Commit Graph

118 Commits

Author SHA1 Message Date
昔念
98c4caac68 ```
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fix(socket): 修复服务器事件处理中的数据引用问题

解决切片共享底层数据导致的潜在内存安全问题,通过深拷贝确保数据独立性,
避免并发访问时的数据竞争风险。
```
2026-03-04 13:16:50 +08:00
昔念
fb78147035 ```
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feat(cool): 添加Redis发布功能并实现巅峰赛匹配加入逻辑

新增RedisDo函数用于向Redis频道发布消息,并在巅峰赛场匹配
中添加玩家加入队列的功能。同时修复了socket连接关闭时资源
泄露问题,确保MsgChan正确关闭。

BREAKING CHANGE: 新增的RedisDo函数会直接panic处理错误,
需要调用方注意
2026-03-04 03:22:43 +08:00
昔念
dffd6a63a6 ```
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feat(player): 优化客户端数据处理机制

重构ClientData的消息处理流程,将OnEvent方法改为非阻塞的通道投递模式,
新增MsgChan用于异步消息传递,避免eventloop阻塞问题。

fix(fight): 修复宠物闪光属性过滤条件

在initplayer方法中增加color.Alpha不为0的判断条件,确保只有有效的
闪光属性才会被添加到宠物信息中。

refactor(socket): 调整服务器事件处理逻辑

移除未使用的Lockfree库依赖,注释掉不再需要的连接关闭资源释放代码,
调整事件处理的工作池提交逻辑。

feat(rpc): 新增Redis发布功能

为RPC_player添加SendPackCmd方法,通过Redis的publish命令实现
跨服数据传输功能。
```
2026-03-04 01:30:40 +08:00
昔念
907517595c ```
fix(socket): 启用客户端连接关闭时LF资源清理

移除注释以确保在客户端断开连接时正确关闭LF资源,
防止资源泄露问题。
```
2026-03-03 23:41:24 +08:00
昔念
0c7fd18bc9 ```
feat(controller): 增强命令注册逻辑并修复试炼塔关卡限制

- 在命令注册时检查重复方法,如果存在则panic提示错误
- 移除CurrentFreshStage和CurrentStage的默认值设置逻辑
- 添加关卡等级验证,确保用户不能挑战超过最大关卡数的关卡
- 修复试炼之塔和勇者之塔的关卡计算逻辑

fix(item): 修复道具使用返回值类型转换问题

- 将ThreeTimes和TwoTimes字段从int32转为uint32返回
- 为能量吸收道具使用函数添加结果结构体初始化

refactor(fight): 清理战斗服务中的注释和字段定义

- 移除C2S_FRESH_CHOICE_FIGHT_LEVEL结构体中冗余的注释说明
- 统一FightOverInfo结构体的格式

fix(item): 修复宠物道具使用的条件判断

- 为道具300790添加DV值大于等于31时不能使用的限制

fix(player): 修复玩家经验加成次数的判断逻辑

- 将TwoTimes和ThreeTimes的判断从不等于0改为大于0
- 将EnergyTime的判断从不等于0改为大于0
- 统一所有次数字段的类型为int32以避免负数问题

chore(admin): 清理无用代码

- 移除未使用的context包导入
- 注释掉未完成的TimeMap接口实现
```
2026-03-03 23:40:21 +08:00
xinian
47bc680889 refactor: 将端口和在线ID类型从uint16改为uint32
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2026-03-02 18:34:20 +08:00
xinian
05a1900d60 refactor: 移除未使用的lockfree相关代码
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2026-02-24 04:22:02 +08:00
xinian
0f1adffdd5 refactor: 将事件处理逻辑从工作池提交改为直接调用OnEvent
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2026-02-24 03:51:25 +08:00
xinian
50a19b2ff9 1
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2026-02-23 21:42:36 +08:00
昔念
1dc75b529d ```
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feat(socket): 优化TCP连接处理性能

- 添加最小可读长度检查,避免无效Peek操作
- 修复数据部分解析逻辑,避免空切片分配

perf(utils): 优化并发哈希映射性能

- 将分段数量调整为CPU核心数
- 重写Range方法,移除channel和goroutine开销
- 添加原子标志控制遍历终止

perf(utils): 优化结构体序列化缓存机制

- 添加sync.Map缓存预处理结果
- 支持结构体、自定义类型、二进制类型分别缓存
- 减少重复反射
2026-02-22 10:59:41 +08:00
xinian
4e313f02c7 refactor: 将XOR解密逻辑和事件处理移至player服务
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2026-02-22 01:01:37 +08:00
昔念
31d9eb3f9e ```
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feat(config): 添加超时空地图配置和时间地图查询功能

新增IsTimeSpace字段用于标识地图是否为超时空地图,
添加TimeMap API接口支持查询超时空地图配置

perf(socket): 优化XORDecryptU解密函数减少内存分配

基于bytebufferpool实现缓冲区池化,大幅降低高频调用下的
内存分配和GC压力,提升性能表现

refactor(utils): 优化packVal序列化函数提升性能和稳定性

减少反射开销,
2026-02-21 16:48:42 +08:00
昔念
b536f0974e 1
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2026-02-21 02:07:35 +08:00
昔念
8e3ed21a3a 1
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2026-02-20 23:33:24 +08:00
xinian
b67dd576e5 1
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2026-02-16 03:02:59 +08:00
昔念
06b77d598e 1
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2026-02-14 03:05:51 +08:00
昔念
2f756c77bb 1
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2026-02-12 12:43:28 +08:00
昔念
7441a9a88f Merge branch 'main' of https://cnb.cool/blzing/blazing
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2026-02-11 11:07:38 +08:00
昔念
71a0ae2157 1 2026-02-11 11:06:28 +08:00
xinian
a5485de510 1
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2026-02-10 22:09:15 +08:00
昔念
ab1445510a 1
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2026-02-10 13:05:45 +08:00
昔念
f514a4fde1 1
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2026-02-10 12:44:34 +08:00
昔念
40bef8e70c 1
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2026-02-10 10:52:35 +08:00
昔念
c790b68d47 1 2026-02-10 10:49:01 +08:00
昔念
0fcd948636 1
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2026-02-08 05:05:01 +08:00
昔念
d17f3eccdb 1
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2026-02-08 04:58:58 +08:00
昔念
ba1483241c 1
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昔念
d83d76ca8e 1
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2026-02-07 21:51:34 +08:00
昔念
6316b393af 1
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昔念
acbb30a9b1 1
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昔念
0c3f56d7bb 1
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昔念
3947fbce4b 1
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昔念
a0d4567d3f 1
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昔念
7589306faa 1
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2026-02-04 19:43:05 +08:00
昔念
b25f033939 ```
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refactor(socket): 移除重复保存锁并优化panic错误处理

移除了ServerEvent.go中的sync.Once保存锁,因为可能存在重复保存问题,
同时将panic错误处理从fmt.Println改为使用cool.Logger.Error进行统一日志记录

feat(player): 优化踢人功能并添加超时机制

移除kick.go中的复杂异步超时逻辑
2026-02-02 23:11:14 +08:00
xinian
cdb7cec4ad refactor: 移除冗余日志输出并优化日志处理
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2026-02-02 18:32:41 +08:00
昔念
ff675f9430 1
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2026-02-02 11:00:37 +08:00
昔念
40b4d5955e ```
refactor(socket): 使用fmt.Println替换Logger.Error处理panic

修复socket连接关闭和流量处理中的panic恢复机制,
使用fmt.Println直接打印错误信息替代原有的Logger组件。

---

refactor(timer): 移除ants协程池依赖并优化错误处理

移除timer模块中对ants协程池的依赖,改用原生goroutine,
添加panic恢复机制确保任务执行的稳定性。

---

feat(player): 移除CountPlayer函数

删除玩家服务中统计在线玩家数量的功能函数,
该功能
2026-01-29 01:13:32 +08:00
971abd29ab ```
feat(config): 添加服务器调试模式配置和塔配置重构

- 在ServerList结构体中添加IsDebug字段用于调试模式标识
- 修改GetServerInfoList函数增加isdebug参数支持
- 移除硬编码的rpcaddr本地地址配置
- 重构塔配置模型,将tower_500和tower_600合并到tower_110
2026-01-08 23:57:22 +08:00
97dfc61939 ```
feat(config): 增加服务器在线状态检测功能

- 在ServerEvent中添加OnlineID到日志输出
- 修改玩家宠物闪光逻辑,仅在ShinyInfo为空时添加新闪光信息
- 在server.go中增加PageQueryOp配置,实现服务器假踢人功能
- 添加在线状态检测逻辑,通过GetClient获取连接状态并更新服务器列表
- 引入context、g和gconv依赖包用于服务逻辑处理
```
2026-01-08 03:55:24 +08:00
164e70519f ```
refactor(cool): 修复Logger变量名拼写错误

将全局Logger变量从Loger修正为Logger,统一日志实例命名规范,
确保所有模块中日志记录的一致性。

BREAKING CHANGE: 全局日志实例变量名从Loger改为Logger
```
2025-12-25 12:14:04 +08:00
2ab7f59667 ```
feat(socket): 统一使用 glog.Info 替代 glog.Infof

将 ServerEvent.go 中的 glog.Infof 更改为 glog.Info,以统一日志输出方式并减少格式化开销。

feat(controller): 优化宠物经验设置逻辑与错误码返回

在 SetPetExp 方法中提前返回结果,并修正最终返回的错误码为 ErrSystemError。同时规范化注释格式。

feat(space): 支持天气地图判断与动态天气 BOSS 刷新

引入 lo 包用于查找
2025-12-13 18:35:17 +08:00
adf290ca2a ```
fix(socket): 修改服务器事件中的连接数日志描述

将 OnTick 方法中的日志输出从 "[connected-count=%v]" 更改为更直观的 "链接数" 描述,
便于理解和调试连接状态。
```
2025-12-12 13:16:30 +08:00
1
5ecfd0396c ```feat(log): 优化日志配置,添加异步日志标志并替换socket服务中的日志输出方式 2025-12-11 20:27:10 +00:00
6e01848b04 ```
refactor(socket): 移除未使用的网络相关导入和注释掉的 RST 攻击检测逻辑

移除了 `ServerEvent.go` 中未使用的 `net` 和 `strings` 包导入。同时,
将原有的 RST 攻击检测及防护逻辑代码注释掉,便于后续重新设计或彻底删除。

fix(logic): 调整 fight pool 初始化与释放策略

将 `fight/action.go` 中的 `Fightpool` 类型从 `*ants.MultiPool`
改为 `*ants.Pool`,并调整其初始化方式为 `NewPool(-1)` 以适应动态扩容。
此外,在 `main.go` 中将 `ReleaseTimeout` 参数由 100 调整为 0,
确保立即清理超时任务。

feat(fight): 优化战斗输入状态重置逻辑

在 `fight/action.go` 的 `ReadyFight` 方法中提前设置
`GetInputByPlayer(c, false).Finished = true`,避免重复赋值。
同时更新了状态睡眠效果的处理流程,并简化了输入模块的状态缓存机制,
移除了冗余的 `Initeffectcache` 函数调用及相关逻辑。

perf(fight): 动态计算玩家动作等待时间

在 `loop.go` 的 `collectPlayerActions` 方法中,
将固定超时时间替换为基于 `waittime` 的动态等待时间计算公式,
提高响应灵活性。同时修复通道关闭判断条件以增强稳定性。

refactor(fight): 更新技能效果解析和状态持续逻辑

修改 `input.go` 中 `GenSataus` 方法以正确初始化状态数组;
在 `Turn.go` 中重构 `Turn_End` 方法内的执行逻辑,
确保仅在我方后手时增加回合数,提升战斗流程准确性。

chore(service): 删除废弃文件 SocketHandler_Tomee.go

完全移除已弃用的 `SocketHandler_Tomee.go` 文件及其全部内容,
减少项目冗余代码。
```
2025-11-13 05:05:05 +08:00
f281b949ba ```
feat(fight): 调整战斗逻辑与精灵切换机制

- 优化精灵切换时的效果处理,增加切换事件支持
- 修复战斗中超时逻辑和技能CD计算问题
- 增强状态效果在精灵上下场时的清理机制
- 修改伤害计算逻辑以提高准确性
- 更新战斗池初始化参数提升并发性能

此外,同步更新了宠物放生字段命名及逻辑处理方式,并调整网络通信中的限流策略。
```
2025-11-13 02:43:00 +08:00
1
a4041aaa66 ret阻断 2025-11-09 08:51:29 +00:00
06cd6199b0 ```
fix(fight): 修复战斗逻辑中技能解析和优先级判断的问题

调整了战斗回合开始前的技能解析逻辑,确保即使攻击被放弃也能正确施加效果。
修复了技能优先级相同时的速度比较逻辑,避免错误的角色交换。
优化了临时变量的使用,提高代码可读性。

fix(socket): 修复TCP连接处理中的类型断言问题

在处理TCP连接时增加类型断言检查,防止因上下文类型不匹配导致的panic。

fix(effect): 修正默认持续回合数的随机范围

将随机持续回合数从
2025-11-08 00:47:45 +08:00
1
bd43c75dce refactor(fight): 优化战斗逻辑代码结构,清理冗余代码 2025-11-05 22:17:03 +00:00
9b73de4faf ```
feat(rpc): 更新客户端映射变量命名以符合导出规则

将 rpc.go 中的 clientmap 变量重命名为 Clientmap,使其可被其他包访问。
同时修复了拼写错误 useid1 -> userid,并在 RegisterLogic 方法中调用 Refurh 函数。

fix
2025-11-03 19:14:34 +08:00