refactor(socket): 重构 socket 模块
- 移除 common/data/socket 目录下的大部分文件 - 新增 service 目录,将 Player 和 Conn 结构体移至该目录 - 更新 LogicClient 中的方法签名,使用 service 包的类型 - 重构 Controller 中的方法,适应新的 service 包结构
This commit is contained in:
@@ -1,30 +0,0 @@
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package socket
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func ConutPlayer() int {
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count := 0
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Mainplayer.Range(func(uint32, *Player) bool {
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count++
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return true // 继续遍历
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})
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return count
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}
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type ClientData struct {
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IsCrossDomain bool //是否跨域过
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Player *Player //客户实体
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//UserID uint32
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Wsmsg *WsCodec
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}
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func NewClientData() *ClientData {
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cd := ClientData{
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IsCrossDomain: false,
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Player: nil,
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Wsmsg: &WsCodec{},
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}
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return &cd
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}
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@@ -1,210 +0,0 @@
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package socket
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import (
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"blazing/common/utils"
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"blazing/modules/blazing/model"
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"blazing/modules/blazing/service"
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"context"
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"fmt"
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"sync"
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"time"
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"github.com/gobwas/ws"
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"github.com/gobwas/ws/wsutil"
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"github.com/gogf/gf/v2/frame/g"
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"github.com/panjf2000/gnet/pkg/logging"
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"github.com/tnnmigga/enum"
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)
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var Mainplayer = &utils.SyncMap[uint32, *Player]{} //玩家数据
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func (c *Conn) SendPack(bytes []byte) error {
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if t, ok := c.MainConn.Context().(*ClientData); ok {
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if t.Wsmsg.Upgraded {
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// This is the echo server
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err := wsutil.WriteServerMessage(c.MainConn, ws.OpBinary, bytes)
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if err != nil {
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logging.Infof("conn[%v] [err=%v]", c.MainConn.RemoteAddr().String(), err.Error())
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return err
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}
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} else {
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_, err := c.MainConn.Write(bytes)
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if err != nil {
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logging.Error(err)
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}
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}
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}
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return nil
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}
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type OgreInfo struct {
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Data [9]OgrePetInfo
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}
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type OgrePetInfo struct {
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Id uint32
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Shiny uint32
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Lv uint32 `struc:"skip"` //等级
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}
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type Player struct {
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MainConn *Conn
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IsLogin bool //是否登录
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mu sync.Mutex
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loginChan chan struct{} // 登录完成通知通道
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Info *model.PlayerInfo
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StopChan chan struct{} //停止刷怪协程
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context.Context
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Playerinvite uint32 //当前邀请的玩家ID
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Onlinetime uint32 //当前登录时间
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OgreInfo *OgreInfo
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FightID string //绑定战斗标识 替代本身的是否战斗标记 //IsFighting bool
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//FightInfo info.NoteReadyToFightInfo
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}
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// PlayerOption 定义配置 Player 的函数类型
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type PlayerOption func(*Player)
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func WithConn(c *Conn) PlayerOption {
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return func(p *Player) {
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p.MainConn = c
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}
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}
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// NewPlayer 使用 Options 模式创建 Player 实例
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func NewPlayer(opts ...PlayerOption) *Player {
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p := &Player{
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loginChan: make(chan struct{}),
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}
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for _, opt := range opts {
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opt(p)
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}
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return p
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}
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func (p *Player) SendPack(b []byte) error {
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// fmt.Println("发送数据包", len(b))
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err := p.MainConn.SendPack(b)
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return err
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}
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func (p *Player) Cheak(b error) {
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if b != nil {
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g.Log().Error(context.Background(), "出现错误", p.Info.UserID, b.Error())
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}
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}
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// Save 保存玩家数据
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func (p *Player) Save() {
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p.Info.TimeToday = p.Info.TimeToday + uint32(time.Now().Unix()) - uint32(p.Onlinetime) //保存电池时间
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p.Onlinetime = uint32(time.Now().Unix())
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service.NewUserService(p.Info.UserID).Save(p.Info)
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}
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// IsLoggedIn 检查是否已登录
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func (lw *Player) IsLoggedIn() bool {
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lw.mu.Lock()
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defer lw.mu.Unlock()
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return lw.IsLogin
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}
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// WaitForLogin 等待登录完成,无超时
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func (lw *Player) WaitForLogin() error {
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if lw.IsLoggedIn() {
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return nil
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}
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// 阻塞等待登录完成
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<-lw.loginChan
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return nil
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}
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// WaitForLoginWithTimeout 带超时的登录等待
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func (lw *Player) WaitForLoginWithTimeout(timeout time.Duration) error {
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if lw.IsLoggedIn() {
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return nil
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}
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// 使用定时器实现超时
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timer := time.NewTimer(timeout)
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defer timer.Stop()
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select {
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case <-lw.loginChan:
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return nil
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case <-timer.C:
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return fmt.Errorf("登录等待超时: %v", timeout)
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}
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}
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// WaitForLoginWithCtx 带上下文的登录等待
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func (lw *Player) WaitForLoginWithCtx(ctx context.Context) error {
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if lw.IsLoggedIn() {
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return nil
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}
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select {
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case <-lw.loginChan:
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return nil
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case <-ctx.Done():
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return ctx.Err() // 上下文取消或超时
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}
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}
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// CompleteLogin 标记登录完成并通知等待者
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func (lw *Player) CompleteLogin() {
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lw.mu.Lock()
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defer lw.mu.Unlock()
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if !lw.IsLogin {
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lw.IsLogin = true
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close(lw.loginChan) // 关闭通道以通知所有等待者
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}
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}
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// 战斗模式
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type EnumBattleMode int
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var BattleMode_PVP = enum.New[struct {
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PVP_1V1 EnumBattleMode `enum:"1"`
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PVP_6V6 EnumBattleMode `enum:"2"`
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}]()
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var Playerinvitemap map[uint32][]Playerinvite = make(map[uint32][]Playerinvite) //玩家邀请信息 ,比如一个玩家被多人邀请对战
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type Playerinvite struct { //挂载到[]Playerinvite上? 被邀请者->邀请者
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InviteID uint32 // 邀请者
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InviteTime EnumBattleMode //游戏模式
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}
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// 邀请玩家加入战斗 邀请者,被邀请者,邀请模式
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func (lw *Player) InvitePlayerToBattle(target int64, mode EnumBattleMode) {
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t, ok := Playerinvitemap[uint32(target)] //被邀请者是否被邀请过
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if ok { //说明存在被邀请
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t = append(t, Playerinvite{uint32(lw.Info.UserID), mode})
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Playerinvitemap[uint32(target)] = t
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} else {
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Playerinvitemap[uint32(target)] = []Playerinvite{{uint32(lw.Info.UserID), mode}}
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}
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lw.Playerinvite = uint32(target)
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}
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// 取消对战邀请
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func (lw *Player) CancelBattle() {
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if lw.Playerinvite == 0 {
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return
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}
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delete(Playerinvitemap, uint32(lw.Playerinvite)) //删除玩家邀请信息
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lw.Playerinvite = 0
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}
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@@ -1,170 +0,0 @@
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package socket
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import (
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"bytes"
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"errors"
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"io"
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"sync"
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"github.com/gobwas/ws"
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"github.com/gobwas/ws/wsutil"
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"github.com/panjf2000/gnet/v2"
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"github.com/panjf2000/gnet/v2/pkg/logging"
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)
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type Conn struct {
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MainConn gnet.Conn `struc:"[0]pad"` //TODO 不序列化,,序列化下面的作为blob存数据库
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Mu sync.Mutex
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}
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func NewConn(c gnet.Conn) *Conn {
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return &Conn{MainConn: c}
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}
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type WsCodec struct {
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Upgraded bool // 链接是否升级
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Buf bytes.Buffer // 从实际socket中读取到的数据缓存
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wsMsgBuf wsMessageBuf // ws 消息缓存
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//Isinitws bool
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}
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type wsMessageBuf struct {
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curHeader *ws.Header
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cachedBuf bytes.Buffer
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}
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type readWrite struct {
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io.Reader
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io.Writer
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}
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func (w *WsCodec) Upgrade(c gnet.Conn) (ok bool, action gnet.Action) {
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if w.Upgraded {
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ok = true
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return
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}
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buf := &w.Buf
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tmpReader := bytes.NewReader(buf.Bytes())
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oldLen := tmpReader.Len()
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logging.Infof("do Upgrade")
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hs, err := ws.Upgrade(readWrite{tmpReader, c})
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skipN := oldLen - tmpReader.Len()
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if err != nil {
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if err == io.EOF || errors.Is(err, io.ErrUnexpectedEOF) { //数据不完整,不跳过 buf 中的 skipN 字节(此时 buf 中存放的仅是部分 "handshake data" bytes),下次再尝试读取
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return
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}
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buf.Next(skipN)
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logging.Errorf("conn[%v] [err=%v]", c.RemoteAddr().String(), err.Error())
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action = gnet.Close
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return
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}
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buf.Next(skipN)
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logging.Infof("conn[%v] upgrade websocket protocol! Handshake: %v", c.RemoteAddr().String(), hs)
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ok = true
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w.Upgraded = true
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return
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}
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func (w *WsCodec) ReadBufferBytes(c gnet.Conn) (gnet.Action, int) {
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size := c.InboundBuffered()
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//buf := make([]byte, size)
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read, err := c.Peek(size)
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if err != nil {
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logging.Errorf("read err! %v", err)
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return gnet.Close, 0
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}
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// if read < size {
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// logging.Errorf("read bytes len err! size: %d read: %d", size, read)
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// return gnet.Close
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// }
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w.Buf.Write(read)
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return gnet.None, size
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}
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func (w *WsCodec) Decode(c gnet.Conn) (outs []wsutil.Message, err error) {
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// fmt.Println("do Decode")
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messages, err := w.readWsMessages()
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if err != nil {
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logging.Errorf("Error reading message! %v", err)
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return nil, err
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}
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if messages == nil || len(messages) <= 0 { //没有读到完整数据 不处理
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return
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}
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for _, message := range messages {
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if message.OpCode.IsControl() {
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err = wsutil.HandleClientControlMessage(c, message)
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if err != nil {
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return
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}
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continue
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}
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if message.OpCode == ws.OpText || message.OpCode == ws.OpBinary {
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outs = append(outs, message)
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}
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}
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return
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}
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func (w *WsCodec) readWsMessages() (messages []wsutil.Message, err error) {
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msgBuf := &w.wsMsgBuf
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in := &w.Buf
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for {
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// 从 in 中读出 header,并将 header bytes 写入 msgBuf.cachedBuf
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if msgBuf.curHeader == nil {
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if in.Len() < ws.MinHeaderSize { //头长度至少是2
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return
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}
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var head ws.Header
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if in.Len() >= ws.MaxHeaderSize {
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head, err = ws.ReadHeader(in)
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if err != nil {
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return messages, err
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}
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} else { //有可能不完整,构建新的 reader 读取 head,读取成功才实际对 in 进行读操作
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tmpReader := bytes.NewReader(in.Bytes())
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oldLen := tmpReader.Len()
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head, err = ws.ReadHeader(tmpReader)
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skipN := oldLen - tmpReader.Len()
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if err != nil {
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if err == io.EOF || errors.Is(err, io.ErrUnexpectedEOF) { //数据不完整
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return messages, nil
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}
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in.Next(skipN)
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return nil, err
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}
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in.Next(skipN)
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}
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msgBuf.curHeader = &head
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err = ws.WriteHeader(&msgBuf.cachedBuf, head)
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if err != nil {
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return nil, err
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}
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}
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dataLen := (int)(msgBuf.curHeader.Length)
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// 从 in 中读出 data,并将 data bytes 写入 msgBuf.cachedBuf
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if dataLen > 0 {
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if in.Len() < dataLen { //数据不完整
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logging.Infof("incomplete data")
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return
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}
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_, err = io.CopyN(&msgBuf.cachedBuf, in, int64(dataLen))
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if err != nil {
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return
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}
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}
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if msgBuf.curHeader.Fin { //当前 header 已经是一个完整消息
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messages, err = wsutil.ReadClientMessage(&msgBuf.cachedBuf, messages)
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if err != nil {
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return nil, err
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}
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msgBuf.cachedBuf.Reset()
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} else {
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logging.Infof("The data is split into multiple frames")
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}
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msgBuf.curHeader = nil
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}
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}
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Reference in New Issue
Block a user