``feat(item): 新增物品出售价格属性(SellPrice)并实现物品出售功能,优化宠物面板计算和时区判断逻辑``
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66
logic/controller/login_main.go
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66
logic/controller/login_main.go
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package controller
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import (
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"blazing/common/data/share"
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"blazing/cool"
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"fmt"
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"blazing/common/socket/errorcode"
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"blazing/logic/service/user"
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"blazing/logic/service/player"
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"blazing/logic/service/space"
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blservice "blazing/modules/blazing/service"
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"context"
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"time"
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"github.com/panjf2000/gnet/v2"
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)
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// 处理命令: 1001
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func (h *Controller) Login(data *user.MAIN_LOGIN_IN, c gnet.Conn) (result *user.LoginMSInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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tt := data.CheakSession()
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if !tt {
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defer c.Close()
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return
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}
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err1 := h.RPCClient.Kick(data.Head.UserID) //先踢人
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if err1 != nil {
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fmt.Println("踢人失败", err)
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}
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cool.Loger.Info(context.TODO(), "踢人请求完成,继续登录流程")
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share.ShareManager.SetUserOnline(data.Head.UserID, h.Port) //设置用户登录服务器
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t := player.GetPlayer(c, data.Head.UserID)
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if t == nil {
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cool.Loger.Error(context.Background(), "获取玩家失败", data.Head.UserID)
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defer c.Close()
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return
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}
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t.Service = blservice.NewUserService(data.Head.UserID)
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t.Info = t.Service.Info.Personself()
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if t.Info == nil {
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defer c.Close()
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return
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}
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t.Info.UserID = data.Head.UserID
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t.Logintime = uint32(time.Now().Unix()) //保存时间戳
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t.CompleteLogin() //通知客户端登录成功
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result = user.NewOutInfo() //设置登录消息
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result.PlayerInfo = *t.Info
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defer space.GetSpace(t.Info.MapID).EnterMap(t)
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return result, 0
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}
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