refactor(socket): 统一使用 gnet.Conn 替代自定义 Conn 结构体 - 将 logic/controller 和 logic/service/player 中的 *player.Conn 替换为 gnet.Conn - 移除 player.Conn 结构体及相关封装逻辑 - 调整 SendPack 方法至 Player 实体,直接操作 gnet.Conn 发送数据 - 增加 Mu 锁保护并发写入,确保 WebSocket 和 TCP 连接安全性 - 更新 ServerEvent.go 中跨域标记设置位置 ```
104 lines
2.8 KiB
Go
104 lines
2.8 KiB
Go
package controller
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import (
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"blazing/common/data/share"
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"blazing/common/socket/errorcode"
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"blazing/logic/service/common"
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"blazing/logic/service/user"
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"blazing/logic/service/maps"
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"blazing/logic/service/player"
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"blazing/logic/service/space"
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blservice "blazing/modules/blazing/service"
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"context"
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"time"
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"github.com/gogf/gf/v2/os/glog"
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"github.com/jinzhu/copier"
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"github.com/panjf2000/gnet/v2"
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)
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func IsToday(t time.Time) bool {
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// 获取当前时间
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now := time.Now()
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// 比较年、月、日是否相同
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return t.Year() == now.Year() &&
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t.Month() == now.Month() &&
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t.Day() == now.Day()
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}
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// 处理命令: 1001
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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
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if tt := data.CheakSession(); tt { //说明sid正确
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h.RPCClient.Kick(data.Head.UserID) //先踢人
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t := player.GetPlayer(c, data.Head.UserID)
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t.Service = blservice.NewUserService(data.Head.UserID)
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t.Info = t.Service.Person(data.Head.UserID)
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t.Info.UserID = data.Head.UserID
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t.Onlinetime = uint32(time.Now().Unix()) //保存时间戳
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t.Changemap = true
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share.ShareManager.SetUserOnline(data.Head.UserID, h.Port) //设置用户登录服务器
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if !IsToday(t.Info.LastResetTime) { //判断是否是今天
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t.Info.LastResetTime = time.Now()
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//每天login时候检查重置时间,然后把电池,任务,挖矿重置
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//挖矿需要单独存,因为防止多开挖矿
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t.Info.TimeToday = 0 //重置电池
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defer func() {
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// for i := 400; i < 500; i++ { //每日任务区段
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// t.Info.TaskList[i] = 0 //重置每日任务
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// t.Service.Task((uint32(i)), func(te *model.TaskEX) bool {
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// te.Data = make([]uint32, 0)
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// return true
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// })
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// }
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for i := 400; i < 50; i++ { //每日任务区段
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t.Info.DailyResArr[i] = 0 //重置每日任务
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}
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t.Service.Talk(func(m *map[uint32]uint32) bool {
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m = &map[uint32]uint32{}
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return true
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})
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}()
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}
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t.CompleteLogin() //通知客户端登录成功
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glog.Debug(context.Background(), "登录成功,初始地图 人数:", space.GetSpace(t.Info.MapID).User.Count())
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result = user.NewOutInfo() //设置登录消息
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result.PlayerInfo = *t.Info
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defer func() {
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tt := maps.NewOutInfo()
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copier.CopyWithOption(tt, t.Info, copier.Option{DeepCopy: true})
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//copier.Copy(t.Info, tt)
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t1 := player.NewTomeeHeader(2001, t.Info.UserID)
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space.GetSpace(t.Info.MapID).User.Set(t.Info.UserID, t)
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space.GetSpace(t.Info.MapID).User.IterCb(func(playerID uint32, player common.PlayerI) {
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player.SendPack(t1.Pack(tt))
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})
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}()
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return result, 0
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} else {
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err = errorcode.ErrorCodes.ErrLoginServerError
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}
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return
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}
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