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
This commit is contained in:
2025-08-30 00:36:08 +08:00
parent 1f835c1197
commit 7b5ec208fc
31 changed files with 472 additions and 602 deletions

View File

@@ -1,9 +1,5 @@
package socket
import (
"sync"
)
func ConutPlayer() int {
count := 0
@@ -15,46 +11,19 @@ func ConutPlayer() int {
}
type ClientData struct {
isCrossDomain bool //是否跨域过
player *Player //客户实体
IsCrossDomain bool //是否跨域过
Player *Player //客户实体
//UserID uint32
m sync.Mutex
wsmsg WsCodec
}
func (cd *ClientData) SetPlayer(player *Player) {
cd.m.Lock()
defer cd.m.Unlock()
cd.player = player
}
func (cd *ClientData) GetPlayer() *Player {
cd.m.Lock()
defer cd.m.Unlock()
return cd.player
}
func (cd *ClientData) Getwsmsg() *WsCodec {
cd.m.Lock()
defer cd.m.Unlock()
return &cd.wsmsg
}
func (cd *ClientData) SetCrossDomain(isCrossDomain bool) {
cd.m.Lock()
defer cd.m.Unlock()
cd.isCrossDomain = isCrossDomain
}
func (cd *ClientData) GetIsCrossDomain() bool {
cd.m.Lock()
defer cd.m.Unlock()
return cd.isCrossDomain
Wsmsg *WsCodec
}
func NewClientData() *ClientData {
cd := ClientData{
isCrossDomain: false,
player: nil,
m: sync.Mutex{},
wsmsg: WsCodec{},
IsCrossDomain: false,
Player: nil,
Wsmsg: &WsCodec{},
}
return &cd