修复了rpc模块中日志输出时参数拼接错误的问题,同时修正了RegisterLogic函数中端口映射的逻辑错误。 feat(socket): 替换错误处理方式为panic 在ServerEvent.go中将网络启动失败的返回错误改为panic处理,提高错误可见性。 feat(fight): 增加战斗加载进度控制 在LoadPercent函数中增加对FightC非
176 lines
4.7 KiB
Go
176 lines
4.7 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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"math/rand"
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"time"
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"blazing/logic/service/common"
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"blazing/logic/service/item"
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"blazing/logic/service/player"
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"blazing/logic/service/space"
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"blazing/modules/blazing/model"
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)
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func (h Controller) UserItemList(data *item.ItemListInboundInfo, c *player.Player) (result *item.ItemListOutboundInfo, err errorcode.ErrorCode) {
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result = &item.ItemListOutboundInfo{}
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result.ItemList = make([]model.SingleItemInfo, 0)
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c.Service.Item(func(m map[uint32]model.SingleItemInfo) bool {
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for _, v := range m {
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if int32(v.ItemId) >= int32(data.Param1) && int32(v.ItemId) <= int32(data.Param2) {
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v.LeftTime = 360000
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result.ItemList = append(result.ItemList, v)
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}
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}
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return false
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})
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return result, 0
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}
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func (h Controller) PlayerGoldCount(data *item.GoldOnlineRemainInboundInfo, c *player.Player) (result *item.GoldOnlineRemainOutboundInfo, err errorcode.ErrorCode) {
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return &item.GoldOnlineRemainOutboundInfo{
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GoldNumber: uint32(c.Info.GoldBean) * 100,
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}, 0
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}
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func (h Controller) PlayerExp(data *item.ExpTotalRemainInboundInfo, c *player.Player) (result *item.ExpTotalRemainOutboundInfo, err errorcode.ErrorCode) {
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return &item.ExpTotalRemainOutboundInfo{
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TotalExp: uint32(c.Info.ExpPool),
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}, 0
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}
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func (h Controller) BuyItem(data *item.BuyInboundInfo, c *player.Player) (result *item.BuyOutboundInfo, err errorcode.ErrorCode) {
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tt, ok := xmlres.ItemsMAP[int(data.ItemId)]
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if ok {
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if (data.Count * uint32(tt.Price)) <= c.Info.Coins {
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c.Info.Coins -= data.Count * uint32(tt.Price)
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r := c.ItemAdd(model.SingleItemInfo{ItemId: data.ItemId, ItemCnt: data.Count})
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if len(r) != 0 {
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return &item.BuyOutboundInfo{
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ItemId: data.ItemId,
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Level: 1,
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Count: data.Count,
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Coins: c.Info.Coins,
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}, 0
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}
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}
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}
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return &item.BuyOutboundInfo{
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Coins: c.Info.Coins,
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}, 0
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}
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func (h Controller) ChangePlayerCloth(data *item.ChangePlayerClothInboundInfo, c *player.Player) (result *item.ChangePlayerClothOutboundInfo, err errorcode.ErrorCode) {
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result = &item.ChangePlayerClothOutboundInfo{
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UserID: c.Info.UserID,
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ClothList: make([]model.PeopleItemInfo, 0),
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}
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for _, v := range data.ClothList {
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result.ClothList = append(result.ClothList, model.PeopleItemInfo{ID: v, Level: 1})
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}
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c.Info.Clothes = result.ClothList
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space.GetSpace(c.Info.MapID).User.IterCb(func(playerID uint32, player common.PlayerI) {
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// fmt.Println("ChangePlayerCloth", playerID, data.Head.Pack(result))
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data.Head.Result = 0
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player.SendPack(data.Head.Pack(result))
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})
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return nil, -1
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}
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func (h Controller) Talk(data *item.TalkCountInboundInfo, c *player.Player) (result *item.TalkCountOutboundInfo, err errorcode.ErrorCode) {
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result = &item.TalkCountOutboundInfo{}
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c.Service.Talk(func(t map[uint32]uint32) bool {
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tt, ok := t[data.ID]
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if ok {
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result.GiftCount = tt
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}
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return false
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})
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return result, 0
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}
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var talkcacche = make(map[string]uint32)
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func (h Controller) TalkCate(data *item.TalkCateInboundInfo, c *player.Player) (result *item.DayTalkInfo, err errorcode.ErrorCode) {
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result = &item.DayTalkInfo{}
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result.OutList = make([]item.CateInfo, 0)
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for _, te := range xmlres.TalkConfig.Energies {
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if te.MapID == uint64(c.Info.MapID) && te.Type == uint64(data.ID) { //
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_, ok := talkcacche[te.Name]
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if !ok {
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for _, v := range xmlres.ItemsMAP {
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if v.Name == te.Name {
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talkcacche[te.Name] = uint32(v.ID)
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}
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}
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}
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rand.Seed(time.Now().UnixNano()) // UnixNano 精度更高,避免短时间内种子重复
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// 2. 生成 1-10 的随机数:rand.Intn(10) → 0-9,+1 后范围变为 1-10
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randomNum := rand.Intn(10) + 1
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c.Service.Talk(func(t map[uint32]uint32) bool {
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if t == nil {
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t = make(map[uint32]uint32)
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}
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_, ok := t[data.ID]
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if !ok {
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t[data.ID] = 0
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}
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t[data.ID] += 1
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if t[data.ID] < uint32(te.CollectCnt) {
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result.OutList = append(result.OutList, item.CateInfo{ID: uint32(talkcacche[te.Name]), Count: uint32(randomNum)})
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c.ItemAdd(model.SingleItemInfo{ItemId: uint32(talkcacche[te.Name]), ItemCnt: uint32(randomNum)})
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}
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return true
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})
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break
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}
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}
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return result, 0
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}
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func (h Controller) BuyMItem(data *item.BuyMultiInboundInfo, c *player.Player) (result *item.BuyMultiOutboundInfo, err errorcode.ErrorCode) {
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var rrr []model.SingleItemInfo
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for _, v := range data.ItemIds {
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_, ok := xmlres.ItemsMAP[int(v)]
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if ok {
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rrr = append(rrr, model.SingleItemInfo{ItemId: uint32(v), ItemCnt: 1})
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}
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}
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r := c.ItemAdd(rrr...)
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if len(r) != 0 {
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return &item.BuyMultiOutboundInfo{
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Coins: c.Info.Coins,
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}, 0
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}
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return &item.BuyMultiOutboundInfo{
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Coins: c.Info.Coins,
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}, 0
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}
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