// 进入游戏前的用户 func AccountHandler(ses *netdef.Session, c netdef.IPacketContext) { u := GetUser(ses) if u == nil || !u.VerifyOK || u.EnterGameOK { c.CancelRoute() return } c.Map(u) }
// 只创建了用户对象的原始用户 func RawUserHandler(ses *netdef.Session, c netdef.IPacketContext) { u := GetUser(ses) if u == nil { c.CancelRoute() return } c.Map(u) }
func MsgAdapter_RelayMessageACK(pkt *netdef.Packet, c netdef.IPacketContext) { msg := &RelayMessageACK{} err := proto.Unmarshal(pkt.Data, msg) if err != nil { log.Printf("[RelayMessageACK] unmarshaling error:\n", err) return } c.Map(msg) }