Files
bl/logic/service/service.go
昔念 f0f6689424 refactor(logic): 优化 SetPlayer 函数
- 移除了未使用的 fmt 包
- 删除了多余的注释和测试代码
- 简化了 ClientData 的初始化和设置
- 优化了 Player 对象的创建逻辑
2025-07-06 23:17:19 +08:00

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package service
import (
"blazing/common/core"
"blazing/common/data/entity"
"blazing/common/socket/errorcode"
"blazing/common/socket/handler"
"github.com/panjf2000/gnet/v2"
)
func GetPlayer(c gnet.Conn, userid uint32) *entity.Player { //TODO 这里待优化,可能存在内存泄漏问题
//检查player初始化是否为conn初始后取map防止二次连接后存在两个player
clientdata := c.Context().(*entity.ClientData)
if clientdata.GetPlayer() != nil {
return clientdata.GetPlayer()
}
var player *entity.Player
if player1, ok := core.Mainplayer.Load((userid)); ok {
player = player1.(*entity.Player) //取成功,否则创建
clientdata.SetPlayer(player)
}
return player
// return nil
}
func KickPlayer(userid uint32) { //踢出玩家
//TODO 返回错误码
//var player *entity.Player
if player1, ok := core.Mainplayer.Load((userid)); ok {
player := player1.(*entity.Player) //取成功,否则创建
head := handler.NewTomeeHeader()
head.Result = uint32(errorcode.ErrorCodes.ErrAlreadyLoggedIn)
head.UserID = userid
head.CMD = 1001
player.SendPack(core.Pack(*head, nil))
player.MainConn.Close()
// clientdata.Player = player
}
//return player
// return nil
}
func SetPlayer(c gnet.Conn, userid uint32) *entity.Player { //TODO 这里待优化,
clientdata := c.Context().(*entity.ClientData)
player := entity.NewPlayer(
entity.WithUserID(userid), //注入ID
entity.WithConn(c), //注入conn
)
core.Mainplayer.Store(userid, player)
clientdata.SetPlayer(player) //= player
return player
// return nil
}