feat(player): 优化玩家连接与消息发送逻辑 - 为 `Conn` 结构体新增 `Close()` 方法,并在多处替换原有的 `GetConn().Close()` 调用, 统一通过 `MainConn` 操作以提高代码一致性。 - 在 `SendPack` 和 `GetPlayer` 等方法中增加互斥锁保护,确保对 `MainConn` 的访问是线程安全的。 - 移除冗余的 `GetConn()` 方法,直接使用 `MainConn` 提升性能并简化结构。 refactor(rpc): 临时将 RPC 客户端地址硬编码为本地地址 - 将 rpcaddr 临时设置为 "127.0.0.1",便于调试和开发环境测试。 refactor(handler): 扩展 JSON-RPC 方法过滤条件 - 增加了对 "Kick" 和 "RegisterLogic" 方法的排除,防止其被注册到 RPC 处理器中。 refactor(fight): 精简战斗服务中的判断逻辑 - 简化 `IsFirst` 函数返回表达式。 - 移除了多余的 defer 语句,提前设置 `closefight` 标志位。 refactor(pet): 改进宠物经验添加机制 - `AddPetExp` 方法新增布尔参数 `bro` 控制是否广播更新。 - 修改调用点以适配新参数,修复潜在的数据同步问题。 - 初始化宠物时禁止触发经验变更广播。 chore(build): 删除旧版二进制文件 logic1 - 清理无用的编译产物,避免混淆项目结构。 ```
200 lines
5.1 KiB
Go
200 lines
5.1 KiB
Go
package controller
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import (
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"blazing/common/data/xmlres"
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"blazing/common/socket/errorcode"
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"blazing/logic/service/pet"
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"blazing/logic/service/player"
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"blazing/modules/blazing/model"
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"github.com/jinzhu/copier"
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)
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// 获取精灵信息
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func (h *Controller) GetPetInfo(
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data *pet.InInfo,
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c *player.Player) (result *pet.OutInfo,
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err errorcode.ErrorCode) { //这个时候player应该是空的
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for _, pi := range c.Info.PetList {
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if pi.CatchTime == data.CatchTime {
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result = &pet.OutInfo{
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PetInfo: pi,
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}
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}
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}
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if result == nil {
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result = &pet.OutInfo{
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PetInfo: c.Service.PetInfo_One(data.CatchTime).Data,
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}
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}
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return result, 0
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}
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// 获取仓库列表
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func (h *Controller) GetPetList(
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data *pet.GetPetListInboundEmpty,
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c *player.Player) (result *pet.GetPetListOutboundInfo,
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err errorcode.ErrorCode) { //这个时候player应该是空的
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result = &pet.GetPetListOutboundInfo{}
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tt := c.Service.PetInfo(0) //获得未放生的精灵
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result.ShortInfoList = make([]pet.PetShortInfo, len(tt))
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for i, v := range tt {
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copier.Copy(&result.ShortInfoList[i], &v.Data)
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}
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return result, 0
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}
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// 精灵背包仓库切换
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func (h *Controller) PetRelease(
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data *pet.PetReleaseInboundInfo,
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c *player.Player) (
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result *pet.PetReleaseOutboundInfo,
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err errorcode.ErrorCode) { //这个时候player应该是空的
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//放入背包=数据库置1+添加到背包+pet release发包 仓库=数据库置0+移除背包 设置首发等于取到首发精灵后重新排序
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//这里只修改,因为添加和移除背包在宠物获取时已经做了
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result = &pet.PetReleaseOutboundInfo{}
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result.Flag = uint32(data.Flag)
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c.Service.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) {
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t.InBag = int(data.Flag)
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})
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switch data.Flag {
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case 0:
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removeIndex := -1
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for i, v := range c.Info.PetList {
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if v.CatchTime == uint32(data.CatchTime) {
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removeIndex = i
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break // 只移除第一个匹配值,若需移除所有,可省略 break 继续循环
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}
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}
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if removeIndex != -1 {
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c.Info.PetList = append(c.Info.PetList[:removeIndex], c.Info.PetList[removeIndex+1:]...)
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}
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case 1:
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//todo 背包
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c.Service.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) {
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c.Info.PetList = append(c.Info.PetList, t.Data)
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result.PetInfo = t.Data
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})
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}
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if len(c.Info.PetList) > 0 {
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result.FirstPetTime = c.Info.PetList[0].CatchTime //设置首发
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}
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//service.NewUserService(c.Info.UserID).PetAdd( *r)
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return result, 0
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}
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// 精灵展示
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func (h *Controller) PlayerShowPet(
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data *pet.PetShowInboundInfo, c *player.Player) (result *pet.PetShowOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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results := pet.PetShowOutboundInfo{}
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for _, pi := range c.Info.PetList {
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if pi.CatchTime == data.CatchTime {
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copier.Copy(&results, pi)
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results.Flag = data.Flag
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results.UserID = data.Head.UserID
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data.Broadcast(c.Info.MapID, results) //同步广播
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}
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}
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return result, -1
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}
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func (h *Controller) PetOneCure(
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data *pet.PetOneCureInboundInfo, c *player.Player) (result *pet.PetOneCureOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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_, onpet, ok := FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
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return item.CatchTime == data.CatchTime
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})
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if ok {
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onpet.Cure()
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}
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return &pet.PetOneCureOutboundInfo{
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CatchTime: data.CatchTime,
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}, 0
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}
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// 精灵首发
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func (h *Controller) PetFirst(
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data *pet.PetDefaultInboundInfo, c *player.Player) (result *pet.PetDefaultOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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result = &pet.PetDefaultOutboundInfo{}
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var ttt []model.PetInfo
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for index, pi := range c.Info.PetList {
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if pi.CatchTime == data.CatchTime {
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ttt = append(ttt, pi)
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ttt = append(ttt, c.Info.PetList[:index]...)
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ttt = append(ttt, c.Info.PetList[index+1:]...)
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result.IsDefault = 1
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break
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}
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}
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c.Info.PetList = ttt
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return result, 0
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}
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// FindWithIndex 遍历slice,找到第一个满足条件的元素
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// 返回:索引、元素指针、是否找到
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func FindWithIndex[T any](slice []T, predicate func(item T) bool) (int, *T, bool) {
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for i := range slice {
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if predicate(slice[i]) {
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return i, &slice[i], true
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}
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}
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return -1, nil, false
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}
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func (h Controller) SetPetExp(data *pet.PetSetExpInboundInfo, c *player.Player) (result *pet.PetSetExpOutboundInfo, err errorcode.ErrorCode) {
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_, onpet, ok := FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
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return item.CatchTime == data.CatchTime
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})
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if ok {
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c.AddPetExp(onpet, data.Exp, false)
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}
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return &pet.PetSetExpOutboundInfo{
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c.Info.ExpPool,
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}, 0
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}
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func (h Controller) SetPetSkill(data *pet.ChangeSkillInfo, c *player.Player) (result *pet.ChangeSkillOutInfo, err errorcode.ErrorCode) {
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_, onpet, ok := FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
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return item.CatchTime == data.CatchTime
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})
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if ok {
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for i := 0; i < 4; i++ {
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if onpet.SkillList[i].ID == data.HasSkill {
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onpet.SkillList[i].ID = data.ReplaceSkill
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onpet.SkillList[i].PP = uint32(xmlres.SkillMap[int(onpet.SkillList[i].ID)].MaxPP)
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}
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}
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}
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return &pet.ChangeSkillOutInfo{
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CatchTime: data.CatchTime,
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}, 0
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}
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