Files
bl/logic/controller/login_main.go
昔念 c3da3162ee ```
feat(player): 添加玩家断开连接时的安全保存机制

- 实现 SaveOnDisconnect 方法,确保玩家数据在断开连接时安全保存
- 添加并发控制防止重复保存操作,使用互斥锁和完成通道确保一次保存
- 在 socket 关闭事件中改为异步调用 SaveOnDisconnect 避免阻塞
- 添加 panic 恢复机制保护保存过程中的异常情况

refactor(login): 优化登录时的踢人逻辑和超时处理
2026-04-05 11:14:25 +08:00

116 lines
3.2 KiB
Go

package controller
import (
"blazing/common/data/share"
"blazing/common/socket/errorcode"
"blazing/cool"
"blazing/logic/service/player"
"blazing/logic/service/space"
"blazing/logic/service/user"
"blazing/modules/player/service"
"context"
"time"
"github.com/panjf2000/gnet/v2"
)
const (
waitUserOfflineTimeout = 30 * time.Second
waitUserOfflineInterval = 200 * time.Millisecond
waitUserOfflineKickGap = 5 * time.Second
)
func waitUserOffline(userID uint32, timeout time.Duration) bool {
deadline := time.Now().Add(timeout)
lastKickAt := time.Now()
for {
if _, onlineErr := share.ShareManager.GetUserOnline(userID); onlineErr != nil {
return true
}
if time.Now().After(deadline) {
return false
}
if time.Since(lastKickAt) >= waitUserOfflineKickGap {
if kickErr := Maincontroller.RPCClient.Kick(userID); kickErr != nil {
cool.Logger.Error(context.Background(), "补踢失败", userID, kickErr)
}
lastKickAt = time.Now()
}
time.Sleep(waitUserOfflineInterval)
}
}
// Login 处理命令: 1001
func (h Controller) Login(data *MAIN_LOGIN_IN, c gnet.Conn) (result *user.LoginMSInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
if data.Head.UserID == 0 {
defer c.Close()
return
}
isSessionValid, hashcode := data.CheakSession()
if !isSessionValid {
defer c.Close()
return
}
if onlineServerID, onlineErr := share.ShareManager.GetUserOnline(data.Head.UserID); onlineErr == nil {
kickErr := Maincontroller.RPCClient.Kick(data.Head.UserID) //通知其他服务器踢人
if kickErr != nil {
cool.Logger.Error(context.Background(), "踢人失败", data.Head.UserID, onlineServerID, kickErr)
err = errorcode.ErrorCodes.ErrSystemBusyTryLater
defer c.Close()
return
}
if ok := waitUserOffline(data.Head.UserID, waitUserOfflineTimeout); !ok {
cool.Logger.Error(context.Background(), "等待旧会话下线超时", data.Head.UserID, onlineServerID, waitUserOfflineTimeout)
err = errorcode.ErrorCodes.ErrSystemBusyTryLater
defer c.Close()
return
}
}
data1, ok := c.Context().(*player.ClientData)
if !ok {
cool.Logger.Error(context.Background(), "已空指针", data.Head.UserID)
defer c.Close()
return
}
currentPlayer := data1.GetPlayer(data.Head.UserID)
if currentPlayer == nil {
cool.Logger.Error(context.Background(), "获取玩家失败", data.Head.UserID)
defer c.Close()
return
}
currentPlayer.Hash = hashcode
currentPlayer.Service = service.NewUserService(data.Head.UserID)
currentPlayer.Info = currentPlayer.Service.Info.GetLogin()
if currentPlayer.Info == nil {
defer c.Close()
return
}
share.ShareManager.SetUserOnline(data.Head.UserID, h.UID) //设置用户登录服务器
currentPlayer.Info.UserID = data.Head.UserID
currentPlayer.Logintime = uint32(time.Now().Unix()) //保存时间戳
result = user.NewOutInfo(currentPlayer.Info) //设置登录消息
defer space.GetSpace(currentPlayer.Info.MapID).EnterMap(currentPlayer)
// for i := 0; i < 10; i++ {
// fmt.Println("任务", 291+i, currentPlayer.Info.GetTask(291+i))
// }
// currentPlayer.Info.SetTask(314, model.Completed)
// currentPlayer.Info.SetTask(315, model.Completed)
//fmt.Println("任务", 291, currentPlayer.Info.GetTask(145))
currentPlayer.IsLogin = true
return result, 0
}