refactor(rpc): 更新结构体标签以跳过特定字段序列化

将多个结构体中的 `struc:"[0]pad"` 标签更改为 `struc:"skip"`,
以避免在序列化过程中处理不必要的填充字段。同时新增放生与领回相关逻辑,
并完善部分控制器函数和消息结构定义。
```
This commit is contained in:
2025-11-24 11:56:20 +08:00
parent 2723b1871d
commit 50232339d9
32 changed files with 147 additions and 74 deletions

View File

@@ -4,6 +4,7 @@ import (
"blazing/common/data/xmlres"
"blazing/common/socket/errorcode"
"blazing/common/utils"
"blazing/logic/service/fight"
"blazing/logic/service/pet"
"blazing/logic/service/player"
@@ -52,6 +53,62 @@ func (h *Controller) GetPetList(
}
// 获取放生列表
func (h *Controller) PET_ROWEI_LIST(
data *pet.GetPetListFreeInboundEmpty,
c *player.Player) (result *pet.GetPetListOutboundInfo,
err errorcode.ErrorCode) { //这个时候player应该是空的
result = &pet.GetPetListOutboundInfo{}
tt := c.Service.Pet.PetInfo(1) //获得未放生的精灵
result.ShortInfoList = make([]pet.PetShortInfo, len(tt))
for i, v := range tt {
copier.Copy(&result.ShortInfoList[i], &v.Data)
}
return result, 0
}
// 放生包
func (h *Controller) PET_ROWEI(
data *pet.PET_ROWEI, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) {
_, _, ok := c.FindPet(data.CatchTime)
//如果背包没找到,再放入背包
if !ok && t.CatchTime != 0 {
t.Free = 1
}
})
return nil, 0
}
// 领回包
func (h *Controller) PET_RETRIEVE(
data *pet.PET_RETRIEVE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) {
_, _, ok := c.FindPet(data.CatchTime)
//如果背包没找到,再放入背包
if !ok && t.CatchTime != 0 {
t.Free = 0
}
})
return nil, 0
}
// 精灵背包仓库切换
func (h *Controller) PetRelease(
data *pet.PetReleaseInboundInfo,
@@ -117,6 +174,8 @@ func (h *Controller) PlayerShowPet(
return
}
// 单体治疗
func (h *Controller) PetOneCure(
data *pet.PetOneCureInboundInfo, c *player.Player) (result *pet.PetOneCureOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
if c.GetSpace().Owner.UserID == c.Info.UserID {