Files
bl/modules/player/service/info.go

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package service
import (
"blazing/common/data/share"
"blazing/cool"
"blazing/modules/config/service"
"blazing/modules/player/model"
"context"
"encoding/hex"
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"encoding/json"
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"fmt"
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"os"
"path/filepath"
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"time"
"github.com/gogf/gf/v2/os/glog"
"github.com/gogf/gf/v2/os/gtime"
"github.com/google/uuid"
csmap "github.com/mhmtszr/concurrent-swiss-map"
)
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func (s *InfoService) IsReg() bool {
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m := s.dbm_fix(s.Model)
record, _ := m.Exist()
return record
}
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// 是否注册,如果注册过,那么就会产生用户player信息
// 实现注册,id+昵称+颜色
func (s *InfoService) Reg(nick string, color uint32) *model.PlayerInfo {
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var tt *model.Player
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s.dbm_fix(s.Model).Scan(&tt)
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if tt == nil {
t := model.NewPlayer()
t.PlayerID = uint64(s.userid)
//设置用户信息
t.Data = model.NewPlayerInfo()
t.Data.Nick = nick
t.Data.UserID = s.userid
t.Data.Color = color
t.Data.RegisterTime = uint32(time.Now().Unix()) //写入注册时间
_, err := cool.DBM(s.Model).Data(t).FieldsEx("id").Insert()
if err != nil {
glog.Error(context.Background(), err)
}
return &t.Data
} else {
return &tt.Data
}
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}
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func (s *InfoService) Person(userid uint32) (out *model.Player) {
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cool.DBM(s.Model).Where("player_id", userid).Scan(&out)
return
}
func (s *InfoService) SetLogin() *model.PlayerInfo {
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var tt *model.Player
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s.dbm_fix(s.Model).Scan(&tt)
if tt == nil {
return nil
}
tt.Data.AllPetNumber = uint32(NewPetService(s.userid).PetCount(0))
if tt.Data.MapID > 300 || tt.Data.MapID == 0 { //如果位于基地,就重置到传送仓
tt.Data.MapID = 1
}
if tt.Data.IsNewPlayer() { //重置新手地图,放到机械仓
tt.Data.SetTask(4, model.Completed) //设置新手任务默认完成
tt.Data.MapID = 8
if len(tt.Data.PetList) == 0 {
//这个是添加后防止卡死
rr := NewPetService(s.userid).PetInfo(0)
if len(rr) > 0 {
tt.Data.PetList = append(tt.Data.PetList, rr[0].Data)
}
}
}
if tt.Data.MaxPuniLv < 9 {
for i := 291; i < 299; i++ {
if tt.Data.GetTask(i) == model.Completed {
tt.Data.MaxPuniLv = uint32(i) - 290
}
}
}
if !IsToday(tt.LastResetTime) { //判断是否是今天
//每天login时候检查重置时间然后把电池任务挖矿重置
//挖矿需要单独存,因为防止多开挖矿
tt.LastResetTime = gtime.Now()
//每天login时候检查重置时间然后把电池任务挖矿重置
//挖矿需要单独存,因为防止多开挖矿
tt.Data.TimeToday = 0 //重置电池
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//tt.Data.FightTime = 60 * 60 * 2 //重置战斗次数
for _, v := range service.NewTaskService().GetDaily() {
tt.Data.SetTask(int(v.TaskId), model.Unaccepted)
}
for i := 0; i < 50; i++ { //每日任务区段
tt.Data.DailyResArr[i] = 0 //重置每日任务
}
//defer t.Service.Talk_Reset()
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_, err := s.dbm_fix(s.Model).Save(tt)
if err != nil {
panic(err)
}
}
ret := tt.Data
return &ret
}
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var User = csmap.New(
// set the number of map shards. the default value is 32.
csmap.WithShardCount[string, uint32](32),
// set the total capacity, every shard map has total capacity/shard count capacity. the default value is 0.
// csmap.WithSize[string, int](1000),
)
// 生成session
// GetSessionId 生成并返回会话ID、UUID字符串及可能的错误
// 会话ID由accountID(4字节) + UUID(16字节) + 随机数(4字节)组成,最终编码为十六进制字符串
func (s *InfoService) Gensession() string {
uuidV7, _ := uuid.NewV7()
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uuidBytes := uuidV7[:] // UUID 类型底层是 [16]byte直接切片获取
// 移除UUID中的连字符便于后续处理
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// 3. 计算 CRC32-IEEE 校验码最通用的CRC32标准
sessionID := hex.EncodeToString(uuidBytes)
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cool.CacheManager.Set(context.Background(), fmt.Sprintf("session:%d", uint32(s.userid)), sessionID, 10*time.Minute)
// ///User.Store(string(uuidStr), uint32(s.userid))
// //share.ShareManager.SaveSession(string(uuidStr), uint32(s.userid))
return sessionID
}
func (s *InfoService) Kick(id uint32) error {
useid1, err := share.ShareManager.GetUserOnline(id)
if err != nil {
return err
}
cl, ok := cool.GetClient(useid1)
if ok {
err := cl.KickPerson(id) //实现指定服务器踢人
if err != nil {
return err
}
}
return nil
}
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// saveToLocalFile 兜底保存将数据写入本地lose文件夹
func (s *InfoService) saveToLocalFile(player *model.Player, err error) {
// 1. 创建lose文件夹如果不存在
loseDir := "./lose"
if err := os.MkdirAll(loseDir, 0755); err != nil {
fmt.Printf("[ERROR] 创建lose文件夹失败: %v\n", err)
return
}
// 2. 构造保存的数据结构,包含错误信息和时间戳
type FallbackData struct {
PlayerData *model.Player `json:"player_data"`
ErrorMsg string `json:"error_msg"`
SaveTime string `json:"save_time"`
ServerInfo string `json:"server_info"`
}
fallbackData := FallbackData{
PlayerData: player,
ErrorMsg: err.Error(),
SaveTime: time.Now().Format("20060102150405.000"), // 精确到毫秒的时间戳
ServerInfo: fmt.Sprintf("server_vip:%d", cool.Config.ServerInfo.IsVip),
}
// 3. 生成唯一的文件名(避免覆盖)
playerID := fmt.Sprintf("%d", player.PlayerID) // 假设Player有PlayerID字段根据实际调整
filename := fmt.Sprintf("player_%s_%s.json", playerID, fallbackData.SaveTime)
filePath := filepath.Join(loseDir, filename)
// 4. 将数据序列化为JSON并写入文件
file, err := os.Create(filePath)
if err != nil {
fmt.Printf("[ERROR] 创建兜底文件失败 %s: %v\n", filePath, err)
return
}
defer file.Close()
encoder := json.NewEncoder(file)
encoder.SetIndent("", " ") // 格式化JSON方便查看
if err := encoder.Encode(fallbackData); err != nil {
fmt.Printf("[ERROR] 写入兜底文件失败 %s: %v\n", filePath, err)
return
}
// 5. 记录日志,方便排查
fmt.Printf("[INFO] 数据库保存失败,已将玩家[%s]数据兜底保存到: %s\n", playerID, filePath)
}
func (s *InfoService) Save(data model.PlayerInfo) {
if cool.Config.ServerInfo.IsVip != 0 {
return
}
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m := s.dbm_fix(s.Model)
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var tt *model.Player
m.Scan(&tt)
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if tt == nil {
return
}
tt.Data = data
_, err := m.Save(tt)
if err != nil {
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//todo 待实现兜底保存,现在有可能出错
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s.saveToLocalFile(tt, err)
panic(err)
}
}
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type InfoService struct {
BaseService
}
func NewInfoService(id uint32) *InfoService {
return &InfoService{
BaseService: BaseService{userid: id,
Service: &cool.Service{Model: model.NewPlayer(), UniqueKey: map[string]string{
"player_id": "角色名称不能重复",
}, PageQueryOp: &cool.QueryOp{
FieldEQ: []string{"player_id"},
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}},
},
}
}