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
This commit is contained in:
2025-08-24 17:33:19 +08:00
parent b6164f3b9e
commit 081f990110
23 changed files with 1214 additions and 420 deletions

View File

@@ -4,8 +4,10 @@ import (
"blazing/common/data/entity"
"blazing/common/data/share"
"blazing/common/socket/errorcode"
"blazing/common/socket/handler"
"blazing/logic/service"
"blazing/logic/service/login"
"blazing/logic/service/maps"
"blazing/logic/service/space"
blservice "blazing/modules/blazing/service"
"context"
@@ -43,9 +45,25 @@ func (h *Controller) Login(data *login.InInfo, c *entity.Conn) (result *login.Ou
result.Pos = playerinfo.Pos
result.Clothes = playerinfo.Clothes ///append(result.Clothes, model.PeopleItemInfo{ID: 100717, Level: 1})
result.MapID = t.MapId
result.TimeLimit = playerinfo.TimeLimit
result.TimeLimit = playerinfo.TimeLimit //todo 待修复电池不正确问题
result.TimeToday = playerinfo.TimeToday
result.PetList = playerinfo.PetList
//result.PetList = playerinfo.PetList
defer func() {
space.GetSpace(t.MapId).Set(t.UserID, t) //添加玩家
tt := maps.NewOutInfo()
tt.UserID = t.UserID
tt.Nick = t.Nick
tt.Pos = result.Pos
t1 := handler.NewTomeeHeader(2001, t.UserID)
space.GetSpace(t.MapId).Range(func(playerID uint32, player *entity.Player) bool {
player.SendPack(t1.Pack(&tt))
return true
})
}()
return result, 0