```
feat(socket): 调整踢人逻辑以支持错误返回 将 KickPlayer 方法的返回值从 void 改为 error, 并在 KickPerson 中正确处理该错误返回。 fix(controller): 登录时增加延迟以确保踢人操作完成 在登录流程中添加 3 秒延迟,避免用户尚未被踢出就重新上线的问题。 feat(task): 完善任务缓冲获取逻辑 初始化 GetTaskBufOutboundInfo 时直接赋值 TaskId, 并移除后续重复赋值操作,提升代码可读性。 refactor(player): 优化玩家踢出方法结构 清理
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@@ -39,6 +39,7 @@ func (h *Controller) Login(data *user.MAIN_LOGIN_IN, c gnet.Conn) (result *user.
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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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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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@@ -550,9 +550,11 @@ func (h Controller) Complete_Task(data *task.CompleteTaskInboundInfo, c *player.
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* 获取任务状态
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*/
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func (h Controller) Get_Task_Buf(data *task.GetTaskBufInboundInfo, c *player.Player) (result *task.GetTaskBufOutboundInfo, err errorcode.ErrorCode) {
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result = &task.GetTaskBufOutboundInfo{}
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result = &task.GetTaskBufOutboundInfo{
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TaskId: data.TaskId,
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}
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c.Service.Task(data.TaskId, func(te *model.TaskEX) bool {
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result.TaskId = te.TaskID
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result.TaskList = te.Data
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return false
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})
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