From d84100a52fc8b7492f1ca17fddd93b0c019c2253 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=98=94=E5=BF=B5?= <1@72wo.cn> Date: Thu, 25 Dec 2025 12:21:15 +0800 Subject: [PATCH] =?UTF-8?q?```=20refactor(controller):=20=E9=87=8D?= =?UTF-8?q?=E6=9E=84ParseCmd=E5=87=BD=E6=95=B0=E5=B9=B6=E4=BC=98=E5=8C=96I?= =?UTF-8?q?nit=E6=96=B9=E6=B3=95?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - 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 --- logic/controller/Controller.go | 104 +++++++++++++++++---------------- logic/controller/pet_info.go | 104 ++++++++++++++++----------------- logic/controller/user_info.go | 53 ++++++++++------- logic/main.go | 7 ++- logic/server.go | 18 +++--- 5 files changed, 149 insertions(+), 137 deletions(-) diff --git a/logic/controller/Controller.go b/logic/controller/Controller.go index 12101fbe8..93c14096f 100644 --- a/logic/controller/Controller.go +++ b/logic/controller/Controller.go @@ -33,59 +33,65 @@ type Controller struct { // ParseCmd 将字节数组数据解析到指定类型的变量中 // 该函数使用struc库进行数据解包操作 -func ParseCmd[T any](a T, data []byte) T { - // := info.NewLoginSidInfo() - // 使用struc.Unpack将字节数据解包到变量a中 - struc.Unpack(bytes.NewBuffer(data), &a) - return a - //fmt.Println(pinfo) - //login.OnData_1001(pinfo, player) - //fmt.Println(data) +// 参数 data: 需要解析的字节数据 +// 返回值: 解析后的指定类型实例 +func ParseCmd[T any](data []byte) T { + var result T + // 使用struc.Unpack将字节数据解包到result变量中 + struc.Unpack(bytes.NewBuffer(data), &result) + return result } -func Init(isgame bool) { //默认初始化扫描 +// Init 初始化控制器,注册所有cmd处理方法 +// 参数 isGame: 标识是否为游戏服务器(true)或登录服务器(false) +func Init(isGame bool) { + // 获取控制器实例的反射值 + controllerValue := reflect.ValueOf(Maincontroller) + + // 获取控制器类型 + controllerType := controllerValue.Type() - // 获取对象的反射值和类型 - value := reflect.ValueOf(Maincontroller) + // 遍历控制器的所有方法 + for i := 0; i < controllerType.NumMethod(); i++ { + method := controllerType.Method(i) + methodValue := controllerValue.MethodByName(method.Name) - // 获取类型 - typ := value.Type() + // 获取方法第一个参数的类型(请求结构体) + if methodValue.Type().NumIn() == 0 { + continue + } - for i := 0; i < typ.NumMethod(); i++ { - method := typ.Method(i) - - methodValue := value.MethodByName(method.Name) - //fmt.Println("找到注册方法", method.Name) - methodValue.Type().NumIn() - - for _, funcCmd := range getCmd(methodValue.Type().In(0)) { - if funcCmd == 0 { //说明不是注册方法 + // 解析请求结构体中的cmd标签 + for _, cmd := range getCmd(methodValue.Type().In(0)) { + if cmd == 0 { // 说明不是有效的注册方法 glog.Warning(context.Background(), "方法参数必须包含CMD参数", method.Name, "跳过注册") continue } - if !isgame && funcCmd > 1000 { //判断login服务器 + // 根据服务器类型过滤cmd + // 登录服务器只处理小于1000的cmd + if !isGame && cmd > 1000 { continue - } - if isgame && funcCmd < 1000 { //判断login服务器 + // 游戏服务器只处理大于等于1000的cmd + if isGame && cmd < 1000 { continue - } - glog.Debug(context.Background(), "注册方法", funcCmd, method.Name) - _, ok := cool.CmdCache.LoadOrStore(funcCmd, cool.Cmd{ + // 注册命令处理函数 + glog.Debug(context.Background(), "注册方法", cmd, method.Name) + cmdInfo := cool.Cmd{ Func: methodValue, Req: methodValue.Type().In(0).Elem(), - // Res: , - }) //TODO 待实现对不同用户初始化方法以取消全局cmdcache - - if ok { //方法已存在init - glog.Error(context.Background(), "方法已存在init,不会初始化后面的方法", funcCmd) + // Res: , // TODO 待实现对不同用户初始化方法以取消全局cmdcache + } + + _, exists := cool.CmdCache.LoadOrStore(cmd, cmdInfo) + if exists { // 方法已存在 + glog.Error(context.Background(), "命令处理方法已存在,跳过注册", cmd, method.Name) } } - } } @@ -95,33 +101,30 @@ var targetType = reflect.TypeOf(common.TomeeHeader{}) const defaultCmdValue = 0 // 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) - -// 参数 typ:待解析的结构体类型(支持多层指针) -// 返回值:解析到的cmd切片,无匹配/解析失败时返回[defaultCmdValue] +// 参数 typ: 待解析的结构体类型(支持多层指针) +// 返回值: 解析到的cmd切片,无匹配/解析失败时返回[defaultCmdValue] func getCmd(typ reflect.Type) []uint32 { - // 初始化目标类型(仅第一次调用时执行) - - // 1. 递归解引用所有指针类型(处理 *struct、**struct 等场景) + // 递归解引用所有指针类型(处理 *struct、**struct 等场景) for typ.Kind() == reflect.Ptr { typ = typ.Elem() } - // 2. 非结构体类型直接返回默认值 + // 非结构体类型直接返回默认值 if typ.Kind() != reflect.Struct { return []uint32{defaultCmdValue} } - // 3. 遍历结构体字段,查找TomeeHeader字段并解析cmd + // 遍历结构体字段,查找TomeeHeader字段并解析cmd for i := 0; i < typ.NumField(); i++ { field := typ.Field(i) - // 4. 调用解析函数,判断是否为目标类型并解析cmd - cmdSlice, err := ParseCmdTagWithStructField(field) + // 尝试解析当前字段的cmd标签 + cmdSlice, err := parseCmdTagWithStructField(field) if err == nil { // 解析成功,直接返回结果 return cmdSlice } - // 5. 递归处理嵌套结构体(值/指针类型) + // 递归处理嵌套结构体(值/指针类型) nestedTyp := field.Type if nestedTyp.Kind() == reflect.Ptr { nestedTyp = nestedTyp.Elem() @@ -134,15 +137,14 @@ func getCmd(typ reflect.Type) []uint32 { } } - // 6. 未找到目标字段/所有解析失败,返回默认值 + // 未找到目标字段/所有解析失败,返回默认值 return []uint32{defaultCmdValue} } -// ParseCmdTagWithStructField 校验字段是否为TomeeHeader(值/指针)并解析cmd标签 -// 参数 field:结构体字段元信息 -// 返回值:解析后的cmd切片,非目标类型/解析失败返回错误 -func ParseCmdTagWithStructField(field reflect.StructField) ([]uint32, error) { - +// parseCmdTagWithStructField 校验字段是否为TomeeHeader(值/指针)并解析cmd标签 +// 参数 field: 结构体字段元信息 +// 返回值: 解析后的cmd切片,非目标类型/解析失败返回错误 +func parseCmdTagWithStructField(field reflect.StructField) ([]uint32, error) { // 判断字段类型是否为 TomeeHeader 或 *TomeeHeader var isTomeeHeader bool switch { diff --git a/logic/controller/pet_info.go b/logic/controller/pet_info.go index 167fecdcb..f5fd2001a 100644 --- a/logic/controller/pet_info.go +++ b/logic/controller/pet_info.go @@ -14,13 +14,13 @@ import ( // GetPetInfo 获取精灵信息 // data: 包含精灵捕获时间的输入信息 -// c: 当前玩家对象 +// player: 当前玩家对象 // 返回: 精灵信息和错误码 func (h Controller) GetPetInfo( data *pet.InInfo, - c *player.Player) (result *pet.OutInfo, + player *player.Player) (result *pet.OutInfo, err errorcode.ErrorCode) { - _, petInfo, found := c.FindPet(data.CatchTime) + _, petInfo, found := player.FindPet(data.CatchTime) if found { result = &pet.OutInfo{ @@ -29,22 +29,22 @@ func (h Controller) GetPetInfo( return result, 0 } result = &pet.OutInfo{ - PetInfo: c.Service.Pet.PetInfo_One(data.CatchTime).Data, + PetInfo: player.Service.Pet.PetInfo_One(data.CatchTime).Data, } return result, 0 } // GetPetList 获取仓库列表 // data: 空输入结构 -// c: 当前玩家对象 +// player: 当前玩家对象 // 返回: 精灵列表和错误码 func (h Controller) GetPetList( data *pet.GetPetListInboundEmpty, - c *player.Player) (result *pet.GetPetListOutboundInfo, + player *player.Player) (result *pet.GetPetListOutboundInfo, err errorcode.ErrorCode) { result = &pet.GetPetListOutboundInfo{} - petList := c.Service.Pet.PetInfo(0) // 获取未放生的精灵 + petList := player.Service.Pet.PetInfo(0) // 获取未放生的精灵 result.ShortInfoList = make([]pet.PetShortInfo, len(petList)) for i, petItem := range petList { copier.Copy(&result.ShortInfoList[i], &petItem.Data) @@ -54,15 +54,15 @@ func (h Controller) GetPetList( // GetPetReleaseList 获取放生列表 // data: 空输入结构 -// c: 当前玩家对象 +// player: 当前玩家对象 // 返回: 放生精灵列表和错误码 func (h Controller) GetPetReleaseList( data *pet.GetPetListFreeInboundEmpty, - c *player.Player) (result *pet.GetPetListOutboundInfo, + player *player.Player) (result *pet.GetPetListOutboundInfo, err errorcode.ErrorCode) { result = &pet.GetPetListOutboundInfo{} - petList := c.Service.Pet.PetInfo(1) // 获取已放生的精灵 + petList := player.Service.Pet.PetInfo(1) // 获取已放生的精灵 result.ShortInfoList = make([]pet.PetShortInfo, len(petList)) for i, petItem := range petList { copier.Copy(&result.ShortInfoList[i], &petItem.Data) @@ -72,16 +72,16 @@ func (h Controller) GetPetReleaseList( // PetReleaseToWarehouse 将精灵从仓库包中放生 // data: 包含精灵ID和捕获时间的输入信息 -// c: 当前玩家对象 +// player: 当前玩家对象 // 返回: 无数据和错误码 func (h Controller) PetReleaseToWarehouse( - data *pet.PET_ROWEI, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { - c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(pet *model.PetEX) { - _, _, inBag := c.FindPet(data.CatchTime) + data *pet.PET_ROWEI, player *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { + player.Service.Pet.PetInfo_One_exec(data.CatchTime, func(petInfo *model.PetEX) { + _, _, inBag := player.FindPet(data.CatchTime) freeForbidden := xmlres.PetMAP[int(data.ID)].FreeForbidden // 如果背包没找到,再放入背包 - if !inBag && pet.CatchTime != 0 && freeForbidden == 0 { - pet.Free = 1 + if !inBag && petInfo.CatchTime != 0 && freeForbidden == 0 { + petInfo.Free = 1 } else { err = errorcode.ErrorCodes.ErrCannotReleaseNonWarehouse } @@ -93,15 +93,13 @@ func (h Controller) PetReleaseToWarehouse( // PetRetrieveFromWarehouse 领回包 func (h Controller) PetRetrieveFromWarehouse( - data *pet.PET_RETRIEVE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 + data *pet.PET_RETRIEVE, player *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 - c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(pet *model.PetEX) { - - _, _, ok := c.FindPet(data.CatchTime) + player.Service.Pet.PetInfo_One_exec(data.CatchTime, func(petInfo *model.PetEX) { //如果背包没找到,再放入背包 - if !ok && pet.CatchTime != 0 { - pet.Free = 0 + if _, _, ok := player.FindPet(data.CatchTime); !ok && petInfo.CatchTime != 0 { + petInfo.Free = 0 } }) @@ -113,7 +111,7 @@ func (h Controller) PetRetrieveFromWarehouse( // TogglePetBagWarehouse 精灵背包仓库切换 func (h Controller) TogglePetBagWarehouse( data *pet.PetReleaseInboundInfo, - c *player.Player) ( + player *player.Player) ( result *pet.PetReleaseOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 //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 @@ -122,34 +120,34 @@ func (h Controller) TogglePetBagWarehouse( result = &pet.PetReleaseOutboundInfo{} result.Flag = uint32(data.Flag) //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 } switch data.Flag { case 0: - index, pet, ok := c.FindPet(data.CatchTime) + index, pet, ok := player.FindPet(data.CatchTime) if ok { - c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(petData *model.PetEX) { + player.Service.Pet.PetInfo_One_exec(data.CatchTime, func(petData *model.PetEX) { petData.Data = *pet //t.InBag = 0 }) - c.Info.PetList = append(c.Info.PetList[:index], c.Info.PetList[index+1:]...) + player.Info.PetList = append(player.Info.PetList[:index], player.Info.PetList[index+1:]...) } // break // 只移除第一个匹配值,若需移除所有,可省略 break 继续循环 case 1: - if len(c.Info.PetList) < 6 { + if len(player.Info.PetList) < 6 { //todo 背包 - c.Service.Pet.PetInfo_One_exec(data.CatchTime, func(petData *model.PetEX) { + player.Service.Pet.PetInfo_One_exec(data.CatchTime, func(petData *model.PetEX) { - _, _, ok := c.FindPet(data.CatchTime) + _, _, ok := player.FindPet(data.CatchTime) //如果背包没找到,再放入背包 if !ok && petData.CatchTime != 0 { //t.InBag = 1 - c.Info.PetList = append(c.Info.PetList, petData.Data) + player.Info.PetList = append(player.Info.PetList, petData.Data) result.PetInfo = petData.Data } @@ -158,8 +156,8 @@ func (h Controller) TogglePetBagWarehouse( } - if len(c.Info.PetList) > 0 { - result.FirstPetTime = c.Info.PetList[0].CatchTime //设置首发 + if len(player.Info.PetList) > 0 { + result.FirstPetTime = player.Info.PetList[0].CatchTime //设置首发 } return result, 0 @@ -167,15 +165,15 @@ func (h Controller) TogglePetBagWarehouse( // PlayerShowPet 精灵展示 func (h Controller) PlayerShowPet( - data *pet.PetShowInboundInfo, c *player.Player) (result *pet.PetShowOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 + data *pet.PetShowInboundInfo, player *player.Player) (result *pet.PetShowOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 result = &pet.PetShowOutboundInfo{} - _, currentPet, ok := c.FindPet(data.CatchTime) + _, currentPet, ok := player.FindPet(data.CatchTime) if ok { copier.Copy(&result, currentPet) result.Flag = data.Flag result.UserID = data.Head.UserID - defer c.GetSpace().Broadcast(c, data.Head.CMD, result) + defer player.GetSpace().Broadcast(player, data.Head.CMD, result) } return @@ -183,12 +181,12 @@ func (h Controller) PlayerShowPet( // PetOneCure 单体治疗 func (h Controller) PetOneCure( - data *pet.PetOneCureInboundInfo, c *player.Player) (result *pet.PetOneCureOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 - if c.GetSpace().Owner.UserID == c.Info.UserID { + data *pet.PetOneCureInboundInfo, player *player.Player) (result *pet.PetOneCureOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 + 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 -} +} \ No newline at end of file diff --git a/logic/controller/user_info.go b/logic/controller/user_info.go index 8928d0d05..416b0bff4 100644 --- a/logic/controller/user_info.go +++ b/logic/controller/user_info.go @@ -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 -} +} \ No newline at end of file diff --git a/logic/main.go b/logic/main.go index d912a1ec5..921fa3c90 100644 --- a/logic/main.go +++ b/logic/main.go @@ -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)) -} +} \ No newline at end of file diff --git a/logic/server.go b/logic/server.go index cefed7061..6369b621c 100644 --- a/logic/server.go +++ b/logic/server.go @@ -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() +} \ No newline at end of file