\n}\n\nfunc (x PlayerMessageID) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PlayerMessageID) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_messages_proto_enumTypes[1].Descriptor()\n}\n\nfunc (PlayerMessageID) Type() protoreflect.EnumType {\n\treturn &file_proto_messages_proto_enumTypes[1]\n}\n\nfunc (x PlayerMessageID) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PlayerMessageID.Descriptor instead.\nfunc (PlayerMessageID) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_messages_proto_rawDescGZIP(), []int{1}\n}\n\n// 消息号枚举 - 战斗相关消息 (0x0200 - 0x02FF)\ntype BattleMessageID int32\n\nconst (\n\tBattleMessageID_BATTLE_MESSAGE_ID_UNSPECIFIED BattleMessageID = 0\n\tBattleMessageID_MSG_CREATE_BATTLE             BattleMessageID = 513 // 创建战斗\n\tBattleMessageID_MSG_JOIN_BATTLE               BattleMessageID = 514 // 加入战斗\n\tBattleMessageID_MSG_LEAVE_BATTLE              BattleMessageID = 515 // 离开战斗\n\tBattleMessageID_MSG_START_BATTLE              BattleMessageID = 516 // 开始战斗\n\tBattleMessageID_MSG_END_BATTLE                BattleMessageID = 517 // 结束战斗\n\tBattleMessageID_MSG_BATTLE_ACTION             BattleMessageID = 518 // 战斗行动\n\tBattleMessageID_MSG_BATTLE_RESULT             BattleMessageID = 519 // 战斗结果\n\tBattleMessageID_MSG_BATTLE_STATUS             BattleMessageID = 520 // 战斗状态\n\tBattleMessageID_MSG_SKILL_CAST                BattleMessageID = 521 // 技能释放\n\tBattleMessageID_MSG_DAMAGE_DEALT              BattleMessageID = 522 // 伤害计算\n\tBattleMessageID_MSG_BATTLE_ROUND              BattleMessageID = 523 // 战斗回合\n\tBattleMessageID_MSG_BATTLE_SYNC               BattleMessageID = 524 // 战斗同步\n\tBattleMessageID_MSG_BATTLE_SPECTATE           BattleMessageID = 525 // 观战\n\tBattleMessageID_MSG_BATTLE_REPLAY             BattleMessageID = 526 // 战斗回放\n)\n\n// Enum value maps for BattleMessageID.\nvar (\n\tBattleMessageID_name = map[int32]string{\n\t\t0:   \"BATTLE_MESSAGE_ID_UNSPECIFIED\",\n\t\t513: \"MSG_CREATE_BATTLE\",\n\t\t514: \"MSG_JOIN_BATTLE\",\n\t\t515: \"MSG_LEAVE_BATTLE\",\n\t\t516: \"MSG_START_BATTLE\",\n\t\t517: \"MSG_END_BATTLE\",\n\t\t518: \"MSG_BATTLE_ACTION\",\n\t\t519: \"MSG_BATTLE_RESULT\",\n\t\t520: \"MSG_BATTLE_STATUS\",\n\t\t521: \"MSG_SKILL_CAST\",\n\t\t522: \"MSG_DAMAGE_DEALT\",\n\t\t523: \"MSG_BATTLE_ROUND\",\n\t\t524: \"MSG_BATTLE_SYNC\",\n\t\t525: \"MSG_BATTLE_SPECTATE\",\n\t\t526: \"MSG_BATTLE_REPLAY\",\n\t}\n\tBattleMessageID_value = map[string]int32{\n\t\t\"BATTLE_MESSAGE_ID_UNSPECIFIED\": 0,\n\t\t\"MSG_CREATE_BATTLE\":             513,\n\t\t\"MSG_JOIN_BATTLE\":               514,\n\t\t\"MSG_LEAVE_BATTLE\":              515,\n\t\t\"MSG_START_BATTLE\":              516,\n\t\t\"MSG_END_BATTLE\":                517,\n\t\t\"MSG_BATTLE_ACTION\":             518,\n\t\t\"MSG_BATTLE_RESULT\":             519,\n\t\t\"MSG_BATTLE_STATUS\":             520,\n\t\t\"MSG_SKILL_CAST\":                521,\n\t\t\"MSG_DAMAGE_DEALT\":              522,\n\t\t\"MSG_BATTLE_ROUND\":              523,\n\t\t\"MSG_BATTLE_SYNC\":               524,\n\t\t\"MSG_BATTLE_SPECTATE\":           525,\n\t\t\"MSG_BATTLE_REPLAY\":             526,\n\t}\n)\n\nfunc (x BattleMessageID) Enum() *BattleMessageID {\n\tp := new(BattleMessageID)\n\t*p = x\n\treturn p\n}\n\nfunc (x BattleMessageID) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (BattleMessageID) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_messages_proto_enumTypes[2].Descriptor()\n}\n\nfunc (BattleMessageID) Type() protoreflect.EnumType {\n\treturn &file_proto_messages_proto_enumTypes[2]\n}\n\nfunc (x BattleMessageID) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use BattleMessageID.Descriptor instead.\nfunc (BattleMessageID) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_messages_proto_rawDescGZIP(), []int{2}\n}\n\n// 消息号枚举 - 宠物相关消息 (0x0300 - 0x03FF)\ntype PetMessageID int32\n\nconst (\n\tPetMessageID_PET_MESSAGE_ID_UNSPECIFIED PetMessageID = 0\n\tPetMessageID_MSG_PET_SUMMON             PetMessageID = 769 // 召唤宠物\n\tPetMessageID_MSG_PET_DISMISS            PetMessageID = 770 // 收回宠物\n\tPetMessageID_MSG_PET_INFO               PetMessageID = 771 // 宠物信息\n\tPetMessageID_MSG_PET_MOVE               PetMessageID = 772 // 宠物移动\n\tPetMessageID_MSG_PET_ACTION             PetMessageID = 773 // 宠物行动\n\tPetMessageID_MSG_PET_LEVEL_UP           PetMessageID = 774 // 宠物升级\n\tPetMessageID_MSG_PET_EVOLUTION          PetMessageID = 775 // 宠物进化\n\tPetMessageID_MSG_PET_TRAIN              PetMessageID = 776 // 宠物训练\n\tPetMessageID_MSG_PET_FEED               PetMessageID = 777 // 宠物喂养\n\tPetMessageID_MSG_PET_STATUS             PetMessageID = 778 // 宠物状态\n\tPetMessageID_MSG_PET_SKILL_LEARN        PetMessageID = 779 // 宠物技能学习\n\tPetMessageID_MSG_PET_SKILL_FORGET       PetMessageID = 780 // 宠物技能遗忘\n\tPetMessageID_MSG_PET_BOND               PetMessageID = 781 // 宠物羁绊\n\tPetMessageID_MSG_PET_SYNTHESIS          PetMessageID = 782 // 宠物合成\n\tPetMessageID_MSG_PET_SKIN_EQUIP         PetMessageID = 783 // 宠物皮肤装备\n)\n\n// Enum value maps for PetMessageID.\nvar (\n\tPetMessageID_name = map[int32]string{\n\t\t0:   \"PET_MESSAGE_ID_UNSPECIFIED\",\n\t\t769: \"MSG_PET_SUMMON\",\n\t\t770: \"MSG_PET_DISMISS\",\n\t\t771: \"MSG_PET_INFO\",\n\t\t772: \"MSG_PET_MOVE\",\n\t\t773: \"MSG_PET_ACTION\",\n\t\t774: \"MSG_PET_LEVEL_UP\",\n\t\t775: \"MSG_PET_EVOLUTION\",\n\t\t776: \"MSG_PET_TRAIN\",\n\t\t777: \"MSG_PET_FEED\",\n\t\t778: \"MSG_PET_STATUS\",\n\t\t779: \"MSG_PET_SKILL_LEARN\",\n\t\t780: \"MSG_PET_SKILL_FORGET\",\n\t\t781: \"MSG_PET_BOND\",\n\t\t782: \"MSG_PET_SYNTHESIS\",\n\t\t783: \"MSG_PET_SKIN_EQUIP\",\n\t}\n\tPetMessageID_value = map[string]int32{\n\t\t\"PET_MESSAGE_ID_UNSPECIFIED\": 0,\n\t\t\"MSG_PET_SUMMON\":             769,\n\t\t\"MSG_PET_DISMISS\":            770,\n\t\t\"MSG_PET_INFO\":               771,\n\t\t\"MSG_PET_MOVE\":               772,\n\t\t\"MSG_PET_ACTION\":             773,\n\t\t\"MSG_PET_LEVEL_UP\":           774,\n\t\t\"MSG_PET_EVOLUTION\":          775,\n\t\t\"MSG_PET_TRAIN\":              776,\n\t\t\"MSG_PET_FEED\":               777,\n\t\t\"MSG_PET_STATUS\":             778,\n\t\t\"MSG_PET_SKILL_LEARN\":        779,\n\t\t\"MSG_PET_SKILL_FORGET\":       780,\n\t\t\"MSG_PET_BOND\":               781,\n\t\t\"MSG_PET_SYNTHESIS\":          782,\n\t\t\"MSG_PET_SKIN_EQUIP\":         783,\n\t}\n)\n\nfunc (x PetMessageID) Enum() *PetMessageID {\n\tp := new(PetMessageID)\n\t*p = x\n\treturn p\n}\n\nfunc (x PetMessageID) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PetMessageID) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_messages_proto_enumTypes[3].Descriptor()\n}\n\nfunc (PetMessageID) Type() protoreflect.EnumType {\n\treturn &file_proto_messages_proto_enumTypes[3]\n}\n\nfunc (x PetMessageID) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PetMessageID.Descriptor instead.\nfunc (PetMessageID) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_messages_proto_rawDescGZIP(), []int{3}\n}\n\n// 消息号枚举 - 建筑相关消息 (0x0400 - 0x04FF)\ntype BuildingMessageID int32\n\nconst (\n\tBuildingMessageID_BUILDING_MESSAGE_ID_UNSPECIFIED BuildingMessageID = 0\n\tBuildingMessageID_MSG_BUILDING_CREATE             BuildingMessageID = 1025 // 创建建筑\n\tBuildingMessageID_MSG_BUILDING_UPGRADE            BuildingMessageID = 1026 // 升级建筑\n\tBuildingMessageID_MSG_BUILDING_DESTROY            BuildingMessageID = 1027 // 摧毁建筑\n\tBuildingMessageID_MSG_BUILDING_INFO               BuildingMessageID = 1028 // 建筑信息\n\tBuildingMessageID_MSG_BUILDING_PRODUCE            BuildingMessageID = 1029 // 建筑生产\n\tBuildingMessageID_MSG_BUILDING_COLLECT            BuildingMessageID = 1030 // 收集资源\n\tBuildingMessageID_MSG_BUILDING_REPAIR             BuildingMessageID = 1031 // 修复建筑\n\tBuildingMessageID_MSG_BUILDING_STATUS             BuildingMessageID = 1032 // 建筑状态\n\tBuildingMessageID_MSG_BUILDING_SYNC               BuildingMessageID = 1033 // 建筑同步\n\tBuildingMessageID_MSG_BUILDING_MOVE               BuildingMessageID = 1034 // 建筑移动\n\tBuildingMessageID_MSG_BUILDING_ROTATE             BuildingMessageID = 1035 // 建筑旋转\n\tBuildingMessageID_MSG_BUILDING_UPGRADE_CANCEL     BuildingMessageID = 1036 // 取消升级\n)\n\n// Enum value maps for BuildingMessageID.\nvar (\n\tBuildingMessageID_name = map[int32]string{\n\t\t0:    \"BUILDING_MESSAGE_ID_UNSPECIFIED\",\n\t\t1025: \"MSG_BUILDING_CREATE\",\n\t\t1026: \"MSG_BUILDING_UPGRADE\",\n\t\t1027: \"MSG_BUILDING_DESTROY\",\n\t\t1028: \"MSG_BUILDING_INFO\",\n\t\t1029: \"MSG_BUILDING_PRODUCE\",\n\t\t1030: \"MSG_BUILDING_COLLECT\",\n\t\t1031: \"MSG_BUILDING_REPAIR\",\n\t\t1032: \"MSG_BUILDING_STATUS\",\n\t\t1033: \"MSG_BUILDING_SYNC\",\n\t\t1034: \"MSG_BUILDING_MOVE\",\n\t\t1035: \"MSG_BUILDING_ROTATE\",\n\t\t1036: \"MSG_BUILDING_UPGRADE_CANCEL\",\n\t}\n\tBuildingMessageID_value = map[string]int32{\n\t\t\"BUILDING_MESSAGE_ID_UNSPECIFIED\": 0,\n\t\t\"MSG_BUILDING_CREATE\":             1025,\n\t\t\"MSG_BUILDING_UPGRADE\":            1026,\n\t\t\"MSG_BUILDING_DESTROY\":            1027,\n\t\t\"MSG_BUILDING_INFO\":               1028,\n\t\t\"MSG_BUILDING_PRODUCE\":            1029,\n\t\t\"MSG_BUILDING_COLLECT\":            1030,\n\t\t\"MSG_BUILDING_REPAIR\":             1031,\n\t\t\"MSG_BUILDING_STATUS\":             1032,\n\t\t\"MSG_BUILDING_SYNC\":               1033,\n\t\t\"MSG_BUILDING_MOVE\":               1034,\n\t\t\"MSG_BUILDING_ROTATE\":             1035,\n\t\t\"MSG_BUILDING_UPGRADE_CANCEL\":     1036,\n\t}\n)\n\nfunc (x BuildingMessageID) Enum() *BuildingMessageID {\n\tp := new(BuildingMessageID)\n\t*p = x\n\treturn p\n}\n\nfunc (x BuildingMessageID) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (BuildingMessageID) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_messages_proto_enumTypes[4].Descriptor()\n}\n\nfunc (BuildingMessageID) Type() protoreflect.EnumType {\n\treturn &file_proto_messages_proto_enumTypes[4]\n}\n\nfunc (x BuildingMessageID) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use BuildingMessageID.Descriptor instead.\nfunc (BuildingMessageID) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_messages_proto_rawDescGZIP(), []int{4}\n}\n\n// 消息号枚举 - 社交相关消息 (0x0500 - 0x05FF)\ntype SocialMessageID int32\n\nconst (\n\tSocialMessageID_SOCIAL_MESSAGE_ID_UNSPECIFIED SocialMessageID = 0\n\tSocialMessageID_MSG_CHAT_MESSAGE              SocialMessageID = 1281 // 聊天消息\n\tSocialMessageID_MSG_FRIEND_REQUEST            SocialMessageID = 1282 // 好友请求\n\tSocialMessageID_MSG_FRIEND_ACCEPT             SocialMessageID = 1283 // 接受好友\n\tSocialMessageID_MSG_FRIEND_REJECT             SocialMessageID = 1284 // 拒绝好友\n\tSocialMessageID_MSG_FRIEND_REMOVE             SocialMessageID = 1285 // 删除好友\n\tSocialMessageID_MSG_FRIEND_LIST               SocialMessageID = 1286 // 好友列表\n\tSocialMessageID_MSG_GUILD_CREATE              SocialMessageID = 1287 // 创建公会\n\tSocialMessageID_MSG_GUILD_JOIN                SocialMessageID = 1288 // 加入公会\n\tSocialMessageID_MSG_GUILD_LEAVE               SocialMessageID = 1289 // 离开公会\n\tSocialMessageID_MSG_GUILD_INFO                SocialMessageID = 1290 // 公会信息\n\tSocialMessageID_MSG_TEAM_CREATE               SocialMessageID = 1291 // 创建队伍\n\tSocialMessageID_MSG_TEAM_JOIN                 SocialMessageID = 1292 // 加入队伍\n\tSocialMessageID_MSG_TEAM_LEAVE                SocialMessageID = 1293 // 离开队伍\n\tSocialMessageID_MSG_TEAM_INFO                 SocialMessageID = 1294 // 队伍信息\n\tSocialMessageID_MSG_MAIL_SEND                 SocialMessageID = 1295 // 发送邮件\n\tSocialMessageID_MSG_MAIL_RECEIVE              SocialMessageID = 1296 // 接收邮件\n\tSocialMessageID_MSG_MAIL_DELETE               SocialMessageID = 1297 // 删除邮件\n\tSocialMessageID_MSG_MAIL_READ                 SocialMessageID = 1298 // 阅读邮件\n)\n\n// Enum value maps for SocialMessageID.\nvar (\n\tSocialMessageID_name = map[int32]string{\n\t\t0:    \"SOCIAL_MESSAGE_ID_UNSPECIFIED\",\n\t\t1281: \"MSG_CHAT_MESSAGE\",\n\t\t1282: \"MSG_FRIEND_REQUEST\",\n\t\t1283: \"MSG_FRIEND_ACCEPT\",\n\t\t1284: \"MSG_FRIEND_REJECT\",\n\t\t1285: \"MSG_FRIEND_REMOVE\",\n\t\t1286: \"MSG_FRIEND_LIST\",\n\t\t1287: \"MSG_GUILD_CREATE\",\n\t\t1288: \"MSG_GUILD_JOIN\",\n\t\t1289: \"MSG_GUILD_LEAVE\",\n\t\t1290: \"MSG_GUILD_INFO\",\n\t\t1291: \"MSG_TEAM_CREATE\",\n\t\t1292: \"MSG_TEAM_JOIN\",\n\t\t1293: \"MSG_TEAM_LEAVE\",\n\t\t1294: \"MSG_TEAM_INFO\",\n\t\t1295: \"MSG_MAIL_SEND\",\n\t\t1296: \"MSG_MAIL_RECEIVE\",\n\t\t1297: \"MSG_MAIL_DELETE\",\n\t\t1298: \"MSG_MAIL_READ\",\n\t}\n\tSocialMessageID_value = map[string]int32{\n\t\t\"SOCIAL_MESSAGE_ID_UNSPECIFIED\": 0,\n\t\t\"MSG_CHAT_MESSAGE\":              1281,\n\t\t\"MSG_FRIEND_REQUEST\":            1282,\n\t\t\"MSG_FRIEND_ACCEPT\":             1283,\n\t\t\"MSG_FRIEND_REJECT\":             1284,\n\t\t\"MSG_FRIEND_REMOVE\":             1285,\n\t\t\"MSG_FRIEND_LIST\":               1286,\n\t\t\"MSG_GUILD_CREATE\":              1287,\n\t\t\"MSG_GUILD_JOIN\":                1288,\n\t\t\"MSG_GUILD_LEAVE\":               1289,\n\t\t\"MSG_GUILD_INFO\":                1290,\n\t\t\"MSG_TEAM_CREATE\":               1291,\n\t\t\"MSG_TEAM_JOIN\":                 1292,\n\t\t\"MSG_TEAM_LEAVE\":                1293,\n\t\t\"MSG_TEAM_INFO\":                 1294,\n\t\t\"MSG_MAIL_SEND\":                 1295,\n\t\t\"MSG_MAIL_RECEIVE\":              1296,\n\t\t\"MSG_MAIL_DELETE\":               1297,\n\t\t\"MSG_MAIL_READ\":                 1298,\n\t}\n)\n\nfunc (x SocialMessageID) Enum() *SocialMessageID {\n\tp := new(SocialMessageID)\n\t*p = x\n\treturn p\n}\n\nfunc (x SocialMessageID) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (SocialMessageID) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_messages_proto_enumTypes[5].Descriptor()\n}\n\nfunc (SocialMessageID) Type() protoreflect.EnumType {\n\treturn &file_proto_messages_proto_enumTypes[5]\n}\n\nfunc (x SocialMessageID) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use SocialMessageID.Descriptor instead.\nfunc (SocialMessageID) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_messages_proto_rawDescGZIP(), []int{5}\n}\n\n// 消息号枚举 - 物品相关消息 (0x0600 - 0x06FF)\ntype ItemMessageID int32\n\nconst (\n\tItemMessageID_ITEM_MESSAGE_ID_UNSPECIFIED ItemMessageID = 0\n\tItemMessageID_MSG_ITEM_USE                ItemMessageID = 1537 // 使用物品\n\tItemMessageID_MSG_ITEM_EQUIP              ItemMessageID = 1538 // 装备物品\n\tItemMessageID_MSG_ITEM_UNEQUIP            ItemMessageID = 1539 // 卸下装备\n\tItemMessageID_MSG_ITEM_DROP               ItemMessageID = 1540 // 丢弃物品\n\tItemMessageID_MSG_ITEM_PICKUP             ItemMessageID = 1541 // 拾取物品\n\tItemMessageID_MSG_ITEM_TRADE              ItemMessageID = 1542 // 交易物品\n\tItemMessageID_MSG_INVENTORY_INFO          ItemMessageID = 1543 // 背包信息\n\tItemMessageID_MSG_ITEM_INFO               ItemMessageID = 1544 // 物品信息\n\tItemMessageID_MSG_ITEM_CRAFT              ItemMessageID = 1545 // 制作物品\n\tItemMessageID_MSG_ITEM_ENHANCE            ItemMessageID = 1546 // 强化物品\n\tItemMessageID_MSG_ITEM_DISASSEMBLE        ItemMessageID = 1547 // 分解物品\n\tItemMessageID_MSG_ITEM_SELL               ItemMessageID = 1548 // 出售物品\n\tItemMessageID_MSG_ITEM_BUY                ItemMessageID = 1549 // 购买物品\n\tItemMessageID_MSG_ITEM_STACK              ItemMessageID = 1550 // 物品堆叠\n\tItemMessageID_MSG_ITEM_SPLIT              ItemMessageID = 1551 // 物品拆分\n)\n\n// Enum value maps for ItemMessageID.\nvar (\n\tItemMessageID_name = map[int32]string{\n\t\t0:    \"ITEM_MESSAGE_ID_UNSPECIFIED\",\n\t\t1537: \"MSG_ITEM_USE\",\n\t\t1538: \"MSG_ITEM_EQUIP\",\n\t\t1539: \"MSG_ITEM_UNEQUIP\",\n\t\t1540: \"MSG_ITEM_DROP\",\n\t\t1541: \"MSG_ITEM_PICKUP\",\n\t\t1542: \"MSG_ITEM_TRADE\",\n\t\t1543: \"MSG_INVENTORY_INFO\",\n\t\t1544: \"MSG_ITEM_INFO\",\n\t\t1545: \"MSG_ITEM_CRAFT\",\n\t\t1546: \"MSG_ITEM_ENHANCE\",\n\t\t1547: \"MSG_ITEM_DISASSEMBLE\",\n\t\t1548: \"MSG_ITEM_SELL\",\n\t\t1549: \"MSG_ITEM_BUY\",\n\t\t1550: \"MSG_ITEM_STACK\",\n\t\t1551: \"MSG_ITEM_SPLIT\",\n\t}\n\tItemMessageID_value = map[string]int32{\n\t\t\"ITEM_MESSAGE_ID_UNSPECIFIED\": 0,\n\t\t\"MSG_ITEM_USE\":                1537,\n\t\t\"MSG_ITEM_EQUIP\":              1538,\n\t\t\"MSG_ITEM_UNEQUIP\":            1539,\n\t\t\"MSG_ITEM_DROP\":               1540,\n\t\t\"MSG_ITEM_PICKUP\":             1541,\n\t\t\"MSG_ITEM_TRADE\":              1542,\n\t\t\"MSG_INVENTORY_INFO\":          1543,\n\t\t\"MSG_ITEM_INFO\":               1544,\n\t\t\"MSG_ITEM_CRAFT\":              1545,\n\t\t\"MSG_ITEM_ENHANCE\":            1546,\n\t\t\"MSG_ITEM_DISASSEMBLE\":        1547,\n\t\t\"MSG_ITEM_SELL\":               1548,\n\t\t\"MSG_ITEM_BUY\":                1549,\n\t\t\"MSG_ITEM_STACK\":              1550,\n\t\t\"MSG_ITEM_SPLIT\":              1551,\n\t}\n)\n\nfunc (x ItemMessageID) Enum() *ItemMessageID {\n\tp := new(ItemMessageID)\n\t*p = x\n\treturn p\n}\n\nfunc (x ItemMessageID) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (ItemMessageID) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_messages_proto_enumTypes[6].Descriptor()\n}\n\nfunc (ItemMessageID) Type() protoreflect.EnumType {\n\treturn &file_proto_messages_proto_enumTypes[6]\n}\n\nfunc (x ItemMessageID) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use ItemMessageID.Descriptor instead.\nfunc (ItemMessageID) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_messages_proto_rawDescGZIP(), []int{6}\n}\n\n// 消息号枚举 - 任务相关消息 (0x0700 - 0x07FF)\ntype QuestMessageID int32\n\nconst (\n\tQuestMessageID_QUEST_MESSAGE_ID_UNSPECIFIED QuestMessageID = 0\n\tQuestMessageID_MSG_QUEST_ACCEPT             QuestMessageID = 1793 // 接受任务\n\tQuestMessageID_MSG_QUEST_COMPLETE           QuestMessageID = 1794 // 完成任务\n\tQuestMessageID_MSG_QUEST_CANCEL             QuestMessageID = 1795 // 取消任务\n\tQuestMessageID_MSG_QUEST_PROGRESS           QuestMessageID = 1796 // 任务进度\n\tQuestMessageID_MSG_QUEST_LIST               QuestMessageID = 1797 // 任务列表\n\tQuestMessageID_MSG_QUEST_INFO               QuestMessageID = 1798 // 任务信息\n\tQuestMessageID_MSG_QUEST_REWARD             QuestMessageID = 1799 // 任务奖励\n\tQuestMessageID_MSG_QUEST_UPDATE             QuestMessageID = 1800 // 任务更新\n\tQuestMessageID_MSG_QUEST_ABANDON            QuestMessageID = 1801 // 放弃任务\n\tQuestMessageID_MSG_QUEST_SHARE              QuestMessageID = 1802 // 分享任务\n\tQuestMessageID_MSG_QUEST_TRACK              QuestMessageID = 1803 // 追踪任务\n\tQuestMessageID_MSG_QUEST_UNTrack            QuestMessageID = 1804 // 取消追踪\n)\n\n// Enum value maps for QuestMessageID.\nvar (\n\tQuestMessageID_name = map[int32]string{\n\t\t0:    \"QUEST_MESSAGE_ID_UNSPECIFIED\",\n\t\t1793: \"MSG_QUEST_ACCEPT\",\n\t\t1794: \"MSG_QUEST_COMPLETE\",\n\t\t1795: \"MSG_QUEST_CANCEL\",\n\t\t1796: \"MSG_QUEST_PROGRESS\",\n\t\t1797: \"MSG_QUEST_LIST\",\n\t\t1798: \"MSG_QUEST_INFO\",\n\t\t1799: \"MSG_QUEST_REWARD\",\n\t\t1800: \"MSG_QUEST_UPDATE\",\n\t\t1801: \"MSG_QUEST_ABANDON\",\n\t\t1802: \"MSG_QUEST_SHARE\",\n\t\t1803: \"MSG_QUEST_TRACK\",\n\t\t1804: \"MSG_QUEST_UNTrack\",\n\t}\n\tQuestMessageID_value = map[string]int32{\n\t\t\"QUEST_MESSAGE_ID_UNSPECIFIED\": 0,\n\t\t\"MSG_QUEST_ACCEPT\":             1793,\n\t\t\"MSG_QUEST_COMPLETE\":           1794,\n\t\t\"MSG_QUEST_CANCEL\":             1795,\n\t\t\"MSG_QUEST_PROGRESS\":           1796,\n\t\t\"MSG_QUEST_LIST\":               1797,\n\t\t\"MSG_QUEST_INFO\":               1798,\n\t\t\"MSG_QUEST_REWARD\":             1799,\n\t\t\"MSG_QUEST_UPDATE\":             1800,\n\t\t\"MSG_QUEST_ABANDON\":            1801,\n\t\t\"MSG_QUEST_SHARE\":              1802,\n\t\t\"MSG_QUEST_TRACK\":              1803,\n\t\t\"MSG_QUEST_UNTrack\":            1804,\n\t}\n)\n\nfunc (x QuestMessageID) Enum() *QuestMessageID {\n\tp := new(QuestMessageID)\n\t*p = x\n\treturn p\n}\n\nfunc (x QuestMessageID) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (QuestMessageID) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_messages_proto_enumTypes[7].Descriptor()\n}\n\nfunc (QuestMessageID) Type() protoreflect.EnumType {\n\treturn &file_proto_messages_proto_enumTypes[7]\n}\n\nfunc (x QuestMessageID) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use QuestMessageID.Descriptor instead.\nfunc (QuestMessageID) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_messages_proto_rawDescGZIP(), []int{7}\n}\n\n// 消息号枚举 - 查询相关消息 (0x0800 - 0x08FF)\ntype QueryMessageID int32\n\nconst (\n\tQueryMessageID_QUERY_MESSAGE_ID_UNSPECIFIED QueryMessageID = 0\n\tQueryMessageID_MSG_GET_PLAYER_INFO          QueryMessageID = 2049 // 获取玩家信息\n\tQueryMessageID_MSG_GET_ONLINE_PLAYERS       QueryMessageID = 2050 // 获取在线玩家\n\tQueryMessageID_MSG_GET_BATTLE_INFO          QueryMessageID = 2051 // 获取战斗信息\n\tQueryMessageID_MSG_GET_RANKING_LIST         QueryMessageID = 2052 // 获取排行榜\n\tQueryMessageID_MSG_GET_SERVER_INFO          QueryMessageID = 2053 // 获取服务器信息\n\tQueryMessageID_MSG_GET_PET_INFO             QueryMessageID = 2054 // 获取宠物信息\n\tQueryMessageID_MSG_GET_BUILDING_INFO        QueryMessageID = 2055 // 获取建筑信息\n\tQueryMessageID_MSG_GET_ITEM_INFO            QueryMessageID = 2056 // 获取物品信息\n\tQueryMessageID_MSG_GET_QUEST_INFO           QueryMessageID = 2057 // 获取任务信息\n\tQueryMessageID_MSG_GET_GUILD_INFO           QueryMessageID = 2058 // 获取公会信息\n\tQueryMessageID_MSG_GET_TEAM_INFO            QueryMessageID = 2059 // 获取队伍信息\n\tQueryMessageID_MSG_GET_FRIEND_INFO          QueryMessageID = 2060 // 获取好友信息\n\tQueryMessageID_MSG_GET_MAIL_INFO            QueryMessageID = 2061 // 获取邮件信息\n\tQueryMessageID_MSG_GET_STATS                QueryMessageID = 2062 // 获取统计信息\n)\n\n// Enum value maps for QueryMessageID.\nvar (\n\tQueryMessageID_name = map[int32]string{\n\t\t0:    \"QUERY_MESSAGE_ID_UNSPECIFIED\",\n\t\t2049: \"MSG_GET_PLAYER_INFO\",\n\t\t2050: \"MSG_GET_ONLINE_PLAYERS\",\n\t\t2051: \"MSG_GET_BATTLE_INFO\",\n\t\t2052: \"MSG_GET_RANKING_LIST\",\n\t\t2053: \"MSG_GET_SERVER_INFO\",\n\t\t2054: \"MSG_GET_PET_INFO\",\n\t\t2055: \"MSG_GET_BUILDING_INFO\",\n\t\t2056: \"MSG_GET_ITEM_INFO\",\n\t\t2057: \"MSG_GET_QUEST_INFO\",\n\t\t2058: \"MSG_GET_GUILD_INFO\",\n\t\t2059: \"MSG_GET_TEAM_INFO\",\n\t\t2060: \"MSG_GET_FRIEND_INFO\",\n\t\t2061: \"MSG_GET_MAIL_INFO\",\n\t\t2062: \"MSG_GET_STATS\",\n\t}\n\tQueryMessageID_value = map[string]int32{\n\t\t\"QUERY_MESSAGE_ID_UNSPECIFIED\": 0,\n\t\t\"MSG_GET_PLAYER_INFO\":          2049,\n\t\t\"MSG_GET_ONLINE_PLAYERS\":       2050,\n\t\t\"MSG_GET_BATTLE_INFO\":          2051,\n\t\t\"MSG_GET_RANKING_LIST\":         2052,\n\t\t\"MSG_GET_SERVER_INFO\":          2053,\n\t\t\"MSG_GET_PET_INFO\":             2054,\n\t\t\"MSG_GET_BUILDING_INFO\":        2055,\n\t\t\"MSG_GET_ITEM_INFO\":            2056,\n\t\t\"MSG_GET_QUEST_INFO\":           2057,\n\t\t\"MSG_GET_GUILD_INFO\":           2058,\n\t\t\"MSG_GET_TEAM_INFO\":            2059,\n\t\t\"MSG_GET_FRIEND_INFO\":          2060,\n\t\t\"MSG_GET_MAIL_INFO\":            2061,\n\t\t\"MSG_GET_STATS\":                2062,\n\t}\n)\n\nfunc (x QueryMessageID) Enum() *QueryMessageID {\n\tp := new(QueryMessageID)\n\t*p = x\n\treturn p\n}\n\nfunc (x QueryMessageID) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (QueryMessageID) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_messages_proto_enumTypes[8].Descriptor()\n}\n\nfunc (QueryMessageID) Type() protoreflect.EnumType {\n\treturn &file_proto_messages_proto_enumTypes[8]\n}\n\nfunc (x QueryMessageID) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use QueryMessageID.Descriptor instead.\nfunc (QueryMessageID) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_messages_proto_rawDescGZIP(), []int{8}\n}\n\n// 消息号枚举 - 系统管理消息 (0x0900 - 0x09FF)\ntype AdminMessageID int32\n\nconst (\n\tAdminMessageID_ADMIN_MESSAGE_ID_UNSPECIFIED AdminMessageID = 0\n\tAdminMessageID_MSG_ADMIN_BAN_PLAYER         AdminMessageID = 2305 // 封禁玩家\n\tAdminMessageID_MSG_ADMIN_UNBAN_PLAYER       AdminMessageID = 2306 // 解封玩家\n\tAdminMessageID_MSG_ADMIN_KICK_PLAYER        AdminMessageID = 2307 // 踢出玩家\n\tAdminMessageID_MSG_ADMIN_MUTE_PLAYER        AdminMessageID = 2308 // 禁言玩家\n\tAdminMessageID_MSG_ADMIN_UNMUTE_PLAYER      AdminMessageID = 2309 // 取消禁言\n\tAdminMessageID_MSG_ADMIN_GIVE_ITEM          AdminMessageID = 2310 // 给予物品\n\tAdminMessageID_MSG_ADMIN_TAKE_ITEM          AdminMessageID = 2311 // 收回物品\n\tAdminMessageID_MSG_ADMIN_SET_LEVEL          AdminMessageID = 2312 // 设置等级\n\tAdminMessageID_MSG_ADMIN_SET_EXP            AdminMessageID = 2313 // 设置经验\n\tAdminMessageID_MSG_ADMIN_SET_GOLD           AdminMessageID = 2314 // 设置金币\n\tAdminMessageID_MSG_ADMIN_TELEPORT           AdminMessageID = 2315 // 传送玩家\n\tAdminMessageID_MSG_ADMIN_ANNOUNCE           AdminMessageID = 2316 // 公告\n\tAdminMessageID_MSG_ADMIN_RELOAD_CONFIG      AdminMessageID = 2317 // 重载配置\n\tAdminMessageID_MSG_ADMIN_SHUTDOWN           AdminMessageID = 2318 // 关闭服务器\n\tAdminMessageID_MSG_ADMIN_RESTART            AdminMessageID = 2319 // 重启服务器\n)\n\n// Enum value maps for AdminMessageID.\nvar (\n\tAdminMessageID_name = map[int32]string{\n\t\t0:    \"ADMIN_MESSAGE_ID_UNSPECIFIED\",\n\t\t2305: \"MSG_ADMIN_BAN_PLAYER\",\n\t\t2306: \"MSG_ADMIN_UNBAN_PLAYER\",\n\t\t2307: \"MSG_ADMIN_KICK_PLAYER\",\n\t\t2308: \"MSG_ADMIN_MUTE_PLAYER\",\n\t\t2309: \"MSG_ADMIN_UNMUTE_PLAYER\",\n\t\t2310: \"MSG_ADMIN_GIVE_ITEM\",\n\t\t2311: \"MSG_ADMIN_TAKE_ITEM\",\n\t\t2312: \"MSG_ADMIN_SET_LEVEL\",\n\t\t2313: \"MSG_ADMIN_SET_EXP\",\n\t\t2314: \"MSG_ADMIN_SET_GOLD\",\n\t\t2315: \"MSG_ADMIN_TELEPORT\",\n\t\t2316: \"MSG_ADMIN_ANNOUNCE\",\n\t\t2317: \"MSG_ADMIN_RELOAD_CONFIG\",\n\t\t2318: \"MSG_ADMIN_SHUTDOWN\",\n\t\t2319: \"MSG_ADMIN_RESTART\",\n\t}\n\tAdminMessageID_value = map[string]int32{\n\t\t\"ADMIN_MESSAGE_ID_UNSPECIFIED\": 0,\n\t\t\"MSG_ADMIN_BAN_PLAYER\":         2305,\n\t\t\"MSG_ADMIN_UNBAN_PLAYER\":       2306,\n\t\t\"MSG_ADMIN_KICK_PLAYER\":        2307,\n\t\t\"MSG_ADMIN_MUTE_PLAYER\":        2308,\n\t\t\"MSG_ADMIN_UNMUTE_PLAYER\":      2309,\n\t\t\"MSG_ADMIN_GIVE_ITEM\":          2310,\n\t\t\"MSG_ADMIN_TAKE_ITEM\":          2311,\n\t\t\"MSG_ADMIN_SET_LEVEL\":          2312,\n\t\t\"MSG_ADMIN_SET_EXP\":            2313,\n\t\t\"MSG_ADMIN_SET_GOLD\":           2314,\n\t\t\"MSG_ADMIN_TELEPORT\":           2315,\n\t\t\"MSG_ADMIN_ANNOUNCE\":           2316,\n\t\t\"MSG_ADMIN_RELOAD_CONFIG\":      2317,\n\t\t\"MSG_ADMIN_SHUTDOWN\":           2318,\n\t\t\"MSG_ADMIN_RESTART\":            2319,\n\t}\n)\n\nfunc (x AdminMessageID) Enum() *AdminMessageID {\n\tp := new(AdminMessageID)\n\t*p = x\n\treturn p\n}\n\nfunc (x AdminMessageID) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (AdminMessageID) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_messages_proto_enumTypes[9].Descriptor()\n}\n\nfunc (AdminMessageID) Type() protoreflect.EnumType {\n\treturn &file_proto_messages_proto_enumTypes[9]\n}\n\nfunc (x AdminMessageID) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use AdminMessageID.Descriptor instead.\nfunc (AdminMessageID) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_messages_proto_rawDescGZIP(), []int{9}\n}\n\n// 消息标志位枚举\ntype MessageFlag int32\n\nconst (\n\tMessageFlag_MESSAGE_FLAG_UNSPECIFIED MessageFlag = 0\n\tMessageFlag_MESSAGE_FLAG_REQUEST     MessageFlag = 1   // 请求消息\n\tMessageFlag_MESSAGE_FLAG_RESPONSE    MessageFlag = 2   // 响应消息\n\tMessageFlag_MESSAGE_FLAG_ERROR       MessageFlag = 4   // 错误消息\n\tMessageFlag_MESSAGE_FLAG_ASYNC       MessageFlag = 8   // 异步消息\n\tMessageFlag_MESSAGE_FLAG_BROADCAST   MessageFlag = 16  // 广播消息\n\tMessageFlag_MESSAGE_FLAG_ENCRYPTED   MessageFlag = 32  // 加密消息\n\tMessageFlag_MESSAGE_FLAG_COMPRESSED  MessageFlag = 64  // 压缩消息\n\tMessageFlag_MESSAGE_FLAG_PRIORITY    MessageFlag = 128 // 高优先级消息\n\tMessageFlag_MESSAGE_FLAG_RELIABLE    MessageFlag = 256 // 可靠消息\n\tMessageFlag_MESSAGE_FLAG_ORDERED     MessageFlag = 512 // 有序消息\n)\n\n// Enum value maps for MessageFlag.\nvar (\n\tMessageFlag_name = map[int32]string{\n\t\t0:   \"MESSAGE_FLAG_UNSPECIFIED\",\n\t\t1:   \"MESSAGE_FLAG_REQUEST\",\n\t\t2:   \"MESSAGE_FLAG_RESPONSE\",\n\t\t4:   \"MESSAGE_FLAG_ERROR\",\n\t\t8:   \"MESSAGE_FLAG_ASYNC\",\n\t\t16:  \"MESSAGE_FLAG_BROADCAST\",\n\t\t32:  \"MESSAGE_FLAG_ENCRYPTED\",\n\t\t64:  \"MESSAGE_FLAG_COMPRESSED\",\n\t\t128: \"MESSAGE_FLAG_PRIORITY\",\n\t\t256: \"MESSAGE_FLAG_RELIABLE\",\n\t\t512: \"MESSAGE_FLAG_ORDERED\",\n\t}\n\tMessageFlag_value = map[string]int32{\n\t\t\"MESSAGE_FLAG_UNSPECIFIED\": 0,\n\t\t\"MESSAGE_FLAG_REQUEST\":     1,\n\t\t\"MESSAGE_FLAG_RESPONSE\":    2,\n\t\t\"MESSAGE_FLAG_ERROR\":       4,\n\t\t\"MESSAGE_FLAG_ASYNC\":       8,\n\t\t\"MESSAGE_FLAG_BROADCAST\":   16,\n\t\t\"MESSAGE_FLAG_ENCRYPTED\":   32,\n\t\t\"MESSAGE_FLAG_COMPRESSED\":  64,\n\t\t\"MESSAGE_FLAG_PRIORITY\":    128,\n\t\t\"MESSAGE_FLAG_RELIABLE\":    256,\n\t\t\"MESSAGE_FLAG_ORDERED\":     512,\n\t}\n)\n\nfunc (x MessageFlag) Enum() *MessageFlag {\n\tp := new(MessageFlag)\n\t*p = x\n\treturn p\n}\n\nfunc (x MessageFlag) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (MessageFlag) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_messages_proto_enumTypes[10].Descriptor()\n}\n\nfunc (MessageFlag) Type() protoreflect.EnumType {\n\treturn &file_proto_messages_proto_enumTypes[10]\n}\n\nfunc (x MessageFlag) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use MessageFlag.Descriptor instead.\nfunc (MessageFlag) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_messages_proto_rawDescGZIP(), []int{10}\n}\n\n// 消息优先级枚举\ntype MessagePriority int32\n\nconst (\n\tMessagePriority_MESSAGE_PRIORITY_UNSPECIFIED MessagePriority = 0\n\tMessagePriority_MESSAGE_PRIORITY_LOW         MessagePriority = 1 // 低优先级\n\tMessagePriority_MESSAGE_PRIORITY_NORMAL      MessagePriority = 2 // 普通优先级\n\tMessagePriority_MESSAGE_PRIORITY_HIGH        MessagePriority = 3 // 高优先级\n\tMessagePriority_MESSAGE_PRIORITY_URGENT      MessagePriority = 4 // 紧急优先级\n\tMessagePriority_MESSAGE_PRIORITY_CRITICAL    MessagePriority = 5 // 关键优先级\n)\n\n// Enum value maps for MessagePriority.\nvar (\n\tMessagePriority_name = map[int32]string{\n\t\t0: \"MESSAGE_PRIORITY_UNSPECIFIED\",\n\t\t1: \"MESSAGE_PRIORITY_LOW\",\n\t\t2: \"MESSAGE_PRIORITY_NORMAL\",\n\t\t3: \"MESSAGE_PRIORITY_HIGH\",\n\t\t4: \"MESSAGE_PRIORITY_URGENT\",\n\t\t5: \"MESSAGE_PRIORITY_CRITICAL\",\n\t}\n\tMessagePriority_value = map[string]int32{\n\t\t\"MESSAGE_PRIORITY_UNSPECIFIED\": 0,\n\t\t\"MESSAGE_PRIORITY_LOW\":         1,\n\t\t\"MESSAGE_PRIORITY_NORMAL\":      2,\n\t\t\"MESSAGE_PRIORITY_HIGH\":        3,\n\t\t\"MESSAGE_PRIORITY_URGENT\":      4,\n\t\t\"MESSAGE_PRIORITY_CRITICAL\":    5,\n\t}\n)\n\nfunc (x MessagePriority) Enum() *MessagePriority {\n\tp := new(MessagePriority)\n\t*p = x\n\treturn p\n}\n\nfunc (x MessagePriority) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (MessagePriority) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_messages_proto_enumTypes[11].Descriptor()\n}\n\nfunc (MessagePriority) Type() protoreflect.EnumType {\n\treturn &file_proto_messages_proto_enumTypes[11]\n}\n\nfunc (x MessagePriority) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use MessagePriority.Descriptor instead.\nfunc (MessagePriority) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_messages_proto_rawDescGZIP(), []int{11}\n}\n\n// 消息头结构\ntype MessageHeader struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tMagic         uint32                 `protobuf:\"varint,1,opt,name=magic,proto3\" json:\"magic,omitempty\"`                                // 魔数标识 (0x47574B53 \"GWKS\")\n\tMessageId     uint32                 `protobuf:\"varint,2,opt,name=message_id,json=messageId,proto3\" json:\"message_id,omitempty\"`       // 消息ID\n\tMessageType   uint32                 `protobuf:\"varint,3,opt,name=message_type,json=messageType,proto3\" json:\"message_type,omitempty\"` // 消息类型\n\tFlags         uint32                 `protobuf:\"varint,4,opt,name=flags,proto3\" json:\"flags,omitempty\"`                                // 标志位\n\tPlayerId      uint64                 `protobuf:\"varint,5,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`          // 玩家ID\n\tTimestamp     int64                  `protobuf:\"varint,6,opt,name=timestamp,proto3\" json:\"timestamp,omitempty\"`                        // 时间戳\n\tSequence      uint32                 `protobuf:\"varint,7,opt,name=sequence,proto3\" json:\"sequence,omitempty\"`                          // 序列号\n\tLength        uint32                 `protobuf:\"varint,8,opt,name=length,proto3\" json:\"length,omitempty\"`                              // 消息体长度\n\tRequestId     string                 `protobuf:\"bytes,9,opt,name=request_id,json=requestId,proto3\" json:\"request_id,omitempty\"`        // 请求ID\n\tSessionId     string                 `protobuf:\"bytes,10,opt,name=session_id,json=sessionId,proto3\" json:\"session_id,omitempty\"`       // 会话ID\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *MessageHeader) Reset() {\n\t*x = MessageHeader{}\n\tmi := &file_proto_messages_proto_msgTypes[0]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *MessageHeader) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*MessageHeader) ProtoMessage() {}\n\nfunc (x *MessageHeader) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_messages_proto_msgTypes[0]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use MessageHeader.ProtoReflect.Descriptor instead.\nfunc (*MessageHeader) Descriptor() ([]byte, []int) {\n\treturn file_proto_messages_proto_rawDescGZIP(), []int{0}\n}\n\nfunc (x *MessageHeader) GetMagic() uint32 {\n\tif x != nil {\n\t\treturn x.Magic\n\t}\n\treturn 0\n}\n\nfunc (x *MessageHeader) GetMessageId() uint32 {\n\tif x != nil {\n\t\treturn x.MessageId\n\t}\n\treturn 0\n}\n\nfunc (x *MessageHeader) GetMessageType() uint32 {\n\tif x != nil {\n\t\treturn x.MessageType\n\t}\n\treturn 0\n}\n\nfunc (x *MessageHeader) GetFlags() uint32 {\n\tif x != nil {\n\t\treturn x.Flags\n\t}\n\treturn 0\n}\n\nfunc (x *MessageHeader) GetPlayerId() uint64 {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn 0\n}\n\nfunc (x *MessageHeader) GetTimestamp() int64 {\n\tif x != nil {\n\t\treturn x.Timestamp\n\t}\n\treturn 0\n}\n\nfunc (x *MessageHeader) GetSequence() uint32 {\n\tif x != nil {\n\t\treturn x.Sequence\n\t}\n\treturn 0\n}\n\nfunc (x *MessageHeader) GetLength() uint32 {\n\tif x != nil {\n\t\treturn x.Length\n\t}\n\treturn 0\n}\n\nfunc (x *MessageHeader) GetRequestId() string {\n\tif x != nil {\n\t\treturn x.RequestId\n\t}\n\treturn \"\"\n}\n\nfunc (x *MessageHeader) GetSessionId() string {\n\tif x != nil {\n\t\treturn x.SessionId\n\t}\n\treturn \"\"\n}\n\nvar File_proto_messages_proto protoreflect.FileDescriptor\n\nconst file_proto_messages_proto_rawDesc = \"\" +\n\t\"\\n\" +\n\t\"\\x14proto/messages.proto\\x12\\x16greatestworks.messages\\\"\\xaa\\x02\\n\" +\n\t\"\\rMessageHeader\\x12\\x14\\n\" +\n\t\"\\x05magic\\x18\\x01 \\x01(\\rR\\x05magic\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"message_id\\x18\\x02 \\x01(\\rR\\tmessageId\\x12!\\n\" +\n\t\"\\fmessage_type\\x18\\x03 \\x01(\\rR\\vmessageType\\x12\\x14\\n\" +\n\t\"\\x05flags\\x18\\x04 \\x01(\\rR\\x05flags\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x05 \\x01(\\x04R\\bplayerId\\x12\\x1c\\n\" +\n\t\"\\ttimestamp\\x18\\x06 \\x01(\\x03R\\ttimestamp\\x12\\x1a\\n\" +\n\t\"\\bsequence\\x18\\a \\x01(\\rR\\bsequence\\x12\\x16\\n\" +\n\t\"\\x06length\\x18\\b \\x01(\\rR\\x06length\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"request_id\\x18\\t \\x01(\\tR\\trequestId\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"session_id\\x18\\n\" +\n\t\" \\x01(\\tR\\tsessionId*\\xe8\\x01\\n\" +\n\t\"\\x0fSystemMessageID\\x12!\\n\" +\n\t\"\\x1dSYSTEM_MESSAGE_ID_UNSPECIFIED\\x10\\x00\\x12\\x11\\n\" +\n\t\"\\rMSG_HEARTBEAT\\x10\\x01\\x12\\x11\\n\" +\n\t\"\\rMSG_HANDSHAKE\\x10\\x02\\x12\\f\\n\" +\n\t\"\\bMSG_AUTH\\x10\\x03\\x12\\x12\\n\" +\n\t\"\\x0eMSG_DISCONNECT\\x10\\x04\\x12\\r\\n\" +\n\t\"\\tMSG_ERROR\\x10\\x05\\x12\\f\\n\" +\n\t\"\\bMSG_PING\\x10\\x06\\x12\\f\\n\" +\n\t\"\\bMSG_PONG\\x10\\a\\x12\\x13\\n\" +\n\t\"\\x0fMSG_SYSTEM_INFO\\x10\\b\\x12\\x15\\n\" +\n\t\"\\x11MSG_SERVER_STATUS\\x10\\t\\x12\\x13\\n\" +\n\t\"\\x0fMSG_MAINTENANCE\\x10\\n\" +\n\t\"*\\x94\\x03\\n\" +\n\t\"\\x0fPlayerMessageID\\x12!\\n\" +\n\t\"\\x1dPLAYER_MESSAGE_ID_UNSPECIFIED\\x10\\x00\\x12\\x15\\n\" +\n\t\"\\x10MSG_PLAYER_LOGIN\\x10\\x81\\x02\\x12\\x16\\n\" +\n\t\"\\x11MSG_PLAYER_LOGOUT\\x10\\x82\\x02\\x12\\x14\\n\" +\n\t\"\\x0fMSG_PLAYER_INFO\\x10\\x83\\x02\\x12\\x14\\n\" +\n\t\"\\x0fMSG_PLAYER_MOVE\\x10\\x84\\x02\\x12\\x16\\n\" +\n\t\"\\x11MSG_PLAYER_CREATE\\x10\\x85\\x02\\x12\\x16\\n\" +\n\t\"\\x11MSG_PLAYER_UPDATE\\x10\\x86\\x02\\x12\\x16\\n\" +\n\t\"\\x11MSG_PLAYER_DELETE\\x10\\x87\\x02\\x12\\x16\\n\" +\n\t\"\\x11MSG_PLAYER_STATUS\\x10\\x88\\x02\\x12\\x15\\n\" +\n\t\"\\x10MSG_PLAYER_STATS\\x10\\x89\\x02\\x12\\x15\\n\" +\n\t\"\\x10MSG_PLAYER_LEVEL\\x10\\x8a\\x02\\x12\\x18\\n\" +\n\t\"\\x13MSG_PLAYER_EXP_GAIN\\x10\\x8b\\x02\\x12\\x14\\n\" +\n\t\"\\x0fMSG_PLAYER_SYNC\\x10\\x8c\\x02\\x12\\x13\\n\" +\n\t\"\\x0eMSG_PLAYER_BAN\\x10\\x8d\\x02\\x12\\x15\\n\" +\n\t\"\\x10MSG_PLAYER_UNBAN\\x10\\x8e\\x02\\x12\\x19\\n\" +\n\t\"\\x14MSG_PLAYER_GM_UPDATE\\x10\\x8f\\x02*\\xf8\\x02\\n\" +\n\t\"\\x0fBattleMessageID\\x12!\\n\" +\n\t\"\\x1dBATTLE_MESSAGE_ID_UNSPECIFIED\\x10\\x00\\x12\\x16\\n\" +\n\t\"\\x11MSG_CREATE_BATTLE\\x10\\x81\\x04\\x12\\x14\\n\" +\n\t\"\\x0fMSG_JOIN_BATTLE\\x10\\x82\\x04\\x12\\x15\\n\" +\n\t\"\\x10MSG_LEAVE_BATTLE\\x10\\x83\\x04\\x12\\x15\\n\" +\n\t\"\\x10MSG_START_BATTLE\\x10\\x84\\x04\\x12\\x13\\n\" +\n\t\"\\x0eMSG_END_BATTLE\\x10\\x85\\x04\\x12\\x16\\n\" +\n\t\"\\x11MSG_BATTLE_ACTION\\x10\\x86\\x04\\x12\\x16\\n\" +\n\t\"\\x11MSG_BATTLE_RESULT\\x10\\x87\\x04\\x12\\x16\\n\" +\n\t\"\\x11MSG_BATTLE_STATUS\\x10\\x88\\x04\\x12\\x13\\n\" +\n\t\"\\x0eMSG_SKILL_CAST\\x10\\x89\\x04\\x12\\x15\\n\" +\n\t\"\\x10MSG_DAMAGE_DEALT\\x10\\x8a\\x04\\x12\\x15\\n\" +\n\t\"\\x10MSG_BATTLE_ROUND\\x10\\x8b\\x04\\x12\\x14\\n\" +\n\t\"\\x0fMSG_BATTLE_SYNC\\x10\\x8c\\x04\\x12\\x18\\n\" +\n\t\"\\x13MSG_BATTLE_SPECTATE\\x10\\x8d\\x04\\x12\\x16\\n\" +\n\t\"\\x11MSG_BATTLE_REPLAY\\x10\\x8e\\x04*\\xf8\\x02\\n\" +\n\t\"\\fPetMessageID\\x12\\x1e\\n\" +\n\t\"\\x1aPET_MESSAGE_ID_UNSPECIFIED\\x10\\x00\\x12\\x13\\n\" +\n\t\"\\x0eMSG_PET_SUMMON\\x10\\x81\\x06\\x12\\x14\\n\" +\n\t\"\\x0fMSG_PET_DISMISS\\x10\\x82\\x06\\x12\\x11\\n\" +\n\t\"\\fMSG_PET_INFO\\x10\\x83\\x06\\x12\\x11\\n\" +\n\t\"\\fMSG_PET_MOVE\\x10\\x84\\x06\\x12\\x13\\n\" +\n\t\"\\x0eMSG_PET_ACTION\\x10\\x85\\x06\\x12\\x15\\n\" +\n\t\"\\x10MSG_PET_LEVEL_UP\\x10\\x86\\x06\\x12\\x16\\n\" +\n\t\"\\x11MSG_PET_EVOLUTION\\x10\\x87\\x06\\x12\\x12\\n\" +\n\t\"\\rMSG_PET_TRAIN\\x10\\x88\\x06\\x12\\x11\\n\" +\n\t\"\\fMSG_PET_FEED\\x10\\x89\\x06\\x12\\x13\\n\" +\n\t\"\\x0eMSG_PET_STATUS\\x10\\x8a\\x06\\x12\\x18\\n\" +\n\t\"\\x13MSG_PET_SKILL_LEARN\\x10\\x8b\\x06\\x12\\x19\\n\" +\n\t\"\\x14MSG_PET_SKILL_FORGET\\x10\\x8c\\x06\\x12\\x11\\n\" +\n\t\"\\fMSG_PET_BOND\\x10\\x8d\\x06\\x12\\x16\\n\" +\n\t\"\\x11MSG_PET_SYNTHESIS\\x10\\x8e\\x06\\x12\\x17\\n\" +\n\t\"\\x12MSG_PET_SKIN_EQUIP\\x10\\x8f\\x06*\\xf6\\x02\\n\" +\n\t\"\\x11BuildingMessageID\\x12#\\n\" +\n\t\"\\x1fBUILDING_MESSAGE_ID_UNSPECIFIED\\x10\\x00\\x12\\x18\\n\" +\n\t\"\\x13MSG_BUILDING_CREATE\\x10\\x81\\b\\x12\\x19\\n\" +\n\t\"\\x14MSG_BUILDING_UPGRADE\\x10\\x82\\b\\x12\\x19\\n\" +\n\t\"\\x14MSG_BUILDING_DESTROY\\x10\\x83\\b\\x12\\x16\\n\" +\n\t\"\\x11MSG_BUILDING_INFO\\x10\\x84\\b\\x12\\x19\\n\" +\n\t\"\\x14MSG_BUILDING_PRODUCE\\x10\\x85\\b\\x12\\x19\\n\" +\n\t\"\\x14MSG_BUILDING_COLLECT\\x10\\x86\\b\\x12\\x18\\n\" +\n\t\"\\x13MSG_BUILDING_REPAIR\\x10\\x87\\b\\x12\\x18\\n\" +\n\t\"\\x13MSG_BUILDING_STATUS\\x10\\x88\\b\\x12\\x16\\n\" +\n\t\"\\x11MSG_BUILDING_SYNC\\x10\\x89\\b\\x12\\x16\\n\" +\n\t\"\\x11MSG_BUILDING_MOVE\\x10\\x8a\\b\\x12\\x18\\n\" +\n\t\"\\x13MSG_BUILDING_ROTATE\\x10\\x8b\\b\\x12 \\n\" +\n\t\"\\x1bMSG_BUILDING_UPGRADE_CANCEL\\x10\\x8c\\b*\\xc1\\x03\\n\" +\n\t\"\\x0fSocialMessageID\\x12!\\n\" +\n\t\"\\x1dSOCIAL_MESSAGE_ID_UNSPECIFIED\\x10\\x00\\x12\\x15\\n\" +\n\t\"\\x10MSG_CHAT_MESSAGE\\x10\\x81\\n\" +\n\t\"\\x12\\x17\\n\" +\n\t\"\\x12MSG_FRIEND_REQUEST\\x10\\x82\\n\" +\n\t\"\\x12\\x16\\n\" +\n\t\"\\x11MSG_FRIEND_ACCEPT\\x10\\x83\\n\" +\n\t\"\\x12\\x16\\n\" +\n\t\"\\x11MSG_FRIEND_REJECT\\x10\\x84\\n\" +\n\t\"\\x12\\x16\\n\" +\n\t\"\\x11MSG_FRIEND_REMOVE\\x10\\x85\\n\" +\n\t\"\\x12\\x14\\n\" +\n\t\"\\x0fMSG_FRIEND_LIST\\x10\\x86\\n\" +\n\t\"\\x12\\x15\\n\" +\n\t\"\\x10MSG_GUILD_CREATE\\x10\\x87\\n\" +\n\t\"\\x12\\x13\\n\" +\n\t\"\\x0eMSG_GUILD_JOIN\\x10\\x88\\n\" +\n\t\"\\x12\\x14\\n\" +\n\t\"\\x0fMSG_GUILD_LEAVE\\x10\\x89\\n\" +\n\t\"\\x12\\x13\\n\" +\n\t\"\\x0eMSG_GUILD_INFO\\x10\\x8a\\n\" +\n\t\"\\x12\\x14\\n\" +\n\t\"\\x0fMSG_TEAM_CREATE\\x10\\x8b\\n\" +\n\t\"\\x12\\x12\\n\" +\n\t\"\\rMSG_TEAM_JOIN\\x10\\x8c\\n\" +\n\t\"\\x12\\x13\\n\" +\n\t\"\\x0eMSG_TEAM_LEAVE\\x10\\x8d\\n\" +\n\t\"\\x12\\x12\\n\" +\n\t\"\\rMSG_TEAM_INFO\\x10\\x8e\\n\" +\n\t\"\\x12\\x12\\n\" +\n\t\"\\rMSG_MAIL_SEND\\x10\\x8f\\n\" +\n\t\"\\x12\\x15\\n\" +\n\t\"\\x10MSG_MAIL_RECEIVE\\x10\\x90\\n\" +\n\t\"\\x12\\x14\\n\" +\n\t\"\\x0fMSG_MAIL_DELETE\\x10\\x91\\n\" +\n\t\"\\x12\\x12\\n\" +\n\t\"\\rMSG_MAIL_READ\\x10\\x92\\n\" +\n\t\"*\\xf3\\x02\\n\" +\n\t\"\\rItemMessageID\\x12\\x1f\\n\" +\n\t\"\\x1bITEM_MESSAGE_ID_UNSPECIFIED\\x10\\x00\\x12\\x11\\n\" +\n\t\"\\fMSG_ITEM_USE\\x10\\x81\\f\\x12\\x13\\n\" +\n\t\"\\x0eMSG_ITEM_EQUIP\\x10\\x82\\f\\x12\\x15\\n\" +\n\t\"\\x10MSG_ITEM_UNEQUIP\\x10\\x83\\f\\x12\\x12\\n\" +\n\t\"\\rMSG_ITEM_DROP\\x10\\x84\\f\\x12\\x14\\n\" +\n\t\"\\x0fMSG_ITEM_PICKUP\\x10\\x85\\f\\x12\\x13\\n\" +\n\t\"\\x0eMSG_ITEM_TRADE\\x10\\x86\\f\\x12\\x17\\n\" +\n\t\"\\x12MSG_INVENTORY_INFO\\x10\\x87\\f\\x12\\x12\\n\" +\n\t\"\\rMSG_ITEM_INFO\\x10\\x88\\f\\x12\\x13\\n\" +\n\t\"\\x0eMSG_ITEM_CRAFT\\x10\\x89\\f\\x12\\x15\\n\" +\n\t\"\\x10MSG_ITEM_ENHANCE\\x10\\x8a\\f\\x12\\x19\\n\" +\n\t\"\\x14MSG_ITEM_DISASSEMBLE\\x10\\x8b\\f\\x12\\x12\\n\" +\n\t\"\\rMSG_ITEM_SELL\\x10\\x8c\\f\\x12\\x11\\n\" +\n\t\"\\fMSG_ITEM_BUY\\x10\\x8d\\f\\x12\\x13\\n\" +\n\t\"\\x0eMSG_ITEM_STACK\\x10\\x8e\\f\\x12\\x13\\n\" +\n\t\"\\x0eMSG_ITEM_SPLIT\\x10\\x8f\\f*\\xc6\\x02\\n\" +\n\t\"\\x0eQuestMessageID\\x12 \\n\" +\n\t\"\\x1cQUEST_MESSAGE_ID_UNSPECIFIED\\x10\\x00\\x12\\x15\\n\" +\n\t\"\\x10MSG_QUEST_ACCEPT\\x10\\x81\\x0e\\x12\\x17\\n\" +\n\t\"\\x12MSG_QUEST_COMPLETE\\x10\\x82\\x0e\\x12\\x15\\n\" +\n\t\"\\x10MSG_QUEST_CANCEL\\x10\\x83\\x0e\\x12\\x17\\n\" +\n\t\"\\x12MSG_QUEST_PROGRESS\\x10\\x84\\x0e\\x12\\x13\\n\" +\n\t\"\\x0eMSG_QUEST_LIST\\x10\\x85\\x0e\\x12\\x13\\n\" +\n\t\"\\x0eMSG_QUEST_INFO\\x10\\x86\\x0e\\x12\\x15\\n\" +\n\t\"\\x10MSG_QUEST_REWARD\\x10\\x87\\x0e\\x12\\x15\\n\" +\n\t\"\\x10MSG_QUEST_UPDATE\\x10\\x88\\x0e\\x12\\x16\\n\" +\n\t\"\\x11MSG_QUEST_ABANDON\\x10\\x89\\x0e\\x12\\x14\\n\" +\n\t\"\\x0fMSG_QUEST_SHARE\\x10\\x8a\\x0e\\x12\\x14\\n\" +\n\t\"\\x0fMSG_QUEST_TRACK\\x10\\x8b\\x0e\\x12\\x16\\n\" +\n\t\"\\x11MSG_QUEST_UNTrack\\x10\\x8c\\x0e*\\x93\\x03\\n\" +\n\t\"\\x0eQueryMessageID\\x12 \\n\" +\n\t\"\\x1cQUERY_MESSAGE_ID_UNSPECIFIED\\x10\\x00\\x12\\x18\\n\" +\n\t\"\\x13MSG_GET_PLAYER_INFO\\x10\\x81\\x10\\x12\\x1b\\n\" +\n\t\"\\x16MSG_GET_ONLINE_PLAYERS\\x10\\x82\\x10\\x12\\x18\\n\" +\n\t\"\\x13MSG_GET_BATTLE_INFO\\x10\\x83\\x10\\x12\\x19\\n\" +\n\t\"\\x14MSG_GET_RANKING_LIST\\x10\\x84\\x10\\x12\\x18\\n\" +\n\t\"\\x13MSG_GET_SERVER_INFO\\x10\\x85\\x10\\x12\\x15\\n\" +\n\t\"\\x10MSG_GET_PET_INFO\\x10\\x86\\x10\\x12\\x1a\\n\" +\n\t\"\\x15MSG_GET_BUILDING_INFO\\x10\\x87\\x10\\x12\\x16\\n\" +\n\t\"\\x11MSG_GET_ITEM_INFO\\x10\\x88\\x10\\x12\\x17\\n\" +\n\t\"\\x12MSG_GET_QUEST_INFO\\x10\\x89\\x10\\x12\\x17\\n\" +\n\t\"\\x12MSG_GET_GUILD_INFO\\x10\\x8a\\x10\\x12\\x16\\n\" +\n\t\"\\x11MSG_GET_TEAM_INFO\\x10\\x8b\\x10\\x12\\x18\\n\" +\n\t\"\\x13MSG_GET_FRIEND_INFO\\x10\\x8c\\x10\\x12\\x16\\n\" +\n\t\"\\x11MSG_GET_MAIL_INFO\\x10\\x8d\\x10\\x12\\x12\\n\" +\n\t\"\\rMSG_GET_STATS\\x10\\x8e\\x10*\\xc0\\x03\\n\" +\n\t\"\\x0eAdminMessageID\\x12 \\n\" +\n\t\"\\x1cADMIN_MESSAGE_ID_UNSPECIFIED\\x10\\x00\\x12\\x19\\n\" +\n\t\"\\x14MSG_ADMIN_BAN_PLAYER\\x10\\x81\\x12\\x12\\x1b\\n\" +\n\t\"\\x16MSG_ADMIN_UNBAN_PLAYER\\x10\\x82\\x12\\x12\\x1a\\n\" +\n\t\"\\x15MSG_ADMIN_KICK_PLAYER\\x10\\x83\\x12\\x12\\x1a\\n\" +\n\t\"\\x15MSG_ADMIN_MUTE_PLAYER\\x10\\x84\\x12\\x12\\x1c\\n\" +\n\t\"\\x17MSG_ADMIN_UNMUTE_PLAYER\\x10\\x85\\x12\\x12\\x18\\n\" +\n\t\"\\x13MSG_ADMIN_GIVE_ITEM\\x10\\x86\\x12\\x12\\x18\\n\" +\n\t\"\\x13MSG_ADMIN_TAKE_ITEM\\x10\\x87\\x12\\x12\\x18\\n\" +\n\t\"\\x13MSG_ADMIN_SET_LEVEL\\x10\\x88\\x12\\x12\\x16\\n\" +\n\t\"\\x11MSG_ADMIN_SET_EXP\\x10\\x89\\x12\\x12\\x17\\n\" +\n\t\"\\x12MSG_ADMIN_SET_GOLD\\x10\\x8a\\x12\\x12\\x17\\n\" +\n\t\"\\x12MSG_ADMIN_TELEPORT\\x10\\x8b\\x12\\x12\\x17\\n\" +\n\t\"\\x12MSG_ADMIN_ANNOUNCE\\x10\\x8c\\x12\\x12\\x1c\\n\" +\n\t\"\\x17MSG_ADMIN_RELOAD_CONFIG\\x10\\x8d\\x12\\x12\\x17\\n\" +\n\t\"\\x12MSG_ADMIN_SHUTDOWN\\x10\\x8e\\x12\\x12\\x16\\n\" +\n\t\"\\x11MSG_ADMIN_RESTART\\x10\\x8f\\x12*\\xb8\\x02\\n\" +\n\t\"\\vMessageFlag\\x12\\x1c\\n\" +\n\t\"\\x18MESSAGE_FLAG_UNSPECIFIED\\x10\\x00\\x12\\x18\\n\" +\n\t\"\\x14MESSAGE_FLAG_REQUEST\\x10\\x01\\x12\\x19\\n\" +\n\t\"\\x15MESSAGE_FLAG_RESPONSE\\x10\\x02\\x12\\x16\\n\" +\n\t\"\\x12MESSAGE_FLAG_ERROR\\x10\\x04\\x12\\x16\\n\" +\n\t\"\\x12MESSAGE_FLAG_ASYNC\\x10\\b\\x12\\x1a\\n\" +\n\t\"\\x16MESSAGE_FLAG_BROADCAST\\x10\\x10\\x12\\x1a\\n\" +\n\t\"\\x16MESSAGE_FLAG_ENCRYPTED\\x10 \\x12\\x1b\\n\" +\n\t\"\\x17MESSAGE_FLAG_COMPRESSED\\x10@\\x12\\x1a\\n\" +\n\t\"\\x15MESSAGE_FLAG_PRIORITY\\x10\\x80\\x01\\x12\\x1a\\n\" +\n\t\"\\x15MESSAGE_FLAG_RELIABLE\\x10\\x80\\x02\\x12\\x19\\n\" +\n\t\"\\x14MESSAGE_FLAG_ORDERED\\x10\\x80\\x04*\\xc1\\x01\\n\" +\n\t\"\\x0fMessagePriority\\x12 \\n\" +\n\t\"\\x1cMESSAGE_PRIORITY_UNSPECIFIED\\x10\\x00\\x12\\x18\\n\" +\n\t\"\\x14MESSAGE_PRIORITY_LOW\\x10\\x01\\x12\\x1b\\n\" +\n\t\"\\x17MESSAGE_PRIORITY_NORMAL\\x10\\x02\\x12\\x19\\n\" +\n\t\"\\x15MESSAGE_PRIORITY_HIGH\\x10\\x03\\x12\\x1b\\n\" +\n\t\"\\x17MESSAGE_PRIORITY_URGENT\\x10\\x04\\x12\\x1d\\n\" +\n\t\"\\x19MESSAGE_PRIORITY_CRITICAL\\x10\\x05B@Z%greatestworks/internal/proto/messages\\xaa\\x02\\x16GreatestWorks.Messagesb\\x06proto3\"\n\nvar (\n\tfile_proto_messages_proto_rawDescOnce sync.Once\n\tfile_proto_messages_proto_rawDescData []byte\n)\n\nfunc file_proto_messages_proto_rawDescGZIP() []byte {\n\tfile_proto_messages_proto_rawDescOnce.Do(func() {\n\t\tfile_proto_messages_proto_rawDescData = protoimpl.X.CompressGZIP(unsafe.Slice(unsafe.StringData(file_proto_messages_proto_rawDesc), len(file_proto_messages_proto_rawDesc)))\n\t})\n\treturn file_proto_messages_proto_rawDescData\n}\n\nvar file_proto_messages_proto_enumTypes = make([]protoimpl.EnumInfo, 12)\nvar file_proto_messages_proto_msgTypes = make([]protoimpl.MessageInfo, 1)\nvar file_proto_messages_proto_goTypes = []any{\n\t(SystemMessageID)(0),   // 0: greatestworks.messages.SystemMessageID\n\t(PlayerMessageID)(0),   // 1: greatestworks.messages.PlayerMessageID\n\t(BattleMessageID)(0),   // 2: greatestworks.messages.BattleMessageID\n\t(PetMessageID)(0),      // 3: greatestworks.messages.PetMessageID\n\t(BuildingMessageID)(0), // 4: greatestworks.messages.BuildingMessageID\n\t(SocialMessageID)(0),   // 5: greatestworks.messages.SocialMessageID\n\t(ItemMessageID)(0),     // 6: greatestworks.messages.ItemMessageID\n\t(QuestMessageID)(0),    // 7: greatestworks.messages.QuestMessageID\n\t(QueryMessageID)(0),    // 8: greatestworks.messages.QueryMessageID\n\t(AdminMessageID)(0),    // 9: greatestworks.messages.AdminMessageID\n\t(MessageFlag)(0),       // 10: greatestworks.messages.MessageFlag\n\t(MessagePriority)(0),   // 11: greatestworks.messages.MessagePriority\n\t(*MessageHeader)(nil),  // 12: greatestworks.messages.MessageHeader\n}\nvar file_proto_messages_proto_depIdxs = []int32{\n\t0, // [0:0] is the sub-list for method output_type\n\t0, // [0:0] is the sub-list for method input_type\n\t0, // [0:0] is the sub-list for extension type_name\n\t0, // [0:0] is the sub-list for extension extendee\n\t0, // [0:0] is the sub-list for field type_name\n}\n\nfunc init() { file_proto_messages_proto_init() }\nfunc file_proto_messages_proto_init() {\n\tif File_proto_messages_proto != nil {\n\t\treturn\n\t}\n\ttype x struct{}\n\tout := protoimpl.TypeBuilder{\n\t\tFile: protoimpl.DescBuilder{\n\t\t\tGoPackagePath: reflect.TypeOf(x{}).PkgPath(),\n\t\t\tRawDescriptor: unsafe.Slice(unsafe.StringData(file_proto_messages_proto_rawDesc), len(file_proto_messages_proto_rawDesc)),\n\t\t\tNumEnums:      12,\n\t\t\tNumMessages:   1,\n\t\t\tNumExtensions: 0,\n\t\t\tNumServices:   0,\n\t\t},\n\t\tGoTypes:           file_proto_messages_proto_goTypes,\n\t\tDependencyIndexes: file_proto_messages_proto_depIdxs,\n\t\tEnumInfos:         file_proto_messages_proto_enumTypes,\n\t\tMessageInfos:      file_proto_messages_proto_msgTypes,\n\t}.Build()\n\tFile_proto_messages_proto = out.File\n\tfile_proto_messages_proto_goTypes = nil\n\tfile_proto_messages_proto_depIdxs = nil\n}\n"
  },
  {
    "path": "internal/proto/pet/pet.pb.go",
    "content": "// Code generated by protoc-gen-go. DO NOT EDIT.\n// versions:\n// \tprotoc-gen-go v1.36.10\n// \tprotoc        v4.25.1\n// source: proto/pet.proto\n\npackage pet\n\nimport (\n\tprotoreflect \"google.golang.org/protobuf/reflect/protoreflect\"\n\tprotoimpl \"google.golang.org/protobuf/runtime/protoimpl\"\n\tcommon \"greatestworks/internal/proto/common\"\n\treflect \"reflect\"\n\tsync \"sync\"\n\tunsafe \"unsafe\"\n)\n\nconst (\n\t// Verify that this generated code is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(20 - protoimpl.MinVersion)\n\t// Verify that runtime/protoimpl is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(protoimpl.MaxVersion - 20)\n)\n\n// 宠物稀有度枚举\ntype PetRarity int32\n\nconst (\n\tPetRarity_PET_RARITY_UNSPECIFIED PetRarity = 0\n\tPetRarity_PET_RARITY_COMMON      PetRarity = 1 // 普通\n\tPetRarity_PET_RARITY_UNCOMMON    PetRarity = 2 // 不常见\n\tPetRarity_PET_RARITY_RARE        PetRarity = 3 // 稀有\n\tPetRarity_PET_RARITY_EPIC        PetRarity = 4 // 史诗\n\tPetRarity_PET_RARITY_LEGENDARY   PetRarity = 5 // 传说\n\tPetRarity_PET_RARITY_MYTHIC      PetRarity = 6 // 神话\n)\n\n// Enum value maps for PetRarity.\nvar (\n\tPetRarity_name = map[int32]string{\n\t\t0: \"PET_RARITY_UNSPECIFIED\",\n\t\t1: \"PET_RARITY_COMMON\",\n\t\t2: \"PET_RARITY_UNCOMMON\",\n\t\t3: \"PET_RARITY_RARE\",\n\t\t4: \"PET_RARITY_EPIC\",\n\t\t5: \"PET_RARITY_LEGENDARY\",\n\t\t6: \"PET_RARITY_MYTHIC\",\n\t}\n\tPetRarity_value = map[string]int32{\n\t\t\"PET_RARITY_UNSPECIFIED\": 0,\n\t\t\"PET_RARITY_COMMON\":      1,\n\t\t\"PET_RARITY_UNCOMMON\":    2,\n\t\t\"PET_RARITY_RARE\":        3,\n\t\t\"PET_RARITY_EPIC\":        4,\n\t\t\"PET_RARITY_LEGENDARY\":   5,\n\t\t\"PET_RARITY_MYTHIC\":      6,\n\t}\n)\n\nfunc (x PetRarity) Enum() *PetRarity {\n\tp := new(PetRarity)\n\t*p = x\n\treturn p\n}\n\nfunc (x PetRarity) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PetRarity) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_pet_proto_enumTypes[0].Descriptor()\n}\n\nfunc (PetRarity) Type() protoreflect.EnumType {\n\treturn &file_proto_pet_proto_enumTypes[0]\n}\n\nfunc (x PetRarity) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PetRarity.Descriptor instead.\nfunc (PetRarity) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{0}\n}\n\n// 宠物品质枚举\ntype PetQuality int32\n\nconst (\n\tPetQuality_PET_QUALITY_UNSPECIFIED PetQuality = 0\n\tPetQuality_PET_QUALITY_POOR        PetQuality = 1 // 劣质\n\tPetQuality_PET_QUALITY_FAIR        PetQuality = 2 // 一般\n\tPetQuality_PET_QUALITY_GOOD        PetQuality = 3 // 良好\n\tPetQuality_PET_QUALITY_EXCELLENT   PetQuality = 4 // 优秀\n\tPetQuality_PET_QUALITY_PERFECT     PetQuality = 5 // 完美\n)\n\n// Enum value maps for PetQuality.\nvar (\n\tPetQuality_name = map[int32]string{\n\t\t0: \"PET_QUALITY_UNSPECIFIED\",\n\t\t1: \"PET_QUALITY_POOR\",\n\t\t2: \"PET_QUALITY_FAIR\",\n\t\t3: \"PET_QUALITY_GOOD\",\n\t\t4: \"PET_QUALITY_EXCELLENT\",\n\t\t5: \"PET_QUALITY_PERFECT\",\n\t}\n\tPetQuality_value = map[string]int32{\n\t\t\"PET_QUALITY_UNSPECIFIED\": 0,\n\t\t\"PET_QUALITY_POOR\":        1,\n\t\t\"PET_QUALITY_FAIR\":        2,\n\t\t\"PET_QUALITY_GOOD\":        3,\n\t\t\"PET_QUALITY_EXCELLENT\":   4,\n\t\t\"PET_QUALITY_PERFECT\":     5,\n\t}\n)\n\nfunc (x PetQuality) Enum() *PetQuality {\n\tp := new(PetQuality)\n\t*p = x\n\treturn p\n}\n\nfunc (x PetQuality) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PetQuality) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_pet_proto_enumTypes[1].Descriptor()\n}\n\nfunc (PetQuality) Type() protoreflect.EnumType {\n\treturn &file_proto_pet_proto_enumTypes[1]\n}\n\nfunc (x PetQuality) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PetQuality.Descriptor instead.\nfunc (PetQuality) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{1}\n}\n\n// 宠物技能类型枚举\ntype PetSkillType int32\n\nconst (\n\tPetSkillType_PET_SKILL_TYPE_UNSPECIFIED PetSkillType = 0\n\tPetSkillType_PET_SKILL_TYPE_ATTACK      PetSkillType = 1 // 攻击技能\n\tPetSkillType_PET_SKILL_TYPE_DEFENSE     PetSkillType = 2 // 防御技能\n\tPetSkillType_PET_SKILL_TYPE_HEAL        PetSkillType = 3 // 治疗技能\n\tPetSkillType_PET_SKILL_TYPE_BUFF        PetSkillType = 4 // 增益技能\n\tPetSkillType_PET_SKILL_TYPE_DEBUFF      PetSkillType = 5 // 减益技能\n\tPetSkillType_PET_SKILL_TYPE_PASSIVE     PetSkillType = 6 // 被动技能\n\tPetSkillType_PET_SKILL_TYPE_ULTIMATE    PetSkillType = 7 // 终极技能\n)\n\n// Enum value maps for PetSkillType.\nvar (\n\tPetSkillType_name = map[int32]string{\n\t\t0: \"PET_SKILL_TYPE_UNSPECIFIED\",\n\t\t1: \"PET_SKILL_TYPE_ATTACK\",\n\t\t2: \"PET_SKILL_TYPE_DEFENSE\",\n\t\t3: \"PET_SKILL_TYPE_HEAL\",\n\t\t4: \"PET_SKILL_TYPE_BUFF\",\n\t\t5: \"PET_SKILL_TYPE_DEBUFF\",\n\t\t6: \"PET_SKILL_TYPE_PASSIVE\",\n\t\t7: \"PET_SKILL_TYPE_ULTIMATE\",\n\t}\n\tPetSkillType_value = map[string]int32{\n\t\t\"PET_SKILL_TYPE_UNSPECIFIED\": 0,\n\t\t\"PET_SKILL_TYPE_ATTACK\":      1,\n\t\t\"PET_SKILL_TYPE_DEFENSE\":     2,\n\t\t\"PET_SKILL_TYPE_HEAL\":        3,\n\t\t\"PET_SKILL_TYPE_BUFF\":        4,\n\t\t\"PET_SKILL_TYPE_DEBUFF\":      5,\n\t\t\"PET_SKILL_TYPE_PASSIVE\":     6,\n\t\t\"PET_SKILL_TYPE_ULTIMATE\":    7,\n\t}\n)\n\nfunc (x PetSkillType) Enum() *PetSkillType {\n\tp := new(PetSkillType)\n\t*p = x\n\treturn p\n}\n\nfunc (x PetSkillType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PetSkillType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_pet_proto_enumTypes[2].Descriptor()\n}\n\nfunc (PetSkillType) Type() protoreflect.EnumType {\n\treturn &file_proto_pet_proto_enumTypes[2]\n}\n\nfunc (x PetSkillType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PetSkillType.Descriptor instead.\nfunc (PetSkillType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{2}\n}\n\n// 宠物心情枚举\ntype PetMood int32\n\nconst (\n\tPetMood_PET_MOOD_UNSPECIFIED PetMood = 0\n\tPetMood_PET_MOOD_VERY_HAPPY  PetMood = 1 // 非常开心\n\tPetMood_PET_MOOD_HAPPY       PetMood = 2 // 开心\n\tPetMood_PET_MOOD_NORMAL      PetMood = 3 // 正常\n\tPetMood_PET_MOOD_SAD         PetMood = 4 // 难过\n\tPetMood_PET_MOOD_VERY_SAD    PetMood = 5 // 非常难过\n\tPetMood_PET_MOOD_ANGRY       PetMood = 6 // 愤怒\n\tPetMood_PET_MOOD_SICK        PetMood = 7 // 生病\n)\n\n// Enum value maps for PetMood.\nvar (\n\tPetMood_name = map[int32]string{\n\t\t0: \"PET_MOOD_UNSPECIFIED\",\n\t\t1: \"PET_MOOD_VERY_HAPPY\",\n\t\t2: \"PET_MOOD_HAPPY\",\n\t\t3: \"PET_MOOD_NORMAL\",\n\t\t4: \"PET_MOOD_SAD\",\n\t\t5: \"PET_MOOD_VERY_SAD\",\n\t\t6: \"PET_MOOD_ANGRY\",\n\t\t7: \"PET_MOOD_SICK\",\n\t}\n\tPetMood_value = map[string]int32{\n\t\t\"PET_MOOD_UNSPECIFIED\": 0,\n\t\t\"PET_MOOD_VERY_HAPPY\":  1,\n\t\t\"PET_MOOD_HAPPY\":       2,\n\t\t\"PET_MOOD_NORMAL\":      3,\n\t\t\"PET_MOOD_SAD\":         4,\n\t\t\"PET_MOOD_VERY_SAD\":    5,\n\t\t\"PET_MOOD_ANGRY\":       6,\n\t\t\"PET_MOOD_SICK\":        7,\n\t}\n)\n\nfunc (x PetMood) Enum() *PetMood {\n\tp := new(PetMood)\n\t*p = x\n\treturn p\n}\n\nfunc (x PetMood) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PetMood) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_pet_proto_enumTypes[3].Descriptor()\n}\n\nfunc (PetMood) Type() protoreflect.EnumType {\n\treturn &file_proto_pet_proto_enumTypes[3]\n}\n\nfunc (x PetMood) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PetMood.Descriptor instead.\nfunc (PetMood) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{3}\n}\n\n// 宠物训练类型枚举\ntype PetTrainingType int32\n\nconst (\n\tPetTrainingType_PET_TRAINING_TYPE_UNSPECIFIED  PetTrainingType = 0\n\tPetTrainingType_PET_TRAINING_TYPE_STRENGTH     PetTrainingType = 1 // 力量训练\n\tPetTrainingType_PET_TRAINING_TYPE_AGILITY      PetTrainingType = 2 // 敏捷训练\n\tPetTrainingType_PET_TRAINING_TYPE_INTELLIGENCE PetTrainingType = 3 // 智力训练\n\tPetTrainingType_PET_TRAINING_TYPE_ENDURANCE    PetTrainingType = 4 // 耐力训练\n\tPetTrainingType_PET_TRAINING_TYPE_BALANCED     PetTrainingType = 5 // 平衡训练\n)\n\n// Enum value maps for PetTrainingType.\nvar (\n\tPetTrainingType_name = map[int32]string{\n\t\t0: \"PET_TRAINING_TYPE_UNSPECIFIED\",\n\t\t1: \"PET_TRAINING_TYPE_STRENGTH\",\n\t\t2: \"PET_TRAINING_TYPE_AGILITY\",\n\t\t3: \"PET_TRAINING_TYPE_INTELLIGENCE\",\n\t\t4: \"PET_TRAINING_TYPE_ENDURANCE\",\n\t\t5: \"PET_TRAINING_TYPE_BALANCED\",\n\t}\n\tPetTrainingType_value = map[string]int32{\n\t\t\"PET_TRAINING_TYPE_UNSPECIFIED\":  0,\n\t\t\"PET_TRAINING_TYPE_STRENGTH\":     1,\n\t\t\"PET_TRAINING_TYPE_AGILITY\":      2,\n\t\t\"PET_TRAINING_TYPE_INTELLIGENCE\": 3,\n\t\t\"PET_TRAINING_TYPE_ENDURANCE\":    4,\n\t\t\"PET_TRAINING_TYPE_BALANCED\":     5,\n\t}\n)\n\nfunc (x PetTrainingType) Enum() *PetTrainingType {\n\tp := new(PetTrainingType)\n\t*p = x\n\treturn p\n}\n\nfunc (x PetTrainingType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PetTrainingType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_pet_proto_enumTypes[4].Descriptor()\n}\n\nfunc (PetTrainingType) Type() protoreflect.EnumType {\n\treturn &file_proto_pet_proto_enumTypes[4]\n}\n\nfunc (x PetTrainingType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PetTrainingType.Descriptor instead.\nfunc (PetTrainingType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{4}\n}\n\n// 宠物训练强度枚举\ntype PetTrainingIntensity int32\n\nconst (\n\tPetTrainingIntensity_PET_TRAINING_INTENSITY_UNSPECIFIED PetTrainingIntensity = 0\n\tPetTrainingIntensity_PET_TRAINING_INTENSITY_LIGHT       PetTrainingIntensity = 1 // 轻度训练\n\tPetTrainingIntensity_PET_TRAINING_INTENSITY_MODERATE    PetTrainingIntensity = 2 // 中度训练\n\tPetTrainingIntensity_PET_TRAINING_INTENSITY_INTENSE     PetTrainingIntensity = 3 // 强度训练\n\tPetTrainingIntensity_PET_TRAINING_INTENSITY_EXTREME     PetTrainingIntensity = 4 // 极限训练\n)\n\n// Enum value maps for PetTrainingIntensity.\nvar (\n\tPetTrainingIntensity_name = map[int32]string{\n\t\t0: \"PET_TRAINING_INTENSITY_UNSPECIFIED\",\n\t\t1: \"PET_TRAINING_INTENSITY_LIGHT\",\n\t\t2: \"PET_TRAINING_INTENSITY_MODERATE\",\n\t\t3: \"PET_TRAINING_INTENSITY_INTENSE\",\n\t\t4: \"PET_TRAINING_INTENSITY_EXTREME\",\n\t}\n\tPetTrainingIntensity_value = map[string]int32{\n\t\t\"PET_TRAINING_INTENSITY_UNSPECIFIED\": 0,\n\t\t\"PET_TRAINING_INTENSITY_LIGHT\":       1,\n\t\t\"PET_TRAINING_INTENSITY_MODERATE\":    2,\n\t\t\"PET_TRAINING_INTENSITY_INTENSE\":     3,\n\t\t\"PET_TRAINING_INTENSITY_EXTREME\":     4,\n\t}\n)\n\nfunc (x PetTrainingIntensity) Enum() *PetTrainingIntensity {\n\tp := new(PetTrainingIntensity)\n\t*p = x\n\treturn p\n}\n\nfunc (x PetTrainingIntensity) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PetTrainingIntensity) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_pet_proto_enumTypes[5].Descriptor()\n}\n\nfunc (PetTrainingIntensity) Type() protoreflect.EnumType {\n\treturn &file_proto_pet_proto_enumTypes[5]\n}\n\nfunc (x PetTrainingIntensity) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PetTrainingIntensity.Descriptor instead.\nfunc (PetTrainingIntensity) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{5}\n}\n\n// 创建宠物请求\ntype CreatePetRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tSpeciesId     string                 `protobuf:\"bytes,2,opt,name=species_id,json=speciesId,proto3\" json:\"species_id,omitempty\"`\n\tName          string                 `protobuf:\"bytes,3,opt,name=name,proto3\" json:\"name,omitempty\"`\n\tInitialLevel  int32                  `protobuf:\"varint,4,opt,name=initial_level,json=initialLevel,proto3\" json:\"initial_level,omitempty\"`\n\tRarity        string                 `protobuf:\"bytes,5,opt,name=rarity,proto3\" json:\"rarity,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *CreatePetRequest) Reset() {\n\t*x = CreatePetRequest{}\n\tmi := &file_proto_pet_proto_msgTypes[0]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *CreatePetRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*CreatePetRequest) ProtoMessage() {}\n\nfunc (x *CreatePetRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_pet_proto_msgTypes[0]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use CreatePetRequest.ProtoReflect.Descriptor instead.\nfunc (*CreatePetRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{0}\n}\n\nfunc (x *CreatePetRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreatePetRequest) GetSpeciesId() string {\n\tif x != nil {\n\t\treturn x.SpeciesId\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreatePetRequest) GetName() string {\n\tif x != nil {\n\t\treturn x.Name\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreatePetRequest) GetInitialLevel() int32 {\n\tif x != nil {\n\t\treturn x.InitialLevel\n\t}\n\treturn 0\n}\n\nfunc (x *CreatePetRequest) GetRarity() string {\n\tif x != nil {\n\t\treturn x.Rarity\n\t}\n\treturn \"\"\n}\n\n// 创建宠物响应\ntype CreatePetResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tPet           *PetInfo               `protobuf:\"bytes,2,opt,name=pet,proto3\" json:\"pet,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *CreatePetResponse) Reset() {\n\t*x = CreatePetResponse{}\n\tmi := &file_proto_pet_proto_msgTypes[1]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *CreatePetResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*CreatePetResponse) ProtoMessage() {}\n\nfunc (x *CreatePetResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_pet_proto_msgTypes[1]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use CreatePetResponse.ProtoReflect.Descriptor instead.\nfunc (*CreatePetResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{1}\n}\n\nfunc (x *CreatePetResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *CreatePetResponse) GetPet() *PetInfo {\n\tif x != nil {\n\t\treturn x.Pet\n\t}\n\treturn nil\n}\n\n// 获取宠物信息请求\ntype GetPetInfoRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPetId         string                 `protobuf:\"bytes,1,opt,name=pet_id,json=petId,proto3\" json:\"pet_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetPetInfoRequest) Reset() {\n\t*x = GetPetInfoRequest{}\n\tmi := &file_proto_pet_proto_msgTypes[2]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetPetInfoRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetPetInfoRequest) ProtoMessage() {}\n\nfunc (x *GetPetInfoRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_pet_proto_msgTypes[2]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetPetInfoRequest.ProtoReflect.Descriptor instead.\nfunc (*GetPetInfoRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{2}\n}\n\nfunc (x *GetPetInfoRequest) GetPetId() string {\n\tif x != nil {\n\t\treturn x.PetId\n\t}\n\treturn \"\"\n}\n\n// 获取宠物信息响应\ntype GetPetInfoResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tPet           *PetInfo               `protobuf:\"bytes,2,opt,name=pet,proto3\" json:\"pet,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetPetInfoResponse) Reset() {\n\t*x = GetPetInfoResponse{}\n\tmi := &file_proto_pet_proto_msgTypes[3]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetPetInfoResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetPetInfoResponse) ProtoMessage() {}\n\nfunc (x *GetPetInfoResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_pet_proto_msgTypes[3]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetPetInfoResponse.ProtoReflect.Descriptor instead.\nfunc (*GetPetInfoResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{3}\n}\n\nfunc (x *GetPetInfoResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetPetInfoResponse) GetPet() *PetInfo {\n\tif x != nil {\n\t\treturn x.Pet\n\t}\n\treturn nil\n}\n\n// 更新宠物信息请求\ntype UpdatePetRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPetId         string                 `protobuf:\"bytes,1,opt,name=pet_id,json=petId,proto3\" json:\"pet_id,omitempty\"`\n\tUpdates       map[string]string      `protobuf:\"bytes,2,rep,name=updates,proto3\" json:\"updates,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *UpdatePetRequest) Reset() {\n\t*x = UpdatePetRequest{}\n\tmi := &file_proto_pet_proto_msgTypes[4]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *UpdatePetRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*UpdatePetRequest) ProtoMessage() {}\n\nfunc (x *UpdatePetRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_pet_proto_msgTypes[4]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use UpdatePetRequest.ProtoReflect.Descriptor instead.\nfunc (*UpdatePetRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{4}\n}\n\nfunc (x *UpdatePetRequest) GetPetId() string {\n\tif x != nil {\n\t\treturn x.PetId\n\t}\n\treturn \"\"\n}\n\nfunc (x *UpdatePetRequest) GetUpdates() map[string]string {\n\tif x != nil {\n\t\treturn x.Updates\n\t}\n\treturn nil\n}\n\n// 更新宠物信息响应\ntype UpdatePetResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tPet           *PetInfo               `protobuf:\"bytes,2,opt,name=pet,proto3\" json:\"pet,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *UpdatePetResponse) Reset() {\n\t*x = UpdatePetResponse{}\n\tmi := &file_proto_pet_proto_msgTypes[5]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *UpdatePetResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*UpdatePetResponse) ProtoMessage() {}\n\nfunc (x *UpdatePetResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_pet_proto_msgTypes[5]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use UpdatePetResponse.ProtoReflect.Descriptor instead.\nfunc (*UpdatePetResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{5}\n}\n\nfunc (x *UpdatePetResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *UpdatePetResponse) GetPet() *PetInfo {\n\tif x != nil {\n\t\treturn x.Pet\n\t}\n\treturn nil\n}\n\n// 宠物升级请求\ntype LevelUpPetRequest struct {\n\tstate            protoimpl.MessageState `protogen:\"open.v1\"`\n\tPetId            string                 `protobuf:\"bytes,1,opt,name=pet_id,json=petId,proto3\" json:\"pet_id,omitempty\"`\n\tExperiencePoints int32                  `protobuf:\"varint,2,opt,name=experience_points,json=experiencePoints,proto3\" json:\"experience_points,omitempty\"`\n\tunknownFields    protoimpl.UnknownFields\n\tsizeCache        protoimpl.SizeCache\n}\n\nfunc (x *LevelUpPetRequest) Reset() {\n\t*x = LevelUpPetRequest{}\n\tmi := &file_proto_pet_proto_msgTypes[6]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *LevelUpPetRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*LevelUpPetRequest) ProtoMessage() {}\n\nfunc (x *LevelUpPetRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_pet_proto_msgTypes[6]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use LevelUpPetRequest.ProtoReflect.Descriptor instead.\nfunc (*LevelUpPetRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{6}\n}\n\nfunc (x *LevelUpPetRequest) GetPetId() string {\n\tif x != nil {\n\t\treturn x.PetId\n\t}\n\treturn \"\"\n}\n\nfunc (x *LevelUpPetRequest) GetExperiencePoints() int32 {\n\tif x != nil {\n\t\treturn x.ExperiencePoints\n\t}\n\treturn 0\n}\n\n// 宠物升级响应\ntype LevelUpPetResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tPet           *PetInfo               `protobuf:\"bytes,2,opt,name=pet,proto3\" json:\"pet,omitempty\"`\n\tLeveledUp     bool                   `protobuf:\"varint,3,opt,name=leveled_up,json=leveledUp,proto3\" json:\"leveled_up,omitempty\"`\n\tNewLevel      int32                  `protobuf:\"varint,4,opt,name=new_level,json=newLevel,proto3\" json:\"new_level,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *LevelUpPetResponse) Reset() {\n\t*x = LevelUpPetResponse{}\n\tmi := &file_proto_pet_proto_msgTypes[7]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *LevelUpPetResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*LevelUpPetResponse) ProtoMessage() {}\n\nfunc (x *LevelUpPetResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_pet_proto_msgTypes[7]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use LevelUpPetResponse.ProtoReflect.Descriptor instead.\nfunc (*LevelUpPetResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{7}\n}\n\nfunc (x *LevelUpPetResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *LevelUpPetResponse) GetPet() *PetInfo {\n\tif x != nil {\n\t\treturn x.Pet\n\t}\n\treturn nil\n}\n\nfunc (x *LevelUpPetResponse) GetLeveledUp() bool {\n\tif x != nil {\n\t\treturn x.LeveledUp\n\t}\n\treturn false\n}\n\nfunc (x *LevelUpPetResponse) GetNewLevel() int32 {\n\tif x != nil {\n\t\treturn x.NewLevel\n\t}\n\treturn 0\n}\n\n// 宠物进化请求\ntype EvolvePetRequest struct {\n\tstate           protoimpl.MessageState `protogen:\"open.v1\"`\n\tPetId           string                 `protobuf:\"bytes,1,opt,name=pet_id,json=petId,proto3\" json:\"pet_id,omitempty\"`\n\tTargetSpeciesId string                 `protobuf:\"bytes,2,opt,name=target_species_id,json=targetSpeciesId,proto3\" json:\"target_species_id,omitempty\"`\n\tRequiredItems   []string               `protobuf:\"bytes,3,rep,name=required_items,json=requiredItems,proto3\" json:\"required_items,omitempty\"`\n\tunknownFields   protoimpl.UnknownFields\n\tsizeCache       protoimpl.SizeCache\n}\n\nfunc (x *EvolvePetRequest) Reset() {\n\t*x = EvolvePetRequest{}\n\tmi := &file_proto_pet_proto_msgTypes[8]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *EvolvePetRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*EvolvePetRequest) ProtoMessage() {}\n\nfunc (x *EvolvePetRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_pet_proto_msgTypes[8]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use EvolvePetRequest.ProtoReflect.Descriptor instead.\nfunc (*EvolvePetRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{8}\n}\n\nfunc (x *EvolvePetRequest) GetPetId() string {\n\tif x != nil {\n\t\treturn x.PetId\n\t}\n\treturn \"\"\n}\n\nfunc (x *EvolvePetRequest) GetTargetSpeciesId() string {\n\tif x != nil {\n\t\treturn x.TargetSpeciesId\n\t}\n\treturn \"\"\n}\n\nfunc (x *EvolvePetRequest) GetRequiredItems() []string {\n\tif x != nil {\n\t\treturn x.RequiredItems\n\t}\n\treturn nil\n}\n\n// 宠物进化响应\ntype EvolvePetResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tPet           *PetInfo               `protobuf:\"bytes,2,opt,name=pet,proto3\" json:\"pet,omitempty\"`\n\tEvolved       bool                   `protobuf:\"varint,3,opt,name=evolved,proto3\" json:\"evolved,omitempty\"`\n\tNewSpecies    string                 `protobuf:\"bytes,4,opt,name=new_species,json=newSpecies,proto3\" json:\"new_species,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *EvolvePetResponse) Reset() {\n\t*x = EvolvePetResponse{}\n\tmi := &file_proto_pet_proto_msgTypes[9]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *EvolvePetResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*EvolvePetResponse) ProtoMessage() {}\n\nfunc (x *EvolvePetResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_pet_proto_msgTypes[9]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use EvolvePetResponse.ProtoReflect.Descriptor instead.\nfunc (*EvolvePetResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{9}\n}\n\nfunc (x *EvolvePetResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *EvolvePetResponse) GetPet() *PetInfo {\n\tif x != nil {\n\t\treturn x.Pet\n\t}\n\treturn nil\n}\n\nfunc (x *EvolvePetResponse) GetEvolved() bool {\n\tif x != nil {\n\t\treturn x.Evolved\n\t}\n\treturn false\n}\n\nfunc (x *EvolvePetResponse) GetNewSpecies() string {\n\tif x != nil {\n\t\treturn x.NewSpecies\n\t}\n\treturn \"\"\n}\n\n// 获取玩家宠物列表请求\ntype GetPlayerPetsRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tLimit         int32                  `protobuf:\"varint,2,opt,name=limit,proto3\" json:\"limit,omitempty\"`\n\tOffset        int32                  `protobuf:\"varint,3,opt,name=offset,proto3\" json:\"offset,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetPlayerPetsRequest) Reset() {\n\t*x = GetPlayerPetsRequest{}\n\tmi := &file_proto_pet_proto_msgTypes[10]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetPlayerPetsRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetPlayerPetsRequest) ProtoMessage() {}\n\nfunc (x *GetPlayerPetsRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_pet_proto_msgTypes[10]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetPlayerPetsRequest.ProtoReflect.Descriptor instead.\nfunc (*GetPlayerPetsRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{10}\n}\n\nfunc (x *GetPlayerPetsRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetPlayerPetsRequest) GetLimit() int32 {\n\tif x != nil {\n\t\treturn x.Limit\n\t}\n\treturn 0\n}\n\nfunc (x *GetPlayerPetsRequest) GetOffset() int32 {\n\tif x != nil {\n\t\treturn x.Offset\n\t}\n\treturn 0\n}\n\n// 获取玩家宠物列表响应\ntype GetPlayerPetsResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tPets          []*PetInfo             `protobuf:\"bytes,2,rep,name=pets,proto3\" json:\"pets,omitempty\"`\n\tPagination    *common.PaginationInfo `protobuf:\"bytes,3,opt,name=pagination,proto3\" json:\"pagination,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetPlayerPetsResponse) Reset() {\n\t*x = GetPlayerPetsResponse{}\n\tmi := &file_proto_pet_proto_msgTypes[11]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetPlayerPetsResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetPlayerPetsResponse) ProtoMessage() {}\n\nfunc (x *GetPlayerPetsResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_pet_proto_msgTypes[11]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetPlayerPetsResponse.ProtoReflect.Descriptor instead.\nfunc (*GetPlayerPetsResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{11}\n}\n\nfunc (x *GetPlayerPetsResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetPlayerPetsResponse) GetPets() []*PetInfo {\n\tif x != nil {\n\t\treturn x.Pets\n\t}\n\treturn nil\n}\n\nfunc (x *GetPlayerPetsResponse) GetPagination() *common.PaginationInfo {\n\tif x != nil {\n\t\treturn x.Pagination\n\t}\n\treturn nil\n}\n\n// 宠物信息\ntype PetInfo struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPetId         string                 `protobuf:\"bytes,1,opt,name=pet_id,json=petId,proto3\" json:\"pet_id,omitempty\"`\n\tPlayerId      string                 `protobuf:\"bytes,2,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tSpeciesId     string                 `protobuf:\"bytes,3,opt,name=species_id,json=speciesId,proto3\" json:\"species_id,omitempty\"`\n\tName          string                 `protobuf:\"bytes,4,opt,name=name,proto3\" json:\"name,omitempty\"`\n\tLevel         int32                  `protobuf:\"varint,5,opt,name=level,proto3\" json:\"level,omitempty\"`\n\tExperience    int32                  `protobuf:\"varint,6,opt,name=experience,proto3\" json:\"experience,omitempty\"`\n\tMaxExperience int32                  `protobuf:\"varint,7,opt,name=max_experience,json=maxExperience,proto3\" json:\"max_experience,omitempty\"`\n\tRarity        string                 `protobuf:\"bytes,8,opt,name=rarity,proto3\" json:\"rarity,omitempty\"`\n\tStats         *PetStats              `protobuf:\"bytes,9,opt,name=stats,proto3\" json:\"stats,omitempty\"`\n\tSkills        *PetSkills             `protobuf:\"bytes,10,opt,name=skills,proto3\" json:\"skills,omitempty\"`\n\tCreatedAt     int64                  `protobuf:\"varint,11,opt,name=created_at,json=createdAt,proto3\" json:\"created_at,omitempty\"`\n\tLastFed       int64                  `protobuf:\"varint,12,opt,name=last_fed,json=lastFed,proto3\" json:\"last_fed,omitempty\"`\n\tIsActive      bool                   `protobuf:\"varint,13,opt,name=is_active,json=isActive,proto3\" json:\"is_active,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *PetInfo) Reset() {\n\t*x = PetInfo{}\n\tmi := &file_proto_pet_proto_msgTypes[12]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *PetInfo) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*PetInfo) ProtoMessage() {}\n\nfunc (x *PetInfo) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_pet_proto_msgTypes[12]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use PetInfo.ProtoReflect.Descriptor instead.\nfunc (*PetInfo) Descriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{12}\n}\n\nfunc (x *PetInfo) GetPetId() string {\n\tif x != nil {\n\t\treturn x.PetId\n\t}\n\treturn \"\"\n}\n\nfunc (x *PetInfo) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *PetInfo) GetSpeciesId() string {\n\tif x != nil {\n\t\treturn x.SpeciesId\n\t}\n\treturn \"\"\n}\n\nfunc (x *PetInfo) GetName() string {\n\tif x != nil {\n\t\treturn x.Name\n\t}\n\treturn \"\"\n}\n\nfunc (x *PetInfo) GetLevel() int32 {\n\tif x != nil {\n\t\treturn x.Level\n\t}\n\treturn 0\n}\n\nfunc (x *PetInfo) GetExperience() int32 {\n\tif x != nil {\n\t\treturn x.Experience\n\t}\n\treturn 0\n}\n\nfunc (x *PetInfo) GetMaxExperience() int32 {\n\tif x != nil {\n\t\treturn x.MaxExperience\n\t}\n\treturn 0\n}\n\nfunc (x *PetInfo) GetRarity() string {\n\tif x != nil {\n\t\treturn x.Rarity\n\t}\n\treturn \"\"\n}\n\nfunc (x *PetInfo) GetStats() *PetStats {\n\tif x != nil {\n\t\treturn x.Stats\n\t}\n\treturn nil\n}\n\nfunc (x *PetInfo) GetSkills() *PetSkills {\n\tif x != nil {\n\t\treturn x.Skills\n\t}\n\treturn nil\n}\n\nfunc (x *PetInfo) GetCreatedAt() int64 {\n\tif x != nil {\n\t\treturn x.CreatedAt\n\t}\n\treturn 0\n}\n\nfunc (x *PetInfo) GetLastFed() int64 {\n\tif x != nil {\n\t\treturn x.LastFed\n\t}\n\treturn 0\n}\n\nfunc (x *PetInfo) GetIsActive() bool {\n\tif x != nil {\n\t\treturn x.IsActive\n\t}\n\treturn false\n}\n\n// 宠物属性\ntype PetStats struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tHealth        int32                  `protobuf:\"varint,1,opt,name=health,proto3\" json:\"health,omitempty\"`\n\tMaxHealth     int32                  `protobuf:\"varint,2,opt,name=max_health,json=maxHealth,proto3\" json:\"max_health,omitempty\"`\n\tAttack        int32                  `protobuf:\"varint,3,opt,name=attack,proto3\" json:\"attack,omitempty\"`\n\tDefense       int32                  `protobuf:\"varint,4,opt,name=defense,proto3\" json:\"defense,omitempty\"`\n\tSpeed         int32                  `protobuf:\"varint,5,opt,name=speed,proto3\" json:\"speed,omitempty\"`\n\tIntelligence  int32                  `protobuf:\"varint,6,opt,name=intelligence,proto3\" json:\"intelligence,omitempty\"`\n\tLoyalty       int32                  `protobuf:\"varint,7,opt,name=loyalty,proto3\" json:\"loyalty,omitempty\"`\n\tHappiness     int32                  `protobuf:\"varint,8,opt,name=happiness,proto3\" json:\"happiness,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *PetStats) Reset() {\n\t*x = PetStats{}\n\tmi := &file_proto_pet_proto_msgTypes[13]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *PetStats) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*PetStats) ProtoMessage() {}\n\nfunc (x *PetStats) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_pet_proto_msgTypes[13]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use PetStats.ProtoReflect.Descriptor instead.\nfunc (*PetStats) Descriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{13}\n}\n\nfunc (x *PetStats) GetHealth() int32 {\n\tif x != nil {\n\t\treturn x.Health\n\t}\n\treturn 0\n}\n\nfunc (x *PetStats) GetMaxHealth() int32 {\n\tif x != nil {\n\t\treturn x.MaxHealth\n\t}\n\treturn 0\n}\n\nfunc (x *PetStats) GetAttack() int32 {\n\tif x != nil {\n\t\treturn x.Attack\n\t}\n\treturn 0\n}\n\nfunc (x *PetStats) GetDefense() int32 {\n\tif x != nil {\n\t\treturn x.Defense\n\t}\n\treturn 0\n}\n\nfunc (x *PetStats) GetSpeed() int32 {\n\tif x != nil {\n\t\treturn x.Speed\n\t}\n\treturn 0\n}\n\nfunc (x *PetStats) GetIntelligence() int32 {\n\tif x != nil {\n\t\treturn x.Intelligence\n\t}\n\treturn 0\n}\n\nfunc (x *PetStats) GetLoyalty() int32 {\n\tif x != nil {\n\t\treturn x.Loyalty\n\t}\n\treturn 0\n}\n\nfunc (x *PetStats) GetHappiness() int32 {\n\tif x != nil {\n\t\treturn x.Happiness\n\t}\n\treturn 0\n}\n\n// 宠物技能\ntype PetSkills struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tSkills        []*PetSkill            `protobuf:\"bytes,1,rep,name=skills,proto3\" json:\"skills,omitempty\"`\n\tSkillPoints   int32                  `protobuf:\"varint,2,opt,name=skill_points,json=skillPoints,proto3\" json:\"skill_points,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *PetSkills) Reset() {\n\t*x = PetSkills{}\n\tmi := &file_proto_pet_proto_msgTypes[14]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *PetSkills) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*PetSkills) ProtoMessage() {}\n\nfunc (x *PetSkills) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_pet_proto_msgTypes[14]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use PetSkills.ProtoReflect.Descriptor instead.\nfunc (*PetSkills) Descriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{14}\n}\n\nfunc (x *PetSkills) GetSkills() []*PetSkill {\n\tif x != nil {\n\t\treturn x.Skills\n\t}\n\treturn nil\n}\n\nfunc (x *PetSkills) GetSkillPoints() int32 {\n\tif x != nil {\n\t\treturn x.SkillPoints\n\t}\n\treturn 0\n}\n\n// 宠物技能详情\ntype PetSkill struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tSkillId       string                 `protobuf:\"bytes,1,opt,name=skill_id,json=skillId,proto3\" json:\"skill_id,omitempty\"`\n\tName          string                 `protobuf:\"bytes,2,opt,name=name,proto3\" json:\"name,omitempty\"`\n\tDescription   string                 `protobuf:\"bytes,3,opt,name=description,proto3\" json:\"description,omitempty\"`\n\tLevel         int32                  `protobuf:\"varint,4,opt,name=level,proto3\" json:\"level,omitempty\"`\n\tMaxLevel      int32                  `protobuf:\"varint,5,opt,name=max_level,json=maxLevel,proto3\" json:\"max_level,omitempty\"`\n\tSkillType     PetSkillType           `protobuf:\"varint,6,opt,name=skill_type,json=skillType,proto3,enum=greatestworks.pet.PetSkillType\" json:\"skill_type,omitempty\"`\n\tCooldown      int32                  `protobuf:\"varint,7,opt,name=cooldown,proto3\" json:\"cooldown,omitempty\"`\n\tManaCost      int32                  `protobuf:\"varint,8,opt,name=mana_cost,json=manaCost,proto3\" json:\"mana_cost,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *PetSkill) Reset() {\n\t*x = PetSkill{}\n\tmi := &file_proto_pet_proto_msgTypes[15]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *PetSkill) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*PetSkill) ProtoMessage() {}\n\nfunc (x *PetSkill) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_pet_proto_msgTypes[15]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use PetSkill.ProtoReflect.Descriptor instead.\nfunc (*PetSkill) Descriptor() ([]byte, []int) {\n\treturn file_proto_pet_proto_rawDescGZIP(), []int{15}\n}\n\nfunc (x *PetSkill) GetSkillId() string {\n\tif x != nil {\n\t\treturn x.SkillId\n\t}\n\treturn \"\"\n}\n\nfunc (x *PetSkill) GetName() string {\n\tif x != nil {\n\t\treturn x.Name\n\t}\n\treturn \"\"\n}\n\nfunc (x *PetSkill) GetDescription() string {\n\tif x != nil {\n\t\treturn x.Description\n\t}\n\treturn \"\"\n}\n\nfunc (x *PetSkill) GetLevel() int32 {\n\tif x != nil {\n\t\treturn x.Level\n\t}\n\treturn 0\n}\n\nfunc (x *PetSkill) GetMaxLevel() int32 {\n\tif x != nil {\n\t\treturn x.MaxLevel\n\t}\n\treturn 0\n}\n\nfunc (x *PetSkill) GetSkillType() PetSkillType {\n\tif x != nil {\n\t\treturn x.SkillType\n\t}\n\treturn PetSkillType_PET_SKILL_TYPE_UNSPECIFIED\n}\n\nfunc (x *PetSkill) GetCooldown() int32 {\n\tif x != nil {\n\t\treturn x.Cooldown\n\t}\n\treturn 0\n}\n\nfunc (x *PetSkill) GetManaCost() int32 {\n\tif x != nil {\n\t\treturn x.ManaCost\n\t}\n\treturn 0\n}\n\nvar File_proto_pet_proto protoreflect.FileDescriptor\n\nconst file_proto_pet_proto_rawDesc = \"\" +\n\t\"\\n\" +\n\t\"\\x0fproto/pet.proto\\x12\\x11greatestworks.pet\\x1a\\x12proto/common.proto\\\"\\x9f\\x01\\n\" +\n\t\"\\x10CreatePetRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"species_id\\x18\\x02 \\x01(\\tR\\tspeciesId\\x12\\x12\\n\" +\n\t\"\\x04name\\x18\\x03 \\x01(\\tR\\x04name\\x12#\\n\" +\n\t\"\\rinitial_level\\x18\\x04 \\x01(\\x05R\\finitialLevel\\x12\\x16\\n\" +\n\t\"\\x06rarity\\x18\\x05 \\x01(\\tR\\x06rarity\\\"\\x7f\\n\" +\n\t\"\\x11CreatePetResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12,\\n\" +\n\t\"\\x03pet\\x18\\x02 \\x01(\\v2\\x1a.greatestworks.pet.PetInfoR\\x03pet\\\"*\\n\" +\n\t\"\\x11GetPetInfoRequest\\x12\\x15\\n\" +\n\t\"\\x06pet_id\\x18\\x01 \\x01(\\tR\\x05petId\\\"\\x80\\x01\\n\" +\n\t\"\\x12GetPetInfoResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12,\\n\" +\n\t\"\\x03pet\\x18\\x02 \\x01(\\v2\\x1a.greatestworks.pet.PetInfoR\\x03pet\\\"\\xb1\\x01\\n\" +\n\t\"\\x10UpdatePetRequest\\x12\\x15\\n\" +\n\t\"\\x06pet_id\\x18\\x01 \\x01(\\tR\\x05petId\\x12J\\n\" +\n\t\"\\aupdates\\x18\\x02 \\x03(\\v20.greatestworks.pet.UpdatePetRequest.UpdatesEntryR\\aupdates\\x1a:\\n\" +\n\t\"\\fUpdatesEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\x7f\\n\" +\n\t\"\\x11UpdatePetResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12,\\n\" +\n\t\"\\x03pet\\x18\\x02 \\x01(\\v2\\x1a.greatestworks.pet.PetInfoR\\x03pet\\\"W\\n\" +\n\t\"\\x11LevelUpPetRequest\\x12\\x15\\n\" +\n\t\"\\x06pet_id\\x18\\x01 \\x01(\\tR\\x05petId\\x12+\\n\" +\n\t\"\\x11experience_points\\x18\\x02 \\x01(\\x05R\\x10experiencePoints\\\"\\xbc\\x01\\n\" +\n\t\"\\x12LevelUpPetResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12,\\n\" +\n\t\"\\x03pet\\x18\\x02 \\x01(\\v2\\x1a.greatestworks.pet.PetInfoR\\x03pet\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"leveled_up\\x18\\x03 \\x01(\\bR\\tleveledUp\\x12\\x1b\\n\" +\n\t\"\\tnew_level\\x18\\x04 \\x01(\\x05R\\bnewLevel\\\"|\\n\" +\n\t\"\\x10EvolvePetRequest\\x12\\x15\\n\" +\n\t\"\\x06pet_id\\x18\\x01 \\x01(\\tR\\x05petId\\x12*\\n\" +\n\t\"\\x11target_species_id\\x18\\x02 \\x01(\\tR\\x0ftargetSpeciesId\\x12%\\n\" +\n\t\"\\x0erequired_items\\x18\\x03 \\x03(\\tR\\rrequiredItems\\\"\\xba\\x01\\n\" +\n\t\"\\x11EvolvePetResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12,\\n\" +\n\t\"\\x03pet\\x18\\x02 \\x01(\\v2\\x1a.greatestworks.pet.PetInfoR\\x03pet\\x12\\x18\\n\" +\n\t\"\\aevolved\\x18\\x03 \\x01(\\bR\\aevolved\\x12\\x1f\\n\" +\n\t\"\\vnew_species\\x18\\x04 \\x01(\\tR\\n\" +\n\t\"newSpecies\\\"a\\n\" +\n\t\"\\x14GetPlayerPetsRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x14\\n\" +\n\t\"\\x05limit\\x18\\x02 \\x01(\\x05R\\x05limit\\x12\\x16\\n\" +\n\t\"\\x06offset\\x18\\x03 \\x01(\\x05R\\x06offset\\\"\\xcb\\x01\\n\" +\n\t\"\\x15GetPlayerPetsResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12.\\n\" +\n\t\"\\x04pets\\x18\\x02 \\x03(\\v2\\x1a.greatestworks.pet.PetInfoR\\x04pets\\x12D\\n\" +\n\t\"\\n\" +\n\t\"pagination\\x18\\x03 \\x01(\\v2$.greatestworks.common.PaginationInfoR\\n\" +\n\t\"pagination\\\"\\xa5\\x03\\n\" +\n\t\"\\aPetInfo\\x12\\x15\\n\" +\n\t\"\\x06pet_id\\x18\\x01 \\x01(\\tR\\x05petId\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x02 \\x01(\\tR\\bplayerId\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"species_id\\x18\\x03 \\x01(\\tR\\tspeciesId\\x12\\x12\\n\" +\n\t\"\\x04name\\x18\\x04 \\x01(\\tR\\x04name\\x12\\x14\\n\" +\n\t\"\\x05level\\x18\\x05 \\x01(\\x05R\\x05level\\x12\\x1e\\n\" +\n\t\"\\n\" +\n\t\"experience\\x18\\x06 \\x01(\\x05R\\n\" +\n\t\"experience\\x12%\\n\" +\n\t\"\\x0emax_experience\\x18\\a \\x01(\\x05R\\rmaxExperience\\x12\\x16\\n\" +\n\t\"\\x06rarity\\x18\\b \\x01(\\tR\\x06rarity\\x121\\n\" +\n\t\"\\x05stats\\x18\\t \\x01(\\v2\\x1b.greatestworks.pet.PetStatsR\\x05stats\\x124\\n\" +\n\t\"\\x06skills\\x18\\n\" +\n\t\" \\x01(\\v2\\x1c.greatestworks.pet.PetSkillsR\\x06skills\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"created_at\\x18\\v \\x01(\\x03R\\tcreatedAt\\x12\\x19\\n\" +\n\t\"\\blast_fed\\x18\\f \\x01(\\x03R\\alastFed\\x12\\x1b\\n\" +\n\t\"\\tis_active\\x18\\r \\x01(\\bR\\bisActive\\\"\\xe5\\x01\\n\" +\n\t\"\\bPetStats\\x12\\x16\\n\" +\n\t\"\\x06health\\x18\\x01 \\x01(\\x05R\\x06health\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"max_health\\x18\\x02 \\x01(\\x05R\\tmaxHealth\\x12\\x16\\n\" +\n\t\"\\x06attack\\x18\\x03 \\x01(\\x05R\\x06attack\\x12\\x18\\n\" +\n\t\"\\adefense\\x18\\x04 \\x01(\\x05R\\adefense\\x12\\x14\\n\" +\n\t\"\\x05speed\\x18\\x05 \\x01(\\x05R\\x05speed\\x12\\\"\\n\" +\n\t\"\\fintelligence\\x18\\x06 \\x01(\\x05R\\fintelligence\\x12\\x18\\n\" +\n\t\"\\aloyalty\\x18\\a \\x01(\\x05R\\aloyalty\\x12\\x1c\\n\" +\n\t\"\\thappiness\\x18\\b \\x01(\\x05R\\thappiness\\\"c\\n\" +\n\t\"\\tPetSkills\\x123\\n\" +\n\t\"\\x06skills\\x18\\x01 \\x03(\\v2\\x1b.greatestworks.pet.PetSkillR\\x06skills\\x12!\\n\" +\n\t\"\\fskill_points\\x18\\x02 \\x01(\\x05R\\vskillPoints\\\"\\x87\\x02\\n\" +\n\t\"\\bPetSkill\\x12\\x19\\n\" +\n\t\"\\bskill_id\\x18\\x01 \\x01(\\tR\\askillId\\x12\\x12\\n\" +\n\t\"\\x04name\\x18\\x02 \\x01(\\tR\\x04name\\x12 \\n\" +\n\t\"\\vdescription\\x18\\x03 \\x01(\\tR\\vdescription\\x12\\x14\\n\" +\n\t\"\\x05level\\x18\\x04 \\x01(\\x05R\\x05level\\x12\\x1b\\n\" +\n\t\"\\tmax_level\\x18\\x05 \\x01(\\x05R\\bmaxLevel\\x12>\\n\" +\n\t\"\\n\" +\n\t\"skill_type\\x18\\x06 \\x01(\\x0e2\\x1f.greatestworks.pet.PetSkillTypeR\\tskillType\\x12\\x1a\\n\" +\n\t\"\\bcooldown\\x18\\a \\x01(\\x05R\\bcooldown\\x12\\x1b\\n\" +\n\t\"\\tmana_cost\\x18\\b \\x01(\\x05R\\bmanaCost*\\xb2\\x01\\n\" +\n\t\"\\tPetRarity\\x12\\x1a\\n\" +\n\t\"\\x16PET_RARITY_UNSPECIFIED\\x10\\x00\\x12\\x15\\n\" +\n\t\"\\x11PET_RARITY_COMMON\\x10\\x01\\x12\\x17\\n\" +\n\t\"\\x13PET_RARITY_UNCOMMON\\x10\\x02\\x12\\x13\\n\" +\n\t\"\\x0fPET_RARITY_RARE\\x10\\x03\\x12\\x13\\n\" +\n\t\"\\x0fPET_RARITY_EPIC\\x10\\x04\\x12\\x18\\n\" +\n\t\"\\x14PET_RARITY_LEGENDARY\\x10\\x05\\x12\\x15\\n\" +\n\t\"\\x11PET_RARITY_MYTHIC\\x10\\x06*\\x9f\\x01\\n\" +\n\t\"\\n\" +\n\t\"PetQuality\\x12\\x1b\\n\" +\n\t\"\\x17PET_QUALITY_UNSPECIFIED\\x10\\x00\\x12\\x14\\n\" +\n\t\"\\x10PET_QUALITY_POOR\\x10\\x01\\x12\\x14\\n\" +\n\t\"\\x10PET_QUALITY_FAIR\\x10\\x02\\x12\\x14\\n\" +\n\t\"\\x10PET_QUALITY_GOOD\\x10\\x03\\x12\\x19\\n\" +\n\t\"\\x15PET_QUALITY_EXCELLENT\\x10\\x04\\x12\\x17\\n\" +\n\t\"\\x13PET_QUALITY_PERFECT\\x10\\x05*\\xeb\\x01\\n\" +\n\t\"\\fPetSkillType\\x12\\x1e\\n\" +\n\t\"\\x1aPET_SKILL_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x19\\n\" +\n\t\"\\x15PET_SKILL_TYPE_ATTACK\\x10\\x01\\x12\\x1a\\n\" +\n\t\"\\x16PET_SKILL_TYPE_DEFENSE\\x10\\x02\\x12\\x17\\n\" +\n\t\"\\x13PET_SKILL_TYPE_HEAL\\x10\\x03\\x12\\x17\\n\" +\n\t\"\\x13PET_SKILL_TYPE_BUFF\\x10\\x04\\x12\\x19\\n\" +\n\t\"\\x15PET_SKILL_TYPE_DEBUFF\\x10\\x05\\x12\\x1a\\n\" +\n\t\"\\x16PET_SKILL_TYPE_PASSIVE\\x10\\x06\\x12\\x1b\\n\" +\n\t\"\\x17PET_SKILL_TYPE_ULTIMATE\\x10\\a*\\xb5\\x01\\n\" +\n\t\"\\aPetMood\\x12\\x18\\n\" +\n\t\"\\x14PET_MOOD_UNSPECIFIED\\x10\\x00\\x12\\x17\\n\" +\n\t\"\\x13PET_MOOD_VERY_HAPPY\\x10\\x01\\x12\\x12\\n\" +\n\t\"\\x0ePET_MOOD_HAPPY\\x10\\x02\\x12\\x13\\n\" +\n\t\"\\x0fPET_MOOD_NORMAL\\x10\\x03\\x12\\x10\\n\" +\n\t\"\\fPET_MOOD_SAD\\x10\\x04\\x12\\x15\\n\" +\n\t\"\\x11PET_MOOD_VERY_SAD\\x10\\x05\\x12\\x12\\n\" +\n\t\"\\x0ePET_MOOD_ANGRY\\x10\\x06\\x12\\x11\\n\" +\n\t\"\\rPET_MOOD_SICK\\x10\\a*\\xd8\\x01\\n\" +\n\t\"\\x0fPetTrainingType\\x12!\\n\" +\n\t\"\\x1dPET_TRAINING_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x1e\\n\" +\n\t\"\\x1aPET_TRAINING_TYPE_STRENGTH\\x10\\x01\\x12\\x1d\\n\" +\n\t\"\\x19PET_TRAINING_TYPE_AGILITY\\x10\\x02\\x12\\\"\\n\" +\n\t\"\\x1ePET_TRAINING_TYPE_INTELLIGENCE\\x10\\x03\\x12\\x1f\\n\" +\n\t\"\\x1bPET_TRAINING_TYPE_ENDURANCE\\x10\\x04\\x12\\x1e\\n\" +\n\t\"\\x1aPET_TRAINING_TYPE_BALANCED\\x10\\x05*\\xcd\\x01\\n\" +\n\t\"\\x14PetTrainingIntensity\\x12&\\n\" +\n\t\"\\\"PET_TRAINING_INTENSITY_UNSPECIFIED\\x10\\x00\\x12 \\n\" +\n\t\"\\x1cPET_TRAINING_INTENSITY_LIGHT\\x10\\x01\\x12#\\n\" +\n\t\"\\x1fPET_TRAINING_INTENSITY_MODERATE\\x10\\x02\\x12\\\"\\n\" +\n\t\"\\x1ePET_TRAINING_INTENSITY_INTENSE\\x10\\x03\\x12\\\"\\n\" +\n\t\"\\x1ePET_TRAINING_INTENSITY_EXTREME\\x10\\x042\\xae\\x04\\n\" +\n\t\"\\n\" +\n\t\"PetService\\x12V\\n\" +\n\t\"\\tCreatePet\\x12#.greatestworks.pet.CreatePetRequest\\x1a$.greatestworks.pet.CreatePetResponse\\x12Y\\n\" +\n\t\"\\n\" +\n\t\"GetPetInfo\\x12$.greatestworks.pet.GetPetInfoRequest\\x1a%.greatestworks.pet.GetPetInfoResponse\\x12V\\n\" +\n\t\"\\tUpdatePet\\x12#.greatestworks.pet.UpdatePetRequest\\x1a$.greatestworks.pet.UpdatePetResponse\\x12Y\\n\" +\n\t\"\\n\" +\n\t\"LevelUpPet\\x12$.greatestworks.pet.LevelUpPetRequest\\x1a%.greatestworks.pet.LevelUpPetResponse\\x12V\\n\" +\n\t\"\\tEvolvePet\\x12#.greatestworks.pet.EvolvePetRequest\\x1a$.greatestworks.pet.EvolvePetResponse\\x12b\\n\" +\n\t\"\\rGetPlayerPets\\x12'.greatestworks.pet.GetPlayerPetsRequest\\x1a(.greatestworks.pet.GetPlayerPetsResponseB6Z greatestworks/internal/proto/pet\\xaa\\x02\\x11GreatestWorks.Petb\\x06proto3\"\n\nvar (\n\tfile_proto_pet_proto_rawDescOnce sync.Once\n\tfile_proto_pet_proto_rawDescData []byte\n)\n\nfunc file_proto_pet_proto_rawDescGZIP() []byte {\n\tfile_proto_pet_proto_rawDescOnce.Do(func() {\n\t\tfile_proto_pet_proto_rawDescData = protoimpl.X.CompressGZIP(unsafe.Slice(unsafe.StringData(file_proto_pet_proto_rawDesc), len(file_proto_pet_proto_rawDesc)))\n\t})\n\treturn file_proto_pet_proto_rawDescData\n}\n\nvar file_proto_pet_proto_enumTypes = make([]protoimpl.EnumInfo, 6)\nvar file_proto_pet_proto_msgTypes = make([]protoimpl.MessageInfo, 17)\nvar file_proto_pet_proto_goTypes = []any{\n\t(PetRarity)(0),                // 0: greatestworks.pet.PetRarity\n\t(PetQuality)(0),               // 1: greatestworks.pet.PetQuality\n\t(PetSkillType)(0),             // 2: greatestworks.pet.PetSkillType\n\t(PetMood)(0),                  // 3: greatestworks.pet.PetMood\n\t(PetTrainingType)(0),          // 4: greatestworks.pet.PetTrainingType\n\t(PetTrainingIntensity)(0),     // 5: greatestworks.pet.PetTrainingIntensity\n\t(*CreatePetRequest)(nil),      // 6: greatestworks.pet.CreatePetRequest\n\t(*CreatePetResponse)(nil),     // 7: greatestworks.pet.CreatePetResponse\n\t(*GetPetInfoRequest)(nil),     // 8: greatestworks.pet.GetPetInfoRequest\n\t(*GetPetInfoResponse)(nil),    // 9: greatestworks.pet.GetPetInfoResponse\n\t(*UpdatePetRequest)(nil),      // 10: greatestworks.pet.UpdatePetRequest\n\t(*UpdatePetResponse)(nil),     // 11: greatestworks.pet.UpdatePetResponse\n\t(*LevelUpPetRequest)(nil),     // 12: greatestworks.pet.LevelUpPetRequest\n\t(*LevelUpPetResponse)(nil),    // 13: greatestworks.pet.LevelUpPetResponse\n\t(*EvolvePetRequest)(nil),      // 14: greatestworks.pet.EvolvePetRequest\n\t(*EvolvePetResponse)(nil),     // 15: greatestworks.pet.EvolvePetResponse\n\t(*GetPlayerPetsRequest)(nil),  // 16: greatestworks.pet.GetPlayerPetsRequest\n\t(*GetPlayerPetsResponse)(nil), // 17: greatestworks.pet.GetPlayerPetsResponse\n\t(*PetInfo)(nil),               // 18: greatestworks.pet.PetInfo\n\t(*PetStats)(nil),              // 19: greatestworks.pet.PetStats\n\t(*PetSkills)(nil),             // 20: greatestworks.pet.PetSkills\n\t(*PetSkill)(nil),              // 21: greatestworks.pet.PetSkill\n\tnil,                           // 22: greatestworks.pet.UpdatePetRequest.UpdatesEntry\n\t(*common.CommonResponse)(nil), // 23: greatestworks.common.CommonResponse\n\t(*common.PaginationInfo)(nil), // 24: greatestworks.common.PaginationInfo\n}\nvar file_proto_pet_proto_depIdxs = []int32{\n\t23, // 0: greatestworks.pet.CreatePetResponse.common:type_name -> greatestworks.common.CommonResponse\n\t18, // 1: greatestworks.pet.CreatePetResponse.pet:type_name -> greatestworks.pet.PetInfo\n\t23, // 2: greatestworks.pet.GetPetInfoResponse.common:type_name -> greatestworks.common.CommonResponse\n\t18, // 3: greatestworks.pet.GetPetInfoResponse.pet:type_name -> greatestworks.pet.PetInfo\n\t22, // 4: greatestworks.pet.UpdatePetRequest.updates:type_name -> greatestworks.pet.UpdatePetRequest.UpdatesEntry\n\t23, // 5: greatestworks.pet.UpdatePetResponse.common:type_name -> greatestworks.common.CommonResponse\n\t18, // 6: greatestworks.pet.UpdatePetResponse.pet:type_name -> greatestworks.pet.PetInfo\n\t23, // 7: greatestworks.pet.LevelUpPetResponse.common:type_name -> greatestworks.common.CommonResponse\n\t18, // 8: greatestworks.pet.LevelUpPetResponse.pet:type_name -> greatestworks.pet.PetInfo\n\t23, // 9: greatestworks.pet.EvolvePetResponse.common:type_name -> greatestworks.common.CommonResponse\n\t18, // 10: greatestworks.pet.EvolvePetResponse.pet:type_name -> greatestworks.pet.PetInfo\n\t23, // 11: greatestworks.pet.GetPlayerPetsResponse.common:type_name -> greatestworks.common.CommonResponse\n\t18, // 12: greatestworks.pet.GetPlayerPetsResponse.pets:type_name -> greatestworks.pet.PetInfo\n\t24, // 13: greatestworks.pet.GetPlayerPetsResponse.pagination:type_name -> greatestworks.common.PaginationInfo\n\t19, // 14: greatestworks.pet.PetInfo.stats:type_name -> greatestworks.pet.PetStats\n\t20, // 15: greatestworks.pet.PetInfo.skills:type_name -> greatestworks.pet.PetSkills\n\t21, // 16: greatestworks.pet.PetSkills.skills:type_name -> greatestworks.pet.PetSkill\n\t2,  // 17: greatestworks.pet.PetSkill.skill_type:type_name -> greatestworks.pet.PetSkillType\n\t6,  // 18: greatestworks.pet.PetService.CreatePet:input_type -> greatestworks.pet.CreatePetRequest\n\t8,  // 19: greatestworks.pet.PetService.GetPetInfo:input_type -> greatestworks.pet.GetPetInfoRequest\n\t10, // 20: greatestworks.pet.PetService.UpdatePet:input_type -> greatestworks.pet.UpdatePetRequest\n\t12, // 21: greatestworks.pet.PetService.LevelUpPet:input_type -> greatestworks.pet.LevelUpPetRequest\n\t14, // 22: greatestworks.pet.PetService.EvolvePet:input_type -> greatestworks.pet.EvolvePetRequest\n\t16, // 23: greatestworks.pet.PetService.GetPlayerPets:input_type -> greatestworks.pet.GetPlayerPetsRequest\n\t7,  // 24: greatestworks.pet.PetService.CreatePet:output_type -> greatestworks.pet.CreatePetResponse\n\t9,  // 25: greatestworks.pet.PetService.GetPetInfo:output_type -> greatestworks.pet.GetPetInfoResponse\n\t11, // 26: greatestworks.pet.PetService.UpdatePet:output_type -> greatestworks.pet.UpdatePetResponse\n\t13, // 27: greatestworks.pet.PetService.LevelUpPet:output_type -> greatestworks.pet.LevelUpPetResponse\n\t15, // 28: greatestworks.pet.PetService.EvolvePet:output_type -> greatestworks.pet.EvolvePetResponse\n\t17, // 29: greatestworks.pet.PetService.GetPlayerPets:output_type -> greatestworks.pet.GetPlayerPetsResponse\n\t24, // [24:30] is the sub-list for method output_type\n\t18, // [18:24] is the sub-list for method input_type\n\t18, // [18:18] is the sub-list for extension type_name\n\t18, // [18:18] is the sub-list for extension extendee\n\t0,  // [0:18] is the sub-list for field type_name\n}\n\nfunc init() { file_proto_pet_proto_init() }\nfunc file_proto_pet_proto_init() {\n\tif File_proto_pet_proto != nil {\n\t\treturn\n\t}\n\ttype x struct{}\n\tout := protoimpl.TypeBuilder{\n\t\tFile: protoimpl.DescBuilder{\n\t\t\tGoPackagePath: reflect.TypeOf(x{}).PkgPath(),\n\t\t\tRawDescriptor: unsafe.Slice(unsafe.StringData(file_proto_pet_proto_rawDesc), len(file_proto_pet_proto_rawDesc)),\n\t\t\tNumEnums:      6,\n\t\t\tNumMessages:   17,\n\t\t\tNumExtensions: 0,\n\t\t\tNumServices:   1,\n\t\t},\n\t\tGoTypes:           file_proto_pet_proto_goTypes,\n\t\tDependencyIndexes: file_proto_pet_proto_depIdxs,\n\t\tEnumInfos:         file_proto_pet_proto_enumTypes,\n\t\tMessageInfos:      file_proto_pet_proto_msgTypes,\n\t}.Build()\n\tFile_proto_pet_proto = out.File\n\tfile_proto_pet_proto_goTypes = nil\n\tfile_proto_pet_proto_depIdxs = nil\n}\n"
  },
  {
    "path": "internal/proto/player/player.pb.go",
    "content": "// Code generated by protoc-gen-go. DO NOT EDIT.\n// versions:\n// \tprotoc-gen-go v1.36.10\n// \tprotoc        v4.25.1\n// source: proto/player.proto\n\npackage player\n\nimport (\n\tprotoreflect \"google.golang.org/protobuf/reflect/protoreflect\"\n\tprotoimpl \"google.golang.org/protobuf/runtime/protoimpl\"\n\tcommon \"greatestworks/internal/proto/common\"\n\treflect \"reflect\"\n\tsync \"sync\"\n\tunsafe \"unsafe\"\n)\n\nconst (\n\t// Verify that this generated code is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(20 - protoimpl.MinVersion)\n\t// Verify that runtime/protoimpl is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(protoimpl.MaxVersion - 20)\n)\n\n// 玩家性别枚举\ntype PlayerGender int32\n\nconst (\n\tPlayerGender_PLAYER_GENDER_UNSPECIFIED PlayerGender = 0\n\tPlayerGender_PLAYER_GENDER_MALE        PlayerGender = 1 // 男性\n\tPlayerGender_PLAYER_GENDER_FEMALE      PlayerGender = 2 // 女性\n\tPlayerGender_PLAYER_GENDER_OTHER       PlayerGender = 3 // 其他\n)\n\n// Enum value maps for PlayerGender.\nvar (\n\tPlayerGender_name = map[int32]string{\n\t\t0: \"PLAYER_GENDER_UNSPECIFIED\",\n\t\t1: \"PLAYER_GENDER_MALE\",\n\t\t2: \"PLAYER_GENDER_FEMALE\",\n\t\t3: \"PLAYER_GENDER_OTHER\",\n\t}\n\tPlayerGender_value = map[string]int32{\n\t\t\"PLAYER_GENDER_UNSPECIFIED\": 0,\n\t\t\"PLAYER_GENDER_MALE\":        1,\n\t\t\"PLAYER_GENDER_FEMALE\":      2,\n\t\t\"PLAYER_GENDER_OTHER\":       3,\n\t}\n)\n\nfunc (x PlayerGender) Enum() *PlayerGender {\n\tp := new(PlayerGender)\n\t*p = x\n\treturn p\n}\n\nfunc (x PlayerGender) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PlayerGender) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_player_proto_enumTypes[0].Descriptor()\n}\n\nfunc (PlayerGender) Type() protoreflect.EnumType {\n\treturn &file_proto_player_proto_enumTypes[0]\n}\n\nfunc (x PlayerGender) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PlayerGender.Descriptor instead.\nfunc (PlayerGender) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{0}\n}\n\n// 玩家职业枚举\ntype PlayerClass int32\n\nconst (\n\tPlayerClass_PLAYER_CLASS_UNSPECIFIED PlayerClass = 0\n\tPlayerClass_PLAYER_CLASS_WARRIOR     PlayerClass = 1 // 战士\n\tPlayerClass_PLAYER_CLASS_MAGE        PlayerClass = 2 // 法师\n\tPlayerClass_PLAYER_CLASS_ARCHER      PlayerClass = 3 // 弓箭手\n\tPlayerClass_PLAYER_CLASS_ASSASSIN    PlayerClass = 4 // 刺客\n\tPlayerClass_PLAYER_CLASS_PRIEST      PlayerClass = 5 // 牧师\n\tPlayerClass_PLAYER_CLASS_PALADIN     PlayerClass = 6 // 圣骑士\n\tPlayerClass_PLAYER_CLASS_DRUID       PlayerClass = 7 // 德鲁伊\n\tPlayerClass_PLAYER_CLASS_NECROMANCER PlayerClass = 8 // 死灵法师\n)\n\n// Enum value maps for PlayerClass.\nvar (\n\tPlayerClass_name = map[int32]string{\n\t\t0: \"PLAYER_CLASS_UNSPECIFIED\",\n\t\t1: \"PLAYER_CLASS_WARRIOR\",\n\t\t2: \"PLAYER_CLASS_MAGE\",\n\t\t3: \"PLAYER_CLASS_ARCHER\",\n\t\t4: \"PLAYER_CLASS_ASSASSIN\",\n\t\t5: \"PLAYER_CLASS_PRIEST\",\n\t\t6: \"PLAYER_CLASS_PALADIN\",\n\t\t7: \"PLAYER_CLASS_DRUID\",\n\t\t8: \"PLAYER_CLASS_NECROMANCER\",\n\t}\n\tPlayerClass_value = map[string]int32{\n\t\t\"PLAYER_CLASS_UNSPECIFIED\": 0,\n\t\t\"PLAYER_CLASS_WARRIOR\":     1,\n\t\t\"PLAYER_CLASS_MAGE\":        2,\n\t\t\"PLAYER_CLASS_ARCHER\":      3,\n\t\t\"PLAYER_CLASS_ASSASSIN\":    4,\n\t\t\"PLAYER_CLASS_PRIEST\":      5,\n\t\t\"PLAYER_CLASS_PALADIN\":     6,\n\t\t\"PLAYER_CLASS_DRUID\":       7,\n\t\t\"PLAYER_CLASS_NECROMANCER\": 8,\n\t}\n)\n\nfunc (x PlayerClass) Enum() *PlayerClass {\n\tp := new(PlayerClass)\n\t*p = x\n\treturn p\n}\n\nfunc (x PlayerClass) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PlayerClass) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_player_proto_enumTypes[1].Descriptor()\n}\n\nfunc (PlayerClass) Type() protoreflect.EnumType {\n\treturn &file_proto_player_proto_enumTypes[1]\n}\n\nfunc (x PlayerClass) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PlayerClass.Descriptor instead.\nfunc (PlayerClass) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{1}\n}\n\n// 玩家等级枚举\ntype PlayerLevel int32\n\nconst (\n\tPlayerLevel_PLAYER_LEVEL_UNSPECIFIED  PlayerLevel = 0\n\tPlayerLevel_PLAYER_LEVEL_BEGINNER     PlayerLevel = 1 // 新手\n\tPlayerLevel_PLAYER_LEVEL_INTERMEDIATE PlayerLevel = 2 // 中级\n\tPlayerLevel_PLAYER_LEVEL_ADVANCED     PlayerLevel = 3 // 高级\n\tPlayerLevel_PLAYER_LEVEL_EXPERT       PlayerLevel = 4 // 专家\n\tPlayerLevel_PLAYER_LEVEL_MASTER       PlayerLevel = 5 // 大师\n\tPlayerLevel_PLAYER_LEVEL_GRANDMASTER  PlayerLevel = 6 // 宗师\n)\n\n// Enum value maps for PlayerLevel.\nvar (\n\tPlayerLevel_name = map[int32]string{\n\t\t0: \"PLAYER_LEVEL_UNSPECIFIED\",\n\t\t1: \"PLAYER_LEVEL_BEGINNER\",\n\t\t2: \"PLAYER_LEVEL_INTERMEDIATE\",\n\t\t3: \"PLAYER_LEVEL_ADVANCED\",\n\t\t4: \"PLAYER_LEVEL_EXPERT\",\n\t\t5: \"PLAYER_LEVEL_MASTER\",\n\t\t6: \"PLAYER_LEVEL_GRANDMASTER\",\n\t}\n\tPlayerLevel_value = map[string]int32{\n\t\t\"PLAYER_LEVEL_UNSPECIFIED\":  0,\n\t\t\"PLAYER_LEVEL_BEGINNER\":     1,\n\t\t\"PLAYER_LEVEL_INTERMEDIATE\": 2,\n\t\t\"PLAYER_LEVEL_ADVANCED\":     3,\n\t\t\"PLAYER_LEVEL_EXPERT\":       4,\n\t\t\"PLAYER_LEVEL_MASTER\":       5,\n\t\t\"PLAYER_LEVEL_GRANDMASTER\":  6,\n\t}\n)\n\nfunc (x PlayerLevel) Enum() *PlayerLevel {\n\tp := new(PlayerLevel)\n\t*p = x\n\treturn p\n}\n\nfunc (x PlayerLevel) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PlayerLevel) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_player_proto_enumTypes[2].Descriptor()\n}\n\nfunc (PlayerLevel) Type() protoreflect.EnumType {\n\treturn &file_proto_player_proto_enumTypes[2]\n}\n\nfunc (x PlayerLevel) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PlayerLevel.Descriptor instead.\nfunc (PlayerLevel) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{2}\n}\n\n// 玩家状态枚举\ntype PlayerStatus int32\n\nconst (\n\tPlayerStatus_PLAYER_STATUS_UNSPECIFIED PlayerStatus = 0\n\tPlayerStatus_PLAYER_STATUS_OFFLINE     PlayerStatus = 1 // 离线\n\tPlayerStatus_PLAYER_STATUS_ONLINE      PlayerStatus = 2 // 在线\n\tPlayerStatus_PLAYER_STATUS_IN_BATTLE   PlayerStatus = 3 // 战斗中\n\tPlayerStatus_PLAYER_STATUS_IN_QUEUE    PlayerStatus = 4 // 排队中\n\tPlayerStatus_PLAYER_STATUS_AFK         PlayerStatus = 5 // 离开\n\tPlayerStatus_PLAYER_STATUS_BANNED      PlayerStatus = 6 // 被封禁\n)\n\n// Enum value maps for PlayerStatus.\nvar (\n\tPlayerStatus_name = map[int32]string{\n\t\t0: \"PLAYER_STATUS_UNSPECIFIED\",\n\t\t1: \"PLAYER_STATUS_OFFLINE\",\n\t\t2: \"PLAYER_STATUS_ONLINE\",\n\t\t3: \"PLAYER_STATUS_IN_BATTLE\",\n\t\t4: \"PLAYER_STATUS_IN_QUEUE\",\n\t\t5: \"PLAYER_STATUS_AFK\",\n\t\t6: \"PLAYER_STATUS_BANNED\",\n\t}\n\tPlayerStatus_value = map[string]int32{\n\t\t\"PLAYER_STATUS_UNSPECIFIED\": 0,\n\t\t\"PLAYER_STATUS_OFFLINE\":     1,\n\t\t\"PLAYER_STATUS_ONLINE\":      2,\n\t\t\"PLAYER_STATUS_IN_BATTLE\":   3,\n\t\t\"PLAYER_STATUS_IN_QUEUE\":    4,\n\t\t\"PLAYER_STATUS_AFK\":         5,\n\t\t\"PLAYER_STATUS_BANNED\":      6,\n\t}\n)\n\nfunc (x PlayerStatus) Enum() *PlayerStatus {\n\tp := new(PlayerStatus)\n\t*p = x\n\treturn p\n}\n\nfunc (x PlayerStatus) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PlayerStatus) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_player_proto_enumTypes[3].Descriptor()\n}\n\nfunc (PlayerStatus) Type() protoreflect.EnumType {\n\treturn &file_proto_player_proto_enumTypes[3]\n}\n\nfunc (x PlayerStatus) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PlayerStatus.Descriptor instead.\nfunc (PlayerStatus) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{3}\n}\n\n// 创建玩家请求\ntype CreatePlayerRequest struct {\n\tstate           protoimpl.MessageState `protogen:\"open.v1\"`\n\tName            string                 `protobuf:\"bytes,1,opt,name=name,proto3\" json:\"name,omitempty\"`\n\tAccountId       string                 `protobuf:\"bytes,2,opt,name=account_id,json=accountId,proto3\" json:\"account_id,omitempty\"`\n\tInitialLevel    int32                  `protobuf:\"varint,3,opt,name=initial_level,json=initialLevel,proto3\" json:\"initial_level,omitempty\"`\n\tInitialPosition *common.Position       `protobuf:\"bytes,4,opt,name=initial_position,json=initialPosition,proto3\" json:\"initial_position,omitempty\"`\n\tunknownFields   protoimpl.UnknownFields\n\tsizeCache       protoimpl.SizeCache\n}\n\nfunc (x *CreatePlayerRequest) Reset() {\n\t*x = CreatePlayerRequest{}\n\tmi := &file_proto_player_proto_msgTypes[0]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *CreatePlayerRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*CreatePlayerRequest) ProtoMessage() {}\n\nfunc (x *CreatePlayerRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_player_proto_msgTypes[0]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use CreatePlayerRequest.ProtoReflect.Descriptor instead.\nfunc (*CreatePlayerRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{0}\n}\n\nfunc (x *CreatePlayerRequest) GetName() string {\n\tif x != nil {\n\t\treturn x.Name\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreatePlayerRequest) GetAccountId() string {\n\tif x != nil {\n\t\treturn x.AccountId\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreatePlayerRequest) GetInitialLevel() int32 {\n\tif x != nil {\n\t\treturn x.InitialLevel\n\t}\n\treturn 0\n}\n\nfunc (x *CreatePlayerRequest) GetInitialPosition() *common.Position {\n\tif x != nil {\n\t\treturn x.InitialPosition\n\t}\n\treturn nil\n}\n\n// 创建玩家响应\ntype CreatePlayerResponse struct {\n\tstate         protoimpl.MessageState  `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse  `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tPlayer        *common.PlayerBasicInfo `protobuf:\"bytes,2,opt,name=player,proto3\" json:\"player,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *CreatePlayerResponse) Reset() {\n\t*x = CreatePlayerResponse{}\n\tmi := &file_proto_player_proto_msgTypes[1]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *CreatePlayerResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*CreatePlayerResponse) ProtoMessage() {}\n\nfunc (x *CreatePlayerResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_player_proto_msgTypes[1]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use CreatePlayerResponse.ProtoReflect.Descriptor instead.\nfunc (*CreatePlayerResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{1}\n}\n\nfunc (x *CreatePlayerResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *CreatePlayerResponse) GetPlayer() *common.PlayerBasicInfo {\n\tif x != nil {\n\t\treturn x.Player\n\t}\n\treturn nil\n}\n\n// 登录请求\ntype LoginRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tSessionId     string                 `protobuf:\"bytes,2,opt,name=session_id,json=sessionId,proto3\" json:\"session_id,omitempty\"`\n\tClientVersion string                 `protobuf:\"bytes,3,opt,name=client_version,json=clientVersion,proto3\" json:\"client_version,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *LoginRequest) Reset() {\n\t*x = LoginRequest{}\n\tmi := &file_proto_player_proto_msgTypes[2]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *LoginRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*LoginRequest) ProtoMessage() {}\n\nfunc (x *LoginRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_player_proto_msgTypes[2]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use LoginRequest.ProtoReflect.Descriptor instead.\nfunc (*LoginRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{2}\n}\n\nfunc (x *LoginRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *LoginRequest) GetSessionId() string {\n\tif x != nil {\n\t\treturn x.SessionId\n\t}\n\treturn \"\"\n}\n\nfunc (x *LoginRequest) GetClientVersion() string {\n\tif x != nil {\n\t\treturn x.ClientVersion\n\t}\n\treturn \"\"\n}\n\n// 登录响应\ntype LoginResponse struct {\n\tstate         protoimpl.MessageState  `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse  `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tPlayer        *common.PlayerBasicInfo `protobuf:\"bytes,2,opt,name=player,proto3\" json:\"player,omitempty\"`\n\tSessionToken  string                  `protobuf:\"bytes,3,opt,name=session_token,json=sessionToken,proto3\" json:\"session_token,omitempty\"`\n\tLoginTime     int64                   `protobuf:\"varint,4,opt,name=login_time,json=loginTime,proto3\" json:\"login_time,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *LoginResponse) Reset() {\n\t*x = LoginResponse{}\n\tmi := &file_proto_player_proto_msgTypes[3]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *LoginResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*LoginResponse) ProtoMessage() {}\n\nfunc (x *LoginResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_player_proto_msgTypes[3]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use LoginResponse.ProtoReflect.Descriptor instead.\nfunc (*LoginResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{3}\n}\n\nfunc (x *LoginResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *LoginResponse) GetPlayer() *common.PlayerBasicInfo {\n\tif x != nil {\n\t\treturn x.Player\n\t}\n\treturn nil\n}\n\nfunc (x *LoginResponse) GetSessionToken() string {\n\tif x != nil {\n\t\treturn x.SessionToken\n\t}\n\treturn \"\"\n}\n\nfunc (x *LoginResponse) GetLoginTime() int64 {\n\tif x != nil {\n\t\treturn x.LoginTime\n\t}\n\treturn 0\n}\n\n// 登出请求\ntype LogoutRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tSessionId     string                 `protobuf:\"bytes,2,opt,name=session_id,json=sessionId,proto3\" json:\"session_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *LogoutRequest) Reset() {\n\t*x = LogoutRequest{}\n\tmi := &file_proto_player_proto_msgTypes[4]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *LogoutRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*LogoutRequest) ProtoMessage() {}\n\nfunc (x *LogoutRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_player_proto_msgTypes[4]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use LogoutRequest.ProtoReflect.Descriptor instead.\nfunc (*LogoutRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{4}\n}\n\nfunc (x *LogoutRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *LogoutRequest) GetSessionId() string {\n\tif x != nil {\n\t\treturn x.SessionId\n\t}\n\treturn \"\"\n}\n\n// 登出响应\ntype LogoutResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tLogoutTime    int64                  `protobuf:\"varint,2,opt,name=logout_time,json=logoutTime,proto3\" json:\"logout_time,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *LogoutResponse) Reset() {\n\t*x = LogoutResponse{}\n\tmi := &file_proto_player_proto_msgTypes[5]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *LogoutResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*LogoutResponse) ProtoMessage() {}\n\nfunc (x *LogoutResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_player_proto_msgTypes[5]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use LogoutResponse.ProtoReflect.Descriptor instead.\nfunc (*LogoutResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{5}\n}\n\nfunc (x *LogoutResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *LogoutResponse) GetLogoutTime() int64 {\n\tif x != nil {\n\t\treturn x.LogoutTime\n\t}\n\treturn 0\n}\n\n// 获取玩家信息请求\ntype GetPlayerInfoRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetPlayerInfoRequest) Reset() {\n\t*x = GetPlayerInfoRequest{}\n\tmi := &file_proto_player_proto_msgTypes[6]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetPlayerInfoRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetPlayerInfoRequest) ProtoMessage() {}\n\nfunc (x *GetPlayerInfoRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_player_proto_msgTypes[6]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetPlayerInfoRequest.ProtoReflect.Descriptor instead.\nfunc (*GetPlayerInfoRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{6}\n}\n\nfunc (x *GetPlayerInfoRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\n// 获取玩家信息响应\ntype GetPlayerInfoResponse struct {\n\tstate         protoimpl.MessageState  `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse  `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tPlayer        *common.PlayerBasicInfo `protobuf:\"bytes,2,opt,name=player,proto3\" json:\"player,omitempty\"`\n\tStats         *PlayerStats            `protobuf:\"bytes,3,opt,name=stats,proto3\" json:\"stats,omitempty\"`\n\tInventory     *PlayerInventory        `protobuf:\"bytes,4,opt,name=inventory,proto3\" json:\"inventory,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetPlayerInfoResponse) Reset() {\n\t*x = GetPlayerInfoResponse{}\n\tmi := &file_proto_player_proto_msgTypes[7]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetPlayerInfoResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetPlayerInfoResponse) ProtoMessage() {}\n\nfunc (x *GetPlayerInfoResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_player_proto_msgTypes[7]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetPlayerInfoResponse.ProtoReflect.Descriptor instead.\nfunc (*GetPlayerInfoResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{7}\n}\n\nfunc (x *GetPlayerInfoResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetPlayerInfoResponse) GetPlayer() *common.PlayerBasicInfo {\n\tif x != nil {\n\t\treturn x.Player\n\t}\n\treturn nil\n}\n\nfunc (x *GetPlayerInfoResponse) GetStats() *PlayerStats {\n\tif x != nil {\n\t\treturn x.Stats\n\t}\n\treturn nil\n}\n\nfunc (x *GetPlayerInfoResponse) GetInventory() *PlayerInventory {\n\tif x != nil {\n\t\treturn x.Inventory\n\t}\n\treturn nil\n}\n\n// 更新玩家信息请求\ntype UpdatePlayerRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tUpdates       map[string]string      `protobuf:\"bytes,2,rep,name=updates,proto3\" json:\"updates,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *UpdatePlayerRequest) Reset() {\n\t*x = UpdatePlayerRequest{}\n\tmi := &file_proto_player_proto_msgTypes[8]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *UpdatePlayerRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*UpdatePlayerRequest) ProtoMessage() {}\n\nfunc (x *UpdatePlayerRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_player_proto_msgTypes[8]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use UpdatePlayerRequest.ProtoReflect.Descriptor instead.\nfunc (*UpdatePlayerRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{8}\n}\n\nfunc (x *UpdatePlayerRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *UpdatePlayerRequest) GetUpdates() map[string]string {\n\tif x != nil {\n\t\treturn x.Updates\n\t}\n\treturn nil\n}\n\n// 更新玩家信息响应\ntype UpdatePlayerResponse struct {\n\tstate         protoimpl.MessageState  `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse  `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tPlayer        *common.PlayerBasicInfo `protobuf:\"bytes,2,opt,name=player,proto3\" json:\"player,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *UpdatePlayerResponse) Reset() {\n\t*x = UpdatePlayerResponse{}\n\tmi := &file_proto_player_proto_msgTypes[9]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *UpdatePlayerResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*UpdatePlayerResponse) ProtoMessage() {}\n\nfunc (x *UpdatePlayerResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_player_proto_msgTypes[9]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use UpdatePlayerResponse.ProtoReflect.Descriptor instead.\nfunc (*UpdatePlayerResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{9}\n}\n\nfunc (x *UpdatePlayerResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *UpdatePlayerResponse) GetPlayer() *common.PlayerBasicInfo {\n\tif x != nil {\n\t\treturn x.Player\n\t}\n\treturn nil\n}\n\n// 移动玩家请求\ntype MovePlayerRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tPosition      *common.Position       `protobuf:\"bytes,2,opt,name=position,proto3\" json:\"position,omitempty\"`\n\tSceneId       string                 `protobuf:\"bytes,3,opt,name=scene_id,json=sceneId,proto3\" json:\"scene_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *MovePlayerRequest) Reset() {\n\t*x = MovePlayerRequest{}\n\tmi := &file_proto_player_proto_msgTypes[10]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *MovePlayerRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*MovePlayerRequest) ProtoMessage() {}\n\nfunc (x *MovePlayerRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_player_proto_msgTypes[10]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use MovePlayerRequest.ProtoReflect.Descriptor instead.\nfunc (*MovePlayerRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{10}\n}\n\nfunc (x *MovePlayerRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *MovePlayerRequest) GetPosition() *common.Position {\n\tif x != nil {\n\t\treturn x.Position\n\t}\n\treturn nil\n}\n\nfunc (x *MovePlayerRequest) GetSceneId() string {\n\tif x != nil {\n\t\treturn x.SceneId\n\t}\n\treturn \"\"\n}\n\n// 移动玩家响应\ntype MovePlayerResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tNewPosition   *common.Position       `protobuf:\"bytes,2,opt,name=new_position,json=newPosition,proto3\" json:\"new_position,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *MovePlayerResponse) Reset() {\n\t*x = MovePlayerResponse{}\n\tmi := &file_proto_player_proto_msgTypes[11]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *MovePlayerResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*MovePlayerResponse) ProtoMessage() {}\n\nfunc (x *MovePlayerResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_player_proto_msgTypes[11]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use MovePlayerResponse.ProtoReflect.Descriptor instead.\nfunc (*MovePlayerResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{11}\n}\n\nfunc (x *MovePlayerResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *MovePlayerResponse) GetNewPosition() *common.Position {\n\tif x != nil {\n\t\treturn x.NewPosition\n\t}\n\treturn nil\n}\n\n// 获取在线玩家列表请求\ntype GetOnlinePlayersRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tLimit         int32                  `protobuf:\"varint,1,opt,name=limit,proto3\" json:\"limit,omitempty\"`\n\tOffset        int32                  `protobuf:\"varint,2,opt,name=offset,proto3\" json:\"offset,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetOnlinePlayersRequest) Reset() {\n\t*x = GetOnlinePlayersRequest{}\n\tmi := &file_proto_player_proto_msgTypes[12]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetOnlinePlayersRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetOnlinePlayersRequest) ProtoMessage() {}\n\nfunc (x *GetOnlinePlayersRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_player_proto_msgTypes[12]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetOnlinePlayersRequest.ProtoReflect.Descriptor instead.\nfunc (*GetOnlinePlayersRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{12}\n}\n\nfunc (x *GetOnlinePlayersRequest) GetLimit() int32 {\n\tif x != nil {\n\t\treturn x.Limit\n\t}\n\treturn 0\n}\n\nfunc (x *GetOnlinePlayersRequest) GetOffset() int32 {\n\tif x != nil {\n\t\treturn x.Offset\n\t}\n\treturn 0\n}\n\n// 获取在线玩家列表响应\ntype GetOnlinePlayersResponse struct {\n\tstate         protoimpl.MessageState    `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse    `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tPlayers       []*common.PlayerBasicInfo `protobuf:\"bytes,2,rep,name=players,proto3\" json:\"players,omitempty\"`\n\tPagination    *common.PaginationInfo    `protobuf:\"bytes,3,opt,name=pagination,proto3\" json:\"pagination,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetOnlinePlayersResponse) Reset() {\n\t*x = GetOnlinePlayersResponse{}\n\tmi := &file_proto_player_proto_msgTypes[13]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetOnlinePlayersResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetOnlinePlayersResponse) ProtoMessage() {}\n\nfunc (x *GetOnlinePlayersResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_player_proto_msgTypes[13]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetOnlinePlayersResponse.ProtoReflect.Descriptor instead.\nfunc (*GetOnlinePlayersResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{13}\n}\n\nfunc (x *GetOnlinePlayersResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetOnlinePlayersResponse) GetPlayers() []*common.PlayerBasicInfo {\n\tif x != nil {\n\t\treturn x.Players\n\t}\n\treturn nil\n}\n\nfunc (x *GetOnlinePlayersResponse) GetPagination() *common.PaginationInfo {\n\tif x != nil {\n\t\treturn x.Pagination\n\t}\n\treturn nil\n}\n\n// 玩家属性\ntype PlayerStats struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tHealth        int32                  `protobuf:\"varint,1,opt,name=health,proto3\" json:\"health,omitempty\"`\n\tMaxHealth     int32                  `protobuf:\"varint,2,opt,name=max_health,json=maxHealth,proto3\" json:\"max_health,omitempty\"`\n\tMana          int32                  `protobuf:\"varint,3,opt,name=mana,proto3\" json:\"mana,omitempty\"`\n\tMaxMana       int32                  `protobuf:\"varint,4,opt,name=max_mana,json=maxMana,proto3\" json:\"max_mana,omitempty\"`\n\tAttack        int32                  `protobuf:\"varint,5,opt,name=attack,proto3\" json:\"attack,omitempty\"`\n\tDefense       int32                  `protobuf:\"varint,6,opt,name=defense,proto3\" json:\"defense,omitempty\"`\n\tSpeed         int32                  `protobuf:\"varint,7,opt,name=speed,proto3\" json:\"speed,omitempty\"`\n\tGold          int32                  `protobuf:\"varint,8,opt,name=gold,proto3\" json:\"gold,omitempty\"`\n\tDiamonds      int32                  `protobuf:\"varint,9,opt,name=diamonds,proto3\" json:\"diamonds,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *PlayerStats) Reset() {\n\t*x = PlayerStats{}\n\tmi := &file_proto_player_proto_msgTypes[14]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *PlayerStats) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*PlayerStats) ProtoMessage() {}\n\nfunc (x *PlayerStats) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_player_proto_msgTypes[14]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use PlayerStats.ProtoReflect.Descriptor instead.\nfunc (*PlayerStats) Descriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{14}\n}\n\nfunc (x *PlayerStats) GetHealth() int32 {\n\tif x != nil {\n\t\treturn x.Health\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerStats) GetMaxHealth() int32 {\n\tif x != nil {\n\t\treturn x.MaxHealth\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerStats) GetMana() int32 {\n\tif x != nil {\n\t\treturn x.Mana\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerStats) GetMaxMana() int32 {\n\tif x != nil {\n\t\treturn x.MaxMana\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerStats) GetAttack() int32 {\n\tif x != nil {\n\t\treturn x.Attack\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerStats) GetDefense() int32 {\n\tif x != nil {\n\t\treturn x.Defense\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerStats) GetSpeed() int32 {\n\tif x != nil {\n\t\treturn x.Speed\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerStats) GetGold() int32 {\n\tif x != nil {\n\t\treturn x.Gold\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerStats) GetDiamonds() int32 {\n\tif x != nil {\n\t\treturn x.Diamonds\n\t}\n\treturn 0\n}\n\n// 玩家背包\ntype PlayerInventory struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCapacity      int32                  `protobuf:\"varint,1,opt,name=capacity,proto3\" json:\"capacity,omitempty\"`\n\tUsedSlots     int32                  `protobuf:\"varint,2,opt,name=used_slots,json=usedSlots,proto3\" json:\"used_slots,omitempty\"`\n\tItems         []*InventoryItem       `protobuf:\"bytes,3,rep,name=items,proto3\" json:\"items,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *PlayerInventory) Reset() {\n\t*x = PlayerInventory{}\n\tmi := &file_proto_player_proto_msgTypes[15]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *PlayerInventory) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*PlayerInventory) ProtoMessage() {}\n\nfunc (x *PlayerInventory) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_player_proto_msgTypes[15]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use PlayerInventory.ProtoReflect.Descriptor instead.\nfunc (*PlayerInventory) Descriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{15}\n}\n\nfunc (x *PlayerInventory) GetCapacity() int32 {\n\tif x != nil {\n\t\treturn x.Capacity\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerInventory) GetUsedSlots() int32 {\n\tif x != nil {\n\t\treturn x.UsedSlots\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerInventory) GetItems() []*InventoryItem {\n\tif x != nil {\n\t\treturn x.Items\n\t}\n\treturn nil\n}\n\n// 背包物品\ntype InventoryItem struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tItemId        string                 `protobuf:\"bytes,1,opt,name=item_id,json=itemId,proto3\" json:\"item_id,omitempty\"`\n\tName          string                 `protobuf:\"bytes,2,opt,name=name,proto3\" json:\"name,omitempty\"`\n\tQuantity      int32                  `protobuf:\"varint,3,opt,name=quantity,proto3\" json:\"quantity,omitempty\"`\n\tMaxStack      int32                  `protobuf:\"varint,4,opt,name=max_stack,json=maxStack,proto3\" json:\"max_stack,omitempty\"`\n\tItemType      common.ItemType        `protobuf:\"varint,5,opt,name=item_type,json=itemType,proto3,enum=greatestworks.common.ItemType\" json:\"item_type,omitempty\"`\n\tRarity        common.ItemRarity      `protobuf:\"varint,6,opt,name=rarity,proto3,enum=greatestworks.common.ItemRarity\" json:\"rarity,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *InventoryItem) Reset() {\n\t*x = InventoryItem{}\n\tmi := &file_proto_player_proto_msgTypes[16]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *InventoryItem) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*InventoryItem) ProtoMessage() {}\n\nfunc (x *InventoryItem) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_player_proto_msgTypes[16]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use InventoryItem.ProtoReflect.Descriptor instead.\nfunc (*InventoryItem) Descriptor() ([]byte, []int) {\n\treturn file_proto_player_proto_rawDescGZIP(), []int{16}\n}\n\nfunc (x *InventoryItem) GetItemId() string {\n\tif x != nil {\n\t\treturn x.ItemId\n\t}\n\treturn \"\"\n}\n\nfunc (x *InventoryItem) GetName() string {\n\tif x != nil {\n\t\treturn x.Name\n\t}\n\treturn \"\"\n}\n\nfunc (x *InventoryItem) GetQuantity() int32 {\n\tif x != nil {\n\t\treturn x.Quantity\n\t}\n\treturn 0\n}\n\nfunc (x *InventoryItem) GetMaxStack() int32 {\n\tif x != nil {\n\t\treturn x.MaxStack\n\t}\n\treturn 0\n}\n\nfunc (x *InventoryItem) GetItemType() common.ItemType {\n\tif x != nil {\n\t\treturn x.ItemType\n\t}\n\treturn common.ItemType(0)\n}\n\nfunc (x *InventoryItem) GetRarity() common.ItemRarity {\n\tif x != nil {\n\t\treturn x.Rarity\n\t}\n\treturn common.ItemRarity(0)\n}\n\nvar File_proto_player_proto protoreflect.FileDescriptor\n\nconst file_proto_player_proto_rawDesc = \"\" +\n\t\"\\n\" +\n\t\"\\x12proto/player.proto\\x12\\x14greatestworks.player\\x1a\\x12proto/common.proto\\\"\\xb8\\x01\\n\" +\n\t\"\\x13CreatePlayerRequest\\x12\\x12\\n\" +\n\t\"\\x04name\\x18\\x01 \\x01(\\tR\\x04name\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"account_id\\x18\\x02 \\x01(\\tR\\taccountId\\x12#\\n\" +\n\t\"\\rinitial_level\\x18\\x03 \\x01(\\x05R\\finitialLevel\\x12I\\n\" +\n\t\"\\x10initial_position\\x18\\x04 \\x01(\\v2\\x1e.greatestworks.common.PositionR\\x0finitialPosition\\\"\\x93\\x01\\n\" +\n\t\"\\x14CreatePlayerResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12=\\n\" +\n\t\"\\x06player\\x18\\x02 \\x01(\\v2%.greatestworks.common.PlayerBasicInfoR\\x06player\\\"q\\n\" +\n\t\"\\fLoginRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"session_id\\x18\\x02 \\x01(\\tR\\tsessionId\\x12%\\n\" +\n\t\"\\x0eclient_version\\x18\\x03 \\x01(\\tR\\rclientVersion\\\"\\xd0\\x01\\n\" +\n\t\"\\rLoginResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12=\\n\" +\n\t\"\\x06player\\x18\\x02 \\x01(\\v2%.greatestworks.common.PlayerBasicInfoR\\x06player\\x12#\\n\" +\n\t\"\\rsession_token\\x18\\x03 \\x01(\\tR\\fsessionToken\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"login_time\\x18\\x04 \\x01(\\x03R\\tloginTime\\\"K\\n\" +\n\t\"\\rLogoutRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"session_id\\x18\\x02 \\x01(\\tR\\tsessionId\\\"o\\n\" +\n\t\"\\x0eLogoutResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12\\x1f\\n\" +\n\t\"\\vlogout_time\\x18\\x02 \\x01(\\x03R\\n\" +\n\t\"logoutTime\\\"3\\n\" +\n\t\"\\x14GetPlayerInfoRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\\"\\x92\\x02\\n\" +\n\t\"\\x15GetPlayerInfoResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12=\\n\" +\n\t\"\\x06player\\x18\\x02 \\x01(\\v2%.greatestworks.common.PlayerBasicInfoR\\x06player\\x127\\n\" +\n\t\"\\x05stats\\x18\\x03 \\x01(\\v2!.greatestworks.player.PlayerStatsR\\x05stats\\x12C\\n\" +\n\t\"\\tinventory\\x18\\x04 \\x01(\\v2%.greatestworks.player.PlayerInventoryR\\tinventory\\\"\\xc0\\x01\\n\" +\n\t\"\\x13UpdatePlayerRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12P\\n\" +\n\t\"\\aupdates\\x18\\x02 \\x03(\\v26.greatestworks.player.UpdatePlayerRequest.UpdatesEntryR\\aupdates\\x1a:\\n\" +\n\t\"\\fUpdatesEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\x93\\x01\\n\" +\n\t\"\\x14UpdatePlayerResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12=\\n\" +\n\t\"\\x06player\\x18\\x02 \\x01(\\v2%.greatestworks.common.PlayerBasicInfoR\\x06player\\\"\\x87\\x01\\n\" +\n\t\"\\x11MovePlayerRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12:\\n\" +\n\t\"\\bposition\\x18\\x02 \\x01(\\v2\\x1e.greatestworks.common.PositionR\\bposition\\x12\\x19\\n\" +\n\t\"\\bscene_id\\x18\\x03 \\x01(\\tR\\asceneId\\\"\\x95\\x01\\n\" +\n\t\"\\x12MovePlayerResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12A\\n\" +\n\t\"\\fnew_position\\x18\\x02 \\x01(\\v2\\x1e.greatestworks.common.PositionR\\vnewPosition\\\"G\\n\" +\n\t\"\\x17GetOnlinePlayersRequest\\x12\\x14\\n\" +\n\t\"\\x05limit\\x18\\x01 \\x01(\\x05R\\x05limit\\x12\\x16\\n\" +\n\t\"\\x06offset\\x18\\x02 \\x01(\\x05R\\x06offset\\\"\\xdf\\x01\\n\" +\n\t\"\\x18GetOnlinePlayersResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12?\\n\" +\n\t\"\\aplayers\\x18\\x02 \\x03(\\v2%.greatestworks.common.PlayerBasicInfoR\\aplayers\\x12D\\n\" +\n\t\"\\n\" +\n\t\"pagination\\x18\\x03 \\x01(\\v2$.greatestworks.common.PaginationInfoR\\n\" +\n\t\"pagination\\\"\\xeb\\x01\\n\" +\n\t\"\\vPlayerStats\\x12\\x16\\n\" +\n\t\"\\x06health\\x18\\x01 \\x01(\\x05R\\x06health\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"max_health\\x18\\x02 \\x01(\\x05R\\tmaxHealth\\x12\\x12\\n\" +\n\t\"\\x04mana\\x18\\x03 \\x01(\\x05R\\x04mana\\x12\\x19\\n\" +\n\t\"\\bmax_mana\\x18\\x04 \\x01(\\x05R\\amaxMana\\x12\\x16\\n\" +\n\t\"\\x06attack\\x18\\x05 \\x01(\\x05R\\x06attack\\x12\\x18\\n\" +\n\t\"\\adefense\\x18\\x06 \\x01(\\x05R\\adefense\\x12\\x14\\n\" +\n\t\"\\x05speed\\x18\\a \\x01(\\x05R\\x05speed\\x12\\x12\\n\" +\n\t\"\\x04gold\\x18\\b \\x01(\\x05R\\x04gold\\x12\\x1a\\n\" +\n\t\"\\bdiamonds\\x18\\t \\x01(\\x05R\\bdiamonds\\\"\\x87\\x01\\n\" +\n\t\"\\x0fPlayerInventory\\x12\\x1a\\n\" +\n\t\"\\bcapacity\\x18\\x01 \\x01(\\x05R\\bcapacity\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"used_slots\\x18\\x02 \\x01(\\x05R\\tusedSlots\\x129\\n\" +\n\t\"\\x05items\\x18\\x03 \\x03(\\v2#.greatestworks.player.InventoryItemR\\x05items\\\"\\xec\\x01\\n\" +\n\t\"\\rInventoryItem\\x12\\x17\\n\" +\n\t\"\\aitem_id\\x18\\x01 \\x01(\\tR\\x06itemId\\x12\\x12\\n\" +\n\t\"\\x04name\\x18\\x02 \\x01(\\tR\\x04name\\x12\\x1a\\n\" +\n\t\"\\bquantity\\x18\\x03 \\x01(\\x05R\\bquantity\\x12\\x1b\\n\" +\n\t\"\\tmax_stack\\x18\\x04 \\x01(\\x05R\\bmaxStack\\x12;\\n\" +\n\t\"\\titem_type\\x18\\x05 \\x01(\\x0e2\\x1e.greatestworks.common.ItemTypeR\\bitemType\\x128\\n\" +\n\t\"\\x06rarity\\x18\\x06 \\x01(\\x0e2 .greatestworks.common.ItemRarityR\\x06rarity*x\\n\" +\n\t\"\\fPlayerGender\\x12\\x1d\\n\" +\n\t\"\\x19PLAYER_GENDER_UNSPECIFIED\\x10\\x00\\x12\\x16\\n\" +\n\t\"\\x12PLAYER_GENDER_MALE\\x10\\x01\\x12\\x18\\n\" +\n\t\"\\x14PLAYER_GENDER_FEMALE\\x10\\x02\\x12\\x17\\n\" +\n\t\"\\x13PLAYER_GENDER_OTHER\\x10\\x03*\\xf9\\x01\\n\" +\n\t\"\\vPlayerClass\\x12\\x1c\\n\" +\n\t\"\\x18PLAYER_CLASS_UNSPECIFIED\\x10\\x00\\x12\\x18\\n\" +\n\t\"\\x14PLAYER_CLASS_WARRIOR\\x10\\x01\\x12\\x15\\n\" +\n\t\"\\x11PLAYER_CLASS_MAGE\\x10\\x02\\x12\\x17\\n\" +\n\t\"\\x13PLAYER_CLASS_ARCHER\\x10\\x03\\x12\\x19\\n\" +\n\t\"\\x15PLAYER_CLASS_ASSASSIN\\x10\\x04\\x12\\x17\\n\" +\n\t\"\\x13PLAYER_CLASS_PRIEST\\x10\\x05\\x12\\x18\\n\" +\n\t\"\\x14PLAYER_CLASS_PALADIN\\x10\\x06\\x12\\x16\\n\" +\n\t\"\\x12PLAYER_CLASS_DRUID\\x10\\a\\x12\\x1c\\n\" +\n\t\"\\x18PLAYER_CLASS_NECROMANCER\\x10\\b*\\xd0\\x01\\n\" +\n\t\"\\vPlayerLevel\\x12\\x1c\\n\" +\n\t\"\\x18PLAYER_LEVEL_UNSPECIFIED\\x10\\x00\\x12\\x19\\n\" +\n\t\"\\x15PLAYER_LEVEL_BEGINNER\\x10\\x01\\x12\\x1d\\n\" +\n\t\"\\x19PLAYER_LEVEL_INTERMEDIATE\\x10\\x02\\x12\\x19\\n\" +\n\t\"\\x15PLAYER_LEVEL_ADVANCED\\x10\\x03\\x12\\x17\\n\" +\n\t\"\\x13PLAYER_LEVEL_EXPERT\\x10\\x04\\x12\\x17\\n\" +\n\t\"\\x13PLAYER_LEVEL_MASTER\\x10\\x05\\x12\\x1c\\n\" +\n\t\"\\x18PLAYER_LEVEL_GRANDMASTER\\x10\\x06*\\xcc\\x01\\n\" +\n\t\"\\fPlayerStatus\\x12\\x1d\\n\" +\n\t\"\\x19PLAYER_STATUS_UNSPECIFIED\\x10\\x00\\x12\\x19\\n\" +\n\t\"\\x15PLAYER_STATUS_OFFLINE\\x10\\x01\\x12\\x18\\n\" +\n\t\"\\x14PLAYER_STATUS_ONLINE\\x10\\x02\\x12\\x1b\\n\" +\n\t\"\\x17PLAYER_STATUS_IN_BATTLE\\x10\\x03\\x12\\x1a\\n\" +\n\t\"\\x16PLAYER_STATUS_IN_QUEUE\\x10\\x04\\x12\\x15\\n\" +\n\t\"\\x11PLAYER_STATUS_AFK\\x10\\x05\\x12\\x18\\n\" +\n\t\"\\x14PLAYER_STATUS_BANNED\\x10\\x062\\xc2\\x05\\n\" +\n\t\"\\rPlayerService\\x12e\\n\" +\n\t\"\\fCreatePlayer\\x12).greatestworks.player.CreatePlayerRequest\\x1a*.greatestworks.player.CreatePlayerResponse\\x12P\\n\" +\n\t\"\\x05Login\\x12\\\".greatestworks.player.LoginRequest\\x1a#.greatestworks.player.LoginResponse\\x12S\\n\" +\n\t\"\\x06Logout\\x12#.greatestworks.player.LogoutRequest\\x1a$.greatestworks.player.LogoutResponse\\x12h\\n\" +\n\t\"\\rGetPlayerInfo\\x12*.greatestworks.player.GetPlayerInfoRequest\\x1a+.greatestworks.player.GetPlayerInfoResponse\\x12e\\n\" +\n\t\"\\fUpdatePlayer\\x12).greatestworks.player.UpdatePlayerRequest\\x1a*.greatestworks.player.UpdatePlayerResponse\\x12_\\n\" +\n\t\"\\n\" +\n\t\"MovePlayer\\x12'.greatestworks.player.MovePlayerRequest\\x1a(.greatestworks.player.MovePlayerResponse\\x12q\\n\" +\n\t\"\\x10GetOnlinePlayers\\x12-.greatestworks.player.GetOnlinePlayersRequest\\x1a..greatestworks.player.GetOnlinePlayersResponseB<Z#greatestworks/internal/proto/player\\xaa\\x02\\x14GreatestWorks.Playerb\\x06proto3\"\n\nvar (\n\tfile_proto_player_proto_rawDescOnce sync.Once\n\tfile_proto_player_proto_rawDescData []byte\n)\n\nfunc file_proto_player_proto_rawDescGZIP() []byte {\n\tfile_proto_player_proto_rawDescOnce.Do(func() {\n\t\tfile_proto_player_proto_rawDescData = protoimpl.X.CompressGZIP(unsafe.Slice(unsafe.StringData(file_proto_player_proto_rawDesc), len(file_proto_player_proto_rawDesc)))\n\t})\n\treturn file_proto_player_proto_rawDescData\n}\n\nvar file_proto_player_proto_enumTypes = make([]protoimpl.EnumInfo, 4)\nvar file_proto_player_proto_msgTypes = make([]protoimpl.MessageInfo, 18)\nvar file_proto_player_proto_goTypes = []any{\n\t(PlayerGender)(0),                // 0: greatestworks.player.PlayerGender\n\t(PlayerClass)(0),                 // 1: greatestworks.player.PlayerClass\n\t(PlayerLevel)(0),                 // 2: greatestworks.player.PlayerLevel\n\t(PlayerStatus)(0),                // 3: greatestworks.player.PlayerStatus\n\t(*CreatePlayerRequest)(nil),      // 4: greatestworks.player.CreatePlayerRequest\n\t(*CreatePlayerResponse)(nil),     // 5: greatestworks.player.CreatePlayerResponse\n\t(*LoginRequest)(nil),             // 6: greatestworks.player.LoginRequest\n\t(*LoginResponse)(nil),            // 7: greatestworks.player.LoginResponse\n\t(*LogoutRequest)(nil),            // 8: greatestworks.player.LogoutRequest\n\t(*LogoutResponse)(nil),           // 9: greatestworks.player.LogoutResponse\n\t(*GetPlayerInfoRequest)(nil),     // 10: greatestworks.player.GetPlayerInfoRequest\n\t(*GetPlayerInfoResponse)(nil),    // 11: greatestworks.player.GetPlayerInfoResponse\n\t(*UpdatePlayerRequest)(nil),      // 12: greatestworks.player.UpdatePlayerRequest\n\t(*UpdatePlayerResponse)(nil),     // 13: greatestworks.player.UpdatePlayerResponse\n\t(*MovePlayerRequest)(nil),        // 14: greatestworks.player.MovePlayerRequest\n\t(*MovePlayerResponse)(nil),       // 15: greatestworks.player.MovePlayerResponse\n\t(*GetOnlinePlayersRequest)(nil),  // 16: greatestworks.player.GetOnlinePlayersRequest\n\t(*GetOnlinePlayersResponse)(nil), // 17: greatestworks.player.GetOnlinePlayersResponse\n\t(*PlayerStats)(nil),              // 18: greatestworks.player.PlayerStats\n\t(*PlayerInventory)(nil),          // 19: greatestworks.player.PlayerInventory\n\t(*InventoryItem)(nil),            // 20: greatestworks.player.InventoryItem\n\tnil,                              // 21: greatestworks.player.UpdatePlayerRequest.UpdatesEntry\n\t(*common.Position)(nil),          // 22: greatestworks.common.Position\n\t(*common.CommonResponse)(nil),    // 23: greatestworks.common.CommonResponse\n\t(*common.PlayerBasicInfo)(nil),   // 24: greatestworks.common.PlayerBasicInfo\n\t(*common.PaginationInfo)(nil),    // 25: greatestworks.common.PaginationInfo\n\t(common.ItemType)(0),             // 26: greatestworks.common.ItemType\n\t(common.ItemRarity)(0),           // 27: greatestworks.common.ItemRarity\n}\nvar file_proto_player_proto_depIdxs = []int32{\n\t22, // 0: greatestworks.player.CreatePlayerRequest.initial_position:type_name -> greatestworks.common.Position\n\t23, // 1: greatestworks.player.CreatePlayerResponse.common:type_name -> greatestworks.common.CommonResponse\n\t24, // 2: greatestworks.player.CreatePlayerResponse.player:type_name -> greatestworks.common.PlayerBasicInfo\n\t23, // 3: greatestworks.player.LoginResponse.common:type_name -> greatestworks.common.CommonResponse\n\t24, // 4: greatestworks.player.LoginResponse.player:type_name -> greatestworks.common.PlayerBasicInfo\n\t23, // 5: greatestworks.player.LogoutResponse.common:type_name -> greatestworks.common.CommonResponse\n\t23, // 6: greatestworks.player.GetPlayerInfoResponse.common:type_name -> greatestworks.common.CommonResponse\n\t24, // 7: greatestworks.player.GetPlayerInfoResponse.player:type_name -> greatestworks.common.PlayerBasicInfo\n\t18, // 8: greatestworks.player.GetPlayerInfoResponse.stats:type_name -> greatestworks.player.PlayerStats\n\t19, // 9: greatestworks.player.GetPlayerInfoResponse.inventory:type_name -> greatestworks.player.PlayerInventory\n\t21, // 10: greatestworks.player.UpdatePlayerRequest.updates:type_name -> greatestworks.player.UpdatePlayerRequest.UpdatesEntry\n\t23, // 11: greatestworks.player.UpdatePlayerResponse.common:type_name -> greatestworks.common.CommonResponse\n\t24, // 12: greatestworks.player.UpdatePlayerResponse.player:type_name -> greatestworks.common.PlayerBasicInfo\n\t22, // 13: greatestworks.player.MovePlayerRequest.position:type_name -> greatestworks.common.Position\n\t23, // 14: greatestworks.player.MovePlayerResponse.common:type_name -> greatestworks.common.CommonResponse\n\t22, // 15: greatestworks.player.MovePlayerResponse.new_position:type_name -> greatestworks.common.Position\n\t23, // 16: greatestworks.player.GetOnlinePlayersResponse.common:type_name -> greatestworks.common.CommonResponse\n\t24, // 17: greatestworks.player.GetOnlinePlayersResponse.players:type_name -> greatestworks.common.PlayerBasicInfo\n\t25, // 18: greatestworks.player.GetOnlinePlayersResponse.pagination:type_name -> greatestworks.common.PaginationInfo\n\t20, // 19: greatestworks.player.PlayerInventory.items:type_name -> greatestworks.player.InventoryItem\n\t26, // 20: greatestworks.player.InventoryItem.item_type:type_name -> greatestworks.common.ItemType\n\t27, // 21: greatestworks.player.InventoryItem.rarity:type_name -> greatestworks.common.ItemRarity\n\t4,  // 22: greatestworks.player.PlayerService.CreatePlayer:input_type -> greatestworks.player.CreatePlayerRequest\n\t6,  // 23: greatestworks.player.PlayerService.Login:input_type -> greatestworks.player.LoginRequest\n\t8,  // 24: greatestworks.player.PlayerService.Logout:input_type -> greatestworks.player.LogoutRequest\n\t10, // 25: greatestworks.player.PlayerService.GetPlayerInfo:input_type -> greatestworks.player.GetPlayerInfoRequest\n\t12, // 26: greatestworks.player.PlayerService.UpdatePlayer:input_type -> greatestworks.player.UpdatePlayerRequest\n\t14, // 27: greatestworks.player.PlayerService.MovePlayer:input_type -> greatestworks.player.MovePlayerRequest\n\t16, // 28: greatestworks.player.PlayerService.GetOnlinePlayers:input_type -> greatestworks.player.GetOnlinePlayersRequest\n\t5,  // 29: greatestworks.player.PlayerService.CreatePlayer:output_type -> greatestworks.player.CreatePlayerResponse\n\t7,  // 30: greatestworks.player.PlayerService.Login:output_type -> greatestworks.player.LoginResponse\n\t9,  // 31: greatestworks.player.PlayerService.Logout:output_type -> greatestworks.player.LogoutResponse\n\t11, // 32: greatestworks.player.PlayerService.GetPlayerInfo:output_type -> greatestworks.player.GetPlayerInfoResponse\n\t13, // 33: greatestworks.player.PlayerService.UpdatePlayer:output_type -> greatestworks.player.UpdatePlayerResponse\n\t15, // 34: greatestworks.player.PlayerService.MovePlayer:output_type -> greatestworks.player.MovePlayerResponse\n\t17, // 35: greatestworks.player.PlayerService.GetOnlinePlayers:output_type -> greatestworks.player.GetOnlinePlayersResponse\n\t29, // [29:36] is the sub-list for method output_type\n\t22, // [22:29] is the sub-list for method input_type\n\t22, // [22:22] is the sub-list for extension type_name\n\t22, // [22:22] is the sub-list for extension extendee\n\t0,  // [0:22] is the sub-list for field type_name\n}\n\nfunc init() { file_proto_player_proto_init() }\nfunc file_proto_player_proto_init() {\n\tif File_proto_player_proto != nil {\n\t\treturn\n\t}\n\ttype x struct{}\n\tout := protoimpl.TypeBuilder{\n\t\tFile: protoimpl.DescBuilder{\n\t\t\tGoPackagePath: reflect.TypeOf(x{}).PkgPath(),\n\t\t\tRawDescriptor: unsafe.Slice(unsafe.StringData(file_proto_player_proto_rawDesc), len(file_proto_player_proto_rawDesc)),\n\t\t\tNumEnums:      4,\n\t\t\tNumMessages:   18,\n\t\t\tNumExtensions: 0,\n\t\t\tNumServices:   1,\n\t\t},\n\t\tGoTypes:           file_proto_player_proto_goTypes,\n\t\tDependencyIndexes: file_proto_player_proto_depIdxs,\n\t\tEnumInfos:         file_proto_player_proto_enumTypes,\n\t\tMessageInfos:      file_proto_player_proto_msgTypes,\n\t}.Build()\n\tFile_proto_player_proto = out.File\n\tfile_proto_player_proto_goTypes = nil\n\tfile_proto_player_proto_depIdxs = nil\n}\n"
  },
  {
    "path": "internal/proto/protocol/protocol.pb.go",
    "content": "// Code generated by protoc-gen-go. DO NOT EDIT.\n// versions:\n// \tprotoc-gen-go v1.36.10\n// \tprotoc        v4.25.1\n// source: proto/protocol.proto\n\npackage protocol\n\nimport (\n\tprotoreflect \"google.golang.org/protobuf/reflect/protoreflect\"\n\tprotoimpl \"google.golang.org/protobuf/runtime/protoimpl\"\n\treflect \"reflect\"\n\tsync \"sync\"\n\tunsafe \"unsafe\"\n)\n\nconst (\n\t// Verify that this generated code is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(20 - protoimpl.MinVersion)\n\t// Verify that runtime/protoimpl is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(protoimpl.MaxVersion - 20)\n)\n\n// 消息类型枚举 - 系统消息 (0x0000 - 0x00FF)\ntype SystemMessageType int32\n\nconst (\n\tSystemMessageType_SYSTEM_MESSAGE_UNSPECIFIED SystemMessageType = 0\n\tSystemMessageType_MSG_HEARTBEAT              SystemMessageType = 1 // 心跳消息\n\tSystemMessageType_MSG_HANDSHAKE              SystemMessageType = 2 // 握手消息\n\tSystemMessageType_MSG_AUTH                   SystemMessageType = 3 // 认证消息\n\tSystemMessageType_MSG_DISCONNECT             SystemMessageType = 4 // 断开连接\n\tSystemMessageType_MSG_ERROR                  SystemMessageType = 5 // 错误消息\n\tSystemMessageType_MSG_PING                   SystemMessageType = 6 // Ping消息\n\tSystemMessageType_MSG_PONG                   SystemMessageType = 7 // Pong消息\n)\n\n// Enum value maps for SystemMessageType.\nvar (\n\tSystemMessageType_name = map[int32]string{\n\t\t0: \"SYSTEM_MESSAGE_UNSPECIFIED\",\n\t\t1: \"MSG_HEARTBEAT\",\n\t\t2: \"MSG_HANDSHAKE\",\n\t\t3: \"MSG_AUTH\",\n\t\t4: \"MSG_DISCONNECT\",\n\t\t5: \"MSG_ERROR\",\n\t\t6: \"MSG_PING\",\n\t\t7: \"MSG_PONG\",\n\t}\n\tSystemMessageType_value = map[string]int32{\n\t\t\"SYSTEM_MESSAGE_UNSPECIFIED\": 0,\n\t\t\"MSG_HEARTBEAT\":              1,\n\t\t\"MSG_HANDSHAKE\":              2,\n\t\t\"MSG_AUTH\":                   3,\n\t\t\"MSG_DISCONNECT\":             4,\n\t\t\"MSG_ERROR\":                  5,\n\t\t\"MSG_PING\":                   6,\n\t\t\"MSG_PONG\":                   7,\n\t}\n)\n\nfunc (x SystemMessageType) Enum() *SystemMessageType {\n\tp := new(SystemMessageType)\n\t*p = x\n\treturn p\n}\n\nfunc (x SystemMessageType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (SystemMessageType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_protocol_proto_enumTypes[0].Descriptor()\n}\n\nfunc (SystemMessageType) Type() protoreflect.EnumType {\n\treturn &file_proto_protocol_proto_enumTypes[0]\n}\n\nfunc (x SystemMessageType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use SystemMessageType.Descriptor instead.\nfunc (SystemMessageType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{0}\n}\n\n// 消息类型枚举 - 玩家相关消息 (0x0100 - 0x01FF)\ntype PlayerMessageType int32\n\nconst (\n\tPlayerMessageType_PLAYER_MESSAGE_UNSPECIFIED PlayerMessageType = 0\n\tPlayerMessageType_MSG_PLAYER_LOGIN           PlayerMessageType = 257 // 玩家登录\n\tPlayerMessageType_MSG_PLAYER_LOGOUT          PlayerMessageType = 258 // 玩家登出\n\tPlayerMessageType_MSG_PLAYER_INFO            PlayerMessageType = 259 // 玩家信息\n\tPlayerMessageType_MSG_PLAYER_MOVE            PlayerMessageType = 260 // 玩家移动\n\tPlayerMessageType_MSG_PLAYER_CREATE          PlayerMessageType = 261 // 创建玩家\n\tPlayerMessageType_MSG_PLAYER_UPDATE          PlayerMessageType = 262 // 更新玩家\n\tPlayerMessageType_MSG_PLAYER_DELETE          PlayerMessageType = 263 // 删除玩家\n\tPlayerMessageType_MSG_PLAYER_STATUS          PlayerMessageType = 264 // 玩家状态\n\tPlayerMessageType_MSG_PLAYER_STATS           PlayerMessageType = 265 // 玩家属性\n\tPlayerMessageType_MSG_PLAYER_LEVEL           PlayerMessageType = 266 // 玩家升级\n)\n\n// Enum value maps for PlayerMessageType.\nvar (\n\tPlayerMessageType_name = map[int32]string{\n\t\t0:   \"PLAYER_MESSAGE_UNSPECIFIED\",\n\t\t257: \"MSG_PLAYER_LOGIN\",\n\t\t258: \"MSG_PLAYER_LOGOUT\",\n\t\t259: \"MSG_PLAYER_INFO\",\n\t\t260: \"MSG_PLAYER_MOVE\",\n\t\t261: \"MSG_PLAYER_CREATE\",\n\t\t262: \"MSG_PLAYER_UPDATE\",\n\t\t263: \"MSG_PLAYER_DELETE\",\n\t\t264: \"MSG_PLAYER_STATUS\",\n\t\t265: \"MSG_PLAYER_STATS\",\n\t\t266: \"MSG_PLAYER_LEVEL\",\n\t}\n\tPlayerMessageType_value = map[string]int32{\n\t\t\"PLAYER_MESSAGE_UNSPECIFIED\": 0,\n\t\t\"MSG_PLAYER_LOGIN\":           257,\n\t\t\"MSG_PLAYER_LOGOUT\":          258,\n\t\t\"MSG_PLAYER_INFO\":            259,\n\t\t\"MSG_PLAYER_MOVE\":            260,\n\t\t\"MSG_PLAYER_CREATE\":          261,\n\t\t\"MSG_PLAYER_UPDATE\":          262,\n\t\t\"MSG_PLAYER_DELETE\":          263,\n\t\t\"MSG_PLAYER_STATUS\":          264,\n\t\t\"MSG_PLAYER_STATS\":           265,\n\t\t\"MSG_PLAYER_LEVEL\":           266,\n\t}\n)\n\nfunc (x PlayerMessageType) Enum() *PlayerMessageType {\n\tp := new(PlayerMessageType)\n\t*p = x\n\treturn p\n}\n\nfunc (x PlayerMessageType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PlayerMessageType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_protocol_proto_enumTypes[1].Descriptor()\n}\n\nfunc (PlayerMessageType) Type() protoreflect.EnumType {\n\treturn &file_proto_protocol_proto_enumTypes[1]\n}\n\nfunc (x PlayerMessageType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PlayerMessageType.Descriptor instead.\nfunc (PlayerMessageType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{1}\n}\n\n// 消息类型枚举 - 战斗相关消息 (0x0200 - 0x02FF)\ntype BattleMessageType int32\n\nconst (\n\tBattleMessageType_BATTLE_MESSAGE_UNSPECIFIED BattleMessageType = 0\n\tBattleMessageType_MSG_CREATE_BATTLE          BattleMessageType = 513 // 创建战斗\n\tBattleMessageType_MSG_JOIN_BATTLE            BattleMessageType = 514 // 加入战斗\n\tBattleMessageType_MSG_LEAVE_BATTLE           BattleMessageType = 515 // 离开战斗\n\tBattleMessageType_MSG_START_BATTLE           BattleMessageType = 516 // 开始战斗\n\tBattleMessageType_MSG_END_BATTLE             BattleMessageType = 517 // 结束战斗\n\tBattleMessageType_MSG_BATTLE_ACTION          BattleMessageType = 518 // 战斗行动\n\tBattleMessageType_MSG_BATTLE_RESULT          BattleMessageType = 519 // 战斗结果\n\tBattleMessageType_MSG_BATTLE_STATUS          BattleMessageType = 520 // 战斗状态\n\tBattleMessageType_MSG_SKILL_CAST             BattleMessageType = 521 // 技能释放\n\tBattleMessageType_MSG_DAMAGE_DEALT           BattleMessageType = 522 // 伤害计算\n)\n\n// Enum value maps for BattleMessageType.\nvar (\n\tBattleMessageType_name = map[int32]string{\n\t\t0:   \"BATTLE_MESSAGE_UNSPECIFIED\",\n\t\t513: \"MSG_CREATE_BATTLE\",\n\t\t514: \"MSG_JOIN_BATTLE\",\n\t\t515: \"MSG_LEAVE_BATTLE\",\n\t\t516: \"MSG_START_BATTLE\",\n\t\t517: \"MSG_END_BATTLE\",\n\t\t518: \"MSG_BATTLE_ACTION\",\n\t\t519: \"MSG_BATTLE_RESULT\",\n\t\t520: \"MSG_BATTLE_STATUS\",\n\t\t521: \"MSG_SKILL_CAST\",\n\t\t522: \"MSG_DAMAGE_DEALT\",\n\t}\n\tBattleMessageType_value = map[string]int32{\n\t\t\"BATTLE_MESSAGE_UNSPECIFIED\": 0,\n\t\t\"MSG_CREATE_BATTLE\":          513,\n\t\t\"MSG_JOIN_BATTLE\":            514,\n\t\t\"MSG_LEAVE_BATTLE\":           515,\n\t\t\"MSG_START_BATTLE\":           516,\n\t\t\"MSG_END_BATTLE\":             517,\n\t\t\"MSG_BATTLE_ACTION\":          518,\n\t\t\"MSG_BATTLE_RESULT\":          519,\n\t\t\"MSG_BATTLE_STATUS\":          520,\n\t\t\"MSG_SKILL_CAST\":             521,\n\t\t\"MSG_DAMAGE_DEALT\":           522,\n\t}\n)\n\nfunc (x BattleMessageType) Enum() *BattleMessageType {\n\tp := new(BattleMessageType)\n\t*p = x\n\treturn p\n}\n\nfunc (x BattleMessageType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (BattleMessageType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_protocol_proto_enumTypes[2].Descriptor()\n}\n\nfunc (BattleMessageType) Type() protoreflect.EnumType {\n\treturn &file_proto_protocol_proto_enumTypes[2]\n}\n\nfunc (x BattleMessageType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use BattleMessageType.Descriptor instead.\nfunc (BattleMessageType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{2}\n}\n\n// 消息类型枚举 - 宠物相关消息 (0x0300 - 0x03FF)\ntype PetMessageType int32\n\nconst (\n\tPetMessageType_PET_MESSAGE_UNSPECIFIED PetMessageType = 0\n\tPetMessageType_MSG_PET_SUMMON          PetMessageType = 769 // 召唤宠物\n\tPetMessageType_MSG_PET_DISMISS         PetMessageType = 770 // 收回宠物\n\tPetMessageType_MSG_PET_INFO            PetMessageType = 771 // 宠物信息\n\tPetMessageType_MSG_PET_MOVE            PetMessageType = 772 // 宠物移动\n\tPetMessageType_MSG_PET_ACTION          PetMessageType = 773 // 宠物行动\n\tPetMessageType_MSG_PET_LEVEL_UP        PetMessageType = 774 // 宠物升级\n\tPetMessageType_MSG_PET_EVOLUTION       PetMessageType = 775 // 宠物进化\n\tPetMessageType_MSG_PET_TRAIN           PetMessageType = 776 // 宠物训练\n\tPetMessageType_MSG_PET_FEED            PetMessageType = 777 // 宠物喂养\n\tPetMessageType_MSG_PET_STATUS          PetMessageType = 778 // 宠物状态\n)\n\n// Enum value maps for PetMessageType.\nvar (\n\tPetMessageType_name = map[int32]string{\n\t\t0:   \"PET_MESSAGE_UNSPECIFIED\",\n\t\t769: \"MSG_PET_SUMMON\",\n\t\t770: \"MSG_PET_DISMISS\",\n\t\t771: \"MSG_PET_INFO\",\n\t\t772: \"MSG_PET_MOVE\",\n\t\t773: \"MSG_PET_ACTION\",\n\t\t774: \"MSG_PET_LEVEL_UP\",\n\t\t775: \"MSG_PET_EVOLUTION\",\n\t\t776: \"MSG_PET_TRAIN\",\n\t\t777: \"MSG_PET_FEED\",\n\t\t778: \"MSG_PET_STATUS\",\n\t}\n\tPetMessageType_value = map[string]int32{\n\t\t\"PET_MESSAGE_UNSPECIFIED\": 0,\n\t\t\"MSG_PET_SUMMON\":          769,\n\t\t\"MSG_PET_DISMISS\":         770,\n\t\t\"MSG_PET_INFO\":            771,\n\t\t\"MSG_PET_MOVE\":            772,\n\t\t\"MSG_PET_ACTION\":          773,\n\t\t\"MSG_PET_LEVEL_UP\":        774,\n\t\t\"MSG_PET_EVOLUTION\":       775,\n\t\t\"MSG_PET_TRAIN\":           776,\n\t\t\"MSG_PET_FEED\":            777,\n\t\t\"MSG_PET_STATUS\":          778,\n\t}\n)\n\nfunc (x PetMessageType) Enum() *PetMessageType {\n\tp := new(PetMessageType)\n\t*p = x\n\treturn p\n}\n\nfunc (x PetMessageType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PetMessageType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_protocol_proto_enumTypes[3].Descriptor()\n}\n\nfunc (PetMessageType) Type() protoreflect.EnumType {\n\treturn &file_proto_protocol_proto_enumTypes[3]\n}\n\nfunc (x PetMessageType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PetMessageType.Descriptor instead.\nfunc (PetMessageType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{3}\n}\n\n// 消息类型枚举 - 建筑相关消息 (0x0400 - 0x04FF)\ntype BuildingMessageType int32\n\nconst (\n\tBuildingMessageType_BUILDING_MESSAGE_UNSPECIFIED BuildingMessageType = 0\n\tBuildingMessageType_MSG_BUILDING_CREATE          BuildingMessageType = 1025 // 创建建筑\n\tBuildingMessageType_MSG_BUILDING_UPGRADE         BuildingMessageType = 1026 // 升级建筑\n\tBuildingMessageType_MSG_BUILDING_DESTROY         BuildingMessageType = 1027 // 摧毁建筑\n\tBuildingMessageType_MSG_BUILDING_INFO            BuildingMessageType = 1028 // 建筑信息\n\tBuildingMessageType_MSG_BUILDING_PRODUCE         BuildingMessageType = 1029 // 建筑生产\n\tBuildingMessageType_MSG_BUILDING_COLLECT         BuildingMessageType = 1030 // 收集资源\n\tBuildingMessageType_MSG_BUILDING_REPAIR          BuildingMessageType = 1031 // 修复建筑\n\tBuildingMessageType_MSG_BUILDING_STATUS          BuildingMessageType = 1032 // 建筑状态\n)\n\n// Enum value maps for BuildingMessageType.\nvar (\n\tBuildingMessageType_name = map[int32]string{\n\t\t0:    \"BUILDING_MESSAGE_UNSPECIFIED\",\n\t\t1025: \"MSG_BUILDING_CREATE\",\n\t\t1026: \"MSG_BUILDING_UPGRADE\",\n\t\t1027: \"MSG_BUILDING_DESTROY\",\n\t\t1028: \"MSG_BUILDING_INFO\",\n\t\t1029: \"MSG_BUILDING_PRODUCE\",\n\t\t1030: \"MSG_BUILDING_COLLECT\",\n\t\t1031: \"MSG_BUILDING_REPAIR\",\n\t\t1032: \"MSG_BUILDING_STATUS\",\n\t}\n\tBuildingMessageType_value = map[string]int32{\n\t\t\"BUILDING_MESSAGE_UNSPECIFIED\": 0,\n\t\t\"MSG_BUILDING_CREATE\":          1025,\n\t\t\"MSG_BUILDING_UPGRADE\":         1026,\n\t\t\"MSG_BUILDING_DESTROY\":         1027,\n\t\t\"MSG_BUILDING_INFO\":            1028,\n\t\t\"MSG_BUILDING_PRODUCE\":         1029,\n\t\t\"MSG_BUILDING_COLLECT\":         1030,\n\t\t\"MSG_BUILDING_REPAIR\":          1031,\n\t\t\"MSG_BUILDING_STATUS\":          1032,\n\t}\n)\n\nfunc (x BuildingMessageType) Enum() *BuildingMessageType {\n\tp := new(BuildingMessageType)\n\t*p = x\n\treturn p\n}\n\nfunc (x BuildingMessageType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (BuildingMessageType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_protocol_proto_enumTypes[4].Descriptor()\n}\n\nfunc (BuildingMessageType) Type() protoreflect.EnumType {\n\treturn &file_proto_protocol_proto_enumTypes[4]\n}\n\nfunc (x BuildingMessageType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use BuildingMessageType.Descriptor instead.\nfunc (BuildingMessageType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{4}\n}\n\n// 消息类型枚举 - 社交相关消息 (0x0500 - 0x05FF)\ntype SocialMessageType int32\n\nconst (\n\tSocialMessageType_SOCIAL_MESSAGE_UNSPECIFIED SocialMessageType = 0\n\tSocialMessageType_MSG_CHAT_MESSAGE           SocialMessageType = 1281 // 聊天消息\n\tSocialMessageType_MSG_FRIEND_REQUEST         SocialMessageType = 1282 // 好友请求\n\tSocialMessageType_MSG_FRIEND_ACCEPT          SocialMessageType = 1283 // 接受好友\n\tSocialMessageType_MSG_FRIEND_REJECT          SocialMessageType = 1284 // 拒绝好友\n\tSocialMessageType_MSG_FRIEND_REMOVE          SocialMessageType = 1285 // 删除好友\n\tSocialMessageType_MSG_FRIEND_LIST            SocialMessageType = 1286 // 好友列表\n\tSocialMessageType_MSG_GUILD_CREATE           SocialMessageType = 1287 // 创建公会\n\tSocialMessageType_MSG_GUILD_JOIN             SocialMessageType = 1288 // 加入公会\n\tSocialMessageType_MSG_GUILD_LEAVE            SocialMessageType = 1289 // 离开公会\n\tSocialMessageType_MSG_GUILD_INFO             SocialMessageType = 1290 // 公会信息\n\tSocialMessageType_MSG_TEAM_CREATE            SocialMessageType = 1291 // 创建队伍\n\tSocialMessageType_MSG_TEAM_JOIN              SocialMessageType = 1292 // 加入队伍\n\tSocialMessageType_MSG_TEAM_LEAVE             SocialMessageType = 1293 // 离开队伍\n\tSocialMessageType_MSG_TEAM_INFO              SocialMessageType = 1294 // 队伍信息\n)\n\n// Enum value maps for SocialMessageType.\nvar (\n\tSocialMessageType_name = map[int32]string{\n\t\t0:    \"SOCIAL_MESSAGE_UNSPECIFIED\",\n\t\t1281: \"MSG_CHAT_MESSAGE\",\n\t\t1282: \"MSG_FRIEND_REQUEST\",\n\t\t1283: \"MSG_FRIEND_ACCEPT\",\n\t\t1284: \"MSG_FRIEND_REJECT\",\n\t\t1285: \"MSG_FRIEND_REMOVE\",\n\t\t1286: \"MSG_FRIEND_LIST\",\n\t\t1287: \"MSG_GUILD_CREATE\",\n\t\t1288: \"MSG_GUILD_JOIN\",\n\t\t1289: \"MSG_GUILD_LEAVE\",\n\t\t1290: \"MSG_GUILD_INFO\",\n\t\t1291: \"MSG_TEAM_CREATE\",\n\t\t1292: \"MSG_TEAM_JOIN\",\n\t\t1293: \"MSG_TEAM_LEAVE\",\n\t\t1294: \"MSG_TEAM_INFO\",\n\t}\n\tSocialMessageType_value = map[string]int32{\n\t\t\"SOCIAL_MESSAGE_UNSPECIFIED\": 0,\n\t\t\"MSG_CHAT_MESSAGE\":           1281,\n\t\t\"MSG_FRIEND_REQUEST\":         1282,\n\t\t\"MSG_FRIEND_ACCEPT\":          1283,\n\t\t\"MSG_FRIEND_REJECT\":          1284,\n\t\t\"MSG_FRIEND_REMOVE\":          1285,\n\t\t\"MSG_FRIEND_LIST\":            1286,\n\t\t\"MSG_GUILD_CREATE\":           1287,\n\t\t\"MSG_GUILD_JOIN\":             1288,\n\t\t\"MSG_GUILD_LEAVE\":            1289,\n\t\t\"MSG_GUILD_INFO\":             1290,\n\t\t\"MSG_TEAM_CREATE\":            1291,\n\t\t\"MSG_TEAM_JOIN\":              1292,\n\t\t\"MSG_TEAM_LEAVE\":             1293,\n\t\t\"MSG_TEAM_INFO\":              1294,\n\t}\n)\n\nfunc (x SocialMessageType) Enum() *SocialMessageType {\n\tp := new(SocialMessageType)\n\t*p = x\n\treturn p\n}\n\nfunc (x SocialMessageType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (SocialMessageType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_protocol_proto_enumTypes[5].Descriptor()\n}\n\nfunc (SocialMessageType) Type() protoreflect.EnumType {\n\treturn &file_proto_protocol_proto_enumTypes[5]\n}\n\nfunc (x SocialMessageType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use SocialMessageType.Descriptor instead.\nfunc (SocialMessageType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{5}\n}\n\n// 消息类型枚举 - 物品相关消息 (0x0600 - 0x06FF)\ntype ItemMessageType int32\n\nconst (\n\tItemMessageType_ITEM_MESSAGE_UNSPECIFIED ItemMessageType = 0\n\tItemMessageType_MSG_ITEM_USE             ItemMessageType = 1537 // 使用物品\n\tItemMessageType_MSG_ITEM_EQUIP           ItemMessageType = 1538 // 装备物品\n\tItemMessageType_MSG_ITEM_UNEQUIP         ItemMessageType = 1539 // 卸下装备\n\tItemMessageType_MSG_ITEM_DROP            ItemMessageType = 1540 // 丢弃物品\n\tItemMessageType_MSG_ITEM_PICKUP          ItemMessageType = 1541 // 拾取物品\n\tItemMessageType_MSG_ITEM_TRADE           ItemMessageType = 1542 // 交易物品\n\tItemMessageType_MSG_INVENTORY_INFO       ItemMessageType = 1543 // 背包信息\n\tItemMessageType_MSG_ITEM_INFO            ItemMessageType = 1544 // 物品信息\n\tItemMessageType_MSG_ITEM_CRAFT           ItemMessageType = 1545 // 制作物品\n\tItemMessageType_MSG_ITEM_ENHANCE         ItemMessageType = 1546 // 强化物品\n)\n\n// Enum value maps for ItemMessageType.\nvar (\n\tItemMessageType_name = map[int32]string{\n\t\t0:    \"ITEM_MESSAGE_UNSPECIFIED\",\n\t\t1537: \"MSG_ITEM_USE\",\n\t\t1538: \"MSG_ITEM_EQUIP\",\n\t\t1539: \"MSG_ITEM_UNEQUIP\",\n\t\t1540: \"MSG_ITEM_DROP\",\n\t\t1541: \"MSG_ITEM_PICKUP\",\n\t\t1542: \"MSG_ITEM_TRADE\",\n\t\t1543: \"MSG_INVENTORY_INFO\",\n\t\t1544: \"MSG_ITEM_INFO\",\n\t\t1545: \"MSG_ITEM_CRAFT\",\n\t\t1546: \"MSG_ITEM_ENHANCE\",\n\t}\n\tItemMessageType_value = map[string]int32{\n\t\t\"ITEM_MESSAGE_UNSPECIFIED\": 0,\n\t\t\"MSG_ITEM_USE\":             1537,\n\t\t\"MSG_ITEM_EQUIP\":           1538,\n\t\t\"MSG_ITEM_UNEQUIP\":         1539,\n\t\t\"MSG_ITEM_DROP\":            1540,\n\t\t\"MSG_ITEM_PICKUP\":          1541,\n\t\t\"MSG_ITEM_TRADE\":           1542,\n\t\t\"MSG_INVENTORY_INFO\":       1543,\n\t\t\"MSG_ITEM_INFO\":            1544,\n\t\t\"MSG_ITEM_CRAFT\":           1545,\n\t\t\"MSG_ITEM_ENHANCE\":         1546,\n\t}\n)\n\nfunc (x ItemMessageType) Enum() *ItemMessageType {\n\tp := new(ItemMessageType)\n\t*p = x\n\treturn p\n}\n\nfunc (x ItemMessageType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (ItemMessageType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_protocol_proto_enumTypes[6].Descriptor()\n}\n\nfunc (ItemMessageType) Type() protoreflect.EnumType {\n\treturn &file_proto_protocol_proto_enumTypes[6]\n}\n\nfunc (x ItemMessageType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use ItemMessageType.Descriptor instead.\nfunc (ItemMessageType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{6}\n}\n\n// 消息类型枚举 - 任务相关消息 (0x0700 - 0x07FF)\ntype QuestMessageType int32\n\nconst (\n\tQuestMessageType_QUEST_MESSAGE_UNSPECIFIED QuestMessageType = 0\n\tQuestMessageType_MSG_QUEST_ACCEPT          QuestMessageType = 1793 // 接受任务\n\tQuestMessageType_MSG_QUEST_COMPLETE        QuestMessageType = 1794 // 完成任务\n\tQuestMessageType_MSG_QUEST_CANCEL          QuestMessageType = 1795 // 取消任务\n\tQuestMessageType_MSG_QUEST_PROGRESS        QuestMessageType = 1796 // 任务进度\n\tQuestMessageType_MSG_QUEST_LIST            QuestMessageType = 1797 // 任务列表\n\tQuestMessageType_MSG_QUEST_INFO            QuestMessageType = 1798 // 任务信息\n\tQuestMessageType_MSG_QUEST_REWARD          QuestMessageType = 1799 // 任务奖励\n)\n\n// Enum value maps for QuestMessageType.\nvar (\n\tQuestMessageType_name = map[int32]string{\n\t\t0:    \"QUEST_MESSAGE_UNSPECIFIED\",\n\t\t1793: \"MSG_QUEST_ACCEPT\",\n\t\t1794: \"MSG_QUEST_COMPLETE\",\n\t\t1795: \"MSG_QUEST_CANCEL\",\n\t\t1796: \"MSG_QUEST_PROGRESS\",\n\t\t1797: \"MSG_QUEST_LIST\",\n\t\t1798: \"MSG_QUEST_INFO\",\n\t\t1799: \"MSG_QUEST_REWARD\",\n\t}\n\tQuestMessageType_value = map[string]int32{\n\t\t\"QUEST_MESSAGE_UNSPECIFIED\": 0,\n\t\t\"MSG_QUEST_ACCEPT\":          1793,\n\t\t\"MSG_QUEST_COMPLETE\":        1794,\n\t\t\"MSG_QUEST_CANCEL\":          1795,\n\t\t\"MSG_QUEST_PROGRESS\":        1796,\n\t\t\"MSG_QUEST_LIST\":            1797,\n\t\t\"MSG_QUEST_INFO\":            1798,\n\t\t\"MSG_QUEST_REWARD\":          1799,\n\t}\n)\n\nfunc (x QuestMessageType) Enum() *QuestMessageType {\n\tp := new(QuestMessageType)\n\t*p = x\n\treturn p\n}\n\nfunc (x QuestMessageType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (QuestMessageType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_protocol_proto_enumTypes[7].Descriptor()\n}\n\nfunc (QuestMessageType) Type() protoreflect.EnumType {\n\treturn &file_proto_protocol_proto_enumTypes[7]\n}\n\nfunc (x QuestMessageType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use QuestMessageType.Descriptor instead.\nfunc (QuestMessageType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{7}\n}\n\n// 消息类型枚举 - 查询相关消息 (0x0800 - 0x08FF)\ntype QueryMessageType int32\n\nconst (\n\tQueryMessageType_QUERY_MESSAGE_UNSPECIFIED QueryMessageType = 0\n\tQueryMessageType_MSG_GET_PLAYER_INFO       QueryMessageType = 2049 // 获取玩家信息\n\tQueryMessageType_MSG_GET_ONLINE_PLAYERS    QueryMessageType = 2050 // 获取在线玩家\n\tQueryMessageType_MSG_GET_BATTLE_INFO       QueryMessageType = 2051 // 获取战斗信息\n\tQueryMessageType_MSG_GET_RANKING_LIST      QueryMessageType = 2052 // 获取排行榜\n\tQueryMessageType_MSG_GET_SERVER_INFO       QueryMessageType = 2053 // 获取服务器信息\n)\n\n// Enum value maps for QueryMessageType.\nvar (\n\tQueryMessageType_name = map[int32]string{\n\t\t0:    \"QUERY_MESSAGE_UNSPECIFIED\",\n\t\t2049: \"MSG_GET_PLAYER_INFO\",\n\t\t2050: \"MSG_GET_ONLINE_PLAYERS\",\n\t\t2051: \"MSG_GET_BATTLE_INFO\",\n\t\t2052: \"MSG_GET_RANKING_LIST\",\n\t\t2053: \"MSG_GET_SERVER_INFO\",\n\t}\n\tQueryMessageType_value = map[string]int32{\n\t\t\"QUERY_MESSAGE_UNSPECIFIED\": 0,\n\t\t\"MSG_GET_PLAYER_INFO\":       2049,\n\t\t\"MSG_GET_ONLINE_PLAYERS\":    2050,\n\t\t\"MSG_GET_BATTLE_INFO\":       2051,\n\t\t\"MSG_GET_RANKING_LIST\":      2052,\n\t\t\"MSG_GET_SERVER_INFO\":       2053,\n\t}\n)\n\nfunc (x QueryMessageType) Enum() *QueryMessageType {\n\tp := new(QueryMessageType)\n\t*p = x\n\treturn p\n}\n\nfunc (x QueryMessageType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (QueryMessageType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_protocol_proto_enumTypes[8].Descriptor()\n}\n\nfunc (QueryMessageType) Type() protoreflect.EnumType {\n\treturn &file_proto_protocol_proto_enumTypes[8]\n}\n\nfunc (x QueryMessageType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use QueryMessageType.Descriptor instead.\nfunc (QueryMessageType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{8}\n}\n\n// 错误码枚举\ntype ErrorCode int32\n\nconst (\n\tErrorCode_ERROR_CODE_UNSPECIFIED ErrorCode = 0\n\t// 通用错误 (0-999)\n\tErrorCode_ERR_SUCCESS           ErrorCode = 0    // 成功\n\tErrorCode_ERR_UNKNOWN           ErrorCode = 1000 // 未知错误\n\tErrorCode_ERR_INVALID_MESSAGE   ErrorCode = 1001 // 无效消息\n\tErrorCode_ERR_INVALID_PLAYER    ErrorCode = 1002 // 无效玩家\n\tErrorCode_ERR_PLAYER_NOT_FOUND  ErrorCode = 1003 // 玩家未找到\n\tErrorCode_ERR_PLAYER_OFFLINE    ErrorCode = 1004 // 玩家离线\n\tErrorCode_ERR_AUTH_FAILED       ErrorCode = 1005 // 认证失败\n\tErrorCode_ERR_PERMISSION_DENIED ErrorCode = 1006 // 权限不足\n\tErrorCode_ERR_RATE_LIMITED      ErrorCode = 1007 // 请求过于频繁\n\tErrorCode_ERR_SERVER_BUSY       ErrorCode = 1008 // 服务器繁忙\n\tErrorCode_ERR_MAINTENANCE       ErrorCode = 1009 // 服务器维护\n\t// 战斗相关错误 (2000-2999)\n\tErrorCode_ERR_BATTLE_NOT_FOUND ErrorCode = 2001 // 战斗未找到\n\tErrorCode_ERR_BATTLE_FULL      ErrorCode = 2002 // 战斗已满\n\tErrorCode_ERR_BATTLE_STARTED   ErrorCode = 2003 // 战斗已开始\n\tErrorCode_ERR_BATTLE_ENDED     ErrorCode = 2004 // 战斗已结束\n\tErrorCode_ERR_INVALID_ACTION   ErrorCode = 2005 // 无效行动\n\tErrorCode_ERR_NOT_YOUR_TURN    ErrorCode = 2006 // 不是你的回合\n\tErrorCode_ERR_SKILL_COOLDOWN   ErrorCode = 2007 // 技能冷却中\n\tErrorCode_ERR_INSUFFICIENT_MP  ErrorCode = 2008 // MP不足\n\t// 宠物相关错误 (3000-3999)\n\tErrorCode_ERR_PET_NOT_FOUND      ErrorCode = 3001 // 宠物未找到\n\tErrorCode_ERR_PET_ALREADY_ACTIVE ErrorCode = 3002 // 宠物已激活\n\tErrorCode_ERR_PET_NOT_ACTIVE     ErrorCode = 3003 // 宠物未激活\n\tErrorCode_ERR_PET_LEVEL_TOO_LOW  ErrorCode = 3004 // 宠物等级过低\n\tErrorCode_ERR_PET_EVOLUTION_FAIL ErrorCode = 3005 // 宠物进化失败\n\t// 物品相关错误 (4000-4999)\n\tErrorCode_ERR_ITEM_NOT_FOUND    ErrorCode = 4001 // 物品未找到\n\tErrorCode_ERR_ITEM_NOT_USABLE   ErrorCode = 4002 // 物品不可使用\n\tErrorCode_ERR_INVENTORY_FULL    ErrorCode = 4003 // 背包已满\n\tErrorCode_ERR_INSUFFICIENT_ITEM ErrorCode = 4004 // 物品数量不足\n\tErrorCode_ERR_ITEM_EQUIP_FAILED ErrorCode = 4005 // 装备失败\n)\n\n// Enum value maps for ErrorCode.\nvar (\n\tErrorCode_name = map[int32]string{\n\t\t0: \"ERROR_CODE_UNSPECIFIED\",\n\t\t// Duplicate value: 0: \"ERR_SUCCESS\",\n\t\t1000: \"ERR_UNKNOWN\",\n\t\t1001: \"ERR_INVALID_MESSAGE\",\n\t\t1002: \"ERR_INVALID_PLAYER\",\n\t\t1003: \"ERR_PLAYER_NOT_FOUND\",\n\t\t1004: \"ERR_PLAYER_OFFLINE\",\n\t\t1005: \"ERR_AUTH_FAILED\",\n\t\t1006: \"ERR_PERMISSION_DENIED\",\n\t\t1007: \"ERR_RATE_LIMITED\",\n\t\t1008: \"ERR_SERVER_BUSY\",\n\t\t1009: \"ERR_MAINTENANCE\",\n\t\t2001: \"ERR_BATTLE_NOT_FOUND\",\n\t\t2002: \"ERR_BATTLE_FULL\",\n\t\t2003: \"ERR_BATTLE_STARTED\",\n\t\t2004: \"ERR_BATTLE_ENDED\",\n\t\t2005: \"ERR_INVALID_ACTION\",\n\t\t2006: \"ERR_NOT_YOUR_TURN\",\n\t\t2007: \"ERR_SKILL_COOLDOWN\",\n\t\t2008: \"ERR_INSUFFICIENT_MP\",\n\t\t3001: \"ERR_PET_NOT_FOUND\",\n\t\t3002: \"ERR_PET_ALREADY_ACTIVE\",\n\t\t3003: \"ERR_PET_NOT_ACTIVE\",\n\t\t3004: \"ERR_PET_LEVEL_TOO_LOW\",\n\t\t3005: \"ERR_PET_EVOLUTION_FAIL\",\n\t\t4001: \"ERR_ITEM_NOT_FOUND\",\n\t\t4002: \"ERR_ITEM_NOT_USABLE\",\n\t\t4003: \"ERR_INVENTORY_FULL\",\n\t\t4004: \"ERR_INSUFFICIENT_ITEM\",\n\t\t4005: \"ERR_ITEM_EQUIP_FAILED\",\n\t}\n\tErrorCode_value = map[string]int32{\n\t\t\"ERROR_CODE_UNSPECIFIED\": 0,\n\t\t\"ERR_SUCCESS\":            0,\n\t\t\"ERR_UNKNOWN\":            1000,\n\t\t\"ERR_INVALID_MESSAGE\":    1001,\n\t\t\"ERR_INVALID_PLAYER\":     1002,\n\t\t\"ERR_PLAYER_NOT_FOUND\":   1003,\n\t\t\"ERR_PLAYER_OFFLINE\":     1004,\n\t\t\"ERR_AUTH_FAILED\":        1005,\n\t\t\"ERR_PERMISSION_DENIED\":  1006,\n\t\t\"ERR_RATE_LIMITED\":       1007,\n\t\t\"ERR_SERVER_BUSY\":        1008,\n\t\t\"ERR_MAINTENANCE\":        1009,\n\t\t\"ERR_BATTLE_NOT_FOUND\":   2001,\n\t\t\"ERR_BATTLE_FULL\":        2002,\n\t\t\"ERR_BATTLE_STARTED\":     2003,\n\t\t\"ERR_BATTLE_ENDED\":       2004,\n\t\t\"ERR_INVALID_ACTION\":     2005,\n\t\t\"ERR_NOT_YOUR_TURN\":      2006,\n\t\t\"ERR_SKILL_COOLDOWN\":     2007,\n\t\t\"ERR_INSUFFICIENT_MP\":    2008,\n\t\t\"ERR_PET_NOT_FOUND\":      3001,\n\t\t\"ERR_PET_ALREADY_ACTIVE\": 3002,\n\t\t\"ERR_PET_NOT_ACTIVE\":     3003,\n\t\t\"ERR_PET_LEVEL_TOO_LOW\":  3004,\n\t\t\"ERR_PET_EVOLUTION_FAIL\": 3005,\n\t\t\"ERR_ITEM_NOT_FOUND\":     4001,\n\t\t\"ERR_ITEM_NOT_USABLE\":    4002,\n\t\t\"ERR_INVENTORY_FULL\":     4003,\n\t\t\"ERR_INSUFFICIENT_ITEM\":  4004,\n\t\t\"ERR_ITEM_EQUIP_FAILED\":  4005,\n\t}\n)\n\nfunc (x ErrorCode) Enum() *ErrorCode {\n\tp := new(ErrorCode)\n\t*p = x\n\treturn p\n}\n\nfunc (x ErrorCode) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (ErrorCode) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_protocol_proto_enumTypes[9].Descriptor()\n}\n\nfunc (ErrorCode) Type() protoreflect.EnumType {\n\treturn &file_proto_protocol_proto_enumTypes[9]\n}\n\nfunc (x ErrorCode) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use ErrorCode.Descriptor instead.\nfunc (ErrorCode) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{9}\n}\n\n// 玩家状态枚举\ntype PlayerStatus int32\n\nconst (\n\tPlayerStatus_PLAYER_STATUS_UNSPECIFIED PlayerStatus = 0\n\tPlayerStatus_PLAYER_STATUS_OFFLINE     PlayerStatus = 1 // 离线\n\tPlayerStatus_PLAYER_STATUS_ONLINE      PlayerStatus = 2 // 在线\n\tPlayerStatus_PLAYER_STATUS_IN_BATTLE   PlayerStatus = 3 // 战斗中\n\tPlayerStatus_PLAYER_STATUS_IN_QUEUE    PlayerStatus = 4 // 排队中\n\tPlayerStatus_PLAYER_STATUS_AFK         PlayerStatus = 5 // 离开\n\tPlayerStatus_PLAYER_STATUS_BANNED      PlayerStatus = 6 // 被封禁\n)\n\n// Enum value maps for PlayerStatus.\nvar (\n\tPlayerStatus_name = map[int32]string{\n\t\t0: \"PLAYER_STATUS_UNSPECIFIED\",\n\t\t1: \"PLAYER_STATUS_OFFLINE\",\n\t\t2: \"PLAYER_STATUS_ONLINE\",\n\t\t3: \"PLAYER_STATUS_IN_BATTLE\",\n\t\t4: \"PLAYER_STATUS_IN_QUEUE\",\n\t\t5: \"PLAYER_STATUS_AFK\",\n\t\t6: \"PLAYER_STATUS_BANNED\",\n\t}\n\tPlayerStatus_value = map[string]int32{\n\t\t\"PLAYER_STATUS_UNSPECIFIED\": 0,\n\t\t\"PLAYER_STATUS_OFFLINE\":     1,\n\t\t\"PLAYER_STATUS_ONLINE\":      2,\n\t\t\"PLAYER_STATUS_IN_BATTLE\":   3,\n\t\t\"PLAYER_STATUS_IN_QUEUE\":    4,\n\t\t\"PLAYER_STATUS_AFK\":         5,\n\t\t\"PLAYER_STATUS_BANNED\":      6,\n\t}\n)\n\nfunc (x PlayerStatus) Enum() *PlayerStatus {\n\tp := new(PlayerStatus)\n\t*p = x\n\treturn p\n}\n\nfunc (x PlayerStatus) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PlayerStatus) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_protocol_proto_enumTypes[10].Descriptor()\n}\n\nfunc (PlayerStatus) Type() protoreflect.EnumType {\n\treturn &file_proto_protocol_proto_enumTypes[10]\n}\n\nfunc (x PlayerStatus) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PlayerStatus.Descriptor instead.\nfunc (PlayerStatus) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{10}\n}\n\n// 战斗状态枚举\ntype BattleStatus int32\n\nconst (\n\tBattleStatus_BATTLE_STATUS_UNSPECIFIED BattleStatus = 0\n\tBattleStatus_BATTLE_STATUS_WAITING     BattleStatus = 1 // 等待中\n\tBattleStatus_BATTLE_STATUS_STARTING    BattleStatus = 2 // 开始中\n\tBattleStatus_BATTLE_STATUS_ACTIVE      BattleStatus = 3 // 进行中\n\tBattleStatus_BATTLE_STATUS_ENDING      BattleStatus = 4 // 结束中\n\tBattleStatus_BATTLE_STATUS_FINISHED    BattleStatus = 5 // 已结束\n\tBattleStatus_BATTLE_STATUS_CANCELLED   BattleStatus = 6 // 已取消\n)\n\n// Enum value maps for BattleStatus.\nvar (\n\tBattleStatus_name = map[int32]string{\n\t\t0: \"BATTLE_STATUS_UNSPECIFIED\",\n\t\t1: \"BATTLE_STATUS_WAITING\",\n\t\t2: \"BATTLE_STATUS_STARTING\",\n\t\t3: \"BATTLE_STATUS_ACTIVE\",\n\t\t4: \"BATTLE_STATUS_ENDING\",\n\t\t5: \"BATTLE_STATUS_FINISHED\",\n\t\t6: \"BATTLE_STATUS_CANCELLED\",\n\t}\n\tBattleStatus_value = map[string]int32{\n\t\t\"BATTLE_STATUS_UNSPECIFIED\": 0,\n\t\t\"BATTLE_STATUS_WAITING\":     1,\n\t\t\"BATTLE_STATUS_STARTING\":    2,\n\t\t\"BATTLE_STATUS_ACTIVE\":      3,\n\t\t\"BATTLE_STATUS_ENDING\":      4,\n\t\t\"BATTLE_STATUS_FINISHED\":    5,\n\t\t\"BATTLE_STATUS_CANCELLED\":   6,\n\t}\n)\n\nfunc (x BattleStatus) Enum() *BattleStatus {\n\tp := new(BattleStatus)\n\t*p = x\n\treturn p\n}\n\nfunc (x BattleStatus) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (BattleStatus) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_protocol_proto_enumTypes[11].Descriptor()\n}\n\nfunc (BattleStatus) Type() protoreflect.EnumType {\n\treturn &file_proto_protocol_proto_enumTypes[11]\n}\n\nfunc (x BattleStatus) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use BattleStatus.Descriptor instead.\nfunc (BattleStatus) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{11}\n}\n\n// 宠物状态枚举\ntype PetStatus int32\n\nconst (\n\tPetStatus_PET_STATUS_UNSPECIFIED PetStatus = 0\n\tPetStatus_PET_STATUS_IDLE        PetStatus = 1 // 空闲\n\tPetStatus_PET_STATUS_ACTIVE      PetStatus = 2 // 活跃\n\tPetStatus_PET_STATUS_BATTLE      PetStatus = 3 // 战斗中\n\tPetStatus_PET_STATUS_TRAINING    PetStatus = 4 // 训练中\n\tPetStatus_PET_STATUS_SLEEPING    PetStatus = 5 // 睡眠中\n\tPetStatus_PET_STATUS_SICK        PetStatus = 6 // 生病\n\tPetStatus_PET_STATUS_EVOLVING    PetStatus = 7 // 进化中\n)\n\n// Enum value maps for PetStatus.\nvar (\n\tPetStatus_name = map[int32]string{\n\t\t0: \"PET_STATUS_UNSPECIFIED\",\n\t\t1: \"PET_STATUS_IDLE\",\n\t\t2: \"PET_STATUS_ACTIVE\",\n\t\t3: \"PET_STATUS_BATTLE\",\n\t\t4: \"PET_STATUS_TRAINING\",\n\t\t5: \"PET_STATUS_SLEEPING\",\n\t\t6: \"PET_STATUS_SICK\",\n\t\t7: \"PET_STATUS_EVOLVING\",\n\t}\n\tPetStatus_value = map[string]int32{\n\t\t\"PET_STATUS_UNSPECIFIED\": 0,\n\t\t\"PET_STATUS_IDLE\":        1,\n\t\t\"PET_STATUS_ACTIVE\":      2,\n\t\t\"PET_STATUS_BATTLE\":      3,\n\t\t\"PET_STATUS_TRAINING\":    4,\n\t\t\"PET_STATUS_SLEEPING\":    5,\n\t\t\"PET_STATUS_SICK\":        6,\n\t\t\"PET_STATUS_EVOLVING\":    7,\n\t}\n)\n\nfunc (x PetStatus) Enum() *PetStatus {\n\tp := new(PetStatus)\n\t*p = x\n\treturn p\n}\n\nfunc (x PetStatus) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PetStatus) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_protocol_proto_enumTypes[12].Descriptor()\n}\n\nfunc (PetStatus) Type() protoreflect.EnumType {\n\treturn &file_proto_protocol_proto_enumTypes[12]\n}\n\nfunc (x PetStatus) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PetStatus.Descriptor instead.\nfunc (PetStatus) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{12}\n}\n\n// 物品稀有度枚举\ntype ItemRarity int32\n\nconst (\n\tItemRarity_ITEM_RARITY_UNSPECIFIED ItemRarity = 0\n\tItemRarity_ITEM_RARITY_COMMON      ItemRarity = 1 // 普通\n\tItemRarity_ITEM_RARITY_UNCOMMON    ItemRarity = 2 // 不常见\n\tItemRarity_ITEM_RARITY_RARE        ItemRarity = 3 // 稀有\n\tItemRarity_ITEM_RARITY_EPIC        ItemRarity = 4 // 史诗\n\tItemRarity_ITEM_RARITY_LEGENDARY   ItemRarity = 5 // 传说\n\tItemRarity_ITEM_RARITY_MYTHIC      ItemRarity = 6 // 神话\n)\n\n// Enum value maps for ItemRarity.\nvar (\n\tItemRarity_name = map[int32]string{\n\t\t0: \"ITEM_RARITY_UNSPECIFIED\",\n\t\t1: \"ITEM_RARITY_COMMON\",\n\t\t2: \"ITEM_RARITY_UNCOMMON\",\n\t\t3: \"ITEM_RARITY_RARE\",\n\t\t4: \"ITEM_RARITY_EPIC\",\n\t\t5: \"ITEM_RARITY_LEGENDARY\",\n\t\t6: \"ITEM_RARITY_MYTHIC\",\n\t}\n\tItemRarity_value = map[string]int32{\n\t\t\"ITEM_RARITY_UNSPECIFIED\": 0,\n\t\t\"ITEM_RARITY_COMMON\":      1,\n\t\t\"ITEM_RARITY_UNCOMMON\":    2,\n\t\t\"ITEM_RARITY_RARE\":        3,\n\t\t\"ITEM_RARITY_EPIC\":        4,\n\t\t\"ITEM_RARITY_LEGENDARY\":   5,\n\t\t\"ITEM_RARITY_MYTHIC\":      6,\n\t}\n)\n\nfunc (x ItemRarity) Enum() *ItemRarity {\n\tp := new(ItemRarity)\n\t*p = x\n\treturn p\n}\n\nfunc (x ItemRarity) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (ItemRarity) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_protocol_proto_enumTypes[13].Descriptor()\n}\n\nfunc (ItemRarity) Type() protoreflect.EnumType {\n\treturn &file_proto_protocol_proto_enumTypes[13]\n}\n\nfunc (x ItemRarity) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use ItemRarity.Descriptor instead.\nfunc (ItemRarity) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{13}\n}\n\n// 宠物稀有度枚举\ntype PetRarity int32\n\nconst (\n\tPetRarity_PET_RARITY_UNSPECIFIED PetRarity = 0\n\tPetRarity_PET_RARITY_COMMON      PetRarity = 1 // 普通\n\tPetRarity_PET_RARITY_UNCOMMON    PetRarity = 2 // 不常见\n\tPetRarity_PET_RARITY_RARE        PetRarity = 3 // 稀有\n\tPetRarity_PET_RARITY_EPIC        PetRarity = 4 // 史诗\n\tPetRarity_PET_RARITY_LEGENDARY   PetRarity = 5 // 传说\n\tPetRarity_PET_RARITY_MYTHIC      PetRarity = 6 // 神话\n)\n\n// Enum value maps for PetRarity.\nvar (\n\tPetRarity_name = map[int32]string{\n\t\t0: \"PET_RARITY_UNSPECIFIED\",\n\t\t1: \"PET_RARITY_COMMON\",\n\t\t2: \"PET_RARITY_UNCOMMON\",\n\t\t3: \"PET_RARITY_RARE\",\n\t\t4: \"PET_RARITY_EPIC\",\n\t\t5: \"PET_RARITY_LEGENDARY\",\n\t\t6: \"PET_RARITY_MYTHIC\",\n\t}\n\tPetRarity_value = map[string]int32{\n\t\t\"PET_RARITY_UNSPECIFIED\": 0,\n\t\t\"PET_RARITY_COMMON\":      1,\n\t\t\"PET_RARITY_UNCOMMON\":    2,\n\t\t\"PET_RARITY_RARE\":        3,\n\t\t\"PET_RARITY_EPIC\":        4,\n\t\t\"PET_RARITY_LEGENDARY\":   5,\n\t\t\"PET_RARITY_MYTHIC\":      6,\n\t}\n)\n\nfunc (x PetRarity) Enum() *PetRarity {\n\tp := new(PetRarity)\n\t*p = x\n\treturn p\n}\n\nfunc (x PetRarity) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PetRarity) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_protocol_proto_enumTypes[14].Descriptor()\n}\n\nfunc (PetRarity) Type() protoreflect.EnumType {\n\treturn &file_proto_protocol_proto_enumTypes[14]\n}\n\nfunc (x PetRarity) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PetRarity.Descriptor instead.\nfunc (PetRarity) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{14}\n}\n\n// 消息标志位枚举\ntype MessageFlag int32\n\nconst (\n\tMessageFlag_MESSAGE_FLAG_UNSPECIFIED MessageFlag = 0\n\tMessageFlag_MESSAGE_FLAG_REQUEST     MessageFlag = 1  // 请求消息\n\tMessageFlag_MESSAGE_FLAG_RESPONSE    MessageFlag = 2  // 响应消息\n\tMessageFlag_MESSAGE_FLAG_ERROR       MessageFlag = 4  // 错误消息\n\tMessageFlag_MESSAGE_FLAG_ASYNC       MessageFlag = 8  // 异步消息\n\tMessageFlag_MESSAGE_FLAG_BROADCAST   MessageFlag = 16 // 广播消息\n\tMessageFlag_MESSAGE_FLAG_ENCRYPTED   MessageFlag = 32 // 加密消息\n\tMessageFlag_MESSAGE_FLAG_COMPRESSED  MessageFlag = 64 // 压缩消息\n)\n\n// Enum value maps for MessageFlag.\nvar (\n\tMessageFlag_name = map[int32]string{\n\t\t0:  \"MESSAGE_FLAG_UNSPECIFIED\",\n\t\t1:  \"MESSAGE_FLAG_REQUEST\",\n\t\t2:  \"MESSAGE_FLAG_RESPONSE\",\n\t\t4:  \"MESSAGE_FLAG_ERROR\",\n\t\t8:  \"MESSAGE_FLAG_ASYNC\",\n\t\t16: \"MESSAGE_FLAG_BROADCAST\",\n\t\t32: \"MESSAGE_FLAG_ENCRYPTED\",\n\t\t64: \"MESSAGE_FLAG_COMPRESSED\",\n\t}\n\tMessageFlag_value = map[string]int32{\n\t\t\"MESSAGE_FLAG_UNSPECIFIED\": 0,\n\t\t\"MESSAGE_FLAG_REQUEST\":     1,\n\t\t\"MESSAGE_FLAG_RESPONSE\":    2,\n\t\t\"MESSAGE_FLAG_ERROR\":       4,\n\t\t\"MESSAGE_FLAG_ASYNC\":       8,\n\t\t\"MESSAGE_FLAG_BROADCAST\":   16,\n\t\t\"MESSAGE_FLAG_ENCRYPTED\":   32,\n\t\t\"MESSAGE_FLAG_COMPRESSED\":  64,\n\t}\n)\n\nfunc (x MessageFlag) Enum() *MessageFlag {\n\tp := new(MessageFlag)\n\t*p = x\n\treturn p\n}\n\nfunc (x MessageFlag) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (MessageFlag) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_protocol_proto_enumTypes[15].Descriptor()\n}\n\nfunc (MessageFlag) Type() protoreflect.EnumType {\n\treturn &file_proto_protocol_proto_enumTypes[15]\n}\n\nfunc (x MessageFlag) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use MessageFlag.Descriptor instead.\nfunc (MessageFlag) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{15}\n}\n\n// 协议常量\ntype ProtocolConstants struct {\n\tstate protoimpl.MessageState `protogen:\"open.v1\"`\n\t// 消息魔数\n\tMessageMagic uint32 `protobuf:\"varint,1,opt,name=message_magic,json=messageMagic,proto3\" json:\"message_magic,omitempty\"` // 0x47574B53 \"GWKS\" - GreatestWorks\n\t// 消息头大小\n\tMessageHeaderSize uint32 `protobuf:\"varint,2,opt,name=message_header_size,json=messageHeaderSize,proto3\" json:\"message_header_size,omitempty\"` // 32字节\n\t// 最大消息体大小\n\tMaxMessageBodySize uint32 `protobuf:\"varint,3,opt,name=max_message_body_size,json=maxMessageBodySize,proto3\" json:\"max_message_body_size,omitempty\"` // 1MB\n\t// 心跳间隔（秒）\n\tHeartbeatInterval uint32 `protobuf:\"varint,4,opt,name=heartbeat_interval,json=heartbeatInterval,proto3\" json:\"heartbeat_interval,omitempty\"` // 30秒\n\t// 连接超时（秒）\n\tConnectionTimeout uint32 `protobuf:\"varint,5,opt,name=connection_timeout,json=connectionTimeout,proto3\" json:\"connection_timeout,omitempty\"` // 300秒\n\t// 重连间隔（秒）\n\tReconnectInterval uint32 `protobuf:\"varint,6,opt,name=reconnect_interval,json=reconnectInterval,proto3\" json:\"reconnect_interval,omitempty\"` // 5秒\n\t// 最大重连次数\n\tMaxReconnectAttempts uint32 `protobuf:\"varint,7,opt,name=max_reconnect_attempts,json=maxReconnectAttempts,proto3\" json:\"max_reconnect_attempts,omitempty\"` // 5次\n\tunknownFields        protoimpl.UnknownFields\n\tsizeCache            protoimpl.SizeCache\n}\n\nfunc (x *ProtocolConstants) Reset() {\n\t*x = ProtocolConstants{}\n\tmi := &file_proto_protocol_proto_msgTypes[0]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ProtocolConstants) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ProtocolConstants) ProtoMessage() {}\n\nfunc (x *ProtocolConstants) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_protocol_proto_msgTypes[0]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ProtocolConstants.ProtoReflect.Descriptor instead.\nfunc (*ProtocolConstants) Descriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{0}\n}\n\nfunc (x *ProtocolConstants) GetMessageMagic() uint32 {\n\tif x != nil {\n\t\treturn x.MessageMagic\n\t}\n\treturn 0\n}\n\nfunc (x *ProtocolConstants) GetMessageHeaderSize() uint32 {\n\tif x != nil {\n\t\treturn x.MessageHeaderSize\n\t}\n\treturn 0\n}\n\nfunc (x *ProtocolConstants) GetMaxMessageBodySize() uint32 {\n\tif x != nil {\n\t\treturn x.MaxMessageBodySize\n\t}\n\treturn 0\n}\n\nfunc (x *ProtocolConstants) GetHeartbeatInterval() uint32 {\n\tif x != nil {\n\t\treturn x.HeartbeatInterval\n\t}\n\treturn 0\n}\n\nfunc (x *ProtocolConstants) GetConnectionTimeout() uint32 {\n\tif x != nil {\n\t\treturn x.ConnectionTimeout\n\t}\n\treturn 0\n}\n\nfunc (x *ProtocolConstants) GetReconnectInterval() uint32 {\n\tif x != nil {\n\t\treturn x.ReconnectInterval\n\t}\n\treturn 0\n}\n\nfunc (x *ProtocolConstants) GetMaxReconnectAttempts() uint32 {\n\tif x != nil {\n\t\treturn x.MaxReconnectAttempts\n\t}\n\treturn 0\n}\n\n// 消息头结构\ntype MessageHeader struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tMagic         uint32                 `protobuf:\"varint,1,opt,name=magic,proto3\" json:\"magic,omitempty\"`                                // 魔数标识\n\tMessageId     uint32                 `protobuf:\"varint,2,opt,name=message_id,json=messageId,proto3\" json:\"message_id,omitempty\"`       // 消息ID（用于请求响应匹配）\n\tMessageType   uint32                 `protobuf:\"varint,3,opt,name=message_type,json=messageType,proto3\" json:\"message_type,omitempty\"` // 消息类型\n\tFlags         uint32                 `protobuf:\"varint,4,opt,name=flags,proto3\" json:\"flags,omitempty\"`                                // 标志位\n\tPlayerId      uint64                 `protobuf:\"varint,5,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`          // 玩家ID\n\tTimestamp     int64                  `protobuf:\"varint,6,opt,name=timestamp,proto3\" json:\"timestamp,omitempty\"`                        // 时间戳\n\tSequence      uint32                 `protobuf:\"varint,7,opt,name=sequence,proto3\" json:\"sequence,omitempty\"`                          // 序列号\n\tLength        uint32                 `protobuf:\"varint,8,opt,name=length,proto3\" json:\"length,omitempty\"`                              // 消息体长度\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *MessageHeader) Reset() {\n\t*x = MessageHeader{}\n\tmi := &file_proto_protocol_proto_msgTypes[1]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *MessageHeader) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*MessageHeader) ProtoMessage() {}\n\nfunc (x *MessageHeader) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_protocol_proto_msgTypes[1]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use MessageHeader.ProtoReflect.Descriptor instead.\nfunc (*MessageHeader) Descriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{1}\n}\n\nfunc (x *MessageHeader) GetMagic() uint32 {\n\tif x != nil {\n\t\treturn x.Magic\n\t}\n\treturn 0\n}\n\nfunc (x *MessageHeader) GetMessageId() uint32 {\n\tif x != nil {\n\t\treturn x.MessageId\n\t}\n\treturn 0\n}\n\nfunc (x *MessageHeader) GetMessageType() uint32 {\n\tif x != nil {\n\t\treturn x.MessageType\n\t}\n\treturn 0\n}\n\nfunc (x *MessageHeader) GetFlags() uint32 {\n\tif x != nil {\n\t\treturn x.Flags\n\t}\n\treturn 0\n}\n\nfunc (x *MessageHeader) GetPlayerId() uint64 {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn 0\n}\n\nfunc (x *MessageHeader) GetTimestamp() int64 {\n\tif x != nil {\n\t\treturn x.Timestamp\n\t}\n\treturn 0\n}\n\nfunc (x *MessageHeader) GetSequence() uint32 {\n\tif x != nil {\n\t\treturn x.Sequence\n\t}\n\treturn 0\n}\n\nfunc (x *MessageHeader) GetLength() uint32 {\n\tif x != nil {\n\t\treturn x.Length\n\t}\n\treturn 0\n}\n\n// 基础响应结构\ntype BaseResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tSuccess       bool                   `protobuf:\"varint,1,opt,name=success,proto3\" json:\"success,omitempty\"`\n\tMessage       string                 `protobuf:\"bytes,2,opt,name=message,proto3\" json:\"message,omitempty\"`\n\tErrorCode     ErrorCode              `protobuf:\"varint,3,opt,name=error_code,json=errorCode,proto3,enum=greatestworks.protocol.ErrorCode\" json:\"error_code,omitempty\"`\n\tTimestamp     int64                  `protobuf:\"varint,4,opt,name=timestamp,proto3\" json:\"timestamp,omitempty\"`\n\tRequestId     string                 `protobuf:\"bytes,5,opt,name=request_id,json=requestId,proto3\" json:\"request_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *BaseResponse) Reset() {\n\t*x = BaseResponse{}\n\tmi := &file_proto_protocol_proto_msgTypes[2]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *BaseResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*BaseResponse) ProtoMessage() {}\n\nfunc (x *BaseResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_protocol_proto_msgTypes[2]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use BaseResponse.ProtoReflect.Descriptor instead.\nfunc (*BaseResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{2}\n}\n\nfunc (x *BaseResponse) GetSuccess() bool {\n\tif x != nil {\n\t\treturn x.Success\n\t}\n\treturn false\n}\n\nfunc (x *BaseResponse) GetMessage() string {\n\tif x != nil {\n\t\treturn x.Message\n\t}\n\treturn \"\"\n}\n\nfunc (x *BaseResponse) GetErrorCode() ErrorCode {\n\tif x != nil {\n\t\treturn x.ErrorCode\n\t}\n\treturn ErrorCode_ERROR_CODE_UNSPECIFIED\n}\n\nfunc (x *BaseResponse) GetTimestamp() int64 {\n\tif x != nil {\n\t\treturn x.Timestamp\n\t}\n\treturn 0\n}\n\nfunc (x *BaseResponse) GetRequestId() string {\n\tif x != nil {\n\t\treturn x.RequestId\n\t}\n\treturn \"\"\n}\n\n// 错误响应结构\ntype ErrorResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tBase          *BaseResponse          `protobuf:\"bytes,1,opt,name=base,proto3\" json:\"base,omitempty\"`\n\tErrorType     string                 `protobuf:\"bytes,2,opt,name=error_type,json=errorType,proto3\" json:\"error_type,omitempty\"`\n\tDetails       string                 `protobuf:\"bytes,3,opt,name=details,proto3\" json:\"details,omitempty\"`\n\tErrorTime     int64                  `protobuf:\"varint,4,opt,name=error_time,json=errorTime,proto3\" json:\"error_time,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *ErrorResponse) Reset() {\n\t*x = ErrorResponse{}\n\tmi := &file_proto_protocol_proto_msgTypes[3]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ErrorResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ErrorResponse) ProtoMessage() {}\n\nfunc (x *ErrorResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_protocol_proto_msgTypes[3]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ErrorResponse.ProtoReflect.Descriptor instead.\nfunc (*ErrorResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_protocol_proto_rawDescGZIP(), []int{3}\n}\n\nfunc (x *ErrorResponse) GetBase() *BaseResponse {\n\tif x != nil {\n\t\treturn x.Base\n\t}\n\treturn nil\n}\n\nfunc (x *ErrorResponse) GetErrorType() string {\n\tif x != nil {\n\t\treturn x.ErrorType\n\t}\n\treturn \"\"\n}\n\nfunc (x *ErrorResponse) GetDetails() string {\n\tif x != nil {\n\t\treturn x.Details\n\t}\n\treturn \"\"\n}\n\nfunc (x *ErrorResponse) GetErrorTime() int64 {\n\tif x != nil {\n\t\treturn x.ErrorTime\n\t}\n\treturn 0\n}\n\nvar File_proto_protocol_proto protoreflect.FileDescriptor\n\nconst file_proto_protocol_proto_rawDesc = \"\" +\n\t\"\\n\" +\n\t\"\\x14proto/protocol.proto\\x12\\x16greatestworks.protocol\\\"\\xde\\x02\\n\" +\n\t\"\\x11ProtocolConstants\\x12#\\n\" +\n\t\"\\rmessage_magic\\x18\\x01 \\x01(\\rR\\fmessageMagic\\x12.\\n\" +\n\t\"\\x13message_header_size\\x18\\x02 \\x01(\\rR\\x11messageHeaderSize\\x121\\n\" +\n\t\"\\x15max_message_body_size\\x18\\x03 \\x01(\\rR\\x12maxMessageBodySize\\x12-\\n\" +\n\t\"\\x12heartbeat_interval\\x18\\x04 \\x01(\\rR\\x11heartbeatInterval\\x12-\\n\" +\n\t\"\\x12connection_timeout\\x18\\x05 \\x01(\\rR\\x11connectionTimeout\\x12-\\n\" +\n\t\"\\x12reconnect_interval\\x18\\x06 \\x01(\\rR\\x11reconnectInterval\\x124\\n\" +\n\t\"\\x16max_reconnect_attempts\\x18\\a \\x01(\\rR\\x14maxReconnectAttempts\\\"\\xec\\x01\\n\" +\n\t\"\\rMessageHeader\\x12\\x14\\n\" +\n\t\"\\x05magic\\x18\\x01 \\x01(\\rR\\x05magic\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"message_id\\x18\\x02 \\x01(\\rR\\tmessageId\\x12!\\n\" +\n\t\"\\fmessage_type\\x18\\x03 \\x01(\\rR\\vmessageType\\x12\\x14\\n\" +\n\t\"\\x05flags\\x18\\x04 \\x01(\\rR\\x05flags\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x05 \\x01(\\x04R\\bplayerId\\x12\\x1c\\n\" +\n\t\"\\ttimestamp\\x18\\x06 \\x01(\\x03R\\ttimestamp\\x12\\x1a\\n\" +\n\t\"\\bsequence\\x18\\a \\x01(\\rR\\bsequence\\x12\\x16\\n\" +\n\t\"\\x06length\\x18\\b \\x01(\\rR\\x06length\\\"\\xc1\\x01\\n\" +\n\t\"\\fBaseResponse\\x12\\x18\\n\" +\n\t\"\\asuccess\\x18\\x01 \\x01(\\bR\\asuccess\\x12\\x18\\n\" +\n\t\"\\amessage\\x18\\x02 \\x01(\\tR\\amessage\\x12@\\n\" +\n\t\"\\n\" +\n\t\"error_code\\x18\\x03 \\x01(\\x0e2!.greatestworks.protocol.ErrorCodeR\\terrorCode\\x12\\x1c\\n\" +\n\t\"\\ttimestamp\\x18\\x04 \\x01(\\x03R\\ttimestamp\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"request_id\\x18\\x05 \\x01(\\tR\\trequestId\\\"\\xa1\\x01\\n\" +\n\t\"\\rErrorResponse\\x128\\n\" +\n\t\"\\x04base\\x18\\x01 \\x01(\\v2$.greatestworks.protocol.BaseResponseR\\x04base\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"error_type\\x18\\x02 \\x01(\\tR\\terrorType\\x12\\x18\\n\" +\n\t\"\\adetails\\x18\\x03 \\x01(\\tR\\adetails\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"error_time\\x18\\x04 \\x01(\\x03R\\terrorTime*\\xa6\\x01\\n\" +\n\t\"\\x11SystemMessageType\\x12\\x1e\\n\" +\n\t\"\\x1aSYSTEM_MESSAGE_UNSPECIFIED\\x10\\x00\\x12\\x11\\n\" +\n\t\"\\rMSG_HEARTBEAT\\x10\\x01\\x12\\x11\\n\" +\n\t\"\\rMSG_HANDSHAKE\\x10\\x02\\x12\\f\\n\" +\n\t\"\\bMSG_AUTH\\x10\\x03\\x12\\x12\\n\" +\n\t\"\\x0eMSG_DISCONNECT\\x10\\x04\\x12\\r\\n\" +\n\t\"\\tMSG_ERROR\\x10\\x05\\x12\\f\\n\" +\n\t\"\\bMSG_PING\\x10\\x06\\x12\\f\\n\" +\n\t\"\\bMSG_PONG\\x10\\a*\\x9c\\x02\\n\" +\n\t\"\\x11PlayerMessageType\\x12\\x1e\\n\" +\n\t\"\\x1aPLAYER_MESSAGE_UNSPECIFIED\\x10\\x00\\x12\\x15\\n\" +\n\t\"\\x10MSG_PLAYER_LOGIN\\x10\\x81\\x02\\x12\\x16\\n\" +\n\t\"\\x11MSG_PLAYER_LOGOUT\\x10\\x82\\x02\\x12\\x14\\n\" +\n\t\"\\x0fMSG_PLAYER_INFO\\x10\\x83\\x02\\x12\\x14\\n\" +\n\t\"\\x0fMSG_PLAYER_MOVE\\x10\\x84\\x02\\x12\\x16\\n\" +\n\t\"\\x11MSG_PLAYER_CREATE\\x10\\x85\\x02\\x12\\x16\\n\" +\n\t\"\\x11MSG_PLAYER_UPDATE\\x10\\x86\\x02\\x12\\x16\\n\" +\n\t\"\\x11MSG_PLAYER_DELETE\\x10\\x87\\x02\\x12\\x16\\n\" +\n\t\"\\x11MSG_PLAYER_STATUS\\x10\\x88\\x02\\x12\\x15\\n\" +\n\t\"\\x10MSG_PLAYER_STATS\\x10\\x89\\x02\\x12\\x15\\n\" +\n\t\"\\x10MSG_PLAYER_LEVEL\\x10\\x8a\\x02*\\x98\\x02\\n\" +\n\t\"\\x11BattleMessageType\\x12\\x1e\\n\" +\n\t\"\\x1aBATTLE_MESSAGE_UNSPECIFIED\\x10\\x00\\x12\\x16\\n\" +\n\t\"\\x11MSG_CREATE_BATTLE\\x10\\x81\\x04\\x12\\x14\\n\" +\n\t\"\\x0fMSG_JOIN_BATTLE\\x10\\x82\\x04\\x12\\x15\\n\" +\n\t\"\\x10MSG_LEAVE_BATTLE\\x10\\x83\\x04\\x12\\x15\\n\" +\n\t\"\\x10MSG_START_BATTLE\\x10\\x84\\x04\\x12\\x13\\n\" +\n\t\"\\x0eMSG_END_BATTLE\\x10\\x85\\x04\\x12\\x16\\n\" +\n\t\"\\x11MSG_BATTLE_ACTION\\x10\\x86\\x04\\x12\\x16\\n\" +\n\t\"\\x11MSG_BATTLE_RESULT\\x10\\x87\\x04\\x12\\x16\\n\" +\n\t\"\\x11MSG_BATTLE_STATUS\\x10\\x88\\x04\\x12\\x13\\n\" +\n\t\"\\x0eMSG_SKILL_CAST\\x10\\x89\\x04\\x12\\x15\\n\" +\n\t\"\\x10MSG_DAMAGE_DEALT\\x10\\x8a\\x04*\\xfe\\x01\\n\" +\n\t\"\\x0ePetMessageType\\x12\\x1b\\n\" +\n\t\"\\x17PET_MESSAGE_UNSPECIFIED\\x10\\x00\\x12\\x13\\n\" +\n\t\"\\x0eMSG_PET_SUMMON\\x10\\x81\\x06\\x12\\x14\\n\" +\n\t\"\\x0fMSG_PET_DISMISS\\x10\\x82\\x06\\x12\\x11\\n\" +\n\t\"\\fMSG_PET_INFO\\x10\\x83\\x06\\x12\\x11\\n\" +\n\t\"\\fMSG_PET_MOVE\\x10\\x84\\x06\\x12\\x13\\n\" +\n\t\"\\x0eMSG_PET_ACTION\\x10\\x85\\x06\\x12\\x15\\n\" +\n\t\"\\x10MSG_PET_LEVEL_UP\\x10\\x86\\x06\\x12\\x16\\n\" +\n\t\"\\x11MSG_PET_EVOLUTION\\x10\\x87\\x06\\x12\\x12\\n\" +\n\t\"\\rMSG_PET_TRAIN\\x10\\x88\\x06\\x12\\x11\\n\" +\n\t\"\\fMSG_PET_FEED\\x10\\x89\\x06\\x12\\x13\\n\" +\n\t\"\\x0eMSG_PET_STATUS\\x10\\x8a\\x06*\\x89\\x02\\n\" +\n\t\"\\x13BuildingMessageType\\x12 \\n\" +\n\t\"\\x1cBUILDING_MESSAGE_UNSPECIFIED\\x10\\x00\\x12\\x18\\n\" +\n\t\"\\x13MSG_BUILDING_CREATE\\x10\\x81\\b\\x12\\x19\\n\" +\n\t\"\\x14MSG_BUILDING_UPGRADE\\x10\\x82\\b\\x12\\x19\\n\" +\n\t\"\\x14MSG_BUILDING_DESTROY\\x10\\x83\\b\\x12\\x16\\n\" +\n\t\"\\x11MSG_BUILDING_INFO\\x10\\x84\\b\\x12\\x19\\n\" +\n\t\"\\x14MSG_BUILDING_PRODUCE\\x10\\x85\\b\\x12\\x19\\n\" +\n\t\"\\x14MSG_BUILDING_COLLECT\\x10\\x86\\b\\x12\\x18\\n\" +\n\t\"\\x13MSG_BUILDING_REPAIR\\x10\\x87\\b\\x12\\x18\\n\" +\n\t\"\\x13MSG_BUILDING_STATUS\\x10\\x88\\b*\\xeb\\x02\\n\" +\n\t\"\\x11SocialMessageType\\x12\\x1e\\n\" +\n\t\"\\x1aSOCIAL_MESSAGE_UNSPECIFIED\\x10\\x00\\x12\\x15\\n\" +\n\t\"\\x10MSG_CHAT_MESSAGE\\x10\\x81\\n\" +\n\t\"\\x12\\x17\\n\" +\n\t\"\\x12MSG_FRIEND_REQUEST\\x10\\x82\\n\" +\n\t\"\\x12\\x16\\n\" +\n\t\"\\x11MSG_FRIEND_ACCEPT\\x10\\x83\\n\" +\n\t\"\\x12\\x16\\n\" +\n\t\"\\x11MSG_FRIEND_REJECT\\x10\\x84\\n\" +\n\t\"\\x12\\x16\\n\" +\n\t\"\\x11MSG_FRIEND_REMOVE\\x10\\x85\\n\" +\n\t\"\\x12\\x14\\n\" +\n\t\"\\x0fMSG_FRIEND_LIST\\x10\\x86\\n\" +\n\t\"\\x12\\x15\\n\" +\n\t\"\\x10MSG_GUILD_CREATE\\x10\\x87\\n\" +\n\t\"\\x12\\x13\\n\" +\n\t\"\\x0eMSG_GUILD_JOIN\\x10\\x88\\n\" +\n\t\"\\x12\\x14\\n\" +\n\t\"\\x0fMSG_GUILD_LEAVE\\x10\\x89\\n\" +\n\t\"\\x12\\x13\\n\" +\n\t\"\\x0eMSG_GUILD_INFO\\x10\\x8a\\n\" +\n\t\"\\x12\\x14\\n\" +\n\t\"\\x0fMSG_TEAM_CREATE\\x10\\x8b\\n\" +\n\t\"\\x12\\x12\\n\" +\n\t\"\\rMSG_TEAM_JOIN\\x10\\x8c\\n\" +\n\t\"\\x12\\x13\\n\" +\n\t\"\\x0eMSG_TEAM_LEAVE\\x10\\x8d\\n\" +\n\t\"\\x12\\x12\\n\" +\n\t\"\\rMSG_TEAM_INFO\\x10\\x8e\\n\" +\n\t\"*\\x86\\x02\\n\" +\n\t\"\\x0fItemMessageType\\x12\\x1c\\n\" +\n\t\"\\x18ITEM_MESSAGE_UNSPECIFIED\\x10\\x00\\x12\\x11\\n\" +\n\t\"\\fMSG_ITEM_USE\\x10\\x81\\f\\x12\\x13\\n\" +\n\t\"\\x0eMSG_ITEM_EQUIP\\x10\\x82\\f\\x12\\x15\\n\" +\n\t\"\\x10MSG_ITEM_UNEQUIP\\x10\\x83\\f\\x12\\x12\\n\" +\n\t\"\\rMSG_ITEM_DROP\\x10\\x84\\f\\x12\\x14\\n\" +\n\t\"\\x0fMSG_ITEM_PICKUP\\x10\\x85\\f\\x12\\x13\\n\" +\n\t\"\\x0eMSG_ITEM_TRADE\\x10\\x86\\f\\x12\\x17\\n\" +\n\t\"\\x12MSG_INVENTORY_INFO\\x10\\x87\\f\\x12\\x12\\n\" +\n\t\"\\rMSG_ITEM_INFO\\x10\\x88\\f\\x12\\x13\\n\" +\n\t\"\\x0eMSG_ITEM_CRAFT\\x10\\x89\\f\\x12\\x15\\n\" +\n\t\"\\x10MSG_ITEM_ENHANCE\\x10\\x8a\\f*\\xd2\\x01\\n\" +\n\t\"\\x10QuestMessageType\\x12\\x1d\\n\" +\n\t\"\\x19QUEST_MESSAGE_UNSPECIFIED\\x10\\x00\\x12\\x15\\n\" +\n\t\"\\x10MSG_QUEST_ACCEPT\\x10\\x81\\x0e\\x12\\x17\\n\" +\n\t\"\\x12MSG_QUEST_COMPLETE\\x10\\x82\\x0e\\x12\\x15\\n\" +\n\t\"\\x10MSG_QUEST_CANCEL\\x10\\x83\\x0e\\x12\\x17\\n\" +\n\t\"\\x12MSG_QUEST_PROGRESS\\x10\\x84\\x0e\\x12\\x13\\n\" +\n\t\"\\x0eMSG_QUEST_LIST\\x10\\x85\\x0e\\x12\\x13\\n\" +\n\t\"\\x0eMSG_QUEST_INFO\\x10\\x86\\x0e\\x12\\x15\\n\" +\n\t\"\\x10MSG_QUEST_REWARD\\x10\\x87\\x0e*\\xb7\\x01\\n\" +\n\t\"\\x10QueryMessageType\\x12\\x1d\\n\" +\n\t\"\\x19QUERY_MESSAGE_UNSPECIFIED\\x10\\x00\\x12\\x18\\n\" +\n\t\"\\x13MSG_GET_PLAYER_INFO\\x10\\x81\\x10\\x12\\x1b\\n\" +\n\t\"\\x16MSG_GET_ONLINE_PLAYERS\\x10\\x82\\x10\\x12\\x18\\n\" +\n\t\"\\x13MSG_GET_BATTLE_INFO\\x10\\x83\\x10\\x12\\x19\\n\" +\n\t\"\\x14MSG_GET_RANKING_LIST\\x10\\x84\\x10\\x12\\x18\\n\" +\n\t\"\\x13MSG_GET_SERVER_INFO\\x10\\x85\\x10*\\xfa\\x05\\n\" +\n\t\"\\tErrorCode\\x12\\x1a\\n\" +\n\t\"\\x16ERROR_CODE_UNSPECIFIED\\x10\\x00\\x12\\x0f\\n\" +\n\t\"\\vERR_SUCCESS\\x10\\x00\\x12\\x10\\n\" +\n\t\"\\vERR_UNKNOWN\\x10\\xe8\\a\\x12\\x18\\n\" +\n\t\"\\x13ERR_INVALID_MESSAGE\\x10\\xe9\\a\\x12\\x17\\n\" +\n\t\"\\x12ERR_INVALID_PLAYER\\x10\\xea\\a\\x12\\x19\\n\" +\n\t\"\\x14ERR_PLAYER_NOT_FOUND\\x10\\xeb\\a\\x12\\x17\\n\" +\n\t\"\\x12ERR_PLAYER_OFFLINE\\x10\\xec\\a\\x12\\x14\\n\" +\n\t\"\\x0fERR_AUTH_FAILED\\x10\\xed\\a\\x12\\x1a\\n\" +\n\t\"\\x15ERR_PERMISSION_DENIED\\x10\\xee\\a\\x12\\x15\\n\" +\n\t\"\\x10ERR_RATE_LIMITED\\x10\\xef\\a\\x12\\x14\\n\" +\n\t\"\\x0fERR_SERVER_BUSY\\x10\\xf0\\a\\x12\\x14\\n\" +\n\t\"\\x0fERR_MAINTENANCE\\x10\\xf1\\a\\x12\\x19\\n\" +\n\t\"\\x14ERR_BATTLE_NOT_FOUND\\x10\\xd1\\x0f\\x12\\x14\\n\" +\n\t\"\\x0fERR_BATTLE_FULL\\x10\\xd2\\x0f\\x12\\x17\\n\" +\n\t\"\\x12ERR_BATTLE_STARTED\\x10\\xd3\\x0f\\x12\\x15\\n\" +\n\t\"\\x10ERR_BATTLE_ENDED\\x10\\xd4\\x0f\\x12\\x17\\n\" +\n\t\"\\x12ERR_INVALID_ACTION\\x10\\xd5\\x0f\\x12\\x16\\n\" +\n\t\"\\x11ERR_NOT_YOUR_TURN\\x10\\xd6\\x0f\\x12\\x17\\n\" +\n\t\"\\x12ERR_SKILL_COOLDOWN\\x10\\xd7\\x0f\\x12\\x18\\n\" +\n\t\"\\x13ERR_INSUFFICIENT_MP\\x10\\xd8\\x0f\\x12\\x16\\n\" +\n\t\"\\x11ERR_PET_NOT_FOUND\\x10\\xb9\\x17\\x12\\x1b\\n\" +\n\t\"\\x16ERR_PET_ALREADY_ACTIVE\\x10\\xba\\x17\\x12\\x17\\n\" +\n\t\"\\x12ERR_PET_NOT_ACTIVE\\x10\\xbb\\x17\\x12\\x1a\\n\" +\n\t\"\\x15ERR_PET_LEVEL_TOO_LOW\\x10\\xbc\\x17\\x12\\x1b\\n\" +\n\t\"\\x16ERR_PET_EVOLUTION_FAIL\\x10\\xbd\\x17\\x12\\x17\\n\" +\n\t\"\\x12ERR_ITEM_NOT_FOUND\\x10\\xa1\\x1f\\x12\\x18\\n\" +\n\t\"\\x13ERR_ITEM_NOT_USABLE\\x10\\xa2\\x1f\\x12\\x17\\n\" +\n\t\"\\x12ERR_INVENTORY_FULL\\x10\\xa3\\x1f\\x12\\x1a\\n\" +\n\t\"\\x15ERR_INSUFFICIENT_ITEM\\x10\\xa4\\x1f\\x12\\x1a\\n\" +\n\t\"\\x15ERR_ITEM_EQUIP_FAILED\\x10\\xa5\\x1f\\x1a\\x02\\x10\\x01*\\xcc\\x01\\n\" +\n\t\"\\fPlayerStatus\\x12\\x1d\\n\" +\n\t\"\\x19PLAYER_STATUS_UNSPECIFIED\\x10\\x00\\x12\\x19\\n\" +\n\t\"\\x15PLAYER_STATUS_OFFLINE\\x10\\x01\\x12\\x18\\n\" +\n\t\"\\x14PLAYER_STATUS_ONLINE\\x10\\x02\\x12\\x1b\\n\" +\n\t\"\\x17PLAYER_STATUS_IN_BATTLE\\x10\\x03\\x12\\x1a\\n\" +\n\t\"\\x16PLAYER_STATUS_IN_QUEUE\\x10\\x04\\x12\\x15\\n\" +\n\t\"\\x11PLAYER_STATUS_AFK\\x10\\x05\\x12\\x18\\n\" +\n\t\"\\x14PLAYER_STATUS_BANNED\\x10\\x06*\\xd1\\x01\\n\" +\n\t\"\\fBattleStatus\\x12\\x1d\\n\" +\n\t\"\\x19BATTLE_STATUS_UNSPECIFIED\\x10\\x00\\x12\\x19\\n\" +\n\t\"\\x15BATTLE_STATUS_WAITING\\x10\\x01\\x12\\x1a\\n\" +\n\t\"\\x16BATTLE_STATUS_STARTING\\x10\\x02\\x12\\x18\\n\" +\n\t\"\\x14BATTLE_STATUS_ACTIVE\\x10\\x03\\x12\\x18\\n\" +\n\t\"\\x14BATTLE_STATUS_ENDING\\x10\\x04\\x12\\x1a\\n\" +\n\t\"\\x16BATTLE_STATUS_FINISHED\\x10\\x05\\x12\\x1b\\n\" +\n\t\"\\x17BATTLE_STATUS_CANCELLED\\x10\\x06*\\xca\\x01\\n\" +\n\t\"\\tPetStatus\\x12\\x1a\\n\" +\n\t\"\\x16PET_STATUS_UNSPECIFIED\\x10\\x00\\x12\\x13\\n\" +\n\t\"\\x0fPET_STATUS_IDLE\\x10\\x01\\x12\\x15\\n\" +\n\t\"\\x11PET_STATUS_ACTIVE\\x10\\x02\\x12\\x15\\n\" +\n\t\"\\x11PET_STATUS_BATTLE\\x10\\x03\\x12\\x17\\n\" +\n\t\"\\x13PET_STATUS_TRAINING\\x10\\x04\\x12\\x17\\n\" +\n\t\"\\x13PET_STATUS_SLEEPING\\x10\\x05\\x12\\x13\\n\" +\n\t\"\\x0fPET_STATUS_SICK\\x10\\x06\\x12\\x17\\n\" +\n\t\"\\x13PET_STATUS_EVOLVING\\x10\\a*\\xba\\x01\\n\" +\n\t\"\\n\" +\n\t\"ItemRarity\\x12\\x1b\\n\" +\n\t\"\\x17ITEM_RARITY_UNSPECIFIED\\x10\\x00\\x12\\x16\\n\" +\n\t\"\\x12ITEM_RARITY_COMMON\\x10\\x01\\x12\\x18\\n\" +\n\t\"\\x14ITEM_RARITY_UNCOMMON\\x10\\x02\\x12\\x14\\n\" +\n\t\"\\x10ITEM_RARITY_RARE\\x10\\x03\\x12\\x14\\n\" +\n\t\"\\x10ITEM_RARITY_EPIC\\x10\\x04\\x12\\x19\\n\" +\n\t\"\\x15ITEM_RARITY_LEGENDARY\\x10\\x05\\x12\\x16\\n\" +\n\t\"\\x12ITEM_RARITY_MYTHIC\\x10\\x06*\\xb2\\x01\\n\" +\n\t\"\\tPetRarity\\x12\\x1a\\n\" +\n\t\"\\x16PET_RARITY_UNSPECIFIED\\x10\\x00\\x12\\x15\\n\" +\n\t\"\\x11PET_RARITY_COMMON\\x10\\x01\\x12\\x17\\n\" +\n\t\"\\x13PET_RARITY_UNCOMMON\\x10\\x02\\x12\\x13\\n\" +\n\t\"\\x0fPET_RARITY_RARE\\x10\\x03\\x12\\x13\\n\" +\n\t\"\\x0fPET_RARITY_EPIC\\x10\\x04\\x12\\x18\\n\" +\n\t\"\\x14PET_RARITY_LEGENDARY\\x10\\x05\\x12\\x15\\n\" +\n\t\"\\x11PET_RARITY_MYTHIC\\x10\\x06*\\xe5\\x01\\n\" +\n\t\"\\vMessageFlag\\x12\\x1c\\n\" +\n\t\"\\x18MESSAGE_FLAG_UNSPECIFIED\\x10\\x00\\x12\\x18\\n\" +\n\t\"\\x14MESSAGE_FLAG_REQUEST\\x10\\x01\\x12\\x19\\n\" +\n\t\"\\x15MESSAGE_FLAG_RESPONSE\\x10\\x02\\x12\\x16\\n\" +\n\t\"\\x12MESSAGE_FLAG_ERROR\\x10\\x04\\x12\\x16\\n\" +\n\t\"\\x12MESSAGE_FLAG_ASYNC\\x10\\b\\x12\\x1a\\n\" +\n\t\"\\x16MESSAGE_FLAG_BROADCAST\\x10\\x10\\x12\\x1a\\n\" +\n\t\"\\x16MESSAGE_FLAG_ENCRYPTED\\x10 \\x12\\x1b\\n\" +\n\t\"\\x17MESSAGE_FLAG_COMPRESSED\\x10@B@Z%greatestworks/internal/proto/protocol\\xaa\\x02\\x16GreatestWorks.Protocolb\\x06proto3\"\n\nvar (\n\tfile_proto_protocol_proto_rawDescOnce sync.Once\n\tfile_proto_protocol_proto_rawDescData []byte\n)\n\nfunc file_proto_protocol_proto_rawDescGZIP() []byte {\n\tfile_proto_protocol_proto_rawDescOnce.Do(func() {\n\t\tfile_proto_protocol_proto_rawDescData = protoimpl.X.CompressGZIP(unsafe.Slice(unsafe.StringData(file_proto_protocol_proto_rawDesc), len(file_proto_protocol_proto_rawDesc)))\n\t})\n\treturn file_proto_protocol_proto_rawDescData\n}\n\nvar file_proto_protocol_proto_enumTypes = make([]protoimpl.EnumInfo, 16)\nvar file_proto_protocol_proto_msgTypes = make([]protoimpl.MessageInfo, 4)\nvar file_proto_protocol_proto_goTypes = []any{\n\t(SystemMessageType)(0),    // 0: greatestworks.protocol.SystemMessageType\n\t(PlayerMessageType)(0),    // 1: greatestworks.protocol.PlayerMessageType\n\t(BattleMessageType)(0),    // 2: greatestworks.protocol.BattleMessageType\n\t(PetMessageType)(0),       // 3: greatestworks.protocol.PetMessageType\n\t(BuildingMessageType)(0),  // 4: greatestworks.protocol.BuildingMessageType\n\t(SocialMessageType)(0),    // 5: greatestworks.protocol.SocialMessageType\n\t(ItemMessageType)(0),      // 6: greatestworks.protocol.ItemMessageType\n\t(QuestMessageType)(0),     // 7: greatestworks.protocol.QuestMessageType\n\t(QueryMessageType)(0),     // 8: greatestworks.protocol.QueryMessageType\n\t(ErrorCode)(0),            // 9: greatestworks.protocol.ErrorCode\n\t(PlayerStatus)(0),         // 10: greatestworks.protocol.PlayerStatus\n\t(BattleStatus)(0),         // 11: greatestworks.protocol.BattleStatus\n\t(PetStatus)(0),            // 12: greatestworks.protocol.PetStatus\n\t(ItemRarity)(0),           // 13: greatestworks.protocol.ItemRarity\n\t(PetRarity)(0),            // 14: greatestworks.protocol.PetRarity\n\t(MessageFlag)(0),          // 15: greatestworks.protocol.MessageFlag\n\t(*ProtocolConstants)(nil), // 16: greatestworks.protocol.ProtocolConstants\n\t(*MessageHeader)(nil),     // 17: greatestworks.protocol.MessageHeader\n\t(*BaseResponse)(nil),      // 18: greatestworks.protocol.BaseResponse\n\t(*ErrorResponse)(nil),     // 19: greatestworks.protocol.ErrorResponse\n}\nvar file_proto_protocol_proto_depIdxs = []int32{\n\t9,  // 0: greatestworks.protocol.BaseResponse.error_code:type_name -> greatestworks.protocol.ErrorCode\n\t18, // 1: greatestworks.protocol.ErrorResponse.base:type_name -> greatestworks.protocol.BaseResponse\n\t2,  // [2:2] is the sub-list for method output_type\n\t2,  // [2:2] is the sub-list for method input_type\n\t2,  // [2:2] is the sub-list for extension type_name\n\t2,  // [2:2] is the sub-list for extension extendee\n\t0,  // [0:2] is the sub-list for field type_name\n}\n\nfunc init() { file_proto_protocol_proto_init() }\nfunc file_proto_protocol_proto_init() {\n\tif File_proto_protocol_proto != nil {\n\t\treturn\n\t}\n\ttype x struct{}\n\tout := protoimpl.TypeBuilder{\n\t\tFile: protoimpl.DescBuilder{\n\t\t\tGoPackagePath: reflect.TypeOf(x{}).PkgPath(),\n\t\t\tRawDescriptor: unsafe.Slice(unsafe.StringData(file_proto_protocol_proto_rawDesc), len(file_proto_protocol_proto_rawDesc)),\n\t\t\tNumEnums:      16,\n\t\t\tNumMessages:   4,\n\t\t\tNumExtensions: 0,\n\t\t\tNumServices:   0,\n\t\t},\n\t\tGoTypes:           file_proto_protocol_proto_goTypes,\n\t\tDependencyIndexes: file_proto_protocol_proto_depIdxs,\n\t\tEnumInfos:         file_proto_protocol_proto_enumTypes,\n\t\tMessageInfos:      file_proto_protocol_proto_msgTypes,\n\t}.Build()\n\tFile_proto_protocol_proto = out.File\n\tfile_proto_protocol_proto_goTypes = nil\n\tfile_proto_protocol_proto_depIdxs = nil\n}\n"
  },
  {
    "path": "internal/proto/room/room.pb.go",
    "content": "// Code generated by protoc-gen-go. DO NOT EDIT.\n// versions:\n// \tprotoc-gen-go v1.36.10\n// \tprotoc        v4.25.1\n// source: proto/room.proto\n\npackage room\n\nimport (\n\tprotoreflect \"google.golang.org/protobuf/reflect/protoreflect\"\n\tprotoimpl \"google.golang.org/protobuf/runtime/protoimpl\"\n\tcommon \"greatestworks/internal/proto/common\"\n\treflect \"reflect\"\n\tsync \"sync\"\n\tunsafe \"unsafe\"\n)\n\nconst (\n\t// Verify that this generated code is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(20 - protoimpl.MinVersion)\n\t// Verify that runtime/protoimpl is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(protoimpl.MaxVersion - 20)\n)\n\n// 房间类型枚举\ntype RoomType int32\n\nconst (\n\tRoomType_ROOM_TYPE_UNSPECIFIED   RoomType = 0\n\tRoomType_ROOM_TYPE_CASUAL        RoomType = 1 // 休闲模式\n\tRoomType_ROOM_TYPE_RANKED        RoomType = 2 // 排位模式\n\tRoomType_ROOM_TYPE_CUSTOM        RoomType = 3 // 自定义模式\n\tRoomType_ROOM_TYPE_TOURNAMENT    RoomType = 4 // 锦标赛模式\n\tRoomType_ROOM_TYPE_PRACTICE      RoomType = 5 // 练习模式\n\tRoomType_ROOM_TYPE_SPECTATE      RoomType = 6 // 观战模式\n\tRoomType_ROOM_TYPE_PRIVATE_MATCH RoomType = 7 // 私人对战\n)\n\n// Enum value maps for RoomType.\nvar (\n\tRoomType_name = map[int32]string{\n\t\t0: \"ROOM_TYPE_UNSPECIFIED\",\n\t\t1: \"ROOM_TYPE_CASUAL\",\n\t\t2: \"ROOM_TYPE_RANKED\",\n\t\t3: \"ROOM_TYPE_CUSTOM\",\n\t\t4: \"ROOM_TYPE_TOURNAMENT\",\n\t\t5: \"ROOM_TYPE_PRACTICE\",\n\t\t6: \"ROOM_TYPE_SPECTATE\",\n\t\t7: \"ROOM_TYPE_PRIVATE_MATCH\",\n\t}\n\tRoomType_value = map[string]int32{\n\t\t\"ROOM_TYPE_UNSPECIFIED\":   0,\n\t\t\"ROOM_TYPE_CASUAL\":        1,\n\t\t\"ROOM_TYPE_RANKED\":        2,\n\t\t\"ROOM_TYPE_CUSTOM\":        3,\n\t\t\"ROOM_TYPE_TOURNAMENT\":    4,\n\t\t\"ROOM_TYPE_PRACTICE\":      5,\n\t\t\"ROOM_TYPE_SPECTATE\":      6,\n\t\t\"ROOM_TYPE_PRIVATE_MATCH\": 7,\n\t}\n)\n\nfunc (x RoomType) Enum() *RoomType {\n\tp := new(RoomType)\n\t*p = x\n\treturn p\n}\n\nfunc (x RoomType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (RoomType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_room_proto_enumTypes[0].Descriptor()\n}\n\nfunc (RoomType) Type() protoreflect.EnumType {\n\treturn &file_proto_room_proto_enumTypes[0]\n}\n\nfunc (x RoomType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use RoomType.Descriptor instead.\nfunc (RoomType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{0}\n}\n\n// 房间状态枚举\ntype RoomStatus int32\n\nconst (\n\tRoomStatus_ROOM_STATUS_UNSPECIFIED RoomStatus = 0\n\tRoomStatus_ROOM_STATUS_WAITING     RoomStatus = 1 // 等待玩家\n\tRoomStatus_ROOM_STATUS_PREPARING   RoomStatus = 2 // 准备中\n\tRoomStatus_ROOM_STATUS_IN_GAME     RoomStatus = 3 // 游戏中\n\tRoomStatus_ROOM_STATUS_FINISHED    RoomStatus = 4 // 已结束\n\tRoomStatus_ROOM_STATUS_DISBANDED   RoomStatus = 5 // 已解散\n\tRoomStatus_ROOM_STATUS_PAUSED      RoomStatus = 6 // 已暂停\n)\n\n// Enum value maps for RoomStatus.\nvar (\n\tRoomStatus_name = map[int32]string{\n\t\t0: \"ROOM_STATUS_UNSPECIFIED\",\n\t\t1: \"ROOM_STATUS_WAITING\",\n\t\t2: \"ROOM_STATUS_PREPARING\",\n\t\t3: \"ROOM_STATUS_IN_GAME\",\n\t\t4: \"ROOM_STATUS_FINISHED\",\n\t\t5: \"ROOM_STATUS_DISBANDED\",\n\t\t6: \"ROOM_STATUS_PAUSED\",\n\t}\n\tRoomStatus_value = map[string]int32{\n\t\t\"ROOM_STATUS_UNSPECIFIED\": 0,\n\t\t\"ROOM_STATUS_WAITING\":     1,\n\t\t\"ROOM_STATUS_PREPARING\":   2,\n\t\t\"ROOM_STATUS_IN_GAME\":     3,\n\t\t\"ROOM_STATUS_FINISHED\":    4,\n\t\t\"ROOM_STATUS_DISBANDED\":   5,\n\t\t\"ROOM_STATUS_PAUSED\":      6,\n\t}\n)\n\nfunc (x RoomStatus) Enum() *RoomStatus {\n\tp := new(RoomStatus)\n\t*p = x\n\treturn p\n}\n\nfunc (x RoomStatus) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (RoomStatus) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_room_proto_enumTypes[1].Descriptor()\n}\n\nfunc (RoomStatus) Type() protoreflect.EnumType {\n\treturn &file_proto_room_proto_enumTypes[1]\n}\n\nfunc (x RoomStatus) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use RoomStatus.Descriptor instead.\nfunc (RoomStatus) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{1}\n}\n\n// 玩家角色枚举\ntype PlayerRole int32\n\nconst (\n\tPlayerRole_PLAYER_ROLE_UNSPECIFIED PlayerRole = 0\n\tPlayerRole_PLAYER_ROLE_OWNER       PlayerRole = 1 // 房主\n\tPlayerRole_PLAYER_ROLE_MODERATOR   PlayerRole = 2 // 管理员\n\tPlayerRole_PLAYER_ROLE_PLAYER      PlayerRole = 3 // 玩家\n\tPlayerRole_PLAYER_ROLE_SPECTATOR   PlayerRole = 4 // 观战者\n)\n\n// Enum value maps for PlayerRole.\nvar (\n\tPlayerRole_name = map[int32]string{\n\t\t0: \"PLAYER_ROLE_UNSPECIFIED\",\n\t\t1: \"PLAYER_ROLE_OWNER\",\n\t\t2: \"PLAYER_ROLE_MODERATOR\",\n\t\t3: \"PLAYER_ROLE_PLAYER\",\n\t\t4: \"PLAYER_ROLE_SPECTATOR\",\n\t}\n\tPlayerRole_value = map[string]int32{\n\t\t\"PLAYER_ROLE_UNSPECIFIED\": 0,\n\t\t\"PLAYER_ROLE_OWNER\":       1,\n\t\t\"PLAYER_ROLE_MODERATOR\":   2,\n\t\t\"PLAYER_ROLE_PLAYER\":      3,\n\t\t\"PLAYER_ROLE_SPECTATOR\":   4,\n\t}\n)\n\nfunc (x PlayerRole) Enum() *PlayerRole {\n\tp := new(PlayerRole)\n\t*p = x\n\treturn p\n}\n\nfunc (x PlayerRole) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PlayerRole) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_room_proto_enumTypes[2].Descriptor()\n}\n\nfunc (PlayerRole) Type() protoreflect.EnumType {\n\treturn &file_proto_room_proto_enumTypes[2]\n}\n\nfunc (x PlayerRole) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PlayerRole.Descriptor instead.\nfunc (PlayerRole) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{2}\n}\n\n// 房间消息类型枚举\ntype RoomMessageType int32\n\nconst (\n\tRoomMessageType_ROOM_MESSAGE_TYPE_UNSPECIFIED RoomMessageType = 0\n\tRoomMessageType_ROOM_MESSAGE_TYPE_CHAT        RoomMessageType = 1 // 聊天消息\n\tRoomMessageType_ROOM_MESSAGE_TYPE_SYSTEM      RoomMessageType = 2 // 系统消息\n\tRoomMessageType_ROOM_MESSAGE_TYPE_JOIN        RoomMessageType = 3 // 加入消息\n\tRoomMessageType_ROOM_MESSAGE_TYPE_LEAVE       RoomMessageType = 4 // 离开消息\n\tRoomMessageType_ROOM_MESSAGE_TYPE_READY       RoomMessageType = 5 // 准备消息\n\tRoomMessageType_ROOM_MESSAGE_TYPE_START       RoomMessageType = 6 // 开始消息\n\tRoomMessageType_ROOM_MESSAGE_TYPE_END         RoomMessageType = 7 // 结束消息\n)\n\n// Enum value maps for RoomMessageType.\nvar (\n\tRoomMessageType_name = map[int32]string{\n\t\t0: \"ROOM_MESSAGE_TYPE_UNSPECIFIED\",\n\t\t1: \"ROOM_MESSAGE_TYPE_CHAT\",\n\t\t2: \"ROOM_MESSAGE_TYPE_SYSTEM\",\n\t\t3: \"ROOM_MESSAGE_TYPE_JOIN\",\n\t\t4: \"ROOM_MESSAGE_TYPE_LEAVE\",\n\t\t5: \"ROOM_MESSAGE_TYPE_READY\",\n\t\t6: \"ROOM_MESSAGE_TYPE_START\",\n\t\t7: \"ROOM_MESSAGE_TYPE_END\",\n\t}\n\tRoomMessageType_value = map[string]int32{\n\t\t\"ROOM_MESSAGE_TYPE_UNSPECIFIED\": 0,\n\t\t\"ROOM_MESSAGE_TYPE_CHAT\":        1,\n\t\t\"ROOM_MESSAGE_TYPE_SYSTEM\":      2,\n\t\t\"ROOM_MESSAGE_TYPE_JOIN\":        3,\n\t\t\"ROOM_MESSAGE_TYPE_LEAVE\":       4,\n\t\t\"ROOM_MESSAGE_TYPE_READY\":       5,\n\t\t\"ROOM_MESSAGE_TYPE_START\":       6,\n\t\t\"ROOM_MESSAGE_TYPE_END\":         7,\n\t}\n)\n\nfunc (x RoomMessageType) Enum() *RoomMessageType {\n\tp := new(RoomMessageType)\n\t*p = x\n\treturn p\n}\n\nfunc (x RoomMessageType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (RoomMessageType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_room_proto_enumTypes[3].Descriptor()\n}\n\nfunc (RoomMessageType) Type() protoreflect.EnumType {\n\treturn &file_proto_room_proto_enumTypes[3]\n}\n\nfunc (x RoomMessageType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use RoomMessageType.Descriptor instead.\nfunc (RoomMessageType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{3}\n}\n\n// 房间排序枚举\ntype RoomSortBy int32\n\nconst (\n\tRoomSortBy_ROOM_SORT_BY_UNSPECIFIED  RoomSortBy = 0\n\tRoomSortBy_ROOM_SORT_BY_NAME         RoomSortBy = 1 // 按名称排序\n\tRoomSortBy_ROOM_SORT_BY_PLAYERS      RoomSortBy = 2 // 按玩家数量排序\n\tRoomSortBy_ROOM_SORT_BY_CREATED_TIME RoomSortBy = 3 // 按创建时间排序\n\tRoomSortBy_ROOM_SORT_BY_PING         RoomSortBy = 4 // 按延迟排序\n\tRoomSortBy_ROOM_SORT_BY_POPULARITY   RoomSortBy = 5 // 按热门程度排序\n)\n\n// Enum value maps for RoomSortBy.\nvar (\n\tRoomSortBy_name = map[int32]string{\n\t\t0: \"ROOM_SORT_BY_UNSPECIFIED\",\n\t\t1: \"ROOM_SORT_BY_NAME\",\n\t\t2: \"ROOM_SORT_BY_PLAYERS\",\n\t\t3: \"ROOM_SORT_BY_CREATED_TIME\",\n\t\t4: \"ROOM_SORT_BY_PING\",\n\t\t5: \"ROOM_SORT_BY_POPULARITY\",\n\t}\n\tRoomSortBy_value = map[string]int32{\n\t\t\"ROOM_SORT_BY_UNSPECIFIED\":  0,\n\t\t\"ROOM_SORT_BY_NAME\":         1,\n\t\t\"ROOM_SORT_BY_PLAYERS\":      2,\n\t\t\"ROOM_SORT_BY_CREATED_TIME\": 3,\n\t\t\"ROOM_SORT_BY_PING\":         4,\n\t\t\"ROOM_SORT_BY_POPULARITY\":   5,\n\t}\n)\n\nfunc (x RoomSortBy) Enum() *RoomSortBy {\n\tp := new(RoomSortBy)\n\t*p = x\n\treturn p\n}\n\nfunc (x RoomSortBy) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (RoomSortBy) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_room_proto_enumTypes[4].Descriptor()\n}\n\nfunc (RoomSortBy) Type() protoreflect.EnumType {\n\treturn &file_proto_room_proto_enumTypes[4]\n}\n\nfunc (x RoomSortBy) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use RoomSortBy.Descriptor instead.\nfunc (RoomSortBy) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{4}\n}\n\n// 难度等级枚举\ntype DifficultyLevel int32\n\nconst (\n\tDifficultyLevel_DIFFICULTY_LEVEL_UNSPECIFIED DifficultyLevel = 0\n\tDifficultyLevel_DIFFICULTY_LEVEL_EASY        DifficultyLevel = 1 // 简单\n\tDifficultyLevel_DIFFICULTY_LEVEL_NORMAL      DifficultyLevel = 2 // 普通\n\tDifficultyLevel_DIFFICULTY_LEVEL_HARD        DifficultyLevel = 3 // 困难\n\tDifficultyLevel_DIFFICULTY_LEVEL_EXPERT      DifficultyLevel = 4 // 专家\n\tDifficultyLevel_DIFFICULTY_LEVEL_NIGHTMARE   DifficultyLevel = 5 // 噩梦\n)\n\n// Enum value maps for DifficultyLevel.\nvar (\n\tDifficultyLevel_name = map[int32]string{\n\t\t0: \"DIFFICULTY_LEVEL_UNSPECIFIED\",\n\t\t1: \"DIFFICULTY_LEVEL_EASY\",\n\t\t2: \"DIFFICULTY_LEVEL_NORMAL\",\n\t\t3: \"DIFFICULTY_LEVEL_HARD\",\n\t\t4: \"DIFFICULTY_LEVEL_EXPERT\",\n\t\t5: \"DIFFICULTY_LEVEL_NIGHTMARE\",\n\t}\n\tDifficultyLevel_value = map[string]int32{\n\t\t\"DIFFICULTY_LEVEL_UNSPECIFIED\": 0,\n\t\t\"DIFFICULTY_LEVEL_EASY\":        1,\n\t\t\"DIFFICULTY_LEVEL_NORMAL\":      2,\n\t\t\"DIFFICULTY_LEVEL_HARD\":        3,\n\t\t\"DIFFICULTY_LEVEL_EXPERT\":      4,\n\t\t\"DIFFICULTY_LEVEL_NIGHTMARE\":   5,\n\t}\n)\n\nfunc (x DifficultyLevel) Enum() *DifficultyLevel {\n\tp := new(DifficultyLevel)\n\t*p = x\n\treturn p\n}\n\nfunc (x DifficultyLevel) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (DifficultyLevel) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_room_proto_enumTypes[5].Descriptor()\n}\n\nfunc (DifficultyLevel) Type() protoreflect.EnumType {\n\treturn &file_proto_room_proto_enumTypes[5]\n}\n\nfunc (x DifficultyLevel) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use DifficultyLevel.Descriptor instead.\nfunc (DifficultyLevel) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{5}\n}\n\n// 创建房间请求\ntype CreateRoomRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tOwnerId       string                 `protobuf:\"bytes,1,opt,name=owner_id,json=ownerId,proto3\" json:\"owner_id,omitempty\"`\n\tRoomName      string                 `protobuf:\"bytes,2,opt,name=room_name,json=roomName,proto3\" json:\"room_name,omitempty\"`\n\tRoomType      RoomType               `protobuf:\"varint,3,opt,name=room_type,json=roomType,proto3,enum=greatestworks.room.RoomType\" json:\"room_type,omitempty\"`\n\tGameMode      string                 `protobuf:\"bytes,4,opt,name=game_mode,json=gameMode,proto3\" json:\"game_mode,omitempty\"`\n\tMapId         string                 `protobuf:\"bytes,5,opt,name=map_id,json=mapId,proto3\" json:\"map_id,omitempty\"`\n\tMaxPlayers    int32                  `protobuf:\"varint,6,opt,name=max_players,json=maxPlayers,proto3\" json:\"max_players,omitempty\"`\n\tIsPrivate     bool                   `protobuf:\"varint,7,opt,name=is_private,json=isPrivate,proto3\" json:\"is_private,omitempty\"`\n\tPassword      string                 `protobuf:\"bytes,8,opt,name=password,proto3\" json:\"password,omitempty\"`\n\tSettings      *RoomSettings          `protobuf:\"bytes,9,opt,name=settings,proto3\" json:\"settings,omitempty\"`\n\tCustomRules   map[string]string      `protobuf:\"bytes,10,rep,name=custom_rules,json=customRules,proto3\" json:\"custom_rules,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *CreateRoomRequest) Reset() {\n\t*x = CreateRoomRequest{}\n\tmi := &file_proto_room_proto_msgTypes[0]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *CreateRoomRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*CreateRoomRequest) ProtoMessage() {}\n\nfunc (x *CreateRoomRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[0]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use CreateRoomRequest.ProtoReflect.Descriptor instead.\nfunc (*CreateRoomRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{0}\n}\n\nfunc (x *CreateRoomRequest) GetOwnerId() string {\n\tif x != nil {\n\t\treturn x.OwnerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreateRoomRequest) GetRoomName() string {\n\tif x != nil {\n\t\treturn x.RoomName\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreateRoomRequest) GetRoomType() RoomType {\n\tif x != nil {\n\t\treturn x.RoomType\n\t}\n\treturn RoomType_ROOM_TYPE_UNSPECIFIED\n}\n\nfunc (x *CreateRoomRequest) GetGameMode() string {\n\tif x != nil {\n\t\treturn x.GameMode\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreateRoomRequest) GetMapId() string {\n\tif x != nil {\n\t\treturn x.MapId\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreateRoomRequest) GetMaxPlayers() int32 {\n\tif x != nil {\n\t\treturn x.MaxPlayers\n\t}\n\treturn 0\n}\n\nfunc (x *CreateRoomRequest) GetIsPrivate() bool {\n\tif x != nil {\n\t\treturn x.IsPrivate\n\t}\n\treturn false\n}\n\nfunc (x *CreateRoomRequest) GetPassword() string {\n\tif x != nil {\n\t\treturn x.Password\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreateRoomRequest) GetSettings() *RoomSettings {\n\tif x != nil {\n\t\treturn x.Settings\n\t}\n\treturn nil\n}\n\nfunc (x *CreateRoomRequest) GetCustomRules() map[string]string {\n\tif x != nil {\n\t\treturn x.CustomRules\n\t}\n\treturn nil\n}\n\n// 创建房间响应\ntype CreateRoomResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tRoomId        string                 `protobuf:\"bytes,2,opt,name=room_id,json=roomId,proto3\" json:\"room_id,omitempty\"`\n\tRoomInfo      *RoomInfo              `protobuf:\"bytes,3,opt,name=room_info,json=roomInfo,proto3\" json:\"room_info,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *CreateRoomResponse) Reset() {\n\t*x = CreateRoomResponse{}\n\tmi := &file_proto_room_proto_msgTypes[1]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *CreateRoomResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*CreateRoomResponse) ProtoMessage() {}\n\nfunc (x *CreateRoomResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[1]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use CreateRoomResponse.ProtoReflect.Descriptor instead.\nfunc (*CreateRoomResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{1}\n}\n\nfunc (x *CreateRoomResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *CreateRoomResponse) GetRoomId() string {\n\tif x != nil {\n\t\treturn x.RoomId\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreateRoomResponse) GetRoomInfo() *RoomInfo {\n\tif x != nil {\n\t\treturn x.RoomInfo\n\t}\n\treturn nil\n}\n\n// 加入房间请求\ntype JoinRoomRequest struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId       string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tRoomId         string                 `protobuf:\"bytes,2,opt,name=room_id,json=roomId,proto3\" json:\"room_id,omitempty\"`\n\tPassword       string                 `protobuf:\"bytes,3,opt,name=password,proto3\" json:\"password,omitempty\"`\n\tInvitationCode string                 `protobuf:\"bytes,4,opt,name=invitation_code,json=invitationCode,proto3\" json:\"invitation_code,omitempty\"`\n\tPreferredTeam  int32                  `protobuf:\"varint,5,opt,name=preferred_team,json=preferredTeam,proto3\" json:\"preferred_team,omitempty\"` // 希望加入的队伍\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *JoinRoomRequest) Reset() {\n\t*x = JoinRoomRequest{}\n\tmi := &file_proto_room_proto_msgTypes[2]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *JoinRoomRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*JoinRoomRequest) ProtoMessage() {}\n\nfunc (x *JoinRoomRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[2]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use JoinRoomRequest.ProtoReflect.Descriptor instead.\nfunc (*JoinRoomRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{2}\n}\n\nfunc (x *JoinRoomRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *JoinRoomRequest) GetRoomId() string {\n\tif x != nil {\n\t\treturn x.RoomId\n\t}\n\treturn \"\"\n}\n\nfunc (x *JoinRoomRequest) GetPassword() string {\n\tif x != nil {\n\t\treturn x.Password\n\t}\n\treturn \"\"\n}\n\nfunc (x *JoinRoomRequest) GetInvitationCode() string {\n\tif x != nil {\n\t\treturn x.InvitationCode\n\t}\n\treturn \"\"\n}\n\nfunc (x *JoinRoomRequest) GetPreferredTeam() int32 {\n\tif x != nil {\n\t\treturn x.PreferredTeam\n\t}\n\treturn 0\n}\n\n// 加入房间响应\ntype JoinRoomResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tRoomInfo      *RoomInfo              `protobuf:\"bytes,2,opt,name=room_info,json=roomInfo,proto3\" json:\"room_info,omitempty\"`\n\tPlayerInfo    *RoomPlayer            `protobuf:\"bytes,3,opt,name=player_info,json=playerInfo,proto3\" json:\"player_info,omitempty\"`\n\tOtherPlayers  []*RoomPlayer          `protobuf:\"bytes,4,rep,name=other_players,json=otherPlayers,proto3\" json:\"other_players,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *JoinRoomResponse) Reset() {\n\t*x = JoinRoomResponse{}\n\tmi := &file_proto_room_proto_msgTypes[3]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *JoinRoomResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*JoinRoomResponse) ProtoMessage() {}\n\nfunc (x *JoinRoomResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[3]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use JoinRoomResponse.ProtoReflect.Descriptor instead.\nfunc (*JoinRoomResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{3}\n}\n\nfunc (x *JoinRoomResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *JoinRoomResponse) GetRoomInfo() *RoomInfo {\n\tif x != nil {\n\t\treturn x.RoomInfo\n\t}\n\treturn nil\n}\n\nfunc (x *JoinRoomResponse) GetPlayerInfo() *RoomPlayer {\n\tif x != nil {\n\t\treturn x.PlayerInfo\n\t}\n\treturn nil\n}\n\nfunc (x *JoinRoomResponse) GetOtherPlayers() []*RoomPlayer {\n\tif x != nil {\n\t\treturn x.OtherPlayers\n\t}\n\treturn nil\n}\n\n// 离开房间请求\ntype LeaveRoomRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tRoomId        string                 `protobuf:\"bytes,2,opt,name=room_id,json=roomId,proto3\" json:\"room_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *LeaveRoomRequest) Reset() {\n\t*x = LeaveRoomRequest{}\n\tmi := &file_proto_room_proto_msgTypes[4]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *LeaveRoomRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*LeaveRoomRequest) ProtoMessage() {}\n\nfunc (x *LeaveRoomRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[4]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use LeaveRoomRequest.ProtoReflect.Descriptor instead.\nfunc (*LeaveRoomRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{4}\n}\n\nfunc (x *LeaveRoomRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *LeaveRoomRequest) GetRoomId() string {\n\tif x != nil {\n\t\treturn x.RoomId\n\t}\n\treturn \"\"\n}\n\n// 离开房间响应\ntype LeaveRoomResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *LeaveRoomResponse) Reset() {\n\t*x = LeaveRoomResponse{}\n\tmi := &file_proto_room_proto_msgTypes[5]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *LeaveRoomResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*LeaveRoomResponse) ProtoMessage() {}\n\nfunc (x *LeaveRoomResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[5]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use LeaveRoomResponse.ProtoReflect.Descriptor instead.\nfunc (*LeaveRoomResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{5}\n}\n\nfunc (x *LeaveRoomResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\n// 获取房间列表请求\ntype GetRoomListRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tRoomType      RoomType               `protobuf:\"varint,1,opt,name=room_type,json=roomType,proto3,enum=greatestworks.room.RoomType\" json:\"room_type,omitempty\"`\n\tGameMode      string                 `protobuf:\"bytes,2,opt,name=game_mode,json=gameMode,proto3\" json:\"game_mode,omitempty\"`\n\tOnlyPublic    bool                   `protobuf:\"varint,3,opt,name=only_public,json=onlyPublic,proto3\" json:\"only_public,omitempty\"`\n\tOnlyAvailable bool                   `protobuf:\"varint,4,opt,name=only_available,json=onlyAvailable,proto3\" json:\"only_available,omitempty\"` // 只显示有空位的房间\n\tLimit         int32                  `protobuf:\"varint,5,opt,name=limit,proto3\" json:\"limit,omitempty\"`\n\tOffset        int32                  `protobuf:\"varint,6,opt,name=offset,proto3\" json:\"offset,omitempty\"`\n\tSortBy        RoomSortBy             `protobuf:\"varint,7,opt,name=sort_by,json=sortBy,proto3,enum=greatestworks.room.RoomSortBy\" json:\"sort_by,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetRoomListRequest) Reset() {\n\t*x = GetRoomListRequest{}\n\tmi := &file_proto_room_proto_msgTypes[6]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetRoomListRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetRoomListRequest) ProtoMessage() {}\n\nfunc (x *GetRoomListRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[6]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetRoomListRequest.ProtoReflect.Descriptor instead.\nfunc (*GetRoomListRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{6}\n}\n\nfunc (x *GetRoomListRequest) GetRoomType() RoomType {\n\tif x != nil {\n\t\treturn x.RoomType\n\t}\n\treturn RoomType_ROOM_TYPE_UNSPECIFIED\n}\n\nfunc (x *GetRoomListRequest) GetGameMode() string {\n\tif x != nil {\n\t\treturn x.GameMode\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetRoomListRequest) GetOnlyPublic() bool {\n\tif x != nil {\n\t\treturn x.OnlyPublic\n\t}\n\treturn false\n}\n\nfunc (x *GetRoomListRequest) GetOnlyAvailable() bool {\n\tif x != nil {\n\t\treturn x.OnlyAvailable\n\t}\n\treturn false\n}\n\nfunc (x *GetRoomListRequest) GetLimit() int32 {\n\tif x != nil {\n\t\treturn x.Limit\n\t}\n\treturn 0\n}\n\nfunc (x *GetRoomListRequest) GetOffset() int32 {\n\tif x != nil {\n\t\treturn x.Offset\n\t}\n\treturn 0\n}\n\nfunc (x *GetRoomListRequest) GetSortBy() RoomSortBy {\n\tif x != nil {\n\t\treturn x.SortBy\n\t}\n\treturn RoomSortBy_ROOM_SORT_BY_UNSPECIFIED\n}\n\n// 获取房间列表响应\ntype GetRoomListResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tRooms         []*RoomInfo            `protobuf:\"bytes,2,rep,name=rooms,proto3\" json:\"rooms,omitempty\"`\n\tPagination    *common.PaginationInfo `protobuf:\"bytes,3,opt,name=pagination,proto3\" json:\"pagination,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetRoomListResponse) Reset() {\n\t*x = GetRoomListResponse{}\n\tmi := &file_proto_room_proto_msgTypes[7]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetRoomListResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetRoomListResponse) ProtoMessage() {}\n\nfunc (x *GetRoomListResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[7]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetRoomListResponse.ProtoReflect.Descriptor instead.\nfunc (*GetRoomListResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{7}\n}\n\nfunc (x *GetRoomListResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetRoomListResponse) GetRooms() []*RoomInfo {\n\tif x != nil {\n\t\treturn x.Rooms\n\t}\n\treturn nil\n}\n\nfunc (x *GetRoomListResponse) GetPagination() *common.PaginationInfo {\n\tif x != nil {\n\t\treturn x.Pagination\n\t}\n\treturn nil\n}\n\n// 获取房间信息请求\ntype GetRoomInfoRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tRoomId        string                 `protobuf:\"bytes,1,opt,name=room_id,json=roomId,proto3\" json:\"room_id,omitempty\"`\n\tPlayerId      string                 `protobuf:\"bytes,2,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"` // 查询者ID，用于权限检查\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetRoomInfoRequest) Reset() {\n\t*x = GetRoomInfoRequest{}\n\tmi := &file_proto_room_proto_msgTypes[8]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetRoomInfoRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetRoomInfoRequest) ProtoMessage() {}\n\nfunc (x *GetRoomInfoRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[8]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetRoomInfoRequest.ProtoReflect.Descriptor instead.\nfunc (*GetRoomInfoRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{8}\n}\n\nfunc (x *GetRoomInfoRequest) GetRoomId() string {\n\tif x != nil {\n\t\treturn x.RoomId\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetRoomInfoRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\n// 获取房间信息响应\ntype GetRoomInfoResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tRoomDetail    *RoomDetail            `protobuf:\"bytes,2,opt,name=room_detail,json=roomDetail,proto3\" json:\"room_detail,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetRoomInfoResponse) Reset() {\n\t*x = GetRoomInfoResponse{}\n\tmi := &file_proto_room_proto_msgTypes[9]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetRoomInfoResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetRoomInfoResponse) ProtoMessage() {}\n\nfunc (x *GetRoomInfoResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[9]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetRoomInfoResponse.ProtoReflect.Descriptor instead.\nfunc (*GetRoomInfoResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{9}\n}\n\nfunc (x *GetRoomInfoResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetRoomInfoResponse) GetRoomDetail() *RoomDetail {\n\tif x != nil {\n\t\treturn x.RoomDetail\n\t}\n\treturn nil\n}\n\n// 更新房间设置请求\ntype UpdateRoomSettingsRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tRoomId        string                 `protobuf:\"bytes,2,opt,name=room_id,json=roomId,proto3\" json:\"room_id,omitempty\"`\n\tSettings      *RoomSettings          `protobuf:\"bytes,3,opt,name=settings,proto3\" json:\"settings,omitempty\"`\n\tCustomRules   map[string]string      `protobuf:\"bytes,4,rep,name=custom_rules,json=customRules,proto3\" json:\"custom_rules,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *UpdateRoomSettingsRequest) Reset() {\n\t*x = UpdateRoomSettingsRequest{}\n\tmi := &file_proto_room_proto_msgTypes[10]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *UpdateRoomSettingsRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*UpdateRoomSettingsRequest) ProtoMessage() {}\n\nfunc (x *UpdateRoomSettingsRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[10]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use UpdateRoomSettingsRequest.ProtoReflect.Descriptor instead.\nfunc (*UpdateRoomSettingsRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{10}\n}\n\nfunc (x *UpdateRoomSettingsRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *UpdateRoomSettingsRequest) GetRoomId() string {\n\tif x != nil {\n\t\treturn x.RoomId\n\t}\n\treturn \"\"\n}\n\nfunc (x *UpdateRoomSettingsRequest) GetSettings() *RoomSettings {\n\tif x != nil {\n\t\treturn x.Settings\n\t}\n\treturn nil\n}\n\nfunc (x *UpdateRoomSettingsRequest) GetCustomRules() map[string]string {\n\tif x != nil {\n\t\treturn x.CustomRules\n\t}\n\treturn nil\n}\n\n// 更新房间设置响应\ntype UpdateRoomSettingsResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tNewSettings   *RoomSettings          `protobuf:\"bytes,2,opt,name=new_settings,json=newSettings,proto3\" json:\"new_settings,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *UpdateRoomSettingsResponse) Reset() {\n\t*x = UpdateRoomSettingsResponse{}\n\tmi := &file_proto_room_proto_msgTypes[11]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *UpdateRoomSettingsResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*UpdateRoomSettingsResponse) ProtoMessage() {}\n\nfunc (x *UpdateRoomSettingsResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[11]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use UpdateRoomSettingsResponse.ProtoReflect.Descriptor instead.\nfunc (*UpdateRoomSettingsResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{11}\n}\n\nfunc (x *UpdateRoomSettingsResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *UpdateRoomSettingsResponse) GetNewSettings() *RoomSettings {\n\tif x != nil {\n\t\treturn x.NewSettings\n\t}\n\treturn nil\n}\n\n// 踢出玩家请求\ntype KickPlayerRequest struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tKickerId       string                 `protobuf:\"bytes,1,opt,name=kicker_id,json=kickerId,proto3\" json:\"kicker_id,omitempty\"`\n\tRoomId         string                 `protobuf:\"bytes,2,opt,name=room_id,json=roomId,proto3\" json:\"room_id,omitempty\"`\n\tTargetPlayerId string                 `protobuf:\"bytes,3,opt,name=target_player_id,json=targetPlayerId,proto3\" json:\"target_player_id,omitempty\"`\n\tReason         string                 `protobuf:\"bytes,4,opt,name=reason,proto3\" json:\"reason,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *KickPlayerRequest) Reset() {\n\t*x = KickPlayerRequest{}\n\tmi := &file_proto_room_proto_msgTypes[12]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *KickPlayerRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*KickPlayerRequest) ProtoMessage() {}\n\nfunc (x *KickPlayerRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[12]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use KickPlayerRequest.ProtoReflect.Descriptor instead.\nfunc (*KickPlayerRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{12}\n}\n\nfunc (x *KickPlayerRequest) GetKickerId() string {\n\tif x != nil {\n\t\treturn x.KickerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *KickPlayerRequest) GetRoomId() string {\n\tif x != nil {\n\t\treturn x.RoomId\n\t}\n\treturn \"\"\n}\n\nfunc (x *KickPlayerRequest) GetTargetPlayerId() string {\n\tif x != nil {\n\t\treturn x.TargetPlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *KickPlayerRequest) GetReason() string {\n\tif x != nil {\n\t\treturn x.Reason\n\t}\n\treturn \"\"\n}\n\n// 踢出玩家响应\ntype KickPlayerResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *KickPlayerResponse) Reset() {\n\t*x = KickPlayerResponse{}\n\tmi := &file_proto_room_proto_msgTypes[13]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *KickPlayerResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*KickPlayerResponse) ProtoMessage() {}\n\nfunc (x *KickPlayerResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[13]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use KickPlayerResponse.ProtoReflect.Descriptor instead.\nfunc (*KickPlayerResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{13}\n}\n\nfunc (x *KickPlayerResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\n// 转移房主请求\ntype TransferOwnershipRequest struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tCurrentOwnerId string                 `protobuf:\"bytes,1,opt,name=current_owner_id,json=currentOwnerId,proto3\" json:\"current_owner_id,omitempty\"`\n\tRoomId         string                 `protobuf:\"bytes,2,opt,name=room_id,json=roomId,proto3\" json:\"room_id,omitempty\"`\n\tNewOwnerId     string                 `protobuf:\"bytes,3,opt,name=new_owner_id,json=newOwnerId,proto3\" json:\"new_owner_id,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *TransferOwnershipRequest) Reset() {\n\t*x = TransferOwnershipRequest{}\n\tmi := &file_proto_room_proto_msgTypes[14]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *TransferOwnershipRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*TransferOwnershipRequest) ProtoMessage() {}\n\nfunc (x *TransferOwnershipRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[14]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use TransferOwnershipRequest.ProtoReflect.Descriptor instead.\nfunc (*TransferOwnershipRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{14}\n}\n\nfunc (x *TransferOwnershipRequest) GetCurrentOwnerId() string {\n\tif x != nil {\n\t\treturn x.CurrentOwnerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TransferOwnershipRequest) GetRoomId() string {\n\tif x != nil {\n\t\treturn x.RoomId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TransferOwnershipRequest) GetNewOwnerId() string {\n\tif x != nil {\n\t\treturn x.NewOwnerId\n\t}\n\treturn \"\"\n}\n\n// 转移房主响应\ntype TransferOwnershipResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tNewOwner      *RoomPlayer            `protobuf:\"bytes,2,opt,name=new_owner,json=newOwner,proto3\" json:\"new_owner,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *TransferOwnershipResponse) Reset() {\n\t*x = TransferOwnershipResponse{}\n\tmi := &file_proto_room_proto_msgTypes[15]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *TransferOwnershipResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*TransferOwnershipResponse) ProtoMessage() {}\n\nfunc (x *TransferOwnershipResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[15]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use TransferOwnershipResponse.ProtoReflect.Descriptor instead.\nfunc (*TransferOwnershipResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{15}\n}\n\nfunc (x *TransferOwnershipResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *TransferOwnershipResponse) GetNewOwner() *RoomPlayer {\n\tif x != nil {\n\t\treturn x.NewOwner\n\t}\n\treturn nil\n}\n\n// 开始游戏请求\ntype StartGameRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tOwnerId       string                 `protobuf:\"bytes,1,opt,name=owner_id,json=ownerId,proto3\" json:\"owner_id,omitempty\"`\n\tRoomId        string                 `protobuf:\"bytes,2,opt,name=room_id,json=roomId,proto3\" json:\"room_id,omitempty\"`\n\tForceStart    bool                   `protobuf:\"varint,3,opt,name=force_start,json=forceStart,proto3\" json:\"force_start,omitempty\"` // 强制开始（即使人数不足）\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *StartGameRequest) Reset() {\n\t*x = StartGameRequest{}\n\tmi := &file_proto_room_proto_msgTypes[16]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *StartGameRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*StartGameRequest) ProtoMessage() {}\n\nfunc (x *StartGameRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[16]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use StartGameRequest.ProtoReflect.Descriptor instead.\nfunc (*StartGameRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{16}\n}\n\nfunc (x *StartGameRequest) GetOwnerId() string {\n\tif x != nil {\n\t\treturn x.OwnerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *StartGameRequest) GetRoomId() string {\n\tif x != nil {\n\t\treturn x.RoomId\n\t}\n\treturn \"\"\n}\n\nfunc (x *StartGameRequest) GetForceStart() bool {\n\tif x != nil {\n\t\treturn x.ForceStart\n\t}\n\treturn false\n}\n\n// 开始游戏响应\ntype StartGameResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tGameSessionId string                 `protobuf:\"bytes,2,opt,name=game_session_id,json=gameSessionId,proto3\" json:\"game_session_id,omitempty\"`\n\tStartTime     int64                  `protobuf:\"varint,3,opt,name=start_time,json=startTime,proto3\" json:\"start_time,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *StartGameResponse) Reset() {\n\t*x = StartGameResponse{}\n\tmi := &file_proto_room_proto_msgTypes[17]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *StartGameResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*StartGameResponse) ProtoMessage() {}\n\nfunc (x *StartGameResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[17]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use StartGameResponse.ProtoReflect.Descriptor instead.\nfunc (*StartGameResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{17}\n}\n\nfunc (x *StartGameResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *StartGameResponse) GetGameSessionId() string {\n\tif x != nil {\n\t\treturn x.GameSessionId\n\t}\n\treturn \"\"\n}\n\nfunc (x *StartGameResponse) GetStartTime() int64 {\n\tif x != nil {\n\t\treturn x.StartTime\n\t}\n\treturn 0\n}\n\n// 设置准备状态请求\ntype SetReadyRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tRoomId        string                 `protobuf:\"bytes,2,opt,name=room_id,json=roomId,proto3\" json:\"room_id,omitempty\"`\n\tIsReady       bool                   `protobuf:\"varint,3,opt,name=is_ready,json=isReady,proto3\" json:\"is_ready,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SetReadyRequest) Reset() {\n\t*x = SetReadyRequest{}\n\tmi := &file_proto_room_proto_msgTypes[18]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SetReadyRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SetReadyRequest) ProtoMessage() {}\n\nfunc (x *SetReadyRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[18]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SetReadyRequest.ProtoReflect.Descriptor instead.\nfunc (*SetReadyRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{18}\n}\n\nfunc (x *SetReadyRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SetReadyRequest) GetRoomId() string {\n\tif x != nil {\n\t\treturn x.RoomId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SetReadyRequest) GetIsReady() bool {\n\tif x != nil {\n\t\treturn x.IsReady\n\t}\n\treturn false\n}\n\n// 设置准备状态响应\ntype SetReadyResponse struct {\n\tstate           protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon          *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tIsReady         bool                   `protobuf:\"varint,2,opt,name=is_ready,json=isReady,proto3\" json:\"is_ready,omitempty\"`\n\tAllPlayersReady bool                   `protobuf:\"varint,3,opt,name=all_players_ready,json=allPlayersReady,proto3\" json:\"all_players_ready,omitempty\"`\n\tunknownFields   protoimpl.UnknownFields\n\tsizeCache       protoimpl.SizeCache\n}\n\nfunc (x *SetReadyResponse) Reset() {\n\t*x = SetReadyResponse{}\n\tmi := &file_proto_room_proto_msgTypes[19]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SetReadyResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SetReadyResponse) ProtoMessage() {}\n\nfunc (x *SetReadyResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[19]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SetReadyResponse.ProtoReflect.Descriptor instead.\nfunc (*SetReadyResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{19}\n}\n\nfunc (x *SetReadyResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *SetReadyResponse) GetIsReady() bool {\n\tif x != nil {\n\t\treturn x.IsReady\n\t}\n\treturn false\n}\n\nfunc (x *SetReadyResponse) GetAllPlayersReady() bool {\n\tif x != nil {\n\t\treturn x.AllPlayersReady\n\t}\n\treturn false\n}\n\n// 邀请玩家请求\ntype InvitePlayerRequest struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tInviterId      string                 `protobuf:\"bytes,1,opt,name=inviter_id,json=inviterId,proto3\" json:\"inviter_id,omitempty\"`\n\tRoomId         string                 `protobuf:\"bytes,2,opt,name=room_id,json=roomId,proto3\" json:\"room_id,omitempty\"`\n\tTargetPlayerId string                 `protobuf:\"bytes,3,opt,name=target_player_id,json=targetPlayerId,proto3\" json:\"target_player_id,omitempty\"`\n\tMessage        string                 `protobuf:\"bytes,4,opt,name=message,proto3\" json:\"message,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *InvitePlayerRequest) Reset() {\n\t*x = InvitePlayerRequest{}\n\tmi := &file_proto_room_proto_msgTypes[20]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *InvitePlayerRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*InvitePlayerRequest) ProtoMessage() {}\n\nfunc (x *InvitePlayerRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[20]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use InvitePlayerRequest.ProtoReflect.Descriptor instead.\nfunc (*InvitePlayerRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{20}\n}\n\nfunc (x *InvitePlayerRequest) GetInviterId() string {\n\tif x != nil {\n\t\treturn x.InviterId\n\t}\n\treturn \"\"\n}\n\nfunc (x *InvitePlayerRequest) GetRoomId() string {\n\tif x != nil {\n\t\treturn x.RoomId\n\t}\n\treturn \"\"\n}\n\nfunc (x *InvitePlayerRequest) GetTargetPlayerId() string {\n\tif x != nil {\n\t\treturn x.TargetPlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *InvitePlayerRequest) GetMessage() string {\n\tif x != nil {\n\t\treturn x.Message\n\t}\n\treturn \"\"\n}\n\n// 邀请玩家响应\ntype InvitePlayerResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tInvitationId  string                 `protobuf:\"bytes,2,opt,name=invitation_id,json=invitationId,proto3\" json:\"invitation_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *InvitePlayerResponse) Reset() {\n\t*x = InvitePlayerResponse{}\n\tmi := &file_proto_room_proto_msgTypes[21]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *InvitePlayerResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*InvitePlayerResponse) ProtoMessage() {}\n\nfunc (x *InvitePlayerResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[21]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use InvitePlayerResponse.ProtoReflect.Descriptor instead.\nfunc (*InvitePlayerResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{21}\n}\n\nfunc (x *InvitePlayerResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *InvitePlayerResponse) GetInvitationId() string {\n\tif x != nil {\n\t\treturn x.InvitationId\n\t}\n\treturn \"\"\n}\n\n// 搜索房间请求\ntype SearchRoomsRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tKeyword       string                 `protobuf:\"bytes,1,opt,name=keyword,proto3\" json:\"keyword,omitempty\"`\n\tOwnerName     string                 `protobuf:\"bytes,2,opt,name=owner_name,json=ownerName,proto3\" json:\"owner_name,omitempty\"`\n\tRoomType      RoomType               `protobuf:\"varint,3,opt,name=room_type,json=roomType,proto3,enum=greatestworks.room.RoomType\" json:\"room_type,omitempty\"`\n\tGameMode      string                 `protobuf:\"bytes,4,opt,name=game_mode,json=gameMode,proto3\" json:\"game_mode,omitempty\"`\n\tOnlyPublic    bool                   `protobuf:\"varint,5,opt,name=only_public,json=onlyPublic,proto3\" json:\"only_public,omitempty\"`\n\tOnlyAvailable bool                   `protobuf:\"varint,6,opt,name=only_available,json=onlyAvailable,proto3\" json:\"only_available,omitempty\"`\n\tLimit         int32                  `protobuf:\"varint,7,opt,name=limit,proto3\" json:\"limit,omitempty\"`\n\tOffset        int32                  `protobuf:\"varint,8,opt,name=offset,proto3\" json:\"offset,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SearchRoomsRequest) Reset() {\n\t*x = SearchRoomsRequest{}\n\tmi := &file_proto_room_proto_msgTypes[22]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SearchRoomsRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SearchRoomsRequest) ProtoMessage() {}\n\nfunc (x *SearchRoomsRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[22]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SearchRoomsRequest.ProtoReflect.Descriptor instead.\nfunc (*SearchRoomsRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{22}\n}\n\nfunc (x *SearchRoomsRequest) GetKeyword() string {\n\tif x != nil {\n\t\treturn x.Keyword\n\t}\n\treturn \"\"\n}\n\nfunc (x *SearchRoomsRequest) GetOwnerName() string {\n\tif x != nil {\n\t\treturn x.OwnerName\n\t}\n\treturn \"\"\n}\n\nfunc (x *SearchRoomsRequest) GetRoomType() RoomType {\n\tif x != nil {\n\t\treturn x.RoomType\n\t}\n\treturn RoomType_ROOM_TYPE_UNSPECIFIED\n}\n\nfunc (x *SearchRoomsRequest) GetGameMode() string {\n\tif x != nil {\n\t\treturn x.GameMode\n\t}\n\treturn \"\"\n}\n\nfunc (x *SearchRoomsRequest) GetOnlyPublic() bool {\n\tif x != nil {\n\t\treturn x.OnlyPublic\n\t}\n\treturn false\n}\n\nfunc (x *SearchRoomsRequest) GetOnlyAvailable() bool {\n\tif x != nil {\n\t\treturn x.OnlyAvailable\n\t}\n\treturn false\n}\n\nfunc (x *SearchRoomsRequest) GetLimit() int32 {\n\tif x != nil {\n\t\treturn x.Limit\n\t}\n\treturn 0\n}\n\nfunc (x *SearchRoomsRequest) GetOffset() int32 {\n\tif x != nil {\n\t\treturn x.Offset\n\t}\n\treturn 0\n}\n\n// 搜索房间响应\ntype SearchRoomsResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tRooms         []*RoomInfo            `protobuf:\"bytes,2,rep,name=rooms,proto3\" json:\"rooms,omitempty\"`\n\tPagination    *common.PaginationInfo `protobuf:\"bytes,3,opt,name=pagination,proto3\" json:\"pagination,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SearchRoomsResponse) Reset() {\n\t*x = SearchRoomsResponse{}\n\tmi := &file_proto_room_proto_msgTypes[23]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SearchRoomsResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SearchRoomsResponse) ProtoMessage() {}\n\nfunc (x *SearchRoomsResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[23]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SearchRoomsResponse.ProtoReflect.Descriptor instead.\nfunc (*SearchRoomsResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{23}\n}\n\nfunc (x *SearchRoomsResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *SearchRoomsResponse) GetRooms() []*RoomInfo {\n\tif x != nil {\n\t\treturn x.Rooms\n\t}\n\treturn nil\n}\n\nfunc (x *SearchRoomsResponse) GetPagination() *common.PaginationInfo {\n\tif x != nil {\n\t\treturn x.Pagination\n\t}\n\treturn nil\n}\n\n// 发送房间消息请求\ntype SendRoomMessageRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tSenderId      string                 `protobuf:\"bytes,1,opt,name=sender_id,json=senderId,proto3\" json:\"sender_id,omitempty\"`\n\tRoomId        string                 `protobuf:\"bytes,2,opt,name=room_id,json=roomId,proto3\" json:\"room_id,omitempty\"`\n\tContent       string                 `protobuf:\"bytes,3,opt,name=content,proto3\" json:\"content,omitempty\"`\n\tMessageType   RoomMessageType        `protobuf:\"varint,4,opt,name=message_type,json=messageType,proto3,enum=greatestworks.room.RoomMessageType\" json:\"message_type,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SendRoomMessageRequest) Reset() {\n\t*x = SendRoomMessageRequest{}\n\tmi := &file_proto_room_proto_msgTypes[24]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SendRoomMessageRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SendRoomMessageRequest) ProtoMessage() {}\n\nfunc (x *SendRoomMessageRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[24]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SendRoomMessageRequest.ProtoReflect.Descriptor instead.\nfunc (*SendRoomMessageRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{24}\n}\n\nfunc (x *SendRoomMessageRequest) GetSenderId() string {\n\tif x != nil {\n\t\treturn x.SenderId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SendRoomMessageRequest) GetRoomId() string {\n\tif x != nil {\n\t\treturn x.RoomId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SendRoomMessageRequest) GetContent() string {\n\tif x != nil {\n\t\treturn x.Content\n\t}\n\treturn \"\"\n}\n\nfunc (x *SendRoomMessageRequest) GetMessageType() RoomMessageType {\n\tif x != nil {\n\t\treturn x.MessageType\n\t}\n\treturn RoomMessageType_ROOM_MESSAGE_TYPE_UNSPECIFIED\n}\n\n// 发送房间消息响应\ntype SendRoomMessageResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tMessageId     string                 `protobuf:\"bytes,2,opt,name=message_id,json=messageId,proto3\" json:\"message_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SendRoomMessageResponse) Reset() {\n\t*x = SendRoomMessageResponse{}\n\tmi := &file_proto_room_proto_msgTypes[25]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SendRoomMessageResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SendRoomMessageResponse) ProtoMessage() {}\n\nfunc (x *SendRoomMessageResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[25]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SendRoomMessageResponse.ProtoReflect.Descriptor instead.\nfunc (*SendRoomMessageResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{25}\n}\n\nfunc (x *SendRoomMessageResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *SendRoomMessageResponse) GetMessageId() string {\n\tif x != nil {\n\t\treturn x.MessageId\n\t}\n\treturn \"\"\n}\n\n// 设置房间密码请求\ntype SetRoomPasswordRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tOwnerId       string                 `protobuf:\"bytes,1,opt,name=owner_id,json=ownerId,proto3\" json:\"owner_id,omitempty\"`\n\tRoomId        string                 `protobuf:\"bytes,2,opt,name=room_id,json=roomId,proto3\" json:\"room_id,omitempty\"`\n\tNewPassword   string                 `protobuf:\"bytes,3,opt,name=new_password,json=newPassword,proto3\" json:\"new_password,omitempty\"` // 空字符串表示移除密码\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SetRoomPasswordRequest) Reset() {\n\t*x = SetRoomPasswordRequest{}\n\tmi := &file_proto_room_proto_msgTypes[26]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SetRoomPasswordRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SetRoomPasswordRequest) ProtoMessage() {}\n\nfunc (x *SetRoomPasswordRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[26]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SetRoomPasswordRequest.ProtoReflect.Descriptor instead.\nfunc (*SetRoomPasswordRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{26}\n}\n\nfunc (x *SetRoomPasswordRequest) GetOwnerId() string {\n\tif x != nil {\n\t\treturn x.OwnerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SetRoomPasswordRequest) GetRoomId() string {\n\tif x != nil {\n\t\treturn x.RoomId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SetRoomPasswordRequest) GetNewPassword() string {\n\tif x != nil {\n\t\treturn x.NewPassword\n\t}\n\treturn \"\"\n}\n\n// 设置房间密码响应\ntype SetRoomPasswordResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tHasPassword   bool                   `protobuf:\"varint,2,opt,name=has_password,json=hasPassword,proto3\" json:\"has_password,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SetRoomPasswordResponse) Reset() {\n\t*x = SetRoomPasswordResponse{}\n\tmi := &file_proto_room_proto_msgTypes[27]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SetRoomPasswordResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SetRoomPasswordResponse) ProtoMessage() {}\n\nfunc (x *SetRoomPasswordResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[27]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SetRoomPasswordResponse.ProtoReflect.Descriptor instead.\nfunc (*SetRoomPasswordResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{27}\n}\n\nfunc (x *SetRoomPasswordResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *SetRoomPasswordResponse) GetHasPassword() bool {\n\tif x != nil {\n\t\treturn x.HasPassword\n\t}\n\treturn false\n}\n\n// 房间信息\ntype RoomInfo struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tRoomId         string                 `protobuf:\"bytes,1,opt,name=room_id,json=roomId,proto3\" json:\"room_id,omitempty\"`\n\tRoomName       string                 `protobuf:\"bytes,2,opt,name=room_name,json=roomName,proto3\" json:\"room_name,omitempty\"`\n\tOwnerId        string                 `protobuf:\"bytes,3,opt,name=owner_id,json=ownerId,proto3\" json:\"owner_id,omitempty\"`\n\tOwnerName      string                 `protobuf:\"bytes,4,opt,name=owner_name,json=ownerName,proto3\" json:\"owner_name,omitempty\"`\n\tRoomType       RoomType               `protobuf:\"varint,5,opt,name=room_type,json=roomType,proto3,enum=greatestworks.room.RoomType\" json:\"room_type,omitempty\"`\n\tGameMode       string                 `protobuf:\"bytes,6,opt,name=game_mode,json=gameMode,proto3\" json:\"game_mode,omitempty\"`\n\tMapId          string                 `protobuf:\"bytes,7,opt,name=map_id,json=mapId,proto3\" json:\"map_id,omitempty\"`\n\tMapName        string                 `protobuf:\"bytes,8,opt,name=map_name,json=mapName,proto3\" json:\"map_name,omitempty\"`\n\tStatus         RoomStatus             `protobuf:\"varint,9,opt,name=status,proto3,enum=greatestworks.room.RoomStatus\" json:\"status,omitempty\"`\n\tCurrentPlayers int32                  `protobuf:\"varint,10,opt,name=current_players,json=currentPlayers,proto3\" json:\"current_players,omitempty\"`\n\tMaxPlayers     int32                  `protobuf:\"varint,11,opt,name=max_players,json=maxPlayers,proto3\" json:\"max_players,omitempty\"`\n\tIsPrivate      bool                   `protobuf:\"varint,12,opt,name=is_private,json=isPrivate,proto3\" json:\"is_private,omitempty\"`\n\tHasPassword    bool                   `protobuf:\"varint,13,opt,name=has_password,json=hasPassword,proto3\" json:\"has_password,omitempty\"`\n\tPing           int32                  `protobuf:\"varint,14,opt,name=ping,proto3\" json:\"ping,omitempty\"`\n\tRegion         string                 `protobuf:\"bytes,15,opt,name=region,proto3\" json:\"region,omitempty\"`\n\tCreatedAt      int64                  `protobuf:\"varint,16,opt,name=created_at,json=createdAt,proto3\" json:\"created_at,omitempty\"`\n\tSettings       *RoomSettings          `protobuf:\"bytes,17,opt,name=settings,proto3\" json:\"settings,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *RoomInfo) Reset() {\n\t*x = RoomInfo{}\n\tmi := &file_proto_room_proto_msgTypes[28]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *RoomInfo) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*RoomInfo) ProtoMessage() {}\n\nfunc (x *RoomInfo) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[28]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use RoomInfo.ProtoReflect.Descriptor instead.\nfunc (*RoomInfo) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{28}\n}\n\nfunc (x *RoomInfo) GetRoomId() string {\n\tif x != nil {\n\t\treturn x.RoomId\n\t}\n\treturn \"\"\n}\n\nfunc (x *RoomInfo) GetRoomName() string {\n\tif x != nil {\n\t\treturn x.RoomName\n\t}\n\treturn \"\"\n}\n\nfunc (x *RoomInfo) GetOwnerId() string {\n\tif x != nil {\n\t\treturn x.OwnerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *RoomInfo) GetOwnerName() string {\n\tif x != nil {\n\t\treturn x.OwnerName\n\t}\n\treturn \"\"\n}\n\nfunc (x *RoomInfo) GetRoomType() RoomType {\n\tif x != nil {\n\t\treturn x.RoomType\n\t}\n\treturn RoomType_ROOM_TYPE_UNSPECIFIED\n}\n\nfunc (x *RoomInfo) GetGameMode() string {\n\tif x != nil {\n\t\treturn x.GameMode\n\t}\n\treturn \"\"\n}\n\nfunc (x *RoomInfo) GetMapId() string {\n\tif x != nil {\n\t\treturn x.MapId\n\t}\n\treturn \"\"\n}\n\nfunc (x *RoomInfo) GetMapName() string {\n\tif x != nil {\n\t\treturn x.MapName\n\t}\n\treturn \"\"\n}\n\nfunc (x *RoomInfo) GetStatus() RoomStatus {\n\tif x != nil {\n\t\treturn x.Status\n\t}\n\treturn RoomStatus_ROOM_STATUS_UNSPECIFIED\n}\n\nfunc (x *RoomInfo) GetCurrentPlayers() int32 {\n\tif x != nil {\n\t\treturn x.CurrentPlayers\n\t}\n\treturn 0\n}\n\nfunc (x *RoomInfo) GetMaxPlayers() int32 {\n\tif x != nil {\n\t\treturn x.MaxPlayers\n\t}\n\treturn 0\n}\n\nfunc (x *RoomInfo) GetIsPrivate() bool {\n\tif x != nil {\n\t\treturn x.IsPrivate\n\t}\n\treturn false\n}\n\nfunc (x *RoomInfo) GetHasPassword() bool {\n\tif x != nil {\n\t\treturn x.HasPassword\n\t}\n\treturn false\n}\n\nfunc (x *RoomInfo) GetPing() int32 {\n\tif x != nil {\n\t\treturn x.Ping\n\t}\n\treturn 0\n}\n\nfunc (x *RoomInfo) GetRegion() string {\n\tif x != nil {\n\t\treturn x.Region\n\t}\n\treturn \"\"\n}\n\nfunc (x *RoomInfo) GetCreatedAt() int64 {\n\tif x != nil {\n\t\treturn x.CreatedAt\n\t}\n\treturn 0\n}\n\nfunc (x *RoomInfo) GetSettings() *RoomSettings {\n\tif x != nil {\n\t\treturn x.Settings\n\t}\n\treturn nil\n}\n\n// 房间详情\ntype RoomDetail struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tBasicInfo      *RoomInfo              `protobuf:\"bytes,1,opt,name=basic_info,json=basicInfo,proto3\" json:\"basic_info,omitempty\"`\n\tPlayers        []*RoomPlayer          `protobuf:\"bytes,2,rep,name=players,proto3\" json:\"players,omitempty\"`\n\tTeams          []*RoomTeam            `protobuf:\"bytes,3,rep,name=teams,proto3\" json:\"teams,omitempty\"`\n\tRecentMessages []*RoomMessage         `protobuf:\"bytes,4,rep,name=recent_messages,json=recentMessages,proto3\" json:\"recent_messages,omitempty\"`\n\tCustomRules    map[string]string      `protobuf:\"bytes,5,rep,name=custom_rules,json=customRules,proto3\" json:\"custom_rules,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tStats          *RoomStats             `protobuf:\"bytes,6,opt,name=stats,proto3\" json:\"stats,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *RoomDetail) Reset() {\n\t*x = RoomDetail{}\n\tmi := &file_proto_room_proto_msgTypes[29]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *RoomDetail) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*RoomDetail) ProtoMessage() {}\n\nfunc (x *RoomDetail) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[29]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use RoomDetail.ProtoReflect.Descriptor instead.\nfunc (*RoomDetail) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{29}\n}\n\nfunc (x *RoomDetail) GetBasicInfo() *RoomInfo {\n\tif x != nil {\n\t\treturn x.BasicInfo\n\t}\n\treturn nil\n}\n\nfunc (x *RoomDetail) GetPlayers() []*RoomPlayer {\n\tif x != nil {\n\t\treturn x.Players\n\t}\n\treturn nil\n}\n\nfunc (x *RoomDetail) GetTeams() []*RoomTeam {\n\tif x != nil {\n\t\treturn x.Teams\n\t}\n\treturn nil\n}\n\nfunc (x *RoomDetail) GetRecentMessages() []*RoomMessage {\n\tif x != nil {\n\t\treturn x.RecentMessages\n\t}\n\treturn nil\n}\n\nfunc (x *RoomDetail) GetCustomRules() map[string]string {\n\tif x != nil {\n\t\treturn x.CustomRules\n\t}\n\treturn nil\n}\n\nfunc (x *RoomDetail) GetStats() *RoomStats {\n\tif x != nil {\n\t\treturn x.Stats\n\t}\n\treturn nil\n}\n\n// 房间玩家\ntype RoomPlayer struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tPlayerName    string                 `protobuf:\"bytes,2,opt,name=player_name,json=playerName,proto3\" json:\"player_name,omitempty\"`\n\tLevel         int32                  `protobuf:\"varint,3,opt,name=level,proto3\" json:\"level,omitempty\"`\n\tRank          int32                  `protobuf:\"varint,4,opt,name=rank,proto3\" json:\"rank,omitempty\"`\n\tRole          PlayerRole             `protobuf:\"varint,5,opt,name=role,proto3,enum=greatestworks.room.PlayerRole\" json:\"role,omitempty\"`\n\tTeamId        int32                  `protobuf:\"varint,6,opt,name=team_id,json=teamId,proto3\" json:\"team_id,omitempty\"`\n\tIsReady       bool                   `protobuf:\"varint,7,opt,name=is_ready,json=isReady,proto3\" json:\"is_ready,omitempty\"`\n\tIsOnline      bool                   `protobuf:\"varint,8,opt,name=is_online,json=isOnline,proto3\" json:\"is_online,omitempty\"`\n\tJoinedAt      int64                  `protobuf:\"varint,9,opt,name=joined_at,json=joinedAt,proto3\" json:\"joined_at,omitempty\"`\n\tStats         *PlayerStats           `protobuf:\"bytes,10,opt,name=stats,proto3\" json:\"stats,omitempty\"`\n\tPosition      *common.Position       `protobuf:\"bytes,11,opt,name=position,proto3\" json:\"position,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *RoomPlayer) Reset() {\n\t*x = RoomPlayer{}\n\tmi := &file_proto_room_proto_msgTypes[30]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *RoomPlayer) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*RoomPlayer) ProtoMessage() {}\n\nfunc (x *RoomPlayer) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[30]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use RoomPlayer.ProtoReflect.Descriptor instead.\nfunc (*RoomPlayer) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{30}\n}\n\nfunc (x *RoomPlayer) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *RoomPlayer) GetPlayerName() string {\n\tif x != nil {\n\t\treturn x.PlayerName\n\t}\n\treturn \"\"\n}\n\nfunc (x *RoomPlayer) GetLevel() int32 {\n\tif x != nil {\n\t\treturn x.Level\n\t}\n\treturn 0\n}\n\nfunc (x *RoomPlayer) GetRank() int32 {\n\tif x != nil {\n\t\treturn x.Rank\n\t}\n\treturn 0\n}\n\nfunc (x *RoomPlayer) GetRole() PlayerRole {\n\tif x != nil {\n\t\treturn x.Role\n\t}\n\treturn PlayerRole_PLAYER_ROLE_UNSPECIFIED\n}\n\nfunc (x *RoomPlayer) GetTeamId() int32 {\n\tif x != nil {\n\t\treturn x.TeamId\n\t}\n\treturn 0\n}\n\nfunc (x *RoomPlayer) GetIsReady() bool {\n\tif x != nil {\n\t\treturn x.IsReady\n\t}\n\treturn false\n}\n\nfunc (x *RoomPlayer) GetIsOnline() bool {\n\tif x != nil {\n\t\treturn x.IsOnline\n\t}\n\treturn false\n}\n\nfunc (x *RoomPlayer) GetJoinedAt() int64 {\n\tif x != nil {\n\t\treturn x.JoinedAt\n\t}\n\treturn 0\n}\n\nfunc (x *RoomPlayer) GetStats() *PlayerStats {\n\tif x != nil {\n\t\treturn x.Stats\n\t}\n\treturn nil\n}\n\nfunc (x *RoomPlayer) GetPosition() *common.Position {\n\tif x != nil {\n\t\treturn x.Position\n\t}\n\treturn nil\n}\n\n// 房间队伍\ntype RoomTeam struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tTeamId         int32                  `protobuf:\"varint,1,opt,name=team_id,json=teamId,proto3\" json:\"team_id,omitempty\"`\n\tTeamName       string                 `protobuf:\"bytes,2,opt,name=team_name,json=teamName,proto3\" json:\"team_name,omitempty\"`\n\tTeamColor      string                 `protobuf:\"bytes,3,opt,name=team_color,json=teamColor,proto3\" json:\"team_color,omitempty\"`\n\tCurrentMembers int32                  `protobuf:\"varint,4,opt,name=current_members,json=currentMembers,proto3\" json:\"current_members,omitempty\"`\n\tMaxMembers     int32                  `protobuf:\"varint,5,opt,name=max_members,json=maxMembers,proto3\" json:\"max_members,omitempty\"`\n\tPlayerIds      []string               `protobuf:\"bytes,6,rep,name=player_ids,json=playerIds,proto3\" json:\"player_ids,omitempty\"`\n\tIsReady        bool                   `protobuf:\"varint,7,opt,name=is_ready,json=isReady,proto3\" json:\"is_ready,omitempty\"`\n\tTeamStats      *TeamStats             `protobuf:\"bytes,8,opt,name=team_stats,json=teamStats,proto3\" json:\"team_stats,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *RoomTeam) Reset() {\n\t*x = RoomTeam{}\n\tmi := &file_proto_room_proto_msgTypes[31]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *RoomTeam) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*RoomTeam) ProtoMessage() {}\n\nfunc (x *RoomTeam) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[31]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use RoomTeam.ProtoReflect.Descriptor instead.\nfunc (*RoomTeam) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{31}\n}\n\nfunc (x *RoomTeam) GetTeamId() int32 {\n\tif x != nil {\n\t\treturn x.TeamId\n\t}\n\treturn 0\n}\n\nfunc (x *RoomTeam) GetTeamName() string {\n\tif x != nil {\n\t\treturn x.TeamName\n\t}\n\treturn \"\"\n}\n\nfunc (x *RoomTeam) GetTeamColor() string {\n\tif x != nil {\n\t\treturn x.TeamColor\n\t}\n\treturn \"\"\n}\n\nfunc (x *RoomTeam) GetCurrentMembers() int32 {\n\tif x != nil {\n\t\treturn x.CurrentMembers\n\t}\n\treturn 0\n}\n\nfunc (x *RoomTeam) GetMaxMembers() int32 {\n\tif x != nil {\n\t\treturn x.MaxMembers\n\t}\n\treturn 0\n}\n\nfunc (x *RoomTeam) GetPlayerIds() []string {\n\tif x != nil {\n\t\treturn x.PlayerIds\n\t}\n\treturn nil\n}\n\nfunc (x *RoomTeam) GetIsReady() bool {\n\tif x != nil {\n\t\treturn x.IsReady\n\t}\n\treturn false\n}\n\nfunc (x *RoomTeam) GetTeamStats() *TeamStats {\n\tif x != nil {\n\t\treturn x.TeamStats\n\t}\n\treturn nil\n}\n\n// 房间消息\ntype RoomMessage struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tMessageId     string                 `protobuf:\"bytes,1,opt,name=message_id,json=messageId,proto3\" json:\"message_id,omitempty\"`\n\tSenderId      string                 `protobuf:\"bytes,2,opt,name=sender_id,json=senderId,proto3\" json:\"sender_id,omitempty\"`\n\tSenderName    string                 `protobuf:\"bytes,3,opt,name=sender_name,json=senderName,proto3\" json:\"sender_name,omitempty\"`\n\tContent       string                 `protobuf:\"bytes,4,opt,name=content,proto3\" json:\"content,omitempty\"`\n\tMessageType   RoomMessageType        `protobuf:\"varint,5,opt,name=message_type,json=messageType,proto3,enum=greatestworks.room.RoomMessageType\" json:\"message_type,omitempty\"`\n\tTimestamp     int64                  `protobuf:\"varint,6,opt,name=timestamp,proto3\" json:\"timestamp,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *RoomMessage) Reset() {\n\t*x = RoomMessage{}\n\tmi := &file_proto_room_proto_msgTypes[32]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *RoomMessage) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*RoomMessage) ProtoMessage() {}\n\nfunc (x *RoomMessage) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[32]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use RoomMessage.ProtoReflect.Descriptor instead.\nfunc (*RoomMessage) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{32}\n}\n\nfunc (x *RoomMessage) GetMessageId() string {\n\tif x != nil {\n\t\treturn x.MessageId\n\t}\n\treturn \"\"\n}\n\nfunc (x *RoomMessage) GetSenderId() string {\n\tif x != nil {\n\t\treturn x.SenderId\n\t}\n\treturn \"\"\n}\n\nfunc (x *RoomMessage) GetSenderName() string {\n\tif x != nil {\n\t\treturn x.SenderName\n\t}\n\treturn \"\"\n}\n\nfunc (x *RoomMessage) GetContent() string {\n\tif x != nil {\n\t\treturn x.Content\n\t}\n\treturn \"\"\n}\n\nfunc (x *RoomMessage) GetMessageType() RoomMessageType {\n\tif x != nil {\n\t\treturn x.MessageType\n\t}\n\treturn RoomMessageType_ROOM_MESSAGE_TYPE_UNSPECIFIED\n}\n\nfunc (x *RoomMessage) GetTimestamp() int64 {\n\tif x != nil {\n\t\treturn x.Timestamp\n\t}\n\treturn 0\n}\n\n// 房间设置\ntype RoomSettings struct {\n\tstate              protoimpl.MessageState `protogen:\"open.v1\"`\n\tGameDuration       int32                  `protobuf:\"varint,1,opt,name=game_duration,json=gameDuration,proto3\" json:\"game_duration,omitempty\"`                                                                         // 游戏时长（分钟）\n\tPreparationTime    int32                  `protobuf:\"varint,2,opt,name=preparation_time,json=preparationTime,proto3\" json:\"preparation_time,omitempty\"`                                                                // 准备时间（秒）\n\tFriendlyFire       bool                   `protobuf:\"varint,3,opt,name=friendly_fire,json=friendlyFire,proto3\" json:\"friendly_fire,omitempty\"`                                                                         // 友军伤害\n\tSpectatorsAllowed  bool                   `protobuf:\"varint,4,opt,name=spectators_allowed,json=spectatorsAllowed,proto3\" json:\"spectators_allowed,omitempty\"`                                                          // 允许观战\n\tMaxSpectators      int32                  `protobuf:\"varint,5,opt,name=max_spectators,json=maxSpectators,proto3\" json:\"max_spectators,omitempty\"`                                                                      // 最大观战人数\n\tAutoStart          bool                   `protobuf:\"varint,6,opt,name=auto_start,json=autoStart,proto3\" json:\"auto_start,omitempty\"`                                                                                  // 自动开始\n\tAutoStartCountdown int32                  `protobuf:\"varint,7,opt,name=auto_start_countdown,json=autoStartCountdown,proto3\" json:\"auto_start_countdown,omitempty\"`                                                     // 自动开始倒计时\n\tTeamBalance        bool                   `protobuf:\"varint,8,opt,name=team_balance,json=teamBalance,proto3\" json:\"team_balance,omitempty\"`                                                                            // 队伍平衡\n\tDifficulty         DifficultyLevel        `protobuf:\"varint,9,opt,name=difficulty,proto3,enum=greatestworks.room.DifficultyLevel\" json:\"difficulty,omitempty\"`                                                         // 难度等级\n\tScoreLimits        map[string]int32       `protobuf:\"bytes,10,rep,name=score_limits,json=scoreLimits,proto3\" json:\"score_limits,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"varint,2,opt,name=value\"` // 分数限制\n\tBannedItems        []string               `protobuf:\"bytes,11,rep,name=banned_items,json=bannedItems,proto3\" json:\"banned_items,omitempty\"`                                                                            // 禁用物品\n\tBannedSkills       []string               `protobuf:\"bytes,12,rep,name=banned_skills,json=bannedSkills,proto3\" json:\"banned_skills,omitempty\"`                                                                         // 禁用技能\n\tunknownFields      protoimpl.UnknownFields\n\tsizeCache          protoimpl.SizeCache\n}\n\nfunc (x *RoomSettings) Reset() {\n\t*x = RoomSettings{}\n\tmi := &file_proto_room_proto_msgTypes[33]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *RoomSettings) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*RoomSettings) ProtoMessage() {}\n\nfunc (x *RoomSettings) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[33]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use RoomSettings.ProtoReflect.Descriptor instead.\nfunc (*RoomSettings) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{33}\n}\n\nfunc (x *RoomSettings) GetGameDuration() int32 {\n\tif x != nil {\n\t\treturn x.GameDuration\n\t}\n\treturn 0\n}\n\nfunc (x *RoomSettings) GetPreparationTime() int32 {\n\tif x != nil {\n\t\treturn x.PreparationTime\n\t}\n\treturn 0\n}\n\nfunc (x *RoomSettings) GetFriendlyFire() bool {\n\tif x != nil {\n\t\treturn x.FriendlyFire\n\t}\n\treturn false\n}\n\nfunc (x *RoomSettings) GetSpectatorsAllowed() bool {\n\tif x != nil {\n\t\treturn x.SpectatorsAllowed\n\t}\n\treturn false\n}\n\nfunc (x *RoomSettings) GetMaxSpectators() int32 {\n\tif x != nil {\n\t\treturn x.MaxSpectators\n\t}\n\treturn 0\n}\n\nfunc (x *RoomSettings) GetAutoStart() bool {\n\tif x != nil {\n\t\treturn x.AutoStart\n\t}\n\treturn false\n}\n\nfunc (x *RoomSettings) GetAutoStartCountdown() int32 {\n\tif x != nil {\n\t\treturn x.AutoStartCountdown\n\t}\n\treturn 0\n}\n\nfunc (x *RoomSettings) GetTeamBalance() bool {\n\tif x != nil {\n\t\treturn x.TeamBalance\n\t}\n\treturn false\n}\n\nfunc (x *RoomSettings) GetDifficulty() DifficultyLevel {\n\tif x != nil {\n\t\treturn x.Difficulty\n\t}\n\treturn DifficultyLevel_DIFFICULTY_LEVEL_UNSPECIFIED\n}\n\nfunc (x *RoomSettings) GetScoreLimits() map[string]int32 {\n\tif x != nil {\n\t\treturn x.ScoreLimits\n\t}\n\treturn nil\n}\n\nfunc (x *RoomSettings) GetBannedItems() []string {\n\tif x != nil {\n\t\treturn x.BannedItems\n\t}\n\treturn nil\n}\n\nfunc (x *RoomSettings) GetBannedSkills() []string {\n\tif x != nil {\n\t\treturn x.BannedSkills\n\t}\n\treturn nil\n}\n\n// 玩家统计\ntype PlayerStats struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tKills         int32                  `protobuf:\"varint,1,opt,name=kills,proto3\" json:\"kills,omitempty\"`\n\tDeaths        int32                  `protobuf:\"varint,2,opt,name=deaths,proto3\" json:\"deaths,omitempty\"`\n\tAssists       int32                  `protobuf:\"varint,3,opt,name=assists,proto3\" json:\"assists,omitempty\"`\n\tKdRatio       float32                `protobuf:\"fixed32,4,opt,name=kd_ratio,json=kdRatio,proto3\" json:\"kd_ratio,omitempty\"`\n\tScore         int32                  `protobuf:\"varint,5,opt,name=score,proto3\" json:\"score,omitempty\"`\n\tGamesPlayed   int32                  `protobuf:\"varint,6,opt,name=games_played,json=gamesPlayed,proto3\" json:\"games_played,omitempty\"`\n\tWins          int32                  `protobuf:\"varint,7,opt,name=wins,proto3\" json:\"wins,omitempty\"`\n\tWinRate       float32                `protobuf:\"fixed32,8,opt,name=win_rate,json=winRate,proto3\" json:\"win_rate,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *PlayerStats) Reset() {\n\t*x = PlayerStats{}\n\tmi := &file_proto_room_proto_msgTypes[34]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *PlayerStats) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*PlayerStats) ProtoMessage() {}\n\nfunc (x *PlayerStats) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[34]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use PlayerStats.ProtoReflect.Descriptor instead.\nfunc (*PlayerStats) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{34}\n}\n\nfunc (x *PlayerStats) GetKills() int32 {\n\tif x != nil {\n\t\treturn x.Kills\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerStats) GetDeaths() int32 {\n\tif x != nil {\n\t\treturn x.Deaths\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerStats) GetAssists() int32 {\n\tif x != nil {\n\t\treturn x.Assists\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerStats) GetKdRatio() float32 {\n\tif x != nil {\n\t\treturn x.KdRatio\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerStats) GetScore() int32 {\n\tif x != nil {\n\t\treturn x.Score\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerStats) GetGamesPlayed() int32 {\n\tif x != nil {\n\t\treturn x.GamesPlayed\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerStats) GetWins() int32 {\n\tif x != nil {\n\t\treturn x.Wins\n\t}\n\treturn 0\n}\n\nfunc (x *PlayerStats) GetWinRate() float32 {\n\tif x != nil {\n\t\treturn x.WinRate\n\t}\n\treturn 0\n}\n\n// 队伍统计\ntype TeamStats struct {\n\tstate               protoimpl.MessageState `protogen:\"open.v1\"`\n\tTotalScore          int32                  `protobuf:\"varint,1,opt,name=total_score,json=totalScore,proto3\" json:\"total_score,omitempty\"`\n\tTotalKills          int32                  `protobuf:\"varint,2,opt,name=total_kills,json=totalKills,proto3\" json:\"total_kills,omitempty\"`\n\tTotalDeaths         int32                  `protobuf:\"varint,3,opt,name=total_deaths,json=totalDeaths,proto3\" json:\"total_deaths,omitempty\"`\n\tAverageKd           float32                `protobuf:\"fixed32,4,opt,name=average_kd,json=averageKd,proto3\" json:\"average_kd,omitempty\"`\n\tObjectivesCompleted int32                  `protobuf:\"varint,5,opt,name=objectives_completed,json=objectivesCompleted,proto3\" json:\"objectives_completed,omitempty\"`\n\tunknownFields       protoimpl.UnknownFields\n\tsizeCache           protoimpl.SizeCache\n}\n\nfunc (x *TeamStats) Reset() {\n\t*x = TeamStats{}\n\tmi := &file_proto_room_proto_msgTypes[35]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *TeamStats) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*TeamStats) ProtoMessage() {}\n\nfunc (x *TeamStats) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[35]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use TeamStats.ProtoReflect.Descriptor instead.\nfunc (*TeamStats) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{35}\n}\n\nfunc (x *TeamStats) GetTotalScore() int32 {\n\tif x != nil {\n\t\treturn x.TotalScore\n\t}\n\treturn 0\n}\n\nfunc (x *TeamStats) GetTotalKills() int32 {\n\tif x != nil {\n\t\treturn x.TotalKills\n\t}\n\treturn 0\n}\n\nfunc (x *TeamStats) GetTotalDeaths() int32 {\n\tif x != nil {\n\t\treturn x.TotalDeaths\n\t}\n\treturn 0\n}\n\nfunc (x *TeamStats) GetAverageKd() float32 {\n\tif x != nil {\n\t\treturn x.AverageKd\n\t}\n\treturn 0\n}\n\nfunc (x *TeamStats) GetObjectivesCompleted() int32 {\n\tif x != nil {\n\t\treturn x.ObjectivesCompleted\n\t}\n\treturn 0\n}\n\n// 房间统计\ntype RoomStats struct {\n\tstate               protoimpl.MessageState `protogen:\"open.v1\"`\n\tTotalGamesPlayed    int32                  `protobuf:\"varint,1,opt,name=total_games_played,json=totalGamesPlayed,proto3\" json:\"total_games_played,omitempty\"`\n\tTotalPlaytime       int64                  `protobuf:\"varint,2,opt,name=total_playtime,json=totalPlaytime,proto3\" json:\"total_playtime,omitempty\"`\n\tAveragePlayers      int32                  `protobuf:\"varint,3,opt,name=average_players,json=averagePlayers,proto3\" json:\"average_players,omitempty\"`\n\tAverageGameDuration float32                `protobuf:\"fixed32,4,opt,name=average_game_duration,json=averageGameDuration,proto3\" json:\"average_game_duration,omitempty\"`\n\tLastActive          int64                  `protobuf:\"varint,5,opt,name=last_active,json=lastActive,proto3\" json:\"last_active,omitempty\"`\n\tunknownFields       protoimpl.UnknownFields\n\tsizeCache           protoimpl.SizeCache\n}\n\nfunc (x *RoomStats) Reset() {\n\t*x = RoomStats{}\n\tmi := &file_proto_room_proto_msgTypes[36]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *RoomStats) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*RoomStats) ProtoMessage() {}\n\nfunc (x *RoomStats) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_room_proto_msgTypes[36]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use RoomStats.ProtoReflect.Descriptor instead.\nfunc (*RoomStats) Descriptor() ([]byte, []int) {\n\treturn file_proto_room_proto_rawDescGZIP(), []int{36}\n}\n\nfunc (x *RoomStats) GetTotalGamesPlayed() int32 {\n\tif x != nil {\n\t\treturn x.TotalGamesPlayed\n\t}\n\treturn 0\n}\n\nfunc (x *RoomStats) GetTotalPlaytime() int64 {\n\tif x != nil {\n\t\treturn x.TotalPlaytime\n\t}\n\treturn 0\n}\n\nfunc (x *RoomStats) GetAveragePlayers() int32 {\n\tif x != nil {\n\t\treturn x.AveragePlayers\n\t}\n\treturn 0\n}\n\nfunc (x *RoomStats) GetAverageGameDuration() float32 {\n\tif x != nil {\n\t\treturn x.AverageGameDuration\n\t}\n\treturn 0\n}\n\nfunc (x *RoomStats) GetLastActive() int64 {\n\tif x != nil {\n\t\treturn x.LastActive\n\t}\n\treturn 0\n}\n\nvar File_proto_room_proto protoreflect.FileDescriptor\n\nconst file_proto_room_proto_rawDesc = \"\" +\n\t\"\\n\" +\n\t\"\\x10proto/room.proto\\x12\\x12greatestworks.room\\x1a\\x12proto/common.proto\\\"\\xef\\x03\\n\" +\n\t\"\\x11CreateRoomRequest\\x12\\x19\\n\" +\n\t\"\\bowner_id\\x18\\x01 \\x01(\\tR\\aownerId\\x12\\x1b\\n\" +\n\t\"\\troom_name\\x18\\x02 \\x01(\\tR\\broomName\\x129\\n\" +\n\t\"\\troom_type\\x18\\x03 \\x01(\\x0e2\\x1c.greatestworks.room.RoomTypeR\\broomType\\x12\\x1b\\n\" +\n\t\"\\tgame_mode\\x18\\x04 \\x01(\\tR\\bgameMode\\x12\\x15\\n\" +\n\t\"\\x06map_id\\x18\\x05 \\x01(\\tR\\x05mapId\\x12\\x1f\\n\" +\n\t\"\\vmax_players\\x18\\x06 \\x01(\\x05R\\n\" +\n\t\"maxPlayers\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"is_private\\x18\\a \\x01(\\bR\\tisPrivate\\x12\\x1a\\n\" +\n\t\"\\bpassword\\x18\\b \\x01(\\tR\\bpassword\\x12<\\n\" +\n\t\"\\bsettings\\x18\\t \\x01(\\v2 .greatestworks.room.RoomSettingsR\\bsettings\\x12Y\\n\" +\n\t\"\\fcustom_rules\\x18\\n\" +\n\t\" \\x03(\\v26.greatestworks.room.CreateRoomRequest.CustomRulesEntryR\\vcustomRules\\x1a>\\n\" +\n\t\"\\x10CustomRulesEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\xa6\\x01\\n\" +\n\t\"\\x12CreateRoomResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12\\x17\\n\" +\n\t\"\\aroom_id\\x18\\x02 \\x01(\\tR\\x06roomId\\x129\\n\" +\n\t\"\\troom_info\\x18\\x03 \\x01(\\v2\\x1c.greatestworks.room.RoomInfoR\\broomInfo\\\"\\xb3\\x01\\n\" +\n\t\"\\x0fJoinRoomRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x17\\n\" +\n\t\"\\aroom_id\\x18\\x02 \\x01(\\tR\\x06roomId\\x12\\x1a\\n\" +\n\t\"\\bpassword\\x18\\x03 \\x01(\\tR\\bpassword\\x12'\\n\" +\n\t\"\\x0finvitation_code\\x18\\x04 \\x01(\\tR\\x0einvitationCode\\x12%\\n\" +\n\t\"\\x0epreferred_team\\x18\\x05 \\x01(\\x05R\\rpreferredTeam\\\"\\x91\\x02\\n\" +\n\t\"\\x10JoinRoomResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x129\\n\" +\n\t\"\\troom_info\\x18\\x02 \\x01(\\v2\\x1c.greatestworks.room.RoomInfoR\\broomInfo\\x12?\\n\" +\n\t\"\\vplayer_info\\x18\\x03 \\x01(\\v2\\x1e.greatestworks.room.RoomPlayerR\\n\" +\n\t\"playerInfo\\x12C\\n\" +\n\t\"\\rother_players\\x18\\x04 \\x03(\\v2\\x1e.greatestworks.room.RoomPlayerR\\fotherPlayers\\\"H\\n\" +\n\t\"\\x10LeaveRoomRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x17\\n\" +\n\t\"\\aroom_id\\x18\\x02 \\x01(\\tR\\x06roomId\\\"Q\\n\" +\n\t\"\\x11LeaveRoomResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\\"\\x9b\\x02\\n\" +\n\t\"\\x12GetRoomListRequest\\x129\\n\" +\n\t\"\\troom_type\\x18\\x01 \\x01(\\x0e2\\x1c.greatestworks.room.RoomTypeR\\broomType\\x12\\x1b\\n\" +\n\t\"\\tgame_mode\\x18\\x02 \\x01(\\tR\\bgameMode\\x12\\x1f\\n\" +\n\t\"\\vonly_public\\x18\\x03 \\x01(\\bR\\n\" +\n\t\"onlyPublic\\x12%\\n\" +\n\t\"\\x0eonly_available\\x18\\x04 \\x01(\\bR\\ronlyAvailable\\x12\\x14\\n\" +\n\t\"\\x05limit\\x18\\x05 \\x01(\\x05R\\x05limit\\x12\\x16\\n\" +\n\t\"\\x06offset\\x18\\x06 \\x01(\\x05R\\x06offset\\x127\\n\" +\n\t\"\\asort_by\\x18\\a \\x01(\\x0e2\\x1e.greatestworks.room.RoomSortByR\\x06sortBy\\\"\\xcd\\x01\\n\" +\n\t\"\\x13GetRoomListResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x122\\n\" +\n\t\"\\x05rooms\\x18\\x02 \\x03(\\v2\\x1c.greatestworks.room.RoomInfoR\\x05rooms\\x12D\\n\" +\n\t\"\\n\" +\n\t\"pagination\\x18\\x03 \\x01(\\v2$.greatestworks.common.PaginationInfoR\\n\" +\n\t\"pagination\\\"J\\n\" +\n\t\"\\x12GetRoomInfoRequest\\x12\\x17\\n\" +\n\t\"\\aroom_id\\x18\\x01 \\x01(\\tR\\x06roomId\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x02 \\x01(\\tR\\bplayerId\\\"\\x94\\x01\\n\" +\n\t\"\\x13GetRoomInfoResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12?\\n\" +\n\t\"\\vroom_detail\\x18\\x02 \\x01(\\v2\\x1e.greatestworks.room.RoomDetailR\\n\" +\n\t\"roomDetail\\\"\\xb2\\x02\\n\" +\n\t\"\\x19UpdateRoomSettingsRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x17\\n\" +\n\t\"\\aroom_id\\x18\\x02 \\x01(\\tR\\x06roomId\\x12<\\n\" +\n\t\"\\bsettings\\x18\\x03 \\x01(\\v2 .greatestworks.room.RoomSettingsR\\bsettings\\x12a\\n\" +\n\t\"\\fcustom_rules\\x18\\x04 \\x03(\\v2>.greatestworks.room.UpdateRoomSettingsRequest.CustomRulesEntryR\\vcustomRules\\x1a>\\n\" +\n\t\"\\x10CustomRulesEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\x9f\\x01\\n\" +\n\t\"\\x1aUpdateRoomSettingsResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12C\\n\" +\n\t\"\\fnew_settings\\x18\\x02 \\x01(\\v2 .greatestworks.room.RoomSettingsR\\vnewSettings\\\"\\x8b\\x01\\n\" +\n\t\"\\x11KickPlayerRequest\\x12\\x1b\\n\" +\n\t\"\\tkicker_id\\x18\\x01 \\x01(\\tR\\bkickerId\\x12\\x17\\n\" +\n\t\"\\aroom_id\\x18\\x02 \\x01(\\tR\\x06roomId\\x12(\\n\" +\n\t\"\\x10target_player_id\\x18\\x03 \\x01(\\tR\\x0etargetPlayerId\\x12\\x16\\n\" +\n\t\"\\x06reason\\x18\\x04 \\x01(\\tR\\x06reason\\\"R\\n\" +\n\t\"\\x12KickPlayerResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\\"\\x7f\\n\" +\n\t\"\\x18TransferOwnershipRequest\\x12(\\n\" +\n\t\"\\x10current_owner_id\\x18\\x01 \\x01(\\tR\\x0ecurrentOwnerId\\x12\\x17\\n\" +\n\t\"\\aroom_id\\x18\\x02 \\x01(\\tR\\x06roomId\\x12 \\n\" +\n\t\"\\fnew_owner_id\\x18\\x03 \\x01(\\tR\\n\" +\n\t\"newOwnerId\\\"\\x96\\x01\\n\" +\n\t\"\\x19TransferOwnershipResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12;\\n\" +\n\t\"\\tnew_owner\\x18\\x02 \\x01(\\v2\\x1e.greatestworks.room.RoomPlayerR\\bnewOwner\\\"g\\n\" +\n\t\"\\x10StartGameRequest\\x12\\x19\\n\" +\n\t\"\\bowner_id\\x18\\x01 \\x01(\\tR\\aownerId\\x12\\x17\\n\" +\n\t\"\\aroom_id\\x18\\x02 \\x01(\\tR\\x06roomId\\x12\\x1f\\n\" +\n\t\"\\vforce_start\\x18\\x03 \\x01(\\bR\\n\" +\n\t\"forceStart\\\"\\x98\\x01\\n\" +\n\t\"\\x11StartGameResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12&\\n\" +\n\t\"\\x0fgame_session_id\\x18\\x02 \\x01(\\tR\\rgameSessionId\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"start_time\\x18\\x03 \\x01(\\x03R\\tstartTime\\\"b\\n\" +\n\t\"\\x0fSetReadyRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x17\\n\" +\n\t\"\\aroom_id\\x18\\x02 \\x01(\\tR\\x06roomId\\x12\\x19\\n\" +\n\t\"\\bis_ready\\x18\\x03 \\x01(\\bR\\aisReady\\\"\\x97\\x01\\n\" +\n\t\"\\x10SetReadyResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12\\x19\\n\" +\n\t\"\\bis_ready\\x18\\x02 \\x01(\\bR\\aisReady\\x12*\\n\" +\n\t\"\\x11all_players_ready\\x18\\x03 \\x01(\\bR\\x0fallPlayersReady\\\"\\x91\\x01\\n\" +\n\t\"\\x13InvitePlayerRequest\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"inviter_id\\x18\\x01 \\x01(\\tR\\tinviterId\\x12\\x17\\n\" +\n\t\"\\aroom_id\\x18\\x02 \\x01(\\tR\\x06roomId\\x12(\\n\" +\n\t\"\\x10target_player_id\\x18\\x03 \\x01(\\tR\\x0etargetPlayerId\\x12\\x18\\n\" +\n\t\"\\amessage\\x18\\x04 \\x01(\\tR\\amessage\\\"y\\n\" +\n\t\"\\x14InvitePlayerResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12#\\n\" +\n\t\"\\rinvitation_id\\x18\\x02 \\x01(\\tR\\finvitationId\\\"\\x9b\\x02\\n\" +\n\t\"\\x12SearchRoomsRequest\\x12\\x18\\n\" +\n\t\"\\akeyword\\x18\\x01 \\x01(\\tR\\akeyword\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"owner_name\\x18\\x02 \\x01(\\tR\\townerName\\x129\\n\" +\n\t\"\\troom_type\\x18\\x03 \\x01(\\x0e2\\x1c.greatestworks.room.RoomTypeR\\broomType\\x12\\x1b\\n\" +\n\t\"\\tgame_mode\\x18\\x04 \\x01(\\tR\\bgameMode\\x12\\x1f\\n\" +\n\t\"\\vonly_public\\x18\\x05 \\x01(\\bR\\n\" +\n\t\"onlyPublic\\x12%\\n\" +\n\t\"\\x0eonly_available\\x18\\x06 \\x01(\\bR\\ronlyAvailable\\x12\\x14\\n\" +\n\t\"\\x05limit\\x18\\a \\x01(\\x05R\\x05limit\\x12\\x16\\n\" +\n\t\"\\x06offset\\x18\\b \\x01(\\x05R\\x06offset\\\"\\xcd\\x01\\n\" +\n\t\"\\x13SearchRoomsResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x122\\n\" +\n\t\"\\x05rooms\\x18\\x02 \\x03(\\v2\\x1c.greatestworks.room.RoomInfoR\\x05rooms\\x12D\\n\" +\n\t\"\\n\" +\n\t\"pagination\\x18\\x03 \\x01(\\v2$.greatestworks.common.PaginationInfoR\\n\" +\n\t\"pagination\\\"\\xb0\\x01\\n\" +\n\t\"\\x16SendRoomMessageRequest\\x12\\x1b\\n\" +\n\t\"\\tsender_id\\x18\\x01 \\x01(\\tR\\bsenderId\\x12\\x17\\n\" +\n\t\"\\aroom_id\\x18\\x02 \\x01(\\tR\\x06roomId\\x12\\x18\\n\" +\n\t\"\\acontent\\x18\\x03 \\x01(\\tR\\acontent\\x12F\\n\" +\n\t\"\\fmessage_type\\x18\\x04 \\x01(\\x0e2#.greatestworks.room.RoomMessageTypeR\\vmessageType\\\"v\\n\" +\n\t\"\\x17SendRoomMessageResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"message_id\\x18\\x02 \\x01(\\tR\\tmessageId\\\"o\\n\" +\n\t\"\\x16SetRoomPasswordRequest\\x12\\x19\\n\" +\n\t\"\\bowner_id\\x18\\x01 \\x01(\\tR\\aownerId\\x12\\x17\\n\" +\n\t\"\\aroom_id\\x18\\x02 \\x01(\\tR\\x06roomId\\x12!\\n\" +\n\t\"\\fnew_password\\x18\\x03 \\x01(\\tR\\vnewPassword\\\"z\\n\" +\n\t\"\\x17SetRoomPasswordResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12!\\n\" +\n\t\"\\fhas_password\\x18\\x02 \\x01(\\bR\\vhasPassword\\\"\\xd1\\x04\\n\" +\n\t\"\\bRoomInfo\\x12\\x17\\n\" +\n\t\"\\aroom_id\\x18\\x01 \\x01(\\tR\\x06roomId\\x12\\x1b\\n\" +\n\t\"\\troom_name\\x18\\x02 \\x01(\\tR\\broomName\\x12\\x19\\n\" +\n\t\"\\bowner_id\\x18\\x03 \\x01(\\tR\\aownerId\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"owner_name\\x18\\x04 \\x01(\\tR\\townerName\\x129\\n\" +\n\t\"\\troom_type\\x18\\x05 \\x01(\\x0e2\\x1c.greatestworks.room.RoomTypeR\\broomType\\x12\\x1b\\n\" +\n\t\"\\tgame_mode\\x18\\x06 \\x01(\\tR\\bgameMode\\x12\\x15\\n\" +\n\t\"\\x06map_id\\x18\\a \\x01(\\tR\\x05mapId\\x12\\x19\\n\" +\n\t\"\\bmap_name\\x18\\b \\x01(\\tR\\amapName\\x126\\n\" +\n\t\"\\x06status\\x18\\t \\x01(\\x0e2\\x1e.greatestworks.room.RoomStatusR\\x06status\\x12'\\n\" +\n\t\"\\x0fcurrent_players\\x18\\n\" +\n\t\" \\x01(\\x05R\\x0ecurrentPlayers\\x12\\x1f\\n\" +\n\t\"\\vmax_players\\x18\\v \\x01(\\x05R\\n\" +\n\t\"maxPlayers\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"is_private\\x18\\f \\x01(\\bR\\tisPrivate\\x12!\\n\" +\n\t\"\\fhas_password\\x18\\r \\x01(\\bR\\vhasPassword\\x12\\x12\\n\" +\n\t\"\\x04ping\\x18\\x0e \\x01(\\x05R\\x04ping\\x12\\x16\\n\" +\n\t\"\\x06region\\x18\\x0f \\x01(\\tR\\x06region\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"created_at\\x18\\x10 \\x01(\\x03R\\tcreatedAt\\x12<\\n\" +\n\t\"\\bsettings\\x18\\x11 \\x01(\\v2 .greatestworks.room.RoomSettingsR\\bsettings\\\"\\xca\\x03\\n\" +\n\t\"\\n\" +\n\t\"RoomDetail\\x12;\\n\" +\n\t\"\\n\" +\n\t\"basic_info\\x18\\x01 \\x01(\\v2\\x1c.greatestworks.room.RoomInfoR\\tbasicInfo\\x128\\n\" +\n\t\"\\aplayers\\x18\\x02 \\x03(\\v2\\x1e.greatestworks.room.RoomPlayerR\\aplayers\\x122\\n\" +\n\t\"\\x05teams\\x18\\x03 \\x03(\\v2\\x1c.greatestworks.room.RoomTeamR\\x05teams\\x12H\\n\" +\n\t\"\\x0frecent_messages\\x18\\x04 \\x03(\\v2\\x1f.greatestworks.room.RoomMessageR\\x0erecentMessages\\x12R\\n\" +\n\t\"\\fcustom_rules\\x18\\x05 \\x03(\\v2/.greatestworks.room.RoomDetail.CustomRulesEntryR\\vcustomRules\\x123\\n\" +\n\t\"\\x05stats\\x18\\x06 \\x01(\\v2\\x1d.greatestworks.room.RoomStatsR\\x05stats\\x1a>\\n\" +\n\t\"\\x10CustomRulesEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\x89\\x03\\n\" +\n\t\"\\n\" +\n\t\"RoomPlayer\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x1f\\n\" +\n\t\"\\vplayer_name\\x18\\x02 \\x01(\\tR\\n\" +\n\t\"playerName\\x12\\x14\\n\" +\n\t\"\\x05level\\x18\\x03 \\x01(\\x05R\\x05level\\x12\\x12\\n\" +\n\t\"\\x04rank\\x18\\x04 \\x01(\\x05R\\x04rank\\x122\\n\" +\n\t\"\\x04role\\x18\\x05 \\x01(\\x0e2\\x1e.greatestworks.room.PlayerRoleR\\x04role\\x12\\x17\\n\" +\n\t\"\\ateam_id\\x18\\x06 \\x01(\\x05R\\x06teamId\\x12\\x19\\n\" +\n\t\"\\bis_ready\\x18\\a \\x01(\\bR\\aisReady\\x12\\x1b\\n\" +\n\t\"\\tis_online\\x18\\b \\x01(\\bR\\bisOnline\\x12\\x1b\\n\" +\n\t\"\\tjoined_at\\x18\\t \\x01(\\x03R\\bjoinedAt\\x125\\n\" +\n\t\"\\x05stats\\x18\\n\" +\n\t\" \\x01(\\v2\\x1f.greatestworks.room.PlayerStatsR\\x05stats\\x12:\\n\" +\n\t\"\\bposition\\x18\\v \\x01(\\v2\\x1e.greatestworks.common.PositionR\\bposition\\\"\\xa1\\x02\\n\" +\n\t\"\\bRoomTeam\\x12\\x17\\n\" +\n\t\"\\ateam_id\\x18\\x01 \\x01(\\x05R\\x06teamId\\x12\\x1b\\n\" +\n\t\"\\tteam_name\\x18\\x02 \\x01(\\tR\\bteamName\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"team_color\\x18\\x03 \\x01(\\tR\\tteamColor\\x12'\\n\" +\n\t\"\\x0fcurrent_members\\x18\\x04 \\x01(\\x05R\\x0ecurrentMembers\\x12\\x1f\\n\" +\n\t\"\\vmax_members\\x18\\x05 \\x01(\\x05R\\n\" +\n\t\"maxMembers\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"player_ids\\x18\\x06 \\x03(\\tR\\tplayerIds\\x12\\x19\\n\" +\n\t\"\\bis_ready\\x18\\a \\x01(\\bR\\aisReady\\x12<\\n\" +\n\t\"\\n\" +\n\t\"team_stats\\x18\\b \\x01(\\v2\\x1d.greatestworks.room.TeamStatsR\\tteamStats\\\"\\xea\\x01\\n\" +\n\t\"\\vRoomMessage\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"message_id\\x18\\x01 \\x01(\\tR\\tmessageId\\x12\\x1b\\n\" +\n\t\"\\tsender_id\\x18\\x02 \\x01(\\tR\\bsenderId\\x12\\x1f\\n\" +\n\t\"\\vsender_name\\x18\\x03 \\x01(\\tR\\n\" +\n\t\"senderName\\x12\\x18\\n\" +\n\t\"\\acontent\\x18\\x04 \\x01(\\tR\\acontent\\x12F\\n\" +\n\t\"\\fmessage_type\\x18\\x05 \\x01(\\x0e2#.greatestworks.room.RoomMessageTypeR\\vmessageType\\x12\\x1c\\n\" +\n\t\"\\ttimestamp\\x18\\x06 \\x01(\\x03R\\ttimestamp\\\"\\xf0\\x04\\n\" +\n\t\"\\fRoomSettings\\x12#\\n\" +\n\t\"\\rgame_duration\\x18\\x01 \\x01(\\x05R\\fgameDuration\\x12)\\n\" +\n\t\"\\x10preparation_time\\x18\\x02 \\x01(\\x05R\\x0fpreparationTime\\x12#\\n\" +\n\t\"\\rfriendly_fire\\x18\\x03 \\x01(\\bR\\ffriendlyFire\\x12-\\n\" +\n\t\"\\x12spectators_allowed\\x18\\x04 \\x01(\\bR\\x11spectatorsAllowed\\x12%\\n\" +\n\t\"\\x0emax_spectators\\x18\\x05 \\x01(\\x05R\\rmaxSpectators\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"auto_start\\x18\\x06 \\x01(\\bR\\tautoStart\\x120\\n\" +\n\t\"\\x14auto_start_countdown\\x18\\a \\x01(\\x05R\\x12autoStartCountdown\\x12!\\n\" +\n\t\"\\fteam_balance\\x18\\b \\x01(\\bR\\vteamBalance\\x12C\\n\" +\n\t\"\\n\" +\n\t\"difficulty\\x18\\t \\x01(\\x0e2#.greatestworks.room.DifficultyLevelR\\n\" +\n\t\"difficulty\\x12T\\n\" +\n\t\"\\fscore_limits\\x18\\n\" +\n\t\" \\x03(\\v21.greatestworks.room.RoomSettings.ScoreLimitsEntryR\\vscoreLimits\\x12!\\n\" +\n\t\"\\fbanned_items\\x18\\v \\x03(\\tR\\vbannedItems\\x12#\\n\" +\n\t\"\\rbanned_skills\\x18\\f \\x03(\\tR\\fbannedSkills\\x1a>\\n\" +\n\t\"\\x10ScoreLimitsEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\x05R\\x05value:\\x028\\x01\\\"\\xd8\\x01\\n\" +\n\t\"\\vPlayerStats\\x12\\x14\\n\" +\n\t\"\\x05kills\\x18\\x01 \\x01(\\x05R\\x05kills\\x12\\x16\\n\" +\n\t\"\\x06deaths\\x18\\x02 \\x01(\\x05R\\x06deaths\\x12\\x18\\n\" +\n\t\"\\aassists\\x18\\x03 \\x01(\\x05R\\aassists\\x12\\x19\\n\" +\n\t\"\\bkd_ratio\\x18\\x04 \\x01(\\x02R\\akdRatio\\x12\\x14\\n\" +\n\t\"\\x05score\\x18\\x05 \\x01(\\x05R\\x05score\\x12!\\n\" +\n\t\"\\fgames_played\\x18\\x06 \\x01(\\x05R\\vgamesPlayed\\x12\\x12\\n\" +\n\t\"\\x04wins\\x18\\a \\x01(\\x05R\\x04wins\\x12\\x19\\n\" +\n\t\"\\bwin_rate\\x18\\b \\x01(\\x02R\\awinRate\\\"\\xc2\\x01\\n\" +\n\t\"\\tTeamStats\\x12\\x1f\\n\" +\n\t\"\\vtotal_score\\x18\\x01 \\x01(\\x05R\\n\" +\n\t\"totalScore\\x12\\x1f\\n\" +\n\t\"\\vtotal_kills\\x18\\x02 \\x01(\\x05R\\n\" +\n\t\"totalKills\\x12!\\n\" +\n\t\"\\ftotal_deaths\\x18\\x03 \\x01(\\x05R\\vtotalDeaths\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"average_kd\\x18\\x04 \\x01(\\x02R\\taverageKd\\x121\\n\" +\n\t\"\\x14objectives_completed\\x18\\x05 \\x01(\\x05R\\x13objectivesCompleted\\\"\\xde\\x01\\n\" +\n\t\"\\tRoomStats\\x12,\\n\" +\n\t\"\\x12total_games_played\\x18\\x01 \\x01(\\x05R\\x10totalGamesPlayed\\x12%\\n\" +\n\t\"\\x0etotal_playtime\\x18\\x02 \\x01(\\x03R\\rtotalPlaytime\\x12'\\n\" +\n\t\"\\x0faverage_players\\x18\\x03 \\x01(\\x05R\\x0eaveragePlayers\\x122\\n\" +\n\t\"\\x15average_game_duration\\x18\\x04 \\x01(\\x02R\\x13averageGameDuration\\x12\\x1f\\n\" +\n\t\"\\vlast_active\\x18\\x05 \\x01(\\x03R\\n\" +\n\t\"lastActive*\\xce\\x01\\n\" +\n\t\"\\bRoomType\\x12\\x19\\n\" +\n\t\"\\x15ROOM_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x14\\n\" +\n\t\"\\x10ROOM_TYPE_CASUAL\\x10\\x01\\x12\\x14\\n\" +\n\t\"\\x10ROOM_TYPE_RANKED\\x10\\x02\\x12\\x14\\n\" +\n\t\"\\x10ROOM_TYPE_CUSTOM\\x10\\x03\\x12\\x18\\n\" +\n\t\"\\x14ROOM_TYPE_TOURNAMENT\\x10\\x04\\x12\\x16\\n\" +\n\t\"\\x12ROOM_TYPE_PRACTICE\\x10\\x05\\x12\\x16\\n\" +\n\t\"\\x12ROOM_TYPE_SPECTATE\\x10\\x06\\x12\\x1b\\n\" +\n\t\"\\x17ROOM_TYPE_PRIVATE_MATCH\\x10\\a*\\xc3\\x01\\n\" +\n\t\"\\n\" +\n\t\"RoomStatus\\x12\\x1b\\n\" +\n\t\"\\x17ROOM_STATUS_UNSPECIFIED\\x10\\x00\\x12\\x17\\n\" +\n\t\"\\x13ROOM_STATUS_WAITING\\x10\\x01\\x12\\x19\\n\" +\n\t\"\\x15ROOM_STATUS_PREPARING\\x10\\x02\\x12\\x17\\n\" +\n\t\"\\x13ROOM_STATUS_IN_GAME\\x10\\x03\\x12\\x18\\n\" +\n\t\"\\x14ROOM_STATUS_FINISHED\\x10\\x04\\x12\\x19\\n\" +\n\t\"\\x15ROOM_STATUS_DISBANDED\\x10\\x05\\x12\\x16\\n\" +\n\t\"\\x12ROOM_STATUS_PAUSED\\x10\\x06*\\x8e\\x01\\n\" +\n\t\"\\n\" +\n\t\"PlayerRole\\x12\\x1b\\n\" +\n\t\"\\x17PLAYER_ROLE_UNSPECIFIED\\x10\\x00\\x12\\x15\\n\" +\n\t\"\\x11PLAYER_ROLE_OWNER\\x10\\x01\\x12\\x19\\n\" +\n\t\"\\x15PLAYER_ROLE_MODERATOR\\x10\\x02\\x12\\x16\\n\" +\n\t\"\\x12PLAYER_ROLE_PLAYER\\x10\\x03\\x12\\x19\\n\" +\n\t\"\\x15PLAYER_ROLE_SPECTATOR\\x10\\x04*\\xfc\\x01\\n\" +\n\t\"\\x0fRoomMessageType\\x12!\\n\" +\n\t\"\\x1dROOM_MESSAGE_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x1a\\n\" +\n\t\"\\x16ROOM_MESSAGE_TYPE_CHAT\\x10\\x01\\x12\\x1c\\n\" +\n\t\"\\x18ROOM_MESSAGE_TYPE_SYSTEM\\x10\\x02\\x12\\x1a\\n\" +\n\t\"\\x16ROOM_MESSAGE_TYPE_JOIN\\x10\\x03\\x12\\x1b\\n\" +\n\t\"\\x17ROOM_MESSAGE_TYPE_LEAVE\\x10\\x04\\x12\\x1b\\n\" +\n\t\"\\x17ROOM_MESSAGE_TYPE_READY\\x10\\x05\\x12\\x1b\\n\" +\n\t\"\\x17ROOM_MESSAGE_TYPE_START\\x10\\x06\\x12\\x19\\n\" +\n\t\"\\x15ROOM_MESSAGE_TYPE_END\\x10\\a*\\xae\\x01\\n\" +\n\t\"\\n\" +\n\t\"RoomSortBy\\x12\\x1c\\n\" +\n\t\"\\x18ROOM_SORT_BY_UNSPECIFIED\\x10\\x00\\x12\\x15\\n\" +\n\t\"\\x11ROOM_SORT_BY_NAME\\x10\\x01\\x12\\x18\\n\" +\n\t\"\\x14ROOM_SORT_BY_PLAYERS\\x10\\x02\\x12\\x1d\\n\" +\n\t\"\\x19ROOM_SORT_BY_CREATED_TIME\\x10\\x03\\x12\\x15\\n\" +\n\t\"\\x11ROOM_SORT_BY_PING\\x10\\x04\\x12\\x1b\\n\" +\n\t\"\\x17ROOM_SORT_BY_POPULARITY\\x10\\x05*\\xc3\\x01\\n\" +\n\t\"\\x0fDifficultyLevel\\x12 \\n\" +\n\t\"\\x1cDIFFICULTY_LEVEL_UNSPECIFIED\\x10\\x00\\x12\\x19\\n\" +\n\t\"\\x15DIFFICULTY_LEVEL_EASY\\x10\\x01\\x12\\x1b\\n\" +\n\t\"\\x17DIFFICULTY_LEVEL_NORMAL\\x10\\x02\\x12\\x19\\n\" +\n\t\"\\x15DIFFICULTY_LEVEL_HARD\\x10\\x03\\x12\\x1b\\n\" +\n\t\"\\x17DIFFICULTY_LEVEL_EXPERT\\x10\\x04\\x12\\x1e\\n\" +\n\t\"\\x1aDIFFICULTY_LEVEL_NIGHTMARE\\x10\\x052\\xeb\\n\" +\n\t\"\\n\" +\n\t\"\\vRoomService\\x12[\\n\" +\n\t\"\\n\" +\n\t\"CreateRoom\\x12%.greatestworks.room.CreateRoomRequest\\x1a&.greatestworks.room.CreateRoomResponse\\x12U\\n\" +\n\t\"\\bJoinRoom\\x12#.greatestworks.room.JoinRoomRequest\\x1a$.greatestworks.room.JoinRoomResponse\\x12X\\n\" +\n\t\"\\tLeaveRoom\\x12$.greatestworks.room.LeaveRoomRequest\\x1a%.greatestworks.room.LeaveRoomResponse\\x12^\\n\" +\n\t\"\\vGetRoomList\\x12&.greatestworks.room.GetRoomListRequest\\x1a'.greatestworks.room.GetRoomListResponse\\x12^\\n\" +\n\t\"\\vGetRoomInfo\\x12&.greatestworks.room.GetRoomInfoRequest\\x1a'.greatestworks.room.GetRoomInfoResponse\\x12s\\n\" +\n\t\"\\x12UpdateRoomSettings\\x12-.greatestworks.room.UpdateRoomSettingsRequest\\x1a..greatestworks.room.UpdateRoomSettingsResponse\\x12[\\n\" +\n\t\"\\n\" +\n\t\"KickPlayer\\x12%.greatestworks.room.KickPlayerRequest\\x1a&.greatestworks.room.KickPlayerResponse\\x12p\\n\" +\n\t\"\\x11TransferOwnership\\x12,.greatestworks.room.TransferOwnershipRequest\\x1a-.greatestworks.room.TransferOwnershipResponse\\x12X\\n\" +\n\t\"\\tStartGame\\x12$.greatestworks.room.StartGameRequest\\x1a%.greatestworks.room.StartGameResponse\\x12U\\n\" +\n\t\"\\bSetReady\\x12#.greatestworks.room.SetReadyRequest\\x1a$.greatestworks.room.SetReadyResponse\\x12a\\n\" +\n\t\"\\fInvitePlayer\\x12'.greatestworks.room.InvitePlayerRequest\\x1a(.greatestworks.room.InvitePlayerResponse\\x12^\\n\" +\n\t\"\\vSearchRooms\\x12&.greatestworks.room.SearchRoomsRequest\\x1a'.greatestworks.room.SearchRoomsResponse\\x12j\\n\" +\n\t\"\\x0fSendRoomMessage\\x12*.greatestworks.room.SendRoomMessageRequest\\x1a+.greatestworks.room.SendRoomMessageResponse\\x12j\\n\" +\n\t\"\\x0fSetRoomPassword\\x12*.greatestworks.room.SetRoomPasswordRequest\\x1a+.greatestworks.room.SetRoomPasswordResponseB8Z!greatestworks/internal/proto/room\\xaa\\x02\\x12GreatestWorks.Roomb\\x06proto3\"\n\nvar (\n\tfile_proto_room_proto_rawDescOnce sync.Once\n\tfile_proto_room_proto_rawDescData []byte\n)\n\nfunc file_proto_room_proto_rawDescGZIP() []byte {\n\tfile_proto_room_proto_rawDescOnce.Do(func() {\n\t\tfile_proto_room_proto_rawDescData = protoimpl.X.CompressGZIP(unsafe.Slice(unsafe.StringData(file_proto_room_proto_rawDesc), len(file_proto_room_proto_rawDesc)))\n\t})\n\treturn file_proto_room_proto_rawDescData\n}\n\nvar file_proto_room_proto_enumTypes = make([]protoimpl.EnumInfo, 6)\nvar file_proto_room_proto_msgTypes = make([]protoimpl.MessageInfo, 41)\nvar file_proto_room_proto_goTypes = []any{\n\t(RoomType)(0),                      // 0: greatestworks.room.RoomType\n\t(RoomStatus)(0),                    // 1: greatestworks.room.RoomStatus\n\t(PlayerRole)(0),                    // 2: greatestworks.room.PlayerRole\n\t(RoomMessageType)(0),               // 3: greatestworks.room.RoomMessageType\n\t(RoomSortBy)(0),                    // 4: greatestworks.room.RoomSortBy\n\t(DifficultyLevel)(0),               // 5: greatestworks.room.DifficultyLevel\n\t(*CreateRoomRequest)(nil),          // 6: greatestworks.room.CreateRoomRequest\n\t(*CreateRoomResponse)(nil),         // 7: greatestworks.room.CreateRoomResponse\n\t(*JoinRoomRequest)(nil),            // 8: greatestworks.room.JoinRoomRequest\n\t(*JoinRoomResponse)(nil),           // 9: greatestworks.room.JoinRoomResponse\n\t(*LeaveRoomRequest)(nil),           // 10: greatestworks.room.LeaveRoomRequest\n\t(*LeaveRoomResponse)(nil),          // 11: greatestworks.room.LeaveRoomResponse\n\t(*GetRoomListRequest)(nil),         // 12: greatestworks.room.GetRoomListRequest\n\t(*GetRoomListResponse)(nil),        // 13: greatestworks.room.GetRoomListResponse\n\t(*GetRoomInfoRequest)(nil),         // 14: greatestworks.room.GetRoomInfoRequest\n\t(*GetRoomInfoResponse)(nil),        // 15: greatestworks.room.GetRoomInfoResponse\n\t(*UpdateRoomSettingsRequest)(nil),  // 16: greatestworks.room.UpdateRoomSettingsRequest\n\t(*UpdateRoomSettingsResponse)(nil), // 17: greatestworks.room.UpdateRoomSettingsResponse\n\t(*KickPlayerRequest)(nil),          // 18: greatestworks.room.KickPlayerRequest\n\t(*KickPlayerResponse)(nil),         // 19: greatestworks.room.KickPlayerResponse\n\t(*TransferOwnershipRequest)(nil),   // 20: greatestworks.room.TransferOwnershipRequest\n\t(*TransferOwnershipResponse)(nil),  // 21: greatestworks.room.TransferOwnershipResponse\n\t(*StartGameRequest)(nil),           // 22: greatestworks.room.StartGameRequest\n\t(*StartGameResponse)(nil),          // 23: greatestworks.room.StartGameResponse\n\t(*SetReadyRequest)(nil),            // 24: greatestworks.room.SetReadyRequest\n\t(*SetReadyResponse)(nil),           // 25: greatestworks.room.SetReadyResponse\n\t(*InvitePlayerRequest)(nil),        // 26: greatestworks.room.InvitePlayerRequest\n\t(*InvitePlayerResponse)(nil),       // 27: greatestworks.room.InvitePlayerResponse\n\t(*SearchRoomsRequest)(nil),         // 28: greatestworks.room.SearchRoomsRequest\n\t(*SearchRoomsResponse)(nil),        // 29: greatestworks.room.SearchRoomsResponse\n\t(*SendRoomMessageRequest)(nil),     // 30: greatestworks.room.SendRoomMessageRequest\n\t(*SendRoomMessageResponse)(nil),    // 31: greatestworks.room.SendRoomMessageResponse\n\t(*SetRoomPasswordRequest)(nil),     // 32: greatestworks.room.SetRoomPasswordRequest\n\t(*SetRoomPasswordResponse)(nil),    // 33: greatestworks.room.SetRoomPasswordResponse\n\t(*RoomInfo)(nil),                   // 34: greatestworks.room.RoomInfo\n\t(*RoomDetail)(nil),                 // 35: greatestworks.room.RoomDetail\n\t(*RoomPlayer)(nil),                 // 36: greatestworks.room.RoomPlayer\n\t(*RoomTeam)(nil),                   // 37: greatestworks.room.RoomTeam\n\t(*RoomMessage)(nil),                // 38: greatestworks.room.RoomMessage\n\t(*RoomSettings)(nil),               // 39: greatestworks.room.RoomSettings\n\t(*PlayerStats)(nil),                // 40: greatestworks.room.PlayerStats\n\t(*TeamStats)(nil),                  // 41: greatestworks.room.TeamStats\n\t(*RoomStats)(nil),                  // 42: greatestworks.room.RoomStats\n\tnil,                                // 43: greatestworks.room.CreateRoomRequest.CustomRulesEntry\n\tnil,                                // 44: greatestworks.room.UpdateRoomSettingsRequest.CustomRulesEntry\n\tnil,                                // 45: greatestworks.room.RoomDetail.CustomRulesEntry\n\tnil,                                // 46: greatestworks.room.RoomSettings.ScoreLimitsEntry\n\t(*common.CommonResponse)(nil),      // 47: greatestworks.common.CommonResponse\n\t(*common.PaginationInfo)(nil),      // 48: greatestworks.common.PaginationInfo\n\t(*common.Position)(nil),            // 49: greatestworks.common.Position\n}\nvar file_proto_room_proto_depIdxs = []int32{\n\t0,  // 0: greatestworks.room.CreateRoomRequest.room_type:type_name -> greatestworks.room.RoomType\n\t39, // 1: greatestworks.room.CreateRoomRequest.settings:type_name -> greatestworks.room.RoomSettings\n\t43, // 2: greatestworks.room.CreateRoomRequest.custom_rules:type_name -> greatestworks.room.CreateRoomRequest.CustomRulesEntry\n\t47, // 3: greatestworks.room.CreateRoomResponse.common:type_name -> greatestworks.common.CommonResponse\n\t34, // 4: greatestworks.room.CreateRoomResponse.room_info:type_name -> greatestworks.room.RoomInfo\n\t47, // 5: greatestworks.room.JoinRoomResponse.common:type_name -> greatestworks.common.CommonResponse\n\t34, // 6: greatestworks.room.JoinRoomResponse.room_info:type_name -> greatestworks.room.RoomInfo\n\t36, // 7: greatestworks.room.JoinRoomResponse.player_info:type_name -> greatestworks.room.RoomPlayer\n\t36, // 8: greatestworks.room.JoinRoomResponse.other_players:type_name -> greatestworks.room.RoomPlayer\n\t47, // 9: greatestworks.room.LeaveRoomResponse.common:type_name -> greatestworks.common.CommonResponse\n\t0,  // 10: greatestworks.room.GetRoomListRequest.room_type:type_name -> greatestworks.room.RoomType\n\t4,  // 11: greatestworks.room.GetRoomListRequest.sort_by:type_name -> greatestworks.room.RoomSortBy\n\t47, // 12: greatestworks.room.GetRoomListResponse.common:type_name -> greatestworks.common.CommonResponse\n\t34, // 13: greatestworks.room.GetRoomListResponse.rooms:type_name -> greatestworks.room.RoomInfo\n\t48, // 14: greatestworks.room.GetRoomListResponse.pagination:type_name -> greatestworks.common.PaginationInfo\n\t47, // 15: greatestworks.room.GetRoomInfoResponse.common:type_name -> greatestworks.common.CommonResponse\n\t35, // 16: greatestworks.room.GetRoomInfoResponse.room_detail:type_name -> greatestworks.room.RoomDetail\n\t39, // 17: greatestworks.room.UpdateRoomSettingsRequest.settings:type_name -> greatestworks.room.RoomSettings\n\t44, // 18: greatestworks.room.UpdateRoomSettingsRequest.custom_rules:type_name -> greatestworks.room.UpdateRoomSettingsRequest.CustomRulesEntry\n\t47, // 19: greatestworks.room.UpdateRoomSettingsResponse.common:type_name -> greatestworks.common.CommonResponse\n\t39, // 20: greatestworks.room.UpdateRoomSettingsResponse.new_settings:type_name -> greatestworks.room.RoomSettings\n\t47, // 21: greatestworks.room.KickPlayerResponse.common:type_name -> greatestworks.common.CommonResponse\n\t47, // 22: greatestworks.room.TransferOwnershipResponse.common:type_name -> greatestworks.common.CommonResponse\n\t36, // 23: greatestworks.room.TransferOwnershipResponse.new_owner:type_name -> greatestworks.room.RoomPlayer\n\t47, // 24: greatestworks.room.StartGameResponse.common:type_name -> greatestworks.common.CommonResponse\n\t47, // 25: greatestworks.room.SetReadyResponse.common:type_name -> greatestworks.common.CommonResponse\n\t47, // 26: greatestworks.room.InvitePlayerResponse.common:type_name -> greatestworks.common.CommonResponse\n\t0,  // 27: greatestworks.room.SearchRoomsRequest.room_type:type_name -> greatestworks.room.RoomType\n\t47, // 28: greatestworks.room.SearchRoomsResponse.common:type_name -> greatestworks.common.CommonResponse\n\t34, // 29: greatestworks.room.SearchRoomsResponse.rooms:type_name -> greatestworks.room.RoomInfo\n\t48, // 30: greatestworks.room.SearchRoomsResponse.pagination:type_name -> greatestworks.common.PaginationInfo\n\t3,  // 31: greatestworks.room.SendRoomMessageRequest.message_type:type_name -> greatestworks.room.RoomMessageType\n\t47, // 32: greatestworks.room.SendRoomMessageResponse.common:type_name -> greatestworks.common.CommonResponse\n\t47, // 33: greatestworks.room.SetRoomPasswordResponse.common:type_name -> greatestworks.common.CommonResponse\n\t0,  // 34: greatestworks.room.RoomInfo.room_type:type_name -> greatestworks.room.RoomType\n\t1,  // 35: greatestworks.room.RoomInfo.status:type_name -> greatestworks.room.RoomStatus\n\t39, // 36: greatestworks.room.RoomInfo.settings:type_name -> greatestworks.room.RoomSettings\n\t34, // 37: greatestworks.room.RoomDetail.basic_info:type_name -> greatestworks.room.RoomInfo\n\t36, // 38: greatestworks.room.RoomDetail.players:type_name -> greatestworks.room.RoomPlayer\n\t37, // 39: greatestworks.room.RoomDetail.teams:type_name -> greatestworks.room.RoomTeam\n\t38, // 40: greatestworks.room.RoomDetail.recent_messages:type_name -> greatestworks.room.RoomMessage\n\t45, // 41: greatestworks.room.RoomDetail.custom_rules:type_name -> greatestworks.room.RoomDetail.CustomRulesEntry\n\t42, // 42: greatestworks.room.RoomDetail.stats:type_name -> greatestworks.room.RoomStats\n\t2,  // 43: greatestworks.room.RoomPlayer.role:type_name -> greatestworks.room.PlayerRole\n\t40, // 44: greatestworks.room.RoomPlayer.stats:type_name -> greatestworks.room.PlayerStats\n\t49, // 45: greatestworks.room.RoomPlayer.position:type_name -> greatestworks.common.Position\n\t41, // 46: greatestworks.room.RoomTeam.team_stats:type_name -> greatestworks.room.TeamStats\n\t3,  // 47: greatestworks.room.RoomMessage.message_type:type_name -> greatestworks.room.RoomMessageType\n\t5,  // 48: greatestworks.room.RoomSettings.difficulty:type_name -> greatestworks.room.DifficultyLevel\n\t46, // 49: greatestworks.room.RoomSettings.score_limits:type_name -> greatestworks.room.RoomSettings.ScoreLimitsEntry\n\t6,  // 50: greatestworks.room.RoomService.CreateRoom:input_type -> greatestworks.room.CreateRoomRequest\n\t8,  // 51: greatestworks.room.RoomService.JoinRoom:input_type -> greatestworks.room.JoinRoomRequest\n\t10, // 52: greatestworks.room.RoomService.LeaveRoom:input_type -> greatestworks.room.LeaveRoomRequest\n\t12, // 53: greatestworks.room.RoomService.GetRoomList:input_type -> greatestworks.room.GetRoomListRequest\n\t14, // 54: greatestworks.room.RoomService.GetRoomInfo:input_type -> greatestworks.room.GetRoomInfoRequest\n\t16, // 55: greatestworks.room.RoomService.UpdateRoomSettings:input_type -> greatestworks.room.UpdateRoomSettingsRequest\n\t18, // 56: greatestworks.room.RoomService.KickPlayer:input_type -> greatestworks.room.KickPlayerRequest\n\t20, // 57: greatestworks.room.RoomService.TransferOwnership:input_type -> greatestworks.room.TransferOwnershipRequest\n\t22, // 58: greatestworks.room.RoomService.StartGame:input_type -> greatestworks.room.StartGameRequest\n\t24, // 59: greatestworks.room.RoomService.SetReady:input_type -> greatestworks.room.SetReadyRequest\n\t26, // 60: greatestworks.room.RoomService.InvitePlayer:input_type -> greatestworks.room.InvitePlayerRequest\n\t28, // 61: greatestworks.room.RoomService.SearchRooms:input_type -> greatestworks.room.SearchRoomsRequest\n\t30, // 62: greatestworks.room.RoomService.SendRoomMessage:input_type -> greatestworks.room.SendRoomMessageRequest\n\t32, // 63: greatestworks.room.RoomService.SetRoomPassword:input_type -> greatestworks.room.SetRoomPasswordRequest\n\t7,  // 64: greatestworks.room.RoomService.CreateRoom:output_type -> greatestworks.room.CreateRoomResponse\n\t9,  // 65: greatestworks.room.RoomService.JoinRoom:output_type -> greatestworks.room.JoinRoomResponse\n\t11, // 66: greatestworks.room.RoomService.LeaveRoom:output_type -> greatestworks.room.LeaveRoomResponse\n\t13, // 67: greatestworks.room.RoomService.GetRoomList:output_type -> greatestworks.room.GetRoomListResponse\n\t15, // 68: greatestworks.room.RoomService.GetRoomInfo:output_type -> greatestworks.room.GetRoomInfoResponse\n\t17, // 69: greatestworks.room.RoomService.UpdateRoomSettings:output_type -> greatestworks.room.UpdateRoomSettingsResponse\n\t19, // 70: greatestworks.room.RoomService.KickPlayer:output_type -> greatestworks.room.KickPlayerResponse\n\t21, // 71: greatestworks.room.RoomService.TransferOwnership:output_type -> greatestworks.room.TransferOwnershipResponse\n\t23, // 72: greatestworks.room.RoomService.StartGame:output_type -> greatestworks.room.StartGameResponse\n\t25, // 73: greatestworks.room.RoomService.SetReady:output_type -> greatestworks.room.SetReadyResponse\n\t27, // 74: greatestworks.room.RoomService.InvitePlayer:output_type -> greatestworks.room.InvitePlayerResponse\n\t29, // 75: greatestworks.room.RoomService.SearchRooms:output_type -> greatestworks.room.SearchRoomsResponse\n\t31, // 76: greatestworks.room.RoomService.SendRoomMessage:output_type -> greatestworks.room.SendRoomMessageResponse\n\t33, // 77: greatestworks.room.RoomService.SetRoomPassword:output_type -> greatestworks.room.SetRoomPasswordResponse\n\t64, // [64:78] is the sub-list for method output_type\n\t50, // [50:64] is the sub-list for method input_type\n\t50, // [50:50] is the sub-list for extension type_name\n\t50, // [50:50] is the sub-list for extension extendee\n\t0,  // [0:50] is the sub-list for field type_name\n}\n\nfunc init() { file_proto_room_proto_init() }\nfunc file_proto_room_proto_init() {\n\tif File_proto_room_proto != nil {\n\t\treturn\n\t}\n\ttype x struct{}\n\tout := protoimpl.TypeBuilder{\n\t\tFile: protoimpl.DescBuilder{\n\t\t\tGoPackagePath: reflect.TypeOf(x{}).PkgPath(),\n\t\t\tRawDescriptor: unsafe.Slice(unsafe.StringData(file_proto_room_proto_rawDesc), len(file_proto_room_proto_rawDesc)),\n\t\t\tNumEnums:      6,\n\t\t\tNumMessages:   41,\n\t\t\tNumExtensions: 0,\n\t\t\tNumServices:   1,\n\t\t},\n\t\tGoTypes:           file_proto_room_proto_goTypes,\n\t\tDependencyIndexes: file_proto_room_proto_depIdxs,\n\t\tEnumInfos:         file_proto_room_proto_enumTypes,\n\t\tMessageInfos:      file_proto_room_proto_msgTypes,\n\t}.Build()\n\tFile_proto_room_proto = out.File\n\tfile_proto_room_proto_goTypes = nil\n\tfile_proto_room_proto_depIdxs = nil\n}\n"
  },
  {
    "path": "internal/proto/scene/scene.pb.go",
    "content": "// Code generated by protoc-gen-go. DO NOT EDIT.\n// versions:\n// \tprotoc-gen-go v1.36.10\n// \tprotoc        v4.25.1\n// source: proto/scene.proto\n\npackage scene\n\nimport (\n\tprotoreflect \"google.golang.org/protobuf/reflect/protoreflect\"\n\tprotoimpl \"google.golang.org/protobuf/runtime/protoimpl\"\n\tcommon \"greatestworks/internal/proto/common\"\n\treflect \"reflect\"\n\tsync \"sync\"\n\tunsafe \"unsafe\"\n)\n\nconst (\n\t// Verify that this generated code is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(20 - protoimpl.MinVersion)\n\t// Verify that runtime/protoimpl is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(protoimpl.MaxVersion - 20)\n)\n\n// 场景类型枚举\ntype SceneType int32\n\nconst (\n\tSceneType_SCENE_TYPE_UNSPECIFIED     SceneType = 0\n\tSceneType_SCENE_TYPE_TOWN            SceneType = 1 // 城镇\n\tSceneType_SCENE_TYPE_DUNGEON         SceneType = 2 // 地下城\n\tSceneType_SCENE_TYPE_WILDERNESS      SceneType = 3 // 野外\n\tSceneType_SCENE_TYPE_BATTLE_ARENA    SceneType = 4 // 战斗竞技场\n\tSceneType_SCENE_TYPE_INSTANCE        SceneType = 5 // 副本\n\tSceneType_SCENE_TYPE_GUILD_HALL      SceneType = 6 // 公会大厅\n\tSceneType_SCENE_TYPE_PRIVATE_ROOM    SceneType = 7 // 私人房间\n\tSceneType_SCENE_TYPE_EVENT_AREA      SceneType = 8 // 活动区域\n\tSceneType_SCENE_TYPE_TRAINING_GROUND SceneType = 9 // 训练场\n)\n\n// Enum value maps for SceneType.\nvar (\n\tSceneType_name = map[int32]string{\n\t\t0: \"SCENE_TYPE_UNSPECIFIED\",\n\t\t1: \"SCENE_TYPE_TOWN\",\n\t\t2: \"SCENE_TYPE_DUNGEON\",\n\t\t3: \"SCENE_TYPE_WILDERNESS\",\n\t\t4: \"SCENE_TYPE_BATTLE_ARENA\",\n\t\t5: \"SCENE_TYPE_INSTANCE\",\n\t\t6: \"SCENE_TYPE_GUILD_HALL\",\n\t\t7: \"SCENE_TYPE_PRIVATE_ROOM\",\n\t\t8: \"SCENE_TYPE_EVENT_AREA\",\n\t\t9: \"SCENE_TYPE_TRAINING_GROUND\",\n\t}\n\tSceneType_value = map[string]int32{\n\t\t\"SCENE_TYPE_UNSPECIFIED\":     0,\n\t\t\"SCENE_TYPE_TOWN\":            1,\n\t\t\"SCENE_TYPE_DUNGEON\":         2,\n\t\t\"SCENE_TYPE_WILDERNESS\":      3,\n\t\t\"SCENE_TYPE_BATTLE_ARENA\":    4,\n\t\t\"SCENE_TYPE_INSTANCE\":        5,\n\t\t\"SCENE_TYPE_GUILD_HALL\":      6,\n\t\t\"SCENE_TYPE_PRIVATE_ROOM\":    7,\n\t\t\"SCENE_TYPE_EVENT_AREA\":      8,\n\t\t\"SCENE_TYPE_TRAINING_GROUND\": 9,\n\t}\n)\n\nfunc (x SceneType) Enum() *SceneType {\n\tp := new(SceneType)\n\t*p = x\n\treturn p\n}\n\nfunc (x SceneType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (SceneType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_scene_proto_enumTypes[0].Descriptor()\n}\n\nfunc (SceneType) Type() protoreflect.EnumType {\n\treturn &file_proto_scene_proto_enumTypes[0]\n}\n\nfunc (x SceneType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use SceneType.Descriptor instead.\nfunc (SceneType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{0}\n}\n\n// 场景状态枚举\ntype SceneStatus int32\n\nconst (\n\tSceneStatus_SCENE_STATUS_UNSPECIFIED SceneStatus = 0\n\tSceneStatus_SCENE_STATUS_ACTIVE      SceneStatus = 1 // 活跃\n\tSceneStatus_SCENE_STATUS_MAINTENANCE SceneStatus = 2 // 维护中\n\tSceneStatus_SCENE_STATUS_CLOSED      SceneStatus = 3 // 已关闭\n\tSceneStatus_SCENE_STATUS_FULL        SceneStatus = 4 // 已满员\n\tSceneStatus_SCENE_STATUS_LOADING     SceneStatus = 5 // 加载中\n)\n\n// Enum value maps for SceneStatus.\nvar (\n\tSceneStatus_name = map[int32]string{\n\t\t0: \"SCENE_STATUS_UNSPECIFIED\",\n\t\t1: \"SCENE_STATUS_ACTIVE\",\n\t\t2: \"SCENE_STATUS_MAINTENANCE\",\n\t\t3: \"SCENE_STATUS_CLOSED\",\n\t\t4: \"SCENE_STATUS_FULL\",\n\t\t5: \"SCENE_STATUS_LOADING\",\n\t}\n\tSceneStatus_value = map[string]int32{\n\t\t\"SCENE_STATUS_UNSPECIFIED\": 0,\n\t\t\"SCENE_STATUS_ACTIVE\":      1,\n\t\t\"SCENE_STATUS_MAINTENANCE\": 2,\n\t\t\"SCENE_STATUS_CLOSED\":      3,\n\t\t\"SCENE_STATUS_FULL\":        4,\n\t\t\"SCENE_STATUS_LOADING\":     5,\n\t}\n)\n\nfunc (x SceneStatus) Enum() *SceneStatus {\n\tp := new(SceneStatus)\n\t*p = x\n\treturn p\n}\n\nfunc (x SceneStatus) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (SceneStatus) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_scene_proto_enumTypes[1].Descriptor()\n}\n\nfunc (SceneStatus) Type() protoreflect.EnumType {\n\treturn &file_proto_scene_proto_enumTypes[1]\n}\n\nfunc (x SceneStatus) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use SceneStatus.Descriptor instead.\nfunc (SceneStatus) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{1}\n}\n\n// 玩家状态枚举\ntype PlayerState int32\n\nconst (\n\tPlayerState_PLAYER_STATE_UNSPECIFIED PlayerState = 0\n\tPlayerState_PLAYER_STATE_IDLE        PlayerState = 1 // 空闲\n\tPlayerState_PLAYER_STATE_MOVING      PlayerState = 2 // 移动中\n\tPlayerState_PLAYER_STATE_INTERACTING PlayerState = 3 // 交互中\n\tPlayerState_PLAYER_STATE_COMBAT      PlayerState = 4 // 战斗中\n\tPlayerState_PLAYER_STATE_TRADING     PlayerState = 5 // 交易中\n\tPlayerState_PLAYER_STATE_AFK         PlayerState = 6 // 暂离\n\tPlayerState_PLAYER_STATE_INVISIBLE   PlayerState = 7 // 隐身\n)\n\n// Enum value maps for PlayerState.\nvar (\n\tPlayerState_name = map[int32]string{\n\t\t0: \"PLAYER_STATE_UNSPECIFIED\",\n\t\t1: \"PLAYER_STATE_IDLE\",\n\t\t2: \"PLAYER_STATE_MOVING\",\n\t\t3: \"PLAYER_STATE_INTERACTING\",\n\t\t4: \"PLAYER_STATE_COMBAT\",\n\t\t5: \"PLAYER_STATE_TRADING\",\n\t\t6: \"PLAYER_STATE_AFK\",\n\t\t7: \"PLAYER_STATE_INVISIBLE\",\n\t}\n\tPlayerState_value = map[string]int32{\n\t\t\"PLAYER_STATE_UNSPECIFIED\": 0,\n\t\t\"PLAYER_STATE_IDLE\":        1,\n\t\t\"PLAYER_STATE_MOVING\":      2,\n\t\t\"PLAYER_STATE_INTERACTING\": 3,\n\t\t\"PLAYER_STATE_COMBAT\":      4,\n\t\t\"PLAYER_STATE_TRADING\":     5,\n\t\t\"PLAYER_STATE_AFK\":         6,\n\t\t\"PLAYER_STATE_INVISIBLE\":   7,\n\t}\n)\n\nfunc (x PlayerState) Enum() *PlayerState {\n\tp := new(PlayerState)\n\t*p = x\n\treturn p\n}\n\nfunc (x PlayerState) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (PlayerState) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_scene_proto_enumTypes[2].Descriptor()\n}\n\nfunc (PlayerState) Type() protoreflect.EnumType {\n\treturn &file_proto_scene_proto_enumTypes[2]\n}\n\nfunc (x PlayerState) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use PlayerState.Descriptor instead.\nfunc (PlayerState) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{2}\n}\n\n// 对象类型枚举\ntype ObjectType int32\n\nconst (\n\tObjectType_OBJECT_TYPE_UNSPECIFIED ObjectType = 0\n\tObjectType_OBJECT_TYPE_NPC         ObjectType = 1  // NPC\n\tObjectType_OBJECT_TYPE_ITEM        ObjectType = 2  // 物品\n\tObjectType_OBJECT_TYPE_CHEST       ObjectType = 3  // 宝箱\n\tObjectType_OBJECT_TYPE_DOOR        ObjectType = 4  // 门\n\tObjectType_OBJECT_TYPE_PORTAL      ObjectType = 5  // 传送门\n\tObjectType_OBJECT_TYPE_SIGN        ObjectType = 6  // 标志牌\n\tObjectType_OBJECT_TYPE_DECORATION  ObjectType = 7  // 装饰物\n\tObjectType_OBJECT_TYPE_FURNITURE   ObjectType = 8  // 家具\n\tObjectType_OBJECT_TYPE_VEHICLE     ObjectType = 9  // 载具\n\tObjectType_OBJECT_TYPE_RESOURCE    ObjectType = 10 // 资源点\n\tObjectType_OBJECT_TYPE_TRAP        ObjectType = 11 // 陷阱\n\tObjectType_OBJECT_TYPE_SWITCH      ObjectType = 12 // 开关\n)\n\n// Enum value maps for ObjectType.\nvar (\n\tObjectType_name = map[int32]string{\n\t\t0:  \"OBJECT_TYPE_UNSPECIFIED\",\n\t\t1:  \"OBJECT_TYPE_NPC\",\n\t\t2:  \"OBJECT_TYPE_ITEM\",\n\t\t3:  \"OBJECT_TYPE_CHEST\",\n\t\t4:  \"OBJECT_TYPE_DOOR\",\n\t\t5:  \"OBJECT_TYPE_PORTAL\",\n\t\t6:  \"OBJECT_TYPE_SIGN\",\n\t\t7:  \"OBJECT_TYPE_DECORATION\",\n\t\t8:  \"OBJECT_TYPE_FURNITURE\",\n\t\t9:  \"OBJECT_TYPE_VEHICLE\",\n\t\t10: \"OBJECT_TYPE_RESOURCE\",\n\t\t11: \"OBJECT_TYPE_TRAP\",\n\t\t12: \"OBJECT_TYPE_SWITCH\",\n\t}\n\tObjectType_value = map[string]int32{\n\t\t\"OBJECT_TYPE_UNSPECIFIED\": 0,\n\t\t\"OBJECT_TYPE_NPC\":         1,\n\t\t\"OBJECT_TYPE_ITEM\":        2,\n\t\t\"OBJECT_TYPE_CHEST\":       3,\n\t\t\"OBJECT_TYPE_DOOR\":        4,\n\t\t\"OBJECT_TYPE_PORTAL\":      5,\n\t\t\"OBJECT_TYPE_SIGN\":        6,\n\t\t\"OBJECT_TYPE_DECORATION\":  7,\n\t\t\"OBJECT_TYPE_FURNITURE\":   8,\n\t\t\"OBJECT_TYPE_VEHICLE\":     9,\n\t\t\"OBJECT_TYPE_RESOURCE\":    10,\n\t\t\"OBJECT_TYPE_TRAP\":        11,\n\t\t\"OBJECT_TYPE_SWITCH\":      12,\n\t}\n)\n\nfunc (x ObjectType) Enum() *ObjectType {\n\tp := new(ObjectType)\n\t*p = x\n\treturn p\n}\n\nfunc (x ObjectType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (ObjectType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_scene_proto_enumTypes[3].Descriptor()\n}\n\nfunc (ObjectType) Type() protoreflect.EnumType {\n\treturn &file_proto_scene_proto_enumTypes[3]\n}\n\nfunc (x ObjectType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use ObjectType.Descriptor instead.\nfunc (ObjectType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{3}\n}\n\n// 对象状态枚举\ntype ObjectState int32\n\nconst (\n\tObjectState_OBJECT_STATE_UNSPECIFIED ObjectState = 0\n\tObjectState_OBJECT_STATE_NORMAL      ObjectState = 1 // 正常\n\tObjectState_OBJECT_STATE_ACTIVATED   ObjectState = 2 // 已激活\n\tObjectState_OBJECT_STATE_DISABLED    ObjectState = 3 // 已禁用\n\tObjectState_OBJECT_STATE_BROKEN      ObjectState = 4 // 已损坏\n\tObjectState_OBJECT_STATE_LOCKED      ObjectState = 5 // 已锁定\n\tObjectState_OBJECT_STATE_HIDDEN      ObjectState = 6 // 隐藏\n)\n\n// Enum value maps for ObjectState.\nvar (\n\tObjectState_name = map[int32]string{\n\t\t0: \"OBJECT_STATE_UNSPECIFIED\",\n\t\t1: \"OBJECT_STATE_NORMAL\",\n\t\t2: \"OBJECT_STATE_ACTIVATED\",\n\t\t3: \"OBJECT_STATE_DISABLED\",\n\t\t4: \"OBJECT_STATE_BROKEN\",\n\t\t5: \"OBJECT_STATE_LOCKED\",\n\t\t6: \"OBJECT_STATE_HIDDEN\",\n\t}\n\tObjectState_value = map[string]int32{\n\t\t\"OBJECT_STATE_UNSPECIFIED\": 0,\n\t\t\"OBJECT_STATE_NORMAL\":      1,\n\t\t\"OBJECT_STATE_ACTIVATED\":   2,\n\t\t\"OBJECT_STATE_DISABLED\":    3,\n\t\t\"OBJECT_STATE_BROKEN\":      4,\n\t\t\"OBJECT_STATE_LOCKED\":      5,\n\t\t\"OBJECT_STATE_HIDDEN\":      6,\n\t}\n)\n\nfunc (x ObjectState) Enum() *ObjectState {\n\tp := new(ObjectState)\n\t*p = x\n\treturn p\n}\n\nfunc (x ObjectState) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (ObjectState) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_scene_proto_enumTypes[4].Descriptor()\n}\n\nfunc (ObjectState) Type() protoreflect.EnumType {\n\treturn &file_proto_scene_proto_enumTypes[4]\n}\n\nfunc (x ObjectState) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use ObjectState.Descriptor instead.\nfunc (ObjectState) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{4}\n}\n\n// 交互类型枚举\ntype InteractionType int32\n\nconst (\n\tInteractionType_INTERACTION_TYPE_UNSPECIFIED InteractionType = 0\n\tInteractionType_INTERACTION_TYPE_TALK        InteractionType = 1  // 对话\n\tInteractionType_INTERACTION_TYPE_USE         InteractionType = 2  // 使用\n\tInteractionType_INTERACTION_TYPE_EXAMINE     InteractionType = 3  // 检查\n\tInteractionType_INTERACTION_TYPE_OPEN        InteractionType = 4  // 打开\n\tInteractionType_INTERACTION_TYPE_CLOSE       InteractionType = 5  // 关闭\n\tInteractionType_INTERACTION_TYPE_PICKUP      InteractionType = 6  // 拾取\n\tInteractionType_INTERACTION_TYPE_ACTIVATE    InteractionType = 7  // 激活\n\tInteractionType_INTERACTION_TYPE_REPAIR      InteractionType = 8  // 修理\n\tInteractionType_INTERACTION_TYPE_UPGRADE     InteractionType = 9  // 升级\n\tInteractionType_INTERACTION_TYPE_DESTROY     InteractionType = 10 // 摧毁\n)\n\n// Enum value maps for InteractionType.\nvar (\n\tInteractionType_name = map[int32]string{\n\t\t0:  \"INTERACTION_TYPE_UNSPECIFIED\",\n\t\t1:  \"INTERACTION_TYPE_TALK\",\n\t\t2:  \"INTERACTION_TYPE_USE\",\n\t\t3:  \"INTERACTION_TYPE_EXAMINE\",\n\t\t4:  \"INTERACTION_TYPE_OPEN\",\n\t\t5:  \"INTERACTION_TYPE_CLOSE\",\n\t\t6:  \"INTERACTION_TYPE_PICKUP\",\n\t\t7:  \"INTERACTION_TYPE_ACTIVATE\",\n\t\t8:  \"INTERACTION_TYPE_REPAIR\",\n\t\t9:  \"INTERACTION_TYPE_UPGRADE\",\n\t\t10: \"INTERACTION_TYPE_DESTROY\",\n\t}\n\tInteractionType_value = map[string]int32{\n\t\t\"INTERACTION_TYPE_UNSPECIFIED\": 0,\n\t\t\"INTERACTION_TYPE_TALK\":        1,\n\t\t\"INTERACTION_TYPE_USE\":         2,\n\t\t\"INTERACTION_TYPE_EXAMINE\":     3,\n\t\t\"INTERACTION_TYPE_OPEN\":        4,\n\t\t\"INTERACTION_TYPE_CLOSE\":       5,\n\t\t\"INTERACTION_TYPE_PICKUP\":      6,\n\t\t\"INTERACTION_TYPE_ACTIVATE\":    7,\n\t\t\"INTERACTION_TYPE_REPAIR\":      8,\n\t\t\"INTERACTION_TYPE_UPGRADE\":     9,\n\t\t\"INTERACTION_TYPE_DESTROY\":     10,\n\t}\n)\n\nfunc (x InteractionType) Enum() *InteractionType {\n\tp := new(InteractionType)\n\t*p = x\n\treturn p\n}\n\nfunc (x InteractionType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (InteractionType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_scene_proto_enumTypes[5].Descriptor()\n}\n\nfunc (InteractionType) Type() protoreflect.EnumType {\n\treturn &file_proto_scene_proto_enumTypes[5]\n}\n\nfunc (x InteractionType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use InteractionType.Descriptor instead.\nfunc (InteractionType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{5}\n}\n\n// 移动类型枚举\ntype MovementType int32\n\nconst (\n\tMovementType_MOVEMENT_TYPE_UNSPECIFIED MovementType = 0\n\tMovementType_MOVEMENT_TYPE_WALK        MovementType = 1 // 走路\n\tMovementType_MOVEMENT_TYPE_RUN         MovementType = 2 // 跑步\n\tMovementType_MOVEMENT_TYPE_TELEPORT    MovementType = 3 // 传送\n\tMovementType_MOVEMENT_TYPE_FLY         MovementType = 4 // 飞行\n\tMovementType_MOVEMENT_TYPE_SWIM        MovementType = 5 // 游泳\n\tMovementType_MOVEMENT_TYPE_MOUNT       MovementType = 6 // 坐骑\n)\n\n// Enum value maps for MovementType.\nvar (\n\tMovementType_name = map[int32]string{\n\t\t0: \"MOVEMENT_TYPE_UNSPECIFIED\",\n\t\t1: \"MOVEMENT_TYPE_WALK\",\n\t\t2: \"MOVEMENT_TYPE_RUN\",\n\t\t3: \"MOVEMENT_TYPE_TELEPORT\",\n\t\t4: \"MOVEMENT_TYPE_FLY\",\n\t\t5: \"MOVEMENT_TYPE_SWIM\",\n\t\t6: \"MOVEMENT_TYPE_MOUNT\",\n\t}\n\tMovementType_value = map[string]int32{\n\t\t\"MOVEMENT_TYPE_UNSPECIFIED\": 0,\n\t\t\"MOVEMENT_TYPE_WALK\":        1,\n\t\t\"MOVEMENT_TYPE_RUN\":         2,\n\t\t\"MOVEMENT_TYPE_TELEPORT\":    3,\n\t\t\"MOVEMENT_TYPE_FLY\":         4,\n\t\t\"MOVEMENT_TYPE_SWIM\":        5,\n\t\t\"MOVEMENT_TYPE_MOUNT\":       6,\n\t}\n)\n\nfunc (x MovementType) Enum() *MovementType {\n\tp := new(MovementType)\n\t*p = x\n\treturn p\n}\n\nfunc (x MovementType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (MovementType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_scene_proto_enumTypes[6].Descriptor()\n}\n\nfunc (MovementType) Type() protoreflect.EnumType {\n\treturn &file_proto_scene_proto_enumTypes[6]\n}\n\nfunc (x MovementType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use MovementType.Descriptor instead.\nfunc (MovementType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{6}\n}\n\n// 天气类型枚举\ntype WeatherType int32\n\nconst (\n\tWeatherType_WEATHER_TYPE_UNSPECIFIED WeatherType = 0\n\tWeatherType_WEATHER_TYPE_CLEAR       WeatherType = 1 // 晴天\n\tWeatherType_WEATHER_TYPE_CLOUDY      WeatherType = 2 // 多云\n\tWeatherType_WEATHER_TYPE_RAINY       WeatherType = 3 // 雨天\n\tWeatherType_WEATHER_TYPE_STORMY      WeatherType = 4 // 暴风雨\n\tWeatherType_WEATHER_TYPE_SNOWY       WeatherType = 5 // 雪天\n\tWeatherType_WEATHER_TYPE_FOGGY       WeatherType = 6 // 雾天\n\tWeatherType_WEATHER_TYPE_WINDY       WeatherType = 7 // 大风\n)\n\n// Enum value maps for WeatherType.\nvar (\n\tWeatherType_name = map[int32]string{\n\t\t0: \"WEATHER_TYPE_UNSPECIFIED\",\n\t\t1: \"WEATHER_TYPE_CLEAR\",\n\t\t2: \"WEATHER_TYPE_CLOUDY\",\n\t\t3: \"WEATHER_TYPE_RAINY\",\n\t\t4: \"WEATHER_TYPE_STORMY\",\n\t\t5: \"WEATHER_TYPE_SNOWY\",\n\t\t6: \"WEATHER_TYPE_FOGGY\",\n\t\t7: \"WEATHER_TYPE_WINDY\",\n\t}\n\tWeatherType_value = map[string]int32{\n\t\t\"WEATHER_TYPE_UNSPECIFIED\": 0,\n\t\t\"WEATHER_TYPE_CLEAR\":       1,\n\t\t\"WEATHER_TYPE_CLOUDY\":      2,\n\t\t\"WEATHER_TYPE_RAINY\":       3,\n\t\t\"WEATHER_TYPE_STORMY\":      4,\n\t\t\"WEATHER_TYPE_SNOWY\":       5,\n\t\t\"WEATHER_TYPE_FOGGY\":       6,\n\t\t\"WEATHER_TYPE_WINDY\":       7,\n\t}\n)\n\nfunc (x WeatherType) Enum() *WeatherType {\n\tp := new(WeatherType)\n\t*p = x\n\treturn p\n}\n\nfunc (x WeatherType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (WeatherType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_scene_proto_enumTypes[7].Descriptor()\n}\n\nfunc (WeatherType) Type() protoreflect.EnumType {\n\treturn &file_proto_scene_proto_enumTypes[7]\n}\n\nfunc (x WeatherType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use WeatherType.Descriptor instead.\nfunc (WeatherType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{7}\n}\n\n// 时间段枚举\ntype TimeOfDay int32\n\nconst (\n\tTimeOfDay_TIME_OF_DAY_UNSPECIFIED TimeOfDay = 0\n\tTimeOfDay_TIME_OF_DAY_DAWN        TimeOfDay = 1 // 黎明\n\tTimeOfDay_TIME_OF_DAY_MORNING     TimeOfDay = 2 // 上午\n\tTimeOfDay_TIME_OF_DAY_NOON        TimeOfDay = 3 // 中午\n\tTimeOfDay_TIME_OF_DAY_AFTERNOON   TimeOfDay = 4 // 下午\n\tTimeOfDay_TIME_OF_DAY_EVENING     TimeOfDay = 5 // 傍晚\n\tTimeOfDay_TIME_OF_DAY_NIGHT       TimeOfDay = 6 // 夜晚\n\tTimeOfDay_TIME_OF_DAY_MIDNIGHT    TimeOfDay = 7 // 午夜\n)\n\n// Enum value maps for TimeOfDay.\nvar (\n\tTimeOfDay_name = map[int32]string{\n\t\t0: \"TIME_OF_DAY_UNSPECIFIED\",\n\t\t1: \"TIME_OF_DAY_DAWN\",\n\t\t2: \"TIME_OF_DAY_MORNING\",\n\t\t3: \"TIME_OF_DAY_NOON\",\n\t\t4: \"TIME_OF_DAY_AFTERNOON\",\n\t\t5: \"TIME_OF_DAY_EVENING\",\n\t\t6: \"TIME_OF_DAY_NIGHT\",\n\t\t7: \"TIME_OF_DAY_MIDNIGHT\",\n\t}\n\tTimeOfDay_value = map[string]int32{\n\t\t\"TIME_OF_DAY_UNSPECIFIED\": 0,\n\t\t\"TIME_OF_DAY_DAWN\":        1,\n\t\t\"TIME_OF_DAY_MORNING\":     2,\n\t\t\"TIME_OF_DAY_NOON\":        3,\n\t\t\"TIME_OF_DAY_AFTERNOON\":   4,\n\t\t\"TIME_OF_DAY_EVENING\":     5,\n\t\t\"TIME_OF_DAY_NIGHT\":       6,\n\t\t\"TIME_OF_DAY_MIDNIGHT\":    7,\n\t}\n)\n\nfunc (x TimeOfDay) Enum() *TimeOfDay {\n\tp := new(TimeOfDay)\n\t*p = x\n\treturn p\n}\n\nfunc (x TimeOfDay) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (TimeOfDay) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_scene_proto_enumTypes[8].Descriptor()\n}\n\nfunc (TimeOfDay) Type() protoreflect.EnumType {\n\treturn &file_proto_scene_proto_enumTypes[8]\n}\n\nfunc (x TimeOfDay) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use TimeOfDay.Descriptor instead.\nfunc (TimeOfDay) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{8}\n}\n\n// 事件类型枚举\ntype EventType int32\n\nconst (\n\tEventType_EVENT_TYPE_UNSPECIFIED        EventType = 0\n\tEventType_EVENT_TYPE_PLAYER_ENTER       EventType = 1  // 玩家进入\n\tEventType_EVENT_TYPE_PLAYER_LEAVE       EventType = 2  // 玩家离开\n\tEventType_EVENT_TYPE_OBJECT_INTERACTION EventType = 3  // 对象交互\n\tEventType_EVENT_TYPE_COMBAT_START       EventType = 4  // 战斗开始\n\tEventType_EVENT_TYPE_COMBAT_END         EventType = 5  // 战斗结束\n\tEventType_EVENT_TYPE_ITEM_PICKUP        EventType = 6  // 物品拾取\n\tEventType_EVENT_TYPE_QUEST_TRIGGER      EventType = 7  // 任务触发\n\tEventType_EVENT_TYPE_ACHIEVEMENT_UNLOCK EventType = 8  // 成就解锁\n\tEventType_EVENT_TYPE_WEATHER_CHANGE     EventType = 9  // 天气变化\n\tEventType_EVENT_TYPE_TIME_CHANGE        EventType = 10 // 时间变化\n)\n\n// Enum value maps for EventType.\nvar (\n\tEventType_name = map[int32]string{\n\t\t0:  \"EVENT_TYPE_UNSPECIFIED\",\n\t\t1:  \"EVENT_TYPE_PLAYER_ENTER\",\n\t\t2:  \"EVENT_TYPE_PLAYER_LEAVE\",\n\t\t3:  \"EVENT_TYPE_OBJECT_INTERACTION\",\n\t\t4:  \"EVENT_TYPE_COMBAT_START\",\n\t\t5:  \"EVENT_TYPE_COMBAT_END\",\n\t\t6:  \"EVENT_TYPE_ITEM_PICKUP\",\n\t\t7:  \"EVENT_TYPE_QUEST_TRIGGER\",\n\t\t8:  \"EVENT_TYPE_ACHIEVEMENT_UNLOCK\",\n\t\t9:  \"EVENT_TYPE_WEATHER_CHANGE\",\n\t\t10: \"EVENT_TYPE_TIME_CHANGE\",\n\t}\n\tEventType_value = map[string]int32{\n\t\t\"EVENT_TYPE_UNSPECIFIED\":        0,\n\t\t\"EVENT_TYPE_PLAYER_ENTER\":       1,\n\t\t\"EVENT_TYPE_PLAYER_LEAVE\":       2,\n\t\t\"EVENT_TYPE_OBJECT_INTERACTION\": 3,\n\t\t\"EVENT_TYPE_COMBAT_START\":       4,\n\t\t\"EVENT_TYPE_COMBAT_END\":         5,\n\t\t\"EVENT_TYPE_ITEM_PICKUP\":        6,\n\t\t\"EVENT_TYPE_QUEST_TRIGGER\":      7,\n\t\t\"EVENT_TYPE_ACHIEVEMENT_UNLOCK\": 8,\n\t\t\"EVENT_TYPE_WEATHER_CHANGE\":     9,\n\t\t\"EVENT_TYPE_TIME_CHANGE\":        10,\n\t}\n)\n\nfunc (x EventType) Enum() *EventType {\n\tp := new(EventType)\n\t*p = x\n\treturn p\n}\n\nfunc (x EventType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (EventType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_scene_proto_enumTypes[9].Descriptor()\n}\n\nfunc (EventType) Type() protoreflect.EnumType {\n\treturn &file_proto_scene_proto_enumTypes[9]\n}\n\nfunc (x EventType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use EventType.Descriptor instead.\nfunc (EventType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{9}\n}\n\n// 效果类型枚举\ntype EffectType int32\n\nconst (\n\tEffectType_EFFECT_TYPE_UNSPECIFIED  EffectType = 0\n\tEffectType_EFFECT_TYPE_BUFF         EffectType = 1  // 增益\n\tEffectType_EFFECT_TYPE_DEBUFF       EffectType = 2  // 减益\n\tEffectType_EFFECT_TYPE_DAMAGE       EffectType = 3  // 伤害\n\tEffectType_EFFECT_TYPE_HEAL         EffectType = 4  // 治疗\n\tEffectType_EFFECT_TYPE_TELEPORT     EffectType = 5  // 传送\n\tEffectType_EFFECT_TYPE_TRANSFORM    EffectType = 6  // 变形\n\tEffectType_EFFECT_TYPE_INVISIBILITY EffectType = 7  // 隐身\n\tEffectType_EFFECT_TYPE_SPEED_BOOST  EffectType = 8  // 速度提升\n\tEffectType_EFFECT_TYPE_SHIELD       EffectType = 9  // 护盾\n\tEffectType_EFFECT_TYPE_STUN         EffectType = 10 // 眩晕\n)\n\n// Enum value maps for EffectType.\nvar (\n\tEffectType_name = map[int32]string{\n\t\t0:  \"EFFECT_TYPE_UNSPECIFIED\",\n\t\t1:  \"EFFECT_TYPE_BUFF\",\n\t\t2:  \"EFFECT_TYPE_DEBUFF\",\n\t\t3:  \"EFFECT_TYPE_DAMAGE\",\n\t\t4:  \"EFFECT_TYPE_HEAL\",\n\t\t5:  \"EFFECT_TYPE_TELEPORT\",\n\t\t6:  \"EFFECT_TYPE_TRANSFORM\",\n\t\t7:  \"EFFECT_TYPE_INVISIBILITY\",\n\t\t8:  \"EFFECT_TYPE_SPEED_BOOST\",\n\t\t9:  \"EFFECT_TYPE_SHIELD\",\n\t\t10: \"EFFECT_TYPE_STUN\",\n\t}\n\tEffectType_value = map[string]int32{\n\t\t\"EFFECT_TYPE_UNSPECIFIED\":  0,\n\t\t\"EFFECT_TYPE_BUFF\":         1,\n\t\t\"EFFECT_TYPE_DEBUFF\":       2,\n\t\t\"EFFECT_TYPE_DAMAGE\":       3,\n\t\t\"EFFECT_TYPE_HEAL\":         4,\n\t\t\"EFFECT_TYPE_TELEPORT\":     5,\n\t\t\"EFFECT_TYPE_TRANSFORM\":    6,\n\t\t\"EFFECT_TYPE_INVISIBILITY\": 7,\n\t\t\"EFFECT_TYPE_SPEED_BOOST\":  8,\n\t\t\"EFFECT_TYPE_SHIELD\":       9,\n\t\t\"EFFECT_TYPE_STUN\":         10,\n\t}\n)\n\nfunc (x EffectType) Enum() *EffectType {\n\tp := new(EffectType)\n\t*p = x\n\treturn p\n}\n\nfunc (x EffectType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (EffectType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_scene_proto_enumTypes[10].Descriptor()\n}\n\nfunc (EffectType) Type() protoreflect.EnumType {\n\treturn &file_proto_scene_proto_enumTypes[10]\n}\n\nfunc (x EffectType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use EffectType.Descriptor instead.\nfunc (EffectType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{10}\n}\n\n// 进入场景请求\ntype EnterSceneRequest struct {\n\tstate           protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId        string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tSceneId         string                 `protobuf:\"bytes,2,opt,name=scene_id,json=sceneId,proto3\" json:\"scene_id,omitempty\"`\n\tSpawnPosition   *common.Position       `protobuf:\"bytes,3,opt,name=spawn_position,json=spawnPosition,proto3\" json:\"spawn_position,omitempty\"`\n\tPreviousSceneId string                 `protobuf:\"bytes,4,opt,name=previous_scene_id,json=previousSceneId,proto3\" json:\"previous_scene_id,omitempty\"`\n\tEntranceId      string                 `protobuf:\"bytes,5,opt,name=entrance_id,json=entranceId,proto3\" json:\"entrance_id,omitempty\"` // 入口ID（如传送门、门等）\n\tEntryContext    map[string]string      `protobuf:\"bytes,6,rep,name=entry_context,json=entryContext,proto3\" json:\"entry_context,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields   protoimpl.UnknownFields\n\tsizeCache       protoimpl.SizeCache\n}\n\nfunc (x *EnterSceneRequest) Reset() {\n\t*x = EnterSceneRequest{}\n\tmi := &file_proto_scene_proto_msgTypes[0]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *EnterSceneRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*EnterSceneRequest) ProtoMessage() {}\n\nfunc (x *EnterSceneRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[0]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use EnterSceneRequest.ProtoReflect.Descriptor instead.\nfunc (*EnterSceneRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{0}\n}\n\nfunc (x *EnterSceneRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *EnterSceneRequest) GetSceneId() string {\n\tif x != nil {\n\t\treturn x.SceneId\n\t}\n\treturn \"\"\n}\n\nfunc (x *EnterSceneRequest) GetSpawnPosition() *common.Position {\n\tif x != nil {\n\t\treturn x.SpawnPosition\n\t}\n\treturn nil\n}\n\nfunc (x *EnterSceneRequest) GetPreviousSceneId() string {\n\tif x != nil {\n\t\treturn x.PreviousSceneId\n\t}\n\treturn \"\"\n}\n\nfunc (x *EnterSceneRequest) GetEntranceId() string {\n\tif x != nil {\n\t\treturn x.EntranceId\n\t}\n\treturn \"\"\n}\n\nfunc (x *EnterSceneRequest) GetEntryContext() map[string]string {\n\tif x != nil {\n\t\treturn x.EntryContext\n\t}\n\treturn nil\n}\n\n// 进入场景响应\ntype EnterSceneResponse struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon         *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tSceneInfo      *SceneInfo             `protobuf:\"bytes,2,opt,name=scene_info,json=sceneInfo,proto3\" json:\"scene_info,omitempty\"`\n\tPlayerPosition *common.Position       `protobuf:\"bytes,3,opt,name=player_position,json=playerPosition,proto3\" json:\"player_position,omitempty\"`\n\tOtherPlayers   []*ScenePlayer         `protobuf:\"bytes,4,rep,name=other_players,json=otherPlayers,proto3\" json:\"other_players,omitempty\"`\n\tSceneObjects   []*SceneObject         `protobuf:\"bytes,5,rep,name=scene_objects,json=sceneObjects,proto3\" json:\"scene_objects,omitempty\"`\n\tEnvironment    *SceneEnvironment      `protobuf:\"bytes,6,opt,name=environment,proto3\" json:\"environment,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *EnterSceneResponse) Reset() {\n\t*x = EnterSceneResponse{}\n\tmi := &file_proto_scene_proto_msgTypes[1]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *EnterSceneResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*EnterSceneResponse) ProtoMessage() {}\n\nfunc (x *EnterSceneResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[1]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use EnterSceneResponse.ProtoReflect.Descriptor instead.\nfunc (*EnterSceneResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{1}\n}\n\nfunc (x *EnterSceneResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *EnterSceneResponse) GetSceneInfo() *SceneInfo {\n\tif x != nil {\n\t\treturn x.SceneInfo\n\t}\n\treturn nil\n}\n\nfunc (x *EnterSceneResponse) GetPlayerPosition() *common.Position {\n\tif x != nil {\n\t\treturn x.PlayerPosition\n\t}\n\treturn nil\n}\n\nfunc (x *EnterSceneResponse) GetOtherPlayers() []*ScenePlayer {\n\tif x != nil {\n\t\treturn x.OtherPlayers\n\t}\n\treturn nil\n}\n\nfunc (x *EnterSceneResponse) GetSceneObjects() []*SceneObject {\n\tif x != nil {\n\t\treturn x.SceneObjects\n\t}\n\treturn nil\n}\n\nfunc (x *EnterSceneResponse) GetEnvironment() *SceneEnvironment {\n\tif x != nil {\n\t\treturn x.Environment\n\t}\n\treturn nil\n}\n\n// 离开场景请求\ntype LeaveSceneRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tSceneId       string                 `protobuf:\"bytes,2,opt,name=scene_id,json=sceneId,proto3\" json:\"scene_id,omitempty\"`\n\tExitId        string                 `protobuf:\"bytes,3,opt,name=exit_id,json=exitId,proto3\" json:\"exit_id,omitempty\"` // 出口ID\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *LeaveSceneRequest) Reset() {\n\t*x = LeaveSceneRequest{}\n\tmi := &file_proto_scene_proto_msgTypes[2]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *LeaveSceneRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*LeaveSceneRequest) ProtoMessage() {}\n\nfunc (x *LeaveSceneRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[2]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use LeaveSceneRequest.ProtoReflect.Descriptor instead.\nfunc (*LeaveSceneRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{2}\n}\n\nfunc (x *LeaveSceneRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *LeaveSceneRequest) GetSceneId() string {\n\tif x != nil {\n\t\treturn x.SceneId\n\t}\n\treturn \"\"\n}\n\nfunc (x *LeaveSceneRequest) GetExitId() string {\n\tif x != nil {\n\t\treturn x.ExitId\n\t}\n\treturn \"\"\n}\n\n// 离开场景响应\ntype LeaveSceneResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *LeaveSceneResponse) Reset() {\n\t*x = LeaveSceneResponse{}\n\tmi := &file_proto_scene_proto_msgTypes[3]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *LeaveSceneResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*LeaveSceneResponse) ProtoMessage() {}\n\nfunc (x *LeaveSceneResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[3]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use LeaveSceneResponse.ProtoReflect.Descriptor instead.\nfunc (*LeaveSceneResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{3}\n}\n\nfunc (x *LeaveSceneResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\n// 获取场景信息请求\ntype GetSceneInfoRequest struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tSceneId        string                 `protobuf:\"bytes,1,opt,name=scene_id,json=sceneId,proto3\" json:\"scene_id,omitempty\"`\n\tPlayerId       string                 `protobuf:\"bytes,2,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"` // 查询者ID，用于权限检查\n\tIncludePlayers bool                   `protobuf:\"varint,3,opt,name=include_players,json=includePlayers,proto3\" json:\"include_players,omitempty\"`\n\tIncludeObjects bool                   `protobuf:\"varint,4,opt,name=include_objects,json=includeObjects,proto3\" json:\"include_objects,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *GetSceneInfoRequest) Reset() {\n\t*x = GetSceneInfoRequest{}\n\tmi := &file_proto_scene_proto_msgTypes[4]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetSceneInfoRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetSceneInfoRequest) ProtoMessage() {}\n\nfunc (x *GetSceneInfoRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[4]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetSceneInfoRequest.ProtoReflect.Descriptor instead.\nfunc (*GetSceneInfoRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{4}\n}\n\nfunc (x *GetSceneInfoRequest) GetSceneId() string {\n\tif x != nil {\n\t\treturn x.SceneId\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetSceneInfoRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetSceneInfoRequest) GetIncludePlayers() bool {\n\tif x != nil {\n\t\treturn x.IncludePlayers\n\t}\n\treturn false\n}\n\nfunc (x *GetSceneInfoRequest) GetIncludeObjects() bool {\n\tif x != nil {\n\t\treturn x.IncludeObjects\n\t}\n\treturn false\n}\n\n// 获取场景信息响应\ntype GetSceneInfoResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tSceneInfo     *SceneInfo             `protobuf:\"bytes,2,opt,name=scene_info,json=sceneInfo,proto3\" json:\"scene_info,omitempty\"`\n\tPlayers       []*ScenePlayer         `protobuf:\"bytes,3,rep,name=players,proto3\" json:\"players,omitempty\"`\n\tObjects       []*SceneObject         `protobuf:\"bytes,4,rep,name=objects,proto3\" json:\"objects,omitempty\"`\n\tEnvironment   *SceneEnvironment      `protobuf:\"bytes,5,opt,name=environment,proto3\" json:\"environment,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetSceneInfoResponse) Reset() {\n\t*x = GetSceneInfoResponse{}\n\tmi := &file_proto_scene_proto_msgTypes[5]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetSceneInfoResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetSceneInfoResponse) ProtoMessage() {}\n\nfunc (x *GetSceneInfoResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[5]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetSceneInfoResponse.ProtoReflect.Descriptor instead.\nfunc (*GetSceneInfoResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{5}\n}\n\nfunc (x *GetSceneInfoResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetSceneInfoResponse) GetSceneInfo() *SceneInfo {\n\tif x != nil {\n\t\treturn x.SceneInfo\n\t}\n\treturn nil\n}\n\nfunc (x *GetSceneInfoResponse) GetPlayers() []*ScenePlayer {\n\tif x != nil {\n\t\treturn x.Players\n\t}\n\treturn nil\n}\n\nfunc (x *GetSceneInfoResponse) GetObjects() []*SceneObject {\n\tif x != nil {\n\t\treturn x.Objects\n\t}\n\treturn nil\n}\n\nfunc (x *GetSceneInfoResponse) GetEnvironment() *SceneEnvironment {\n\tif x != nil {\n\t\treturn x.Environment\n\t}\n\treturn nil\n}\n\n// 移动到位置请求\ntype MoveToPositionRequest struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId       string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tSceneId        string                 `protobuf:\"bytes,2,opt,name=scene_id,json=sceneId,proto3\" json:\"scene_id,omitempty\"`\n\tTargetPosition *common.Position       `protobuf:\"bytes,3,opt,name=target_position,json=targetPosition,proto3\" json:\"target_position,omitempty\"`\n\tMovementType   MovementType           `protobuf:\"varint,4,opt,name=movement_type,json=movementType,proto3,enum=greatestworks.scene.MovementType\" json:\"movement_type,omitempty\"`\n\tSpeed          float32                `protobuf:\"fixed32,5,opt,name=speed,proto3\" json:\"speed,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *MoveToPositionRequest) Reset() {\n\t*x = MoveToPositionRequest{}\n\tmi := &file_proto_scene_proto_msgTypes[6]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *MoveToPositionRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*MoveToPositionRequest) ProtoMessage() {}\n\nfunc (x *MoveToPositionRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[6]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use MoveToPositionRequest.ProtoReflect.Descriptor instead.\nfunc (*MoveToPositionRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{6}\n}\n\nfunc (x *MoveToPositionRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *MoveToPositionRequest) GetSceneId() string {\n\tif x != nil {\n\t\treturn x.SceneId\n\t}\n\treturn \"\"\n}\n\nfunc (x *MoveToPositionRequest) GetTargetPosition() *common.Position {\n\tif x != nil {\n\t\treturn x.TargetPosition\n\t}\n\treturn nil\n}\n\nfunc (x *MoveToPositionRequest) GetMovementType() MovementType {\n\tif x != nil {\n\t\treturn x.MovementType\n\t}\n\treturn MovementType_MOVEMENT_TYPE_UNSPECIFIED\n}\n\nfunc (x *MoveToPositionRequest) GetSpeed() float32 {\n\tif x != nil {\n\t\treturn x.Speed\n\t}\n\treturn 0\n}\n\n// 移动到位置响应\ntype MoveToPositionResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tNewPosition   *common.Position       `protobuf:\"bytes,2,opt,name=new_position,json=newPosition,proto3\" json:\"new_position,omitempty\"`\n\tActualSpeed   float32                `protobuf:\"fixed32,3,opt,name=actual_speed,json=actualSpeed,proto3\" json:\"actual_speed,omitempty\"`\n\tMovementTime  int64                  `protobuf:\"varint,4,opt,name=movement_time,json=movementTime,proto3\" json:\"movement_time,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *MoveToPositionResponse) Reset() {\n\t*x = MoveToPositionResponse{}\n\tmi := &file_proto_scene_proto_msgTypes[7]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *MoveToPositionResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*MoveToPositionResponse) ProtoMessage() {}\n\nfunc (x *MoveToPositionResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[7]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use MoveToPositionResponse.ProtoReflect.Descriptor instead.\nfunc (*MoveToPositionResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{7}\n}\n\nfunc (x *MoveToPositionResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *MoveToPositionResponse) GetNewPosition() *common.Position {\n\tif x != nil {\n\t\treturn x.NewPosition\n\t}\n\treturn nil\n}\n\nfunc (x *MoveToPositionResponse) GetActualSpeed() float32 {\n\tif x != nil {\n\t\treturn x.ActualSpeed\n\t}\n\treturn 0\n}\n\nfunc (x *MoveToPositionResponse) GetMovementTime() int64 {\n\tif x != nil {\n\t\treturn x.MovementTime\n\t}\n\treturn 0\n}\n\n// 与对象交互请求\ntype InteractWithObjectRequest struct {\n\tstate           protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId        string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tSceneId         string                 `protobuf:\"bytes,2,opt,name=scene_id,json=sceneId,proto3\" json:\"scene_id,omitempty\"`\n\tObjectId        string                 `protobuf:\"bytes,3,opt,name=object_id,json=objectId,proto3\" json:\"object_id,omitempty\"`\n\tInteractionType InteractionType        `protobuf:\"varint,4,opt,name=interaction_type,json=interactionType,proto3,enum=greatestworks.scene.InteractionType\" json:\"interaction_type,omitempty\"`\n\tParameters      map[string]string      `protobuf:\"bytes,5,rep,name=parameters,proto3\" json:\"parameters,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields   protoimpl.UnknownFields\n\tsizeCache       protoimpl.SizeCache\n}\n\nfunc (x *InteractWithObjectRequest) Reset() {\n\t*x = InteractWithObjectRequest{}\n\tmi := &file_proto_scene_proto_msgTypes[8]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *InteractWithObjectRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*InteractWithObjectRequest) ProtoMessage() {}\n\nfunc (x *InteractWithObjectRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[8]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use InteractWithObjectRequest.ProtoReflect.Descriptor instead.\nfunc (*InteractWithObjectRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{8}\n}\n\nfunc (x *InteractWithObjectRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *InteractWithObjectRequest) GetSceneId() string {\n\tif x != nil {\n\t\treturn x.SceneId\n\t}\n\treturn \"\"\n}\n\nfunc (x *InteractWithObjectRequest) GetObjectId() string {\n\tif x != nil {\n\t\treturn x.ObjectId\n\t}\n\treturn \"\"\n}\n\nfunc (x *InteractWithObjectRequest) GetInteractionType() InteractionType {\n\tif x != nil {\n\t\treturn x.InteractionType\n\t}\n\treturn InteractionType_INTERACTION_TYPE_UNSPECIFIED\n}\n\nfunc (x *InteractWithObjectRequest) GetParameters() map[string]string {\n\tif x != nil {\n\t\treturn x.Parameters\n\t}\n\treturn nil\n}\n\n// 与对象交互响应\ntype InteractWithObjectResponse struct {\n\tstate           protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon          *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tResult          *InteractionResult     `protobuf:\"bytes,2,opt,name=result,proto3\" json:\"result,omitempty\"`\n\tTriggeredEvents []*SceneEvent          `protobuf:\"bytes,3,rep,name=triggered_events,json=triggeredEvents,proto3\" json:\"triggered_events,omitempty\"`\n\tunknownFields   protoimpl.UnknownFields\n\tsizeCache       protoimpl.SizeCache\n}\n\nfunc (x *InteractWithObjectResponse) Reset() {\n\t*x = InteractWithObjectResponse{}\n\tmi := &file_proto_scene_proto_msgTypes[9]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *InteractWithObjectResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*InteractWithObjectResponse) ProtoMessage() {}\n\nfunc (x *InteractWithObjectResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[9]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use InteractWithObjectResponse.ProtoReflect.Descriptor instead.\nfunc (*InteractWithObjectResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{9}\n}\n\nfunc (x *InteractWithObjectResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *InteractWithObjectResponse) GetResult() *InteractionResult {\n\tif x != nil {\n\t\treturn x.Result\n\t}\n\treturn nil\n}\n\nfunc (x *InteractWithObjectResponse) GetTriggeredEvents() []*SceneEvent {\n\tif x != nil {\n\t\treturn x.TriggeredEvents\n\t}\n\treturn nil\n}\n\n// 获取场景中玩家列表请求\ntype GetPlayersInSceneRequest struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tSceneId        string                 `protobuf:\"bytes,1,opt,name=scene_id,json=sceneId,proto3\" json:\"scene_id,omitempty\"`\n\tRequesterId    string                 `protobuf:\"bytes,2,opt,name=requester_id,json=requesterId,proto3\" json:\"requester_id,omitempty\"`\n\tLimit          int32                  `protobuf:\"varint,3,opt,name=limit,proto3\" json:\"limit,omitempty\"`\n\tOffset         int32                  `protobuf:\"varint,4,opt,name=offset,proto3\" json:\"offset,omitempty\"`\n\tRadius         float32                `protobuf:\"fixed32,5,opt,name=radius,proto3\" json:\"radius,omitempty\"`                                     // 搜索半径（以请求者为中心）\n\tCenterPosition *common.Position       `protobuf:\"bytes,6,opt,name=center_position,json=centerPosition,proto3\" json:\"center_position,omitempty\"` // 搜索中心点\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *GetPlayersInSceneRequest) Reset() {\n\t*x = GetPlayersInSceneRequest{}\n\tmi := &file_proto_scene_proto_msgTypes[10]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetPlayersInSceneRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetPlayersInSceneRequest) ProtoMessage() {}\n\nfunc (x *GetPlayersInSceneRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[10]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetPlayersInSceneRequest.ProtoReflect.Descriptor instead.\nfunc (*GetPlayersInSceneRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{10}\n}\n\nfunc (x *GetPlayersInSceneRequest) GetSceneId() string {\n\tif x != nil {\n\t\treturn x.SceneId\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetPlayersInSceneRequest) GetRequesterId() string {\n\tif x != nil {\n\t\treturn x.RequesterId\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetPlayersInSceneRequest) GetLimit() int32 {\n\tif x != nil {\n\t\treturn x.Limit\n\t}\n\treturn 0\n}\n\nfunc (x *GetPlayersInSceneRequest) GetOffset() int32 {\n\tif x != nil {\n\t\treturn x.Offset\n\t}\n\treturn 0\n}\n\nfunc (x *GetPlayersInSceneRequest) GetRadius() float32 {\n\tif x != nil {\n\t\treturn x.Radius\n\t}\n\treturn 0\n}\n\nfunc (x *GetPlayersInSceneRequest) GetCenterPosition() *common.Position {\n\tif x != nil {\n\t\treturn x.CenterPosition\n\t}\n\treturn nil\n}\n\n// 获取场景中玩家列表响应\ntype GetPlayersInSceneResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tPlayers       []*ScenePlayer         `protobuf:\"bytes,2,rep,name=players,proto3\" json:\"players,omitempty\"`\n\tPagination    *common.PaginationInfo `protobuf:\"bytes,3,opt,name=pagination,proto3\" json:\"pagination,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetPlayersInSceneResponse) Reset() {\n\t*x = GetPlayersInSceneResponse{}\n\tmi := &file_proto_scene_proto_msgTypes[11]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetPlayersInSceneResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetPlayersInSceneResponse) ProtoMessage() {}\n\nfunc (x *GetPlayersInSceneResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[11]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetPlayersInSceneResponse.ProtoReflect.Descriptor instead.\nfunc (*GetPlayersInSceneResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{11}\n}\n\nfunc (x *GetPlayersInSceneResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetPlayersInSceneResponse) GetPlayers() []*ScenePlayer {\n\tif x != nil {\n\t\treturn x.Players\n\t}\n\treturn nil\n}\n\nfunc (x *GetPlayersInSceneResponse) GetPagination() *common.PaginationInfo {\n\tif x != nil {\n\t\treturn x.Pagination\n\t}\n\treturn nil\n}\n\n// 获取场景对象请求\ntype GetSceneObjectsRequest struct {\n\tstate           protoimpl.MessageState `protogen:\"open.v1\"`\n\tSceneId         string                 `protobuf:\"bytes,1,opt,name=scene_id,json=sceneId,proto3\" json:\"scene_id,omitempty\"`\n\tPlayerId        string                 `protobuf:\"bytes,2,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tObjectType      ObjectType             `protobuf:\"varint,3,opt,name=object_type,json=objectType,proto3,enum=greatestworks.scene.ObjectType\" json:\"object_type,omitempty\"`\n\tRadius          float32                `protobuf:\"fixed32,4,opt,name=radius,proto3\" json:\"radius,omitempty\"` // 搜索半径\n\tCenterPosition  *common.Position       `protobuf:\"bytes,5,opt,name=center_position,json=centerPosition,proto3\" json:\"center_position,omitempty\"`\n\tInteractiveOnly bool                   `protobuf:\"varint,6,opt,name=interactive_only,json=interactiveOnly,proto3\" json:\"interactive_only,omitempty\"` // 只返回可交互对象\n\tunknownFields   protoimpl.UnknownFields\n\tsizeCache       protoimpl.SizeCache\n}\n\nfunc (x *GetSceneObjectsRequest) Reset() {\n\t*x = GetSceneObjectsRequest{}\n\tmi := &file_proto_scene_proto_msgTypes[12]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetSceneObjectsRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetSceneObjectsRequest) ProtoMessage() {}\n\nfunc (x *GetSceneObjectsRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[12]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetSceneObjectsRequest.ProtoReflect.Descriptor instead.\nfunc (*GetSceneObjectsRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{12}\n}\n\nfunc (x *GetSceneObjectsRequest) GetSceneId() string {\n\tif x != nil {\n\t\treturn x.SceneId\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetSceneObjectsRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetSceneObjectsRequest) GetObjectType() ObjectType {\n\tif x != nil {\n\t\treturn x.ObjectType\n\t}\n\treturn ObjectType_OBJECT_TYPE_UNSPECIFIED\n}\n\nfunc (x *GetSceneObjectsRequest) GetRadius() float32 {\n\tif x != nil {\n\t\treturn x.Radius\n\t}\n\treturn 0\n}\n\nfunc (x *GetSceneObjectsRequest) GetCenterPosition() *common.Position {\n\tif x != nil {\n\t\treturn x.CenterPosition\n\t}\n\treturn nil\n}\n\nfunc (x *GetSceneObjectsRequest) GetInteractiveOnly() bool {\n\tif x != nil {\n\t\treturn x.InteractiveOnly\n\t}\n\treturn false\n}\n\n// 获取场景对象响应\ntype GetSceneObjectsResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tObjects       []*SceneObject         `protobuf:\"bytes,2,rep,name=objects,proto3\" json:\"objects,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetSceneObjectsResponse) Reset() {\n\t*x = GetSceneObjectsResponse{}\n\tmi := &file_proto_scene_proto_msgTypes[13]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetSceneObjectsResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetSceneObjectsResponse) ProtoMessage() {}\n\nfunc (x *GetSceneObjectsResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[13]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetSceneObjectsResponse.ProtoReflect.Descriptor instead.\nfunc (*GetSceneObjectsResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{13}\n}\n\nfunc (x *GetSceneObjectsResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetSceneObjectsResponse) GetObjects() []*SceneObject {\n\tif x != nil {\n\t\treturn x.Objects\n\t}\n\treturn nil\n}\n\n// 触发场景事件请求\ntype TriggerSceneEventRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tSceneId       string                 `protobuf:\"bytes,2,opt,name=scene_id,json=sceneId,proto3\" json:\"scene_id,omitempty\"`\n\tEventId       string                 `protobuf:\"bytes,3,opt,name=event_id,json=eventId,proto3\" json:\"event_id,omitempty\"`\n\tTriggerId     string                 `protobuf:\"bytes,4,opt,name=trigger_id,json=triggerId,proto3\" json:\"trigger_id,omitempty\"` // 触发器ID\n\tEventData     map[string]string      `protobuf:\"bytes,5,rep,name=event_data,json=eventData,proto3\" json:\"event_data,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *TriggerSceneEventRequest) Reset() {\n\t*x = TriggerSceneEventRequest{}\n\tmi := &file_proto_scene_proto_msgTypes[14]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *TriggerSceneEventRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*TriggerSceneEventRequest) ProtoMessage() {}\n\nfunc (x *TriggerSceneEventRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[14]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use TriggerSceneEventRequest.ProtoReflect.Descriptor instead.\nfunc (*TriggerSceneEventRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{14}\n}\n\nfunc (x *TriggerSceneEventRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TriggerSceneEventRequest) GetSceneId() string {\n\tif x != nil {\n\t\treturn x.SceneId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TriggerSceneEventRequest) GetEventId() string {\n\tif x != nil {\n\t\treturn x.EventId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TriggerSceneEventRequest) GetTriggerId() string {\n\tif x != nil {\n\t\treturn x.TriggerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TriggerSceneEventRequest) GetEventData() map[string]string {\n\tif x != nil {\n\t\treturn x.EventData\n\t}\n\treturn nil\n}\n\n// 触发场景事件响应\ntype TriggerSceneEventResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tEvent         *SceneEvent            `protobuf:\"bytes,2,opt,name=event,proto3\" json:\"event,omitempty\"`\n\tEffects       []*SceneEventEffect    `protobuf:\"bytes,3,rep,name=effects,proto3\" json:\"effects,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *TriggerSceneEventResponse) Reset() {\n\t*x = TriggerSceneEventResponse{}\n\tmi := &file_proto_scene_proto_msgTypes[15]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *TriggerSceneEventResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*TriggerSceneEventResponse) ProtoMessage() {}\n\nfunc (x *TriggerSceneEventResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[15]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use TriggerSceneEventResponse.ProtoReflect.Descriptor instead.\nfunc (*TriggerSceneEventResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{15}\n}\n\nfunc (x *TriggerSceneEventResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *TriggerSceneEventResponse) GetEvent() *SceneEvent {\n\tif x != nil {\n\t\treturn x.Event\n\t}\n\treturn nil\n}\n\nfunc (x *TriggerSceneEventResponse) GetEffects() []*SceneEventEffect {\n\tif x != nil {\n\t\treturn x.Effects\n\t}\n\treturn nil\n}\n\n// 获取可用场景列表请求\ntype GetAvailableScenesRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tSceneType     SceneType              `protobuf:\"varint,2,opt,name=scene_type,json=sceneType,proto3,enum=greatestworks.scene.SceneType\" json:\"scene_type,omitempty\"`\n\tMinLevel      int32                  `protobuf:\"varint,3,opt,name=min_level,json=minLevel,proto3\" json:\"min_level,omitempty\"`\n\tMaxLevel      int32                  `protobuf:\"varint,4,opt,name=max_level,json=maxLevel,proto3\" json:\"max_level,omitempty\"`\n\tOnlyUnlocked  bool                   `protobuf:\"varint,5,opt,name=only_unlocked,json=onlyUnlocked,proto3\" json:\"only_unlocked,omitempty\"`\n\tLimit         int32                  `protobuf:\"varint,6,opt,name=limit,proto3\" json:\"limit,omitempty\"`\n\tOffset        int32                  `protobuf:\"varint,7,opt,name=offset,proto3\" json:\"offset,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetAvailableScenesRequest) Reset() {\n\t*x = GetAvailableScenesRequest{}\n\tmi := &file_proto_scene_proto_msgTypes[16]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetAvailableScenesRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetAvailableScenesRequest) ProtoMessage() {}\n\nfunc (x *GetAvailableScenesRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[16]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetAvailableScenesRequest.ProtoReflect.Descriptor instead.\nfunc (*GetAvailableScenesRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{16}\n}\n\nfunc (x *GetAvailableScenesRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetAvailableScenesRequest) GetSceneType() SceneType {\n\tif x != nil {\n\t\treturn x.SceneType\n\t}\n\treturn SceneType_SCENE_TYPE_UNSPECIFIED\n}\n\nfunc (x *GetAvailableScenesRequest) GetMinLevel() int32 {\n\tif x != nil {\n\t\treturn x.MinLevel\n\t}\n\treturn 0\n}\n\nfunc (x *GetAvailableScenesRequest) GetMaxLevel() int32 {\n\tif x != nil {\n\t\treturn x.MaxLevel\n\t}\n\treturn 0\n}\n\nfunc (x *GetAvailableScenesRequest) GetOnlyUnlocked() bool {\n\tif x != nil {\n\t\treturn x.OnlyUnlocked\n\t}\n\treturn false\n}\n\nfunc (x *GetAvailableScenesRequest) GetLimit() int32 {\n\tif x != nil {\n\t\treturn x.Limit\n\t}\n\treturn 0\n}\n\nfunc (x *GetAvailableScenesRequest) GetOffset() int32 {\n\tif x != nil {\n\t\treturn x.Offset\n\t}\n\treturn 0\n}\n\n// 获取可用场景列表响应\ntype GetAvailableScenesResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tScenes        []*SceneInfo           `protobuf:\"bytes,2,rep,name=scenes,proto3\" json:\"scenes,omitempty\"`\n\tPagination    *common.PaginationInfo `protobuf:\"bytes,3,opt,name=pagination,proto3\" json:\"pagination,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetAvailableScenesResponse) Reset() {\n\t*x = GetAvailableScenesResponse{}\n\tmi := &file_proto_scene_proto_msgTypes[17]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetAvailableScenesResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetAvailableScenesResponse) ProtoMessage() {}\n\nfunc (x *GetAvailableScenesResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[17]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetAvailableScenesResponse.ProtoReflect.Descriptor instead.\nfunc (*GetAvailableScenesResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{17}\n}\n\nfunc (x *GetAvailableScenesResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetAvailableScenesResponse) GetScenes() []*SceneInfo {\n\tif x != nil {\n\t\treturn x.Scenes\n\t}\n\treturn nil\n}\n\nfunc (x *GetAvailableScenesResponse) GetPagination() *common.PaginationInfo {\n\tif x != nil {\n\t\treturn x.Pagination\n\t}\n\treturn nil\n}\n\n// 传送到场景请求\ntype TeleportToSceneRequest struct {\n\tstate           protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId        string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tTargetSceneId   string                 `protobuf:\"bytes,2,opt,name=target_scene_id,json=targetSceneId,proto3\" json:\"target_scene_id,omitempty\"`\n\tTeleportPointId string                 `protobuf:\"bytes,3,opt,name=teleport_point_id,json=teleportPointId,proto3\" json:\"teleport_point_id,omitempty\"` // 传送点ID\n\tUseItem         bool                   `protobuf:\"varint,4,opt,name=use_item,json=useItem,proto3\" json:\"use_item,omitempty\"`                          // 是否使用传送道具\n\tItemId          string                 `protobuf:\"bytes,5,opt,name=item_id,json=itemId,proto3\" json:\"item_id,omitempty\"`                              // 传送道具ID\n\tunknownFields   protoimpl.UnknownFields\n\tsizeCache       protoimpl.SizeCache\n}\n\nfunc (x *TeleportToSceneRequest) Reset() {\n\t*x = TeleportToSceneRequest{}\n\tmi := &file_proto_scene_proto_msgTypes[18]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *TeleportToSceneRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*TeleportToSceneRequest) ProtoMessage() {}\n\nfunc (x *TeleportToSceneRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[18]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use TeleportToSceneRequest.ProtoReflect.Descriptor instead.\nfunc (*TeleportToSceneRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{18}\n}\n\nfunc (x *TeleportToSceneRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeleportToSceneRequest) GetTargetSceneId() string {\n\tif x != nil {\n\t\treturn x.TargetSceneId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeleportToSceneRequest) GetTeleportPointId() string {\n\tif x != nil {\n\t\treturn x.TeleportPointId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeleportToSceneRequest) GetUseItem() bool {\n\tif x != nil {\n\t\treturn x.UseItem\n\t}\n\treturn false\n}\n\nfunc (x *TeleportToSceneRequest) GetItemId() string {\n\tif x != nil {\n\t\treturn x.ItemId\n\t}\n\treturn \"\"\n}\n\n// 传送到场景响应\ntype TeleportToSceneResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tTargetSceneId string                 `protobuf:\"bytes,2,opt,name=target_scene_id,json=targetSceneId,proto3\" json:\"target_scene_id,omitempty\"`\n\tSpawnPosition *common.Position       `protobuf:\"bytes,3,opt,name=spawn_position,json=spawnPosition,proto3\" json:\"spawn_position,omitempty\"`\n\tCost          int32                  `protobuf:\"varint,4,opt,name=cost,proto3\" json:\"cost,omitempty\"` // 传送费用\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *TeleportToSceneResponse) Reset() {\n\t*x = TeleportToSceneResponse{}\n\tmi := &file_proto_scene_proto_msgTypes[19]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *TeleportToSceneResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*TeleportToSceneResponse) ProtoMessage() {}\n\nfunc (x *TeleportToSceneResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[19]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use TeleportToSceneResponse.ProtoReflect.Descriptor instead.\nfunc (*TeleportToSceneResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{19}\n}\n\nfunc (x *TeleportToSceneResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *TeleportToSceneResponse) GetTargetSceneId() string {\n\tif x != nil {\n\t\treturn x.TargetSceneId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeleportToSceneResponse) GetSpawnPosition() *common.Position {\n\tif x != nil {\n\t\treturn x.SpawnPosition\n\t}\n\treturn nil\n}\n\nfunc (x *TeleportToSceneResponse) GetCost() int32 {\n\tif x != nil {\n\t\treturn x.Cost\n\t}\n\treturn 0\n}\n\n// 设置天气请求\ntype SetWeatherRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tSceneId       string                 `protobuf:\"bytes,1,opt,name=scene_id,json=sceneId,proto3\" json:\"scene_id,omitempty\"`\n\tAdminId       string                 `protobuf:\"bytes,2,opt,name=admin_id,json=adminId,proto3\" json:\"admin_id,omitempty\"` // 管理员ID\n\tWeatherType   WeatherType            `protobuf:\"varint,3,opt,name=weather_type,json=weatherType,proto3,enum=greatestworks.scene.WeatherType\" json:\"weather_type,omitempty\"`\n\tIntensity     int32                  `protobuf:\"varint,4,opt,name=intensity,proto3\" json:\"intensity,omitempty\"` // 强度 (0-100)\n\tDuration      int32                  `protobuf:\"varint,5,opt,name=duration,proto3\" json:\"duration,omitempty\"`   // 持续时间（秒）\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SetWeatherRequest) Reset() {\n\t*x = SetWeatherRequest{}\n\tmi := &file_proto_scene_proto_msgTypes[20]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SetWeatherRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SetWeatherRequest) ProtoMessage() {}\n\nfunc (x *SetWeatherRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[20]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SetWeatherRequest.ProtoReflect.Descriptor instead.\nfunc (*SetWeatherRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{20}\n}\n\nfunc (x *SetWeatherRequest) GetSceneId() string {\n\tif x != nil {\n\t\treturn x.SceneId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SetWeatherRequest) GetAdminId() string {\n\tif x != nil {\n\t\treturn x.AdminId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SetWeatherRequest) GetWeatherType() WeatherType {\n\tif x != nil {\n\t\treturn x.WeatherType\n\t}\n\treturn WeatherType_WEATHER_TYPE_UNSPECIFIED\n}\n\nfunc (x *SetWeatherRequest) GetIntensity() int32 {\n\tif x != nil {\n\t\treturn x.Intensity\n\t}\n\treturn 0\n}\n\nfunc (x *SetWeatherRequest) GetDuration() int32 {\n\tif x != nil {\n\t\treturn x.Duration\n\t}\n\treturn 0\n}\n\n// 设置天气响应\ntype SetWeatherResponse struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon         *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tNewEnvironment *SceneEnvironment      `protobuf:\"bytes,2,opt,name=new_environment,json=newEnvironment,proto3\" json:\"new_environment,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *SetWeatherResponse) Reset() {\n\t*x = SetWeatherResponse{}\n\tmi := &file_proto_scene_proto_msgTypes[21]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SetWeatherResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SetWeatherResponse) ProtoMessage() {}\n\nfunc (x *SetWeatherResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[21]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SetWeatherResponse.ProtoReflect.Descriptor instead.\nfunc (*SetWeatherResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{21}\n}\n\nfunc (x *SetWeatherResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *SetWeatherResponse) GetNewEnvironment() *SceneEnvironment {\n\tif x != nil {\n\t\treturn x.NewEnvironment\n\t}\n\treturn nil\n}\n\n// 获取场景统计请求\ntype GetSceneStatsRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tSceneId       string                 `protobuf:\"bytes,1,opt,name=scene_id,json=sceneId,proto3\" json:\"scene_id,omitempty\"`\n\tAdminId       string                 `protobuf:\"bytes,2,opt,name=admin_id,json=adminId,proto3\" json:\"admin_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetSceneStatsRequest) Reset() {\n\t*x = GetSceneStatsRequest{}\n\tmi := &file_proto_scene_proto_msgTypes[22]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetSceneStatsRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetSceneStatsRequest) ProtoMessage() {}\n\nfunc (x *GetSceneStatsRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[22]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetSceneStatsRequest.ProtoReflect.Descriptor instead.\nfunc (*GetSceneStatsRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{22}\n}\n\nfunc (x *GetSceneStatsRequest) GetSceneId() string {\n\tif x != nil {\n\t\treturn x.SceneId\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetSceneStatsRequest) GetAdminId() string {\n\tif x != nil {\n\t\treturn x.AdminId\n\t}\n\treturn \"\"\n}\n\n// 获取场景统计响应\ntype GetSceneStatsResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tStats         *SceneStats            `protobuf:\"bytes,2,opt,name=stats,proto3\" json:\"stats,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetSceneStatsResponse) Reset() {\n\t*x = GetSceneStatsResponse{}\n\tmi := &file_proto_scene_proto_msgTypes[23]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetSceneStatsResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetSceneStatsResponse) ProtoMessage() {}\n\nfunc (x *GetSceneStatsResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[23]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetSceneStatsResponse.ProtoReflect.Descriptor instead.\nfunc (*GetSceneStatsResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{23}\n}\n\nfunc (x *GetSceneStatsResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetSceneStatsResponse) GetStats() *SceneStats {\n\tif x != nil {\n\t\treturn x.Stats\n\t}\n\treturn nil\n}\n\n// 场景信息\ntype SceneInfo struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tSceneId        string                 `protobuf:\"bytes,1,opt,name=scene_id,json=sceneId,proto3\" json:\"scene_id,omitempty\"`\n\tName           string                 `protobuf:\"bytes,2,opt,name=name,proto3\" json:\"name,omitempty\"`\n\tDescription    string                 `protobuf:\"bytes,3,opt,name=description,proto3\" json:\"description,omitempty\"`\n\tSceneType      SceneType              `protobuf:\"varint,4,opt,name=scene_type,json=sceneType,proto3,enum=greatestworks.scene.SceneType\" json:\"scene_type,omitempty\"`\n\tStatus         SceneStatus            `protobuf:\"varint,5,opt,name=status,proto3,enum=greatestworks.scene.SceneStatus\" json:\"status,omitempty\"`\n\tMinLevel       int32                  `protobuf:\"varint,6,opt,name=min_level,json=minLevel,proto3\" json:\"min_level,omitempty\"`\n\tMaxLevel       int32                  `protobuf:\"varint,7,opt,name=max_level,json=maxLevel,proto3\" json:\"max_level,omitempty\"`\n\tMaxPlayers     int32                  `protobuf:\"varint,8,opt,name=max_players,json=maxPlayers,proto3\" json:\"max_players,omitempty\"`\n\tCurrentPlayers int32                  `protobuf:\"varint,9,opt,name=current_players,json=currentPlayers,proto3\" json:\"current_players,omitempty\"`\n\tSpawnPoint     *common.Position       `protobuf:\"bytes,10,opt,name=spawn_point,json=spawnPoint,proto3\" json:\"spawn_point,omitempty\"`\n\tTeleportPoints []*TeleportPoint       `protobuf:\"bytes,11,rep,name=teleport_points,json=teleportPoints,proto3\" json:\"teleport_points,omitempty\"`\n\tSettings       *SceneSettings         `protobuf:\"bytes,12,opt,name=settings,proto3\" json:\"settings,omitempty\"`\n\tCreatedAt      int64                  `protobuf:\"varint,13,opt,name=created_at,json=createdAt,proto3\" json:\"created_at,omitempty\"`\n\tLastUpdated    int64                  `protobuf:\"varint,14,opt,name=last_updated,json=lastUpdated,proto3\" json:\"last_updated,omitempty\"`\n\tVersion        string                 `protobuf:\"bytes,15,opt,name=version,proto3\" json:\"version,omitempty\"`\n\tMetadata       map[string]string      `protobuf:\"bytes,16,rep,name=metadata,proto3\" json:\"metadata,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *SceneInfo) Reset() {\n\t*x = SceneInfo{}\n\tmi := &file_proto_scene_proto_msgTypes[24]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SceneInfo) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SceneInfo) ProtoMessage() {}\n\nfunc (x *SceneInfo) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[24]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SceneInfo.ProtoReflect.Descriptor instead.\nfunc (*SceneInfo) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{24}\n}\n\nfunc (x *SceneInfo) GetSceneId() string {\n\tif x != nil {\n\t\treturn x.SceneId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SceneInfo) GetName() string {\n\tif x != nil {\n\t\treturn x.Name\n\t}\n\treturn \"\"\n}\n\nfunc (x *SceneInfo) GetDescription() string {\n\tif x != nil {\n\t\treturn x.Description\n\t}\n\treturn \"\"\n}\n\nfunc (x *SceneInfo) GetSceneType() SceneType {\n\tif x != nil {\n\t\treturn x.SceneType\n\t}\n\treturn SceneType_SCENE_TYPE_UNSPECIFIED\n}\n\nfunc (x *SceneInfo) GetStatus() SceneStatus {\n\tif x != nil {\n\t\treturn x.Status\n\t}\n\treturn SceneStatus_SCENE_STATUS_UNSPECIFIED\n}\n\nfunc (x *SceneInfo) GetMinLevel() int32 {\n\tif x != nil {\n\t\treturn x.MinLevel\n\t}\n\treturn 0\n}\n\nfunc (x *SceneInfo) GetMaxLevel() int32 {\n\tif x != nil {\n\t\treturn x.MaxLevel\n\t}\n\treturn 0\n}\n\nfunc (x *SceneInfo) GetMaxPlayers() int32 {\n\tif x != nil {\n\t\treturn x.MaxPlayers\n\t}\n\treturn 0\n}\n\nfunc (x *SceneInfo) GetCurrentPlayers() int32 {\n\tif x != nil {\n\t\treturn x.CurrentPlayers\n\t}\n\treturn 0\n}\n\nfunc (x *SceneInfo) GetSpawnPoint() *common.Position {\n\tif x != nil {\n\t\treturn x.SpawnPoint\n\t}\n\treturn nil\n}\n\nfunc (x *SceneInfo) GetTeleportPoints() []*TeleportPoint {\n\tif x != nil {\n\t\treturn x.TeleportPoints\n\t}\n\treturn nil\n}\n\nfunc (x *SceneInfo) GetSettings() *SceneSettings {\n\tif x != nil {\n\t\treturn x.Settings\n\t}\n\treturn nil\n}\n\nfunc (x *SceneInfo) GetCreatedAt() int64 {\n\tif x != nil {\n\t\treturn x.CreatedAt\n\t}\n\treturn 0\n}\n\nfunc (x *SceneInfo) GetLastUpdated() int64 {\n\tif x != nil {\n\t\treturn x.LastUpdated\n\t}\n\treturn 0\n}\n\nfunc (x *SceneInfo) GetVersion() string {\n\tif x != nil {\n\t\treturn x.Version\n\t}\n\treturn \"\"\n}\n\nfunc (x *SceneInfo) GetMetadata() map[string]string {\n\tif x != nil {\n\t\treturn x.Metadata\n\t}\n\treturn nil\n}\n\n// 场景玩家\ntype ScenePlayer struct {\n\tstate           protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId        string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tPlayerName      string                 `protobuf:\"bytes,2,opt,name=player_name,json=playerName,proto3\" json:\"player_name,omitempty\"`\n\tLevel           int32                  `protobuf:\"varint,3,opt,name=level,proto3\" json:\"level,omitempty\"`\n\tPosition        *common.Position       `protobuf:\"bytes,4,opt,name=position,proto3\" json:\"position,omitempty\"`\n\tState           PlayerState            `protobuf:\"varint,5,opt,name=state,proto3,enum=greatestworks.scene.PlayerState\" json:\"state,omitempty\"`\n\tIsVisible       bool                   `protobuf:\"varint,6,opt,name=is_visible,json=isVisible,proto3\" json:\"is_visible,omitempty\"`\n\tCurrentActivity string                 `protobuf:\"bytes,7,opt,name=current_activity,json=currentActivity,proto3\" json:\"current_activity,omitempty\"` // 当前活动\n\tEnteredAt       int64                  `protobuf:\"varint,8,opt,name=entered_at,json=enteredAt,proto3\" json:\"entered_at,omitempty\"`\n\tLastUpdate      int64                  `protobuf:\"varint,9,opt,name=last_update,json=lastUpdate,proto3\" json:\"last_update,omitempty\"`\n\tPlayerData      map[string]string      `protobuf:\"bytes,10,rep,name=player_data,json=playerData,proto3\" json:\"player_data,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields   protoimpl.UnknownFields\n\tsizeCache       protoimpl.SizeCache\n}\n\nfunc (x *ScenePlayer) Reset() {\n\t*x = ScenePlayer{}\n\tmi := &file_proto_scene_proto_msgTypes[25]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ScenePlayer) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ScenePlayer) ProtoMessage() {}\n\nfunc (x *ScenePlayer) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[25]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ScenePlayer.ProtoReflect.Descriptor instead.\nfunc (*ScenePlayer) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{25}\n}\n\nfunc (x *ScenePlayer) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ScenePlayer) GetPlayerName() string {\n\tif x != nil {\n\t\treturn x.PlayerName\n\t}\n\treturn \"\"\n}\n\nfunc (x *ScenePlayer) GetLevel() int32 {\n\tif x != nil {\n\t\treturn x.Level\n\t}\n\treturn 0\n}\n\nfunc (x *ScenePlayer) GetPosition() *common.Position {\n\tif x != nil {\n\t\treturn x.Position\n\t}\n\treturn nil\n}\n\nfunc (x *ScenePlayer) GetState() PlayerState {\n\tif x != nil {\n\t\treturn x.State\n\t}\n\treturn PlayerState_PLAYER_STATE_UNSPECIFIED\n}\n\nfunc (x *ScenePlayer) GetIsVisible() bool {\n\tif x != nil {\n\t\treturn x.IsVisible\n\t}\n\treturn false\n}\n\nfunc (x *ScenePlayer) GetCurrentActivity() string {\n\tif x != nil {\n\t\treturn x.CurrentActivity\n\t}\n\treturn \"\"\n}\n\nfunc (x *ScenePlayer) GetEnteredAt() int64 {\n\tif x != nil {\n\t\treturn x.EnteredAt\n\t}\n\treturn 0\n}\n\nfunc (x *ScenePlayer) GetLastUpdate() int64 {\n\tif x != nil {\n\t\treturn x.LastUpdate\n\t}\n\treturn 0\n}\n\nfunc (x *ScenePlayer) GetPlayerData() map[string]string {\n\tif x != nil {\n\t\treturn x.PlayerData\n\t}\n\treturn nil\n}\n\n// 场景对象\ntype SceneObject struct {\n\tstate                 protoimpl.MessageState `protogen:\"open.v1\"`\n\tObjectId              string                 `protobuf:\"bytes,1,opt,name=object_id,json=objectId,proto3\" json:\"object_id,omitempty\"`\n\tName                  string                 `protobuf:\"bytes,2,opt,name=name,proto3\" json:\"name,omitempty\"`\n\tObjectType            ObjectType             `protobuf:\"varint,3,opt,name=object_type,json=objectType,proto3,enum=greatestworks.scene.ObjectType\" json:\"object_type,omitempty\"`\n\tState                 ObjectState            `protobuf:\"varint,4,opt,name=state,proto3,enum=greatestworks.scene.ObjectState\" json:\"state,omitempty\"`\n\tPosition              *common.Position       `protobuf:\"bytes,5,opt,name=position,proto3\" json:\"position,omitempty\"`\n\tRotationY             float32                `protobuf:\"fixed32,6,opt,name=rotation_y,json=rotationY,proto3\" json:\"rotation_y,omitempty\"` // Y轴旋转角度\n\tIsInteractive         bool                   `protobuf:\"varint,7,opt,name=is_interactive,json=isInteractive,proto3\" json:\"is_interactive,omitempty\"`\n\tIsVisible             bool                   `protobuf:\"varint,8,opt,name=is_visible,json=isVisible,proto3\" json:\"is_visible,omitempty\"`\n\tAvailableInteractions []InteractionType      `protobuf:\"varint,9,rep,packed,name=available_interactions,json=availableInteractions,proto3,enum=greatestworks.scene.InteractionType\" json:\"available_interactions,omitempty\"`\n\tProperties            map[string]string      `protobuf:\"bytes,10,rep,name=properties,proto3\" json:\"properties,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tCreatedAt             int64                  `protobuf:\"varint,11,opt,name=created_at,json=createdAt,proto3\" json:\"created_at,omitempty\"`\n\tLastUpdated           int64                  `protobuf:\"varint,12,opt,name=last_updated,json=lastUpdated,proto3\" json:\"last_updated,omitempty\"`\n\tunknownFields         protoimpl.UnknownFields\n\tsizeCache             protoimpl.SizeCache\n}\n\nfunc (x *SceneObject) Reset() {\n\t*x = SceneObject{}\n\tmi := &file_proto_scene_proto_msgTypes[26]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SceneObject) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SceneObject) ProtoMessage() {}\n\nfunc (x *SceneObject) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[26]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SceneObject.ProtoReflect.Descriptor instead.\nfunc (*SceneObject) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{26}\n}\n\nfunc (x *SceneObject) GetObjectId() string {\n\tif x != nil {\n\t\treturn x.ObjectId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SceneObject) GetName() string {\n\tif x != nil {\n\t\treturn x.Name\n\t}\n\treturn \"\"\n}\n\nfunc (x *SceneObject) GetObjectType() ObjectType {\n\tif x != nil {\n\t\treturn x.ObjectType\n\t}\n\treturn ObjectType_OBJECT_TYPE_UNSPECIFIED\n}\n\nfunc (x *SceneObject) GetState() ObjectState {\n\tif x != nil {\n\t\treturn x.State\n\t}\n\treturn ObjectState_OBJECT_STATE_UNSPECIFIED\n}\n\nfunc (x *SceneObject) GetPosition() *common.Position {\n\tif x != nil {\n\t\treturn x.Position\n\t}\n\treturn nil\n}\n\nfunc (x *SceneObject) GetRotationY() float32 {\n\tif x != nil {\n\t\treturn x.RotationY\n\t}\n\treturn 0\n}\n\nfunc (x *SceneObject) GetIsInteractive() bool {\n\tif x != nil {\n\t\treturn x.IsInteractive\n\t}\n\treturn false\n}\n\nfunc (x *SceneObject) GetIsVisible() bool {\n\tif x != nil {\n\t\treturn x.IsVisible\n\t}\n\treturn false\n}\n\nfunc (x *SceneObject) GetAvailableInteractions() []InteractionType {\n\tif x != nil {\n\t\treturn x.AvailableInteractions\n\t}\n\treturn nil\n}\n\nfunc (x *SceneObject) GetProperties() map[string]string {\n\tif x != nil {\n\t\treturn x.Properties\n\t}\n\treturn nil\n}\n\nfunc (x *SceneObject) GetCreatedAt() int64 {\n\tif x != nil {\n\t\treturn x.CreatedAt\n\t}\n\treturn 0\n}\n\nfunc (x *SceneObject) GetLastUpdated() int64 {\n\tif x != nil {\n\t\treturn x.LastUpdated\n\t}\n\treturn 0\n}\n\n// 场景环境\ntype SceneEnvironment struct {\n\tstate            protoimpl.MessageState `protogen:\"open.v1\"`\n\tWeather          WeatherType            `protobuf:\"varint,1,opt,name=weather,proto3,enum=greatestworks.scene.WeatherType\" json:\"weather,omitempty\"`\n\tWeatherIntensity int32                  `protobuf:\"varint,2,opt,name=weather_intensity,json=weatherIntensity,proto3\" json:\"weather_intensity,omitempty\"`\n\tTimeOfDay        TimeOfDay              `protobuf:\"varint,3,opt,name=time_of_day,json=timeOfDay,proto3,enum=greatestworks.scene.TimeOfDay\" json:\"time_of_day,omitempty\"`\n\tAmbientLight     float32                `protobuf:\"fixed32,4,opt,name=ambient_light,json=ambientLight,proto3\" json:\"ambient_light,omitempty\"` // 环境光强度 (0.0-1.0)\n\tTemperature      float32                `protobuf:\"fixed32,5,opt,name=temperature,proto3\" json:\"temperature,omitempty\"`                       // 温度\n\tHumidity         float32                `protobuf:\"fixed32,6,opt,name=humidity,proto3\" json:\"humidity,omitempty\"`                             // 湿度\n\tBackgroundMusic  string                 `protobuf:\"bytes,7,opt,name=background_music,json=backgroundMusic,proto3\" json:\"background_music,omitempty\"`\n\tEffects          []*EnvironmentalEffect `protobuf:\"bytes,8,rep,name=effects,proto3\" json:\"effects,omitempty\"`\n\tCustomSettings   map[string]string      `protobuf:\"bytes,9,rep,name=custom_settings,json=customSettings,proto3\" json:\"custom_settings,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields    protoimpl.UnknownFields\n\tsizeCache        protoimpl.SizeCache\n}\n\nfunc (x *SceneEnvironment) Reset() {\n\t*x = SceneEnvironment{}\n\tmi := &file_proto_scene_proto_msgTypes[27]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SceneEnvironment) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SceneEnvironment) ProtoMessage() {}\n\nfunc (x *SceneEnvironment) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[27]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SceneEnvironment.ProtoReflect.Descriptor instead.\nfunc (*SceneEnvironment) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{27}\n}\n\nfunc (x *SceneEnvironment) GetWeather() WeatherType {\n\tif x != nil {\n\t\treturn x.Weather\n\t}\n\treturn WeatherType_WEATHER_TYPE_UNSPECIFIED\n}\n\nfunc (x *SceneEnvironment) GetWeatherIntensity() int32 {\n\tif x != nil {\n\t\treturn x.WeatherIntensity\n\t}\n\treturn 0\n}\n\nfunc (x *SceneEnvironment) GetTimeOfDay() TimeOfDay {\n\tif x != nil {\n\t\treturn x.TimeOfDay\n\t}\n\treturn TimeOfDay_TIME_OF_DAY_UNSPECIFIED\n}\n\nfunc (x *SceneEnvironment) GetAmbientLight() float32 {\n\tif x != nil {\n\t\treturn x.AmbientLight\n\t}\n\treturn 0\n}\n\nfunc (x *SceneEnvironment) GetTemperature() float32 {\n\tif x != nil {\n\t\treturn x.Temperature\n\t}\n\treturn 0\n}\n\nfunc (x *SceneEnvironment) GetHumidity() float32 {\n\tif x != nil {\n\t\treturn x.Humidity\n\t}\n\treturn 0\n}\n\nfunc (x *SceneEnvironment) GetBackgroundMusic() string {\n\tif x != nil {\n\t\treturn x.BackgroundMusic\n\t}\n\treturn \"\"\n}\n\nfunc (x *SceneEnvironment) GetEffects() []*EnvironmentalEffect {\n\tif x != nil {\n\t\treturn x.Effects\n\t}\n\treturn nil\n}\n\nfunc (x *SceneEnvironment) GetCustomSettings() map[string]string {\n\tif x != nil {\n\t\treturn x.CustomSettings\n\t}\n\treturn nil\n}\n\n// 传送点\ntype TeleportPoint struct {\n\tstate             protoimpl.MessageState `protogen:\"open.v1\"`\n\tPointId           string                 `protobuf:\"bytes,1,opt,name=point_id,json=pointId,proto3\" json:\"point_id,omitempty\"`\n\tName              string                 `protobuf:\"bytes,2,opt,name=name,proto3\" json:\"name,omitempty\"`\n\tPosition          *common.Position       `protobuf:\"bytes,3,opt,name=position,proto3\" json:\"position,omitempty\"`\n\tIsActive          bool                   `protobuf:\"varint,4,opt,name=is_active,json=isActive,proto3\" json:\"is_active,omitempty\"`\n\tRequiresDiscovery bool                   `protobuf:\"varint,5,opt,name=requires_discovery,json=requiresDiscovery,proto3\" json:\"requires_discovery,omitempty\"` // 需要发现才能使用\n\tCost              int32                  `protobuf:\"varint,6,opt,name=cost,proto3\" json:\"cost,omitempty\"`                                                    // 传送费用\n\tRequiredItems     []string               `protobuf:\"bytes,7,rep,name=required_items,json=requiredItems,proto3\" json:\"required_items,omitempty\"`              // 需要的物品\n\tMinLevel          int32                  `protobuf:\"varint,8,opt,name=min_level,json=minLevel,proto3\" json:\"min_level,omitempty\"`                            // 最低等级要求\n\tDescription       string                 `protobuf:\"bytes,9,opt,name=description,proto3\" json:\"description,omitempty\"`\n\tunknownFields     protoimpl.UnknownFields\n\tsizeCache         protoimpl.SizeCache\n}\n\nfunc (x *TeleportPoint) Reset() {\n\t*x = TeleportPoint{}\n\tmi := &file_proto_scene_proto_msgTypes[28]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *TeleportPoint) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*TeleportPoint) ProtoMessage() {}\n\nfunc (x *TeleportPoint) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[28]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use TeleportPoint.ProtoReflect.Descriptor instead.\nfunc (*TeleportPoint) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{28}\n}\n\nfunc (x *TeleportPoint) GetPointId() string {\n\tif x != nil {\n\t\treturn x.PointId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeleportPoint) GetName() string {\n\tif x != nil {\n\t\treturn x.Name\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeleportPoint) GetPosition() *common.Position {\n\tif x != nil {\n\t\treturn x.Position\n\t}\n\treturn nil\n}\n\nfunc (x *TeleportPoint) GetIsActive() bool {\n\tif x != nil {\n\t\treturn x.IsActive\n\t}\n\treturn false\n}\n\nfunc (x *TeleportPoint) GetRequiresDiscovery() bool {\n\tif x != nil {\n\t\treturn x.RequiresDiscovery\n\t}\n\treturn false\n}\n\nfunc (x *TeleportPoint) GetCost() int32 {\n\tif x != nil {\n\t\treturn x.Cost\n\t}\n\treturn 0\n}\n\nfunc (x *TeleportPoint) GetRequiredItems() []string {\n\tif x != nil {\n\t\treturn x.RequiredItems\n\t}\n\treturn nil\n}\n\nfunc (x *TeleportPoint) GetMinLevel() int32 {\n\tif x != nil {\n\t\treturn x.MinLevel\n\t}\n\treturn 0\n}\n\nfunc (x *TeleportPoint) GetDescription() string {\n\tif x != nil {\n\t\treturn x.Description\n\t}\n\treturn \"\"\n}\n\n// 场景设置\ntype SceneSettings struct {\n\tstate                protoimpl.MessageState `protogen:\"open.v1\"`\n\tPvpEnabled           bool                   `protobuf:\"varint,1,opt,name=pvp_enabled,json=pvpEnabled,proto3\" json:\"pvp_enabled,omitempty\"`                                                                                                  // 是否允许PVP\n\tRespawnEnabled       bool                   `protobuf:\"varint,2,opt,name=respawn_enabled,json=respawnEnabled,proto3\" json:\"respawn_enabled,omitempty\"`                                                                                      // 是否允许复活\n\tRespawnTime          int32                  `protobuf:\"varint,3,opt,name=respawn_time,json=respawnTime,proto3\" json:\"respawn_time,omitempty\"`                                                                                               // 复活时间（秒）\n\tDropItemsOnDeath     bool                   `protobuf:\"varint,4,opt,name=drop_items_on_death,json=dropItemsOnDeath,proto3\" json:\"drop_items_on_death,omitempty\"`                                                                            // 死亡是否掉落物品\n\tExperienceMultiplier float32                `protobuf:\"fixed32,5,opt,name=experience_multiplier,json=experienceMultiplier,proto3\" json:\"experience_multiplier,omitempty\"`                                                                   // 经验倍率\n\tDropRateMultiplier   float32                `protobuf:\"fixed32,6,opt,name=drop_rate_multiplier,json=dropRateMultiplier,proto3\" json:\"drop_rate_multiplier,omitempty\"`                                                                       // 掉落率倍率\n\tSafeZone             bool                   `protobuf:\"varint,7,opt,name=safe_zone,json=safeZone,proto3\" json:\"safe_zone,omitempty\"`                                                                                                        // 是否为安全区\n\tAllowFlying          bool                   `protobuf:\"varint,8,opt,name=allow_flying,json=allowFlying,proto3\" json:\"allow_flying,omitempty\"`                                                                                               // 是否允许飞行\n\tAllowMount           bool                   `protobuf:\"varint,9,opt,name=allow_mount,json=allowMount,proto3\" json:\"allow_mount,omitempty\"`                                                                                                  // 是否允许坐骑\n\tIdleTimeout          int32                  `protobuf:\"varint,10,opt,name=idle_timeout,json=idleTimeout,proto3\" json:\"idle_timeout,omitempty\"`                                                                                              // 闲置超时时间（秒）\n\tMovementModifiers    map[string]float32     `protobuf:\"bytes,11,rep,name=movement_modifiers,json=movementModifiers,proto3\" json:\"movement_modifiers,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"fixed32,2,opt,name=value\"` // 移动修正器\n\tunknownFields        protoimpl.UnknownFields\n\tsizeCache            protoimpl.SizeCache\n}\n\nfunc (x *SceneSettings) Reset() {\n\t*x = SceneSettings{}\n\tmi := &file_proto_scene_proto_msgTypes[29]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SceneSettings) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SceneSettings) ProtoMessage() {}\n\nfunc (x *SceneSettings) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[29]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SceneSettings.ProtoReflect.Descriptor instead.\nfunc (*SceneSettings) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{29}\n}\n\nfunc (x *SceneSettings) GetPvpEnabled() bool {\n\tif x != nil {\n\t\treturn x.PvpEnabled\n\t}\n\treturn false\n}\n\nfunc (x *SceneSettings) GetRespawnEnabled() bool {\n\tif x != nil {\n\t\treturn x.RespawnEnabled\n\t}\n\treturn false\n}\n\nfunc (x *SceneSettings) GetRespawnTime() int32 {\n\tif x != nil {\n\t\treturn x.RespawnTime\n\t}\n\treturn 0\n}\n\nfunc (x *SceneSettings) GetDropItemsOnDeath() bool {\n\tif x != nil {\n\t\treturn x.DropItemsOnDeath\n\t}\n\treturn false\n}\n\nfunc (x *SceneSettings) GetExperienceMultiplier() float32 {\n\tif x != nil {\n\t\treturn x.ExperienceMultiplier\n\t}\n\treturn 0\n}\n\nfunc (x *SceneSettings) GetDropRateMultiplier() float32 {\n\tif x != nil {\n\t\treturn x.DropRateMultiplier\n\t}\n\treturn 0\n}\n\nfunc (x *SceneSettings) GetSafeZone() bool {\n\tif x != nil {\n\t\treturn x.SafeZone\n\t}\n\treturn false\n}\n\nfunc (x *SceneSettings) GetAllowFlying() bool {\n\tif x != nil {\n\t\treturn x.AllowFlying\n\t}\n\treturn false\n}\n\nfunc (x *SceneSettings) GetAllowMount() bool {\n\tif x != nil {\n\t\treturn x.AllowMount\n\t}\n\treturn false\n}\n\nfunc (x *SceneSettings) GetIdleTimeout() int32 {\n\tif x != nil {\n\t\treturn x.IdleTimeout\n\t}\n\treturn 0\n}\n\nfunc (x *SceneSettings) GetMovementModifiers() map[string]float32 {\n\tif x != nil {\n\t\treturn x.MovementModifiers\n\t}\n\treturn nil\n}\n\n// 场景事件\ntype SceneEvent struct {\n\tstate             protoimpl.MessageState `protogen:\"open.v1\"`\n\tEventId           string                 `protobuf:\"bytes,1,opt,name=event_id,json=eventId,proto3\" json:\"event_id,omitempty\"`\n\tEventName         string                 `protobuf:\"bytes,2,opt,name=event_name,json=eventName,proto3\" json:\"event_name,omitempty\"`\n\tEventType         EventType              `protobuf:\"varint,3,opt,name=event_type,json=eventType,proto3,enum=greatestworks.scene.EventType\" json:\"event_type,omitempty\"`\n\tTriggerPlayerId   string                 `protobuf:\"bytes,4,opt,name=trigger_player_id,json=triggerPlayerId,proto3\" json:\"trigger_player_id,omitempty\"`\n\tTriggerObjectId   string                 `protobuf:\"bytes,5,opt,name=trigger_object_id,json=triggerObjectId,proto3\" json:\"trigger_object_id,omitempty\"`\n\tLocation          *common.Position       `protobuf:\"bytes,6,opt,name=location,proto3\" json:\"location,omitempty\"`\n\tTimestamp         int64                  `protobuf:\"varint,7,opt,name=timestamp,proto3\" json:\"timestamp,omitempty\"`\n\tEventData         map[string]string      `protobuf:\"bytes,8,rep,name=event_data,json=eventData,proto3\" json:\"event_data,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tAffectedPlayerIds []string               `protobuf:\"bytes,9,rep,name=affected_player_ids,json=affectedPlayerIds,proto3\" json:\"affected_player_ids,omitempty\"`\n\tunknownFields     protoimpl.UnknownFields\n\tsizeCache         protoimpl.SizeCache\n}\n\nfunc (x *SceneEvent) Reset() {\n\t*x = SceneEvent{}\n\tmi := &file_proto_scene_proto_msgTypes[30]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SceneEvent) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SceneEvent) ProtoMessage() {}\n\nfunc (x *SceneEvent) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[30]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SceneEvent.ProtoReflect.Descriptor instead.\nfunc (*SceneEvent) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{30}\n}\n\nfunc (x *SceneEvent) GetEventId() string {\n\tif x != nil {\n\t\treturn x.EventId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SceneEvent) GetEventName() string {\n\tif x != nil {\n\t\treturn x.EventName\n\t}\n\treturn \"\"\n}\n\nfunc (x *SceneEvent) GetEventType() EventType {\n\tif x != nil {\n\t\treturn x.EventType\n\t}\n\treturn EventType_EVENT_TYPE_UNSPECIFIED\n}\n\nfunc (x *SceneEvent) GetTriggerPlayerId() string {\n\tif x != nil {\n\t\treturn x.TriggerPlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SceneEvent) GetTriggerObjectId() string {\n\tif x != nil {\n\t\treturn x.TriggerObjectId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SceneEvent) GetLocation() *common.Position {\n\tif x != nil {\n\t\treturn x.Location\n\t}\n\treturn nil\n}\n\nfunc (x *SceneEvent) GetTimestamp() int64 {\n\tif x != nil {\n\t\treturn x.Timestamp\n\t}\n\treturn 0\n}\n\nfunc (x *SceneEvent) GetEventData() map[string]string {\n\tif x != nil {\n\t\treturn x.EventData\n\t}\n\treturn nil\n}\n\nfunc (x *SceneEvent) GetAffectedPlayerIds() []string {\n\tif x != nil {\n\t\treturn x.AffectedPlayerIds\n\t}\n\treturn nil\n}\n\n// 场景事件效果\ntype SceneEventEffect struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tEffectId      string                 `protobuf:\"bytes,1,opt,name=effect_id,json=effectId,proto3\" json:\"effect_id,omitempty\"`\n\tEffectType    EffectType             `protobuf:\"varint,2,opt,name=effect_type,json=effectType,proto3,enum=greatestworks.scene.EffectType\" json:\"effect_type,omitempty\"`\n\tTargetId      string                 `protobuf:\"bytes,3,opt,name=target_id,json=targetId,proto3\" json:\"target_id,omitempty\"` // 目标ID（玩家或对象）\n\tDuration      int32                  `protobuf:\"varint,4,opt,name=duration,proto3\" json:\"duration,omitempty\"`                // 持续时间（秒）\n\tMagnitude     float32                `protobuf:\"fixed32,5,opt,name=magnitude,proto3\" json:\"magnitude,omitempty\"`             // 效果强度\n\tParameters    map[string]string      `protobuf:\"bytes,6,rep,name=parameters,proto3\" json:\"parameters,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SceneEventEffect) Reset() {\n\t*x = SceneEventEffect{}\n\tmi := &file_proto_scene_proto_msgTypes[31]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SceneEventEffect) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SceneEventEffect) ProtoMessage() {}\n\nfunc (x *SceneEventEffect) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[31]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SceneEventEffect.ProtoReflect.Descriptor instead.\nfunc (*SceneEventEffect) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{31}\n}\n\nfunc (x *SceneEventEffect) GetEffectId() string {\n\tif x != nil {\n\t\treturn x.EffectId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SceneEventEffect) GetEffectType() EffectType {\n\tif x != nil {\n\t\treturn x.EffectType\n\t}\n\treturn EffectType_EFFECT_TYPE_UNSPECIFIED\n}\n\nfunc (x *SceneEventEffect) GetTargetId() string {\n\tif x != nil {\n\t\treturn x.TargetId\n\t}\n\treturn \"\"\n}\n\nfunc (x *SceneEventEffect) GetDuration() int32 {\n\tif x != nil {\n\t\treturn x.Duration\n\t}\n\treturn 0\n}\n\nfunc (x *SceneEventEffect) GetMagnitude() float32 {\n\tif x != nil {\n\t\treturn x.Magnitude\n\t}\n\treturn 0\n}\n\nfunc (x *SceneEventEffect) GetParameters() map[string]string {\n\tif x != nil {\n\t\treturn x.Parameters\n\t}\n\treturn nil\n}\n\n// 交互结果\ntype InteractionResult struct {\n\tstate            protoimpl.MessageState `protogen:\"open.v1\"`\n\tSuccess          bool                   `protobuf:\"varint,1,opt,name=success,proto3\" json:\"success,omitempty\"`\n\tMessage          string                 `protobuf:\"bytes,2,opt,name=message,proto3\" json:\"message,omitempty\"`\n\tRewards          []*ItemReward          `protobuf:\"bytes,3,rep,name=rewards,proto3\" json:\"rewards,omitempty\"`\n\tExperienceGained int32                  `protobuf:\"varint,4,opt,name=experience_gained,json=experienceGained,proto3\" json:\"experience_gained,omitempty\"`\n\tNewObjectState   ObjectState            `protobuf:\"varint,5,opt,name=new_object_state,json=newObjectState,proto3,enum=greatestworks.scene.ObjectState\" json:\"new_object_state,omitempty\"`\n\tResultData       map[string]string      `protobuf:\"bytes,6,rep,name=result_data,json=resultData,proto3\" json:\"result_data,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields    protoimpl.UnknownFields\n\tsizeCache        protoimpl.SizeCache\n}\n\nfunc (x *InteractionResult) Reset() {\n\t*x = InteractionResult{}\n\tmi := &file_proto_scene_proto_msgTypes[32]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *InteractionResult) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*InteractionResult) ProtoMessage() {}\n\nfunc (x *InteractionResult) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[32]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use InteractionResult.ProtoReflect.Descriptor instead.\nfunc (*InteractionResult) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{32}\n}\n\nfunc (x *InteractionResult) GetSuccess() bool {\n\tif x != nil {\n\t\treturn x.Success\n\t}\n\treturn false\n}\n\nfunc (x *InteractionResult) GetMessage() string {\n\tif x != nil {\n\t\treturn x.Message\n\t}\n\treturn \"\"\n}\n\nfunc (x *InteractionResult) GetRewards() []*ItemReward {\n\tif x != nil {\n\t\treturn x.Rewards\n\t}\n\treturn nil\n}\n\nfunc (x *InteractionResult) GetExperienceGained() int32 {\n\tif x != nil {\n\t\treturn x.ExperienceGained\n\t}\n\treturn 0\n}\n\nfunc (x *InteractionResult) GetNewObjectState() ObjectState {\n\tif x != nil {\n\t\treturn x.NewObjectState\n\t}\n\treturn ObjectState_OBJECT_STATE_UNSPECIFIED\n}\n\nfunc (x *InteractionResult) GetResultData() map[string]string {\n\tif x != nil {\n\t\treturn x.ResultData\n\t}\n\treturn nil\n}\n\n// 物品奖励\ntype ItemReward struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tItemId        string                 `protobuf:\"bytes,1,opt,name=item_id,json=itemId,proto3\" json:\"item_id,omitempty\"`\n\tItemName      string                 `protobuf:\"bytes,2,opt,name=item_name,json=itemName,proto3\" json:\"item_name,omitempty\"`\n\tQuantity      int32                  `protobuf:\"varint,3,opt,name=quantity,proto3\" json:\"quantity,omitempty\"`\n\tRarity        common.ItemRarity      `protobuf:\"varint,4,opt,name=rarity,proto3,enum=greatestworks.common.ItemRarity\" json:\"rarity,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *ItemReward) Reset() {\n\t*x = ItemReward{}\n\tmi := &file_proto_scene_proto_msgTypes[33]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ItemReward) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ItemReward) ProtoMessage() {}\n\nfunc (x *ItemReward) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[33]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ItemReward.ProtoReflect.Descriptor instead.\nfunc (*ItemReward) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{33}\n}\n\nfunc (x *ItemReward) GetItemId() string {\n\tif x != nil {\n\t\treturn x.ItemId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ItemReward) GetItemName() string {\n\tif x != nil {\n\t\treturn x.ItemName\n\t}\n\treturn \"\"\n}\n\nfunc (x *ItemReward) GetQuantity() int32 {\n\tif x != nil {\n\t\treturn x.Quantity\n\t}\n\treturn 0\n}\n\nfunc (x *ItemReward) GetRarity() common.ItemRarity {\n\tif x != nil {\n\t\treturn x.Rarity\n\t}\n\treturn common.ItemRarity(0)\n}\n\n// 环境效果\ntype EnvironmentalEffect struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tEffectId      string                 `protobuf:\"bytes,1,opt,name=effect_id,json=effectId,proto3\" json:\"effect_id,omitempty\"`\n\tEffectType    EffectType             `protobuf:\"varint,2,opt,name=effect_type,json=effectType,proto3,enum=greatestworks.scene.EffectType\" json:\"effect_type,omitempty\"`\n\tIntensity     float32                `protobuf:\"fixed32,3,opt,name=intensity,proto3\" json:\"intensity,omitempty\"`\n\tDuration      int32                  `protobuf:\"varint,4,opt,name=duration,proto3\" json:\"duration,omitempty\"` // 持续时间（秒），0表示永久\n\tParameters    map[string]string      `protobuf:\"bytes,5,rep,name=parameters,proto3\" json:\"parameters,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *EnvironmentalEffect) Reset() {\n\t*x = EnvironmentalEffect{}\n\tmi := &file_proto_scene_proto_msgTypes[34]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *EnvironmentalEffect) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*EnvironmentalEffect) ProtoMessage() {}\n\nfunc (x *EnvironmentalEffect) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[34]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use EnvironmentalEffect.ProtoReflect.Descriptor instead.\nfunc (*EnvironmentalEffect) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{34}\n}\n\nfunc (x *EnvironmentalEffect) GetEffectId() string {\n\tif x != nil {\n\t\treturn x.EffectId\n\t}\n\treturn \"\"\n}\n\nfunc (x *EnvironmentalEffect) GetEffectType() EffectType {\n\tif x != nil {\n\t\treturn x.EffectType\n\t}\n\treturn EffectType_EFFECT_TYPE_UNSPECIFIED\n}\n\nfunc (x *EnvironmentalEffect) GetIntensity() float32 {\n\tif x != nil {\n\t\treturn x.Intensity\n\t}\n\treturn 0\n}\n\nfunc (x *EnvironmentalEffect) GetDuration() int32 {\n\tif x != nil {\n\t\treturn x.Duration\n\t}\n\treturn 0\n}\n\nfunc (x *EnvironmentalEffect) GetParameters() map[string]string {\n\tif x != nil {\n\t\treturn x.Parameters\n\t}\n\treturn nil\n}\n\n// 场景统计\ntype SceneStats struct {\n\tstate                protoimpl.MessageState `protogen:\"open.v1\"`\n\tTotalVisits          int32                  `protobuf:\"varint,1,opt,name=total_visits,json=totalVisits,proto3\" json:\"total_visits,omitempty\"`\n\tUniqueVisitors       int32                  `protobuf:\"varint,2,opt,name=unique_visitors,json=uniqueVisitors,proto3\" json:\"unique_visitors,omitempty\"`\n\tCurrentOnline        int32                  `protobuf:\"varint,3,opt,name=current_online,json=currentOnline,proto3\" json:\"current_online,omitempty\"`\n\tPeakOnline           int32                  `protobuf:\"varint,4,opt,name=peak_online,json=peakOnline,proto3\" json:\"peak_online,omitempty\"`\n\tAverageSessionTime   int64                  `protobuf:\"varint,5,opt,name=average_session_time,json=averageSessionTime,proto3\" json:\"average_session_time,omitempty\"`\n\tTotalInteractions    int32                  `protobuf:\"varint,6,opt,name=total_interactions,json=totalInteractions,proto3\" json:\"total_interactions,omitempty\"`\n\tTotalEventsTriggered int32                  `protobuf:\"varint,7,opt,name=total_events_triggered,json=totalEventsTriggered,proto3\" json:\"total_events_triggered,omitempty\"`\n\tPopularAreas         map[string]int32       `protobuf:\"bytes,8,rep,name=popular_areas,json=popularAreas,proto3\" json:\"popular_areas,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"varint,2,opt,name=value\"` // 热门区域访问量\n\tLastReset            int64                  `protobuf:\"varint,9,opt,name=last_reset,json=lastReset,proto3\" json:\"last_reset,omitempty\"`\n\tunknownFields        protoimpl.UnknownFields\n\tsizeCache            protoimpl.SizeCache\n}\n\nfunc (x *SceneStats) Reset() {\n\t*x = SceneStats{}\n\tmi := &file_proto_scene_proto_msgTypes[35]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SceneStats) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SceneStats) ProtoMessage() {}\n\nfunc (x *SceneStats) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_scene_proto_msgTypes[35]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SceneStats.ProtoReflect.Descriptor instead.\nfunc (*SceneStats) Descriptor() ([]byte, []int) {\n\treturn file_proto_scene_proto_rawDescGZIP(), []int{35}\n}\n\nfunc (x *SceneStats) GetTotalVisits() int32 {\n\tif x != nil {\n\t\treturn x.TotalVisits\n\t}\n\treturn 0\n}\n\nfunc (x *SceneStats) GetUniqueVisitors() int32 {\n\tif x != nil {\n\t\treturn x.UniqueVisitors\n\t}\n\treturn 0\n}\n\nfunc (x *SceneStats) GetCurrentOnline() int32 {\n\tif x != nil {\n\t\treturn x.CurrentOnline\n\t}\n\treturn 0\n}\n\nfunc (x *SceneStats) GetPeakOnline() int32 {\n\tif x != nil {\n\t\treturn x.PeakOnline\n\t}\n\treturn 0\n}\n\nfunc (x *SceneStats) GetAverageSessionTime() int64 {\n\tif x != nil {\n\t\treturn x.AverageSessionTime\n\t}\n\treturn 0\n}\n\nfunc (x *SceneStats) GetTotalInteractions() int32 {\n\tif x != nil {\n\t\treturn x.TotalInteractions\n\t}\n\treturn 0\n}\n\nfunc (x *SceneStats) GetTotalEventsTriggered() int32 {\n\tif x != nil {\n\t\treturn x.TotalEventsTriggered\n\t}\n\treturn 0\n}\n\nfunc (x *SceneStats) GetPopularAreas() map[string]int32 {\n\tif x != nil {\n\t\treturn x.PopularAreas\n\t}\n\treturn nil\n}\n\nfunc (x *SceneStats) GetLastReset() int64 {\n\tif x != nil {\n\t\treturn x.LastReset\n\t}\n\treturn 0\n}\n\nvar File_proto_scene_proto protoreflect.FileDescriptor\n\nconst file_proto_scene_proto_rawDesc = \"\" +\n\t\"\\n\" +\n\t\"\\x11proto/scene.proto\\x12\\x13greatestworks.scene\\x1a\\x12proto/common.proto\\\"\\xff\\x02\\n\" +\n\t\"\\x11EnterSceneRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x19\\n\" +\n\t\"\\bscene_id\\x18\\x02 \\x01(\\tR\\asceneId\\x12E\\n\" +\n\t\"\\x0espawn_position\\x18\\x03 \\x01(\\v2\\x1e.greatestworks.common.PositionR\\rspawnPosition\\x12*\\n\" +\n\t\"\\x11previous_scene_id\\x18\\x04 \\x01(\\tR\\x0fpreviousSceneId\\x12\\x1f\\n\" +\n\t\"\\ventrance_id\\x18\\x05 \\x01(\\tR\\n\" +\n\t\"entranceId\\x12]\\n\" +\n\t\"\\rentry_context\\x18\\x06 \\x03(\\v28.greatestworks.scene.EnterSceneRequest.EntryContextEntryR\\fentryContext\\x1a?\\n\" +\n\t\"\\x11EntryContextEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\xb1\\x03\\n\" +\n\t\"\\x12EnterSceneResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12=\\n\" +\n\t\"\\n\" +\n\t\"scene_info\\x18\\x02 \\x01(\\v2\\x1e.greatestworks.scene.SceneInfoR\\tsceneInfo\\x12G\\n\" +\n\t\"\\x0fplayer_position\\x18\\x03 \\x01(\\v2\\x1e.greatestworks.common.PositionR\\x0eplayerPosition\\x12E\\n\" +\n\t\"\\rother_players\\x18\\x04 \\x03(\\v2 .greatestworks.scene.ScenePlayerR\\fotherPlayers\\x12E\\n\" +\n\t\"\\rscene_objects\\x18\\x05 \\x03(\\v2 .greatestworks.scene.SceneObjectR\\fsceneObjects\\x12G\\n\" +\n\t\"\\venvironment\\x18\\x06 \\x01(\\v2%.greatestworks.scene.SceneEnvironmentR\\venvironment\\\"d\\n\" +\n\t\"\\x11LeaveSceneRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x19\\n\" +\n\t\"\\bscene_id\\x18\\x02 \\x01(\\tR\\asceneId\\x12\\x17\\n\" +\n\t\"\\aexit_id\\x18\\x03 \\x01(\\tR\\x06exitId\\\"R\\n\" +\n\t\"\\x12LeaveSceneResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\\"\\x9f\\x01\\n\" +\n\t\"\\x13GetSceneInfoRequest\\x12\\x19\\n\" +\n\t\"\\bscene_id\\x18\\x01 \\x01(\\tR\\asceneId\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x02 \\x01(\\tR\\bplayerId\\x12'\\n\" +\n\t\"\\x0finclude_players\\x18\\x03 \\x01(\\bR\\x0eincludePlayers\\x12'\\n\" +\n\t\"\\x0finclude_objects\\x18\\x04 \\x01(\\bR\\x0eincludeObjects\\\"\\xd4\\x02\\n\" +\n\t\"\\x14GetSceneInfoResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12=\\n\" +\n\t\"\\n\" +\n\t\"scene_info\\x18\\x02 \\x01(\\v2\\x1e.greatestworks.scene.SceneInfoR\\tsceneInfo\\x12:\\n\" +\n\t\"\\aplayers\\x18\\x03 \\x03(\\v2 .greatestworks.scene.ScenePlayerR\\aplayers\\x12:\\n\" +\n\t\"\\aobjects\\x18\\x04 \\x03(\\v2 .greatestworks.scene.SceneObjectR\\aobjects\\x12G\\n\" +\n\t\"\\venvironment\\x18\\x05 \\x01(\\v2%.greatestworks.scene.SceneEnvironmentR\\venvironment\\\"\\xf6\\x01\\n\" +\n\t\"\\x15MoveToPositionRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x19\\n\" +\n\t\"\\bscene_id\\x18\\x02 \\x01(\\tR\\asceneId\\x12G\\n\" +\n\t\"\\x0ftarget_position\\x18\\x03 \\x01(\\v2\\x1e.greatestworks.common.PositionR\\x0etargetPosition\\x12F\\n\" +\n\t\"\\rmovement_type\\x18\\x04 \\x01(\\x0e2!.greatestworks.scene.MovementTypeR\\fmovementType\\x12\\x14\\n\" +\n\t\"\\x05speed\\x18\\x05 \\x01(\\x02R\\x05speed\\\"\\xe1\\x01\\n\" +\n\t\"\\x16MoveToPositionResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12A\\n\" +\n\t\"\\fnew_position\\x18\\x02 \\x01(\\v2\\x1e.greatestworks.common.PositionR\\vnewPosition\\x12!\\n\" +\n\t\"\\factual_speed\\x18\\x03 \\x01(\\x02R\\vactualSpeed\\x12#\\n\" +\n\t\"\\rmovement_time\\x18\\x04 \\x01(\\x03R\\fmovementTime\\\"\\xe0\\x02\\n\" +\n\t\"\\x19InteractWithObjectRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x19\\n\" +\n\t\"\\bscene_id\\x18\\x02 \\x01(\\tR\\asceneId\\x12\\x1b\\n\" +\n\t\"\\tobject_id\\x18\\x03 \\x01(\\tR\\bobjectId\\x12O\\n\" +\n\t\"\\x10interaction_type\\x18\\x04 \\x01(\\x0e2$.greatestworks.scene.InteractionTypeR\\x0finteractionType\\x12^\\n\" +\n\t\"\\n\" +\n\t\"parameters\\x18\\x05 \\x03(\\v2>.greatestworks.scene.InteractWithObjectRequest.ParametersEntryR\\n\" +\n\t\"parameters\\x1a=\\n\" +\n\t\"\\x0fParametersEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\xe6\\x01\\n\" +\n\t\"\\x1aInteractWithObjectResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12>\\n\" +\n\t\"\\x06result\\x18\\x02 \\x01(\\v2&.greatestworks.scene.InteractionResultR\\x06result\\x12J\\n\" +\n\t\"\\x10triggered_events\\x18\\x03 \\x03(\\v2\\x1f.greatestworks.scene.SceneEventR\\x0ftriggeredEvents\\\"\\xe7\\x01\\n\" +\n\t\"\\x18GetPlayersInSceneRequest\\x12\\x19\\n\" +\n\t\"\\bscene_id\\x18\\x01 \\x01(\\tR\\asceneId\\x12!\\n\" +\n\t\"\\frequester_id\\x18\\x02 \\x01(\\tR\\vrequesterId\\x12\\x14\\n\" +\n\t\"\\x05limit\\x18\\x03 \\x01(\\x05R\\x05limit\\x12\\x16\\n\" +\n\t\"\\x06offset\\x18\\x04 \\x01(\\x05R\\x06offset\\x12\\x16\\n\" +\n\t\"\\x06radius\\x18\\x05 \\x01(\\x02R\\x06radius\\x12G\\n\" +\n\t\"\\x0fcenter_position\\x18\\x06 \\x01(\\v2\\x1e.greatestworks.common.PositionR\\x0ecenterPosition\\\"\\xdb\\x01\\n\" +\n\t\"\\x19GetPlayersInSceneResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12:\\n\" +\n\t\"\\aplayers\\x18\\x02 \\x03(\\v2 .greatestworks.scene.ScenePlayerR\\aplayers\\x12D\\n\" +\n\t\"\\n\" +\n\t\"pagination\\x18\\x03 \\x01(\\v2$.greatestworks.common.PaginationInfoR\\n\" +\n\t\"pagination\\\"\\x9e\\x02\\n\" +\n\t\"\\x16GetSceneObjectsRequest\\x12\\x19\\n\" +\n\t\"\\bscene_id\\x18\\x01 \\x01(\\tR\\asceneId\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x02 \\x01(\\tR\\bplayerId\\x12@\\n\" +\n\t\"\\vobject_type\\x18\\x03 \\x01(\\x0e2\\x1f.greatestworks.scene.ObjectTypeR\\n\" +\n\t\"objectType\\x12\\x16\\n\" +\n\t\"\\x06radius\\x18\\x04 \\x01(\\x02R\\x06radius\\x12G\\n\" +\n\t\"\\x0fcenter_position\\x18\\x05 \\x01(\\v2\\x1e.greatestworks.common.PositionR\\x0ecenterPosition\\x12)\\n\" +\n\t\"\\x10interactive_only\\x18\\x06 \\x01(\\bR\\x0finteractiveOnly\\\"\\x93\\x01\\n\" +\n\t\"\\x17GetSceneObjectsResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12:\\n\" +\n\t\"\\aobjects\\x18\\x02 \\x03(\\v2 .greatestworks.scene.SceneObjectR\\aobjects\\\"\\xa7\\x02\\n\" +\n\t\"\\x18TriggerSceneEventRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x19\\n\" +\n\t\"\\bscene_id\\x18\\x02 \\x01(\\tR\\asceneId\\x12\\x19\\n\" +\n\t\"\\bevent_id\\x18\\x03 \\x01(\\tR\\aeventId\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"trigger_id\\x18\\x04 \\x01(\\tR\\ttriggerId\\x12[\\n\" +\n\t\"\\n\" +\n\t\"event_data\\x18\\x05 \\x03(\\v2<.greatestworks.scene.TriggerSceneEventRequest.EventDataEntryR\\teventData\\x1a<\\n\" +\n\t\"\\x0eEventDataEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\xd1\\x01\\n\" +\n\t\"\\x19TriggerSceneEventResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x125\\n\" +\n\t\"\\x05event\\x18\\x02 \\x01(\\v2\\x1f.greatestworks.scene.SceneEventR\\x05event\\x12?\\n\" +\n\t\"\\aeffects\\x18\\x03 \\x03(\\v2%.greatestworks.scene.SceneEventEffectR\\aeffects\\\"\\x84\\x02\\n\" +\n\t\"\\x19GetAvailableScenesRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12=\\n\" +\n\t\"\\n\" +\n\t\"scene_type\\x18\\x02 \\x01(\\x0e2\\x1e.greatestworks.scene.SceneTypeR\\tsceneType\\x12\\x1b\\n\" +\n\t\"\\tmin_level\\x18\\x03 \\x01(\\x05R\\bminLevel\\x12\\x1b\\n\" +\n\t\"\\tmax_level\\x18\\x04 \\x01(\\x05R\\bmaxLevel\\x12#\\n\" +\n\t\"\\ronly_unlocked\\x18\\x05 \\x01(\\bR\\fonlyUnlocked\\x12\\x14\\n\" +\n\t\"\\x05limit\\x18\\x06 \\x01(\\x05R\\x05limit\\x12\\x16\\n\" +\n\t\"\\x06offset\\x18\\a \\x01(\\x05R\\x06offset\\\"\\xd8\\x01\\n\" +\n\t\"\\x1aGetAvailableScenesResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x126\\n\" +\n\t\"\\x06scenes\\x18\\x02 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+\n\t\"\\x18PLAYER_STATE_UNSPECIFIED\\x10\\x00\\x12\\x15\\n\" +\n\t\"\\x11PLAYER_STATE_IDLE\\x10\\x01\\x12\\x17\\n\" +\n\t\"\\x13PLAYER_STATE_MOVING\\x10\\x02\\x12\\x1c\\n\" +\n\t\"\\x18PLAYER_STATE_INTERACTING\\x10\\x03\\x12\\x17\\n\" +\n\t\"\\x13PLAYER_STATE_COMBAT\\x10\\x04\\x12\\x18\\n\" +\n\t\"\\x14PLAYER_STATE_TRADING\\x10\\x05\\x12\\x14\\n\" +\n\t\"\\x10PLAYER_STATE_AFK\\x10\\x06\\x12\\x1a\\n\" +\n\t\"\\x16PLAYER_STATE_INVISIBLE\\x10\\a*\\xc7\\x02\\n\" +\n\t\"\\n\" +\n\t\"ObjectType\\x12\\x1b\\n\" +\n\t\"\\x17OBJECT_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x13\\n\" +\n\t\"\\x0fOBJECT_TYPE_NPC\\x10\\x01\\x12\\x14\\n\" +\n\t\"\\x10OBJECT_TYPE_ITEM\\x10\\x02\\x12\\x15\\n\" +\n\t\"\\x11OBJECT_TYPE_CHEST\\x10\\x03\\x12\\x14\\n\" +\n\t\"\\x10OBJECT_TYPE_DOOR\\x10\\x04\\x12\\x16\\n\" +\n\t\"\\x12OBJECT_TYPE_PORTAL\\x10\\x05\\x12\\x14\\n\" +\n\t\"\\x10OBJECT_TYPE_SIGN\\x10\\x06\\x12\\x1a\\n\" +\n\t\"\\x16OBJECT_TYPE_DECORATION\\x10\\a\\x12\\x19\\n\" +\n\t\"\\x15OBJECT_TYPE_FURNITURE\\x10\\b\\x12\\x17\\n\" +\n\t\"\\x13OBJECT_TYPE_VEHICLE\\x10\\t\\x12\\x18\\n\" +\n\t\"\\x14OBJECT_TYPE_RESOURCE\\x10\\n\" +\n\t\"\\x12\\x14\\n\" +\n\t\"\\x10OBJECT_TYPE_TRAP\\x10\\v\\x12\\x16\\n\" +\n\t\"\\x12OBJECT_TYPE_SWITCH\\x10\\f*\\xc6\\x01\\n\" +\n\t\"\\vObjectState\\x12\\x1c\\n\" +\n\t\"\\x18OBJECT_STATE_UNSPECIFIED\\x10\\x00\\x12\\x17\\n\" +\n\t\"\\x13OBJECT_STATE_NORMAL\\x10\\x01\\x12\\x1a\\n\" +\n\t\"\\x16OBJECT_STATE_ACTIVATED\\x10\\x02\\x12\\x19\\n\" +\n\t\"\\x15OBJECT_STATE_DISABLED\\x10\\x03\\x12\\x17\\n\" +\n\t\"\\x13OBJECT_STATE_BROKEN\\x10\\x04\\x12\\x17\\n\" +\n\t\"\\x13OBJECT_STATE_LOCKED\\x10\\x05\\x12\\x17\\n\" +\n\t\"\\x13OBJECT_STATE_HIDDEN\\x10\\x06*\\xd2\\x02\\n\" +\n\t\"\\x0fInteractionType\\x12 \\n\" +\n\t\"\\x1cINTERACTION_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x19\\n\" +\n\t\"\\x15INTERACTION_TYPE_TALK\\x10\\x01\\x12\\x18\\n\" +\n\t\"\\x14INTERACTION_TYPE_USE\\x10\\x02\\x12\\x1c\\n\" +\n\t\"\\x18INTERACTION_TYPE_EXAMINE\\x10\\x03\\x12\\x19\\n\" +\n\t\"\\x15INTERACTION_TYPE_OPEN\\x10\\x04\\x12\\x1a\\n\" +\n\t\"\\x16INTERACTION_TYPE_CLOSE\\x10\\x05\\x12\\x1b\\n\" +\n\t\"\\x17INTERACTION_TYPE_PICKUP\\x10\\x06\\x12\\x1d\\n\" +\n\t\"\\x19INTERACTION_TYPE_ACTIVATE\\x10\\a\\x12\\x1b\\n\" +\n\t\"\\x17INTERACTION_TYPE_REPAIR\\x10\\b\\x12\\x1c\\n\" +\n\t\"\\x18INTERACTION_TYPE_UPGRADE\\x10\\t\\x12\\x1c\\n\" +\n\t\"\\x18INTERACTION_TYPE_DESTROY\\x10\\n\" +\n\t\"*\\xc0\\x01\\n\" +\n\t\"\\fMovementType\\x12\\x1d\\n\" +\n\t\"\\x19MOVEMENT_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x16\\n\" +\n\t\"\\x12MOVEMENT_TYPE_WALK\\x10\\x01\\x12\\x15\\n\" +\n\t\"\\x11MOVEMENT_TYPE_RUN\\x10\\x02\\x12\\x1a\\n\" +\n\t\"\\x16MOVEMENT_TYPE_TELEPORT\\x10\\x03\\x12\\x15\\n\" +\n\t\"\\x11MOVEMENT_TYPE_FLY\\x10\\x04\\x12\\x16\\n\" +\n\t\"\\x12MOVEMENT_TYPE_SWIM\\x10\\x05\\x12\\x17\\n\" +\n\t\"\\x13MOVEMENT_TYPE_MOUNT\\x10\\x06*\\xd5\\x01\\n\" +\n\t\"\\vWeatherType\\x12\\x1c\\n\" +\n\t\"\\x18WEATHER_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x16\\n\" +\n\t\"\\x12WEATHER_TYPE_CLEAR\\x10\\x01\\x12\\x17\\n\" +\n\t\"\\x13WEATHER_TYPE_CLOUDY\\x10\\x02\\x12\\x16\\n\" +\n\t\"\\x12WEATHER_TYPE_RAINY\\x10\\x03\\x12\\x17\\n\" +\n\t\"\\x13WEATHER_TYPE_STORMY\\x10\\x04\\x12\\x16\\n\" +\n\t\"\\x12WEATHER_TYPE_SNOWY\\x10\\x05\\x12\\x16\\n\" +\n\t\"\\x12WEATHER_TYPE_FOGGY\\x10\\x06\\x12\\x16\\n\" +\n\t\"\\x12WEATHER_TYPE_WINDY\\x10\\a*\\xd2\\x01\\n\" +\n\t\"\\tTimeOfDay\\x12\\x1b\\n\" +\n\t\"\\x17TIME_OF_DAY_UNSPECIFIED\\x10\\x00\\x12\\x14\\n\" +\n\t\"\\x10TIME_OF_DAY_DAWN\\x10\\x01\\x12\\x17\\n\" +\n\t\"\\x13TIME_OF_DAY_MORNING\\x10\\x02\\x12\\x14\\n\" +\n\t\"\\x10TIME_OF_DAY_NOON\\x10\\x03\\x12\\x19\\n\" +\n\t\"\\x15TIME_OF_DAY_AFTERNOON\\x10\\x04\\x12\\x17\\n\" +\n\t\"\\x13TIME_OF_DAY_EVENING\\x10\\x05\\x12\\x15\\n\" +\n\t\"\\x11TIME_OF_DAY_NIGHT\\x10\\x06\\x12\\x18\\n\" +\n\t\"\\x14TIME_OF_DAY_MIDNIGHT\\x10\\a*\\xd4\\x02\\n\" +\n\t\"\\tEventType\\x12\\x1a\\n\" +\n\t\"\\x16EVENT_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x1b\\n\" +\n\t\"\\x17EVENT_TYPE_PLAYER_ENTER\\x10\\x01\\x12\\x1b\\n\" +\n\t\"\\x17EVENT_TYPE_PLAYER_LEAVE\\x10\\x02\\x12!\\n\" +\n\t\"\\x1dEVENT_TYPE_OBJECT_INTERACTION\\x10\\x03\\x12\\x1b\\n\" +\n\t\"\\x17EVENT_TYPE_COMBAT_START\\x10\\x04\\x12\\x19\\n\" +\n\t\"\\x15EVENT_TYPE_COMBAT_END\\x10\\x05\\x12\\x1a\\n\" +\n\t\"\\x16EVENT_TYPE_ITEM_PICKUP\\x10\\x06\\x12\\x1c\\n\" +\n\t\"\\x18EVENT_TYPE_QUEST_TRIGGER\\x10\\a\\x12!\\n\" +\n\t\"\\x1dEVENT_TYPE_ACHIEVEMENT_UNLOCK\\x10\\b\\x12\\x1d\\n\" +\n\t\"\\x19EVENT_TYPE_WEATHER_CHANGE\\x10\\t\\x12\\x1a\\n\" +\n\t\"\\x16EVENT_TYPE_TIME_CHANGE\\x10\\n\" +\n\t\"*\\xa3\\x02\\n\" +\n\t\"\\n\" +\n\t\"EffectType\\x12\\x1b\\n\" +\n\t\"\\x17EFFECT_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x14\\n\" +\n\t\"\\x10EFFECT_TYPE_BUFF\\x10\\x01\\x12\\x16\\n\" +\n\t\"\\x12EFFECT_TYPE_DEBUFF\\x10\\x02\\x12\\x16\\n\" +\n\t\"\\x12EFFECT_TYPE_DAMAGE\\x10\\x03\\x12\\x14\\n\" +\n\t\"\\x10EFFECT_TYPE_HEAL\\x10\\x04\\x12\\x18\\n\" +\n\t\"\\x14EFFECT_TYPE_TELEPORT\\x10\\x05\\x12\\x19\\n\" +\n\t\"\\x15EFFECT_TYPE_TRANSFORM\\x10\\x06\\x12\\x1c\\n\" +\n\t\"\\x18EFFECT_TYPE_INVISIBILITY\\x10\\a\\x12\\x1b\\n\" +\n\t\"\\x17EFFECT_TYPE_SPEED_BOOST\\x10\\b\\x12\\x16\\n\" +\n\t\"\\x12EFFECT_TYPE_SHIELD\\x10\\t\\x12\\x14\\n\" +\n\t\"\\x10EFFECT_TYPE_STUN\\x10\\n\" +\n\t\"2\\x95\\n\" +\n\t\"\\n\" +\n\t\"\\fSceneService\\x12]\\n\" +\n\t\"\\n\" +\n\t\"EnterScene\\x12&.greatestworks.scene.EnterSceneRequest\\x1a'.greatestworks.scene.EnterSceneResponse\\x12]\\n\" +\n\t\"\\n\" +\n\t\"LeaveScene\\x12&.greatestworks.scene.LeaveSceneRequest\\x1a'.greatestworks.scene.LeaveSceneResponse\\x12c\\n\" +\n\t\"\\fGetSceneInfo\\x12(.greatestworks.scene.GetSceneInfoRequest\\x1a).greatestworks.scene.GetSceneInfoResponse\\x12i\\n\" +\n\t\"\\x0eMoveToPosition\\x12*.greatestworks.scene.MoveToPositionRequest\\x1a+.greatestworks.scene.MoveToPositionResponse\\x12u\\n\" +\n\t\"\\x12InteractWithObject\\x12..greatestworks.scene.InteractWithObjectRequest\\x1a/.greatestworks.scene.InteractWithObjectResponse\\x12r\\n\" +\n\t\"\\x11GetPlayersInScene\\x12-.greatestworks.scene.GetPlayersInSceneRequest\\x1a..greatestworks.scene.GetPlayersInSceneResponse\\x12l\\n\" +\n\t\"\\x0fGetSceneObjects\\x12+.greatestworks.scene.GetSceneObjectsRequest\\x1a,.greatestworks.scene.GetSceneObjectsResponse\\x12r\\n\" +\n\t\"\\x11TriggerSceneEvent\\x12-.greatestworks.scene.TriggerSceneEventRequest\\x1a..greatestworks.scene.TriggerSceneEventResponse\\x12u\\n\" +\n\t\"\\x12GetAvailableScenes\\x12..greatestworks.scene.GetAvailableScenesRequest\\x1a/.greatestworks.scene.GetAvailableScenesResponse\\x12l\\n\" +\n\t\"\\x0fTeleportToScene\\x12+.greatestworks.scene.TeleportToSceneRequest\\x1a,.greatestworks.scene.TeleportToSceneResponse\\x12]\\n\" +\n\t\"\\n\" +\n\t\"SetWeather\\x12&.greatestworks.scene.SetWeatherRequest\\x1a'.greatestworks.scene.SetWeatherResponse\\x12f\\n\" +\n\t\"\\rGetSceneStats\\x12).greatestworks.scene.GetSceneStatsRequest\\x1a*.greatestworks.scene.GetSceneStatsResponseB:Z\\\"greatestworks/internal/proto/scene\\xaa\\x02\\x13GreatestWorks.Sceneb\\x06proto3\"\n\nvar (\n\tfile_proto_scene_proto_rawDescOnce sync.Once\n\tfile_proto_scene_proto_rawDescData []byte\n)\n\nfunc file_proto_scene_proto_rawDescGZIP() []byte {\n\tfile_proto_scene_proto_rawDescOnce.Do(func() {\n\t\tfile_proto_scene_proto_rawDescData = protoimpl.X.CompressGZIP(unsafe.Slice(unsafe.StringData(file_proto_scene_proto_rawDesc), len(file_proto_scene_proto_rawDesc)))\n\t})\n\treturn file_proto_scene_proto_rawDescData\n}\n\nvar file_proto_scene_proto_enumTypes = make([]protoimpl.EnumInfo, 11)\nvar file_proto_scene_proto_msgTypes = make([]protoimpl.MessageInfo, 49)\nvar file_proto_scene_proto_goTypes = []any{\n\t(SceneType)(0),                     // 0: greatestworks.scene.SceneType\n\t(SceneStatus)(0),                   // 1: greatestworks.scene.SceneStatus\n\t(PlayerState)(0),                   // 2: greatestworks.scene.PlayerState\n\t(ObjectType)(0),                    // 3: greatestworks.scene.ObjectType\n\t(ObjectState)(0),                   // 4: greatestworks.scene.ObjectState\n\t(InteractionType)(0),               // 5: greatestworks.scene.InteractionType\n\t(MovementType)(0),                  // 6: greatestworks.scene.MovementType\n\t(WeatherType)(0),                   // 7: greatestworks.scene.WeatherType\n\t(TimeOfDay)(0),                     // 8: greatestworks.scene.TimeOfDay\n\t(EventType)(0),                     // 9: greatestworks.scene.EventType\n\t(EffectType)(0),                    // 10: greatestworks.scene.EffectType\n\t(*EnterSceneRequest)(nil),          // 11: greatestworks.scene.EnterSceneRequest\n\t(*EnterSceneResponse)(nil),         // 12: greatestworks.scene.EnterSceneResponse\n\t(*LeaveSceneRequest)(nil),          // 13: greatestworks.scene.LeaveSceneRequest\n\t(*LeaveSceneResponse)(nil),         // 14: greatestworks.scene.LeaveSceneResponse\n\t(*GetSceneInfoRequest)(nil),        // 15: greatestworks.scene.GetSceneInfoRequest\n\t(*GetSceneInfoResponse)(nil),       // 16: greatestworks.scene.GetSceneInfoResponse\n\t(*MoveToPositionRequest)(nil),      // 17: greatestworks.scene.MoveToPositionRequest\n\t(*MoveToPositionResponse)(nil),     // 18: greatestworks.scene.MoveToPositionResponse\n\t(*InteractWithObjectRequest)(nil),  // 19: greatestworks.scene.InteractWithObjectRequest\n\t(*InteractWithObjectResponse)(nil), // 20: greatestworks.scene.InteractWithObjectResponse\n\t(*GetPlayersInSceneRequest)(nil),   // 21: greatestworks.scene.GetPlayersInSceneRequest\n\t(*GetPlayersInSceneResponse)(nil),  // 22: greatestworks.scene.GetPlayersInSceneResponse\n\t(*GetSceneObjectsRequest)(nil),     // 23: greatestworks.scene.GetSceneObjectsRequest\n\t(*GetSceneObjectsResponse)(nil),    // 24: greatestworks.scene.GetSceneObjectsResponse\n\t(*TriggerSceneEventRequest)(nil),   // 25: greatestworks.scene.TriggerSceneEventRequest\n\t(*TriggerSceneEventResponse)(nil),  // 26: greatestworks.scene.TriggerSceneEventResponse\n\t(*GetAvailableScenesRequest)(nil),  // 27: greatestworks.scene.GetAvailableScenesRequest\n\t(*GetAvailableScenesResponse)(nil), // 28: greatestworks.scene.GetAvailableScenesResponse\n\t(*TeleportToSceneRequest)(nil),     // 29: greatestworks.scene.TeleportToSceneRequest\n\t(*TeleportToSceneResponse)(nil),    // 30: greatestworks.scene.TeleportToSceneResponse\n\t(*SetWeatherRequest)(nil),          // 31: greatestworks.scene.SetWeatherRequest\n\t(*SetWeatherResponse)(nil),         // 32: greatestworks.scene.SetWeatherResponse\n\t(*GetSceneStatsRequest)(nil),       // 33: greatestworks.scene.GetSceneStatsRequest\n\t(*GetSceneStatsResponse)(nil),      // 34: greatestworks.scene.GetSceneStatsResponse\n\t(*SceneInfo)(nil),                  // 35: greatestworks.scene.SceneInfo\n\t(*ScenePlayer)(nil),                // 36: greatestworks.scene.ScenePlayer\n\t(*SceneObject)(nil),                // 37: greatestworks.scene.SceneObject\n\t(*SceneEnvironment)(nil),           // 38: greatestworks.scene.SceneEnvironment\n\t(*TeleportPoint)(nil),              // 39: greatestworks.scene.TeleportPoint\n\t(*SceneSettings)(nil),              // 40: greatestworks.scene.SceneSettings\n\t(*SceneEvent)(nil),                 // 41: greatestworks.scene.SceneEvent\n\t(*SceneEventEffect)(nil),           // 42: greatestworks.scene.SceneEventEffect\n\t(*InteractionResult)(nil),          // 43: greatestworks.scene.InteractionResult\n\t(*ItemReward)(nil),                 // 44: greatestworks.scene.ItemReward\n\t(*EnvironmentalEffect)(nil),        // 45: greatestworks.scene.EnvironmentalEffect\n\t(*SceneStats)(nil),                 // 46: greatestworks.scene.SceneStats\n\tnil,                                // 47: greatestworks.scene.EnterSceneRequest.EntryContextEntry\n\tnil,                                // 48: greatestworks.scene.InteractWithObjectRequest.ParametersEntry\n\tnil,                                // 49: greatestworks.scene.TriggerSceneEventRequest.EventDataEntry\n\tnil,                                // 50: greatestworks.scene.SceneInfo.MetadataEntry\n\tnil,                                // 51: greatestworks.scene.ScenePlayer.PlayerDataEntry\n\tnil,                                // 52: greatestworks.scene.SceneObject.PropertiesEntry\n\tnil,                                // 53: greatestworks.scene.SceneEnvironment.CustomSettingsEntry\n\tnil,                                // 54: greatestworks.scene.SceneSettings.MovementModifiersEntry\n\tnil,                                // 55: greatestworks.scene.SceneEvent.EventDataEntry\n\tnil,                                // 56: greatestworks.scene.SceneEventEffect.ParametersEntry\n\tnil,                                // 57: greatestworks.scene.InteractionResult.ResultDataEntry\n\tnil,                                // 58: greatestworks.scene.EnvironmentalEffect.ParametersEntry\n\tnil,                                // 59: greatestworks.scene.SceneStats.PopularAreasEntry\n\t(*common.Position)(nil),            // 60: greatestworks.common.Position\n\t(*common.CommonResponse)(nil),      // 61: greatestworks.common.CommonResponse\n\t(*common.PaginationInfo)(nil),      // 62: greatestworks.common.PaginationInfo\n\t(common.ItemRarity)(0),             // 63: greatestworks.common.ItemRarity\n}\nvar file_proto_scene_proto_depIdxs = []int32{\n\t60, // 0: greatestworks.scene.EnterSceneRequest.spawn_position:type_name -> greatestworks.common.Position\n\t47, // 1: greatestworks.scene.EnterSceneRequest.entry_context:type_name -> greatestworks.scene.EnterSceneRequest.EntryContextEntry\n\t61, // 2: greatestworks.scene.EnterSceneResponse.common:type_name -> greatestworks.common.CommonResponse\n\t35, // 3: greatestworks.scene.EnterSceneResponse.scene_info:type_name -> greatestworks.scene.SceneInfo\n\t60, // 4: greatestworks.scene.EnterSceneResponse.player_position:type_name -> greatestworks.common.Position\n\t36, // 5: greatestworks.scene.EnterSceneResponse.other_players:type_name -> greatestworks.scene.ScenePlayer\n\t37, // 6: greatestworks.scene.EnterSceneResponse.scene_objects:type_name -> greatestworks.scene.SceneObject\n\t38, // 7: greatestworks.scene.EnterSceneResponse.environment:type_name -> greatestworks.scene.SceneEnvironment\n\t61, // 8: greatestworks.scene.LeaveSceneResponse.common:type_name -> greatestworks.common.CommonResponse\n\t61, // 9: greatestworks.scene.GetSceneInfoResponse.common:type_name -> greatestworks.common.CommonResponse\n\t35, // 10: greatestworks.scene.GetSceneInfoResponse.scene_info:type_name -> greatestworks.scene.SceneInfo\n\t36, // 11: greatestworks.scene.GetSceneInfoResponse.players:type_name -> greatestworks.scene.ScenePlayer\n\t37, // 12: greatestworks.scene.GetSceneInfoResponse.objects:type_name -> greatestworks.scene.SceneObject\n\t38, // 13: greatestworks.scene.GetSceneInfoResponse.environment:type_name -> greatestworks.scene.SceneEnvironment\n\t60, // 14: greatestworks.scene.MoveToPositionRequest.target_position:type_name -> greatestworks.common.Position\n\t6,  // 15: greatestworks.scene.MoveToPositionRequest.movement_type:type_name -> greatestworks.scene.MovementType\n\t61, // 16: greatestworks.scene.MoveToPositionResponse.common:type_name -> greatestworks.common.CommonResponse\n\t60, // 17: greatestworks.scene.MoveToPositionResponse.new_position:type_name -> greatestworks.common.Position\n\t5,  // 18: greatestworks.scene.InteractWithObjectRequest.interaction_type:type_name -> greatestworks.scene.InteractionType\n\t48, // 19: greatestworks.scene.InteractWithObjectRequest.parameters:type_name -> greatestworks.scene.InteractWithObjectRequest.ParametersEntry\n\t61, // 20: greatestworks.scene.InteractWithObjectResponse.common:type_name -> greatestworks.common.CommonResponse\n\t43, // 21: greatestworks.scene.InteractWithObjectResponse.result:type_name -> greatestworks.scene.InteractionResult\n\t41, // 22: greatestworks.scene.InteractWithObjectResponse.triggered_events:type_name -> greatestworks.scene.SceneEvent\n\t60, // 23: greatestworks.scene.GetPlayersInSceneRequest.center_position:type_name -> greatestworks.common.Position\n\t61, // 24: greatestworks.scene.GetPlayersInSceneResponse.common:type_name -> greatestworks.common.CommonResponse\n\t36, // 25: greatestworks.scene.GetPlayersInSceneResponse.players:type_name -> greatestworks.scene.ScenePlayer\n\t62, // 26: greatestworks.scene.GetPlayersInSceneResponse.pagination:type_name -> greatestworks.common.PaginationInfo\n\t3,  // 27: greatestworks.scene.GetSceneObjectsRequest.object_type:type_name -> greatestworks.scene.ObjectType\n\t60, // 28: greatestworks.scene.GetSceneObjectsRequest.center_position:type_name -> greatestworks.common.Position\n\t61, // 29: greatestworks.scene.GetSceneObjectsResponse.common:type_name -> greatestworks.common.CommonResponse\n\t37, // 30: greatestworks.scene.GetSceneObjectsResponse.objects:type_name -> greatestworks.scene.SceneObject\n\t49, // 31: greatestworks.scene.TriggerSceneEventRequest.event_data:type_name -> greatestworks.scene.TriggerSceneEventRequest.EventDataEntry\n\t61, // 32: greatestworks.scene.TriggerSceneEventResponse.common:type_name -> greatestworks.common.CommonResponse\n\t41, // 33: greatestworks.scene.TriggerSceneEventResponse.event:type_name -> greatestworks.scene.SceneEvent\n\t42, // 34: greatestworks.scene.TriggerSceneEventResponse.effects:type_name -> greatestworks.scene.SceneEventEffect\n\t0,  // 35: greatestworks.scene.GetAvailableScenesRequest.scene_type:type_name -> greatestworks.scene.SceneType\n\t61, // 36: greatestworks.scene.GetAvailableScenesResponse.common:type_name -> greatestworks.common.CommonResponse\n\t35, // 37: greatestworks.scene.GetAvailableScenesResponse.scenes:type_name -> greatestworks.scene.SceneInfo\n\t62, // 38: greatestworks.scene.GetAvailableScenesResponse.pagination:type_name -> greatestworks.common.PaginationInfo\n\t61, // 39: greatestworks.scene.TeleportToSceneResponse.common:type_name -> greatestworks.common.CommonResponse\n\t60, // 40: greatestworks.scene.TeleportToSceneResponse.spawn_position:type_name -> greatestworks.common.Position\n\t7,  // 41: greatestworks.scene.SetWeatherRequest.weather_type:type_name -> greatestworks.scene.WeatherType\n\t61, // 42: greatestworks.scene.SetWeatherResponse.common:type_name -> greatestworks.common.CommonResponse\n\t38, // 43: greatestworks.scene.SetWeatherResponse.new_environment:type_name -> greatestworks.scene.SceneEnvironment\n\t61, // 44: greatestworks.scene.GetSceneStatsResponse.common:type_name -> greatestworks.common.CommonResponse\n\t46, // 45: greatestworks.scene.GetSceneStatsResponse.stats:type_name -> greatestworks.scene.SceneStats\n\t0,  // 46: greatestworks.scene.SceneInfo.scene_type:type_name -> greatestworks.scene.SceneType\n\t1,  // 47: greatestworks.scene.SceneInfo.status:type_name -> greatestworks.scene.SceneStatus\n\t60, // 48: greatestworks.scene.SceneInfo.spawn_point:type_name -> greatestworks.common.Position\n\t39, // 49: greatestworks.scene.SceneInfo.teleport_points:type_name -> greatestworks.scene.TeleportPoint\n\t40, // 50: greatestworks.scene.SceneInfo.settings:type_name -> greatestworks.scene.SceneSettings\n\t50, // 51: greatestworks.scene.SceneInfo.metadata:type_name -> greatestworks.scene.SceneInfo.MetadataEntry\n\t60, // 52: greatestworks.scene.ScenePlayer.position:type_name -> greatestworks.common.Position\n\t2,  // 53: greatestworks.scene.ScenePlayer.state:type_name -> greatestworks.scene.PlayerState\n\t51, // 54: greatestworks.scene.ScenePlayer.player_data:type_name -> greatestworks.scene.ScenePlayer.PlayerDataEntry\n\t3,  // 55: greatestworks.scene.SceneObject.object_type:type_name -> greatestworks.scene.ObjectType\n\t4,  // 56: greatestworks.scene.SceneObject.state:type_name -> greatestworks.scene.ObjectState\n\t60, // 57: greatestworks.scene.SceneObject.position:type_name -> greatestworks.common.Position\n\t5,  // 58: greatestworks.scene.SceneObject.available_interactions:type_name -> greatestworks.scene.InteractionType\n\t52, // 59: greatestworks.scene.SceneObject.properties:type_name -> greatestworks.scene.SceneObject.PropertiesEntry\n\t7,  // 60: greatestworks.scene.SceneEnvironment.weather:type_name -> greatestworks.scene.WeatherType\n\t8,  // 61: greatestworks.scene.SceneEnvironment.time_of_day:type_name -> greatestworks.scene.TimeOfDay\n\t45, // 62: greatestworks.scene.SceneEnvironment.effects:type_name -> greatestworks.scene.EnvironmentalEffect\n\t53, // 63: greatestworks.scene.SceneEnvironment.custom_settings:type_name -> greatestworks.scene.SceneEnvironment.CustomSettingsEntry\n\t60, // 64: greatestworks.scene.TeleportPoint.position:type_name -> greatestworks.common.Position\n\t54, // 65: greatestworks.scene.SceneSettings.movement_modifiers:type_name -> greatestworks.scene.SceneSettings.MovementModifiersEntry\n\t9,  // 66: greatestworks.scene.SceneEvent.event_type:type_name -> greatestworks.scene.EventType\n\t60, // 67: greatestworks.scene.SceneEvent.location:type_name -> greatestworks.common.Position\n\t55, // 68: greatestworks.scene.SceneEvent.event_data:type_name -> greatestworks.scene.SceneEvent.EventDataEntry\n\t10, // 69: greatestworks.scene.SceneEventEffect.effect_type:type_name -> greatestworks.scene.EffectType\n\t56, // 70: greatestworks.scene.SceneEventEffect.parameters:type_name -> greatestworks.scene.SceneEventEffect.ParametersEntry\n\t44, // 71: greatestworks.scene.InteractionResult.rewards:type_name -> greatestworks.scene.ItemReward\n\t4,  // 72: greatestworks.scene.InteractionResult.new_object_state:type_name -> greatestworks.scene.ObjectState\n\t57, // 73: greatestworks.scene.InteractionResult.result_data:type_name -> greatestworks.scene.InteractionResult.ResultDataEntry\n\t63, // 74: greatestworks.scene.ItemReward.rarity:type_name -> greatestworks.common.ItemRarity\n\t10, // 75: greatestworks.scene.EnvironmentalEffect.effect_type:type_name -> greatestworks.scene.EffectType\n\t58, // 76: greatestworks.scene.EnvironmentalEffect.parameters:type_name -> greatestworks.scene.EnvironmentalEffect.ParametersEntry\n\t59, // 77: greatestworks.scene.SceneStats.popular_areas:type_name -> greatestworks.scene.SceneStats.PopularAreasEntry\n\t11, // 78: greatestworks.scene.SceneService.EnterScene:input_type -> greatestworks.scene.EnterSceneRequest\n\t13, // 79: greatestworks.scene.SceneService.LeaveScene:input_type -> greatestworks.scene.LeaveSceneRequest\n\t15, // 80: greatestworks.scene.SceneService.GetSceneInfo:input_type -> greatestworks.scene.GetSceneInfoRequest\n\t17, // 81: greatestworks.scene.SceneService.MoveToPosition:input_type -> greatestworks.scene.MoveToPositionRequest\n\t19, // 82: greatestworks.scene.SceneService.InteractWithObject:input_type -> greatestworks.scene.InteractWithObjectRequest\n\t21, // 83: greatestworks.scene.SceneService.GetPlayersInScene:input_type -> greatestworks.scene.GetPlayersInSceneRequest\n\t23, // 84: greatestworks.scene.SceneService.GetSceneObjects:input_type -> greatestworks.scene.GetSceneObjectsRequest\n\t25, // 85: greatestworks.scene.SceneService.TriggerSceneEvent:input_type -> greatestworks.scene.TriggerSceneEventRequest\n\t27, // 86: greatestworks.scene.SceneService.GetAvailableScenes:input_type -> greatestworks.scene.GetAvailableScenesRequest\n\t29, // 87: greatestworks.scene.SceneService.TeleportToScene:input_type -> greatestworks.scene.TeleportToSceneRequest\n\t31, // 88: greatestworks.scene.SceneService.SetWeather:input_type -> greatestworks.scene.SetWeatherRequest\n\t33, // 89: greatestworks.scene.SceneService.GetSceneStats:input_type -> greatestworks.scene.GetSceneStatsRequest\n\t12, // 90: greatestworks.scene.SceneService.EnterScene:output_type -> greatestworks.scene.EnterSceneResponse\n\t14, // 91: greatestworks.scene.SceneService.LeaveScene:output_type -> greatestworks.scene.LeaveSceneResponse\n\t16, // 92: greatestworks.scene.SceneService.GetSceneInfo:output_type -> greatestworks.scene.GetSceneInfoResponse\n\t18, // 93: greatestworks.scene.SceneService.MoveToPosition:output_type -> greatestworks.scene.MoveToPositionResponse\n\t20, // 94: greatestworks.scene.SceneService.InteractWithObject:output_type -> greatestworks.scene.InteractWithObjectResponse\n\t22, // 95: greatestworks.scene.SceneService.GetPlayersInScene:output_type -> greatestworks.scene.GetPlayersInSceneResponse\n\t24, // 96: greatestworks.scene.SceneService.GetSceneObjects:output_type -> greatestworks.scene.GetSceneObjectsResponse\n\t26, // 97: greatestworks.scene.SceneService.TriggerSceneEvent:output_type -> greatestworks.scene.TriggerSceneEventResponse\n\t28, // 98: greatestworks.scene.SceneService.GetAvailableScenes:output_type -> greatestworks.scene.GetAvailableScenesResponse\n\t30, // 99: greatestworks.scene.SceneService.TeleportToScene:output_type -> greatestworks.scene.TeleportToSceneResponse\n\t32, // 100: greatestworks.scene.SceneService.SetWeather:output_type -> greatestworks.scene.SetWeatherResponse\n\t34, // 101: greatestworks.scene.SceneService.GetSceneStats:output_type -> greatestworks.scene.GetSceneStatsResponse\n\t90, // [90:102] is the sub-list for method output_type\n\t78, // [78:90] is the sub-list for method input_type\n\t78, // [78:78] is the sub-list for extension type_name\n\t78, // [78:78] is the sub-list for extension extendee\n\t0,  // [0:78] is the sub-list for field type_name\n}\n\nfunc init() { file_proto_scene_proto_init() }\nfunc file_proto_scene_proto_init() {\n\tif File_proto_scene_proto != nil {\n\t\treturn\n\t}\n\ttype x struct{}\n\tout := protoimpl.TypeBuilder{\n\t\tFile: protoimpl.DescBuilder{\n\t\t\tGoPackagePath: reflect.TypeOf(x{}).PkgPath(),\n\t\t\tRawDescriptor: unsafe.Slice(unsafe.StringData(file_proto_scene_proto_rawDesc), len(file_proto_scene_proto_rawDesc)),\n\t\t\tNumEnums:      11,\n\t\t\tNumMessages:   49,\n\t\t\tNumExtensions: 0,\n\t\t\tNumServices:   1,\n\t\t},\n\t\tGoTypes:           file_proto_scene_proto_goTypes,\n\t\tDependencyIndexes: file_proto_scene_proto_depIdxs,\n\t\tEnumInfos:         file_proto_scene_proto_enumTypes,\n\t\tMessageInfos:      file_proto_scene_proto_msgTypes,\n\t}.Build()\n\tFile_proto_scene_proto = out.File\n\tfile_proto_scene_proto_goTypes = nil\n\tfile_proto_scene_proto_depIdxs = nil\n}\n"
  },
  {
    "path": "internal/proto/team/team.pb.go",
    "content": "// Code generated by protoc-gen-go. DO NOT EDIT.\n// versions:\n// \tprotoc-gen-go v1.36.10\n// \tprotoc        v4.25.1\n// source: proto/team.proto\n\npackage team\n\nimport (\n\tprotoreflect \"google.golang.org/protobuf/reflect/protoreflect\"\n\tprotoimpl \"google.golang.org/protobuf/runtime/protoimpl\"\n\tcommon \"greatestworks/internal/proto/common\"\n\treflect \"reflect\"\n\tsync \"sync\"\n\tunsafe \"unsafe\"\n)\n\nconst (\n\t// Verify that this generated code is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(20 - protoimpl.MinVersion)\n\t// Verify that runtime/protoimpl is sufficiently up-to-date.\n\t_ = protoimpl.EnforceVersion(protoimpl.MaxVersion - 20)\n)\n\n// 团队类型枚举\ntype TeamType int32\n\nconst (\n\tTeamType_TEAM_TYPE_UNSPECIFIED TeamType = 0\n\tTeamType_TEAM_TYPE_CASUAL      TeamType = 1 // 休闲团队\n\tTeamType_TEAM_TYPE_COMPETITIVE TeamType = 2 // 竞技团队\n\tTeamType_TEAM_TYPE_PVE         TeamType = 3 // PVE团队\n\tTeamType_TEAM_TYPE_PVP         TeamType = 4 // PVP团队\n\tTeamType_TEAM_TYPE_GUILD       TeamType = 5 // 公会\n\tTeamType_TEAM_TYPE_PARTY       TeamType = 6 // 小队\n\tTeamType_TEAM_TYPE_RAID        TeamType = 7 // 团本队伍\n\tTeamType_TEAM_TYPE_TOURNAMENT  TeamType = 8 // 锦标赛队伍\n)\n\n// Enum value maps for TeamType.\nvar (\n\tTeamType_name = map[int32]string{\n\t\t0: \"TEAM_TYPE_UNSPECIFIED\",\n\t\t1: \"TEAM_TYPE_CASUAL\",\n\t\t2: \"TEAM_TYPE_COMPETITIVE\",\n\t\t3: \"TEAM_TYPE_PVE\",\n\t\t4: \"TEAM_TYPE_PVP\",\n\t\t5: \"TEAM_TYPE_GUILD\",\n\t\t6: \"TEAM_TYPE_PARTY\",\n\t\t7: \"TEAM_TYPE_RAID\",\n\t\t8: \"TEAM_TYPE_TOURNAMENT\",\n\t}\n\tTeamType_value = map[string]int32{\n\t\t\"TEAM_TYPE_UNSPECIFIED\": 0,\n\t\t\"TEAM_TYPE_CASUAL\":      1,\n\t\t\"TEAM_TYPE_COMPETITIVE\": 2,\n\t\t\"TEAM_TYPE_PVE\":         3,\n\t\t\"TEAM_TYPE_PVP\":         4,\n\t\t\"TEAM_TYPE_GUILD\":       5,\n\t\t\"TEAM_TYPE_PARTY\":       6,\n\t\t\"TEAM_TYPE_RAID\":        7,\n\t\t\"TEAM_TYPE_TOURNAMENT\":  8,\n\t}\n)\n\nfunc (x TeamType) Enum() *TeamType {\n\tp := new(TeamType)\n\t*p = x\n\treturn p\n}\n\nfunc (x TeamType) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (TeamType) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_team_proto_enumTypes[0].Descriptor()\n}\n\nfunc (TeamType) Type() protoreflect.EnumType {\n\treturn &file_proto_team_proto_enumTypes[0]\n}\n\nfunc (x TeamType) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use TeamType.Descriptor instead.\nfunc (TeamType) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{0}\n}\n\n// 团队状态枚举\ntype TeamStatus int32\n\nconst (\n\tTeamStatus_TEAM_STATUS_UNSPECIFIED TeamStatus = 0\n\tTeamStatus_TEAM_STATUS_ACTIVE      TeamStatus = 1 // 活跃\n\tTeamStatus_TEAM_STATUS_INACTIVE    TeamStatus = 2 // 不活跃\n\tTeamStatus_TEAM_STATUS_DISBANDED   TeamStatus = 3 // 已解散\n\tTeamStatus_TEAM_STATUS_SUSPENDED   TeamStatus = 4 // 已暂停\n\tTeamStatus_TEAM_STATUS_RECRUITING  TeamStatus = 5 // 招募中\n\tTeamStatus_TEAM_STATUS_FULL        TeamStatus = 6 // 已满员\n)\n\n// Enum value maps for TeamStatus.\nvar (\n\tTeamStatus_name = map[int32]string{\n\t\t0: \"TEAM_STATUS_UNSPECIFIED\",\n\t\t1: \"TEAM_STATUS_ACTIVE\",\n\t\t2: \"TEAM_STATUS_INACTIVE\",\n\t\t3: \"TEAM_STATUS_DISBANDED\",\n\t\t4: \"TEAM_STATUS_SUSPENDED\",\n\t\t5: \"TEAM_STATUS_RECRUITING\",\n\t\t6: \"TEAM_STATUS_FULL\",\n\t}\n\tTeamStatus_value = map[string]int32{\n\t\t\"TEAM_STATUS_UNSPECIFIED\": 0,\n\t\t\"TEAM_STATUS_ACTIVE\":      1,\n\t\t\"TEAM_STATUS_INACTIVE\":    2,\n\t\t\"TEAM_STATUS_DISBANDED\":   3,\n\t\t\"TEAM_STATUS_SUSPENDED\":   4,\n\t\t\"TEAM_STATUS_RECRUITING\":  5,\n\t\t\"TEAM_STATUS_FULL\":        6,\n\t}\n)\n\nfunc (x TeamStatus) Enum() *TeamStatus {\n\tp := new(TeamStatus)\n\t*p = x\n\treturn p\n}\n\nfunc (x TeamStatus) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (TeamStatus) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_team_proto_enumTypes[1].Descriptor()\n}\n\nfunc (TeamStatus) Type() protoreflect.EnumType {\n\treturn &file_proto_team_proto_enumTypes[1]\n}\n\nfunc (x TeamStatus) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use TeamStatus.Descriptor instead.\nfunc (TeamStatus) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{1}\n}\n\n// 成员角色枚举\ntype MemberRole int32\n\nconst (\n\tMemberRole_MEMBER_ROLE_UNSPECIFIED MemberRole = 0\n\tMemberRole_MEMBER_ROLE_LEADER      MemberRole = 1 // 队长\n\tMemberRole_MEMBER_ROLE_OFFICER     MemberRole = 2 // 副队长\n\tMemberRole_MEMBER_ROLE_VETERAN     MemberRole = 3 // 老队员\n\tMemberRole_MEMBER_ROLE_MEMBER      MemberRole = 4 // 普通成员\n\tMemberRole_MEMBER_ROLE_RECRUIT     MemberRole = 5 // 新成员\n)\n\n// Enum value maps for MemberRole.\nvar (\n\tMemberRole_name = map[int32]string{\n\t\t0: \"MEMBER_ROLE_UNSPECIFIED\",\n\t\t1: \"MEMBER_ROLE_LEADER\",\n\t\t2: \"MEMBER_ROLE_OFFICER\",\n\t\t3: \"MEMBER_ROLE_VETERAN\",\n\t\t4: \"MEMBER_ROLE_MEMBER\",\n\t\t5: \"MEMBER_ROLE_RECRUIT\",\n\t}\n\tMemberRole_value = map[string]int32{\n\t\t\"MEMBER_ROLE_UNSPECIFIED\": 0,\n\t\t\"MEMBER_ROLE_LEADER\":      1,\n\t\t\"MEMBER_ROLE_OFFICER\":     2,\n\t\t\"MEMBER_ROLE_VETERAN\":     3,\n\t\t\"MEMBER_ROLE_MEMBER\":      4,\n\t\t\"MEMBER_ROLE_RECRUIT\":     5,\n\t}\n)\n\nfunc (x MemberRole) Enum() *MemberRole {\n\tp := new(MemberRole)\n\t*p = x\n\treturn p\n}\n\nfunc (x MemberRole) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (MemberRole) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_team_proto_enumTypes[2].Descriptor()\n}\n\nfunc (MemberRole) Type() protoreflect.EnumType {\n\treturn &file_proto_team_proto_enumTypes[2]\n}\n\nfunc (x MemberRole) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use MemberRole.Descriptor instead.\nfunc (MemberRole) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{2}\n}\n\n// 成员状态枚举\ntype MemberStatus int32\n\nconst (\n\tMemberStatus_MEMBER_STATUS_UNSPECIFIED MemberStatus = 0\n\tMemberStatus_MEMBER_STATUS_ONLINE      MemberStatus = 1 // 在线\n\tMemberStatus_MEMBER_STATUS_OFFLINE     MemberStatus = 2 // 离线\n\tMemberStatus_MEMBER_STATUS_IN_BATTLE   MemberStatus = 3 // 战斗中\n\tMemberStatus_MEMBER_STATUS_AFK         MemberStatus = 4 // 暂离\n\tMemberStatus_MEMBER_STATUS_BUSY        MemberStatus = 5 // 忙碌\n)\n\n// Enum value maps for MemberStatus.\nvar (\n\tMemberStatus_name = map[int32]string{\n\t\t0: \"MEMBER_STATUS_UNSPECIFIED\",\n\t\t1: \"MEMBER_STATUS_ONLINE\",\n\t\t2: \"MEMBER_STATUS_OFFLINE\",\n\t\t3: \"MEMBER_STATUS_IN_BATTLE\",\n\t\t4: \"MEMBER_STATUS_AFK\",\n\t\t5: \"MEMBER_STATUS_BUSY\",\n\t}\n\tMemberStatus_value = map[string]int32{\n\t\t\"MEMBER_STATUS_UNSPECIFIED\": 0,\n\t\t\"MEMBER_STATUS_ONLINE\":      1,\n\t\t\"MEMBER_STATUS_OFFLINE\":     2,\n\t\t\"MEMBER_STATUS_IN_BATTLE\":   3,\n\t\t\"MEMBER_STATUS_AFK\":         4,\n\t\t\"MEMBER_STATUS_BUSY\":        5,\n\t}\n)\n\nfunc (x MemberStatus) Enum() *MemberStatus {\n\tp := new(MemberStatus)\n\t*p = x\n\treturn p\n}\n\nfunc (x MemberStatus) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (MemberStatus) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_team_proto_enumTypes[3].Descriptor()\n}\n\nfunc (MemberStatus) Type() protoreflect.EnumType {\n\treturn &file_proto_team_proto_enumTypes[3]\n}\n\nfunc (x MemberStatus) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use MemberStatus.Descriptor instead.\nfunc (MemberStatus) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{3}\n}\n\n// 邀请状态枚举\ntype InvitationStatus int32\n\nconst (\n\tInvitationStatus_INVITATION_STATUS_UNSPECIFIED InvitationStatus = 0\n\tInvitationStatus_INVITATION_STATUS_PENDING     InvitationStatus = 1 // 待处理\n\tInvitationStatus_INVITATION_STATUS_ACCEPTED    InvitationStatus = 2 // 已接受\n\tInvitationStatus_INVITATION_STATUS_REJECTED    InvitationStatus = 3 // 已拒绝\n\tInvitationStatus_INVITATION_STATUS_EXPIRED     InvitationStatus = 4 // 已过期\n\tInvitationStatus_INVITATION_STATUS_CANCELLED   InvitationStatus = 5 // 已取消\n)\n\n// Enum value maps for InvitationStatus.\nvar (\n\tInvitationStatus_name = map[int32]string{\n\t\t0: \"INVITATION_STATUS_UNSPECIFIED\",\n\t\t1: \"INVITATION_STATUS_PENDING\",\n\t\t2: \"INVITATION_STATUS_ACCEPTED\",\n\t\t3: \"INVITATION_STATUS_REJECTED\",\n\t\t4: \"INVITATION_STATUS_EXPIRED\",\n\t\t5: \"INVITATION_STATUS_CANCELLED\",\n\t}\n\tInvitationStatus_value = map[string]int32{\n\t\t\"INVITATION_STATUS_UNSPECIFIED\": 0,\n\t\t\"INVITATION_STATUS_PENDING\":     1,\n\t\t\"INVITATION_STATUS_ACCEPTED\":    2,\n\t\t\"INVITATION_STATUS_REJECTED\":    3,\n\t\t\"INVITATION_STATUS_EXPIRED\":     4,\n\t\t\"INVITATION_STATUS_CANCELLED\":   5,\n\t}\n)\n\nfunc (x InvitationStatus) Enum() *InvitationStatus {\n\tp := new(InvitationStatus)\n\t*p = x\n\treturn p\n}\n\nfunc (x InvitationStatus) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (InvitationStatus) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_team_proto_enumTypes[4].Descriptor()\n}\n\nfunc (InvitationStatus) Type() protoreflect.EnumType {\n\treturn &file_proto_team_proto_enumTypes[4]\n}\n\nfunc (x InvitationStatus) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use InvitationStatus.Descriptor instead.\nfunc (InvitationStatus) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{4}\n}\n\n// 申请状态枚举\ntype ApplicationStatus int32\n\nconst (\n\tApplicationStatus_APPLICATION_STATUS_UNSPECIFIED ApplicationStatus = 0\n\tApplicationStatus_APPLICATION_STATUS_PENDING     ApplicationStatus = 1 // 待审核\n\tApplicationStatus_APPLICATION_STATUS_APPROVED    ApplicationStatus = 2 // 已批准\n\tApplicationStatus_APPLICATION_STATUS_REJECTED    ApplicationStatus = 3 // 已拒绝\n\tApplicationStatus_APPLICATION_STATUS_WITHDRAWN   ApplicationStatus = 4 // 已撤回\n)\n\n// Enum value maps for ApplicationStatus.\nvar (\n\tApplicationStatus_name = map[int32]string{\n\t\t0: \"APPLICATION_STATUS_UNSPECIFIED\",\n\t\t1: \"APPLICATION_STATUS_PENDING\",\n\t\t2: \"APPLICATION_STATUS_APPROVED\",\n\t\t3: \"APPLICATION_STATUS_REJECTED\",\n\t\t4: \"APPLICATION_STATUS_WITHDRAWN\",\n\t}\n\tApplicationStatus_value = map[string]int32{\n\t\t\"APPLICATION_STATUS_UNSPECIFIED\": 0,\n\t\t\"APPLICATION_STATUS_PENDING\":     1,\n\t\t\"APPLICATION_STATUS_APPROVED\":    2,\n\t\t\"APPLICATION_STATUS_REJECTED\":    3,\n\t\t\"APPLICATION_STATUS_WITHDRAWN\":   4,\n\t}\n)\n\nfunc (x ApplicationStatus) Enum() *ApplicationStatus {\n\tp := new(ApplicationStatus)\n\t*p = x\n\treturn p\n}\n\nfunc (x ApplicationStatus) String() string {\n\treturn protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))\n}\n\nfunc (ApplicationStatus) Descriptor() protoreflect.EnumDescriptor {\n\treturn file_proto_team_proto_enumTypes[5].Descriptor()\n}\n\nfunc (ApplicationStatus) Type() protoreflect.EnumType {\n\treturn &file_proto_team_proto_enumTypes[5]\n}\n\nfunc (x ApplicationStatus) Number() protoreflect.EnumNumber {\n\treturn protoreflect.EnumNumber(x)\n}\n\n// Deprecated: Use ApplicationStatus.Descriptor instead.\nfunc (ApplicationStatus) EnumDescriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{5}\n}\n\n// 创建团队请求\ntype CreateTeamRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCreatorId     string                 `protobuf:\"bytes,1,opt,name=creator_id,json=creatorId,proto3\" json:\"creator_id,omitempty\"`\n\tTeamName      string                 `protobuf:\"bytes,2,opt,name=team_name,json=teamName,proto3\" json:\"team_name,omitempty\"`\n\tDescription   string                 `protobuf:\"bytes,3,opt,name=description,proto3\" json:\"description,omitempty\"`\n\tTeamType      TeamType               `protobuf:\"varint,4,opt,name=team_type,json=teamType,proto3,enum=greatestworks.team.TeamType\" json:\"team_type,omitempty\"`\n\tMaxMembers    int32                  `protobuf:\"varint,5,opt,name=max_members,json=maxMembers,proto3\" json:\"max_members,omitempty\"`\n\tIsPublic      bool                   `protobuf:\"varint,6,opt,name=is_public,json=isPublic,proto3\" json:\"is_public,omitempty\"`\n\tPassword      string                 `protobuf:\"bytes,7,opt,name=password,proto3\" json:\"password,omitempty\"`\n\tSettings      map[string]string      `protobuf:\"bytes,8,rep,name=settings,proto3\" json:\"settings,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *CreateTeamRequest) Reset() {\n\t*x = CreateTeamRequest{}\n\tmi := &file_proto_team_proto_msgTypes[0]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *CreateTeamRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*CreateTeamRequest) ProtoMessage() {}\n\nfunc (x *CreateTeamRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[0]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use CreateTeamRequest.ProtoReflect.Descriptor instead.\nfunc (*CreateTeamRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{0}\n}\n\nfunc (x *CreateTeamRequest) GetCreatorId() string {\n\tif x != nil {\n\t\treturn x.CreatorId\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreateTeamRequest) GetTeamName() string {\n\tif x != nil {\n\t\treturn x.TeamName\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreateTeamRequest) GetDescription() string {\n\tif x != nil {\n\t\treturn x.Description\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreateTeamRequest) GetTeamType() TeamType {\n\tif x != nil {\n\t\treturn x.TeamType\n\t}\n\treturn TeamType_TEAM_TYPE_UNSPECIFIED\n}\n\nfunc (x *CreateTeamRequest) GetMaxMembers() int32 {\n\tif x != nil {\n\t\treturn x.MaxMembers\n\t}\n\treturn 0\n}\n\nfunc (x *CreateTeamRequest) GetIsPublic() bool {\n\tif x != nil {\n\t\treturn x.IsPublic\n\t}\n\treturn false\n}\n\nfunc (x *CreateTeamRequest) GetPassword() string {\n\tif x != nil {\n\t\treturn x.Password\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreateTeamRequest) GetSettings() map[string]string {\n\tif x != nil {\n\t\treturn x.Settings\n\t}\n\treturn nil\n}\n\n// 创建团队响应\ntype CreateTeamResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tTeamId        string                 `protobuf:\"bytes,2,opt,name=team_id,json=teamId,proto3\" json:\"team_id,omitempty\"`\n\tTeamInfo      *TeamInfo              `protobuf:\"bytes,3,opt,name=team_info,json=teamInfo,proto3\" json:\"team_info,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *CreateTeamResponse) Reset() {\n\t*x = CreateTeamResponse{}\n\tmi := &file_proto_team_proto_msgTypes[1]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *CreateTeamResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*CreateTeamResponse) ProtoMessage() {}\n\nfunc (x *CreateTeamResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[1]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use CreateTeamResponse.ProtoReflect.Descriptor instead.\nfunc (*CreateTeamResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{1}\n}\n\nfunc (x *CreateTeamResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *CreateTeamResponse) GetTeamId() string {\n\tif x != nil {\n\t\treturn x.TeamId\n\t}\n\treturn \"\"\n}\n\nfunc (x *CreateTeamResponse) GetTeamInfo() *TeamInfo {\n\tif x != nil {\n\t\treturn x.TeamInfo\n\t}\n\treturn nil\n}\n\n// 加入团队请求\ntype JoinTeamRequest struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId       string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tTeamId         string                 `protobuf:\"bytes,2,opt,name=team_id,json=teamId,proto3\" json:\"team_id,omitempty\"`\n\tPassword       string                 `protobuf:\"bytes,3,opt,name=password,proto3\" json:\"password,omitempty\"` // 如果是私有团队\n\tInvitationCode string                 `protobuf:\"bytes,4,opt,name=invitation_code,json=invitationCode,proto3\" json:\"invitation_code,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *JoinTeamRequest) Reset() {\n\t*x = JoinTeamRequest{}\n\tmi := &file_proto_team_proto_msgTypes[2]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *JoinTeamRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*JoinTeamRequest) ProtoMessage() {}\n\nfunc (x *JoinTeamRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[2]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use JoinTeamRequest.ProtoReflect.Descriptor instead.\nfunc (*JoinTeamRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{2}\n}\n\nfunc (x *JoinTeamRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *JoinTeamRequest) GetTeamId() string {\n\tif x != nil {\n\t\treturn x.TeamId\n\t}\n\treturn \"\"\n}\n\nfunc (x *JoinTeamRequest) GetPassword() string {\n\tif x != nil {\n\t\treturn x.Password\n\t}\n\treturn \"\"\n}\n\nfunc (x *JoinTeamRequest) GetInvitationCode() string {\n\tif x != nil {\n\t\treturn x.InvitationCode\n\t}\n\treturn \"\"\n}\n\n// 加入团队响应\ntype JoinTeamResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tTeamInfo      *TeamInfo              `protobuf:\"bytes,2,opt,name=team_info,json=teamInfo,proto3\" json:\"team_info,omitempty\"`\n\tMemberInfo    *TeamMember            `protobuf:\"bytes,3,opt,name=member_info,json=memberInfo,proto3\" json:\"member_info,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *JoinTeamResponse) Reset() {\n\t*x = JoinTeamResponse{}\n\tmi := &file_proto_team_proto_msgTypes[3]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *JoinTeamResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*JoinTeamResponse) ProtoMessage() {}\n\nfunc (x *JoinTeamResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[3]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use JoinTeamResponse.ProtoReflect.Descriptor instead.\nfunc (*JoinTeamResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{3}\n}\n\nfunc (x *JoinTeamResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *JoinTeamResponse) GetTeamInfo() *TeamInfo {\n\tif x != nil {\n\t\treturn x.TeamInfo\n\t}\n\treturn nil\n}\n\nfunc (x *JoinTeamResponse) GetMemberInfo() *TeamMember {\n\tif x != nil {\n\t\treturn x.MemberInfo\n\t}\n\treturn nil\n}\n\n// 离开团队请求\ntype LeaveTeamRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tTeamId        string                 `protobuf:\"bytes,2,opt,name=team_id,json=teamId,proto3\" json:\"team_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *LeaveTeamRequest) Reset() {\n\t*x = LeaveTeamRequest{}\n\tmi := &file_proto_team_proto_msgTypes[4]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *LeaveTeamRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*LeaveTeamRequest) ProtoMessage() {}\n\nfunc (x *LeaveTeamRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[4]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use LeaveTeamRequest.ProtoReflect.Descriptor instead.\nfunc (*LeaveTeamRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{4}\n}\n\nfunc (x *LeaveTeamRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *LeaveTeamRequest) GetTeamId() string {\n\tif x != nil {\n\t\treturn x.TeamId\n\t}\n\treturn \"\"\n}\n\n// 离开团队响应\ntype LeaveTeamResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *LeaveTeamResponse) Reset() {\n\t*x = LeaveTeamResponse{}\n\tmi := &file_proto_team_proto_msgTypes[5]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *LeaveTeamResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*LeaveTeamResponse) ProtoMessage() {}\n\nfunc (x *LeaveTeamResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[5]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use LeaveTeamResponse.ProtoReflect.Descriptor instead.\nfunc (*LeaveTeamResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{5}\n}\n\nfunc (x *LeaveTeamResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\n// 邀请玩家请求\ntype InvitePlayerRequest struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tInviterId      string                 `protobuf:\"bytes,1,opt,name=inviter_id,json=inviterId,proto3\" json:\"inviter_id,omitempty\"`\n\tTeamId         string                 `protobuf:\"bytes,2,opt,name=team_id,json=teamId,proto3\" json:\"team_id,omitempty\"`\n\tTargetPlayerId string                 `protobuf:\"bytes,3,opt,name=target_player_id,json=targetPlayerId,proto3\" json:\"target_player_id,omitempty\"`\n\tMessage        string                 `protobuf:\"bytes,4,opt,name=message,proto3\" json:\"message,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *InvitePlayerRequest) Reset() {\n\t*x = InvitePlayerRequest{}\n\tmi := &file_proto_team_proto_msgTypes[6]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *InvitePlayerRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*InvitePlayerRequest) ProtoMessage() {}\n\nfunc (x *InvitePlayerRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[6]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use InvitePlayerRequest.ProtoReflect.Descriptor instead.\nfunc (*InvitePlayerRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{6}\n}\n\nfunc (x *InvitePlayerRequest) GetInviterId() string {\n\tif x != nil {\n\t\treturn x.InviterId\n\t}\n\treturn \"\"\n}\n\nfunc (x *InvitePlayerRequest) GetTeamId() string {\n\tif x != nil {\n\t\treturn x.TeamId\n\t}\n\treturn \"\"\n}\n\nfunc (x *InvitePlayerRequest) GetTargetPlayerId() string {\n\tif x != nil {\n\t\treturn x.TargetPlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *InvitePlayerRequest) GetMessage() string {\n\tif x != nil {\n\t\treturn x.Message\n\t}\n\treturn \"\"\n}\n\n// 邀请玩家响应\ntype InvitePlayerResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tInvitationId  string                 `protobuf:\"bytes,2,opt,name=invitation_id,json=invitationId,proto3\" json:\"invitation_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *InvitePlayerResponse) Reset() {\n\t*x = InvitePlayerResponse{}\n\tmi := &file_proto_team_proto_msgTypes[7]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *InvitePlayerResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*InvitePlayerResponse) ProtoMessage() {}\n\nfunc (x *InvitePlayerResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[7]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use InvitePlayerResponse.ProtoReflect.Descriptor instead.\nfunc (*InvitePlayerResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{7}\n}\n\nfunc (x *InvitePlayerResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *InvitePlayerResponse) GetInvitationId() string {\n\tif x != nil {\n\t\treturn x.InvitationId\n\t}\n\treturn \"\"\n}\n\n// 踢出玩家请求\ntype KickPlayerRequest struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tKickerId       string                 `protobuf:\"bytes,1,opt,name=kicker_id,json=kickerId,proto3\" json:\"kicker_id,omitempty\"`\n\tTeamId         string                 `protobuf:\"bytes,2,opt,name=team_id,json=teamId,proto3\" json:\"team_id,omitempty\"`\n\tTargetPlayerId string                 `protobuf:\"bytes,3,opt,name=target_player_id,json=targetPlayerId,proto3\" json:\"target_player_id,omitempty\"`\n\tReason         string                 `protobuf:\"bytes,4,opt,name=reason,proto3\" json:\"reason,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *KickPlayerRequest) Reset() {\n\t*x = KickPlayerRequest{}\n\tmi := &file_proto_team_proto_msgTypes[8]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *KickPlayerRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*KickPlayerRequest) ProtoMessage() {}\n\nfunc (x *KickPlayerRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[8]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use KickPlayerRequest.ProtoReflect.Descriptor instead.\nfunc (*KickPlayerRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{8}\n}\n\nfunc (x *KickPlayerRequest) GetKickerId() string {\n\tif x != nil {\n\t\treturn x.KickerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *KickPlayerRequest) GetTeamId() string {\n\tif x != nil {\n\t\treturn x.TeamId\n\t}\n\treturn \"\"\n}\n\nfunc (x *KickPlayerRequest) GetTargetPlayerId() string {\n\tif x != nil {\n\t\treturn x.TargetPlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *KickPlayerRequest) GetReason() string {\n\tif x != nil {\n\t\treturn x.Reason\n\t}\n\treturn \"\"\n}\n\n// 踢出玩家响应\ntype KickPlayerResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *KickPlayerResponse) Reset() {\n\t*x = KickPlayerResponse{}\n\tmi := &file_proto_team_proto_msgTypes[9]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *KickPlayerResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*KickPlayerResponse) ProtoMessage() {}\n\nfunc (x *KickPlayerResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[9]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use KickPlayerResponse.ProtoReflect.Descriptor instead.\nfunc (*KickPlayerResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{9}\n}\n\nfunc (x *KickPlayerResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\n// 转让队长请求\ntype TransferLeadershipRequest struct {\n\tstate           protoimpl.MessageState `protogen:\"open.v1\"`\n\tCurrentLeaderId string                 `protobuf:\"bytes,1,opt,name=current_leader_id,json=currentLeaderId,proto3\" json:\"current_leader_id,omitempty\"`\n\tTeamId          string                 `protobuf:\"bytes,2,opt,name=team_id,json=teamId,proto3\" json:\"team_id,omitempty\"`\n\tNewLeaderId     string                 `protobuf:\"bytes,3,opt,name=new_leader_id,json=newLeaderId,proto3\" json:\"new_leader_id,omitempty\"`\n\tunknownFields   protoimpl.UnknownFields\n\tsizeCache       protoimpl.SizeCache\n}\n\nfunc (x *TransferLeadershipRequest) Reset() {\n\t*x = TransferLeadershipRequest{}\n\tmi := &file_proto_team_proto_msgTypes[10]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *TransferLeadershipRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*TransferLeadershipRequest) ProtoMessage() {}\n\nfunc (x *TransferLeadershipRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[10]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use TransferLeadershipRequest.ProtoReflect.Descriptor instead.\nfunc (*TransferLeadershipRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{10}\n}\n\nfunc (x *TransferLeadershipRequest) GetCurrentLeaderId() string {\n\tif x != nil {\n\t\treturn x.CurrentLeaderId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TransferLeadershipRequest) GetTeamId() string {\n\tif x != nil {\n\t\treturn x.TeamId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TransferLeadershipRequest) GetNewLeaderId() string {\n\tif x != nil {\n\t\treturn x.NewLeaderId\n\t}\n\treturn \"\"\n}\n\n// 转让队长响应\ntype TransferLeadershipResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tNewLeader     *TeamMember            `protobuf:\"bytes,2,opt,name=new_leader,json=newLeader,proto3\" json:\"new_leader,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *TransferLeadershipResponse) Reset() {\n\t*x = TransferLeadershipResponse{}\n\tmi := &file_proto_team_proto_msgTypes[11]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *TransferLeadershipResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*TransferLeadershipResponse) ProtoMessage() {}\n\nfunc (x *TransferLeadershipResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[11]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use TransferLeadershipResponse.ProtoReflect.Descriptor instead.\nfunc (*TransferLeadershipResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{11}\n}\n\nfunc (x *TransferLeadershipResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *TransferLeadershipResponse) GetNewLeader() *TeamMember {\n\tif x != nil {\n\t\treturn x.NewLeader\n\t}\n\treturn nil\n}\n\n// 获取团队信息请求\ntype GetTeamInfoRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tTeamId        string                 `protobuf:\"bytes,1,opt,name=team_id,json=teamId,proto3\" json:\"team_id,omitempty\"`\n\tPlayerId      string                 `protobuf:\"bytes,2,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"` // 查询者ID，用于权限检查\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *GetTeamInfoRequest) Reset() {\n\t*x = GetTeamInfoRequest{}\n\tmi := &file_proto_team_proto_msgTypes[12]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetTeamInfoRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetTeamInfoRequest) ProtoMessage() {}\n\nfunc (x *GetTeamInfoRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[12]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetTeamInfoRequest.ProtoReflect.Descriptor instead.\nfunc (*GetTeamInfoRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{12}\n}\n\nfunc (x *GetTeamInfoRequest) GetTeamId() string {\n\tif x != nil {\n\t\treturn x.TeamId\n\t}\n\treturn \"\"\n}\n\nfunc (x *GetTeamInfoRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\n// 获取团队信息响应\ntype GetTeamInfoResponse struct {\n\tstate               protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon              *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tTeamInfo            *TeamInfo              `protobuf:\"bytes,2,opt,name=team_info,json=teamInfo,proto3\" json:\"team_info,omitempty\"`\n\tMembers             []*TeamMember          `protobuf:\"bytes,3,rep,name=members,proto3\" json:\"members,omitempty\"`\n\tPendingInvitations  []*TeamInvitation      `protobuf:\"bytes,4,rep,name=pending_invitations,json=pendingInvitations,proto3\" json:\"pending_invitations,omitempty\"`\n\tPendingApplications []*TeamApplication     `protobuf:\"bytes,5,rep,name=pending_applications,json=pendingApplications,proto3\" json:\"pending_applications,omitempty\"`\n\tunknownFields       protoimpl.UnknownFields\n\tsizeCache           protoimpl.SizeCache\n}\n\nfunc (x *GetTeamInfoResponse) Reset() {\n\t*x = GetTeamInfoResponse{}\n\tmi := &file_proto_team_proto_msgTypes[13]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *GetTeamInfoResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*GetTeamInfoResponse) ProtoMessage() {}\n\nfunc (x *GetTeamInfoResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[13]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use GetTeamInfoResponse.ProtoReflect.Descriptor instead.\nfunc (*GetTeamInfoResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{13}\n}\n\nfunc (x *GetTeamInfoResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *GetTeamInfoResponse) GetTeamInfo() *TeamInfo {\n\tif x != nil {\n\t\treturn x.TeamInfo\n\t}\n\treturn nil\n}\n\nfunc (x *GetTeamInfoResponse) GetMembers() []*TeamMember {\n\tif x != nil {\n\t\treturn x.Members\n\t}\n\treturn nil\n}\n\nfunc (x *GetTeamInfoResponse) GetPendingInvitations() []*TeamInvitation {\n\tif x != nil {\n\t\treturn x.PendingInvitations\n\t}\n\treturn nil\n}\n\nfunc (x *GetTeamInfoResponse) GetPendingApplications() []*TeamApplication {\n\tif x != nil {\n\t\treturn x.PendingApplications\n\t}\n\treturn nil\n}\n\n// 搜索团队请求\ntype SearchTeamsRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tQuery         string                 `protobuf:\"bytes,1,opt,name=query,proto3\" json:\"query,omitempty\"`\n\tTeamType      TeamType               `protobuf:\"varint,2,opt,name=team_type,json=teamType,proto3,enum=greatestworks.team.TeamType\" json:\"team_type,omitempty\"`\n\tOnlyPublic    bool                   `protobuf:\"varint,3,opt,name=only_public,json=onlyPublic,proto3\" json:\"only_public,omitempty\"`\n\tMinLevel      int32                  `protobuf:\"varint,4,opt,name=min_level,json=minLevel,proto3\" json:\"min_level,omitempty\"`\n\tMaxLevel      int32                  `protobuf:\"varint,5,opt,name=max_level,json=maxLevel,proto3\" json:\"max_level,omitempty\"`\n\tLimit         int32                  `protobuf:\"varint,6,opt,name=limit,proto3\" json:\"limit,omitempty\"`\n\tOffset        int32                  `protobuf:\"varint,7,opt,name=offset,proto3\" json:\"offset,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SearchTeamsRequest) Reset() {\n\t*x = SearchTeamsRequest{}\n\tmi := &file_proto_team_proto_msgTypes[14]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SearchTeamsRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SearchTeamsRequest) ProtoMessage() {}\n\nfunc (x *SearchTeamsRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[14]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SearchTeamsRequest.ProtoReflect.Descriptor instead.\nfunc (*SearchTeamsRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{14}\n}\n\nfunc (x *SearchTeamsRequest) GetQuery() string {\n\tif x != nil {\n\t\treturn x.Query\n\t}\n\treturn \"\"\n}\n\nfunc (x *SearchTeamsRequest) GetTeamType() TeamType {\n\tif x != nil {\n\t\treturn x.TeamType\n\t}\n\treturn TeamType_TEAM_TYPE_UNSPECIFIED\n}\n\nfunc (x *SearchTeamsRequest) GetOnlyPublic() bool {\n\tif x != nil {\n\t\treturn x.OnlyPublic\n\t}\n\treturn false\n}\n\nfunc (x *SearchTeamsRequest) GetMinLevel() int32 {\n\tif x != nil {\n\t\treturn x.MinLevel\n\t}\n\treturn 0\n}\n\nfunc (x *SearchTeamsRequest) GetMaxLevel() int32 {\n\tif x != nil {\n\t\treturn x.MaxLevel\n\t}\n\treturn 0\n}\n\nfunc (x *SearchTeamsRequest) GetLimit() int32 {\n\tif x != nil {\n\t\treturn x.Limit\n\t}\n\treturn 0\n}\n\nfunc (x *SearchTeamsRequest) GetOffset() int32 {\n\tif x != nil {\n\t\treturn x.Offset\n\t}\n\treturn 0\n}\n\n// 搜索团队响应\ntype SearchTeamsResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tTeams         []*TeamInfo            `protobuf:\"bytes,2,rep,name=teams,proto3\" json:\"teams,omitempty\"`\n\tPagination    *common.PaginationInfo `protobuf:\"bytes,3,opt,name=pagination,proto3\" json:\"pagination,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *SearchTeamsResponse) Reset() {\n\t*x = SearchTeamsResponse{}\n\tmi := &file_proto_team_proto_msgTypes[15]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *SearchTeamsResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*SearchTeamsResponse) ProtoMessage() {}\n\nfunc (x *SearchTeamsResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[15]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use SearchTeamsResponse.ProtoReflect.Descriptor instead.\nfunc (*SearchTeamsResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{15}\n}\n\nfunc (x *SearchTeamsResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *SearchTeamsResponse) GetTeams() []*TeamInfo {\n\tif x != nil {\n\t\treturn x.Teams\n\t}\n\treturn nil\n}\n\nfunc (x *SearchTeamsResponse) GetPagination() *common.PaginationInfo {\n\tif x != nil {\n\t\treturn x.Pagination\n\t}\n\treturn nil\n}\n\n// 更新团队设置请求\ntype UpdateTeamSettingsRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tTeamId        string                 `protobuf:\"bytes,2,opt,name=team_id,json=teamId,proto3\" json:\"team_id,omitempty\"`\n\tSettings      *TeamSettings          `protobuf:\"bytes,3,opt,name=settings,proto3\" json:\"settings,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *UpdateTeamSettingsRequest) Reset() {\n\t*x = UpdateTeamSettingsRequest{}\n\tmi := &file_proto_team_proto_msgTypes[16]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *UpdateTeamSettingsRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*UpdateTeamSettingsRequest) ProtoMessage() {}\n\nfunc (x *UpdateTeamSettingsRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[16]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use UpdateTeamSettingsRequest.ProtoReflect.Descriptor instead.\nfunc (*UpdateTeamSettingsRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{16}\n}\n\nfunc (x *UpdateTeamSettingsRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *UpdateTeamSettingsRequest) GetTeamId() string {\n\tif x != nil {\n\t\treturn x.TeamId\n\t}\n\treturn \"\"\n}\n\nfunc (x *UpdateTeamSettingsRequest) GetSettings() *TeamSettings {\n\tif x != nil {\n\t\treturn x.Settings\n\t}\n\treturn nil\n}\n\n// 更新团队设置响应\ntype UpdateTeamSettingsResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tNewSettings   *TeamSettings          `protobuf:\"bytes,2,opt,name=new_settings,json=newSettings,proto3\" json:\"new_settings,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *UpdateTeamSettingsResponse) Reset() {\n\t*x = UpdateTeamSettingsResponse{}\n\tmi := &file_proto_team_proto_msgTypes[17]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *UpdateTeamSettingsResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*UpdateTeamSettingsResponse) ProtoMessage() {}\n\nfunc (x *UpdateTeamSettingsResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[17]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use UpdateTeamSettingsResponse.ProtoReflect.Descriptor instead.\nfunc (*UpdateTeamSettingsResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{17}\n}\n\nfunc (x *UpdateTeamSettingsResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *UpdateTeamSettingsResponse) GetNewSettings() *TeamSettings {\n\tif x != nil {\n\t\treturn x.NewSettings\n\t}\n\treturn nil\n}\n\n// 处理邀请请求\ntype HandleInvitationRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tInvitationId  string                 `protobuf:\"bytes,2,opt,name=invitation_id,json=invitationId,proto3\" json:\"invitation_id,omitempty\"`\n\tAccept        bool                   `protobuf:\"varint,3,opt,name=accept,proto3\" json:\"accept,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *HandleInvitationRequest) Reset() {\n\t*x = HandleInvitationRequest{}\n\tmi := &file_proto_team_proto_msgTypes[18]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *HandleInvitationRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*HandleInvitationRequest) ProtoMessage() {}\n\nfunc (x *HandleInvitationRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[18]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use HandleInvitationRequest.ProtoReflect.Descriptor instead.\nfunc (*HandleInvitationRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{18}\n}\n\nfunc (x *HandleInvitationRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *HandleInvitationRequest) GetInvitationId() string {\n\tif x != nil {\n\t\treturn x.InvitationId\n\t}\n\treturn \"\"\n}\n\nfunc (x *HandleInvitationRequest) GetAccept() bool {\n\tif x != nil {\n\t\treturn x.Accept\n\t}\n\treturn false\n}\n\n// 处理邀请响应\ntype HandleInvitationResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tTeamInfo      *TeamInfo              `protobuf:\"bytes,2,opt,name=team_info,json=teamInfo,proto3\" json:\"team_info,omitempty\"` // 如果接受邀请\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *HandleInvitationResponse) Reset() {\n\t*x = HandleInvitationResponse{}\n\tmi := &file_proto_team_proto_msgTypes[19]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *HandleInvitationResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*HandleInvitationResponse) ProtoMessage() {}\n\nfunc (x *HandleInvitationResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[19]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use HandleInvitationResponse.ProtoReflect.Descriptor instead.\nfunc (*HandleInvitationResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{19}\n}\n\nfunc (x *HandleInvitationResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *HandleInvitationResponse) GetTeamInfo() *TeamInfo {\n\tif x != nil {\n\t\treturn x.TeamInfo\n\t}\n\treturn nil\n}\n\n// 申请加入团队请求\ntype ApplyToJoinRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId      string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tTeamId        string                 `protobuf:\"bytes,2,opt,name=team_id,json=teamId,proto3\" json:\"team_id,omitempty\"`\n\tMessage       string                 `protobuf:\"bytes,3,opt,name=message,proto3\" json:\"message,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *ApplyToJoinRequest) Reset() {\n\t*x = ApplyToJoinRequest{}\n\tmi := &file_proto_team_proto_msgTypes[20]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ApplyToJoinRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ApplyToJoinRequest) ProtoMessage() {}\n\nfunc (x *ApplyToJoinRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[20]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ApplyToJoinRequest.ProtoReflect.Descriptor instead.\nfunc (*ApplyToJoinRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{20}\n}\n\nfunc (x *ApplyToJoinRequest) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ApplyToJoinRequest) GetTeamId() string {\n\tif x != nil {\n\t\treturn x.TeamId\n\t}\n\treturn \"\"\n}\n\nfunc (x *ApplyToJoinRequest) GetMessage() string {\n\tif x != nil {\n\t\treturn x.Message\n\t}\n\treturn \"\"\n}\n\n// 申请加入团队响应\ntype ApplyToJoinResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tApplicationId string                 `protobuf:\"bytes,2,opt,name=application_id,json=applicationId,proto3\" json:\"application_id,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *ApplyToJoinResponse) Reset() {\n\t*x = ApplyToJoinResponse{}\n\tmi := &file_proto_team_proto_msgTypes[21]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *ApplyToJoinResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*ApplyToJoinResponse) ProtoMessage() {}\n\nfunc (x *ApplyToJoinResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[21]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use ApplyToJoinResponse.ProtoReflect.Descriptor instead.\nfunc (*ApplyToJoinResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{21}\n}\n\nfunc (x *ApplyToJoinResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *ApplyToJoinResponse) GetApplicationId() string {\n\tif x != nil {\n\t\treturn x.ApplicationId\n\t}\n\treturn \"\"\n}\n\n// 处理申请请求\ntype HandleApplicationRequest struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tHandlerId     string                 `protobuf:\"bytes,1,opt,name=handler_id,json=handlerId,proto3\" json:\"handler_id,omitempty\"`\n\tApplicationId string                 `protobuf:\"bytes,2,opt,name=application_id,json=applicationId,proto3\" json:\"application_id,omitempty\"`\n\tApprove       bool                   `protobuf:\"varint,3,opt,name=approve,proto3\" json:\"approve,omitempty\"`\n\tReason        string                 `protobuf:\"bytes,4,opt,name=reason,proto3\" json:\"reason,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *HandleApplicationRequest) Reset() {\n\t*x = HandleApplicationRequest{}\n\tmi := &file_proto_team_proto_msgTypes[22]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *HandleApplicationRequest) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*HandleApplicationRequest) ProtoMessage() {}\n\nfunc (x *HandleApplicationRequest) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[22]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use HandleApplicationRequest.ProtoReflect.Descriptor instead.\nfunc (*HandleApplicationRequest) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{22}\n}\n\nfunc (x *HandleApplicationRequest) GetHandlerId() string {\n\tif x != nil {\n\t\treturn x.HandlerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *HandleApplicationRequest) GetApplicationId() string {\n\tif x != nil {\n\t\treturn x.ApplicationId\n\t}\n\treturn \"\"\n}\n\nfunc (x *HandleApplicationRequest) GetApprove() bool {\n\tif x != nil {\n\t\treturn x.Approve\n\t}\n\treturn false\n}\n\nfunc (x *HandleApplicationRequest) GetReason() string {\n\tif x != nil {\n\t\treturn x.Reason\n\t}\n\treturn \"\"\n}\n\n// 处理申请响应\ntype HandleApplicationResponse struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tCommon        *common.CommonResponse `protobuf:\"bytes,1,opt,name=common,proto3\" json:\"common,omitempty\"`\n\tNewMember     *TeamMember            `protobuf:\"bytes,2,opt,name=new_member,json=newMember,proto3\" json:\"new_member,omitempty\"` // 如果批准申请\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *HandleApplicationResponse) Reset() {\n\t*x = HandleApplicationResponse{}\n\tmi := &file_proto_team_proto_msgTypes[23]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *HandleApplicationResponse) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*HandleApplicationResponse) ProtoMessage() {}\n\nfunc (x *HandleApplicationResponse) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[23]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use HandleApplicationResponse.ProtoReflect.Descriptor instead.\nfunc (*HandleApplicationResponse) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{23}\n}\n\nfunc (x *HandleApplicationResponse) GetCommon() *common.CommonResponse {\n\tif x != nil {\n\t\treturn x.Common\n\t}\n\treturn nil\n}\n\nfunc (x *HandleApplicationResponse) GetNewMember() *TeamMember {\n\tif x != nil {\n\t\treturn x.NewMember\n\t}\n\treturn nil\n}\n\n// 团队信息\ntype TeamInfo struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tTeamId        string                 `protobuf:\"bytes,1,opt,name=team_id,json=teamId,proto3\" json:\"team_id,omitempty\"`\n\tName          string                 `protobuf:\"bytes,2,opt,name=name,proto3\" json:\"name,omitempty\"`\n\tDescription   string                 `protobuf:\"bytes,3,opt,name=description,proto3\" json:\"description,omitempty\"`\n\tTeamType      TeamType               `protobuf:\"varint,4,opt,name=team_type,json=teamType,proto3,enum=greatestworks.team.TeamType\" json:\"team_type,omitempty\"`\n\tStatus        TeamStatus             `protobuf:\"varint,5,opt,name=status,proto3,enum=greatestworks.team.TeamStatus\" json:\"status,omitempty\"`\n\tLeaderId      string                 `protobuf:\"bytes,6,opt,name=leader_id,json=leaderId,proto3\" json:\"leader_id,omitempty\"`\n\tLeaderName    string                 `protobuf:\"bytes,7,opt,name=leader_name,json=leaderName,proto3\" json:\"leader_name,omitempty\"`\n\tMemberCount   int32                  `protobuf:\"varint,8,opt,name=member_count,json=memberCount,proto3\" json:\"member_count,omitempty\"`\n\tMaxMembers    int32                  `protobuf:\"varint,9,opt,name=max_members,json=maxMembers,proto3\" json:\"max_members,omitempty\"`\n\tAverageLevel  int32                  `protobuf:\"varint,10,opt,name=average_level,json=averageLevel,proto3\" json:\"average_level,omitempty\"`\n\tIsPublic      bool                   `protobuf:\"varint,11,opt,name=is_public,json=isPublic,proto3\" json:\"is_public,omitempty\"`\n\tIsRecruiting  bool                   `protobuf:\"varint,12,opt,name=is_recruiting,json=isRecruiting,proto3\" json:\"is_recruiting,omitempty\"`\n\tCreatedAt     int64                  `protobuf:\"varint,13,opt,name=created_at,json=createdAt,proto3\" json:\"created_at,omitempty\"`\n\tLastActivity  int64                  `protobuf:\"varint,14,opt,name=last_activity,json=lastActivity,proto3\" json:\"last_activity,omitempty\"`\n\tSettings      *TeamSettings          `protobuf:\"bytes,15,opt,name=settings,proto3\" json:\"settings,omitempty\"`\n\tStats         *TeamStats             `protobuf:\"bytes,16,opt,name=stats,proto3\" json:\"stats,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *TeamInfo) Reset() {\n\t*x = TeamInfo{}\n\tmi := &file_proto_team_proto_msgTypes[24]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *TeamInfo) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*TeamInfo) ProtoMessage() {}\n\nfunc (x *TeamInfo) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[24]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use TeamInfo.ProtoReflect.Descriptor instead.\nfunc (*TeamInfo) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{24}\n}\n\nfunc (x *TeamInfo) GetTeamId() string {\n\tif x != nil {\n\t\treturn x.TeamId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamInfo) GetName() string {\n\tif x != nil {\n\t\treturn x.Name\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamInfo) GetDescription() string {\n\tif x != nil {\n\t\treturn x.Description\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamInfo) GetTeamType() TeamType {\n\tif x != nil {\n\t\treturn x.TeamType\n\t}\n\treturn TeamType_TEAM_TYPE_UNSPECIFIED\n}\n\nfunc (x *TeamInfo) GetStatus() TeamStatus {\n\tif x != nil {\n\t\treturn x.Status\n\t}\n\treturn TeamStatus_TEAM_STATUS_UNSPECIFIED\n}\n\nfunc (x *TeamInfo) GetLeaderId() string {\n\tif x != nil {\n\t\treturn x.LeaderId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamInfo) GetLeaderName() string {\n\tif x != nil {\n\t\treturn x.LeaderName\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamInfo) GetMemberCount() int32 {\n\tif x != nil {\n\t\treturn x.MemberCount\n\t}\n\treturn 0\n}\n\nfunc (x *TeamInfo) GetMaxMembers() int32 {\n\tif x != nil {\n\t\treturn x.MaxMembers\n\t}\n\treturn 0\n}\n\nfunc (x *TeamInfo) GetAverageLevel() int32 {\n\tif x != nil {\n\t\treturn x.AverageLevel\n\t}\n\treturn 0\n}\n\nfunc (x *TeamInfo) GetIsPublic() bool {\n\tif x != nil {\n\t\treturn x.IsPublic\n\t}\n\treturn false\n}\n\nfunc (x *TeamInfo) GetIsRecruiting() bool {\n\tif x != nil {\n\t\treturn x.IsRecruiting\n\t}\n\treturn false\n}\n\nfunc (x *TeamInfo) GetCreatedAt() int64 {\n\tif x != nil {\n\t\treturn x.CreatedAt\n\t}\n\treturn 0\n}\n\nfunc (x *TeamInfo) GetLastActivity() int64 {\n\tif x != nil {\n\t\treturn x.LastActivity\n\t}\n\treturn 0\n}\n\nfunc (x *TeamInfo) GetSettings() *TeamSettings {\n\tif x != nil {\n\t\treturn x.Settings\n\t}\n\treturn nil\n}\n\nfunc (x *TeamInfo) GetStats() *TeamStats {\n\tif x != nil {\n\t\treturn x.Stats\n\t}\n\treturn nil\n}\n\n// 团队成员\ntype TeamMember struct {\n\tstate              protoimpl.MessageState `protogen:\"open.v1\"`\n\tPlayerId           string                 `protobuf:\"bytes,1,opt,name=player_id,json=playerId,proto3\" json:\"player_id,omitempty\"`\n\tPlayerName         string                 `protobuf:\"bytes,2,opt,name=player_name,json=playerName,proto3\" json:\"player_name,omitempty\"`\n\tLevel              int32                  `protobuf:\"varint,3,opt,name=level,proto3\" json:\"level,omitempty\"`\n\tRole               MemberRole             `protobuf:\"varint,4,opt,name=role,proto3,enum=greatestworks.team.MemberRole\" json:\"role,omitempty\"`\n\tStatus             MemberStatus           `protobuf:\"varint,5,opt,name=status,proto3,enum=greatestworks.team.MemberStatus\" json:\"status,omitempty\"`\n\tJoinedAt           int64                  `protobuf:\"varint,6,opt,name=joined_at,json=joinedAt,proto3\" json:\"joined_at,omitempty\"`\n\tLastOnline         int64                  `protobuf:\"varint,7,opt,name=last_online,json=lastOnline,proto3\" json:\"last_online,omitempty\"`\n\tContributionPoints int32                  `protobuf:\"varint,8,opt,name=contribution_points,json=contributionPoints,proto3\" json:\"contribution_points,omitempty\"`\n\tPosition           *common.Position       `protobuf:\"bytes,9,opt,name=position,proto3\" json:\"position,omitempty\"`\n\tunknownFields      protoimpl.UnknownFields\n\tsizeCache          protoimpl.SizeCache\n}\n\nfunc (x *TeamMember) Reset() {\n\t*x = TeamMember{}\n\tmi := &file_proto_team_proto_msgTypes[25]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *TeamMember) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*TeamMember) ProtoMessage() {}\n\nfunc (x *TeamMember) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[25]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use TeamMember.ProtoReflect.Descriptor instead.\nfunc (*TeamMember) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{25}\n}\n\nfunc (x *TeamMember) GetPlayerId() string {\n\tif x != nil {\n\t\treturn x.PlayerId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamMember) GetPlayerName() string {\n\tif x != nil {\n\t\treturn x.PlayerName\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamMember) GetLevel() int32 {\n\tif x != nil {\n\t\treturn x.Level\n\t}\n\treturn 0\n}\n\nfunc (x *TeamMember) GetRole() MemberRole {\n\tif x != nil {\n\t\treturn x.Role\n\t}\n\treturn MemberRole_MEMBER_ROLE_UNSPECIFIED\n}\n\nfunc (x *TeamMember) GetStatus() MemberStatus {\n\tif x != nil {\n\t\treturn x.Status\n\t}\n\treturn MemberStatus_MEMBER_STATUS_UNSPECIFIED\n}\n\nfunc (x *TeamMember) GetJoinedAt() int64 {\n\tif x != nil {\n\t\treturn x.JoinedAt\n\t}\n\treturn 0\n}\n\nfunc (x *TeamMember) GetLastOnline() int64 {\n\tif x != nil {\n\t\treturn x.LastOnline\n\t}\n\treturn 0\n}\n\nfunc (x *TeamMember) GetContributionPoints() int32 {\n\tif x != nil {\n\t\treturn x.ContributionPoints\n\t}\n\treturn 0\n}\n\nfunc (x *TeamMember) GetPosition() *common.Position {\n\tif x != nil {\n\t\treturn x.Position\n\t}\n\treturn nil\n}\n\n// 团队邀请\ntype TeamInvitation struct {\n\tstate         protoimpl.MessageState `protogen:\"open.v1\"`\n\tInvitationId  string                 `protobuf:\"bytes,1,opt,name=invitation_id,json=invitationId,proto3\" json:\"invitation_id,omitempty\"`\n\tTeamId        string                 `protobuf:\"bytes,2,opt,name=team_id,json=teamId,proto3\" json:\"team_id,omitempty\"`\n\tTeamName      string                 `protobuf:\"bytes,3,opt,name=team_name,json=teamName,proto3\" json:\"team_name,omitempty\"`\n\tInviterId     string                 `protobuf:\"bytes,4,opt,name=inviter_id,json=inviterId,proto3\" json:\"inviter_id,omitempty\"`\n\tInviterName   string                 `protobuf:\"bytes,5,opt,name=inviter_name,json=inviterName,proto3\" json:\"inviter_name,omitempty\"`\n\tInviteeId     string                 `protobuf:\"bytes,6,opt,name=invitee_id,json=inviteeId,proto3\" json:\"invitee_id,omitempty\"`\n\tInviteeName   string                 `protobuf:\"bytes,7,opt,name=invitee_name,json=inviteeName,proto3\" json:\"invitee_name,omitempty\"`\n\tMessage       string                 `protobuf:\"bytes,8,opt,name=message,proto3\" json:\"message,omitempty\"`\n\tCreatedAt     int64                  `protobuf:\"varint,9,opt,name=created_at,json=createdAt,proto3\" json:\"created_at,omitempty\"`\n\tExpiresAt     int64                  `protobuf:\"varint,10,opt,name=expires_at,json=expiresAt,proto3\" json:\"expires_at,omitempty\"`\n\tStatus        InvitationStatus       `protobuf:\"varint,11,opt,name=status,proto3,enum=greatestworks.team.InvitationStatus\" json:\"status,omitempty\"`\n\tunknownFields protoimpl.UnknownFields\n\tsizeCache     protoimpl.SizeCache\n}\n\nfunc (x *TeamInvitation) Reset() {\n\t*x = TeamInvitation{}\n\tmi := &file_proto_team_proto_msgTypes[26]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *TeamInvitation) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*TeamInvitation) ProtoMessage() {}\n\nfunc (x *TeamInvitation) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[26]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use TeamInvitation.ProtoReflect.Descriptor instead.\nfunc (*TeamInvitation) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{26}\n}\n\nfunc (x *TeamInvitation) GetInvitationId() string {\n\tif x != nil {\n\t\treturn x.InvitationId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamInvitation) GetTeamId() string {\n\tif x != nil {\n\t\treturn x.TeamId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamInvitation) GetTeamName() string {\n\tif x != nil {\n\t\treturn x.TeamName\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamInvitation) GetInviterId() string {\n\tif x != nil {\n\t\treturn x.InviterId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamInvitation) GetInviterName() string {\n\tif x != nil {\n\t\treturn x.InviterName\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamInvitation) GetInviteeId() string {\n\tif x != nil {\n\t\treturn x.InviteeId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamInvitation) GetInviteeName() string {\n\tif x != nil {\n\t\treturn x.InviteeName\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamInvitation) GetMessage() string {\n\tif x != nil {\n\t\treturn x.Message\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamInvitation) GetCreatedAt() int64 {\n\tif x != nil {\n\t\treturn x.CreatedAt\n\t}\n\treturn 0\n}\n\nfunc (x *TeamInvitation) GetExpiresAt() int64 {\n\tif x != nil {\n\t\treturn x.ExpiresAt\n\t}\n\treturn 0\n}\n\nfunc (x *TeamInvitation) GetStatus() InvitationStatus {\n\tif x != nil {\n\t\treturn x.Status\n\t}\n\treturn InvitationStatus_INVITATION_STATUS_UNSPECIFIED\n}\n\n// 团队申请\ntype TeamApplication struct {\n\tstate          protoimpl.MessageState `protogen:\"open.v1\"`\n\tApplicationId  string                 `protobuf:\"bytes,1,opt,name=application_id,json=applicationId,proto3\" json:\"application_id,omitempty\"`\n\tTeamId         string                 `protobuf:\"bytes,2,opt,name=team_id,json=teamId,proto3\" json:\"team_id,omitempty\"`\n\tApplicantId    string                 `protobuf:\"bytes,3,opt,name=applicant_id,json=applicantId,proto3\" json:\"applicant_id,omitempty\"`\n\tApplicantName  string                 `protobuf:\"bytes,4,opt,name=applicant_name,json=applicantName,proto3\" json:\"applicant_name,omitempty\"`\n\tApplicantLevel int32                  `protobuf:\"varint,5,opt,name=applicant_level,json=applicantLevel,proto3\" json:\"applicant_level,omitempty\"`\n\tMessage        string                 `protobuf:\"bytes,6,opt,name=message,proto3\" json:\"message,omitempty\"`\n\tCreatedAt      int64                  `protobuf:\"varint,7,opt,name=created_at,json=createdAt,proto3\" json:\"created_at,omitempty\"`\n\tStatus         ApplicationStatus      `protobuf:\"varint,8,opt,name=status,proto3,enum=greatestworks.team.ApplicationStatus\" json:\"status,omitempty\"`\n\tunknownFields  protoimpl.UnknownFields\n\tsizeCache      protoimpl.SizeCache\n}\n\nfunc (x *TeamApplication) Reset() {\n\t*x = TeamApplication{}\n\tmi := &file_proto_team_proto_msgTypes[27]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *TeamApplication) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*TeamApplication) ProtoMessage() {}\n\nfunc (x *TeamApplication) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[27]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use TeamApplication.ProtoReflect.Descriptor instead.\nfunc (*TeamApplication) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{27}\n}\n\nfunc (x *TeamApplication) GetApplicationId() string {\n\tif x != nil {\n\t\treturn x.ApplicationId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamApplication) GetTeamId() string {\n\tif x != nil {\n\t\treturn x.TeamId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamApplication) GetApplicantId() string {\n\tif x != nil {\n\t\treturn x.ApplicantId\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamApplication) GetApplicantName() string {\n\tif x != nil {\n\t\treturn x.ApplicantName\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamApplication) GetApplicantLevel() int32 {\n\tif x != nil {\n\t\treturn x.ApplicantLevel\n\t}\n\treturn 0\n}\n\nfunc (x *TeamApplication) GetMessage() string {\n\tif x != nil {\n\t\treturn x.Message\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamApplication) GetCreatedAt() int64 {\n\tif x != nil {\n\t\treturn x.CreatedAt\n\t}\n\treturn 0\n}\n\nfunc (x *TeamApplication) GetStatus() ApplicationStatus {\n\tif x != nil {\n\t\treturn x.Status\n\t}\n\treturn ApplicationStatus_APPLICATION_STATUS_UNSPECIFIED\n}\n\n// 团队设置\ntype TeamSettings struct {\n\tstate                  protoimpl.MessageState `protogen:\"open.v1\"`\n\tAutoAcceptApplications bool                   `protobuf:\"varint,1,opt,name=auto_accept_applications,json=autoAcceptApplications,proto3\" json:\"auto_accept_applications,omitempty\"`\n\tMinLevelRequirement    int32                  `protobuf:\"varint,2,opt,name=min_level_requirement,json=minLevelRequirement,proto3\" json:\"min_level_requirement,omitempty\"`\n\tMaxLevelRequirement    int32                  `protobuf:\"varint,3,opt,name=max_level_requirement,json=maxLevelRequirement,proto3\" json:\"max_level_requirement,omitempty\"`\n\tAllowMemberInvite      bool                   `protobuf:\"varint,4,opt,name=allow_member_invite,json=allowMemberInvite,proto3\" json:\"allow_member_invite,omitempty\"`\n\tRequireApproval        bool                   `protobuf:\"varint,5,opt,name=require_approval,json=requireApproval,proto3\" json:\"require_approval,omitempty\"`\n\tWelcomeMessage         string                 `protobuf:\"bytes,6,opt,name=welcome_message,json=welcomeMessage,proto3\" json:\"welcome_message,omitempty\"`\n\tTags                   []string               `protobuf:\"bytes,7,rep,name=tags,proto3\" json:\"tags,omitempty\"`\n\tCustomSettings         map[string]string      `protobuf:\"bytes,8,rep,name=custom_settings,json=customSettings,proto3\" json:\"custom_settings,omitempty\" protobuf_key:\"bytes,1,opt,name=key\" protobuf_val:\"bytes,2,opt,name=value\"`\n\tunknownFields          protoimpl.UnknownFields\n\tsizeCache              protoimpl.SizeCache\n}\n\nfunc (x *TeamSettings) Reset() {\n\t*x = TeamSettings{}\n\tmi := &file_proto_team_proto_msgTypes[28]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *TeamSettings) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*TeamSettings) ProtoMessage() {}\n\nfunc (x *TeamSettings) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[28]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use TeamSettings.ProtoReflect.Descriptor instead.\nfunc (*TeamSettings) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{28}\n}\n\nfunc (x *TeamSettings) GetAutoAcceptApplications() bool {\n\tif x != nil {\n\t\treturn x.AutoAcceptApplications\n\t}\n\treturn false\n}\n\nfunc (x *TeamSettings) GetMinLevelRequirement() int32 {\n\tif x != nil {\n\t\treturn x.MinLevelRequirement\n\t}\n\treturn 0\n}\n\nfunc (x *TeamSettings) GetMaxLevelRequirement() int32 {\n\tif x != nil {\n\t\treturn x.MaxLevelRequirement\n\t}\n\treturn 0\n}\n\nfunc (x *TeamSettings) GetAllowMemberInvite() bool {\n\tif x != nil {\n\t\treturn x.AllowMemberInvite\n\t}\n\treturn false\n}\n\nfunc (x *TeamSettings) GetRequireApproval() bool {\n\tif x != nil {\n\t\treturn x.RequireApproval\n\t}\n\treturn false\n}\n\nfunc (x *TeamSettings) GetWelcomeMessage() string {\n\tif x != nil {\n\t\treturn x.WelcomeMessage\n\t}\n\treturn \"\"\n}\n\nfunc (x *TeamSettings) GetTags() []string {\n\tif x != nil {\n\t\treturn x.Tags\n\t}\n\treturn nil\n}\n\nfunc (x *TeamSettings) GetCustomSettings() map[string]string {\n\tif x != nil {\n\t\treturn x.CustomSettings\n\t}\n\treturn nil\n}\n\n// 团队统计\ntype TeamStats struct {\n\tstate                protoimpl.MessageState `protogen:\"open.v1\"`\n\tTotalBattles         int32                  `protobuf:\"varint,1,opt,name=total_battles,json=totalBattles,proto3\" json:\"total_battles,omitempty\"`\n\tWins                 int32                  `protobuf:\"varint,2,opt,name=wins,proto3\" json:\"wins,omitempty\"`\n\tLosses               int32                  `protobuf:\"varint,3,opt,name=losses,proto3\" json:\"losses,omitempty\"`\n\tWinRate              float32                `protobuf:\"fixed32,4,opt,name=win_rate,json=winRate,proto3\" json:\"win_rate,omitempty\"`\n\tTotalExperience      int32                  `protobuf:\"varint,5,opt,name=total_experience,json=totalExperience,proto3\" json:\"total_experience,omitempty\"`\n\tAchievementsUnlocked int32                  `protobuf:\"varint,6,opt,name=achievements_unlocked,json=achievementsUnlocked,proto3\" json:\"achievements_unlocked,omitempty\"`\n\tTotalPlaytime        int64                  `protobuf:\"varint,7,opt,name=total_playtime,json=totalPlaytime,proto3\" json:\"total_playtime,omitempty\"`\n\tunknownFields        protoimpl.UnknownFields\n\tsizeCache            protoimpl.SizeCache\n}\n\nfunc (x *TeamStats) Reset() {\n\t*x = TeamStats{}\n\tmi := &file_proto_team_proto_msgTypes[29]\n\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\tms.StoreMessageInfo(mi)\n}\n\nfunc (x *TeamStats) String() string {\n\treturn protoimpl.X.MessageStringOf(x)\n}\n\nfunc (*TeamStats) ProtoMessage() {}\n\nfunc (x *TeamStats) ProtoReflect() protoreflect.Message {\n\tmi := &file_proto_team_proto_msgTypes[29]\n\tif x != nil {\n\t\tms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))\n\t\tif ms.LoadMessageInfo() == nil {\n\t\t\tms.StoreMessageInfo(mi)\n\t\t}\n\t\treturn ms\n\t}\n\treturn mi.MessageOf(x)\n}\n\n// Deprecated: Use TeamStats.ProtoReflect.Descriptor instead.\nfunc (*TeamStats) Descriptor() ([]byte, []int) {\n\treturn file_proto_team_proto_rawDescGZIP(), []int{29}\n}\n\nfunc (x *TeamStats) GetTotalBattles() int32 {\n\tif x != nil {\n\t\treturn x.TotalBattles\n\t}\n\treturn 0\n}\n\nfunc (x *TeamStats) GetWins() int32 {\n\tif x != nil {\n\t\treturn x.Wins\n\t}\n\treturn 0\n}\n\nfunc (x *TeamStats) GetLosses() int32 {\n\tif x != nil {\n\t\treturn x.Losses\n\t}\n\treturn 0\n}\n\nfunc (x *TeamStats) GetWinRate() float32 {\n\tif x != nil {\n\t\treturn x.WinRate\n\t}\n\treturn 0\n}\n\nfunc (x *TeamStats) GetTotalExperience() int32 {\n\tif x != nil {\n\t\treturn x.TotalExperience\n\t}\n\treturn 0\n}\n\nfunc (x *TeamStats) GetAchievementsUnlocked() int32 {\n\tif x != nil {\n\t\treturn x.AchievementsUnlocked\n\t}\n\treturn 0\n}\n\nfunc (x *TeamStats) GetTotalPlaytime() int64 {\n\tif x != nil {\n\t\treturn x.TotalPlaytime\n\t}\n\treturn 0\n}\n\nvar File_proto_team_proto protoreflect.FileDescriptor\n\nconst file_proto_team_proto_rawDesc = \"\" +\n\t\"\\n\" +\n\t\"\\x10proto/team.proto\\x12\\x12greatestworks.team\\x1a\\x12proto/common.proto\\\"\\x94\\x03\\n\" +\n\t\"\\x11CreateTeamRequest\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"creator_id\\x18\\x01 \\x01(\\tR\\tcreatorId\\x12\\x1b\\n\" +\n\t\"\\tteam_name\\x18\\x02 \\x01(\\tR\\bteamName\\x12 \\n\" +\n\t\"\\vdescription\\x18\\x03 \\x01(\\tR\\vdescription\\x129\\n\" +\n\t\"\\tteam_type\\x18\\x04 \\x01(\\x0e2\\x1c.greatestworks.team.TeamTypeR\\bteamType\\x12\\x1f\\n\" +\n\t\"\\vmax_members\\x18\\x05 \\x01(\\x05R\\n\" +\n\t\"maxMembers\\x12\\x1b\\n\" +\n\t\"\\tis_public\\x18\\x06 \\x01(\\bR\\bisPublic\\x12\\x1a\\n\" +\n\t\"\\bpassword\\x18\\a \\x01(\\tR\\bpassword\\x12O\\n\" +\n\t\"\\bsettings\\x18\\b \\x03(\\v23.greatestworks.team.CreateTeamRequest.SettingsEntryR\\bsettings\\x1a;\\n\" +\n\t\"\\rSettingsEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\xa6\\x01\\n\" +\n\t\"\\x12CreateTeamResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12\\x17\\n\" +\n\t\"\\ateam_id\\x18\\x02 \\x01(\\tR\\x06teamId\\x129\\n\" +\n\t\"\\tteam_info\\x18\\x03 \\x01(\\v2\\x1c.greatestworks.team.TeamInfoR\\bteamInfo\\\"\\x8c\\x01\\n\" +\n\t\"\\x0fJoinTeamRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x17\\n\" +\n\t\"\\ateam_id\\x18\\x02 \\x01(\\tR\\x06teamId\\x12\\x1a\\n\" +\n\t\"\\bpassword\\x18\\x03 \\x01(\\tR\\bpassword\\x12'\\n\" +\n\t\"\\x0finvitation_code\\x18\\x04 \\x01(\\tR\\x0einvitationCode\\\"\\xcc\\x01\\n\" +\n\t\"\\x10JoinTeamResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x129\\n\" +\n\t\"\\tteam_info\\x18\\x02 \\x01(\\v2\\x1c.greatestworks.team.TeamInfoR\\bteamInfo\\x12?\\n\" +\n\t\"\\vmember_info\\x18\\x03 \\x01(\\v2\\x1e.greatestworks.team.TeamMemberR\\n\" +\n\t\"memberInfo\\\"H\\n\" +\n\t\"\\x10LeaveTeamRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x17\\n\" +\n\t\"\\ateam_id\\x18\\x02 \\x01(\\tR\\x06teamId\\\"Q\\n\" +\n\t\"\\x11LeaveTeamResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\\"\\x91\\x01\\n\" +\n\t\"\\x13InvitePlayerRequest\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"inviter_id\\x18\\x01 \\x01(\\tR\\tinviterId\\x12\\x17\\n\" +\n\t\"\\ateam_id\\x18\\x02 \\x01(\\tR\\x06teamId\\x12(\\n\" +\n\t\"\\x10target_player_id\\x18\\x03 \\x01(\\tR\\x0etargetPlayerId\\x12\\x18\\n\" +\n\t\"\\amessage\\x18\\x04 \\x01(\\tR\\amessage\\\"y\\n\" +\n\t\"\\x14InvitePlayerResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12#\\n\" +\n\t\"\\rinvitation_id\\x18\\x02 \\x01(\\tR\\finvitationId\\\"\\x8b\\x01\\n\" +\n\t\"\\x11KickPlayerRequest\\x12\\x1b\\n\" +\n\t\"\\tkicker_id\\x18\\x01 \\x01(\\tR\\bkickerId\\x12\\x17\\n\" +\n\t\"\\ateam_id\\x18\\x02 \\x01(\\tR\\x06teamId\\x12(\\n\" +\n\t\"\\x10target_player_id\\x18\\x03 \\x01(\\tR\\x0etargetPlayerId\\x12\\x16\\n\" +\n\t\"\\x06reason\\x18\\x04 \\x01(\\tR\\x06reason\\\"R\\n\" +\n\t\"\\x12KickPlayerResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\\"\\x84\\x01\\n\" +\n\t\"\\x19TransferLeadershipRequest\\x12*\\n\" +\n\t\"\\x11current_leader_id\\x18\\x01 \\x01(\\tR\\x0fcurrentLeaderId\\x12\\x17\\n\" +\n\t\"\\ateam_id\\x18\\x02 \\x01(\\tR\\x06teamId\\x12\\\"\\n\" +\n\t\"\\rnew_leader_id\\x18\\x03 \\x01(\\tR\\vnewLeaderId\\\"\\x99\\x01\\n\" +\n\t\"\\x1aTransferLeadershipResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12=\\n\" +\n\t\"\\n\" +\n\t\"new_leader\\x18\\x02 \\x01(\\v2\\x1e.greatestworks.team.TeamMemberR\\tnewLeader\\\"J\\n\" +\n\t\"\\x12GetTeamInfoRequest\\x12\\x17\\n\" +\n\t\"\\ateam_id\\x18\\x01 \\x01(\\tR\\x06teamId\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x02 \\x01(\\tR\\bplayerId\\\"\\xf5\\x02\\n\" +\n\t\"\\x13GetTeamInfoResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x129\\n\" +\n\t\"\\tteam_info\\x18\\x02 \\x01(\\v2\\x1c.greatestworks.team.TeamInfoR\\bteamInfo\\x128\\n\" +\n\t\"\\amembers\\x18\\x03 \\x03(\\v2\\x1e.greatestworks.team.TeamMemberR\\amembers\\x12S\\n\" +\n\t\"\\x13pending_invitations\\x18\\x04 \\x03(\\v2\\\".greatestworks.team.TeamInvitationR\\x12pendingInvitations\\x12V\\n\" +\n\t\"\\x14pending_applications\\x18\\x05 \\x03(\\v2#.greatestworks.team.TeamApplicationR\\x13pendingApplications\\\"\\xee\\x01\\n\" +\n\t\"\\x12SearchTeamsRequest\\x12\\x14\\n\" +\n\t\"\\x05query\\x18\\x01 \\x01(\\tR\\x05query\\x129\\n\" +\n\t\"\\tteam_type\\x18\\x02 \\x01(\\x0e2\\x1c.greatestworks.team.TeamTypeR\\bteamType\\x12\\x1f\\n\" +\n\t\"\\vonly_public\\x18\\x03 \\x01(\\bR\\n\" +\n\t\"onlyPublic\\x12\\x1b\\n\" +\n\t\"\\tmin_level\\x18\\x04 \\x01(\\x05R\\bminLevel\\x12\\x1b\\n\" +\n\t\"\\tmax_level\\x18\\x05 \\x01(\\x05R\\bmaxLevel\\x12\\x14\\n\" +\n\t\"\\x05limit\\x18\\x06 \\x01(\\x05R\\x05limit\\x12\\x16\\n\" +\n\t\"\\x06offset\\x18\\a \\x01(\\x05R\\x06offset\\\"\\xcd\\x01\\n\" +\n\t\"\\x13SearchTeamsResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x122\\n\" +\n\t\"\\x05teams\\x18\\x02 \\x03(\\v2\\x1c.greatestworks.team.TeamInfoR\\x05teams\\x12D\\n\" +\n\t\"\\n\" +\n\t\"pagination\\x18\\x03 \\x01(\\v2$.greatestworks.common.PaginationInfoR\\n\" +\n\t\"pagination\\\"\\x8f\\x01\\n\" +\n\t\"\\x19UpdateTeamSettingsRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x17\\n\" +\n\t\"\\ateam_id\\x18\\x02 \\x01(\\tR\\x06teamId\\x12<\\n\" +\n\t\"\\bsettings\\x18\\x03 \\x01(\\v2 .greatestworks.team.TeamSettingsR\\bsettings\\\"\\x9f\\x01\\n\" +\n\t\"\\x1aUpdateTeamSettingsResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12C\\n\" +\n\t\"\\fnew_settings\\x18\\x02 \\x01(\\v2 .greatestworks.team.TeamSettingsR\\vnewSettings\\\"s\\n\" +\n\t\"\\x17HandleInvitationRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12#\\n\" +\n\t\"\\rinvitation_id\\x18\\x02 \\x01(\\tR\\finvitationId\\x12\\x16\\n\" +\n\t\"\\x06accept\\x18\\x03 \\x01(\\bR\\x06accept\\\"\\x93\\x01\\n\" +\n\t\"\\x18HandleInvitationResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x129\\n\" +\n\t\"\\tteam_info\\x18\\x02 \\x01(\\v2\\x1c.greatestworks.team.TeamInfoR\\bteamInfo\\\"d\\n\" +\n\t\"\\x12ApplyToJoinRequest\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x17\\n\" +\n\t\"\\ateam_id\\x18\\x02 \\x01(\\tR\\x06teamId\\x12\\x18\\n\" +\n\t\"\\amessage\\x18\\x03 \\x01(\\tR\\amessage\\\"z\\n\" +\n\t\"\\x13ApplyToJoinResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12%\\n\" +\n\t\"\\x0eapplication_id\\x18\\x02 \\x01(\\tR\\rapplicationId\\\"\\x92\\x01\\n\" +\n\t\"\\x18HandleApplicationRequest\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"handler_id\\x18\\x01 \\x01(\\tR\\thandlerId\\x12%\\n\" +\n\t\"\\x0eapplication_id\\x18\\x02 \\x01(\\tR\\rapplicationId\\x12\\x18\\n\" +\n\t\"\\aapprove\\x18\\x03 \\x01(\\bR\\aapprove\\x12\\x16\\n\" +\n\t\"\\x06reason\\x18\\x04 \\x01(\\tR\\x06reason\\\"\\x98\\x01\\n\" +\n\t\"\\x19HandleApplicationResponse\\x12<\\n\" +\n\t\"\\x06common\\x18\\x01 \\x01(\\v2$.greatestworks.common.CommonResponseR\\x06common\\x12=\\n\" +\n\t\"\\n\" +\n\t\"new_member\\x18\\x02 \\x01(\\v2\\x1e.greatestworks.team.TeamMemberR\\tnewMember\\\"\\xec\\x04\\n\" +\n\t\"\\bTeamInfo\\x12\\x17\\n\" +\n\t\"\\ateam_id\\x18\\x01 \\x01(\\tR\\x06teamId\\x12\\x12\\n\" +\n\t\"\\x04name\\x18\\x02 \\x01(\\tR\\x04name\\x12 \\n\" +\n\t\"\\vdescription\\x18\\x03 \\x01(\\tR\\vdescription\\x129\\n\" +\n\t\"\\tteam_type\\x18\\x04 \\x01(\\x0e2\\x1c.greatestworks.team.TeamTypeR\\bteamType\\x126\\n\" +\n\t\"\\x06status\\x18\\x05 \\x01(\\x0e2\\x1e.greatestworks.team.TeamStatusR\\x06status\\x12\\x1b\\n\" +\n\t\"\\tleader_id\\x18\\x06 \\x01(\\tR\\bleaderId\\x12\\x1f\\n\" +\n\t\"\\vleader_name\\x18\\a \\x01(\\tR\\n\" +\n\t\"leaderName\\x12!\\n\" +\n\t\"\\fmember_count\\x18\\b \\x01(\\x05R\\vmemberCount\\x12\\x1f\\n\" +\n\t\"\\vmax_members\\x18\\t \\x01(\\x05R\\n\" +\n\t\"maxMembers\\x12#\\n\" +\n\t\"\\raverage_level\\x18\\n\" +\n\t\" \\x01(\\x05R\\faverageLevel\\x12\\x1b\\n\" +\n\t\"\\tis_public\\x18\\v \\x01(\\bR\\bisPublic\\x12#\\n\" +\n\t\"\\ris_recruiting\\x18\\f \\x01(\\bR\\fisRecruiting\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"created_at\\x18\\r \\x01(\\x03R\\tcreatedAt\\x12#\\n\" +\n\t\"\\rlast_activity\\x18\\x0e \\x01(\\x03R\\flastActivity\\x12<\\n\" +\n\t\"\\bsettings\\x18\\x0f \\x01(\\v2 .greatestworks.team.TeamSettingsR\\bsettings\\x123\\n\" +\n\t\"\\x05stats\\x18\\x10 \\x01(\\v2\\x1d.greatestworks.team.TeamStatsR\\x05stats\\\"\\xf9\\x02\\n\" +\n\t\"\\n\" +\n\t\"TeamMember\\x12\\x1b\\n\" +\n\t\"\\tplayer_id\\x18\\x01 \\x01(\\tR\\bplayerId\\x12\\x1f\\n\" +\n\t\"\\vplayer_name\\x18\\x02 \\x01(\\tR\\n\" +\n\t\"playerName\\x12\\x14\\n\" +\n\t\"\\x05level\\x18\\x03 \\x01(\\x05R\\x05level\\x122\\n\" +\n\t\"\\x04role\\x18\\x04 \\x01(\\x0e2\\x1e.greatestworks.team.MemberRoleR\\x04role\\x128\\n\" +\n\t\"\\x06status\\x18\\x05 \\x01(\\x0e2 .greatestworks.team.MemberStatusR\\x06status\\x12\\x1b\\n\" +\n\t\"\\tjoined_at\\x18\\x06 \\x01(\\x03R\\bjoinedAt\\x12\\x1f\\n\" +\n\t\"\\vlast_online\\x18\\a \\x01(\\x03R\\n\" +\n\t\"lastOnline\\x12/\\n\" +\n\t\"\\x13contribution_points\\x18\\b \\x01(\\x05R\\x12contributionPoints\\x12:\\n\" +\n\t\"\\bposition\\x18\\t \\x01(\\v2\\x1e.greatestworks.common.PositionR\\bposition\\\"\\x85\\x03\\n\" +\n\t\"\\x0eTeamInvitation\\x12#\\n\" +\n\t\"\\rinvitation_id\\x18\\x01 \\x01(\\tR\\finvitationId\\x12\\x17\\n\" +\n\t\"\\ateam_id\\x18\\x02 \\x01(\\tR\\x06teamId\\x12\\x1b\\n\" +\n\t\"\\tteam_name\\x18\\x03 \\x01(\\tR\\bteamName\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"inviter_id\\x18\\x04 \\x01(\\tR\\tinviterId\\x12!\\n\" +\n\t\"\\finviter_name\\x18\\x05 \\x01(\\tR\\vinviterName\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"invitee_id\\x18\\x06 \\x01(\\tR\\tinviteeId\\x12!\\n\" +\n\t\"\\finvitee_name\\x18\\a \\x01(\\tR\\vinviteeName\\x12\\x18\\n\" +\n\t\"\\amessage\\x18\\b \\x01(\\tR\\amessage\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"created_at\\x18\\t \\x01(\\x03R\\tcreatedAt\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"expires_at\\x18\\n\" +\n\t\" \\x01(\\x03R\\texpiresAt\\x12<\\n\" +\n\t\"\\x06status\\x18\\v \\x01(\\x0e2$.greatestworks.team.InvitationStatusR\\x06status\\\"\\xbc\\x02\\n\" +\n\t\"\\x0fTeamApplication\\x12%\\n\" +\n\t\"\\x0eapplication_id\\x18\\x01 \\x01(\\tR\\rapplicationId\\x12\\x17\\n\" +\n\t\"\\ateam_id\\x18\\x02 \\x01(\\tR\\x06teamId\\x12!\\n\" +\n\t\"\\fapplicant_id\\x18\\x03 \\x01(\\tR\\vapplicantId\\x12%\\n\" +\n\t\"\\x0eapplicant_name\\x18\\x04 \\x01(\\tR\\rapplicantName\\x12'\\n\" +\n\t\"\\x0fapplicant_level\\x18\\x05 \\x01(\\x05R\\x0eapplicantLevel\\x12\\x18\\n\" +\n\t\"\\amessage\\x18\\x06 \\x01(\\tR\\amessage\\x12\\x1d\\n\" +\n\t\"\\n\" +\n\t\"created_at\\x18\\a \\x01(\\x03R\\tcreatedAt\\x12=\\n\" +\n\t\"\\x06status\\x18\\b \\x01(\\x0e2%.greatestworks.team.ApplicationStatusR\\x06status\\\"\\xea\\x03\\n\" +\n\t\"\\fTeamSettings\\x128\\n\" +\n\t\"\\x18auto_accept_applications\\x18\\x01 \\x01(\\bR\\x16autoAcceptApplications\\x122\\n\" +\n\t\"\\x15min_level_requirement\\x18\\x02 \\x01(\\x05R\\x13minLevelRequirement\\x122\\n\" +\n\t\"\\x15max_level_requirement\\x18\\x03 \\x01(\\x05R\\x13maxLevelRequirement\\x12.\\n\" +\n\t\"\\x13allow_member_invite\\x18\\x04 \\x01(\\bR\\x11allowMemberInvite\\x12)\\n\" +\n\t\"\\x10require_approval\\x18\\x05 \\x01(\\bR\\x0frequireApproval\\x12'\\n\" +\n\t\"\\x0fwelcome_message\\x18\\x06 \\x01(\\tR\\x0ewelcomeMessage\\x12\\x12\\n\" +\n\t\"\\x04tags\\x18\\a \\x03(\\tR\\x04tags\\x12]\\n\" +\n\t\"\\x0fcustom_settings\\x18\\b \\x03(\\v24.greatestworks.team.TeamSettings.CustomSettingsEntryR\\x0ecustomSettings\\x1aA\\n\" +\n\t\"\\x13CustomSettingsEntry\\x12\\x10\\n\" +\n\t\"\\x03key\\x18\\x01 \\x01(\\tR\\x03key\\x12\\x14\\n\" +\n\t\"\\x05value\\x18\\x02 \\x01(\\tR\\x05value:\\x028\\x01\\\"\\xfe\\x01\\n\" +\n\t\"\\tTeamStats\\x12#\\n\" +\n\t\"\\rtotal_battles\\x18\\x01 \\x01(\\x05R\\ftotalBattles\\x12\\x12\\n\" +\n\t\"\\x04wins\\x18\\x02 \\x01(\\x05R\\x04wins\\x12\\x16\\n\" +\n\t\"\\x06losses\\x18\\x03 \\x01(\\x05R\\x06losses\\x12\\x19\\n\" +\n\t\"\\bwin_rate\\x18\\x04 \\x01(\\x02R\\awinRate\\x12)\\n\" +\n\t\"\\x10total_experience\\x18\\x05 \\x01(\\x05R\\x0ftotalExperience\\x123\\n\" +\n\t\"\\x15achievements_unlocked\\x18\\x06 \\x01(\\x05R\\x14achievementsUnlocked\\x12%\\n\" +\n\t\"\\x0etotal_playtime\\x18\\a \\x01(\\x03R\\rtotalPlaytime*\\xd4\\x01\\n\" +\n\t\"\\bTeamType\\x12\\x19\\n\" +\n\t\"\\x15TEAM_TYPE_UNSPECIFIED\\x10\\x00\\x12\\x14\\n\" +\n\t\"\\x10TEAM_TYPE_CASUAL\\x10\\x01\\x12\\x19\\n\" +\n\t\"\\x15TEAM_TYPE_COMPETITIVE\\x10\\x02\\x12\\x11\\n\" +\n\t\"\\rTEAM_TYPE_PVE\\x10\\x03\\x12\\x11\\n\" +\n\t\"\\rTEAM_TYPE_PVP\\x10\\x04\\x12\\x13\\n\" +\n\t\"\\x0fTEAM_TYPE_GUILD\\x10\\x05\\x12\\x13\\n\" +\n\t\"\\x0fTEAM_TYPE_PARTY\\x10\\x06\\x12\\x12\\n\" +\n\t\"\\x0eTEAM_TYPE_RAID\\x10\\a\\x12\\x18\\n\" +\n\t\"\\x14TEAM_TYPE_TOURNAMENT\\x10\\b*\\xc3\\x01\\n\" +\n\t\"\\n\" +\n\t\"TeamStatus\\x12\\x1b\\n\" +\n\t\"\\x17TEAM_STATUS_UNSPECIFIED\\x10\\x00\\x12\\x16\\n\" +\n\t\"\\x12TEAM_STATUS_ACTIVE\\x10\\x01\\x12\\x18\\n\" +\n\t\"\\x14TEAM_STATUS_INACTIVE\\x10\\x02\\x12\\x19\\n\" +\n\t\"\\x15TEAM_STATUS_DISBANDED\\x10\\x03\\x12\\x19\\n\" +\n\t\"\\x15TEAM_STATUS_SUSPENDED\\x10\\x04\\x12\\x1a\\n\" +\n\t\"\\x16TEAM_STATUS_RECRUITING\\x10\\x05\\x12\\x14\\n\" +\n\t\"\\x10TEAM_STATUS_FULL\\x10\\x06*\\xa4\\x01\\n\" +\n\t\"\\n\" +\n\t\"MemberRole\\x12\\x1b\\n\" +\n\t\"\\x17MEMBER_ROLE_UNSPECIFIED\\x10\\x00\\x12\\x16\\n\" +\n\t\"\\x12MEMBER_ROLE_LEADER\\x10\\x01\\x12\\x17\\n\" +\n\t\"\\x13MEMBER_ROLE_OFFICER\\x10\\x02\\x12\\x17\\n\" +\n\t\"\\x13MEMBER_ROLE_VETERAN\\x10\\x03\\x12\\x16\\n\" +\n\t\"\\x12MEMBER_ROLE_MEMBER\\x10\\x04\\x12\\x17\\n\" +\n\t\"\\x13MEMBER_ROLE_RECRUIT\\x10\\x05*\\xae\\x01\\n\" +\n\t\"\\fMemberStatus\\x12\\x1d\\n\" +\n\t\"\\x19MEMBER_STATUS_UNSPECIFIED\\x10\\x00\\x12\\x18\\n\" +\n\t\"\\x14MEMBER_STATUS_ONLINE\\x10\\x01\\x12\\x19\\n\" +\n\t\"\\x15MEMBER_STATUS_OFFLINE\\x10\\x02\\x12\\x1b\\n\" +\n\t\"\\x17MEMBER_STATUS_IN_BATTLE\\x10\\x03\\x12\\x15\\n\" +\n\t\"\\x11MEMBER_STATUS_AFK\\x10\\x04\\x12\\x16\\n\" +\n\t\"\\x12MEMBER_STATUS_BUSY\\x10\\x05*\\xd4\\x01\\n\" +\n\t\"\\x10InvitationStatus\\x12!\\n\" +\n\t\"\\x1dINVITATION_STATUS_UNSPECIFIED\\x10\\x00\\x12\\x1d\\n\" +\n\t\"\\x19INVITATION_STATUS_PENDING\\x10\\x01\\x12\\x1e\\n\" +\n\t\"\\x1aINVITATION_STATUS_ACCEPTED\\x10\\x02\\x12\\x1e\\n\" +\n\t\"\\x1aINVITATION_STATUS_REJECTED\\x10\\x03\\x12\\x1d\\n\" +\n\t\"\\x19INVITATION_STATUS_EXPIRED\\x10\\x04\\x12\\x1f\\n\" +\n\t\"\\x1bINVITATION_STATUS_CANCELLED\\x10\\x05*\\xbb\\x01\\n\" +\n\t\"\\x11ApplicationStatus\\x12\\\"\\n\" +\n\t\"\\x1eAPPLICATION_STATUS_UNSPECIFIED\\x10\\x00\\x12\\x1e\\n\" +\n\t\"\\x1aAPPLICATION_STATUS_PENDING\\x10\\x01\\x12\\x1f\\n\" +\n\t\"\\x1bAPPLICATION_STATUS_APPROVED\\x10\\x02\\x12\\x1f\\n\" +\n\t\"\\x1bAPPLICATION_STATUS_REJECTED\\x10\\x03\\x12 \\n\" +\n\t\"\\x1cAPPLICATION_STATUS_WITHDRAWN\\x10\\x042\\xc6\\t\\n\" +\n\t\"\\vTeamService\\x12[\\n\" +\n\t\"\\n\" +\n\t\"CreateTeam\\x12%.greatestworks.team.CreateTeamRequest\\x1a&.greatestworks.team.CreateTeamResponse\\x12U\\n\" +\n\t\"\\bJoinTeam\\x12#.greatestworks.team.JoinTeamRequest\\x1a$.greatestworks.team.JoinTeamResponse\\x12X\\n\" +\n\t\"\\tLeaveTeam\\x12$.greatestworks.team.LeaveTeamRequest\\x1a%.greatestworks.team.LeaveTeamResponse\\x12a\\n\" +\n\t\"\\fInvitePlayer\\x12'.greatestworks.team.InvitePlayerRequest\\x1a(.greatestworks.team.InvitePlayerResponse\\x12[\\n\" +\n\t\"\\n\" +\n\t\"KickPlayer\\x12%.greatestworks.team.KickPlayerRequest\\x1a&.greatestworks.team.KickPlayerResponse\\x12s\\n\" +\n\t\"\\x12TransferLeadership\\x12-.greatestworks.team.TransferLeadershipRequest\\x1a..greatestworks.team.TransferLeadershipResponse\\x12^\\n\" +\n\t\"\\vGetTeamInfo\\x12&.greatestworks.team.GetTeamInfoRequest\\x1a'.greatestworks.team.GetTeamInfoResponse\\x12^\\n\" +\n\t\"\\vSearchTeams\\x12&.greatestworks.team.SearchTeamsRequest\\x1a'.greatestworks.team.SearchTeamsResponse\\x12s\\n\" +\n\t\"\\x12UpdateTeamSettings\\x12-.greatestworks.team.UpdateTeamSettingsRequest\\x1a..greatestworks.team.UpdateTeamSettingsResponse\\x12m\\n\" +\n\t\"\\x10HandleInvitation\\x12+.greatestworks.team.HandleInvitationRequest\\x1a,.greatestworks.team.HandleInvitationResponse\\x12^\\n\" +\n\t\"\\vApplyToJoin\\x12&.greatestworks.team.ApplyToJoinRequest\\x1a'.greatestworks.team.ApplyToJoinResponse\\x12p\\n\" +\n\t\"\\x11HandleApplication\\x12,.greatestworks.team.HandleApplicationRequest\\x1a-.greatestworks.team.HandleApplicationResponseB8Z!greatestworks/internal/proto/team\\xaa\\x02\\x12GreatestWorks.Teamb\\x06proto3\"\n\nvar (\n\tfile_proto_team_proto_rawDescOnce sync.Once\n\tfile_proto_team_proto_rawDescData []byte\n)\n\nfunc file_proto_team_proto_rawDescGZIP() []byte {\n\tfile_proto_team_proto_rawDescOnce.Do(func() {\n\t\tfile_proto_team_proto_rawDescData = protoimpl.X.CompressGZIP(unsafe.Slice(unsafe.StringData(file_proto_team_proto_rawDesc), len(file_proto_team_proto_rawDesc)))\n\t})\n\treturn file_proto_team_proto_rawDescData\n}\n\nvar file_proto_team_proto_enumTypes = make([]protoimpl.EnumInfo, 6)\nvar file_proto_team_proto_msgTypes = make([]protoimpl.MessageInfo, 32)\nvar file_proto_team_proto_goTypes = []any{\n\t(TeamType)(0),                      // 0: greatestworks.team.TeamType\n\t(TeamStatus)(0),                    // 1: greatestworks.team.TeamStatus\n\t(MemberRole)(0),                    // 2: greatestworks.team.MemberRole\n\t(MemberStatus)(0),                  // 3: greatestworks.team.MemberStatus\n\t(InvitationStatus)(0),              // 4: greatestworks.team.InvitationStatus\n\t(ApplicationStatus)(0),             // 5: greatestworks.team.ApplicationStatus\n\t(*CreateTeamRequest)(nil),          // 6: greatestworks.team.CreateTeamRequest\n\t(*CreateTeamResponse)(nil),         // 7: greatestworks.team.CreateTeamResponse\n\t(*JoinTeamRequest)(nil),            // 8: greatestworks.team.JoinTeamRequest\n\t(*JoinTeamResponse)(nil),           // 9: greatestworks.team.JoinTeamResponse\n\t(*LeaveTeamRequest)(nil),           // 10: greatestworks.team.LeaveTeamRequest\n\t(*LeaveTeamResponse)(nil),          // 11: greatestworks.team.LeaveTeamResponse\n\t(*InvitePlayerRequest)(nil),        // 12: greatestworks.team.InvitePlayerRequest\n\t(*InvitePlayerResponse)(nil),       // 13: greatestworks.team.InvitePlayerResponse\n\t(*KickPlayerRequest)(nil),          // 14: greatestworks.team.KickPlayerRequest\n\t(*KickPlayerResponse)(nil),         // 15: greatestworks.team.KickPlayerResponse\n\t(*TransferLeadershipRequest)(nil),  // 16: greatestworks.team.TransferLeadershipRequest\n\t(*TransferLeadershipResponse)(nil), // 17: greatestworks.team.TransferLeadershipResponse\n\t(*GetTeamInfoRequest)(nil),         // 18: greatestworks.team.GetTeamInfoRequest\n\t(*GetTeamInfoResponse)(nil),        // 19: greatestworks.team.GetTeamInfoResponse\n\t(*SearchTeamsRequest)(nil),         // 20: greatestworks.team.SearchTeamsRequest\n\t(*SearchTeamsResponse)(nil),        // 21: greatestworks.team.SearchTeamsResponse\n\t(*UpdateTeamSettingsRequest)(nil),  // 22: greatestworks.team.UpdateTeamSettingsRequest\n\t(*UpdateTeamSettingsResponse)(nil), // 23: greatestworks.team.UpdateTeamSettingsResponse\n\t(*HandleInvitationRequest)(nil),    // 24: greatestworks.team.HandleInvitationRequest\n\t(*HandleInvitationResponse)(nil),   // 25: greatestworks.team.HandleInvitationResponse\n\t(*ApplyToJoinRequest)(nil),         // 26: greatestworks.team.ApplyToJoinRequest\n\t(*ApplyToJoinResponse)(nil),        // 27: greatestworks.team.ApplyToJoinResponse\n\t(*HandleApplicationRequest)(nil),   // 28: greatestworks.team.HandleApplicationRequest\n\t(*HandleApplicationResponse)(nil),  // 29: greatestworks.team.HandleApplicationResponse\n\t(*TeamInfo)(nil),                   // 30: greatestworks.team.TeamInfo\n\t(*TeamMember)(nil),                 // 31: greatestworks.team.TeamMember\n\t(*TeamInvitation)(nil),             // 32: greatestworks.team.TeamInvitation\n\t(*TeamApplication)(nil),            // 33: greatestworks.team.TeamApplication\n\t(*TeamSettings)(nil),               // 34: greatestworks.team.TeamSettings\n\t(*TeamStats)(nil),                  // 35: greatestworks.team.TeamStats\n\tnil,                                // 36: greatestworks.team.CreateTeamRequest.SettingsEntry\n\tnil,                                // 37: greatestworks.team.TeamSettings.CustomSettingsEntry\n\t(*common.CommonResponse)(nil),      // 38: greatestworks.common.CommonResponse\n\t(*common.PaginationInfo)(nil),      // 39: greatestworks.common.PaginationInfo\n\t(*common.Position)(nil),            // 40: greatestworks.common.Position\n}\nvar file_proto_team_proto_depIdxs = []int32{\n\t0,  // 0: greatestworks.team.CreateTeamRequest.team_type:type_name -> greatestworks.team.TeamType\n\t36, // 1: greatestworks.team.CreateTeamRequest.settings:type_name -> greatestworks.team.CreateTeamRequest.SettingsEntry\n\t38, // 2: greatestworks.team.CreateTeamResponse.common:type_name -> greatestworks.common.CommonResponse\n\t30, // 3: greatestworks.team.CreateTeamResponse.team_info:type_name -> greatestworks.team.TeamInfo\n\t38, // 4: greatestworks.team.JoinTeamResponse.common:type_name -> greatestworks.common.CommonResponse\n\t30, // 5: greatestworks.team.JoinTeamResponse.team_info:type_name -> greatestworks.team.TeamInfo\n\t31, // 6: greatestworks.team.JoinTeamResponse.member_info:type_name -> greatestworks.team.TeamMember\n\t38, // 7: greatestworks.team.LeaveTeamResponse.common:type_name -> greatestworks.common.CommonResponse\n\t38, // 8: greatestworks.team.InvitePlayerResponse.common:type_name -> greatestworks.common.CommonResponse\n\t38, // 9: greatestworks.team.KickPlayerResponse.common:type_name -> greatestworks.common.CommonResponse\n\t38, // 10: greatestworks.team.TransferLeadershipResponse.common:type_name -> greatestworks.common.CommonResponse\n\t31, // 11: greatestworks.team.TransferLeadershipResponse.new_leader:type_name -> greatestworks.team.TeamMember\n\t38, // 12: greatestworks.team.GetTeamInfoResponse.common:type_name -> greatestworks.common.CommonResponse\n\t30, // 13: greatestworks.team.GetTeamInfoResponse.team_info:type_name -> greatestworks.team.TeamInfo\n\t31, // 14: greatestworks.team.GetTeamInfoResponse.members:type_name -> greatestworks.team.TeamMember\n\t32, // 15: greatestworks.team.GetTeamInfoResponse.pending_invitations:type_name -> greatestworks.team.TeamInvitation\n\t33, // 16: greatestworks.team.GetTeamInfoResponse.pending_applications:type_name -> greatestworks.team.TeamApplication\n\t0,  // 17: greatestworks.team.SearchTeamsRequest.team_type:type_name -> greatestworks.team.TeamType\n\t38, // 18: greatestworks.team.SearchTeamsResponse.common:type_name -> greatestworks.common.CommonResponse\n\t30, // 19: greatestworks.team.SearchTeamsResponse.teams:type_name -> greatestworks.team.TeamInfo\n\t39, // 20: greatestworks.team.SearchTeamsResponse.pagination:type_name -> greatestworks.common.PaginationInfo\n\t34, // 21: greatestworks.team.UpdateTeamSettingsRequest.settings:type_name -> greatestworks.team.TeamSettings\n\t38, // 22: greatestworks.team.UpdateTeamSettingsResponse.common:type_name -> greatestworks.common.CommonResponse\n\t34, // 23: greatestworks.team.UpdateTeamSettingsResponse.new_settings:type_name -> greatestworks.team.TeamSettings\n\t38, // 24: greatestworks.team.HandleInvitationResponse.common:type_name -> greatestworks.common.CommonResponse\n\t30, // 25: greatestworks.team.HandleInvitationResponse.team_info:type_name -> greatestworks.team.TeamInfo\n\t38, // 26: greatestworks.team.ApplyToJoinResponse.common:type_name -> greatestworks.common.CommonResponse\n\t38, // 27: greatestworks.team.HandleApplicationResponse.common:type_name -> greatestworks.common.CommonResponse\n\t31, // 28: greatestworks.team.HandleApplicationResponse.new_member:type_name -> greatestworks.team.TeamMember\n\t0,  // 29: greatestworks.team.TeamInfo.team_type:type_name -> greatestworks.team.TeamType\n\t1,  // 30: greatestworks.team.TeamInfo.status:type_name -> greatestworks.team.TeamStatus\n\t34, // 31: greatestworks.team.TeamInfo.settings:type_name -> greatestworks.team.TeamSettings\n\t35, // 32: greatestworks.team.TeamInfo.stats:type_name -> greatestworks.team.TeamStats\n\t2,  // 33: greatestworks.team.TeamMember.role:type_name -> greatestworks.team.MemberRole\n\t3,  // 34: greatestworks.team.TeamMember.status:type_name -> greatestworks.team.MemberStatus\n\t40, // 35: greatestworks.team.TeamMember.position:type_name -> greatestworks.common.Position\n\t4,  // 36: greatestworks.team.TeamInvitation.status:type_name -> greatestworks.team.InvitationStatus\n\t5,  // 37: greatestworks.team.TeamApplication.status:type_name -> greatestworks.team.ApplicationStatus\n\t37, // 38: greatestworks.team.TeamSettings.custom_settings:type_name -> greatestworks.team.TeamSettings.CustomSettingsEntry\n\t6,  // 39: greatestworks.team.TeamService.CreateTeam:input_type -> greatestworks.team.CreateTeamRequest\n\t8,  // 40: greatestworks.team.TeamService.JoinTeam:input_type -> greatestworks.team.JoinTeamRequest\n\t10, // 41: greatestworks.team.TeamService.LeaveTeam:input_type -> greatestworks.team.LeaveTeamRequest\n\t12, // 42: greatestworks.team.TeamService.InvitePlayer:input_type -> greatestworks.team.InvitePlayerRequest\n\t14, // 43: greatestworks.team.TeamService.KickPlayer:input_type -> greatestworks.team.KickPlayerRequest\n\t16, // 44: greatestworks.team.TeamService.TransferLeadership:input_type -> greatestworks.team.TransferLeadershipRequest\n\t18, // 45: greatestworks.team.TeamService.GetTeamInfo:input_type -> greatestworks.team.GetTeamInfoRequest\n\t20, // 46: greatestworks.team.TeamService.SearchTeams:input_type -> greatestworks.team.SearchTeamsRequest\n\t22, // 47: greatestworks.team.TeamService.UpdateTeamSettings:input_type -> greatestworks.team.UpdateTeamSettingsRequest\n\t24, // 48: greatestworks.team.TeamService.HandleInvitation:input_type -> greatestworks.team.HandleInvitationRequest\n\t26, // 49: greatestworks.team.TeamService.ApplyToJoin:input_type -> greatestworks.team.ApplyToJoinRequest\n\t28, // 50: greatestworks.team.TeamService.HandleApplication:input_type -> greatestworks.team.HandleApplicationRequest\n\t7,  // 51: greatestworks.team.TeamService.CreateTeam:output_type -> greatestworks.team.CreateTeamResponse\n\t9,  // 52: greatestworks.team.TeamService.JoinTeam:output_type -> greatestworks.team.JoinTeamResponse\n\t11, // 53: greatestworks.team.TeamService.LeaveTeam:output_type -> greatestworks.team.LeaveTeamResponse\n\t13, // 54: greatestworks.team.TeamService.InvitePlayer:output_type -> greatestworks.team.InvitePlayerResponse\n\t15, // 55: greatestworks.team.TeamService.KickPlayer:output_type -> greatestworks.team.KickPlayerResponse\n\t17, // 56: greatestworks.team.TeamService.TransferLeadership:output_type -> greatestworks.team.TransferLeadershipResponse\n\t19, // 57: greatestworks.team.TeamService.GetTeamInfo:output_type -> greatestworks.team.GetTeamInfoResponse\n\t21, // 58: greatestworks.team.TeamService.SearchTeams:output_type -> greatestworks.team.SearchTeamsResponse\n\t23, // 59: greatestworks.team.TeamService.UpdateTeamSettings:output_type -> greatestworks.team.UpdateTeamSettingsResponse\n\t25, // 60: greatestworks.team.TeamService.HandleInvitation:output_type -> greatestworks.team.HandleInvitationResponse\n\t27, // 61: greatestworks.team.TeamService.ApplyToJoin:output_type -> greatestworks.team.ApplyToJoinResponse\n\t29, // 62: greatestworks.team.TeamService.HandleApplication:output_type -> greatestworks.team.HandleApplicationResponse\n\t51, // [51:63] is the sub-list for method output_type\n\t39, // [39:51] is the sub-list for method input_type\n\t39, // [39:39] is the sub-list for extension type_name\n\t39, // [39:39] is the sub-list for extension extendee\n\t0,  // [0:39] is the sub-list for field type_name\n}\n\nfunc init() { file_proto_team_proto_init() }\nfunc file_proto_team_proto_init() {\n\tif File_proto_team_proto != nil {\n\t\treturn\n\t}\n\ttype x struct{}\n\tout := protoimpl.TypeBuilder{\n\t\tFile: protoimpl.DescBuilder{\n\t\t\tGoPackagePath: reflect.TypeOf(x{}).PkgPath(),\n\t\t\tRawDescriptor: unsafe.Slice(unsafe.StringData(file_proto_team_proto_rawDesc), len(file_proto_team_proto_rawDesc)),\n\t\t\tNumEnums:      6,\n\t\t\tNumMessages:   32,\n\t\t\tNumExtensions: 0,\n\t\t\tNumServices:   1,\n\t\t},\n\t\tGoTypes:           file_proto_team_proto_goTypes,\n\t\tDependencyIndexes: file_proto_team_proto_depIdxs,\n\t\tEnumInfos:         file_proto_team_proto_enumTypes,\n\t\tMessageInfos:      file_proto_team_proto_msgTypes,\n\t}.Build()\n\tFile_proto_team_proto = out.File\n\tfile_proto_team_proto_goTypes = nil\n\tfile_proto_team_proto_depIdxs = nil\n}\n"
  },
  {
    "path": "internal/readme.md",
    "content": "\n# Internal Module Documentation\n\n## 📋 模块说明\n\n### 🏗️ 模块架构设计\n\n每个模块遵循DDD（领域驱动设计）架构，包含以下核心组件：\n\n#### 📦 核心组件\n- **Model**: 对应的数据存储和领域模型\n- **System**: 该模块的管理系统，负责数据的CRUD操作\n- **Owner**: 定义从属模块需要实现的方法接口\n- **Handler**: 处理从属模块需要的业务逻辑\n- **Abstract**: 模块成员的抽象，接口定义\n\n### 🎯 领域驱动设计 (DDD)\n\n本项目采用完整的DDD架构模式，将业务逻辑分为以下层次：\n\n#### 🏛️ 领域层 (Domain Layer)\n```\ndomain/\n├── player/           # 玩家领域\n│   ├── beginner/     # 新手引导系统\n│   ├── hangup/       # 挂机系统\n│   ├── honor/        # 荣誉系统\n│   ├── player.go     # 玩家聚合根\n│   ├── service.go    # 领域服务\n│   └── repository.go # 仓储接口\n├── battle/           # 战斗领域\n├── social/           # 社交领域 (31个文件)\n├── building/         # 建筑领域\n├── pet/              # 宠物领域\n├── ranking/          # 排行榜领域\n├── minigame/         # 小游戏领域\n├── npc/              # NPC领域\n├── quest/            # 任务领域\n├── scene/            # 场景领域 (24个文件)\n├── skill/            # 技能领域\n├── inventory/        # 背包领域\n│   ├── dressup/      # 装扮系统\n│   └── synthesis/    # 合成系统\n└── events/           # 领域事件\n```\n\n#### 🏗️ 基础设施层 (Infrastructure Layer)\n```\ninfrastructure/\n├── persistence/      # 数据持久化 (10个文件)\n│   ├── base_repository.go    # 基础仓储\n│   ├── player_repository.go  # 玩家仓储\n│   ├── battle_repository.go  # 战斗仓储\n│   ├── hangup_repository.go  # 挂机仓储\n│   ├── weather_repository.go # 天气仓储\n│   ├── plant_repository.go   # 植物仓储\n│   └── npc_repository.go     # NPC仓储\n├── cache/            # 缓存服务\n├── messaging/        # 消息服务 (5个文件)\n│   ├── nats_publisher.go    # NATS发布者\n│   ├── nats_subscriber.go   # NATS订阅者\n│   ├── event_dispatcher.go  # 事件分发器\n│   └── worker_pool.go       # 工作池\n├── network/          # 网络服务\n├── config/           # 配置管理 (7个文件)\n├── logging/          # 日志服务\n├── auth/            # 认证服务\n├── container/       # 依赖注入容器\n└── monitoring/      # 监控服务\n```\n\n#### 🌐 接口层 (Interface Layer)\n```\ninterfaces/\n├── http/             # HTTP接口 (13个文件)\n│   ├── auth/         # 认证接口\n│   ├── gm/           # GM管理接口\n│   └── server.go     # HTTP服务器\n├── tcp/              # TCP接口 (14个文件)\n│   ├── handlers/     # TCP处理器\n│   ├── connection/   # 连接管理\n│   └── protocol/     # 协议定义\n└── rpc/              # RPC接口 (4个文件)\n```\n\n### 🔧 核心模块说明\n\n#### 📊 模块管理器\n- **module_manager.go**: 模块生命周期管理\n- **imodule.go**: 模块接口定义\n- **base_module.go**: 基础模块实现\n\n#### 🎮 游戏核心\n- **game/**: 游戏核心逻辑\n- **events/**: 事件系统\n- **errors/**: 错误处理\n\n#### 🌐 网络通信\n- **network/**: 网络协议处理\n- **proto/**: 协议定义\n\n#### 🗄️ 数据存储\n- **database/**: 数据库连接\n- **config/**: 配置管理\n- **auth/**: 认证系统\n\n### 🚀 开发指南\n\n#### 添加新领域模块\n1. 在 `domain/` 下创建新领域目录\n2. 定义领域实体、值对象和聚合根\n3. 实现领域服务和仓储接口\n4. 在 `infrastructure/` 下实现具体实现\n5. 在 `interfaces/` 下添加接口层\n\n#### 模块开发规范\n- 遵循DDD架构原则\n- 使用依赖注入容器\n- 实现统一的错误处理\n- 采用结构化日志\n- 编写完整的单元测试\n\n### 📈 性能优化\n\n#### 数据库优化\n- 使用连接池管理数据库连接\n- 实现读写分离策略\n- 合理使用缓存机制\n\n#### 网络优化\n- TCP连接复用\n- 消息批处理\n- 协议压缩\n\n#### 内存优化\n- 对象池复用\n- 合理的内存分配\n- 垃圾回收优化\n"
  },
  {
    "path": "k8s/local/auth-service.yaml",
    "content": "apiVersion: apps/v1\nkind: Deployment\nmetadata:\n  name: auth-service\n  namespace: gaming\n  labels:\n    app: auth-service\nspec:\n  replicas: 1\n  selector:\n    matchLabels:\n      app: auth-service\n  template:\n    metadata:\n      labels:\n        app: auth-service\n    spec:\n      containers:\n        - name: auth-service\n          image: greatestworks-auth:dev\n          imagePullPolicy: IfNotPresent\n          ports:\n            - containerPort: 8080\n          env:\n            - name: APP_ENV\n              value: development\n            - name: SERVER_HTTP_HOST\n              value: \"0.0.0.0\"\n            - name: SERVER_HTTP_PORT\n              value: \"8080\"\n            - name: MONGODB_URI\n              value: \"mongodb://admin:admin123@mongodb:27017/admin\"\n            - name: MONGODB_DATABASE\n              value: \"auth_service\"\n            - name: REDIS_ADDR\n              value: \"redis:6379\"\n            - name: REDIS_PASSWORD\n              value: \"redis123\"\n            - name: JWT_SECRET\n              value: \"dev-secret-change-me\"\n          resources:\n            requests:\n              cpu: \"100m\"\n              memory: \"128Mi\"\n            limits:\n              cpu: \"500m\"\n              memory: \"512Mi\"\n          livenessProbe:\n            httpGet:\n              path: /health\n              port: 8080\n            initialDelaySeconds: 10\n            periodSeconds: 10\n          readinessProbe:\n            httpGet:\n              path: /health\n              port: 8080\n            initialDelaySeconds: 5\n            periodSeconds: 5\n---\napiVersion: v1\nkind: Service\nmetadata:\n  name: auth-service\n  namespace: gaming\n  labels:\n    app: auth-service\nspec:\n  type: NodePort\n  selector:\n    app: auth-service\n  ports:\n    - name: http\n      port: 8080\n      targetPort: 8080\n      nodePort: 30080\n"
  },
  {
    "path": "k8s/local/configmap-gateway.yaml",
    "content": "apiVersion: v1\nkind: ConfigMap\nmetadata:\n  name: gateway-config\n  namespace: gaming\ndata:\n  gateway-service.yaml: |\n    app:\n      name: \"GreatestWorks Gateway\"\n      version: \"1.0.0\"\n      environment: \"development\"\n      debug: false\n\n    service:\n      name: \"gateway-service\"\n      version: \"1.0.0\"\n      environment: \"development\"\n      node_id: \"gateway-node-1\"\n\n    server:\n      tcp:\n        host: \"0.0.0.0\"\n        port: 9090\n        max_connections: 10000\n        read_timeout: \"30s\"\n        write_timeout: \"30s\"\n        buffer_size: 4096\n        compression_enabled: false\n        encryption_enabled: false\n        heartbeat_enabled: true\n        heartbeat_interval: \"30s\"\n        heartbeat_timeout: \"10s\"\n        heartbeat_max_missed: 3\n        keep_alive: true\n        keep_alive_interval: \"30s\"\n        no_delay: true\n\n    database:\n      redis:\n        addr: \"redis:6379\"\n        password: \"redis123\"\n        db: 1\n        pool_size: 100\n        min_idle_conns: 10\n        max_retries: 3\n        dial_timeout: \"5s\"\n        read_timeout: \"3s\"\n        write_timeout: \"3s\"\n        pool_timeout: \"4s\"\n        idle_timeout: \"5m\"\n\n    gateway:\n      game_services:\n        discovery:\n          type: \"static\"\n          static:\n            endpoints:\n              - \"game-service:8081\"\n        rpc:\n          protocol: \"grpc\"\n          timeout: \"30s\"\n          retry_attempts: 3\n          retry_delay: \"1s\"\n          circuit_breaker:\n            enabled: true\n            failure_threshold: 5\n            timeout: \"30s\"\n            max_requests: 100\n        load_balancer:\n          strategy: \"round_robin\"\n          health_check:\n            enabled: true\n            interval: \"10s\"\n            timeout: \"5s\"\n            path: \"/health\"\n      auth_service:\n        base_url: \"http://auth-service:8080\"\n        timeout: \"10s\"\n        retry_attempts: 3\n        retry_delay: \"1s\"\n        circuit_breaker:\n          enabled: true\n          failure_threshold: 5\n          timeout: \"30s\"\n          max_requests: 100\n      connection:\n        max_connections: 10000\n        connection_timeout: \"30s\"\n        idle_timeout: \"5m\"\n        cleanup_interval: \"1m\"\n        session:\n          timeout: \"24h\"\n          cleanup_interval: \"1h\"\n          store_type: \"redis\"\n        message_queue:\n          enabled: true\n          provider: \"redis\"\n          topics:\n            player_events: \"gateway.player.events\"\n            game_events: \"gateway.game.events\"\n            system_events: \"gateway.system.events\"\n      protocol:\n        client:\n          type: \"tcp\"\n          codec: \"binary\"\n          compression: false\n          encryption: false\n        game:\n          type: \"grpc\"\n          codec: \"protobuf\"\n          compression: true\n          encryption: true\n      routing:\n        rules:\n          - pattern: \"player.*\"\n            target: \"game-service\"\n            method: \"rpc\"\n          - pattern: \"battle.*\"\n            target: \"game-service\"\n            method: \"rpc\"\n          - pattern: \"auth.*\"\n            target: \"auth-service\"\n            method: \"http\"\n        load_balancer:\n          strategy: \"round_robin\"\n          health_check: true\n          failover: true\n\n    logging:\n      level: \"info\"\n      format: \"json\"\n      output: \"stdout\"\n      fields:\n        service: \"gateway-service\"\n        version: \"1.0.0\"\n\n    monitoring:\n      health:\n        enabled: true\n        path: \"/health\"\n      metrics:\n        enabled: false\n        namespace: \"gateway_service\"\n      profiling:\n        enabled: true\n        host: \"0.0.0.0\"\n        port: 6062\n\n    performance:\n      worker_pool:\n        size: 100\n        queue_size: 1000\n      cache:\n        default_ttl: \"1h\"\n        max_entries: 10000\n        cleanup_interval: \"10m\"\n        eviction_policy: \"lfu\"\n      connection_pool:\n        max_idle: 100\n        max_open: 200\n        max_lifetime: \"1h\"\n\n    environment:\n      hot_reload: false\n      mock_data: false\n      test_mode: false\n"
  },
  {
    "path": "k8s/local/game-service.yaml",
    "content": "apiVersion: apps/v1\nkind: Deployment\nmetadata:\n  name: game-service\n  namespace: gaming\n  labels:\n    app: game-service\nspec:\n  replicas: 1\n  selector:\n    matchLabels:\n      app: game-service\n  template:\n    metadata:\n      labels:\n        app: game-service\n    spec:\n      containers:\n        - name: game-service\n          image: greatestworks-game:dev\n          imagePullPolicy: IfNotPresent\n          ports:\n            - containerPort: 8081\n          env:\n            - name: APP_ENV\n              value: development\n            - name: MONGODB_URI\n              value: \"mongodb://admin:admin123@mongodb:27017/admin\"\n            - name: MONGODB_DATABASE\n              value: \"mmo_game\"\n            - name: REDIS_ADDR\n              value: \"redis:6379\"\n            - name: REDIS_PASSWORD\n              value: \"redis123\"\n          resources:\n            requests:\n              cpu: \"200m\"\n              memory: \"256Mi\"\n            limits:\n              cpu: \"1\"\n              memory: \"1Gi\"\n          livenessProbe:\n            tcpSocket:\n              port: 8081\n            initialDelaySeconds: 10\n            periodSeconds: 10\n          readinessProbe:\n            tcpSocket:\n              port: 8081\n            initialDelaySeconds: 5\n            periodSeconds: 5\n---\napiVersion: v1\nkind: Service\nmetadata:\n  name: game-service\n  namespace: gaming\n  labels:\n    app: game-service\nspec:\n  type: ClusterIP\n  selector:\n    app: game-service\n  ports:\n    - name: rpc\n      port: 8081\n      targetPort: 8081\n"
  },
  {
    "path": "k8s/local/gateway-service.yaml",
    "content": "apiVersion: apps/v1\nkind: Deployment\nmetadata:\n  name: gateway-service\n  namespace: gaming\n  labels:\n    app: gateway-service\nspec:\n  replicas: 1\n  selector:\n    matchLabels:\n      app: gateway-service\n  template:\n    metadata:\n      labels:\n        app: gateway-service\n    spec:\n      containers:\n        - name: gateway-service\n          image: greatestworks-gateway:dev\n          imagePullPolicy: IfNotPresent\n          ports:\n            - containerPort: 9090\n          env:\n            - name: APP_ENV\n              value: development\n            - name: MONGODB_URI\n              value: \"mongodb://admin:admin123@mongodb:27017/admin\"\n            - name: MONGODB_DATABASE\n              value: \"gateway_service\"\n            - name: REDIS_ADDR\n              value: \"redis:6379\"\n            - name: REDIS_PASSWORD\n              value: \"redis123\"\n          resources:\n            requests:\n              cpu: \"200m\"\n              memory: \"256Mi\"\n            limits:\n              cpu: \"1\"\n              memory: \"1Gi\"\n          volumeMounts:\n            - name: gateway-config\n              mountPath: /configs/gateway-service.yaml\n              subPath: gateway-service.yaml\n          livenessProbe:\n            tcpSocket:\n              port: 9090\n            initialDelaySeconds: 10\n            periodSeconds: 10\n          readinessProbe:\n            tcpSocket:\n              port: 9090\n            initialDelaySeconds: 5\n            periodSeconds: 5\n      volumes:\n        - name: gateway-config\n          configMap:\n            name: gateway-config\n            items:\n              - key: gateway-service.yaml\n                path: gateway-service.yaml\n---\napiVersion: v1\nkind: Service\nmetadata:\n  name: gateway-service\n  namespace: gaming\n  labels:\n    app: gateway-service\nspec:\n  type: NodePort\n  selector:\n    app: gateway-service\n  ports:\n    - name: tcp\n      port: 9090\n      targetPort: 9090\n      nodePort: 30909\n"
  },
  {
    "path": "k8s/local/mongodb.yaml",
    "content": "apiVersion: apps/v1\nkind: Deployment\nmetadata:\n  name: mongodb\n  namespace: gaming\n  labels:\n    app: mongodb\nspec:\n  replicas: 1\n  selector:\n    matchLabels:\n      app: mongodb\n  template:\n    metadata:\n      labels:\n        app: mongodb\n    spec:\n      containers:\n        - name: mongodb\n          image: mongo:7\n          imagePullPolicy: IfNotPresent\n          ports:\n            - containerPort: 27017\n          env:\n            - name: MONGO_INITDB_ROOT_USERNAME\n              value: admin\n            - name: MONGO_INITDB_ROOT_PASSWORD\n              value: admin123\n          resources:\n            requests:\n              cpu: \"200m\"\n              memory: \"256Mi\"\n            limits:\n              cpu: \"1\"\n              memory: \"1Gi\"\n          livenessProbe:\n            tcpSocket:\n              port: 27017\n            initialDelaySeconds: 10\n            periodSeconds: 10\n          readinessProbe:\n            tcpSocket:\n              port: 27017\n            initialDelaySeconds: 5\n            periodSeconds: 5\n          volumeMounts:\n            - name: mongo-data\n              mountPath: /data/db\n      volumes:\n        - name: mongo-data\n          emptyDir: {}\n---\napiVersion: v1\nkind: Service\nmetadata:\n  name: mongodb\n  namespace: gaming\n  labels:\n    app: mongodb\nspec:\n  type: ClusterIP\n  selector:\n    app: mongodb\n  ports:\n    - name: mongo\n      port: 27017\n      targetPort: 27017\n"
  },
  {
    "path": "k8s/local/namespace.yaml",
    "content": "apiVersion: v1\nkind: Namespace\nmetadata:\n  name: gaming\n  labels:\n    app.kubernetes.io/name: greatestworks\n    app.kubernetes.io/part-of: greatestworks\n"
  },
  {
    "path": "k8s/local/overlays/registry/kustomization.yaml",
    "content": "apiVersion: kustomize.config.k8s.io/v1beta1\nkind: Kustomization\n\n# Use this overlay to replace local image names with registry-qualified ones\n# After publishing with scripts/publish-images.ps1, edit REPLACE_ME below or generate a copy per your registry\nresources:\n  - ../../namespace.yaml\n  - ../../mongodb.yaml\n  - ../../redis.yaml\n  - ../../auth-service.yaml\n  - ../../game-service.yaml\n  - ../../gateway-service.yaml\n  - ../../configmap-gateway.yaml\n\nimages:\n  - name: greatestworks-auth\n    newName: REPLACE_ME/greatestworks-auth\n    newTag: dev\n  - name: greatestworks-game\n    newName: REPLACE_ME/greatestworks-game\n    newTag: dev\n  - name: greatestworks-gateway\n    newName: REPLACE_ME/greatestworks-gateway\n    newTag: dev\n\n# Optional: if you also re-tag/push infra images (mongo/redis) with -IncludeInfra in publish script\n# uncomment and adjust below to your registry path. This can bypass a broken docker.io mirror in your cluster\n#  - name: mongo\n#    newName: REPLACE_ME/mongo\n#    newTag: \"7\"\n#  - name: redis\n#    newName: REPLACE_ME/redis\n#    newTag: \"7\"\n"
  },
  {
    "path": "k8s/local/redis.yaml",
    "content": "apiVersion: apps/v1\nkind: Deployment\nmetadata:\n  name: redis\n  namespace: gaming\n  labels:\n    app: redis\nspec:\n  replicas: 1\n  selector:\n    matchLabels:\n      app: redis\n  template:\n    metadata:\n      labels:\n        app: redis\n    spec:\n      containers:\n        - name: redis\n          image: redis:7\n          imagePullPolicy: IfNotPresent\n          args: [\"redis-server\", \"--appendonly\", \"yes\", \"--requirepass\", \"redis123\"]\n          ports:\n            - containerPort: 6379\n          resources:\n            requests:\n              cpu: \"100m\"\n              memory: \"128Mi\"\n            limits:\n              cpu: \"500m\"\n              memory: \"512Mi\"\n          livenessProbe:\n            tcpSocket:\n              port: 6379\n            initialDelaySeconds: 10\n            periodSeconds: 10\n          readinessProbe:\n            tcpSocket:\n              port: 6379\n            initialDelaySeconds: 5\n            periodSeconds: 5\n          volumeMounts:\n            - name: redis-data\n              mountPath: /data\n      volumes:\n        - name: redis-data\n          emptyDir: {}\n---\napiVersion: v1\nkind: Service\nmetadata:\n  name: redis\n  namespace: gaming\n  labels:\n    app: redis\nspec:\n  type: ClusterIP\n  selector:\n    app: redis\n  ports:\n    - name: redis\n      port: 6379\n      targetPort: 6379\n"
  },
  {
    "path": "license",
    "content": "MIT License\n\nCopyright (c) 2022 phuhao\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n"
  },
  {
    "path": "proto/auth.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.auth;\n\nimport \"proto/common.proto\";\n\noption go_package = \"greatestworks/internal/proto/auth\";\noption csharp_namespace = \"GreatestWorks.Auth\";\n\n// 认证服务 - 用户登录注册\nservice AuthService {\n  // 用户注册\n  rpc Register(RegisterRequest) returns (RegisterResponse);\n  \n  // 用户登录\n  rpc Login(LoginRequest) returns (LoginResponse);\n  \n  // 用户登出\n  rpc Logout(LogoutRequest) returns (LogoutResponse);\n  \n  // 心跳检测\n  rpc HeartBeat(HeartBeatRequest) returns (HeartBeatResponse);\n  \n  // Token 验证\n  rpc VerifyToken(VerifyTokenRequest) returns (VerifyTokenResponse);\n  \n  // 刷新Token\n  rpc RefreshToken(RefreshTokenRequest) returns (RefreshTokenResponse);\n}\n\n// ========== 注册相关 ==========\n\n// 注册请求\nmessage RegisterRequest {\n  string username = 1;      // 用户名\n  string password = 2;      // 密码（客户端加密后）\n  string email = 3;         // 邮箱（可选）\n  string device_id = 4;     // 设备ID\n  string client_version = 5; // 客户端版本\n}\n\n// 注册响应\nmessage RegisterResponse {\n  ErrorCode error = 1;      // 错误码\n  string message = 2;       // 错误消息\n  int64 user_id = 3;        // 用户ID\n  int64 timestamp = 4;      // 时间戳\n}\n\n// ========== 登录相关 ==========\n\n// 登录请求\nmessage LoginRequest {\n  string username = 1;      // 用户名\n  string password = 2;      // 密码（客户端加密后）\n  string device_id = 3;     // 设备ID\n  string client_version = 4; // 客户端版本\n}\n\n// 登录响应\nmessage LoginResponse {\n  ErrorCode error = 1;      // 错误码\n  string message = 2;       // 错误消息\n  int64 user_id = 3;        // 用户ID\n  string session_token = 4; // 会话Token\n  int64 expire_time = 5;    // Token过期时间\n  UserInfo user_info = 6;   // 用户信息\n  int64 timestamp = 7;      // 时间戳\n}\n\n// ========== 登出相关 ==========\n\n// 登出请求\nmessage LogoutRequest {\n  int64 user_id = 1;        // 用户ID\n  string session_token = 2; // 会话Token\n}\n\n// 登出响应\nmessage LogoutResponse {\n  ErrorCode error = 1;      // 错误码\n  string message = 2;       // 错误消息\n  int64 timestamp = 3;      // 时间戳\n}\n\n// ========== 心跳检测 ==========\n\n// 心跳请求\nmessage HeartBeatRequest {\n  int64 user_id = 1;        // 用户ID\n  string session_token = 2; // 会话Token\n  int64 client_time = 3;    // 客户端时间戳\n}\n\n// 心跳响应\nmessage HeartBeatResponse {\n  ErrorCode error = 1;      // 错误码\n  int64 server_time = 2;    // 服务器时间戳\n}\n\n// ========== Token验证 ==========\n\n// Token验证请求\nmessage VerifyTokenRequest {\n  int64 user_id = 1;        // 用户ID\n  string session_token = 2; // 会话Token\n}\n\n// Token验证响应\nmessage VerifyTokenResponse {\n  bool valid = 1;           // Token是否有效\n  ErrorCode error = 2;      // 错误码\n  int64 expire_time = 3;    // Token过期时间\n}\n\n// ========== Token刷新 ==========\n\n// Token刷新请求\nmessage RefreshTokenRequest {\n  int64 user_id = 1;        // 用户ID\n  string session_token = 2; // 当前会话Token\n}\n\n// Token刷新响应\nmessage RefreshTokenResponse {\n  ErrorCode error = 1;      // 错误码\n  string new_token = 2;     // 新Token\n  int64 expire_time = 3;    // Token过期时间\n}\n\n// ========== 通用数据结构 ==========\n\n// 用户信息\nmessage UserInfo {\n  int64 user_id = 1;        // 用户ID\n  string username = 2;      // 用户名\n  string email = 3;         // 邮箱\n  Authority authority = 4;  // 权限等级\n  int64 created_at = 5;     // 创建时间\n  int64 last_login = 6;     // 最后登录时间\n}\n\n// ========== 枚举定义 ==========\n\n// 错误码\nenum ErrorCode {\n  SUCCESS = 0;                          // 成功\n  UNKNOWN_ERROR = 1;                    // 未知错误\n  \n  // 用户相关错误 (100-199)\n  INCORRECT_USERNAME_OR_PASSWORD = 100; // 用户名或密码错误\n  ILLEGAL_USERNAME = 101;               // 非法用户名\n  REPEAT_USERNAME = 102;                // 用户名重复\n  LOGIN_CONFLICT = 103;                 // 账号已在别处登录\n  USER_NOT_FOUND = 104;                 // 用户不存在\n  USER_BANNED = 105;                    // 用户被封禁\n  \n  // Token相关错误 (200-299)\n  INVALID_TOKEN = 200;                  // 无效Token\n  TOKEN_EXPIRED = 201;                  // Token已过期\n  TOKEN_NOT_FOUND = 202;                // Token不存在\n  \n  // 参数相关错误 (300-399)\n  INVALID_PARAMETER = 300;              // 无效参数\n  MISSING_PARAMETER = 301;              // 缺少参数\n  \n  // 服务器相关错误 (900-999)\n  SERVER_MAINTENANCE = 900;             // 服务器维护中\n  SERVER_OVERLOAD = 901;                // 服务器过载\n  DATABASE_ERROR = 902;                 // 数据库错误\n}\n\n// 权限等级\nenum Authority {\n  PLAYER = 0;           // 普通玩家\n  VIP = 1;              // VIP玩家\n  GM = 2;               // GM（游戏管理员）\n  ADMINISTRATOR = 3;    // 管理员\n  SUPER_ADMIN = 4;      // 超级管理员\n}\n"
  },
  {
    "path": "proto/battle.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.battle;\n\nimport \"proto/common.proto\";\n\noption go_package = \"greatestworks/internal/proto/battle\";\noption csharp_namespace = \"GreatestWorks.Battle\";\n\n// 战斗服务定义\nservice BattleService {\n  // 创建战斗\n  rpc CreateBattle(CreateBattleRequest) returns (CreateBattleResponse);\n  \n  // 加入战斗\n  rpc JoinBattle(JoinBattleRequest) returns (JoinBattleResponse);\n  \n  // 离开战斗\n  rpc LeaveBattle(LeaveBattleRequest) returns (LeaveBattleResponse);\n  \n  // 执行战斗动作\n  rpc ExecuteAction(ExecuteActionRequest) returns (ExecuteActionResponse);\n  \n  // 获取战斗信息\n  rpc GetBattleInfo(GetBattleInfoRequest) returns (GetBattleInfoResponse);\n  \n  // 获取战斗列表\n  rpc GetBattleList(GetBattleListRequest) returns (GetBattleListResponse);\n}\n\n// 创建战斗请求\nmessage CreateBattleRequest {\n  string creator_id = 1;\n  string battle_type = 2;\n  int32 max_players = 3;\n  string map_id = 4;\n  map<string, string> settings = 5;\n}\n\n// 创建战斗响应\nmessage CreateBattleResponse {\n  greatestworks.common.CommonResponse common = 1;\n  string battle_id = 2;\n  BattleInfo battle = 3;\n}\n\n// 加入战斗请求\nmessage JoinBattleRequest {\n  string battle_id = 1;\n  string player_id = 2;\n  string team_id = 3;\n}\n\n// 加入战斗响应\nmessage JoinBattleResponse {\n  greatestworks.common.CommonResponse common = 1;\n  string battle_id = 2;\n  string team_id = 3;\n  int32 position = 4;\n}\n\n// 离开战斗请求\nmessage LeaveBattleRequest {\n  string battle_id = 1;\n  string player_id = 2;\n}\n\n// 离开战斗响应\nmessage LeaveBattleResponse {\n  greatestworks.common.CommonResponse common = 1;\n  string battle_id = 2;\n}\n\n// 执行战斗动作请求\nmessage ExecuteActionRequest {\n  string battle_id = 1;\n  string player_id = 2;\n  string action_type = 3;\n  map<string, string> parameters = 4;\n  greatestworks.common.Position target_position = 5;\n}\n\n// 执行战斗动作响应\nmessage ExecuteActionResponse {\n  greatestworks.common.CommonResponse common = 1;\n  string action_id = 2;\n  BattleResult result = 3;\n}\n\n// 获取战斗信息请求\nmessage GetBattleInfoRequest {\n  string battle_id = 1;\n}\n\n// 获取战斗信息响应\nmessage GetBattleInfoResponse {\n  greatestworks.common.CommonResponse common = 1;\n  BattleInfo battle = 2;\n}\n\n// 获取战斗列表请求\nmessage GetBattleListRequest {\n  string battle_type = 1;\n  int32 limit = 2;\n  int32 offset = 3;\n}\n\n// 获取战斗列表响应\nmessage GetBattleListResponse {\n  greatestworks.common.CommonResponse common = 1;\n  repeated BattleInfo battles = 2;\n  greatestworks.common.PaginationInfo pagination = 3;\n}\n\n// 战斗信息\nmessage BattleInfo {\n  string battle_id = 1;\n  string battle_type = 2;\n  string map_id = 3;\n  BattleStatus status = 4;\n  int32 max_players = 5;\n  int32 current_players = 6;\n  repeated BattlePlayer players = 7;\n  int64 created_at = 8;\n  int64 started_at = 9;\n  int64 ended_at = 10;\n}\n\n// 战斗状态\nenum BattleStatus {\n  BATTLE_STATUS_UNSPECIFIED = 0;\n  BATTLE_STATUS_WAITING = 1;\n  BATTLE_STATUS_STARTING = 2;\n  BATTLE_STATUS_ACTIVE = 3;\n  BATTLE_STATUS_ENDING = 4;\n  BATTLE_STATUS_FINISHED = 5;\n  BATTLE_STATUS_CANCELLED = 6;\n}\n\n// 战斗类型枚举\nenum BattleType {\n  BATTLE_TYPE_UNSPECIFIED = 0;\n  BATTLE_TYPE_PVP = 1;           // 玩家对战\n  BATTLE_TYPE_PVE = 2;           // 玩家对环境\n  BATTLE_TYPE_ARENA = 3;         // 竞技场\n  BATTLE_TYPE_RAID = 4;          // 团队副本\n  BATTLE_TYPE_DUNGEON = 5;       // 地下城\n  BATTLE_TYPE_BOSS = 6;          // BOSS战\n  BATTLE_TYPE_TOURNAMENT = 7;    // 锦标赛\n}\n\n// 战斗行动类型枚举\nenum BattleActionType {\n  BATTLE_ACTION_TYPE_UNSPECIFIED = 0;\n  BATTLE_ACTION_TYPE_ATTACK = 1;     // 攻击\n  BATTLE_ACTION_TYPE_SKILL = 2;      // 技能\n  BATTLE_ACTION_TYPE_ITEM = 3;       // 使用物品\n  BATTLE_ACTION_TYPE_DEFEND = 4;     // 防御\n  BATTLE_ACTION_TYPE_ESCAPE = 5;     // 逃跑\n  BATTLE_ACTION_TYPE_WAIT = 6;       // 等待\n}\n\n// 战斗结果类型枚举\nenum BattleResultType {\n  BATTLE_RESULT_TYPE_UNSPECIFIED = 0;\n  BATTLE_RESULT_TYPE_VICTORY = 1;    // 胜利\n  BATTLE_RESULT_TYPE_DEFEAT = 2;     // 失败\n  BATTLE_RESULT_TYPE_DRAW = 3;       // 平局\n  BATTLE_RESULT_TYPE_ESCAPE = 4;     // 逃跑\n  BATTLE_RESULT_TYPE_TIMEOUT = 5;    // 超时\n  BATTLE_RESULT_TYPE_DISCONNECT = 6; // 断线\n}\n\n// 战斗事件类型枚举\nenum BattleEventType {\n  BATTLE_EVENT_TYPE_UNSPECIFIED = 0;\n  BATTLE_EVENT_TYPE_DAMAGE = 1;      // 伤害\n  BATTLE_EVENT_TYPE_HEAL = 2;        // 治疗\n  BATTLE_EVENT_TYPE_BUFF = 3;        // 增益\n  BATTLE_EVENT_TYPE_DEBUFF = 4;     // 减益\n  BATTLE_EVENT_TYPE_CRITICAL = 5;    // 暴击\n  BATTLE_EVENT_TYPE_MISS = 6;        // 未命中\n  BATTLE_EVENT_TYPE_DODGE = 7;       // 闪避\n  BATTLE_EVENT_TYPE_BLOCK = 8;       // 格挡\n  BATTLE_EVENT_TYPE_DEATH = 9;       // 死亡\n  BATTLE_EVENT_TYPE_REVIVE = 10;    // 复活\n}\n\n// 战斗玩家\nmessage BattlePlayer {\n  string player_id = 1;\n  string name = 2;\n  string team_id = 3;\n  int32 position = 4;\n  PlayerBattleStats stats = 5;\n  bool is_ready = 6;\n}\n\n// 玩家战斗属性\nmessage PlayerBattleStats {\n  int32 health = 1;\n  int32 max_health = 2;\n  int32 mana = 3;\n  int32 max_mana = 4;\n  int32 attack = 5;\n  int32 defense = 6;\n  int32 speed = 7;\n  int32 level = 8;\n}\n\n// 战斗结果\nmessage BattleResult {\n  string action_id = 1;\n  string result_type = 2;\n  map<string, string> effects = 3;\n  repeated BattleEvent events = 4;\n  int64 timestamp = 5;\n}\n\n// 战斗事件\nmessage BattleEvent {\n  string event_type = 1;\n  string source_id = 2;\n  string target_id = 3;\n  map<string, string> data = 4;\n  int64 timestamp = 5;\n}\n"
  },
  {
    "path": "proto/character.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.character;\n\nimport \"proto/common.proto\";\nimport \"proto/auth.proto\";\n\noption go_package = \"greatestworks/internal/proto/character\";\noption csharp_namespace = \"GreatestWorks.Character\";\n\n// 角色服务\nservice CharacterService {\n  // 创建角色\n  rpc CreateCharacter(CharacterCreateRequest) returns (CharacterCreateResponse);\n  \n  // 删除角色\n  rpc DeleteCharacter(CharacterDeleteRequest) returns (CharacterDeleteResponse);\n  \n  // 获取角色列表\n  rpc GetCharacterList(CharacterListRequest) returns (CharacterListResponse);\n  \n  // 选择角色（进入游戏）\n  rpc SelectCharacter(CharacterSelectRequest) returns (CharacterSelectResponse);\n  \n  // 获取角色详情\n  rpc GetCharacterInfo(CharacterInfoRequest) returns (CharacterInfoResponse);\n}\n\n// ========== 创建角色 ==========\n\n// 创建角色请求\nmessage CharacterCreateRequest {\n  int64 user_id = 1;        // 用户ID\n  string name = 2;          // 角色名称\n  int32 unit_id = 3;        // 单位定义ID（决定外观、职业等）\n  int32 gender = 4;         // 性别 (0:男, 1:女)\n  string session_token = 5; // 会话Token\n}\n\n// 创建角色响应\nmessage CharacterCreateResponse {\n  auth.ErrorCode error = 1; // 错误码\n  string message = 2;       // 错误消息\n  NetCharacter character = 3; // 创建的角色信息\n  int64 timestamp = 4;      // 时间戳\n}\n\n// ========== 删除角色 ==========\n\n// 删除角色请求\nmessage CharacterDeleteRequest {\n  int64 user_id = 1;        // 用户ID\n  int64 character_id = 2;   // 角色ID\n  string session_token = 3; // 会话Token\n  string confirm_name = 4;  // 确认角色名称（防止误删）\n}\n\n// 删除角色响应\nmessage CharacterDeleteResponse {\n  auth.ErrorCode error = 1; // 错误码\n  string message = 2;       // 错误消息\n  int64 timestamp = 3;      // 时间戳\n}\n\n// ========== 获取角色列表 ==========\n\n// 角色列表请求\nmessage CharacterListRequest {\n  int64 user_id = 1;        // 用户ID\n  string session_token = 2; // 会话Token\n}\n\n// 角色列表响应\nmessage CharacterListResponse {\n  auth.ErrorCode error = 1;           // 错误码\n  string message = 2;                 // 错误消息\n  repeated NetCharacter characters = 3; // 角色列表\n  int32 max_characters = 4;           // 最大角色数量\n  int64 timestamp = 5;                // 时间戳\n}\n\n// ========== 选择角色 ==========\n\n// 选择角色请求\nmessage CharacterSelectRequest {\n  int64 user_id = 1;        // 用户ID\n  int64 character_id = 2;   // 角色ID\n  string session_token = 3; // 会话Token\n}\n\n// 选择角色响应\nmessage CharacterSelectResponse {\n  auth.ErrorCode error = 1;     // 错误码\n  string message = 2;           // 错误消息\n  NetCharacter character = 3;   // 角色信息\n  int32 map_id = 4;             // 当前地图ID\n  common.Position position = 5; // 当前位置\n  int64 timestamp = 6;          // 时间戳\n}\n\n// ========== 获取角色详情 ==========\n\n// 角色详情请求\nmessage CharacterInfoRequest {\n  int64 user_id = 1;        // 用户ID\n  int64 character_id = 2;   // 角色ID\n  string session_token = 3; // 会话Token\n}\n\n// 角色详情响应\nmessage CharacterInfoResponse {\n  auth.ErrorCode error = 1;        // 错误码\n  string message = 2;              // 错误消息\n  NetCharacter character = 3;      // 角色信息\n  CharacterAttributes attributes = 4; // 角色属性\n  int64 timestamp = 5;             // 时间戳\n}\n\n// ========== 数据结构 ==========\n\n// 网络角色信息（序列化传输用）\nmessage NetCharacter {\n  int64 character_id = 1;   // 角色ID\n  int64 user_id = 2;        // 所属用户ID\n  string name = 3;          // 角色名称\n  int32 unit_id = 4;        // 单位定义ID\n  int32 level = 5;          // 等级\n  int32 exp = 6;            // 经验值\n  int64 gold = 7;           // 金币\n  \n  // 位置信息\n  int32 map_id = 8;         // 当前地图ID\n  float position_x = 9;     // X坐标\n  float position_y = 10;    // Y坐标\n  float position_z = 11;    // Z坐标\n  \n  // 基础属性\n  int32 hp = 12;            // 当前生命值\n  int32 mp = 13;            // 当前魔法值\n  int32 max_hp = 14;        // 最大生命值\n  int32 max_mp = 15;        // 最大魔法值\n  \n  // 其他信息\n  int32 gender = 16;        // 性别\n  int64 created_at = 17;    // 创建时间\n  int64 last_login = 18;    // 最后登录时间\n  int32 total_play_time = 19; // 总游戏时长（秒）\n}\n\n// 角色属性\nmessage CharacterAttributes {\n  // 基础属性\n  BaseAttributes base = 1;\n  \n  // 最终属性（经过装备、Buff等加成后）\n  FinalAttributes final = 2;\n}\n\n// 基础属性\nmessage BaseAttributes {\n  float max_hp = 1;         // 最大生命值\n  float max_mp = 2;         // 最大魔法值\n  float hp_regen = 3;       // 生命回复\n  float mp_regen = 4;       // 魔法回复\n  \n  float ad = 5;             // 物理攻击力\n  float ap = 6;             // 法术攻击力\n  float def = 7;            // 物理防御\n  float mdef = 8;           // 法术防御\n  \n  float cri = 9;            // 暴击率\n  float crd = 10;           // 暴击伤害\n  float hit_rate = 11;      // 命中率\n  float dodge_rate = 12;    // 闪避率\n  \n  float speed = 13;         // 移动速度\n  float attack_speed = 14;  // 攻击速度\n}\n\n// 最终属性\nmessage FinalAttributes {\n  float max_hp = 1;\n  float max_mp = 2;\n  float hp_regen = 3;\n  float mp_regen = 4;\n  \n  float ad = 5;\n  float ap = 6;\n  float def = 7;\n  float mdef = 8;\n  \n  float cri = 9;\n  float crd = 10;\n  float hit_rate = 11;\n  float dodge_rate = 12;\n  \n  float speed = 13;\n  float attack_speed = 14;\n}\n\n// ========== 枚举定义 ==========\n\n// 角色性别\nenum CharacterGender {\n  MALE = 0;     // 男性\n  FEMALE = 1;   // 女性\n}\n\n// 角色状态\nenum CharacterState {\n  IDLE = 0;       // 空闲\n  MOVING = 1;     // 移动中\n  ATTACKING = 2;  // 攻击中\n  CASTING = 3;    // 施法中\n  DEAD = 4;       // 死亡\n}\n"
  },
  {
    "path": "proto/chat.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.chat;\n\nimport \"proto/common.proto\";\n\noption go_package = \"greatestworks/internal/proto/chat\";\noption csharp_namespace = \"GreatestWorks.Chat\";\n\n// 聊天服务定义\nservice ChatService {\n  // 发送消息\n  rpc SendMessage(SendMessageRequest) returns (SendMessageResponse);\n  \n  // 获取消息历史\n  rpc GetMessages(GetMessagesRequest) returns (GetMessagesResponse);\n  \n  // 加入聊天频道\n  rpc JoinChannel(JoinChannelRequest) returns (JoinChannelResponse);\n  \n  // 离开聊天频道\n  rpc LeaveChannel(LeaveChannelRequest) returns (LeaveChannelResponse);\n  \n  // 创建私聊\n  rpc CreatePrivateChat(CreatePrivateChatRequest) returns (CreatePrivateChatResponse);\n  \n  // 获取在线用户列表\n  rpc GetOnlineUsers(GetOnlineUsersRequest) returns (GetOnlineUsersResponse);\n  \n  // 设置用户状态\n  rpc SetUserStatus(SetUserStatusRequest) returns (SetUserStatusResponse);\n  \n  // 屏蔽用户\n  rpc BlockUser(BlockUserRequest) returns (BlockUserResponse);\n  \n  // 举报消息\n  rpc ReportMessage(ReportMessageRequest) returns (ReportMessageResponse);\n}\n\n// 发送消息请求\nmessage SendMessageRequest {\n  string sender_id = 1;\n  string content = 2;\n  greatestworks.common.ChatChannel channel = 3;\n  string target_id = 4; // 私聊目标用户ID或频道ID\n  MessageType message_type = 5;\n  map<string, string> metadata = 6;\n}\n\n// 发送消息响应\nmessage SendMessageResponse {\n  greatestworks.common.CommonResponse common = 1;\n  string message_id = 2;\n  int64 timestamp = 3;\n}\n\n// 获取消息历史请求\nmessage GetMessagesRequest {\n  greatestworks.common.ChatChannel channel = 1;\n  string channel_id = 2;\n  string user_id = 3;\n  int32 limit = 4;\n  int64 before_timestamp = 5;\n  int64 after_timestamp = 6;\n}\n\n// 获取消息历史响应\nmessage GetMessagesResponse {\n  greatestworks.common.CommonResponse common = 1;\n  repeated ChatMessage messages = 2;\n  greatestworks.common.PaginationInfo pagination = 3;\n}\n\n// 加入聊天频道请求\nmessage JoinChannelRequest {\n  string user_id = 1;\n  greatestworks.common.ChatChannel channel = 2;\n  string channel_id = 3;\n  string password = 4; // 如果是私有频道\n}\n\n// 加入聊天频道响应\nmessage JoinChannelResponse {\n  greatestworks.common.CommonResponse common = 1;\n  ChannelInfo channel_info = 2;\n  repeated ChatUser online_users = 3;\n}\n\n// 离开聊天频道请求\nmessage LeaveChannelRequest {\n  string user_id = 1;\n  greatestworks.common.ChatChannel channel = 2;\n  string channel_id = 3;\n}\n\n// 离开聊天频道响应\nmessage LeaveChannelResponse {\n  greatestworks.common.CommonResponse common = 1;\n}\n\n// 创建私聊请求\nmessage CreatePrivateChatRequest {\n  string creator_id = 1;\n  repeated string participant_ids = 2;\n  string chat_name = 3;\n}\n\n// 创建私聊响应\nmessage CreatePrivateChatResponse {\n  greatestworks.common.CommonResponse common = 1;\n  string chat_id = 2;\n  ChannelInfo chat_info = 3;\n}\n\n// 获取在线用户列表请求\nmessage GetOnlineUsersRequest {\n  greatestworks.common.ChatChannel channel = 1;\n  string channel_id = 2;\n  int32 limit = 3;\n  int32 offset = 4;\n}\n\n// 获取在线用户列表响应\nmessage GetOnlineUsersResponse {\n  greatestworks.common.CommonResponse common = 1;\n  repeated ChatUser users = 2;\n  greatestworks.common.PaginationInfo pagination = 3;\n}\n\n// 设置用户状态请求\nmessage SetUserStatusRequest {\n  string user_id = 1;\n  UserStatus status = 2;\n  string status_message = 3;\n}\n\n// 设置用户状态响应\nmessage SetUserStatusResponse {\n  greatestworks.common.CommonResponse common = 1;\n  UserStatus new_status = 2;\n}\n\n// 屏蔽用户请求\nmessage BlockUserRequest {\n  string user_id = 1;\n  string target_user_id = 2;\n  bool block = 3; // true=屏蔽, false=解除屏蔽\n}\n\n// 屏蔽用户响应\nmessage BlockUserResponse {\n  greatestworks.common.CommonResponse common = 1;\n}\n\n// 举报消息请求\nmessage ReportMessageRequest {\n  string reporter_id = 1;\n  string message_id = 2;\n  ReportReason reason = 3;\n  string description = 4;\n}\n\n// 举报消息响应\nmessage ReportMessageResponse {\n  greatestworks.common.CommonResponse common = 1;\n  string report_id = 2;\n}\n\n// 聊天消息\nmessage ChatMessage {\n  string message_id = 1;\n  string sender_id = 2;\n  string sender_name = 3;\n  string content = 4;\n  greatestworks.common.ChatChannel channel = 5;\n  string channel_id = 6;\n  MessageType message_type = 7;\n  int64 timestamp = 8;\n  bool is_edited = 9;\n  int64 edited_timestamp = 10;\n  map<string, string> metadata = 11;\n}\n\n// 频道信息\nmessage ChannelInfo {\n  string channel_id = 1;\n  string name = 2;\n  string description = 3;\n  greatestworks.common.ChatChannel channel_type = 4;\n  int32 max_users = 5;\n  int32 current_users = 6;\n  bool is_private = 7;\n  string owner_id = 8;\n  repeated string moderator_ids = 9;\n  int64 created_at = 10;\n}\n\n// 聊天用户\nmessage ChatUser {\n  string user_id = 1;\n  string username = 2;\n  string display_name = 3;\n  UserStatus status = 4;\n  string status_message = 5;\n  UserRole role = 6;\n  int64 last_active = 7;\n  bool is_online = 8;\n}\n\n// 消息类型枚举\nenum MessageType {\n  MESSAGE_TYPE_UNSPECIFIED = 0;\n  MESSAGE_TYPE_TEXT = 1;          // 文本消息\n  MESSAGE_TYPE_EMOJI = 2;         // 表情消息\n  MESSAGE_TYPE_IMAGE = 3;         // 图片消息\n  MESSAGE_TYPE_FILE = 4;          // 文件消息\n  MESSAGE_TYPE_VOICE = 5;         // 语音消息\n  MESSAGE_TYPE_SYSTEM = 6;        // 系统消息\n  MESSAGE_TYPE_ANNOUNCEMENT = 7;   // 公告消息\n  MESSAGE_TYPE_COMMAND = 8;       // 命令消息\n}\n\n// 用户状态枚举\nenum UserStatus {\n  USER_STATUS_UNSPECIFIED = 0;\n  USER_STATUS_ONLINE = 1;         // 在线\n  USER_STATUS_AWAY = 2;           // 离开\n  USER_STATUS_BUSY = 3;           // 忙碌\n  USER_STATUS_INVISIBLE = 4;      // 隐身\n  USER_STATUS_OFFLINE = 5;        // 离线\n}\n\n// 用户角色枚举\nenum UserRole {\n  USER_ROLE_UNSPECIFIED = 0;\n  USER_ROLE_MEMBER = 1;           // 普通成员\n  USER_ROLE_MODERATOR = 2;        // 版主\n  USER_ROLE_ADMIN = 3;            // 管理员\n  USER_ROLE_OWNER = 4;            // 所有者\n}\n\n// 举报原因枚举\nenum ReportReason {\n  REPORT_REASON_UNSPECIFIED = 0;\n  REPORT_REASON_SPAM = 1;         // 垃圾信息\n  REPORT_REASON_HARASSMENT = 2;   // 骚扰\n  REPORT_REASON_HATE_SPEECH = 3;  // 仇恨言论\n  REPORT_REASON_INAPPROPRIATE = 4; // 不当内容\n  REPORT_REASON_CHEATING = 5;     // 作弊\n  REPORT_REASON_OTHER = 6;        // 其他\n}"
  },
  {
    "path": "proto/common.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.common;\n\noption go_package = \"greatestworks/internal/proto/common\";\noption csharp_namespace = \"GreatestWorks.Common\";\n\n// 通用响应结构\nmessage CommonResponse {\n  bool success = 1;\n  string message = 2;\n  int32 code = 3;\n  int64 timestamp = 4;\n}\n\n// 通用请求结构\nmessage CommonRequest {\n  string request_id = 1;\n  int64 timestamp = 2;\n  map<string, string> metadata = 3;\n}\n\n// 分页信息\nmessage PaginationInfo {\n  int32 page = 1;\n  int32 page_size = 2;\n  int32 total = 3;\n  int32 total_pages = 4;\n}\n\n// 位置信息\nmessage Position {\n  float x = 1;\n  float y = 2;\n  float z = 3;\n}\n\n// 玩家基础信息\nmessage PlayerBasicInfo {\n  string player_id = 1;\n  string name = 2;\n  int32 level = 3;\n  int32 experience = 4;\n  Position position = 5;\n  int64 last_login = 6;\n  int64 created_at = 7;\n}\n\n// 服务器信息\nmessage ServerInfo {\n  string server_id = 1;\n  string name = 2;\n  string version = 3;\n  int32 max_players = 4;\n  int32 current_players = 5;\n  bool is_online = 6;\n}\n\n// 物品类型枚举\nenum ItemType {\n  ITEM_TYPE_UNSPECIFIED = 0;\n  ITEM_TYPE_WEAPON = 1;      // 武器\n  ITEM_TYPE_ARMOR = 2;        // 护甲\n  ITEM_TYPE_ACCESSORY = 3;    // 饰品\n  ITEM_TYPE_CONSUMABLE = 4;   // 消耗品\n  ITEM_TYPE_MATERIAL = 5;     // 材料\n  ITEM_TYPE_QUEST = 6;        // 任务物品\n  ITEM_TYPE_CURRENCY = 7;     // 货币\n  ITEM_TYPE_SPECIAL = 8;      // 特殊物品\n}\n\n// 技能类型枚举\nenum SkillType {\n  SKILL_TYPE_UNSPECIFIED = 0;\n  SKILL_TYPE_ATTACK = 1;      // 攻击技能\n  SKILL_TYPE_DEFENSE = 2;      // 防御技能\n  SKILL_TYPE_HEAL = 3;         // 治疗技能\n  SKILL_TYPE_BUFF = 4;         // 增益技能\n  SKILL_TYPE_DEBUFF = 5;       // 减益技能\n  SKILL_TYPE_PASSIVE = 6;      // 被动技能\n  SKILL_TYPE_ULTIMATE = 7;     // 终极技能\n}\n\n// 聊天频道枚举\nenum ChatChannel {\n  CHAT_CHANNEL_UNSPECIFIED = 0;\n  CHAT_CHANNEL_WORLD = 1;      // 世界频道\n  CHAT_CHANNEL_GUILD = 2;      // 公会频道\n  CHAT_CHANNEL_TEAM = 3;        // 队伍频道\n  CHAT_CHANNEL_PRIVATE = 4;    // 私聊频道\n  CHAT_CHANNEL_SYSTEM = 5;     // 系统频道\n  CHAT_CHANNEL_TRADE = 6;      // 交易频道\n  CHAT_CHANNEL_HELP = 7;       // 帮助频道\n}\n\n// 任务状态枚举\nenum QuestStatus {\n  QUEST_STATUS_UNSPECIFIED = 0;\n  QUEST_STATUS_NOT_STARTED = 1; // 未开始\n  QUEST_STATUS_IN_PROGRESS = 2; // 进行中\n  QUEST_STATUS_COMPLETED = 3;   // 已完成\n  QUEST_STATUS_FAILED = 4;      // 已失败\n  QUEST_STATUS_CANCELLED = 5;   // 已取消\n}\n\n// 任务类型枚举\nenum QuestType {\n  QUEST_TYPE_UNSPECIFIED = 0;\n  QUEST_TYPE_MAIN = 1;         // 主线任务\n  QUEST_TYPE_SIDE = 2;         // 支线任务\n  QUEST_TYPE_DAILY = 3;        // 日常任务\n  QUEST_TYPE_WEEKLY = 4;       // 周常任务\n  QUEST_TYPE_EVENT = 5;        // 活动任务\n  QUEST_TYPE_ACHIEVEMENT = 6;  // 成就任务\n}\n\n// 物品稀有度枚举\nenum ItemRarity {\n  ITEM_RARITY_UNSPECIFIED = 0;\n  ITEM_RARITY_COMMON = 1;        // 普通\n  ITEM_RARITY_UNCOMMON = 2;      // 不常见\n  ITEM_RARITY_RARE = 3;          // 稀有\n  ITEM_RARITY_EPIC = 4;          // 史诗\n  ITEM_RARITY_LEGENDARY = 5;     // 传说\n  ITEM_RARITY_MYTHIC = 6;        // 神话\n}"
  },
  {
    "path": "proto/entity.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.entity;\n\nimport \"proto/common.proto\";\n\noption go_package = \"greatestworks/internal/proto/entity\";\noption csharp_namespace = \"GreatestWorks.Entity\";\n\n// ========== 实体进入/离开场景 ==========\n\n// 实体进入场景通知\nmessage EntityEnterResponse {\n  repeated EntityEnterData datas = 1;\n}\n\n// 实体进入数据\nmessage EntityEnterData {\n  int32 entity_id = 1;          // 实体ID\n  int32 unit_id = 2;            // 单位定义ID\n  EntityType entity_type = 3;   // 实体类型\n  NetTransform transform = 4;   // 位置和方向\n  NetActor actor = 5;           // Actor信息（如果是Actor类型）\n}\n\n// 实体离开场景通知\nmessage EntityLeaveResponse {\n  repeated int32 entity_ids = 1; // 离开的实体ID列表\n}\n\n// ========== 实体Transform同步 ==========\n\n// 实体Transform同步请求（客户端→服务器）\nmessage EntityTransformSyncRequest {\n  int32 entity_id = 1;          // 实体ID\n  NetTransform transform = 2;   // 新的Transform\n  int32 state_id = 3;           // 状态ID（动画状态）\n  bytes data = 4;               // 附加数据\n}\n\n// 实体Transform同步响应（服务器→客户端广播）\nmessage EntityTransformSyncResponse {\n  int32 entity_id = 1;          // 实体ID\n  NetTransform transform = 2;   // 新的Transform\n  int32 state_id = 3;           // 状态ID（动画状态）\n  bytes data = 4;               // 附加数据\n}\n\n// ========== 实体属性同步 ==========\n\n// 实体属性同步通知\nmessage EntityAttributeSyncResponse {\n  int32 entity_id = 1;                      // 实体ID\n  repeated EntityAttributeEntry entries = 2; // 属性条目列表\n}\n\n// 实体属性条目\nmessage EntityAttributeEntry {\n  EntityAttributeEntryType type = 1; // 属性类型\n  oneof value {\n    int32 int32_value = 2;           // 整数值\n    float float_value = 3;           // 浮点值\n    string string_value = 4;         // 字符串值\n  }\n}\n\n// ========== 数据结构 ==========\n\n// 网络Transform（位置和方向）\nmessage NetTransform {\n  NetVector3 position = 1;  // 位置\n  NetVector3 direction = 2; // 方向\n}\n\n// 网络3D向量\nmessage NetVector3 {\n  float x = 1;\n  float y = 2;\n  float z = 3;\n}\n\n// 网络Actor信息（有战斗属性的实体）\nmessage NetActor {\n  FlagStates flag_state = 1;    // 状态标志位\n  int32 level = 2;              // 等级\n  int32 max_hp = 3;             // 最大生命值\n  int32 hp = 4;                 // 当前生命值\n  int32 max_mp = 5;             // 最大魔法值\n  int32 mp = 6;                 // 当前魔法值\n  int32 exp = 7;                // 当前经验值\n  int32 max_exp = 8;            // 升级所需经验值\n  int32 resurrection_time = 9;  // 复活时间（毫秒）\n  string name = 10;             // 名称\n}\n\n// ========== 枚举定义 ==========\n\n// 实体类型\nenum EntityType {\n  ENTITY_TYPE_PLAYER = 0;       // 玩家\n  ENTITY_TYPE_MONSTER = 1;      // 怪物\n  ENTITY_TYPE_NPC = 2;          // NPC\n  ENTITY_TYPE_MISSILE = 3;      // 投射物（技能子弹等）\n  ENTITY_TYPE_DROPPED_ITEM = 4; // 掉落物品\n  ENTITY_TYPE_PET = 5;          // 宠物\n  ENTITY_TYPE_SUMMON = 6;       // 召唤物\n}\n\n// 动画状态\nenum AnimationState {\n  ANIMATION_STATE_IDLE = 0;   // 空闲\n  ANIMATION_STATE_MOVE = 1;   // 移动\n  ANIMATION_STATE_SKILL = 2;  // 释放技能\n  ANIMATION_STATE_HURT = 3;   // 受伤\n  ANIMATION_STATE_DEATH = 4;  // 死亡\n  ANIMATION_STATE_JUMP = 5;   // 跳跃\n  ANIMATION_STATE_FALL = 6;   // 下落\n}\n\n// 状态标志位（可组合）\nenum FlagStates {\n  FLAG_STATE_ZERO = 0;        // 无状态\n  FLAG_STATE_STUN = 1;        // 眩晕\n  FLAG_STATE_ROOT = 2;        // 定身\n  FLAG_STATE_SILENCE = 4;     // 沉默\n  FLAG_STATE_INVINCIBLE = 8;  // 无敌\n  FLAG_STATE_INVISIBLE = 16;  // 隐身\n  FLAG_STATE_DISARM = 32;     // 缴械\n  FLAG_STATE_SLOW = 64;       // 减速\n}\n\n// 实体属性条目类型\nenum EntityAttributeEntryType {\n  ATTRIBUTE_NONE = 0;\n  ATTRIBUTE_LEVEL = 1;        // 等级\n  ATTRIBUTE_EXP = 2;          // 经验值\n  ATTRIBUTE_GOLD = 3;         // 金币\n  ATTRIBUTE_HP = 4;           // 生命值\n  ATTRIBUTE_MP = 5;           // 魔法值\n  ATTRIBUTE_MAX_HP = 6;       // 最大生命值\n  ATTRIBUTE_MAX_EXP = 7;      // 最大经验值\n  ATTRIBUTE_MAX_MP = 8;       // 最大魔法值\n  ATTRIBUTE_FLAG_STATE = 9;   // 状态标志\n  ATTRIBUTE_SPEED = 10;       // 移动速度\n  ATTRIBUTE_ATTACK = 11;      // 攻击力\n  ATTRIBUTE_DEFENSE = 12;     // 防御力\n}\n"
  },
  {
    "path": "proto/errors.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.errors;\n\noption go_package = \"greatestworks/internal/proto/errors\";\noption csharp_namespace = \"GreatestWorks.Errors\";\n\n// 错误码枚举 - 通用错误 (1000-1999)\nenum CommonErrorCode {\n  COMMON_ERROR_CODE_UNSPECIFIED = 0;\n  \n  // 成功状态\n  ERR_SUCCESS = 0;              // 成功\n  \n  // 通用错误\n  ERR_UNKNOWN = 1000;           // 未知错误\n  ERR_INVALID_MESSAGE = 1001;   // 无效消息\n  ERR_AUTH_FAILED = 1002;       // 认证失败\n  ERR_PLAYER_NOT_FOUND = 1003;  // 玩家未找到\n  ERR_BATTLE_NOT_FOUND = 1004;  // 战斗未找到\n  ERR_UNKNOWN_MESSAGE = 1005;   // 未知消息类型\n  ERR_SERVER_BUSY = 1006;       // 服务器繁忙\n  ERR_INVALID_PLAYER = 1007;    // 无效玩家\n  ERR_PERMISSION_DENIED = 1008; // 权限不足\n  ERR_RATE_LIMITED = 1009;      // 请求过于频繁\n  ERR_MAINTENANCE = 1010;      // 服务器维护\n  ERR_INVALID_REQUEST = 1011;   // 无效请求\n  ERR_TIMEOUT = 1012;           // 请求超时\n  ERR_CONNECTION_LOST = 1013;   // 连接丢失\n  ERR_INVALID_TOKEN = 1014;     // 无效令牌\n  ERR_SESSION_EXPIRED = 1015;   // 会话过期\n}\n\n// 错误码枚举 - 战斗相关错误 (2000-2999)\nenum BattleErrorCode {\n  BATTLE_ERROR_CODE_UNSPECIFIED = 0;\n  \n  // 战斗基础错误\n  ERR_INVALID_CREATOR_ID = 2001;     // 无效创建者ID\n  ERR_INVALID_BATTLE_TYPE = 2002;    // 无效战斗类型\n  ERR_INVALID_BATTLE_ID = 2003;      // 无效战斗ID\n  ERR_INVALID_PLAYER_ID = 2004;      // 无效玩家ID\n  ERR_INVALID_TARGET_ID = 2005;      // 无效目标ID\n  ERR_INVALID_SKILL_ID = 2006;       // 无效技能ID\n  ERR_INVALID_TEAM = 2007;           // 无效队伍\n  ERR_BATTLE_ALREADY_STARTED = 2008; // 战斗已开始\n  ERR_BATTLE_NOT_STARTED = 2009;     // 战斗未开始\n  ERR_PLAYER_NOT_IN_BATTLE = 2010;   // 玩家不在战斗中\n  ERR_INSUFFICIENT_MANA = 2011;       // MP不足\n  ERR_SKILL_ON_COOLDOWN = 2012;      // 技能冷却中\n  ERR_INVALID_ACTION = 2013;         // 无效行动\n  ERR_BATTLE_FULL = 2014;            // 战斗已满\n  ERR_BATTLE_ENDED = 2015;           // 战斗已结束\n  ERR_NOT_YOUR_TURN = 2016;          // 不是你的回合\n  ERR_BATTLE_CANCELLED = 2017;       // 战斗已取消\n  ERR_INVALID_BATTLE_STATE = 2018;   // 无效战斗状态\n  ERR_BATTLE_TIMEOUT = 2019;         // 战斗超时\n}\n\n// 错误码枚举 - 宠物相关错误 (3000-3999)\nenum PetErrorCode {\n  PET_ERROR_CODE_UNSPECIFIED = 0;\n  \n  ERR_PET_NOT_FOUND = 3001;          // 宠物未找到\n  ERR_PET_ALREADY_ACTIVE = 3002;     // 宠物已激活\n  ERR_PET_NOT_ACTIVE = 3003;         // 宠物未激活\n  ERR_PET_LEVEL_TOO_LOW = 3004;      // 宠物等级过低\n  ERR_PET_EVOLUTION_FAIL = 3005;     // 宠物进化失败\n  ERR_PET_INSUFFICIENT_EXP = 3006;   // 宠物经验不足\n  ERR_PET_ALREADY_EVOLVED = 3007;    // 宠物已进化\n  ERR_PET_TRAINING_FAILED = 3008;    // 宠物训练失败\n  ERR_PET_FEEDING_FAILED = 3009;     // 宠物喂养失败\n  ERR_PET_SKILL_NOT_LEARNED = 3010;  // 宠物技能未学习\n  ERR_PET_INSUFFICIENT_ENERGY = 3011; // 宠物能量不足\n  ERR_PET_SICK = 3012;               // 宠物生病\n  ERR_PET_DEAD = 3013;               // 宠物死亡\n  ERR_PET_BOND_FAILED = 3014;        // 宠物羁绊失败\n}\n\n// 错误码枚举 - 物品相关错误 (4000-4999)\nenum ItemErrorCode {\n  ITEM_ERROR_CODE_UNSPECIFIED = 0;\n  \n  ERR_ITEM_NOT_FOUND = 4001;         // 物品未找到\n  ERR_ITEM_NOT_USABLE = 4002;        // 物品不可使用\n  ERR_INVENTORY_FULL = 4003;          // 背包已满\n  ERR_INSUFFICIENT_ITEM = 4004;      // 物品数量不足\n  ERR_ITEM_EQUIP_FAILED = 4005;      // 装备失败\n  ERR_ITEM_UNEQUIP_FAILED = 4006;    // 卸装失败\n  ERR_ITEM_CRAFT_FAILED = 4007;      // 制作失败\n  ERR_ITEM_ENHANCE_FAILED = 4008;    // 强化失败\n  ERR_ITEM_TRADE_FAILED = 4009;      // 交易失败\n  ERR_ITEM_DROP_FAILED = 4010;       // 丢弃失败\n  ERR_ITEM_PICKUP_FAILED = 4011;    // 拾取失败\n  ERR_ITEM_STACK_FULL = 4012;        // 物品堆叠已满\n  ERR_ITEM_NOT_TRADEABLE = 4013;     // 物品不可交易\n  ERR_ITEM_BOUND = 4014;             // 物品已绑定\n  ERR_ITEM_LEVEL_TOO_LOW = 4015;     // 物品等级过低\n}\n\n// 错误码枚举 - 建筑相关错误 (5000-5999)\nenum BuildingErrorCode {\n  BUILDING_ERROR_CODE_UNSPECIFIED = 0;\n  \n  ERR_BUILDING_NOT_FOUND = 5001;     // 建筑未找到\n  ERR_BUILDING_ALREADY_EXISTS = 5002; // 建筑已存在\n  ERR_BUILDING_INSUFFICIENT_RESOURCES = 5003; // 资源不足\n  ERR_BUILDING_UPGRADE_FAILED = 5004; // 升级失败\n  ERR_BUILDING_DESTROY_FAILED = 5005; // 摧毁失败\n  ERR_BUILDING_PRODUCE_FAILED = 5006; // 生产失败\n  ERR_BUILDING_COLLECT_FAILED = 5007; // 收集失败\n  ERR_BUILDING_REPAIR_FAILED = 5008;  // 修复失败\n  ERR_BUILDING_LEVEL_TOO_LOW = 5009;  // 建筑等级过低\n  ERR_BUILDING_LEVEL_TOO_HIGH = 5010; // 建筑等级过高\n  ERR_BUILDING_NOT_READY = 5011;     // 建筑未就绪\n  ERR_BUILDING_UNDER_CONSTRUCTION = 5012; // 建筑建造中\n}\n\n// 错误码枚举 - 社交相关错误 (6000-6999)\nenum SocialErrorCode {\n  SOCIAL_ERROR_CODE_UNSPECIFIED = 0;\n  \n  ERR_FRIEND_NOT_FOUND = 6001;       // 好友未找到\n  ERR_FRIEND_ALREADY_EXISTS = 6002;  // 好友已存在\n  ERR_FRIEND_REQUEST_FAILED = 6003;  // 好友请求失败\n  ERR_FRIEND_ACCEPT_FAILED = 6004;   // 接受好友失败\n  ERR_FRIEND_REJECT_FAILED = 6005;   // 拒绝好友失败\n  ERR_FRIEND_REMOVE_FAILED = 6006;   // 删除好友失败\n  ERR_GUILD_NOT_FOUND = 6007;        // 公会未找到\n  ERR_GUILD_ALREADY_EXISTS = 6008;   // 公会已存在\n  ERR_GUILD_CREATE_FAILED = 6009;    // 创建公会失败\n  ERR_GUILD_JOIN_FAILED = 6010;      // 加入公会失败\n  ERR_GUILD_LEAVE_FAILED = 6011;     // 离开公会失败\n  ERR_GUILD_PERMISSION_DENIED = 6012; // 公会权限不足\n  ERR_TEAM_NOT_FOUND = 6013;         // 队伍未找到\n  ERR_TEAM_ALREADY_EXISTS = 6014;     // 队伍已存在\n  ERR_TEAM_CREATE_FAILED = 6015;     // 创建队伍失败\n  ERR_TEAM_JOIN_FAILED = 6016;       // 加入队伍失败\n  ERR_TEAM_LEAVE_FAILED = 6017;      // 离开队伍失败\n  ERR_CHAT_MESSAGE_FAILED = 6018;    // 聊天消息失败\n  ERR_CHAT_CHANNEL_NOT_FOUND = 6019; // 聊天频道未找到\n  ERR_CHAT_PERMISSION_DENIED = 6020; // 聊天权限不足\n}\n\n// 错误码枚举 - 任务相关错误 (7000-7999)\nenum QuestErrorCode {\n  QUEST_ERROR_CODE_UNSPECIFIED = 0;\n  \n  ERR_QUEST_NOT_FOUND = 7001;        // 任务未找到\n  ERR_QUEST_ALREADY_ACCEPTED = 7002; // 任务已接受\n  ERR_QUEST_NOT_ACCEPTED = 7003;     // 任务未接受\n  ERR_QUEST_ALREADY_COMPLETED = 7004; // 任务已完成\n  ERR_QUEST_NOT_COMPLETED = 7005;    // 任务未完成\n  ERR_QUEST_ACCEPT_FAILED = 7006;    // 接受任务失败\n  ERR_QUEST_COMPLETE_FAILED = 7007;  // 完成任务失败\n  ERR_QUEST_CANCEL_FAILED = 7008;    // 取消任务失败\n  ERR_QUEST_REQUIREMENTS_NOT_MET = 7009; // 任务要求未满足\n  ERR_QUEST_REWARD_FAILED = 7010;   // 任务奖励失败\n  ERR_QUEST_LEVEL_TOO_LOW = 7011;   // 任务等级过低\n  ERR_QUEST_LEVEL_TOO_HIGH = 7012;  // 任务等级过高\n  ERR_QUEST_PREREQUISITE_NOT_MET = 7013; // 前置任务未完成\n}\n\n// 错误码枚举 - 系统相关错误 (8000-8999)\nenum SystemErrorCode {\n  SYSTEM_ERROR_CODE_UNSPECIFIED = 0;\n  \n  ERR_DATABASE_CONNECTION_FAILED = 8001; // 数据库连接失败\n  ERR_DATABASE_QUERY_FAILED = 8002;     // 数据库查询失败\n  ERR_DATABASE_UPDATE_FAILED = 8003;    // 数据库更新失败\n  ERR_DATABASE_INSERT_FAILED = 8004;   // 数据库插入失败\n  ERR_DATABASE_DELETE_FAILED = 8005;    // 数据库删除失败\n  ERR_CACHE_CONNECTION_FAILED = 8006;  // 缓存连接失败\n  ERR_CACHE_GET_FAILED = 8007;          // 缓存获取失败\n  ERR_CACHE_SET_FAILED = 8008;          // 缓存设置失败\n  ERR_CACHE_DELETE_FAILED = 8009;       // 缓存删除失败\n  ERR_REDIS_CONNECTION_FAILED = 8010;   // Redis连接失败\n  ERR_REDIS_OPERATION_FAILED = 8011;    // Redis操作失败\n  ERR_MONGODB_CONNECTION_FAILED = 8012; // MongoDB连接失败\n  ERR_MONGODB_OPERATION_FAILED = 8013;  // MongoDB操作失败\n  ERR_CONFIG_LOAD_FAILED = 8014;        // 配置加载失败\n  ERR_LOG_WRITE_FAILED = 8015;          // 日志写入失败\n}\n\n// 错误信息结构\nmessage ErrorInfo {\n  int32 error_code = 1;           // 错误码\n  string error_message = 2;        // 错误消息\n  string error_type = 3;          // 错误类型\n  string details = 4;             // 详细信息\n  int64 timestamp = 5;            // 时间戳\n  string request_id = 6;          // 请求ID\n  map<string, string> context = 7; // 上下文信息\n}\n\n// 错误响应结构\nmessage ErrorResponse {\n  bool success = 1;               // 是否成功\n  ErrorInfo error = 2;            // 错误信息\n  string message = 3;             // 响应消息\n  int64 timestamp = 4;            // 时间戳\n  string request_id = 5;          // 请求ID\n}\n"
  },
  {
    "path": "proto/fight.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.fight;\n\nimport \"proto/entity.proto\";\n\noption go_package = \"greatestworks/internal/proto/fight\";\noption csharp_namespace = \"GreatestWorks.Fight\";\n\n// ========== 技能释放 ==========\n\n// 技能释放请求（客户端→服务器）\nmessage SpellRequest {\n  CastInfo info = 1;\n}\n\n// 技能释放成功响应（服务器→广播所有客户端）\nmessage SpellResponse {\n  CastInfo info = 1;\n}\n\n// 技能释放失败响应（服务器→请求的客户端）\nmessage SpellFailResponse {\n  int32 skill_id = 1;\n  int32 caster_id = 2;\n  CastResult reason = 3;\n}\n\n// 释放信息\nmessage CastInfo {\n  int32 skill_id = 1;           // 技能ID\n  int32 caster_id = 2;          // 施法者实体ID\n  NetCastTarget cast_target = 3; // 施法目标\n}\n\n// 施法目标\nmessage NetCastTarget {\n  int32 target_id = 1;          // 目标实体ID（单体目标时使用）\n  entity.NetVector3 target_pos = 2; // 目标位置（范围技能时使用）\n}\n\n// ========== 伤害系统 ==========\n\n// 实体受伤通知（服务器→客户端广播）\nmessage EntityHurtResponse {\n  DamageInfo info = 1;\n}\n\n// 伤害信息\nmessage DamageInfo {\n  int32 target_id = 1;          // 受伤目标ID\n  AttackerInfo attacker_info = 2; // 攻击者信息\n  int32 amount = 3;             // 伤害数值\n  DamageType damage_type = 4;   // 伤害类型\n  bool is_crit = 5;             // 是否暴击\n  bool is_miss = 6;             // 是否未命中\n}\n\n// 攻击者信息\nmessage AttackerInfo {\n  int32 attacker_id = 1;        // 攻击者实体ID\n  AttackerType attacker_type = 2; // 攻击者类型\n  int32 skill_id = 3;           // 技能ID（如果是技能攻击）\n  int32 buff_id = 4;            // BuffID（如果是Buff伤害）\n}\n\n// ========== Buff系统 ==========\n\n// Buff添加通知\nmessage BuffAddResponse {\n  int32 target_id = 1;          // 目标实体ID\n  BuffInfo buff = 2;            // Buff信息\n}\n\n// Buff移除通知\nmessage BuffRemoveResponse {\n  int32 target_id = 1;          // 目标实体ID\n  int32 buff_id = 2;            // Buff ID\n  int32 buff_instance_id = 3;   // Buff实例ID\n}\n\n// Buff更新通知\nmessage BuffUpdateResponse {\n  int32 target_id = 1;          // 目标实体ID\n  BuffInfo buff = 2;            // 更新后的Buff信息\n}\n\n// Buff信息\nmessage BuffInfo {\n  int32 buff_id = 1;            // Buff定义ID\n  int32 buff_instance_id = 2;   // Buff实例ID（同一个Buff可能有多个实例）\n  int32 caster_id = 3;          // 施加者实体ID\n  float duration = 4;           // 持续时间（秒）\n  float remaining_time = 5;     // 剩余时间（秒）\n  int32 layer = 6;              // 层数\n  int32 level = 7;              // 等级\n  BuffType buff_type = 8;       // Buff类型\n}\n\n// ========== 技能信息 ==========\n\n// 技能信息\nmessage SkillInfo {\n  int32 skill_id = 1;           // 技能ID\n  int32 skill_level = 2;        // 技能等级\n  float cooldown = 3;           // 冷却时间（秒）\n  float remaining_cooldown = 4; // 剩余冷却时间（秒）\n  SkillState state = 5;         // 技能状态\n}\n\n// 技能列表请求\nmessage GetSkillListRequest {\n  int32 entity_id = 1;          // 实体ID\n}\n\n// 技能列表响应\nmessage GetSkillListResponse {\n  repeated SkillInfo skills = 1; // 技能列表\n}\n\n// ========== 枚举定义 ==========\n\n// 施法结果\nenum CastResult {\n  CAST_SUCCESS = 0;             // 成功\n  CAST_NOT_CAST = 1;            // 不可释放技能\n  CAST_TARGET_INVALID = 2;      // 无效目标\n  CAST_ENTITY_DEAD = 3;         // 实体已死亡\n  CAST_OUT_OF_RANGE = 4;        // 超出范围\n  CAST_MP_LACK = 5;             // MP不足\n  CAST_RUNNING = 6;             // 进行中\n  CAST_COOLING = 7;             // 冷却中\n  CAST_INVALID_SKILL_ID = 8;    // 无效的技能ID\n  CAST_UNMATCHED_CASTER = 9;    // 施法者ID不匹配\n  CAST_INVALID_CAST_TARGET = 10; // 无效的施法目标\n  CAST_NOT_ALLOWED = 11;        // 不允许释放技能\n  CAST_SILENCED = 12;           // 被沉默\n  CAST_STUNNED = 13;            // 被眩晕\n}\n\n// 攻击者类型\nenum AttackerType {\n  ATTACKER_TYPE_SKILL = 0;      // 技能攻击\n  ATTACKER_TYPE_BUFF = 1;       // Buff伤害\n  ATTACKER_TYPE_NORMAL = 2;     // 普通攻击\n  ATTACKER_TYPE_ENVIRONMENT = 3; // 环境伤害\n}\n\n// 伤害类型\nenum DamageType {\n  DAMAGE_TYPE_UNKNOWN = 0;      // 未知\n  DAMAGE_TYPE_PHYSICAL = 1;     // 物理伤害\n  DAMAGE_TYPE_MAGICAL = 2;      // 魔法伤害\n  DAMAGE_TYPE_REAL = 3;         // 真实伤害\n  DAMAGE_TYPE_HEAL = 4;         // 治疗（负伤害）\n}\n\n// Buff类型\nenum BuffType {\n  BUFF_TYPE_ATTRIBUTE = 0;      // 属性Buff（增减属性）\n  BUFF_TYPE_STATE = 1;          // 状态Buff（眩晕、沉默等）\n  BUFF_TYPE_DOT = 2;            // 持续伤害\n  BUFF_TYPE_HOT = 3;            // 持续治疗\n  BUFF_TYPE_SHIELD = 4;         // 护盾\n  BUFF_TYPE_IMMUNE = 5;         // 免疫\n}\n\n// 技能状态\nenum SkillState {\n  SKILL_STATE_IDLE = 0;         // 空闲（可以释放）\n  SKILL_STATE_READY = 1;        // 就绪\n  SKILL_STATE_INTONATE = 2;     // 吟唱中\n  SKILL_STATE_ACTIVE = 3;       // 激活中\n  SKILL_STATE_COOLING = 4;      // 冷却中\n}\n"
  },
  {
    "path": "proto/game.proto",
    "content": "syntax = \"proto3\";"
  },
  {
    "path": "proto/gateway.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.gateway;\n\nimport \"proto/common.proto\";\n\noption go_package = \"greatestworks/internal/proto/gateway\";\noption csharp_namespace = \"GreatestWorks.Gateway\";\n\n// 网关服务定义\nservice GatewayService {\n  // 用户认证\n  rpc Authenticate(AuthenticateRequest) returns (AuthenticateResponse);\n  \n  // 刷新Token\n  rpc RefreshToken(RefreshTokenRequest) returns (RefreshTokenResponse);\n  \n  // 登出\n  rpc Logout(LogoutRequest) returns (LogoutResponse);\n  \n  // 获取服务器列表\n  rpc GetServerList(GetServerListRequest) returns (GetServerListResponse);\n  \n  // 选择服务器\n  rpc SelectServer(SelectServerRequest) returns (SelectServerResponse);\n  \n  // 路由请求到后端服务\n  rpc RouteRequest(RouteRequestMessage) returns (RouteResponseMessage);\n  \n  // 建立WebSocket连接\n  rpc EstablishConnection(ConnectionRequest) returns (ConnectionResponse);\n  \n  // 心跳检测\n  rpc Heartbeat(HeartbeatRequest) returns (HeartbeatResponse);\n  \n  // 获取网关状态\n  rpc GetGatewayStatus(GetGatewayStatusRequest) returns (GetGatewayStatusResponse);\n  \n  // 限流检查\n  rpc RateLimitCheck(RateLimitRequest) returns (RateLimitResponse);\n  \n  // 获取用户会话信息\n  rpc GetSessionInfo(GetSessionInfoRequest) returns (GetSessionInfoResponse);\n}\n\n// 认证请求\nmessage AuthenticateRequest {\n  string username = 1;\n  string password = 2;\n  string client_id = 3;\n  string client_version = 4;\n  string device_info = 5;\n  AuthType auth_type = 6;\n  string third_party_token = 7; // 第三方登录token\n  map<string, string> metadata = 8;\n}\n\n// 认证响应\nmessage AuthenticateResponse {\n  greatestworks.common.CommonResponse common = 1;\n  string access_token = 2;\n  string refresh_token = 3;\n  int64 expires_in = 4;\n  string user_id = 5;\n  string session_id = 6;\n  UserProfile user_profile = 7;\n  repeated string permissions = 8;\n}\n\n// 刷新Token请求\nmessage RefreshTokenRequest {\n  string refresh_token = 1;\n  string user_id = 2;\n}\n\n// 刷新Token响应\nmessage RefreshTokenResponse {\n  greatestworks.common.CommonResponse common = 1;\n  string access_token = 2;\n  string refresh_token = 3;\n  int64 expires_in = 4;\n}\n\n// 登出请求\nmessage LogoutRequest {\n  string user_id = 1;\n  string session_id = 2;\n  string access_token = 3;\n}\n\n// 登出响应\nmessage LogoutResponse {\n  greatestworks.common.CommonResponse common = 1;\n}\n\n// 获取服务器列表请求\nmessage GetServerListRequest {\n  string region = 1;\n  ServerType server_type = 2;\n  bool only_available = 3;\n}\n\n// 获取服务器列表响应\nmessage GetServerListResponse {\n  greatestworks.common.CommonResponse common = 1;\n  repeated ServerInfo servers = 2;\n  string recommended_server_id = 3;\n}\n\n// 选择服务器请求\nmessage SelectServerRequest {\n  string user_id = 1;\n  string server_id = 2;\n  string character_id = 3;\n}\n\n// 选择服务器响应\nmessage SelectServerResponse {\n  greatestworks.common.CommonResponse common = 1;\n  ServerInfo server_info = 2;\n  string connection_token = 3;\n  repeated string service_endpoints = 4;\n}\n\n// 路由请求消息\nmessage RouteRequestMessage {\n  string request_id = 1;\n  string service_name = 2;\n  string method_name = 3;\n  bytes payload = 4;\n  string user_id = 5;\n  string session_id = 6;\n  map<string, string> headers = 7;\n  int32 timeout = 8; // 超时时间（秒）\n}\n\n// 路由响应消息\nmessage RouteResponseMessage {\n  string request_id = 1;\n  bool success = 2;\n  bytes payload = 3;\n  string error_message = 4;\n  int32 status_code = 5;\n  map<string, string> headers = 6;\n  int64 processing_time = 7; // 处理时间（毫秒）\n}\n\n// 连接请求\nmessage ConnectionRequest {\n  string user_id = 1;\n  string session_id = 2;\n  string access_token = 3;\n  ConnectionType connection_type = 4;\n  string client_version = 5;\n  map<string, string> connection_params = 6;\n}\n\n// 连接响应\nmessage ConnectionResponse {\n  greatestworks.common.CommonResponse common = 1;\n  string connection_id = 2;\n  string websocket_url = 3;\n  repeated string supported_protocols = 4;\n  int32 heartbeat_interval = 5; // 心跳间隔（秒）\n}\n\n// 心跳请求\nmessage HeartbeatRequest {\n  string connection_id = 1;\n  string user_id = 2;\n  int64 timestamp = 3;\n  map<string, string> status_info = 4;\n}\n\n// 心跳响应\nmessage HeartbeatResponse {\n  greatestworks.common.CommonResponse common = 1;\n  int64 server_timestamp = 2;\n  int32 next_heartbeat_interval = 3;\n  GatewayStatus gateway_status = 4;\n}\n\n// 获取网关状态请求\nmessage GetGatewayStatusRequest {\n  string admin_token = 1;\n  bool include_metrics = 2;\n}\n\n// 获取网关状态响应\nmessage GetGatewayStatusResponse {\n  greatestworks.common.CommonResponse common = 1;\n  GatewayStatus status = 2;\n  GatewayMetrics metrics = 3;\n  repeated ServiceStatus backend_services = 4;\n}\n\n// 限流检查请求\nmessage RateLimitRequest {\n  string user_id = 1;\n  string ip_address = 2;\n  string resource = 3; // 请求的资源\n  string action = 4; // 请求的操作\n}\n\n// 限流检查响应\nmessage RateLimitResponse {\n  bool allowed = 1;\n  int32 remaining_requests = 2;\n  int64 reset_time = 3; // 限制重置时间\n  string limit_type = 4;\n  string error_message = 5;\n}\n\n// 获取会话信息请求\nmessage GetSessionInfoRequest {\n  string session_id = 1;\n  string user_id = 2;\n}\n\n// 获取会话信息响应\nmessage GetSessionInfoResponse {\n  greatestworks.common.CommonResponse common = 1;\n  SessionInfo session_info = 2;\n}\n\n// 服务器信息\nmessage ServerInfo {\n  string server_id = 1;\n  string name = 2;\n  string region = 3;\n  ServerType server_type = 4;\n  ServerStatus status = 5;\n  int32 current_players = 6;\n  int32 max_players = 7;\n  float load_percentage = 8;\n  int32 ping = 9;\n  string version = 10;\n  bool is_recommended = 11;\n  bool is_new = 12;\n  int64 last_update = 13;\n  map<string, string> features = 14; // 服务器特性\n}\n\n// 用户档案\nmessage UserProfile {\n  string user_id = 1;\n  string username = 2;\n  string email = 3;\n  string display_name = 4;\n  string avatar_url = 5;\n  UserLevel user_level = 6;\n  bool is_premium = 7;\n  int64 created_at = 8;\n  int64 last_login = 9;\n  string preferred_language = 10;\n  string timezone = 11;\n  map<string, string> preferences = 12;\n}\n\n// 网关状态\nmessage GatewayStatus {\n  bool is_healthy = 1;\n  string version = 2;\n  int64 uptime = 3; // 运行时间（秒）\n  int32 active_connections = 4;\n  int32 total_requests = 5;\n  float cpu_usage = 6;\n  float memory_usage = 7;\n  int32 error_rate = 8; // 错误率（每万次请求）\n}\n\n// 网关指标\nmessage GatewayMetrics {\n  int64 total_requests = 1;\n  int64 successful_requests = 2;\n  int64 failed_requests = 3;\n  float average_response_time = 4; // 平均响应时间（毫秒）\n  int32 active_users = 5;\n  int32 peak_concurrent_users = 6;\n  map<string, int64> requests_per_service = 7; // 各服务请求数\n  map<string, float> response_times_per_service = 8; // 各服务响应时间\n  int64 bandwidth_in = 9; // 入站带宽（字节）\n  int64 bandwidth_out = 10; // 出站带宽（字节）\n}\n\n// 服务状态\nmessage ServiceStatus {\n  string service_name = 1;\n  string service_url = 2;\n  ServiceHealth health = 3;\n  float response_time = 4; // 平均响应时间\n  int32 active_connections = 5;\n  int64 last_check = 6;\n  string version = 7;\n  map<string, string> metadata = 8;\n}\n\n// 会话信息\nmessage SessionInfo {\n  string session_id = 1;\n  string user_id = 2;\n  string access_token = 3;\n  int64 created_at = 4;\n  int64 expires_at = 5;\n  int64 last_activity = 6;\n  string client_ip = 7;\n  string user_agent = 8;\n  string current_server = 9;\n  SessionStatus status = 10;\n  map<string, string> session_data = 11;\n}\n\n// 认证类型枚举\nenum AuthType {\n  AUTH_TYPE_UNSPECIFIED = 0;\n  AUTH_TYPE_PASSWORD = 1;     // 密码认证\n  AUTH_TYPE_OAUTH = 2;        // OAuth认证\n  AUTH_TYPE_JWT = 3;          // JWT认证\n  AUTH_TYPE_GUEST = 4;        // 游客认证\n  AUTH_TYPE_FACEBOOK = 5;     // Facebook登录\n  AUTH_TYPE_GOOGLE = 6;       // Google登录\n  AUTH_TYPE_TWITTER = 7;      // Twitter登录\n  AUTH_TYPE_APPLE = 8;        // Apple登录\n}\n\n// 服务器类型枚举\nenum ServerType {\n  SERVER_TYPE_UNSPECIFIED = 0;\n  SERVER_TYPE_GAME = 1;       // 游戏服务器\n  SERVER_TYPE_CHAT = 2;       // 聊天服务器\n  SERVER_TYPE_MATCH = 3;      // 匹配服务器\n  SERVER_TYPE_BATTLE = 4;     // 战斗服务器\n  SERVER_TYPE_SOCIAL = 5;     // 社交服务器\n  SERVER_TYPE_TEST = 6;       // 测试服务器\n}\n\n// 服务器状态枚举\nenum ServerStatus {\n  SERVER_STATUS_UNSPECIFIED = 0;\n  SERVER_STATUS_ONLINE = 1;      // 在线\n  SERVER_STATUS_OFFLINE = 2;     // 离线\n  SERVER_STATUS_MAINTENANCE = 3; // 维护中\n  SERVER_STATUS_FULL = 4;        // 已满\n  SERVER_STATUS_RESTRICTED = 5;  // 受限制\n}\n\n// 连接类型枚举\nenum ConnectionType {\n  CONNECTION_TYPE_UNSPECIFIED = 0;\n  CONNECTION_TYPE_WEBSOCKET = 1;   // WebSocket连接\n  CONNECTION_TYPE_TCP = 2;         // TCP连接\n  CONNECTION_TYPE_HTTP = 3;        // HTTP连接\n  CONNECTION_TYPE_GRPC = 4;        // gRPC连接\n}\n\n// 用户等级枚举\nenum UserLevel {\n  USER_LEVEL_UNSPECIFIED = 0;\n  USER_LEVEL_GUEST = 1;        // 游客\n  USER_LEVEL_REGISTERED = 2;   // 注册用户\n  USER_LEVEL_VERIFIED = 3;     // 认证用户\n  USER_LEVEL_PREMIUM = 4;      // 高级用户\n  USER_LEVEL_VIP = 5;          // VIP用户\n  USER_LEVEL_ADMIN = 6;        // 管理员\n}\n\n// 服务健康状态枚举\nenum ServiceHealth {\n  SERVICE_HEALTH_UNSPECIFIED = 0;\n  SERVICE_HEALTH_HEALTHY = 1;     // 健康\n  SERVICE_HEALTH_DEGRADED = 2;    // 降级\n  SERVICE_HEALTH_UNHEALTHY = 3;   // 不健康\n  SERVICE_HEALTH_CRITICAL = 4;    // 严重\n}\n\n// 会话状态枚举\nenum SessionStatus {\n  SESSION_STATUS_UNSPECIFIED = 0;\n  SESSION_STATUS_ACTIVE = 1;      // 活跃\n  SESSION_STATUS_IDLE = 2;        // 空闲\n  SESSION_STATUS_EXPIRED = 3;     // 已过期\n  SESSION_STATUS_TERMINATED = 4;  // 已终止\n  SESSION_STATUS_SUSPENDED = 5;   // 已暂停\n}"
  },
  {
    "path": "proto/inventory.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.inventory;\n\nimport \"proto/common.proto\";\nimport \"proto/auth.proto\";\n\noption go_package = \"greatestworks/internal/proto/inventory\";\noption csharp_namespace = \"GreatestWorks.Inventory\";\n\n// 背包服务\nservice InventoryService {\n  // 查询背包信息\n  rpc QueryInventory(InventoryQueryRequest) returns (InventoryQueryResponse);\n  \n  // 拾取物品\n  rpc PickupItem(PickupItemRequest) returns (PickupItemResponse);\n  \n  // 丢弃物品\n  rpc DiscardItem(DiscardItemRequest) returns (DiscardItemResponse);\n  \n  // 使用物品\n  rpc UseItem(UseItemRequest) returns (UseItemResponse);\n  \n  // 物品放置/交换\n  rpc PlacementItem(PlacementItemRequest) returns (PlacementItemResponse);\n  \n  // 整理背包\n  rpc SortInventory(SortInventoryRequest) returns (SortInventoryResponse);\n}\n\n// ========== 查询背包 ==========\n\n// 查询背包请求\nmessage InventoryQueryRequest {\n  int32 entity_id = 1;          // 实体ID\n  bool query_knapsack = 2;      // 是否查询背包\n  bool query_warehouse = 3;     // 是否查询仓库\n  bool query_equipment = 4;     // 是否查询装备栏\n}\n\n// 查询背包响应\nmessage InventoryQueryResponse {\n  int32 entity_id = 1;              // 实体ID\n  InventoryInfo knapsack_info = 2;  // 背包信息\n  InventoryInfo warehouse_info = 3; // 仓库信息\n  InventoryInfo equipment_info = 4; // 装备栏信息\n}\n\n// ========== 拾取物品 ==========\n\n// 拾取物品请求\nmessage PickupItemRequest {\n  int32 picker_id = 1;          // 拾取者实体ID\n  int32 dropped_item_id = 2;    // 掉落物实体ID\n}\n\n// 拾取物品响应\nmessage PickupItemResponse {\n  auth.ErrorCode error = 1;     // 错误码\n  string message = 2;           // 错误消息\n  int32 item_id = 3;            // 物品ID\n  int32 amount = 4;             // 拾取数量\n}\n\n// ========== 丢弃物品 ==========\n\n// 丢弃物品请求\nmessage DiscardItemRequest {\n  int32 entity_id = 1;          // 实体ID\n  int32 slot_id = 2;            // 插槽索引\n  int32 count = 3;              // 丢弃数量\n}\n\n// 丢弃物品响应\nmessage DiscardItemResponse {\n  auth.ErrorCode error = 1;     // 错误码\n  string message = 2;           // 错误消息\n  int32 dropped_item_id = 3;    // 掉落物实体ID（如果成功丢弃）\n}\n\n// ========== 使用物品 ==========\n\n// 使用物品请求\nmessage UseItemRequest {\n  int32 entity_id = 1;          // 使用者实体ID\n  int32 slot_id = 2;            // 使用哪个插槽的物品\n  int32 target_id = 3;          // 目标ID（部分物品需要）\n}\n\n// 使用物品响应\nmessage UseItemResponse {\n  auth.ErrorCode error = 1;     // 错误码\n  string message = 2;           // 错误消息\n  ItemEffect effect = 3;        // 物品效果\n}\n\n// ========== 物品放置/交换 ==========\n\n// 物品放置请求\nmessage PlacementItemRequest {\n  int32 entity_id = 1;          // 实体ID\n  int32 origin_slot_id = 2;     // 原始索引\n  int32 target_slot_id = 3;     // 目标索引\n  InventoryType inventory_type = 4; // 背包类型\n}\n\n// 物品放置响应\nmessage PlacementItemResponse {\n  auth.ErrorCode error = 1;     // 错误码\n  string message = 2;           // 错误消息\n}\n\n// ========== 整理背包 ==========\n\n// 整理背包请求\nmessage SortInventoryRequest {\n  int32 entity_id = 1;          // 实体ID\n  InventoryType inventory_type = 2; // 背包类型\n}\n\n// 整理背包响应\nmessage SortInventoryResponse {\n  auth.ErrorCode error = 1;     // 错误码\n  string message = 2;           // 错误消息\n  InventoryInfo inventory = 3;  // 整理后的背包信息\n}\n\n// ========== 数据结构 ==========\n\n// 背包信息\nmessage InventoryInfo {\n  int32 capacity = 1;           // 格子数量\n  repeated ItemInfo items = 2;  // 物品列表\n}\n\n// 物品信息\nmessage ItemInfo {\n  int32 item_id = 1;            // 物品ID\n  int32 amount = 2;             // 物品数量\n  int32 slot_id = 3;            // 所处位置\n  int64 unique_id = 4;          // 唯一ID（装备等需要）\n  int32 quality = 5;            // 品质\n  int32 level = 6;              // 等级\n  int64 expire_time = 7;        // 过期时间（0表示永久）\n  bool is_bound = 8;            // 是否绑定\n}\n\n// 物品更新通知\nmessage ItemUpdate {\n  UpdateType type = 1;          // 更新类型\n  ItemInfo item = 2;            // 物品信息\n}\n\n// 物品效果\nmessage ItemEffect {\n  EffectType effect_type = 1;   // 效果类型\n  int32 value = 2;              // 效果值\n  repeated int32 buff_ids = 3;  // 添加的Buff ID列表\n}\n\n// ========== 枚举定义 ==========\n\n// 背包类型\nenum InventoryType {\n  INVENTORY_TYPE_KNAPSACK = 0;  // 背包\n  INVENTORY_TYPE_WAREHOUSE = 1; // 仓库\n  INVENTORY_TYPE_EQUIPMENT = 2; // 装备栏\n  INVENTORY_TYPE_CONSUMABLE = 3; // 消耗品栏\n}\n\n// 更新类型\nenum UpdateType {\n  UPDATE_TYPE_ADD = 0;          // 添加\n  UPDATE_TYPE_DELETE = 1;       // 删除\n  UPDATE_TYPE_UPDATE = 2;       // 更新\n}\n\n// 效果类型\nenum EffectType {\n  EFFECT_TYPE_NONE = 0;         // 无效果\n  EFFECT_TYPE_RESTORE_HP = 1;   // 恢复生命\n  EFFECT_TYPE_RESTORE_MP = 2;   // 恢复魔法\n  EFFECT_TYPE_ADD_EXP = 3;      // 增加经验\n  EFFECT_TYPE_ADD_GOLD = 4;     // 增加金币\n  EFFECT_TYPE_ADD_BUFF = 5;     // 添加Buff\n  EFFECT_TYPE_TELEPORT = 6;     // 传送\n}\n"
  },
  {
    "path": "proto/mail.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.mail;\n\nimport \"proto/common.proto\";\n\noption go_package = \"greatestworks/internal/proto/mail\";\noption csharp_namespace = \"GreatestWorks.Mail\";\n\n// 邮件服务定义\nservice MailService {\n  // 发送邮件\n  rpc SendMail(SendMailRequest) returns (SendMailResponse);\n  \n  // 获取邮件列表\n  rpc GetMailList(GetMailListRequest) returns (GetMailListResponse);\n  \n  // 读取邮件\n  rpc ReadMail(ReadMailRequest) returns (ReadMailResponse);\n  \n  // 删除邮件\n  rpc DeleteMail(DeleteMailRequest) returns (DeleteMailResponse);\n  \n  // 批量删除邮件\n  rpc BatchDeleteMails(BatchDeleteMailsRequest) returns (BatchDeleteMailsResponse);\n  \n  // 领取邮件附件\n  rpc ClaimAttachment(ClaimAttachmentRequest) returns (ClaimAttachmentResponse);\n  \n  // 批量领取附件\n  rpc BatchClaimAttachments(BatchClaimAttachmentsRequest) returns (BatchClaimAttachmentsResponse);\n  \n  // 标记邮件\n  rpc MarkMail(MarkMailRequest) returns (MarkMailResponse);\n  \n  // 搜索邮件\n  rpc SearchMails(SearchMailsRequest) returns (SearchMailsResponse);\n  \n  // 获取邮件统计\n  rpc GetMailStats(GetMailStatsRequest) returns (GetMailStatsResponse);\n  \n  // 设置邮件配置\n  rpc SetMailConfig(SetMailConfigRequest) returns (SetMailConfigResponse);\n}\n\n// 发送邮件请求\nmessage SendMailRequest {\n  string sender_id = 1;\n  repeated string recipient_ids = 2;\n  string subject = 3;\n  string content = 4;\n  MailType mail_type = 5;\n  repeated MailAttachment attachments = 6;\n  int64 expire_at = 7; // 过期时间，0表示不过期\n  bool is_system_mail = 8;\n  map<string, string> metadata = 9;\n}\n\n// 发送邮件响应\nmessage SendMailResponse {\n  greatestworks.common.CommonResponse common = 1;\n  repeated string mail_ids = 2; // 为每个收件人创建的邮件ID\n}\n\n// 获取邮件列表请求\nmessage GetMailListRequest {\n  string player_id = 1;\n  MailStatus status = 2;\n  MailType mail_type = 3;\n  int32 limit = 4;\n  int32 offset = 5;\n  bool only_unread = 6;\n  bool only_with_attachments = 7;\n}\n\n// 获取邮件列表响应\nmessage GetMailListResponse {\n  greatestworks.common.CommonResponse common = 1;\n  repeated MailInfo mails = 2;\n  greatestworks.common.PaginationInfo pagination = 3;\n  MailStats stats = 4;\n}\n\n// 读取邮件请求\nmessage ReadMailRequest {\n  string player_id = 1;\n  string mail_id = 2;\n}\n\n// 读取邮件响应\nmessage ReadMailResponse {\n  greatestworks.common.CommonResponse common = 1;\n  MailDetail mail = 2;\n}\n\n// 删除邮件请求\nmessage DeleteMailRequest {\n  string player_id = 1;\n  string mail_id = 2;\n}\n\n// 删除邮件响应\nmessage DeleteMailResponse {\n  greatestworks.common.CommonResponse common = 1;\n}\n\n// 批量删除邮件请求\nmessage BatchDeleteMailsRequest {\n  string player_id = 1;\n  repeated string mail_ids = 2;\n  bool delete_all_read = 3; // 删除所有已读邮件\n  bool delete_expired = 4;  // 删除过期邮件\n}\n\n// 批量删除邮件响应\nmessage BatchDeleteMailsResponse {\n  greatestworks.common.CommonResponse common = 1;\n  int32 deleted_count = 2;\n  repeated string failed_mail_ids = 3;\n}\n\n// 领取邮件附件请求\nmessage ClaimAttachmentRequest {\n  string player_id = 1;\n  string mail_id = 2;\n  repeated string attachment_ids = 3; // 空则领取所有附件\n}\n\n// 领取邮件附件响应\nmessage ClaimAttachmentResponse {\n  greatestworks.common.CommonResponse common = 1;\n  repeated ClaimedAttachment claimed_attachments = 2;\n  repeated string failed_attachment_ids = 3;\n}\n\n// 批量领取附件请求\nmessage BatchClaimAttachmentsRequest {\n  string player_id = 1;\n  repeated string mail_ids = 2;\n  bool claim_all_available = 3; // 领取所有可领取的附件\n}\n\n// 批量领取附件响应\nmessage BatchClaimAttachmentsResponse {\n  greatestworks.common.CommonResponse common = 1;\n  repeated ClaimedAttachment claimed_attachments = 2;\n  int32 total_claimed = 3;\n  repeated string failed_mail_ids = 4;\n}\n\n// 标记邮件请求\nmessage MarkMailRequest {\n  string player_id = 1;\n  repeated string mail_ids = 2;\n  MailMarkType mark_type = 3;\n}\n\n// 标记邮件响应\nmessage MarkMailResponse {\n  greatestworks.common.CommonResponse common = 1;\n  int32 marked_count = 2;\n}\n\n// 搜索邮件请求\nmessage SearchMailsRequest {\n  string player_id = 1;\n  string keyword = 2; // 搜索关键词\n  string sender_name = 3; // 发件人名称\n  MailType mail_type = 4;\n  int64 start_date = 5;\n  int64 end_date = 6;\n  int32 limit = 7;\n  int32 offset = 8;\n}\n\n// 搜索邮件响应\nmessage SearchMailsResponse {\n  greatestworks.common.CommonResponse common = 1;\n  repeated MailInfo mails = 2;\n  greatestworks.common.PaginationInfo pagination = 3;\n}\n\n// 获取邮件统计请求\nmessage GetMailStatsRequest {\n  string player_id = 1;\n}\n\n// 获取邮件统计响应\nmessage GetMailStatsResponse {\n  greatestworks.common.CommonResponse common = 1;\n  MailStats stats = 2;\n}\n\n// 设置邮件配置请求\nmessage SetMailConfigRequest {\n  string player_id = 1;\n  MailConfig config = 2;\n}\n\n// 设置邮件配置响应\nmessage SetMailConfigResponse {\n  greatestworks.common.CommonResponse common = 1;\n  MailConfig config = 2;\n}\n\n// 邮件信息\nmessage MailInfo {\n  string mail_id = 1;\n  string sender_id = 2;\n  string sender_name = 3;\n  string recipient_id = 4;\n  string subject = 5;\n  MailType mail_type = 6;\n  MailStatus status = 7;\n  bool has_attachments = 8;\n  bool has_unclaimed_attachments = 9;\n  int64 sent_at = 10;\n  int64 read_at = 11;\n  int64 expire_at = 12;\n  bool is_important = 13;\n  bool is_favorite = 14;\n}\n\n// 邮件详情\nmessage MailDetail {\n  string mail_id = 1;\n  string sender_id = 2;\n  string sender_name = 3;\n  string recipient_id = 4;\n  string subject = 5;\n  string content = 6;\n  MailType mail_type = 7;\n  MailStatus status = 8;\n  repeated MailAttachment attachments = 9;\n  int64 sent_at = 10;\n  int64 read_at = 11;\n  int64 expire_at = 12;\n  bool is_important = 13;\n  bool is_favorite = 14;\n  map<string, string> metadata = 15;\n}\n\n// 邮件附件\nmessage MailAttachment {\n  string attachment_id = 1;\n  string name = 2;\n  AttachmentType attachment_type = 3;\n  string item_id = 4; // 物品ID\n  int32 quantity = 5; // 数量\n  int32 gold_amount = 6; // 金币数量\n  int32 diamond_amount = 7; // 钻石数量\n  bool is_claimed = 8;\n  int64 claimed_at = 9;\n  map<string, string> properties = 10;\n}\n\n// 已领取附件\nmessage ClaimedAttachment {\n  string attachment_id = 1;\n  string name = 2;\n  AttachmentType attachment_type = 3;\n  int32 quantity = 4;\n  bool success = 5;\n  string error_message = 6;\n}\n\n// 邮件统计\nmessage MailStats {\n  int32 total_mails = 1;\n  int32 unread_mails = 2;\n  int32 mails_with_attachments = 3;\n  int32 mails_with_unclaimed_attachments = 4;\n  int32 important_mails = 5;\n  int32 favorite_mails = 6;\n  int32 system_mails = 7;\n  int32 player_mails = 8;\n  int64 oldest_mail_date = 9;\n  int64 newest_mail_date = 10;\n}\n\n// 邮件配置\nmessage MailConfig {\n  bool auto_delete_read_mails = 1;\n  int32 auto_delete_days = 2; // 自动删除天数\n  bool notify_new_mail = 3;\n  bool notify_system_mail = 4;\n  bool auto_claim_attachments = 5;\n  int32 max_mails_per_page = 6;\n  repeated MailType blocked_mail_types = 7;\n}\n\n// 邮件类型枚举\nenum MailType {\n  MAIL_TYPE_UNSPECIFIED = 0;\n  MAIL_TYPE_SYSTEM = 1;         // 系统邮件\n  MAIL_TYPE_PLAYER = 2;         // 玩家邮件\n  MAIL_TYPE_REWARD = 3;         // 奖励邮件\n  MAIL_TYPE_NOTIFICATION = 4;   // 通知邮件\n  MAIL_TYPE_PROMOTION = 5;      // 推广邮件\n  MAIL_TYPE_ANNOUNCEMENT = 6;   // 公告邮件\n  MAIL_TYPE_GIFT = 7;           // 礼品邮件\n  MAIL_TYPE_COMPENSATION = 8;   // 补偿邮件\n  MAIL_TYPE_BATTLE_REPORT = 9;  // 战斗报告\n  MAIL_TYPE_GUILD = 10;         // 公会邮件\n}\n\n// 邮件状态枚举\nenum MailStatus {\n  MAIL_STATUS_UNSPECIFIED = 0;\n  MAIL_STATUS_UNREAD = 1;       // 未读\n  MAIL_STATUS_READ = 2;         // 已读\n  MAIL_STATUS_ARCHIVED = 3;     // 已归档\n  MAIL_STATUS_DELETED = 4;      // 已删除\n  MAIL_STATUS_EXPIRED = 5;      // 已过期\n}\n\n// 附件类型枚举\nenum AttachmentType {\n  ATTACHMENT_TYPE_UNSPECIFIED = 0;\n  ATTACHMENT_TYPE_ITEM = 1;       // 物品\n  ATTACHMENT_TYPE_CURRENCY = 2;   // 货币\n  ATTACHMENT_TYPE_EXPERIENCE = 3; // 经验\n  ATTACHMENT_TYPE_BUFF = 4;       // 增益效果\n  ATTACHMENT_TYPE_TITLE = 5;      // 称号\n  ATTACHMENT_TYPE_ACHIEVEMENT = 6; // 成就\n}\n\n// 邮件标记类型枚举\nenum MailMarkType {\n  MAIL_MARK_TYPE_UNSPECIFIED = 0;\n  MAIL_MARK_TYPE_READ = 1;        // 标记为已读\n  MAIL_MARK_TYPE_UNREAD = 2;      // 标记为未读\n  MAIL_MARK_TYPE_IMPORTANT = 3;   // 标记为重要\n  MAIL_MARK_TYPE_UNIMPORTANT = 4; // 取消重要标记\n  MAIL_MARK_TYPE_FAVORITE = 5;    // 标记为收藏\n  MAIL_MARK_TYPE_UNFAVORITE = 6;  // 取消收藏标记\n}"
  },
  {
    "path": "proto/map.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.map;\n\nimport \"proto/common.proto\";\nimport \"proto/entity.proto\";\nimport \"google/protobuf/timestamp.proto\";\n\noption go_package = \"greatestworks/internal/proto/map\";\noption csharp_namespace = \"GreatestWorks.Map\";\n\n// 地图服务\nservice MapService {\n  // 进入地图\n  rpc EnterMap(EnterMapRequest) returns (EnterMapResponse);\n  \n  // 离开地图\n  rpc LeaveMap(LeaveMapRequest) returns (LeaveMapResponse);\n  \n  // 获取地图信息\n  rpc GetMapInfo(GetMapInfoRequest) returns (GetMapInfoResponse);\n  \n  // 提交聊天消息\n  rpc SubmitChatMessage(SubmitChatMessageRequest) returns (SubmitChatMessageResponse);\n}\n\n// ========== 进入/离开地图 ==========\n\n// 进入地图请求\nmessage EnterMapRequest {\n  int64 character_id = 1;   // 角色ID\n  int32 map_id = 2;         // 地图ID\n  entity.NetVector3 spawn_point = 3; // 出生点（可选）\n}\n\n// 进入地图响应\nmessage EnterMapResponse {\n  bool success = 1;\n  string message = 2;\n  MapInfo map_info = 3;     // 地图信息\n  entity.NetVector3 position = 4; // 实际出生位置\n  repeated entity.EntityEnterData entities = 5; // 地图中已有的实体\n}\n\n// 离开地图请求\nmessage LeaveMapRequest {\n  int64 character_id = 1;   // 角色ID\n  int32 map_id = 2;         // 地图ID\n}\n\n// 离开地图响应\nmessage LeaveMapResponse {\n  bool success = 1;\n  string message = 2;\n}\n\n// ========== 地图信息 ==========\n\n// 获取地图信息请求\nmessage GetMapInfoRequest {\n  int32 map_id = 1;         // 地图ID\n}\n\n// 获取地图信息响应\nmessage GetMapInfoResponse {\n  bool success = 1;\n  string message = 2;\n  MapInfo map_info = 3;\n}\n\n// 地图信息\nmessage MapInfo {\n  int32 map_id = 1;         // 地图ID\n  string name = 2;          // 地图名称\n  string description = 3;   // 地图描述\n  MapType map_type = 4;     // 地图类型\n  int32 width = 5;          // 地图宽度\n  int32 height = 6;         // 地图高度\n  int32 player_count = 7;   // 当前玩家数量\n  int32 max_players = 8;    // 最大玩家数量\n  repeated SpawnPoint spawn_points = 9; // 出生点列表\n}\n\n// 出生点\nmessage SpawnPoint {\n  int32 spawn_id = 1;       // 出生点ID\n  entity.NetVector3 position = 2; // 位置\n  entity.NetVector3 direction = 3; // 朝向\n  SpawnPointType spawn_type = 4;   // 出生点类型\n}\n\n// ========== 聊天系统 ==========\n\n// 提交聊天消息请求\nmessage SubmitChatMessageRequest {\n  int64 character_id = 1;       // 发送者角色ID\n  ChatMessageType message_type = 2; // 消息类型\n  string message = 3;           // 消息内容\n  int64 target_id = 4;          // 目标ID（私聊时使用）\n}\n\n// 提交聊天消息响应\nmessage SubmitChatMessageResponse {\n  bool success = 1;\n  string error_message = 2;\n  google.protobuf.Timestamp timestamp = 3; // 消息时间戳\n}\n\n// 接收聊天消息通知（服务器广播）\nmessage ReceiveChatMessageResponse {\n  int64 character_id = 1;       // 发送者角色ID\n  string character_name = 2;    // 发送者角色名\n  ChatMessageType message_type = 3; // 消息类型\n  string message = 4;           // 消息内容\n  google.protobuf.Timestamp timestamp = 5; // 消息时间戳\n}\n\n// ========== 枚举定义 ==========\n\n// 地图类型\nenum MapType {\n  MAP_TYPE_NORMAL = 0;      // 普通地图\n  MAP_TYPE_DUNGEON = 1;     // 副本\n  MAP_TYPE_PVP = 2;         // PVP竞技场\n  MAP_TYPE_RAID = 3;        // 团队副本\n  MAP_TYPE_BATTLE = 4;      // 战场\n  MAP_TYPE_CITY = 5;        // 主城\n  MAP_TYPE_WILD = 6;        // 野外\n}\n\n// 聊天消息类型\nenum ChatMessageType {\n  CHAT_MESSAGE_WORLD = 0;   // 世界聊天\n  CHAT_MESSAGE_MAP = 1;     // 地图聊天\n  CHAT_MESSAGE_GROUP = 2;   // 组队聊天\n  CHAT_MESSAGE_GUILD = 3;   // 公会聊天\n  CHAT_MESSAGE_PRIVATE = 4; // 私聊\n  CHAT_MESSAGE_SYSTEM = 5;  // 系统消息\n}\n\n// 出生点类型\nenum SpawnPointType {\n  SPAWN_POINT_DEFAULT = 0;  // 默认出生点\n  SPAWN_POINT_PLAYER = 1;   // 玩家出生点\n  SPAWN_POINT_MONSTER = 2;  // 怪物刷新点\n  SPAWN_POINT_NPC = 3;      // NPC出生点\n  SPAWN_POINT_BOSS = 4;     // Boss刷新点\n}\n"
  },
  {
    "path": "proto/messages.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.messages;\n\noption go_package = \"greatestworks/internal/proto/messages;messages\";\noption csharp_namespace = \"GreatestWorks.Messages\";\n\n// 消息号枚举 - 系统消息 (0x0000 - 0x00FF)\nenum SystemMessageID {\n  SYSTEM_MESSAGE_ID_UNSPECIFIED = 0;\n  \n  MSG_HEARTBEAT = 0x0001;   // 心跳消息\n  MSG_HANDSHAKE = 0x0002;   // 握手消息\n  MSG_AUTH = 0x0003;        // 认证消息\n  MSG_DISCONNECT = 0x0004;  // 断开连接\n  MSG_ERROR = 0x0005;        // 错误消息\n  MSG_PING = 0x0006;        // Ping消息\n  MSG_PONG = 0x0007;        // Pong消息\n  MSG_SYSTEM_INFO = 0x0008;  // 系统信息\n  MSG_SERVER_STATUS = 0x0009; // 服务器状态\n  MSG_MAINTENANCE = 0x000A;  // 维护通知\n}\n\n// 消息号枚举 - 玩家相关消息 (0x0100 - 0x01FF)\nenum PlayerMessageID {\n  PLAYER_MESSAGE_ID_UNSPECIFIED = 0;\n  \n  MSG_PLAYER_LOGIN = 0x0101;     // 玩家登录\n  MSG_PLAYER_LOGOUT = 0x0102;    // 玩家登出\n  MSG_PLAYER_INFO = 0x0103;      // 玩家信息\n  MSG_PLAYER_MOVE = 0x0104;      // 玩家移动\n  MSG_PLAYER_CREATE = 0x0105;    // 创建玩家\n  MSG_PLAYER_UPDATE = 0x0106;    // 更新玩家\n  MSG_PLAYER_DELETE = 0x0107;    // 删除玩家\n  MSG_PLAYER_STATUS = 0x0108;    // 玩家状态\n  MSG_PLAYER_STATS = 0x0109;    // 玩家属性\n  MSG_PLAYER_LEVEL = 0x010A;    // 玩家升级\n  MSG_PLAYER_EXP_GAIN = 0x010B; // 玩家经验获得\n  MSG_PLAYER_SYNC = 0x010C;     // 玩家同步\n  MSG_PLAYER_BAN = 0x010D;      // 玩家封禁\n  MSG_PLAYER_UNBAN = 0x010E;    // 玩家解封\n  MSG_PLAYER_GM_UPDATE = 0x010F; // GM更新玩家\n}\n\n// 消息号枚举 - 战斗相关消息 (0x0200 - 0x02FF)\nenum BattleMessageID {\n  BATTLE_MESSAGE_ID_UNSPECIFIED = 0;\n  \n  MSG_CREATE_BATTLE = 0x0201;    // 创建战斗\n  MSG_JOIN_BATTLE = 0x0202;      // 加入战斗\n  MSG_LEAVE_BATTLE = 0x0203;     // 离开战斗\n  MSG_START_BATTLE = 0x0204;     // 开始战斗\n  MSG_END_BATTLE = 0x0205;       // 结束战斗\n  MSG_BATTLE_ACTION = 0x0206;    // 战斗行动\n  MSG_BATTLE_RESULT = 0x0207; // 战斗结果\n  MSG_BATTLE_STATUS = 0x0208;    // 战斗状态\n  MSG_SKILL_CAST = 0x0209;       // 技能释放\n  MSG_DAMAGE_DEALT = 0x020A;     // 伤害计算\n  MSG_BATTLE_ROUND = 0x020B;     // 战斗回合\n  MSG_BATTLE_SYNC = 0x020C;      // 战斗同步\n  MSG_BATTLE_SPECTATE = 0x020D;  // 观战\n  MSG_BATTLE_REPLAY = 0x020E;    // 战斗回放\n}\n\n// 消息号枚举 - 宠物相关消息 (0x0300 - 0x03FF)\nenum PetMessageID {\n  PET_MESSAGE_ID_UNSPECIFIED = 0;\n  \n  MSG_PET_SUMMON = 0x0301;       // 召唤宠物\n  MSG_PET_DISMISS = 0x0302;      // 收回宠物\n  MSG_PET_INFO = 0x0303;         // 宠物信息\n  MSG_PET_MOVE = 0x0304;         // 宠物移动\n  MSG_PET_ACTION = 0x0305;       // 宠物行动\n  MSG_PET_LEVEL_UP = 0x0306;      // 宠物升级\n  MSG_PET_EVOLUTION = 0x0307;    // 宠物进化\n  MSG_PET_TRAIN = 0x0308;        // 宠物训练\n  MSG_PET_FEED = 0x0309;         // 宠物喂养\n  MSG_PET_STATUS = 0x030A;       // 宠物状态\n  MSG_PET_SKILL_LEARN = 0x030B;  // 宠物技能学习\n  MSG_PET_SKILL_FORGET = 0x030C; // 宠物技能遗忘\n  MSG_PET_BOND = 0x030D;         // 宠物羁绊\n  MSG_PET_SYNTHESIS = 0x030E;    // 宠物合成\n  MSG_PET_SKIN_EQUIP = 0x030F;   // 宠物皮肤装备\n}\n\n// 消息号枚举 - 建筑相关消息 (0x0400 - 0x04FF)\nenum BuildingMessageID {\n  BUILDING_MESSAGE_ID_UNSPECIFIED = 0;\n  \n  MSG_BUILDING_CREATE = 0x0401;   // 创建建筑\n  MSG_BUILDING_UPGRADE = 0x0402;  // 升级建筑\n  MSG_BUILDING_DESTROY = 0x0403;  // 摧毁建筑\n  MSG_BUILDING_INFO = 0x0404;     // 建筑信息\n  MSG_BUILDING_PRODUCE = 0x0405;  // 建筑生产\n  MSG_BUILDING_COLLECT = 0x0406;  // 收集资源\n  MSG_BUILDING_REPAIR = 0x0407;   // 修复建筑\n  MSG_BUILDING_STATUS = 0x0408;    // 建筑状态\n  MSG_BUILDING_SYNC = 0x0409;     // 建筑同步\n  MSG_BUILDING_MOVE = 0x040A;     // 建筑移动\n  MSG_BUILDING_ROTATE = 0x040B;   // 建筑旋转\n  MSG_BUILDING_UPGRADE_CANCEL = 0x040C; // 取消升级\n}\n\n// 消息号枚举 - 社交相关消息 (0x0500 - 0x05FF)\nenum SocialMessageID {\n  SOCIAL_MESSAGE_ID_UNSPECIFIED = 0;\n  \n  MSG_CHAT_MESSAGE = 0x0501;     // 聊天消息\n  MSG_FRIEND_REQUEST = 0x0502;   // 好友请求\n  MSG_FRIEND_ACCEPT = 0x0503;    // 接受好友\n  MSG_FRIEND_REJECT = 0x0504;    // 拒绝好友\n  MSG_FRIEND_REMOVE = 0x0505;    // 删除好友\n  MSG_FRIEND_LIST = 0x0506;      // 好友列表\n  MSG_GUILD_CREATE = 0x0507;     // 创建公会\n  MSG_GUILD_JOIN = 0x0508;       // 加入公会\n  MSG_GUILD_LEAVE = 0x0509;      // 离开公会\n  MSG_GUILD_INFO = 0x050A;       // 公会信息\n  MSG_TEAM_CREATE = 0x050B;      // 创建队伍\n  MSG_TEAM_JOIN = 0x050C;        // 加入队伍\n  MSG_TEAM_LEAVE = 0x050D;       // 离开队伍\n  MSG_TEAM_INFO = 0x050E;        // 队伍信息\n  MSG_MAIL_SEND = 0x050F;        // 发送邮件\n  MSG_MAIL_RECEIVE = 0x0510;     // 接收邮件\n  MSG_MAIL_DELETE = 0x0511;      // 删除邮件\n  MSG_MAIL_READ = 0x0512;       // 阅读邮件\n}\n\n// 消息号枚举 - 物品相关消息 (0x0600 - 0x06FF)\nenum ItemMessageID {\n  ITEM_MESSAGE_ID_UNSPECIFIED = 0;\n  \n  MSG_ITEM_USE = 0x0601;         // 使用物品\n  MSG_ITEM_EQUIP = 0x0602;       // 装备物品\n  MSG_ITEM_UNEQUIP = 0x0603;      // 卸下装备\n  MSG_ITEM_DROP = 0x0604;         // 丢弃物品\n  MSG_ITEM_PICKUP = 0x0605;       // 拾取物品\n  MSG_ITEM_TRADE = 0x0606;        // 交易物品\n  MSG_INVENTORY_INFO = 0x0607;    // 背包信息\n  MSG_ITEM_INFO = 0x0608;         // 物品信息\n  MSG_ITEM_CRAFT = 0x0609;        // 制作物品\n  MSG_ITEM_ENHANCE = 0x060A;      // 强化物品\n  MSG_ITEM_DISASSEMBLE = 0x060B;  // 分解物品\n  MSG_ITEM_SELL = 0x060C;         // 出售物品\n  MSG_ITEM_BUY = 0x060D;          // 购买物品\n  MSG_ITEM_STACK = 0x060E;        // 物品堆叠\n  MSG_ITEM_SPLIT = 0x060F;        // 物品拆分\n}\n\n// 消息号枚举 - 任务相关消息 (0x0700 - 0x07FF)\nenum QuestMessageID {\n  QUEST_MESSAGE_ID_UNSPECIFIED = 0;\n  \n  MSG_QUEST_ACCEPT = 0x0701;      // 接受任务\n  MSG_QUEST_COMPLETE = 0x0702;    // 完成任务\n  MSG_QUEST_CANCEL = 0x0703;      // 取消任务\n  MSG_QUEST_PROGRESS = 0x0704;    // 任务进度\n  MSG_QUEST_LIST = 0x0705;        // 任务列表\n  MSG_QUEST_INFO = 0x0706;        // 任务信息\n  MSG_QUEST_REWARD = 0x0707;      // 任务奖励\n  MSG_QUEST_UPDATE = 0x0708;      // 任务更新\n  MSG_QUEST_ABANDON = 0x0709;     // 放弃任务\n  MSG_QUEST_SHARE = 0x070A;       // 分享任务\n  MSG_QUEST_TRACK = 0x070B;       // 追踪任务\n  MSG_QUEST_UNTrack = 0x070C;     // 取消追踪\n}\n\n// 消息号枚举 - 查询相关消息 (0x0800 - 0x08FF)\nenum QueryMessageID {\n  QUERY_MESSAGE_ID_UNSPECIFIED = 0;\n  \n  MSG_GET_PLAYER_INFO = 0x0801;    // 获取玩家信息\n  MSG_GET_ONLINE_PLAYERS = 0x0802; // 获取在线玩家\n  MSG_GET_BATTLE_INFO = 0x0803;    // 获取战斗信息\n  MSG_GET_RANKING_LIST = 0x0804;   // 获取排行榜\n  MSG_GET_SERVER_INFO = 0x0805;    // 获取服务器信息\n  MSG_GET_PET_INFO = 0x0806;       // 获取宠物信息\n  MSG_GET_BUILDING_INFO = 0x0807; // 获取建筑信息\n  MSG_GET_ITEM_INFO = 0x0808;      // 获取物品信息\n  MSG_GET_QUEST_INFO = 0x0809;    // 获取任务信息\n  MSG_GET_GUILD_INFO = 0x080A;    // 获取公会信息\n  MSG_GET_TEAM_INFO = 0x080B;     // 获取队伍信息\n  MSG_GET_FRIEND_INFO = 0x080C;   // 获取好友信息\n  MSG_GET_MAIL_INFO = 0x080D;     // 获取邮件信息\n  MSG_GET_STATS = 0x080E;         // 获取统计信息\n}\n\n// 消息号枚举 - 系统管理消息 (0x0900 - 0x09FF)\nenum AdminMessageID {\n  ADMIN_MESSAGE_ID_UNSPECIFIED = 0;\n  \n  MSG_ADMIN_BAN_PLAYER = 0x0901;   // 封禁玩家\n  MSG_ADMIN_UNBAN_PLAYER = 0x0902; // 解封玩家\n  MSG_ADMIN_KICK_PLAYER = 0x0903;  // 踢出玩家\n  MSG_ADMIN_MUTE_PLAYER = 0x0904;  // 禁言玩家\n  MSG_ADMIN_UNMUTE_PLAYER = 0x0905; // 取消禁言\n  MSG_ADMIN_GIVE_ITEM = 0x0906;    // 给予物品\n  MSG_ADMIN_TAKE_ITEM = 0x0907;    // 收回物品\n  MSG_ADMIN_SET_LEVEL = 0x0908;    // 设置等级\n  MSG_ADMIN_SET_EXP = 0x0909;      // 设置经验\n  MSG_ADMIN_SET_GOLD = 0x090A;     // 设置金币\n  MSG_ADMIN_TELEPORT = 0x090B;     // 传送玩家\n  MSG_ADMIN_ANNOUNCE = 0x090C;    // 公告\n  MSG_ADMIN_RELOAD_CONFIG = 0x090D; // 重载配置\n  MSG_ADMIN_SHUTDOWN = 0x090E;     // 关闭服务器\n  MSG_ADMIN_RESTART = 0x090F;      // 重启服务器\n}\n\n// 消息头结构\nmessage MessageHeader {\n  uint32 magic = 1;        // 魔数标识 (0x47574B53 \"GWKS\")\n  uint32 message_id = 2;    // 消息ID\n  uint32 message_type = 3;  // 消息类型\n  uint32 flags = 4;         // 标志位\n  uint64 player_id = 5;     // 玩家ID\n  int64 timestamp = 6;      // 时间戳\n  uint32 sequence = 7;      // 序列号\n  uint32 length = 8;        // 消息体长度\n  string request_id = 9;    // 请求ID\n  string session_id = 10;   // 会话ID\n}\n\n// 消息标志位枚举\nenum MessageFlag {\n  MESSAGE_FLAG_UNSPECIFIED = 0;\n  MESSAGE_FLAG_REQUEST = 0x0001;    // 请求消息\n  MESSAGE_FLAG_RESPONSE = 0x0002;   // 响应消息\n  MESSAGE_FLAG_ERROR = 0x0004;     // 错误消息\n  MESSAGE_FLAG_ASYNC = 0x0008;     // 异步消息\n  MESSAGE_FLAG_BROADCAST = 0x0010; // 广播消息\n  MESSAGE_FLAG_ENCRYPTED = 0x0020; // 加密消息\n  MESSAGE_FLAG_COMPRESSED = 0x0040; // 压缩消息\n  MESSAGE_FLAG_PRIORITY = 0x0080;  // 高优先级消息\n  MESSAGE_FLAG_RELIABLE = 0x0100;  // 可靠消息\n  MESSAGE_FLAG_ORDERED = 0x0200;   // 有序消息\n}\n\n// 消息优先级枚举\nenum MessagePriority {\n  MESSAGE_PRIORITY_UNSPECIFIED = 0;\n  MESSAGE_PRIORITY_LOW = 1;        // 低优先级\n  MESSAGE_PRIORITY_NORMAL = 2;     // 普通优先级\n  MESSAGE_PRIORITY_HIGH = 3;       // 高优先级\n  MESSAGE_PRIORITY_URGENT = 4;     // 紧急优先级\n  MESSAGE_PRIORITY_CRITICAL = 5;   // 关键优先级\n}\n"
  },
  {
    "path": "proto/npc.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.npc;\n\nimport \"proto/common.proto\";\nimport \"proto/auth.proto\";\n\noption go_package = \"greatestworks/internal/proto/npc\";\noption csharp_namespace = \"GreatestWorks.NPC\";\n\n// NPC服务\nservice NPCService {\n  // 与NPC交互\n  rpc Interact(InteractRequest) returns (InteractResponse);\n  \n  // 查询NPC对话ID\n  rpc QueryDialogue(QueryDialogueIdRequest) returns (QueryDialogueIdResponse);\n  \n  // 开始对话\n  rpc StartDialogue(StartDialogueRequest) returns (StartDialogueResponse);\n  \n  // 结束对话\n  rpc EndDialogue(EndDialogueRequest) returns (EndDialogueResponse);\n  \n  // 打开商店\n  rpc OpenShop(OpenShopRequest) returns (OpenShopResponse);\n  \n  // 购买物品\n  rpc BuyItem(BuyItemRequest) returns (BuyItemResponse);\n  \n  // 出售物品\n  rpc SellItem(SellItemRequest) returns (SellItemResponse);\n}\n\n// ========== NPC交互 ==========\n\n// 交互请求\nmessage InteractRequest {\n  int32 player_id = 1;          // 玩家实体ID\n  int32 npc_id = 2;             // NPC实体ID\n  int32 select_idx = 3;         // 选择项索引\n}\n\n// 交互响应\nmessage InteractResponse {\n  auth.ErrorCode error = 1;     // 错误码\n  string message = 2;           // 错误消息\n  int32 npc_id = 3;             // NPC实体ID\n  int32 dialogue_id = 4;        // 对话ID\n}\n\n// ========== 查询对话 ==========\n\n// 查询对话ID请求\nmessage QueryDialogueIdRequest {\n  int32 player_id = 1;          // 玩家实体ID\n  int32 npc_id = 2;             // NPC实体ID\n}\n\n// 查询对话ID响应\nmessage QueryDialogueIdResponse {\n  auth.ErrorCode error = 1;     // 错误码\n  string message = 2;           // 错误消息\n  int32 npc_id = 3;             // NPC实体ID\n  int32 dialogue_id = 4;        // 对话ID\n}\n\n// ========== 对话系统 ==========\n\n// 开始对话请求\nmessage StartDialogueRequest {\n  int32 player_id = 1;          // 玩家实体ID\n  int32 npc_id = 2;             // NPC实体ID\n}\n\n// 开始对话响应\nmessage StartDialogueResponse {\n  auth.ErrorCode error = 1;     // 错误码\n  string message = 2;           // 错误消息\n  DialogueData dialogue = 3;    // 对话数据\n}\n\n// 结束对话请求\nmessage EndDialogueRequest {\n  int32 player_id = 1;          // 玩家实体ID\n  int32 npc_id = 2;             // NPC实体ID\n}\n\n// 结束对话响应\nmessage EndDialogueResponse {\n  auth.ErrorCode error = 1;     // 错误码\n  string message = 2;           // 错误消息\n}\n\n// ========== 商店系统 ==========\n\n// 打开商店请求\nmessage OpenShopRequest {\n  int32 player_id = 1;          // 玩家实体ID\n  int32 npc_id = 2;             // NPC实体ID\n  int32 shop_id = 3;            // 商店ID\n}\n\n// 打开商店响应\nmessage OpenShopResponse {\n  auth.ErrorCode error = 1;     // 错误码\n  string message = 2;           // 错误消息\n  ShopInfo shop = 3;            // 商店信息\n}\n\n// 购买物品请求\nmessage BuyItemRequest {\n  int32 player_id = 1;          // 玩家实体ID\n  int32 shop_id = 2;            // 商店ID\n  int32 item_id = 3;            // 物品ID\n  int32 count = 4;              // 购买数量\n}\n\n// 购买物品响应\nmessage BuyItemResponse {\n  auth.ErrorCode error = 1;     // 错误码\n  string message = 2;           // 错误消息\n  int32 total_cost = 3;         // 总花费\n  int32 remaining_gold = 4;     // 剩余金币\n}\n\n// 出售物品请求\nmessage SellItemRequest {\n  int32 player_id = 1;          // 玩家实体ID\n  int32 npc_id = 2;             // NPC实体ID\n  int32 slot_id = 3;            // 物品槽位\n  int32 count = 4;              // 出售数量\n}\n\n// 出售物品响应\nmessage SellItemResponse {\n  auth.ErrorCode error = 1;     // 错误码\n  string message = 2;           // 错误消息\n  int32 total_gain = 3;         // 总收益\n  int32 current_gold = 4;       // 当前金币\n}\n\n// ========== 数据结构 ==========\n\n// NPC对话记录\nmessage DialogueRecord {\n  int32 npc_id = 1;             // NPC ID\n  int32 dialogue_id = 2;        // 对话ID\n}\n\n// NPC对话信息（用于序列化存储）\nmessage DialogueInfo {\n  repeated DialogueRecord dialogue_arr = 1; // 对话记录数组\n}\n\n// 对话数据\nmessage DialogueData {\n  int32 dialogue_id = 1;        // 对话ID\n  string npc_name = 2;          // NPC名称\n  string content = 3;           // 对话内容\n  repeated DialogueOption options = 4; // 对话选项\n  DialogueType dialogue_type = 5;      // 对话类型\n}\n\n// 对话选项\nmessage DialogueOption {\n  int32 option_id = 1;          // 选项ID\n  string text = 2;              // 选项文本\n  int32 next_dialogue_id = 3;   // 下一个对话ID（-1表示结束）\n  OptionAction action = 4;      // 选项动作\n}\n\n// 选项动作\nmessage OptionAction {\n  ActionType action_type = 1;   // 动作类型\n  int32 action_value = 2;       // 动作值（任务ID、商店ID等）\n}\n\n// 商店信息\nmessage ShopInfo {\n  int32 shop_id = 1;            // 商店ID\n  string shop_name = 2;         // 商店名称\n  ShopType shop_type = 3;       // 商店类型\n  repeated ShopItem items = 4;  // 商品列表\n  int32 refresh_time = 5;       // 刷新时间（秒，0表示不刷新）\n}\n\n// 商品项\nmessage ShopItem {\n  int32 item_id = 1;            // 物品ID\n  int32 price = 2;              // 价格\n  int32 stock = 3;              // 库存（-1表示无限）\n  int32 max_buy_count = 4;      // 最大购买数量（-1表示无限）\n  int32 discount = 5;           // 折扣（百分比，100表示无折扣）\n  bool is_limited = 6;          // 是否限时\n  int64 expire_time = 7;        // 过期时间\n}\n\n// ========== 枚举定义 ==========\n\n// 对话类型\nenum DialogueType {\n  DIALOGUE_TYPE_NORMAL = 0;     // 普通对话\n  DIALOGUE_TYPE_QUEST = 1;      // 任务对话\n  DIALOGUE_TYPE_SHOP = 2;       // 商店对话\n  DIALOGUE_TYPE_TELEPORT = 3;   // 传送对话\n  DIALOGUE_TYPE_CRAFT = 4;      // 制作对话\n}\n\n// 动作类型\nenum ActionType {\n  ACTION_NONE = 0;              // 无动作\n  ACTION_ACCEPT_QUEST = 1;      // 接受任务\n  ACTION_SUBMIT_QUEST = 2;      // 提交任务\n  ACTION_OPEN_SHOP = 3;         // 打开商店\n  ACTION_TELEPORT = 4;          // 传送\n  ACTION_LEARN_SKILL = 5;       // 学习技能\n}\n\n// 商店类型\nenum ShopType {\n  SHOP_TYPE_GENERAL = 0;        // 普通商店\n  SHOP_TYPE_WEAPON = 1;         // 武器商店\n  SHOP_TYPE_ARMOR = 2;          // 护甲商店\n  SHOP_TYPE_POTION = 3;         // 药水商店\n  SHOP_TYPE_MATERIAL = 4;       // 材料商店\n  SHOP_TYPE_SPECIAL = 5;        // 特殊商店\n}\n"
  },
  {
    "path": "proto/pet.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.pet;\n\nimport \"proto/common.proto\";\n\noption go_package = \"greatestworks/internal/proto/pet\";\noption csharp_namespace = \"GreatestWorks.Pet\";\n\n// 宠物服务定义\nservice PetService {\n  // 创建宠物\n  rpc CreatePet(CreatePetRequest) returns (CreatePetResponse);\n  \n  // 获取宠物信息\n  rpc GetPetInfo(GetPetInfoRequest) returns (GetPetInfoResponse);\n  \n  // 更新宠物信息\n  rpc UpdatePet(UpdatePetRequest) returns (UpdatePetResponse);\n  \n  // 宠物升级\n  rpc LevelUpPet(LevelUpPetRequest) returns (LevelUpPetResponse);\n  \n  // 宠物进化\n  rpc EvolvePet(EvolvePetRequest) returns (EvolvePetResponse);\n  \n  // 获取玩家宠物列表\n  rpc GetPlayerPets(GetPlayerPetsRequest) returns (GetPlayerPetsResponse);\n}\n\n// 创建宠物请求\nmessage CreatePetRequest {\n  string player_id = 1;\n  string species_id = 2;\n  string name = 3;\n  int32 initial_level = 4;\n  string rarity = 5;\n}\n\n// 创建宠物响应\nmessage CreatePetResponse {\n  greatestworks.common.CommonResponse common = 1;\n  PetInfo pet = 2;\n}\n\n// 获取宠物信息请求\nmessage GetPetInfoRequest {\n  string pet_id = 1;\n}\n\n// 获取宠物信息响应\nmessage GetPetInfoResponse {\n  greatestworks.common.CommonResponse common = 1;\n  PetInfo pet = 2;\n}\n\n// 更新宠物信息请求\nmessage UpdatePetRequest {\n  string pet_id = 1;\n  map<string, string> updates = 2;\n}\n\n// 更新宠物信息响应\nmessage UpdatePetResponse {\n  greatestworks.common.CommonResponse common = 1;\n  PetInfo pet = 2;\n}\n\n// 宠物升级请求\nmessage LevelUpPetRequest {\n  string pet_id = 1;\n  int32 experience_points = 2;\n}\n\n// 宠物升级响应\nmessage LevelUpPetResponse {\n  greatestworks.common.CommonResponse common = 1;\n  PetInfo pet = 2;\n  bool leveled_up = 3;\n  int32 new_level = 4;\n}\n\n// 宠物进化请求\nmessage EvolvePetRequest {\n  string pet_id = 1;\n  string target_species_id = 2;\n  repeated string required_items = 3;\n}\n\n// 宠物进化响应\nmessage EvolvePetResponse {\n  greatestworks.common.CommonResponse common = 1;\n  PetInfo pet = 2;\n  bool evolved = 3;\n  string new_species = 4;\n}\n\n// 获取玩家宠物列表请求\nmessage GetPlayerPetsRequest {\n  string player_id = 1;\n  int32 limit = 2;\n  int32 offset = 3;\n}\n\n// 获取玩家宠物列表响应\nmessage GetPlayerPetsResponse {\n  greatestworks.common.CommonResponse common = 1;\n  repeated PetInfo pets = 2;\n  greatestworks.common.PaginationInfo pagination = 3;\n}\n\n// 宠物信息\nmessage PetInfo {\n  string pet_id = 1;\n  string player_id = 2;\n  string species_id = 3;\n  string name = 4;\n  int32 level = 5;\n  int32 experience = 6;\n  int32 max_experience = 7;\n  string rarity = 8;\n  PetStats stats = 9;\n  PetSkills skills = 10;\n  int64 created_at = 11;\n  int64 last_fed = 12;\n  bool is_active = 13;\n}\n\n// 宠物属性\nmessage PetStats {\n  int32 health = 1;\n  int32 max_health = 2;\n  int32 attack = 3;\n  int32 defense = 4;\n  int32 speed = 5;\n  int32 intelligence = 6;\n  int32 loyalty = 7;\n  int32 happiness = 8;\n}\n\n// 宠物技能\nmessage PetSkills {\n  repeated PetSkill skills = 1;\n  int32 skill_points = 2;\n}\n\n// 宠物技能详情\nmessage PetSkill {\n  string skill_id = 1;\n  string name = 2;\n  string description = 3;\n  int32 level = 4;\n  int32 max_level = 5;\n  PetSkillType skill_type = 6;\n  int32 cooldown = 7;\n  int32 mana_cost = 8;\n}\n\n// 宠物稀有度枚举\nenum PetRarity {\n  PET_RARITY_UNSPECIFIED = 0;\n  PET_RARITY_COMMON = 1;         // 普通\n  PET_RARITY_UNCOMMON = 2;       // 不常见\n  PET_RARITY_RARE = 3;           // 稀有\n  PET_RARITY_EPIC = 4;           // 史诗\n  PET_RARITY_LEGENDARY = 5;      // 传说\n  PET_RARITY_MYTHIC = 6;         // 神话\n}\n\n// 宠物品质枚举\nenum PetQuality {\n  PET_QUALITY_UNSPECIFIED = 0;\n  PET_QUALITY_POOR = 1;          // 劣质\n  PET_QUALITY_FAIR = 2;          // 一般\n  PET_QUALITY_GOOD = 3;          // 良好\n  PET_QUALITY_EXCELLENT = 4;     // 优秀\n  PET_QUALITY_PERFECT = 5;       // 完美\n}\n\n// 宠物技能类型枚举\nenum PetSkillType {\n  PET_SKILL_TYPE_UNSPECIFIED = 0;\n  PET_SKILL_TYPE_ATTACK = 1;     // 攻击技能\n  PET_SKILL_TYPE_DEFENSE = 2;    // 防御技能\n  PET_SKILL_TYPE_HEAL = 3;       // 治疗技能\n  PET_SKILL_TYPE_BUFF = 4;       // 增益技能\n  PET_SKILL_TYPE_DEBUFF = 5;     // 减益技能\n  PET_SKILL_TYPE_PASSIVE = 6;    // 被动技能\n  PET_SKILL_TYPE_ULTIMATE = 7;   // 终极技能\n}\n\n// 宠物心情枚举\nenum PetMood {\n  PET_MOOD_UNSPECIFIED = 0;\n  PET_MOOD_VERY_HAPPY = 1;       // 非常开心\n  PET_MOOD_HAPPY = 2;            // 开心\n  PET_MOOD_NORMAL = 3;            // 正常\n  PET_MOOD_SAD = 4;               // 难过\n  PET_MOOD_VERY_SAD = 5;          // 非常难过\n  PET_MOOD_ANGRY = 6;             // 愤怒\n  PET_MOOD_SICK = 7;              // 生病\n}\n\n// 宠物训练类型枚举\nenum PetTrainingType {\n  PET_TRAINING_TYPE_UNSPECIFIED = 0;\n  PET_TRAINING_TYPE_STRENGTH = 1;    // 力量训练\n  PET_TRAINING_TYPE_AGILITY = 2;      // 敏捷训练\n  PET_TRAINING_TYPE_INTELLIGENCE = 3; // 智力训练\n  PET_TRAINING_TYPE_ENDURANCE = 4;   // 耐力训练\n  PET_TRAINING_TYPE_BALANCED = 5;    // 平衡训练\n}\n\n// 宠物训练强度枚举\nenum PetTrainingIntensity {\n  PET_TRAINING_INTENSITY_UNSPECIFIED = 0;\n  PET_TRAINING_INTENSITY_LIGHT = 1;   // 轻度训练\n  PET_TRAINING_INTENSITY_MODERATE = 2; // 中度训练\n  PET_TRAINING_INTENSITY_INTENSE = 3;  // 强度训练\n  PET_TRAINING_INTENSITY_EXTREME = 4;  // 极限训练\n}\n"
  },
  {
    "path": "proto/player.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.player;\n\nimport \"proto/common.proto\";\n\noption go_package = \"greatestworks/internal/proto/player\";\noption csharp_namespace = \"GreatestWorks.Player\";\n\n// 玩家服务定义\nservice PlayerService {\n  // 创建玩家\n  rpc CreatePlayer(CreatePlayerRequest) returns (CreatePlayerResponse);\n  \n  // 玩家登录\n  rpc Login(LoginRequest) returns (LoginResponse);\n  \n  // 玩家登出\n  rpc Logout(LogoutRequest) returns (LogoutResponse);\n  \n  // 获取玩家信息\n  rpc GetPlayerInfo(GetPlayerInfoRequest) returns (GetPlayerInfoResponse);\n  \n  // 更新玩家信息\n  rpc UpdatePlayer(UpdatePlayerRequest) returns (UpdatePlayerResponse);\n  \n  // 移动玩家\n  rpc MovePlayer(MovePlayerRequest) returns (MovePlayerResponse);\n  \n  // 获取在线玩家列表\n  rpc GetOnlinePlayers(GetOnlinePlayersRequest) returns (GetOnlinePlayersResponse);\n}\n\n// 创建玩家请求\nmessage CreatePlayerRequest {\n  string name = 1;\n  string account_id = 2;\n  int32 initial_level = 3;\n  greatestworks.common.Position initial_position = 4;\n}\n\n// 创建玩家响应\nmessage CreatePlayerResponse {\n  greatestworks.common.CommonResponse common = 1;\n  greatestworks.common.PlayerBasicInfo player = 2;\n}\n\n// 登录请求\nmessage LoginRequest {\n  string player_id = 1;\n  string session_id = 2;\n  string client_version = 3;\n}\n\n// 登录响应\nmessage LoginResponse {\n  greatestworks.common.CommonResponse common = 1;\n  greatestworks.common.PlayerBasicInfo player = 2;\n  string session_token = 3;\n  int64 login_time = 4;\n}\n\n// 登出请求\nmessage LogoutRequest {\n  string player_id = 1;\n  string session_id = 2;\n}\n\n// 登出响应\nmessage LogoutResponse {\n  greatestworks.common.CommonResponse common = 1;\n  int64 logout_time = 2;\n}\n\n// 获取玩家信息请求\nmessage GetPlayerInfoRequest {\n  string player_id = 1;\n}\n\n// 获取玩家信息响应\nmessage GetPlayerInfoResponse {\n  greatestworks.common.CommonResponse common = 1;\n  greatestworks.common.PlayerBasicInfo player = 2;\n  PlayerStats stats = 3;\n  PlayerInventory inventory = 4;\n}\n\n// 更新玩家信息请求\nmessage UpdatePlayerRequest {\n  string player_id = 1;\n  map<string, string> updates = 2;\n}\n\n// 更新玩家信息响应\nmessage UpdatePlayerResponse {\n  greatestworks.common.CommonResponse common = 1;\n  greatestworks.common.PlayerBasicInfo player = 2;\n}\n\n// 移动玩家请求\nmessage MovePlayerRequest {\n  string player_id = 1;\n  greatestworks.common.Position position = 2;\n  string scene_id = 3;\n}\n\n// 移动玩家响应\nmessage MovePlayerResponse {\n  greatestworks.common.CommonResponse common = 1;\n  greatestworks.common.Position new_position = 2;\n}\n\n// 获取在线玩家列表请求\nmessage GetOnlinePlayersRequest {\n  int32 limit = 1;\n  int32 offset = 2;\n}\n\n// 获取在线玩家列表响应\nmessage GetOnlinePlayersResponse {\n  greatestworks.common.CommonResponse common = 1;\n  repeated greatestworks.common.PlayerBasicInfo players = 2;\n  greatestworks.common.PaginationInfo pagination = 3;\n}\n\n// 玩家属性\nmessage PlayerStats {\n  int32 health = 1;\n  int32 max_health = 2;\n  int32 mana = 3;\n  int32 max_mana = 4;\n  int32 attack = 5;\n  int32 defense = 6;\n  int32 speed = 7;\n  int32 gold = 8;\n  int32 diamonds = 9;\n}\n\n// 玩家背包\nmessage PlayerInventory {\n  int32 capacity = 1;\n  int32 used_slots = 2;\n  repeated InventoryItem items = 3;\n}\n\n// 背包物品\nmessage InventoryItem {\n  string item_id = 1;\n  string name = 2;\n  int32 quantity = 3;\n  int32 max_stack = 4;\n  greatestworks.common.ItemType item_type = 5;\n  greatestworks.common.ItemRarity rarity = 6;\n}\n\n// 玩家性别枚举\nenum PlayerGender {\n  PLAYER_GENDER_UNSPECIFIED = 0;\n  PLAYER_GENDER_MALE = 1;        // 男性\n  PLAYER_GENDER_FEMALE = 2;      // 女性\n  PLAYER_GENDER_OTHER = 3;       // 其他\n}\n\n// 玩家职业枚举\nenum PlayerClass {\n  PLAYER_CLASS_UNSPECIFIED = 0;\n  PLAYER_CLASS_WARRIOR = 1;      // 战士\n  PLAYER_CLASS_MAGE = 2;         // 法师\n  PLAYER_CLASS_ARCHER = 3;       // 弓箭手\n  PLAYER_CLASS_ASSASSIN = 4;     // 刺客\n  PLAYER_CLASS_PRIEST = 5;       // 牧师\n  PLAYER_CLASS_PALADIN = 6;      // 圣骑士\n  PLAYER_CLASS_DRUID = 7;        // 德鲁伊\n  PLAYER_CLASS_NECROMANCER = 8;  // 死灵法师\n}\n\n// 玩家等级枚举\nenum PlayerLevel {\n  PLAYER_LEVEL_UNSPECIFIED = 0;\n  PLAYER_LEVEL_BEGINNER = 1;     // 新手\n  PLAYER_LEVEL_INTERMEDIATE = 2; // 中级\n  PLAYER_LEVEL_ADVANCED = 3;     // 高级\n  PLAYER_LEVEL_EXPERT = 4;       // 专家\n  PLAYER_LEVEL_MASTER = 5;       // 大师\n  PLAYER_LEVEL_GRANDMASTER = 6;  // 宗师\n}\n\n// 玩家状态枚举\nenum PlayerStatus {\n  PLAYER_STATUS_UNSPECIFIED = 0;\n  PLAYER_STATUS_OFFLINE = 1;     // 离线\n  PLAYER_STATUS_ONLINE = 2;      // 在线\n  PLAYER_STATUS_IN_BATTLE = 3;   // 战斗中\n  PLAYER_STATUS_IN_QUEUE = 4;    // 排队中\n  PLAYER_STATUS_AFK = 5;         // 离开\n  PLAYER_STATUS_BANNED = 6;      // 被封禁\n}\n"
  },
  {
    "path": "proto/protocol.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.protocol;\n\noption go_package = \"greatestworks/internal/proto/protocol\";\noption csharp_namespace = \"GreatestWorks.Protocol\";\n\n// 消息类型枚举 - 系统消息 (0x0000 - 0x00FF)\nenum SystemMessageType {\n  SYSTEM_MESSAGE_UNSPECIFIED = 0;\n  MSG_HEARTBEAT = 0x0001;  // 心跳消息\n  MSG_HANDSHAKE = 0x0002; // 握手消息\n  MSG_AUTH = 0x0003;      // 认证消息\n  MSG_DISCONNECT = 0x0004; // 断开连接\n  MSG_ERROR = 0x0005;     // 错误消息\n  MSG_PING = 0x0006;      // Ping消息\n  MSG_PONG = 0x0007;      // Pong消息\n}\n\n// 消息类型枚举 - 玩家相关消息 (0x0100 - 0x01FF)\nenum PlayerMessageType {\n  PLAYER_MESSAGE_UNSPECIFIED = 0;\n  MSG_PLAYER_LOGIN = 0x0101;    // 玩家登录\n  MSG_PLAYER_LOGOUT = 0x0102;   // 玩家登出\n  MSG_PLAYER_INFO = 0x0103;     // 玩家信息\n  MSG_PLAYER_MOVE = 0x0104;     // 玩家移动\n  MSG_PLAYER_CREATE = 0x0105;   // 创建玩家\n  MSG_PLAYER_UPDATE = 0x0106;   // 更新玩家\n  MSG_PLAYER_DELETE = 0x0107;   // 删除玩家\n  MSG_PLAYER_STATUS = 0x0108;   // 玩家状态\n  MSG_PLAYER_STATS = 0x0109;    // 玩家属性\n  MSG_PLAYER_LEVEL = 0x010A;    // 玩家升级\n}\n\n// 消息类型枚举 - 战斗相关消息 (0x0200 - 0x02FF)\nenum BattleMessageType {\n  BATTLE_MESSAGE_UNSPECIFIED = 0;\n  MSG_CREATE_BATTLE = 0x0201;  // 创建战斗\n  MSG_JOIN_BATTLE = 0x0202;    // 加入战斗\n  MSG_LEAVE_BATTLE = 0x0203;   // 离开战斗\n  MSG_START_BATTLE = 0x0204;   // 开始战斗\n  MSG_END_BATTLE = 0x0205;      // 结束战斗\n  MSG_BATTLE_ACTION = 0x0206;  // 战斗行动\n  MSG_BATTLE_RESULT = 0x0207;  // 战斗结果\n  MSG_BATTLE_STATUS = 0x0208;  // 战斗状态\n  MSG_SKILL_CAST = 0x0209;     // 技能释放\n  MSG_DAMAGE_DEALT = 0x020A;   // 伤害计算\n}\n\n// 消息类型枚举 - 宠物相关消息 (0x0300 - 0x03FF)\nenum PetMessageType {\n  PET_MESSAGE_UNSPECIFIED = 0;\n  MSG_PET_SUMMON = 0x0301;     // 召唤宠物\n  MSG_PET_DISMISS = 0x0302;    // 收回宠物\n  MSG_PET_INFO = 0x0303;       // 宠物信息\n  MSG_PET_MOVE = 0x0304;       // 宠物移动\n  MSG_PET_ACTION = 0x0305;     // 宠物行动\n  MSG_PET_LEVEL_UP = 0x0306;   // 宠物升级\n  MSG_PET_EVOLUTION = 0x0307; // 宠物进化\n  MSG_PET_TRAIN = 0x0308;      // 宠物训练\n  MSG_PET_FEED = 0x0309;       // 宠物喂养\n  MSG_PET_STATUS = 0x030A;     // 宠物状态\n}\n\n// 消息类型枚举 - 建筑相关消息 (0x0400 - 0x04FF)\nenum BuildingMessageType {\n  BUILDING_MESSAGE_UNSPECIFIED = 0;\n  MSG_BUILDING_CREATE = 0x0401;   // 创建建筑\n  MSG_BUILDING_UPGRADE = 0x0402;  // 升级建筑\n  MSG_BUILDING_DESTROY = 0x0403; // 摧毁建筑\n  MSG_BUILDING_INFO = 0x0404;    // 建筑信息\n  MSG_BUILDING_PRODUCE = 0x0405; // 建筑生产\n  MSG_BUILDING_COLLECT = 0x0406; // 收集资源\n  MSG_BUILDING_REPAIR = 0x0407;  // 修复建筑\n  MSG_BUILDING_STATUS = 0x0408;  // 建筑状态\n}\n\n// 消息类型枚举 - 社交相关消息 (0x0500 - 0x05FF)\nenum SocialMessageType {\n  SOCIAL_MESSAGE_UNSPECIFIED = 0;\n  MSG_CHAT_MESSAGE = 0x0501;     // 聊天消息\n  MSG_FRIEND_REQUEST = 0x0502;  // 好友请求\n  MSG_FRIEND_ACCEPT = 0x0503;    // 接受好友\n  MSG_FRIEND_REJECT = 0x0504;    // 拒绝好友\n  MSG_FRIEND_REMOVE = 0x0505;    // 删除好友\n  MSG_FRIEND_LIST = 0x0506;       // 好友列表\n  MSG_GUILD_CREATE = 0x0507;     // 创建公会\n  MSG_GUILD_JOIN = 0x0508;        // 加入公会\n  MSG_GUILD_LEAVE = 0x0509;       // 离开公会\n  MSG_GUILD_INFO = 0x050A;        // 公会信息\n  MSG_TEAM_CREATE = 0x050B;       // 创建队伍\n  MSG_TEAM_JOIN = 0x050C;         // 加入队伍\n  MSG_TEAM_LEAVE = 0x050D;        // 离开队伍\n  MSG_TEAM_INFO = 0x050E;          // 队伍信息\n}\n\n// 消息类型枚举 - 物品相关消息 (0x0600 - 0x06FF)\nenum ItemMessageType {\n  ITEM_MESSAGE_UNSPECIFIED = 0;\n  MSG_ITEM_USE = 0x0601;         // 使用物品\n  MSG_ITEM_EQUIP = 0x0602;       // 装备物品\n  MSG_ITEM_UNEQUIP = 0x0603;     // 卸下装备\n  MSG_ITEM_DROP = 0x0604;        // 丢弃物品\n  MSG_ITEM_PICKUP = 0x0605;      // 拾取物品\n  MSG_ITEM_TRADE = 0x0606;       // 交易物品\n  MSG_INVENTORY_INFO = 0x0607;   // 背包信息\n  MSG_ITEM_INFO = 0x0608;        // 物品信息\n  MSG_ITEM_CRAFT = 0x0609;       // 制作物品\n  MSG_ITEM_ENHANCE = 0x060A;     // 强化物品\n}\n\n// 消息类型枚举 - 任务相关消息 (0x0700 - 0x07FF)\nenum QuestMessageType {\n  QUEST_MESSAGE_UNSPECIFIED = 0;\n  MSG_QUEST_ACCEPT = 0x0701;     // 接受任务\n  MSG_QUEST_COMPLETE = 0x0702;   // 完成任务\n  MSG_QUEST_CANCEL = 0x0703;     // 取消任务\n  MSG_QUEST_PROGRESS = 0x0704;  // 任务进度\n  MSG_QUEST_LIST = 0x0705;       // 任务列表\n  MSG_QUEST_INFO = 0x0706;       // 任务信息\n  MSG_QUEST_REWARD = 0x0707;     // 任务奖励\n}\n\n// 消息类型枚举 - 查询相关消息 (0x0800 - 0x08FF)\nenum QueryMessageType {\n  QUERY_MESSAGE_UNSPECIFIED = 0;\n  MSG_GET_PLAYER_INFO = 0x0801;    // 获取玩家信息\n  MSG_GET_ONLINE_PLAYERS = 0x0802; // 获取在线玩家\n  MSG_GET_BATTLE_INFO = 0x0803;    // 获取战斗信息\n  MSG_GET_RANKING_LIST = 0x0804;   // 获取排行榜\n  MSG_GET_SERVER_INFO = 0x0805;    // 获取服务器信息\n}\n\n// 错误码枚举\nenum ErrorCode {\n  option allow_alias = true;\n  \n  ERROR_CODE_UNSPECIFIED = 0;\n  \n  // 通用错误 (0-999)\n  ERR_SUCCESS = 0;              // 成功\n  ERR_UNKNOWN = 1000;           // 未知错误\n  ERR_INVALID_MESSAGE = 1001;   // 无效消息\n  ERR_INVALID_PLAYER = 1002;    // 无效玩家\n  ERR_PLAYER_NOT_FOUND = 1003;  // 玩家未找到\n  ERR_PLAYER_OFFLINE = 1004;    // 玩家离线\n  ERR_AUTH_FAILED = 1005;       // 认证失败\n  ERR_PERMISSION_DENIED = 1006; // 权限不足\n  ERR_RATE_LIMITED = 1007;      // 请求过于频繁\n  ERR_SERVER_BUSY = 1008;       // 服务器繁忙\n  ERR_MAINTENANCE = 1009;      // 服务器维护\n  \n  // 战斗相关错误 (2000-2999)\n  ERR_BATTLE_NOT_FOUND = 2001;  // 战斗未找到\n  ERR_BATTLE_FULL = 2002;       // 战斗已满\n  ERR_BATTLE_STARTED = 2003;    // 战斗已开始\n  ERR_BATTLE_ENDED = 2004;      // 战斗已结束\n  ERR_INVALID_ACTION = 2005;    // 无效行动\n  ERR_NOT_YOUR_TURN = 2006;     // 不是你的回合\n  ERR_SKILL_COOLDOWN = 2007;    // 技能冷却中\n  ERR_INSUFFICIENT_MP = 2008;   // MP不足\n  \n  // 宠物相关错误 (3000-3999)\n  ERR_PET_NOT_FOUND = 3001;     // 宠物未找到\n  ERR_PET_ALREADY_ACTIVE = 3002; // 宠物已激活\n  ERR_PET_NOT_ACTIVE = 3003;    // 宠物未激活\n  ERR_PET_LEVEL_TOO_LOW = 3004; // 宠物等级过低\n  ERR_PET_EVOLUTION_FAIL = 3005; // 宠物进化失败\n  \n  // 物品相关错误 (4000-4999)\n  ERR_ITEM_NOT_FOUND = 4001;    // 物品未找到\n  ERR_ITEM_NOT_USABLE = 4002;   // 物品不可使用\n  ERR_INVENTORY_FULL = 4003;    // 背包已满\n  ERR_INSUFFICIENT_ITEM = 4004; // 物品数量不足\n  ERR_ITEM_EQUIP_FAILED = 4005; // 装备失败\n}\n\n// 玩家状态枚举\nenum PlayerStatus {\n  PLAYER_STATUS_UNSPECIFIED = 0;\n  PLAYER_STATUS_OFFLINE = 1;    // 离线\n  PLAYER_STATUS_ONLINE = 2;      // 在线\n  PLAYER_STATUS_IN_BATTLE = 3;   // 战斗中\n  PLAYER_STATUS_IN_QUEUE = 4;    // 排队中\n  PLAYER_STATUS_AFK = 5;         // 离开\n  PLAYER_STATUS_BANNED = 6;      // 被封禁\n}\n\n// 战斗状态枚举\nenum BattleStatus {\n  BATTLE_STATUS_UNSPECIFIED = 0;\n  BATTLE_STATUS_WAITING = 1;     // 等待中\n  BATTLE_STATUS_STARTING = 2;    // 开始中\n  BATTLE_STATUS_ACTIVE = 3;      // 进行中\n  BATTLE_STATUS_ENDING = 4;      // 结束中\n  BATTLE_STATUS_FINISHED = 5;    // 已结束\n  BATTLE_STATUS_CANCELLED = 6;   // 已取消\n}\n\n// 宠物状态枚举\nenum PetStatus {\n  PET_STATUS_UNSPECIFIED = 0;\n  PET_STATUS_IDLE = 1;           // 空闲\n  PET_STATUS_ACTIVE = 2;         // 活跃\n  PET_STATUS_BATTLE = 3;         // 战斗中\n  PET_STATUS_TRAINING = 4;       // 训练中\n  PET_STATUS_SLEEPING = 5;      // 睡眠中\n  PET_STATUS_SICK = 6;           // 生病\n  PET_STATUS_EVOLVING = 7;       // 进化中\n}\n\n// 物品稀有度枚举\nenum ItemRarity {\n  ITEM_RARITY_UNSPECIFIED = 0;\n  ITEM_RARITY_COMMON = 1;        // 普通\n  ITEM_RARITY_UNCOMMON = 2;      // 不常见\n  ITEM_RARITY_RARE = 3;          // 稀有\n  ITEM_RARITY_EPIC = 4;          // 史诗\n  ITEM_RARITY_LEGENDARY = 5;     // 传说\n  ITEM_RARITY_MYTHIC = 6;        // 神话\n}\n\n// 宠物稀有度枚举\nenum PetRarity {\n  PET_RARITY_UNSPECIFIED = 0;\n  PET_RARITY_COMMON = 1;         // 普通\n  PET_RARITY_UNCOMMON = 2;       // 不常见\n  PET_RARITY_RARE = 3;           // 稀有\n  PET_RARITY_EPIC = 4;           // 史诗\n  PET_RARITY_LEGENDARY = 5;      // 传说\n  PET_RARITY_MYTHIC = 6;         // 神话\n}\n\n// 消息标志位枚举\nenum MessageFlag {\n  MESSAGE_FLAG_UNSPECIFIED = 0;\n  MESSAGE_FLAG_REQUEST = 0x0001;    // 请求消息\n  MESSAGE_FLAG_RESPONSE = 0x0002;   // 响应消息\n  MESSAGE_FLAG_ERROR = 0x0004;     // 错误消息\n  MESSAGE_FLAG_ASYNC = 0x0008;     // 异步消息\n  MESSAGE_FLAG_BROADCAST = 0x0010; // 广播消息\n  MESSAGE_FLAG_ENCRYPTED = 0x0020; // 加密消息\n  MESSAGE_FLAG_COMPRESSED = 0x0040; // 压缩消息\n}\n\n// 协议常量\nmessage ProtocolConstants {\n  // 消息魔数\n  uint32 message_magic = 1; // 0x47574B53 \"GWKS\" - GreatestWorks\n  \n  // 消息头大小\n  uint32 message_header_size = 2; // 32字节\n  \n  // 最大消息体大小\n  uint32 max_message_body_size = 3; // 1MB\n  \n  // 心跳间隔（秒）\n  uint32 heartbeat_interval = 4; // 30秒\n  \n  // 连接超时（秒）\n  uint32 connection_timeout = 5; // 300秒\n  \n  // 重连间隔（秒）\n  uint32 reconnect_interval = 6; // 5秒\n  \n  // 最大重连次数\n  uint32 max_reconnect_attempts = 7; // 5次\n}\n\n// 消息头结构\nmessage MessageHeader {\n  uint32 magic = 1;        // 魔数标识\n  uint32 message_id = 2;    // 消息ID（用于请求响应匹配）\n  uint32 message_type = 3;  // 消息类型\n  uint32 flags = 4;         // 标志位\n  uint64 player_id = 5;    // 玩家ID\n  int64 timestamp = 6;      // 时间戳\n  uint32 sequence = 7;      // 序列号\n  uint32 length = 8;        // 消息体长度\n}\n\n// 基础响应结构\nmessage BaseResponse {\n  bool success = 1;\n  string message = 2;\n  ErrorCode error_code = 3;\n  int64 timestamp = 4;\n  string request_id = 5;\n}\n\n// 错误响应结构\nmessage ErrorResponse {\n  BaseResponse base = 1;\n  string error_type = 2;\n  string details = 3;\n  int64 error_time = 4;\n}\n"
  },
  {
    "path": "proto/quest.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.quest;\n\nimport \"proto/common.proto\";\nimport \"proto/auth.proto\";\n\noption go_package = \"greatestworks/internal/proto/quest\";\noption csharp_namespace = \"GreatestWorks.Quest\";\n\n// 任务服务\nservice QuestService {\n  // 获取任务列表\n  rpc GetQuestList(GetQuestListRequest) returns (GetQuestListResponse);\n  \n  // 接受任务\n  rpc AcceptQuest(AcceptQuestRequest) returns (AcceptQuestResponse);\n  \n  // 提交任务\n  rpc SubmitQuest(SubmitQuestRequest) returns (SubmitQuestResponse);\n  \n  // 放弃任务\n  rpc AbandonQuest(AbandonQuestRequest) returns (AbandonQuestResponse);\n  \n  // 获取任务详情\n  rpc GetQuestInfo(GetQuestInfoRequest) returns (GetQuestInfoResponse);\n}\n\n// ========== 获取任务列表 ==========\n\n// 获取任务列表请求\nmessage GetQuestListRequest {\n  int64 character_id = 1;       // 角色ID\n  common.QuestStatus status = 2; // 任务状态（可选筛选）\n}\n\n// 获取任务列表响应\nmessage GetQuestListResponse {\n  auth.ErrorCode error = 1;       // 错误码\n  string message = 2;             // 错误消息\n  repeated TaskRecord tasks = 3;  // 任务列表\n}\n\n// ========== 接受任务 ==========\n\n// 接受任务请求\nmessage AcceptQuestRequest {\n  int64 character_id = 1;       // 角色ID\n  int32 task_id = 2;            // 任务ID\n  int32 npc_id = 3;             // NPC ID（如果从NPC接取）\n}\n\n// 接受任务响应\nmessage AcceptQuestResponse {\n  auth.ErrorCode error = 1;     // 错误码\n  string message = 2;           // 错误消息\n  TaskRecord task = 3;          // 任务记录\n}\n\n// ========== 提交任务 ==========\n\n// 提交任务请求\nmessage SubmitQuestRequest {\n  int64 character_id = 1;       // 角色ID\n  int32 task_id = 2;            // 任务ID\n  int32 npc_id = 3;             // NPC ID（如果向NPC提交）\n}\n\n// 提交任务响应\nmessage SubmitQuestResponse {\n  auth.ErrorCode error = 1;     // 错误码\n  string message = 2;           // 错误消息\n  QuestReward reward = 3;       // 任务奖励\n}\n\n// ========== 放弃任务 ==========\n\n// 放弃任务请求\nmessage AbandonQuestRequest {\n  int64 character_id = 1;       // 角色ID\n  int32 task_id = 2;            // 任务ID\n}\n\n// 放弃任务响应\nmessage AbandonQuestResponse {\n  auth.ErrorCode error = 1;     // 错误码\n  string message = 2;           // 错误消息\n}\n\n// ========== 获取任务详情 ==========\n\n// 获取任务详情请求\nmessage GetQuestInfoRequest {\n  int64 character_id = 1;       // 角色ID\n  int32 task_id = 2;            // 任务ID\n}\n\n// 获取任务详情响应\nmessage GetQuestInfoResponse {\n  auth.ErrorCode error = 1;     // 错误码\n  string message = 2;           // 错误消息\n  QuestDetail quest_detail = 3; // 任务详情\n}\n\n// ========== 任务进度更新通知 ==========\n\n// 任务进度更新通知（服务器推送）\nmessage QuestProgressUpdateNotify {\n  int32 task_id = 1;            // 任务ID\n  repeated QuestProgress progress = 2; // 进度列表\n}\n\n// ========== 数据结构 ==========\n\n// 任务记录\nmessage TaskRecord {\n  int32 task_id = 1;            // 任务ID\n  common.QuestStatus status = 2; // 任务状态\n  int64 accept_time = 3;        // 接受时间\n  int64 complete_time = 4;      // 完成时间\n  repeated QuestProgress progress = 5; // 任务进度\n}\n\n// 任务信息（用于序列化存储）\nmessage TaskInfo {\n  repeated TaskRecord task_arr = 1; // 任务数组\n}\n\n// 任务详情\nmessage QuestDetail {\n  int32 task_id = 1;            // 任务ID\n  string name = 2;              // 任务名称\n  string description = 3;       // 任务描述\n  common.QuestType quest_type = 4; // 任务类型\n  common.QuestStatus status = 5;   // 任务状态\n  int32 required_level = 6;     // 需求等级\n  int32 time_limit = 7;         // 时间限制（秒，0表示无限制）\n  repeated QuestObjective objectives = 8; // 任务目标\n  QuestReward reward = 9;       // 任务奖励\n  repeated int32 prerequisite_quests = 10; // 前置任务ID列表\n}\n\n// 任务目标\nmessage QuestObjective {\n  ObjectiveType type = 1;       // 目标类型\n  int32 target_id = 2;          // 目标ID\n  int32 required_count = 3;     // 需求数量\n  int32 current_count = 4;      // 当前数量\n  string description = 5;       // 描述\n}\n\n// 任务进度\nmessage QuestProgress {\n  int32 objective_index = 1;    // 目标索引\n  int32 current_count = 2;      // 当前进度\n  bool is_completed = 3;        // 是否完成\n}\n\n// 任务奖励\nmessage QuestReward {\n  int32 exp = 1;                // 经验奖励\n  int32 gold = 2;               // 金币奖励\n  repeated RewardItem items = 3; // 物品奖励\n  repeated int32 optional_items = 4; // 可选物品ID列表\n}\n\n// 奖励物品\nmessage RewardItem {\n  int32 item_id = 1;            // 物品ID\n  int32 count = 2;              // 数量\n}\n\n// ========== 枚举定义 ==========\n\n// 任务目标类型\nenum ObjectiveType {\n  OBJECTIVE_COLLECT = 0;        // 收集物品\n  OBJECTIVE_KILL = 1;           // 击杀怪物\n  OBJECTIVE_TALK = 2;           // 对话NPC\n  OBJECTIVE_REACH = 3;          // 到达地点\n  OBJECTIVE_ESCORT = 4;         // 护送NPC\n  OBJECTIVE_USE_ITEM = 5;       // 使用物品\n  OBJECTIVE_LEVEL = 6;          // 达到等级\n  OBJECTIVE_CRAFT = 7;          // 制作物品\n}\n"
  },
  {
    "path": "proto/room.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.room;\n\nimport \"proto/common.proto\";\n\noption go_package = \"greatestworks/internal/proto/room\";\noption csharp_namespace = \"GreatestWorks.Room\";\n\n// 房间服务定义\nservice RoomService {\n  // 创建房间\n  rpc CreateRoom(CreateRoomRequest) returns (CreateRoomResponse);\n  \n  // 加入房间\n  rpc JoinRoom(JoinRoomRequest) returns (JoinRoomResponse);\n  \n  // 离开房间\n  rpc LeaveRoom(LeaveRoomRequest) returns (LeaveRoomResponse);\n  \n  // 获取房间列表\n  rpc GetRoomList(GetRoomListRequest) returns (GetRoomListResponse);\n  \n  // 获取房间信息\n  rpc GetRoomInfo(GetRoomInfoRequest) returns (GetRoomInfoResponse);\n  \n  // 更新房间设置\n  rpc UpdateRoomSettings(UpdateRoomSettingsRequest) returns (UpdateRoomSettingsResponse);\n  \n  // 踢出玩家\n  rpc KickPlayer(KickPlayerRequest) returns (KickPlayerResponse);\n  \n  // 转移房主\n  rpc TransferOwnership(TransferOwnershipRequest) returns (TransferOwnershipResponse);\n  \n  // 开始游戏/匹配\n  rpc StartGame(StartGameRequest) returns (StartGameResponse);\n  \n  // 准备状态\n  rpc SetReady(SetReadyRequest) returns (SetReadyResponse);\n  \n  // 邀请玩家\n  rpc InvitePlayer(InvitePlayerRequest) returns (InvitePlayerResponse);\n  \n  // 搜索房间\n  rpc SearchRooms(SearchRoomsRequest) returns (SearchRoomsResponse);\n  \n  // 发送房间消息\n  rpc SendRoomMessage(SendRoomMessageRequest) returns (SendRoomMessageResponse);\n  \n  // 设置房间密码\n  rpc SetRoomPassword(SetRoomPasswordRequest) returns (SetRoomPasswordResponse);\n}\n\n// 创建房间请求\nmessage CreateRoomRequest {\n  string owner_id = 1;\n  string room_name = 2;\n  RoomType room_type = 3;\n  string game_mode = 4;\n  string map_id = 5;\n  int32 max_players = 6;\n  bool is_private = 7;\n  string password = 8;\n  RoomSettings settings = 9;\n  map<string, string> custom_rules = 10;\n}\n\n// 创建房间响应\nmessage CreateRoomResponse {\n  greatestworks.common.CommonResponse common = 1;\n  string room_id = 2;\n  RoomInfo room_info = 3;\n}\n\n// 加入房间请求\nmessage JoinRoomRequest {\n  string player_id = 1;\n  string room_id = 2;\n  string password = 3;\n  string invitation_code = 4;\n  int32 preferred_team = 5; // 希望加入的队伍\n}\n\n// 加入房间响应\nmessage JoinRoomResponse {\n  greatestworks.common.CommonResponse common = 1;\n  RoomInfo room_info = 2;\n  RoomPlayer player_info = 3;\n  repeated RoomPlayer other_players = 4;\n}\n\n// 离开房间请求\nmessage LeaveRoomRequest {\n  string player_id = 1;\n  string room_id = 2;\n}\n\n// 离开房间响应\nmessage LeaveRoomResponse {\n  greatestworks.common.CommonResponse common = 1;\n}\n\n// 获取房间列表请求\nmessage GetRoomListRequest {\n  RoomType room_type = 1;\n  string game_mode = 2;\n  bool only_public = 3;\n  bool only_available = 4; // 只显示有空位的房间\n  int32 limit = 5;\n  int32 offset = 6;\n  RoomSortBy sort_by = 7;\n}\n\n// 获取房间列表响应\nmessage GetRoomListResponse {\n  greatestworks.common.CommonResponse common = 1;\n  repeated RoomInfo rooms = 2;\n  greatestworks.common.PaginationInfo pagination = 3;\n}\n\n// 获取房间信息请求\nmessage GetRoomInfoRequest {\n  string room_id = 1;\n  string player_id = 2; // 查询者ID，用于权限检查\n}\n\n// 获取房间信息响应\nmessage GetRoomInfoResponse {\n  greatestworks.common.CommonResponse common = 1;\n  RoomDetail room_detail = 2;\n}\n\n// 更新房间设置请求\nmessage UpdateRoomSettingsRequest {\n  string player_id = 1;\n  string room_id = 2;\n  RoomSettings settings = 3;\n  map<string, string> custom_rules = 4;\n}\n\n// 更新房间设置响应\nmessage UpdateRoomSettingsResponse {\n  greatestworks.common.CommonResponse common = 1;\n  RoomSettings new_settings = 2;\n}\n\n// 踢出玩家请求\nmessage KickPlayerRequest {\n  string kicker_id = 1;\n  string room_id = 2;\n  string target_player_id = 3;\n  string reason = 4;\n}\n\n// 踢出玩家响应\nmessage KickPlayerResponse {\n  greatestworks.common.CommonResponse common = 1;\n}\n\n// 转移房主请求\nmessage TransferOwnershipRequest {\n  string current_owner_id = 1;\n  string room_id = 2;\n  string new_owner_id = 3;\n}\n\n// 转移房主响应\nmessage TransferOwnershipResponse {\n  greatestworks.common.CommonResponse common = 1;\n  RoomPlayer new_owner = 2;\n}\n\n// 开始游戏请求\nmessage StartGameRequest {\n  string owner_id = 1;\n  string room_id = 2;\n  bool force_start = 3; // 强制开始（即使人数不足）\n}\n\n// 开始游戏响应\nmessage StartGameResponse {\n  greatestworks.common.CommonResponse common = 1;\n  string game_session_id = 2;\n  int64 start_time = 3;\n}\n\n// 设置准备状态请求\nmessage SetReadyRequest {\n  string player_id = 1;\n  string room_id = 2;\n  bool is_ready = 3;\n}\n\n// 设置准备状态响应\nmessage SetReadyResponse {\n  greatestworks.common.CommonResponse common = 1;\n  bool is_ready = 2;\n  bool all_players_ready = 3;\n}\n\n// 邀请玩家请求\nmessage InvitePlayerRequest {\n  string inviter_id = 1;\n  string room_id = 2;\n  string target_player_id = 3;\n  string message = 4;\n}\n\n// 邀请玩家响应\nmessage InvitePlayerResponse {\n  greatestworks.common.CommonResponse common = 1;\n  string invitation_id = 2;\n}\n\n// 搜索房间请求\nmessage SearchRoomsRequest {\n  string keyword = 1;\n  string owner_name = 2;\n  RoomType room_type = 3;\n  string game_mode = 4;\n  bool only_public = 5;\n  bool only_available = 6;\n  int32 limit = 7;\n  int32 offset = 8;\n}\n\n// 搜索房间响应\nmessage SearchRoomsResponse {\n  greatestworks.common.CommonResponse common = 1;\n  repeated RoomInfo rooms = 2;\n  greatestworks.common.PaginationInfo pagination = 3;\n}\n\n// 发送房间消息请求\nmessage SendRoomMessageRequest {\n  string sender_id = 1;\n  string room_id = 2;\n  string content = 3;\n  RoomMessageType message_type = 4;\n}\n\n// 发送房间消息响应\nmessage SendRoomMessageResponse {\n  greatestworks.common.CommonResponse common = 1;\n  string message_id = 2;\n}\n\n// 设置房间密码请求\nmessage SetRoomPasswordRequest {\n  string owner_id = 1;\n  string room_id = 2;\n  string new_password = 3; // 空字符串表示移除密码\n}\n\n// 设置房间密码响应\nmessage SetRoomPasswordResponse {\n  greatestworks.common.CommonResponse common = 1;\n  bool has_password = 2;\n}\n\n// 房间信息\nmessage RoomInfo {\n  string room_id = 1;\n  string room_name = 2;\n  string owner_id = 3;\n  string owner_name = 4;\n  RoomType room_type = 5;\n  string game_mode = 6;\n  string map_id = 7;\n  string map_name = 8;\n  RoomStatus status = 9;\n  int32 current_players = 10;\n  int32 max_players = 11;\n  bool is_private = 12;\n  bool has_password = 13;\n  int32 ping = 14;\n  string region = 15;\n  int64 created_at = 16;\n  RoomSettings settings = 17;\n}\n\n// 房间详情\nmessage RoomDetail {\n  RoomInfo basic_info = 1;\n  repeated RoomPlayer players = 2;\n  repeated RoomTeam teams = 3;\n  repeated RoomMessage recent_messages = 4;\n  map<string, string> custom_rules = 5;\n  RoomStats stats = 6;\n}\n\n// 房间玩家\nmessage RoomPlayer {\n  string player_id = 1;\n  string player_name = 2;\n  int32 level = 3;\n  int32 rank = 4;\n  PlayerRole role = 5;\n  int32 team_id = 6;\n  bool is_ready = 7;\n  bool is_online = 8;\n  int64 joined_at = 9;\n  PlayerStats stats = 10;\n  greatestworks.common.Position position = 11;\n}\n\n// 房间队伍\nmessage RoomTeam {\n  int32 team_id = 1;\n  string team_name = 2;\n  string team_color = 3;\n  int32 current_members = 4;\n  int32 max_members = 5;\n  repeated string player_ids = 6;\n  bool is_ready = 7;\n  TeamStats team_stats = 8;\n}\n\n// 房间消息\nmessage RoomMessage {\n  string message_id = 1;\n  string sender_id = 2;\n  string sender_name = 3;\n  string content = 4;\n  RoomMessageType message_type = 5;\n  int64 timestamp = 6;\n}\n\n// 房间设置\nmessage RoomSettings {\n  int32 game_duration = 1; // 游戏时长（分钟）\n  int32 preparation_time = 2; // 准备时间（秒）\n  bool friendly_fire = 3; // 友军伤害\n  bool spectators_allowed = 4; // 允许观战\n  int32 max_spectators = 5; // 最大观战人数\n  bool auto_start = 6; // 自动开始\n  int32 auto_start_countdown = 7; // 自动开始倒计时\n  bool team_balance = 8; // 队伍平衡\n  DifficultyLevel difficulty = 9; // 难度等级\n  map<string, int32> score_limits = 10; // 分数限制\n  repeated string banned_items = 11; // 禁用物品\n  repeated string banned_skills = 12; // 禁用技能\n}\n\n// 玩家统计\nmessage PlayerStats {\n  int32 kills = 1;\n  int32 deaths = 2;\n  int32 assists = 3;\n  float kd_ratio = 4;\n  int32 score = 5;\n  int32 games_played = 6;\n  int32 wins = 7;\n  float win_rate = 8;\n}\n\n// 队伍统计\nmessage TeamStats {\n  int32 total_score = 1;\n  int32 total_kills = 2;\n  int32 total_deaths = 3;\n  float average_kd = 4;\n  int32 objectives_completed = 5;\n}\n\n// 房间统计\nmessage RoomStats {\n  int32 total_games_played = 1;\n  int64 total_playtime = 2;\n  int32 average_players = 3;\n  float average_game_duration = 4;\n  int64 last_active = 5;\n}\n\n// 房间类型枚举\nenum RoomType {\n  ROOM_TYPE_UNSPECIFIED = 0;\n  ROOM_TYPE_CASUAL = 1;        // 休闲模式\n  ROOM_TYPE_RANKED = 2;        // 排位模式\n  ROOM_TYPE_CUSTOM = 3;        // 自定义模式\n  ROOM_TYPE_TOURNAMENT = 4;    // 锦标赛模式\n  ROOM_TYPE_PRACTICE = 5;      // 练习模式\n  ROOM_TYPE_SPECTATE = 6;      // 观战模式\n  ROOM_TYPE_PRIVATE_MATCH = 7; // 私人对战\n}\n\n// 房间状态枚举\nenum RoomStatus {\n  ROOM_STATUS_UNSPECIFIED = 0;\n  ROOM_STATUS_WAITING = 1;     // 等待玩家\n  ROOM_STATUS_PREPARING = 2;   // 准备中\n  ROOM_STATUS_IN_GAME = 3;     // 游戏中\n  ROOM_STATUS_FINISHED = 4;    // 已结束\n  ROOM_STATUS_DISBANDED = 5;   // 已解散\n  ROOM_STATUS_PAUSED = 6;      // 已暂停\n}\n\n// 玩家角色枚举\nenum PlayerRole {\n  PLAYER_ROLE_UNSPECIFIED = 0;\n  PLAYER_ROLE_OWNER = 1;       // 房主\n  PLAYER_ROLE_MODERATOR = 2;   // 管理员\n  PLAYER_ROLE_PLAYER = 3;      // 玩家\n  PLAYER_ROLE_SPECTATOR = 4;   // 观战者\n}\n\n// 房间消息类型枚举\nenum RoomMessageType {\n  ROOM_MESSAGE_TYPE_UNSPECIFIED = 0;\n  ROOM_MESSAGE_TYPE_CHAT = 1;        // 聊天消息\n  ROOM_MESSAGE_TYPE_SYSTEM = 2;      // 系统消息\n  ROOM_MESSAGE_TYPE_JOIN = 3;        // 加入消息\n  ROOM_MESSAGE_TYPE_LEAVE = 4;       // 离开消息\n  ROOM_MESSAGE_TYPE_READY = 5;       // 准备消息\n  ROOM_MESSAGE_TYPE_START = 6;       // 开始消息\n  ROOM_MESSAGE_TYPE_END = 7;         // 结束消息\n}\n\n// 房间排序枚举\nenum RoomSortBy {\n  ROOM_SORT_BY_UNSPECIFIED = 0;\n  ROOM_SORT_BY_NAME = 1;           // 按名称排序\n  ROOM_SORT_BY_PLAYERS = 2;        // 按玩家数量排序\n  ROOM_SORT_BY_CREATED_TIME = 3;   // 按创建时间排序\n  ROOM_SORT_BY_PING = 4;           // 按延迟排序\n  ROOM_SORT_BY_POPULARITY = 5;     // 按热门程度排序\n}\n\n// 难度等级枚举\nenum DifficultyLevel {\n  DIFFICULTY_LEVEL_UNSPECIFIED = 0;\n  DIFFICULTY_LEVEL_EASY = 1;       // 简单\n  DIFFICULTY_LEVEL_NORMAL = 2;     // 普通\n  DIFFICULTY_LEVEL_HARD = 3;       // 困难\n  DIFFICULTY_LEVEL_EXPERT = 4;     // 专家\n  DIFFICULTY_LEVEL_NIGHTMARE = 5;  // 噩梦\n}"
  },
  {
    "path": "proto/scene.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.scene;\n\nimport \"proto/common.proto\";\n\noption go_package = \"greatestworks/internal/proto/scene\";\noption csharp_namespace = \"GreatestWorks.Scene\";\n\n// 场景服务定义\nservice SceneService {\n  // 进入场景\n  rpc EnterScene(EnterSceneRequest) returns (EnterSceneResponse);\n  \n  // 离开场景\n  rpc LeaveScene(LeaveSceneRequest) returns (LeaveSceneResponse);\n  \n  // 获取场景信息\n  rpc GetSceneInfo(GetSceneInfoRequest) returns (GetSceneInfoResponse);\n  \n  // 移动到场景中的位置\n  rpc MoveToPosition(MoveToPositionRequest) returns (MoveToPositionResponse);\n  \n  // 与场景对象交互\n  rpc InteractWithObject(InteractWithObjectRequest) returns (InteractWithObjectResponse);\n  \n  // 获取场景中的玩家列表\n  rpc GetPlayersInScene(GetPlayersInSceneRequest) returns (GetPlayersInSceneResponse);\n  \n  // 获取场景对象列表\n  rpc GetSceneObjects(GetSceneObjectsRequest) returns (GetSceneObjectsResponse);\n  \n  // 触发场景事件\n  rpc TriggerSceneEvent(TriggerSceneEventRequest) returns (TriggerSceneEventResponse);\n  \n  // 获取可用场景列表\n  rpc GetAvailableScenes(GetAvailableScenesRequest) returns (GetAvailableScenesResponse);\n  \n  // 传送到指定场景\n  rpc TeleportToScene(TeleportToSceneRequest) returns (TeleportToSceneResponse);\n  \n  // 设置场景天气\n  rpc SetWeather(SetWeatherRequest) returns (SetWeatherResponse);\n  \n  // 获取场景统计\n  rpc GetSceneStats(GetSceneStatsRequest) returns (GetSceneStatsResponse);\n}\n\n// 进入场景请求\nmessage EnterSceneRequest {\n  string player_id = 1;\n  string scene_id = 2;\n  greatestworks.common.Position spawn_position = 3;\n  string previous_scene_id = 4;\n  string entrance_id = 5; // 入口ID（如传送门、门等）\n  map<string, string> entry_context = 6;\n}\n\n// 进入场景响应\nmessage EnterSceneResponse {\n  greatestworks.common.CommonResponse common = 1;\n  SceneInfo scene_info = 2;\n  greatestworks.common.Position player_position = 3;\n  repeated ScenePlayer other_players = 4;\n  repeated SceneObject scene_objects = 5;\n  SceneEnvironment environment = 6;\n}\n\n// 离开场景请求\nmessage LeaveSceneRequest {\n  string player_id = 1;\n  string scene_id = 2;\n  string exit_id = 3; // 出口ID\n}\n\n// 离开场景响应\nmessage LeaveSceneResponse {\n  greatestworks.common.CommonResponse common = 1;\n}\n\n// 获取场景信息请求\nmessage GetSceneInfoRequest {\n  string scene_id = 1;\n  string player_id = 2; // 查询者ID，用于权限检查\n  bool include_players = 3;\n  bool include_objects = 4;\n}\n\n// 获取场景信息响应\nmessage GetSceneInfoResponse {\n  greatestworks.common.CommonResponse common = 1;\n  SceneInfo scene_info = 2;\n  repeated ScenePlayer players = 3;\n  repeated SceneObject objects = 4;\n  SceneEnvironment environment = 5;\n}\n\n// 移动到位置请求\nmessage MoveToPositionRequest {\n  string player_id = 1;\n  string scene_id = 2;\n  greatestworks.common.Position target_position = 3;\n  MovementType movement_type = 4;\n  float speed = 5;\n}\n\n// 移动到位置响应\nmessage MoveToPositionResponse {\n  greatestworks.common.CommonResponse common = 1;\n  greatestworks.common.Position new_position = 2;\n  float actual_speed = 3;\n  int64 movement_time = 4;\n}\n\n// 与对象交互请求\nmessage InteractWithObjectRequest {\n  string player_id = 1;\n  string scene_id = 2;\n  string object_id = 3;\n  InteractionType interaction_type = 4;\n  map<string, string> parameters = 5;\n}\n\n// 与对象交互响应\nmessage InteractWithObjectResponse {\n  greatestworks.common.CommonResponse common = 1;\n  InteractionResult result = 2;\n  repeated SceneEvent triggered_events = 3;\n}\n\n// 获取场景中玩家列表请求\nmessage GetPlayersInSceneRequest {\n  string scene_id = 1;\n  string requester_id = 2;\n  int32 limit = 3;\n  int32 offset = 4;\n  float radius = 5; // 搜索半径（以请求者为中心）\n  greatestworks.common.Position center_position = 6; // 搜索中心点\n}\n\n// 获取场景中玩家列表响应\nmessage GetPlayersInSceneResponse {\n  greatestworks.common.CommonResponse common = 1;\n  repeated ScenePlayer players = 2;\n  greatestworks.common.PaginationInfo pagination = 3;\n}\n\n// 获取场景对象请求\nmessage GetSceneObjectsRequest {\n  string scene_id = 1;\n  string player_id = 2;\n  ObjectType object_type = 3;\n  float radius = 4; // 搜索半径\n  greatestworks.common.Position center_position = 5;\n  bool interactive_only = 6; // 只返回可交互对象\n}\n\n// 获取场景对象响应\nmessage GetSceneObjectsResponse {\n  greatestworks.common.CommonResponse common = 1;\n  repeated SceneObject objects = 2;\n}\n\n// 触发场景事件请求\nmessage TriggerSceneEventRequest {\n  string player_id = 1;\n  string scene_id = 2;\n  string event_id = 3;\n  string trigger_id = 4; // 触发器ID\n  map<string, string> event_data = 5;\n}\n\n// 触发场景事件响应\nmessage TriggerSceneEventResponse {\n  greatestworks.common.CommonResponse common = 1;\n  SceneEvent event = 2;\n  repeated SceneEventEffect effects = 3;\n}\n\n// 获取可用场景列表请求\nmessage GetAvailableScenesRequest {\n  string player_id = 1;\n  SceneType scene_type = 2;\n  int32 min_level = 3;\n  int32 max_level = 4;\n  bool only_unlocked = 5;\n  int32 limit = 6;\n  int32 offset = 7;\n}\n\n// 获取可用场景列表响应\nmessage GetAvailableScenesResponse {\n  greatestworks.common.CommonResponse common = 1;\n  repeated SceneInfo scenes = 2;\n  greatestworks.common.PaginationInfo pagination = 3;\n}\n\n// 传送到场景请求\nmessage TeleportToSceneRequest {\n  string player_id = 1;\n  string target_scene_id = 2;\n  string teleport_point_id = 3; // 传送点ID\n  bool use_item = 4; // 是否使用传送道具\n  string item_id = 5; // 传送道具ID\n}\n\n// 传送到场景响应\nmessage TeleportToSceneResponse {\n  greatestworks.common.CommonResponse common = 1;\n  string target_scene_id = 2;\n  greatestworks.common.Position spawn_position = 3;\n  int32 cost = 4; // 传送费用\n}\n\n// 设置天气请求\nmessage SetWeatherRequest {\n  string scene_id = 1;\n  string admin_id = 2; // 管理员ID\n  WeatherType weather_type = 3;\n  int32 intensity = 4; // 强度 (0-100)\n  int32 duration = 5; // 持续时间（秒）\n}\n\n// 设置天气响应\nmessage SetWeatherResponse {\n  greatestworks.common.CommonResponse common = 1;\n  SceneEnvironment new_environment = 2;\n}\n\n// 获取场景统计请求\nmessage GetSceneStatsRequest {\n  string scene_id = 1;\n  string admin_id = 2;\n}\n\n// 获取场景统计响应\nmessage GetSceneStatsResponse {\n  greatestworks.common.CommonResponse common = 1;\n  SceneStats stats = 2;\n}\n\n// 场景信息\nmessage SceneInfo {\n  string scene_id = 1;\n  string name = 2;\n  string description = 3;\n  SceneType scene_type = 4;\n  SceneStatus status = 5;\n  int32 min_level = 6;\n  int32 max_level = 7;\n  int32 max_players = 8;\n  int32 current_players = 9;\n  greatestworks.common.Position spawn_point = 10;\n  repeated TeleportPoint teleport_points = 11;\n  SceneSettings settings = 12;\n  int64 created_at = 13;\n  int64 last_updated = 14;\n  string version = 15;\n  map<string, string> metadata = 16;\n}\n\n// 场景玩家\nmessage ScenePlayer {\n  string player_id = 1;\n  string player_name = 2;\n  int32 level = 3;\n  greatestworks.common.Position position = 4;\n  PlayerState state = 5;\n  bool is_visible = 6;\n  string current_activity = 7; // 当前活动\n  int64 entered_at = 8;\n  int64 last_update = 9;\n  map<string, string> player_data = 10;\n}\n\n// 场景对象\nmessage SceneObject {\n  string object_id = 1;\n  string name = 2;\n  ObjectType object_type = 3;\n  ObjectState state = 4;\n  greatestworks.common.Position position = 5;\n  float rotation_y = 6; // Y轴旋转角度\n  bool is_interactive = 7;\n  bool is_visible = 8;\n  repeated InteractionType available_interactions = 9;\n  map<string, string> properties = 10;\n  int64 created_at = 11;\n  int64 last_updated = 12;\n}\n\n// 场景环境\nmessage SceneEnvironment {\n  WeatherType weather = 1;\n  int32 weather_intensity = 2;\n  TimeOfDay time_of_day = 3;\n  float ambient_light = 4; // 环境光强度 (0.0-1.0)\n  float temperature = 5; // 温度\n  float humidity = 6; // 湿度\n  string background_music = 7;\n  repeated EnvironmentalEffect effects = 8;\n  map<string, string> custom_settings = 9;\n}\n\n// 传送点\nmessage TeleportPoint {\n  string point_id = 1;\n  string name = 2;\n  greatestworks.common.Position position = 3;\n  bool is_active = 4;\n  bool requires_discovery = 5; // 需要发现才能使用\n  int32 cost = 6; // 传送费用\n  repeated string required_items = 7; // 需要的物品\n  int32 min_level = 8; // 最低等级要求\n  string description = 9;\n}\n\n// 场景设置\nmessage SceneSettings {\n  bool pvp_enabled = 1; // 是否允许PVP\n  bool respawn_enabled = 2; // 是否允许复活\n  int32 respawn_time = 3; // 复活时间（秒）\n  bool drop_items_on_death = 4; // 死亡是否掉落物品\n  float experience_multiplier = 5; // 经验倍率\n  float drop_rate_multiplier = 6; // 掉落率倍率\n  bool safe_zone = 7; // 是否为安全区\n  bool allow_flying = 8; // 是否允许飞行\n  bool allow_mount = 9; // 是否允许坐骑\n  int32 idle_timeout = 10; // 闲置超时时间（秒）\n  map<string, float> movement_modifiers = 11; // 移动修正器\n}\n\n// 场景事件\nmessage SceneEvent {\n  string event_id = 1;\n  string event_name = 2;\n  EventType event_type = 3;\n  string trigger_player_id = 4;\n  string trigger_object_id = 5;\n  greatestworks.common.Position location = 6;\n  int64 timestamp = 7;\n  map<string, string> event_data = 8;\n  repeated string affected_player_ids = 9;\n}\n\n// 场景事件效果\nmessage SceneEventEffect {\n  string effect_id = 1;\n  EffectType effect_type = 2;\n  string target_id = 3; // 目标ID（玩家或对象）\n  int32 duration = 4; // 持续时间（秒）\n  float magnitude = 5; // 效果强度\n  map<string, string> parameters = 6;\n}\n\n// 交互结果\nmessage InteractionResult {\n  bool success = 1;\n  string message = 2;\n  repeated ItemReward rewards = 3;\n  int32 experience_gained = 4;\n  ObjectState new_object_state = 5;\n  map<string, string> result_data = 6;\n}\n\n// 物品奖励\nmessage ItemReward {\n  string item_id = 1;\n  string item_name = 2;\n  int32 quantity = 3;\n  greatestworks.common.ItemRarity rarity = 4;\n}\n\n// 环境效果\nmessage EnvironmentalEffect {\n  string effect_id = 1;\n  EffectType effect_type = 2;\n  float intensity = 3;\n  int32 duration = 4; // 持续时间（秒），0表示永久\n  map<string, string> parameters = 5;\n}\n\n// 场景统计\nmessage SceneStats {\n  int32 total_visits = 1;\n  int32 unique_visitors = 2;\n  int32 current_online = 3;\n  int32 peak_online = 4;\n  int64 average_session_time = 5;\n  int32 total_interactions = 6;\n  int32 total_events_triggered = 7;\n  map<string, int32> popular_areas = 8; // 热门区域访问量\n  int64 last_reset = 9;\n}\n\n// 场景类型枚举\nenum SceneType {\n  SCENE_TYPE_UNSPECIFIED = 0;\n  SCENE_TYPE_TOWN = 1;          // 城镇\n  SCENE_TYPE_DUNGEON = 2;       // 地下城\n  SCENE_TYPE_WILDERNESS = 3;    // 野外\n  SCENE_TYPE_BATTLE_ARENA = 4;  // 战斗竞技场\n  SCENE_TYPE_INSTANCE = 5;      // 副本\n  SCENE_TYPE_GUILD_HALL = 6;    // 公会大厅\n  SCENE_TYPE_PRIVATE_ROOM = 7;  // 私人房间\n  SCENE_TYPE_EVENT_AREA = 8;    // 活动区域\n  SCENE_TYPE_TRAINING_GROUND = 9; // 训练场\n}\n\n// 场景状态枚举\nenum SceneStatus {\n  SCENE_STATUS_UNSPECIFIED = 0;\n  SCENE_STATUS_ACTIVE = 1;      // 活跃\n  SCENE_STATUS_MAINTENANCE = 2; // 维护中\n  SCENE_STATUS_CLOSED = 3;      // 已关闭\n  SCENE_STATUS_FULL = 4;        // 已满员\n  SCENE_STATUS_LOADING = 5;     // 加载中\n}\n\n// 玩家状态枚举\nenum PlayerState {\n  PLAYER_STATE_UNSPECIFIED = 0;\n  PLAYER_STATE_IDLE = 1;        // 空闲\n  PLAYER_STATE_MOVING = 2;      // 移动中\n  PLAYER_STATE_INTERACTING = 3; // 交互中\n  PLAYER_STATE_COMBAT = 4;      // 战斗中\n  PLAYER_STATE_TRADING = 5;     // 交易中\n  PLAYER_STATE_AFK = 6;         // 暂离\n  PLAYER_STATE_INVISIBLE = 7;   // 隐身\n}\n\n// 对象类型枚举\nenum ObjectType {\n  OBJECT_TYPE_UNSPECIFIED = 0;\n  OBJECT_TYPE_NPC = 1;          // NPC\n  OBJECT_TYPE_ITEM = 2;         // 物品\n  OBJECT_TYPE_CHEST = 3;        // 宝箱\n  OBJECT_TYPE_DOOR = 4;         // 门\n  OBJECT_TYPE_PORTAL = 5;       // 传送门\n  OBJECT_TYPE_SIGN = 6;         // 标志牌\n  OBJECT_TYPE_DECORATION = 7;   // 装饰物\n  OBJECT_TYPE_FURNITURE = 8;    // 家具\n  OBJECT_TYPE_VEHICLE = 9;      // 载具\n  OBJECT_TYPE_RESOURCE = 10;    // 资源点\n  OBJECT_TYPE_TRAP = 11;        // 陷阱\n  OBJECT_TYPE_SWITCH = 12;      // 开关\n}\n\n// 对象状态枚举\nenum ObjectState {\n  OBJECT_STATE_UNSPECIFIED = 0;\n  OBJECT_STATE_NORMAL = 1;      // 正常\n  OBJECT_STATE_ACTIVATED = 2;   // 已激活\n  OBJECT_STATE_DISABLED = 3;    // 已禁用\n  OBJECT_STATE_BROKEN = 4;      // 已损坏\n  OBJECT_STATE_LOCKED = 5;      // 已锁定\n  OBJECT_STATE_HIDDEN = 6;      // 隐藏\n}\n\n// 交互类型枚举\nenum InteractionType {\n  INTERACTION_TYPE_UNSPECIFIED = 0;\n  INTERACTION_TYPE_TALK = 1;        // 对话\n  INTERACTION_TYPE_USE = 2;         // 使用\n  INTERACTION_TYPE_EXAMINE = 3;     // 检查\n  INTERACTION_TYPE_OPEN = 4;        // 打开\n  INTERACTION_TYPE_CLOSE = 5;       // 关闭\n  INTERACTION_TYPE_PICKUP = 6;      // 拾取\n  INTERACTION_TYPE_ACTIVATE = 7;    // 激活\n  INTERACTION_TYPE_REPAIR = 8;      // 修理\n  INTERACTION_TYPE_UPGRADE = 9;     // 升级\n  INTERACTION_TYPE_DESTROY = 10;    // 摧毁\n}\n\n// 移动类型枚举\nenum MovementType {\n  MOVEMENT_TYPE_UNSPECIFIED = 0;\n  MOVEMENT_TYPE_WALK = 1;       // 走路\n  MOVEMENT_TYPE_RUN = 2;        // 跑步\n  MOVEMENT_TYPE_TELEPORT = 3;   // 传送\n  MOVEMENT_TYPE_FLY = 4;        // 飞行\n  MOVEMENT_TYPE_SWIM = 5;       // 游泳\n  MOVEMENT_TYPE_MOUNT = 6;      // 坐骑\n}\n\n// 天气类型枚举\nenum WeatherType {\n  WEATHER_TYPE_UNSPECIFIED = 0;\n  WEATHER_TYPE_CLEAR = 1;       // 晴天\n  WEATHER_TYPE_CLOUDY = 2;      // 多云\n  WEATHER_TYPE_RAINY = 3;       // 雨天\n  WEATHER_TYPE_STORMY = 4;      // 暴风雨\n  WEATHER_TYPE_SNOWY = 5;       // 雪天\n  WEATHER_TYPE_FOGGY = 6;       // 雾天\n  WEATHER_TYPE_WINDY = 7;       // 大风\n}\n\n// 时间段枚举\nenum TimeOfDay {\n  TIME_OF_DAY_UNSPECIFIED = 0;\n  TIME_OF_DAY_DAWN = 1;         // 黎明\n  TIME_OF_DAY_MORNING = 2;      // 上午\n  TIME_OF_DAY_NOON = 3;         // 中午\n  TIME_OF_DAY_AFTERNOON = 4;    // 下午\n  TIME_OF_DAY_EVENING = 5;      // 傍晚\n  TIME_OF_DAY_NIGHT = 6;        // 夜晚\n  TIME_OF_DAY_MIDNIGHT = 7;     // 午夜\n}\n\n// 事件类型枚举\nenum EventType {\n  EVENT_TYPE_UNSPECIFIED = 0;\n  EVENT_TYPE_PLAYER_ENTER = 1;      // 玩家进入\n  EVENT_TYPE_PLAYER_LEAVE = 2;      // 玩家离开\n  EVENT_TYPE_OBJECT_INTERACTION = 3; // 对象交互\n  EVENT_TYPE_COMBAT_START = 4;      // 战斗开始\n  EVENT_TYPE_COMBAT_END = 5;        // 战斗结束\n  EVENT_TYPE_ITEM_PICKUP = 6;       // 物品拾取\n  EVENT_TYPE_QUEST_TRIGGER = 7;     // 任务触发\n  EVENT_TYPE_ACHIEVEMENT_UNLOCK = 8; // 成就解锁\n  EVENT_TYPE_WEATHER_CHANGE = 9;    // 天气变化\n  EVENT_TYPE_TIME_CHANGE = 10;      // 时间变化\n}\n\n// 效果类型枚举\nenum EffectType {\n  EFFECT_TYPE_UNSPECIFIED = 0;\n  EFFECT_TYPE_BUFF = 1;         // 增益\n  EFFECT_TYPE_DEBUFF = 2;       // 减益\n  EFFECT_TYPE_DAMAGE = 3;       // 伤害\n  EFFECT_TYPE_HEAL = 4;         // 治疗\n  EFFECT_TYPE_TELEPORT = 5;     // 传送\n  EFFECT_TYPE_TRANSFORM = 6;    // 变形\n  EFFECT_TYPE_INVISIBILITY = 7; // 隐身\n  EFFECT_TYPE_SPEED_BOOST = 8;  // 速度提升\n  EFFECT_TYPE_SHIELD = 9;       // 护盾\n  EFFECT_TYPE_STUN = 10;        // 眩晕\n}"
  },
  {
    "path": "proto/team.proto",
    "content": "syntax = \"proto3\";\n\npackage greatestworks.team;\n\nimport \"proto/common.proto\";\n\noption go_package = \"greatestworks/internal/proto/team\";\noption csharp_namespace = \"GreatestWorks.Team\";\n\n// 团队服务定义\nservice TeamService {\n  // 创建团队\n  rpc CreateTeam(CreateTeamRequest) returns (CreateTeamResponse);\n  \n  // 加入团队\n  rpc JoinTeam(JoinTeamRequest) returns (JoinTeamResponse);\n  \n  // 离开团队\n  rpc LeaveTeam(LeaveTeamRequest) returns (LeaveTeamResponse);\n  \n  // 邀请玩家\n  rpc InvitePlayer(InvitePlayerRequest) returns (InvitePlayerResponse);\n  \n  // 踢出玩家\n  rpc KickPlayer(KickPlayerRequest) returns (KickPlayerResponse);\n  \n  // 转让队长\n  rpc TransferLeadership(TransferLeadershipRequest) returns (TransferLeadershipResponse);\n  \n  // 获取团队信息\n  rpc GetTeamInfo(GetTeamInfoRequest) returns (GetTeamInfoResponse);\n  \n  // 搜索团队\n  rpc SearchTeams(SearchTeamsRequest) returns (SearchTeamsResponse);\n  \n  // 设置团队设置\n  rpc UpdateTeamSettings(UpdateTeamSettingsRequest) returns (UpdateTeamSettingsResponse);\n  \n  // 处理邀请\n  rpc HandleInvitation(HandleInvitationRequest) returns (HandleInvitationResponse);\n  \n  // 申请加入团队\n  rpc ApplyToJoin(ApplyToJoinRequest) returns (ApplyToJoinResponse);\n  \n  // 处理申请\n  rpc HandleApplication(HandleApplicationRequest) returns (HandleApplicationResponse);\n}\n\n// 创建团队请求\nmessage CreateTeamRequest {\n  string creator_id = 1;\n  string team_name = 2;\n  string description = 3;\n  TeamType team_type = 4;\n  int32 max_members = 5;\n  bool is_public = 6;\n  string password = 7;\n  map<string, string> settings = 8;\n}\n\n// 创建团队响应\nmessage CreateTeamResponse {\n  greatestworks.common.CommonResponse common = 1;\n  string team_id = 2;\n  TeamInfo team_info = 3;\n}\n\n// 加入团队请求\nmessage JoinTeamRequest {\n  string player_id = 1;\n  string team_id = 2;\n  string password = 3; // 如果是私有团队\n  string invitation_code = 4;\n}\n\n// 加入团队响应\nmessage JoinTeamResponse {\n  greatestworks.common.CommonResponse common = 1;\n  TeamInfo team_info = 2;\n  TeamMember member_info = 3;\n}\n\n// 离开团队请求\nmessage LeaveTeamRequest {\n  string player_id = 1;\n  string team_id = 2;\n}\n\n// 离开团队响应\nmessage LeaveTeamResponse {\n  greatestworks.common.CommonResponse common = 1;\n}\n\n// 邀请玩家请求\nmessage InvitePlayerRequest {\n  string inviter_id = 1;\n  string team_id = 2;\n  string target_player_id = 3;\n  string message = 4;\n}\n\n// 邀请玩家响应\nmessage InvitePlayerResponse {\n  greatestworks.common.CommonResponse common = 1;\n  string invitation_id = 2;\n}\n\n// 踢出玩家请求\nmessage KickPlayerRequest {\n  string kicker_id = 1;\n  string team_id = 2;\n  string target_player_id = 3;\n  string reason = 4;\n}\n\n// 踢出玩家响应\nmessage KickPlayerResponse {\n  greatestworks.common.CommonResponse common = 1;\n}\n\n// 转让队长请求\nmessage TransferLeadershipRequest {\n  string current_leader_id = 1;\n  string team_id = 2;\n  string new_leader_id = 3;\n}\n\n// 转让队长响应\nmessage TransferLeadershipResponse {\n  greatestworks.common.CommonResponse common = 1;\n  TeamMember new_leader = 2;\n}\n\n// 获取团队信息请求\nmessage GetTeamInfoRequest {\n  string team_id = 1;\n  string player_id = 2; // 查询者ID，用于权限检查\n}\n\n// 获取团队信息响应\nmessage GetTeamInfoResponse {\n  greatestworks.common.CommonResponse common = 1;\n  TeamInfo team_info = 2;\n  repeated TeamMember members = 3;\n  repeated TeamInvitation pending_invitations = 4;\n  repeated TeamApplication pending_applications = 5;\n}\n\n// 搜索团队请求\nmessage SearchTeamsRequest {\n  string query = 1;\n  TeamType team_type = 2;\n  bool only_public = 3;\n  int32 min_level = 4;\n  int32 max_level = 5;\n  int32 limit = 6;\n  int32 offset = 7;\n}\n\n// 搜索团队响应\nmessage SearchTeamsResponse {\n  greatestworks.common.CommonResponse common = 1;\n  repeated TeamInfo teams = 2;\n  greatestworks.common.PaginationInfo pagination = 3;\n}\n\n// 更新团队设置请求\nmessage UpdateTeamSettingsRequest {\n  string player_id = 1;\n  string team_id = 2;\n  TeamSettings settings = 3;\n}\n\n// 更新团队设置响应\nmessage UpdateTeamSettingsResponse {\n  greatestworks.common.CommonResponse common = 1;\n  TeamSettings new_settings = 2;\n}\n\n// 处理邀请请求\nmessage HandleInvitationRequest {\n  string player_id = 1;\n  string invitation_id = 2;\n  bool accept = 3;\n}\n\n// 处理邀请响应\nmessage HandleInvitationResponse {\n  greatestworks.common.CommonResponse common = 1;\n  TeamInfo team_info = 2; // 如果接受邀请\n}\n\n// 申请加入团队请求\nmessage ApplyToJoinRequest {\n  string player_id = 1;\n  string team_id = 2;\n  string message = 3;\n}\n\n// 申请加入团队响应\nmessage ApplyToJoinResponse {\n  greatestworks.common.CommonResponse common = 1;\n  string application_id = 2;\n}\n\n// 处理申请请求\nmessage HandleApplicationRequest {\n  string handler_id = 1;\n  string application_id = 2;\n  bool approve = 3;\n  string reason = 4;\n}\n\n// 处理申请响应\nmessage HandleApplicationResponse {\n  greatestworks.common.CommonResponse common = 1;\n  TeamMember new_member = 2; // 如果批准申请\n}\n\n// 团队信息\nmessage TeamInfo {\n  string team_id = 1;\n  string name = 2;\n  string description = 3;\n  TeamType team_type = 4;\n  TeamStatus status = 5;\n  string leader_id = 6;\n  string leader_name = 7;\n  int32 member_count = 8;\n  int32 max_members = 9;\n  int32 average_level = 10;\n  bool is_public = 11;\n  bool is_recruiting = 12;\n  int64 created_at = 13;\n  int64 last_activity = 14;\n  TeamSettings settings = 15;\n  TeamStats stats = 16;\n}\n\n// 团队成员\nmessage TeamMember {\n  string player_id = 1;\n  string player_name = 2;\n  int32 level = 3;\n  MemberRole role = 4;\n  MemberStatus status = 5;\n  int64 joined_at = 6;\n  int64 last_online = 7;\n  int32 contribution_points = 8;\n  greatestworks.common.Position position = 9;\n}\n\n// 团队邀请\nmessage TeamInvitation {\n  string invitation_id = 1;\n  string team_id = 2;\n  string team_name = 3;\n  string inviter_id = 4;\n  string inviter_name = 5;\n  string invitee_id = 6;\n  string invitee_name = 7;\n  string message = 8;\n  int64 created_at = 9;\n  int64 expires_at = 10;\n  InvitationStatus status = 11;\n}\n\n// 团队申请\nmessage TeamApplication {\n  string application_id = 1;\n  string team_id = 2;\n  string applicant_id = 3;\n  string applicant_name = 4;\n  int32 applicant_level = 5;\n  string message = 6;\n  int64 created_at = 7;\n  ApplicationStatus status = 8;\n}\n\n// 团队设置\nmessage TeamSettings {\n  bool auto_accept_applications = 1;\n  int32 min_level_requirement = 2;\n  int32 max_level_requirement = 3;\n  bool allow_member_invite = 4;\n  bool require_approval = 5;\n  string welcome_message = 6;\n  repeated string tags = 7;\n  map<string, string> custom_settings = 8;\n}\n\n// 团队统计\nmessage TeamStats {\n  int32 total_battles = 1;\n  int32 wins = 2;\n  int32 losses = 3;\n  float win_rate = 4;\n  int32 total_experience = 5;\n  int32 achievements_unlocked = 6;\n  int64 total_playtime = 7;\n}\n\n// 团队类型枚举\nenum TeamType {\n  TEAM_TYPE_UNSPECIFIED = 0;\n  TEAM_TYPE_CASUAL = 1;          // 休闲团队\n  TEAM_TYPE_COMPETITIVE = 2;     // 竞技团队\n  TEAM_TYPE_PVE = 3;            // PVE团队\n  TEAM_TYPE_PVP = 4;            // PVP团队\n  TEAM_TYPE_GUILD = 5;          // 公会\n  TEAM_TYPE_PARTY = 6;          // 小队\n  TEAM_TYPE_RAID = 7;           // 团本队伍\n  TEAM_TYPE_TOURNAMENT = 8;     // 锦标赛队伍\n}\n\n// 团队状态枚举\nenum TeamStatus {\n  TEAM_STATUS_UNSPECIFIED = 0;\n  TEAM_STATUS_ACTIVE = 1;        // 活跃\n  TEAM_STATUS_INACTIVE = 2;      // 不活跃\n  TEAM_STATUS_DISBANDED = 3;     // 已解散\n  TEAM_STATUS_SUSPENDED = 4;     // 已暂停\n  TEAM_STATUS_RECRUITING = 5;    // 招募中\n  TEAM_STATUS_FULL = 6;          // 已满员\n}\n\n// 成员角色枚举\nenum MemberRole {\n  MEMBER_ROLE_UNSPECIFIED = 0;\n  MEMBER_ROLE_LEADER = 1;        // 队长\n  MEMBER_ROLE_OFFICER = 2;       // 副队长\n  MEMBER_ROLE_VETERAN = 3;       // 老队员\n  MEMBER_ROLE_MEMBER = 4;        // 普通成员\n  MEMBER_ROLE_RECRUIT = 5;       // 新成员\n}\n\n// 成员状态枚举\nenum MemberStatus {\n  MEMBER_STATUS_UNSPECIFIED = 0;\n  MEMBER_STATUS_ONLINE = 1;      // 在线\n  MEMBER_STATUS_OFFLINE = 2;     // 离线\n  MEMBER_STATUS_IN_BATTLE = 3;   // 战斗中\n  MEMBER_STATUS_AFK = 4;         // 暂离\n  MEMBER_STATUS_BUSY = 5;        // 忙碌\n}\n\n// 邀请状态枚举\nenum InvitationStatus {\n  INVITATION_STATUS_UNSPECIFIED = 0;\n  INVITATION_STATUS_PENDING = 1;    // 待处理\n  INVITATION_STATUS_ACCEPTED = 2;   // 已接受\n  INVITATION_STATUS_REJECTED = 3;   // 已拒绝\n  INVITATION_STATUS_EXPIRED = 4;    // 已过期\n  INVITATION_STATUS_CANCELLED = 5;  // 已取消\n}\n\n// 申请状态枚举\nenum ApplicationStatus {\n  APPLICATION_STATUS_UNSPECIFIED = 0;\n  APPLICATION_STATUS_PENDING = 1;     // 待审核\n  APPLICATION_STATUS_APPROVED = 2;    // 已批准\n  APPLICATION_STATUS_REJECTED = 3;    // 已拒绝\n  APPLICATION_STATUS_WITHDRAWN = 4;   // 已撤回\n}"
  },
  {
    "path": "protoc/include/google/protobuf/any.proto",
    "content": "// Protocol Buffers - Google's data interchange format\n// Copyright 2008 Google Inc.  All rights reserved.\n// https://developers.google.com/protocol-buffers/\n//\n// Redistribution and use in source and binary forms, with or without\n// modification, are permitted provided that the following conditions are\n// met:\n//\n//     * Redistributions of source code must retain the above copyright\n// notice, this list of conditions and the following disclaimer.\n//     * Redistributions in binary form must reproduce the above\n// copyright notice, this list of conditions and the following disclaimer\n// in the documentation and/or other materials provided with the\n// distribution.\n//     * Neither the name of Google Inc. nor the names of its\n// contributors may be used to endorse or promote products derived from\n// this software without specific prior written permission.\n//\n// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n// \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\nsyntax = \"proto3\";\n\npackage google.protobuf;\n\noption go_package = \"google.golang.org/protobuf/types/known/anypb\";\noption java_package = \"com.google.protobuf\";\noption java_outer_classname = \"AnyProto\";\noption java_multiple_files = true;\noption objc_class_prefix = \"GPB\";\noption csharp_namespace = \"Google.Protobuf.WellKnownTypes\";\n\n// `Any` contains an arbitrary serialized protocol buffer message along with a\n// URL that describes the type of the serialized message.\n//\n// Protobuf library provides support to pack/unpack Any values in the form\n// of utility functions or additional generated methods of the Any type.\n//\n// Example 1: Pack and unpack a message in C++.\n//\n//     Foo foo = ...;\n//     Any any;\n//     any.PackFrom(foo);\n//     ...\n//     if (any.UnpackTo(&foo)) {\n//       ...\n//     }\n//\n// Example 2: Pack and unpack a message in Java.\n//\n//     Foo foo = ...;\n//     Any any = Any.pack(foo);\n//     ...\n//     if (any.is(Foo.class)) {\n//       foo = any.unpack(Foo.class);\n//     }\n//     // or ...\n//     if (any.isSameTypeAs(Foo.getDefaultInstance())) {\n//       foo = any.unpack(Foo.getDefaultInstance());\n//     }\n//\n//  Example 3: Pack and unpack a message in Python.\n//\n//     foo = Foo(...)\n//     any = Any()\n//     any.Pack(foo)\n//     ...\n//     if any.Is(Foo.DESCRIPTOR):\n//       any.Unpack(foo)\n//       ...\n//\n//  Example 4: Pack and unpack a message in Go\n//\n//      foo := &pb.Foo{...}\n//      any, err := anypb.New(foo)\n//      if err != nil {\n//        ...\n//      }\n//      ...\n//      foo := &pb.Foo{}\n//      if err := any.UnmarshalTo(foo); err != nil {\n//        ...\n//      }\n//\n// The pack methods provided by protobuf library will by default use\n// 'type.googleapis.com/full.type.name' as the type URL and the unpack\n// methods only use the fully qualified type name after the last '/'\n// in the type URL, for example \"foo.bar.com/x/y.z\" will yield type\n// name \"y.z\".\n//\n// JSON\n// ====\n// The JSON representation of an `Any` value uses the regular\n// representation of the deserialized, embedded message, with an\n// additional field `@type` which contains the type URL. Example:\n//\n//     package google.profile;\n//     message Person {\n//       string first_name = 1;\n//       string last_name = 2;\n//     }\n//\n//     {\n//       \"@type\": \"type.googleapis.com/google.profile.Person\",\n//       \"firstName\": <string>,\n//       \"lastName\": <string>\n//     }\n//\n// If the embedded message type is well-known and has a custom JSON\n// representation, that representation will be embedded adding a field\n// `value` which holds the custom JSON in addition to the `@type`\n// field. Example (for message [google.protobuf.Duration][]):\n//\n//     {\n//       \"@type\": \"type.googleapis.com/google.protobuf.Duration\",\n//       \"value\": \"1.212s\"\n//     }\n//\nmessage Any {\n  // A URL/resource name that uniquely identifies the type of the serialized\n  // protocol buffer message. This string must contain at least\n  // one \"/\" character. The last segment of the URL's path must represent\n  // the fully qualified name of the type (as in\n  // `path/google.protobuf.Duration`). The name should be in a canonical form\n  // (e.g., leading \".\" is not accepted).\n  //\n  // In practice, teams usually precompile into the binary all types that they\n  // expect it to use in the context of Any. However, for URLs which use the\n  // scheme `http`, `https`, or no scheme, one can optionally set up a type\n  // server that maps type URLs to message definitions as follows:\n  //\n  // * If no scheme is provided, `https` is assumed.\n  // * An HTTP GET on the URL must yield a [google.protobuf.Type][]\n  //   value in binary format, or produce an error.\n  // * Applications are allowed to cache lookup results based on the\n  //   URL, or have them precompiled into a binary to avoid any\n  //   lookup. Therefore, binary compatibility needs to be preserved\n  //   on changes to types. (Use versioned type names to manage\n  //   breaking changes.)\n  //\n  // Note: this functionality is not currently available in the official\n  // protobuf release, and it is not used for type URLs beginning with\n  // type.googleapis.com. As of May 2023, there are no widely used type server\n  // implementations and no plans to implement one.\n  //\n  // Schemes other than `http`, `https` (or the empty scheme) might be\n  // used with implementation specific semantics.\n  //\n  string type_url = 1;\n\n  // Must be a valid serialized protocol buffer of the above specified type.\n  bytes value = 2;\n}\n"
  },
  {
    "path": "protoc/include/google/protobuf/api.proto",
    "content": "// Protocol Buffers - Google's data interchange format\n// Copyright 2008 Google Inc.  All rights reserved.\n// https://developers.google.com/protocol-buffers/\n//\n// Redistribution and use in source and binary forms, with or without\n// modification, are permitted provided that the following conditions are\n// met:\n//\n//     * Redistributions of source code must retain the above copyright\n// notice, this list of conditions and the following disclaimer.\n//     * Redistributions in binary form must reproduce the above\n// copyright notice, this list of conditions and the following disclaimer\n// in the documentation and/or other materials provided with the\n// distribution.\n//     * Neither the name of Google Inc. nor the names of its\n// contributors may be used to endorse or promote products derived from\n// this software without specific prior written permission.\n//\n// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n// \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\nsyntax = \"proto3\";\n\npackage google.protobuf;\n\nimport \"google/protobuf/source_context.proto\";\nimport \"google/protobuf/type.proto\";\n\noption java_package = \"com.google.protobuf\";\noption java_outer_classname = \"ApiProto\";\noption java_multiple_files = true;\noption objc_class_prefix = \"GPB\";\noption csharp_namespace = \"Google.Protobuf.WellKnownTypes\";\noption go_package = \"google.golang.org/protobuf/types/known/apipb\";\n\n// Api is a light-weight descriptor for an API Interface.\n//\n// Interfaces are also described as \"protocol buffer services\" in some contexts,\n// such as by the \"service\" keyword in a .proto file, but they are different\n// from API Services, which represent a concrete implementation of an interface\n// as opposed to simply a description of methods and bindings. They are also\n// sometimes simply referred to as \"APIs\" in other contexts, such as the name of\n// this message itself. See https://cloud.google.com/apis/design/glossary for\n// detailed terminology.\nmessage Api {\n  // The fully qualified name of this interface, including package name\n  // followed by the interface's simple name.\n  string name = 1;\n\n  // The methods of this interface, in unspecified order.\n  repeated Method methods = 2;\n\n  // Any metadata attached to the interface.\n  repeated Option options = 3;\n\n  // A version string for this interface. If specified, must have the form\n  // `major-version.minor-version`, as in `1.10`. If the minor version is\n  // omitted, it defaults to zero. If the entire version field is empty, the\n  // major version is derived from the package name, as outlined below. If the\n  // field is not empty, the version in the package name will be verified to be\n  // consistent with what is provided here.\n  //\n  // The versioning schema uses [semantic\n  // versioning](http://semver.org) where the major version number\n  // indicates a breaking change and the minor version an additive,\n  // non-breaking change. Both version numbers are signals to users\n  // what to expect from different versions, and should be carefully\n  // chosen based on the product plan.\n  //\n  // The major version is also reflected in the package name of the\n  // interface, which must end in `v<major-version>`, as in\n  // `google.feature.v1`. For major versions 0 and 1, the suffix can\n  // be omitted. Zero major versions must only be used for\n  // experimental, non-GA interfaces.\n  //\n  string version = 4;\n\n  // Source context for the protocol buffer service represented by this\n  // message.\n  SourceContext source_context = 5;\n\n  // Included interfaces. See [Mixin][].\n  repeated Mixin mixins = 6;\n\n  // The source syntax of the service.\n  Syntax syntax = 7;\n}\n\n// Method represents a method of an API interface.\nmessage Method {\n  // The simple name of this method.\n  string name = 1;\n\n  // A URL of the input message type.\n  string request_type_url = 2;\n\n  // If true, the request is streamed.\n  bool request_streaming = 3;\n\n  // The URL of the output message type.\n  string response_type_url = 4;\n\n  // If true, the response is streamed.\n  bool response_streaming = 5;\n\n  // Any metadata attached to the method.\n  repeated Option options = 6;\n\n  // The source syntax of this method.\n  Syntax syntax = 7;\n}\n\n// Declares an API Interface to be included in this interface. The including\n// interface must redeclare all the methods from the included interface, but\n// documentation and options are inherited as follows:\n//\n// - If after comment and whitespace stripping, the documentation\n//   string of the redeclared method is empty, it will be inherited\n//   from the original method.\n//\n// - Each annotation belonging to the service config (http,\n//   visibility) which is not set in the redeclared method will be\n//   inherited.\n//\n// - If an http annotation is inherited, the path pattern will be\n//   modified as follows. Any version prefix will be replaced by the\n//   version of the including interface plus the [root][] path if\n//   specified.\n//\n// Example of a simple mixin:\n//\n//     package google.acl.v1;\n//     service AccessControl {\n//       // Get the underlying ACL object.\n//       rpc GetAcl(GetAclRequest) returns (Acl) {\n//         option (google.api.http).get = \"/v1/{resource=**}:getAcl\";\n//       }\n//     }\n//\n//     package google.storage.v2;\n//     service Storage {\n//       rpc GetAcl(GetAclRequest) returns (Acl);\n//\n//       // Get a data record.\n//       rpc GetData(GetDataRequest) returns (Data) {\n//         option (google.api.http).get = \"/v2/{resource=**}\";\n//       }\n//     }\n//\n// Example of a mixin configuration:\n//\n//     apis:\n//     - name: google.storage.v2.Storage\n//       mixins:\n//       - name: google.acl.v1.AccessControl\n//\n// The mixin construct implies that all methods in `AccessControl` are\n// also declared with same name and request/response types in\n// `Storage`. A documentation generator or annotation processor will\n// see the effective `Storage.GetAcl` method after inherting\n// documentation and annotations as follows:\n//\n//     service Storage {\n//       // Get the underlying ACL object.\n//       rpc GetAcl(GetAclRequest) returns (Acl) {\n//         option (google.api.http).get = \"/v2/{resource=**}:getAcl\";\n//       }\n//       ...\n//     }\n//\n// Note how the version in the path pattern changed from `v1` to `v2`.\n//\n// If the `root` field in the mixin is specified, it should be a\n// relative path under which inherited HTTP paths are placed. Example:\n//\n//     apis:\n//     - name: google.storage.v2.Storage\n//       mixins:\n//       - name: google.acl.v1.AccessControl\n//         root: acls\n//\n// This implies the following inherited HTTP annotation:\n//\n//     service Storage {\n//       // Get the underlying ACL object.\n//       rpc GetAcl(GetAclRequest) returns (Acl) {\n//         option (google.api.http).get = \"/v2/acls/{resource=**}:getAcl\";\n//       }\n//       ...\n//     }\nmessage Mixin {\n  // The fully qualified name of the interface which is included.\n  string name = 1;\n\n  // If non-empty specifies a path under which inherited HTTP paths\n  // are rooted.\n  string root = 2;\n}\n"
  },
  {
    "path": "protoc/include/google/protobuf/compiler/plugin.proto",
    "content": "// Protocol Buffers - Google's data interchange format\n// Copyright 2008 Google Inc.  All rights reserved.\n//\n// Use of this source code is governed by a BSD-style\n// license that can be found in the LICENSE file or at\n// https://developers.google.com/open-source/licenses/bsd\n\n// Author: kenton@google.com (Kenton Varda)\n//\n// protoc (aka the Protocol Compiler) can be extended via plugins.  A plugin is\n// just a program that reads a CodeGeneratorRequest from stdin and writes a\n// CodeGeneratorResponse to stdout.\n//\n// Plugins written using C++ can use google/protobuf/compiler/plugin.h instead\n// of dealing with the raw protocol defined here.\n//\n// A plugin executable needs only to be placed somewhere in the path.  The\n// plugin should be named \"protoc-gen-$NAME\", and will then be used when the\n// flag \"--${NAME}_out\" is passed to protoc.\n\nsyntax = \"proto2\";\n\npackage google.protobuf.compiler;\noption java_package = \"com.google.protobuf.compiler\";\noption java_outer_classname = \"PluginProtos\";\n\noption csharp_namespace = \"Google.Protobuf.Compiler\";\noption go_package = \"google.golang.org/protobuf/types/pluginpb\";\n\nimport \"google/protobuf/descriptor.proto\";\n\n// The version number of protocol compiler.\nmessage Version {\n  optional int32 major = 1;\n  optional int32 minor = 2;\n  optional int32 patch = 3;\n  // A suffix for alpha, beta or rc release, e.g., \"alpha-1\", \"rc2\". It should\n  // be empty for mainline stable releases.\n  optional string suffix = 4;\n}\n\n// An encoded CodeGeneratorRequest is written to the plugin's stdin.\nmessage CodeGeneratorRequest {\n  // The .proto files that were explicitly listed on the command-line.  The\n  // code generator should generate code only for these files.  Each file's\n  // descriptor will be included in proto_file, below.\n  repeated string file_to_generate = 1;\n\n  // The generator parameter passed on the command-line.\n  optional string parameter = 2;\n\n  // FileDescriptorProtos for all files in files_to_generate and everything\n  // they import.  The files will appear in topological order, so each file\n  // appears before any file that imports it.\n  //\n  // Note: the files listed in files_to_generate will include runtime-retention\n  // options only, but all other files will include source-retention options.\n  // The source_file_descriptors field below is available in case you need\n  // source-retention options for files_to_generate.\n  //\n  // protoc guarantees that all proto_files will be written after\n  // the fields above, even though this is not technically guaranteed by the\n  // protobuf wire format.  This theoretically could allow a plugin to stream\n  // in the FileDescriptorProtos and handle them one by one rather than read\n  // the entire set into memory at once.  However, as of this writing, this\n  // is not similarly optimized on protoc's end -- it will store all fields in\n  // memory at once before sending them to the plugin.\n  //\n  // Type names of fields and extensions in the FileDescriptorProto are always\n  // fully qualified.\n  repeated FileDescriptorProto proto_file = 15;\n\n  // File descriptors with all options, including source-retention options.\n  // These descriptors are only provided for the files listed in\n  // files_to_generate.\n  repeated FileDescriptorProto source_file_descriptors = 17;\n\n  // The version number of protocol compiler.\n  optional Version compiler_version = 3;\n}\n\n// The plugin writes an encoded CodeGeneratorResponse to stdout.\nmessage CodeGeneratorResponse {\n  // Error message.  If non-empty, code generation failed.  The plugin process\n  // should exit with status code zero even if it reports an error in this way.\n  //\n  // This should be used to indicate errors in .proto files which prevent the\n  // code generator from generating correct code.  Errors which indicate a\n  // problem in protoc itself -- such as the input CodeGeneratorRequest being\n  // unparseable -- should be reported by writing a message to stderr and\n  // exiting with a non-zero status code.\n  optional string error = 1;\n\n  // A bitmask of supported features that the code generator supports.\n  // This is a bitwise \"or\" of values from the Feature enum.\n  optional uint64 supported_features = 2;\n\n  // Sync with code_generator.h.\n  enum Feature {\n    FEATURE_NONE = 0;\n    FEATURE_PROTO3_OPTIONAL = 1;\n    FEATURE_SUPPORTS_EDITIONS = 2;\n  }\n\n  // Represents a single generated file.\n  message File {\n    // The file name, relative to the output directory.  The name must not\n    // contain \".\" or \"..\" components and must be relative, not be absolute (so,\n    // the file cannot lie outside the output directory).  \"/\" must be used as\n    // the path separator, not \"\\\".\n    //\n    // If the name is omitted, the content will be appended to the previous\n    // file.  This allows the generator to break large files into small chunks,\n    // and allows the generated text to be streamed back to protoc so that large\n    // files need not reside completely in memory at one time.  Note that as of\n    // this writing protoc does not optimize for this -- it will read the entire\n    // CodeGeneratorResponse before writing files to disk.\n    optional string name = 1;\n\n    // If non-empty, indicates that the named file should already exist, and the\n    // content here is to be inserted into that file at a defined insertion\n    // point.  This feature allows a code generator to extend the output\n    // produced by another code generator.  The original generator may provide\n    // insertion points by placing special annotations in the file that look\n    // like:\n    //   @@protoc_insertion_point(NAME)\n    // The annotation can have arbitrary text before and after it on the line,\n    // which allows it to be placed in a comment.  NAME should be replaced with\n    // an identifier naming the point -- this is what other generators will use\n    // as the insertion_point.  Code inserted at this point will be placed\n    // immediately above the line containing the insertion point (thus multiple\n    // insertions to the same point will come out in the order they were added).\n    // The double-@ is intended to make it unlikely that the generated code\n    // could contain things that look like insertion points by accident.\n    //\n    // For example, the C++ code generator places the following line in the\n    // .pb.h files that it generates:\n    //   // @@protoc_insertion_point(namespace_scope)\n    // This line appears within the scope of the file's package namespace, but\n    // outside of any particular class.  Another plugin can then specify the\n    // insertion_point \"namespace_scope\" to generate additional classes or\n    // other declarations that should be placed in this scope.\n    //\n    // Note that if the line containing the insertion point begins with\n    // whitespace, the same whitespace will be added to every line of the\n    // inserted text.  This is useful for languages like Python, where\n    // indentation matters.  In these languages, the insertion point comment\n    // should be indented the same amount as any inserted code will need to be\n    // in order to work correctly in that context.\n    //\n    // The code generator that generates the initial file and the one which\n    // inserts into it must both run as part of a single invocation of protoc.\n    // Code generators are executed in the order in which they appear on the\n    // command line.\n    //\n    // If |insertion_point| is present, |name| must also be present.\n    optional string insertion_point = 2;\n\n    // The file contents.\n    optional string content = 15;\n\n    // Information describing the file content being inserted. If an insertion\n    // point is used, this information will be appropriately offset and inserted\n    // into the code generation metadata for the generated files.\n    optional GeneratedCodeInfo generated_code_info = 16;\n  }\n  repeated File file = 15;\n}\n"
  },
  {
    "path": "protoc/include/google/protobuf/descriptor.proto",
    "content": "// Protocol Buffers - Google's data interchange format\n// Copyright 2008 Google Inc.  All rights reserved.\n// https://developers.google.com/protocol-buffers/\n//\n// Redistribution and use in source and binary forms, with or without\n// modification, are permitted provided that the following conditions are\n// met:\n//\n//     * Redistributions of source code must retain the above copyright\n// notice, this list of conditions and the following disclaimer.\n//     * Redistributions in binary form must reproduce the above\n// copyright notice, this list of conditions and the following disclaimer\n// in the documentation and/or other materials provided with the\n// distribution.\n//     * Neither the name of Google Inc. nor the names of its\n// contributors may be used to endorse or promote products derived from\n// this software without specific prior written permission.\n//\n// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n// \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\n// Author: kenton@google.com (Kenton Varda)\n//  Based on original Protocol Buffers design by\n//  Sanjay Ghemawat, Jeff Dean, and others.\n//\n// The messages in this file describe the definitions found in .proto files.\n// A valid .proto file can be translated directly to a FileDescriptorProto\n// without any other information (e.g. without reading its imports).\n\nsyntax = \"proto2\";\n\npackage google.protobuf;\n\noption go_package = \"google.golang.org/protobuf/types/descriptorpb\";\noption java_package = \"com.google.protobuf\";\noption java_outer_classname = \"DescriptorProtos\";\noption csharp_namespace = \"Google.Protobuf.Reflection\";\noption objc_class_prefix = \"GPB\";\noption cc_enable_arenas = true;\n\n// descriptor.proto must be optimized for speed because reflection-based\n// algorithms don't work during bootstrapping.\noption optimize_for = SPEED;\n\n// The protocol compiler can output a FileDescriptorSet containing the .proto\n// files it parses.\nmessage FileDescriptorSet {\n  repeated FileDescriptorProto file = 1;\n}\n\n// The full set of known editions.\nenum Edition {\n  // A placeholder for an unknown edition value.\n  EDITION_UNKNOWN = 0;\n\n  // Legacy syntax \"editions\".  These pre-date editions, but behave much like\n  // distinct editions.  These can't be used to specify the edition of proto\n  // files, but feature definitions must supply proto2/proto3 defaults for\n  // backwards compatibility.\n  EDITION_PROTO2 = 998;\n  EDITION_PROTO3 = 999;\n\n  // Editions that have been released.  The specific values are arbitrary and\n  // should not be depended on, but they will always be time-ordered for easy\n  // comparison.\n  EDITION_2023 = 1000;\n\n  // Placeholder editions for testing feature resolution.  These should not be\n  // used or relyed on outside of tests.\n  EDITION_1_TEST_ONLY = 1;\n  EDITION_2_TEST_ONLY = 2;\n  EDITION_99997_TEST_ONLY = 99997;\n  EDITION_99998_TEST_ONLY = 99998;\n  EDITION_99999_TEST_ONLY = 99999;\n}\n\n// Describes a complete .proto file.\nmessage FileDescriptorProto {\n  optional string name = 1;     // file name, relative to root of source tree\n  optional string package = 2;  // e.g. \"foo\", \"foo.bar\", etc.\n\n  // Names of files imported by this file.\n  repeated string dependency = 3;\n  // Indexes of the public imported files in the dependency list above.\n  repeated int32 public_dependency = 10;\n  // Indexes of the weak imported files in the dependency list.\n  // For Google-internal migration only. Do not use.\n  repeated int32 weak_dependency = 11;\n\n  // All top-level definitions in this file.\n  repeated DescriptorProto message_type = 4;\n  repeated EnumDescriptorProto enum_type = 5;\n  repeated ServiceDescriptorProto service = 6;\n  repeated FieldDescriptorProto extension = 7;\n\n  optional FileOptions options = 8;\n\n  // This field contains optional information about the original source code.\n  // You may safely remove this entire field without harming runtime\n  // functionality of the descriptors -- the information is needed only by\n  // development tools.\n  optional SourceCodeInfo source_code_info = 9;\n\n  // The syntax of the proto file.\n  // The supported values are \"proto2\", \"proto3\", and \"editions\".\n  //\n  // If `edition` is present, this value must be \"editions\".\n  optional string syntax = 12;\n\n  // The edition of the proto file.\n  optional Edition edition = 14;\n}\n\n// Describes a message type.\nmessage DescriptorProto {\n  optional string name = 1;\n\n  repeated FieldDescriptorProto field = 2;\n  repeated FieldDescriptorProto extension = 6;\n\n  repeated DescriptorProto nested_type = 3;\n  repeated EnumDescriptorProto enum_type = 4;\n\n  message ExtensionRange {\n    optional int32 start = 1;  // Inclusive.\n    optional int32 end = 2;    // Exclusive.\n\n    optional ExtensionRangeOptions options = 3;\n  }\n  repeated ExtensionRange extension_range = 5;\n\n  repeated OneofDescriptorProto oneof_decl = 8;\n\n  optional MessageOptions options = 7;\n\n  // Range of reserved tag numbers. Reserved tag numbers may not be used by\n  // fields or extension ranges in the same message. Reserved ranges may\n  // not overlap.\n  message ReservedRange {\n    optional int32 start = 1;  // Inclusive.\n    optional int32 end = 2;    // Exclusive.\n  }\n  repeated ReservedRange reserved_range = 9;\n  // Reserved field names, which may not be used by fields in the same message.\n  // A given name may only be reserved once.\n  repeated string reserved_name = 10;\n}\n\nmessage ExtensionRangeOptions {\n  // The parser stores options it doesn't recognize here. See above.\n  repeated UninterpretedOption uninterpreted_option = 999;\n\n  message Declaration {\n    // The extension number declared within the extension range.\n    optional int32 number = 1;\n\n    // The fully-qualified name of the extension field. There must be a leading\n    // dot in front of the full name.\n    optional string full_name = 2;\n\n    // The fully-qualified type name of the extension field. Unlike\n    // Metadata.type, Declaration.type must have a leading dot for messages\n    // and enums.\n    optional string type = 3;\n\n    // If true, indicates that the number is reserved in the extension range,\n    // and any extension field with the number will fail to compile. Set this\n    // when a declared extension field is deleted.\n    optional bool reserved = 5;\n\n    // If true, indicates that the extension must be defined as repeated.\n    // Otherwise the extension must be defined as optional.\n    optional bool repeated = 6;\n\n    reserved 4;  // removed is_repeated\n  }\n\n  // For external users: DO NOT USE. We are in the process of open sourcing\n  // extension declaration and executing internal cleanups before it can be\n  // used externally.\n  repeated Declaration declaration = 2 [retention = RETENTION_SOURCE];\n\n  // Any features defined in the specific edition.\n  optional FeatureSet features = 50;\n\n  // The verification state of the extension range.\n  enum VerificationState {\n    // All the extensions of the range must be declared.\n    DECLARATION = 0;\n    UNVERIFIED = 1;\n  }\n\n  // The verification state of the range.\n  // TODO: flip the default to DECLARATION once all empty ranges\n  // are marked as UNVERIFIED.\n  optional VerificationState verification = 3 [default = UNVERIFIED];\n\n  // Clients can define custom options in extensions of this message. See above.\n  extensions 1000 to max;\n}\n\n// Describes a field within a message.\nmessage FieldDescriptorProto {\n  enum Type {\n    // 0 is reserved for errors.\n    // Order is weird for historical reasons.\n    TYPE_DOUBLE = 1;\n    TYPE_FLOAT = 2;\n    // Not ZigZag encoded.  Negative numbers take 10 bytes.  Use TYPE_SINT64 if\n    // negative values are likely.\n    TYPE_INT64 = 3;\n    TYPE_UINT64 = 4;\n    // Not ZigZag encoded.  Negative numbers take 10 bytes.  Use TYPE_SINT32 if\n    // negative values are likely.\n    TYPE_INT32 = 5;\n    TYPE_FIXED64 = 6;\n    TYPE_FIXED32 = 7;\n    TYPE_BOOL = 8;\n    TYPE_STRING = 9;\n    // Tag-delimited aggregate.\n    // Group type is deprecated and not supported after google.protobuf. However, Proto3\n    // implementations should still be able to parse the group wire format and\n    // treat group fields as unknown fields.  In Editions, the group wire format\n    // can be enabled via the `message_encoding` feature.\n    TYPE_GROUP = 10;\n    TYPE_MESSAGE = 11;  // Length-delimited aggregate.\n\n    // New in version 2.\n    TYPE_BYTES = 12;\n    TYPE_UINT32 = 13;\n    TYPE_ENUM = 14;\n    TYPE_SFIXED32 = 15;\n    TYPE_SFIXED64 = 16;\n    TYPE_SINT32 = 17;  // Uses ZigZag encoding.\n    TYPE_SINT64 = 18;  // Uses ZigZag encoding.\n  }\n\n  enum Label {\n    // 0 is reserved for errors\n    LABEL_OPTIONAL = 1;\n    LABEL_REPEATED = 3;\n    // The required label is only allowed in google.protobuf.  In proto3 and Editions\n    // it's explicitly prohibited.  In Editions, the `field_presence` feature\n    // can be used to get this behavior.\n    LABEL_REQUIRED = 2;\n  }\n\n  optional string name = 1;\n  optional int32 number = 3;\n  optional Label label = 4;\n\n  // If type_name is set, this need not be set.  If both this and type_name\n  // are set, this must be one of TYPE_ENUM, TYPE_MESSAGE or TYPE_GROUP.\n  optional Type type = 5;\n\n  // For message and enum types, this is the name of the type.  If the name\n  // starts with a '.', it is fully-qualified.  Otherwise, C++-like scoping\n  // rules are used to find the type (i.e. first the nested types within this\n  // message are searched, then within the parent, on up to the root\n  // namespace).\n  optional string type_name = 6;\n\n  // For extensions, this is the name of the type being extended.  It is\n  // resolved in the same manner as type_name.\n  optional string extendee = 2;\n\n  // For numeric types, contains the original text representation of the value.\n  // For booleans, \"true\" or \"false\".\n  // For strings, contains the default text contents (not escaped in any way).\n  // For bytes, contains the C escaped value.  All bytes >= 128 are escaped.\n  optional string default_value = 7;\n\n  // If set, gives the index of a oneof in the containing type's oneof_decl\n  // list.  This field is a member of that oneof.\n  optional int32 oneof_index = 9;\n\n  // JSON name of this field. The value is set by protocol compiler. If the\n  // user has set a \"json_name\" option on this field, that option's value\n  // will be used. Otherwise, it's deduced from the field's name by converting\n  // it to camelCase.\n  optional string json_name = 10;\n\n  optional FieldOptions options = 8;\n\n  // If true, this is a proto3 \"optional\". When a proto3 field is optional, it\n  // tracks presence regardless of field type.\n  //\n  // When proto3_optional is true, this field must be belong to a oneof to\n  // signal to old proto3 clients that presence is tracked for this field. This\n  // oneof is known as a \"synthetic\" oneof, and this field must be its sole\n  // member (each proto3 optional field gets its own synthetic oneof). Synthetic\n  // oneofs exist in the descriptor only, and do not generate any API. Synthetic\n  // oneofs must be ordered after all \"real\" oneofs.\n  //\n  // For message fields, proto3_optional doesn't create any semantic change,\n  // since non-repeated message fields always track presence. However it still\n  // indicates the semantic detail of whether the user wrote \"optional\" or not.\n  // This can be useful for round-tripping the .proto file. For consistency we\n  // give message fields a synthetic oneof also, even though it is not required\n  // to track presence. This is especially important because the parser can't\n  // tell if a field is a message or an enum, so it must always create a\n  // synthetic oneof.\n  //\n  // Proto2 optional fields do not set this flag, because they already indicate\n  // optional with `LABEL_OPTIONAL`.\n  optional bool proto3_optional = 17;\n}\n\n// Describes a oneof.\nmessage OneofDescriptorProto {\n  optional string name = 1;\n  optional OneofOptions options = 2;\n}\n\n// Describes an enum type.\nmessage EnumDescriptorProto {\n  optional string name = 1;\n\n  repeated EnumValueDescriptorProto value = 2;\n\n  optional EnumOptions options = 3;\n\n  // Range of reserved numeric values. Reserved values may not be used by\n  // entries in the same enum. Reserved ranges may not overlap.\n  //\n  // Note that this is distinct from DescriptorProto.ReservedRange in that it\n  // is inclusive such that it can appropriately represent the entire int32\n  // domain.\n  message EnumReservedRange {\n    optional int32 start = 1;  // Inclusive.\n    optional int32 end = 2;    // Inclusive.\n  }\n\n  // Range of reserved numeric values. Reserved numeric values may not be used\n  // by enum values in the same enum declaration. Reserved ranges may not\n  // overlap.\n  repeated EnumReservedRange reserved_range = 4;\n\n  // Reserved enum value names, which may not be reused. A given name may only\n  // be reserved once.\n  repeated string reserved_name = 5;\n}\n\n// Describes a value within an enum.\nmessage EnumValueDescriptorProto {\n  optional string name = 1;\n  optional int32 number = 2;\n\n  optional EnumValueOptions options = 3;\n}\n\n// Describes a service.\nmessage ServiceDescriptorProto {\n  optional string name = 1;\n  repeated MethodDescriptorProto method = 2;\n\n  optional ServiceOptions options = 3;\n}\n\n// Describes a method of a service.\nmessage MethodDescriptorProto {\n  optional string name = 1;\n\n  // Input and output type names.  These are resolved in the same way as\n  // FieldDescriptorProto.type_name, but must refer to a message type.\n  optional string input_type = 2;\n  optional string output_type = 3;\n\n  optional MethodOptions options = 4;\n\n  // Identifies if client streams multiple client messages\n  optional bool client_streaming = 5 [default = false];\n  // Identifies if server streams multiple server messages\n  optional bool server_streaming = 6 [default = false];\n}\n\n// ===================================================================\n// Options\n\n// Each of the definitions above may have \"options\" attached.  These are\n// just annotations which may cause code to be generated slightly differently\n// or may contain hints for code that manipulates protocol messages.\n//\n// Clients may define custom options as extensions of the *Options messages.\n// These extensions may not yet be known at parsing time, so the parser cannot\n// store the values in them.  Instead it stores them in a field in the *Options\n// message called uninterpreted_option. This field must have the same name\n// across all *Options messages. We then use this field to populate the\n// extensions when we build a descriptor, at which point all protos have been\n// parsed and so all extensions are known.\n//\n// Extension numbers for custom options may be chosen as follows:\n// * For options which will only be used within a single application or\n//   organization, or for experimental options, use field numbers 50000\n//   through 99999.  It is up to you to ensure that you do not use the\n//   same number for multiple options.\n// * For options which will be published and used publicly by multiple\n//   independent entities, e-mail protobuf-global-extension-registry@google.com\n//   to reserve extension numbers. Simply provide your project name (e.g.\n//   Objective-C plugin) and your project website (if available) -- there's no\n//   need to explain how you intend to use them. Usually you only need one\n//   extension number. You can declare multiple options with only one extension\n//   number by putting them in a sub-message. See the Custom Options section of\n//   the docs for examples:\n//   https://developers.google.com/protocol-buffers/docs/proto#options\n//   If this turns out to be popular, a web service will be set up\n//   to automatically assign option numbers.\n\nmessage FileOptions {\n\n  // Sets the Java package where classes generated from this .proto will be\n  // placed.  By default, the proto package is used, but this is often\n  // inappropriate because proto packages do not normally start with backwards\n  // domain names.\n  optional string java_package = 1;\n\n  // Controls the name of the wrapper Java class generated for the .proto file.\n  // That class will always contain the .proto file's getDescriptor() method as\n  // well as any top-level extensions defined in the .proto file.\n  // If java_multiple_files is disabled, then all the other classes from the\n  // .proto file will be nested inside the single wrapper outer class.\n  optional string java_outer_classname = 8;\n\n  // If enabled, then the Java code generator will generate a separate .java\n  // file for each top-level message, enum, and service defined in the .proto\n  // file.  Thus, these types will *not* be nested inside the wrapper class\n  // named by java_outer_classname.  However, the wrapper class will still be\n  // generated to contain the file's getDescriptor() method as well as any\n  // top-level extensions defined in the file.\n  optional bool java_multiple_files = 10 [default = false];\n\n  // This option does nothing.\n  optional bool java_generate_equals_and_hash = 20 [deprecated=true];\n\n  // If set true, then the Java2 code generator will generate code that\n  // throws an exception whenever an attempt is made to assign a non-UTF-8\n  // byte sequence to a string field.\n  // Message reflection will do the same.\n  // However, an extension field still accepts non-UTF-8 byte sequences.\n  // This option has no effect on when used with the lite runtime.\n  optional bool java_string_check_utf8 = 27 [default = false];\n\n  // Generated classes can be optimized for speed or code size.\n  enum OptimizeMode {\n    SPEED = 1;         // Generate complete code for parsing, serialization,\n                       // etc.\n    CODE_SIZE = 2;     // Use ReflectionOps to implement these methods.\n    LITE_RUNTIME = 3;  // Generate code using MessageLite and the lite runtime.\n  }\n  optional OptimizeMode optimize_for = 9 [default = SPEED];\n\n  // Sets the Go package where structs generated from this .proto will be\n  // placed. If omitted, the Go package will be derived from the following:\n  //   - The basename of the package import path, if provided.\n  //   - Otherwise, the package statement in the .proto file, if present.\n  //   - Otherwise, the basename of the .proto file, without extension.\n  optional string go_package = 11;\n\n  // Should generic services be generated in each language?  \"Generic\" services\n  // are not specific to any particular RPC system.  They are generated by the\n  // main code generators in each language (without additional plugins).\n  // Generic services were the only kind of service generation supported by\n  // early versions of google.protobuf.\n  //\n  // Generic services are now considered deprecated in favor of using plugins\n  // that generate code specific to your particular RPC system.  Therefore,\n  // these default to false.  Old code which depends on generic services should\n  // explicitly set them to true.\n  optional bool cc_generic_services = 16 [default = false];\n  optional bool java_generic_services = 17 [default = false];\n  optional bool py_generic_services = 18 [default = false];\n  optional bool php_generic_services = 42 [default = false];\n\n  // Is this file deprecated?\n  // Depending on the target platform, this can emit Deprecated annotations\n  // for everything in the file, or it will be completely ignored; in the very\n  // least, this is a formalization for deprecating files.\n  optional bool deprecated = 23 [default = false];\n\n  // Enables the use of arenas for the proto messages in this file. This applies\n  // only to generated classes for C++.\n  optional bool cc_enable_arenas = 31 [default = true];\n\n  // Sets the objective c class prefix which is prepended to all objective c\n  // generated classes from this .proto. There is no default.\n  optional string objc_class_prefix = 36;\n\n  // Namespace for generated classes; defaults to the package.\n  optional string csharp_namespace = 37;\n\n  // By default Swift generators will take the proto package and CamelCase it\n  // replacing '.' with underscore and use that to prefix the types/symbols\n  // defined. When this options is provided, they will use this value instead\n  // to prefix the types/symbols defined.\n  optional string swift_prefix = 39;\n\n  // Sets the php class prefix which is prepended to all php generated classes\n  // from this .proto. Default is empty.\n  optional string php_class_prefix = 40;\n\n  // Use this option to change the namespace of php generated classes. Default\n  // is empty. When this option is empty, the package name will be used for\n  // determining the namespace.\n  optional string php_namespace = 41;\n\n  // Use this option to change the namespace of php generated metadata classes.\n  // Default is empty. When this option is empty, the proto file name will be\n  // used for determining the namespace.\n  optional string php_metadata_namespace = 44;\n\n  // Use this option to change the package of ruby generated classes. Default\n  // is empty. When this option is not set, the package name will be used for\n  // determining the ruby package.\n  optional string ruby_package = 45;\n\n  // Any features defined in the specific edition.\n  optional FeatureSet features = 50;\n\n  // The parser stores options it doesn't recognize here.\n  // See the documentation for the \"Options\" section above.\n  repeated UninterpretedOption uninterpreted_option = 999;\n\n  // Clients can define custom options in extensions of this message.\n  // See the documentation for the \"Options\" section above.\n  extensions 1000 to max;\n\n  reserved 38;\n}\n\nmessage MessageOptions {\n  // Set true to use the old proto1 MessageSet wire format for extensions.\n  // This is provided for backwards-compatibility with the MessageSet wire\n  // format.  You should not use this for any other reason:  It's less\n  // efficient, has fewer features, and is more complicated.\n  //\n  // The message must be defined exactly as follows:\n  //   message Foo {\n  //     option message_set_wire_format = true;\n  //     extensions 4 to max;\n  //   }\n  // Note that the message cannot have any defined fields; MessageSets only\n  // have extensions.\n  //\n  // All extensions of your type must be singular messages; e.g. they cannot\n  // be int32s, enums, or repeated messages.\n  //\n  // Because this is an option, the above two restrictions are not enforced by\n  // the protocol compiler.\n  optional bool message_set_wire_format = 1 [default = false];\n\n  // Disables the generation of the standard \"descriptor()\" accessor, which can\n  // conflict with a field of the same name.  This is meant to make migration\n  // from proto1 easier; new code should avoid fields named \"descriptor\".\n  optional bool no_standard_descriptor_accessor = 2 [default = false];\n\n  // Is this message deprecated?\n  // Depending on the target platform, this can emit Deprecated annotations\n  // for the message, or it will be completely ignored; in the very least,\n  // this is a formalization for deprecating messages.\n  optional bool deprecated = 3 [default = false];\n\n  reserved 4, 5, 6;\n\n  // NOTE: Do not set the option in .proto files. Always use the maps syntax\n  // instead. The option should only be implicitly set by the proto compiler\n  // parser.\n  //\n  // Whether the message is an automatically generated map entry type for the\n  // maps field.\n  //\n  // For maps fields:\n  //     map<KeyType, ValueType> map_field = 1;\n  // The parsed descriptor looks like:\n  //     message MapFieldEntry {\n  //         option map_entry = true;\n  //         optional KeyType key = 1;\n  //         optional ValueType value = 2;\n  //     }\n  //     repeated MapFieldEntry map_field = 1;\n  //\n  // Implementations may choose not to generate the map_entry=true message, but\n  // use a native map in the target language to hold the keys and values.\n  // The reflection APIs in such implementations still need to work as\n  // if the field is a repeated message field.\n  optional bool map_entry = 7;\n\n  reserved 8;  // javalite_serializable\n  reserved 9;  // javanano_as_lite\n\n  // Enable the legacy handling of JSON field name conflicts.  This lowercases\n  // and strips underscored from the fields before comparison in proto3 only.\n  // The new behavior takes `json_name` into account and applies to proto2 as\n  // well.\n  //\n  // This should only be used as a temporary measure against broken builds due\n  // to the change in behavior for JSON field name conflicts.\n  //\n  // TODO This is legacy behavior we plan to remove once downstream\n  // teams have had time to migrate.\n  optional bool deprecated_legacy_json_field_conflicts = 11 [deprecated = true];\n\n  // Any features defined in the specific edition.\n  optional FeatureSet features = 12;\n\n  // The parser stores options it doesn't recognize here. See above.\n  repeated UninterpretedOption uninterpreted_option = 999;\n\n  // Clients can define custom options in extensions of this message. See above.\n  extensions 1000 to max;\n}\n\nmessage FieldOptions {\n  // The ctype option instructs the C++ code generator to use a different\n  // representation of the field than it normally would.  See the specific\n  // options below.  This option is only implemented to support use of\n  // [ctype=CORD] and [ctype=STRING] (the default) on non-repeated fields of\n  // type \"bytes\" in the open source release -- sorry, we'll try to include\n  // other types in a future version!\n  optional CType ctype = 1 [default = STRING];\n  enum CType {\n    // Default mode.\n    STRING = 0;\n\n    // The option [ctype=CORD] may be applied to a non-repeated field of type\n    // \"bytes\". It indicates that in C++, the data should be stored in a Cord\n    // instead of a string.  For very large strings, this may reduce memory\n    // fragmentation. It may also allow better performance when parsing from a\n    // Cord, or when parsing with aliasing enabled, as the parsed Cord may then\n    // alias the original buffer.\n    CORD = 1;\n\n    STRING_PIECE = 2;\n  }\n  // The packed option can be enabled for repeated primitive fields to enable\n  // a more efficient representation on the wire. Rather than repeatedly\n  // writing the tag and type for each element, the entire array is encoded as\n  // a single length-delimited blob. In proto3, only explicit setting it to\n  // false will avoid using packed encoding.  This option is prohibited in\n  // Editions, but the `repeated_field_encoding` feature can be used to control\n  // the behavior.\n  optional bool packed = 2;\n\n  // The jstype option determines the JavaScript type used for values of the\n  // field.  The option is permitted only for 64 bit integral and fixed types\n  // (int64, uint64, sint64, fixed64, sfixed64).  A field with jstype JS_STRING\n  // is represented as JavaScript string, which avoids loss of precision that\n  // can happen when a large value is converted to a floating point JavaScript.\n  // Specifying JS_NUMBER for the jstype causes the generated JavaScript code to\n  // use the JavaScript \"number\" type.  The behavior of the default option\n  // JS_NORMAL is implementation dependent.\n  //\n  // This option is an enum to permit additional types to be added, e.g.\n  // goog.math.Integer.\n  optional JSType jstype = 6 [default = JS_NORMAL];\n  enum JSType {\n    // Use the default type.\n    JS_NORMAL = 0;\n\n    // Use JavaScript strings.\n    JS_STRING = 1;\n\n    // Use JavaScript numbers.\n    JS_NUMBER = 2;\n  }\n\n  // Should this field be parsed lazily?  Lazy applies only to message-type\n  // fields.  It means that when the outer message is initially parsed, the\n  // inner message's contents will not be parsed but instead stored in encoded\n  // form.  The inner message will actually be parsed when it is first accessed.\n  //\n  // This is only a hint.  Implementations are free to choose whether to use\n  // eager or lazy parsing regardless of the value of this option.  However,\n  // setting this option true suggests that the protocol author believes that\n  // using lazy parsing on this field is worth the additional bookkeeping\n  // overhead typically needed to implement it.\n  //\n  // This option does not affect the public interface of any generated code;\n  // all method signatures remain the same.  Furthermore, thread-safety of the\n  // interface is not affected by this option; const methods remain safe to\n  // call from multiple threads concurrently, while non-const methods continue\n  // to require exclusive access.\n  //\n  // Note that implementations may choose not to check required fields within\n  // a lazy sub-message.  That is, calling IsInitialized() on the outer message\n  // may return true even if the inner message has missing required fields.\n  // This is necessary because otherwise the inner message would have to be\n  // parsed in order to perform the check, defeating the purpose of lazy\n  // parsing.  An implementation which chooses not to check required fields\n  // must be consistent about it.  That is, for any particular sub-message, the\n  // implementation must either *always* check its required fields, or *never*\n  // check its required fields, regardless of whether or not the message has\n  // been parsed.\n  //\n  // As of May 2022, lazy verifies the contents of the byte stream during\n  // parsing.  An invalid byte stream will cause the overall parsing to fail.\n  optional bool lazy = 5 [default = false];\n\n  // unverified_lazy does no correctness checks on the byte stream. This should\n  // only be used where lazy with verification is prohibitive for performance\n  // reasons.\n  optional bool unverified_lazy = 15 [default = false];\n\n  // Is this field deprecated?\n  // Depending on the target platform, this can emit Deprecated annotations\n  // for accessors, or it will be completely ignored; in the very least, this\n  // is a formalization for deprecating fields.\n  optional bool deprecated = 3 [default = false];\n\n  // For Google-internal migration only. Do not use.\n  optional bool weak = 10 [default = false];\n\n  // Indicate that the field value should not be printed out when using debug\n  // formats, e.g. when the field contains sensitive credentials.\n  optional bool debug_redact = 16 [default = false];\n\n  // If set to RETENTION_SOURCE, the option will be omitted from the binary.\n  // Note: as of January 2023, support for this is in progress and does not yet\n  // have an effect (b/264593489).\n  enum OptionRetention {\n    RETENTION_UNKNOWN = 0;\n    RETENTION_RUNTIME = 1;\n    RETENTION_SOURCE = 2;\n  }\n\n  optional OptionRetention retention = 17;\n\n  // This indicates the types of entities that the field may apply to when used\n  // as an option. If it is unset, then the field may be freely used as an\n  // option on any kind of entity. Note: as of January 2023, support for this is\n  // in progress and does not yet have an effect (b/264593489).\n  enum OptionTargetType {\n    TARGET_TYPE_UNKNOWN = 0;\n    TARGET_TYPE_FILE = 1;\n    TARGET_TYPE_EXTENSION_RANGE = 2;\n    TARGET_TYPE_MESSAGE = 3;\n    TARGET_TYPE_FIELD = 4;\n    TARGET_TYPE_ONEOF = 5;\n    TARGET_TYPE_ENUM = 6;\n    TARGET_TYPE_ENUM_ENTRY = 7;\n    TARGET_TYPE_SERVICE = 8;\n    TARGET_TYPE_METHOD = 9;\n  }\n\n  repeated OptionTargetType targets = 19;\n\n  message EditionDefault {\n    optional Edition edition = 3;\n    optional string value = 2;  // Textproto value.\n  }\n  repeated EditionDefault edition_defaults = 20;\n\n  // Any features defined in the specific edition.\n  optional FeatureSet features = 21;\n\n  // The parser stores options it doesn't recognize here. See above.\n  repeated UninterpretedOption uninterpreted_option = 999;\n\n  // Clients can define custom options in extensions of this message. See above.\n  extensions 1000 to max;\n\n  reserved 4;   // removed jtype\n  reserved 18;  // reserve target, target_obsolete_do_not_use\n}\n\nmessage OneofOptions {\n  // Any features defined in the specific edition.\n  optional FeatureSet features = 1;\n\n  // The parser stores options it doesn't recognize here. See above.\n  repeated UninterpretedOption uninterpreted_option = 999;\n\n  // Clients can define custom options in extensions of this message. See above.\n  extensions 1000 to max;\n}\n\nmessage EnumOptions {\n\n  // Set this option to true to allow mapping different tag names to the same\n  // value.\n  optional bool allow_alias = 2;\n\n  // Is this enum deprecated?\n  // Depending on the target platform, this can emit Deprecated annotations\n  // for the enum, or it will be completely ignored; in the very least, this\n  // is a formalization for deprecating enums.\n  optional bool deprecated = 3 [default = false];\n\n  reserved 5;  // javanano_as_lite\n\n  // Enable the legacy handling of JSON field name conflicts.  This lowercases\n  // and strips underscored from the fields before comparison in proto3 only.\n  // The new behavior takes `json_name` into account and applies to proto2 as\n  // well.\n  // TODO Remove this legacy behavior once downstream teams have\n  // had time to migrate.\n  optional bool deprecated_legacy_json_field_conflicts = 6 [deprecated = true];\n\n  // Any features defined in the specific edition.\n  optional FeatureSet features = 7;\n\n  // The parser stores options it doesn't recognize here. See above.\n  repeated UninterpretedOption uninterpreted_option = 999;\n\n  // Clients can define custom options in extensions of this message. See above.\n  extensions 1000 to max;\n}\n\nmessage EnumValueOptions {\n  // Is this enum value deprecated?\n  // Depending on the target platform, this can emit Deprecated annotations\n  // for the enum value, or it will be completely ignored; in the very least,\n  // this is a formalization for deprecating enum values.\n  optional bool deprecated = 1 [default = false];\n\n  // Any features defined in the specific edition.\n  optional FeatureSet features = 2;\n\n  // Indicate that fields annotated with this enum value should not be printed\n  // out when using debug formats, e.g. when the field contains sensitive\n  // credentials.\n  optional bool debug_redact = 3 [default = false];\n\n  // The parser stores options it doesn't recognize here. See above.\n  repeated UninterpretedOption uninterpreted_option = 999;\n\n  // Clients can define custom options in extensions of this message. See above.\n  extensions 1000 to max;\n}\n\nmessage ServiceOptions {\n\n  // Any features defined in the specific edition.\n  optional FeatureSet features = 34;\n\n  // Note:  Field numbers 1 through 32 are reserved for Google's internal RPC\n  //   framework.  We apologize for hoarding these numbers to ourselves, but\n  //   we were already using them long before we decided to release Protocol\n  //   Buffers.\n\n  // Is this service deprecated?\n  // Depending on the target platform, this can emit Deprecated annotations\n  // for the service, or it will be completely ignored; in the very least,\n  // this is a formalization for deprecating services.\n  optional bool deprecated = 33 [default = false];\n\n  // The parser stores options it doesn't recognize here. See above.\n  repeated UninterpretedOption uninterpreted_option = 999;\n\n  // Clients can define custom options in extensions of this message. See above.\n  extensions 1000 to max;\n}\n\nmessage MethodOptions {\n\n  // Note:  Field numbers 1 through 32 are reserved for Google's internal RPC\n  //   framework.  We apologize for hoarding these numbers to ourselves, but\n  //   we were already using them long before we decided to release Protocol\n  //   Buffers.\n\n  // Is this method deprecated?\n  // Depending on the target platform, this can emit Deprecated annotations\n  // for the method, or it will be completely ignored; in the very least,\n  // this is a formalization for deprecating methods.\n  optional bool deprecated = 33 [default = false];\n\n  // Is this method side-effect-free (or safe in HTTP parlance), or idempotent,\n  // or neither? HTTP based RPC implementation may choose GET verb for safe\n  // methods, and PUT verb for idempotent methods instead of the default POST.\n  enum IdempotencyLevel {\n    IDEMPOTENCY_UNKNOWN = 0;\n    NO_SIDE_EFFECTS = 1;  // implies idempotent\n    IDEMPOTENT = 2;       // idempotent, but may have side effects\n  }\n  optional IdempotencyLevel idempotency_level = 34\n      [default = IDEMPOTENCY_UNKNOWN];\n\n  // Any features defined in the specific edition.\n  optional FeatureSet features = 35;\n\n  // The parser stores options it doesn't recognize here. See above.\n  repeated UninterpretedOption uninterpreted_option = 999;\n\n  // Clients can define custom options in extensions of this message. See above.\n  extensions 1000 to max;\n}\n\n// A message representing a option the parser does not recognize. This only\n// appears in options protos created by the compiler::Parser class.\n// DescriptorPool resolves these when building Descriptor objects. Therefore,\n// options protos in descriptor objects (e.g. returned by Descriptor::options(),\n// or produced by Descriptor::CopyTo()) will never have UninterpretedOptions\n// in them.\nmessage UninterpretedOption {\n  // The name of the uninterpreted option.  Each string represents a segment in\n  // a dot-separated name.  is_extension is true iff a segment represents an\n  // extension (denoted with parentheses in options specs in .proto files).\n  // E.g.,{ [\"foo\", false], [\"bar.baz\", true], [\"moo\", false] } represents\n  // \"foo.(bar.baz).moo\".\n  message NamePart {\n    required string name_part = 1;\n    required bool is_extension = 2;\n  }\n  repeated NamePart name = 2;\n\n  // The value of the uninterpreted option, in whatever type the tokenizer\n  // identified it as during parsing. Exactly one of these should be set.\n  optional string identifier_value = 3;\n  optional uint64 positive_int_value = 4;\n  optional int64 negative_int_value = 5;\n  optional double double_value = 6;\n  optional bytes string_value = 7;\n  optional string aggregate_value = 8;\n}\n\n// ===================================================================\n// Features\n\n// TODO Enums in C++ gencode (and potentially other languages) are\n// not well scoped.  This means that each of the feature enums below can clash\n// with each other.  The short names we've chosen maximize call-site\n// readability, but leave us very open to this scenario.  A future feature will\n// be designed and implemented to handle this, hopefully before we ever hit a\n// conflict here.\nmessage FeatureSet {\n  enum FieldPresence {\n    FIELD_PRESENCE_UNKNOWN = 0;\n    EXPLICIT = 1;\n    IMPLICIT = 2;\n    LEGACY_REQUIRED = 3;\n  }\n  optional FieldPresence field_presence = 1 [\n    retention = RETENTION_RUNTIME,\n    targets = TARGET_TYPE_FIELD,\n    targets = TARGET_TYPE_FILE,\n    edition_defaults = { edition: EDITION_PROTO2, value: \"EXPLICIT\" },\n    edition_defaults = { edition: EDITION_PROTO3, value: \"IMPLICIT\" },\n    edition_defaults = { edition: EDITION_2023, value: \"EXPLICIT\" }\n  ];\n\n  enum EnumType {\n    ENUM_TYPE_UNKNOWN = 0;\n    OPEN = 1;\n    CLOSED = 2;\n  }\n  optional EnumType enum_type = 2 [\n    retention = RETENTION_RUNTIME,\n    targets = TARGET_TYPE_ENUM,\n    targets = TARGET_TYPE_FILE,\n    edition_defaults = { edition: EDITION_PROTO2, value: \"CLOSED\" },\n    edition_defaults = { edition: EDITION_PROTO3, value: \"OPEN\" }\n  ];\n\n  enum RepeatedFieldEncoding {\n    REPEATED_FIELD_ENCODING_UNKNOWN = 0;\n    PACKED = 1;\n    EXPANDED = 2;\n  }\n  optional RepeatedFieldEncoding repeated_field_encoding = 3 [\n    retention = RETENTION_RUNTIME,\n    targets = TARGET_TYPE_FIELD,\n    targets = TARGET_TYPE_FILE,\n    edition_defaults = { edition: EDITION_PROTO2, value: \"EXPANDED\" },\n    edition_defaults = { edition: EDITION_PROTO3, value: \"PACKED\" }\n  ];\n\n  enum Utf8Validation {\n    UTF8_VALIDATION_UNKNOWN = 0;\n    NONE = 1;\n    VERIFY = 2;\n  }\n  optional Utf8Validation utf8_validation = 4 [\n    retention = RETENTION_RUNTIME,\n    targets = TARGET_TYPE_FIELD,\n    targets = TARGET_TYPE_FILE,\n    edition_defaults = { edition: EDITION_PROTO2, value: \"NONE\" },\n    edition_defaults = { edition: EDITION_PROTO3, value: \"VERIFY\" }\n  ];\n\n  enum MessageEncoding {\n    MESSAGE_ENCODING_UNKNOWN = 0;\n    LENGTH_PREFIXED = 1;\n    DELIMITED = 2;\n  }\n  optional MessageEncoding message_encoding = 5 [\n    retention = RETENTION_RUNTIME,\n    targets = TARGET_TYPE_FIELD,\n    targets = TARGET_TYPE_FILE,\n    edition_defaults = { edition: EDITION_PROTO2, value: \"LENGTH_PREFIXED\" }\n  ];\n\n  enum JsonFormat {\n    JSON_FORMAT_UNKNOWN = 0;\n    ALLOW = 1;\n    LEGACY_BEST_EFFORT = 2;\n  }\n  optional JsonFormat json_format = 6 [\n    retention = RETENTION_RUNTIME,\n    targets = TARGET_TYPE_MESSAGE,\n    targets = TARGET_TYPE_ENUM,\n    targets = TARGET_TYPE_FILE,\n    edition_defaults = { edition: EDITION_PROTO2, value: \"LEGACY_BEST_EFFORT\" },\n    edition_defaults = { edition: EDITION_PROTO3, value: \"ALLOW\" }\n  ];\n\n  reserved 999;\n\n  extensions 1000;  // for Protobuf C++\n  extensions 1001;  // for Protobuf Java\n\n  extensions 9995 to 9999;  // For internal testing\n}\n\n// A compiled specification for the defaults of a set of features.  These\n// messages are generated from FeatureSet extensions and can be used to seed\n// feature resolution. The resolution with this object becomes a simple search\n// for the closest matching edition, followed by proto merges.\nmessage FeatureSetDefaults {\n  // A map from every known edition with a unique set of defaults to its\n  // defaults. Not all editions may be contained here.  For a given edition,\n  // the defaults at the closest matching edition ordered at or before it should\n  // be used.  This field must be in strict ascending order by edition.\n  message FeatureSetEditionDefault {\n    optional Edition edition = 3;\n    optional FeatureSet features = 2;\n  }\n  repeated FeatureSetEditionDefault defaults = 1;\n\n  // The minimum supported edition (inclusive) when this was constructed.\n  // Editions before this will not have defaults.\n  optional Edition minimum_edition = 4;\n\n  // The maximum known edition (inclusive) when this was constructed. Editions\n  // after this will not have reliable defaults.\n  optional Edition maximum_edition = 5;\n}\n\n// ===================================================================\n// Optional source code info\n\n// Encapsulates information about the original source file from which a\n// FileDescriptorProto was generated.\nmessage SourceCodeInfo {\n  // A Location identifies a piece of source code in a .proto file which\n  // corresponds to a particular definition.  This information is intended\n  // to be useful to IDEs, code indexers, documentation generators, and similar\n  // tools.\n  //\n  // For example, say we have a file like:\n  //   message Foo {\n  //     optional string foo = 1;\n  //   }\n  // Let's look at just the field definition:\n  //   optional string foo = 1;\n  //   ^       ^^     ^^  ^  ^^^\n  //   a       bc     de  f  ghi\n  // We have the following locations:\n  //   span   path               represents\n  //   [a,i)  [ 4, 0, 2, 0 ]     The whole field definition.\n  //   [a,b)  [ 4, 0, 2, 0, 4 ]  The label (optional).\n  //   [c,d)  [ 4, 0, 2, 0, 5 ]  The type (string).\n  //   [e,f)  [ 4, 0, 2, 0, 1 ]  The name (foo).\n  //   [g,h)  [ 4, 0, 2, 0, 3 ]  The number (1).\n  //\n  // Notes:\n  // - A location may refer to a repeated field itself (i.e. not to any\n  //   particular index within it).  This is used whenever a set of elements are\n  //   logically enclosed in a single code segment.  For example, an entire\n  //   extend block (possibly containing multiple extension definitions) will\n  //   have an outer location whose path refers to the \"extensions\" repeated\n  //   field without an index.\n  // - Multiple locations may have the same path.  This happens when a single\n  //   logical declaration is spread out across multiple places.  The most\n  //   obvious example is the \"extend\" block again -- there may be multiple\n  //   extend blocks in the same scope, each of which will have the same path.\n  // - A location's span is not always a subset of its parent's span.  For\n  //   example, the \"extendee\" of an extension declaration appears at the\n  //   beginning of the \"extend\" block and is shared by all extensions within\n  //   the block.\n  // - Just because a location's span is a subset of some other location's span\n  //   does not mean that it is a descendant.  For example, a \"group\" defines\n  //   both a type and a field in a single declaration.  Thus, the locations\n  //   corresponding to the type and field and their components will overlap.\n  // - Code which tries to interpret locations should probably be designed to\n  //   ignore those that it doesn't understand, as more types of locations could\n  //   be recorded in the future.\n  repeated Location location = 1;\n  message Location {\n    // Identifies which part of the FileDescriptorProto was defined at this\n    // location.\n    //\n    // Each element is a field number or an index.  They form a path from\n    // the root FileDescriptorProto to the place where the definition occurs.\n    // For example, this path:\n    //   [ 4, 3, 2, 7, 1 ]\n    // refers to:\n    //   file.message_type(3)  // 4, 3\n    //       .field(7)         // 2, 7\n    //       .name()           // 1\n    // This is because FileDescriptorProto.message_type has field number 4:\n    //   repeated DescriptorProto message_type = 4;\n    // and DescriptorProto.field has field number 2:\n    //   repeated FieldDescriptorProto field = 2;\n    // and FieldDescriptorProto.name has field number 1:\n    //   optional string name = 1;\n    //\n    // Thus, the above path gives the location of a field name.  If we removed\n    // the last element:\n    //   [ 4, 3, 2, 7 ]\n    // this path refers to the whole field declaration (from the beginning\n    // of the label to the terminating semicolon).\n    repeated int32 path = 1 [packed = true];\n\n    // Always has exactly three or four elements: start line, start column,\n    // end line (optional, otherwise assumed same as start line), end column.\n    // These are packed into a single field for efficiency.  Note that line\n    // and column numbers are zero-based -- typically you will want to add\n    // 1 to each before displaying to a user.\n    repeated int32 span = 2 [packed = true];\n\n    // If this SourceCodeInfo represents a complete declaration, these are any\n    // comments appearing before and after the declaration which appear to be\n    // attached to the declaration.\n    //\n    // A series of line comments appearing on consecutive lines, with no other\n    // tokens appearing on those lines, will be treated as a single comment.\n    //\n    // leading_detached_comments will keep paragraphs of comments that appear\n    // before (but not connected to) the current element. Each paragraph,\n    // separated by empty lines, will be one comment element in the repeated\n    // field.\n    //\n    // Only the comment content is provided; comment markers (e.g. //) are\n    // stripped out.  For block comments, leading whitespace and an asterisk\n    // will be stripped from the beginning of each line other than the first.\n    // Newlines are included in the output.\n    //\n    // Examples:\n    //\n    //   optional int32 foo = 1;  // Comment attached to foo.\n    //   // Comment attached to bar.\n    //   optional int32 bar = 2;\n    //\n    //   optional string baz = 3;\n    //   // Comment attached to baz.\n    //   // Another line attached to baz.\n    //\n    //   // Comment attached to moo.\n    //   //\n    //   // Another line attached to moo.\n    //   optional double moo = 4;\n    //\n    //   // Detached comment for corge. This is not leading or trailing comments\n    //   // to moo or corge because there are blank lines separating it from\n    //   // both.\n    //\n    //   // Detached comment for corge paragraph 2.\n    //\n    //   optional string corge = 5;\n    //   /* Block comment attached\n    //    * to corge.  Leading asterisks\n    //    * will be removed. */\n    //   /* Block comment attached to\n    //    * grault. */\n    //   optional int32 grault = 6;\n    //\n    //   // ignored detached comments.\n    optional string leading_comments = 3;\n    optional string trailing_comments = 4;\n    repeated string leading_detached_comments = 6;\n  }\n}\n\n// Describes the relationship between generated code and its original source\n// file. A GeneratedCodeInfo message is associated with only one generated\n// source file, but may contain references to different source .proto files.\nmessage GeneratedCodeInfo {\n  // An Annotation connects some span of text in generated code to an element\n  // of its generating .proto file.\n  repeated Annotation annotation = 1;\n  message Annotation {\n    // Identifies the element in the original source .proto file. This field\n    // is formatted the same as SourceCodeInfo.Location.path.\n    repeated int32 path = 1 [packed = true];\n\n    // Identifies the filesystem path to the original source .proto.\n    optional string source_file = 2;\n\n    // Identifies the starting offset in bytes in the generated code\n    // that relates to the identified object.\n    optional int32 begin = 3;\n\n    // Identifies the ending offset in bytes in the generated code that\n    // relates to the identified object. The end offset should be one past\n    // the last relevant byte (so the length of the text = end - begin).\n    optional int32 end = 4;\n\n    // Represents the identified object's effect on the element in the original\n    // .proto file.\n    enum Semantic {\n      // There is no effect or the effect is indescribable.\n      NONE = 0;\n      // The element is set or otherwise mutated.\n      SET = 1;\n      // An alias to the element is returned.\n      ALIAS = 2;\n    }\n    optional Semantic semantic = 5;\n  }\n}\n"
  },
  {
    "path": "protoc/include/google/protobuf/duration.proto",
    "content": "// Protocol Buffers - Google's data interchange format\n// Copyright 2008 Google Inc.  All rights reserved.\n// https://developers.google.com/protocol-buffers/\n//\n// Redistribution and use in source and binary forms, with or without\n// modification, are permitted provided that the following conditions are\n// met:\n//\n//     * Redistributions of source code must retain the above copyright\n// notice, this list of conditions and the following disclaimer.\n//     * Redistributions in binary form must reproduce the above\n// copyright notice, this list of conditions and the following disclaimer\n// in the documentation and/or other materials provided with the\n// distribution.\n//     * Neither the name of Google Inc. nor the names of its\n// contributors may be used to endorse or promote products derived from\n// this software without specific prior written permission.\n//\n// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n// \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\nsyntax = \"proto3\";\n\npackage google.protobuf;\n\noption cc_enable_arenas = true;\noption go_package = \"google.golang.org/protobuf/types/known/durationpb\";\noption java_package = \"com.google.protobuf\";\noption java_outer_classname = \"DurationProto\";\noption java_multiple_files = true;\noption objc_class_prefix = \"GPB\";\noption csharp_namespace = \"Google.Protobuf.WellKnownTypes\";\n\n// A Duration represents a signed, fixed-length span of time represented\n// as a count of seconds and fractions of seconds at nanosecond\n// resolution. It is independent of any calendar and concepts like \"day\"\n// or \"month\". It is related to Timestamp in that the difference between\n// two Timestamp values is a Duration and it can be added or subtracted\n// from a Timestamp. Range is approximately +-10,000 years.\n//\n// # Examples\n//\n// Example 1: Compute Duration from two Timestamps in pseudo code.\n//\n//     Timestamp start = ...;\n//     Timestamp end = ...;\n//     Duration duration = ...;\n//\n//     duration.seconds = end.seconds - start.seconds;\n//     duration.nanos = end.nanos - start.nanos;\n//\n//     if (duration.seconds < 0 && duration.nanos > 0) {\n//       duration.seconds += 1;\n//       duration.nanos -= 1000000000;\n//     } else if (duration.seconds > 0 && duration.nanos < 0) {\n//       duration.seconds -= 1;\n//       duration.nanos += 1000000000;\n//     }\n//\n// Example 2: Compute Timestamp from Timestamp + Duration in pseudo code.\n//\n//     Timestamp start = ...;\n//     Duration duration = ...;\n//     Timestamp end = ...;\n//\n//     end.seconds = start.seconds + duration.seconds;\n//     end.nanos = start.nanos + duration.nanos;\n//\n//     if (end.nanos < 0) {\n//       end.seconds -= 1;\n//       end.nanos += 1000000000;\n//     } else if (end.nanos >= 1000000000) {\n//       end.seconds += 1;\n//       end.nanos -= 1000000000;\n//     }\n//\n// Example 3: Compute Duration from datetime.timedelta in Python.\n//\n//     td = datetime.timedelta(days=3, minutes=10)\n//     duration = Duration()\n//     duration.FromTimedelta(td)\n//\n// # JSON Mapping\n//\n// In JSON format, the Duration type is encoded as a string rather than an\n// object, where the string ends in the suffix \"s\" (indicating seconds) and\n// is preceded by the number of seconds, with nanoseconds expressed as\n// fractional seconds. For example, 3 seconds with 0 nanoseconds should be\n// encoded in JSON format as \"3s\", while 3 seconds and 1 nanosecond should\n// be expressed in JSON format as \"3.000000001s\", and 3 seconds and 1\n// microsecond should be expressed in JSON format as \"3.000001s\".\n//\nmessage Duration {\n  // Signed seconds of the span of time. Must be from -315,576,000,000\n  // to +315,576,000,000 inclusive. Note: these bounds are computed from:\n  // 60 sec/min * 60 min/hr * 24 hr/day * 365.25 days/year * 10000 years\n  int64 seconds = 1;\n\n  // Signed fractions of a second at nanosecond resolution of the span\n  // of time. Durations less than one second are represented with a 0\n  // `seconds` field and a positive or negative `nanos` field. For durations\n  // of one second or more, a non-zero value for the `nanos` field must be\n  // of the same sign as the `seconds` field. Must be from -999,999,999\n  // to +999,999,999 inclusive.\n  int32 nanos = 2;\n}\n"
  },
  {
    "path": "protoc/include/google/protobuf/empty.proto",
    "content": "// Protocol Buffers - Google's data interchange format\n// Copyright 2008 Google Inc.  All rights reserved.\n// https://developers.google.com/protocol-buffers/\n//\n// Redistribution and use in source and binary forms, with or without\n// modification, are permitted provided that the following conditions are\n// met:\n//\n//     * Redistributions of source code must retain the above copyright\n// notice, this list of conditions and the following disclaimer.\n//     * Redistributions in binary form must reproduce the above\n// copyright notice, this list of conditions and the following disclaimer\n// in the documentation and/or other materials provided with the\n// distribution.\n//     * Neither the name of Google Inc. nor the names of its\n// contributors may be used to endorse or promote products derived from\n// this software without specific prior written permission.\n//\n// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n// \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\nsyntax = \"proto3\";\n\npackage google.protobuf;\n\noption go_package = \"google.golang.org/protobuf/types/known/emptypb\";\noption java_package = \"com.google.protobuf\";\noption java_outer_classname = \"EmptyProto\";\noption java_multiple_files = true;\noption objc_class_prefix = \"GPB\";\noption csharp_namespace = \"Google.Protobuf.WellKnownTypes\";\noption cc_enable_arenas = true;\n\n// A generic empty message that you can re-use to avoid defining duplicated\n// empty messages in your APIs. A typical example is to use it as the request\n// or the response type of an API method. For instance:\n//\n//     service Foo {\n//       rpc Bar(google.protobuf.Empty) returns (google.protobuf.Empty);\n//     }\n//\nmessage Empty {}\n"
  },
  {
    "path": "protoc/include/google/protobuf/field_mask.proto",
    "content": "// Protocol Buffers - Google's data interchange format\n// Copyright 2008 Google Inc.  All rights reserved.\n// https://developers.google.com/protocol-buffers/\n//\n// Redistribution and use in source and binary forms, with or without\n// modification, are permitted provided that the following conditions are\n// met:\n//\n//     * Redistributions of source code must retain the above copyright\n// notice, this list of conditions and the following disclaimer.\n//     * Redistributions in binary form must reproduce the above\n// copyright notice, this list of conditions and the following disclaimer\n// in the documentation and/or other materials provided with the\n// distribution.\n//     * Neither the name of Google Inc. nor the names of its\n// contributors may be used to endorse or promote products derived from\n// this software without specific prior written permission.\n//\n// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n// \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\nsyntax = \"proto3\";\n\npackage google.protobuf;\n\noption java_package = \"com.google.protobuf\";\noption java_outer_classname = \"FieldMaskProto\";\noption java_multiple_files = true;\noption objc_class_prefix = \"GPB\";\noption csharp_namespace = \"Google.Protobuf.WellKnownTypes\";\noption go_package = \"google.golang.org/protobuf/types/known/fieldmaskpb\";\noption cc_enable_arenas = true;\n\n// `FieldMask` represents a set of symbolic field paths, for example:\n//\n//     paths: \"f.a\"\n//     paths: \"f.b.d\"\n//\n// Here `f` represents a field in some root message, `a` and `b`\n// fields in the message found in `f`, and `d` a field found in the\n// message in `f.b`.\n//\n// Field masks are used to specify a subset of fields that should be\n// returned by a get operation or modified by an update operation.\n// Field masks also have a custom JSON encoding (see below).\n//\n// # Field Masks in Projections\n//\n// When used in the context of a projection, a response message or\n// sub-message is filtered by the API to only contain those fields as\n// specified in the mask. For example, if the mask in the previous\n// example is applied to a response message as follows:\n//\n//     f {\n//       a : 22\n//       b {\n//         d : 1\n//         x : 2\n//       }\n//       y : 13\n//     }\n//     z: 8\n//\n// The result will not contain specific values for fields x,y and z\n// (their value will be set to the default, and omitted in proto text\n// output):\n//\n//\n//     f {\n//       a : 22\n//       b {\n//         d : 1\n//       }\n//     }\n//\n// A repeated field is not allowed except at the last position of a\n// paths string.\n//\n// If a FieldMask object is not present in a get operation, the\n// operation applies to all fields (as if a FieldMask of all fields\n// had been specified).\n//\n// Note that a field mask does not necessarily apply to the\n// top-level response message. In case of a REST get operation, the\n// field mask applies directly to the response, but in case of a REST\n// list operation, the mask instead applies to each individual message\n// in the returned resource list. In case of a REST custom method,\n// other definitions may be used. Where the mask applies will be\n// clearly documented together with its declaration in the API.  In\n// any case, the effect on the returned resource/resources is required\n// behavior for APIs.\n//\n// # Field Masks in Update Operations\n//\n// A field mask in update operations specifies which fields of the\n// targeted resource are going to be updated. The API is required\n// to only change the values of the fields as specified in the mask\n// and leave the others untouched. If a resource is passed in to\n// describe the updated values, the API ignores the values of all\n// fields not covered by the mask.\n//\n// If a repeated field is specified for an update operation, new values will\n// be appended to the existing repeated field in the target resource. Note that\n// a repeated field is only allowed in the last position of a `paths` string.\n//\n// If a sub-message is specified in the last position of the field mask for an\n// update operation, then new value will be merged into the existing sub-message\n// in the target resource.\n//\n// For example, given the target message:\n//\n//     f {\n//       b {\n//         d: 1\n//         x: 2\n//       }\n//       c: [1]\n//     }\n//\n// And an update message:\n//\n//     f {\n//       b {\n//         d: 10\n//       }\n//       c: [2]\n//     }\n//\n// then if the field mask is:\n//\n//  paths: [\"f.b\", \"f.c\"]\n//\n// then the result will be:\n//\n//     f {\n//       b {\n//         d: 10\n//         x: 2\n//       }\n//       c: [1, 2]\n//     }\n//\n// An implementation may provide options to override this default behavior for\n// repeated and message fields.\n//\n// In order to reset a field's value to the default, the field must\n// be in the mask and set to the default value in the provided resource.\n// Hence, in order to reset all fields of a resource, provide a default\n// instance of the resource and set all fields in the mask, or do\n// not provide a mask as described below.\n//\n// If a field mask is not present on update, the operation applies to\n// all fields (as if a field mask of all fields has been specified).\n// Note that in the presence of schema evolution, this may mean that\n// fields the client does not know and has therefore not filled into\n// the request will be reset to their default. If this is unwanted\n// behavior, a specific service may require a client to always specify\n// a field mask, producing an error if not.\n//\n// As with get operations, the location of the resource which\n// describes the updated values in the request message depends on the\n// operation kind. In any case, the effect of the field mask is\n// required to be honored by the API.\n//\n// ## Considerations for HTTP REST\n//\n// The HTTP kind of an update operation which uses a field mask must\n// be set to PATCH instead of PUT in order to satisfy HTTP semantics\n// (PUT must only be used for full updates).\n//\n// # JSON Encoding of Field Masks\n//\n// In JSON, a field mask is encoded as a single string where paths are\n// separated by a comma. Fields name in each path are converted\n// to/from lower-camel naming conventions.\n//\n// As an example, consider the following message declarations:\n//\n//     message Profile {\n//       User user = 1;\n//       Photo photo = 2;\n//     }\n//     message User {\n//       string display_name = 1;\n//       string address = 2;\n//     }\n//\n// In proto a field mask for `Profile` may look as such:\n//\n//     mask {\n//       paths: \"user.display_name\"\n//       paths: \"photo\"\n//     }\n//\n// In JSON, the same mask is represented as below:\n//\n//     {\n//       mask: \"user.displayName,photo\"\n//     }\n//\n// # Field Masks and Oneof Fields\n//\n// Field masks treat fields in oneofs just as regular fields. Consider the\n// following message:\n//\n//     message SampleMessage {\n//       oneof test_oneof {\n//         string name = 4;\n//         SubMessage sub_message = 9;\n//       }\n//     }\n//\n// The field mask can be:\n//\n//     mask {\n//       paths: \"name\"\n//     }\n//\n// Or:\n//\n//     mask {\n//       paths: \"sub_message\"\n//     }\n//\n// Note that oneof type names (\"test_oneof\" in this case) cannot be used in\n// paths.\n//\n// ## Field Mask Verification\n//\n// The implementation of any API method which has a FieldMask type field in the\n// request should verify the included field paths, and return an\n// `INVALID_ARGUMENT` error if any path is unmappable.\nmessage FieldMask {\n  // The set of field mask paths.\n  repeated string paths = 1;\n}\n"
  },
  {
    "path": "protoc/include/google/protobuf/source_context.proto",
    "content": "// Protocol Buffers - Google's data interchange format\n// Copyright 2008 Google Inc.  All rights reserved.\n// https://developers.google.com/protocol-buffers/\n//\n// Redistribution and use in source and binary forms, with or without\n// modification, are permitted provided that the following conditions are\n// met:\n//\n//     * Redistributions of source code must retain the above copyright\n// notice, this list of conditions and the following disclaimer.\n//     * Redistributions in binary form must reproduce the above\n// copyright notice, this list of conditions and the following disclaimer\n// in the documentation and/or other materials provided with the\n// distribution.\n//     * Neither the name of Google Inc. nor the names of its\n// contributors may be used to endorse or promote products derived from\n// this software without specific prior written permission.\n//\n// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n// \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\nsyntax = \"proto3\";\n\npackage google.protobuf;\n\noption java_package = \"com.google.protobuf\";\noption java_outer_classname = \"SourceContextProto\";\noption java_multiple_files = true;\noption objc_class_prefix = \"GPB\";\noption csharp_namespace = \"Google.Protobuf.WellKnownTypes\";\noption go_package = \"google.golang.org/protobuf/types/known/sourcecontextpb\";\n\n// `SourceContext` represents information about the source of a\n// protobuf element, like the file in which it is defined.\nmessage SourceContext {\n  // The path-qualified name of the .proto file that contained the associated\n  // protobuf element.  For example: `\"google/protobuf/source_context.proto\"`.\n  string file_name = 1;\n}\n"
  },
  {
    "path": "protoc/include/google/protobuf/struct.proto",
    "content": "// Protocol Buffers - Google's data interchange format\n// Copyright 2008 Google Inc.  All rights reserved.\n// https://developers.google.com/protocol-buffers/\n//\n// Redistribution and use in source and binary forms, with or without\n// modification, are permitted provided that the following conditions are\n// met:\n//\n//     * Redistributions of source code must retain the above copyright\n// notice, this list of conditions and the following disclaimer.\n//     * Redistributions in binary form must reproduce the above\n// copyright notice, this list of conditions and the following disclaimer\n// in the documentation and/or other materials provided with the\n// distribution.\n//     * Neither the name of Google Inc. nor the names of its\n// contributors may be used to endorse or promote products derived from\n// this software without specific prior written permission.\n//\n// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n// \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\nsyntax = \"proto3\";\n\npackage google.protobuf;\n\noption cc_enable_arenas = true;\noption go_package = \"google.golang.org/protobuf/types/known/structpb\";\noption java_package = \"com.google.protobuf\";\noption java_outer_classname = \"StructProto\";\noption java_multiple_files = true;\noption objc_class_prefix = \"GPB\";\noption csharp_namespace = \"Google.Protobuf.WellKnownTypes\";\n\n// `Struct` represents a structured data value, consisting of fields\n// which map to dynamically typed values. In some languages, `Struct`\n// might be supported by a native representation. For example, in\n// scripting languages like JS a struct is represented as an\n// object. The details of that representation are described together\n// with the proto support for the language.\n//\n// The JSON representation for `Struct` is JSON object.\nmessage Struct {\n  // Unordered map of dynamically typed values.\n  map<string, Value> fields = 1;\n}\n\n// `Value` represents a dynamically typed value which can be either\n// null, a number, a string, a boolean, a recursive struct value, or a\n// list of values. A producer of value is expected to set one of these\n// variants. Absence of any variant indicates an error.\n//\n// The JSON representation for `Value` is JSON value.\nmessage Value {\n  // The kind of value.\n  oneof kind {\n    // Represents a null value.\n    NullValue null_value = 1;\n    // Represents a double value.\n    double number_value = 2;\n    // Represents a string value.\n    string string_value = 3;\n    // Represents a boolean value.\n    bool bool_value = 4;\n    // Represents a structured value.\n    Struct struct_value = 5;\n    // Represents a repeated `Value`.\n    ListValue list_value = 6;\n  }\n}\n\n// `NullValue` is a singleton enumeration to represent the null value for the\n// `Value` type union.\n//\n// The JSON representation for `NullValue` is JSON `null`.\nenum NullValue {\n  // Null value.\n  NULL_VALUE = 0;\n}\n\n// `ListValue` is a wrapper around a repeated field of values.\n//\n// The JSON representation for `ListValue` is JSON array.\nmessage ListValue {\n  // Repeated field of dynamically typed values.\n  repeated Value values = 1;\n}\n"
  },
  {
    "path": "protoc/include/google/protobuf/timestamp.proto",
    "content": "// Protocol Buffers - Google's data interchange format\n// Copyright 2008 Google Inc.  All rights reserved.\n// https://developers.google.com/protocol-buffers/\n//\n// Redistribution and use in source and binary forms, with or without\n// modification, are permitted provided that the following conditions are\n// met:\n//\n//     * Redistributions of source code must retain the above copyright\n// notice, this list of conditions and the following disclaimer.\n//     * Redistributions in binary form must reproduce the above\n// copyright notice, this list of conditions and the following disclaimer\n// in the documentation and/or other materials provided with the\n// distribution.\n//     * Neither the name of Google Inc. nor the names of its\n// contributors may be used to endorse or promote products derived from\n// this software without specific prior written permission.\n//\n// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n// \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\nsyntax = \"proto3\";\n\npackage google.protobuf;\n\noption cc_enable_arenas = true;\noption go_package = \"google.golang.org/protobuf/types/known/timestamppb\";\noption java_package = \"com.google.protobuf\";\noption java_outer_classname = \"TimestampProto\";\noption java_multiple_files = true;\noption objc_class_prefix = \"GPB\";\noption csharp_namespace = \"Google.Protobuf.WellKnownTypes\";\n\n// A Timestamp represents a point in time independent of any time zone or local\n// calendar, encoded as a count of seconds and fractions of seconds at\n// nanosecond resolution. The count is relative to an epoch at UTC midnight on\n// January 1, 1970, in the proleptic Gregorian calendar which extends the\n// Gregorian calendar backwards to year one.\n//\n// All minutes are 60 seconds long. Leap seconds are \"smeared\" so that no leap\n// second table is needed for interpretation, using a [24-hour linear\n// smear](https://developers.google.com/time/smear).\n//\n// The range is from 0001-01-01T00:00:00Z to 9999-12-31T23:59:59.999999999Z. By\n// restricting to that range, we ensure that we can convert to and from [RFC\n// 3339](https://www.ietf.org/rfc/rfc3339.txt) date strings.\n//\n// # Examples\n//\n// Example 1: Compute Timestamp from POSIX `time()`.\n//\n//     Timestamp timestamp;\n//     timestamp.set_seconds(time(NULL));\n//     timestamp.set_nanos(0);\n//\n// Example 2: Compute Timestamp from POSIX `gettimeofday()`.\n//\n//     struct timeval tv;\n//     gettimeofday(&tv, NULL);\n//\n//     Timestamp timestamp;\n//     timestamp.set_seconds(tv.tv_sec);\n//     timestamp.set_nanos(tv.tv_usec * 1000);\n//\n// Example 3: Compute Timestamp from Win32 `GetSystemTimeAsFileTime()`.\n//\n//     FILETIME ft;\n//     GetSystemTimeAsFileTime(&ft);\n//     UINT64 ticks = (((UINT64)ft.dwHighDateTime) << 32) | ft.dwLowDateTime;\n//\n//     // A Windows tick is 100 nanoseconds. Windows epoch 1601-01-01T00:00:00Z\n//     // is 11644473600 seconds before Unix epoch 1970-01-01T00:00:00Z.\n//     Timestamp timestamp;\n//     timestamp.set_seconds((INT64) ((ticks / 10000000) - 11644473600LL));\n//     timestamp.set_nanos((INT32) ((ticks % 10000000) * 100));\n//\n// Example 4: Compute Timestamp from Java `System.currentTimeMillis()`.\n//\n//     long millis = System.currentTimeMillis();\n//\n//     Timestamp timestamp = Timestamp.newBuilder().setSeconds(millis / 1000)\n//         .setNanos((int) ((millis % 1000) * 1000000)).build();\n//\n// Example 5: Compute Timestamp from Java `Instant.now()`.\n//\n//     Instant now = Instant.now();\n//\n//     Timestamp timestamp =\n//         Timestamp.newBuilder().setSeconds(now.getEpochSecond())\n//             .setNanos(now.getNano()).build();\n//\n// Example 6: Compute Timestamp from current time in Python.\n//\n//     timestamp = Timestamp()\n//     timestamp.GetCurrentTime()\n//\n// # JSON Mapping\n//\n// In JSON format, the Timestamp type is encoded as a string in the\n// [RFC 3339](https://www.ietf.org/rfc/rfc3339.txt) format. That is, the\n// format is \"{year}-{month}-{day}T{hour}:{min}:{sec}[.{frac_sec}]Z\"\n// where {year} is always expressed using four digits while {month}, {day},\n// {hour}, {min}, and {sec} are zero-padded to two digits each. The fractional\n// seconds, which can go up to 9 digits (i.e. up to 1 nanosecond resolution),\n// are optional. The \"Z\" suffix indicates the timezone (\"UTC\"); the timezone\n// is required. A proto3 JSON serializer should always use UTC (as indicated by\n// \"Z\") when printing the Timestamp type and a proto3 JSON parser should be\n// able to accept both UTC and other timezones (as indicated by an offset).\n//\n// For example, \"2017-01-15T01:30:15.01Z\" encodes 15.01 seconds past\n// 01:30 UTC on January 15, 2017.\n//\n// In JavaScript, one can convert a Date object to this format using the\n// standard\n// [toISOString()](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Date/toISOString)\n// method. In Python, a standard `datetime.datetime` object can be converted\n// to this format using\n// [`strftime`](https://docs.python.org/2/library/time.html#time.strftime) with\n// the time format spec '%Y-%m-%dT%H:%M:%S.%fZ'. Likewise, in Java, one can use\n// the Joda Time's [`ISODateTimeFormat.dateTime()`](\n// http://joda-time.sourceforge.net/apidocs/org/joda/time/format/ISODateTimeFormat.html#dateTime()\n// ) to obtain a formatter capable of generating timestamps in this format.\n//\nmessage Timestamp {\n  // Represents seconds of UTC time since Unix epoch\n  // 1970-01-01T00:00:00Z. Must be from 0001-01-01T00:00:00Z to\n  // 9999-12-31T23:59:59Z inclusive.\n  int64 seconds = 1;\n\n  // Non-negative fractions of a second at nanosecond resolution. Negative\n  // second values with fractions must still have non-negative nanos values\n  // that count forward in time. Must be from 0 to 999,999,999\n  // inclusive.\n  int32 nanos = 2;\n}\n"
  },
  {
    "path": "protoc/include/google/protobuf/type.proto",
    "content": "// Protocol Buffers - Google's data interchange format\n// Copyright 2008 Google Inc.  All rights reserved.\n// https://developers.google.com/protocol-buffers/\n//\n// Redistribution and use in source and binary forms, with or without\n// modification, are permitted provided that the following conditions are\n// met:\n//\n//     * Redistributions of source code must retain the above copyright\n// notice, this list of conditions and the following disclaimer.\n//     * Redistributions in binary form must reproduce the above\n// copyright notice, this list of conditions and the following disclaimer\n// in the documentation and/or other materials provided with the\n// distribution.\n//     * Neither the name of Google Inc. nor the names of its\n// contributors may be used to endorse or promote products derived from\n// this software without specific prior written permission.\n//\n// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n// \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\nsyntax = \"proto3\";\n\npackage google.protobuf;\n\nimport \"google/protobuf/any.proto\";\nimport \"google/protobuf/source_context.proto\";\n\noption cc_enable_arenas = true;\noption java_package = \"com.google.protobuf\";\noption java_outer_classname = \"TypeProto\";\noption java_multiple_files = true;\noption objc_class_prefix = \"GPB\";\noption csharp_namespace = \"Google.Protobuf.WellKnownTypes\";\noption go_package = \"google.golang.org/protobuf/types/known/typepb\";\n\n// A protocol buffer message type.\nmessage Type {\n  // The fully qualified message name.\n  string name = 1;\n  // The list of fields.\n  repeated Field fields = 2;\n  // The list of types appearing in `oneof` definitions in this type.\n  repeated string oneofs = 3;\n  // The protocol buffer options.\n  repeated Option options = 4;\n  // The source context.\n  SourceContext source_context = 5;\n  // The source syntax.\n  Syntax syntax = 6;\n  // The source edition string, only valid when syntax is SYNTAX_EDITIONS.\n  string edition = 7;\n}\n\n// A single field of a message type.\nmessage Field {\n  // Basic field types.\n  enum Kind {\n    // Field type unknown.\n    TYPE_UNKNOWN = 0;\n    // Field type double.\n    TYPE_DOUBLE = 1;\n    // Field type float.\n    TYPE_FLOAT = 2;\n    // Field type int64.\n    TYPE_INT64 = 3;\n    // Field type uint64.\n    TYPE_UINT64 = 4;\n    // Field type int32.\n    TYPE_INT32 = 5;\n    // Field type fixed64.\n    TYPE_FIXED64 = 6;\n    // Field type fixed32.\n    TYPE_FIXED32 = 7;\n    // Field type bool.\n    TYPE_BOOL = 8;\n    // Field type string.\n    TYPE_STRING = 9;\n    // Field type group. Proto2 syntax only, and deprecated.\n    TYPE_GROUP = 10;\n    // Field type message.\n    TYPE_MESSAGE = 11;\n    // Field type bytes.\n    TYPE_BYTES = 12;\n    // Field type uint32.\n    TYPE_UINT32 = 13;\n    // Field type enum.\n    TYPE_ENUM = 14;\n    // Field type sfixed32.\n    TYPE_SFIXED32 = 15;\n    // Field type sfixed64.\n    TYPE_SFIXED64 = 16;\n    // Field type sint32.\n    TYPE_SINT32 = 17;\n    // Field type sint64.\n    TYPE_SINT64 = 18;\n  }\n\n  // Whether a field is optional, required, or repeated.\n  enum Cardinality {\n    // For fields with unknown cardinality.\n    CARDINALITY_UNKNOWN = 0;\n    // For optional fields.\n    CARDINALITY_OPTIONAL = 1;\n    // For required fields. Proto2 syntax only.\n    CARDINALITY_REQUIRED = 2;\n    // For repeated fields.\n    CARDINALITY_REPEATED = 3;\n  }\n\n  // The field type.\n  Kind kind = 1;\n  // The field cardinality.\n  Cardinality cardinality = 2;\n  // The field number.\n  int32 number = 3;\n  // The field name.\n  string name = 4;\n  // The field type URL, without the scheme, for message or enumeration\n  // types. Example: `\"type.googleapis.com/google.protobuf.Timestamp\"`.\n  string type_url = 6;\n  // The index of the field type in `Type.oneofs`, for message or enumeration\n  // types. The first type has index 1; zero means the type is not in the list.\n  int32 oneof_index = 7;\n  // Whether to use alternative packed wire representation.\n  bool packed = 8;\n  // The protocol buffer options.\n  repeated Option options = 9;\n  // The field JSON name.\n  string json_name = 10;\n  // The string value of the default value of this field. Proto2 syntax only.\n  string default_value = 11;\n}\n\n// Enum type definition.\nmessage Enum {\n  // Enum type name.\n  string name = 1;\n  // Enum value definitions.\n  repeated EnumValue enumvalue = 2;\n  // Protocol buffer options.\n  repeated Option options = 3;\n  // The source context.\n  SourceContext source_context = 4;\n  // The source syntax.\n  Syntax syntax = 5;\n  // The source edition string, only valid when syntax is SYNTAX_EDITIONS.\n  string edition = 6;\n}\n\n// Enum value definition.\nmessage EnumValue {\n  // Enum value name.\n  string name = 1;\n  // Enum value number.\n  int32 number = 2;\n  // Protocol buffer options.\n  repeated Option options = 3;\n}\n\n// A protocol buffer option, which can be attached to a message, field,\n// enumeration, etc.\nmessage Option {\n  // The option's name. For protobuf built-in options (options defined in\n  // descriptor.proto), this is the short name. For example, `\"map_entry\"`.\n  // For custom options, it should be the fully-qualified name. For example,\n  // `\"google.api.http\"`.\n  string name = 1;\n  // The option's value packed in an Any message. If the value is a primitive,\n  // the corresponding wrapper type defined in google/protobuf/wrappers.proto\n  // should be used. If the value is an enum, it should be stored as an int32\n  // value using the google.protobuf.Int32Value type.\n  Any value = 2;\n}\n\n// The syntax in which a protocol buffer element is defined.\nenum Syntax {\n  // Syntax `proto2`.\n  SYNTAX_PROTO2 = 0;\n  // Syntax `proto3`.\n  SYNTAX_PROTO3 = 1;\n  // Syntax `editions`.\n  SYNTAX_EDITIONS = 2;\n}\n"
  },
  {
    "path": "protoc/include/google/protobuf/wrappers.proto",
    "content": "// Protocol Buffers - Google's data interchange format\n// Copyright 2008 Google Inc.  All rights reserved.\n// https://developers.google.com/protocol-buffers/\n//\n// Redistribution and use in source and binary forms, with or without\n// modification, are permitted provided that the following conditions are\n// met:\n//\n//     * Redistributions of source code must retain the above copyright\n// notice, this list of conditions and the following disclaimer.\n//     * Redistributions in binary form must reproduce the above\n// copyright notice, this list of conditions and the following disclaimer\n// in the documentation and/or other materials provided with the\n// distribution.\n//     * Neither the name of Google Inc. nor the names of its\n// contributors may be used to endorse or promote products derived from\n// this software without specific prior written permission.\n//\n// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n// \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n//\n// Wrappers for primitive (non-message) types. These types are useful\n// for embedding primitives in the `google.protobuf.Any` type and for places\n// where we need to distinguish between the absence of a primitive\n// typed field and its default value.\n//\n// These wrappers have no meaningful use within repeated fields as they lack\n// the ability to detect presence on individual elements.\n// These wrappers have no meaningful use within a map or a oneof since\n// individual entries of a map or fields of a oneof can already detect presence.\n\nsyntax = \"proto3\";\n\npackage google.protobuf;\n\noption cc_enable_arenas = true;\noption go_package = \"google.golang.org/protobuf/types/known/wrapperspb\";\noption java_package = \"com.google.protobuf\";\noption java_outer_classname = \"WrappersProto\";\noption java_multiple_files = true;\noption objc_class_prefix = \"GPB\";\noption csharp_namespace = \"Google.Protobuf.WellKnownTypes\";\n\n// Wrapper message for `double`.\n//\n// The JSON representation for `DoubleValue` is JSON number.\nmessage DoubleValue {\n  // The double value.\n  double value = 1;\n}\n\n// Wrapper message for `float`.\n//\n// The JSON representation for `FloatValue` is JSON number.\nmessage FloatValue {\n  // The float value.\n  float value = 1;\n}\n\n// Wrapper message for `int64`.\n//\n// The JSON representation for `Int64Value` is JSON string.\nmessage Int64Value {\n  // The int64 value.\n  int64 value = 1;\n}\n\n// Wrapper message for `uint64`.\n//\n// The JSON representation for `UInt64Value` is JSON string.\nmessage UInt64Value {\n  // The uint64 value.\n  uint64 value = 1;\n}\n\n// Wrapper message for `int32`.\n//\n// The JSON representation for `Int32Value` is JSON number.\nmessage Int32Value {\n  // The int32 value.\n  int32 value = 1;\n}\n\n// Wrapper message for `uint32`.\n//\n// The JSON representation for `UInt32Value` is JSON number.\nmessage UInt32Value {\n  // The uint32 value.\n  uint32 value = 1;\n}\n\n// Wrapper message for `bool`.\n//\n// The JSON representation for `BoolValue` is JSON `true` and `false`.\nmessage BoolValue {\n  // The bool value.\n  bool value = 1;\n}\n\n// Wrapper message for `string`.\n//\n// The JSON representation for `StringValue` is JSON string.\nmessage StringValue {\n  // The string value.\n  string value = 1;\n}\n\n// Wrapper message for `bytes`.\n//\n// The JSON representation for `BytesValue` is JSON string.\nmessage BytesValue {\n  // The bytes value.\n  bytes value = 1;\n}\n"
  },
  {
    "path": "protoc/readme.txt",
    "content": "Protocol Buffers - Google's data interchange format\nCopyright 2008 Google Inc.\nhttps://developers.google.com/protocol-buffers/\nThis package contains a precompiled binary version of the protocol buffer\ncompiler (protoc). This binary is intended for users who want to use Protocol\nBuffers in languages other than C++ but do not want to compile protoc\nthemselves. To install, simply place this binary somewhere in your PATH.\nIf you intend to use the included well known types then don't forget to\ncopy the contents of the 'include' directory somewhere as well, for example\ninto '/usr/local/include/'.\nPlease refer to our official github site for more installation instructions:\n  https://github.com/protocolbuffers/protobuf\n"
  },
  {
    "path": "scripts/build-images.ps1",
    "content": "Param(\n  [string]$Tag = \"dev\"\n)\n\n$ErrorActionPreference = 'Stop'\n\nWrite-Host \"Building Docker images for greatestworks (tag=$Tag)\"\n\n# Resolve repo root\n$RepoRoot = Split-Path -Parent $MyInvocation.MyCommand.Path | Split-Path -Parent\nSet-Location $RepoRoot\n\nfunction Build-ServiceImage {\n  param(\n    [Parameter(Mandatory=$true)][string]$ServiceName,\n    [Parameter(Mandatory=$true)][string]$ServicePackage\n  )\n\n  $imageName = \"greatestworks-${ServiceName}:${Tag}\"\n  Write-Host \" -> Building $imageName from package $ServicePackage\"\n  $buildTime = Get-Date -Format o\n  $gitCommit = git rev-parse --short HEAD 2>$null\n  docker build `\n    --build-arg SERVICE_PACKAGE=$ServicePackage `\n    --build-arg BUILD_VERSION=$Tag `\n    --build-arg BUILD_TIME=$buildTime `\n    --build-arg GIT_COMMIT=$gitCommit `\n    -t $imageName `\n    -f Dockerfile .\n}\n\nBuild-ServiceImage -ServiceName \"auth\" -ServicePackage \"./cmd/auth-service\"\nBuild-ServiceImage -ServiceName \"game\" -ServicePackage \"./cmd/game-service\"\nBuild-ServiceImage -ServiceName \"gateway\" -ServicePackage \"./cmd/gateway-service\"\n\nWrite-Host \"Done. Images:\"\ndocker images --format \"table {{.Repository}}\\t{{.Tag}}\\t{{.Size}}\" | Select-String greatestworks-\n"
  },
  {
    "path": "scripts/build.sh",
    "content": "#!/bin/bash\n\n# Greatest Works - 构建脚本\n# 用于编译Go项目，支持多平台交叉编译\n\nset -e\n\n# 项目信息\nPROJECT_NAME=\"greatestworks\"\nVERSION=${VERSION:-$(git describe --tags --always --dirty 2>/dev/null || echo \"dev\")}\nBUILD_TIME=$(date -u '+%Y-%m-%d_%H:%M:%S')\nGIT_COMMIT=$(git rev-parse --short HEAD 2>/dev/null || echo \"unknown\")\n\n# 构建参数\nLDFLAGS=\"-s -w -X main.version=${VERSION} -X main.buildTime=${BUILD_TIME} -X main.gitCommit=${GIT_COMMIT}\"\nBUILD_DIR=\"./bin\"\nSOURCE_DIR=\"./cmd/server\"\n\n# 颜色输出\nRED='\\033[0;31m'\nGREEN='\\033[0;32m'\nYELLOW='\\033[1;33m'\nBLUE='\\033[0;34m'\nNC='\\033[0m' # No Color\n\nlog_info() {\n    echo -e \"${BLUE}[INFO]${NC} $1\"\n}\n\nlog_success() {\n    echo -e \"${GREEN}[SUCCESS]${NC} $1\"\n}\n\nlog_warning() {\n    echo -e \"${YELLOW}[WARNING]${NC} $1\"\n}\n\nlog_error() {\n    echo -e \"${RED}[ERROR]${NC} $1\"\n}\n\n# 清理构建目录\nclean_build_dir() {\n    log_info \"清理构建目录...\"\n    rm -rf ${BUILD_DIR}\n    mkdir -p ${BUILD_DIR}\n}\n\n# 检查Go环境\ncheck_go_env() {\n    if ! command -v go &> /dev/null; then\n        log_error \"Go未安装或不在PATH中\"\n        exit 1\n    fi\n    \n    GO_VERSION=$(go version | awk '{print $3}' | sed 's/go//')\n    log_info \"Go版本: ${GO_VERSION}\"\n    \n    # 检查Go版本是否满足要求\n    REQUIRED_VERSION=\"1.21\"\n    if ! printf '%s\\n%s\\n' \"$REQUIRED_VERSION\" \"$GO_VERSION\" | sort -V -C; then\n        log_warning \"建议使用Go ${REQUIRED_VERSION}或更高版本\"\n    fi\n}\n\n# 下载依赖\ndownload_deps() {\n    log_info \"下载Go模块依赖...\"\n    go mod download\n    go mod tidy\n}\n\n# 运行测试\nrun_tests() {\n    if [ \"$SKIP_TESTS\" != \"true\" ]; then\n        log_info \"运行单元测试...\"\n        go test -v ./... -timeout=30s\n        if [ $? -ne 0 ]; then\n            log_error \"测试失败，构建中止\"\n            exit 1\n        fi\n        log_success \"所有测试通过\"\n    else\n        log_warning \"跳过测试\"\n    fi\n}\n\n# 代码质量检查\nrun_lint() {\n    if [ \"$SKIP_LINT\" != \"true\" ]; then\n        if command -v golangci-lint &> /dev/null; then\n            log_info \"运行代码质量检查...\"\n            golangci-lint run\n            if [ $? -ne 0 ]; then\n                log_error \"代码质量检查失败，构建中止\"\n                exit 1\n            fi\n            log_success \"代码质量检查通过\"\n        else\n            log_warning \"golangci-lint未安装，跳过代码质量检查\"\n        fi\n    else\n        log_warning \"跳过代码质量检查\"\n    fi\n}\n\n# 构建单个平台\nbuild_single() {\n    local goos=$1\n    local goarch=$2\n    local output_name=\"${PROJECT_NAME}\"\n    \n    if [ \"$goos\" = \"windows\" ]; then\n        output_name=\"${output_name}.exe\"\n    fi\n    \n    local output_path=\"${BUILD_DIR}/${goos}-${goarch}/${output_name}\"\n    \n    log_info \"构建 ${goos}/${goarch}...\"\n    \n    mkdir -p \"$(dirname \"$output_path\")\"\n    \n    CGO_ENABLED=0 GOOS=$goos GOARCH=$goarch go build \\\n        -ldflags \"${LDFLAGS}\" \\\n        -o \"$output_path\" \\\n        \"$SOURCE_DIR\"\n    \n    if [ $? -eq 0 ]; then\n        local file_size=$(du -h \"$output_path\" | cut -f1)\n        log_success \"构建完成: $output_path (${file_size})\"\n    else\n        log_error \"构建失败: ${goos}/${goarch}\"\n        return 1\n    fi\n}\n\n# 构建所有平台\nbuild_all() {\n    log_info \"开始多平台构建...\"\n    \n    # 定义支持的平台\n    declare -a platforms=(\n        \"linux/amd64\"\n        \"linux/arm64\"\n        \"darwin/amd64\"\n        \"darwin/arm64\"\n        \"windows/amd64\"\n    )\n    \n    for platform in \"${platforms[@]}\"; do\n        IFS='/' read -r goos goarch <<< \"$platform\"\n        build_single \"$goos\" \"$goarch\"\n        if [ $? -ne 0 ]; then\n            log_error \"构建失败，中止\"\n            exit 1\n        fi\n    done\n    \n    log_success \"所有平台构建完成\"\n}\n\n# 构建当前平台\nbuild_current() {\n    local goos=$(go env GOOS)\n    local goarch=$(go env GOARCH)\n    \n    log_info \"构建当前平台 ${goos}/${goarch}...\"\n    \n    local output_name=\"${PROJECT_NAME}\"\n    if [ \"$goos\" = \"windows\" ]; then\n        output_name=\"${output_name}.exe\"\n    fi\n    \n    local output_path=\"${BUILD_DIR}/${output_name}\"\n    \n    go build -ldflags \"${LDFLAGS}\" -o \"$output_path\" \"$SOURCE_DIR\"\n    \n    if [ $? -eq 0 ]; then\n        local file_size=$(du -h \"$output_path\" | cut -f1)\n        log_success \"构建完成: $output_path (${file_size})\"\n        \n        # 创建符号链接到项目根目录\n        ln -sf \"$output_path\" \"./server\"\n        log_info \"创建符号链接: ./server -> $output_path\"\n    else\n        log_error \"构建失败\"\n        exit 1\n    fi\n}\n\n# 显示帮助信息\nshow_help() {\n    echo \"Greatest Works 构建脚本\"\n    echo \"\"\n    echo \"用法: $0 [选项]\"\n    echo \"\"\n    echo \"选项:\"\n    echo \"  -h, --help     显示帮助信息\"\n    echo \"  -a, --all      构建所有支持的平台\"\n    echo \"  -c, --current  构建当前平台 (默认)\"\n    echo \"  --skip-tests   跳过单元测试\"\n    echo \"  --skip-lint    跳过代码质量检查\"\n    echo \"  --clean        清理构建目录\"\n    echo \"\"\n    echo \"环境变量:\"\n    echo \"  VERSION        版本号 (默认: git describe)\"\n    echo \"  SKIP_TESTS     跳过测试 (true/false)\"\n    echo \"  SKIP_LINT      跳过代码检查 (true/false)\"\n    echo \"\"\n    echo \"示例:\"\n    echo \"  $0                    # 构建当前平台\"\n    echo \"  $0 --all              # 构建所有平台\"\n    echo \"  $0 --skip-tests       # 跳过测试构建\"\n    echo \"  VERSION=v1.0.0 $0     # 指定版本号构建\"\n}\n\n# 主函数\nmain() {\n    local build_all_platforms=false\n    local clean_only=false\n    \n    # 解析命令行参数\n    while [[ $# -gt 0 ]]; do\n        case $1 in\n            -h|--help)\n                show_help\n                exit 0\n                ;;\n            -a|--all)\n                build_all_platforms=true\n                shift\n                ;;\n            -c|--current)\n                build_all_platforms=false\n                shift\n                ;;\n            --skip-tests)\n                export SKIP_TESTS=true\n                shift\n                ;;\n            --skip-lint)\n                export SKIP_LINT=true\n                shift\n                ;;\n            --clean)\n                clean_only=true\n                shift\n                ;;\n            *)\n                log_error \"未知参数: $1\"\n                show_help\n                exit 1\n                ;;\n        esac\n    done\n    \n    log_info \"Greatest Works 构建脚本启动\"\n    log_info \"版本: ${VERSION}\"\n    log_info \"构建时间: ${BUILD_TIME}\"\n    log_info \"Git提交: ${GIT_COMMIT}\"\n    \n    # 清理构建目录\n    clean_build_dir\n    \n    if [ \"$clean_only\" = true ]; then\n        log_success \"构建目录已清理\"\n        exit 0\n    fi\n    \n    # 检查环境\n    check_go_env\n    \n    # 下载依赖\n    download_deps\n    \n    # 运行测试\n    run_tests\n    \n    # 代码质量检查\n    run_lint\n    \n    # 构建\n    if [ \"$build_all_platforms\" = true ]; then\n        build_all\n    else\n        build_current\n    fi\n    \n    log_success \"构建完成！\"\n}\n\n# 执行主函数\nmain \"$@\""
  },
  {
    "path": "scripts/clean.sh",
    "content": "#!/bin/bash\n\n# Greatest Works - 清理脚本\n# 清理构建产物、临时文件、日志文件等\n\nset -e\n\n# 颜色输出\nRED='\\033[0;31m'\nGREEN='\\033[0;32m'\nYELLOW='\\033[1;33m'\nBLUE='\\033[0;34m'\nNC='\\033[0m'\n\nlog_info() {\n    echo -e \"${BLUE}[INFO]${NC} $1\"\n}\n\nlog_success() {\n    echo -e \"${GREEN}[SUCCESS]${NC} $1\"\n}\n\nlog_warning() {\n    echo -e \"${YELLOW}[WARNING]${NC} $1\"\n}\n\nlog_error() {\n    echo -e \"${RED}[ERROR]${NC} $1\"\n}\n\n# 清理构建产物\nclean_build_artifacts() {\n    log_info \"清理构建产物...\"\n    \n    local cleaned_items=()\n    \n    # 清理bin目录\n    if [ -d \"bin\" ]; then\n        rm -rf bin/*\n        cleaned_items+=(\"bin目录\")\n    fi\n    \n    # 清理可执行文件\n    local executables=(\"server\" \"greatestworks\" \"greatestworks.exe\")\n    for exe in \"${executables[@]}\"; do\n        if [ -f \"$exe\" ]; then\n            rm -f \"$exe\"\n            cleaned_items+=(\"可执行文件: $exe\")\n        fi\n    done\n    \n    # 清理Go构建缓存\n    if command -v go >/dev/null 2>&1; then\n        go clean -cache\n        go clean -modcache\n        cleaned_items+=(\"Go构建缓存\")\n    fi\n    \n    if [ ${#cleaned_items[@]} -gt 0 ]; then\n        log_success \"构建产物清理完成: ${cleaned_items[*]}\"\n    else\n        log_info \"没有找到构建产物\"\n    fi\n}\n\n# 清理临时文件\nclean_temp_files() {\n    log_info \"清理临时文件...\"\n    \n    local cleaned_items=()\n    local temp_patterns=(\n        \"*.tmp\"\n        \"*.temp\"\n        \"*.swp\"\n        \"*.swo\"\n        \"*~\"\n        \".DS_Store\"\n        \"Thumbs.db\"\n        \"*.pid\"\n        \"*.lock\"\n    )\n    \n    for pattern in \"${temp_patterns[@]}\"; do\n        local files=$(find . -name \"$pattern\" -type f 2>/dev/null || true)\n        if [ -n \"$files\" ]; then\n            echo \"$files\" | xargs rm -f\n            cleaned_items+=(\"$pattern\")\n        fi\n    done\n    \n    # 清理tmp目录\n    if [ -d \"tmp\" ]; then\n        rm -rf tmp/*\n        cleaned_items+=(\"tmp目录\")\n    fi\n    \n    # 清理系统临时文件\n    local temp_dirs=(\"/tmp/greatestworks_*\" \"/tmp/build_*\" \"/tmp/test_*\")\n    for temp_dir in \"${temp_dirs[@]}\"; do\n        if ls $temp_dir 1> /dev/null 2>&1; then\n            rm -rf $temp_dir\n            cleaned_items+=(\"系统临时文件\")\n        fi\n    done\n    \n    if [ ${#cleaned_items[@]} -gt 0 ]; then\n        log_success \"临时文件清理完成: ${cleaned_items[*]}\"\n    else\n        log_info \"没有找到临时文件\"\n    fi\n}\n\n# 清理日志文件\nclean_log_files() {\n    log_info \"清理日志文件...\"\n    \n    local cleaned_items=()\n    \n    # 清理logs目录\n    if [ -d \"logs\" ]; then\n        local log_count=$(find logs -name \"*.log\" -type f | wc -l)\n        if [ $log_count -gt 0 ]; then\n            find logs -name \"*.log\" -type f -delete\n            cleaned_items+=(\"$log_count 个日志文件\")\n        fi\n        \n        # 清理压缩的日志文件\n        local gz_count=$(find logs -name \"*.log.gz\" -type f | wc -l)\n        if [ $gz_count -gt 0 ]; then\n            find logs -name \"*.log.gz\" -type f -delete\n            cleaned_items+=(\"$gz_count 个压缩日志文件\")\n        fi\n    fi\n    \n    # 清理根目录的日志文件\n    local root_logs=(\"*.log\" \"nohup.out\" \"error.log\" \"access.log\")\n    for log_pattern in \"${root_logs[@]}\"; do\n        if ls $log_pattern 1> /dev/null 2>&1; then\n            rm -f $log_pattern\n            cleaned_items+=(\"根目录日志: $log_pattern\")\n        fi\n    done\n    \n    if [ ${#cleaned_items[@]} -gt 0 ]; then\n        log_success \"日志文件清理完成: ${cleaned_items[*]}\"\n    else\n        log_info \"没有找到日志文件\"\n    fi\n}\n\n# 清理测试文件\nclean_test_files() {\n    log_info \"清理测试文件...\"\n    \n    local cleaned_items=()\n    \n    # 清理测试结果目录\n    if [ -d \"test-results\" ]; then\n        rm -rf test-results/*\n        cleaned_items+=(\"test-results目录\")\n    fi\n    \n    # 清理覆盖率文件\n    if [ -d \"coverage\" ]; then\n        rm -rf coverage/*\n        cleaned_items+=(\"coverage目录\")\n    fi\n    \n    # 清理Go测试缓存\n    if command -v go >/dev/null 2>&1; then\n        go clean -testcache\n        cleaned_items+=(\"Go测试缓存\")\n    fi\n    \n    # 清理测试相关文件\n    local test_files=(\"*.test\" \"*.out\" \"*.prof\" \"cpu.prof\" \"mem.prof\")\n    for test_file in \"${test_files[@]}\"; do\n        if ls $test_file 1> /dev/null 2>&1; then\n            rm -f $test_file\n            cleaned_items+=(\"测试文件: $test_file\")\n        fi\n    done\n    \n    if [ ${#cleaned_items[@]} -gt 0 ]; then\n        log_success \"测试文件清理完成: ${cleaned_items[*]}\"\n    else\n        log_info \"没有找到测试文件\"\n    fi\n}\n\n# 清理Docker资源\nclean_docker_resources() {\n    log_info \"清理Docker资源...\"\n    \n    if ! command -v docker >/dev/null 2>&1; then\n        log_warning \"Docker未安装，跳过Docker清理\"\n        return 0\n    fi\n    \n    if ! docker info >/dev/null 2>&1; then\n        log_warning \"Docker未运行，跳过Docker清理\"\n        return 0\n    fi\n    \n    local cleaned_items=()\n    \n    # 清理悬空镜像\n    local dangling_images=$(docker images -f \"dangling=true\" -q)\n    if [ -n \"$dangling_images\" ]; then\n        echo \"$dangling_images\" | xargs docker rmi\n        cleaned_items+=(\"悬空镜像\")\n    fi\n    \n    # 清理未使用的镜像\n    docker image prune -f >/dev/null 2>&1\n    cleaned_items+=(\"未使用镜像\")\n    \n    # 清理停止的容器\n    local stopped_containers=$(docker ps -a -q -f status=exited)\n    if [ -n \"$stopped_containers\" ]; then\n        echo \"$stopped_containers\" | xargs docker rm\n        cleaned_items+=(\"停止的容器\")\n    fi\n    \n    # 清理未使用的网络\n    docker network prune -f >/dev/null 2>&1\n    cleaned_items+=(\"未使用网络\")\n    \n    # 清理未使用的卷\n    docker volume prune -f >/dev/null 2>&1\n    cleaned_items+=(\"未使用卷\")\n    \n    # 清理构建缓存\n    if command -v docker >/dev/null 2>&1 && docker buildx version >/dev/null 2>&1; then\n        docker buildx prune -f >/dev/null 2>&1\n        cleaned_items+=(\"构建缓存\")\n    fi\n    \n    if [ ${#cleaned_items[@]} -gt 0 ]; then\n        log_success \"Docker资源清理完成: ${cleaned_items[*]}\"\n    else\n        log_info \"没有找到需要清理的Docker资源\"\n    fi\n}\n\n# 清理依赖缓存\nclean_dependency_cache() {\n    log_info \"清理依赖缓存...\"\n    \n    local cleaned_items=()\n    \n    # 清理Go模块缓存\n    if command -v go >/dev/null 2>&1; then\n        go clean -modcache\n        cleaned_items+=(\"Go模块缓存\")\n    fi\n    \n    # 清理npm缓存\n    if command -v npm >/dev/null 2>&1; then\n        npm cache clean --force >/dev/null 2>&1\n        cleaned_items+=(\"npm缓存\")\n    fi\n    \n    # 清理yarn缓存\n    if command -v yarn >/dev/null 2>&1; then\n        yarn cache clean >/dev/null 2>&1\n        cleaned_items+=(\"yarn缓存\")\n    fi\n    \n    # 清理pip缓存\n    if command -v pip >/dev/null 2>&1; then\n        pip cache purge >/dev/null 2>&1\n        cleaned_items+=(\"pip缓存\")\n    fi\n    \n    if [ ${#cleaned_items[@]} -gt 0 ]; then\n        log_success \"依赖缓存清理完成: ${cleaned_items[*]}\"\n    else\n        log_info \"没有找到依赖缓存\"\n    fi\n}\n\n# 清理IDE和编辑器文件\nclean_ide_files() {\n    log_info \"清理IDE和编辑器文件...\"\n    \n    local cleaned_items=()\n    local ide_patterns=(\n        \".vscode/settings.json\"\n        \".idea/workspace.xml\"\n        \".idea/tasks.xml\"\n        \"*.sublime-workspace\"\n        \".project\"\n        \".classpath\"\n    )\n    \n    for pattern in \"${ide_patterns[@]}\"; do\n        if ls $pattern 1> /dev/null 2>&1; then\n            rm -f $pattern\n            cleaned_items+=(\"IDE文件: $pattern\")\n        fi\n    done\n    \n    # 清理编辑器备份文件\n    find . -name \"*~\" -type f -delete 2>/dev/null || true\n    find . -name \"*.swp\" -type f -delete 2>/dev/null || true\n    find . -name \"*.swo\" -type f -delete 2>/dev/null || true\n    \n    if [ ${#cleaned_items[@]} -gt 0 ]; then\n        log_success \"IDE文件清理完成: ${cleaned_items[*]}\"\n    else\n        log_info \"没有找到IDE文件\"\n    fi\n}\n\n# 清理备份文件\nclean_backup_files() {\n    local keep_days=\"${1:-7}\"\n    \n    log_info \"清理 $keep_days 天前的备份文件...\"\n    \n    local cleaned_items=()\n    \n    # 清理数据库备份\n    if [ -d \"backups\" ]; then\n        local old_backups=$(find backups -name \"*.tar.gz\" -type f -mtime +$keep_days 2>/dev/null || true)\n        if [ -n \"$old_backups\" ]; then\n            echo \"$old_backups\" | xargs rm -f\n            local count=$(echo \"$old_backups\" | wc -l)\n            cleaned_items+=(\"$count 个旧备份文件\")\n        fi\n    fi\n    \n    # 清理日志备份\n    if [ -d \"logs\" ]; then\n        local old_log_backups=$(find logs -name \"*.log.*.gz\" -type f -mtime +$keep_days 2>/dev/null || true)\n        if [ -n \"$old_log_backups\" ]; then\n            echo \"$old_log_backups\" | xargs rm -f\n            local count=$(echo \"$old_log_backups\" | wc -l)\n            cleaned_items+=(\"$count 个旧日志备份\")\n        fi\n    fi\n    \n    if [ ${#cleaned_items[@]} -gt 0 ]; then\n        log_success \"备份文件清理完成: ${cleaned_items[*]}\"\n    else\n        log_info \"没有找到需要清理的备份文件\"\n    fi\n}\n\n# 显示磁盘使用情况\nshow_disk_usage() {\n    log_info \"磁盘使用情况:\"\n    \n    # 显示项目目录大小\n    local project_size=$(du -sh . 2>/dev/null | cut -f1)\n    echo \"  项目总大小: $project_size\"\n    \n    # 显示各个子目录大小\n    local dirs=(\"bin\" \"logs\" \"tmp\" \"test-results\" \"coverage\" \"backups\" \"node_modules\" \".git\")\n    for dir in \"${dirs[@]}\"; do\n        if [ -d \"$dir\" ]; then\n            local dir_size=$(du -sh \"$dir\" 2>/dev/null | cut -f1)\n            echo \"  $dir: $dir_size\"\n        fi\n    done\n    \n    # 显示系统磁盘使用情况\n    echo \"\"\n    echo \"系统磁盘使用情况:\"\n    df -h . | tail -1 | awk '{print \"  可用空间: \" $4 \" / \" $2 \" (\" $5 \" 已使用)\"}'\n}\n\n# 显示帮助信息\nshow_help() {\n    echo \"Greatest Works 清理脚本\"\n    echo \"\"\n    echo \"用法: $0 [选项]\"\n    echo \"\"\n    echo \"选项:\"\n    echo \"  -h, --help              显示帮助信息\"\n    echo \"  -a, --all               清理所有内容 (默认)\"\n    echo \"  -b, --build             只清理构建产物\"\n    echo \"  -t, --temp              只清理临时文件\"\n    echo \"  -l, --logs              只清理日志文件\"\n    echo \"  --test                  只清理测试文件\"\n    echo \"  --docker                只清理Docker资源\"\n    echo \"  --cache                 只清理依赖缓存\"\n    echo \"  --ide                   只清理IDE文件\"\n    echo \"  --backup [DAYS]         清理N天前的备份文件 (默认7天)\"\n    echo \"  --dry-run               显示将要清理的内容，但不执行\"\n    echo \"  --usage                 显示磁盘使用情况\"\n    echo \"\"\n    echo \"示例:\"\n    echo \"  $0                      # 清理所有内容\"\n    echo \"  $0 --build              # 只清理构建产物\"\n    echo \"  $0 --backup 30          # 清理30天前的备份\"\n    echo \"  $0 --dry-run            # 预览清理内容\"\n    echo \"  $0 --usage              # 显示磁盘使用情况\"\n}\n\n# 主函数\nmain() {\n    local clean_all=true\n    local clean_build=false\n    local clean_temp=false\n    local clean_logs=false\n    local clean_test=false\n    local clean_docker=false\n    local clean_cache=false\n    local clean_ide=false\n    local clean_backup=false\n    local backup_days=7\n    local dry_run=false\n    local show_usage=false\n    \n    # 解析命令行参数\n    while [[ $# -gt 0 ]]; do\n        case $1 in\n            -h|--help)\n                show_help\n                exit 0\n                ;;\n            -a|--all)\n                clean_all=true\n                shift\n                ;;\n            -b|--build)\n                clean_all=false\n                clean_build=true\n                shift\n                ;;\n            -t|--temp)\n                clean_all=false\n                clean_temp=true\n                shift\n                ;;\n            -l|--logs)\n                clean_all=false\n                clean_logs=true\n                shift\n                ;;\n            --test)\n                clean_all=false\n                clean_test=true\n                shift\n                ;;\n            --docker)\n                clean_all=false\n                clean_docker=true\n                shift\n                ;;\n            --cache)\n                clean_all=false\n                clean_cache=true\n                shift\n                ;;\n            --ide)\n                clean_all=false\n                clean_ide=true\n                shift\n                ;;\n            --backup)\n                clean_all=false\n                clean_backup=true\n                if [[ $2 =~ ^[0-9]+$ ]]; then\n                    backup_days=$2\n                    shift 2\n                else\n                    shift\n                fi\n                ;;\n            --dry-run)\n                dry_run=true\n                shift\n                ;;\n            --usage)\n                show_usage=true\n                shift\n                ;;\n            *)\n                log_error \"未知参数: $1\"\n                show_help\n                exit 1\n                ;;\n        esac\n    done\n    \n    log_info \"Greatest Works 清理脚本启动\"\n    \n    # 显示磁盘使用情况\n    if [ \"$show_usage\" = true ]; then\n        show_disk_usage\n        exit 0\n    fi\n    \n    # 干运行模式\n    if [ \"$dry_run\" = true ]; then\n        log_warning \"干运行模式：只显示将要清理的内容，不执行实际清理\"\n        # 在干运行模式下，可以添加检查逻辑\n        exit 0\n    fi\n    \n    # 执行清理操作\n    if [ \"$clean_all\" = true ]; then\n        clean_build_artifacts\n        clean_temp_files\n        clean_log_files\n        clean_test_files\n        clean_docker_resources\n        clean_dependency_cache\n        clean_ide_files\n        clean_backup_files 7\n    else\n        if [ \"$clean_build\" = true ]; then\n            clean_build_artifacts\n        fi\n        \n        if [ \"$clean_temp\" = true ]; then\n            clean_temp_files\n        fi\n        \n        if [ \"$clean_logs\" = true ]; then\n            clean_log_files\n        fi\n        \n        if [ \"$clean_test\" = true ]; then\n            clean_test_files\n        fi\n        \n        if [ \"$clean_docker\" = true ]; then\n            clean_docker_resources\n        fi\n        \n        if [ \"$clean_cache\" = true ]; then\n            clean_dependency_cache\n        fi\n        \n        if [ \"$clean_ide\" = true ]; then\n            clean_ide_files\n        fi\n        \n        if [ \"$clean_backup\" = true ]; then\n            clean_backup_files \"$backup_days\"\n        fi\n    fi\n    \n    # 显示清理后的磁盘使用情况\n    echo \"\"\n    show_disk_usage\n    \n    log_success \"清理完成！\"\n}\n\n# 执行主函数\nmain \"$@\""
  },
  {
    "path": "scripts/db-migrate.sh",
    "content": "#!/bin/bash\n\n# Greatest Works - 数据库迁移脚本\n# 管理MongoDB和Redis的数据迁移和初始化\n\nset -e\n\n# 默认配置\nDEFAULT_MONGODB_URI=\"mongodb://localhost:27017\"\nDEFAULT_DATABASE=\"gamedb\"\nMIGRATIONS_DIR=\"./migrations\"\nSEEDS_DIR=\"./seeds\"\n\n# 颜色输出\nRED='\\033[0;31m'\nGREEN='\\033[0;32m'\nYELLOW='\\033[1;33m'\nBLUE='\\033[0;34m'\nNC='\\033[0m'\n\nlog_info() {\n    echo -e \"${BLUE}[INFO]${NC} $1\"\n}\n\nlog_success() {\n    echo -e \"${GREEN}[SUCCESS]${NC} $1\"\n}\n\nlog_warning() {\n    echo -e \"${YELLOW}[WARNING]${NC} $1\"\n}\n\nlog_error() {\n    echo -e \"${RED}[ERROR]${NC} $1\"\n}\n\n# 检查MongoDB连接\ncheck_mongodb() {\n    local uri=\"${MONGODB_URI:-$DEFAULT_MONGODB_URI}\"\n    \n    log_info \"检查MongoDB连接: $uri\"\n    \n    if command -v mongosh >/dev/null 2>&1; then\n        if mongosh \"$uri\" --eval \"db.adminCommand('ping')\" >/dev/null 2>&1; then\n            log_success \"MongoDB连接正常\"\n            return 0\n        else\n            log_error \"MongoDB连接失败\"\n            return 1\n        fi\n    elif command -v mongo >/dev/null 2>&1; then\n        if mongo \"$uri\" --eval \"db.adminCommand('ping')\" >/dev/null 2>&1; then\n            log_success \"MongoDB连接正常\"\n            return 0\n        else\n            log_error \"MongoDB连接失败\"\n            return 1\n        fi\n    else\n        log_error \"MongoDB客户端未安装 (mongosh 或 mongo)\"\n        return 1\n    fi\n}\n\n# 检查Redis连接\ncheck_redis() {\n    local addr=\"${REDIS_ADDR:-localhost:6379}\"\n    \n    log_info \"检查Redis连接: $addr\"\n    \n    if command -v redis-cli >/dev/null 2>&1; then\n        if redis-cli -h \"${addr%:*}\" -p \"${addr#*:}\" ping >/dev/null 2>&1; then\n            log_success \"Redis连接正常\"\n            return 0\n        else\n            log_error \"Redis连接失败\"\n            return 1\n        fi\n    else\n        log_error \"Redis客户端未安装 (redis-cli)\"\n        return 1\n    fi\n}\n\n# 创建迁移目录\nsetup_migration_dirs() {\n    log_info \"创建迁移目录...\"\n    \n    mkdir -p \"$MIGRATIONS_DIR\"\n    mkdir -p \"$SEEDS_DIR\"\n    \n    # 创建迁移记录集合的初始化脚本\n    if [ ! -f \"$MIGRATIONS_DIR/000_init_migrations.js\" ]; then\n        cat > \"$MIGRATIONS_DIR/000_init_migrations.js\" << 'EOF'\n// 初始化迁移记录集合\ndb.migrations.createIndex({ \"version\": 1 }, { unique: true });\ndb.migrations.createIndex({ \"applied_at\": 1 });\n\nprint(\"迁移记录集合初始化完成\");\nEOF\n        log_info \"创建初始化迁移文件\"\n    fi\n    \n    log_success \"迁移目录设置完成\"\n}\n\n# 生成新的迁移文件\ngenerate_migration() {\n    local name=\"$1\"\n    \n    if [ -z \"$name\" ]; then\n        log_error \"请提供迁移文件名\"\n        return 1\n    fi\n    \n    local timestamp=$(date +\"%Y%m%d%H%M%S\")\n    local filename=\"${timestamp}_${name}.js\"\n    local filepath=\"$MIGRATIONS_DIR/$filename\"\n    \n    cat > \"$filepath\" << EOF\n// 迁移: $name\n// 创建时间: $(date)\n// 版本: $timestamp\n\n// 执行迁移\nfunction up() {\n    print(\"执行迁移: $name\");\n    \n    // 在这里添加迁移逻辑\n    // 例如:\n    // db.collection.createIndex({ \"field\": 1 });\n    // db.collection.updateMany({}, { \\$set: { \"new_field\": \"default_value\" } });\n    \n    print(\"迁移 $name 完成\");\n}\n\n// 回滚迁移\nfunction down() {\n    print(\"回滚迁移: $name\");\n    \n    // 在这里添加回滚逻辑\n    // 例如:\n    // db.collection.dropIndex({ \"field\": 1 });\n    // db.collection.updateMany({}, { \\$unset: { \"new_field\": \"\" } });\n    \n    print(\"回滚 $name 完成\");\n}\n\n// 执行迁移\nup();\n\n// 记录迁移\ndb.migrations.insertOne({\n    version: \"$timestamp\",\n    name: \"$name\",\n    filename: \"$filename\",\n    applied_at: new Date()\n});\nEOF\n    \n    log_success \"生成迁移文件: $filepath\"\n}\n\n# 获取已应用的迁移\nget_applied_migrations() {\n    local uri=\"${MONGODB_URI:-$DEFAULT_MONGODB_URI}\"\n    local database=\"${DATABASE:-$DEFAULT_DATABASE}\"\n    \n    if command -v mongosh >/dev/null 2>&1; then\n        mongosh \"$uri/$database\" --quiet --eval \"db.migrations.find({}, {version: 1, _id: 0}).sort({version: 1}).forEach(function(doc) { print(doc.version); })\"\n    else\n        mongo \"$uri/$database\" --quiet --eval \"db.migrations.find({}, {version: 1, _id: 0}).sort({version: 1}).forEach(function(doc) { print(doc.version); })\"\n    fi\n}\n\n# 获取待应用的迁移\nget_pending_migrations() {\n    local applied_migrations=()\n    \n    # 获取已应用的迁移\n    while IFS= read -r version; do\n        if [ -n \"$version\" ]; then\n            applied_migrations+=(\"$version\")\n        fi\n    done < <(get_applied_migrations)\n    \n    # 获取所有迁移文件\n    local all_migrations=()\n    for file in \"$MIGRATIONS_DIR\"/*.js; do\n        if [ -f \"$file\" ]; then\n            local basename=$(basename \"$file\")\n            local version=$(echo \"$basename\" | cut -d'_' -f1)\n            all_migrations+=(\"$version:$file\")\n        fi\n    done\n    \n    # 排序\n    IFS=$'\\n' all_migrations=($(sort <<<\"${all_migrations[*]}\"))\n    unset IFS\n    \n    # 找出待应用的迁移\n    for migration in \"${all_migrations[@]}\"; do\n        local version=$(echo \"$migration\" | cut -d':' -f1)\n        local file=$(echo \"$migration\" | cut -d':' -f2)\n        \n        local is_applied=false\n        for applied in \"${applied_migrations[@]}\"; do\n            if [ \"$version\" = \"$applied\" ]; then\n                is_applied=true\n                break\n            fi\n        done\n        \n        if [ \"$is_applied\" = false ]; then\n            echo \"$file\"\n        fi\n    done\n}\n\n# 应用单个迁移\napply_migration() {\n    local file=\"$1\"\n    local uri=\"${MONGODB_URI:-$DEFAULT_MONGODB_URI}\"\n    local database=\"${DATABASE:-$DEFAULT_DATABASE}\"\n    \n    log_info \"应用迁移: $(basename \"$file\")\"\n    \n    if command -v mongosh >/dev/null 2>&1; then\n        if mongosh \"$uri/$database\" \"$file\"; then\n            log_success \"迁移应用成功: $(basename \"$file\")\"\n            return 0\n        else\n            log_error \"迁移应用失败: $(basename \"$file\")\"\n            return 1\n        fi\n    else\n        if mongo \"$uri/$database\" \"$file\"; then\n            log_success \"迁移应用成功: $(basename \"$file\")\"\n            return 0\n        else\n            log_error \"迁移应用失败: $(basename \"$file\")\"\n            return 1\n        fi\n    fi\n}\n\n# 运行所有待应用的迁移\nrun_migrations() {\n    log_info \"开始数据库迁移...\"\n    \n    local pending_migrations=()\n    while IFS= read -r file; do\n        if [ -n \"$file\" ]; then\n            pending_migrations+=(\"$file\")\n        fi\n    done < <(get_pending_migrations)\n    \n    if [ ${#pending_migrations[@]} -eq 0 ]; then\n        log_info \"没有待应用的迁移\"\n        return 0\n    fi\n    \n    log_info \"找到 ${#pending_migrations[@]} 个待应用的迁移\"\n    \n    for file in \"${pending_migrations[@]}\"; do\n        if ! apply_migration \"$file\"; then\n            log_error \"迁移失败，停止执行\"\n            return 1\n        fi\n    done\n    \n    log_success \"所有迁移应用完成\"\n}\n\n# 回滚迁移\nrollback_migration() {\n    local steps=\"${1:-1}\"\n    local uri=\"${MONGODB_URI:-$DEFAULT_MONGODB_URI}\"\n    local database=\"${DATABASE:-$DEFAULT_DATABASE}\"\n    \n    log_info \"回滚最近 $steps 个迁移...\"\n    \n    # 获取最近应用的迁移\n    local recent_migrations\n    if command -v mongosh >/dev/null 2>&1; then\n        recent_migrations=$(mongosh \"$uri/$database\" --quiet --eval \"db.migrations.find({}).sort({applied_at: -1}).limit($steps).forEach(function(doc) { print(doc.filename); })\")\n    else\n        recent_migrations=$(mongo \"$uri/$database\" --quiet --eval \"db.migrations.find({}).sort({applied_at: -1}).limit($steps).forEach(function(doc) { print(doc.filename); })\")\n    fi\n    \n    if [ -z \"$recent_migrations\" ]; then\n        log_warning \"没有可回滚的迁移\"\n        return 0\n    fi\n    \n    # 回滚每个迁移\n    echo \"$recent_migrations\" | while IFS= read -r filename; do\n        if [ -n \"$filename\" ]; then\n            local filepath=\"$MIGRATIONS_DIR/$filename\"\n            if [ -f \"$filepath\" ]; then\n                log_info \"回滚迁移: $filename\"\n                \n                # 创建临时回滚脚本\n                local rollback_script=\"/tmp/rollback_$(basename \"$filename\")\"\n                \n                # 提取回滚函数并执行\n                cat > \"$rollback_script\" << EOF\n$(cat \"$filepath\" | sed -n '/function down()/,/^}/p')\n\n// 执行回滚\ndown();\n\n// 删除迁移记录\ndb.migrations.deleteOne({filename: \"$filename\"});\nEOF\n                \n                if command -v mongosh >/dev/null 2>&1; then\n                    mongosh \"$uri/$database\" \"$rollback_script\"\n                else\n                    mongo \"$uri/$database\" \"$rollback_script\"\n                fi\n                \n                rm \"$rollback_script\"\n                log_success \"回滚完成: $filename\"\n            else\n                log_warning \"迁移文件不存在: $filepath\"\n            fi\n        fi\n    done\n    \n    log_success \"迁移回滚完成\"\n}\n\n# 显示迁移状态\nshow_migration_status() {\n    log_info \"迁移状态:\"\n    \n    # 显示已应用的迁移\n    local applied_count=0\n    echo \"已应用的迁移:\"\n    while IFS= read -r version; do\n        if [ -n \"$version\" ]; then\n            echo \"  ✓ $version\"\n            ((applied_count++))\n        fi\n    done < <(get_applied_migrations)\n    \n    # 显示待应用的迁移\n    local pending_count=0\n    echo \"待应用的迁移:\"\n    while IFS= read -r file; do\n        if [ -n \"$file\" ]; then\n            echo \"  ○ $(basename \"$file\")\"\n            ((pending_count++))\n        fi\n    done < <(get_pending_migrations)\n    \n    echo \"\"\n    echo \"统计: 已应用 $applied_count 个，待应用 $pending_count 个\"\n}\n\n# 运行种子数据\nrun_seeds() {\n    local uri=\"${MONGODB_URI:-$DEFAULT_MONGODB_URI}\"\n    local database=\"${DATABASE:-$DEFAULT_DATABASE}\"\n    \n    log_info \"运行种子数据...\"\n    \n    if [ ! -d \"$SEEDS_DIR\" ]; then\n        log_warning \"种子数据目录不存在: $SEEDS_DIR\"\n        return 0\n    fi\n    \n    local seed_files=(\"$SEEDS_DIR\"/*.js)\n    if [ ! -f \"${seed_files[0]}\" ]; then\n        log_warning \"没有找到种子数据文件\"\n        return 0\n    fi\n    \n    for file in \"${seed_files[@]}\"; do\n        if [ -f \"$file\" ]; then\n            log_info \"运行种子数据: $(basename \"$file\")\"\n            \n            if command -v mongosh >/dev/null 2>&1; then\n                mongosh \"$uri/$database\" \"$file\"\n            else\n                mongo \"$uri/$database\" \"$file\"\n            fi\n            \n            log_success \"种子数据运行完成: $(basename \"$file\")\"\n        fi\n    done\n    \n    log_success \"所有种子数据运行完成\"\n}\n\n# 创建数据库索引\ncreate_indexes() {\n    local uri=\"${MONGODB_URI:-$DEFAULT_MONGODB_URI}\"\n    local database=\"${DATABASE:-$DEFAULT_DATABASE}\"\n    \n    log_info \"创建数据库索引...\"\n    \n    # 创建索引脚本\n    local index_script=\"/tmp/create_indexes.js\"\n    \n    cat > \"$index_script\" << 'EOF'\n// Greatest Works - 数据库索引创建脚本\n\nprint(\"开始创建索引...\");\n\n// 玩家集合索引\ndb.players.createIndex({ \"user_id\": 1 }, { unique: true });\ndb.players.createIndex({ \"name\": 1 }, { unique: true });\ndb.players.createIndex({ \"level\": -1 });\ndb.players.createIndex({ \"created_at\": 1 });\ndb.players.createIndex({ \"last_login\": -1 });\nprint(\"玩家集合索引创建完成\");\n\n// 公会集合索引\ndb.guilds.createIndex({ \"name\": 1 }, { unique: true });\ndb.guilds.createIndex({ \"leader_id\": 1 });\ndb.guilds.createIndex({ \"level\": -1 });\ndb.guilds.createIndex({ \"created_at\": 1 });\nprint(\"公会集合索引创建完成\");\n\n// 战斗记录索引\ndb.battles.createIndex({ \"player_id\": 1, \"created_at\": -1 });\ndb.battles.createIndex({ \"battle_type\": 1, \"created_at\": -1 });\ndb.battles.createIndex({ \"created_at\": -1 });\nprint(\"战斗记录索引创建完成\");\n\n// 排行榜索引\ndb.rankings.createIndex({ \"type\": 1, \"score\": -1 });\ndb.rankings.createIndex({ \"player_id\": 1, \"type\": 1 });\ndb.rankings.createIndex({ \"updated_at\": -1 });\nprint(\"排行榜索引创建完成\");\n\n// 聊天记录索引\ndb.chats.createIndex({ \"channel_id\": 1, \"created_at\": -1 });\ndb.chats.createIndex({ \"player_id\": 1, \"created_at\": -1 });\ndb.chats.createIndex({ \"created_at\": -1 }, { expireAfterSeconds: 2592000 }); // 30天过期\nprint(\"聊天记录索引创建完成\");\n\n// 日志集合索引\ndb.player_logs.createIndex({ \"player_id\": 1, \"created_at\": -1 });\ndb.player_logs.createIndex({ \"action\": 1, \"created_at\": -1 });\ndb.player_logs.createIndex({ \"created_at\": -1 }, { expireAfterSeconds: 7776000 }); // 90天过期\nprint(\"日志集合索引创建完成\");\n\nprint(\"所有索引创建完成\");\nEOF\n    \n    if command -v mongosh >/dev/null 2>&1; then\n        mongosh \"$uri/$database\" \"$index_script\"\n    else\n        mongo \"$uri/$database\" \"$index_script\"\n    fi\n    \n    rm \"$index_script\"\n    \n    log_success \"数据库索引创建完成\"\n}\n\n# 备份数据库\nbackup_database() {\n    local backup_dir=\"./backups\"\n    local timestamp=$(date +\"%Y%m%d_%H%M%S\")\n    local backup_path=\"$backup_dir/backup_$timestamp\"\n    local uri=\"${MONGODB_URI:-$DEFAULT_MONGODB_URI}\"\n    local database=\"${DATABASE:-$DEFAULT_DATABASE}\"\n    \n    log_info \"备份数据库到: $backup_path\"\n    \n    mkdir -p \"$backup_dir\"\n    \n    if command -v mongodump >/dev/null 2>&1; then\n        mongodump --uri=\"$uri\" --db=\"$database\" --out=\"$backup_path\"\n        \n        # 压缩备份\n        tar -czf \"$backup_path.tar.gz\" -C \"$backup_dir\" \"backup_$timestamp\"\n        rm -rf \"$backup_path\"\n        \n        log_success \"数据库备份完成: $backup_path.tar.gz\"\n    else\n        log_error \"mongodump未安装，无法备份数据库\"\n        return 1\n    fi\n}\n\n# 恢复数据库\nrestore_database() {\n    local backup_file=\"$1\"\n    local uri=\"${MONGODB_URI:-$DEFAULT_MONGODB_URI}\"\n    local database=\"${DATABASE:-$DEFAULT_DATABASE}\"\n    \n    if [ -z \"$backup_file\" ]; then\n        log_error \"请指定备份文件\"\n        return 1\n    fi\n    \n    if [ ! -f \"$backup_file\" ]; then\n        log_error \"备份文件不存在: $backup_file\"\n        return 1\n    fi\n    \n    log_info \"从备份恢复数据库: $backup_file\"\n    \n    # 解压备份文件\n    local temp_dir=\"/tmp/restore_$(date +%s)\"\n    mkdir -p \"$temp_dir\"\n    \n    if [[ \"$backup_file\" == *.tar.gz ]]; then\n        tar -xzf \"$backup_file\" -C \"$temp_dir\"\n    else\n        cp -r \"$backup_file\" \"$temp_dir/\"\n    fi\n    \n    if command -v mongorestore >/dev/null 2>&1; then\n        mongorestore --uri=\"$uri\" --db=\"$database\" --drop \"$temp_dir\"/*\n        \n        rm -rf \"$temp_dir\"\n        \n        log_success \"数据库恢复完成\"\n    else\n        log_error \"mongorestore未安装，无法恢复数据库\"\n        rm -rf \"$temp_dir\"\n        return 1\n    fi\n}\n\n# 显示帮助信息\nshow_help() {\n    echo \"Greatest Works 数据库迁移脚本\"\n    echo \"\"\n    echo \"用法: $0 [命令] [选项]\"\n    echo \"\"\n    echo \"命令:\"\n    echo \"  migrate                 运行所有待应用的迁移\"\n    echo \"  rollback [N]            回滚最近N个迁移 (默认1个)\"\n    echo \"  status                  显示迁移状态\"\n    echo \"  generate NAME           生成新的迁移文件\"\n    echo \"  seed                    运行种子数据\"\n    echo \"  index                   创建数据库索引\"\n    echo \"  backup                  备份数据库\"\n    echo \"  restore FILE            从备份恢复数据库\"\n    echo \"  setup                   初始化迁移环境\"\n    echo \"\"\n    echo \"选项:\"\n    echo \"  -h, --help              显示帮助信息\"\n    echo \"  --mongodb-uri URI       MongoDB连接URI\"\n    echo \"  --database NAME         数据库名称\"\n    echo \"  --redis-addr ADDR       Redis地址\"\n    echo \"\"\n    echo \"环境变量:\"\n    echo \"  MONGODB_URI             MongoDB连接URI\"\n    echo \"  DATABASE                数据库名称\"\n    echo \"  REDIS_ADDR              Redis地址\"\n    echo \"\"\n    echo \"示例:\"\n    echo \"  $0 migrate              # 运行迁移\"\n    echo \"  $0 generate add_user_index  # 生成迁移文件\"\n    echo \"  $0 rollback 2           # 回滚2个迁移\"\n    echo \"  $0 backup               # 备份数据库\"\n}\n\n# 主函数\nmain() {\n    local command=\"\"\n    \n    # 解析命令行参数\n    while [[ $# -gt 0 ]]; do\n        case $1 in\n            -h|--help)\n                show_help\n                exit 0\n                ;;\n            --mongodb-uri)\n                export MONGODB_URI=\"$2\"\n                shift 2\n                ;;\n            --database)\n                export DATABASE=\"$2\"\n                shift 2\n                ;;\n            --redis-addr)\n                export REDIS_ADDR=\"$2\"\n                shift 2\n                ;;\n            migrate|rollback|status|generate|seed|index|backup|restore|setup)\n                command=\"$1\"\n                shift\n                break\n                ;;\n            *)\n                log_error \"未知参数: $1\"\n                show_help\n                exit 1\n                ;;\n        esac\n    done\n    \n    if [ -z \"$command\" ]; then\n        log_error \"请指定命令\"\n        show_help\n        exit 1\n    fi\n    \n    log_info \"Greatest Works 数据库迁移脚本启动\"\n    log_info \"命令: $command\"\n    \n    # 执行命令\n    case $command in\n        \"setup\")\n            setup_migration_dirs\n            ;;\n        \"migrate\")\n            if check_mongodb; then\n                setup_migration_dirs\n                run_migrations\n            fi\n            ;;\n        \"rollback\")\n            if check_mongodb; then\n                local steps=\"${1:-1}\"\n                rollback_migration \"$steps\"\n            fi\n            ;;\n        \"status\")\n            if check_mongodb; then\n                show_migration_status\n            fi\n            ;;\n        \"generate\")\n            local name=\"$1\"\n            generate_migration \"$name\"\n            ;;\n        \"seed\")\n            if check_mongodb; then\n                run_seeds\n            fi\n            ;;\n        \"index\")\n            if check_mongodb; then\n                create_indexes\n            fi\n            ;;\n        \"backup\")\n            if check_mongodb; then\n                backup_database\n            fi\n            ;;\n        \"restore\")\n            if check_mongodb; then\n                local backup_file=\"$1\"\n                restore_database \"$backup_file\"\n            fi\n            ;;\n        *)\n            log_error \"未知命令: $command\"\n            show_help\n            exit 1\n            ;;\n    esac\n    \n    log_success \"操作完成\"\n}\n\n# 执行主函数\nmain \"$@\""
  },
  {
    "path": "scripts/deploy.sh",
    "content": "#!/bin/bash\n\n# Greatest Works - 部署脚本\n# 支持多环境自动化部署\n\nset -e\n\n# 默认配置\nDEFAULT_ENV=\"development\"\nDEFAULT_REGISTRY=\"registry.example.com\"\nDEFAULT_NAMESPACE=\"gaming\"\nPROJECT_NAME=\"greatestworks\"\n\n# 颜色输出\nRED='\\033[0;31m'\nGREEN='\\033[0;32m'\nYELLOW='\\033[1;33m'\nBLUE='\\033[0;34m'\nNC='\\033[0m'\n\nlog_info() {\n    echo -e \"${BLUE}[INFO]${NC} $1\"\n}\n\nlog_success() {\n    echo -e \"${GREEN}[SUCCESS]${NC} $1\"\n}\n\nlog_warning() {\n    echo -e \"${YELLOW}[WARNING]${NC} $1\"\n}\n\nlog_error() {\n    echo -e \"${RED}[ERROR]${NC} $1\"\n}\n\n# 检查必要的工具\ncheck_dependencies() {\n    local missing_tools=()\n    \n    # 检查Docker\n    if ! command -v docker &> /dev/null; then\n        missing_tools+=(\"docker\")\n    fi\n    \n    # 根据部署类型检查其他工具\n    case $DEPLOY_TYPE in\n        \"kubernetes\")\n            if ! command -v kubectl &> /dev/null; then\n                missing_tools+=(\"kubectl\")\n            fi\n            ;;\n        \"docker-compose\")\n            if ! command -v docker-compose &> /dev/null; then\n                missing_tools+=(\"docker-compose\")\n            fi\n            ;;\n    esac\n    \n    if [ ${#missing_tools[@]} -ne 0 ]; then\n        log_error \"缺少必要工具: ${missing_tools[*]}\"\n        exit 1\n    fi\n}\n\n# 构建Docker镜像\nbuild_docker_image() {\n    local tag=\"$1\"\n    \n    log_info \"构建Docker镜像: $tag\"\n    \n    # 检查Dockerfile是否存在\n    if [ ! -f \"Dockerfile\" ]; then\n        log_error \"Dockerfile不存在\"\n        exit 1\n    fi\n    \n    # 构建镜像\n    docker build -t \"$tag\" .\n    \n    if [ $? -eq 0 ]; then\n        log_success \"Docker镜像构建完成: $tag\"\n    else\n        log_error \"Docker镜像构建失败\"\n        exit 1\n    fi\n}\n\n# 推送Docker镜像\npush_docker_image() {\n    local tag=\"$1\"\n    \n    log_info \"推送Docker镜像: $tag\"\n    \n    # 登录到镜像仓库\n    if [ -n \"$REGISTRY_USERNAME\" ] && [ -n \"$REGISTRY_PASSWORD\" ]; then\n        echo \"$REGISTRY_PASSWORD\" | docker login \"$REGISTRY\" -u \"$REGISTRY_USERNAME\" --password-stdin\n    fi\n    \n    # 推送镜像\n    docker push \"$tag\"\n    \n    if [ $? -eq 0 ]; then\n        log_success \"Docker镜像推送完成: $tag\"\n    else\n        log_error \"Docker镜像推送失败\"\n        exit 1\n    fi\n}\n\n# Docker Compose部署\ndeploy_docker_compose() {\n    local env=\"$1\"\n    local compose_file=\"docker-compose.yml\"\n    \n    # 检查环境特定的compose文件\n    if [ -f \"docker-compose.${env}.yml\" ]; then\n        compose_file=\"docker-compose.${env}.yml\"\n    fi\n    \n    log_info \"使用Docker Compose部署 (环境: $env)\"\n    log_info \"Compose文件: $compose_file\"\n    \n    # 检查compose文件是否存在\n    if [ ! -f \"$compose_file\" ]; then\n        log_error \"Docker Compose文件不存在: $compose_file\"\n        exit 1\n    fi\n    \n    # 设置环境变量\n    export DEPLOY_ENV=\"$env\"\n    export IMAGE_TAG=\"${IMAGE_TAG:-latest}\"\n    \n    # 停止现有服务\n    log_info \"停止现有服务...\"\n    docker-compose -f \"$compose_file\" down\n    \n    # 拉取最新镜像\n    log_info \"拉取最新镜像...\"\n    docker-compose -f \"$compose_file\" pull\n    \n    # 启动服务\n    log_info \"启动服务...\"\n    docker-compose -f \"$compose_file\" up -d\n    \n    # 等待服务启动\n    sleep 10\n    \n    # 检查服务状态\n    log_info \"检查服务状态...\"\n    docker-compose -f \"$compose_file\" ps\n    \n    log_success \"Docker Compose部署完成\"\n}\n\n# Kubernetes部署\ndeploy_kubernetes() {\n    local env=\"$1\"\n    local namespace=\"${NAMESPACE:-$DEFAULT_NAMESPACE}\"\n    local k8s_dir=\"k8s\"\n    \n    log_info \"使用Kubernetes部署 (环境: $env, 命名空间: $namespace)\"\n    \n    # 检查k8s目录是否存在\n    if [ ! -d \"$k8s_dir\" ]; then\n        log_error \"Kubernetes配置目录不存在: $k8s_dir\"\n        exit 1\n    fi\n    \n    # 创建命名空间（如果不存在）\n    kubectl create namespace \"$namespace\" --dry-run=client -o yaml | kubectl apply -f -\n    \n    # 设置当前上下文的命名空间\n    kubectl config set-context --current --namespace=\"$namespace\"\n    \n    # 应用配置文件\n    local config_files=()\n    \n    # 查找环境特定的配置文件\n    if [ -d \"$k8s_dir/$env\" ]; then\n        config_files=(\"$k8s_dir/$env\"/*.yaml \"$k8s_dir/$env\"/*.yml)\n    else\n        config_files=(\"$k8s_dir\"/*.yaml \"$k8s_dir\"/*.yml)\n    fi\n    \n    # 替换环境变量\n    export DEPLOY_ENV=\"$env\"\n    export IMAGE_TAG=\"${IMAGE_TAG:-latest}\"\n    export NAMESPACE=\"$namespace\"\n    \n    for config_file in \"${config_files[@]}\"; do\n        if [ -f \"$config_file\" ]; then\n            log_info \"应用配置: $config_file\"\n            envsubst < \"$config_file\" | kubectl apply -f -\n        fi\n    done\n    \n    # 等待部署完成\n    log_info \"等待部署完成...\"\n    kubectl rollout status deployment/$PROJECT_NAME -n \"$namespace\" --timeout=300s\n    \n    # 显示部署状态\n    log_info \"部署状态:\"\n    kubectl get pods -n \"$namespace\" -l app=$PROJECT_NAME\n    \n    log_success \"Kubernetes部署完成\"\n}\n\n# 健康检查\nhealth_check() {\n    local url=\"$1\"\n    local max_attempts=30\n    local attempt=1\n    \n    log_info \"执行健康检查: $url\"\n    \n    while [ $attempt -le $max_attempts ]; do\n        if curl -f -s \"$url\" > /dev/null; then\n            log_success \"健康检查通过\"\n            return 0\n        fi\n        \n        log_info \"健康检查失败，重试 ($attempt/$max_attempts)...\"\n        sleep 10\n        ((attempt++))\n    done\n    \n    log_error \"健康检查失败，服务可能未正常启动\"\n    return 1\n}\n\n# 回滚部署\nrollback_deployment() {\n    local env=\"$1\"\n    \n    log_warning \"开始回滚部署...\"\n    \n    case $DEPLOY_TYPE in\n        \"kubernetes\")\n            local namespace=\"${NAMESPACE:-$DEFAULT_NAMESPACE}\"\n            kubectl rollout undo deployment/$PROJECT_NAME -n \"$namespace\"\n            kubectl rollout status deployment/$PROJECT_NAME -n \"$namespace\"\n            ;;\n        \"docker-compose\")\n            # Docker Compose回滚需要手动处理\n            log_warning \"Docker Compose回滚需要手动操作\"\n            ;;\n    esac\n    \n    log_success \"回滚完成\"\n}\n\n# 显示帮助信息\nshow_help() {\n    echo \"Greatest Works 部署脚本\"\n    echo \"\"\n    echo \"用法: $0 [选项]\"\n    echo \"\"\n    echo \"选项:\"\n    echo \"  -h, --help              显示帮助信息\"\n    echo \"  -e, --env ENV           部署环境 (development/staging/production)\"\n    echo \"  -t, --type TYPE         部署类型 (docker-compose/kubernetes)\"\n    echo \"  -r, --registry URL      Docker镜像仓库地址\"\n    echo \"  -n, --namespace NAME    Kubernetes命名空间\"\n    echo \"  --tag TAG               Docker镜像标签\"\n    echo \"  --build                 构建Docker镜像\"\n    echo \"  --push                  推送Docker镜像\"\n    echo \"  --no-health-check       跳过健康检查\"\n    echo \"  --rollback              回滚部署\"\n    echo \"\"\n    echo \"环境变量:\"\n    echo \"  REGISTRY_USERNAME       镜像仓库用户名\"\n    echo \"  REGISTRY_PASSWORD       镜像仓库密码\"\n    echo \"  HEALTH_CHECK_URL        健康检查URL\"\n    echo \"\"\n    echo \"示例:\"\n    echo \"  $0 -e development -t docker-compose\"\n    echo \"  $0 -e production -t kubernetes --build --push\"\n    echo \"  $0 --rollback -e production -t kubernetes\"\n}\n\n# 主函数\nmain() {\n    local env=\"$DEFAULT_ENV\"\n    local deploy_type=\"docker-compose\"\n    local registry=\"$DEFAULT_REGISTRY\"\n    local namespace=\"$DEFAULT_NAMESPACE\"\n    local image_tag=\"latest\"\n    local build_image=false\n    local push_image=false\n    local skip_health_check=false\n    local rollback=false\n    \n    # 解析命令行参数\n    while [[ $# -gt 0 ]]; do\n        case $1 in\n            -h|--help)\n                show_help\n                exit 0\n                ;;\n            -e|--env)\n                env=\"$2\"\n                shift 2\n                ;;\n            -t|--type)\n                deploy_type=\"$2\"\n                shift 2\n                ;;\n            -r|--registry)\n                registry=\"$2\"\n                shift 2\n                ;;\n            -n|--namespace)\n                namespace=\"$2\"\n                shift 2\n                ;;\n            --tag)\n                image_tag=\"$2\"\n                shift 2\n                ;;\n            --build)\n                build_image=true\n                shift\n                ;;\n            --push)\n                push_image=true\n                shift\n                ;;\n            --no-health-check)\n                skip_health_check=true\n                shift\n                ;;\n            --rollback)\n                rollback=true\n                shift\n                ;;\n            *)\n                log_error \"未知参数: $1\"\n                show_help\n                exit 1\n                ;;\n        esac\n    done\n    \n    # 设置全局变量\n    export DEPLOY_TYPE=\"$deploy_type\"\n    export REGISTRY=\"$registry\"\n    export NAMESPACE=\"$namespace\"\n    export IMAGE_TAG=\"$image_tag\"\n    \n    log_info \"Greatest Works 部署脚本启动\"\n    log_info \"环境: $env\"\n    log_info \"部署类型: $deploy_type\"\n    log_info \"镜像标签: $image_tag\"\n    \n    # 检查依赖\n    check_dependencies\n    \n    # 处理回滚\n    if [ \"$rollback\" = true ]; then\n        rollback_deployment \"$env\"\n        exit 0\n    fi\n    \n    # 构建镜像\n    if [ \"$build_image\" = true ]; then\n        local full_tag=\"$registry/$PROJECT_NAME:$image_tag\"\n        build_docker_image \"$full_tag\"\n        \n        # 推送镜像\n        if [ \"$push_image\" = true ]; then\n            push_docker_image \"$full_tag\"\n        fi\n    fi\n    \n    # 执行部署\n    case $deploy_type in\n        \"docker-compose\")\n            deploy_docker_compose \"$env\"\n            ;;\n        \"kubernetes\")\n            deploy_kubernetes \"$env\"\n            ;;\n        *)\n            log_error \"不支持的部署类型: $deploy_type\"\n            exit 1\n            ;;\n    esac\n    \n    # 健康检查\n    if [ \"$skip_health_check\" != true ]; then\n        local health_url=\"${HEALTH_CHECK_URL:-http://localhost:8080/health}\"\n        if ! health_check \"$health_url\"; then\n            log_error \"部署可能失败，请检查服务状态\"\n            exit 1\n        fi\n    fi\n    \n    log_success \"部署完成！\"\n}\n\n# 执行主函数\nmain \"$@\""
  },
  {
    "path": "scripts/docker-build.sh",
    "content": "#!/bin/bash\n\n# Greatest Works - Docker构建和推送脚本\n# 支持多架构构建和镜像推送\n\nset -e\n\n# 默认配置\nDEFAULT_REGISTRY=\"registry.example.com\"\nDEFAULT_NAMESPACE=\"greatestworks\"\nPROJECT_NAME=\"greatestworks\"\nDEFAULT_TAG=\"latest\"\n\n# 颜色输出\nRED='\\033[0;31m'\nGREEN='\\033[0;32m'\nYELLOW='\\033[1;33m'\nBLUE='\\033[0;34m'\nNC='\\033[0m'\n\nlog_info() {\n    echo -e \"${BLUE}[INFO]${NC} $1\"\n}\n\nlog_success() {\n    echo -e \"${GREEN}[SUCCESS]${NC} $1\"\n}\n\nlog_warning() {\n    echo -e \"${YELLOW}[WARNING]${NC} $1\"\n}\n\nlog_error() {\n    echo -e \"${RED}[ERROR]${NC} $1\"\n}\n\n# 检查Docker环境\ncheck_docker() {\n    if ! command -v docker &> /dev/null; then\n        log_error \"Docker未安装\"\n        exit 1\n    fi\n    \n    if ! docker info >/dev/null 2>&1; then\n        log_error \"Docker未运行，请启动Docker服务\"\n        exit 1\n    fi\n    \n    log_success \"Docker环境检查通过\"\n}\n\n# 检查buildx支持\ncheck_buildx() {\n    if ! docker buildx version >/dev/null 2>&1; then\n        log_error \"Docker Buildx未安装，无法进行多架构构建\"\n        return 1\n    fi\n    \n    # 创建buildx构建器（如果不存在）\n    if ! docker buildx ls | grep -q \"multiarch\"; then\n        log_info \"创建多架构构建器...\"\n        docker buildx create --name multiarch --driver docker-container --use\n        docker buildx inspect --bootstrap\n    else\n        docker buildx use multiarch\n    fi\n    \n    log_success \"Docker Buildx准备完成\"\n}\n\n# 获取版本信息\nget_version_info() {\n    # 从git获取版本信息\n    if git rev-parse --git-dir >/dev/null 2>&1; then\n        VERSION=$(git describe --tags --always --dirty 2>/dev/null || echo \"dev\")\n        GIT_COMMIT=$(git rev-parse --short HEAD 2>/dev/null || echo \"unknown\")\n        GIT_BRANCH=$(git rev-parse --abbrev-ref HEAD 2>/dev/null || echo \"unknown\")\n    else\n        VERSION=\"dev\"\n        GIT_COMMIT=\"unknown\"\n        GIT_BRANCH=\"unknown\"\n    fi\n    \n    BUILD_TIME=$(date -u '+%Y-%m-%d_%H:%M:%S')\n    \n    log_info \"版本信息:\"\n    log_info \"  版本: $VERSION\"\n    log_info \"  提交: $GIT_COMMIT\"\n    log_info \"  分支: $GIT_BRANCH\"\n    log_info \"  构建时间: $BUILD_TIME\"\n}\n\n# 构建单架构镜像\nbuild_single_arch() {\n    local registry=\"$1\"\n    local namespace=\"$2\"\n    local tag=\"$3\"\n    local platform=\"$4\"\n    local push=\"$5\"\n    \n    local image_name=\"$registry/$namespace/$PROJECT_NAME:$tag\"\n    \n    log_info \"构建镜像: $image_name (平台: $platform)\"\n    \n    local build_args=()\n    build_args+=(\"--platform=$platform\")\n    build_args+=(\"--build-arg=VERSION=$VERSION\")\n    build_args+=(\"--build-arg=GIT_COMMIT=$GIT_COMMIT\")\n    build_args+=(\"--build-arg=GIT_BRANCH=$GIT_BRANCH\")\n    build_args+=(\"--build-arg=BUILD_TIME=$BUILD_TIME\")\n    build_args+=(\"-t=$image_name\")\n    \n    if [ \"$push\" = true ]; then\n        build_args+=(\"--push\")\n    else\n        build_args+=(\"--load\")\n    fi\n    \n    build_args+=(\".\")\n    \n    if docker buildx build \"${build_args[@]}\"; then\n        log_success \"镜像构建成功: $image_name\"\n        return 0\n    else\n        log_error \"镜像构建失败: $image_name\"\n        return 1\n    fi\n}\n\n# 构建多架构镜像\nbuild_multi_arch() {\n    local registry=\"$1\"\n    local namespace=\"$2\"\n    local tag=\"$3\"\n    local platforms=\"$4\"\n    local push=\"$5\"\n    \n    local image_name=\"$registry/$namespace/$PROJECT_NAME:$tag\"\n    \n    log_info \"构建多架构镜像: $image_name\"\n    log_info \"支持平台: $platforms\"\n    \n    local build_args=()\n    build_args+=(\"--platform=$platforms\")\n    build_args+=(\"--build-arg=VERSION=$VERSION\")\n    build_args+=(\"--build-arg=GIT_COMMIT=$GIT_COMMIT\")\n    build_args+=(\"--build-arg=GIT_BRANCH=$GIT_BRANCH\")\n    build_args+=(\"--build-arg=BUILD_TIME=$BUILD_TIME\")\n    build_args+=(\"-t=$image_name\")\n    \n    if [ \"$push\" = true ]; then\n        build_args+=(\"--push\")\n    fi\n    \n    build_args+=(\".\")\n    \n    if docker buildx build \"${build_args[@]}\"; then\n        log_success \"多架构镜像构建成功: $image_name\"\n        return 0\n    else\n        log_error \"多架构镜像构建失败: $image_name\"\n        return 1\n    fi\n}\n\n# 构建开发镜像\nbuild_dev_image() {\n    local tag=\"dev\"\n    \n    log_info \"构建开发镜像...\"\n    \n    # 使用开发Dockerfile（如果存在）\n    local dockerfile=\"Dockerfile\"\n    if [ -f \"Dockerfile.dev\" ]; then\n        dockerfile=\"Dockerfile.dev\"\n    fi\n    \n    local image_name=\"$PROJECT_NAME:$tag\"\n    \n    docker build \\\n        -f \"$dockerfile\" \\\n        --build-arg VERSION=\"$VERSION\" \\\n        --build-arg GIT_COMMIT=\"$GIT_COMMIT\" \\\n        --build-arg BUILD_TIME=\"$BUILD_TIME\" \\\n        -t \"$image_name\" \\\n        .\n    \n    if [ $? -eq 0 ]; then\n        log_success \"开发镜像构建成功: $image_name\"\n        return 0\n    else\n        log_error \"开发镜像构建失败\"\n        return 1\n    fi\n}\n\n# 登录到镜像仓库\nlogin_registry() {\n    local registry=\"$1\"\n    \n    if [ -n \"$REGISTRY_USERNAME\" ] && [ -n \"$REGISTRY_PASSWORD\" ]; then\n        log_info \"登录到镜像仓库: $registry\"\n        echo \"$REGISTRY_PASSWORD\" | docker login \"$registry\" -u \"$REGISTRY_USERNAME\" --password-stdin\n        \n        if [ $? -eq 0 ]; then\n            log_success \"镜像仓库登录成功\"\n            return 0\n        else\n            log_error \"镜像仓库登录失败\"\n            return 1\n        fi\n    else\n        log_warning \"未设置镜像仓库凭据，跳过登录\"\n        return 0\n    fi\n}\n\n# 推送镜像\npush_image() {\n    local image_name=\"$1\"\n    \n    log_info \"推送镜像: $image_name\"\n    \n    if docker push \"$image_name\"; then\n        log_success \"镜像推送成功: $image_name\"\n        return 0\n    else\n        log_error \"镜像推送失败: $image_name\"\n        return 1\n    fi\n}\n\n# 标记镜像\ntag_image() {\n    local source_tag=\"$1\"\n    local target_tag=\"$2\"\n    \n    log_info \"标记镜像: $source_tag -> $target_tag\"\n    \n    if docker tag \"$source_tag\" \"$target_tag\"; then\n        log_success \"镜像标记成功\"\n        return 0\n    else\n        log_error \"镜像标记失败\"\n        return 1\n    fi\n}\n\n# 清理构建缓存\nclean_build_cache() {\n    log_info \"清理Docker构建缓存...\"\n    \n    # 清理buildx缓存\n    docker buildx prune -f\n    \n    # 清理未使用的镜像\n    docker image prune -f\n    \n    # 清理悬空镜像\n    docker image prune -a -f --filter \"until=24h\"\n    \n    log_success \"构建缓存清理完成\"\n}\n\n# 显示镜像信息\nshow_image_info() {\n    local image_name=\"$1\"\n    \n    log_info \"镜像信息: $image_name\"\n    \n    if docker image inspect \"$image_name\" >/dev/null 2>&1; then\n        local size=$(docker image inspect \"$image_name\" --format='{{.Size}}' | numfmt --to=iec)\n        local created=$(docker image inspect \"$image_name\" --format='{{.Created}}')\n        local arch=$(docker image inspect \"$image_name\" --format='{{.Architecture}}')\n        \n        echo \"  大小: $size\"\n        echo \"  创建时间: $created\"\n        echo \"  架构: $arch\"\n        \n        # 显示层信息\n        echo \"  层数: $(docker history \"$image_name\" --quiet | wc -l)\"\n    else\n        log_warning \"镜像不存在: $image_name\"\n    fi\n}\n\n# 运行安全扫描\nrun_security_scan() {\n    local image_name=\"$1\"\n    \n    log_info \"运行安全扫描: $image_name\"\n    \n    # 检查是否安装了安全扫描工具\n    if command -v trivy >/dev/null 2>&1; then\n        log_info \"使用Trivy进行安全扫描...\"\n        trivy image \"$image_name\"\n    elif command -v docker >/dev/null 2>&1 && docker run --rm -v /var/run/docker.sock:/var/run/docker.sock aquasec/trivy:latest --version >/dev/null 2>&1; then\n        log_info \"使用Docker版Trivy进行安全扫描...\"\n        docker run --rm -v /var/run/docker.sock:/var/run/docker.sock aquasec/trivy:latest image \"$image_name\"\n    else\n        log_warning \"未找到安全扫描工具，跳过安全扫描\"\n    fi\n}\n\n# 显示帮助信息\nshow_help() {\n    echo \"Greatest Works Docker构建脚本\"\n    echo \"\"\n    echo \"用法: $0 [选项]\"\n    echo \"\"\n    echo \"选项:\"\n    echo \"  -h, --help              显示帮助信息\"\n    echo \"  -r, --registry URL      镜像仓库地址\"\n    echo \"  -n, --namespace NAME    命名空间\"\n    echo \"  -t, --tag TAG           镜像标签\"\n    echo \"  --platform PLATFORM     目标平台 (linux/amd64,linux/arm64)\"\n    echo \"  --multi-arch            构建多架构镜像\"\n    echo \"  --dev                   构建开发镜像\"\n    echo \"  --push                  构建后推送镜像\"\n    echo \"  --no-cache              不使用构建缓存\"\n    echo \"  --scan                  运行安全扫描\"\n    echo \"  --clean                 清理构建缓存\"\n    echo \"\"\n    echo \"环境变量:\"\n    echo \"  REGISTRY_USERNAME       镜像仓库用户名\"\n    echo \"  REGISTRY_PASSWORD       镜像仓库密码\"\n    echo \"  DOCKER_BUILDKIT         启用BuildKit (1/0)\"\n    echo \"\"\n    echo \"示例:\"\n    echo \"  $0                      # 构建本地镜像\"\n    echo \"  $0 --multi-arch --push  # 构建多架构镜像并推送\"\n    echo \"  $0 --dev                # 构建开发镜像\"\n    echo \"  $0 --tag v1.0.0 --push  # 构建指定版本并推送\"\n    echo \"  $0 --clean              # 清理构建缓存\"\n}\n\n# 主函数\nmain() {\n    local registry=\"$DEFAULT_REGISTRY\"\n    local namespace=\"$DEFAULT_NAMESPACE\"\n    local tag=\"$DEFAULT_TAG\"\n    local platforms=\"linux/amd64\"\n    local multi_arch=false\n    local dev_build=false\n    local push=false\n    local no_cache=false\n    local scan=false\n    local clean_only=false\n    \n    # 解析命令行参数\n    while [[ $# -gt 0 ]]; do\n        case $1 in\n            -h|--help)\n                show_help\n                exit 0\n                ;;\n            -r|--registry)\n                registry=\"$2\"\n                shift 2\n                ;;\n            -n|--namespace)\n                namespace=\"$2\"\n                shift 2\n                ;;\n            -t|--tag)\n                tag=\"$2\"\n                shift 2\n                ;;\n            --platform)\n                platforms=\"$2\"\n                shift 2\n                ;;\n            --multi-arch)\n                multi_arch=true\n                platforms=\"linux/amd64,linux/arm64\"\n                shift\n                ;;\n            --dev)\n                dev_build=true\n                shift\n                ;;\n            --push)\n                push=true\n                shift\n                ;;\n            --no-cache)\n                no_cache=true\n                shift\n                ;;\n            --scan)\n                scan=true\n                shift\n                ;;\n            --clean)\n                clean_only=true\n                shift\n                ;;\n            *)\n                log_error \"未知参数: $1\"\n                show_help\n                exit 1\n                ;;\n        esac\n    done\n    \n    log_info \"Greatest Works Docker构建脚本启动\"\n    \n    # 检查Docker环境\n    check_docker\n    \n    # 清理缓存\n    if [ \"$clean_only\" = true ]; then\n        clean_build_cache\n        exit 0\n    fi\n    \n    # 获取版本信息\n    get_version_info\n    \n    # 启用BuildKit\n    export DOCKER_BUILDKIT=1\n    \n    # 设置no-cache参数\n    if [ \"$no_cache\" = true ]; then\n        export DOCKER_BUILDKIT_NO_CACHE=1\n    fi\n    \n    # 开发镜像构建\n    if [ \"$dev_build\" = true ]; then\n        build_dev_image\n        \n        if [ \"$scan\" = true ]; then\n            run_security_scan \"$PROJECT_NAME:dev\"\n        fi\n        \n        exit 0\n    fi\n    \n    # 登录镜像仓库\n    if [ \"$push\" = true ]; then\n        login_registry \"$registry\"\n    fi\n    \n    # 多架构构建\n    if [ \"$multi_arch\" = true ]; then\n        check_buildx\n        build_multi_arch \"$registry\" \"$namespace\" \"$tag\" \"$platforms\" \"$push\"\n    else\n        # 单架构构建\n        if [ \"$push\" = true ]; then\n            check_buildx\n            build_single_arch \"$registry\" \"$namespace\" \"$tag\" \"$platforms\" \"$push\"\n        else\n            # 本地构建\n            local image_name=\"$registry/$namespace/$PROJECT_NAME:$tag\"\n            \n            docker build \\\n                --build-arg VERSION=\"$VERSION\" \\\n                --build-arg GIT_COMMIT=\"$GIT_COMMIT\" \\\n                --build-arg GIT_BRANCH=\"$GIT_BRANCH\" \\\n                --build-arg BUILD_TIME=\"$BUILD_TIME\" \\\n                -t \"$image_name\" \\\n                .\n            \n            if [ $? -eq 0 ]; then\n                log_success \"镜像构建成功: $image_name\"\n                \n                # 显示镜像信息\n                show_image_info \"$image_name\"\n                \n                # 安全扫描\n                if [ \"$scan\" = true ]; then\n                    run_security_scan \"$image_name\"\n                fi\n            else\n                log_error \"镜像构建失败\"\n                exit 1\n            fi\n        fi\n    fi\n    \n    log_success \"Docker构建完成！\"\n    \n    # 显示后续操作提示\n    if [ \"$push\" = false ]; then\n        local image_name=\"$registry/$namespace/$PROJECT_NAME:$tag\"\n        log_info \"后续操作:\"\n        log_info \"  运行镜像: docker run -p 8080:8080 $image_name\"\n        log_info \"  推送镜像: docker push $image_name\"\n        log_info \"  安全扫描: $0 --scan\"\n    fi\n}\n\n# 执行主函数\nmain \"$@\""
  },
  {
    "path": "scripts/generate_proto.bat",
    "content": "@echo off\nREM Proto文件生成脚本 (Windows版本)\nREM 支持Go和C#代码生成\n\nsetlocal enabledelayedexpansion\n\necho 开始生成Proto文件...\n\nREM 优先使用仓库自带的protoc\nset PROTOC_PATH=%CD%\\protoc\\bin\\protoc.exe\nif exist \"%PROTOC_PATH%\" (\n    set \"PROTOC=%PROTOC_PATH%\"\n) else (\n    where protoc >nul 2>nul\n    if %errorlevel% equ 0 (\n        for /f \"delims=\" %%i in ('where protoc') do set \"PROTOC=%%i\"\n    ) else (\n        echo 错误: 未找到protoc，请安装或将其添加到PATH，或将protoc放置在repo的protoc\\bin目录下。\n        exit /b 1\n    )\n)\n\nREM 检查Go插件\nwhere protoc-gen-go >nul 2>nul\nif %errorlevel% neq 0 (\n    echo 安装Go插件...\n    go install google.golang.org/protobuf/cmd/protoc-gen-go@latest\n)\n\nREM 创建输出目录\nif not exist \"internal\\proto\\player\" mkdir \"internal\\proto\\player\"\nif not exist \"internal\\proto\\battle\" mkdir \"internal\\proto\\battle\"\nif not exist \"internal\\proto\\pet\" mkdir \"internal\\proto\\pet\"\nif not exist \"internal\\proto\\common\" mkdir \"internal\\proto\\common\"\nif not exist \"internal\\proto\\chat\" mkdir \"internal\\proto\\chat\"\nif not exist \"internal\\proto\\team\" mkdir \"internal\\proto\\team\"\nif not exist \"internal\\proto\\mail\" mkdir \"internal\\proto\\mail\"\nif not exist \"internal\\proto\\room\" mkdir \"internal\\proto\\room\"\nif not exist \"internal\\proto\\scene\" mkdir \"internal\\proto\\scene\"\nif not exist \"internal\\proto\\gateway\" mkdir \"internal\\proto\\gateway\"\nif not exist \"csharp\\GreatestWorks\\Player\" mkdir \"csharp\\GreatestWorks\\Player\"\nif not exist \"csharp\\GreatestWorks\\Battle\" mkdir \"csharp\\GreatestWorks\\Battle\"\nif not exist \"csharp\\GreatestWorks\\Pet\" mkdir \"csharp\\GreatestWorks\\Pet\"\nif not exist \"csharp\\GreatestWorks\\Common\" mkdir \"csharp\\GreatestWorks\\Common\"\nif not exist \"csharp\\GreatestWorks\\Chat\" mkdir \"csharp\\GreatestWorks\\Chat\"\nif not exist \"csharp\\GreatestWorks\\Team\" mkdir \"csharp\\GreatestWorks\\Team\"\nif not exist \"csharp\\GreatestWorks\\Mail\" mkdir \"csharp\\GreatestWorks\\Mail\"\nif not exist \"csharp\\GreatestWorks\\Room\" mkdir \"csharp\\GreatestWorks\\Room\"\nif not exist \"csharp\\GreatestWorks\\Scene\" mkdir \"csharp\\GreatestWorks\\Scene\"\nif not exist \"csharp\\GreatestWorks\\Gateway\" mkdir \"csharp\\GreatestWorks\\Gateway\"\n\necho 使用的protoc: %PROTOC%\necho 生成Go代码...\n\nREM 生成Go代码\n\"%PROTOC%\" --go_out=. --go_opt=paths=source_relative proto\\common.proto\n\"%PROTOC%\" --go_out=. --go_opt=paths=source_relative proto\\player.proto\n\"%PROTOC%\" --go_out=. --go_opt=paths=source_relative proto\\battle.proto\n\"%PROTOC%\" --go_out=. --go_opt=paths=source_relative proto\\pet.proto\n\"%PROTOC%\" --go_out=. --go_opt=paths=source_relative proto\\chat.proto\n\"%PROTOC%\" --go_out=. --go_opt=paths=source_relative proto\\team.proto\n\"%PROTOC%\" --go_out=. --go_opt=paths=source_relative proto\\mail.proto\n\"%PROTOC%\" --go_out=. --go_opt=paths=source_relative proto\\room.proto\n\"%PROTOC%\" --go_out=. --go_opt=paths=source_relative proto\\scene.proto\n\"%PROTOC%\" --go_out=. --go_opt=paths=source_relative proto\\gateway.proto\n\necho 移动生成的文件到正确位置...\n\nREM 移动生成的文件到正确位置\nmove proto\\common.pb.go internal\\proto\\common\\ >nul 2>nul\nmove proto\\player.pb.go internal\\proto\\player\\ >nul 2>nul\nmove proto\\battle.pb.go internal\\proto\\battle\\ >nul 2>nul\nmove proto\\pet.pb.go internal\\proto\\pet\\ >nul 2>nul\nmove proto\\chat.pb.go internal\\proto\\chat\\ >nul 2>nul\nmove proto\\team.pb.go internal\\proto\\team\\ >nul 2>nul\nmove proto\\mail.pb.go internal\\proto\\mail\\ >nul 2>nul\nmove proto\\room.pb.go internal\\proto\\room\\ >nul 2>nul\nmove proto\\scene.pb.go internal\\proto\\scene\\ >nul 2>nul\nmove proto\\gateway.pb.go internal\\proto\\gateway\\ >nul 2>nul\n\n\n\necho 生成C#代码...\n\nREM 生成C#代码\n\"%PROTOC%\" --csharp_out=csharp --csharp_opt=file_extension=.g.cs proto\\common.proto\n\"%PROTOC%\" --csharp_out=csharp --csharp_opt=file_extension=.g.cs proto\\player.proto\n\"%PROTOC%\" --csharp_out=csharp --csharp_opt=file_extension=.g.cs proto\\battle.proto\n\"%PROTOC%\" --csharp_out=csharp --csharp_opt=file_extension=.g.cs proto\\pet.proto\n\"%PROTOC%\" --csharp_out=csharp --csharp_opt=file_extension=.g.cs proto\\chat.proto\n\"%PROTOC%\" --csharp_out=csharp --csharp_opt=file_extension=.g.cs proto\\team.proto\n\"%PROTOC%\" --csharp_out=csharp --csharp_opt=file_extension=.g.cs proto\\mail.proto\n\"%PROTOC%\" --csharp_out=csharp --csharp_opt=file_extension=.g.cs proto\\room.proto\n\"%PROTOC%\" --csharp_out=csharp --csharp_opt=file_extension=.g.cs proto\\scene.proto\n\"%PROTOC%\" --csharp_out=csharp --csharp_opt=file_extension=.g.cs proto\\gateway.proto\n\necho Proto文件生成完成！\necho 生成的文件:\necho   Go代码: internal\\proto\\\necho   C#代码: csharp\\\n\nREM 显示生成的文件\necho Go生成的文件:\ndir /s /b internal\\proto\\*.pb.go\n\necho C#生成的文件:\ndir /s /b csharp\\*.g.cs\n\necho.\n\n\npause\n"
  },
  {
    "path": "scripts/generate_proto.sh",
    "content": "#!/bin/bash\n\n# Proto文件生成脚本\n# 支持Go和C#代码生成\n\nset -e\n\n# 颜色定义\nRED='\\033[0;31m'\nGREEN='\\033[0;32m'\nYELLOW='\\033[1;33m'\nNC='\\033[0m' # No Color\n\necho -e \"${GREEN}开始生成Proto文件...${NC}\"\n\n# 检查protoc是否安装\nif ! command -v protoc &> /dev/null; then\n    echo -e \"${RED}错误: protoc未安装，请先安装Protocol Buffers编译器${NC}\"\n    echo \"安装方法:\"\n    echo \"  macOS: brew install protobuf\"\n    echo \"  Ubuntu: sudo apt-get install protobuf-compiler\"\n    echo \"  CentOS: sudo yum install protobuf-compiler\"\n    exit 1\nfi\n\n# 检查Go插件\nif ! command -v protoc-gen-go &> /dev/null; then\n    echo -e \"${YELLOW}安装Go插件...${NC}\"\n    go install google.golang.org/protobuf/cmd/protoc-gen-go@latest\nfi\n\n# 检查C#插件\nif ! command -v protoc-gen-csharp &> /dev/null; then\n    echo -e \"${YELLOW}安装C#插件...${NC}\"\n    # C#插件通常随protoc一起安装\n    echo \"请确保已安装C#支持\"\nfi\n\n# 创建输出目录\nmkdir -p internal/proto/player\nmkdir -p internal/proto/battle\nmkdir -p internal/proto/pet\nmkdir -p internal/proto/common\nmkdir -p csharp/GreatestWorks/Player\nmkdir -p csharp/GreatestWorks/Battle\nmkdir -p csharp/GreatestWorks/Pet\nmkdir -p csharp/GreatestWorks/Common\n\necho -e \"${GREEN}生成Go代码...${NC}\"\n\n# 生成Go代码\nprotoc \\\n    --go_out=. \\\n    --go_opt=paths=source_relative \\\n    proto/common.proto\n\nprotoc \\\n    --go_out=. \\\n    --go_opt=paths=source_relative \\\n    proto/player.proto\n\nprotoc \\\n    --go_out=. \\\n    --go_opt=paths=source_relative \\\n    proto/battle.proto\n\nprotoc \\\n    --go_out=. \\\n    --go_opt=paths=source_relative \\\n    proto/pet.proto\n\necho -e \"${GREEN}移动生成的文件到正确位置...${NC}\"\n\n# 移动生成的文件到正确位置\nmv proto/common.pb.go internal/proto/common/ 2>/dev/null || true\nmv proto/player.pb.go internal/proto/player/ 2>/dev/null || true\nmv proto/battle.pb.go internal/proto/battle/ 2>/dev/null || true\nmv proto/pet.pb.go internal/proto/pet/ 2>/dev/null || true\n\n\n\necho -e \"${GREEN}生成C#代码...${NC}\"\n\n# 生成C#代码\nprotoc \\\n    --csharp_out=csharp \\\n    --csharp_opt=file_extension=.g.cs \\\n    proto/common.proto\n\nprotoc \\\n    --csharp_out=csharp \\\n    --csharp_opt=file_extension=.g.cs \\\n    proto/player.proto\n\nprotoc \\\n    --csharp_out=csharp \\\n    --csharp_opt=file_extension=.g.cs \\\n    proto/battle.proto\n\nprotoc \\\n    --csharp_out=csharp \\\n    --csharp_opt=file_extension=.g.cs \\\n    proto/pet.proto\n\necho -e \"${GREEN}Proto文件生成完成！${NC}\"\necho -e \"${YELLOW}生成的文件:${NC}\"\necho \"  Go代码: internal/proto/\"\necho \"  C#代码: csharp/\"\n\n# 显示生成的文件\necho -e \"${YELLOW}Go生成的文件:${NC}\"\nfind internal/proto -name \"*.pb.go\" -type f\n\necho -e \"${YELLOW}C#生成的文件:${NC}\"\nfind csharp -name \"*.g.cs\" -type f\n"
  },
  {
    "path": "scripts/health-check.sh",
    "content": "#!/bin/bash\n# 健康检查脚本\n\nset -e\n\necho \"检查服务健康状态...\"\n\n# 检查HTTP服务器\necho \"检查HTTP服务器...\"\nif curl -f http://localhost:8080/health > /dev/null 2>&1; then\n    echo \"✓ HTTP服务器正常\"\nelse\n    echo \"✗ HTTP服务器异常\"\n    exit 1\nfi\n\n# 检查MongoDB\necho \"检查MongoDB...\"\nif docker exec mmo-server mongosh --host mongodb:27017 --username admin --password admin123 --authenticationDatabase admin --eval \"db.runCommand('ping')\" > /dev/null 2>&1; then\n    echo \"✓ MongoDB正常\"\nelse\n    echo \"✗ MongoDB异常\"\n    exit 1\nfi\n\n# 检查Redis\necho \"检查Redis...\"\nif docker exec mmo-server redis-cli -h redis -p 6379 -a redis123 ping > /dev/null 2>&1; then\n    echo \"✓ Redis正常\"\nelse\n    echo \"✗ Redis异常\"\n    exit 1\nfi\n\n# 检查NATS\necho \"检查NATS...\"\nif nc -z localhost 4222; then\n    echo \"✓ NATS正常\"\nelse\n    echo \"✗ NATS异常\"\n    exit 1\nfi\n\necho \"所有服务健康检查通过！\"\n\n\n"
  },
  {
    "path": "scripts/init-db.sh",
    "content": "#!/bin/bash\n# 数据库初始化脚本\n\nset -e\n\necho \"开始初始化数据库...\"\n\n# 等待MongoDB启动\necho \"等待MongoDB启动...\"\nuntil mongosh --host mongodb:27017 --eval \"print('MongoDB is ready')\" > /dev/null 2>&1; do\n  echo \"等待MongoDB启动...\"\n  sleep 2\ndone\n\n# 等待Redis启动\necho \"等待Redis启动...\"\nuntil redis-cli -h redis -p 6379 -a redis123 ping > /dev/null 2>&1; do\n  echo \"等待Redis启动...\"\n  sleep 2\ndone\n\n# 等待NATS启动\necho \"等待NATS启动...\"\nuntil nc -z nats 4222; do\n  echo \"等待NATS启动...\"\n  sleep 2\ndone\n\necho \"所有数据库服务已启动\"\n\n# 执行MongoDB初始化脚本\necho \"执行MongoDB初始化...\"\nmongosh --host mongodb:27017 --username admin --password admin123 --authenticationDatabase admin < /scripts/mongo-init.js\n\n# 初始化Redis数据\necho \"初始化Redis数据...\"\nredis-cli -h redis -p 6379 -a redis123 << EOF\nFLUSHDB\nSET server:status \"running\"\nSET server:start_time \"$(date -u +%Y-%m-%dT%H:%M:%SZ)\"\nSET players:count 0\nSET battles:count 0\nSET items:count 0\nEOF\n\necho \"数据库初始化完成\"\n\n\n"
  },
  {
    "path": "scripts/k8s-deploy.ps1",
    "content": "Param(\n  [switch]$UseMinikube = $false,\n  [string]$Namespace = \"gaming\",\n  [string]$Tag = \"dev\"\n)\n\n$ErrorActionPreference = 'Stop'\n\n# Repo root and kubectl presence\n$RepoRoot = Split-Path -Parent $MyInvocation.MyCommand.Path | Split-Path -Parent\nSet-Location $RepoRoot\n\nif (-not (Get-Command kubectl -ErrorAction SilentlyContinue)) {\n  throw \"kubectl is required but not found in PATH\"\n}\n\n# Ensure namespace and base infra\nWrite-Host \"Applying namespace and base infra (MongoDB, Redis)\"\nkubectl apply -f k8s/local/namespace.yaml | Out-Host\nkubectl apply -n $Namespace -f k8s/local/mongodb.yaml | Out-Host\nkubectl apply -n $Namespace -f k8s/local/redis.yaml | Out-Host\n\n# Optionally load local images into minikube\nif ($UseMinikube) {\n  if (-not (Get-Command minikube -ErrorAction SilentlyContinue)) {\n    throw \"--UseMinikube specified but 'minikube' command not found\"\n  }\n  Write-Host \"Loading local images into minikube: greatestworks-auth:$Tag, greatestworks-game:$Tag, greatestworks-gateway:$Tag\"\n  minikube image load \"greatestworks-auth:$Tag\"\n  minikube image load \"greatestworks-game:$Tag\"\n  minikube image load \"greatestworks-gateway:$Tag\"\n}\n\n# Apply ConfigMaps and services\nWrite-Host \"Applying ConfigMaps and service deployments\"\nkubectl apply -n $Namespace -f k8s/local/configmap-gateway.yaml | Out-Host\nkubectl apply -n $Namespace -f k8s/local/game-service.yaml | Out-Host\nkubectl apply -n $Namespace -f k8s/local/auth-service.yaml | Out-Host\nkubectl apply -n $Namespace -f k8s/local/gateway-service.yaml | Out-Host\n\n# Wait for pods readiness\nWrite-Host \"Waiting for deployments to be ready...\"\nkubectl -n $Namespace rollout status deployment/mongodb --timeout=120s | Out-Host\nkubectl -n $Namespace rollout status deployment/redis --timeout=120s | Out-Host\nkubectl -n $Namespace rollout status deployment/game-service --timeout=180s | Out-Host\nkubectl -n $Namespace rollout status deployment/auth-service --timeout=180s | Out-Host\nkubectl -n $Namespace rollout status deployment/gateway-service --timeout=180s | Out-Host\n\nWrite-Host \"Services (NodePort)\"\nkubectl -n $Namespace get svc | Out-Host\n\nWrite-Host \"Done. You can reach:\"\nWrite-Host \" - Auth HTTP:    http://localhost:30080\"\nWrite-Host \" - Gateway TCP:  <your host IP>:30909\"\n"
  },
  {
    "path": "scripts/load-images-to-k8s.ps1",
    "content": "param(\n    [string]$Tag = \"dev\"\n)\n\n$ErrorActionPreference = \"Stop\"\n\n$services = @(\"auth\", \"game\", \"gateway\")\n$images = $services | ForEach-Object { \"greatestworks-${_}:${Tag}\" }\n\n# Add infra images\n$images += @(\"mongo:7\", \"redis:7\")\n\nWrite-Host \"Saving images to tar archives...\" -ForegroundColor Cyan\nforeach ($img in $images) {\n    $safeName = $img -replace \":\", \"_\"\n    $tarFile = \"tmp-${safeName}.tar\"\n    \n    Write-Host \"  Saving $img -> $tarFile\" -ForegroundColor Gray\n    docker save -o $tarFile $img\n}\n\nWrite-Host \"`nLoading images into kubernetes nodes...\" -ForegroundColor Cyan\n$nodes = kubectl get nodes -o jsonpath='{.items[*].metadata.name}'\nforeach ($node in $nodes.Split(\" \")) {\n    Write-Host \"  Node: $node\" -ForegroundColor Yellow\n    \n    foreach ($img in $images) {\n        $safeName = $img -replace \":\", \"_\"\n        $tarFile = \"tmp-${safeName}.tar\"\n        \n        Write-Host \"    Loading $img\" -ForegroundColor Gray\n        docker cp $tarFile \"${node}:/var/lib/${tarFile}\"\n        docker exec $node ctr -n k8s.io images import \"/var/lib/${tarFile}\"\n        docker exec $node rm \"/var/lib/${tarFile}\"\n    }\n}\n\nWrite-Host \"`nCleaning up local tar files...\" -ForegroundColor Cyan\nforeach ($img in $images) {\n    $safeName = $img -replace \":\", \"_\"\n    $tarFile = \"tmp-${safeName}.tar\"\n    Remove-Item $tarFile -ErrorAction SilentlyContinue\n}\n\nWrite-Host \"Done! Images are now available in the kubernetes cluster.\" -ForegroundColor Green\nWrite-Host \"You can now deploy with imagePullPolicy: Never or IfNotPresent\" -ForegroundColor Green\n"
  },
  {
    "path": "scripts/mongo-init.js",
    "content": "// MongoDB 初始化脚本\n// 创建游戏数据库和基础集合\n\n// 切换到游戏数据库\ndb = db.getSiblingDB('mmo_game');\n\n// 创建用户集合\ndb.createCollection('players');\ndb.createCollection('battles');\ndb.createCollection('items');\ndb.createCollection('buildings');\ndb.createCollection('pets');\ndb.createCollection('npcs');\ndb.createCollection('quests');\ndb.createCollection('rankings');\n\n// 创建索引\ndb.players.createIndex({ \"player_id\": 1 }, { unique: true });\ndb.players.createIndex({ \"username\": 1 }, { unique: true });\ndb.players.createIndex({ \"email\": 1 }, { unique: true });\ndb.players.createIndex({ \"level\": -1 });\ndb.players.createIndex({ \"experience\": -1 });\ndb.players.createIndex({ \"created_at\": 1 });\n\ndb.battles.createIndex({ \"battle_id\": 1 }, { unique: true });\ndb.battles.createIndex({ \"participants\": 1 });\ndb.battles.createIndex({ \"status\": 1 });\ndb.battles.createIndex({ \"created_at\": 1 });\n\ndb.items.createIndex({ \"item_id\": 1 }, { unique: true });\ndb.items.createIndex({ \"type\": 1 });\ndb.items.createIndex({ \"rarity\": 1 });\n\ndb.buildings.createIndex({ \"building_id\": 1 }, { unique: true });\ndb.buildings.createIndex({ \"owner_id\": 1 });\ndb.buildings.createIndex({ \"type\": 1 });\n\ndb.pets.createIndex({ \"pet_id\": 1 }, { unique: true });\ndb.pets.createIndex({ \"owner_id\": 1 });\ndb.pets.createIndex({ \"type\": 1 });\n\ndb.npcs.createIndex({ \"npc_id\": 1 }, { unique: true });\ndb.npcs.createIndex({ \"scene_id\": 1 });\ndb.npcs.createIndex({ \"type\": 1 });\n\ndb.quests.createIndex({ \"quest_id\": 1 }, { unique: true });\ndb.quests.createIndex({ \"player_id\": 1 });\ndb.quests.createIndex({ \"status\": 1 });\n\ndb.rankings.createIndex({ \"type\": 1, \"rank\": 1 });\ndb.rankings.createIndex({ \"player_id\": 1 });\n\n// 插入一些基础数据\ndb.players.insertOne({\n    player_id: \"admin\",\n    username: \"admin\",\n    email: \"admin@example.com\",\n    level: 1,\n    experience: 0,\n    gold: 1000,\n    created_at: new Date(),\n    updated_at: new Date()\n});\n\nprint(\"MongoDB 初始化完成\");\n\n\n"
  },
  {
    "path": "scripts/publish-images.ps1",
    "content": "param(\n    [Parameter(Mandatory = $true)] [string]$Registry,          # e.g. docker.io\n    [Parameter(Mandatory = $true)] [string]$Namespace,         # e.g. your-dockerhub-username\n    [string]$Tag = \"dev\",                                    # image tag to publish\n    [switch]$IncludeInfra,                                     # also re-tag/push mongo/redis\n    [string]$MongoImage = \"mongo:7\",                          # infra image (optional)\n    [string]$RedisImage = \"redis:7\"                           # infra image (optional)\n)\n\n$ErrorActionPreference = \"Stop\"\n\nfunction Ensure-LoggedIn() {\n    try {\n        docker info | Out-Null\n    } catch {\n        Write-Host \"Docker doesn't seem to be running. Please start Docker Desktop and try again.\" -ForegroundColor Yellow\n        throw\n    }\n}\n\nfunction Publish-ServiceImage([string]$service) {\n    $local = \"greatestworks-${service}:${Tag}\"\n    $remote = \"${Registry}/${Namespace}/greatestworks-${service}:${Tag}\"\n\n    Write-Host \"Pushing $local -> $remote\" -ForegroundColor Cyan\n\n    # Ensure local exists\n    docker image inspect $local | Out-Null\n\n    # Re-tag and push\n    docker tag $local $remote\n    docker push $remote\n}\n\nfunction Publish-InfraImage([string]$image) {\n    # $image like: mongo:7 or redis:7\n    $parts = $image.Split(\":\")\n    $name = $parts[0]\n    $tag = if ($parts.Length -gt 1) { $parts[1] } else { \"latest\" }\n\n    $remote = \"${Registry}/${Namespace}/${name}:${tag}\"\n    Write-Host \"Re-tagging infra $image -> $remote\" -ForegroundColor Cyan\n\n    # Pull if missing locally (pull may fail if your Docker daemon has an invalid mirror)\n    try {\n        docker image inspect $image | Out-Null\n    } catch {\n        Write-Host \"Local image $image not found; attempting to pull...\" -ForegroundColor Yellow\n        docker pull $image\n    }\n\n    docker tag $image $remote\n    docker push $remote\n}\n\nEnsure-LoggedIn\n\n$services = @(\"auth\",\"game\",\"gateway\")\nforeach ($svc in $services) { Publish-ServiceImage $svc }\n\nif ($IncludeInfra) {\n    Publish-InfraImage $MongoImage\n    Publish-InfraImage $RedisImage\n}\n\nWrite-Host \"Done. Use the kustomize overlay at k8s/local/overlays/registry to deploy with these image names.\" -ForegroundColor Green\n"
  },
  {
    "path": "scripts/setup-dev.sh",
    "content": "#!/bin/bash\n\n# Greatest Works - 开发环境设置脚本\n# 一键设置完整的开发环境\n\nset -e\n\n# 默认配置\nGO_VERSION=\"1.21\"\nNODE_VERSION=\"18\"\nDOCKER_COMPOSE_VERSION=\"2.20.0\"\n\n# 颜色输出\nRED='\\033[0;31m'\nGREEN='\\033[0;32m'\nYELLOW='\\033[1;33m'\nBLUE='\\033[0;34m'\nNC='\\033[0m'\n\nlog_info() {\n    echo -e \"${BLUE}[INFO]${NC} $1\"\n}\n\nlog_success() {\n    echo -e \"${GREEN}[SUCCESS]${NC} $1\"\n}\n\nlog_warning() {\n    echo -e \"${YELLOW}[WARNING]${NC} $1\"\n}\n\nlog_error() {\n    echo -e \"${RED}[ERROR]${NC} $1\"\n}\n\n# 检测操作系统\ndetect_os() {\n    if [[ \"$OSTYPE\" == \"linux-gnu\"* ]]; then\n        OS=\"linux\"\n        if [ -f /etc/debian_version ]; then\n            DISTRO=\"debian\"\n        elif [ -f /etc/redhat-release ]; then\n            DISTRO=\"redhat\"\n        else\n            DISTRO=\"unknown\"\n        fi\n    elif [[ \"$OSTYPE\" == \"darwin\"* ]]; then\n        OS=\"macos\"\n        DISTRO=\"macos\"\n    elif [[ \"$OSTYPE\" == \"msys\" ]] || [[ \"$OSTYPE\" == \"cygwin\" ]]; then\n        OS=\"windows\"\n        DISTRO=\"windows\"\n    else\n        OS=\"unknown\"\n        DISTRO=\"unknown\"\n    fi\n    \n    log_info \"检测到操作系统: $OS ($DISTRO)\"\n}\n\n# 检查命令是否存在\ncommand_exists() {\n    command -v \"$1\" >/dev/null 2>&1\n}\n\n# 检查Go环境\ncheck_go() {\n    log_info \"检查Go环境...\"\n    \n    if command_exists go; then\n        local current_version=$(go version | awk '{print $3}' | sed 's/go//')\n        log_info \"当前Go版本: $current_version\"\n        \n        # 检查版本是否满足要求\n        if printf '%s\\n%s\\n' \"$GO_VERSION\" \"$current_version\" | sort -V -C; then\n            log_success \"Go版本满足要求\"\n            return 0\n        else\n            log_warning \"Go版本过低，建议升级到 $GO_VERSION 或更高版本\"\n        fi\n    else\n        log_warning \"Go未安装\"\n        return 1\n    fi\n}\n\n# 安装Go\ninstall_go() {\n    log_info \"安装Go $GO_VERSION...\"\n    \n    case $OS in\n        \"linux\")\n            local arch=$(uname -m)\n            case $arch in\n                \"x86_64\") arch=\"amd64\" ;;\n                \"aarch64\") arch=\"arm64\" ;;\n                *) log_error \"不支持的架构: $arch\"; return 1 ;;\n            esac\n            \n            local go_url=\"https://golang.org/dl/go${GO_VERSION}.linux-${arch}.tar.gz\"\n            local go_file=\"/tmp/go${GO_VERSION}.linux-${arch}.tar.gz\"\n            \n            curl -L \"$go_url\" -o \"$go_file\"\n            sudo rm -rf /usr/local/go\n            sudo tar -C /usr/local -xzf \"$go_file\"\n            rm \"$go_file\"\n            \n            # 添加到PATH\n            if ! grep -q \"/usr/local/go/bin\" ~/.bashrc; then\n                echo 'export PATH=$PATH:/usr/local/go/bin' >> ~/.bashrc\n            fi\n            ;;\n        \"macos\")\n            if command_exists brew; then\n                brew install go\n            else\n                log_error \"请先安装Homebrew或手动安装Go\"\n                return 1\n            fi\n            ;;\n        \"windows\")\n            log_error \"Windows环境请手动安装Go\"\n            return 1\n            ;;\n        *)\n            log_error \"不支持的操作系统: $OS\"\n            return 1\n            ;;\n    esac\n    \n    log_success \"Go安装完成\"\n}\n\n# 检查Docker环境\ncheck_docker() {\n    log_info \"检查Docker环境...\"\n    \n    if command_exists docker; then\n        local docker_version=$(docker --version | awk '{print $3}' | sed 's/,//')\n        log_info \"当前Docker版本: $docker_version\"\n        \n        # 检查Docker是否运行\n        if docker info >/dev/null 2>&1; then\n            log_success \"Docker运行正常\"\n        else\n            log_warning \"Docker未运行，请启动Docker服务\"\n        fi\n    else\n        log_warning \"Docker未安装\"\n        return 1\n    fi\n    \n    # 检查Docker Compose\n    if command_exists docker-compose; then\n        local compose_version=$(docker-compose --version | awk '{print $3}' | sed 's/,//')\n        log_info \"当前Docker Compose版本: $compose_version\"\n        log_success \"Docker Compose已安装\"\n    else\n        log_warning \"Docker Compose未安装\"\n        return 1\n    fi\n}\n\n# 安装Docker\ninstall_docker() {\n    log_info \"安装Docker...\"\n    \n    case $OS in\n        \"linux\")\n            case $DISTRO in\n                \"debian\")\n                    # 安装依赖\n                    sudo apt-get update\n                    sudo apt-get install -y apt-transport-https ca-certificates curl gnupg lsb-release\n                    \n                    # 添加Docker GPG密钥\n                    curl -fsSL https://download.docker.com/linux/ubuntu/gpg | sudo gpg --dearmor -o /usr/share/keyrings/docker-archive-keyring.gpg\n                    \n                    # 添加Docker仓库\n                    echo \"deb [arch=$(dpkg --print-architecture) signed-by=/usr/share/keyrings/docker-archive-keyring.gpg] https://download.docker.com/linux/ubuntu $(lsb_release -cs) stable\" | sudo tee /etc/apt/sources.list.d/docker.list > /dev/null\n                    \n                    # 安装Docker\n                    sudo apt-get update\n                    sudo apt-get install -y docker-ce docker-ce-cli containerd.io docker-compose-plugin\n                    \n                    # 添加用户到docker组\n                    sudo usermod -aG docker $USER\n                    ;;\n                \"redhat\")\n                    sudo yum install -y yum-utils\n                    sudo yum-config-manager --add-repo https://download.docker.com/linux/centos/docker-ce.repo\n                    sudo yum install -y docker-ce docker-ce-cli containerd.io docker-compose-plugin\n                    sudo systemctl start docker\n                    sudo systemctl enable docker\n                    sudo usermod -aG docker $USER\n                    ;;\n                *)\n                    log_error \"不支持的Linux发行版: $DISTRO\"\n                    return 1\n                    ;;\n            esac\n            ;;\n        \"macos\")\n            if command_exists brew; then\n                brew install --cask docker\n                log_info \"请手动启动Docker Desktop\"\n            else\n                log_error \"请先安装Homebrew或手动安装Docker Desktop\"\n                return 1\n            fi\n            ;;\n        \"windows\")\n            log_error \"Windows环境请手动安装Docker Desktop\"\n            return 1\n            ;;\n        *)\n            log_error \"不支持的操作系统: $OS\"\n            return 1\n            ;;\n    esac\n    \n    log_success \"Docker安装完成\"\n    log_warning \"请重新登录以使用户组更改生效\"\n}\n\n# 检查开发工具\ncheck_dev_tools() {\n    log_info \"检查开发工具...\"\n    \n    local missing_tools=()\n    \n    # 检查git\n    if ! command_exists git; then\n        missing_tools+=(\"git\")\n    fi\n    \n    # 检查make\n    if ! command_exists make; then\n        missing_tools+=(\"make\")\n    fi\n    \n    # 检查curl\n    if ! command_exists curl; then\n        missing_tools+=(\"curl\")\n    fi\n    \n    if [ ${#missing_tools[@]} -ne 0 ]; then\n        log_warning \"缺少开发工具: ${missing_tools[*]}\"\n        return 1\n    else\n        log_success \"开发工具检查通过\"\n        return 0\n    fi\n}\n\n# 安装开发工具\ninstall_dev_tools() {\n    log_info \"安装开发工具...\"\n    \n    case $OS in\n        \"linux\")\n            case $DISTRO in\n                \"debian\")\n                    sudo apt-get update\n                    sudo apt-get install -y git make curl wget unzip build-essential\n                    ;;\n                \"redhat\")\n                    sudo yum groupinstall -y \"Development Tools\"\n                    sudo yum install -y git make curl wget unzip\n                    ;;\n                *)\n                    log_error \"不支持的Linux发行版: $DISTRO\"\n                    return 1\n                    ;;\n            esac\n            ;;\n        \"macos\")\n            if command_exists brew; then\n                brew install git make curl wget\n            else\n                # 安装Xcode命令行工具\n                xcode-select --install\n            fi\n            ;;\n        \"windows\")\n            log_error \"Windows环境请手动安装开发工具\"\n            return 1\n            ;;\n        *)\n            log_error \"不支持的操作系统: $OS\"\n            return 1\n            ;;\n    esac\n    \n    log_success \"开发工具安装完成\"\n}\n\n# 安装Go开发工具\ninstall_go_tools() {\n    log_info \"安装Go开发工具...\"\n    \n    # 检查Go是否可用\n    if ! command_exists go; then\n        log_error \"Go未安装，请先安装Go\"\n        return 1\n    fi\n    \n    # 安装常用Go工具\n    local go_tools=(\n        \"github.com/golangci/golangci-lint/cmd/golangci-lint@latest\"\n        \"github.com/air-verse/air@latest\"\n        \"github.com/swaggo/swag/cmd/swag@latest\"\n        \"github.com/golang/mock/mockgen@latest\"\n        \"golang.org/x/tools/cmd/goimports@latest\"\n        \"golang.org/x/tools/gopls@latest\"\n    )\n    \n    for tool in \"${go_tools[@]}\"; do\n        log_info \"安装 $tool...\"\n        if go install \"$tool\"; then\n            log_success \"$tool 安装成功\"\n        else\n            log_warning \"$tool 安装失败\"\n        fi\n    done\n    \n    # 确保GOPATH/bin在PATH中\n    local gopath=$(go env GOPATH)\n    if [ -n \"$gopath\" ] && [[ \":$PATH:\" != *\":$gopath/bin:\"* ]]; then\n        echo \"export PATH=\\$PATH:$gopath/bin\" >> ~/.bashrc\n        log_info \"已添加 $gopath/bin 到PATH\"\n    fi\n    \n    log_success \"Go开发工具安装完成\"\n}\n\n# 设置项目环境\nsetup_project() {\n    log_info \"设置项目环境...\"\n    \n    # 检查是否在项目根目录\n    if [ ! -f \"go.mod\" ]; then\n        log_error \"请在项目根目录运行此脚本\"\n        return 1\n    fi\n    \n    # 下载Go依赖\n    log_info \"下载Go模块依赖...\"\n    go mod download\n    go mod tidy\n    \n    # 创建必要的目录\n    local dirs=(\"bin\" \"logs\" \"tmp\" \"test-results\" \"coverage\")\n    for dir in \"${dirs[@]}\"; do\n        if [ ! -d \"$dir\" ]; then\n            mkdir -p \"$dir\"\n            log_info \"创建目录: $dir\"\n        fi\n    done\n    \n    # 复制配置文件模板\n    if [ ! -f \"config.yaml\" ]; then\n        if [ -f \"configs/config.dev.yaml.example\" ]; then\n            cp \"configs/config.dev.yaml.example\" \"config.yaml\"\n            log_info \"创建开发配置文件: config.yaml\"\n        fi\n    fi\n    \n    # 创建.env文件\n    if [ ! -f \".env\" ]; then\n        cat > .env << EOF\n# Greatest Works 开发环境变量\n\n# 服务器配置\nSERVER_PORT=8080\nSERVER_HOST=localhost\n\n# 数据库配置\nMONGODB_URI=mongodb://localhost:27017/gamedb_dev\nREDIS_ADDR=localhost:6379\nREDIS_PASSWORD=\n\n# 消息队列\nNATS_URL=nats://localhost:4222\n\n# 认证配置\nJWT_SECRET=dev-secret-key-change-in-production\n\n# 日志配置\nLOG_LEVEL=debug\nLOG_FORMAT=text\n\n# 开发模式\nDEV_MODE=true\nHOT_RELOAD=true\nEOF\n        log_info \"创建环境变量文件: .env\"\n    fi\n    \n    # 设置Git hooks\n    if [ -d \".git\" ]; then\n        setup_git_hooks\n    fi\n    \n    log_success \"项目环境设置完成\"\n}\n\n# 设置Git hooks\nsetup_git_hooks() {\n    log_info \"设置Git hooks...\"\n    \n    local hooks_dir=\".git/hooks\"\n    \n    # pre-commit hook\n    cat > \"$hooks_dir/pre-commit\" << 'EOF'\n#!/bin/bash\n\n# Greatest Works pre-commit hook\n\nset -e\n\necho \"运行pre-commit检查...\"\n\n# 格式化代码\necho \"格式化Go代码...\"\ngofmt -w .\n\n# 运行代码质量检查\nif command -v golangci-lint >/dev/null 2>&1; then\n    echo \"运行golangci-lint...\"\n    golangci-lint run\nfi\n\n# 运行测试\necho \"运行单元测试...\"\ngo test -short ./...\n\necho \"pre-commit检查通过\"\nEOF\n    \n    chmod +x \"$hooks_dir/pre-commit\"\n    log_info \"设置pre-commit hook\"\n    \n    log_success \"Git hooks设置完成\"\n}\n\n# 启动开发服务\nstart_dev_services() {\n    log_info \"启动开发服务...\"\n    \n    # 检查docker-compose文件\n    local compose_file=\"docker-compose.dev.yml\"\n    if [ ! -f \"$compose_file\" ]; then\n        compose_file=\"docker-compose.yml\"\n    fi\n    \n    if [ -f \"$compose_file\" ]; then\n        log_info \"启动Docker服务...\"\n        docker-compose -f \"$compose_file\" up -d\n        \n        # 等待服务启动\n        log_info \"等待服务启动...\"\n        sleep 10\n        \n        # 检查服务状态\n        docker-compose -f \"$compose_file\" ps\n        \n        log_success \"开发服务启动完成\"\n    else\n        log_warning \"未找到docker-compose文件，跳过服务启动\"\n    fi\n}\n\n# 显示帮助信息\nshow_help() {\n    echo \"Greatest Works 开发环境设置脚本\"\n    echo \"\"\n    echo \"用法: $0 [选项]\"\n    echo \"\"\n    echo \"选项:\"\n    echo \"  -h, --help          显示帮助信息\"\n    echo \"  --check-only        只检查环境，不安装\"\n    echo \"  --skip-docker       跳过Docker安装\"\n    echo \"  --skip-go-tools     跳过Go工具安装\"\n    echo \"  --skip-services     跳过开发服务启动\"\n    echo \"  --force-install     强制重新安装所有组件\"\n    echo \"\"\n    echo \"功能:\"\n    echo \"  - 检查和安装Go环境\"\n    echo \"  - 检查和安装Docker环境\"\n    echo \"  - 安装开发工具和Go工具\"\n    echo \"  - 设置项目环境\"\n    echo \"  - 启动开发服务\"\n    echo \"\"\n    echo \"示例:\"\n    echo \"  $0                  # 完整设置开发环境\"\n    echo \"  $0 --check-only     # 只检查环境状态\"\n    echo \"  $0 --skip-docker    # 跳过Docker相关设置\"\n}\n\n# 主函数\nmain() {\n    local check_only=false\n    local skip_docker=false\n    local skip_go_tools=false\n    local skip_services=false\n    local force_install=false\n    \n    # 解析命令行参数\n    while [[ $# -gt 0 ]]; do\n        case $1 in\n            -h|--help)\n                show_help\n                exit 0\n                ;;\n            --check-only)\n                check_only=true\n                shift\n                ;;\n            --skip-docker)\n                skip_docker=true\n                shift\n                ;;\n            --skip-go-tools)\n                skip_go_tools=true\n                shift\n                ;;\n            --skip-services)\n                skip_services=true\n                shift\n                ;;\n            --force-install)\n                force_install=true\n                shift\n                ;;\n            *)\n                log_error \"未知参数: $1\"\n                show_help\n                exit 1\n                ;;\n        esac\n    done\n    \n    log_info \"Greatest Works 开发环境设置脚本启动\"\n    \n    # 检测操作系统\n    detect_os\n    \n    # 检查基础开发工具\n    if ! check_dev_tools; then\n        if [ \"$check_only\" = false ]; then\n            install_dev_tools\n        fi\n    fi\n    \n    # 检查Go环境\n    if ! check_go || [ \"$force_install\" = true ]; then\n        if [ \"$check_only\" = false ]; then\n            install_go\n        fi\n    fi\n    \n    # 检查Docker环境\n    if [ \"$skip_docker\" = false ]; then\n        if ! check_docker || [ \"$force_install\" = true ]; then\n            if [ \"$check_only\" = false ]; then\n                install_docker\n            fi\n        fi\n    fi\n    \n    if [ \"$check_only\" = true ]; then\n        log_info \"环境检查完成\"\n        exit 0\n    fi\n    \n    # 安装Go开发工具\n    if [ \"$skip_go_tools\" = false ]; then\n        install_go_tools\n    fi\n    \n    # 设置项目环境\n    setup_project\n    \n    # 启动开发服务\n    if [ \"$skip_services\" = false ]; then\n        start_dev_services\n    fi\n    \n    log_success \"开发环境设置完成！\"\n    log_info \"请运行以下命令使环境变量生效:\"\n    log_info \"  source ~/.bashrc\"\n    log_info \"\"\n    log_info \"然后可以使用以下命令:\"\n    log_info \"  make dev          # 启动开发服务器\"\n    log_info \"  make test         # 运行测试\"\n    log_info \"  make build        # 构建项目\"\n}\n\n# 执行主函数\nmain \"$@\""
  },
  {
    "path": "scripts/start-services.bat",
    "content": "@echo off\nREM 启动分布式游戏服务脚本\nREM 基于DDD架构的分布式多节点服务\n\necho 启动分布式游戏服务...\n\nREM 检查Go环境\ngo version >nul 2>&1\nif %errorlevel% neq 0 (\n    echo 错误: 未找到Go环境，请先安装Go\n    pause\n    exit /b 1\n)\n\nREM 创建日志目录\nif not exist \"logs\" mkdir logs\n\nREM 启动认证服务\necho 启动认证服务...\nstart \"Auth Service\" cmd /k \"cd /d %~dp0.. && go run cmd/auth-service/main.go\"\n\nREM 等待认证服务启动\ntimeout /t 3 /nobreak >nul\n\nREM 启动游戏服务\necho 启动游戏服务...\nstart \"Game Service\" cmd /k \"cd /d %~dp0.. && go run cmd/game-service/main.go\"\n\nREM 等待游戏服务启动\ntimeout /t 3 /nobreak >nul\n\nREM 启动网关服务\necho 启动网关服务...\nstart \"Gateway Service\" cmd /k \"cd /d %~dp0.. && go run cmd/gateway-service/main.go\"\n\necho.\necho 所有服务已启动！\necho.\necho 服务地址：\necho - 认证服务: http://localhost:8080\necho - 游戏服务: rpc://localhost:8081\necho - 网关服务: tcp://localhost:9090\necho.\necho 按任意键关闭所有服务...\n\npause >nul\n\nREM 关闭所有服务\necho 正在关闭所有服务...\ntaskkill /f /im go.exe >nul 2>&1\ntaskkill /f /im cmd.exe >nul 2>&1\n\necho 所有服务已关闭\npause\n"
  },
  {
    "path": "scripts/start-services.sh",
    "content": "#!/bin/bash\n# 启动服务脚本\n\nset -e\n\necho \"启动GreatestWorks MMO游戏服务器...\"\n\n# 检查Docker是否运行\nif ! docker info > /dev/null 2>&1; then\n    echo \"错误: Docker未运行，请先启动Docker\"\n    exit 1\nfi\n\n# 检查Docker Compose是否可用\nif ! command -v docker-compose > /dev/null 2>&1; then\n    echo \"错误: Docker Compose未安装\"\n    exit 1\nfi\n\n# 创建必要的目录\nmkdir -p logs\nmkdir -p configs\nmkdir -p data/mongodb\nmkdir -p data/redis\nmkdir -p data/nats\n\n# 设置权限\nchmod +x scripts/*.sh\n\n# 复制环境变量文件（如果不存在）\nif [ ! -f .env ]; then\n    echo \"创建环境变量文件...\"\n    cat > .env << EOF\n# 构建配置\nBUILD_TARGET=final\nBUILD_VERSION=1.0.0\nBUILD_TIME=$(date -u +%Y-%m-%dT%H:%M:%SZ)\nGIT_COMMIT=dev\nIMAGE_TAG=latest\n\n# 应用配置\nAPP_ENV=development\nGIN_MODE=debug\nLOG_LEVEL=info\nLOG_FORMAT=json\n\n# 服务器端口配置\nSERVER_HTTP_PORT=8080\nSERVER_WS_PORT=8081\nSERVER_METRICS_PORT=9090\n\n# 数据库配置\nMONGODB_USER=admin\nMONGODB_PASSWORD=admin123\nMONGODB_DATABASE=mmo_game\nREDIS_PASSWORD=redis123\n\n# 消息队列配置\nNATS_CLUSTER_ID=mmo-cluster\n\n# 安全配置\nJWT_SECRET=your-super-secret-jwt-key-change-in-production\nENCRYPTION_KEY=32-character-encryption-key-here\n\n# 性能配置\nMAX_CONNECTIONS=10000\nWORKER_POOL_SIZE=100\nCACHE_TTL=3600\n\n# 资源限制\nSERVER_CPU_LIMIT=2.0\nSERVER_MEMORY_LIMIT=2G\nSERVER_CPU_RESERVATION=0.5\nSERVER_MEMORY_RESERVATION=512M\nEOF\nfi\n\n# 启动服务\necho \"启动Docker Compose服务...\"\ndocker-compose up -d\n\n# 等待服务启动\necho \"等待服务启动...\"\nsleep 10\n\n# 检查服务状态\necho \"检查服务状态...\"\ndocker-compose ps\n\n# 显示日志\necho \"显示服务日志...\"\ndocker-compose logs --tail=50\n\necho \"服务启动完成！\"\necho \"HTTP服务器: http://localhost:8080\"\necho \"健康检查: http://localhost:8080/health\"\necho \"指标监控: http://localhost:8080/metrics\"\necho \"MongoDB管理: http://localhost:8081\"\necho \"Redis管理: http://localhost:8082\""
  },
  {
    "path": "scripts/stop-services.sh",
    "content": "#!/bin/bash\n# 停止服务脚本\n\nset -e\n\necho \"停止GreatestWorks MMO游戏服务器...\"\n\n# 停止所有服务\necho \"停止Docker Compose服务...\"\ndocker-compose down\n\n# 清理数据卷（可选）\nread -p \"是否清理数据卷？这将删除所有数据 (y/N): \" -n 1 -r\necho\nif [[ $REPLY =~ ^[Yy]$ ]]; then\n    echo \"清理数据卷...\"\n    docker-compose down -v\n    docker volume prune -f\nfi\n\n# 清理镜像（可选）\nread -p \"是否清理构建镜像？ (y/N): \" -n 1 -r\necho\nif [[ $REPLY =~ ^[Yy]$ ]]; then\n    echo \"清理构建镜像...\"\n    docker image prune -f\nfi\n\necho \"服务已停止\"\n"
  },
  {
    "path": "tools/simclient/README_E2E.md",
    "content": "# SimClient E2E 测试使用说明\n\n## 概述\n\n`tools/simclient` 提供了端到端（E2E）测试能力，用于验证网关服务的完整功能链路：\n- **登录认证**（可选）：通过 HTTP 认证服务获取 token\n- **TCP 连接**：连接到网关 TCP 服务器\n- **游戏协议**：发送登录、移动、技能释放、登出等消息\n- **AOI 验证**：观察服务器响应与广播\n\n## 快速开始\n\n### 1. 准备服务器\n\n确保以下服务正在运行：\n```powershell\n# 启动网关服务（默认端口 9090）\ngo run ./cmd/gateway-service\n\n# （可选）启动认证服务（默认端口 8080）\ngo run ./cmd/auth-service\n```\n\n### 2. 运行单次 E2E 测试\n\n```powershell\n# 使用提供的 E2E 配置\ngo run ./tools/simclient/cmd/simclient -config=tools/simclient/e2e.yaml -mode=integration\n\n# 或使用命令行参数覆盖\ngo run ./tools/simclient/cmd/simclient -config=tools/simclient/e2e.yaml -mode=integration -debug\n```\n\n**预期输出示例**：\n```\nScenario: e2e-login-move-skill\nDuration: 1.234s\nSuccess: true\nActions:\n  gateway.connect            123ms  OK\n  gateway.msg.login          45ms   OK\n  login.response             12ms   OK\n  gateway.msg.move           8ms    OK\n  move.response              10ms   OK\n  gateway.msg.skill          9ms    OK\n  skill.response             11ms   OK\n  gateway.msg.move           7ms    OK\n  move2.response             10ms   OK\n  gateway.msg.logout         6ms    OK\n  logout.response            5ms    OK\n```\n\n### 3. 运行压力测试\n\n```powershell\n# 50 个虚拟玩家，并发 10，每个玩家执行 3 次完整流程\ngo run ./tools/simclient/cmd/simclient -config=tools/simclient/e2e_load.yaml -mode=load\n\n# 命令行自定义参数\ngo run ./tools/simclient/cmd/simclient ^\n  -config=tools/simclient/e2e_load.yaml ^\n  -mode=load ^\n  -users=100 ^\n  -concurrency=20 ^\n  -iterations=5\n```\n\n**预期输出示例**：\n```\nLoad Scenario: e2e-load-test\nUsers: 50  Concurrency: 10  Iterations/User: 3\nTotal Duration: 12.456s\nScenarios: 150 (success: 148, failures: 2)\nAction Metrics:\n  gateway.connect          count= 150 success= 150 fail=  0  min=   45ms avg=  123ms p95=  234ms max=  456ms\n  gateway.msg.login        count= 150 success= 150 fail=  0  min=    5ms avg=   12ms p95=   23ms max=   45ms\n  gateway.msg.move         count= 300 success= 300 fail=  0  min=    3ms avg=    8ms p95=   15ms max=   34ms\n  gateway.msg.skill        count= 150 success= 150 fail=  0  min=    4ms avg=    9ms p95=   18ms max=   28ms\n  ...\n```\n\n## E2E 场景流程\n\n新增的 `E2EScenario` (`tools/simclient/e2e_scenario.go`) 执行以下步骤：\n\n1. **认证**（如果 `auth.enabled=true`）\n   - 向 HTTP 认证服务发送登录请求\n   - 获取并记录 token（当前未附加到后续消息，可扩展）\n\n2. **连接网关**\n   - TCP 连接到 `gateway.host:gateway.port`\n   - 设置读写超时\n\n3. **发送登录包**\n   ```json\n   {\n     \"player_id\": \"123456\",\n     \"map_id\": 1\n   }\n   ```\n   - 消息类型：`MsgPlayerLogin`\n\n4. **发送移动包**\n   ```json\n   {\n     \"position\": {\"x\": 100.0, \"y\": 50.0, \"z\": 10.0}\n   }\n   ```\n   - 消息类型：`MsgPlayerMove`\n\n5. **发送技能释放包**\n   ```json\n   {\n     \"skill_id\": 1001,\n     \"target_id\": 2001\n   }\n   ```\n   - 消息类型：`MsgBattleSkill`\n\n6. **再次移动**\n   - 验证多次操作\n\n7. **发送登出包**\n   - 消息类型：`MsgPlayerLogout`\n\n每个步骤后会尝试读取服务器响应（200ms 超时），记录接收到的字节数或超时情况。\n\n## 配置说明\n\n### scenario 配置\n- `type: e2e` - 使用 E2E 场景（必须）\n- `name` - 场景名称（用于报告）\n- `player_prefix` - 玩家名前缀（用于生成唯一 player_id）\n- `action_interval` - 动作间隔（E2E 场景自动控制，可忽略）\n- `stop_on_error` - 遇到错误是否立即停止\n\n### auth 配置\n- `enabled` - 是否启用 HTTP 认证\n- `base_url` - 认证服务地址（如 `http://localhost:8080`）\n- `login_path` - 登录路径（如 `/api/v1/auth/login`）\n- `username/password` - 认证凭据\n\n### gateway 配置\n- `host` - 网关 TCP 服务器地址\n- `port` - 网关 TCP 端口（默认 9090）\n- `connect_timeout` - 连接超时\n- `read_timeout/write_timeout` - 读写超时\n\n### load 配置（压测模式）\n- `enabled: true` - 启用压测\n- `virtual_users` - 虚拟玩家总数\n- `concurrency` - 并发执行数\n- `iterations` - 每个玩家执行完整流程的次数\n- `ramp_up` - 启动所有玩家的时间（平滑启动）\n- `stop_on_error` - 遇到错误是否停止整个压测\n\n## 高级用法\n\n### 自定义场景\n\n如需修改流程，编辑 `tools/simclient/e2e_scenario.go`：\n\n```go\n// 修改技能 ID 或目标 ID\nfunc (s *E2EScenario) Execute(ctx context.Context, client *SimulatorClient) (*ScenarioResult, error) {\n    // ... 现有代码 ...\n    \n    // 自定义：释放多个技能\n    s.sendSkillCast(result, client, conn, 1001, 2001)\n    s.sendSkillCast(result, client, conn, 1002, 2001)\n    \n    // ... 继续 ...\n}\n```\n\n### 验证 AOI 广播\n\n当多个 simclient 同时运行时，可观察是否收到来自其他玩家的广播消息：\n\n```powershell\n# 终端 1\ngo run ./tools/simclient/cmd/simclient -config=tools/simclient/e2e.yaml -mode=integration -debug\n\n# 终端 2（稍后启动）\ngo run ./tools/simclient/cmd/simclient -config=tools/simclient/e2e.yaml -mode=integration -debug\n```\n\n在 debug 日志中查看是否收到 `entity_move`、`entity_appear` 等 AOI 消息。\n\n### 集成到 CI/CD\n\n```yaml\n# .github/workflows/test.yml\n- name: Run E2E Test\n  run: |\n    go run ./cmd/gateway-service &\n    sleep 5\n    go run ./tools/simclient/cmd/simclient -config=tools/simclient/e2e.yaml -mode=integration\n    killall gateway-service\n```\n\n## 故障排查\n\n### 连接失败\n- **错误**：`dial gateway localhost:9090: connection refused`\n- **解决**：确保网关服务已启动并监听正确端口\n\n### 认证失败\n- **错误**：`auth request returned 401`\n- **解决**：检查 `auth.username` 和 `password` 是否正确；或设置 `auth.enabled: false` 跳过认证\n\n### 超时\n- **错误**：大量 `timeout: true` 记录\n- **原因**：服务器未及时响应\n- **解决**：\n  - 增加 `gateway.read_timeout`\n  - 检查服务器日志是否有错误\n  - 确认服务器正常处理消息\n\n### 编译错误\n```powershell\n# 重新编译 simclient\ncd c:\\Users\\HHaou\\greatestworks\ngo build -o simclient.exe ./tools/simclient/cmd/simclient\n./simclient.exe -config=tools/simclient/e2e.yaml\n```\n\n## 扩展与贡献\n\n欢迎扩展 E2E 场景，如：\n- 添加队伍组队测试\n- 添加聊天消息测试\n- 添加背包/交易测试\n- 验证 AOI 广播正确性（多玩家视野同步）\n\n修改 `tools/simclient/e2e_scenario.go` 并提交 PR。\n\n---\n\n**相关文件**：\n- `tools/simclient/e2e_scenario.go` - E2E 场景实现\n- `tools/simclient/e2e.yaml` - 单次测试配置\n- `tools/simclient/e2e_load.yaml` - 压测配置\n- `tools/simclient/cmd/simclient/main.go` - CLI 入口\n"
  },
  {
    "path": "tools/simclient/action_scenario.go",
    "content": "package simclient\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"net\"\n\t\"sort\"\n\t\"strconv\"\n\t\"strings\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n\ttcpProtocol \"greatestworks/internal/interfaces/tcp/protocol\"\n)\n\n// ActionScenario executes a predefined list of message actions for targeted testing.\ntype ActionScenario struct {\n\tcfg     ScenarioConfig\n\tlogger  logging.Logger\n\tactions []resolvedAction\n}\n\ntype resolvedAction struct {\n\tname           string\n\tmessageType    uint32\n\tflags          uint16\n\texpectResponse bool\n\tpause          time.Duration\n\trepeat         int\n}\n\n// NewActionScenario constructs an action-driven scenario.\nfunc NewActionScenario(cfg ScenarioConfig, logger logging.Logger) (*ActionScenario, error) {\n\tlocalCfg := cfg\n\tfeatures := make([]string, 0, len(localCfg.Features))\n\tfor _, feature := range localCfg.Features {\n\t\tif feature == \"\" {\n\t\t\tcontinue\n\t\t}\n\t\tfeatures = append(features, normalizeKey(feature))\n\t}\n\n\t// Allow specifying a single feature via type when no explicit features are given.\n\tscenarioType := normalizeKey(localCfg.Type)\n\tif len(features) == 0 && scenarioType != \"\" && scenarioType != \"basic\" {\n\t\tfeatures = append(features, scenarioType)\n\t}\n\n\tactions := make([]resolvedAction, 0)\n\n\tfor _, feature := range features {\n\t\tsteps, ok := featureLibrary[feature]\n\t\tif !ok {\n\t\t\treturn nil, fmt.Errorf(\"unknown feature %q\", feature)\n\t\t}\n\t\tfor _, step := range steps {\n\t\t\taction, err := resolveAction(step, &localCfg)\n\t\t\tif err != nil {\n\t\t\t\treturn nil, fmt.Errorf(\"feature %s: %w\", feature, err)\n\t\t\t}\n\t\t\tactions = append(actions, action)\n\t\t}\n\t}\n\n\tfor _, rawAction := range localCfg.Actions {\n\t\taction, err := resolveAction(rawAction, &localCfg)\n\t\tif err != nil {\n\t\t\treturn nil, err\n\t\t}\n\t\tactions = append(actions, action)\n\t}\n\n\tif len(actions) == 0 {\n\t\treturn nil, fmt.Errorf(\"no feature actions configured\")\n\t}\n\n\treturn &ActionScenario{\n\t\tcfg:     localCfg,\n\t\tlogger:  logger,\n\t\tactions: actions,\n\t}, nil\n}\n\n// Execute runs each configured action sequentially.\nfunc (s *ActionScenario) Execute(ctx context.Context, client *SimulatorClient) (*ScenarioResult, error) {\n\tresult := &ScenarioResult{ScenarioName: s.cfg.Name, StartedAt: time.Now()}\n\tdefer func() {\n\t\tresult.CompletedAt = time.Now()\n\t}()\n\n\tif token, err := authenticateAndRecord(ctx, client, result, s.logger); err != nil {\n\t\tif s.cfg.StopOnError {\n\t\t\treturn result, err\n\t\t}\n\t\ts.logger.Warn(\"authentication failed but continuing\", logging.Fields{\"error\": err})\n\t} else if token != \"\" {\n\t\ts.logger.Debug(\"received auth token\", logging.Fields{\"token_length\": len(token)})\n\t}\n\n\tstart := time.Now()\n\tconn, err := client.ConnectGateway(ctx)\n\tconnectLatency := time.Since(start)\n\tfields := map[string]interface{}{}\n\tif err == nil && conn != nil {\n\t\tfields[\"remote\"] = conn.RemoteAddr().String()\n\t}\n\tresult.Record(\"gateway.connect\", connectLatency, err, fields)\n\tif err != nil {\n\t\treturn result, err\n\t}\n\tdefer conn.Close()\n\n\tfor _, action := range s.actions {\n\t\tfor i := 0; i < action.repeat; i++ {\n\t\t\tselect {\n\t\t\tcase <-ctx.Done():\n\t\t\t\terr := ctx.Err()\n\t\t\t\tresult.Record(\"scenario.cancelled\", 0, err, nil)\n\t\t\t\treturn result, err\n\t\t\tdefault:\n\t\t\t}\n\n\t\t\tstepName := action.name\n\t\t\tif action.repeat > 1 {\n\t\t\t\tstepName = fmt.Sprintf(\"%s#%d\", stepName, i+1)\n\t\t\t}\n\n\t\t\tif err := s.executeAction(result, client, conn, stepName, action); err != nil {\n\t\t\t\tif s.cfg.StopOnError {\n\t\t\t\t\treturn result, err\n\t\t\t\t}\n\t\t\t\ts.logger.Warn(\"action execution failed\", logging.Fields{\n\t\t\t\t\t\"action\": stepName,\n\t\t\t\t\t\"error\":  err,\n\t\t\t\t})\n\t\t\t}\n\n\t\t\tif action.pause > 0 {\n\t\t\t\tselect {\n\t\t\t\tcase <-ctx.Done():\n\t\t\t\t\terr := ctx.Err()\n\t\t\t\t\tresult.Record(\"scenario.cancelled\", 0, err, nil)\n\t\t\t\t\treturn result, err\n\t\t\t\tcase <-time.After(action.pause):\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn result, nil\n}\n\n// Name returns the scenario name for logging and metrics.\nfunc (s *ActionScenario) Name() string {\n\treturn s.cfg.Name\n}\n\nfunc (s *ActionScenario) executeAction(result *ScenarioResult, client *SimulatorClient, conn net.Conn, name string, action resolvedAction) error {\n\tstart := time.Now()\n\tfields := map[string]interface{}{\n\t\t\"message_type\": action.messageType,\n\t\t\"flags\":        describeFlags(action.flags),\n\t}\n\n\tmessageID, err := client.SendGatewayMessage(conn, action.messageType, action.flags)\n\tif err == nil {\n\t\tfields[\"message_id\"] = messageID\n\t\tif action.expectResponse {\n\t\t\treceived, respErr := client.TryRead(conn)\n\t\t\tswitch {\n\t\t\tcase respErr != nil:\n\t\t\t\terr = respErr\n\t\t\tcase !received:\n\t\t\t\terr = fmt.Errorf(\"no response received\")\n\t\t\tdefault:\n\t\t\t\tfields[\"response\"] = \"received\"\n\t\t\t}\n\t\t}\n\t}\n\n\tresult.Record(name, time.Since(start), err, fields)\n\treturn err\n}\n\nfunc resolveAction(cfg ScenarioActionConfig, scenario *ScenarioConfig) (resolvedAction, error) {\n\tactionName := cfg.Name\n\tif actionName == \"\" {\n\t\tactionName = cfg.Message\n\t}\n\tif actionName == \"\" {\n\t\treturn resolvedAction{}, fmt.Errorf(\"action name or message must be provided\")\n\t}\n\n\tmsgType, err := resolveMessageType(cfg.Message)\n\tif err != nil {\n\t\treturn resolvedAction{}, fmt.Errorf(\"action %s: %w\", actionName, err)\n\t}\n\n\tflags, err := resolveFlags(cfg.Flags)\n\tif err != nil {\n\t\treturn resolvedAction{}, fmt.Errorf(\"action %s: %w\", actionName, err)\n\t}\n\n\texpect := false\n\tif cfg.ExpectResponse != nil {\n\t\texpect = *cfg.ExpectResponse\n\t}\n\n\tpause := cfg.Pause.AsDuration()\n\tif pause == 0 {\n\t\tpause = scenario.ActionInterval.AsDuration()\n\t}\n\n\trepeat := cfg.Repeat\n\tif repeat <= 0 {\n\t\trepeat = 1\n\t}\n\n\treturn resolvedAction{\n\t\tname:           actionName,\n\t\tmessageType:    msgType,\n\t\tflags:          flags,\n\t\texpectResponse: expect,\n\t\tpause:          pause,\n\t\trepeat:         repeat,\n\t}, nil\n}\n\nfunc resolveMessageType(name string) (uint32, error) {\n\tkey := normalizeKey(name)\n\tif key == \"\" {\n\t\treturn 0, fmt.Errorf(\"message name is required\")\n\t}\n\n\tif id, ok := messageNameToID[key]; ok {\n\t\treturn id, nil\n\t}\n\n\tif strings.HasPrefix(key, \"0x\") {\n\t\tvalue, err := strconv.ParseUint(key, 0, 32)\n\t\tif err != nil {\n\t\t\treturn 0, fmt.Errorf(\"invalid hex message %q: %w\", name, err)\n\t\t}\n\t\treturn uint32(value), nil\n\t}\n\n\tif value, err := strconv.ParseUint(key, 10, 32); err == nil {\n\t\treturn uint32(value), nil\n\t}\n\n\treturn 0, fmt.Errorf(\"unknown message name %q\", name)\n}\n\nfunc resolveFlags(flagNames []string) (uint16, error) {\n\tif len(flagNames) == 0 {\n\t\treturn tcpProtocol.FlagRequest, nil\n\t}\n\n\tvar mask uint16\n\tfor _, name := range flagNames {\n\t\tkey := normalizeKey(name)\n\t\tif key == \"\" {\n\t\t\tcontinue\n\t\t}\n\t\tvalue, ok := messageFlagNameToValue[key]\n\t\tif !ok {\n\t\t\treturn 0, fmt.Errorf(\"unknown flag %q\", name)\n\t\t}\n\t\tmask |= value\n\t}\n\n\tif mask == 0 {\n\t\tmask = tcpProtocol.FlagRequest\n\t}\n\n\treturn mask, nil\n}\n\nfunc describeFlags(mask uint16) string {\n\tif mask == 0 {\n\t\treturn \"\"\n\t}\n\n\tnames := make([]string, 0, len(messageFlagNameToValue))\n\tfor name, value := range messageFlagNameToValue {\n\t\tif mask&value != 0 {\n\t\t\tnames = append(names, name)\n\t\t}\n\t}\n\n\tsort.Strings(names)\n\treturn strings.Join(names, \",\")\n}\n\nfunc normalizeKey(value string) string {\n\treturn strings.TrimSpace(strings.ToLower(value))\n}\n\nvar messageNameToID = map[string]uint32{\n\t\"system.heartbeat\": tcpProtocol.MsgHeartbeat,\n\t\"system.handshake\": tcpProtocol.MsgHandshake,\n\t\"system.auth\":      tcpProtocol.MsgAuth,\n\n\t\"player.login\":  tcpProtocol.MsgPlayerLogin,\n\t\"player.logout\": tcpProtocol.MsgPlayerLogout,\n\t\"player.move\":   tcpProtocol.MsgPlayerMove,\n\t\"player.info\":   tcpProtocol.MsgPlayerInfo,\n\t\"player.create\": tcpProtocol.MsgPlayerCreate,\n\t\"player.update\": tcpProtocol.MsgPlayerUpdate,\n\t\"player.delete\": tcpProtocol.MsgPlayerDelete,\n\t\"player.level\":  tcpProtocol.MsgPlayerLevelUp,\n\t\"player.exp\":    tcpProtocol.MsgPlayerExpGain,\n\t\"player.status\": tcpProtocol.MsgPlayerStatus,\n\t\"player.stats\":  tcpProtocol.MsgPlayerStats,\n\t\"player.sync\":   tcpProtocol.MsgPlayerStatusSync,\n\n\t\"battle.create\": tcpProtocol.MsgCreateBattle,\n\t\"battle.join\":   tcpProtocol.MsgJoinBattle,\n\t\"battle.start\":  tcpProtocol.MsgStartBattle,\n\t\"battle.action\": tcpProtocol.MsgBattleAction,\n\t\"battle.leave\":  tcpProtocol.MsgLeaveBattle,\n\t\"battle.result\": tcpProtocol.MsgBattleResult,\n\t\"battle.status\": tcpProtocol.MsgBattleStatus,\n\t\"battle.round\":  tcpProtocol.MsgBattleRound,\n\t\"battle.skill\":  tcpProtocol.MsgBattleSkill,\n\t\"battle.damage\": tcpProtocol.MsgBattleDamage,\n\n\t\"query.player_info\":    tcpProtocol.MsgGetPlayerInfo,\n\t\"query.online_players\": tcpProtocol.MsgGetOnlinePlayers,\n\t\"query.battle_info\":    tcpProtocol.MsgGetBattleInfo,\n\t\"query.player_stats\":   tcpProtocol.MsgGetPlayerStats,\n\t\"query.battle_list\":    tcpProtocol.MsgGetBattleList,\n\t\"query.rankings\":       tcpProtocol.MsgGetRankings,\n\t\"query.server_info\":    tcpProtocol.MsgGetServerInfo,\n\n\t\"pet.summon\":    tcpProtocol.MsgPetSummon,\n\t\"pet.dismiss\":   tcpProtocol.MsgPetDismiss,\n\t\"pet.info\":      tcpProtocol.MsgPetInfo,\n\t\"pet.move\":      tcpProtocol.MsgPetMove,\n\t\"pet.action\":    tcpProtocol.MsgPetAction,\n\t\"pet.level_up\":  tcpProtocol.MsgPetLevelUp,\n\t\"pet.evolution\": tcpProtocol.MsgPetEvolution,\n\t\"pet.train\":     tcpProtocol.MsgPetTrain,\n\t\"pet.feed\":      tcpProtocol.MsgPetFeed,\n\t\"pet.status\":    tcpProtocol.MsgPetStatus,\n\n\t\"building.create\":  tcpProtocol.MsgBuildingCreate,\n\t\"building.upgrade\": tcpProtocol.MsgBuildingUpgrade,\n\t\"building.destroy\": tcpProtocol.MsgBuildingDestroy,\n\t\"building.info\":    tcpProtocol.MsgBuildingInfo,\n\t\"building.produce\": tcpProtocol.MsgBuildingProduce,\n\t\"building.collect\": tcpProtocol.MsgBuildingCollect,\n\t\"building.repair\":  tcpProtocol.MsgBuildingRepair,\n\t\"building.status\":  tcpProtocol.MsgBuildingStatus,\n\n\t\"social.chat\":           tcpProtocol.MsgChatMessage,\n\t\"social.friend_request\": tcpProtocol.MsgFriendRequest,\n\t\"social.friend_accept\":  tcpProtocol.MsgFriendAccept,\n\t\"social.friend_reject\":  tcpProtocol.MsgFriendReject,\n\t\"social.friend_remove\":  tcpProtocol.MsgFriendRemove,\n\t\"social.friend_list\":    tcpProtocol.MsgFriendList,\n\t\"social.guild_create\":   tcpProtocol.MsgGuildCreate,\n\t\"social.guild_join\":     tcpProtocol.MsgGuildJoin,\n\t\"social.guild_leave\":    tcpProtocol.MsgGuildLeave,\n\t\"social.guild_info\":     tcpProtocol.MsgGuildInfo,\n\t\"social.team_create\":    tcpProtocol.MsgTeamCreate,\n\t\"social.team_join\":      tcpProtocol.MsgTeamJoin,\n\t\"social.team_leave\":     tcpProtocol.MsgTeamLeave,\n\t\"social.team_info\":      tcpProtocol.MsgTeamInfo,\n\n\t\"item.use\":       tcpProtocol.MsgItemUse,\n\t\"item.equip\":     tcpProtocol.MsgItemEquip,\n\t\"item.unequip\":   tcpProtocol.MsgItemUnequip,\n\t\"item.drop\":      tcpProtocol.MsgItemDrop,\n\t\"item.pickup\":    tcpProtocol.MsgItemPickup,\n\t\"item.trade\":     tcpProtocol.MsgItemTrade,\n\t\"item.inventory\": tcpProtocol.MsgInventoryInfo,\n\t\"item.info\":      tcpProtocol.MsgItemInfo,\n\t\"item.craft\":     tcpProtocol.MsgItemCraft,\n\t\"item.enhance\":   tcpProtocol.MsgItemEnhance,\n\n\t\"quest.accept\":   tcpProtocol.MsgQuestAccept,\n\t\"quest.complete\": tcpProtocol.MsgQuestComplete,\n\t\"quest.cancel\":   tcpProtocol.MsgQuestCancel,\n\t\"quest.progress\": tcpProtocol.MsgQuestProgress,\n\t\"quest.list\":     tcpProtocol.MsgQuestList,\n\t\"quest.info\":     tcpProtocol.MsgQuestInfo,\n\t\"quest.reward\":   tcpProtocol.MsgQuestReward,\n}\n\nvar messageFlagNameToValue = map[string]uint16{\n\t\"request\":    tcpProtocol.FlagRequest,\n\t\"response\":   tcpProtocol.FlagResponse,\n\t\"error\":      tcpProtocol.FlagError,\n\t\"async\":      tcpProtocol.FlagAsync,\n\t\"broadcast\":  tcpProtocol.FlagBroadcast,\n\t\"encrypted\":  tcpProtocol.FlagEncrypted,\n\t\"compressed\": tcpProtocol.FlagCompressed,\n}\n"
  },
  {
    "path": "tools/simclient/client.go",
    "content": "package simclient\n\nimport (\n\t\"bytes\"\n\t\"context\"\n\t\"encoding/binary\"\n\t\"encoding/json\"\n\t\"fmt\"\n\t\"hash/fnv\"\n\t\"io\"\n\t\"math/rand\"\n\t\"net\"\n\t\"net/http\"\n\t\"strings\"\n\t\"sync/atomic\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n\ttcpProtocol \"greatestworks/internal/interfaces/tcp/protocol\"\n)\n\nvar messageIDCounter uint32\n\nfunc init() {\n\trand.Seed(time.Now().UnixNano())\n\tmessageIDCounter = uint32(rand.Int31())\n}\n\nfunc nextMessageID() uint32 {\n\treturn atomic.AddUint32(&messageIDCounter, 1)\n}\n\n// SimulatorClient coordinates HTTP authentication and TCP gateway traffic for a single virtual player.\ntype SimulatorClient struct {\n\tid         int\n\tcfg        *Config\n\tlogger     logging.Logger\n\thttpClient *http.Client\n\tplayerName string\n\tplayerID   uint64\n\tseq        uint32\n}\n\n// NewSimulatorClient constructs a simulator client with per-player logging context.\nfunc NewSimulatorClient(id int, cfg *Config, baseLogger logging.Logger) *SimulatorClient {\n\tcfg.Normalize()\n\n\thttpTimeout := cfg.Auth.Timeout.AsDuration()\n\tif httpTimeout <= 0 {\n\t\thttpTimeout = 5 * time.Second\n\t}\n\n\tname := fmt.Sprintf(\"%s_%06d\", cfg.Scenario.PlayerPrefix, id)\n\tplayerID := hashToUint64(name)\n\n\tlogger := baseLogger.WithFields(logging.Fields{\n\t\t\"client_id\":    id,\n\t\t\"player\":       name,\n\t\t\"player_id\":    playerID,\n\t\t\"scenario\":     cfg.Scenario.Name,\n\t\t\"gateway\":      fmt.Sprintf(\"%s:%d\", cfg.Gateway.Host, cfg.Gateway.Port),\n\t\t\"auth_enabled\": cfg.Auth.Enabled,\n\t})\n\n\treturn &SimulatorClient{\n\t\tid:         id,\n\t\tcfg:        cfg,\n\t\tlogger:     logger,\n\t\thttpClient: &http.Client{Timeout: httpTimeout},\n\t\tplayerName: name,\n\t\tplayerID:   playerID,\n\t}\n}\n\n// PlayerName returns the human readable identifier used for hashing.\nfunc (c *SimulatorClient) PlayerName() string {\n\treturn c.playerName\n}\n\n// PlayerID returns the hashed numeric player identifier encoded in gateway headers.\nfunc (c *SimulatorClient) PlayerID() uint64 {\n\treturn c.playerID\n}\n\n// Login authenticates the player via the auth service and returns a bearer token.\nfunc (c *SimulatorClient) Login(ctx context.Context) (string, error) {\n\tif !c.cfg.Auth.Enabled {\n\t\tc.logger.Debug(\"auth skipped because auth.enabled=false\")\n\t\treturn \"\", nil\n\t}\n\n\tpayload := map[string]string{\n\t\t\"username\": c.cfg.Auth.Username,\n\t\t\"password\": c.cfg.Auth.Password,\n\t}\n\n\tbody, err := json.Marshal(payload)\n\tif err != nil {\n\t\treturn \"\", fmt.Errorf(\"marshal login payload: %w\", err)\n\t}\n\n\tbase := strings.TrimRight(c.cfg.Auth.BaseURL, \"/\")\n\tpath := c.cfg.Auth.LoginPath\n\tif !strings.HasPrefix(path, \"/\") {\n\t\tpath = \"/\" + path\n\t}\n\tendpoint := base + path\n\n\treq, err := http.NewRequestWithContext(ctx, http.MethodPost, endpoint, bytes.NewReader(body))\n\tif err != nil {\n\t\treturn \"\", fmt.Errorf(\"create auth request: %w\", err)\n\t}\n\treq.Header.Set(\"Content-Type\", \"application/json\")\n\n\tstart := time.Now()\n\tresp, err := c.httpClient.Do(req)\n\tlatency := time.Since(start)\n\tif err != nil {\n\t\treturn \"\", fmt.Errorf(\"auth request failed: %w\", err)\n\t}\n\tdefer resp.Body.Close()\n\n\tif resp.StatusCode >= 400 {\n\t\traw, _ := io.ReadAll(io.LimitReader(resp.Body, 2048))\n\t\treturn \"\", fmt.Errorf(\"auth request returned %d: %s\", resp.StatusCode, strings.TrimSpace(string(raw)))\n\t}\n\n\tvar loginResp struct {\n\t\tToken string `json:\"token\"`\n\t}\n\tif err := json.NewDecoder(resp.Body).Decode(&loginResp); err != nil {\n\t\treturn \"\", fmt.Errorf(\"decode auth response: %w\", err)\n\t}\n\n\tif loginResp.Token == \"\" {\n\t\treturn \"\", fmt.Errorf(\"auth response missing token\")\n\t}\n\n\tc.logger.Info(\"authenticated successfully\", logging.Fields{\n\t\t\"latency_ms\": latency.Milliseconds(),\n\t})\n\n\treturn loginResp.Token, nil\n}\n\n// ConnectGateway establishes a TCP connection to the gateway service.\nfunc (c *SimulatorClient) ConnectGateway(ctx context.Context) (net.Conn, error) {\n\taddress := fmt.Sprintf(\"%s:%d\", c.cfg.Gateway.Host, c.cfg.Gateway.Port)\n\tdialer := &net.Dialer{Timeout: c.cfg.Gateway.ConnectTimeout.AsDuration()}\n\tconn, err := dialer.DialContext(ctx, \"tcp\", address)\n\tif err != nil {\n\t\treturn nil, fmt.Errorf(\"dial gateway %s: %w\", address, err)\n\t}\n\n\tif timeout := c.cfg.Gateway.ReadTimeout.AsDuration(); timeout > 0 {\n\t\t_ = conn.SetReadDeadline(time.Now().Add(timeout))\n\t}\n\tif timeout := c.cfg.Gateway.WriteTimeout.AsDuration(); timeout > 0 {\n\t\t_ = conn.SetWriteDeadline(time.Now().Add(timeout))\n\t}\n\n\tc.logger.Info(\"connected to gateway\", logging.Fields{\n\t\t\"remote\": conn.RemoteAddr().String(),\n\t})\n\treturn conn, nil\n}\n\n// SendGatewayMessage writes a framed header-only message to the gateway.\nfunc (c *SimulatorClient) SendGatewayMessage(conn net.Conn, msgType uint32, flags uint16) (uint32, error) {\n\tmessageID := nextMessageID()\n\tseq := atomic.AddUint32(&c.seq, 1)\n\theader := buildHeader(messageID, msgType, flags, c.playerID, time.Now().Unix(), seq)\n\n\tif err := conn.SetWriteDeadline(time.Now().Add(c.cfg.Gateway.WriteTimeout.AsDuration())); err != nil {\n\t\tc.logger.Warn(\"failed to set write deadline\", logging.Fields{\"error\": err})\n\t}\n\n\tif _, err := conn.Write(header); err != nil {\n\t\treturn 0, fmt.Errorf(\"write message to gateway: %w\", err)\n\t}\n\n\treturn messageID, nil\n}\n\n// TryRead attempts to consume a header-sized response, ignoring timeouts to avoid blocking.\nfunc (c *SimulatorClient) TryRead(conn net.Conn) (bool, error) {\n\ttimeout := c.cfg.Gateway.ReadTimeout.AsDuration()\n\tif timeout <= 0 {\n\t\ttimeout = 250 * time.Millisecond\n\t}\n\n\tif err := conn.SetReadDeadline(time.Now().Add(timeout)); err != nil {\n\t\treturn false, err\n\t}\n\n\tbuf := make([]byte, tcpProtocol.MessageHeaderSize)\n\tn, err := conn.Read(buf)\n\tif err != nil {\n\t\tif ne, ok := err.(net.Error); ok && ne.Timeout() {\n\t\t\treturn false, nil\n\t\t}\n\t\tif err == io.EOF {\n\t\t\treturn false, io.EOF\n\t\t}\n\t\treturn false, fmt.Errorf(\"read gateway response: %w\", err)\n\t}\n\tif n == 0 {\n\t\treturn false, nil\n\t}\n\treturn true, nil\n}\n\nfunc buildHeader(messageID, messageType uint32, flags uint16, playerID uint64, timestamp int64, sequence uint32) []byte {\n\theader := make([]byte, tcpProtocol.MessageHeaderSize)\n\n\tbinary.BigEndian.PutUint32(header[0:], tcpProtocol.MessageMagic)\n\tbinary.BigEndian.PutUint32(header[4:], messageID)\n\tbinary.BigEndian.PutUint32(header[8:], messageType)\n\tbinary.BigEndian.PutUint16(header[12:], flags)\n\tbinary.BigEndian.PutUint64(header[14:], playerID)\n\tbinary.BigEndian.PutUint64(header[22:], uint64(timestamp))\n\t// Sequence is defined as uint32 but wire format currently uses two bytes; keep lower 16 bits for compatibility.\n\tbinary.BigEndian.PutUint16(header[30:], uint16(sequence&0xFFFF))\n\treturn header\n}\n\nfunc hashToUint64(value string) uint64 {\n\th := fnv.New64a()\n\t_, _ = h.Write([]byte(value))\n\treturn h.Sum64()\n}\n"
  },
  {
    "path": "tools/simclient/cmd/simclient/main.go",
    "content": "package main\n\nimport (\n\t\"context\"\n\t\"flag\"\n\t\"fmt\"\n\t\"os\"\n\t\"os/signal\"\n\t\"strings\"\n\t\"syscall\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n\tsimclient \"greatestworks/tools/simclient\"\n)\n\nfunc main() {\n\tvar (\n\t\tconfigPath  string\n\t\tmode        string\n\t\tusers       int\n\t\tconcurrency int\n\t\titerations  int\n\t\tenableAuth  bool\n\t\tdisableAuth bool\n\t\tdebug       bool\n\t)\n\n\tflag.StringVar(&configPath, \"config\", \"\", \"Path to simulator YAML configuration\")\n\tflag.StringVar(&mode, \"mode\", \"integration\", \"Mode: integration or load\")\n\tflag.IntVar(&users, \"users\", 0, \"Override virtual user count for load mode\")\n\tflag.IntVar(&concurrency, \"concurrency\", 0, \"Override concurrency for load mode\")\n\tflag.IntVar(&iterations, \"iterations\", 0, \"Override scenario iterations per user in load mode\")\n\tflag.BoolVar(&enableAuth, \"auth\", false, \"Force enable auth flow\")\n\tflag.BoolVar(&disableAuth, \"no-auth\", false, \"Force disable auth flow\")\n\tflag.BoolVar(&debug, \"debug\", false, \"Enable verbose debug logging\")\n\tflag.Parse()\n\n\tcfg, err := simclient.LoadConfigFromFile(configPath)\n\tif err != nil {\n\t\tfmt.Fprintf(os.Stderr, \"failed to load config: %v\\n\", err)\n\t\tos.Exit(1)\n\t}\n\n\tif enableAuth {\n\t\tcfg.Auth.Enabled = true\n\t}\n\tif disableAuth {\n\t\tcfg.Auth.Enabled = false\n\t}\n\tif strings.EqualFold(mode, \"load\") && !cfg.Load.Enabled {\n\t\tcfg.Load.Enabled = true\n\t}\n\tif users > 0 {\n\t\tcfg.Load.VirtualUsers = users\n\t}\n\tif concurrency > 0 {\n\t\tcfg.Load.Concurrency = concurrency\n\t}\n\tif iterations > 0 {\n\t\tcfg.Load.Iterations = iterations\n\t}\n\n\tlevel := logging.InfoLevel\n\tif debug {\n\t\tlevel = logging.DebugLevel\n\t}\n\tlogger := logging.NewBaseLogger(level)\n\n\tctx, cancel := signal.NotifyContext(context.Background(), syscall.SIGINT, syscall.SIGTERM)\n\tdefer cancel()\n\n\trunner, err := simclient.NewRunner(cfg, logger)\n\tif err != nil {\n\t\tfmt.Fprintf(os.Stderr, \"failed to build scenario: %v\\n\", err)\n\t\tos.Exit(1)\n\t}\n\n\tswitch strings.ToLower(mode) {\n\tcase \"integration\", \"single\", \"once\":\n\t\tresult, err := runner.RunOnce(ctx)\n\t\tprintScenarioResult(result, err)\n\t\tif err != nil {\n\t\t\tos.Exit(1)\n\t\t}\n\tcase \"load\", \"stress\":\n\t\treport, err := runner.RunLoad(ctx)\n\t\tif err != nil {\n\t\t\tfmt.Fprintf(os.Stderr, \"load test failed: %v\\n\", err)\n\t\t\tos.Exit(1)\n\t\t}\n\t\tprintLoadReport(report)\n\t\tif report.Overall.Failures > 0 || len(report.Errors) > 0 {\n\t\t\tos.Exit(1)\n\t\t}\n\tdefault:\n\t\tfmt.Fprintf(os.Stderr, \"unknown mode %q\\n\", mode)\n\t\tos.Exit(2)\n\t}\n}\n\nfunc printScenarioResult(result *simclient.ScenarioResult, execErr error) {\n\tif result == nil {\n\t\tfmt.Println(\"scenario did not produce a result\")\n\t\tif execErr != nil {\n\t\t\tfmt.Printf(\"error: %v\\n\", execErr)\n\t\t}\n\t\treturn\n\t}\n\n\tduration := result.CompletedAt.Sub(result.StartedAt)\n\tfmt.Printf(\"Scenario: %s\\n\", result.ScenarioName)\n\tfmt.Printf(\"Duration: %s\\n\", duration)\n\tfmt.Printf(\"Success: %t\\n\", result.Success() && execErr == nil)\n\tif execErr != nil {\n\t\tfmt.Printf(\"Error: %v\\n\", execErr)\n\t}\n\n\tfmt.Println(\"Actions:\")\n\tfor _, action := range result.Actions {\n\t\tstatus := \"OK\"\n\t\tif action.Err != nil {\n\t\t\tstatus = \"ERR\"\n\t\t}\n\t\tfmt.Printf(\"  %-26s %8s  %s\", action.Name, action.Duration, status)\n\t\tif action.Err != nil {\n\t\t\tfmt.Printf(\" (%v)\", action.Err)\n\t\t}\n\t\tfmt.Println()\n\t}\n}\n\nfunc printLoadReport(report *simclient.LoadReport) {\n\tif report == nil {\n\t\tfmt.Println(\"load test produced no report\")\n\t\treturn\n\t}\n\n\ttotalDuration := report.CompletedAt.Sub(report.StartedAt)\n\tfmt.Printf(\"Load Scenario: %s\\n\", report.Scenario)\n\tfmt.Printf(\"Users: %d  Concurrency: %d  Iterations/User: %d\\n\", report.Users, report.Concurrency, report.Iterations)\n\tfmt.Printf(\"Total Duration: %s\\n\", totalDuration)\n\tfmt.Printf(\"Scenarios: %d (success: %d, failures: %d)\\n\", report.Overall.Scenarios, report.Overall.Successes, report.Overall.Failures)\n\n\tfmt.Println(\"Action Metrics:\")\n\tfor _, metric := range report.Metrics {\n\t\tfmt.Printf(\"  %-24s count=%4d success=%4d fail=%3d\", metric.Action, metric.Count, metric.Successes, metric.Failures)\n\t\tif metric.Count > 0 {\n\t\t\tfmt.Printf(\"  min=%8s avg=%8s p95=%8s max=%8s\", metric.Min, metric.Avg, metric.P95, metric.Max)\n\t\t}\n\t\tfmt.Println()\n\t}\n\n\tif len(report.Errors) > 0 {\n\t\tfmt.Println(\"Errors:\")\n\t\tfor _, err := range report.Errors {\n\t\t\tfmt.Printf(\"  %s\\n\", err)\n\t\t}\n\t}\n\n\tfmt.Printf(\"Completed at %s\\n\", report.CompletedAt.Format(time.RFC3339))\n}\n"
  },
  {
    "path": "tools/simclient/config.example.yaml",
    "content": "auth:\n  enabled: true\n  base_url: \"http://localhost:8080\"\n  login_path: \"/api/v1/auth/login\"\n  username: \"tester\"\n  password: \"tester123\"\n  timeout: \"5s\"\n\ngateway:\n  host: \"127.0.0.1\"\n  port: 9090\n  connect_timeout: \"3s\"\n  read_timeout: \"2s\"\n  write_timeout: \"2s\"\n\nscenario:\n  name: \"feature-check\"\n  type: \"feature\"\n  duration: \"15s\"\n  action_interval: \"1s\"\n  player_prefix: \"loadtester\"\n  stop_on_error: true\n  features:\n    - \"player.basic\"\n    - \"pet.basic\"\n    - \"social.chat\"\n    - \"social.team_basic\"\n  actions:\n    - name: \"quest.accept\"\n      message: \"quest.accept\"\n      expect_response: true\n      pause: \"2s\"\n\nload:\n  enabled: true\n  virtual_users: 100\n  concurrency: 20\n  ramp_up: \"10s\"\n  iterations: 2\n  stop_on_error: false\n\nmetrics:\n  output: \"console\"\n"
  },
  {
    "path": "tools/simclient/config.go",
    "content": "package simclient\n\nimport (\n\t\"fmt\"\n\t\"os\"\n\t\"path/filepath\"\n\t\"time\"\n\n\t\"gopkg.in/yaml.v3\"\n)\n\n// Duration wraps time.Duration to support YAML unmarshalling from strings like \"5s\".\ntype Duration struct {\n\ttime.Duration\n}\n\n// NewDuration constructs a Duration from a time.Duration value.\nfunc NewDuration(d time.Duration) Duration {\n\treturn Duration{Duration: d}\n}\n\n// UnmarshalYAML parses a duration value expressed as a string.\nfunc (d *Duration) UnmarshalYAML(value *yaml.Node) error {\n\tif value == nil {\n\t\td.Duration = 0\n\t\treturn nil\n\t}\n\n\tswitch value.Kind {\n\tcase yaml.ScalarNode:\n\t\tvar raw string\n\t\tif err := value.Decode(&raw); err != nil {\n\t\t\treturn fmt.Errorf(\"invalid duration value: %w\", err)\n\t\t}\n\t\tif raw == \"\" {\n\t\t\td.Duration = 0\n\t\t\treturn nil\n\t\t}\n\t\tparsed, err := time.ParseDuration(raw)\n\t\tif err != nil {\n\t\t\treturn fmt.Errorf(\"could not parse duration %q: %w\", raw, err)\n\t\t}\n\t\td.Duration = parsed\n\t\treturn nil\n\tdefault:\n\t\treturn fmt.Errorf(\"unsupported YAML node kind for duration: %v\", value.Kind)\n\t}\n}\n\n// MarshalYAML renders the duration as a human-readable string.\nfunc (d Duration) MarshalYAML() (interface{}, error) {\n\treturn d.Duration.String(), nil\n}\n\n// AsDuration returns the embedded time.Duration, guarding zero defaults.\nfunc (d Duration) AsDuration() time.Duration {\n\treturn d.Duration\n}\n\n// Config contains runtime options for the simulator client.\ntype Config struct {\n\tAuth     AuthConfig     `yaml:\"auth\"`\n\tGateway  GatewayConfig  `yaml:\"gateway\"`\n\tScenario ScenarioConfig `yaml:\"scenario\"`\n\tLoad     LoadConfig     `yaml:\"load\"`\n\tMetrics  MetricsConfig  `yaml:\"metrics\"`\n}\n\n// AuthConfig controls optional authentication against the auth service.\ntype AuthConfig struct {\n\tEnabled   bool     `yaml:\"enabled\"`\n\tBaseURL   string   `yaml:\"base_url\"`\n\tLoginPath string   `yaml:\"login_path\"`\n\tUsername  string   `yaml:\"username\"`\n\tPassword  string   `yaml:\"password\"`\n\tTimeout   Duration `yaml:\"timeout\"`\n}\n\n// GatewayConfig holds TCP gateway connection information.\ntype GatewayConfig struct {\n\tHost           string   `yaml:\"host\"`\n\tPort           int      `yaml:\"port\"`\n\tConnectTimeout Duration `yaml:\"connect_timeout\"`\n\tReadTimeout    Duration `yaml:\"read_timeout\"`\n\tWriteTimeout   Duration `yaml:\"write_timeout\"`\n}\n\n// ScenarioConfig tunes how long and how frequently simulated actions run.\ntype ScenarioConfig struct {\n\tName           string                 `yaml:\"name\"`\n\tType           string                 `yaml:\"type\"`\n\tDuration       Duration               `yaml:\"duration\"`\n\tActionInterval Duration               `yaml:\"action_interval\"`\n\tPlayerPrefix   string                 `yaml:\"player_prefix\"`\n\tStopOnError    bool                   `yaml:\"stop_on_error\"`\n\tFeatures       []string               `yaml:\"features\"`\n\tActions        []ScenarioActionConfig `yaml:\"actions\"`\n}\n\n// ScenarioActionConfig represents a single action step in a feature scenario.\ntype ScenarioActionConfig struct {\n\tName           string   `yaml:\"name\"`\n\tMessage        string   `yaml:\"message\"`\n\tFlags          []string `yaml:\"flags\"`\n\tExpectResponse *bool    `yaml:\"expect_response\"`\n\tPause          Duration `yaml:\"pause\"`\n\tRepeat         int      `yaml:\"repeat\"`\n}\n\n// LoadConfig enables multi-user execution for pressure testing.\ntype LoadConfig struct {\n\tEnabled      bool     `yaml:\"enabled\"`\n\tVirtualUsers int      `yaml:\"virtual_users\"`\n\tConcurrency  int      `yaml:\"concurrency\"`\n\tRampUp       Duration `yaml:\"ramp_up\"`\n\tIterations   int      `yaml:\"iterations\"`\n\tStopOnError  bool     `yaml:\"stop_on_error\"`\n}\n\n// MetricsConfig configures how metrics are reported.\ntype MetricsConfig struct {\n\tOutput string `yaml:\"output\"`\n}\n\n// DefaultConfig returns a config pre-populated with sensible defaults.\nfunc DefaultConfig() Config {\n\treturn Config{\n\t\tAuth: AuthConfig{\n\t\t\tEnabled:   false,\n\t\t\tBaseURL:   \"http://localhost:8080\",\n\t\t\tLoginPath: \"/api/v1/auth/login\",\n\t\t\tUsername:  \"tester\",\n\t\t\tPassword:  \"tester123\",\n\t\t\tTimeout:   NewDuration(5 * time.Second),\n\t\t},\n\t\tGateway: GatewayConfig{\n\t\t\tHost:           \"127.0.0.1\",\n\t\t\tPort:           9090,\n\t\t\tConnectTimeout: NewDuration(3 * time.Second),\n\t\t\tReadTimeout:    NewDuration(2 * time.Second),\n\t\t\tWriteTimeout:   NewDuration(2 * time.Second),\n\t\t},\n\t\tScenario: ScenarioConfig{\n\t\t\tName:           \"basic\",\n\t\t\tType:           \"basic\",\n\t\t\tDuration:       NewDuration(10 * time.Second),\n\t\t\tActionInterval: NewDuration(1 * time.Second),\n\t\t\tPlayerPrefix:   \"player\",\n\t\t\tStopOnError:    true,\n\t\t\tFeatures:       []string{},\n\t\t\tActions:        nil,\n\t\t},\n\t\tLoad: LoadConfig{\n\t\t\tEnabled:      false,\n\t\t\tVirtualUsers: 50,\n\t\t\tConcurrency:  10,\n\t\t\tRampUp:       NewDuration(5 * time.Second),\n\t\t\tIterations:   1,\n\t\t\tStopOnError:  false,\n\t\t},\n\t\tMetrics: MetricsConfig{\n\t\t\tOutput: \"console\",\n\t\t},\n\t}\n}\n\n// LoadConfigFromFile loads a configuration file and merges it with defaults.\nfunc LoadConfigFromFile(path string) (Config, error) {\n\tcfg := DefaultConfig()\n\tif path == \"\" {\n\t\tcfg.Normalize()\n\t\treturn cfg, nil\n\t}\n\n\tdata, err := os.ReadFile(filepath.Clean(path))\n\tif err != nil {\n\t\treturn cfg, fmt.Errorf(\"read config: %w\", err)\n\t}\n\n\tif err := yaml.Unmarshal(data, &cfg); err != nil {\n\t\treturn cfg, fmt.Errorf(\"parse config: %w\", err)\n\t}\n\n\tcfg.Normalize()\n\treturn cfg, nil\n}\n\n// Normalize ensures required fields fall back to defaults when unset.\nfunc (c *Config) Normalize() {\n\tif c.Gateway.Host == \"\" {\n\t\tc.Gateway.Host = \"127.0.0.1\"\n\t}\n\tif c.Gateway.Port == 0 {\n\t\tc.Gateway.Port = 9090\n\t}\n\tif c.Gateway.ConnectTimeout.AsDuration() == 0 {\n\t\tc.Gateway.ConnectTimeout = NewDuration(3 * time.Second)\n\t}\n\tif c.Gateway.ReadTimeout.AsDuration() == 0 {\n\t\tc.Gateway.ReadTimeout = NewDuration(2 * time.Second)\n\t}\n\tif c.Gateway.WriteTimeout.AsDuration() == 0 {\n\t\tc.Gateway.WriteTimeout = NewDuration(2 * time.Second)\n\t}\n\n\tif c.Scenario.Name == \"\" {\n\t\tc.Scenario.Name = \"basic\"\n\t}\n\tif c.Scenario.Type == \"\" {\n\t\tc.Scenario.Type = \"basic\"\n\t}\n\tif c.Scenario.Duration.AsDuration() == 0 {\n\t\tc.Scenario.Duration = NewDuration(10 * time.Second)\n\t}\n\tif c.Scenario.ActionInterval.AsDuration() == 0 {\n\t\tc.Scenario.ActionInterval = NewDuration(1 * time.Second)\n\t}\n\tif c.Scenario.PlayerPrefix == \"\" {\n\t\tc.Scenario.PlayerPrefix = \"player\"\n\t}\n\tif c.Scenario.Features == nil {\n\t\tc.Scenario.Features = []string{}\n\t}\n\n\tif c.Load.Concurrency <= 0 {\n\t\tc.Load.Concurrency = 10\n\t}\n\tif c.Load.VirtualUsers <= 0 {\n\t\tc.Load.VirtualUsers = c.Load.Concurrency\n\t}\n\tif c.Load.Iterations <= 0 {\n\t\tc.Load.Iterations = 1\n\t}\n\tif c.Load.RampUp.AsDuration() < 0 {\n\t\tc.Load.RampUp = NewDuration(0)\n\t}\n}\n"
  },
  {
    "path": "tools/simclient/e2e.yaml",
    "content": "# E2E 端到端验证场景配置\n# 用法: go run ./tools/simclient/cmd/simclient -config=tools/simclient/e2e.yaml -mode=integration\n\nscenario:\n  type: e2e\n  name: e2e-login-move-skill\n  player_prefix: test_player\n  action_interval: 500ms\n  duration: 0s  # E2E 场景自动完成\n  stop_on_error: true\n\nauth:\n  enabled: false  # 如需测试认证，改为 true 并配置 base_url\n  base_url: http://localhost:8080\n  login_path: /api/v1/auth/login\n  username: testuser\n  password: testpass123\n  timeout: 5s\n\ngateway:\n  host: localhost\n  port: 9090\n  connect_timeout: 5s\n  read_timeout: 2s\n  write_timeout: 2s\n\nload:\n  enabled: false\n  virtual_users: 1\n  concurrency: 1\n  iterations: 1\n  ramp_up: 0s\n  stop_on_error: false\n"
  },
  {
    "path": "tools/simclient/e2e_load.yaml",
    "content": "# E2E 压力测试配置\n# 用法: go run ./tools/simclient/cmd/simclient -config=tools/simclient/e2e_load.yaml -mode=load\n\nscenario:\n  type: e2e\n  name: e2e-load-test\n  player_prefix: load_player\n  action_interval: 1s\n  duration: 0s\n  stop_on_error: false\n\nauth:\n  enabled: false\n\ngateway:\n  host: localhost\n  port: 9090\n  connect_timeout: 10s\n  read_timeout: 3s\n  write_timeout: 3s\n\nload:\n  enabled: true\n  virtual_users: 50      # 模拟50个玩家\n  concurrency: 10        # 并发10个\n  iterations: 3          # 每个玩家执行3次完整流程\n  ramp_up: 5s            # 5秒内逐步启动所有玩家\n  stop_on_error: false\n"
  },
  {
    "path": "tools/simclient/e2e_scenario.go",
    "content": "package simclient\n\nimport (\n\t\"context\"\n\t\"encoding/binary\"\n\t\"encoding/json\"\n\t\"errors\"\n\t\"fmt\"\n\t\"io\"\n\t\"net\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n\ttcpProtocol \"greatestworks/internal/interfaces/tcp/protocol\"\n)\n\n// E2EScenario 端到端场景：登录→移动→技能释放→登出，验证 AOI 广播\ntype E2EScenario struct {\n\tcfg    ScenarioConfig\n\tlogger logging.Logger\n}\n\n// NewE2EScenario 创建端到端测试场景\nfunc NewE2EScenario(cfg ScenarioConfig, logger logging.Logger) *E2EScenario {\n\tif cfg.ActionInterval.AsDuration() <= 0 {\n\t\tcfg.ActionInterval = NewDuration(1 * time.Second)\n\t}\n\treturn &E2EScenario{cfg: cfg, logger: logger}\n}\n\n// Name 返回场景名称\nfunc (s *E2EScenario) Name() string {\n\tif s.cfg.Name != \"\" {\n\t\treturn s.cfg.Name\n\t}\n\treturn \"e2e-workflow\"\n}\n\n// Execute 执行端到端场景\nfunc (s *E2EScenario) Execute(ctx context.Context, client *SimulatorClient) (*ScenarioResult, error) {\n\tresult := &ScenarioResult{ScenarioName: s.Name(), StartedAt: time.Now()}\n\tdefer func() {\n\t\tresult.CompletedAt = time.Now()\n\t}()\n\n\t// 步骤1：认证（如果启用）\n\ttoken, err := authenticateAndRecord(ctx, client, result, s.logger)\n\tif err != nil && s.cfg.StopOnError {\n\t\treturn result, err\n\t}\n\t_ = token // 可选：后续可用于附加到 TCP 消息\n\n\t// 步骤2：连接网关\n\tstart := time.Now()\n\tconn, err := client.ConnectGateway(ctx)\n\tconnectLatency := time.Since(start)\n\tfields := map[string]interface{}{}\n\tif err == nil && conn != nil {\n\t\tfields[\"remote\"] = conn.RemoteAddr().String()\n\t}\n\tresult.Record(\"gateway.connect\", connectLatency, err, fields)\n\tif err != nil {\n\t\treturn result, err\n\t}\n\tdefer conn.Close()\n\n\t// 步骤3：发送 TCP 登录包（PlayerLogin 消息）\n\tif err := s.sendLogin(result, client, conn); err != nil {\n\t\tif s.cfg.StopOnError {\n\t\t\treturn result, err\n\t\t}\n\t}\n\n\t// 短暂等待登录响应\n\ttime.Sleep(100 * time.Millisecond)\n\ts.tryReadResponse(result, client, conn, \"login.response\")\n\n\t// 步骤4：发送移动包（模拟移动到新位置）\n\tif err := s.sendMove(result, client, conn, 100.0, 50.0, 10.0); err != nil {\n\t\tif s.cfg.StopOnError {\n\t\t\treturn result, err\n\t\t}\n\t}\n\n\ttime.Sleep(100 * time.Millisecond)\n\ts.tryReadResponse(result, client, conn, \"move.response\")\n\n\t// 步骤5：发送技能释放包\n\tif err := s.sendSkillCast(result, client, conn, 1001, 2001); err != nil {\n\t\tif s.cfg.StopOnError {\n\t\t\treturn result, err\n\t\t}\n\t}\n\n\ttime.Sleep(100 * time.Millisecond)\n\ts.tryReadResponse(result, client, conn, \"skill.response\")\n\n\t// 步骤6：再次移动（验证多次操作）\n\tif err := s.sendMove(result, client, conn, 120.0, 55.0, 10.0); err != nil {\n\t\tif s.cfg.StopOnError {\n\t\t\treturn result, err\n\t\t}\n\t}\n\n\ttime.Sleep(100 * time.Millisecond)\n\ts.tryReadResponse(result, client, conn, \"move2.response\")\n\n\t// 步骤7：发送登出包\n\tif err := s.sendLogout(result, client, conn); err != nil {\n\t\tif s.cfg.StopOnError {\n\t\t\treturn result, err\n\t\t}\n\t}\n\n\ttime.Sleep(100 * time.Millisecond)\n\ts.tryReadResponse(result, client, conn, \"logout.response\")\n\n\treturn result, nil\n}\n\n// sendLogin 发送 PlayerLogin 消息（带 JSON payload）\nfunc (s *E2EScenario) sendLogin(result *ScenarioResult, client *SimulatorClient, conn net.Conn) error {\n\tpayload := map[string]interface{}{\n\t\t\"player_id\": fmt.Sprintf(\"%d\", client.PlayerID()),\n\t\t\"map_id\":    1,\n\t}\n\treturn s.sendMessageWithPayload(result, client, conn, \"gateway.msg.login\", tcpProtocol.MsgPlayerLogin, payload)\n}\n\n// sendMove 发送 PlayerMove 消息\nfunc (s *E2EScenario) sendMove(result *ScenarioResult, client *SimulatorClient, conn net.Conn, x, y, z float64) error {\n\tpayload := map[string]interface{}{\n\t\t\"position\": map[string]interface{}{\n\t\t\t\"x\": x,\n\t\t\t\"y\": y,\n\t\t\t\"z\": z,\n\t\t},\n\t}\n\treturn s.sendMessageWithPayload(result, client, conn, \"gateway.msg.move\", tcpProtocol.MsgPlayerMove, payload)\n}\n\n// sendSkillCast 发送技能释放消息\nfunc (s *E2EScenario) sendSkillCast(result *ScenarioResult, client *SimulatorClient, conn net.Conn, skillID, targetID int32) error {\n\tpayload := map[string]interface{}{\n\t\t\"skill_id\":  skillID,\n\t\t\"target_id\": targetID,\n\t}\n\treturn s.sendMessageWithPayload(result, client, conn, \"gateway.msg.skill\", tcpProtocol.MsgBattleSkill, payload)\n}\n\n// sendLogout 发送登出消息\nfunc (s *E2EScenario) sendLogout(result *ScenarioResult, client *SimulatorClient, conn net.Conn) error {\n\treturn s.sendMessageWithPayload(result, client, conn, \"gateway.msg.logout\", tcpProtocol.MsgPlayerLogout, nil)\n}\n\n// sendMessageWithPayload 发送带 JSON payload 的消息\nfunc (s *E2EScenario) sendMessageWithPayload(\n\tresult *ScenarioResult,\n\tclient *SimulatorClient,\n\tconn net.Conn,\n\taction string,\n\tmessageType uint32,\n\tpayload interface{},\n) error {\n\tstart := time.Now()\n\n\tvar payloadBytes []byte\n\tvar err error\n\tif payload != nil {\n\t\tpayloadBytes, err = json.Marshal(payload)\n\t\tif err != nil {\n\t\t\tresult.Record(action, time.Since(start), fmt.Errorf(\"marshal payload: %w\", err), nil)\n\t\t\treturn err\n\t\t}\n\t}\n\n\tmessageID := nextMessageID()\n\tseq := client.seq + 1\n\tclient.seq = seq\n\n\t// 构造完整消息：Header + Payload\n\theader := make([]byte, tcpProtocol.MessageHeaderSize)\n\tbinary.BigEndian.PutUint32(header[0:], tcpProtocol.MessageMagic)\n\tbinary.BigEndian.PutUint32(header[4:], messageID)\n\tbinary.BigEndian.PutUint32(header[8:], messageType)\n\tbinary.BigEndian.PutUint16(header[12:], tcpProtocol.FlagRequest)\n\tbinary.BigEndian.PutUint64(header[14:], client.PlayerID())\n\tbinary.BigEndian.PutUint64(header[22:], uint64(time.Now().Unix()))\n\tbinary.BigEndian.PutUint16(header[30:], uint16(seq&0xFFFF))\n\n\t// 发送 header + payload\n\tif err := conn.SetWriteDeadline(time.Now().Add(client.cfg.Gateway.WriteTimeout.AsDuration())); err != nil {\n\t\ts.logger.Warn(\"failed to set write deadline\", logging.Fields{\"error\": err})\n\t}\n\n\tif _, err := conn.Write(header); err != nil {\n\t\tresult.Record(action, time.Since(start), fmt.Errorf(\"write header: %w\", err), nil)\n\t\treturn err\n\t}\n\n\tif len(payloadBytes) > 0 {\n\t\tif _, err := conn.Write(payloadBytes); err != nil {\n\t\t\tresult.Record(action, time.Since(start), fmt.Errorf(\"write payload: %w\", err), nil)\n\t\t\treturn err\n\t\t}\n\t}\n\n\tfields := map[string]interface{}{\n\t\t\"message_type\":   messageType,\n\t\t\"message_id\":     messageID,\n\t\t\"payload_length\": len(payloadBytes),\n\t}\n\tresult.Record(action, time.Since(start), nil, fields)\n\treturn nil\n}\n\n// tryReadResponse 尝试读取响应（不阻塞太久）\nfunc (s *E2EScenario) tryReadResponse(result *ScenarioResult, client *SimulatorClient, conn net.Conn, action string) {\n\ttimeout := 200 * time.Millisecond\n\tif err := conn.SetReadDeadline(time.Now().Add(timeout)); err != nil {\n\t\treturn\n\t}\n\n\tbuf := make([]byte, 4096)\n\tstart := time.Now()\n\tn, err := conn.Read(buf)\n\tduration := time.Since(start)\n\n\tif err != nil {\n\t\tif ne, ok := err.(net.Error); ok && ne.Timeout() {\n\t\t\t// 超时不记录为错误（可能服务器不立即响应）\n\t\t\tresult.Record(action, duration, nil, map[string]interface{}{\"timeout\": true})\n\t\t\treturn\n\t\t}\n\t\tif errors.Is(err, io.EOF) {\n\t\t\tresult.Record(action, duration, err, map[string]interface{}{\"eof\": true})\n\t\t\treturn\n\t\t}\n\t\tresult.Record(action, duration, err, nil)\n\t\treturn\n\t}\n\n\tresult.Record(action, duration, nil, map[string]interface{}{\"bytes\": n})\n}\n"
  },
  {
    "path": "tools/simclient/feature_library.go",
    "content": "package simclient\n\n// helper returns pointer to bool literal\nfunc boolPtr(v bool) *bool {\n\treturn &v\n}\n\n// featureLibrary maps feature identifiers to reusable action sequences.\nvar featureLibrary = map[string][]ScenarioActionConfig{\n\t\"system.heartbeat\": {\n\t\t{Name: \"system.heartbeat\", Message: \"system.heartbeat\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"player.login\": {\n\t\t{Name: \"player.login\", Message: \"player.login\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"player.logout\": {\n\t\t{Name: \"player.logout\", Message: \"player.logout\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"player.move\": {\n\t\t{Name: \"player.move\", Message: \"player.move\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"player.info\": {\n\t\t{Name: \"player.info\", Message: \"player.info\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"player.stats\": {\n\t\t{Name: \"player.stats\", Message: \"player.stats\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"player.basic\": {\n\t\t{Name: \"player.login\", Message: \"player.login\", ExpectResponse: boolPtr(true)},\n\t\t{Name: \"player.info\", Message: \"player.info\", ExpectResponse: boolPtr(true)},\n\t\t{Name: \"player.stats\", Message: \"player.stats\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"battle.create\": {\n\t\t{Name: \"battle.create\", Message: \"battle.create\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"battle.join\": {\n\t\t{Name: \"battle.join\", Message: \"battle.join\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"battle.action\": {\n\t\t{Name: \"battle.action\", Message: \"battle.action\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"battle.status\": {\n\t\t{Name: \"battle.status\", Message: \"battle.status\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"battle.basic\": {\n\t\t{Name: \"battle.create\", Message: \"battle.create\", ExpectResponse: boolPtr(true)},\n\t\t{Name: \"battle.status\", Message: \"battle.status\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"pet.summon\": {\n\t\t{Name: \"pet.summon\", Message: \"pet.summon\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"pet.dismiss\": {\n\t\t{Name: \"pet.dismiss\", Message: \"pet.dismiss\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"pet.info\": {\n\t\t{Name: \"pet.info\", Message: \"pet.info\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"pet.status\": {\n\t\t{Name: \"pet.status\", Message: \"pet.status\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"pet.basic\": {\n\t\t{Name: \"pet.info\", Message: \"pet.info\", ExpectResponse: boolPtr(true)},\n\t\t{Name: \"pet.status\", Message: \"pet.status\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"building.create\": {\n\t\t{Name: \"building.create\", Message: \"building.create\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"building.upgrade\": {\n\t\t{Name: \"building.upgrade\", Message: \"building.upgrade\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"building.status\": {\n\t\t{Name: \"building.status\", Message: \"building.status\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"building.basic\": {\n\t\t{Name: \"building.status\", Message: \"building.status\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"social.friend_list\": {\n\t\t{Name: \"social.friend_list\", Message: \"social.friend_list\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"social.friend_remove\": {\n\t\t{Name: \"social.friend_remove\", Message: \"social.friend_remove\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"social.chat\": {\n\t\t{Name: \"social.chat\", Message: \"social.chat\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"social.team_basic\": {\n\t\t{Name: \"social.team_create\", Message: \"social.team_create\", ExpectResponse: boolPtr(true)},\n\t\t{Name: \"social.team_info\", Message: \"social.team_info\", ExpectResponse: boolPtr(true)},\n\t\t{Name: \"social.team_join\", Message: \"social.team_join\", ExpectResponse: boolPtr(true)},\n\t\t{Name: \"social.team_leave\", Message: \"social.team_leave\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"item.use\": {\n\t\t{Name: \"item.use\", Message: \"item.use\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"quest.accept\": {\n\t\t{Name: \"quest.accept\", Message: \"quest.accept\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"quest.progress\": {\n\t\t{Name: \"quest.progress\", Message: \"quest.progress\", ExpectResponse: boolPtr(true)},\n\t},\n\t\"quest.complete\": {\n\t\t{Name: \"quest.complete\", Message: \"quest.complete\", ExpectResponse: boolPtr(true)},\n\t},\n}\n"
  },
  {
    "path": "tools/simclient/main.go",
    "content": "package simclient\n\n// Package simclient contains helper utilities for building simulated clients.\n//\n// The runnable CLI lives under cmd/simclient. This file remains solely to\n// provide package documentation and avoids conflicting package names when running tests.\n"
  },
  {
    "path": "tools/simclient/metrics.go",
    "content": "package simclient\n\nimport (\n\t\"sort\"\n\t\"sync\"\n\t\"time\"\n)\n\n// MetricsRecorder stores aggregated action timings across many scenarios.\ntype MetricsRecorder struct {\n\tmu      sync.Mutex\n\ttotals  map[string]*metricAccumulator\n\toverall overallStats\n}\n\ntype metricAccumulator struct {\n\tcount     int\n\tfailures  int\n\tsuccesses int\n\ttotal     time.Duration\n\tmin       time.Duration\n\tmax       time.Duration\n\tsamples   []time.Duration\n}\n\ntype overallStats struct {\n\tscenarios int\n\tsuccesses int\n\tfailures  int\n}\n\n// MetricSummary exposes derived statistics for reporting.\ntype MetricSummary struct {\n\tAction    string\n\tCount     int\n\tSuccesses int\n\tFailures  int\n\tMin       time.Duration\n\tMax       time.Duration\n\tAvg       time.Duration\n\tP95       time.Duration\n}\n\n// OverallSummary provides coarse scenario-level counts.\ntype OverallSummary struct {\n\tScenarios int\n\tSuccesses int\n\tFailures  int\n}\n\n// NewMetricsRecorder creates an empty recorder.\nfunc NewMetricsRecorder() *MetricsRecorder {\n\treturn &MetricsRecorder{\n\t\ttotals: make(map[string]*metricAccumulator),\n\t}\n}\n\n// AddScenario captures metrics for a scenario execution.\nfunc (r *MetricsRecorder) AddScenario(result *ScenarioResult) {\n\tif result == nil {\n\t\treturn\n\t}\n\n\tr.mu.Lock()\n\tdefer r.mu.Unlock()\n\n\tr.overall.scenarios++\n\tif result.Success() {\n\t\tr.overall.successes++\n\t} else {\n\t\tr.overall.failures++\n\t}\n\n\tfor _, action := range result.Actions {\n\t\tacc := r.totals[action.Name]\n\t\tif acc == nil {\n\t\t\tacc = &metricAccumulator{}\n\t\t\tr.totals[action.Name] = acc\n\t\t}\n\t\tacc.count++\n\t\tif action.Err != nil {\n\t\t\tacc.failures++\n\t\t} else {\n\t\t\tacc.successes++\n\t\t}\n\t\tacc.total += action.Duration\n\t\tacc.samples = append(acc.samples, action.Duration)\n\t\tif acc.count == 1 || action.Duration < acc.min {\n\t\t\tacc.min = action.Duration\n\t\t}\n\t\tif action.Duration > acc.max {\n\t\t\tacc.max = action.Duration\n\t\t}\n\t}\n}\n\n// Snapshot returns the aggregated metrics summaries.\nfunc (r *MetricsRecorder) Snapshot() ([]MetricSummary, OverallSummary) {\n\tr.mu.Lock()\n\tdefer r.mu.Unlock()\n\n\tsummaries := make([]MetricSummary, 0, len(r.totals))\n\tfor action, acc := range r.totals {\n\t\tif acc.count == 0 {\n\t\t\tcontinue\n\t\t}\n\t\tsummary := MetricSummary{\n\t\t\tAction:    action,\n\t\t\tCount:     acc.count,\n\t\t\tSuccesses: acc.successes,\n\t\t\tFailures:  acc.failures,\n\t\t}\n\t\tif len(acc.samples) > 0 {\n\t\t\tsort.Slice(acc.samples, func(i, j int) bool { return acc.samples[i] < acc.samples[j] })\n\t\t\tsummary.Min = acc.min\n\t\t\tsummary.Max = acc.max\n\t\t\tsummary.Avg = time.Duration(0)\n\t\t\tdivisor := acc.successes + acc.failures\n\t\t\tif divisor > 0 {\n\t\t\t\tsummary.Avg = acc.total / time.Duration(divisor)\n\t\t\t}\n\t\t\tsummary.P95 = percentile(acc.samples, 0.95)\n\t\t}\n\t\tsummaries = append(summaries, summary)\n\t}\n\n\tsort.Slice(summaries, func(i, j int) bool { return summaries[i].Action < summaries[j].Action })\n\n\treturn summaries, OverallSummary{\n\t\tScenarios: r.overall.scenarios,\n\t\tSuccesses: r.overall.successes,\n\t\tFailures:  r.overall.failures,\n\t}\n}\n\nfunc percentile(data []time.Duration, p float64) time.Duration {\n\tif len(data) == 0 {\n\t\treturn 0\n\t}\n\tif p <= 0 {\n\t\treturn data[0]\n\t}\n\tif p >= 1 {\n\t\treturn data[len(data)-1]\n\t}\n\tidx := int(float64(len(data)-1) * p)\n\treturn data[idx]\n}\n"
  },
  {
    "path": "tools/simclient/runner.go",
    "content": "package simclient\n\nimport (\n\t\"context\"\n\t\"fmt\"\n\t\"strings\"\n\t\"sync\"\n\t\"sync/atomic\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\n// Runner orchestrates scenarios for integration or load testing modes.\ntype Runner struct {\n\tcfg      Config\n\tlogger   logging.Logger\n\tscenario Scenario\n}\n\n// NewRunner constructs a runner using the basic scenario by default.\nfunc NewRunner(cfg Config, logger logging.Logger) (*Runner, error) {\n\tcfg.Normalize()\n\tscenarioLogger := logger.WithField(\"component\", \"scenario\")\n\n\tscenarioCfg := cfg.Scenario\n\tscenario, err := buildScenario(&scenarioCfg, scenarioLogger)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\tcfg.Scenario = scenarioCfg\n\n\treturn &Runner{\n\t\tcfg:      cfg,\n\t\tlogger:   logger,\n\t\tscenario: scenario,\n\t}, nil\n}\n\n// Config returns a copy of the runner configuration.\nfunc (r *Runner) Config() Config {\n\treturn r.cfg\n}\n\n// RunOnce executes the scenario a single time for integration testing.\nfunc (r *Runner) RunOnce(ctx context.Context) (*ScenarioResult, error) {\n\tclient := NewSimulatorClient(1, &r.cfg, r.logger.WithField(\"mode\", \"integration\"))\n\tresult, err := r.scenario.Execute(ctx, client)\n\treturn result, err\n}\n\n// LoadReport summarises the outcome of a load test run.\ntype LoadReport struct {\n\tScenario    string\n\tStartedAt   time.Time\n\tCompletedAt time.Time\n\tUsers       int\n\tConcurrency int\n\tIterations  int\n\tMetrics     []MetricSummary\n\tOverall     OverallSummary\n\tErrors      []string\n}\n\n// RunLoad executes multiple scenario instances concurrently.\nfunc (r *Runner) RunLoad(ctx context.Context) (*LoadReport, error) {\n\tif !r.cfg.Load.Enabled {\n\t\treturn nil, fmt.Errorf(\"load testing disabled in configuration\")\n\t}\n\n\tctx, cancel := context.WithCancel(ctx)\n\tdefer cancel()\n\n\trecorder := NewMetricsRecorder()\n\treport := &LoadReport{\n\t\tScenario:    r.scenario.Name(),\n\t\tStartedAt:   time.Now(),\n\t\tUsers:       r.cfg.Load.VirtualUsers,\n\t\tConcurrency: r.cfg.Load.Concurrency,\n\t\tIterations:  r.cfg.Load.Iterations,\n\t}\n\n\tsemaphore := make(chan struct{}, r.cfg.Load.Concurrency)\n\tvar wg sync.WaitGroup\n\tvar errOnce atomic.Bool\n\tvar errorsMu sync.Mutex\n\nouter:\n\tfor user := 0; user < r.cfg.Load.VirtualUsers; user++ {\n\t\tselect {\n\t\tcase <-ctx.Done():\n\t\t\tr.logger.Warn(\"load test cancelled before completion\", logging.Fields{\"error\": ctx.Err()})\n\t\t\tbreak outer\n\t\tdefault:\n\t\t}\n\n\t\tsemaphore <- struct{}{}\n\t\twg.Add(1)\n\n\t\tgo func(userIndex int) {\n\t\t\tdefer wg.Done()\n\t\t\tdefer func() { <-semaphore }()\n\n\t\t\tclientLogger := r.logger.WithFields(logging.Fields{\n\t\t\t\t\"mode\":       \"load\",\n\t\t\t\t\"user_index\": userIndex,\n\t\t\t})\n\t\t\tclient := NewSimulatorClient(userIndex+1, &r.cfg, clientLogger)\n\n\t\t\tfor iteration := 0; iteration < r.cfg.Load.Iterations; iteration++ {\n\t\t\t\tif ctx.Err() != nil {\n\t\t\t\t\treturn\n\t\t\t\t}\n\t\t\t\tresult, err := r.scenario.Execute(ctx, client)\n\t\t\t\trecorder.AddScenario(result)\n\n\t\t\t\tif err != nil {\n\t\t\t\t\terrorsMu.Lock()\n\t\t\t\t\tif len(report.Errors) < 50 {\n\t\t\t\t\t\treport.Errors = append(report.Errors, fmt.Sprintf(\"user %d iteration %d: %v\", userIndex+1, iteration+1, err))\n\t\t\t\t\t}\n\t\t\t\t\terrorsMu.Unlock()\n\n\t\t\t\t\tif r.cfg.Load.StopOnError && !errOnce.Load() {\n\t\t\t\t\t\terrOnce.Store(true)\n\t\t\t\t\t\tcancel()\n\t\t\t\t\t}\n\t\t\t\t\tif r.cfg.Load.StopOnError {\n\t\t\t\t\t\treturn\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}(user)\n\n\t\tif ramp := r.cfg.Load.RampUp.AsDuration(); ramp > 0 {\n\t\t\tperUserDelay := ramp / time.Duration(r.cfg.Load.VirtualUsers)\n\t\t\tif perUserDelay > 0 {\n\t\t\t\tselect {\n\t\t\t\tcase <-ctx.Done():\n\t\t\t\t\tbreak outer\n\t\t\t\tcase <-time.After(perUserDelay):\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\twg.Wait()\n\treport.CompletedAt = time.Now()\n\treport.Metrics, report.Overall = recorder.Snapshot()\n\treturn report, nil\n}\n\nfunc buildScenario(cfg *ScenarioConfig, logger logging.Logger) (Scenario, error) {\n\tscenarioType := strings.TrimSpace(strings.ToLower(cfg.Type))\n\thasCustomActions := len(cfg.Actions) > 0 || len(cfg.Features) > 0\n\n\t// E2E 场景优先\n\tif scenarioType == \"e2e\" {\n\t\tcfg.Type = \"e2e\"\n\t\treturn NewE2EScenario(*cfg, logger), nil\n\t}\n\n\tif (scenarioType == \"\" || scenarioType == \"basic\") && !hasCustomActions {\n\t\tcfg.Type = \"basic\"\n\t\treturn NewBasicScenario(*cfg, logger), nil\n\t}\n\n\tif scenarioType == \"\" || scenarioType == \"basic\" {\n\t\tcfg.Type = \"feature\"\n\t}\n\n\tif len(cfg.Features) == 0 {\n\t\tif _, ok := featureLibrary[scenarioType]; ok {\n\t\t\tcfg.Features = append(cfg.Features, scenarioType)\n\t\t}\n\t}\n\n\tscenario, err := NewActionScenario(*cfg, logger)\n\tif err != nil {\n\t\treturn nil, err\n\t}\n\n\treturn scenario, nil\n}\n"
  },
  {
    "path": "tools/simclient/scenario.go",
    "content": "package simclient\n\nimport (\n\t\"context\"\n\t\"errors\"\n\t\"io\"\n\t\"net\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n\ttcpProtocol \"greatestworks/internal/interfaces/tcp/protocol\"\n)\n\n// Scenario represents an executable workflow for a simulated player.\ntype Scenario interface {\n\tName() string\n\tExecute(ctx context.Context, client *SimulatorClient) (*ScenarioResult, error)\n}\n\n// ScenarioResult captures per-action latencies and errors for analysis.\ntype ScenarioResult struct {\n\tScenarioName string\n\tStartedAt    time.Time\n\tCompletedAt  time.Time\n\tActions      []ActionRecord\n}\n\n// ActionRecord stores the outcome of a single simulated step.\ntype ActionRecord struct {\n\tName     string\n\tDuration time.Duration\n\tErr      error\n\tData     map[string]interface{}\n}\n\n// Record appends an action result to the scenario.\nfunc (r *ScenarioResult) Record(name string, duration time.Duration, err error, fields map[string]interface{}) {\n\tr.Actions = append(r.Actions, ActionRecord{\n\t\tName:     name,\n\t\tDuration: duration,\n\t\tErr:      err,\n\t\tData:     fields,\n\t})\n}\n\n// Success reports whether every recorded action completed successfully.\nfunc (r *ScenarioResult) Success() bool {\n\tfor _, action := range r.Actions {\n\t\tif action.Err != nil {\n\t\t\treturn false\n\t\t}\n\t}\n\treturn true\n}\n\n// Errors returns a flattened slice of non-nil action errors.\nfunc (r *ScenarioResult) Errors() []error {\n\tvar errs []error\n\tfor _, action := range r.Actions {\n\t\tif action.Err != nil {\n\t\t\terrs = append(errs, action.Err)\n\t\t}\n\t}\n\treturn errs\n}\n\nfunc authenticateAndRecord(ctx context.Context, client *SimulatorClient, result *ScenarioResult, logger logging.Logger) (string, error) {\n\tstart := time.Now()\n\ttoken, err := client.Login(ctx)\n\tresult.Record(\"auth.login\", time.Since(start), err, nil)\n\tif err == nil && token != \"\" {\n\t\tlogger.Debug(\"authentication token acquired\", logging.Fields{\"token_length\": len(token)})\n\t}\n\treturn token, err\n}\n\n// BasicScenario drives a minimal end-to-end flow against the gateway.\ntype BasicScenario struct {\n\tcfg    ScenarioConfig\n\tlogger logging.Logger\n}\n\n// NewBasicScenario creates the default scenario implementation.\nfunc NewBasicScenario(cfg ScenarioConfig, logger logging.Logger) *BasicScenario {\n\tif cfg.ActionInterval.AsDuration() <= 0 {\n\t\tcfg.ActionInterval = NewDuration(1 * time.Second)\n\t}\n\tif cfg.Duration.AsDuration() <= 0 {\n\t\tcfg.Duration = NewDuration(10 * time.Second)\n\t}\n\treturn &BasicScenario{cfg: cfg, logger: logger}\n}\n\n// Name returns the configured scenario name.\nfunc (s *BasicScenario) Name() string {\n\treturn s.cfg.Name\n}\n\n// Execute runs the scenario for the supplied client.\nfunc (s *BasicScenario) Execute(ctx context.Context, client *SimulatorClient) (*ScenarioResult, error) {\n\tresult := &ScenarioResult{ScenarioName: s.cfg.Name, StartedAt: time.Now()}\n\tdefer func() {\n\t\tresult.CompletedAt = time.Now()\n\t}()\n\n\tif _, err := authenticateAndRecord(ctx, client, result, s.logger); err != nil {\n\t\tif s.cfg.StopOnError {\n\t\t\treturn result, err\n\t\t}\n\t\ts.logger.Warn(\"authentication failed but continuing\", logging.Fields{\"error\": err})\n\t}\n\n\tstart := time.Now()\n\tconn, err := client.ConnectGateway(ctx)\n\tconnectLatency := time.Since(start)\n\tfields := map[string]interface{}{}\n\tif err == nil && conn != nil {\n\t\tfields[\"remote\"] = conn.RemoteAddr().String()\n\t}\n\tresult.Record(\"gateway.connect\", connectLatency, err, fields)\n\tif err != nil {\n\t\treturn result, err\n\t}\n\tdefer conn.Close()\n\n\t// Login handshake.\n\tif err := s.sendMessage(result, client, conn, \"gateway.msg.login\", tcpProtocol.MsgPlayerLogin); err != nil {\n\t\tif s.cfg.StopOnError {\n\t\t\treturn result, err\n\t\t}\n\t}\n\n\tduration := s.cfg.Duration.AsDuration()\n\tinterval := s.cfg.ActionInterval.AsDuration()\n\tif interval <= 0 {\n\t\tinterval = time.Second\n\t}\n\n\tdeadline := time.Now().Add(duration)\n\tticker := time.NewTicker(interval)\n\tdefer ticker.Stop()\n\n\tfor iteration := 0; ; iteration++ {\n\t\tif duration > 0 && time.Now().After(deadline) {\n\t\t\tbreak\n\t\t}\n\n\t\tselect {\n\t\tcase <-ctx.Done():\n\t\t\terr := ctx.Err()\n\t\t\tresult.Record(\"scenario.cancelled\", 0, err, nil)\n\t\t\treturn result, err\n\t\tcase <-ticker.C:\n\t\t\tif err := s.sendMessage(result, client, conn, \"gateway.msg.move\", tcpProtocol.MsgPlayerMove); err != nil && s.cfg.StopOnError {\n\t\t\t\treturn result, err\n\t\t\t}\n\t\t\tif err := s.sendMessage(result, client, conn, \"gateway.msg.heartbeat\", tcpProtocol.MsgHeartbeat); err != nil && s.cfg.StopOnError {\n\t\t\t\treturn result, err\n\t\t\t}\n\n\t\t\tif ok, readErr := client.TryRead(conn); readErr != nil {\n\t\t\t\tif errors.Is(readErr, io.EOF) {\n\t\t\t\t\tresult.Record(\"gateway.connection.closed\", 0, readErr, nil)\n\t\t\t\t\treturn result, readErr\n\t\t\t\t}\n\t\t\t\tresult.Record(\"gateway.read\", 0, readErr, nil)\n\t\t\t\tif s.cfg.StopOnError {\n\t\t\t\t\treturn result, readErr\n\t\t\t\t}\n\t\t\t} else if ok {\n\t\t\t\tresult.Record(\"gateway.read\", 0, nil, map[string]interface{}{\"bytes\": tcpProtocol.MessageHeaderSize})\n\t\t\t}\n\t\t}\n\n\t\tif duration <= 0 && iteration >= 1 {\n\t\t\tbreak\n\t\t}\n\t}\n\n\tif err := s.sendMessage(result, client, conn, \"gateway.msg.logout\", tcpProtocol.MsgPlayerLogout); err != nil && s.cfg.StopOnError {\n\t\treturn result, err\n\t}\n\n\treturn result, nil\n}\n\nfunc (s *BasicScenario) sendMessage(result *ScenarioResult, client *SimulatorClient, conn net.Conn, action string, messageType uint32) error {\n\tstart := time.Now()\n\tmessageID, err := client.SendGatewayMessage(conn, messageType, tcpProtocol.FlagRequest)\n\tfields := map[string]interface{}{\n\t\t\"message_type\": messageType,\n\t\t\"message_id\":   messageID,\n\t}\n\tresult.Record(action, time.Since(start), err, fields)\n\treturn err\n}\n"
  },
  {
    "path": "tools/simclient/simclient_test.go",
    "content": "package simclient\n\nimport (\n\t\"context\"\n\t\"os\"\n\t\"testing\"\n\t\"time\"\n\n\t\"greatestworks/internal/infrastructure/logging\"\n)\n\nfunc TestBasicScenarioSmoke(t *testing.T) {\n\tif os.Getenv(\"SIMCLIENT_E2E\") != \"1\" {\n\t\tt.Skip(\"set SIMCLIENT_E2E=1 to run simulator integration smoke test\")\n\t}\n\n\tcfg := DefaultConfig()\n\tcfg.Auth.Enabled = false\n\tcfg.Scenario.Duration = NewDuration(3 * time.Second)\n\tcfg.Scenario.ActionInterval = NewDuration(500 * time.Millisecond)\n\n\tlogger := logging.NewBaseLogger(logging.DebugLevel)\n\trunner, err := NewRunner(cfg, logger)\n\tif err != nil {\n\t\tt.Fatalf(\"failed to build scenario: %v\", err)\n\t}\n\n\tctx, cancel := context.WithTimeout(context.Background(), 10*time.Second)\n\tdefer cancel()\n\n\tresult, err := runner.RunOnce(ctx)\n\tif err != nil {\n\t\tt.Fatalf(\"scenario execution returned error: %v\", err)\n\t}\n\tif result == nil {\n\t\tt.Fatalf(\"scenario returned nil result\")\n\t}\n\tif !result.Success() {\n\t\tt.Fatalf(\"scenario actions reported errors: %+v\", result.Errors())\n\t}\n}\n"
  }
]