```
refactor(controller): 重构ParseCmd函数并优化Init方法 - 修改ParseCmd函数参数,移除不必要的泛型参数T - 为Init函数添加详细注释说明参数含义 - 优化getCmd函数的注释和代码结构 - 重命名ParseCmdTagWithStructField为parseCmdTagWithStructField以符合私有函数命名规范 refactor(pet_info): 统一玩家参数命名从c到player - 将pet_info.go中所有方法的player参数名从c改为player - 保持代码逻辑不变,仅统一参数命名规范 - 更新相关
This commit is contained in:
@@ -33,59 +33,65 @@ type Controller struct {
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// ParseCmd 将字节数组数据解析到指定类型的变量中
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// 该函数使用struc库进行数据解包操作
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func ParseCmd[T any](a T, data []byte) T {
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// := info.NewLoginSidInfo()
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// 使用struc.Unpack将字节数据解包到变量a中
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struc.Unpack(bytes.NewBuffer(data), &a)
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return a
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//fmt.Println(pinfo)
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//login.OnData_1001(pinfo, player)
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//fmt.Println(data)
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// 参数 data: 需要解析的字节数据
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// 返回值: 解析后的指定类型实例
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func ParseCmd[T any](data []byte) T {
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var result T
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// 使用struc.Unpack将字节数据解包到result变量中
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struc.Unpack(bytes.NewBuffer(data), &result)
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return result
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}
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func Init(isgame bool) { //默认初始化扫描
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// Init 初始化控制器,注册所有cmd处理方法
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// 参数 isGame: 标识是否为游戏服务器(true)或登录服务器(false)
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func Init(isGame bool) {
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// 获取控制器实例的反射值
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controllerValue := reflect.ValueOf(Maincontroller)
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// 获取控制器类型
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controllerType := controllerValue.Type()
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// 获取对象的反射值和类型
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value := reflect.ValueOf(Maincontroller)
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// 遍历控制器的所有方法
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for i := 0; i < controllerType.NumMethod(); i++ {
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method := controllerType.Method(i)
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methodValue := controllerValue.MethodByName(method.Name)
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// 获取类型
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typ := value.Type()
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// 获取方法第一个参数的类型(请求结构体)
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if methodValue.Type().NumIn() == 0 {
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continue
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}
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for i := 0; i < typ.NumMethod(); i++ {
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method := typ.Method(i)
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methodValue := value.MethodByName(method.Name)
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//fmt.Println("找到注册方法", method.Name)
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methodValue.Type().NumIn()
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for _, funcCmd := range getCmd(methodValue.Type().In(0)) {
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if funcCmd == 0 { //说明不是注册方法
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// 解析请求结构体中的cmd标签
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for _, cmd := range getCmd(methodValue.Type().In(0)) {
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if cmd == 0 { // 说明不是有效的注册方法
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glog.Warning(context.Background(), "方法参数必须包含CMD参数", method.Name, "跳过注册")
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continue
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}
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if !isgame && funcCmd > 1000 { //判断login服务器
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// 根据服务器类型过滤cmd
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// 登录服务器只处理小于1000的cmd
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if !isGame && cmd > 1000 {
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continue
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}
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if isgame && funcCmd < 1000 { //判断login服务器
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// 游戏服务器只处理大于等于1000的cmd
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if isGame && cmd < 1000 {
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continue
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}
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glog.Debug(context.Background(), "注册方法", funcCmd, method.Name)
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_, ok := cool.CmdCache.LoadOrStore(funcCmd, cool.Cmd{
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// 注册命令处理函数
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glog.Debug(context.Background(), "注册方法", cmd, method.Name)
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cmdInfo := cool.Cmd{
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Func: methodValue,
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Req: methodValue.Type().In(0).Elem(),
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// Res: ,
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}) //TODO 待实现对不同用户初始化方法以取消全局cmdcache
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if ok { //方法已存在init
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glog.Error(context.Background(), "方法已存在init,不会初始化后面的方法", funcCmd)
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// Res: , // TODO 待实现对不同用户初始化方法以取消全局cmdcache
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}
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_, exists := cool.CmdCache.LoadOrStore(cmd, cmdInfo)
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if exists { // 方法已存在
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glog.Error(context.Background(), "命令处理方法已存在,跳过注册", cmd, method.Name)
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}
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}
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}
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}
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@@ -95,33 +101,30 @@ var targetType = reflect.TypeOf(common.TomeeHeader{})
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const defaultCmdValue = 0
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// getCmd 从结构体类型中提取绑定的cmd指令(递归查找嵌套结构体,支持值/指针类型的TomeeHeader)
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// 参数 typ:待解析的结构体类型(支持多层指针)
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// 返回值:解析到的cmd切片,无匹配/解析失败时返回[defaultCmdValue]
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// 参数 typ: 待解析的结构体类型(支持多层指针)
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// 返回值: 解析到的cmd切片,无匹配/解析失败时返回[defaultCmdValue]
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func getCmd(typ reflect.Type) []uint32 {
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// 初始化目标类型(仅第一次调用时执行)
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// 1. 递归解引用所有指针类型(处理 *struct、**struct 等场景)
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// 递归解引用所有指针类型(处理 *struct、**struct 等场景)
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for typ.Kind() == reflect.Ptr {
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typ = typ.Elem()
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}
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// 2. 非结构体类型直接返回默认值
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// 非结构体类型直接返回默认值
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if typ.Kind() != reflect.Struct {
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return []uint32{defaultCmdValue}
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}
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// 3. 遍历结构体字段,查找TomeeHeader字段并解析cmd
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// 遍历结构体字段,查找TomeeHeader字段并解析cmd
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for i := 0; i < typ.NumField(); i++ {
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field := typ.Field(i)
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// 4. 调用解析函数,判断是否为目标类型并解析cmd
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cmdSlice, err := ParseCmdTagWithStructField(field)
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// 尝试解析当前字段的cmd标签
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cmdSlice, err := parseCmdTagWithStructField(field)
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if err == nil { // 解析成功,直接返回结果
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return cmdSlice
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}
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// 5. 递归处理嵌套结构体(值/指针类型)
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// 递归处理嵌套结构体(值/指针类型)
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nestedTyp := field.Type
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if nestedTyp.Kind() == reflect.Ptr {
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nestedTyp = nestedTyp.Elem()
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@@ -134,15 +137,14 @@ func getCmd(typ reflect.Type) []uint32 {
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}
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}
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// 6. 未找到目标字段/所有解析失败,返回默认值
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// 未找到目标字段/所有解析失败,返回默认值
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return []uint32{defaultCmdValue}
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}
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// ParseCmdTagWithStructField 校验字段是否为TomeeHeader(值/指针)并解析cmd标签
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// 参数 field:结构体字段元信息
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// 返回值:解析后的cmd切片,非目标类型/解析失败返回错误
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func ParseCmdTagWithStructField(field reflect.StructField) ([]uint32, error) {
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// parseCmdTagWithStructField 校验字段是否为TomeeHeader(值/指针)并解析cmd标签
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// 参数 field: 结构体字段元信息
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// 返回值: 解析后的cmd切片,非目标类型/解析失败返回错误
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func parseCmdTagWithStructField(field reflect.StructField) ([]uint32, error) {
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// 判断字段类型是否为 TomeeHeader 或 *TomeeHeader
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var isTomeeHeader bool
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switch {
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@@ -14,13 +14,13 @@ import (
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// GetPetInfo 获取精灵信息
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// data: 包含精灵捕获时间的输入信息
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// c: 当前玩家对象
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// player: 当前玩家对象
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// 返回: 精灵信息和错误码
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func (h Controller) GetPetInfo(
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data *pet.InInfo,
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c *player.Player) (result *pet.OutInfo,
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player *player.Player) (result *pet.OutInfo,
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err errorcode.ErrorCode) {
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_, petInfo, found := c.FindPet(data.CatchTime)
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_, petInfo, found := player.FindPet(data.CatchTime)
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if found {
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result = &pet.OutInfo{
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@@ -29,22 +29,22 @@ func (h Controller) GetPetInfo(
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return result, 0
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}
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result = &pet.OutInfo{
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PetInfo: c.Service.Pet.PetInfo_One(data.CatchTime).Data,
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PetInfo: player.Service.Pet.PetInfo_One(data.CatchTime).Data,
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}
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return result, 0
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}
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// GetPetList 获取仓库列表
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// data: 空输入结构
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// c: 当前玩家对象
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// player: 当前玩家对象
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// 返回: 精灵列表和错误码
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func (h Controller) GetPetList(
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data *pet.GetPetListInboundEmpty,
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c *player.Player) (result *pet.GetPetListOutboundInfo,
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player *player.Player) (result *pet.GetPetListOutboundInfo,
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err errorcode.ErrorCode) {
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result = &pet.GetPetListOutboundInfo{}
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petList := c.Service.Pet.PetInfo(0) // 获取未放生的精灵
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petList := player.Service.Pet.PetInfo(0) // 获取未放生的精灵
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result.ShortInfoList = make([]pet.PetShortInfo, len(petList))
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for i, petItem := range petList {
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copier.Copy(&result.ShortInfoList[i], &petItem.Data)
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@@ -54,15 +54,15 @@ func (h Controller) GetPetList(
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// GetPetReleaseList 获取放生列表
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// data: 空输入结构
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// c: 当前玩家对象
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// player: 当前玩家对象
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// 返回: 放生精灵列表和错误码
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func (h Controller) GetPetReleaseList(
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data *pet.GetPetListFreeInboundEmpty,
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c *player.Player) (result *pet.GetPetListOutboundInfo,
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player *player.Player) (result *pet.GetPetListOutboundInfo,
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err errorcode.ErrorCode) {
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result = &pet.GetPetListOutboundInfo{}
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petList := c.Service.Pet.PetInfo(1) // 获取已放生的精灵
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petList := player.Service.Pet.PetInfo(1) // 获取已放生的精灵
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result.ShortInfoList = make([]pet.PetShortInfo, len(petList))
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for i, petItem := range petList {
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copier.Copy(&result.ShortInfoList[i], &petItem.Data)
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@@ -72,16 +72,16 @@ func (h Controller) GetPetReleaseList(
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// PetReleaseToWarehouse 将精灵从仓库包中放生
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// data: 包含精灵ID和捕获时间的输入信息
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// c: 当前玩家对象
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// player: 当前玩家对象
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// 返回: 无数据和错误码
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func (h Controller) PetReleaseToWarehouse(
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data *pet.PET_ROWEI, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(pet *model.PetEX) {
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_, _, inBag := c.FindPet(data.CatchTime)
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data *pet.PET_ROWEI, player *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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player.Service.Pet.PetInfo_One_exec(data.CatchTime, func(petInfo *model.PetEX) {
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_, _, inBag := player.FindPet(data.CatchTime)
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freeForbidden := xmlres.PetMAP[int(data.ID)].FreeForbidden
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// 如果背包没找到,再放入背包
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if !inBag && pet.CatchTime != 0 && freeForbidden == 0 {
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pet.Free = 1
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if !inBag && petInfo.CatchTime != 0 && freeForbidden == 0 {
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petInfo.Free = 1
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} else {
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err = errorcode.ErrorCodes.ErrCannotReleaseNonWarehouse
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}
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@@ -93,15 +93,13 @@ func (h Controller) PetReleaseToWarehouse(
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// PetRetrieveFromWarehouse 领回包
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func (h Controller) PetRetrieveFromWarehouse(
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data *pet.PET_RETRIEVE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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data *pet.PET_RETRIEVE, player *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(pet *model.PetEX) {
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_, _, ok := c.FindPet(data.CatchTime)
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player.Service.Pet.PetInfo_One_exec(data.CatchTime, func(petInfo *model.PetEX) {
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//如果背包没找到,再放入背包
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if !ok && pet.CatchTime != 0 {
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pet.Free = 0
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if _, _, ok := player.FindPet(data.CatchTime); !ok && petInfo.CatchTime != 0 {
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petInfo.Free = 0
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}
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})
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@@ -113,7 +111,7 @@ func (h Controller) PetRetrieveFromWarehouse(
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// TogglePetBagWarehouse 精灵背包仓库切换
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func (h Controller) TogglePetBagWarehouse(
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data *pet.PetReleaseInboundInfo,
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c *player.Player) (
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player *player.Player) (
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result *pet.PetReleaseOutboundInfo,
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err errorcode.ErrorCode) { //这个时候player应该是空的
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//放入背包=数据库置1+添加到背包+pet release发包 仓库=数据库置0+移除背包 设置首发等于取到首发精灵后重新排序
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@@ -122,34 +120,34 @@ func (h Controller) TogglePetBagWarehouse(
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result = &pet.PetReleaseOutboundInfo{}
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result.Flag = uint32(data.Flag)
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//擂台住不能换精灵
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if c.GetSpace().Owner.UserID == c.Info.UserID {
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if player.GetSpace().Owner.UserID == player.Info.UserID {
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return result, errorcode.ErrorCodes.ErrChampionCannotSwitch
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}
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switch data.Flag {
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case 0:
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index, pet, ok := c.FindPet(data.CatchTime)
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index, pet, ok := player.FindPet(data.CatchTime)
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if ok {
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c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(petData *model.PetEX) {
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player.Service.Pet.PetInfo_One_exec(data.CatchTime, func(petData *model.PetEX) {
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petData.Data = *pet
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//t.InBag = 0
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})
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c.Info.PetList = append(c.Info.PetList[:index], c.Info.PetList[index+1:]...)
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player.Info.PetList = append(player.Info.PetList[:index], player.Info.PetList[index+1:]...)
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}
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// break // 只移除第一个匹配值,若需移除所有,可省略 break 继续循环
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case 1:
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if len(c.Info.PetList) < 6 {
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if len(player.Info.PetList) < 6 {
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//todo 背包
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c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(petData *model.PetEX) {
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player.Service.Pet.PetInfo_One_exec(data.CatchTime, func(petData *model.PetEX) {
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_, _, ok := c.FindPet(data.CatchTime)
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_, _, ok := player.FindPet(data.CatchTime)
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//如果背包没找到,再放入背包
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if !ok && petData.CatchTime != 0 {
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//t.InBag = 1
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c.Info.PetList = append(c.Info.PetList, petData.Data)
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player.Info.PetList = append(player.Info.PetList, petData.Data)
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result.PetInfo = petData.Data
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}
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@@ -158,8 +156,8 @@ func (h Controller) TogglePetBagWarehouse(
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}
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if len(c.Info.PetList) > 0 {
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result.FirstPetTime = c.Info.PetList[0].CatchTime //设置首发
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if len(player.Info.PetList) > 0 {
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result.FirstPetTime = player.Info.PetList[0].CatchTime //设置首发
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}
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return result, 0
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@@ -167,15 +165,15 @@ func (h Controller) TogglePetBagWarehouse(
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// PlayerShowPet 精灵展示
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func (h Controller) PlayerShowPet(
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data *pet.PetShowInboundInfo, c *player.Player) (result *pet.PetShowOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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data *pet.PetShowInboundInfo, player *player.Player) (result *pet.PetShowOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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result = &pet.PetShowOutboundInfo{}
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_, currentPet, ok := c.FindPet(data.CatchTime)
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_, currentPet, ok := player.FindPet(data.CatchTime)
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if ok {
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copier.Copy(&result, currentPet)
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result.Flag = data.Flag
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result.UserID = data.Head.UserID
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defer c.GetSpace().Broadcast(c, data.Head.CMD, result)
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defer player.GetSpace().Broadcast(player, data.Head.CMD, result)
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}
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return
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@@ -183,12 +181,12 @@ func (h Controller) PlayerShowPet(
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// PetOneCure 单体治疗
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func (h Controller) PetOneCure(
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data *pet.PetOneCureInboundInfo, c *player.Player) (result *pet.PetOneCureOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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if c.GetSpace().Owner.UserID == c.Info.UserID {
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data *pet.PetOneCureInboundInfo, player *player.Player) (result *pet.PetOneCureOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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if player.GetSpace().Owner.UserID == player.Info.UserID {
|
||||
return result, errorcode.ErrorCodes.ErrChampionCannotHeal
|
||||
}
|
||||
|
||||
_, currentPet, ok := c.FindPet(data.CatchTime)
|
||||
_, currentPet, ok := player.FindPet(data.CatchTime)
|
||||
if ok {
|
||||
defer currentPet.Cure()
|
||||
|
||||
@@ -202,18 +200,18 @@ func (h Controller) PetOneCure(
|
||||
|
||||
// PetFirst 精灵首发
|
||||
func (h Controller) PetFirst(
|
||||
data *pet.PetDefaultInboundInfo, c *player.Player) (result *pet.PetDefaultOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
|
||||
data *pet.PetDefaultInboundInfo, player *player.Player) (result *pet.PetDefaultOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
|
||||
//擂台住不能换精灵
|
||||
if c.GetSpace().Owner.UserID == c.Info.UserID {
|
||||
if player.GetSpace().Owner.UserID == player.Info.UserID {
|
||||
return result, errorcode.ErrorCodes.ErrChampionCannotSwitch
|
||||
}
|
||||
|
||||
result = &pet.PetDefaultOutboundInfo{}
|
||||
|
||||
index, _, ok := c.FindPet(data.CatchTime)
|
||||
index, _, ok := player.FindPet(data.CatchTime)
|
||||
if ok && index != 0 {
|
||||
|
||||
c.Info.PetList[index], c.Info.PetList[0] = c.Info.PetList[0], c.Info.PetList[index]
|
||||
player.Info.PetList[index], player.Info.PetList[0] = player.Info.PetList[0], player.Info.PetList[index]
|
||||
|
||||
result.IsDefault = 1
|
||||
}
|
||||
@@ -222,28 +220,26 @@ func (h Controller) PetFirst(
|
||||
|
||||
}
|
||||
|
||||
// FindWithIndex 遍历slice,找到第一个满足条件的元素
|
||||
// 返回:索引、元素指针、是否找到
|
||||
// SetPetExp 设置宠物经验
|
||||
func (h Controller) SetPetExp(data *pet.PetSetExpInboundInfo, player *player.Player) (result *pet.PetSetExpOutboundInfo, err errorcode.ErrorCode) {
|
||||
_, currentPet, found := player.FindPet(data.CatchTime)
|
||||
if found && currentPet.Level < 100 {
|
||||
|
||||
func (h Controller) SetPetExp(data *pet.PetSetExpInboundInfo, c *player.Player) (result *pet.PetSetExpOutboundInfo, err errorcode.ErrorCode) {
|
||||
_, currentPet, ok := c.FindPet(data.CatchTime)
|
||||
if ok && currentPet.Level < 100 {
|
||||
|
||||
c.AddPetExp(currentPet, data.Exp)
|
||||
player.AddPetExp(currentPet, data.Exp)
|
||||
return &pet.PetSetExpOutboundInfo{
|
||||
Exp: c.Info.ExpPool,
|
||||
Exp: player.Info.ExpPool,
|
||||
}, 0
|
||||
}
|
||||
|
||||
return &pet.PetSetExpOutboundInfo{
|
||||
Exp: c.Info.ExpPool,
|
||||
Exp: player.Info.ExpPool,
|
||||
}, errorcode.ErrorCodes.ErrSystemError
|
||||
}
|
||||
|
||||
// GetPetBargeList 精灵图鉴
|
||||
func (h Controller) GetPetBargeList(data *pet.PetBargeListInboundInfo, c *player.Player) (result *pet.PetBargeListOutboundInfo, err errorcode.ErrorCode) {
|
||||
func (h Controller) GetPetBargeList(data *pet.PetBargeListInboundInfo, player *player.Player) (result *pet.PetBargeListOutboundInfo, err errorcode.ErrorCode) {
|
||||
|
||||
return &pet.PetBargeListOutboundInfo{
|
||||
PetBargeList: make([]pet.PetBargeListInfo, 0),
|
||||
}, 0
|
||||
}
|
||||
}
|
||||
@@ -9,42 +9,51 @@ import (
|
||||
"github.com/jinzhu/copier"
|
||||
)
|
||||
|
||||
// UserSimInfo 根据用户ID获取模拟用户信息
|
||||
// GetUserSimInfo 根据用户ID获取模拟用户信息
|
||||
// data: 包含用户ID的输入信息
|
||||
// c: 玩家对象
|
||||
// GetUserSimInfo 返回: 模拟用户信息及错误码
|
||||
func (h Controller) GetUserSimInfo(data *user.SimUserInfoInboundInfo, c *player.Player) (result *user.SimUserInfoOutboundInfo, err errorcode.ErrorCode) {
|
||||
ret := &user.SimUserInfoOutboundInfo{}
|
||||
// player: 玩家对象
|
||||
// 返回: 模拟用户信息及错误码
|
||||
func (h Controller) GetUserSimInfo(data *user.SimUserInfoInboundInfo, player *player.Player) (result *user.SimUserInfoOutboundInfo, err errorcode.ErrorCode) {
|
||||
result = &user.SimUserInfoOutboundInfo{}
|
||||
|
||||
copier.Copy(ret, c.Service.Info.Person(data.UserId))
|
||||
return ret, 0
|
||||
copier.Copy(result, player.Service.Info.Person(data.UserId))
|
||||
return result, 0
|
||||
}
|
||||
|
||||
// UserMoreInfo 获取用户的更多信息。
|
||||
// data: 包含用户ID的输入信息。
|
||||
// c: 当前玩家对象。
|
||||
// GetUserMoreInfo 返回: 包含用户更多信息的输出结果和错误码。
|
||||
func (h Controller) GetUserMoreInfo(data *user.MoreUserInfoInboundInfo, c *player.Player) (result *user.MoreUserInfoOutboundInfo, err errorcode.ErrorCode) {
|
||||
ret := &user.MoreUserInfoOutboundInfo{}
|
||||
info := c.Service.Info.Person(data.UserId)
|
||||
copier.CopyWithOption(ret, info, copier.Option{IgnoreEmpty: true, DeepCopy: true})
|
||||
// GetUserMoreInfo 获取用户的更多信息
|
||||
// data: 包含用户ID的输入信息
|
||||
// player: 当前玩家对象
|
||||
// 返回: 包含用户更多信息的输出结果和错误码
|
||||
func (h Controller) GetUserMoreInfo(data *user.MoreUserInfoInboundInfo, player *player.Player) (result *user.MoreUserInfoOutboundInfo, err errorcode.ErrorCode) {
|
||||
result = &user.MoreUserInfoOutboundInfo{}
|
||||
info := player.Service.Info.Person(data.UserId)
|
||||
copier.CopyWithOption(result, info, copier.Option{IgnoreEmpty: true, DeepCopy: true})
|
||||
|
||||
//todo 待实现
|
||||
return ret, 0
|
||||
return result, 0
|
||||
}
|
||||
|
||||
func (h Controller) GetPlayerGoldCount(data *item.GoldOnlineRemainInboundInfo, c *player.Player) (result *item.GoldOnlineRemainOutboundInfo, err errorcode.ErrorCode) {
|
||||
// GetPlayerGoldCount 获取玩家金币数量
|
||||
// data: 输入信息(无实际内容)
|
||||
// player: 当前玩家对象
|
||||
// 返回: 玩家金币和代币数量及错误码
|
||||
func (h Controller) GetPlayerGoldCount(data *item.GoldOnlineRemainInboundInfo, player *player.Player) (result *item.GoldOnlineRemainOutboundInfo, err errorcode.ErrorCode) {
|
||||
|
||||
return &item.GoldOnlineRemainOutboundInfo{
|
||||
|
||||
GoldNumber: c.User.GetGold(uint(c.Info.UserID)),
|
||||
Coin: c.Info.Coins,
|
||||
GoldNumber: player.User.GetGold(uint(player.Info.UserID)),
|
||||
Coin: player.Info.Coins,
|
||||
}, 0
|
||||
}
|
||||
func (h Controller) GetPlayerExp(data *item.ExpTotalRemainInboundInfo, c *player.Player) (result *item.ExpTotalRemainOutboundInfo, err errorcode.ErrorCode) {
|
||||
|
||||
// GetPlayerExp 获取玩家经验值
|
||||
// data: 输入信息(无实际内容)
|
||||
// player: 当前玩家对象
|
||||
// 返回: 玩家总经验值及错误码
|
||||
func (h Controller) GetPlayerExp(data *item.ExpTotalRemainInboundInfo, player *player.Player) (result *item.ExpTotalRemainOutboundInfo, err errorcode.ErrorCode) {
|
||||
|
||||
return &item.ExpTotalRemainOutboundInfo{
|
||||
|
||||
TotalExp: uint32(c.Info.ExpPool),
|
||||
TotalExp: uint32(player.Info.ExpPool),
|
||||
}, 0
|
||||
}
|
||||
}
|
||||
@@ -22,6 +22,7 @@ import (
|
||||
_ "net/http/pprof"
|
||||
)
|
||||
|
||||
// PprofWeb 启动pprof性能分析web服务
|
||||
func PprofWeb() {
|
||||
runtime.SetMutexProfileFraction(1) // (非必需)开启对锁调用的跟踪
|
||||
runtime.SetBlockProfileRate(1) // (非必需)开启对阻塞操作的跟踪
|
||||
@@ -30,6 +31,8 @@ func PprofWeb() {
|
||||
panic(err)
|
||||
}
|
||||
}
|
||||
|
||||
// signalHandlerForMain 主进程信号处理函数
|
||||
func signalHandlerForMain(sig os.Signal) {
|
||||
fight.Fightpool.ReleaseTimeout(0)
|
||||
|
||||
@@ -41,6 +44,7 @@ func signalHandlerForMain(sig os.Signal) {
|
||||
fmt.Println("MainProcess is shutting down due to signal:", sig.String())
|
||||
}
|
||||
|
||||
// main 程序主入口函数
|
||||
func main() {
|
||||
//loadAccounts()
|
||||
// if cool.IsRedisMode {
|
||||
@@ -63,6 +67,7 @@ func main() {
|
||||
gproc.Listen()
|
||||
}
|
||||
|
||||
// loadAccounts 从CSV文件加载账号信息
|
||||
func loadAccounts() {
|
||||
t1, _ := os.Getwd()
|
||||
data, err := os.ReadFile(t1 + "/b.csv")
|
||||
@@ -80,4 +85,4 @@ func loadAccounts() {
|
||||
blservice.NewUserService(uint32(t.ID)).Info.Reg(t.Username, 0)
|
||||
}
|
||||
//fmt.Printf("加载 %d 个账号\n", len(accounts))
|
||||
}
|
||||
}
|
||||
@@ -27,7 +27,6 @@ var candidatePorts = cool.Config.GamePort
|
||||
|
||||
// determinePort 确定服务器使用的端口
|
||||
func determinePort() (int, error) {
|
||||
|
||||
// 尝试从指定端口列表中找可用端口,最多尝试maxPortRetryCount轮
|
||||
for i := 0; i < maxPortRetryCount; i++ {
|
||||
// 遍历指定的端口列表
|
||||
@@ -54,24 +53,25 @@ func isPortAvailable(port uint64) bool {
|
||||
return true
|
||||
}
|
||||
|
||||
// Start 启动服务器
|
||||
// 如果id是0,那就是login server
|
||||
func Start(serverid uint16) {
|
||||
func Start(serverID uint16) {
|
||||
// 确定端口
|
||||
port, err := determinePort()
|
||||
if err != nil {
|
||||
log.Fatalf("Failed to determine port: %v", err)
|
||||
}
|
||||
ser := socket.NewServer(
|
||||
server := socket.NewServer(
|
||||
socket.WithCORS(),
|
||||
socket.WithPort(port),
|
||||
)
|
||||
// go func() {
|
||||
t := rpc.StartClient(serverid, uint16(port), ser)
|
||||
rpcClient := rpc.StartClient(serverID, uint16(port), server)
|
||||
|
||||
controller.Maincontroller.RPCClient = *t //将RPC赋值Start
|
||||
controller.Maincontroller.Port = uint16(port) //赋值服务器ID
|
||||
controller.Maincontroller.RPCClient = *rpcClient //将RPC赋值Start
|
||||
controller.Maincontroller.Port = uint16(port) //赋值服务器ID
|
||||
controller.Init(true)
|
||||
xmlres.Initfile()
|
||||
blservice.NewLoginServiceService().SetServerID(serverid, gconv.Uint16(port))
|
||||
ser.Boot()
|
||||
}
|
||||
blservice.NewLoginServiceService().SetServerID(serverID, gconv.Uint16(port))
|
||||
server.Boot()
|
||||
}
|
||||
Reference in New Issue
Block a user