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feat(common/cool): 更新GetClient函数支持端口参数 更新GetClient函数签名以接收端口参数,并修改客户端映射键的计算方式, 添加GetClientOnly函数用于仅通过uid获取客户端。 fix(common/rpc): 修复RPC调用中的客户端获取方法 将GetClient调用替换为GetClientOnly,确保正确的客户端获取逻辑。 refactor(logic/controller): 重命名Port字段为UID并优化道具列表处理 将Controller结构体中的Port字段重命名为UID以更好地反映其用途, 优化GetUserItemList函数中道具列表的初始化和填充逻辑。 perf(logic): 调整性能分析web服务启动位置 将PprofWeb服务从全局启动移至调试模式下启动,优化服务配置。 refactor(logic/server): 更新服务器UID生成逻辑 修改Maincontroller的UID字段设置方式,使用服务器ID和端口组合生成唯一标识。 refactor(logic/service/player): 移除未使用的导入并优化怪物生成 移除未使用的service导入,优化怪物生成逻辑中的地图数据访问。 feat(logic/service/space): 添加PitS缓存映射并重构空间初始化 添加新的PitS字段
73 lines
1.8 KiB
Go
73 lines
1.8 KiB
Go
package controller
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import (
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"blazing/common/data/share"
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"blazing/cool"
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"blazing/common/socket/errorcode"
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"blazing/logic/service/user"
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"blazing/logic/service/player"
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"blazing/logic/service/space"
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"blazing/modules/player/service"
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"context"
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"time"
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"github.com/panjf2000/gnet/v2"
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)
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// Login 处理命令: 1001
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func (h Controller) Login(data *user.MAIN_LOGIN_IN, c gnet.Conn) (result *user.LoginMSInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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if data.Head.UserID == 0 {
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defer c.Close()
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return
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}
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isSessionValid, hashcode := data.CheakSession()
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if !isSessionValid {
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defer c.Close()
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return
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}
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error := Maincontroller.RPCClient.Kick(data.Head.UserID) //通知其他服务器踢人
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if error != nil {
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cool.Logger.Error(context.Background(), "踢人失败", err)
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defer c.Close()
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return
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}
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currentPlayer := player.GetPlayer(c, data.Head.UserID)
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if currentPlayer == nil {
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cool.Logger.Error(context.Background(), "获取玩家失败", data.Head.UserID)
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defer c.Close()
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return
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}
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currentPlayer.Hash = hashcode
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currentPlayer.Service = service.NewUserService(data.Head.UserID)
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currentPlayer.Info = currentPlayer.Service.Info.SetLogin()
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share.ShareManager.SetUserOnline(data.Head.UserID, h.UID) //设置用户登录服务器
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if currentPlayer.Info == nil {
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defer c.Close()
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return
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}
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currentPlayer.Info.UserID = data.Head.UserID
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currentPlayer.Logintime = uint32(time.Now().Unix()) //保存时间戳
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result = user.NewOutInfo(currentPlayer.Info) //设置登录消息
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defer space.GetSpace(currentPlayer.Info.MapID).EnterMap(currentPlayer)
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// for i := 0; i < 5; i++ {
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// fmt.Println("任务", i, currentPlayer.Info.GetTask(312+i))
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// }
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// currentPlayer.Info.SetTask(315, model.Completed)
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currentPlayer.IsLogin = true
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return result, 0
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}
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