refactor(logic): 重构逻辑层代码
- 更新导入路径和结构体命名 - 调整函数签名和返回类型 - 移除未使用的代码文件 - 统一错误处理方式
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@@ -2,15 +2,15 @@ package controller
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import (
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"blazing/logic/service"
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"blazing/logic/service/server"
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"blazing/logic/service/CommendSvr"
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"github.com/panjf2000/gnet/v2"
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)
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// 处理命令: 105
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func (h Controller) GetServer(data *server.SidInfo, c gnet.Conn) (result *server.CommendSvrInfo, err service.OutInfo) { //这个时候player应该是空的
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result = server.NewCommendSvrInfo()
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result.ServerList = server.GetServerInfoList()
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func (h Controller) GetServer(data *CommendSvr.SidInfo, c gnet.Conn) (result *CommendSvr.CommendSvrInfo, err service.OutInfo) { //这个时候player应该是空的
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result = CommendSvr.NewInInfo()
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result.ServerList = CommendSvr.GetServerInfoList()
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return
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//return //TODO 这里待实现改成接口调用Ret方法
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@@ -5,13 +5,12 @@ import (
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"blazing/common/data/share"
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"blazing/logic/service"
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"blazing/logic/service/login"
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"blazing/logic/service/maps"
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"github.com/panjf2000/gnet/v2"
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)
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// 处理命令: 1001
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func (h *Controller) Login(data *login.LoginSidInfo, c gnet.Conn) (result *maps.MapHotOutboundInfo, err service.OutInfo) { //这个时候player应该是空的
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func (h *Controller) Login(data *login.InInfo, c gnet.Conn) (result *login.OutInfo, err service.OutInfo) { //这个时候player应该是空的
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if tt := data.CheakSession(); tt { //说明sid正确
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h.RPCClient.Kick(data.Head.UserID) //先踢人
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@@ -3,13 +3,13 @@ package controller
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import (
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"blazing/common/data/entity"
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"blazing/logic/service"
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"blazing/logic/service/maps"
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maps "blazing/logic/service/MapHot"
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)
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func (h Controller) MapHot(data *maps.MapHotInboundInfo, c *entity.Player) (result *maps.MapHotOutboundInfo, err service.OutInfo) {
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func (h Controller) MapHot(data *maps.MapHotInboundInfo, c *entity.Player) (result *maps.OutInfo, err service.OutInfo) {
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data.Def()
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result = &maps.MapHotOutboundInfo{
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result = &maps.OutInfo{
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HotInfos: make([]maps.MapHotInfo, 0),
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}
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