mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 15:32:26 +08:00
439 lines
11 KiB
Go
439 lines
11 KiB
Go
package game
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import (
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"time"
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"hk4e/gs/dao"
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"hk4e/gs/model"
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"hk4e/pkg/logger"
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"hk4e/pkg/object"
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"hk4e/protocol/proto"
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)
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// 玩家管理器
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// 玩家注册 从db查询对应uid是否存在并异步回调返回结果
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// 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
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// 玩家离线 写入db和redis
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// 玩家定时保存 写入db和redis
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type UserManager struct {
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dao *dao.Dao // db对象
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playerMap map[uint32]*model.Player // 内存玩家数据
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saveUserChan chan *SaveUserData // 用于主协程发送玩家数据给定时保存协程
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remotePlayerMap map[uint32]string // 远程玩家 key:userId value:玩家所在gs的appid
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}
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func NewUserManager(dao *dao.Dao) (r *UserManager) {
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r = new(UserManager)
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r.dao = dao
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r.playerMap = make(map[uint32]*model.Player)
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r.saveUserChan = make(chan *SaveUserData) // 无缓冲区chan 避免主协程在写入时被迫加锁
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r.remotePlayerMap = make(map[uint32]string)
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return r
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}
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// 在线玩家相关操作
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// GetUserOnlineState 获取玩家在线状态
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func (u *UserManager) GetUserOnlineState(userId uint32) bool {
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player, exist := u.playerMap[userId]
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if !exist {
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return false
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} else {
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return player.Online
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}
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}
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// GetOnlineUser 获取在线玩家对象
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func (u *UserManager) GetOnlineUser(userId uint32) *model.Player {
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player, exist := u.playerMap[userId]
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if !exist {
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return nil
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} else {
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if player.Online {
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return player
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} else {
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return nil
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}
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}
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}
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// GetAllOnlineUserList 获取全部在线玩家
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func (u *UserManager) GetAllOnlineUserList() map[uint32]*model.Player {
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onlinePlayerMap := make(map[uint32]*model.Player)
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for userId, player := range u.playerMap {
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if player.Online == false {
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continue
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}
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onlinePlayerMap[userId] = player
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}
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return onlinePlayerMap
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}
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type PlayerRegInfo struct {
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Exist bool
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Req *proto.SetPlayerBornDataReq
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UserId uint32
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ClientSeq uint32
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GateAppId string
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}
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// CheckUserExistOnReg 玩家注册检查是否已存在
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func (u *UserManager) CheckUserExistOnReg(userId uint32, req *proto.SetPlayerBornDataReq, clientSeq uint32, gateAppId string) (exist bool, asyncWait bool) {
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_, exist = u.playerMap[userId]
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if exist {
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return true, false
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} else {
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go func() {
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player := u.LoadUserFromDbSync(userId)
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exist = false
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if player != nil {
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exist = true
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}
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LOCAL_EVENT_MANAGER.localEventChan <- &LocalEvent{
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EventId: CheckUserExistOnRegFromDbFinish,
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Msg: &PlayerRegInfo{
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Exist: exist,
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Req: req,
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UserId: userId,
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ClientSeq: clientSeq,
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GateAppId: gateAppId,
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},
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}
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}()
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return false, true
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}
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}
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// AddUser 向内存玩家数据里添加一个玩家
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func (u *UserManager) AddUser(player *model.Player) {
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if player == nil {
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return
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}
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u.ChangeUserDbState(player, model.DbInsert)
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u.playerMap[player.PlayerID] = player
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}
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// DeleteUser 从内存玩家数据里删除一个玩家
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func (u *UserManager) DeleteUser(userId uint32) {
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delete(u.playerMap, userId)
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}
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type PlayerLoginInfo struct {
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UserId uint32
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Player *model.Player
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ClientSeq uint32
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GateAppId string
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}
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// OnlineUser 玩家上线
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func (u *UserManager) OnlineUser(userId uint32, clientSeq uint32, gateAppId string) (*model.Player, bool) {
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player, exist := u.playerMap[userId]
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if exist {
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u.ChangeUserDbState(player, model.DbNormal)
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return player, false
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} else {
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go func() {
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player = u.LoadUserFromDbSync(userId)
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if player != nil {
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u.SaveUserToRedisSync(player)
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u.ChangeUserDbState(player, model.DbNormal)
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} else {
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logger.Error("can not find user from db, uid: %v", userId)
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}
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LOCAL_EVENT_MANAGER.localEventChan <- &LocalEvent{
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EventId: LoadLoginUserFromDbFinish,
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Msg: &PlayerLoginInfo{
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UserId: userId,
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Player: player,
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ClientSeq: clientSeq,
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GateAppId: gateAppId,
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},
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}
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}()
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return nil, true
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}
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}
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type ChangeGsInfo struct {
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IsChangeGs bool
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JoinHostUserId uint32
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}
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type PlayerOfflineInfo struct {
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Player *model.Player
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ChangeGsInfo *ChangeGsInfo
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}
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// OfflineUser 玩家离线
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func (u *UserManager) OfflineUser(player *model.Player, changeGsInfo *ChangeGsInfo) {
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playerCopy := new(model.Player)
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err := object.FastDeepCopy(playerCopy, player)
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if err != nil {
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logger.Error("deep copy player error: %v", err)
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return
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}
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playerCopy.DbState = player.DbState
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go func() {
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u.SaveUserToDbSync(playerCopy)
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u.SaveUserToRedisSync(playerCopy)
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LOCAL_EVENT_MANAGER.localEventChan <- &LocalEvent{
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EventId: UserOfflineSaveToDbFinish,
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Msg: &PlayerOfflineInfo{
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Player: player,
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ChangeGsInfo: changeGsInfo,
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},
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}
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}()
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}
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// 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
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func (u *UserManager) ChangeUserDbState(player *model.Player, state int) {
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if player == nil {
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return
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}
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switch player.DbState {
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case model.DbNone:
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if state == model.DbInsert {
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player.DbState = model.DbInsert
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} else if state == model.DbDelete {
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player.DbState = model.DbDelete
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} else if state == model.DbNormal {
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player.DbState = model.DbNormal
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} else {
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logger.Error("player db state change not allow, before: %v, after: %v", player.DbState, state)
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}
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case model.DbInsert:
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logger.Error("player db state change not allow, before: %v, after: %v", player.DbState, state)
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break
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case model.DbDelete:
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if state == model.DbNormal {
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player.DbState = model.DbNormal
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} else {
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logger.Error("player db state change not allow, before: %v, after: %v", player.DbState, state)
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}
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case model.DbNormal:
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if state == model.DbDelete {
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player.DbState = model.DbDelete
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} else {
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logger.Error("player db state change not allow, before: %v, after: %v", player.DbState, state)
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}
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}
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}
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// 远程玩家相关操作
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func (u *UserManager) GetRemoteUserOnlineState(userId uint32) bool {
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_, exist := u.remotePlayerMap[userId]
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if !exist {
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return false
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} else {
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return true
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}
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}
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func (u *UserManager) GetRemoteUserGsAppId(userId uint32) string {
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appId, exist := u.remotePlayerMap[userId]
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if !exist {
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return ""
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} else {
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return appId
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}
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}
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func (u *UserManager) SetRemoteUserOnlineState(userId uint32, isOnline bool, appId string) {
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if isOnline {
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u.remotePlayerMap[userId] = appId
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} else {
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delete(u.remotePlayerMap, userId)
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u.DeleteUser(userId)
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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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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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}
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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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if player == nil {
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continue
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}
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onlinePlayerMap[player.PlayerID] = player
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count++
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if count >= total {
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break
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}
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}
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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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// 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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remote = false
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if !online {
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// 本地不在线就看看远程在不在线
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online = u.GetRemoteUserOnlineState(userId)
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if online {
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remote = true
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}
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}
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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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} 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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}
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return player, online, remote
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}
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// 离线玩家相关操作
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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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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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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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// 大多数情况下活跃玩家都在redis 所以不会走到下面
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// TODO 布隆过滤器防止恶意攻击造成redis缓存穿透
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if userId < 100000000 || userId > 200000000 {
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logger.Error("try to load a not exist uid, uid: %v", userId)
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return nil
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}
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player = u.LoadUserFromDbSync(userId)
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if player == nil {
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// 玩家根本就不存在
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logger.Error("try to load a not exist player from db, uid: %v", userId)
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return nil
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}
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u.SaveUserToRedisSync(player)
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}
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u.ChangeUserDbState(player, model.DbDelete)
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u.playerMap[player.PlayerID] = player
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return 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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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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// 另一个协程异步的写回db
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playerCopy := new(model.Player)
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err := object.FastDeepCopy(playerCopy, player)
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if err != nil {
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logger.Error("deep copy player error: %v", err)
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return
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}
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playerCopy.DbState = player.DbState
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go func() {
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u.SaveUserToDbSync(playerCopy)
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}()
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}
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// db和redis相关操作
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type SaveUserData struct {
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insertPlayerList []*model.Player
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updatePlayerList []*model.Player
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}
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// StartAutoSaveUser 玩家定时保存
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func (u *UserManager) StartAutoSaveUser() {
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go func() {
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ticker := time.NewTicker(time.Minute * 5)
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for {
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LOCAL_EVENT_MANAGER.localEventChan <- &LocalEvent{
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EventId: RunUserCopyAndSave,
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}
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<-ticker.C
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}
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}()
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go func() {
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for {
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saveUserData := <-u.saveUserChan
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u.SaveUserListToDbSync(saveUserData)
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u.SaveUserListToRedisSync(saveUserData)
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}
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}()
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}
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func (u *UserManager) LoadUserFromDbSync(userId uint32) *model.Player {
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player, err := u.dao.QueryPlayerByID(userId)
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if err != nil {
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logger.Error("query player error: %v", err)
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return nil
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}
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return player
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}
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func (u *UserManager) SaveUserToDbSync(player *model.Player) {
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if player.DbState == model.DbInsert {
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err := u.dao.InsertPlayer(player)
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if err != nil {
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logger.Error("insert player error: %v", err)
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return
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}
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} else if player.DbState == model.DbNormal {
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err := u.dao.UpdatePlayer(player)
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if err != nil {
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logger.Error("update player error: %v", err)
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return
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}
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} else {
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logger.Error("invalid player db state: %v", player.DbState)
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}
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}
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func (u *UserManager) SaveUserListToDbSync(saveUserData *SaveUserData) {
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err := u.dao.InsertPlayerList(saveUserData.insertPlayerList)
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if err != nil {
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logger.Error("insert player list error: %v", err)
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return
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}
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err = u.dao.UpdatePlayerList(saveUserData.updatePlayerList)
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if err != nil {
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logger.Error("update player list error: %v", err)
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return
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}
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logger.Info("save user finish, insert user count: %v, update user count: %v", len(saveUserData.insertPlayerList), len(saveUserData.updatePlayerList))
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}
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func (u *UserManager) LoadUserFromRedisSync(userId uint32) *model.Player {
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player := u.dao.GetRedisPlayer(userId)
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return player
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}
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func (u *UserManager) SaveUserToRedisSync(player *model.Player) {
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u.dao.SetRedisPlayer(player)
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}
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func (u *UserManager) SaveUserListToRedisSync(saveUserData *SaveUserData) {
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setPlayerList := make([]*model.Player, 0, len(saveUserData.insertPlayerList)+len(saveUserData.updatePlayerList))
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for _, player := range saveUserData.insertPlayerList {
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setPlayerList = append(setPlayerList, player)
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}
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for _, player := range saveUserData.updatePlayerList {
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setPlayerList = append(setPlayerList, player)
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}
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u.dao.SetRedisPlayerList(setPlayerList)
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}
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