```
refactor(common/rpc): 移除Redis PubSub心跳机制并优化连接管理 移除Redis PubSub连接的心跳保活功能,因为PubSub连接只应负责订阅和接收, 避免在同一连接上并发执行PING操作。更新了ListenFunc和ListenFight函数, 统一代码结构,移除了context包依赖,并添加了相关注释说明。 feat(logic/pet): 新增宠物技能提交功能 新增CommitPetSkills接口用于一次性提交宠物技能学习/替换/排序结果。 实现技能验证、费用计算和状态更新逻辑,包括新技能学习成本和排序费用。 添加isSameUint32Slice辅助函数用于比较技能数组。 ```
This commit is contained in:
@@ -5,7 +5,6 @@ import (
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"blazing/logic/service/fight/pvp"
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"blazing/logic/service/fight/pvpwire"
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"context"
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"fmt"
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"time"
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@@ -16,7 +15,8 @@ import (
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)
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// ListenFunc 监听函数
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// ListenFunc 改造后的 Redis PubSub 监听函数,支持自动重连和心跳保活
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// ListenFunc 改造后的 Redis PubSub 监听函数,支持自动重连。
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// 注意:PubSub 连接只负责订阅和接收,避免在同一连接上并发 PING。
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func ListenFunc(ctx g.Ctx) {
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if !cool.IsRedisMode {
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panic(gerror.New("集群模式下, 请使用Redis作为缓存"))
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@@ -24,9 +24,8 @@ func ListenFunc(ctx g.Ctx) {
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// 定义常量配置
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const (
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subscribeTopic = "cool:func" // 订阅的主题
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retryDelay = 10 * time.Second // 连接失败重试间隔
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heartbeatInterval = 30 * time.Second // 心跳保活间隔
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subscribeTopic = "cool:func" // 订阅的主题
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retryDelay = 10 * time.Second // 连接失败重试间隔
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)
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// 外层循环:负责连接断开后的整体重连
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@@ -47,47 +46,25 @@ func ListenFunc(ctx g.Ctx) {
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continue
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}
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// 2. 启动心跳保活协程,防止连接因空闲被断开
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heartbeatCtx, heartbeatCancel := context.WithCancel(context.Background())
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go func() {
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ticker := time.NewTicker(heartbeatInterval)
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defer func() {
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ticker.Stop()
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heartbeatCancel()
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}()
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for {
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select {
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case <-heartbeatCtx.Done():
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cool.Logger.Info(ctx, "心跳协程退出")
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return
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case <-ticker.C:
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// 发送 PING 心跳,保持连接活跃
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_, pingErr := conn.Do(ctx, "PING")
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if pingErr != nil {
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cool.Logger.Error(ctx, "Redis 心跳失败,触发重连", "error", pingErr)
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// 心跳失败时主动关闭连接,触发外层重连
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_ = conn.Close(ctx)
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return
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}
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}
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}
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}()
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// 3. 订阅主题
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// 2. 订阅主题
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_, err = conn.Do(ctx, "subscribe", subscribeTopic)
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if err != nil {
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cool.Logger.Error(ctx, "订阅 Redis 主题失败", "topic", subscribeTopic, "error", err)
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heartbeatCancel() // 关闭心跳协程
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_ = conn.Close(ctx)
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time.Sleep(retryDelay)
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continue
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}
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cool.Logger.Info(ctx, "成功订阅 Redis 主题", "topic", subscribeTopic)
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_, err = conn.Do(ctx, "subscribe", "sun:join") //加入队列
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if err != nil {
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cool.Logger.Error(ctx, "订阅 Redis 主题失败", "topic", "sun:join", "error", err)
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_ = conn.Close(ctx)
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time.Sleep(retryDelay)
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continue
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}
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cool.Logger.Info(ctx, "成功订阅 Redis 主题", "topic", "sun:join")
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// 4. 循环接收消息
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// 3. 循环接收消息
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connError := false
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for !connError {
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select {
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@@ -130,15 +107,15 @@ func ListenFunc(ctx g.Ctx) {
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}
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}
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// 5. 清理资源,准备重连
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heartbeatCancel() // 关闭心跳协程
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// 4. 清理资源,准备重连
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_ = conn.Close(ctx) // 关闭当前连接
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// Logger.Warn(ctx, "Redis 连接异常,准备重连", "retry_after", retryDelay)
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cool.Logger.Info(ctx, "Redis 订阅连接异常,准备重连", "retry_after", retryDelay)
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time.Sleep(retryDelay)
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}
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}
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// ListenFight 完全对齐 ListenFunc 写法,修复收不到消息问题
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// ListenFight 完全对齐 ListenFunc 写法,修复收不到消息问题。
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// 注意:PubSub 连接只负责订阅和接收,避免在同一连接上并发 PING。
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func ListenFight(ctx g.Ctx) {
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if !cool.IsRedisMode {
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panic(gerror.New("集群模式下, 请使用Redis作为缓存"))
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@@ -146,8 +123,7 @@ func ListenFight(ctx g.Ctx) {
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// 定义常量配置(对齐 ListenFunc 风格)
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const (
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retryDelay = 10 * time.Second // 连接失败重试间隔
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heartbeatInterval = 30 * time.Second // 心跳保活间隔
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retryDelay = 10 * time.Second // 连接失败重试间隔
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)
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// 提前拼接订阅主题(避免重复拼接,便于日志打印)
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@@ -176,35 +152,7 @@ func ListenFight(ctx g.Ctx) {
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continue
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}
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// 2. 启动心跳保活协程(完全对齐 ListenFunc 逻辑)
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heartbeatCtx, heartbeatCancel := context.WithCancel(context.Background())
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go func() {
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ticker := time.NewTicker(heartbeatInterval)
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defer func() {
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ticker.Stop()
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heartbeatCancel()
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}()
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for {
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select {
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case <-heartbeatCtx.Done():
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cool.Logger.Info(ctx, "心跳协程退出")
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return
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case <-ticker.C:
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// 发送 PING 心跳,保持连接活跃
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_, pingErr := conn.Do(ctx, "PING")
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if pingErr != nil {
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cool.Logger.Error(ctx, "Redis 心跳失败,触发重连", "error", pingErr)
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// 心跳失败时主动关闭连接,触发外层重连
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_ = conn.Close(ctx)
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return
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}
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cool.Logger.Debug(ctx, "Redis 心跳发送成功,连接正常")
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}
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}
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}()
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// 3. 订阅主题(对齐 ListenFunc 的错误处理,替换 panic 为优雅重连)
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// 2. 订阅主题(对齐 ListenFunc 的错误处理,替换 panic 为优雅重连)
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subscribeTopics := []string{startTopic, pvpServerTopic}
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if cool.Config.GameOnlineID == pvp.CoordinatorOnlineID {
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subscribeTopics = append(subscribeTopics, pvpCoordinatorTopic)
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@@ -214,7 +162,6 @@ func ListenFight(ctx g.Ctx) {
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_, err = conn.Do(ctx, "subscribe", topic)
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if err != nil {
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cool.Logger.Error(ctx, "订阅 Redis 主题失败", "topic", topic, "error", err)
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heartbeatCancel()
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_ = conn.Close(ctx)
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time.Sleep(retryDelay)
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subscribeFailed = true
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@@ -240,7 +187,7 @@ func ListenFight(ctx g.Ctx) {
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// 打印监听提示(保留原有日志)
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fmt.Println("监听战斗", startTopic)
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// 4. 循环接收消息(完全对齐 ListenFunc 逻辑)
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// 3. 循环接收消息(完全对齐 ListenFunc 逻辑)
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connError := false
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for !connError {
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select {
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@@ -282,9 +229,9 @@ func ListenFight(ctx g.Ctx) {
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}
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}
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// 5. 清理资源,准备重连(完全对齐 ListenFunc)
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heartbeatCancel() // 关闭心跳协程
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// 4. 清理资源,准备重连(完全对齐 ListenFunc)
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_ = conn.Close(ctx) // 关闭当前连接
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cool.Logger.Info(ctx, "Redis 战斗订阅连接异常,准备重连", "retry_after", retryDelay)
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time.Sleep(retryDelay)
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}
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}
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@@ -99,6 +99,12 @@ type GetPetLearnableSkillsInboundInfo struct {
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CatchTime uint32 `json:"catchTime"`
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}
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type CommitPetSkillsInboundInfo struct {
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Head common.TomeeHeader `cmd:"52313" struc:"skip"`
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CatchTime uint32 `json:"catchTime"`
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Skill [4]uint32 `json:"skill"`
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}
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type C2S_PetFusion struct {
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Head common.TomeeHeader `cmd:"2351" struc:"skip"`
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Mcatchtime uint32 `json:"mcatchtime" msgpack:"mcatchtime"`
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@@ -15,6 +15,18 @@ type GetPetLearnableSkillsOutboundInfo struct {
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SkillList []uint32 `json:"skillList"`
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}
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func isSameUint32Slice(a []uint32, b []uint32) bool {
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if len(a) != len(b) {
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return false
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}
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for index := range a {
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if a[index] != b[index] {
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return false
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}
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}
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return true
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}
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func collectPetLearnableSkillList(currentPet *model.PetInfo) []uint32 {
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skillSet := make(map[uint32]struct{})
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skills := make([]uint32, 0)
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@@ -184,3 +196,88 @@ func (h Controller) SortPetSkills(data *C2S_Skill_Sort, c *player.Player) (resul
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return nil, 0
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}
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// CommitPetSkills 按最终技能列表一次性提交学习/替换/排序结果。
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func (h Controller) CommitPetSkills(
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data *CommitPetSkillsInboundInfo,
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c *player.Player,
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) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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const setSkillCost = 50
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const skillSortCost = 50
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_, currentPet, ok := c.FindPet(data.CatchTime)
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if !ok {
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return nil, errorcode.ErrorCodes.ErrPokemonNotExists
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}
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currentSkillSet := make(map[uint32]model.SkillInfo, len(currentPet.SkillList))
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currentSkillOrder := make([]uint32, 0, len(currentPet.SkillList))
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for _, skill := range currentPet.SkillList {
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if skill.ID == 0 {
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continue
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}
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currentSkillSet[skill.ID] = skill
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currentSkillOrder = append(currentSkillOrder, skill.ID)
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}
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finalSkillIDs := make([]uint32, 0, 4)
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usedSkillSet := make(map[uint32]struct{}, 4)
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for _, skillID := range data.Skill {
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if skillID == 0 {
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continue
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}
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if _, exists := usedSkillSet[skillID]; exists {
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continue
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}
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usedSkillSet[skillID] = struct{}{}
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finalSkillIDs = append(finalSkillIDs, skillID)
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}
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if len(finalSkillIDs) == 0 {
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return nil, errorcode.ErrorCodes.ErrSystemBusy
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}
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if len(finalSkillIDs) > 4 {
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finalSkillIDs = finalSkillIDs[:4]
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}
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if isSameUint32Slice(currentSkillOrder, finalSkillIDs) {
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return nil, 0
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}
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learnableSkillSet := make(map[uint32]struct{})
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for _, skillID := range collectPetLearnableSkillList(currentPet) {
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learnableSkillSet[skillID] = struct{}{}
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}
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newSkillCount := 0
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finalSkillList := make([]model.SkillInfo, 0, len(finalSkillIDs))
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for _, skillID := range finalSkillIDs {
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if skill, exists := currentSkillSet[skillID]; exists {
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finalSkillList = append(finalSkillList, skill)
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continue
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}
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if _, exists := learnableSkillSet[skillID]; !exists {
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return nil, errorcode.ErrorCodes.ErrSystemBusy
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}
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skillInfo, exists := xmlres.SkillMap[int(skillID)]
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if !exists {
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return nil, errorcode.ErrorCodes.ErrSystemBusy
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}
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newSkillCount++
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finalSkillList = append(finalSkillList, model.SkillInfo{
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ID: skillID,
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PP: uint32(skillInfo.MaxPP),
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})
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}
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totalCost := int64(newSkillCount * setSkillCost)
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if newSkillCount == 0 {
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totalCost += int64(skillSortCost)
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}
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if totalCost > 0 && !c.GetCoins(totalCost) {
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return nil, errorcode.ErrorCodes.ErrSunDouInsufficient10016
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}
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c.Info.Coins -= totalCost
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currentPet.SkillList = finalSkillList
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return nil, 0
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}
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@@ -23,3 +23,9 @@ type C2S_Skill_Sort struct {
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Skill [4]uint32 `json:"skill_1"` // 技能1(对应C# uint skill_1)
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}
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type CommitPetSkillsInfo struct {
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Head common.TomeeHeader `cmd:"52313" struc:"skip"`
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CatchTime uint32 `json:"catchTime"`
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Skill [4]uint32 `json:"skill"`
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}
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Reference in New Issue
Block a user