```
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refactor(socket): 移除重复保存锁并优化panic错误处理

移除了ServerEvent.go中的sync.Once保存锁,因为可能存在重复保存问题,
同时将panic错误处理从fmt.Println改为使用cool.Logger.Error进行统一日志记录

feat(player): 优化踢人功能并添加超时机制

移除kick.go中的复杂异步超时逻辑
This commit is contained in:
昔念
2026-02-02 23:11:14 +08:00
parent cdb7cec4ad
commit b25f033939
8 changed files with 36 additions and 79 deletions

View File

@@ -54,26 +54,20 @@ func (s *PetFusionMaterialService) Data(Material1 [4]uint32) int32 {
"is_enable": 1,
}
m.Where(condition).Scan(&effect)
//这时候有可能效果是空的,那么这时候就再次查询默认的特性,保证每次必会生成一个数据库有的特性
//也许这个时候的特性配方就是随机从数据库中查找一个特性
if effect != nil {
// if effect == nil {
// effect2s := service.NewDictInfoService().GetData("effect")
// for _, v := range effect2s {
// return gconv.Uint32(v.Value)
// }
// }
r := grand.Intn(4)
switch r {
case 0:
return int32(effect.Trait1Idx)
case 1:
return int32(effect.Trait2Idx)
case 2:
return int32(effect.Trait3Idx)
case 3:
return int32(effect.Trait4Idx)
r := grand.Intn(4)
switch r {
case 0:
return int32(effect.Trait1Idx)
case 1:
return int32(effect.Trait2Idx)
case 2:
return int32(effect.Trait3Idx)
case 3:
return int32(effect.Trait4Idx)
}
}
return -1
}