``feat(socket): 完善踢人流程日志记录,添加CloseChan确保数据保存完成``
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@@ -2,6 +2,7 @@ package controller
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import (
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"blazing/common/data/share"
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"blazing/cool"
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"fmt"
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"blazing/common/socket/errorcode"
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@@ -35,11 +36,15 @@ func IsToday(t time.Time) bool {
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func (h *Controller) Login(data *user.MAIN_LOGIN_IN, c gnet.Conn) (result *user.LoginMSInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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if tt := data.CheakSession(); tt { //说明sid正确
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cool.Loger.Info(context.TODO(), "准备踢人")
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err := h.RPCClient.Kick(data.Head.UserID) //先踢人
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if err != nil {
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fmt.Println("踢人失败", err)
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}
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<-time.After(time.Millisecond * 3000)
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//player.KickPlayer(data.Head.UserID)
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cool.Loger.Info(context.TODO(), "踢人请求完成,继续登录流程")
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// <-time.After(time.Millisecond * 3000)
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share.ShareManager.SetUserOnline(data.Head.UserID, h.Port) //设置用户登录服务器
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t := player.GetPlayer(c, data.Head.UserID)
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t.Service = blservice.NewUserService(data.Head.UserID)
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@@ -44,6 +44,7 @@ type ClientData struct {
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Mu sync.Mutex
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ERROR_CONNUT int
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Wsmsg *WsCodec
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CloseChan chan struct{}
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}
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func NewClientData() *ClientData {
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@@ -41,11 +41,13 @@ func KickPlayer(userid uint32) error { //踢出玩家
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//实际上这里有个问题,会造成重复保存问题
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player1.SendPack(head.Pack(nil))
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player1.MainConn.Context().(*ClientData).CloseChan = make(chan struct{})
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player1.MainConn.Context().(*ClientData).Mu.Lock()
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player1.MainConn.Close()
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player1.MainConn.Context().(*ClientData).Mu.Unlock()
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// clientdata.Player = player
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<-player1.MainConn.Context().(*ClientData).CloseChan
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}
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}
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