Files
bl/logic/service/player/save.go
昔念 f1c990c182 fix(logic/service/player): 修复玩家信息保存时的指针解引用问题
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。
2025-11-17 11:00:12 +08:00

89 lines
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package player
import (
"blazing/common/data/share"
"blazing/cool"
"blazing/logic/service/fight/info"
"blazing/logic/service/space"
"context"
"time"
)
// Save 保存玩家数据
func (p *Player) Save() {
if p.Info == nil {
return
}
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.Loger.Error(context.TODO(), "panic 错误:", err)
}
}()
p.FightC.Over(p, info.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.Loger.Error(context.TODO(), "战斗崩溃", p.Info.UserID)
}
}
newtime := uint32(time.Now().Unix())
p.Info.TimeToday = p.Info.TimeToday + newtime - uint32(p.Logintime) //保存电池时间
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
p.Service.Info.Save(*p.Info)
space.GetSpace(p.Info.MapID).LeaveMap(p)
p.StopChan.Stop() //停止刷怪
p.IsLogin = false
Mainplayer.Delete(p.Info.UserID)
share.ShareManager.DeleteUserOnline(p.Info.UserID) //设置用户登录服务器
}
// 是否可以获得经验
func (p *Player) CanGetExp() bool {
ttt := p.Info.TimeLimit - p.Info.TimeToday
return (uint32(time.Now().Unix()) - uint32(p.Logintime)) <= ttt
}
// CompleteLogin 标记登录完成并通知等待者
func (lw *Player) CompleteLogin() {
if lw.Info.MapID > 500 || lw.Info.MapID == 0 { //如果位于基地,就重置到传送仓
lw.Info.MapID = 1
}
if lw.IsNewPlayer() { //重置新手地图,放到机械仓
lw.Info.MapID = 8
}
lw.IsLogin = true
}
// 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
func (lw *Player) IsNewPlayer() bool {
// 遍历84到87的索引
for i := 84; i <= 87; i++ {
if lw.Info.TaskList[i] != 3 {
return true // 只要有一个不等于3就返回true
}
}
return false // 全部等于3则返回false
}