Files
bl/logic/service/player/server.go
昔念 68d1a1355e ```
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
2025-10-14 14:25:57 +08:00

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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.SendPack(head.Pack(nil))
player1.MainConn.Context().(*ClientData).Mu.Lock()
player1.MainConn.Close()
player1.MainConn.Context().(*ClientData).Mu.Unlock()
// clientdata.Player = player
}
}
//return player
// return nil
}