refactor(entity): 重构 ClientData 结构体并添加同步锁

- 在 ClientData 中添加 sync.Mutex 以确保并发安全
- 实现 SetPlayer 和 GetPlayer 等方法来封装 player 字段的操作
- 更新相关代码以使用新的 ClientData 结构和方法
This commit is contained in:
2025-07-06 22:58:39 +08:00
parent 53da82df82
commit 666557416d
9 changed files with 142 additions and 49 deletions

View File

@@ -2,10 +2,12 @@ package socket
import (
"context"
"fmt"
"log"
"blazing/common/data/entity"
"github.com/gogf/gf/v2/os/glog"
"github.com/panjf2000/gnet/v2"
"github.com/panjf2000/gnet/v2/pkg/logging"
)
@@ -30,7 +32,17 @@ func (s *Server) Stop() error {
func (s *Server) OnClose(c gnet.Conn, _ error) (action gnet.Action) {
//fmt.Println(glog.GetStack(), c.Context().(*entity.ClientData).Player.UserID, "断开连接")
//fmt.Println("远程地址", c.RemoteAddr(), c)
fmt.Printf("关闭函数地址: %p\n", c.Context()) // 输出类似: 0x1040a1390
//if c.Context() != nil {
v := c.Context().(*entity.ClientData)
t := v.GetPlayer()
if t != nil {
glog.Debug(context.Background(), t.UserID, "断开连接")
}
//}
//关闭连接
return
}
@@ -43,8 +55,10 @@ func (s *Server) OnBoot(eng gnet.Engine) gnet.Action {
}
func (s *Server) OnTraffic(conn gnet.Conn) (action gnet.Action) {
if conn.Context() == nil {
conn.SetContext(entity.NewClientData()) //注入data
}
conn.SetContext(entity.NewClientData()) //注入data
if s.network == "tcp" {
return s.handleTcp(conn)
}
@@ -100,7 +114,7 @@ const TEXT = "<policy-file-request/>\x00"
func handle(c gnet.Conn) {
clientdata := c.Context().(*entity.ClientData)
if clientdata.IsCrossDomain {
if clientdata.GetIsCrossDomain() {
return
}
@@ -117,7 +131,7 @@ func handle(c gnet.Conn) {
c.Write([]byte(CROSS_DOMAIN))
c.Discard(len(TEXT))
clientdata.IsCrossDomain = true //TODO 待修复未成功切换bug
clientdata.SetCrossDomain(true) //= true //TODO 待修复未成功切换bug
return
}