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

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