refactor(common): 统一Redis连接方式并优化代码结构
- 将 g.Redis("cool").Conn(ctx) 统一改为 Redis.Conn(ctx) 的调用方式
- 在coolconfig中添加ServerList.GetID()方法用于生成服务器唯一标识
- 引入gconv包用于类型转换操作
feat(rpc): 完善ListenFight函数实现集群消息监听
- 新增ListenFight函数,完全对齐ListenFunc
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@@ -21,6 +21,7 @@ func (h Controller) JoINtop(data *PetTOPLEVELnboundInfo, c *player.Player) (resu
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cool.RedisDo(context.TODO(), "sun:join", info.RPCFightinfo{
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PlayerID: c.Info.UserID,
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Mode: data.Mode,
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Type: 1,
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})
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// // 类型断言为 UniversalClient
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@@ -72,6 +72,7 @@ func (h Controller) Login(data *user.MAIN_LOGIN_IN, c gnet.Conn) (result *user.L
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// }
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// currentPlayer.Info.SetTask(314, model.Completed)
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// currentPlayer.Info.SetTask(315, model.Completed)
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//fmt.Println("任务", 291, currentPlayer.Info.GetTask(145))
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currentPlayer.IsLogin = true
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return result, 0
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@@ -5,6 +5,7 @@ import (
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"blazing/common/rpc"
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"blazing/common/socket"
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"blazing/cool"
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"context"
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"blazing/logic/controller"
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@@ -60,7 +61,7 @@ func Start() {
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// if cool.Config.ServerInfo.IsVip != 0 {
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// g.DB().GetCache().SetAdapter(gcache.NewAdapterRedis(cool.Redis)) //设置数据库
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// }
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go rpc.ListenFight(context.Background())
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if cool.Config.ServerInfo.IsDebug == 1 {
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g.DB().SetDebug(true)
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@@ -81,7 +82,7 @@ func Start() {
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controller.Maincontroller.RPCClient = rpcClient //将RPC赋值Start
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controller.Maincontroller.UID = uint32(100000*serverID + uint32(port)) //赋值服务器ID
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controller.Maincontroller.UID = gconv.Uint32(cool.Config.ServerInfo.GetID()) //赋值服务器ID
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controller.Init(true)
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xmlres.Initfile()
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@@ -52,7 +52,7 @@ type Fightinfo struct {
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FightType uint32
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}
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type RPCFightinfo struct {
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Type int
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Type int //加入还是退出
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PlayerID uint32
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// 战斗模式 1 = 1v1 2 = 6v6 3大乱斗 0 什么都不做
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Mode uint32
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@@ -62,8 +62,8 @@ type RPCFightinfo struct {
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// FightType uint32
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}
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type RPCFightStartinfo struct {
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Servierid int // 非0表示rpc跨服
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PlayerID uint32
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Serverid int // 非0表示rpc跨服
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PlayerID uint32
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// 战斗模式 1 = 1v1 2 = 6v6 3大乱斗 0 什么都不做
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Mode uint32
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//Type uint32 //战斗类型
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@@ -1,9 +1,8 @@
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package player
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import (
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"blazing/cool"
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"context"
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"github.com/gogf/gf/v2/frame/g"
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)
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// rpc,跨服匹配的玩家,只做数据的传输
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@@ -15,7 +14,7 @@ type RPC_player struct {
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func (f *RPC_player) SendPackCmd(cmd uint32, data any) {
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conn, _ := g.Redis("cool").Conn(context.TODO())
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conn, _ := cool.Redis.Conn(context.TODO())
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defer conn.Close(context.TODO())
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conn.Do(context.TODO(), "publish", "sun:send", cmd, data)
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