- 移除了资产同步到私有 B 仓库的工作流 - 在玩家结构中添加了 IsFighting 字段 - 新增了宠物信息相关功能和数据结构 - 优化了地图进入和怪物刷新逻辑 - 调整了玩家登录和地图数据发送流程 - 重构了部分代码以提高可维护性和性能
67 lines
1.7 KiB
Go
67 lines
1.7 KiB
Go
package service
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import (
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"blazing/common/data/entity"
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"blazing/common/socket/errorcode"
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"blazing/common/socket/handler"
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"blazing/cool"
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)
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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
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//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
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clientdata := c.MainConn.Context().(*entity.ClientData)
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if clientdata.GetPlayer() != nil {
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return clientdata.GetPlayer()
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}
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var player *entity.Player
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if player1, ok := cool.Mainplayer.Load((userid)); ok {
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clientdata.SetPlayer(player1)
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}
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return player
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// return nil
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}
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func KickPlayer(userid uint32) { //踢出玩家
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//TODO 返回错误码
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//var player *entity.Player
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if player1, ok := cool.Mainplayer.Load((userid)); ok {
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//取成功,否则创建
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head := handler.NewTomeeHeader(1001, userid)
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head.Result = uint32(errorcode.ErrorCodes.ErrAccountLoggedInElsewhere)
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player1.SendPack(head.Pack(nil))
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player1.MainConn.MainConn.Close()
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// clientdata.Player = player
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}
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//return player
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// return nil
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}
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func SetPlayer(c *entity.Conn, userid uint32) *entity.Player { //TODO 这里待优化,
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clientdata := c.MainConn.Context().(*entity.ClientData)
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player := entity.NewPlayer(
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entity.WithUserID(userid), //注入ID
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entity.WithConn(*c), //注入conn
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)
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cool.Mainplayer.Store(userid, player)
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clientdata.SetPlayer(player) //= player
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return player
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// return nil
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}
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// /**
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// * @var type OutboundInf
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// * @global
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// */
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// type OutInfo interface {
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// error //实现错误接口
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// 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
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// }
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