code format, add login, add protoc
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@ -1 +1,2 @@
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node ../../../tools/robot/app.js -hws://192.168.100.45:7801 -utest134345 -d../../../server/imserver/
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pause
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@ -1,10 +1,10 @@
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package main
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import (
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"q5"
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"f5"
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"cs"
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"f5"
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"mt"
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"q5"
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)
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type App struct {
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@ -5,3 +5,5 @@ var wspListener = new (WSPListener)
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var playerMgr = new(PlayerMgr)
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var handlerMgr = new(HandlerMgr)
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var httpListener = new(HttpListener)
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//var friendMgr = new(FriendsMgr)
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120
server/imserver/friendsmgr.go
Normal file
120
server/imserver/friendsmgr.go
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@ -0,0 +1,120 @@
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package main
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import (
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"cs"
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"errors"
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"mt"
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"q5"
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"strings"
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)
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type User struct {
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ID int
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Username string
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}
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// user1, user2 构成一个好友关系
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type Friendship struct {
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User1 *User
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User2 *User
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}
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type FriendsMgr struct {
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cs.MsgHandlerImpl
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users map[int]*User
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friendships map[int][]*Friendship
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pendingReqs map[int]map[int]bool
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}
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func (fm *FriendsMgr) init() {
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conn := q5.NewMysql(
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mt.Table.GameDb.GetById(0).GetHost(),
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mt.Table.GameDb.GetById(0).GetPort(),
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mt.Table.GameDb.GetById(0).GetUser(),
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mt.Table.GameDb.GetById(0).GetPasswd(),
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mt.Table.GameDb.GetById(0).GetDatabase(),
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)
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conn.Open()
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// make members
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fm.users = make(map[int]*User)
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fm.friendships = make(map[int][]*Friendship)
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fm.pendingReqs = make(map[int]map[int]bool)
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// 1. Load DB,
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// 2. DB Data Map to Struct
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// 3. RegisterUser
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}
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func (fm *FriendsMgr) unInit() {
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// 1. Loop struct data
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// 2. Struct Data Persist to DB
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}
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func (fm *FriendsMgr) RegisterUser(id int, username string) {
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fm.users[id] = &User{ID: id, Username: username}
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}
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func (fm *FriendsMgr) SearchFriends(query string) []*User {
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var results []*User
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lowercaseQuery := strings.ToLower(query)
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for _, user := range fm.users {
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if strings.Contains(strings.ToLower(user.Username), lowercaseQuery) {
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results = append(results, user)
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}
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}
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return results
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}
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// AddFriendRequest 发送好友请求
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func (fm *FriendsMgr) AddFriendRequest(user1ID, user2ID int) error {
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//// Check if users exist
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//user1, exists1 := fm.users[user1ID]
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//user2, exists2 := fm.users[user2ID]
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//if !exists1 || !exists2 {
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// return errors.New("users not exist")
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//}
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//
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//if fm.pendingReqs[user2ID] == nil {
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// fm.pendingReqs[user2ID] = make(map[int]bool)
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//}
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//fm.pendingReqs[user2ID][user1ID] = true
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//
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return nil
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}
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// AcceptFriendRequest 接受好友请求
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func (fm *FriendsMgr) AcceptFriendRequest(user1ID, user2ID int) error {
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if !fm.pendingReqs[user1ID][user2ID] {
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return errors.New("no pending friend request from user1 to user2")
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}
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// Create a new friendship
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friendship := &Friendship{
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User1: fm.users[user1ID],
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User2: fm.users[user2ID],
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}
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fm.friendships[user1ID] = append(fm.friendships[user1ID], friendship)
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fm.friendships[user2ID] = append(fm.friendships[user2ID], friendship)
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delete(fm.pendingReqs[user1ID], user2ID)
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if len(fm.pendingReqs[user1ID]) == 0 {
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delete(fm.pendingReqs, user1ID)
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}
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return nil
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}
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// GetFriends 我的好友列表
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func (fm *FriendsMgr) GetFriends(userID int) []*User {
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var friends []*User
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for _, friendship := range fm.friendships[userID] {
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if friendship.User1.ID != userID {
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friends = append(friends, friendship.User1)
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} else {
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friends = append(friends, friendship.User2)
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}
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}
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return friends
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}
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@ -11,9 +11,7 @@ type GameDb struct {
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type GameDbTable struct {
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f5.IdMetaTable[GameDb]
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selfConf *GameDb
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}
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func (this *GameDb) Init1() {
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}
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@ -15,6 +15,7 @@ type IMClusterTable struct {
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}
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func (this *IMCluster) Init1() {
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}
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func (this *IMClusterTable) GetListenPort() int32 {
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@ -2,10 +2,11 @@ package main
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import (
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"cs"
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"q5"
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"encoding/json"
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"f5"
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"mt"
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"fmt"
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"mt"
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"q5"
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)
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type PlayerMgr struct {
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@ -55,9 +56,56 @@ func (this *PlayerMgr) unInit() {
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}
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func (this *PlayerMgr) CMLogin(hdr *f5.MsgHdr, msg *cs.CMLogin) {
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serverInfo := "192.168.100.39:1000"
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params := map[string]string{
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"c": "User",
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"a": "info",
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"account_id": msg.GetAccountId(),
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"session_id": msg.GetSessionId(),
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"target_id": msg.GetAccountId(),
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}
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url := fmt.Sprintf("%s/webapp/index.php", mt.Table.Config.GetById(0).GetGameapiUrl())
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f5.GetHttpCliMgr().SendJsStyleRequest(
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url,
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params,
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func(rsp f5.HttpCliResponse) {
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this.CMLoginResult(hdr, msg, rsp)
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})
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}
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func (this *PlayerMgr) CMLoginResult(hdr *f5.MsgHdr, msg *cs.CMLogin, rsp f5.HttpCliResponse) {
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resObj := struct {
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Errcode int `json:"errcode"`
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Errmsg string `json:"errmsg"`
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Info struct {
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Activated string `json:"activated"`
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RenameCount string `json:"rename_count"`
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AccountID string `json:"account_id"`
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Name string `json:"name"`
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} `json:"info"`
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}{}
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err := json.Unmarshal([]byte(rsp.GetRawData()), &resObj)
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if err != nil {
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f5.GetSysLog().Info("Api服务器JSON 解析错误:", err)
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return
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}
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if resObj.Errcode != 0 {
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f5.GetSysLog().Error("Api服务器errcode:%d", resObj.Errcode)
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return
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}
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player := Player{
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socket: hdr.GetSocket(),
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accountId: msg.GetAccountId(),
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sessionId: msg.GetAccountId(),
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}
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// Add to online user
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this.addPlayer(&player)
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this.addSocketHash(hdr.GetSocket(), &player)
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serverInfo := "192.168.100.39:2000"
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rspMsg := &cs.SMLogin{}
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rspMsg.ServerInfo = &serverInfo
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rspMsg.AccountId = &resObj.Info.AccountID
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wspListener.sendProxyMsg(hdr.Conn, hdr.SocketHandle, rspMsg)
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}
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@ -65,7 +113,7 @@ func (this *PlayerMgr) reportServerState(masterIp string, masterPort int32) {
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params := map[string]string{
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"node_id": q5.ToString(f5.GetApp().GetNodeId()),
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"instance_id": q5.ToString(f5.GetApp().GetInstanceId()),
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"ip": "",
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"ip": "192.168.100.164",
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"port": q5.ToString(mt.Table.IMCluster.GetListenPort()),
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"online_num": q5.ToString(0),
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"room_num": q5.ToString(0),
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@ -80,3 +128,11 @@ func (this *PlayerMgr) reportServerState(masterIp string, masterPort int32) {
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f5.GetSysLog().Info(rsp.GetRawData())
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})
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}
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func (this *PlayerMgr) addPlayer(p *Player) {
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this.accountIdHash[p.accountId] = p
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}
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func (this *PlayerMgr) addSocketHash(wsp f5.WspCliConn, p *Player) {
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this.socketHash[wsp] = p
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}
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syntax = "proto2";
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package cs;
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option go_package = ".;cs";
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//消息id定义
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enum CMMessageId_e
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syntax = "proto2";
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package cs;
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option go_package = ".;cs";
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/*
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约定:
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@ -95,6 +97,7 @@ message CMLogin
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message SMLogin
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{
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optional string server_info = 1; //服务器信息(重连时使用)
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optional string account_id = 2;
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}
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//断线重连
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protoc --go_out=..\cs .\cs_*.proto
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protoc --go_out=..\ss .\ss_*.proto
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protoc --go_out=..\mtb .\mt*.proto
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syntax = "proto2";
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package ss;
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option go_package = ".;ss";
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//消息id定义
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enum SSMessageId_e
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syntax = "proto2";
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package ss;
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option go_package = ".;ss";
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message SS_Ping
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{
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