fix(controller): 优化数据发送逻辑,避免并发写冲突 将原先直接操作连接上下文并加锁的写法, 改为通过 player 实例封装的 SendPack 方法发送数据, 提高代码可维护性和安全性。 同时调整了 service 层踢出玩家时锁的获取顺序, 确保在关闭连接前
55 lines
1.3 KiB
Go
55 lines
1.3 KiB
Go
package player
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import (
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"blazing/common/socket/errorcode"
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"github.com/panjf2000/gnet/v2"
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)
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func GetPlayer(c gnet.Conn, userid uint32) *Player { //TODO 这里待优化,可能存在内存泄漏问题
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//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
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clientdata := c.Context().(*ClientData)
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if clientdata.Player == nil {
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clientdata.Player = NewPlayer(
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WithConn(c), //注入conn
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)
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}
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// gff := socket.NewClientData()
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// gff.Player = clientdata.Player
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// c.MainConn.SetContext(gff)
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Mainplayer.Store(userid, clientdata.Player)
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return clientdata.Player
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// return nil
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}
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func KickPlayer(userid uint32) { //踢出玩家
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//TODO 返回错误码
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//var player *entity.Player
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if player1, ok := Mainplayer.Load(userid); ok {
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if player1.IsLogin {
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//取成功,否则创建
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//player1.Save() //先保存数据再返回
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head := NewTomeeHeader(1001, userid)
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head.Result = uint32(errorcode.ErrorCodes.ErrAccountLoggedInElsewhere)
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//实际上这里有个问题,会造成重复保存问题
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player1.SendPack(head.Pack(nil))
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player1.MainConn.Context().(*ClientData).Mu.Lock()
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player1.MainConn.Close()
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player1.MainConn.Context().(*ClientData).Mu.Unlock()
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// clientdata.Player = player
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}
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}
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//return player
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// return nil
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}
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