```
feat(player): 优化玩家连接与消息发送逻辑 - 为 `Conn` 结构体新增 `Close()` 方法,并在多处替换原有的 `GetConn().Close()` 调用, 统一通过 `MainConn` 操作以提高代码一致性。 - 在 `SendPack` 和 `GetPlayer` 等方法中增加互斥锁保护,确保对 `MainConn` 的访问是线程安全的。 - 移除冗余的 `GetConn()` 方法,直接使用 `MainConn` 提升性能并简化结构。 refactor(rpc): 临时将 RPC 客户端地址硬编码为本地地址 - 将 rpcaddr 临时设置为 "127.0.0.1",便于调试和开发环境测试。 refactor(handler): 扩展 JSON-RPC 方法过滤条件 - 增加了对 "Kick" 和 "RegisterLogic" 方法的排除,防止其被注册到 RPC 处理器中。 refactor(fight): 精简战斗服务中的判断逻辑 - 简化 `IsFirst` 函数返回表达式。 - 移除了多余的 defer 语句,提前设置 `closefight` 标志位。 refactor(pet): 改进宠物经验添加机制 - `AddPetExp` 方法新增布尔参数 `bro` 控制是否广播更新。 - 修改调用点以适配新参数,修复潜在的数据同步问题。 - 初始化宠物时禁止触发经验变更广播。 chore(build): 删除旧版二进制文件 logic1 - 清理无用的编译产物,避免混淆项目结构。 ```
This commit is contained in:
2
.gitignore
vendored
2
.gitignore
vendored
@@ -31,3 +31,5 @@ frontend/
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*.exe
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*.exe
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logic/logic_linux_amd64
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logic/logic_linux_amd64
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login/login_linux_amd64
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login/login_linux_amd64
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logic/logic
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.gitignore
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@@ -86,7 +86,7 @@ func StartClient(id, port uint16, callback any) *struct {
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} {
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} {
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var rpcaddr, _ = service.NewBaseSysParamService().DataByKey(context.Background(), "server_ip")
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var rpcaddr, _ = service.NewBaseSysParamService().DataByKey(context.Background(), "server_ip")
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rpcaddr = "127.0.0.1"
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closer1, err := jsonrpc.NewMergeClient(context.Background(),
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closer1, err := jsonrpc.NewMergeClient(context.Background(),
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"ws://"+rpcaddr+":"+rpcport, "", []interface{}{
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"ws://"+rpcaddr+":"+rpcport, "", []interface{}{
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&RPCClient,
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&RPCClient,
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@@ -109,7 +109,10 @@ func (s *handler) register(namespace string, r interface{}) {
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for i := 0; i < val.NumMethod(); i++ {
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for i := 0; i < val.NumMethod(); i++ {
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method := val.Type().Method(i)
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method := val.Type().Method(i)
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//fmt.Println("method: %s", method.Name)
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//fmt.Println("method: %s", method.Name)
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if method.Name != "KickPerson" && method.Name != "QuitSelf" {
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if method.Name != "KickPerson" &&
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method.Name != "QuitSelf" &&
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method.Name != "Kick" &&
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method.Name != "RegisterLogic" {
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continue
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continue
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}
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}
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@@ -171,7 +171,7 @@ func (h Controller) SetPetExp(data *pet.PetSetExpInboundInfo, c *player.Player)
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})
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})
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if ok {
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if ok {
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c.AddPetExp(onpet, data.Exp)
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c.AddPetExp(onpet, data.Exp, false)
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}
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}
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return &pet.PetSetExpOutboundInfo{
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return &pet.PetSetExpOutboundInfo{
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@@ -81,12 +81,7 @@ func (f *FightC) GetRand() *rand.Rand {
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// 获取随机数
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// 获取随机数
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func (f *FightC) IsFirst(play common.PlayerI) bool {
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func (f *FightC) IsFirst(play common.PlayerI) bool {
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if f.First.Player == play {
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return f.First.Player == play
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return true
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}
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return false
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}
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}
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// 加载进度
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// 加载进度
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@@ -643,9 +638,7 @@ func (f *FightC) enterturn(fattack, sattack *action.SelectSkillAction) {
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WinnerId: WinnerId,
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WinnerId: WinnerId,
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})
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})
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})
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})
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defer func() {
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f.closefight = true
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f.closefight = true
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}()
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}
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}
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}
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}
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@@ -33,8 +33,8 @@ func calculateExperience(level uint32, baseValue uint32) uint32 {
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// 主函数实现
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// 主函数实现
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// 添加经验
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// 添加经验
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// 超NO 加成
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// 禁止发包
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func (p *Player) AddPetExp(petinfo *model.PetInfo, addExp uint32) {
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func (p *Player) AddPetExp(petinfo *model.PetInfo, addExp uint32, bro bool) {
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originalLevel := petinfo.Level
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originalLevel := petinfo.Level
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for {
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for {
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@@ -85,6 +85,9 @@ func (p *Player) AddPetExp(petinfo *model.PetInfo, addExp uint32) {
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if originalLevel != petinfo.Level {
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if originalLevel != petinfo.Level {
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petinfo.CalculatePetPane()
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petinfo.CalculatePetPane()
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}
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}
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if bro {
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return
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}
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t1 := NewTomeeHeader(2508, p.Info.UserID)
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t1 := NewTomeeHeader(2508, p.Info.UserID)
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rrr := &info.PetUpdateOutboundInfo{}
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rrr := &info.PetUpdateOutboundInfo{}
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@@ -208,7 +211,7 @@ func (player *Player) GenPetInfo(id int, dv, natureId, abilityTypeEnum, shinyid,
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p.SkillListLen = uint32(len(tttt))
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p.SkillListLen = uint32(len(tttt))
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p.CalculatePetPane()
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p.CalculatePetPane()
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p.Hp = p.MaxHp
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p.Hp = p.MaxHp
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player.AddPetExp(p, 0)
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player.AddPetExp(p, 0, true)
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return p
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return p
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}
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}
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@@ -58,19 +58,26 @@ func NewClientData() *ClientData {
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}
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}
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var Mainplayer = &utils.SyncMap[uint32, *Player]{} //玩家数据
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var Mainplayer = &utils.SyncMap[uint32, *Player]{} //玩家数据
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func (c *Conn) Close() {
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c.Mu.Lock()
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defer c.Mu.Unlock()
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c.MainConn.Close()
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}
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func (c *Conn) SendPack(bytes []byte) error {
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func (c *Conn) SendPack(bytes []byte) error {
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if t, ok := c.GetConn().Context().(*ClientData); ok {
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c.Mu.Lock()
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defer c.Mu.Unlock()
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if t, ok := c.MainConn.Context().(*ClientData); ok {
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if t.Wsmsg.Upgraded {
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if t.Wsmsg.Upgraded {
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// This is the echo server
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// This is the echo server
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err := wsutil.WriteServerMessage(c.MainConn, ws.OpBinary, bytes)
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err := wsutil.WriteServerMessage(c.MainConn, ws.OpBinary, bytes)
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if err != nil {
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if err != nil {
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logging.Infof("conn[%v] [err=%v]", c.GetConn().RemoteAddr().String(), err.Error())
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logging.Infof("conn[%v] [err=%v]", c.MainConn.RemoteAddr().String(), err.Error())
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return err
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return err
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}
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}
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} else {
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} else {
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_, err := c.GetConn().Write(bytes)
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_, err := c.MainConn.Write(bytes)
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if err != nil {
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if err != nil {
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glog.Debug(context.Background(), err)
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glog.Debug(context.Background(), err)
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@@ -5,8 +5,9 @@ import "blazing/common/socket/errorcode"
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func GetPlayer(c *Conn, userid uint32) *Player { //TODO 这里待优化,可能存在内存泄漏问题
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func GetPlayer(c *Conn, userid uint32) *Player { //TODO 这里待优化,可能存在内存泄漏问题
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//检查player初始化,是否为conn初始后取map,防止二次连接后存在两个player
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//检查player初始化,是否为conn初始后取map,防止二次连接后存在两个player
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c.Mu.Lock()
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clientdata := c.GetConn().Context().(*ClientData)
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defer c.Mu.Unlock()
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clientdata := c.MainConn.Context().(*ClientData)
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if clientdata.Player == nil {
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if clientdata.Player == nil {
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clientdata.Player = NewPlayer(
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clientdata.Player = NewPlayer(
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@@ -37,7 +38,7 @@ func KickPlayer(userid uint32) { //踢出玩家
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//实际上这里有个问题,会造成重复保存问题
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//实际上这里有个问题,会造成重复保存问题
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player1.SendPack(head.Pack(nil))
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player1.SendPack(head.Pack(nil))
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player1.MainConn.GetConn().Close()
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player1.MainConn.Close()
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// clientdata.Player = player
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// clientdata.Player = player
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}
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}
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@@ -17,13 +17,6 @@ type Conn struct {
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Mu sync.Mutex
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Mu sync.Mutex
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}
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}
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func (c *Conn) GetConn() gnet.Conn {
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c.Mu.Lock()
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defer c.Mu.Unlock()
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return c.MainConn
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}
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func NewConn(c gnet.Conn) *Conn {
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func NewConn(c gnet.Conn) *Conn {
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return &Conn{MainConn: c}
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return &Conn{MainConn: c}
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}
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}
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