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