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bl/logic/service/service.go

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package service
import (
"blazing/common/data/entity"
"blazing/common/socket/errorcode"
"blazing/common/socket/handler"
"blazing/cool"
)
func GetPlayer(c *entity.Conn, userid uint32) *entity.Player { //TODO 这里待优化,可能存在内存泄漏问题
//检查player初始化是否为conn初始后取map防止二次连接后存在两个player
clientdata := c.MainConn.Context().(*entity.ClientData)
if clientdata.GetPlayer() != nil {
return clientdata.GetPlayer()
}
var player *entity.Player
if player1, ok := cool.Mainplayer.Load((userid)); ok {
clientdata.SetPlayer(player1)
}
return player
// return nil
}
func KickPlayer(userid uint32) { //踢出玩家
//TODO 返回错误码
//var player *entity.Player
if player1, ok := cool.Mainplayer.Load((userid)); ok {
//取成功,否则创建
head := handler.NewTomeeHeader()
head.Result = uint32(errorcode.ErrorCodes.ErrAccountLoggedInElsewhere)
head.UserID = userid
head.CMD = 1001
player1.SendPack(head.Pack(nil))
player1.MainConn.MainConn.Close()
// clientdata.Player = player
}
//return player
// return nil
}
func SetPlayer(c *entity.Conn, userid uint32) *entity.Player { //TODO 这里待优化,
clientdata := c.MainConn.Context().(*entity.ClientData)
player := entity.NewPlayer(
entity.WithUserID(userid), //注入ID
entity.WithConn(*c), //注入conn
)
cool.Mainplayer.Store(userid, player)
clientdata.SetPlayer(player) //= player
return player
// return nil
}
// /**
// * @var type OutboundInf
// * @global
// */
// type OutInfo interface {
// error //实现错误接口
// Code() errorcode.ErrorCode //返回错误码,如果error不等于nil就返回这个实现对前台传错误码
// }