```
refactor(fight): 修改技能拷贝逻辑并优化战斗循环结构 - 将 `copyskill` 方法的参数类型从 `*info.SkillEntity` 改为 `*action.SelectSkillAction` - 在 `copyskill` 中增加对 nil 的判断,避免空指针 panic - 调整 `battleLoop` 中 defer 逻辑,确保资源正确释放和战斗结束信息发送 - 移动 `SendFightEndInfo` 到 defer 中执行,简化主循环逻辑 - 将 `Fightpool` 类型由 `*ants.Pool` 改为 `*
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@@ -33,7 +33,7 @@ func PprofWeb() {
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}
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}
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func signalHandlerForMain(sig os.Signal) {
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fight.Fightpool.Release()
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fight.Fightpool.Free()
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player.Mainplayer.Range(func(key uint32, value *player.Player) bool {
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value.Save()
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