Files
bl/logic/controller/login_main.go
昔念 0aaa4b3ddd
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```
feat(login): 优化登录逻辑增加在线状态检查

- 在踢人操作前先检查用户是否在线,避免对不在线用户执行踢人操作
- 调整设置用户在线状态的位置,确保只有在成功获取用户信息后才设置在线状态
- 修复了可能对已离线用户执行踢人操作的问题
```
2026-03-04 00:14:30 +08:00

78 lines
1.9 KiB
Go

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
}
_, erre := share.ShareManager.GetUserOnline(data.Head.UserID)
if erre == nil {
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()
if currentPlayer.Info == nil {
defer c.Close()
return
}
share.ShareManager.SetUserOnline(data.Head.UserID, h.UID) //设置用户登录服务器
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
}