备份优化
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@ -41,9 +41,17 @@ import (
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sevenLogin "server/game/mod/seven_login"
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sevenLogin "server/game/mod/seven_login"
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Var "server/game/mod/var"
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Var "server/game/mod/var"
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"server/pkg/github.com/name5566/leaf/log"
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"server/pkg/github.com/name5566/leaf/log"
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"sync"
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"time"
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"time"
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)
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)
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// buffer 对象池,复用 bytes.Buffer 减少内存分配
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var bufferPool = sync.Pool{
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New: func() interface{} {
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return bytes.NewBuffer(make([]byte, 0, 128*1024))
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},
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}
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type PlayerData struct {
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type PlayerData struct {
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Name string
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Name string
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IsHaveDataDb bool
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IsHaveDataDb bool
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@ -262,17 +270,23 @@ func (p *PlayerMod) ClearData(player *Player) {
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}
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}
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func (p *PlayerMod) BackUp(B *PlayerBackUp) {
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func (p *PlayerMod) BackUp(B *PlayerBackUp) {
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// 预分配 buffer 容量,避免动态扩容,根据实际数据大小可调整
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// 从对象池获取 buffer,复用以减少内存分配
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now := time.Now()
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buf := bufferPool.Get().(*bytes.Buffer)
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buf := bytes.NewBuffer(make([]byte, 0, 128*1024))
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buf.Reset() // 清空之前的数据
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encode := gob.NewEncoder(buf)
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encode := gob.NewEncoder(buf)
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err := encode.Encode(p.mod_list)
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err := encode.Encode(p.mod_list)
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if err != nil {
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if err != nil {
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log.Debug("Backup, playmod error %v", err)
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log.Debug("Backup, playmod error %v", err)
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bufferPool.Put(buf) // 即使出错也要归还
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return
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return
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}
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}
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B.PlayMod = buf.Bytes()
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log.Debug("backup player, cost time %v", time.Since(now))
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// 复制数据,因为 buf 会被放回池中
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B.PlayMod = append([]byte(nil), buf.Bytes()...)
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// 归还到对象池供下次使用
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bufferPool.Put(buf)
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}
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}
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func (p *PlayerMod) Recover(B *PlayerBackUp) {
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func (p *PlayerMod) Recover(B *PlayerBackUp) {
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