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:
15
logic/controller/CreatePlayer.go
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15
logic/controller/CreatePlayer.go
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@@ -0,0 +1,15 @@
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package controller
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import (
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"blazing/common/data/entity"
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"blazing/common/socket/errorcode"
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"blazing/logic/service/login"
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"blazing/modules/blazing/service"
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)
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// 处理命令: 1001
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func (h *Controller) CreatePlayer(data *login.CreatePlayerInboundInfo, c *entity.Conn) (result *login.CreatePlayerOutInfo, err errorcode.ErrorCode) {
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service.NewPlayerService().Reg(uint(data.Head.UserID), data.Nickname, data.Color)
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return result, 0
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}
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@@ -86,15 +86,9 @@ func init() { //默认初始化扫描
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for i := 0; i < typ.NumMethod(); i++ {
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method := typ.Method(i)
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// TODO 接收者 + 2个参数 一个是类型,一个是player
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//method.Type.In(1) == reflect.TypeOf([]byte{}
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// 获取方法值
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methodValue := value.MethodByName(method.Name)
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methodValue.Type().NumIn()
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var func_cmd uint32
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func_cmd = getcmd(methodValue.Type().In(0))
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var func_cmd uint32 = getcmd(methodValue.Type().In(0))
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if func_cmd == 0 { //说明不是注册方法
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glog.Warning(context.Background(), "方法参数必须是结构体", method.Name, "跳过注册")
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continue
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@@ -7,7 +7,7 @@ import (
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"blazing/logic/service"
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"blazing/logic/service/login"
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"blazing/logic/service/space"
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"blazing/modules/blazing/model"
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blservice "blazing/modules/blazing/service"
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"context"
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"time"
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@@ -28,20 +28,24 @@ func (h *Controller) Login(data *login.InInfo, c *entity.Conn) (result *login.Ou
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t.MapId = 1
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space.GetSpace(t.MapId).Set(t.UserID, t) //添加玩家
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glog.Debug(context.Background(), "登录成功,初始地图 人数:", space.GetSpace(1).Len())
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playerinfo := blservice.NewPlayerService().Person(uint(t.UserID))
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t.Nick = playerinfo.Nick
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// blservice.NewPlayerService().ProcessAndSave(t.UserID, func(t *model.PlayerInfo) error {
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t.Nick = "测试"
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// t.Nick = t.Nick + " (在线)"
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// return nil
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// })
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result = login.NewOutInfo() //设置登录消息
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result.UserID = 10001 //注释掉就能进入
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result.UserID = t.UserID
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result.RegisterTime = uint32(time.Now().Unix())
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result.Nick = "骄阳号"
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result.Color = 0x00FF00
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result.Pos = model.Pos{X: 500, Y: 400}
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result.Clothes = append(result.Clothes, model.PeopleItemInfo{ID: 100717, Level: 1})
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result.Nick = t.Nick
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result.Color = playerinfo.Color
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result.Pos = playerinfo.Pos
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result.Clothes = playerinfo.Clothes ///append(result.Clothes, model.PeopleItemInfo{ID: 100717, Level: 1})
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result.MapID = t.MapId
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result.TimeLimit = 43200
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result.TimeToday = 339
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result.PetList = append(result.PetList, model.PetInfo{ID: 100, Level: 1})
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result.TimeLimit = playerinfo.TimeLimit
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result.TimeToday = playerinfo.TimeToday
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result.PetList = playerinfo.PetList
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return result, 0
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@@ -6,9 +6,7 @@ import (
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"blazing/modules/blazing/model"
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"context"
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"encoding/hex"
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"fmt"
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"github.com/creasty/defaults"
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"github.com/gogf/gf/v2/os/glog"
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)
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@@ -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
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}
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func (s *InInfo) Def() []byte { //默认返回方法
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t1, _ := hex.DecodeString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//t1 = t1[17:]
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fmt.Println(t1[:40])
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return t1
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s.Head.Version = "7"
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s.Head.UserID = 10001
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s.Head.Result = 0
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//s //return data.Head.Pack(t1[17:])[:40]
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return s.Head.Pack(t1[17:]) //返回传参
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//return t1[:40]
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}
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func (l *InInfo) CheakSession() bool {
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// tt, _ := cool.CacheManager.Keys(context.Background())
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//g.Dump(tt)
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@@ -52,40 +37,10 @@ type OutInfo struct {
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}
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func NewOutInfo() *OutInfo {
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l := &OutInfo{
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PlayerInfo: model.PlayerInfo{
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Clothes: make([]model.PeopleItemInfo, 0),
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PetList: make([]model.PetInfo, 0),
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},
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PlayerInfo: *model.NewPlayerInfo(),
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}
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// 自动填充 struct tag 里的 default 值
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if err := defaults.Set(l); err != nil {
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panic(err) // 方便发现 default 设置错误
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}
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// 填充需要重复值的数组
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fillBytes(&l.DailyResArr, 3)
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fillBytes(&l.Reserved1, 3)
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fillBytes(&l.TaskList, 3)
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return l
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}
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// 工具函数:给数组/切片批量赋同一个 byte 值
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func fillBytes(arr any, val byte) {
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switch a := arr.(type) {
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case *[50]byte:
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for i := range a {
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a[i] = val
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}
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case *[27]byte:
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for i := range a {
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a[i] = val
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}
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case *[500]byte:
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for i := range a {
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a[i] = val
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}
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}
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}
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17
logic/service/login/create_player.go
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17
logic/service/login/create_player.go
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@@ -0,0 +1,17 @@
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package login
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import "blazing/common/socket/handler"
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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
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Head handler.TomeeHeader `cmd:"108" struc:"[0]pad"` //玩家登录
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// 玩家昵称,对应Java的@ArraySerialize注解
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Nickname string `struc:"[16]byte"` // 固定长度16字节
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// 机器人人物颜色 rgb,对应Java的@UInt注解
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Color uint32 `fieldDescription:"机器人人物颜色 rgb" uint:"true"`
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}
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type CreatePlayerOutInfo struct {
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//不用回包,因为前端已经处理了
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}
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