fix(socket): 修复TCP连接处理中逻辑取反错误 修复了`handleTcp`函数中对`s.discorse`的判断条件错误,导致CORS配置未正确应用的问题。 feat(player): 增加地图切换标记支持 在`Player`结构体中新增`Changemap`字段,用于标识玩家是否切换过地图,并在相关业务逻辑中进行设置和判断。 feat(pet): 重构精灵生成与经验处理逻辑 将`GenPetInfo`方法从model包迁移至player包,增加个体值、性格、特性等随机生成逻辑,优化技能学习处理方式。 refactor(service): 优化定时任务与连接管理 使用`cool.Cron`替代原生ticker实现刷怪定时任务,优化连接获取方式,确保并发安全。 refactor(model): 移除冗余代码并优化结构 从`pet.go`中移除已迁移至`player`包的函数定义,精简模型结构,提升模块清晰度。 refactor(config): 更新部门及字典名称配置 将`base_sys_department.json`和
220 lines
5.1 KiB
Go
220 lines
5.1 KiB
Go
package socket
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import (
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"context"
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"fmt"
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"log"
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"os"
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"sync/atomic"
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"time"
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"blazing/cool"
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"blazing/logic/service/player"
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"github.com/panjf2000/gnet/v2"
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"github.com/panjf2000/gnet/v2/pkg/logging"
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)
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func (s *Server) Boot() error {
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// go s.bootws()
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err := gnet.Run(s, s.network+"://"+s.addr,
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gnet.WithMulticore(true),
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gnet.WithTicker(true),
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// gnet.WithReusePort(true),
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// gnet.WithReuseAddr(true),
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gnet.WithSocketRecvBuffer(s.bufferSize))
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if err != nil {
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return err
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}
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// err := gnet.Run(s, s.network+"://"+s.addr, gnet.WithMulticore(s.multicore))
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cool.Loger.Debug(context.Background(), "server exits with error: %v", err)
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// logging.Infof("server exits with error: %v", err)
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return nil
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}
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func (s *Server) Stop() error {
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_ = s.eng.Stop(context.Background())
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s.workerPool.Release()
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return nil
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}
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func (s *Server) OnClose(c gnet.Conn, _ error) (action gnet.Action) {
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defer func() {
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if r := recover(); r != nil {
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fmt.Println("Recovered in f", r)
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}
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}()
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atomic.AddInt64(&s.connected, -1)
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//logging.Infof("conn[%v] disconnected", c.RemoteAddr().String())
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v, ok := c.Context().(*player.ClientData)
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if ok && v.Player != nil {
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v.Player.Save() //保存玩家数据
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}
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//}
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//关闭连接
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return
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}
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func (s *Server) OnTick() (delay time.Duration, action gnet.Action) {
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cool.Loger.Infof(context.Background(), "[connected-count=%v]", atomic.LoadInt64(&s.connected))
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if s.quit {
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//执行正常退出逻辑
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os.Exit(0)
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}
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return 10 * time.Second, gnet.None
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}
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func (s *Server) OnBoot(eng gnet.Engine) gnet.Action {
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s.eng = eng
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// cool.Loger.Infof(context.Background(), " server is listening on %s\n", s.addr)
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return gnet.None
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}
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func (s *Server) OnOpen(conn gnet.Conn) (out []byte, action gnet.Action) {
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if conn.Context() == nil {
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conn.SetContext(player.NewClientData()) //注入data
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}
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atomic.AddInt64(&s.connected, 1)
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return nil, gnet.None
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}
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func (s *Server) OnTraffic(c gnet.Conn) (action gnet.Action) {
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defer func() {
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if r := recover(); r != nil {
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fmt.Println("Recovered in f", r)
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}
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}()
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if s.network != "tcp" {
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return gnet.Close
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}
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ws := c.Context().(*player.ClientData).Wsmsg
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if ws.Tcp { //升级失败时候防止缓冲区溢出
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return s.handleTcp(c)
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}
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tt, len1 := ws.ReadBufferBytes(c)
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if tt == gnet.Close {
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return gnet.Close
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}
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ok, action := ws.Upgrade(c)
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if action != gnet.None { //连接断开
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return action
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}
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if !ok { //升级失败,说明是tcp连接
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if c.Context().(*player.ClientData).ERROR_CONNUT > 5 {
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return gnet.Close
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}
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c.Context().(*player.ClientData).ERROR_CONNUT += 1
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return s.handleTcp(c)
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}
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// fmt.Println(ws.Buf.Bytes())
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c.Read(make([]byte, len1))
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if ws.Buf.Len() <= 0 {
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return gnet.None
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}
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messages, err := ws.Decode(c)
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if err != nil {
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return gnet.Close
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}
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if messages == nil {
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return
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}
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for _, msg := range messages {
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//client := conn.RemoteAddr().String()
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_ = s.workerPool.Submit(func() {
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s.parser(c, msg.Payload)
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})
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}
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if c.InboundBuffered() > 0 {
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if err := c.Wake(nil); err != nil { // wake up the connection manually to avoid missing the leftover data
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logging.Errorf("failed to wake up the connection, %v", err)
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return gnet.Close
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}
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}
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return gnet.None
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}
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func (s *Server) handleTcp(conn gnet.Conn) (action gnet.Action) {
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for {
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if s.discorse {
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handle(conn)
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}
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data, err := s.codec.Decode(conn)
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if err != nil {
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if conn.Context().(*player.ClientData).ERROR_CONNUT > 5 {
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action = gnet.Close
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}
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conn.Context().(*player.ClientData).ERROR_CONNUT += 1
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break
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}
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//client := conn.RemoteAddr().String()
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_ = s.workerPool.Submit(func() { //TODO 这里可能存在顺序执行问题,待修复
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s.parser(conn, data)
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})
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}
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if conn.InboundBuffered() > 0 {
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if err := conn.Wake(nil); err != nil { // wake up the connection manually to avoid missing the leftover data
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logging.Errorf("failed to wake up the connection, %v", err)
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return gnet.Close
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}
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}
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return gnet.None
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}
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func (s *Server) parser(c gnet.Conn, line []byte) {
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c.Context().(*player.ClientData).IsCrossDomain = true
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//todo 这里待实现注入player实体
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s.handler.Handle(c, line)
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}
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// CROSS_DOMAIN 定义跨域策略文件内容
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const CROSS_DOMAIN = "<?xml version=\"1.0\"?><!DOCTYPE cross-domain-policy><cross-domain-policy><allow-access-from domain=\"*\" to-ports=\"*\" /></cross-domain-policy>\x00"
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// TEXT 定义跨域请求的文本格式
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const TEXT = "<policy-file-request/>\x00"
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func handle(c gnet.Conn) {
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clientdata := c.Context().(*player.ClientData)
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if clientdata.IsCrossDomain {
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return
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}
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// 读取数据并检查是否为跨域请求
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data, err := c.Peek(len(TEXT))
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if err != nil {
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//log.Printf("Error reading cross-domain request: %v", err)
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return
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}
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if string(data) == TEXT { //判断是否是跨域请求
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log.Printf("Received cross-domain request from %s", c.RemoteAddr())
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// 处理跨域请求
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c.Write([]byte(CROSS_DOMAIN))
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c.Discard(len(TEXT))
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clientdata.IsCrossDomain = true
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return
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}
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//return
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}
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