refactor(controller): 重构ParseCmd函数并优化Init方法 - 修改ParseCmd函数参数,移除不必要的泛型参数T - 为Init函数添加详细注释说明参数含义 - 优化getCmd函数的注释和代码结构 - 重命名ParseCmdTagWithStructField为parseCmdTagWithStructField以符合私有函数命名规范 refactor(pet_info): 统一玩家参数命名从c到player - 将pet_info.go中所有方法的player参数名从c改为player - 保持代码逻辑不变,仅统一参数命名规范 - 更新相关
77 lines
1.8 KiB
Go
77 lines
1.8 KiB
Go
package main
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import (
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"blazing/common/data/xmlres"
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"blazing/common/rpc"
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"blazing/common/socket"
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"blazing/cool"
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"blazing/logic/controller"
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blservice "blazing/modules/blazing/service"
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"fmt"
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"log"
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"net"
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"github.com/gogf/gf/v2/util/gconv"
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)
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const (
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minRandomPort = 10000
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maxRandomPort = 60000
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maxPortRetryCount = 5
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)
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var candidatePorts = cool.Config.GamePort
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// determinePort 确定服务器使用的端口
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func determinePort() (int, error) {
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// 尝试从指定端口列表中找可用端口,最多尝试maxPortRetryCount轮
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for i := 0; i < maxPortRetryCount; i++ {
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// 遍历指定的端口列表
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for _, port := range candidatePorts {
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if isPortAvailable(port) {
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return int(port), nil
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}
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log.Printf("Port %d is not available, checking next...", port)
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}
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log.Printf("All candidate ports are in use, retrying round %d...", i+1)
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}
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return 0, fmt.Errorf("failed to find available port after %d rounds of checking", maxPortRetryCount)
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}
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// isPortAvailable 检查端口是否可用
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func isPortAvailable(port uint64) bool {
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address := fmt.Sprintf(":%d", port)
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listener, err := net.Listen("tcp", address)
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if err != nil {
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return false
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}
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defer listener.Close()
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return true
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}
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// Start 启动服务器
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// 如果id是0,那就是login server
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func Start(serverID uint16) {
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// 确定端口
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port, err := determinePort()
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if err != nil {
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log.Fatalf("Failed to determine port: %v", err)
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}
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server := socket.NewServer(
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socket.WithCORS(),
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socket.WithPort(port),
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)
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// go func() {
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rpcClient := rpc.StartClient(serverID, uint16(port), server)
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controller.Maincontroller.RPCClient = *rpcClient //将RPC赋值Start
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controller.Maincontroller.Port = uint16(port) //赋值服务器ID
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controller.Init(true)
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xmlres.Initfile()
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blservice.NewLoginServiceService().SetServerID(serverID, gconv.Uint16(port))
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server.Boot()
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} |