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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@@ -1,7 +1,7 @@
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package space
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import (
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xml "blazing/common/data/xml/map"
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"blazing/common/data/xmlres"
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"golang.org/x/sync/singleflight"
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)
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@@ -19,7 +19,7 @@ func GetMapHot() []MapHotInfo {
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tt := make(map[uint32]uint32)
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for _, v := range xml.MapConfig.Maps {
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for _, v := range xmlres.MapConfig.Maps {
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t1, ok := tt[uint32(v.Super)]
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if ok {
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@@ -41,5 +41,5 @@ func GetMapHot() []MapHotInfo {
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}
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return result, nil
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})
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return result1.([]MapHotInfo)
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return result1.([]MapHotInfo)
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}
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@@ -2,7 +2,7 @@ package space
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import (
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"blazing/common/data/socket"
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xml "blazing/common/data/xml/map"
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"blazing/common/data/xmlres"
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"blazing/common/utils"
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"blazing/modules/blazing/model"
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"sync"
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@@ -37,7 +37,7 @@ func (m *Space) Get(playerID uint32) (*socket.Player, bool) {
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// Set 存储玩家实例(按ID)
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// 写操作使用Lock,独占锁保证数据一致性
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func (m *Space) Set(playerID uint32, player *socket.Player)*Space {
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func (m *Space) Set(playerID uint32, player *socket.Player) *Space {
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m.mu.Lock()
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defer m.mu.Unlock()
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m.data[playerID] = player
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@@ -90,7 +90,7 @@ func GetSpace(id uint32) *Space {
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}
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//如果不ok,说明星球未创建,那就新建星球
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for _, v := range xml.MapConfig.Maps {
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for _, v := range xmlres.MapConfig.Maps {
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if v.ID == int(id) { //找到这个地图
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t := NewSpace()
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t.DefaultPos = model.Pos{X: uint32(v.X), Y: uint32(v.Y)}
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