fix(socket): 修复连接处理逻辑并优化数据解码流程
- 修复 `OnOpen` 中网络类型判断位置不正确的问题,提前过滤非 TCP 连接 - 移除 `OnTraffic` 中重复的网络类型判断 - 优化 `TomeeSocketCodec` 的解码逻辑,使用 `InboundBuffered` 和 `Next` 提高效率 - 调整 `ByteArray` 创建方法参数,避免可变参数带来的性能损耗 - 在 `ClientData` 中将 `IsCrossDomain` 改为 `sync.Once` 避免重复处理 - 使用 `AsyncWrite` 替代 `Write` 提升写入异步性 - 修复连接关闭流程,使用
This commit is contained in:
@@ -56,7 +56,7 @@ func (h *ServerHandler) RegisterLogic(ctx context.Context, id, port uint16) erro
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}
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t, _ := blservice.NewLoginServiceService().GetServerID(id)
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aa, ok := clientmap[t]
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if ok { //如果已经存在且这个端口已经被存过
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if ok && aa != nil { //如果已经存在且这个端口已经被存过
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aa.QuitSelf(0)
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}
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clientmap[port] = &revClient
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@@ -27,9 +27,6 @@ func (s *Server) Boot() error {
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panic(err)
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}
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// err := gnet.Run(s, s.network+"://"+s.addr, gnet.WithMulticore(s.multicore))
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cool.Loger.Debug(context.Background(), "server exits with error: %v", err)
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// logging.Infof("server exits with error: %v", err)
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return nil
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}
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@@ -53,21 +50,14 @@ func (s *Server) OnClose(c gnet.Conn, _ error) (action gnet.Action) {
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atomic.AddInt64(&s.connected, -1)
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//logging.Infof("conn[%v] disconnected", c.RemoteAddr().String())
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v, _ := c.Context().(*player.ClientData)
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s.workerPool.Submit(func() { //TODO 这里可能存在顺序执行问题,待修复
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if v.Player != nil {
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v.SaveL.Do(func() { //使用保存锁,确保在踢人和掉线的时候只保存一次
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//cool.Loger.Info(context.TODO(), "准备保存", v.Player.Info.UserID)
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v.Player.Save() //保存玩家数据
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if v.Player != nil {
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v.SaveL.Do(func() { //使用保存锁,确保在踢人和掉线的时候只保存一次
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//cool.Loger.Info(context.TODO(), "准备保存", v.Player.Info.UserID)
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v.Player.Save() //保存玩家数据
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//cool.Loger.Info(context.TODO(), "保存完成", v.Player.Info.UserID)
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if v.CloseChan != nil {
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close(v.CloseChan)
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}
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})
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})
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}
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})
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}
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//}
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//关闭连接
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@@ -90,6 +80,10 @@ func (s *Server) OnBoot(eng gnet.Engine) gnet.Action {
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}
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func (s *Server) OnOpen(conn gnet.Conn) (out []byte, action gnet.Action) {
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if s.network != "tcp" {
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return nil, gnet.Close
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}
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if conn.Context() == nil {
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conn.SetContext(player.NewClientData(conn)) //注入data
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}
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@@ -108,9 +102,6 @@ func (s *Server) OnTraffic(c gnet.Conn) (action gnet.Action) {
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}
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}()
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if s.network != "tcp" {
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return gnet.Close
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}
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ws := c.Context().(*player.ClientData).Wsmsg
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if ws.Tcp { //升级失败时候防止缓冲区溢出
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@@ -136,9 +127,7 @@ func (s *Server) OnTraffic(c gnet.Conn) (action gnet.Action) {
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}
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// fmt.Println(ws.Buf.Bytes())
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c.Discard(len1)
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if ws.Buf.Len() <= 0 {
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return gnet.None
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}
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messages, err := ws.Decode(c)
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if err != nil {
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return gnet.Close
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@@ -151,9 +140,8 @@ func (s *Server) OnTraffic(c gnet.Conn) (action gnet.Action) {
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t := c.Context().(*player.ClientData)
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//client := conn.RemoteAddr().String()
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s.workerPool.Submit(func() { //TODO 这里可能存在顺序执行问题,待修复
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t.Mu.RLock()
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t.OnEvent(msg.Payload)
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t.Mu.RUnlock()
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})
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@@ -163,33 +151,28 @@ func (s *Server) OnTraffic(c gnet.Conn) (action gnet.Action) {
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}
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func (s *Server) handleTcp(conn gnet.Conn) (action gnet.Action) {
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if s.discorse && !conn.Context().(*player.ClientData).IsCrossDomain {
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conn.Context().(*player.ClientData).IsCrossDomain.Do(func() { //跨域检测
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handle(conn)
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}
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conn.Context().(*player.ClientData).IsCrossDomain = true
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for i := 0; i < s.batchRead; i++ {
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data, err := s.codec.Decode(conn)
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})
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data, err := s.codec.Decode(conn)
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if err != nil {
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if err == codec.ErrIncompletePacket {
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break
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if err := conn.Wake(nil); err != nil { // wake up the connection manually to avoid missing the leftover data
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cool.Loger.Errorf(context.Background(), "failed to wake up the connection, %v", err)
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return gnet.Close
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}
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}
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if err != nil {
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return gnet.Close
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}
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//cool.Loger.Debug(context.Background(), "原始数据", hex.EncodeToString(data))
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t := conn.Context().(*player.ClientData)
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err = s.workerPool.Submit(func() { //TODO 这里可能存在顺序执行问题,待修复
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t.OnEvent(data)
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})
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return gnet.Close
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}
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s.workerPool.Submit(func() { //TODO 这里可能存在顺序执行问题,待修复
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conn.Context().(*player.ClientData).OnEvent(data)
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})
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if conn.InboundBuffered() > 0 {
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if err := conn.Wake(nil); err != nil { // wake up the connection manually to avoid missing the leftover data
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cool.Loger.Errorf(context.Background(), "failed to wake up the connection, %v", err)
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@@ -63,21 +63,11 @@ func (codec TomeeSocketCodec) Decode(c gnet.Conn) ([]byte, error) {
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return nil, errors.New("packet body exceeds max length")
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}
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// 检查整个包是否完整
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buf, err := c.Peek(int(bodyLen))
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if err != nil {
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if errors.Is(err, io.ErrShortBuffer) {
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return nil, ErrIncompletePacket
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}
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return nil, err
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if c.InboundBuffered() < int(bodyLen) {
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return nil, ErrIncompletePacket
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}
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// 提取包体
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body := make([]byte, bodyLen)
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copy(body, buf)
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// 从缓冲区中丢弃已读取的数据
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_, _ = c.Discard(int(bodyLen))
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body, _ := c.Next(int(bodyLen))
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return body, nil
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}
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@@ -27,7 +27,7 @@ var bufferpool = &sync.Pool{
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}
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// CreateByteArray 创建一个新的ByteArray实例,使用指定的字节数组
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func CreateByteArray(bytes ...[]byte) *ByteArray {
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func CreateByteArray(bytes []byte) *ByteArray {
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var ba *ByteArray
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if len(bytes) == 0 { //如果是0,则为新创建
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ba = bufferpool.Get().(*ByteArray)
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@@ -35,10 +35,7 @@ func CreateByteArray(bytes ...[]byte) *ByteArray {
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ba = &ByteArray{endian: defaultEndian}
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}
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for _, num := range bytes {
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ba.buf = append(ba.buf, num...)
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}
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ba.buf = append(ba.buf, bytes...)
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ba.ResetPos()
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return ba
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}
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BIN
logic/logic1
Normal file
BIN
logic/logic1
Normal file
Binary file not shown.
@@ -659,7 +659,7 @@ func (f *FightC) enterturn(fattack, sattack *action.SelectSkillAction) {
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)
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if defender.CurrentPet.Info.Hp == 0 {
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// defender.AttackValue.SkillID = 0
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//todo 解耦成战斗循环defer
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defender.CanChange = true //被打死就可以切精灵了
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if f.IsWin(attacker, defender.CurrentPet.Info.CatchTime) { //然后检查是否战斗结束
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var WinnerId uint32
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@@ -117,7 +117,6 @@ func (i *Input) Parseskill(defender *Input, skill *action.SelectSkillAction) {
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//这里是给双方添加buff
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if t != nil {
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t.SetArgs(i, temparg[:args]...) //设置入参,施加方永远是我方
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t.ID(v)
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if t.GetOwner() { //如果取反,说明是给对方添加的回合效果
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//实际上,owner永远为反,说明是对方给我添加的
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@@ -22,6 +22,7 @@ var EffectType = enum.New[struct {
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var NodeM = make(map[int]Effect, 0)
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func InitEffect(etype EnumEffectType, id int, t Effect) {
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t.ID(id) //设置ID
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NodeM[id+int(etype)] = t
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}
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@@ -87,7 +87,7 @@ func (h *TomeeHeader) Pack(data any) []byte { //组包
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}
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h.Len = uint32(len(datar) + 17)
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by := bytearray.CreateByteArray()
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by := bytearray.CreateByteArray(nil)
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by.WriteUInt32(h.Len)
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by.WriteByte(h.Version)
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by.WriteUInt32(uint32(h.CMD))
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@@ -147,7 +147,8 @@ func (h *ClientData) Recv(data TomeeHeader) {
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// fmt.Println(tt1)
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err := struc.Unpack(bytes.NewBuffer(data.Data), tt1)
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if err != nil {
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fmt.Println(err)
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cool.Loger.Error(context.Background(), data.UserID, data.CMD, "解包失败")
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return
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}
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//fmt.Println(tt1)
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ptrValue1 := ptrValue.Elem().Addr()
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@@ -197,25 +198,24 @@ func (h *ClientData) Recv(data TomeeHeader) {
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}
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type ClientData struct {
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IsCrossDomain bool //是否跨域过
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Player *Player //客户实体
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Mu sync.RWMutex
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ERROR_CONNUT int
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Wsmsg *WsCodec
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Conn gnet.Conn
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SaveL sync.Once //保存锁
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IsCrossDomain sync.Once //是否跨域过
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Player *Player //客户实体
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//Mu sync.RWMutex
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ERROR_CONNUT int
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Wsmsg *WsCodec
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Conn gnet.Conn
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SaveL sync.Once //保存锁
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CloseChan chan struct{}
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}
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func NewClientData(c gnet.Conn) *ClientData {
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// 创建事件处理器
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cd := ClientData{
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IsCrossDomain: false,
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Player: nil,
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Conn: c,
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Wsmsg: &WsCodec{},
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Player: nil,
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Conn: c,
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Wsmsg: &WsCodec{},
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}
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return &cd
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@@ -249,13 +249,10 @@ func (h *ClientData) OnEvent(v []byte) {
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}
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func (p *ClientData) SendPack(b []byte) error {
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// if _, ok := p.MainConn.Context().(*ClientData); !ok {
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// return fmt.Errorf("链接错误,取消发包")
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if _, ok := p.Conn.Context().(*ClientData); !ok {
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return fmt.Errorf("链接错误,取消发包")
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// }
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p.Conn.Context().(*ClientData).Mu.Lock()
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defer p.Conn.Context().(*ClientData).Mu.Unlock()
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}
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if p.Conn.Context().(*ClientData).Wsmsg.Upgraded {
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// This is the echo server
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@@ -266,7 +263,7 @@ func (p *ClientData) SendPack(b []byte) error {
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}
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} else {
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_, err := p.Conn.Write(b)
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err := p.Conn.AsyncWrite(b, nil)
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if err != nil {
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glog.Debug(context.Background(), err)
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@@ -280,13 +280,14 @@ func (player1 *Player) Kick() {
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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.MainConn.Context().(*ClientData).CloseChan = make(chan struct{})
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player1.MainConn.Context().(*ClientData).Mu.Lock()
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player1.MainConn.Close()
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player1.MainConn.Context().(*ClientData).Mu.Unlock()
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// clientdata.Player = player
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CloseChan := make(chan struct{})
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<-player1.MainConn.Context().(*ClientData).CloseChan
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player1.MainConn.CloseWithCallback(func(c gnet.Conn, err error) error {
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close(CloseChan)
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return nil
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})
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<-CloseChan
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}
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}
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