Files
bl/logic/service/player/save.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

159 lines
3.3 KiB
Go
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

package player
import (
"blazing/common/data/share"
"blazing/cool"
"blazing/modules/player/model"
"fmt"
"blazing/logic/service/space"
"context"
"time"
"github.com/gogf/gf/v2/util/grand"
)
// Save 保存玩家数据
func (p *Player) Save() {
if p == nil || p.Info == nil {
return
}
cacheCtx, cancel := context.WithTimeout(context.Background(), 2*time.Second)
defer cancel()
cool.CacheManager.Remove(cacheCtx, fmt.Sprintf("player:%d", p.Info.UserID))
newtime := time.Now().Unix()
p.Info.TimeToday = p.Info.TimeToday + newtime - int64(p.Logintime) //保存电池时间
// p.Info.FightTime = p.Info.FightTime + (newtime - int64(p.Logintime))
p.Info.OnlineTime = p.Info.OnlineTime + (newtime-int64(p.Logintime))/60 //每次退出时候保存已经在线的分钟数
if p.FightC != nil {
//ov := make(chan struct{})
go func() {
defer func() {
if err := recover(); err != nil { // 恢复 panicerr 为 panic 错误值
// 1. 打印错误信息
cool.Logger.Error(context.TODO(), "panic 错误:", err)
}
}()
p.FightC.Over(p, model.BattleOverReason.PlayerOffline) //玩家逃跑,但是不能锁线程
}()
//<-ov
select {
case <-p.FightC.GetOverChan(): //等待结束
case <-time.After(time.Second * 5): //等待5秒
cool.Logger.Error(context.TODO(), "战斗崩溃", p.Info.UserID)
}
}
p.IsLogin = false
if p.Service != nil && p.Service.Info != nil {
p.Service.Info.SaveUntilSuccess(*p.Info)
} else {
cool.Logger.Error(context.TODO(), "player save skipped: service not ready", p.Info.UserID)
}
space.GetSpace(p.Info.MapID).LeaveMap(p)
p.MapNPC.Stop() //停止刷怪
Mainplayer.Delete(p.Info.UserID)
share.ShareManager.DeleteUserOnline(p.Info.UserID) //设置用户登录服务器
}
func (p *Player) SaveOnDisconnect() {
if p == nil {
return
}
p.logoutMu.Lock()
if p.logoutSaved {
p.logoutMu.Unlock()
return
}
if p.logoutDone != nil {
done := p.logoutDone
p.logoutMu.Unlock()
<-done
return
}
done := make(chan struct{})
p.logoutDone = done
p.logoutMu.Unlock()
defer func() {
if recoverErr := recover(); recoverErr != nil {
if p.Info != nil {
cool.Logger.Error(context.TODO(), "SaveOnDisconnect panic", p.Info.UserID, recoverErr)
} else {
cool.Logger.Error(context.TODO(), "SaveOnDisconnect panic", recoverErr)
}
}
p.logoutMu.Lock()
p.logoutSaved = true
if p.logoutDone == done {
close(done)
p.logoutDone = nil
}
p.logoutMu.Unlock()
}()
p.Save()
}
func (p *Player) CanGet() bool {
if p.Info.TimeToday >= p.Info.TimeLimit {
return false
}
islogintime := (int64(time.Now().Unix()) - int64(p.Logintime))
if islogintime > (p.Info.TimeLimit - p.Info.TimeToday) {
return false
}
return true
}
// 经验倍数返回
func (p *Player) CanGetExp() (float32, float32) {
var base float32 = 1
if p.Info.TwoTimes > 0 {
p.Info.TwoTimes--
base *= 2
}
if p.Info.ThreeTimes > 0 {
p.Info.ThreeTimes--
base *= 3
}
return (base), 0.2
}
func (p *Player) CanGetXUAN() bool {
var base = 1
if p.Info.EnergyTime > 0 {
base = 2
// p.Info.EnergyTime--
}
if grand.Meet(base, 2) {
return true
}
return false
}
func (p *Player) CanGetItem() bool {
var base = 3
if p.Info.EnergyTime > 0 {
base = 6
p.Info.EnergyTime--
}
if grand.Meet(base, 10) {
return true
}
return false
}