pet_home_server/src/server/game/external.go
2026-02-26 11:41:26 +08:00

246 lines
8.3 KiB
Go

package game
import (
"fmt"
"reflect"
"server/MergeConst"
"server/conf"
"server/game/internal"
GoUtil "server/game_util"
"strings"
"time"
"server/msg"
"server/pkg/github.com/name5566/leaf/gate"
"server/pkg/github.com/name5566/leaf/log"
"google.golang.org/protobuf/proto"
"server/db"
)
var (
Module = new(internal.Module)
ChanRPC = internal.ChanRPC
)
func handler(m interface{}, h interface{}) {
Module.Skeleton.RegisterChanRPC(reflect.TypeOf(m), h)
}
func RegisterHandlerRPC(param []interface{}) {
handler(&msg.ClientReq{}, HandleClientReq)
handler(&msg.AdminReq{}, HandleAdminReq)
}
func init() {
register()
db.InitDB()
db.InitRedis()
// db.TestGetAllKey()
GoUtil.RegisterEvent("GameModuleOnInit", RegisterHandlerRPC, nil)
G_getGameLogic()
}
func HandleAdminReq(args []interface{}) {
m := args[0].(*msg.AdminReq)
// 消息的发送者
a := args[1].(gate.Agent)
buf := m.GetInfo()
// log.Debug("admin 消息Func : %s", m.GetFunc())
AdminProcess(m.GetFunc(), []interface{}{a, buf})
}
func HandleClientReq(args []interface{}) {
start := time.Now()
if G_GameLogicPtr.SeverInfo.Status == SERVER_STATUS_CLOSE || G_GameLogicPtr.SeverInfo.Status == SERVER_STATUS_MAINTAIN {
return // 服务器关闭或者维护中,不处理任何消息
}
m := args[0].(*msg.ClientReq)
// 消息的发送者
a := args[1].(gate.Agent)
buf := m.GetInfo()
// log.Debug("消息Func : %s", m.GetFunc())
switch m.GetFunc() {
case "ClientTick":
case "ReqChangePassword":
detail := &msg.ReqChangePassword{}
proto.Unmarshal(buf, detail)
accountInfo := db.GetAccountInfoFromDb(detail.UserName)
if accountInfo == nil {
ResChangePassword := &msg.ResChangePassword{}
ResChangePassword.ResultCode = MergeConst.Protocol_Error_Account_NoExsit
data, _ := proto.Marshal(ResChangePassword)
G_GameLogicPtr.PackResInfo(a, "ResChangePassword", data)
return
}
if accountInfo.UserPassword != detail.OldPwd && detail.OldPwd != "-1" {
ResChangePassword := &msg.ResChangePassword{}
ResChangePassword.ResultCode = MergeConst.Protocol_Error_Account_OR_PWD_ERROR
data, _ := proto.Marshal(ResChangePassword)
G_GameLogicPtr.PackResInfo(a, "ResChangePassword", data)
return
}
if strings.Count(detail.NewPwd, "")-1 < 6 {
ResChangePassword := &msg.ResChangePassword{}
ResChangePassword.ResultCode = MergeConst.Protocol_Error_Account_OR_PWD_Short
data, _ := proto.Marshal(ResChangePassword)
G_GameLogicPtr.PackResInfo(a, "ResChangePassword", data)
return
}
accountInfo.UserPassword = detail.NewPwd
err := db.UpdateAccountInfoToDb(accountInfo)
if err != nil {
ResChangePassword := &msg.ResChangePassword{}
ResChangePassword.ResultCode = MergeConst.Protocol_Error_Account_Fail
data, _ := proto.Marshal(ResChangePassword)
G_GameLogicPtr.PackResInfo(a, "ResChangePassword", data)
return
}
ResChangePassword := &msg.ResChangePassword{}
ResChangePassword.ResultCode = 0
data, _ := proto.Marshal(ResChangePassword)
G_GameLogicPtr.PackResInfo(a, "ResChangePassword", data)
case "ReqAdminInfo": // 后台接口
AdminProcess(m.GetFunc(), []interface{}{a, buf})
case "ReqLoginCode":
Detail := &msg.ReqLoginCode{}
proto.Unmarshal(buf, Detail)
Code, err := GeneratedCode(Detail.TelPhone)
ResLoginCode := &msg.ResLoginCode{}
if err != nil {
ResLoginCode.ResultCode = MergeConst.Protocol_Error_Account_Code_Error
ResLoginCode.Msg = err.Error()
}
ResLoginCode.Code = Code
data, _ := proto.Marshal(ResLoginCode)
G_GameLogicPtr.PackResInfo(a, "ResLoginCode", data)
case "ReqServerVersion":
G_GameLogicPtr.SendServerVersion(a)
case "ReqRegisterAccount":
detail := &msg.ReqRegisterAccount{}
log.Debug("player %s start login", detail.UserName)
proto.Unmarshal(buf, detail)
gl := G_getGameLogic()
defer func() {
if r := recover(); r != nil {
GoUtil.SendFeishuFatal(0, m.GetFunc(), fmt.Sprintf("username: %s, fatal: %s", detail.UserName, r))
log.Error("uid : %d, func : %s, fatal : %s", 0, m.GetFunc(), r)
}
}()
if gl.IsExsitAccount(detail.UserName) {
ResRegisterAccount := &msg.ResRegisterAccount{}
ResRegisterAccount.ResultCode = MergeConst.Protocol_Error_Account_Exist
data, _ := proto.Marshal(ResRegisterAccount)
gl.PackResInfo(a, "ResRegisterAccount", data)
break
}
gl.Db_AccountInfo.UserName = detail.UserName
gl.Db_AccountInfo.UserPassword = detail.UserPwd
if !gl.NewAccountInsertDataToDB() {
ResRegisterAccount := &msg.ResRegisterAccount{}
ResRegisterAccount.ResultCode = MergeConst.Protocol_Error_Account_Fail
data, _ := proto.Marshal(ResRegisterAccount)
gl.PackResInfo(a, "ResRegisterAccount", data)
break
}
ResRegisterAccount := &msg.ResRegisterAccount{}
ResRegisterAccount.ResultCode = 0
data, _ := proto.Marshal(ResRegisterAccount)
gl.PackResInfo(a, "ResRegisterAccount", data)
case "ReqLogin": // 登录请求
detail := &msg.ReqLogin{}
proto.Unmarshal(buf, detail)
accountInfo := db.GetAccountInfoFromDb(detail.UserName)
log.Debug("player %s start login", detail.UserName)
defer func() {
if r := recover(); r != nil {
GoUtil.SendFeishuFatal(0, m.GetFunc(), fmt.Sprintf("username: %s, fatal: %s", detail.UserName, r))
log.Error("uid : %d, func : %s, fatal : %s", 0, m.GetFunc(), r)
}
}()
ResLogin, accountInfo := VerifyUser(accountInfo, detail)
if ResLogin.ResultCode != 0 {
G_GameLogicPtr.PackLoginResInfo(a, ResLogin)
return
}
newPlayer := false
if ResLogin.DwUin > 0 {
PlayerInfo := G_GameLogicPtr.GetPlayer(ResLogin.DwUin)
err := G_GameLogicPtr.ReplaceExistPlayerAndAgent(a, PlayerInfo)
if err != nil {
PlayerInfo = G_GameLogicPtr.CreateNewPlayer(a, detail.UserName)
newPlayer = true
}
if PlayerInfo.PlayMod.getBaseMod().IdCardName == "" && conf.Server.IdVerify {
ResLogin.ResultCode = MergeConst.Protocol_Error_Id_Not_Verify
G_GameLogicPtr.PackLoginResInfo(a, ResLogin)
return
}
}
accountInfo.DeviceId = detail.Device
db.UpdateAccountInfoDeviceToDb(accountInfo)
p, _ := internal.Agents.Load(a)
if p != nil {
p.(*Player).lock.Lock() //加锁
defer p.(*Player).lock.Unlock() //解锁
log.Debug("player %s login success", detail.UserName)
p.(*Player).PlayMod.getBaseMod().DiviceId = detail.Device //加锁
p.(*Player).PushClientRes(ResLogin)
p.(*Player).LoginBackData()
p.(*Player).TeLog("Login_log", nil)
p.(*Player).ProcessTrigger()
}
log.Debug("uid : %d, init user process : %s, execTime : %v , isNew: %v", p.(*Player).M_DwUin, m.GetFunc(), time.Since(start), newPlayer)
case "ReqServerTime": // 获取服务器时间
detail := &msg.ReqServerTime{}
proto.Unmarshal(buf, detail)
res := &msg.ResServerTime{}
res.ServerTime = (int32)(time.Now().Unix())
data, _ := proto.Marshal(res)
G_getGameLogic().PackResInfo(a, "ResServerTime", data)
case "ReqOfflineReconnect": // 断线重连
ReqOfflineReconnectFunc(a, buf)
default:
p, ok := internal.Agents.Load(a)
if ok && p != G_GameLogicPtr.NotInitPlayer {
p.(*Player).lock.Lock() //加锁
backup := p.(*Player).BackUp() // 备份当前的 Player 值
defer func() {
if r := recover(); r != nil {
if m.GetFunc() != "ReqGmCommand" { // 如果不是 GM 命令,才记录日志和发送飞书告警
log.Error("uid : %d, func : %s, fatal : %s", p.(*Player).M_DwUin, m.GetFunc(), r)
GoUtil.SendFeishuFatal(int(p.(*Player).M_DwUin), m.GetFunc(), fmt.Sprintf("fatal : %s", r))
}
p.(*Player).Recover(backup) //还原Player的数据
}
p.(*Player).lock.Unlock() //解锁
}()
p.(*Player).args = make(map[string]interface{})
p.(*Player).args["func"] = m
p.(*Player).args["agent"] = a
err := RunNetProcessByKey(m.GetFunc(), []interface{}{a, buf})
if err != nil {
log.Error("uid : %d, func : %s, err : %s", p.(*Player).M_DwUin, m.GetFunc(), err)
p.(*Player).TeLog("func_exec_error", map[string]interface{}{
"method_name": m.GetFunc(),
"error_info": err.Error(),
})
p.(*Player).Recover(backup) //还原Player的数据
return
}
p.(*Player).ProcessTrigger()
p.(*Player).TeLog("func_exec_time", map[string]interface{}{
"method_name": m.GetFunc(),
"exec_time": fmt.Sprintf("%v", time.Since(start)),
})
}
}
p, b := internal.Agents.Load(a)
if b {
p.(*Player).SendClientRes()
}
//log.Debug("uid : %d, func : %s, execTime : %s ", p.(*Player).M_DwUin, m.GetFunc(), time.Since(start))
}