refactor(logic): 重构逻辑模块
- 移除了 player.go 中的 SendPackBytes 方法 - 将 TomeeHeader 中的 CMDID 改为 CMD,类型从 uint32 改为 EnumCommandID - 删除了 controller 文件夹下的 service.go 和 login.go - 新增了 login 文件夹下的 PlayerLoginService.go - 优化了 main.go 中的 Start 函数,使用 controller.Recv 作为回调
This commit is contained in:
10
common/core/global.go
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10
common/core/global.go
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@@ -0,0 +1,10 @@
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package core
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import (
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"sync"
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)
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var (
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Mainplayer sync.Map //玩家数据
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Maincmdcache sync.Map //命令缓存
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)
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67
common/core/pack.go
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67
common/core/pack.go
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@@ -0,0 +1,67 @@
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package core
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import (
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"blazing/common/socket/cmd"
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"blazing/common/socket/handler"
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"bytes"
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"github.com/lunixbochs/struc"
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"github.com/panjf2000/gnet"
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)
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func SendError(cmd cmd.EnumCommandID, data any) { //TODO发送错误码的实现
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//序列化结构体取错误码,然后构造错误结构
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//SEND ERROR 方法,通过error tag取到标签,然后error库内取参数
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}
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func SendPack(c gnet.Conn, cmd cmd.EnumCommandID, data any) { //TODO 待测试
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//t := reflect.TypeOf(data)
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// var datar []byte
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// var iserror uint32 = 0
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// switch t.Kind() {
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// case reflect.Slice:
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// datar = data.([]byte)
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// //p.Conn.Write(p.pack(cmd, data.([]byte))) //写入数据
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// case reflect.Struct:
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// var data1 bytes.Buffer
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// struc.Pack(&data1, &data)
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// datar = data1.Bytes()
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// // p.Conn.Write(p.pack(cmd, data))
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// case reflect.Uint32: //说明是错误码
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// iserror = data.(uint32)
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// default:
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// // 可选:处理 nil 数据情况,直接返回
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// datar = nil
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// return
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// }
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//c.Write(pack(packhead(userid uint32, cmd cmd.EnumCommandID, data []byte, iserror uint32)))
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}
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func Pack(userid uint32, cmd cmd.EnumCommandID, data []byte, iserror uint32) []byte { //组包
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head1 := handler.TomeeHeader{
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Len: uint32(len(data) + 17),
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CMD: uint32(cmd),
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Version: "7",
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UserID: userid,
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Result: iserror,
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Data: data,
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}
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if iserror != 0 { //如果存在错误码
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head1.Data = nil
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}
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var data1 bytes.Buffer
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struc.Pack(&data1, &head1)
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return data1.Bytes()
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}
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@@ -1,17 +1,13 @@
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package entity
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import (
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"blazing/common/socket/cmd"
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"blazing/common/socket/handler"
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"bytes"
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"github.com/lunixbochs/struc"
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"github.com/panjf2000/gnet/v2"
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)
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type Player struct {
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UserID uint32 //用户ID
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Conn gnet.Conn
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UserID uint32 //用户ID
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IsLogin bool //是否登录 //TODO 待实现登录包为第一个包,后续再发其他的包
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Conn gnet.Conn
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}
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// PlayerOption 定义配置 Player 的函数类型
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@@ -41,18 +37,3 @@ func NewPlayer(opts ...PlayerOption) *Player {
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func (p *Player) GetUserID() uint32 {
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return p.UserID
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}
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func (p *Player) SendPackBytes(cmd cmd.EnumCommandID, data []byte) { //组包
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head1 := handler.TomeeHeader{}
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head1.CMDID = uint32(cmd)
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head1.Len = uint32(len(data) + 17)
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head1.Version = "7"
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head1.UserID = p.UserID
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head1.Result = 0
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var data1 bytes.Buffer
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struc.Pack(&data1, head1)
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p.Conn.Write(data1.Bytes()) //写入头部
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p.Conn.Write(data) //写入数据
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}
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@@ -9,7 +9,7 @@ type EnumValue struct {
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Value EnumCommandID
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Name string
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}
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type EnumCommandID int
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type EnumCommandID uint32
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func Isexist(t any, value EnumCommandID) bool {
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return enum.Contains(CommandID, value)
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@@ -9,13 +9,13 @@ import (
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// TomeeHeader 结构体字段定义
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type TomeeHeader struct {
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Len uint32 `json:"len"`
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Version string `json:"version"`
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CMDID uint32 `json:"cmdId"`
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Version string `json:"version" struc:"[1]byte"`
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CMD uint32 `json:"cmdId"`
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UserID uint32 `json:"userId"`
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//Error uint32 `json:"error" struc:"[0]pad"`
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Result uint32 `json:"result"`
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Data []byte `json:"data" struc:"[0]pad"` //组包忽略此字段
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Data []byte `json:"data"` //组包忽略此字段// struc:"[0]pad"
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}
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type TomeeHandler struct {
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Callback func(conn gnet.Conn, data TomeeHeader)
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@@ -34,7 +34,7 @@ func (h *TomeeHandler) Handle(c gnet.Conn, data []byte) { //处理接收到的
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tempdata := bytearray.CreateByteArray(data)
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header.Len, _ = tempdata.ReadUInt32()
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header.Version, _ = tempdata.ReadString(1)
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header.CMDID, _ = tempdata.ReadUInt32()
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header.CMD, _ = tempdata.ReadUInt32()
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header.UserID, _ = tempdata.ReadUInt32()
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header.Result, _ = tempdata.ReadUInt32()
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