refactor(logic): 重构服务器启动逻辑与任务状态管理 - 移除了 `gcmd` 包在 controller 中的直接使用,改为通过参数传递端口和服务器类型 - 统一使用 `GetTask` 和 `SetTask` 方法替代直接访问 `TaskList` 数组,提升代码可维护性 - 修改了战斗逻辑中部分调试打印语句,并优化战斗循环结束日志输出 - 调整了新手玩家初始化流程,默认完成新手任务4 - 更新了数据库模型字段及结构定义,如增加 `max_ts` 字段、扩展 `TaskList` 长度等 - 改进了宠物添加逻辑,采用 SQL 方式确保捕捉时间唯一递增 - 清理了无用或注释掉的旧代码块
78 lines
1.9 KiB
Go
78 lines
1.9 KiB
Go
package main
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import (
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"blazing/common/data/xmlres"
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"blazing/common/rpc"
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"blazing/common/socket"
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"blazing/cool"
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"blazing/logic/controller"
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blservice "blazing/modules/blazing/service"
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"fmt"
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"log"
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"net"
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"github.com/gogf/gf/v2/util/gconv"
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)
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const (
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minRandomPort = 10000
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maxRandomPort = 60000
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maxPortRetryCount = 5
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)
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var candidatePorts = cool.Config.GamePort
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// determinePort 确定服务器使用的端口
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func determinePort() (int, error) {
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// 尝试从指定端口列表中找可用端口,最多尝试maxPortRetryCount轮
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for i := 0; i < maxPortRetryCount; i++ {
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// 遍历指定的端口列表
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for _, port := range candidatePorts {
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if isPortAvailable(port) {
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return int(port), nil
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}
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log.Printf("Port %d is not available, checking next...", port)
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}
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log.Printf("All candidate ports are in use, retrying round %d...", i+1)
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}
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return 0, fmt.Errorf("failed to find available port after %d rounds of checking", maxPortRetryCount)
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}
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// isPortAvailable 检查端口是否可用
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func isPortAvailable(port uint64) bool {
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address := fmt.Sprintf(":%d", port)
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listener, err := net.Listen("tcp", address)
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if err != nil {
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return false
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}
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defer listener.Close()
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return true
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}
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// 如果id是0,那就是login server
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func Start(serverid uint16) {
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// 确定端口
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port, err := determinePort()
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if err != nil {
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log.Fatalf("Failed to determine port: %v", err)
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}
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ser := socket.NewServer(
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socket.WithCORS(),
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socket.WithPort(port),
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)
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// go func() {
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t := rpc.StartClient(serverid, uint16(port), ser)
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controller.Maincontroller.RPCClient = *t //将RPC赋值Start
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controller.Maincontroller.Port = uint16(port) //赋值服务器ID
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controller.Init(true)
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xmlres.Initfile()
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blservice.NewLoginServiceService().SetServerID(serverid, gconv.Uint16(port))
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ser.Boot()
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}
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