Files
bl/logic/controller/login.go
昔念 ec0552b59a feat(player): 重构任务状态管理逻辑
将任务状态相关的 GetTask 和 SetTask 方法从 player 包迁移至 model.PlayerInfo 结构体中,
统一通过 c.Info 调
2025-12-08 19:16:37 +08:00

79 lines
1.9 KiB
Go

package controller
import (
"blazing/common/data/share"
"blazing/cool"
"fmt"
"blazing/common/socket/errorcode"
"blazing/logic/service/user"
"blazing/logic/service/player"
"blazing/logic/service/space"
"blazing/modules/base/service"
blservice "blazing/modules/blazing/service"
"context"
"time"
"github.com/panjf2000/gnet/v2"
)
func IsToday(t time.Time) bool {
// 获取当前时间
now := time.Now()
// 比较年、月、日是否相同
return t.Year() == now.Year() &&
t.Month() == now.Month() &&
t.Day() == now.Day()
}
// 处理命令: 1001
func (h *Controller) Login(data *user.MAIN_LOGIN_IN, c gnet.Conn) (result *user.LoginMSInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
tt := data.CheakSession()
if !tt {
defer c.Close()
return
}
cool.Loger.Info(context.TODO(), "准备踢人")
err1 := h.RPCClient.Kick(data.Head.UserID) //先踢人
if err1 != nil {
fmt.Println("踢人失败", err)
}
//player.KickPlayer(data.Head.UserID)
cool.Loger.Info(context.TODO(), "踢人请求完成,继续登录流程")
// <-time.After(time.Millisecond * 3000)
share.ShareManager.SetUserOnline(data.Head.UserID, h.Port) //设置用户登录服务器
t := player.GetPlayer(c, data.Head.UserID)
if t == nil {
cool.Loger.Error(context.Background(), "获取玩家失败", data.Head.UserID)
defer c.Close()
return
}
t.Service = blservice.NewUserService(data.Head.UserID)
t.User = service.NewBaseSysUserService()
t.Info = t.Service.Info.Personself()
if t.Info == nil {
defer c.Close()
return
}
t.Info.UserID = data.Head.UserID
t.Logintime = uint32(time.Now().Unix()) //保存时间戳
t.CompleteLogin() //通知客户端登录成功
result = user.NewOutInfo() //设置登录消息
result.PlayerInfo = *t.Info
defer space.GetSpace(t.Info.MapID).EnterMap(t)
return result, 0
}