refactor(assets): 重构资产同步流程并添加宠物相关功能
- 移除了资产同步到私有 B 仓库的工作流 - 在玩家结构中添加了 IsFighting 字段 - 新增了宠物信息相关功能和数据结构 - 优化了地图进入和怪物刷新逻辑 - 调整了玩家登录和地图数据发送流程 - 重构了部分代码以提高可维护性和性能
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@@ -4,8 +4,10 @@ import (
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"blazing/common/data/entity"
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"blazing/common/data/share"
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"blazing/common/socket/errorcode"
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"blazing/common/socket/handler"
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"blazing/logic/service"
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"blazing/logic/service/login"
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"blazing/logic/service/maps"
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"blazing/logic/service/space"
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blservice "blazing/modules/blazing/service"
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"context"
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@@ -43,9 +45,25 @@ func (h *Controller) Login(data *login.InInfo, c *entity.Conn) (result *login.Ou
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result.Pos = playerinfo.Pos
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result.Clothes = playerinfo.Clothes ///append(result.Clothes, model.PeopleItemInfo{ID: 100717, Level: 1})
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result.MapID = t.MapId
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result.TimeLimit = playerinfo.TimeLimit
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result.TimeLimit = playerinfo.TimeLimit //todo 待修复电池不正确问题
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result.TimeToday = playerinfo.TimeToday
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result.PetList = playerinfo.PetList
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//result.PetList = playerinfo.PetList
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defer func() {
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space.GetSpace(t.MapId).Set(t.UserID, t) //添加玩家
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tt := maps.NewOutInfo()
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tt.UserID = t.UserID
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tt.Nick = t.Nick
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tt.Pos = result.Pos
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t1 := handler.NewTomeeHeader(2001, t.UserID)
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space.GetSpace(t.MapId).Range(func(playerID uint32, player *entity.Player) bool {
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player.SendPack(t1.Pack(&tt))
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return true
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})
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}()
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return result, 0
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