Files
bl/logic/controller/login_main.go
昔念 164e70519f ```
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
```
2025-12-25 12:14:04 +08:00

66 lines
1.6 KiB
Go

package controller
import (
"blazing/common/data/share"
"blazing/cool"
"fmt"
"blazing/common/socket/errorcode"
"blazing/logic/service/user"
"blazing/logic/service/player"
"blazing/logic/service/space"
blservice "blazing/modules/blazing/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
isSessionValid := data.CheakSession()
if !isSessionValid {
defer c.Close()
return
}
kickErr := h.RPCClient.Kick(data.Head.UserID) //先踢人
if kickErr != nil {
fmt.Println("踢人失败", err)
}
cool.Logger.Info(context.TODO(), "踢人请求完成,继续登录流程")
share.ShareManager.SetUserOnline(data.Head.UserID, h.Port) //设置用户登录服务器
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.Service = blservice.NewUserService(data.Head.UserID)
currentPlayer.Info = currentPlayer.Service.Info.Personself()
if currentPlayer.Info == nil {
defer c.Close()
return
}
currentPlayer.Info.UserID = data.Head.UserID
currentPlayer.Logintime = uint32(time.Now().Unix()) //保存时间戳
currentPlayer.CompleteLogin() //通知客户端登录成功
result = user.NewOutInfo() //设置登录消息
result.PlayerInfo = *currentPlayer.Info
defer space.GetSpace(currentPlayer.Info.MapID).EnterMap(currentPlayer)
return result, 0
}