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bl/logic/service/player/player.go
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package player
import (
"blazing/common/data"
"blazing/common/socket/errorcode"
"blazing/cool"
"blazing/logic/service/common"
"blazing/logic/service/fight/info"
"blazing/logic/service/space"
"fmt"
"sync/atomic"
"time"
"blazing/modules/base/service"
config "blazing/modules/config/service"
dictrvice "blazing/modules/dict/service"
blservice "blazing/modules/player/service"
"context"
"github.com/gogf/gf/v2/frame/g"
"github.com/gogf/gf/v2/util/gconv"
csmap "github.com/mhmtszr/concurrent-swiss-map"
"github.com/panjf2000/gnet/v2"
)
// Mainplayer 全局玩家数据存储映射
var Mainplayer = csmap.New[uint32, *Player]()
type OgrePetInfo struct {
Id uint32
ShinyLen uint32 `json:"-" struc:"sizeof=ShinyInfo"`
ShinyInfo []data.GlowFilter `json:"ShinyInfo,omitempty"`
Lv uint32 `struc:"skip"` //等级
Item uint32 `struc:"skip"` //奖励,如果有的话
Ext uint32 `struc:"skip"` //是否变尼尔尼奥
}
func (o *OgrePetInfo) RandSHiny() {
var co *data.GlowFilter
if o.Ext == 0 {
co = config.NewShinyService().RandShiny(o.Id)
}
if co != nil && len(o.ShinyInfo) == 0 {
o.ShinyInfo = append(o.ShinyInfo, *co)
}
}
func (o *OgrePetInfo) FixSHiny() {
var co *data.GlowFilter
if o.Ext == 0 {
co = config.NewShinyService().FixShiny(o.Id)
}
if co != nil && len(o.ShinyInfo) == 0 {
o.ShinyInfo = append(o.ShinyInfo, *co)
}
}
type Player struct {
MainConn gnet.Conn
baseplayer
IsLogin bool //是否登录
Done
MapNPC *time.Timer
context.Context
Fightinfo info.Fightinfo // 当前邀请的玩家ID
Logintime uint32 // 当前登录时间
OgreInfo OgrePet
Service *blservice.UserService
User *service.BaseSysUserService
// PVP被邀请信息
HavePVPinfo []common.PlayerI
monsters [3]int
// 0 无,1可以刷怪,2是切换过地图
Canmon uint32 // 可以刷怪
CurDark uint32
}
type OgrePet struct {
Data [9]OgrePetInfo
}
// PlayerOption 定义配置 Player 的函数类型
type PlayerOption func(*Player)
// WithConn 设置玩家连接的配置选项
func WithConn(c gnet.Conn) PlayerOption {
return func(p *Player) {
p.MainConn = c
}
}
func (p *Player) GetCoins(amount uint32) bool {
if p.Info.Coins < amount {
return false
}
return true
}
func (p *Player) UseGold(amount uint32) bool {
if p.User.GetGold(uint(p.Info.UserID)) < amount {
return false
}
return true
}
func (p *Player) GetAction() {
}
// InvitePlayer 邀请玩家进行对战
func (f *Player) InvitePlayer(ff common.PlayerI) {
f.HavePVPinfo = append(f.HavePVPinfo, ff)
tt := common.NewTomeeHeader(2501, f.GetInfo().UserID)
f.SendPack(tt.Pack(&info.NoteInviteToFightOutboundInfo{
UserID: ff.GetInfo().UserID,
Nick: ff.GetInfo().Nick,
Mode: ff.Getfightinfo().Mode,
}))
}
// Getfightinfo 获取玩家的战斗信息
func (p *Player) Getfightinfo() info.Fightinfo {
return p.Fightinfo
}
// QuitFight 退出战斗
func (p *Player) QuitFight() {
p.FightC = nil
atomic.StoreUint32(&p.Fightinfo.Mode, 0)
}
// GetSpace 获取玩家所在的空间
func (p *Player) GetSpace() *space.Space {
return space.GetSpace(p.Info.MapID)
}
// CanFight 检查玩家是否可以进行战斗
// 0无战斗1PVP2,BOOS,3PVE
func (p *Player) CanFight() bool {
if len(p.Info.PetList) == 0 {
atomic.StoreUint32(&p.Fightinfo.Mode, 0)
return false
}
if p.FightC != nil {
atomic.StoreUint32(&p.Fightinfo.Mode, 0)
return false
}
for _, pet := range p.Info.PetList {
if pet.Hp > 0 { // 只要找到一个血量大于0的宠物就可以战斗
return true
}
}
// 遍历完所有宠物都没有血量大于0的才不能战斗
atomic.StoreUint32(&p.Fightinfo.Mode, 0)
return false
}
func (p *Player) SendPack(b []byte) error {
if p.MainConn == nil {
return nil
}
psocket, ok := p.MainConn.Context().(*ClientData)
if ok {
return psocket.SendPack(b)
}
return nil
}
// 添加物品 返回成功添加的物品
func (p *Player) ItemAdd(ItemId, ItemCnt uint32) (result bool) {
switch ItemId {
case 1: //塞尔豆
p.Info.Coins = p.Info.Coins + ItemCnt
return true
case 3: //累计经验
p.Info.ExpPool = p.Info.ExpPool + ItemCnt
return true
case 5: //金豆ItemAdd
p.User.UpdateGold(p.Info.UserID, int64(ItemCnt*100))
return true
case 9: //学习力
p.Info.EVPool = p.Info.EVPool + ItemCnt
default:
itemmax := dictrvice.NewDictInfoService().GetMax(ItemId)
if itemmax == 0 {
cool.Logger.Error(context.TODO(), "物品不存在", p.Info.UserID, ItemId)
t1 := common.NewTomeeHeader(2601, p.Info.UserID)
t1.Result = uint32(errorcode.ErrorCodes.ErrSystemError200007)
p.SendPack(t1.Pack(nil)) //准备包由各自发,因为协议不一样
return false
}
if p.Service.Item.CheakItem(ItemId)+int32(ItemCnt) > int32(itemmax) {
println(p.Info.UserID, "物品超过拥有最大限制", ItemId)
t1 := common.NewTomeeHeader(2601, p.Info.UserID)
t1.Result = uint32(errorcode.ErrorCodes.ErrTooManyOfItem)
p.SendPack(t1.Pack(nil)) //准备包由各自发,因为协议不一样
return false
}
p.Service.Item.UPDATE(ItemId, gconv.Int(ItemCnt))
return true
}
return false
}
// Kick 是否热更退出
func (player1 *Player) Kick(isquit bool) {
if player1.Info == nil {
return
}
head := common.NewTomeeHeader(1001, player1.Info.UserID)
head.Result = uint32(errorcode.ErrorCodes.ErrAccountLoggedInElsewhere)
if isquit {
head.Result = uint32(errorcode.ErrorCodes.ErrXinPlanSleepMode)
}
// 实际上这里有个问题,会造成重复保存问题
player1.SendPack(head.Pack(nil))
CloseChan := make(chan struct{})
player1.MainConn.CloseWithCallback(func(c gnet.Conn, err error) error {
close(CloseChan)
return nil
})
// --- 新增超时机制核心代码 ---
// 设定超时时间可根据业务需求调整这里以3秒为例
const kickTimeout = 5 * time.Second
select {
case <-CloseChan:
// 正常流程连接关闭回调已执行CloseChan 被关闭
case <-time.After(kickTimeout):
service.NewBaseSysLogService().RecordKick(uint32(player1.Info.UserID), fmt.Errorf("踢人操作超时(超时时间:%v", kickTimeout).Error())
// 超时处理:避免永久阻塞,可添加日志便于排查问题
// 注意:这里不会中断 CloseWithCallback 的执行,仅解除当前协程的阻塞
}
}
// 1是延迟踢人,0是强制踢人
func (player1 *Player) KickMessage() {
if player1.Info == nil {
return
}
// 取成功,否则创建
// player1.Save() //先保存数据再返回
head := common.NewTomeeHeader(1001, player1.Info.UserID)
head.Result = uint32(errorcode.ErrorCodes.ErrXinPlanSleepMode)
// 实际上这里有个问题,会造成重复保存问题
player1.SendPack(head.Pack(nil))
}
func (p *Player) Cheak(b error) {
if b != nil {
g.Log().Error(context.Background(), "出现错误", p.Info.UserID, b.Error())
}
}
func (p *Player) GiveTitle(id uint32) {
p.Service.Title.Give(id)
p.SendPackCmd(50005, &info.S2C_50005{
Title: id,
})
}