refactor(controller): 重构MapHot方法返回类型,添加错误处理和空结果初始化
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@@ -5,9 +5,12 @@ import (
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"blazing/logic/service/maps"
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)
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func (h Controller) MapHot(data *maps.MapHotInboundInfo, c *entity.Player) {
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func (h Controller) MapHot(data *maps.MapHotInboundInfo, c *entity.Player) (result *maps.MapHotOutboundInfo, err error) {
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data.Def()
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//fmt.Println("登录成功")
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//log.Printf("任务 %s 执行中,已登录状态: %v\n", , lw.IsLoggedIn())
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result = &maps.MapHotOutboundInfo{
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HotInfos: make([]maps.MapHotInfo, 0),
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}
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}
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@@ -19,7 +19,7 @@ func GetPlayer(c gnet.Conn, userid uint32) *entity.Player { //TODO 这里待优
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}
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var player *entity.Player
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if player1, ok := cool.Mainplayer.Load((userid)); ok {
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clientdata.SetPlayer(player1)
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}
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@@ -30,7 +30,7 @@ func KickPlayer(userid uint32) { //踢出玩家
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//TODO 返回错误码
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//var player *entity.Player
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if player1, ok := cool.Mainplayer.Load((userid)); ok {
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//取成功,否则创建
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//取成功,否则创建
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head := handler.NewTomeeHeader()
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head.Result = uint32(errorcode.ErrorCodes.ErrAlreadyLoggedIn)
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head.UserID = userid
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@@ -59,3 +59,8 @@ func SetPlayer(c gnet.Conn, userid uint32) *entity.Player { //TODO 这里待优
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return player
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// return nil
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}
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type OutboundInfo interface {
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error //实现错误接口
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Code()
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}
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