Files
bl/logic/controller/login.go
昔念 bc4bd7eba6 refactor(login): 重构登录逻辑并优化用户信息获取
- 移除 controller 中的测试代码和不必要的注释
- 优化 login.go 中的用户信息获取逻辑,从 PlayerService 中获取玩家信息
- 删除 LoginSidInfo.go 中的冗余代码和未使用的函数
- 更新 admin 控制器中的 GetSession 方法,返回用户 ID 和 session
- 调整 base_sys_user 模型,移除冗余字段和注释
- 新增 GetPerson 方法在 base_sys_user 服务中获取用户信息
- 在 player 模型中添加 NewPlayerInfo 函数创建默认玩家信息
2025-08-22 22:40:32 +08:00

58 lines
1.9 KiB
Go

package controller
import (
"blazing/common/data/entity"
"blazing/common/data/share"
"blazing/common/socket/errorcode"
"blazing/logic/service"
"blazing/logic/service/login"
"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 *entity.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
// h.RPCClient.UserLogin(int32(h.Port), int32(data.Head.UserID)) //初始化用户登录
t := service.SetPlayer(c, data.Head.UserID)
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
t.MapId = 1
space.GetSpace(t.MapId).Set(t.UserID, t) //添加玩家
glog.Debug(context.Background(), "登录成功,初始地图 人数:", space.GetSpace(1).Len())
playerinfo := blservice.NewPlayerService().Person(uint(t.UserID))
t.Nick = playerinfo.Nick
// blservice.NewPlayerService().ProcessAndSave(t.UserID, func(t *model.PlayerInfo) error {
// t.Nick = t.Nick + " (在线)"
// return nil
// })
result = login.NewOutInfo() //设置登录消息
result.UserID = t.UserID
result.RegisterTime = uint32(time.Now().Unix())
result.Nick = t.Nick
result.Color = playerinfo.Color
result.Pos = playerinfo.Pos
result.Clothes = playerinfo.Clothes ///append(result.Clothes, model.PeopleItemInfo{ID: 100717, Level: 1})
result.MapID = t.MapId
result.TimeLimit = playerinfo.TimeLimit
result.TimeToday = playerinfo.TimeToday
result.PetList = playerinfo.PetList
return result, 0
} else {
err = errorcode.ErrorCodes.ErrLoginServerError
}
return
}