mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
1.离线玩家数据加分布式锁操作
2.修复聊天记录错乱 3.修复重启服务器后无法登录
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@@ -263,10 +263,18 @@ func (g *GameManager) Close() {
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Msg: saveUserIdList,
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}
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<-EXIT_SAVE_FIN_CHAN
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// 单纯的告诉网关下线玩家
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// 告诉网关下线玩家并全服广播玩家离线
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userList := USER_MANAGER.GetAllOnlineUserList()
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for _, player := range userList {
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g.KickPlayer(player.PlayerID, kcp.EnetServerShutdown)
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MESSAGE_QUEUE.SendToAll(&mq.NetMsg{
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MsgType: mq.MsgTypeServer,
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EventId: mq.ServerUserOnlineStateChangeNotify,
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ServerMsg: &mq.ServerMsg{
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UserId: player.PlayerID,
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IsOnline: false,
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},
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})
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}
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time.Sleep(time.Second)
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}
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@@ -269,7 +269,7 @@ func (g *GameManager) AskAddFriendReq(player *model.Player, payloadMsg pb.Messag
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})
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} else {
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// 全服离线玩家
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targetPlayer, _, _ := USER_MANAGER.LoadGlobalPlayer(targetUid)
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targetPlayer := USER_MANAGER.LoadTempOfflineUser(targetUid, true)
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if targetPlayer == nil {
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logger.Error("apply add friend target player is nil, uid: %v", targetUid)
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return
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@@ -362,7 +362,7 @@ func (g *GameManager) DealAddFriendReq(player *model.Player, payloadMsg pb.Messa
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})
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} else {
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// 全服离线玩家
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targetPlayer, _, _ := USER_MANAGER.LoadGlobalPlayer(targetUid)
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targetPlayer := USER_MANAGER.LoadTempOfflineUser(targetUid, true)
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if targetPlayer == nil {
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logger.Error("apply add friend target player is nil, uid: %v", targetUid)
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return
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@@ -268,7 +268,7 @@ func (u *UserManager) SetRemoteUserOnlineState(userId uint32, isOnline bool, app
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}
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}
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// GetRemoteOnlineUserList 获取指定数量的远程在线玩家
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// GetRemoteOnlineUserList 获取指定数量的远程在线玩家 玩家数据只读禁止修改
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func (u *UserManager) GetRemoteOnlineUserList(total int) map[uint32]*model.Player {
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if total > 50 {
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return nil
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@@ -276,7 +276,7 @@ func (u *UserManager) GetRemoteOnlineUserList(total int) map[uint32]*model.Playe
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onlinePlayerMap := make(map[uint32]*model.Player)
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count := 0
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for userId := range u.remotePlayerMap {
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player := u.LoadTempOfflineUser(userId)
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player := u.LoadTempOfflineUser(userId, false)
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if player == nil {
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continue
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}
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@@ -289,7 +289,7 @@ func (u *UserManager) GetRemoteOnlineUserList(total int) map[uint32]*model.Playe
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return onlinePlayerMap
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}
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// LoadGlobalPlayer 加载并返回一个全服玩家及其在线状态
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// LoadGlobalPlayer 加载并返回一个全服玩家及其在线状态 玩家数据只读禁止修改
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// 参见LoadTempOfflineUser说明
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func (u *UserManager) LoadGlobalPlayer(userId uint32) (player *model.Player, online bool, remote bool) {
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online = u.GetUserOnlineState(userId)
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@@ -304,14 +304,14 @@ func (u *UserManager) LoadGlobalPlayer(userId uint32) (player *model.Player, onl
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if online {
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if remote {
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// 远程在线玩家 为了简化实现流程 直接加载数据库临时档
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player = u.LoadTempOfflineUser(userId)
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player = u.LoadTempOfflineUser(userId, false)
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} else {
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// 本地在线玩家
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player = u.GetOnlineUser(userId)
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}
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} else {
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// 全服离线玩家
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player = u.LoadTempOfflineUser(userId)
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player = u.LoadTempOfflineUser(userId, false)
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}
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return player, online, remote
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}
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@@ -320,12 +320,20 @@ func (u *UserManager) LoadGlobalPlayer(userId uint32) (player *model.Player, onl
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// LoadTempOfflineUser 加载临时离线玩家
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// 正常情况速度较快可以同步阻塞调用
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func (u *UserManager) LoadTempOfflineUser(userId uint32) *model.Player {
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func (u *UserManager) LoadTempOfflineUser(userId uint32, lock bool) *model.Player {
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player := u.GetOnlineUser(userId)
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if player != nil && player.Online {
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logger.Error("not allow get a online player as offline player, uid: %v", userId)
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return nil
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}
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if lock {
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// 加离线玩家数据分布式锁
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ok := u.dao.DistLockSync(userId)
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if !ok {
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logger.Error("lock redis offline player data error, uid: %v", userId)
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return nil
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}
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}
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player = u.LoadUserFromRedisSync(userId)
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if player == nil {
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// 玩家可能不存在于redis 尝试从db查询出来然后写入redis
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@@ -349,10 +357,12 @@ func (u *UserManager) LoadTempOfflineUser(userId uint32) *model.Player {
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}
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// SaveTempOfflineUser 保存临时离线玩家
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// 如果在调用LoadTempOfflineUser后修改了离线玩家数据 则必须立即调用此函数回写
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// 如果调用LoadTempOfflineUser获取了离线玩家数据 则必须在逻辑完成后立即调用此函数回写并解锁
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func (u *UserManager) SaveTempOfflineUser(player *model.Player) {
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// 主协程同步写入redis
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u.SaveUserToRedisSync(player)
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// 解离线玩家数据分布式锁
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u.dao.DistUnlock(player.PlayerID)
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// 另一个协程异步的写回db
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playerData, err := msgpack.Marshal(player)
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if err != nil {
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@@ -15,8 +15,8 @@ import (
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const (
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ENTITY_NUM_UNLIMIT = false // 是否不限制场景内实体数量
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ENTITY_MAX_SEND_NUM = 200 // 场景内最大实体数量
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MAX_MULTIPLAYER_WORLD_NUM = 2 // 本服务器最大多人世界数量
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ENTITY_MAX_SEND_NUM = 300 // 场景内最大实体数量
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MAX_MULTIPLAYER_WORLD_NUM = 10 // 本服务器最大多人世界数量
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)
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type WorldManager struct {
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