```
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
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@@ -9,42 +9,51 @@ import (
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"github.com/jinzhu/copier"
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)
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// UserSimInfo 根据用户ID获取模拟用户信息
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// GetUserSimInfo 根据用户ID获取模拟用户信息
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// data: 包含用户ID的输入信息
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// c: 玩家对象
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// GetUserSimInfo 返回: 模拟用户信息及错误码
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func (h Controller) GetUserSimInfo(data *user.SimUserInfoInboundInfo, c *player.Player) (result *user.SimUserInfoOutboundInfo, err errorcode.ErrorCode) {
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ret := &user.SimUserInfoOutboundInfo{}
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// player: 玩家对象
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// 返回: 模拟用户信息及错误码
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func (h Controller) GetUserSimInfo(data *user.SimUserInfoInboundInfo, player *player.Player) (result *user.SimUserInfoOutboundInfo, err errorcode.ErrorCode) {
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result = &user.SimUserInfoOutboundInfo{}
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copier.Copy(ret, c.Service.Info.Person(data.UserId))
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return ret, 0
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copier.Copy(result, player.Service.Info.Person(data.UserId))
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return result, 0
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}
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// UserMoreInfo 获取用户的更多信息。
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// data: 包含用户ID的输入信息。
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// c: 当前玩家对象。
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// GetUserMoreInfo 返回: 包含用户更多信息的输出结果和错误码。
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func (h Controller) GetUserMoreInfo(data *user.MoreUserInfoInboundInfo, c *player.Player) (result *user.MoreUserInfoOutboundInfo, err errorcode.ErrorCode) {
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ret := &user.MoreUserInfoOutboundInfo{}
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info := c.Service.Info.Person(data.UserId)
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copier.CopyWithOption(ret, info, copier.Option{IgnoreEmpty: true, DeepCopy: true})
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// GetUserMoreInfo 获取用户的更多信息
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// data: 包含用户ID的输入信息
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// player: 当前玩家对象
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// 返回: 包含用户更多信息的输出结果和错误码
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func (h Controller) GetUserMoreInfo(data *user.MoreUserInfoInboundInfo, player *player.Player) (result *user.MoreUserInfoOutboundInfo, err errorcode.ErrorCode) {
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result = &user.MoreUserInfoOutboundInfo{}
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info := player.Service.Info.Person(data.UserId)
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copier.CopyWithOption(result, info, copier.Option{IgnoreEmpty: true, DeepCopy: true})
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//todo 待实现
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return ret, 0
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return result, 0
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}
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func (h Controller) GetPlayerGoldCount(data *item.GoldOnlineRemainInboundInfo, c *player.Player) (result *item.GoldOnlineRemainOutboundInfo, err errorcode.ErrorCode) {
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// GetPlayerGoldCount 获取玩家金币数量
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// data: 输入信息(无实际内容)
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// player: 当前玩家对象
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// 返回: 玩家金币和代币数量及错误码
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func (h Controller) GetPlayerGoldCount(data *item.GoldOnlineRemainInboundInfo, player *player.Player) (result *item.GoldOnlineRemainOutboundInfo, err errorcode.ErrorCode) {
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return &item.GoldOnlineRemainOutboundInfo{
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GoldNumber: c.User.GetGold(uint(c.Info.UserID)),
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Coin: c.Info.Coins,
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GoldNumber: player.User.GetGold(uint(player.Info.UserID)),
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Coin: player.Info.Coins,
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}, 0
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}
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func (h Controller) GetPlayerExp(data *item.ExpTotalRemainInboundInfo, c *player.Player) (result *item.ExpTotalRemainOutboundInfo, err errorcode.ErrorCode) {
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// GetPlayerExp 获取玩家经验值
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// data: 输入信息(无实际内容)
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// player: 当前玩家对象
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// 返回: 玩家总经验值及错误码
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func (h Controller) GetPlayerExp(data *item.ExpTotalRemainInboundInfo, player *player.Player) (result *item.ExpTotalRemainOutboundInfo, err errorcode.ErrorCode) {
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return &item.ExpTotalRemainOutboundInfo{
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TotalExp: uint32(c.Info.ExpPool),
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TotalExp: uint32(player.Info.ExpPool),
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}, 0
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}
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}
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