mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-17 23:12:27 +08:00
怪物死亡和世界宝箱随机掉落
This commit is contained in:
610
gs/game/game_user_manager.go
Normal file
610
gs/game/game_user_manager.go
Normal file
@@ -0,0 +1,610 @@
|
||||
package game
|
||||
|
||||
import (
|
||||
"context"
|
||||
"sync"
|
||||
"time"
|
||||
|
||||
"hk4e/gs/dao"
|
||||
"hk4e/gs/model"
|
||||
"hk4e/pkg/logger"
|
||||
"hk4e/protocol/proto"
|
||||
|
||||
"github.com/vmihailenco/msgpack/v5"
|
||||
)
|
||||
|
||||
// 玩家管理器
|
||||
|
||||
// 玩家注册 从db查询对应uid是否存在并异步回调返回结果
|
||||
// 玩家登录 从db查询出来然后写入redis并异步回调返回玩家对象
|
||||
// 玩家离线 写入db和redis
|
||||
// 玩家定时保存 写入db和redis
|
||||
|
||||
type UserManager struct {
|
||||
dao *dao.Dao // db对象
|
||||
playerMap map[uint32]*model.Player // 内存玩家数据
|
||||
saveUserChan chan *SaveUserData // 用于主协程发送玩家数据给定时保存协程
|
||||
remotePlayerMap map[uint32]string // 远程玩家 key:userId value:玩家所在gs的appid
|
||||
remotePlayerMapLock sync.RWMutex
|
||||
}
|
||||
|
||||
func NewUserManager(dao *dao.Dao) (r *UserManager) {
|
||||
r = new(UserManager)
|
||||
r.dao = dao
|
||||
r.playerMap = make(map[uint32]*model.Player)
|
||||
r.saveUserChan = make(chan *SaveUserData) // 无缓冲区chan 避免主协程在写入时被迫加锁
|
||||
r.remotePlayerMap = make(map[uint32]string)
|
||||
go r.saveUserHandle()
|
||||
r.syncRemotePlayerMap()
|
||||
go r.autoSyncRemotePlayerMap()
|
||||
return r
|
||||
}
|
||||
|
||||
// 在线玩家相关操作
|
||||
|
||||
// GetUserOnlineState 获取玩家在线状态
|
||||
func (u *UserManager) GetUserOnlineState(userId uint32) bool {
|
||||
player, exist := u.playerMap[userId]
|
||||
if !exist {
|
||||
return false
|
||||
} else {
|
||||
return player.Online
|
||||
}
|
||||
}
|
||||
|
||||
// GetOnlineUser 获取在线玩家对象
|
||||
func (u *UserManager) GetOnlineUser(userId uint32) *model.Player {
|
||||
player, exist := u.playerMap[userId]
|
||||
if !exist {
|
||||
return nil
|
||||
} else {
|
||||
if player.Online {
|
||||
return player
|
||||
} else {
|
||||
return nil
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// GetAllOnlineUserList 获取全部在线玩家
|
||||
func (u *UserManager) GetAllOnlineUserList() map[uint32]*model.Player {
|
||||
onlinePlayerMap := make(map[uint32]*model.Player)
|
||||
for userId, player := range u.playerMap {
|
||||
if player.Online == false {
|
||||
continue
|
||||
}
|
||||
onlinePlayerMap[userId] = player
|
||||
}
|
||||
return onlinePlayerMap
|
||||
}
|
||||
|
||||
type PlayerRegInfo struct {
|
||||
Exist bool
|
||||
Req *proto.SetPlayerBornDataReq
|
||||
UserId uint32
|
||||
ClientSeq uint32
|
||||
GateAppId string
|
||||
}
|
||||
|
||||
// CheckUserExistOnReg 玩家注册检查是否已存在
|
||||
func (u *UserManager) CheckUserExistOnReg(userId uint32,
|
||||
req *proto.SetPlayerBornDataReq, clientSeq uint32, gateAppId string) (exist bool, asyncWait bool) {
|
||||
_, exist = u.playerMap[userId]
|
||||
if exist {
|
||||
return true, false
|
||||
} else {
|
||||
go func() {
|
||||
player := u.LoadUserFromDbSync(userId)
|
||||
exist = false
|
||||
if player != nil {
|
||||
exist = true
|
||||
}
|
||||
LOCAL_EVENT_MANAGER.GetLocalEventChan() <- &LocalEvent{
|
||||
EventId: CheckUserExistOnRegFromDbFinish,
|
||||
Msg: &PlayerRegInfo{
|
||||
Exist: exist,
|
||||
Req: req,
|
||||
UserId: userId,
|
||||
ClientSeq: clientSeq,
|
||||
GateAppId: gateAppId,
|
||||
},
|
||||
}
|
||||
}()
|
||||
return false, true
|
||||
}
|
||||
}
|
||||
|
||||
// AddUser 向内存玩家数据里添加一个玩家
|
||||
func (u *UserManager) AddUser(player *model.Player) {
|
||||
if player == nil {
|
||||
return
|
||||
}
|
||||
u.playerMap[player.PlayerID] = player
|
||||
}
|
||||
|
||||
// DeleteUser 从内存玩家数据里删除一个玩家
|
||||
func (u *UserManager) DeleteUser(userId uint32) {
|
||||
delete(u.playerMap, userId)
|
||||
}
|
||||
|
||||
type PlayerLoginInfo struct {
|
||||
UserId uint32
|
||||
Player *model.Player
|
||||
ClientSeq uint32
|
||||
GateAppId string
|
||||
}
|
||||
|
||||
// OnlineUser 玩家上线
|
||||
func (u *UserManager) OnlineUser(userId uint32, clientSeq uint32, gateAppId string) (*model.Player, bool) {
|
||||
player, exist := u.playerMap[userId]
|
||||
if userId > PlayerBaseUid {
|
||||
// 正常登录
|
||||
if exist {
|
||||
// 每次玩家上线必须从数据库加载最新的档 如果之前存在于内存则删掉
|
||||
u.DeleteUser(userId)
|
||||
}
|
||||
go func() {
|
||||
// 加离线玩家数据分布式锁
|
||||
ok := u.dao.DistLockSync(userId)
|
||||
if !ok {
|
||||
logger.Error("lock redis offline player data error, uid: %v", userId)
|
||||
return
|
||||
}
|
||||
player := u.LoadUserFromDbSync(userId)
|
||||
if player != nil {
|
||||
u.SaveUserToRedisSync(player)
|
||||
}
|
||||
// 解离线玩家数据分布式锁
|
||||
u.dao.DistUnlock(userId)
|
||||
if player != nil {
|
||||
u.ChangeUserDbState(player, model.DbNormal)
|
||||
player.ChatMsgMap = u.LoadUserChatMsgFromDbSync(userId)
|
||||
} else {
|
||||
logger.Error("can not find user from db, uid: %v", userId)
|
||||
}
|
||||
LOCAL_EVENT_MANAGER.GetLocalEventChan() <- &LocalEvent{
|
||||
EventId: LoadLoginUserFromDbFinish,
|
||||
Msg: &PlayerLoginInfo{
|
||||
UserId: userId,
|
||||
Player: player,
|
||||
ClientSeq: clientSeq,
|
||||
GateAppId: gateAppId,
|
||||
},
|
||||
}
|
||||
}()
|
||||
return nil, false
|
||||
} else {
|
||||
// 机器人
|
||||
return player, true
|
||||
}
|
||||
}
|
||||
|
||||
type ChangeGsInfo struct {
|
||||
IsChangeGs bool
|
||||
JoinHostUserId uint32
|
||||
}
|
||||
|
||||
type PlayerOfflineInfo struct {
|
||||
Player *model.Player
|
||||
ChangeGsInfo *ChangeGsInfo
|
||||
}
|
||||
|
||||
// OfflineUser 玩家离线
|
||||
func (u *UserManager) OfflineUser(player *model.Player, changeGsInfo *ChangeGsInfo) {
|
||||
startTime := time.Now().UnixNano()
|
||||
playerData, err := msgpack.Marshal(player)
|
||||
if err != nil {
|
||||
logger.Error("marshal player data error: %v", err)
|
||||
return
|
||||
}
|
||||
endTime := time.Now().UnixNano()
|
||||
costTime := endTime - startTime
|
||||
logger.Info("offline copy player data cost time: %v ns", costTime)
|
||||
go func() {
|
||||
playerCopy := new(model.Player)
|
||||
err := msgpack.Unmarshal(playerData, playerCopy)
|
||||
if err != nil {
|
||||
logger.Error("unmarshal player data error: %v", err)
|
||||
return
|
||||
}
|
||||
playerCopy.DbState = player.DbState
|
||||
u.SaveUserToDbSync(playerCopy)
|
||||
u.SaveUserToRedisSync(playerCopy)
|
||||
LOCAL_EVENT_MANAGER.GetLocalEventChan() <- &LocalEvent{
|
||||
EventId: UserOfflineSaveToDbFinish,
|
||||
Msg: &PlayerOfflineInfo{
|
||||
Player: player,
|
||||
ChangeGsInfo: changeGsInfo,
|
||||
},
|
||||
}
|
||||
}()
|
||||
}
|
||||
|
||||
// ChangeUserDbState 玩家存档状态机 主要用于玩家定时保存时进行分类处理
|
||||
func (u *UserManager) ChangeUserDbState(player *model.Player, state int) {
|
||||
if player == nil {
|
||||
return
|
||||
}
|
||||
switch player.DbState {
|
||||
case model.DbNone:
|
||||
if state == model.DbInsert {
|
||||
player.DbState = model.DbInsert
|
||||
} else if state == model.DbDelete {
|
||||
player.DbState = model.DbDelete
|
||||
} else if state == model.DbNormal {
|
||||
player.DbState = model.DbNormal
|
||||
} else {
|
||||
logger.Error("player db state change not allow, before: %v, after: %v", player.DbState, state)
|
||||
}
|
||||
case model.DbInsert:
|
||||
logger.Error("player db state change not allow, before: %v, after: %v", player.DbState, state)
|
||||
break
|
||||
case model.DbDelete:
|
||||
if state == model.DbNormal {
|
||||
player.DbState = model.DbNormal
|
||||
} else {
|
||||
logger.Error("player db state change not allow, before: %v, after: %v", player.DbState, state)
|
||||
}
|
||||
case model.DbNormal:
|
||||
if state == model.DbDelete {
|
||||
player.DbState = model.DbDelete
|
||||
} else {
|
||||
logger.Error("player db state change not allow, before: %v, after: %v", player.DbState, state)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 远程玩家相关操作
|
||||
|
||||
func (u *UserManager) autoSyncRemotePlayerMap() {
|
||||
ticker := time.NewTicker(time.Second * 60)
|
||||
for {
|
||||
<-ticker.C
|
||||
u.syncRemotePlayerMap()
|
||||
}
|
||||
}
|
||||
|
||||
func (u *UserManager) syncRemotePlayerMap() {
|
||||
rsp, err := GAME.discovery.GetGlobalGsOnlineMap(context.TODO(), nil)
|
||||
if err != nil {
|
||||
logger.Error("get global gs online map error: %v", err)
|
||||
return
|
||||
}
|
||||
copyMap := make(map[uint32]string)
|
||||
for k, v := range rsp.GlobalGsOnlineMap {
|
||||
player, exist := u.playerMap[k]
|
||||
if exist && player.Online {
|
||||
continue
|
||||
}
|
||||
copyMap[k] = v
|
||||
}
|
||||
copyMapLen := len(copyMap)
|
||||
u.remotePlayerMapLock.Lock()
|
||||
u.remotePlayerMap = copyMap
|
||||
u.remotePlayerMapLock.Unlock()
|
||||
logger.Info("sync remote player map finish, len: %v", copyMapLen)
|
||||
}
|
||||
|
||||
func (u *UserManager) GetRemoteUserOnlineState(userId uint32) bool {
|
||||
u.remotePlayerMapLock.RLock()
|
||||
_, exist := u.remotePlayerMap[userId]
|
||||
u.remotePlayerMapLock.RUnlock()
|
||||
if !exist {
|
||||
return false
|
||||
} else {
|
||||
return true
|
||||
}
|
||||
}
|
||||
|
||||
func (u *UserManager) GetRemoteUserGsAppId(userId uint32) string {
|
||||
u.remotePlayerMapLock.RLock()
|
||||
appId, exist := u.remotePlayerMap[userId]
|
||||
u.remotePlayerMapLock.RUnlock()
|
||||
if !exist {
|
||||
return ""
|
||||
} else {
|
||||
return appId
|
||||
}
|
||||
}
|
||||
|
||||
func (u *UserManager) SetRemoteUserOnlineState(userId uint32, isOnline bool, appId string) {
|
||||
u.remotePlayerMapLock.Lock()
|
||||
if isOnline {
|
||||
u.remotePlayerMap[userId] = appId
|
||||
} else {
|
||||
delete(u.remotePlayerMap, userId)
|
||||
u.DeleteUser(userId)
|
||||
}
|
||||
u.remotePlayerMapLock.Unlock()
|
||||
}
|
||||
|
||||
// GetRemoteOnlineUserList 获取指定数量的远程在线玩家 玩家数据只读禁止修改
|
||||
func (u *UserManager) GetRemoteOnlineUserList(total int) map[uint32]*model.Player {
|
||||
if total > 50 {
|
||||
return nil
|
||||
}
|
||||
onlinePlayerMap := make(map[uint32]*model.Player)
|
||||
count := 0
|
||||
userIdList := make([]uint32, 0)
|
||||
u.remotePlayerMapLock.RLock()
|
||||
for userId := range u.remotePlayerMap {
|
||||
userIdList = append(userIdList, userId)
|
||||
count++
|
||||
if count >= total {
|
||||
break
|
||||
}
|
||||
}
|
||||
u.remotePlayerMapLock.RUnlock()
|
||||
for _, userId := range userIdList {
|
||||
player := u.LoadTempOfflineUser(userId, false)
|
||||
if player == nil {
|
||||
continue
|
||||
}
|
||||
onlinePlayerMap[player.PlayerID] = player
|
||||
}
|
||||
return onlinePlayerMap
|
||||
}
|
||||
|
||||
// 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
|
||||
// 参见LoadTempOfflineUser说明
|
||||
func (u *UserManager) LoadGlobalPlayer(userId uint32) (player *model.Player, online bool, remote bool) {
|
||||
online = u.GetUserOnlineState(userId)
|
||||
remote = false
|
||||
if !online {
|
||||
// 本地不在线就看看远程在不在线
|
||||
online = u.GetRemoteUserOnlineState(userId)
|
||||
if online {
|
||||
remote = true
|
||||
}
|
||||
}
|
||||
if online {
|
||||
if remote {
|
||||
// 远程在线玩家 为了简化实现流程 直接加载数据库临时档
|
||||
player = u.LoadTempOfflineUser(userId, false)
|
||||
} else {
|
||||
// 本地在线玩家
|
||||
player = u.GetOnlineUser(userId)
|
||||
}
|
||||
} else {
|
||||
// 全服离线玩家
|
||||
player = u.LoadTempOfflineUser(userId, false)
|
||||
}
|
||||
return player, online, remote
|
||||
}
|
||||
|
||||
// 离线玩家相关操作
|
||||
|
||||
// LoadTempOfflineUser 加载临时离线玩家
|
||||
// 正常情况速度较快可以同步阻塞调用
|
||||
func (u *UserManager) LoadTempOfflineUser(userId uint32, lock bool) *model.Player {
|
||||
player := u.GetOnlineUser(userId)
|
||||
if player != nil {
|
||||
logger.Error("not allow get a online player as offline player, uid: %v", userId)
|
||||
return nil
|
||||
}
|
||||
if lock {
|
||||
// 加离线玩家数据分布式锁
|
||||
ok := u.dao.DistLockSync(userId)
|
||||
if !ok {
|
||||
logger.Error("lock redis offline player data error, uid: %v", userId)
|
||||
return nil
|
||||
}
|
||||
}
|
||||
player = u.LoadUserFromRedisSync(userId)
|
||||
if player == nil {
|
||||
// 玩家可能不存在于redis 尝试从db查询出来然后写入redis
|
||||
// 大多数情况下活跃玩家都在redis 所以不会走到下面
|
||||
// TODO 防止恶意攻击造成redis缓存穿透
|
||||
if userId < PlayerBaseUid || userId > MaxPlayerBaseUid {
|
||||
logger.Error("try to load a not exist uid, uid: %v", userId)
|
||||
return nil
|
||||
}
|
||||
startTime := time.Now().UnixNano()
|
||||
player = u.LoadUserFromDbSync(userId)
|
||||
endTime := time.Now().UnixNano()
|
||||
costTime := endTime - startTime
|
||||
logger.Info("try to load player from db sync in game main loop, cost time: %v ns", costTime)
|
||||
if player == nil {
|
||||
// 玩家根本就不存在
|
||||
logger.Error("try to load a not exist player from db, uid: %v", userId)
|
||||
return nil
|
||||
}
|
||||
u.SaveUserToRedisSync(player)
|
||||
}
|
||||
u.ChangeUserDbState(player, model.DbDelete)
|
||||
u.playerMap[player.PlayerID] = player
|
||||
return player
|
||||
}
|
||||
|
||||
// SaveTempOfflineUser 保存临时离线玩家
|
||||
// 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
|
||||
func (u *UserManager) SaveTempOfflineUser(player *model.Player) {
|
||||
// 主协程同步写入redis
|
||||
u.SaveUserToRedisSync(player)
|
||||
// 另一个协程异步的写回db
|
||||
playerData, err := msgpack.Marshal(player)
|
||||
if err != nil {
|
||||
logger.Error("marshal player data error: %v", err)
|
||||
// 解离线玩家数据分布式锁
|
||||
u.dao.DistUnlock(player.PlayerID)
|
||||
return
|
||||
}
|
||||
go func() {
|
||||
defer func() {
|
||||
// 解离线玩家数据分布式锁
|
||||
u.dao.DistUnlock(player.PlayerID)
|
||||
}()
|
||||
playerCopy := new(model.Player)
|
||||
err := msgpack.Unmarshal(playerData, playerCopy)
|
||||
if err != nil {
|
||||
logger.Error("unmarshal player data error: %v", err)
|
||||
return
|
||||
}
|
||||
playerCopy.DbState = player.DbState
|
||||
u.SaveUserToDbSync(playerCopy)
|
||||
}()
|
||||
}
|
||||
|
||||
// db和redis相关操作
|
||||
|
||||
func (u *UserManager) GetSaveUserChan() chan *SaveUserData {
|
||||
return u.saveUserChan
|
||||
}
|
||||
|
||||
type SaveUserData struct {
|
||||
insertPlayerList [][]byte
|
||||
updatePlayerList [][]byte
|
||||
exitSave bool
|
||||
}
|
||||
|
||||
func (u *UserManager) saveUserHandle() {
|
||||
go func() {
|
||||
ticker := time.NewTicker(time.Minute)
|
||||
for {
|
||||
<-ticker.C
|
||||
// 保存玩家数据
|
||||
LOCAL_EVENT_MANAGER.GetLocalEventChan() <- &LocalEvent{
|
||||
EventId: RunUserCopyAndSave,
|
||||
}
|
||||
}
|
||||
}()
|
||||
go func() {
|
||||
for {
|
||||
saveUserData := <-u.saveUserChan
|
||||
insertPlayerList := make([]*model.Player, 0)
|
||||
updatePlayerList := make([]*model.Player, 0)
|
||||
setPlayerList := make([]*model.Player, 0)
|
||||
for _, playerData := range saveUserData.insertPlayerList {
|
||||
player := new(model.Player)
|
||||
err := msgpack.Unmarshal(playerData, player)
|
||||
if err != nil {
|
||||
logger.Error("unmarshal player data error: %v", err)
|
||||
continue
|
||||
}
|
||||
insertPlayerList = append(insertPlayerList, player)
|
||||
setPlayerList = append(setPlayerList, player)
|
||||
}
|
||||
for _, playerData := range saveUserData.updatePlayerList {
|
||||
player := new(model.Player)
|
||||
err := msgpack.Unmarshal(playerData, player)
|
||||
if err != nil {
|
||||
logger.Error("unmarshal player data error: %v", err)
|
||||
continue
|
||||
}
|
||||
updatePlayerList = append(updatePlayerList, player)
|
||||
setPlayerList = append(setPlayerList, player)
|
||||
}
|
||||
u.SaveUserListToDbSync(insertPlayerList, updatePlayerList)
|
||||
u.SaveUserListToRedisSync(setPlayerList)
|
||||
if saveUserData.exitSave {
|
||||
// 停服落地玩家数据完毕 通知APP主协程关闭程序
|
||||
EXIT_SAVE_FIN_CHAN <- true
|
||||
}
|
||||
}
|
||||
}()
|
||||
}
|
||||
|
||||
func (u *UserManager) LoadUserFromDbSync(userId uint32) *model.Player {
|
||||
player, err := u.dao.QueryPlayerByID(userId)
|
||||
if err != nil {
|
||||
logger.Error("query player error: %v", err)
|
||||
return nil
|
||||
}
|
||||
return player
|
||||
}
|
||||
|
||||
func (u *UserManager) SaveUserToDbSync(player *model.Player) {
|
||||
if player.DbState == model.DbInsert {
|
||||
err := u.dao.InsertPlayer(player)
|
||||
if err != nil {
|
||||
logger.Error("insert player error: %v", err)
|
||||
return
|
||||
}
|
||||
} else if player.DbState == model.DbNormal || player.DbState == model.DbDelete {
|
||||
err := u.dao.UpdatePlayer(player)
|
||||
if err != nil {
|
||||
logger.Error("update player error: %v", err)
|
||||
return
|
||||
}
|
||||
} else {
|
||||
logger.Error("invalid player db state: %v", player.DbState)
|
||||
}
|
||||
}
|
||||
|
||||
func (u *UserManager) SaveUserListToDbSync(insertPlayerList []*model.Player, updatePlayerList []*model.Player) {
|
||||
err := u.dao.InsertPlayerList(insertPlayerList)
|
||||
if err != nil {
|
||||
logger.Error("insert player list error: %v", err)
|
||||
return
|
||||
}
|
||||
err = u.dao.UpdatePlayerList(updatePlayerList)
|
||||
if err != nil {
|
||||
logger.Error("update player list error: %v", err)
|
||||
return
|
||||
}
|
||||
logger.Info("save user finish, insert user count: %v, update user count: %v", len(insertPlayerList), len(updatePlayerList))
|
||||
}
|
||||
|
||||
func (u *UserManager) LoadUserChatMsgFromDbSync(userId uint32) map[uint32][]*model.ChatMsg {
|
||||
chatMsgMap := make(map[uint32][]*model.ChatMsg)
|
||||
chatMsgList, err := u.dao.QueryChatMsgListByUid(userId)
|
||||
if err != nil {
|
||||
logger.Error("query chat msg list error: %v", err)
|
||||
return chatMsgMap
|
||||
}
|
||||
for _, chatMsg := range chatMsgList {
|
||||
otherUid := uint32(0)
|
||||
if chatMsg.Uid == userId {
|
||||
otherUid = chatMsg.ToUid
|
||||
} else if chatMsg.ToUid == userId {
|
||||
otherUid = chatMsg.Uid
|
||||
} else {
|
||||
continue
|
||||
}
|
||||
msgList, exist := chatMsgMap[otherUid]
|
||||
if !exist {
|
||||
msgList = make([]*model.ChatMsg, 0)
|
||||
}
|
||||
msgList = append(msgList, chatMsg)
|
||||
chatMsgMap[otherUid] = msgList
|
||||
}
|
||||
for otherUid, msgList := range chatMsgMap {
|
||||
if len(msgList) > MaxMsgListLen {
|
||||
msgList = msgList[len(msgList)-MaxMsgListLen:]
|
||||
}
|
||||
for index, chatMsg := range msgList {
|
||||
chatMsg.Sequence = uint32(index) + 101
|
||||
}
|
||||
chatMsgMap[otherUid] = msgList
|
||||
}
|
||||
return chatMsgMap
|
||||
}
|
||||
|
||||
func (u *UserManager) SaveUserChatMsgToDbSync(chatMsg *model.ChatMsg) {
|
||||
err := u.dao.InsertChatMsg(chatMsg)
|
||||
if err != nil {
|
||||
logger.Error("insert chat msg error: %v", err)
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
func (u *UserManager) ReadAndUpdateUserChatMsgToDbSync(uid uint32, targetUid uint32) {
|
||||
err := u.dao.ReadAndUpdateChatMsgByUid(uid, targetUid)
|
||||
if err != nil {
|
||||
logger.Error("read chat msg error: %v", err)
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
func (u *UserManager) LoadUserFromRedisSync(userId uint32) *model.Player {
|
||||
player := u.dao.GetRedisPlayer(userId)
|
||||
return player
|
||||
}
|
||||
|
||||
func (u *UserManager) SaveUserToRedisSync(player *model.Player) {
|
||||
u.dao.SetRedisPlayer(player)
|
||||
}
|
||||
|
||||
func (u *UserManager) SaveUserListToRedisSync(setPlayerList []*model.Player) {
|
||||
u.dao.SetRedisPlayerList(setPlayerList)
|
||||
}
|
||||
Reference in New Issue
Block a user