Files
bl/logic/service/player/save.go
昔念 fa928c9a48 ```
feat(common): 添加GlowFilter的Level字段

添加了GlowFilter结构体中的Level字段,用于表示等级信息,
对应JSON标签为"level,omitempty"

---

fix(utils): 修复concurrent_swiss_map中的panic处理

- 使用goroutine替代线程池来监听通道
- 添加panic恢复机制,当发生panic时记录错误日志
- 确保在异常情况下程序能够
2026-01-25 23:17:46 +08:00

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package player
import (
"blazing/common/data/share"
"blazing/cool"
"fmt"
"blazing/logic/service/fight/info"
"blazing/logic/service/space"
"context"
"time"
)
// Save 保存玩家数据
func (p *Player) Save() {
cool.CacheManager.Remove(context.TODO(), fmt.Sprintf("player:%d", p.Info.UserID))
if cool.Config.ServerInfo.IsVip != 0 {
cool.Logger.Info(context.TODO(), "测试服不保存玩家数据", p.Info.UserID)
return
}
if p.Info == nil {
return
}
if p.FightC != nil {
//ov := make(chan struct{})
go func() {
defer func() {
if err := recover(); err != nil { // 恢复 panicerr 为 panic 错误值
// 1. 打印错误信息
cool.Logger.Error(context.TODO(), "panic 错误:", err)
}
}()
p.FightC.Over(p, info.BattleOverReason.PlayerOffline) //玩家逃跑,但是不能锁线程
}()
//<-ov
select {
case <-p.FightC.GetOverChan(): //等待结束
case <-time.After(time.Second * 5): //等待5秒
cool.Logger.Error(context.TODO(), "战斗崩溃", p.Info.UserID)
}
}
newtime := uint32(time.Now().Unix())
p.Info.TimeToday = p.Info.TimeToday + newtime - uint32(p.Logintime) //保存电池时间
p.Info.OnlineTime = p.Info.OnlineTime + (newtime-uint32(p.Logintime))/60 //每次退出时候保存已经在线的分钟数
p.Service.Info.Save(*p.Info)
space.GetSpace(p.Info.MapID).LeaveMap(p)
p.MapNPC.Stop() //停止刷怪
Mainplayer.Delete(p.Info.UserID)
share.ShareManager.DeleteUserOnline(p.Info.UserID) //设置用户登录服务器
}
// 是否可以获得经验
func (p *Player) CanGetExp() bool {
if p.Info.TimeToday >= p.Info.TimeLimit {
return false
}
ttt := p.Info.TimeLimit - p.Info.TimeToday
return (uint32(time.Now().Unix()) - uint32(p.Logintime)) <= ttt
}