- 移除 common/core/pack.go 文件 - 在 TomeeHeader 结构体中添加 Pack 方法实现组包功能 - 更新 Player 结构体和相关方法,使用 Conn 包装 gnet.Conn - 修改控制器和服务中的组包调用,使用新的 Pack 方法 - 优化部分代码结构,提高可维护性
62 lines
1.6 KiB
Go
62 lines
1.6 KiB
Go
package service
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import (
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"blazing/common/core"
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"blazing/common/data/entity"
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"blazing/common/socket/errorcode"
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"blazing/common/socket/handler"
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"github.com/panjf2000/gnet/v2"
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)
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func GetPlayer(c gnet.Conn, userid uint32) *entity.Player { //TODO 这里待优化,可能存在内存泄漏问题
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//检查player初始化,是否为conn初始后取map,防止二次连接后存在两个player
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clientdata := c.Context().(*entity.ClientData)
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if clientdata.GetPlayer() != nil {
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return clientdata.GetPlayer()
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}
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var player *entity.Player
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if player1, ok := core.Mainplayer.Load((userid)); ok {
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player = player1.(*entity.Player) //取成功,否则创建
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clientdata.SetPlayer(player)
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}
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return player
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// return nil
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}
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func KickPlayer(userid uint32) { //踢出玩家
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//TODO 返回错误码
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//var player *entity.Player
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if player1, ok := core.Mainplayer.Load((userid)); ok {
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player := player1.(*entity.Player) //取成功,否则创建
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head := handler.NewTomeeHeader()
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head.Result = uint32(errorcode.ErrorCodes.ErrAlreadyLoggedIn)
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head.UserID = userid
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head.CMD = 1001
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player.SendPack(core.Pack(*head, nil))
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player.MainConn.MainConn.Close()
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// clientdata.Player = player
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}
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//return player
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// return nil
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}
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func SetPlayer(c gnet.Conn, userid uint32) *entity.Player { //TODO 这里待优化,
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clientdata := c.Context().(*entity.ClientData)
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player := entity.NewPlayer(
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entity.WithUserID(userid), //注入ID
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entity.WithConn(c), //注入conn
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)
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core.Mainplayer.Store(userid, player)
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clientdata.SetPlayer(player) //= player
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return player
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// return nil
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}
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