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@ -77,30 +77,10 @@ namespace XNet.Business
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lastTime = currentTime;
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// 【核心循环】
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// 现在不需要一把大锁锁住全服了
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// 1. 如果有来自 WebAPI 的异步命令(如动态创建副本),可以在 NavMeshManager 内部处理
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// 或者在这里手动处理队列 (如果使用了 CommandQueue)
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// _navMeshManager.ProcessCommands();
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// 2. 并行更新所有副本的 Crowd
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// 这行代码利用 SceneAgent 内部的 Parallel.ForEach,效率极高
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_sceneAgent.UpdateAll(deltaTime);
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//// 2. 收集所有需要同步的Agent状态
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//List<AgentPositionSyncMsg> allSyncMsgs = [];
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//foreach (var instanceId in _instanceIds)
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//{
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// var syncMsgs = _sceneAgent.GetAgentsNeedSync(instanceId);
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// allSyncMsgs.AddRange(syncMsgs);
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//}
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//// 3. 异步发送WebSocket消息(不阻塞游戏循环)
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//if (allSyncMsgs.Count > 0)
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//{
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// _ = _wsManager.SendAgentPositionBatchAsync(allSyncMsgs);
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//}
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// 2. 异步收集+推送消息(IO密集型,提交到专用线程池,不阻塞主循环)
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_ = Task.Run(async () =>
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@ -268,8 +268,8 @@ namespace XNet.Business
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bmin.Y -= 0.5f;
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}
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Console.WriteLine($"Adjusted Bounds: Min({bmin.X},{bmin.Y},{bmin.Z}) Max({bmax.X},{bmax.Y},{bmax.Z})");
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Console.WriteLine($"Adjusted Size: {bmax.X - bmin.X}, {bmax.Y - bmin.Y}, {bmax.Z - bmin.Z}");
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//Console.WriteLine($"Adjusted Bounds: Min({bmin.X},{bmin.Y},{bmin.Z}) Max({bmax.X},{bmax.Y},{bmax.Z})");
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//Console.WriteLine($"Adjusted Size: {bmax.X - bmin.X}, {bmax.Y - bmin.Y}, {bmax.Z - bmin.Z}");
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var builderConfig = new RcBuilderConfig(config, bmin, bmax);
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if (builderConfig.width <= 0 || builderConfig.height <= 0)
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