refactor(socket): 重构 ClientData 结构体并优化相关逻辑
- 简化 ClientData 结构体,移除不必要的方法 - 优化 Player 结构体,调整 Conn 类型 - 更新 wscodec.go 中的 Conn 结构体 - 删除未使用的 XML 相关文件和代码 - 调整 ServerEvent 和 controller 中的相关逻辑
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@@ -1,9 +1,5 @@
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package socket
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import (
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"sync"
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)
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func ConutPlayer() int {
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count := 0
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@@ -15,46 +11,19 @@ func ConutPlayer() int {
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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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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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m sync.Mutex
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wsmsg WsCodec
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}
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func (cd *ClientData) SetPlayer(player *Player) {
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cd.m.Lock()
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defer cd.m.Unlock()
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cd.player = player
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}
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func (cd *ClientData) GetPlayer() *Player {
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cd.m.Lock()
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defer cd.m.Unlock()
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return cd.player
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}
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func (cd *ClientData) Getwsmsg() *WsCodec {
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cd.m.Lock()
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defer cd.m.Unlock()
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return &cd.wsmsg
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}
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func (cd *ClientData) SetCrossDomain(isCrossDomain bool) {
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cd.m.Lock()
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defer cd.m.Unlock()
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cd.isCrossDomain = isCrossDomain
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}
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func (cd *ClientData) GetIsCrossDomain() bool {
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cd.m.Lock()
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defer cd.m.Unlock()
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return cd.isCrossDomain
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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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m: sync.Mutex{},
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wsmsg: WsCodec{},
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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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