- 新增 Conn 结构体的 NewConn 工厂方法 - 优化 Controller 中的 Recv 方法,增加错误处理逻辑 - 修改 GetServer、Login、MapHot 等方法的返回值类型 - 重构 SystemTimeInfo 方法,使用新的 OutInfo 接口 - 更新 CommendSvrInfo 结构体和相关方法 - 统一错误处理机制,使用新的 OutInfo 接口
71 lines
1.8 KiB
Go
71 lines
1.8 KiB
Go
package service
|
||
|
||
import (
|
||
"blazing/common/data/entity"
|
||
"blazing/common/socket/errorcode"
|
||
"blazing/common/socket/handler"
|
||
"blazing/cool"
|
||
|
||
"github.com/panjf2000/gnet/v2"
|
||
)
|
||
|
||
func GetPlayer(c gnet.Conn, userid uint32) *entity.Player { //TODO 这里待优化,可能存在内存泄漏问题
|
||
|
||
//检查player初始化,是否为conn初始后取map,防止二次连接后存在两个player
|
||
|
||
clientdata := c.Context().(*entity.ClientData)
|
||
if clientdata.GetPlayer() != nil {
|
||
return clientdata.GetPlayer()
|
||
}
|
||
var player *entity.Player
|
||
if player1, ok := cool.Mainplayer.Load((userid)); ok {
|
||
|
||
clientdata.SetPlayer(player1)
|
||
}
|
||
|
||
return player
|
||
// return nil
|
||
}
|
||
func KickPlayer(userid uint32) { //踢出玩家
|
||
//TODO 返回错误码
|
||
//var player *entity.Player
|
||
if player1, ok := cool.Mainplayer.Load((userid)); ok {
|
||
//取成功,否则创建
|
||
head := handler.NewTomeeHeader()
|
||
head.Result = uint32(errorcode.ErrorCodes.ErrAlreadyLoggedIn)
|
||
head.UserID = userid
|
||
head.CMD = 1001
|
||
|
||
player1.SendPack(head.Pack(nil))
|
||
player1.MainConn.MainConn.Close()
|
||
// clientdata.Player = player
|
||
}
|
||
|
||
//return player
|
||
// return nil
|
||
}
|
||
func SetPlayer(c gnet.Conn, userid uint32) *entity.Player { //TODO 这里待优化,
|
||
|
||
clientdata := c.Context().(*entity.ClientData)
|
||
|
||
player := entity.NewPlayer(
|
||
entity.WithUserID(userid), //注入ID
|
||
entity.WithConn(c), //注入conn
|
||
)
|
||
cool.Mainplayer.Store(userid, player)
|
||
|
||
clientdata.SetPlayer(player) //= player
|
||
|
||
return player
|
||
// return nil
|
||
}
|
||
|
||
/**
|
||
* @var type OutboundInf
|
||
* @global
|
||
*/
|
||
type OutInfo interface {
|
||
error //实现错误接口
|
||
Code() errorcode.ErrorCode //返回错误码,如果error不等于nil就返回这个实现对前台传错误码
|
||
}
|