- 重构了任务系统的数据结构和执行逻辑 - 优化了地图加载和怪物刷新机制 - 改进了宠物系统的基础架构 - 调整了玩家信息和背包的处理方式 - 统一了数据访问层的接口和实现
56 lines
1.8 KiB
Go
56 lines
1.8 KiB
Go
package controller
|
|
|
|
import (
|
|
"blazing/common/data/share"
|
|
"blazing/common/data/socket"
|
|
"blazing/common/socket/errorcode"
|
|
"blazing/common/socket/handler"
|
|
"blazing/logic/service"
|
|
"blazing/logic/service/login"
|
|
"blazing/logic/service/maps"
|
|
"blazing/logic/service/space"
|
|
blservice "blazing/modules/blazing/service"
|
|
"context"
|
|
"time"
|
|
|
|
"github.com/gogf/gf/v2/os/glog"
|
|
)
|
|
|
|
// 处理命令: 1001
|
|
func (h *Controller) Login(data *login.InInfo, c *socket.Conn) (result *login.OutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
|
|
|
|
if tt := data.CheakSession(); tt { //说明sid正确
|
|
h.RPCClient.Kick(data.Head.UserID) //先踢人
|
|
|
|
t := service.GetPlayer(c, data.Head.UserID)
|
|
t.Info = blservice.NewUserService(data.Head.UserID).Person()
|
|
t.Info.UserID = data.Head.UserID
|
|
t.Onlinetime = uint32(time.Now().Unix()) //保存时间戳
|
|
share.ShareManager.SetUserOnline(data.Head.UserID, h.Port) //设置用户登录服务器
|
|
t.CompleteLogin() //通知客户端登录成功
|
|
|
|
glog.Debug(context.Background(), "登录成功,初始地图 人数:", space.GetSpace(t.Info.MapID).Len())
|
|
|
|
result = login.NewOutInfo() //设置登录消息
|
|
|
|
result.PlayerInfo = *t.Info
|
|
//result.TaskList = blservice.NewUserService(t.Info.UserID).GenTask()
|
|
result.PetList = blservice.NewUserService(t.Info.UserID).GetPetList()
|
|
tt := maps.NewOutInfo()
|
|
//copier.Copy(t.Info, tt)
|
|
t1 := handler.NewTomeeHeader(2001, t.Info.UserID)
|
|
defer space.GetSpace(t.Info.MapID).Set(t.Info.UserID, t).Range(func(playerID uint32, player *socket.Player) bool {
|
|
|
|
player.SendPack(t1.Pack(&tt))
|
|
return true
|
|
})
|
|
|
|
return result, 0
|
|
|
|
} else {
|
|
err = errorcode.ErrorCodes.ErrLoginServerError
|
|
|
|
}
|
|
return
|
|
}
|