Ejemplo n.º 1
0
// 发送封号信息
// clientObj:客户端对象
func SendForbidMsg(clientObj *client.Client) {
	responseObj := responseDataObject.NewSocketResponseObject(commandType.Login)
	responseObj.SetResultStatus(responseDataObject.PlayerIsForbidden)

	// 先发送消息,然后再断开连接
	responseResult(clientObj, responseObj)
	clientObj.LogoutAndQuit()
}
Ejemplo n.º 2
0
// 发送在另一台设备登陆的信息
// clientObj:客户端对象
func SendLoginAnotherDeviceMsg(clientObj *client.Client) {
	responseObj := responseDataObject.NewSocketResponseObject(commandType.Login)
	responseObj.SetResultStatus(responseDataObject.LoginOnAnotherDevice)

	// 先发送消息,然后再断开连接
	responseResult(clientObj, responseObj)
	clientObj.LogoutAndQuit()
}
Ejemplo n.º 3
0
// 根据客户端对象来断开连接
// 注销客户端连接
// 从缓存中移除玩家对象
// clientObj:客户端对象
// clinetDisconnectType:客户端断开连接的类型;如果是来自于rpc则意味着之前客户端已经关闭连接,现在需要将客户端对象从缓存中移除了;否则是客户端过期,需要关闭
func DisconnectByClient(clientObj *client.Client, clinetDisconnectType disconnectType.ClientDisconnectType) {
	// 将玩家从缓存中移除
	if clientObj.PlayerId() != "" {
		if playerObj, exists, err := GetPlayer(clientObj.PlayerId(), false); err == nil && exists {
			UnRegisterPlayer(playerObj)
		}
	}

	// 注销客户端连接,并从缓存中移除
	switch clinetDisconnectType {
	case disconnectType.FromExpire:
		clientObj.LogoutAndQuit()
	case disconnectType.FromRpc:
		clientBLL.UnRegisterClient(clientObj)
	}
}