修复了 Player 结构体在调用 Service.Info.Save 方法时传入的是指针而非实际值的问题, 同时修改 InfoService.Save 方法以接受值类型参数而不是指针,并更新内部数据赋值逻辑。
89 lines
2.1 KiB
Go
89 lines
2.1 KiB
Go
package player
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import (
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"blazing/common/data/share"
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"blazing/cool"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/space"
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"context"
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"time"
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)
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// Save 保存玩家数据
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func (p *Player) Save() {
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if p.Info == nil {
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return
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}
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if p.FightC != nil {
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//ov := make(chan struct{})
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go func() {
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defer func() {
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if err := recover(); err != nil { // 恢复 panic,err 为 panic 错误值
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// 1. 打印错误信息
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cool.Loger.Error(context.TODO(), "panic 错误:", err)
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}
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}()
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p.FightC.Over(p, info.BattleOverReason.PlayerOffline) //玩家逃跑,但是不能锁线程
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}()
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//<-ov
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select {
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case <-p.FightC.GetOverChan(): //等待结束
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case <-time.After(time.Second * 5): //等待5秒
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cool.Loger.Error(context.TODO(), "战斗崩溃", p.Info.UserID)
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}
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}
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newtime := uint32(time.Now().Unix())
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p.Info.TimeToday = p.Info.TimeToday + newtime - uint32(p.Logintime) //保存电池时间
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p.Info.OnlineTime = p.Info.OnlineTime + (newtime-uint32(p.Logintime))/60 //每次退出时候保存已经在线的分钟数
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p.Service.Info.Save(*p.Info)
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space.GetSpace(p.Info.MapID).LeaveMap(p)
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p.StopChan.Stop() //停止刷怪
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p.IsLogin = false
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Mainplayer.Delete(p.Info.UserID)
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share.ShareManager.DeleteUserOnline(p.Info.UserID) //设置用户登录服务器
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}
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// 是否可以获得经验
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func (p *Player) CanGetExp() bool {
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ttt := p.Info.TimeLimit - p.Info.TimeToday
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return (uint32(time.Now().Unix()) - uint32(p.Logintime)) <= ttt
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}
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// CompleteLogin 标记登录完成并通知等待者
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func (lw *Player) CompleteLogin() {
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if lw.Info.MapID > 500 || lw.Info.MapID == 0 { //如果位于基地,就重置到传送仓
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lw.Info.MapID = 1
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}
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if lw.IsNewPlayer() { //重置新手地图,放到机械仓
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lw.Info.MapID = 8
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}
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lw.IsLogin = true
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}
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// 定义检查函数:判断84-87索引中是否有任意一个元素不等于3
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func (lw *Player) IsNewPlayer() bool {
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// 遍历84到87的索引
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for i := 84; i <= 87; i++ {
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if lw.Info.TaskList[i] != 3 {
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return true // 只要有一个不等于3,就返回true
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}
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}
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return false // 全部等于3则返回false
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}
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