地图尺寸改小,同步位置放大1000倍取整
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@@ -3,13 +3,13 @@
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*/
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export const WorldConfig = {
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/** 世界宽度 */
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WORLD_WIDTH: 800,
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WORLD_WIDTH: 100,
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/** 世界高度 */
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WORLD_HEIGHT: 800,
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WORLD_HEIGHT: 100,
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/** 出生区域半径(距离中心点) */
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SPAWN_RADIUS: 200,
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SPAWN_RADIUS: 20,
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/** 世界中心点 X 坐标 */
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get CENTER_X() {
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@@ -1,5 +1,5 @@
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/**
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* 位置坐标接口
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* 位置坐标接口(服务器内部使用实际坐标,与客户端通信时需要乘以1000)
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*/
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export interface Position {
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x: number;
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@@ -2,6 +2,7 @@ import { MsgCall } from "tsrpc";
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import { playerManager } from "../managers/PlayerManager";
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import { MsgReqLogin } from "../shared/protocols/MsgReqLogin";
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import { MsgResLogin, PlayerInfo } from "../shared/protocols/MsgResLogin";
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import { gameToClientPosition } from "../utils/coordinate";
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/**
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* 登录消息处理器
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@@ -36,12 +37,12 @@ export default async function (call: MsgCall<MsgReqLogin>) {
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// 保存玩家ID到连接对象,供其他消息处理器使用
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(call.conn as any).playerId = playerId;
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// 转换为协议格式
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// 转换为协议格式(将服务器内部坐标转换为客户端坐标)
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const playerInfo: PlayerInfo = {
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id: player.id,
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name: player.name,
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position: { ...player.position },
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spawnPoint: { ...player.spawnPoint },
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position: gameToClientPosition(player.position),
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spawnPoint: gameToClientPosition(player.spawnPoint),
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hp: player.hp,
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maxHp: player.maxHp,
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isAlive: player.isAlive,
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@@ -55,7 +56,7 @@ export default async function (call: MsgCall<MsgReqLogin>) {
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broadcastToAll('PlayerJoin', {
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playerId: player.id,
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playerName: player.name,
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position: { ...player.position },
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position: gameToClientPosition(player.position),
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isNewPlayer,
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timestamp: Date.now()
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}, call.conn.id);
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@@ -3,6 +3,7 @@ import { playerManager } from "../managers/PlayerManager";
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import { MsgPlayerMove } from "../shared/protocols/MsgPlayerMove";
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import { MsgReqMove } from "../shared/protocols/MsgReqMove";
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import { broadcastToAll } from "../utils/broadcast";
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import { clientToGamePosition, gameToClientPosition } from "../utils/coordinate";
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/**
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* 移动消息处理器
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@@ -60,9 +61,12 @@ export default async function (call: MsgCall<MsgReqMove>) {
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return;
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}
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// 将客户端坐标(放大1000倍)转换为游戏内坐标
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const gamePosition = clientToGamePosition({ x, y });
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try {
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// 尝试更新玩家位置
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const success = playerManager.updatePlayerPosition(playerId, x, y);
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// 尝试更新玩家位置(使用游戏内坐标)
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const success = playerManager.updatePlayerPosition(playerId, gamePosition.x, gamePosition.y);
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if (!success) {
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call.conn.sendMsg('ResMove', {
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@@ -72,10 +76,9 @@ export default async function (call: MsgCall<MsgReqMove>) {
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return;
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}
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// 获取更新后的位置
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const newPosition = { x, y };
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// 广播移动消息给所有其他玩家
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// 获取更新后的位置(转换为客户端坐标)
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const newPosition = gameToClientPosition(gamePosition);
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// 广播移动消息给所有其他玩家(使用客户端坐标)
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const moveMsg: MsgPlayerMove = {
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playerId: player.id,
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playerName: player.name,
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@@ -92,7 +95,7 @@ export default async function (call: MsgCall<MsgReqMove>) {
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position: newPosition
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});
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console.log(`玩家 ${player.name} 移动到 (${x}, ${y})`);
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console.log(`玩家 ${player.name} 移动到游戏内坐标 (${gamePosition.x}, ${gamePosition.y}),客户端坐标 (${newPosition.x}, ${newPosition.y})`);
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} catch (error) {
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console.error('移动失败:', error);
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@@ -11,7 +11,7 @@ export interface MsgPlayerJoin {
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/** 玩家昵称 */
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playerName: string;
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/** 玩家位置 */
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/** 玩家位置(客户端坐标,放大1000倍后的整数) */
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position: Position;
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/** 是否新玩家 */
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@@ -11,7 +11,7 @@ export interface MsgPlayerMove {
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/** 玩家昵称 */
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playerName: string;
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/** 移动后的位置 */
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/** 移动后的位置(客户端坐标,放大1000倍后的整数) */
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position: Position;
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/** 移动时间戳 */
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@@ -2,9 +2,9 @@
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* 移动请求消息
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*/
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export interface MsgReqMove {
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/** X坐标 */
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/** X坐标(放大1000倍后取整,服务器内部除以1000作为实际坐标) */
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x: number;
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/** Y坐标 */
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/** Y坐标(放大1000倍后取整,服务器内部除以1000作为实际坐标) */
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y: number;
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}
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@@ -10,10 +10,10 @@ export interface PlayerInfo {
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/** 玩家昵称 */
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name: string;
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/** 当前位置 */
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/** 当前位置(客户端坐标,放大1000倍后的整数) */
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position: Position;
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/** 出生点 */
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/** 出生点(客户端坐标,放大1000倍后的整数) */
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spawnPoint: Position;
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/** 当前生命值 */
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@@ -10,6 +10,6 @@ export interface MsgResMove {
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/** 消息 */
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message: string;
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/** 新位置(成功时返回) */
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/** 新位置(成功时返回,客户端坐标,放大1000倍后的整数) */
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position?: Position;
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}
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@@ -15,7 +15,7 @@ export interface BaseMessage {
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}
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/**
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* 位置坐标
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* 位置坐标(客户端使用放大1000倍后的整数坐标)
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*/
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export interface Position {
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x: number;
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50
server/src/utils/coordinate.ts
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50
server/src/utils/coordinate.ts
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@@ -0,0 +1,50 @@
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import { Position } from '../models/Position';
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/**
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* 坐标转换工具
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* 处理服务器内部坐标和客户端坐标之间的转换
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* 客户端坐标 = 服务器坐标 * 1000(取整)
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* 服务器坐标 = 客户端坐标 / 1000
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*/
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/**
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* 将服务器内部坐标转换为客户端坐标
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* @param gamePos 服务器内部坐标(实际坐标)
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* @returns 客户端坐标(放大1000倍后取整)
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*/
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export function gameToClientPosition(gamePos: Position): Position {
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return {
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x: Math.round(gamePos.x * 1000),
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y: Math.round(gamePos.y * 1000)
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};
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}
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/**
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* 将客户端坐标转换为服务器内部坐标
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* @param clientPos 客户端坐标(放大1000倍后的整数)
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* @returns 服务器内部坐标(实际坐标)
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*/
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export function clientToGamePosition(clientPos: Position): Position {
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return {
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x: clientPos.x / 1000,
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y: clientPos.y / 1000
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};
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}
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/**
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* 批量转换服务器坐标为客户端坐标
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* @param gamePositions 服务器内部坐标数组
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* @returns 客户端坐标数组
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*/
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export function gameToClientPositions(gamePositions: Position[]): Position[] {
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return gamePositions.map(gameToClientPosition);
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}
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/**
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* 批量转换客户端坐标为服务器坐标
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* @param clientPositions 客户端坐标数组
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* @returns 服务器内部坐标数组
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*/
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export function clientToGamePositions(clientPositions: Position[]): Position[] {
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return clientPositions.map(clientToGamePosition);
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}
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