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 ```
55 lines
1.3 KiB
Go
55 lines
1.3 KiB
Go
package player
|
||
|
||
import (
|
||
"blazing/common/socket/errorcode"
|
||
|
||
"github.com/panjf2000/gnet/v2"
|
||
)
|
||
|
||
func GetPlayer(c gnet.Conn, userid uint32) *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().(*ClientData)
|
||
if clientdata.Player == nil {
|
||
|
||
clientdata.Player = NewPlayer(
|
||
|
||
WithConn(c), //注入conn
|
||
)
|
||
|
||
}
|
||
|
||
// gff := socket.NewClientData()
|
||
|
||
// gff.Player = clientdata.Player
|
||
// c.MainConn.SetContext(gff)
|
||
Mainplayer.Store(userid, clientdata.Player)
|
||
|
||
return clientdata.Player
|
||
// return nil
|
||
}
|
||
func KickPlayer(userid uint32) { //踢出玩家
|
||
//TODO 返回错误码
|
||
//var player *entity.Player
|
||
if player1, ok := Mainplayer.Load(userid); ok {
|
||
if player1.IsLogin {
|
||
//取成功,否则创建
|
||
//player1.Save() //先保存数据再返回
|
||
head := NewTomeeHeader(1001, userid)
|
||
head.Result = uint32(errorcode.ErrorCodes.ErrAccountLoggedInElsewhere)
|
||
//实际上这里有个问题,会造成重复保存问题
|
||
player1.MainConn.Context().(*ClientData).Mu.Lock()
|
||
player1.SendPack(head.Pack(nil))
|
||
|
||
player1.MainConn.Close()
|
||
player1.MainConn.Context().(*ClientData).Mu.Unlock()
|
||
// clientdata.Player = player
|
||
}
|
||
|
||
}
|
||
|
||
//return player
|
||
// return nil
|
||
}
|