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
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@@ -1,8 +1,8 @@
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package controller
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import (
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"blazing/common/data/socket"
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"blazing/common/socket/errorcode"
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"blazing/logic/service"
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"blazing/logic/service/maphot"
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"blazing/logic/service/maps"
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"blazing/logic/service/space"
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@@ -11,7 +11,7 @@ import (
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"github.com/jinzhu/copier"
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)
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func (h *Controller) MapEnter(data *maps.InInfo, c *socket.Player) (result *maps.OutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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func (h *Controller) MapEnter(data *maps.InInfo, c *service.Player) (result *maps.OutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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c.Info.MapID = data.MapId //登录地图
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space.GetSpace(c.Info.MapID).Set(c.Info.UserID, c) //添加玩家
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@@ -33,7 +33,7 @@ func (h *Controller) MapEnter(data *maps.InInfo, c *socket.Player) (result *maps
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<-time.After(5 * time.Second)
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// 首次刷新
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if c.FightID == "" && c.Info.MapID != 0 {
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if c.FightC == nil && c.Info.MapID != 0 {
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data.SpawnMonsters(c, true)
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}
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//循环刷新怪物
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@@ -48,7 +48,7 @@ func (h *Controller) MapEnter(data *maps.InInfo, c *socket.Player) (result *maps
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return
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case <-ticker.C:
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// 刷新当前地图的怪物
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if c.FightID == "" && c.Info.MapID != 0 {
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if c.FightC == nil && c.Info.MapID != 0 {
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data.SpawnMonsters(c, false)
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}
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@@ -57,7 +57,7 @@ func (h *Controller) MapEnter(data *maps.InInfo, c *socket.Player) (result *maps
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}(c.StopChan, int(c.Info.MapID))
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return nil, -1
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}
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func (h Controller) MapHot(data *maphot.InInfo, c *socket.Player) (result *maphot.OutInfo, err errorcode.ErrorCode) {
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func (h Controller) MapHot(data *maphot.InInfo, c *service.Player) (result *maphot.OutInfo, err errorcode.ErrorCode) {
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result = &maphot.OutInfo{
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@@ -66,7 +66,7 @@ func (h Controller) MapHot(data *maphot.InInfo, c *socket.Player) (result *mapho
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return
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}
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func (h *Controller) MapLeave(data *maps.LeaveMapInboundInfo, c *socket.Player) (result *maps.LeaveMapOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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func (h *Controller) MapLeave(data *maps.LeaveMapInboundInfo, c *service.Player) (result *maps.LeaveMapOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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//result = &maps.LeaveMapOutboundInfo{UserID: c.GetUserID()}
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data.Broadcast(c.Info.MapID, maps.LeaveMapOutboundInfo{UserID: c.Info.UserID}) //同步广播
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@@ -79,14 +79,14 @@ func (h *Controller) MapLeave(data *maps.LeaveMapInboundInfo, c *socket.Player)
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c.Info.MapID = 0 // 重置当前地图
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return nil, -1
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}
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func (h *Controller) MapList(data *maps.ListMapPlayerInboundInfo, c *socket.Player) (result *maps.ListMapPlayerOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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func (h *Controller) MapList(data *maps.ListMapPlayerInboundInfo, c *service.Player) (result *maps.ListMapPlayerOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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result = &maps.ListMapPlayerOutboundInfo{}
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result.Player = make([]maps.OutInfo, 0)
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space.GetSpace(c.Info.MapID).Range(func(userID uint32, player *socket.Player) bool {
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space.GetSpace(c.Info.MapID).Range(func(userID uint32, player service.PlayerI) bool {
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result1 := maps.NewOutInfo()
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copier.Copy(result1, player.Info)
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copier.Copy(result1, player)
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result.Player = append(result.Player, *result1)
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return true
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})
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