feat(cache): 添加复合键缓存操作支持 添加了基于 uint32+string 组合键的缓存操作方法,包括 GetByCompoundKey、SetByCompoundKey、DelByCompoundKey 和 ContainsByCompoundKey 方法,用于处理用户ID和会话ID的组合缓存场景 fix(vscode): 添加 cSpell 配置支持 struc 词汇 refactor(session): 移除过时的会话管理方法 移除了基于单一字符串键的会话管理方法,因为已迁移到使用 复合键的缓存操作方式 ```
195 lines
5.9 KiB
Go
195 lines
5.9 KiB
Go
package controller
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import (
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"blazing/common/socket/errorcode"
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"blazing/common/utils"
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"blazing/cool"
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"blazing/logic/service/item"
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"blazing/logic/service/player"
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"blazing/logic/service/user"
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"blazing/modules/player/model"
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"strings"
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)
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// PlayerAim 玩家射击操作
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// data: 包含射击信息的输入数据
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// player: 当前玩家对象
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// 返回: 射击结果和错误码
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func (h Controller) PlayerAim(data *user.AimatInboundInfo, player *player.Player) (result *user.AimatOutboundInfo, err errorcode.ErrorCode) {
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result = &user.AimatOutboundInfo{
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ItemId: data.ItemId,
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Point: data.Point,
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ShootType: data.ShootType,
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UserId: player.Info.UserID,
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}
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player.GetSpace().Broadcast(player, data.Head.CMD, result)
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return
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}
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// PlayerChat 玩家聊天功能
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// data: 包含聊天消息的输入数据
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// player: 当前玩家对象
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// 返回: 聊天结果和错误码
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func (h Controller) PlayerChat(data *user.ChatInboundInfo, player *player.Player) (result *user.ChatOutboundInfo, err errorcode.ErrorCode) {
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result = &user.ChatOutboundInfo{
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Message: utils.RemoveLast(data.Message),
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SenderNickname: player.Info.Nick,
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SenderId: player.Info.UserID,
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}
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result.Message = cool.Filter.Replace(result.Message, '*')
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player.GetSpace().Broadcast(player, data.Head.CMD, result)
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return
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}
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// ChangePlayerColor 修改玩家颜色,消耗50赛尔豆
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// data: 包含颜色信息的输入数据
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// player: 当前玩家对象
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// 返回: 颜色更改结果和错误码
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func (h Controller) ChangePlayerColor(data *user.ChangeColorInboundInfo, player *player.Player) (result *user.ChangeColorOutboundInfo, err errorcode.ErrorCode) {
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const changeColorCost = 50
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if !player.GetCoins(changeColorCost) {
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return nil, errorcode.ErrorCodes.ErrSunDouInsufficient10016
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}
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player.Info.Coins -= changeColorCost
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player.Info.Color = data.Color
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player.Info.Texture = 0
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result = &user.ChangeColorOutboundInfo{
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UserId: player.Info.UserID,
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Color: data.Color,
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Coins: player.Info.Coins,
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Texture: player.Info.Texture,
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}
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player.GetSpace().Broadcast(player, data.Head.CMD, result)
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return
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}
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// ChangePlayerDoodle 修改玩家涂鸦,消耗50赛尔豆
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// data: 包含涂鸦信息的输入数据
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// player: 当前玩家对象
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// 返回: 涂鸦更改结果和错误码
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func (h Controller) ChangePlayerDoodle(data *user.ChangeDoodleInboundInfo, player *player.Player) (result *user.ChangeDoodleOutboundInfo, err errorcode.ErrorCode) {
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const changeDoodleCost = 50
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if !player.GetCoins(changeDoodleCost) {
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return nil, errorcode.ErrorCodes.ErrSunDouInsufficient10016
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}
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player.Info.Coins -= changeDoodleCost
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player.Info.Texture = data.Id
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player.Info.Color = data.Color
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result = &user.ChangeDoodleOutboundInfo{
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UserId: player.Info.UserID,
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Color: player.Info.Color,
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Coins: player.Info.Coins,
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Texture: player.Info.Texture,
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}
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player.GetSpace().Broadcast(player, data.Head.CMD, result)
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return
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}
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// ChangeNONOColor 修改NONO颜色
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// data: 包含NONO颜色信息的输入数据
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// player: 当前玩家对象
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// 返回: NONO颜色更改结果和错误码
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func (h Controller) ChangeNONOColor(data *user.ChangeNONOColorInboundInfo, player *player.Player) (result *user.ChangeNONOColorOutboundInfo, err errorcode.ErrorCode) {
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//player.Info.Coins -= 200
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player.Info.NONO.NonoColor = data.Color
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result = &user.ChangeNONOColorOutboundInfo{
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Sataus: player.Info.UserID,
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Color: player.Info.Color,
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}
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player.GetSpace().Broadcast(player, data.Head.CMD, result)
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return
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}
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// DanceAction 跳舞动作
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// data: 包含跳舞类型信息的输入数据
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// player: 当前玩家对象
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// 返回: 跳舞动作结果和错误码
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func (h Controller) DanceAction(data *user.C2SDanceAction, player *player.Player) (result *user.S2CDanceAction, err errorcode.ErrorCode) {
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result = &user.S2CDanceAction{
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Type: data.Type,
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UserID: player.Info.UserID,
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}
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player.GetSpace().Broadcast(player, data.Head.CMD, result)
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return
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}
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// PeopleTransform 人物变形
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// data: 包含变形信息的输入数据
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// player: 当前玩家对象
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// 返回: 变形结果和错误码
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func (h Controller) PeopleTransform(data *user.C2SPEOPLE_TRANSFROM, player *player.Player) (result *user.S2CPEOPLE_TRANSFROM, err errorcode.ErrorCode) {
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result = &user.S2CPEOPLE_TRANSFROM{
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SuitID: data.SuitID,
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UserID: player.Info.UserID,
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}
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player.GetSpace().Broadcast(player, data.Head.CMD, result)
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return
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}
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// ChangePlayerCloth 更换玩家服装
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// data: 包含服装信息的输入数据
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// player: 当前玩家对象
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// 返回: 服装更改结果和错误码
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func (h Controller) ChangePlayerCloth(data *item.ChangePlayerClothInboundInfo, player *player.Player) (result *item.ChangePlayerClothOutboundInfo, err errorcode.ErrorCode) {
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result = &item.ChangePlayerClothOutboundInfo{
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UserID: player.Info.UserID,
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ClothList: make([]model.PeopleItemInfo, 0),
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}
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for _, clothID := range data.ClothList {
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result.ClothList = append(result.ClothList, model.PeopleItemInfo{ID: clothID, Level: 1})
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}
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player.Info.Clothes = result.ClothList
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player.GetSpace().Broadcast(player, data.Head.CMD, result)
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return
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}
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func (h Controller) ChangePlayerName(data *user.ChangePlayerNameInboundInfo, c *player.Player) (result *user.ChangePlayerNameOutboundInfo, err errorcode.ErrorCode) {
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newNickname := cool.Filter.Replace(strings.Trim(data.Nickname, "\x00"), '*')
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c.Info.Nick = newNickname
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result = &user.ChangePlayerNameOutboundInfo{
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Nickname: newNickname,
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UserID: c.Info.UserID,
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}
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c.GetSpace().Broadcast(c, data.Head.CMD, result)
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return result, 0
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}
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func (h Controller) ChangeTile(data *user.ChangeTitleInboundInfo, c *player.Player) (result *user.ChangeTitleOutboundInfo, err errorcode.ErrorCode) {
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result = &user.ChangeTitleOutboundInfo{
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UserID: c.Info.UserID,
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}
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if data.TileID == 0 {
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return result, 0
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}
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if !c.Service.Title.Can(data.TileID) {
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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c.Info.Title = data.TileID
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result.TileID = data.TileID
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c.GetSpace().Broadcast(c, data.Head.CMD, result)
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return result, 0
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}
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