mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 14:22:26 +08:00
352 lines
14 KiB
Go
352 lines
14 KiB
Go
package game
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import (
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"regexp"
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"time"
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"unicode/utf8"
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"hk4e/gs/constant"
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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/cmd"
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"hk4e/protocol/proto"
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pb "google.golang.org/protobuf/proto"
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)
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func (g *GameManager) GetPlayerSocialDetailReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user get player social detail, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.GetPlayerSocialDetailReq)
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targetUid := req.Uid
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// TODO 同步阻塞待优化
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targetPlayer := USER_MANAGER.LoadTempOfflineUserSync(targetUid)
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if targetPlayer == nil {
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g.CommonRetError(cmd.GetPlayerSocialDetailRsp, player, &proto.GetPlayerSocialDetailRsp{}, proto.Retcode_RET_PLAYER_NOT_EXIST)
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return
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}
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_, exist := player.FriendList[targetPlayer.PlayerID]
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socialDetail := &proto.SocialDetail{
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Uid: targetPlayer.PlayerID,
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ProfilePicture: &proto.ProfilePicture{AvatarId: targetPlayer.HeadImage},
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Nickname: targetPlayer.NickName,
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Signature: targetPlayer.Signature,
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Level: targetPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_LEVEL],
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Birthday: &proto.Birthday{Month: uint32(targetPlayer.Birthday[0]), Day: uint32(targetPlayer.Birthday[1])},
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WorldLevel: targetPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_WORLD_LEVEL],
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NameCardId: targetPlayer.NameCard,
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IsShowAvatar: false,
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FinishAchievementNum: 0,
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IsFriend: exist,
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}
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getPlayerSocialDetailRsp := &proto.GetPlayerSocialDetailRsp{
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DetailData: socialDetail,
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}
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g.SendMsg(cmd.GetPlayerSocialDetailRsp, player.PlayerID, player.ClientSeq, getPlayerSocialDetailRsp)
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}
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func (g *GameManager) SetPlayerBirthdayReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user set birthday, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.SetPlayerBirthdayReq)
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if player.Birthday[0] != 0 || player.Birthday[1] != 0 {
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g.CommonRetError(cmd.SetPlayerBirthdayRsp, player, &proto.SetPlayerBirthdayRsp{})
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return
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}
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birthday := req.Birthday
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player.Birthday[0] = uint8(birthday.Month)
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player.Birthday[1] = uint8(birthday.Day)
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setPlayerBirthdayRsp := &proto.SetPlayerBirthdayRsp{
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Birthday: req.Birthday,
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}
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g.SendMsg(cmd.SetPlayerBirthdayRsp, player.PlayerID, player.ClientSeq, setPlayerBirthdayRsp)
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}
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func (g *GameManager) SetNameCardReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user change name card, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.SetNameCardReq)
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nameCardId := req.NameCardId
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exist := false
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for _, nameCard := range player.NameCardList {
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if nameCard == nameCardId {
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exist = true
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}
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}
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if !exist {
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logger.Error("name card not exist, uid: %v", player.PlayerID)
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return
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}
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player.NameCard = nameCardId
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setNameCardRsp := &proto.SetNameCardRsp{
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NameCardId: nameCardId,
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}
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g.SendMsg(cmd.SetNameCardRsp, player.PlayerID, player.ClientSeq, setNameCardRsp)
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}
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func (g *GameManager) SetPlayerSignatureReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user change signature, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.SetPlayerSignatureReq)
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signature := req.Signature
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setPlayerSignatureRsp := new(proto.SetPlayerSignatureRsp)
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if !object.IsUtf8String(signature) {
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setPlayerSignatureRsp.Retcode = int32(proto.Retcode_RET_SIGNATURE_ILLEGAL)
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} else if utf8.RuneCountInString(signature) > 50 {
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setPlayerSignatureRsp.Retcode = int32(proto.Retcode_RET_SIGNATURE_ILLEGAL)
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} else {
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player.Signature = signature
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setPlayerSignatureRsp.Signature = player.Signature
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}
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g.SendMsg(cmd.SetPlayerSignatureRsp, player.PlayerID, player.ClientSeq, setPlayerSignatureRsp)
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}
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func (g *GameManager) SetPlayerNameReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user change nickname, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.SetPlayerNameReq)
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nickName := req.NickName
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setPlayerNameRsp := new(proto.SetPlayerNameRsp)
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if len(nickName) == 0 {
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setPlayerNameRsp.Retcode = int32(proto.Retcode_RET_NICKNAME_IS_EMPTY)
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} else if !object.IsUtf8String(nickName) {
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setPlayerNameRsp.Retcode = int32(proto.Retcode_RET_NICKNAME_UTF8_ERROR)
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} else if utf8.RuneCountInString(nickName) > 14 {
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setPlayerNameRsp.Retcode = int32(proto.Retcode_RET_NICKNAME_TOO_LONG)
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} else if len(regexp.MustCompile(`\d`).FindAllString(nickName, -1)) > 6 {
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setPlayerNameRsp.Retcode = int32(proto.Retcode_RET_NICKNAME_TOO_MANY_DIGITS)
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} else {
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player.NickName = nickName
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setPlayerNameRsp.NickName = player.NickName
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}
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g.SendMsg(cmd.SetPlayerNameRsp, player.PlayerID, player.ClientSeq, setPlayerNameRsp)
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}
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func (g *GameManager) SetPlayerHeadImageReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user change head image, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.SetPlayerHeadImageReq)
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avatarId := req.AvatarId
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_, exist := player.AvatarMap[avatarId]
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if !exist {
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logger.Error("the head img of the avatar not exist, uid: %v", player.PlayerID)
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return
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}
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player.HeadImage = avatarId
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setPlayerHeadImageRsp := &proto.SetPlayerHeadImageRsp{
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ProfilePicture: &proto.ProfilePicture{AvatarId: player.HeadImage},
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}
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g.SendMsg(cmd.SetPlayerHeadImageRsp, player.PlayerID, player.ClientSeq, setPlayerHeadImageRsp)
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}
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func (g *GameManager) GetAllUnlockNameCardReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user get all unlock name card, uid: %v", player.PlayerID)
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getAllUnlockNameCardRsp := &proto.GetAllUnlockNameCardRsp{
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NameCardList: player.NameCardList,
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}
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g.SendMsg(cmd.GetAllUnlockNameCardRsp, player.PlayerID, player.ClientSeq, getAllUnlockNameCardRsp)
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}
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func (g *GameManager) GetPlayerFriendListReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user get friend list, uid: %v", player.PlayerID)
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getPlayerFriendListRsp := &proto.GetPlayerFriendListRsp{
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FriendList: make([]*proto.FriendBrief, 0),
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}
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// 获取包含系统的临时好友列表
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// 用于实现好友列表内的系统且不更改原先的内容
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tempFriendList := COMMAND_MANAGER.GetFriendList(player.FriendList)
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for uid := range tempFriendList {
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// TODO 同步阻塞待优化
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var onlineState proto.FriendOnlineState
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online := USER_MANAGER.GetUserOnlineState(uid)
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if online {
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onlineState = proto.FriendOnlineState_FRIEND_ONLINE_STATE_ONLINE
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} else {
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onlineState = proto.FriendOnlineState_FRIEND_ONLINE_STATE_DISCONNECT
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}
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friendPlayer := USER_MANAGER.LoadTempOfflineUserSync(uid)
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if friendPlayer == nil {
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logger.Error("target player is nil, uid: %v", player.PlayerID)
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continue
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}
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friendBrief := &proto.FriendBrief{
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Uid: friendPlayer.PlayerID,
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Nickname: friendPlayer.NickName,
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Level: friendPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_LEVEL],
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ProfilePicture: &proto.ProfilePicture{AvatarId: friendPlayer.HeadImage},
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WorldLevel: friendPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_WORLD_LEVEL],
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Signature: friendPlayer.Signature,
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OnlineState: onlineState,
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IsMpModeAvailable: true,
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LastActiveTime: player.OfflineTime,
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NameCardId: friendPlayer.NameCard,
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Param: (uint32(time.Now().Unix()) - player.OfflineTime) / 3600 / 24,
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IsGameSource: true,
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PlatformType: proto.PlatformType_PLATFORM_TYPE_PC,
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}
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getPlayerFriendListRsp.FriendList = append(getPlayerFriendListRsp.FriendList, friendBrief)
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}
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g.SendMsg(cmd.GetPlayerFriendListRsp, player.PlayerID, player.ClientSeq, getPlayerFriendListRsp)
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}
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func (g *GameManager) GetPlayerAskFriendListReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user get friend apply list, uid: %v", player.PlayerID)
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getPlayerAskFriendListRsp := &proto.GetPlayerAskFriendListRsp{
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AskFriendList: make([]*proto.FriendBrief, 0),
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}
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for uid := range player.FriendApplyList {
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// TODO 同步阻塞待优化
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var onlineState proto.FriendOnlineState
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online := USER_MANAGER.GetUserOnlineState(uid)
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if online {
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onlineState = proto.FriendOnlineState_FRIEND_ONLINE_STATE_ONLINE
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} else {
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onlineState = proto.FriendOnlineState_FRIEND_ONLINE_STATE_DISCONNECT
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}
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friendPlayer := USER_MANAGER.LoadTempOfflineUserSync(uid)
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if friendPlayer == nil {
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logger.Error("target player is nil, uid: %v", player.PlayerID)
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continue
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}
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friendBrief := &proto.FriendBrief{
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Uid: friendPlayer.PlayerID,
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Nickname: friendPlayer.NickName,
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Level: friendPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_LEVEL],
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ProfilePicture: &proto.ProfilePicture{AvatarId: friendPlayer.HeadImage},
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WorldLevel: friendPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_WORLD_LEVEL],
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Signature: friendPlayer.Signature,
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OnlineState: onlineState,
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IsMpModeAvailable: true,
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LastActiveTime: player.OfflineTime,
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NameCardId: friendPlayer.NameCard,
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Param: (uint32(time.Now().Unix()) - player.OfflineTime) / 3600 / 24,
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IsGameSource: true,
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PlatformType: proto.PlatformType_PLATFORM_TYPE_PC,
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}
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getPlayerAskFriendListRsp.AskFriendList = append(getPlayerAskFriendListRsp.AskFriendList, friendBrief)
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}
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g.SendMsg(cmd.GetPlayerAskFriendListRsp, player.PlayerID, player.ClientSeq, getPlayerAskFriendListRsp)
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}
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func (g *GameManager) AskAddFriendReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user apply add friend, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.AskAddFriendReq)
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targetUid := req.TargetUid
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// TODO 同步阻塞待优化
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targetPlayerOnline := USER_MANAGER.GetUserOnlineState(targetUid)
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targetPlayer := USER_MANAGER.LoadTempOfflineUserSync(targetUid)
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if targetPlayer == nil {
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logger.Error("apply add friend target player is nil, uid: %v", player.PlayerID)
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return
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}
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_, applyExist := targetPlayer.FriendApplyList[player.PlayerID]
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_, friendExist := targetPlayer.FriendList[player.PlayerID]
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if applyExist || friendExist {
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logger.Error("friend or apply already exist, uid: %v", player.PlayerID)
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return
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}
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targetPlayer.FriendApplyList[player.PlayerID] = true
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if targetPlayerOnline {
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askAddFriendNotify := &proto.AskAddFriendNotify{
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TargetUid: player.PlayerID,
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}
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askAddFriendNotify.TargetFriendBrief = &proto.FriendBrief{
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Uid: player.PlayerID,
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Nickname: player.NickName,
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Level: player.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_LEVEL],
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ProfilePicture: &proto.ProfilePicture{AvatarId: player.HeadImage},
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WorldLevel: player.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_WORLD_LEVEL],
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Signature: player.Signature,
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OnlineState: proto.FriendOnlineState_FRIEND_ONLINE_STATE_ONLINE,
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IsMpModeAvailable: true,
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LastActiveTime: player.OfflineTime,
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NameCardId: player.NameCard,
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Param: (uint32(time.Now().Unix()) - player.OfflineTime) / 3600 / 24,
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IsGameSource: true,
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PlatformType: proto.PlatformType_PLATFORM_TYPE_PC,
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}
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g.SendMsg(cmd.AskAddFriendNotify, targetPlayer.PlayerID, targetPlayer.ClientSeq, askAddFriendNotify)
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}
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askAddFriendRsp := &proto.AskAddFriendRsp{
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TargetUid: targetUid,
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}
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g.SendMsg(cmd.AskAddFriendRsp, player.PlayerID, player.ClientSeq, askAddFriendRsp)
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}
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func (g *GameManager) AddFriend(player *model.Player, targetUid uint32) {
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player.FriendList[targetUid] = true
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// TODO 同步阻塞待优化
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targetPlayer := USER_MANAGER.LoadTempOfflineUserSync(targetUid)
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if targetPlayer == nil {
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logger.Error("agree friend apply target player is nil, uid: %v", player.PlayerID)
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return
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}
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targetPlayer.FriendList[player.PlayerID] = true
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}
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func (g *GameManager) DealAddFriendReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user deal friend apply, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.DealAddFriendReq)
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targetUid := req.TargetUid
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result := req.DealAddFriendResult
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if result == proto.DealAddFriendResultType_DEAL_ADD_FRIEND_RESULT_TYPE_ACCEPT {
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g.AddFriend(player, targetUid)
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}
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delete(player.FriendApplyList, targetUid)
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dealAddFriendRsp := &proto.DealAddFriendRsp{
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TargetUid: targetUid,
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DealAddFriendResult: result,
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}
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g.SendMsg(cmd.DealAddFriendRsp, player.PlayerID, player.ClientSeq, dealAddFriendRsp)
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}
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func (g *GameManager) GetOnlinePlayerListReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user get online player list, uid: %v", player.PlayerID)
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count := 0
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onlinePlayerList := make([]*model.Player, 0)
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for _, onlinePlayer := range USER_MANAGER.GetAllOnlineUserList() {
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if onlinePlayer.PlayerID == player.PlayerID {
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continue
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}
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onlinePlayerList = append(onlinePlayerList, onlinePlayer)
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count++
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if count >= 50 {
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break
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}
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}
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getOnlinePlayerListRsp := &proto.GetOnlinePlayerListRsp{
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PlayerInfoList: make([]*proto.OnlinePlayerInfo, 0),
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}
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for _, onlinePlayer := range onlinePlayerList {
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onlinePlayerInfo := g.PacketOnlinePlayerInfo(onlinePlayer)
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getOnlinePlayerListRsp.PlayerInfoList = append(getOnlinePlayerListRsp.PlayerInfoList, onlinePlayerInfo)
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}
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g.SendMsg(cmd.GetOnlinePlayerListRsp, player.PlayerID, player.ClientSeq, getOnlinePlayerListRsp)
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}
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func (g *GameManager) PacketOnlinePlayerInfo(player *model.Player) *proto.OnlinePlayerInfo {
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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onlinePlayerInfo := &proto.OnlinePlayerInfo{
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Uid: player.PlayerID,
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Nickname: player.NickName,
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PlayerLevel: player.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_LEVEL],
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MpSettingType: proto.MpSettingType(player.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_MP_SETTING_TYPE]),
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NameCardId: player.NameCard,
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Signature: player.Signature,
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ProfilePicture: &proto.ProfilePicture{AvatarId: player.HeadImage},
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CurPlayerNumInWorld: uint32(world.GetWorldPlayerNum()),
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}
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return onlinePlayerInfo
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}
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