package controller import ( "blazing/common/data/share" "blazing/cool" "fmt" "blazing/common/socket/errorcode" "blazing/logic/service/user" "blazing/logic/service/player" "blazing/logic/service/space" "blazing/modules/base/service" blservice "blazing/modules/blazing/service" "context" "time" "github.com/panjf2000/gnet/v2" ) func IsToday(t time.Time) bool { // 获取当前时间 now := time.Now() // 比较年、月、日是否相同 return t.Year() == now.Year() && t.Month() == now.Month() && t.Day() == now.Day() } // 处理命令: 1001 func (h *Controller) Login(data *user.MAIN_LOGIN_IN, c gnet.Conn) (result *user.LoginMSInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 tt := data.CheakSession() if !tt { defer c.Close() return } cool.Loger.Info(context.TODO(), "准备踢人") err1 := h.RPCClient.Kick(data.Head.UserID) //先踢人 if err1 != nil { fmt.Println("踢人失败", err) } //player.KickPlayer(data.Head.UserID) cool.Loger.Info(context.TODO(), "踢人请求完成,继续登录流程") // <-time.After(time.Millisecond * 3000) share.ShareManager.SetUserOnline(data.Head.UserID, h.Port) //设置用户登录服务器 t := player.GetPlayer(c, data.Head.UserID) if t == nil { cool.Loger.Error(context.Background(), "获取玩家失败", data.Head.UserID) defer c.Close() return } t.Service = blservice.NewUserService(data.Head.UserID) t.User = service.NewBaseSysUserService() t.Info = t.Service.Info.Personself() if t.Info == nil { defer c.Close() return } t.Info.UserID = data.Head.UserID t.Logintime = uint32(time.Now().Unix()) //保存时间戳 t.CompleteLogin() //通知客户端登录成功 result = user.NewOutInfo() //设置登录消息 result.PlayerInfo = *t.Info defer space.GetSpace(t.Info.MapID).EnterMap(t) return result, 0 }