refactor(fight): 修改技能拷贝逻辑并优化战斗循环结构 - 将 `copyskill` 方法的参数类型从 `*info.SkillEntity` 改为 `*action.SelectSkillAction` - 在 `copyskill` 中增加对 nil 的判断,避免空指针 panic - 调整 `battleLoop` 中 defer 逻辑,确保资源正确释放和战斗结束信息发送 - 移动 `SendFightEndInfo` 到 defer 中执行,简化主循环逻辑 - 将 `Fightpool` 类型由 `*ants.Pool` 改为 `*
85 lines
1.7 KiB
Go
85 lines
1.7 KiB
Go
package main
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import (
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"fmt"
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"os"
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"runtime"
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"strings"
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_ "github.com/gogf/gf/contrib/nosql/redis/v2"
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"github.com/gogf/gf/v2/os/gproc"
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_ "blazing/contrib/drivers/pgsql"
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"blazing/logic/service/fight"
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"blazing/logic/service/player"
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"blazing/cool"
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//"blazing/o/service"
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"blazing/modules/base/service"
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blservice "blazing/modules/blazing/service"
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"net/http"
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_ "net/http/pprof"
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"github.com/gogf/gf/v2/os/gctx"
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)
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func PprofWeb() {
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runtime.SetMutexProfileFraction(1) // (非必需)开启对锁调用的跟踪
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runtime.SetBlockProfileRate(1) // (非必需)开启对阻塞操作的跟踪
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err := http.ListenAndServe(":9909", nil)
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if err != nil {
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panic(err)
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}
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}
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func signalHandlerForMain(sig os.Signal) {
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fight.Fightpool.Free()
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player.Mainplayer.Range(func(key uint32, value *player.Player) bool {
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value.Save()
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return true
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})
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fmt.Println("MainProcess is shutting down due to signal:", sig.String())
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}
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func main() {
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//loadAccounts()
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if cool.IsRedisMode {
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go cool.ListenFunc(gctx.New())
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}
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go Start(cool.Config.PortBL) //注入service
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if cool.Config.PortBL == 1 { //只分析1服务器的
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go PprofWeb()
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}
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fmt.Println("Process start, pid:", os.Getpid())
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gproc.AddSigHandlerShutdown(
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signalHandlerForMain,
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)
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gproc.Listen()
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}
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func loadAccounts() {
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t1, _ := os.Getwd()
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data, err := os.ReadFile(t1 + "/b.csv")
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if err != nil {
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panic(err)
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}
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lines := strings.Split(string(data), "\n")
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for _, line := range lines {
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line = strings.TrimSpace(line)
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if line == "" {
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continue
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}
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t := service.NewBaseSysUserService().GetEamil(line)
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blservice.NewUserService(uint32(t.ID)).Reg(t.Username, 0)
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}
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//fmt.Printf("加载 %d 个账号\n", len(accounts))
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}
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