fix(binary): 修复零值处理导致的结构体打包异常
在 binaryFallback 的 Sizeof 和 Pack 方法中增加对 IsZero 值的判断,
避免空值参与序列化计算引发错误。同时调整了 struc 包相关逻辑以正确
处理空值情况,并打印调试日志辅助排查。
feat(fight): 完善玩家 PVP 对战胜负统计逻辑
修正 PET_MELEE 与 PET_King 模式下胜利归属判定问题,确保只有实际胜出
者才累计胜利次数。此外优化了战斗邀请流程,移除冗余状态控制字段并增强
邀请有效性校验,提升 PvP 流程稳定性。
refactor(pack): 简化数据组包逻辑并提高兼容性
重构 TomeeHeader.Pack 方法,去除反射相关的复杂类型判断,统一使用 struc
进行编码,强化对 nil、interface{} 及多级指针的支持。另外更新了客户端发包
记录日志内容以便追踪调试。
style(code): 规范代码格式并清理无用注释和字段
删除多个文件中的无效或过时注释,如 PlayerID 字段标记废弃、无意义的日志输出等;
同步更新结构体字段命名一致性(如 NonoColor),并对部分函数参数及条件表达式做
可读性优化,整体提升代码整洁度和维护性。
```
122 lines
3.7 KiB
Go
122 lines
3.7 KiB
Go
package controller
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import (
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"blazing/common/socket/errorcode"
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"blazing/cool"
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"blazing/logic/service/player"
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"blazing/logic/service/user"
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"github.com/jinzhu/copier"
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)
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// UserSimInfo 根据用户ID获取模拟用户信息
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// data: 包含用户ID的输入信息
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// c: 玩家对象
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// 返回: 模拟用户信息及错误码
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func (h Controller) UserSimInfo(data *user.SimUserInfoInboundInfo, c *player.Player) (result *user.SimUserInfoOutboundInfo, err errorcode.ErrorCode) {
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ret := &user.SimUserInfoOutboundInfo{}
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copier.Copy(ret, c.Service.Info.Person(data.UserId))
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return ret, 0
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}
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// UserMoreInfo 获取用户的更多信息。
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// data: 包含用户ID的输入信息。
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// c: 当前玩家对象。
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// 返回: 包含用户更多信息的输出结果和错误码。
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func (h Controller) UserMoreInfo(data *user.MoreUserInfoInboundInfo, c *player.Player) (result *user.MoreUserInfoOutboundInfo, err errorcode.ErrorCode) {
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ret := &user.MoreUserInfoOutboundInfo{}
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info := c.Service.Info.Person(data.UserId)
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copier.CopyWithOption(ret, info, copier.Option{IgnoreEmpty: true, DeepCopy: true})
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//todo 待实现
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return ret, 0
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}
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func (h Controller) Aimat(data *user.AimatInboundInfo, c *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: c.Info.UserID,
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}
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c.GetSpace().Broadcast(c, data.Head.CMD, result)
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return
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}
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func (h Controller) Chat(data *user.ChatInboundInfo, c *player.Player) (result *user.ChatOutboundInfo, err errorcode.ErrorCode) {
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result = &user.ChatOutboundInfo{
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Message: string([]byte(data.Message)[:data.MessageLen-1]),
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SenderNickname: c.Info.Nick,
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SenderId: c.Info.UserID,
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}
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result.Message = cool.Filter.Replace(result.Message, '*')
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c.GetSpace().Broadcast(c, data.Head.CMD, result)
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return
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}
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func (h Controller) ChangePlayerColor(data *user.ChangeColorInboundInfo, c *player.Player) (result *user.ChangeColorOutboundInfo, err errorcode.ErrorCode) {
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if !c.UseCoins(200) { //如果花不了200,直接返回
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return
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}
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c.Info.Color = data.Color
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c.Info.Texture = 0
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result = &user.ChangeColorOutboundInfo{
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UserId: c.Info.UserID,
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Color: data.Color,
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Coins: c.Info.Coins,
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Texture: c.Info.Texture,
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}
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c.GetSpace().Broadcast(c, data.Head.CMD, result)
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return
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}
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func (h Controller) ChangePlayerDoodle(data *user.ChangeDoodleInboundInfo, c *player.Player) (result *user.ChangeDoodleOutboundInfo, err errorcode.ErrorCode) {
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if !c.UseCoins(200) { //如果花不了200,直接返回
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return
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}
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c.Info.Texture = data.Id
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c.Info.Color = data.Color
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result = &user.ChangeDoodleOutboundInfo{
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UserId: c.Info.UserID,
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Color: c.Info.Color,
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Coins: c.Info.Coins,
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Texture: c.Info.Texture,
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}
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c.GetSpace().Broadcast(c, data.Head.CMD, result)
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return
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}
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func (h Controller) ChangeNONOColor(data *user.ChangeNONOColorInboundInfo, c *player.Player) (result *user.ChangeNONOColorOutboundInfo, err errorcode.ErrorCode) {
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//c.Info.Coins -= 200
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c.Info.NONO.NonoColor = data.Color
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result = &user.ChangeNONOColorOutboundInfo{
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Sataus: c.Info.UserID,
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Color: c.Info.Color,
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}
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c.GetSpace().Broadcast(c, data.Head.CMD, result)
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return
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}
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func (h Controller) DANCE_ACTION(data *user.C2SDanceAction, c *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: c.Info.UserID,
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}
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c.GetSpace().Broadcast(c, data.Head.CMD, result)
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return
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}
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func (h Controller) PEOPLE_TRANSFROM(data *user.C2SPEOPLE_TRANSFROM, c *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: c.Info.UserID,
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}
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c.GetSpace().Broadcast(c, data.Head.CMD, result)
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return
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}
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