// 发送数据给玩家 // playerList:玩家列表 // responseObj:Socket服务器的返回对象 func SendToPlayer(playerList []*player.Player, responseObj *responseDataObject.SocketResponseObject) { for _, item := range playerList { if item.ClientId > 0 { if clientObj, ok := clientBLL.GetClient(item.ClientId); ok { responseResult(clientObj, responseObj) } } } }
// 根据玩家对象来断开客连接 // 注销客户端连接 // 从缓存中移除玩家对象 // playerObj:玩家对象 // playerDisconnectType:玩家断开连接的类型 func disconnectByPlayer(playerObj *player.Player, playerDisconnectType disconnectType.PlayerDisconnectType) { // 断开客户端连接 if playerObj.ClientId > 0 { if clientObj, ok := clientBLL.GetClient(playerObj.ClientId); ok { switch playerDisconnectType { case disconnectType.FromForbid: SendForbidMsg(clientObj) } } } // 将玩家从缓存中移除 UnRegisterPlayer(playerObj) }