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
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@@ -2,6 +2,8 @@ package model
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import (
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"blazing/cool"
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"github.com/creasty/defaults"
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)
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const TableNamePlayerInfo = "player_info"
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@@ -26,6 +28,43 @@ type PeopleItemInfo struct {
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func (p *PeopleItemInfo) InitDefaults() {
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p.Level = 1 // 未知字段默认值1,与Java的@Builder.Default保持一致
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}
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func NewPlayerInfo() *PlayerInfo {
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l := &PlayerInfo{
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Clothes: make([]PeopleItemInfo, 0),
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PetList: make([]PetInfo, 0),
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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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type PlayerInfo struct {
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GoldBean int32 `struc:"skip" json:"nieo_gold_bean"` // 金豆(特殊货币)
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@@ -46,8 +85,8 @@ type PlayerInfo struct {
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FightBadge uint32 `struc:"uint32" json:"fight_badge"` // 固定0
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MapID uint32 `struc:"uint32" default:"1" json:"map_id"` // 上线地图ID
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Pos Pos `json:"pos"` // 坐标
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TimeToday uint32 `struc:"uint32" json:"time_today"` // 已消耗时间(秒)
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TimeLimit uint32 `struc:"uint32" json:"time_limit"` // 总电池限制(秒)
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TimeToday uint32 `struc:"uint32" default:"43200" json:"time_today"` // 已消耗时间(秒)
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TimeLimit uint32 `struc:"uint32" default:"339" json:"time_limit"` // 总电池限制(秒)
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IsClothHalfDay byte `struc:"byte" json:"is_cloth_half_day"` // 活动标志0/1
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IsRoomHalfDay byte `struc:"byte" json:"is_room_half_day"` // 活动标志0/1
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IFortressHalfDay byte `struc:"byte" json:"i_fortress_half_day"` // 活动标志0/1
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102
modules/blazing/service/isreg.go
Normal file
102
modules/blazing/service/isreg.go
Normal file
@@ -0,0 +1,102 @@
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package service
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import (
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"blazing/cool"
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"blazing/modules/blazing/model"
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"context"
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"encoding/json"
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"strings"
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"github.com/gogf/gf/v2/os/glog"
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)
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type PlayerService struct {
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*cool.Service
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}
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func NewPlayerService() *PlayerService {
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return &PlayerService{
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&cool.Service{
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Model: model.NewPlayer(),
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},
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}
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}
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// 是否注册,如果注册过,那么就会产生用户player信息
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func (s *PlayerService) IsReg(accountID uint) bool {
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m := cool.DBM(s.Model).Where("player_id", accountID)
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record, err := m.One()
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if err != nil {
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return false
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}
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if record != nil {
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return true
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}
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return false
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}
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// 实现注册,id+昵称+颜色
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func (s *PlayerService) Reg(accountID uint, nick string, color uint32) {
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nick = strings.TrimSpace(nick)
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t := model.NewPlayer()
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t.PlayerID = uint64(accountID)
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//设置用户信息
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t1 := model.NewPlayerInfo()
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t1.Nick = nick
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t1.Color = color
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t22, err := json.Marshal(t1)
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if err != nil {
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return
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}
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t.Data = string(t22)
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_, err = cool.DBM(s.Model).Data(t).Insert()
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if err != nil {
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glog.Error(context.Background(), err)
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return
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}
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}
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func (s *PlayerService) Person(accountID uint) (ret *model.PlayerInfo) {
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m := cool.DBM(s.Model).Where("player_id", accountID)
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var tt model.Player
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m.Scan(&tt)
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json.Unmarshal([]byte(tt.Data), &ret)
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return
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}
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func (s *PlayerService) Save(data *model.PlayerInfo) {
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m := cool.DBM(s.Model).Where("player_id", data.UserID)
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var tt model.Player
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m.Scan(&tt)
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//todo 待测试
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temp, _ := json.Marshal(data)
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tt.Data = string(temp)
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m.Save(tt)
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return
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}
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func (s *PlayerService) ProcessAndSave(playerID uint32, processFunc func(*model.PlayerInfo) error) error {
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//todo待测试
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var player model.Player
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m1 := cool.DBM(s.Model).Where("player_id", playerID)
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m1.Scan(&player)
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var tt model.PlayerInfo
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json.Unmarshal([]byte(player.Data), &tt)
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processFunc(&tt)
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tmep, _ := json.Marshal(tt)
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player.Data = string(tmep)
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m1.Save(player)
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return nil
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}
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@@ -24,6 +24,7 @@ func NewLoginServiceService() *LoginService {
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}
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}
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// 生成session
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func (s *LoginService) GetSessionId(accountID uint) (string, string, error) {
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t1, _ := uuid.NewV7()
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