package controller import ( "blazing/common/data/share" "blazing/cool" "blazing/common/socket/errorcode" "blazing/logic/service/user" "blazing/logic/service/player" "blazing/logic/service/space" "blazing/modules/player/service" "context" "time" "github.com/panjf2000/gnet/v2" ) // Login 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 if data.Head.UserID == 0 { defer c.Close() return } isSessionValid, hashcode := data.CheakSession() if !isSessionValid { defer c.Close() return } error := Maincontroller.RPCClient.Kick(data.Head.UserID) //通知其他服务器踢人 if error != nil { cool.Logger.Error(context.Background(), "踢人失败", err) defer c.Close() return } currentPlayer := player.GetPlayer(c, data.Head.UserID) if currentPlayer == nil { cool.Logger.Error(context.Background(), "获取玩家失败", data.Head.UserID) defer c.Close() return } currentPlayer.Hash = hashcode currentPlayer.Service = service.NewUserService(data.Head.UserID) currentPlayer.Info = currentPlayer.Service.Info.SetLogin() share.ShareManager.SetUserOnline(data.Head.UserID, h.UID) //设置用户登录服务器 if currentPlayer.Info == nil { defer c.Close() return } currentPlayer.Info.UserID = data.Head.UserID currentPlayer.Logintime = uint32(time.Now().Unix()) //保存时间戳 result = user.NewOutInfo(currentPlayer.Info) //设置登录消息 defer space.GetSpace(currentPlayer.Info.MapID).EnterMap(currentPlayer) // for i := 0; i < 5; i++ { // fmt.Println("任务", i, currentPlayer.Info.GetTask(312+i)) // } // currentPlayer.Info.SetTask(315, model.Completed) currentPlayer.IsLogin = true return result, 0 }