feat(socket): 添加服务器优雅退出机制

在 Server 结构体中新增 quit 字段,并在 OnTick 方法中检查该字段,
若为 true 则调用 os.Exit(0) 实现程序正常退出。同时清理了 controller 中
冗余的导入和无用逻辑,优化 server 启动流程并修复 RPC 客户端传递错误问题。
```
This commit is contained in:
2025-10-10 23:59:54 +08:00
parent 6c9ee0c73a
commit dbf326e751
5 changed files with 36 additions and 44 deletions

View File

@@ -6,9 +6,7 @@ import (
"blazing/cool"
"blazing/logic/service/player"
"os"
"strings"
"time"
"bytes"
"context"
@@ -22,6 +20,11 @@ import (
)
var Maincontroller = NewController() //注入service
func NewController() *Controller {
return &Controller{}
}
// 分发cmd逻辑实现Controller
type Controller struct {
Port uint16
@@ -32,40 +35,6 @@ type Controller struct {
}
}
type LogicClient struct {
}
func (h *LogicClient) KickPerson(a int) error {
fmt.Println("检测到踢人请求", a)
player.KickPlayer(uint32(a))
return nil
}
func (h *LogicClient) QuitSelf(a int) error {
//TODO 这里待退出
fmt.Println("检测到退出请求")
go func() {
for {
//entity.ConutPlayer()
fmt.Println("当前在线人数", player.ConutPlayer())
if player.ConutPlayer() <= 0 {
//执行退出逻辑
os.Exit(1)
}
<-time.After(5 * time.Second)
}
}()
//service.KickPlayer(uint32(a))
return nil
}
func NewController() *Controller {
return &Controller{}
}
func ParseCmd[T any](a T, data []byte) T {
// := info.NewLoginSidInfo()
struc.Unpack(bytes.NewBuffer(data), &a)