mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 18:32:26 +08:00
306 lines
7.1 KiB
Go
306 lines
7.1 KiB
Go
package game
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import (
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"encoding/json"
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"sync"
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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/protocol/proto"
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)
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type UserManager struct {
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dao *dao.Dao
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playerMap map[uint32]*model.Player
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playerMapLock sync.RWMutex
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localEventChan chan *LocalEvent
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}
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func NewUserManager(dao *dao.Dao, localEventChan chan *LocalEvent) (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.localEventChan = localEventChan
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return r
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}
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func (u *UserManager) GetUserOnlineState(userId uint32) bool {
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u.playerMapLock.RLock()
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player, exist := u.playerMap[userId]
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u.playerMapLock.RUnlock()
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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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func (u *UserManager) GetOnlineUser(userId uint32) *model.Player {
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u.playerMapLock.RLock()
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player, exist := u.playerMap[userId]
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u.playerMapLock.RUnlock()
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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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func (u *UserManager) GetAllOnlineUserList() map[uint32]*model.Player {
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onlinePlayerMap := make(map[uint32]*model.Player)
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u.playerMapLock.RLock()
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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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u.playerMapLock.RUnlock()
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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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}
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func (u *UserManager) CheckUserExistOnReg(userId uint32, req *proto.SetPlayerBornDataReq, clientSeq uint32) (exist bool, asyncWait bool) {
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u.playerMapLock.RLock()
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_, exist = u.playerMap[userId]
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u.playerMapLock.RUnlock()
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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.loadUserFromDb(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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u.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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},
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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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func (u *UserManager) LoadTempOfflineUserSync(userId uint32) *model.Player {
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u.playerMapLock.RLock()
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player, exist := u.playerMap[userId]
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u.playerMapLock.RUnlock()
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if exist {
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return player
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} else {
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player = u.loadUserFromDb(userId)
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if player == nil {
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return nil
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}
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player.DbState = model.DbOffline
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u.playerMapLock.Lock()
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u.playerMap[player.PlayerID] = player
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u.playerMapLock.Unlock()
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return player
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}
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}
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func (u *UserManager) loadUserFromDb(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.LOG.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) 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.playerMapLock.Lock()
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u.playerMap[player.PlayerID] = player
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u.playerMapLock.Unlock()
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}
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func (u *UserManager) DeleteUser(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.DbDelete)
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u.playerMapLock.Lock()
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u.playerMap[player.PlayerID] = player
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u.playerMapLock.Unlock()
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}
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func (u *UserManager) UpdateUser(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.DbUpdate)
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u.playerMapLock.Lock()
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u.playerMap[player.PlayerID] = player
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u.playerMapLock.Unlock()
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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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}
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func (u *UserManager) OnlineUser(userId uint32, clientSeq uint32) (*model.Player, bool) {
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u.playerMapLock.RLock()
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player, exist := u.playerMap[userId]
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u.playerMapLock.RUnlock()
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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.loadUserFromDb(userId)
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if player != nil {
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player.DbState = model.DbNormal
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u.playerMapLock.Lock()
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u.playerMap[player.PlayerID] = player
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u.playerMapLock.Unlock()
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}
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u.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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},
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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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func (u *UserManager) OfflineUser(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.DbOffline)
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u.playerMapLock.Lock()
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u.playerMap[player.PlayerID] = player
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u.playerMapLock.Unlock()
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}
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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.DbInsert:
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if state == model.DbDelete {
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player.DbState = model.DbDelete
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}
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case model.DbDelete:
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case model.DbUpdate:
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if state == model.DbDelete {
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player.DbState = model.DbDelete
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} else if state == model.DbOffline {
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player.DbState = model.DbOffline
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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 if state == model.DbUpdate {
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player.DbState = model.DbUpdate
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} else if state == model.DbOffline {
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player.DbState = model.DbOffline
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}
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case model.DbOffline:
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if state == model.DbDelete {
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player.DbState = model.DbDelete
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} else if state == model.DbUpdate {
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player.DbState = model.DbUpdate
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} else if state == model.DbNormal {
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player.DbState = model.DbNormal
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}
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}
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}
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func (u *UserManager) StartAutoSaveUser() {
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// 用户数据库定时同步协程
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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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u.SaveUser()
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<-ticker.C
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}
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}()
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}
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func (u *UserManager) SaveUser() {
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logger.LOG.Info("auto save user start")
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playerMapTemp := make(map[uint32]*model.Player)
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u.playerMapLock.RLock()
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for k, v := range u.playerMap {
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playerMapTemp[k] = v
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}
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u.playerMapLock.RUnlock()
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logger.LOG.Info("copyLocalTeamToWorld user map finish")
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insertList := make([]*model.Player, 0)
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deleteList := make([]uint32, 0)
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updateList := make([]*model.Player, 0)
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for k, v := range playerMapTemp {
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switch v.DbState {
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case model.DbInsert:
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insertList = append(insertList, v)
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playerMapTemp[k].DbState = model.DbNormal
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case model.DbDelete:
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deleteList = append(deleteList, v.PlayerID)
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delete(playerMapTemp, k)
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case model.DbUpdate:
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updateList = append(updateList, v)
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playerMapTemp[k].DbState = model.DbNormal
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case model.DbNormal:
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continue
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case model.DbOffline:
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updateList = append(updateList, v)
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delete(playerMapTemp, k)
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}
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}
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insertListJson, err := json.Marshal(insertList)
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logger.LOG.Debug("insertList: %v", string(insertListJson))
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deleteListJson, err := json.Marshal(deleteList)
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logger.LOG.Debug("deleteList: %v", string(deleteListJson))
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updateListJson, err := json.Marshal(updateList)
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logger.LOG.Debug("updateList: %v", string(updateListJson))
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logger.LOG.Info("db state init finish")
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err = u.dao.InsertPlayerList(insertList)
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if err != nil {
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logger.LOG.Error("insert player list error: %v", err)
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}
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err = u.dao.DeletePlayerList(deleteList)
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if err != nil {
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logger.LOG.Error("delete player error: %v", err)
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}
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err = u.dao.UpdatePlayerList(updateList)
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if err != nil {
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logger.LOG.Error("update player error: %v", err)
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}
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logger.LOG.Info("db write finish")
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u.playerMapLock.Lock()
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u.playerMap = playerMapTemp
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u.playerMapLock.Unlock()
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logger.LOG.Info("auto save user finish")
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}
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