This commit is contained in:
1
2025-08-28 21:35:56 +00:00
parent 00f38b8c53
commit 79361e68cd
29 changed files with 253 additions and 232 deletions

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@@ -1,37 +0,0 @@
package entity
import (
"github.com/gobwas/ws"
"github.com/gobwas/ws/wsutil"
"github.com/panjf2000/gnet/v2"
"github.com/panjf2000/gnet/v2/pkg/logging"
)
type Conn struct {
MainConn gnet.Conn `struc:"[0]pad"` //TODO 不序列化,,序列化下面的作为blob存数据库
}
func NewConn(c gnet.Conn) *Conn {
return &Conn{MainConn: c}
}
func (c *Conn) SendPack(bytes []byte) error {
if t, ok := c.MainConn.Context().(*ClientData); ok {
if t.Getwsmsg().Upgraded {
// This is the echo server
err := wsutil.WriteServerMessage(c.MainConn, ws.OpBinary, bytes)
if err != nil {
logging.Infof("conn[%v] [err=%v]", c.MainConn.RemoteAddr().String(), err.Error())
return err
}
} else {
_, err := c.MainConn.Write(bytes)
if err != nil {
logging.Error(err)
}
}
}
return nil
}

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@@ -1 +0,0 @@
package entity

View File

@@ -1,6 +1,18 @@
package entity
package socket
import "sync"
import (
"sync"
)
func ConutPlayer() int {
count := 0
Mainplayer.Range(func(uint32, *Player) bool {
count++
return true // 继续遍历
})
return count
}
type ClientData struct {
isCrossDomain bool //是否跨域过

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@@ -1,24 +1,52 @@
package entity
package socket
import (
"blazing/common/utils"
"blazing/modules/blazing/model"
"context"
"fmt"
"sync"
"time"
"github.com/gobwas/ws"
"github.com/gobwas/ws/wsutil"
"github.com/gogf/gf/v2/frame/g"
"github.com/panjf2000/gnet/pkg/logging"
"github.com/tnnmigga/enum"
)
var Mainplayer = &utils.SyncMap[uint32, *Player]{} //玩家数据
func (c *Conn) SendPack(bytes []byte) error {
if t, ok := c.MainConn.Context().(*ClientData); ok {
if t.Getwsmsg().Upgraded {
// This is the echo server
err := wsutil.WriteServerMessage(c.MainConn, ws.OpBinary, bytes)
if err != nil {
logging.Infof("conn[%v] [err=%v]", c.MainConn.RemoteAddr().String(), err.Error())
return err
}
} else {
_, err := c.MainConn.Write(bytes)
if err != nil {
logging.Error(err)
}
}
}
return nil
}
type Player struct {
MainConn Conn
UserID uint32 //用户ID
IsLogin bool //是否登录
mu sync.Mutex
MapId uint32 //当前所在的地图ID
IsLogin bool //是否登录
mu sync.Mutex
loginChan chan struct{} // 登录完成通知通道
Nick string //昵称
Info *model.PlayerInfo
StopChan chan struct{} //停止刷怪协程
IsFighting bool
context.Context
@@ -28,12 +56,6 @@ type Player struct {
// PlayerOption 定义配置 Player 的函数类型
type PlayerOption func(*Player)
// WithUserID 设置用户ID的选项函数
func WithUserID(userID uint32) PlayerOption {
return func(p *Player) {
p.UserID = userID
}
}
func WithConn(c Conn) PlayerOption {
return func(p *Player) {
p.MainConn = c
@@ -51,14 +73,6 @@ func NewPlayer(opts ...PlayerOption) *Player {
return p
}
func (p *Player) GetUserID() uint32 {
return p.UserID
}
func (p *Player) SetData(key any) uint32 {
return p.UserID
}
func (p *Player) SendPack(b []byte) error {
fmt.Println("发送数据包", len(b))
err := p.MainConn.SendPack(b)
@@ -66,7 +80,7 @@ func (p *Player) SendPack(b []byte) error {
}
func (p *Player) Cheak(b error) {
if b != nil {
g.Log().Error(context.Background(), "出现错误", p.UserID, b.Error())
g.Log().Error(context.Background(), "出现错误", p.Info.UserID, b.Error())
}
}
@@ -150,10 +164,10 @@ type Playerinvite struct { //挂载到[]Playerinvite上? 被邀请者->邀请
func (lw *Player) InvitePlayerToBattle(target int64, mode EnumBattleMode) {
t, ok := Playerinvitemap[uint32(target)] //被邀请者是否被邀请过
if ok { //说明存在被邀请
t = append(t, Playerinvite{uint32(lw.UserID), mode})
t = append(t, Playerinvite{uint32(lw.Info.UserID), mode})
Playerinvitemap[uint32(target)] = t
} else {
Playerinvitemap[uint32(target)] = []Playerinvite{{uint32(lw.UserID), mode}}
Playerinvitemap[uint32(target)] = []Playerinvite{{uint32(lw.Info.UserID), mode}}
}
lw.Playerinvite = uint32(target)

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@@ -1,4 +1,4 @@
package entity
package socket
import (
"bytes"
@@ -11,6 +11,14 @@ import (
"github.com/panjf2000/gnet/v2/pkg/logging"
)
type Conn struct {
MainConn gnet.Conn `struc:"[0]pad"` //TODO 不序列化,,序列化下面的作为blob存数据库
}
func NewConn(c gnet.Conn) *Conn {
return &Conn{MainConn: c}
}
type WsCodec struct {
Upgraded bool // 链接是否升级
Buf bytes.Buffer // 从实际socket中读取到的数据缓存