refactor: 优化RPC对战加入与
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@@ -82,8 +82,7 @@ func ListenFunc(ctx g.Ctx) {
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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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_, err = conn.Do(ctx, "subscribe", "sun:cancel") //退出队列
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_, err = conn.Do(ctx, "subscribe", "sun:join") //加入队列
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// 4. 循环接收消息
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connError := false
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@@ -17,42 +17,10 @@ type RPCfight struct {
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zs *zset.ZSet[uint32, *model.PVP]
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}
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// // ExtractBetweenBrackets 提取字符串中第一个 [] 中间的文本
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// // 返回值:中间文本、是否成功、错误信息
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// func ExtractBetweenBrackets(s string) (string, bool, error) {
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// // 1. 找到第一个 [ 的索引
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// leftIdx := strings.Index(s, "[")
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// if leftIdx == -1 {
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// return "", false, errors.New("未找到左中括号 [")
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// }
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func (r *RPCfight) join(pvp info.RPCFightinfo) {
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// // 2. 找到第一个 [ 之后的第一个 ] 的索引
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// rightIdx := strings.Index(s[leftIdx+1:], "]")
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// if rightIdx == -1 {
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// return "", false, errors.New("找到左中括号 [ 但未找到对应的右中括号 ]")
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// }
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// // 3. 计算实际的右中括号索引(加上 leftIdx+1)
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// rightIdx += leftIdx + 1
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// // 4. 提取中间文本(去除前后空格,可选)
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// result := strings.TrimSpace(s[leftIdx+1 : rightIdx])
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// // 5. 检查是否为空
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// if result == "" {
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// return "", true, errors.New("中括号中间无文本")
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// }
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// return result, true, nil
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// }
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func (r *RPCfight) ADD(s string) {
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println("收到sun:join", s)
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var pvp info.RPCFightinfo
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json.Unmarshal([]byte(s), &pvp)
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//t, _, _ := ExtractBetweenBrackets(s)
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ret := service.NewPVPService(pvp.PlayerID).Get(pvp.PlayerID)
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score := 1000
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score := 800
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if ret != nil {
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score = int(ret.RankInfo.Score)
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}
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@@ -73,8 +41,19 @@ func (r *RPCfight) ADD(s string) {
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}
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}
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func (r *RPCfight) Cancel(s string) {
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// r.zs.Remove()
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func (r *RPCfight) ADD(s string) {
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println("收到sun:join", s)
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var pvp info.RPCFightinfo
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json.Unmarshal([]byte(s), &pvp)
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if pvp.Type == 1 {
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r.join(pvp)
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} else { //==0 退出
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r.cancel(pvp)
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}
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}
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func (r *RPCfight) cancel(pvp info.RPCFightinfo) {
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r.zs.Remove(pvp.PlayerID)
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}
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///定义map,存储用户对战斗容器的映射,便于外部传入时候进行直接操作
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@@ -52,6 +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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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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@@ -60,6 +61,15 @@ type RPCFightinfo struct {
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Status uint32
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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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// 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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Status uint32
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}
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// FightPetInfo 战斗精灵信息结构体,FightPetInfo类
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type FightPetInfo struct {
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@@ -93,6 +93,7 @@ type Player struct {
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MainConn gnet.Conn
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baseplayer
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IsLogin bool //是否登录
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IsJoin bool //是否加入RPC对局 用重连函数写临时缓存join,重连后统一join
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Done
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MapNPC *time.Timer
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