refactor(socket): 优化TCP数据包处理逻辑并增加调试日志 - 修复 handleTcp 中条件判断的空格格式问题 - 在解码失败时增加详细 Debug 日志输出 - 完善不完整数据包时手动唤醒连接的处理流程 refactor(pet): 重构宠物经验系统与升级逻辑 - 将经验计算函数移至 model 层统一管理 - 优化 AddPetExp 方法逻辑,避免直接修改原字段 - 升级过程中正确扣减经验池并防止溢出 - 抽离 Update 方法用于处理宠物进化和经验更新 refactor(model): 调整 PlayerInfo 结构体引用方式及相关初始化逻辑 - 修改 PlayerEX 中 Data 字段为值类型而非指针 - 更新 NewPlayerInfo 返回值为值类型 - 修正 defaults.Set 调用传参以适配结构体值类型 refactor(service): 统一 UserService 数据传递方式 - 修复 Person 方法返回值为指针类型 - 修复 Save 方法中赋值操作使用解引用方式 ```
214 lines
5.1 KiB
Go
214 lines
5.1 KiB
Go
package socket
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import (
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"context"
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"encoding/hex"
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"fmt"
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"log"
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"os"
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"sync/atomic"
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"time"
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"blazing/common/socket/codec"
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"blazing/cool"
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"blazing/logic/service/player"
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"github.com/panjf2000/gnet/v2"
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"github.com/panjf2000/gnet/v2/pkg/logging"
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)
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func (s *Server) Boot() error {
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// go s.bootws()
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err := gnet.Run(s, s.network+"://"+s.addr,
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gnet.WithMulticore(true),
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gnet.WithTicker(true),
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// gnet.WithReusePort(true),
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// gnet.WithReuseAddr(true),
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gnet.WithSocketRecvBuffer(s.bufferSize))
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if err != nil {
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return err
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}
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// err := gnet.Run(s, s.network+"://"+s.addr, gnet.WithMulticore(s.multicore))
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cool.Loger.Debug(context.Background(), "server exits with error: %v", err)
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// logging.Infof("server exits with error: %v", err)
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return nil
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}
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func (s *Server) Stop() error {
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_ = s.eng.Stop(context.Background())
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s.workerPool.Release()
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return nil
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}
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func (s *Server) OnClose(c gnet.Conn, _ error) (action gnet.Action) {
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defer func() {
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if r := recover(); r != nil {
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fmt.Println("Recovered in onclose", r)
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}
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}()
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atomic.AddInt64(&s.connected, -1)
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//logging.Infof("conn[%v] disconnected", c.RemoteAddr().String())
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v, ok := c.Context().(*player.ClientData)
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if ok && v.Player != nil {
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//cool.Loger.Info(context.TODO(), "准备保存", v.Player.Info.UserID)
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v.Player.Save() //保存玩家数据
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//cool.Loger.Info(context.TODO(), "保存完成", v.Player.Info.UserID)
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if v.CloseChan != nil {
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close(v.CloseChan)
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}
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}
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//}
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//关闭连接
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return
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}
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func (s *Server) OnTick() (delay time.Duration, action gnet.Action) {
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cool.Loger.Infof(context.Background(), "[connected-count=%v]", atomic.LoadInt64(&s.connected))
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if s.quit {
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//执行正常退出逻辑
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os.Exit(0)
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}
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return 10 * time.Second, gnet.None
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}
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func (s *Server) OnBoot(eng gnet.Engine) gnet.Action {
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s.eng = eng
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// cool.Loger.Infof(context.Background(), " server is listening on %s\n", s.addr)
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return gnet.None
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}
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func (s *Server) OnOpen(conn gnet.Conn) (out []byte, action gnet.Action) {
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if conn.Context() == nil {
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conn.SetContext(player.NewClientData()) //注入data
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}
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atomic.AddInt64(&s.connected, 1)
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return nil, gnet.None
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}
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func (s *Server) OnTraffic(c gnet.Conn) (action gnet.Action) {
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defer func() {
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if r := recover(); r != nil {
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fmt.Println("Recovered in OnTraffic", r)
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}
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}()
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if s.network != "tcp" {
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return gnet.Close
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}
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ws := c.Context().(*player.ClientData).Wsmsg
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if ws.Tcp { //升级失败时候防止缓冲区溢出
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return s.handleTcp(c)
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}
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tt, len1 := ws.ReadBufferBytes(c)
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if tt == gnet.Close {
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return gnet.Close
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}
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ok, action := ws.Upgrade(c)
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if action != gnet.None { //连接断开
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return action
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}
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if !ok { //升级失败,说明是tcp连接
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ws.Tcp = true
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return s.handleTcp(c)
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}
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// fmt.Println(ws.Buf.Bytes())
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c.Read(make([]byte, len1))
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if ws.Buf.Len() <= 0 {
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return gnet.None
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}
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messages, err := ws.Decode(c)
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if err != nil {
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return gnet.Close
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}
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if messages == nil {
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return
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}
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for _, msg := range messages {
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//client := conn.RemoteAddr().String()
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_ = s.workerPool.Submit(func() {
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s.handler.Handle(c, msg.Payload)
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})
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}
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return gnet.None
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}
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func (s *Server) handleTcp(conn gnet.Conn) (action gnet.Action) {
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if s.discorse && !conn.Context().(*player.ClientData).IsCrossDomain {
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handle(conn)
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}
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conn.Context().(*player.ClientData).IsCrossDomain = true
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data, err := s.codec.Decode(conn)
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if err != nil {
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if err == codec.ErrIncompletePacket && conn.InboundBuffered() > 0 {
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t, _ := conn.Peek(conn.InboundBuffered())
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cool.Loger.Debug(context.Background(), "断包", err.Error(), conn.InboundBuffered(), hex.EncodeToString(t))
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if err := conn.Wake(nil); err != nil { // wake up the connection manually to avoid missing the leftover data
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logging.Errorf("failed to wake up the connection, %v", err)
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return gnet.Close
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}
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} else {
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t, _ := conn.Peek(conn.InboundBuffered())
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cool.Loger.Debug(context.Background(), "数据错误", err.Error(), conn.InboundBuffered(), hex.EncodeToString(t))
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action = gnet.Close
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return
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}
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}
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if data != nil {
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//client := conn.RemoteAddr().String()
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_ = s.workerPool.Submit(func() { //TODO 这里可能存在顺序执行问题,待修复
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//todo 这里待实现注入player实体
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s.handler.Handle(conn, data)
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})
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}
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return action
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}
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// CROSS_DOMAIN 定义跨域策略文件内容
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const CROSS_DOMAIN = "<?xml version=\"1.0\"?><!DOCTYPE cross-domain-policy><cross-domain-policy><allow-access-from domain=\"*\" to-ports=\"*\" /></cross-domain-policy>\x00"
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// TEXT 定义跨域请求的文本格式
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const TEXT = "<policy-file-request/>\x00"
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func handle(c gnet.Conn) {
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// 读取数据并检查是否为跨域请求
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data, err := c.Peek(len(TEXT))
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if err != nil {
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log.Printf("Error reading cross-domain request: %v", err)
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return
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}
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if string(data) == TEXT { //判断是否是跨域请求
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log.Printf("Received cross-domain request from %s", c.RemoteAddr())
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// 处理跨域请求
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c.Write([]byte(CROSS_DOMAIN))
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c.Discard(len(TEXT))
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return
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}
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//return
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}
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