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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@@ -6,7 +6,6 @@ import (
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"blazing/logic/service/maphot"
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"blazing/logic/service/maps"
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"blazing/logic/service/space"
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mservice "blazing/modules/blazing/service"
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"time"
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"github.com/jinzhu/copier"
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@@ -18,15 +17,11 @@ func (h *Controller) MapEnter(data *maps.InInfo, c *socket.Player) (result *maps
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space.GetSpace(c.Info.MapID).Set(c.Info.UserID, c) //添加玩家
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result = maps.NewOutInfo()
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c.Info.Pos = data.Point
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copier.Copy(c.Info, result)
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copier.Copy(result, c.Info)
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data.Broadcast(c.Info.MapID, *result) //同步广播
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// 如果是无怪地图,直接返回
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if mservice.NewMonsterService().GetId(c.Info.MapID) == nil {
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return nil, -1
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}
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// 创建新的停止通道
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c.StopChan = make(chan struct{})
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@@ -70,6 +65,7 @@ func (h Controller) MapHot(data *maphot.InInfo, c *socket.Player) (result *mapho
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}
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func (h *Controller) MapLeave(data *maps.LeaveMapInboundInfo, c *socket.Player) (result *maps.LeaveMapOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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//result = &maps.LeaveMapOutboundInfo{UserID: c.GetUserID()}
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data.Broadcast(c.Info.MapID, maps.LeaveMapOutboundInfo{UserID: c.Info.UserID}) //同步广播
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space.GetSpace(c.Info.MapID).Delete(c.Info.UserID)
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// 如果有正在运行的刷怪协程,发送停止信号
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@@ -87,7 +83,7 @@ func (h *Controller) MapList(data *maps.ListMapPlayerInboundInfo, c *socket.Play
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space.GetSpace(c.Info.MapID).Range(func(userID uint32, player *socket.Player) bool {
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result1 := maps.NewOutInfo()
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copier.Copy(player.Info, result1)
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copier.Copy(result1, player.Info)
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result.Player = append(result.Player, *result1)
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return true
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})
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