Files
hk4e/gs/game/user_manager.go
2022-12-10 19:48:35 +08:00

235 lines
5.0 KiB
Go

package game
import (
"sync"
"time"
"hk4e/gs/dao"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/protocol/proto"
)
type UserManager struct {
dao *dao.Dao
playerMap map[uint32]*model.Player
playerMapLock sync.RWMutex
}
func NewUserManager(dao *dao.Dao) (r *UserManager) {
r = new(UserManager)
r.dao = dao
r.playerMap = make(map[uint32]*model.Player)
return r
}
func (u *UserManager) GetUserOnlineState(userId uint32) bool {
player, exist := u.playerMap[userId]
if !exist {
return false
} else {
return player.Online
}
}
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
}
}
}
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
}
func (u *UserManager) CheckUserExistOnReg(userId uint32, req *proto.SetPlayerBornDataReq, clientSeq uint32) (exist bool, asyncWait bool) {
_, exist = u.playerMap[userId]
if exist {
return true, false
} else {
go func() {
player := u.loadUserFromDb(userId)
exist = false
if player != nil {
exist = true
}
LOCAL_EVENT_MANAGER.localEventChan <- &LocalEvent{
EventId: CheckUserExistOnRegFromDbFinish,
Msg: &PlayerRegInfo{
Exist: exist,
Req: req,
UserId: userId,
ClientSeq: clientSeq,
},
}
}()
return false, true
}
}
func (u *UserManager) LoadTempOfflineUserSync(userId uint32) *model.Player {
player, exist := u.playerMap[userId]
if exist {
return player
} else {
player = u.loadUserFromDb(userId)
if player == nil {
return nil
}
u.playerMap[player.PlayerID] = player
return player
}
}
func (u *UserManager) loadUserFromDb(userId uint32) *model.Player {
player, err := u.dao.QueryPlayerByID(userId)
if err != nil {
logger.LOG.Error("query player error: %v", err)
return nil
}
return player
}
func (u *UserManager) AddUser(player *model.Player) {
if player == nil {
return
}
u.ChangeUserDbState(player, model.DbInsert)
u.playerMap[player.PlayerID] = player
}
func (u *UserManager) DeleteUser(player *model.Player) {
if player == nil {
return
}
u.ChangeUserDbState(player, model.DbDelete)
u.playerMap[player.PlayerID] = player
}
type PlayerLoginInfo struct {
UserId uint32
Player *model.Player
ClientSeq uint32
}
func (u *UserManager) OnlineUser(userId uint32, clientSeq uint32) (*model.Player, bool) {
player, exist := u.playerMap[userId]
if exist {
u.ChangeUserDbState(player, model.DbNormal)
return player, false
} else {
go func() {
player = u.loadUserFromDb(userId)
if player != nil {
player.DbState = model.DbNormal
u.playerMapLock.Lock()
u.playerMap[player.PlayerID] = player
u.playerMapLock.Unlock()
}
LOCAL_EVENT_MANAGER.localEventChan <- &LocalEvent{
EventId: LoadLoginUserFromDbFinish,
Msg: &PlayerLoginInfo{
UserId: userId,
Player: player,
ClientSeq: clientSeq,
},
}
}()
return nil, true
}
}
func (u *UserManager) ChangeUserDbState(player *model.Player, state int) {
if player == nil {
return
}
switch player.DbState {
case model.DbInsert:
break
case model.DbDelete:
if state == model.DbNormal {
player.DbState = model.DbNormal
}
case model.DbNormal:
if state == model.DbDelete {
player.DbState = model.DbDelete
}
}
}
// 用户数据库定时同步协程
func (u *UserManager) StartAutoSaveUser() {
go func() {
ticker := time.NewTicker(time.Minute * 5)
for {
u.SaveUser()
<-ticker.C
}
}()
}
func (u *UserManager) SaveUser() {
playerMapSave := make(map[uint32]*model.Player, len(u.playerMap))
u.playerMapLock.RLock()
for k, v := range u.playerMap {
playerMapSave[k] = v
}
u.playerMapLock.RUnlock()
insertList := make([]*model.Player, 0)
updateList := make([]*model.Player, 0)
for uid, player := range playerMapSave {
if uid < 100000000 {
continue
}
switch player.DbState {
case model.DbInsert:
insertList = append(insertList, player)
playerMapSave[uid].DbState = model.DbNormal
case model.DbDelete:
updateList = append(updateList, player)
delete(playerMapSave, uid)
case model.DbNormal:
updateList = append(updateList, player)
}
if !player.Online {
delete(playerMapSave, uid)
}
}
err := u.dao.InsertPlayerList(insertList)
if err != nil {
logger.LOG.Error("insert player list error: %v", err)
return
}
err = u.dao.UpdatePlayerList(updateList)
if err != nil {
logger.LOG.Error("update player list error: %v", err)
return
}
u.playerMapLock.Lock()
u.playerMap = playerMapSave
u.playerMapLock.Unlock()
logger.LOG.Info("save user finish, insert user count: %v, update user count: %v", len(insertList), len(updateList))
}