func (this *GameManager) Init(buildtime string) bool { var bVal bool = false var err error //config loading bVal = config.GetServerConfig().InitConfig() if bVal { Log.Info(">>ServerConfig.InitConfig Success!") } else { Log.Info(">>ServerConfig.InitConfig failed please check serverconfig.xml") return false } //sql init // server := GetGameServerInst() Log.Info(">>GameServer Initing...") err = server.InitServer(server, server, "gameserver", config.GetServerConfig().GetXmlConf().Server.Ip, config.GetServerConfig().GetXmlConf().Server.Port) if err != nil { Log.Info(">>GameServer Init error,", err) return false } Log.Info(">>GameServer Init success!") Log.Info(">>Init game modules...") return true }
func (this *LoginHandler) loginReq(pack *packet.Packet, conn netio.ConnInf) { //TODO if conn.GetBindObj() != nil { //登录后在发登录请求,这是不对的。应该剔除 Log.Error("第一次消息请求时,应该没有已经绑定的对象,说明用户已经有绑定的对象了,是个错误的请求") return } if pack.DecodePacket() == false { } var loginReq p_login.PlayerLoginReq loginReq.Packet = pack if false == loginReq.DecodePacket() { Log.Error("解析包错误,应该断开连接") conn.Close() return } var uid uint64 var account string var superpwd string uid = loginReq.UserID account = loginReq.UserName superpwd = loginReq.UserPwd if config.GetServerConfig().GetXmlConf().Server.AccessPtMode == 1 { //平台接入模式,要查看平台登录信息 } else { //非平台接入模式,只要查看自己的登录信息即可 } }