package controller import ( "blazing/common/data/entity" "blazing/common/data/share" "blazing/common/socket/errorcode" "blazing/logic/service" "blazing/logic/service/login" "blazing/logic/service/space" blservice "blazing/modules/blazing/service" "context" "time" "github.com/gogf/gf/v2/os/glog" ) // 处理命令: 1001 func (h *Controller) Login(data *login.InInfo, c *entity.Conn) (result *login.OutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 if tt := data.CheakSession(); tt { //说明sid正确 h.RPCClient.Kick(data.Head.UserID) //先踢人 // h.RPCClient.UserLogin(int32(h.Port), int32(data.Head.UserID)) //初始化用户登录 t := service.SetPlayer(c, data.Head.UserID) share.ShareManager.SetUserOnline(data.Head.UserID, h.Port) //设置用户登录服务器 t.CompleteLogin() //通知客户端登录成功 t.MapId = 1 space.GetSpace(t.MapId).Set(t.UserID, t) //添加玩家 glog.Debug(context.Background(), "登录成功,初始地图 人数:", space.GetSpace(1).Len()) playerinfo := blservice.NewPlayerService().Person(uint(t.UserID)) t.Nick = playerinfo.Nick // blservice.NewPlayerService().ProcessAndSave(t.UserID, func(t *model.PlayerInfo) error { // t.Nick = t.Nick + " (在线)" // return nil // }) result = login.NewOutInfo() //设置登录消息 result.UserID = t.UserID result.RegisterTime = uint32(time.Now().Unix()) result.Nick = t.Nick result.Color = playerinfo.Color result.Pos = playerinfo.Pos result.Clothes = playerinfo.Clothes ///append(result.Clothes, model.PeopleItemInfo{ID: 100717, Level: 1}) result.MapID = t.MapId result.TimeLimit = playerinfo.TimeLimit result.TimeToday = playerinfo.TimeToday result.PetList = playerinfo.PetList return result, 0 } else { err = errorcode.ErrorCodes.ErrLoginServerError } return }