refactor(login): 重构登录逻辑并优化用户信息获取

- 移除 controller 中的测试代码和不必要的注释
- 优化 login.go 中的用户信息获取逻辑,从 PlayerService 中获取玩家信息
- 删除 LoginSidInfo.go 中的冗余代码和未使用的函数
- 更新 admin 控制器中的 GetSession 方法,返回用户 ID 和 session
- 调整 base_sys_user 模型,移除冗余字段和注释
- 新增 GetPerson 方法在 base_sys_user 服务中获取用户信息
- 在 player 模型中添加 NewPlayerInfo 函数创建默认玩家信息
This commit is contained in:
2025-08-22 22:40:32 +08:00
parent 49e25d42b9
commit bc4bd7eba6
11 changed files with 226 additions and 79 deletions

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@@ -0,0 +1,15 @@
package controller
import (
"blazing/common/data/entity"
"blazing/common/socket/errorcode"
"blazing/logic/service/login"
"blazing/modules/blazing/service"
)
// 处理命令: 1001
func (h *Controller) CreatePlayer(data *login.CreatePlayerInboundInfo, c *entity.Conn) (result *login.CreatePlayerOutInfo, err errorcode.ErrorCode) {
service.NewPlayerService().Reg(uint(data.Head.UserID), data.Nickname, data.Color)
return result, 0
}

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@@ -86,15 +86,9 @@ func init() { //默认初始化扫描
for i := 0; i < typ.NumMethod(); i++ {
method := typ.Method(i)
// TODO 接收者 + 2个参数 一个是类型,一个是player
//method.Type.In(1) == reflect.TypeOf([]byte{}
// 获取方法值
methodValue := value.MethodByName(method.Name)
methodValue.Type().NumIn()
var func_cmd uint32
func_cmd = getcmd(methodValue.Type().In(0))
var func_cmd uint32 = getcmd(methodValue.Type().In(0))
if func_cmd == 0 { //说明不是注册方法
glog.Warning(context.Background(), "方法参数必须是结构体", method.Name, "跳过注册")
continue

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@@ -7,7 +7,7 @@ import (
"blazing/logic/service"
"blazing/logic/service/login"
"blazing/logic/service/space"
"blazing/modules/blazing/model"
blservice "blazing/modules/blazing/service"
"context"
"time"
@@ -28,20 +28,24 @@ func (h *Controller) Login(data *login.InInfo, c *entity.Conn) (result *login.Ou
t.MapId = 1
space.GetSpace(t.MapId).Set(t.UserID, t) //添加玩家
glog.Debug(context.Background(), "登录成功,初始地图 人数:", space.GetSpace(1).Len())
playerinfo := blservice.NewPlayerService().Person(uint(t.UserID))
t.Nick = playerinfo.Nick
// blservice.NewPlayerService().ProcessAndSave(t.UserID, func(t *model.PlayerInfo) error {
t.Nick = "测试"
// t.Nick = t.Nick + " (在线)"
// return nil
// })
result = login.NewOutInfo() //设置登录消息
result.UserID = 10001 //注释掉就能进入
result.UserID = t.UserID
result.RegisterTime = uint32(time.Now().Unix())
result.Nick = "骄阳号"
result.Color = 0x00FF00
result.Pos = model.Pos{X: 500, Y: 400}
result.Clothes = append(result.Clothes, model.PeopleItemInfo{ID: 100717, Level: 1})
result.Nick = t.Nick
result.Color = playerinfo.Color
result.Pos = playerinfo.Pos
result.Clothes = playerinfo.Clothes ///append(result.Clothes, model.PeopleItemInfo{ID: 100717, Level: 1})
result.MapID = t.MapId
result.TimeLimit = 43200
result.TimeToday = 339
result.PetList = append(result.PetList, model.PetInfo{ID: 100, Level: 1})
result.TimeLimit = playerinfo.TimeLimit
result.TimeToday = playerinfo.TimeToday
result.PetList = playerinfo.PetList
return result, 0

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@@ -6,9 +6,7 @@ import (
"blazing/modules/blazing/model"
"context"
"encoding/hex"
"fmt"
"github.com/creasty/defaults"
"github.com/gogf/gf/v2/os/glog"
)
@@ -20,19 +18,6 @@ type InInfo struct { //这里直接使用组合来实现将传入的原始头部
}
func (s *InInfo) Def() []byte { //默认返回方法
t1, _ := hex.DecodeString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
//t1 = t1[17:]
fmt.Println(t1[:40])
return t1
s.Head.Version = "7"
s.Head.UserID = 10001
s.Head.Result = 0
//s //return data.Head.Pack(t1[17:])[:40]
return s.Head.Pack(t1[17:]) //返回传参
//return t1[:40]
}
func (l *InInfo) CheakSession() bool {
// tt, _ := cool.CacheManager.Keys(context.Background())
//g.Dump(tt)
@@ -52,40 +37,10 @@ type OutInfo struct {
}
func NewOutInfo() *OutInfo {
l := &OutInfo{
PlayerInfo: model.PlayerInfo{
Clothes: make([]model.PeopleItemInfo, 0),
PetList: make([]model.PetInfo, 0),
},
PlayerInfo: *model.NewPlayerInfo(),
}
// 自动填充 struct tag 里的 default 值
if err := defaults.Set(l); err != nil {
panic(err) // 方便发现 default 设置错误
}
// 填充需要重复值的数组
fillBytes(&l.DailyResArr, 3)
fillBytes(&l.Reserved1, 3)
fillBytes(&l.TaskList, 3)
return l
}
// 工具函数:给数组/切片批量赋同一个 byte 值
func fillBytes(arr any, val byte) {
switch a := arr.(type) {
case *[50]byte:
for i := range a {
a[i] = val
}
case *[27]byte:
for i := range a {
a[i] = val
}
case *[500]byte:
for i := range a {
a[i] = val
}
}
}

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@@ -0,0 +1,17 @@
package login
import "blazing/common/socket/handler"
type CreatePlayerInboundInfo struct { //这里直接使用组合来实现将传入的原始头部数据和结构体参数序列化
Head handler.TomeeHeader `cmd:"108" struc:"[0]pad"` //玩家登录
// 玩家昵称对应Java的@ArraySerialize注解
Nickname string `struc:"[16]byte"` // 固定长度16字节
// 机器人人物颜色 rgb对应Java的@UInt注解
Color uint32 `fieldDescription:"机器人人物颜色 rgb" uint:"true"`
}
type CreatePlayerOutInfo struct {
//不用回包,因为前端已经处理了
}