refactor(cool): 修复Logger变量名拼写错误 将全局Logger变量从Loger修正为Logger,统一日志实例命名规范, 确保所有模块中日志记录的一致性。 BREAKING CHANGE: 全局日志实例变量名从Loger改为Logger ```
66 lines
1.6 KiB
Go
66 lines
1.6 KiB
Go
package controller
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import (
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"blazing/common/data/share"
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"blazing/cool"
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"fmt"
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"blazing/common/socket/errorcode"
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"blazing/logic/service/user"
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"blazing/logic/service/player"
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"blazing/logic/service/space"
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blservice "blazing/modules/blazing/service"
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"context"
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"time"
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"github.com/panjf2000/gnet/v2"
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)
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// Login 处理命令: 1001
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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
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isSessionValid := data.CheakSession()
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if !isSessionValid {
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defer c.Close()
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return
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}
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kickErr := h.RPCClient.Kick(data.Head.UserID) //先踢人
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if kickErr != nil {
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fmt.Println("踢人失败", err)
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}
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cool.Logger.Info(context.TODO(), "踢人请求完成,继续登录流程")
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share.ShareManager.SetUserOnline(data.Head.UserID, h.Port) //设置用户登录服务器
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currentPlayer := player.GetPlayer(c, data.Head.UserID)
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if currentPlayer == nil {
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cool.Logger.Error(context.Background(), "获取玩家失败", data.Head.UserID)
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defer c.Close()
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return
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}
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currentPlayer.Service = blservice.NewUserService(data.Head.UserID)
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currentPlayer.Info = currentPlayer.Service.Info.Personself()
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if currentPlayer.Info == nil {
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defer c.Close()
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return
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}
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currentPlayer.Info.UserID = data.Head.UserID
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currentPlayer.Logintime = uint32(time.Now().Unix()) //保存时间戳
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currentPlayer.CompleteLogin() //通知客户端登录成功
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result = user.NewOutInfo() //设置登录消息
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result.PlayerInfo = *currentPlayer.Info
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defer space.GetSpace(currentPlayer.Info.MapID).EnterMap(currentPlayer)
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return result, 0
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}
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