game_sync/gamesrv/action/action_server.go

573 lines
20 KiB
Go

package action
import (
"mongo.games.com/goserver/core/logger"
"mongo.games.com/goserver/core/netlib"
"mongo.games.com/goserver/srvlib"
"mongo.games.com/game/common"
"mongo.games.com/game/gamesrv/base"
"mongo.games.com/game/model"
"mongo.games.com/game/proto"
"mongo.games.com/game/protocol/server"
"mongo.games.com/game/protocol/webapi"
)
func HandleWGUpdateSkin(session *netlib.Session, packetId int, data interface{}) error {
logger.Logger.Trace("receive WGUpdateSkin")
msg, ok := data.(*server.WGUpdateSkin)
if !ok {
return nil
}
p := base.PlayerMgrSington.GetPlayerBySnId(msg.GetSnId())
if p == nil {
return nil
}
p.Skin.ModId = msg.GetId()
return nil
}
func HandleWGBuyRecTimeItem(session *netlib.Session, packetId int, data interface{}) error {
logger.Logger.Trace("receive WGBuyRecTimeItem")
if msg, ok := data.(*server.WGBuyRecTimeItem); ok {
p := base.PlayerMgrSington.GetPlayerBySnId(msg.GetSnId())
if p != nil {
p.UpdateBuyRecTimeItem(msg.ExpireTime, msg.Diamond)
}
}
return nil
}
//func HandleWGPlayerLeave(session *netlib.Session, packetId int, data interface{}) error {
// logger.Logger.Trace("receive WGPlayerLeaveGame")
// if msg, ok := data.(*server.WGPlayerLeave); ok {
// p := base.PlayerMgrSington.GetPlayerBySnId(msg.GetSnId())
// if p != nil {
// scene := p.GetScene()
// if scene != nil {
// scene.PlayerLeave(p, common.PlayerLeaveReason_DropLine, false)
// }
// }
// }
// return nil
//}
//func HandlePlayerChangeItems(session *netlib.Session, packetId int, data interface{}) error {
// logger.Logger.Tracef("receive PlayerChangeItems %v", data)
// msg, ok := data.(*server.PlayerChangeItems)
// if !ok {
// return nil
// }
// p := base.PlayerMgrSington.GetPlayerBySnId(msg.GetSnId())
// if p == nil {
// return nil
// }
// var items []*model.Item
// for _, v := range msg.GetItems() {
// items = append(items, &model.Item{
// ItemId: v.GetId(),
// ItemNum: v.GetNum(),
// })
// }
// p.ReceiveAddItems(items)
// return nil
//}
func CreateSceneHandler(session *netlib.Session, packetId int, data interface{}) error {
logger.Logger.Tracef("receive CreateScene %v", data)
msg, ok := data.(*server.WGCreateScene)
if !ok {
return nil
}
base.SceneMgrSington.CreateScene(&base.CreateSceneParam{
Session: session,
WGCreateScene: msg,
})
return nil
}
func init() {
// 创建房间
netlib.Register(int(server.SSPacketID_PACKET_WG_CREATESCENE), &server.WGCreateScene{}, CreateSceneHandler)
//删除场景
// 立刻删除,不管游戏是否结束
netlib.RegisterFactory(int(server.SSPacketID_PACKET_WG_DESTROYSCENE), netlib.PacketFactoryWrapper(func() interface{} {
return &server.WGDestroyScene{}
}))
netlib.RegisterHandler(int(server.SSPacketID_PACKET_WG_DESTROYSCENE), netlib.HandlerWrapper(func(s *netlib.Session, packetid int, pack interface{}) error {
logger.Logger.Trace("receive WGDestroyScene:", pack)
msg, ok := pack.(*server.WGDestroyScene)
if !ok {
return nil
}
if !msg.IsGrace {
// 立刻删除,不管游戏是否结束
for _, v := range msg.Ids {
s := base.SceneMgrSington.GetScene(int(v))
if s != nil {
if gameScene, ok := s.ExtraData.(base.GameScene); ok {
gameScene.SceneDestroy(true)
}
}
}
} else {
// 游戏结束后删除房间
for _, v := range msg.Ids {
s := base.SceneMgrSington.GetScene(int(v))
if s != nil {
if s.IsHundredScene() || s.Gaming {
s.SetGraceDestroy(true)
} else {
if s.IsMatchScene() {
s.SetGraceDestroy(true)
}
if gameScene, ok := s.ExtraData.(base.GameScene); ok {
gameScene.SceneDestroy(true)
}
}
}
}
}
return nil
}))
//玩家进入
netlib.RegisterFactory(int(server.SSPacketID_PACKET_WG_PLAYERENTER), netlib.PacketFactoryWrapper(func() interface{} {
return &server.WGPlayerEnter{}
}))
netlib.RegisterHandler(int(server.SSPacketID_PACKET_WG_PLAYERENTER), netlib.HandlerWrapper(func(s *netlib.Session, packetid int, pack interface{}) error {
logger.Logger.Trace("receive WGPlayerEnter")
if msg, ok := pack.(*server.WGPlayerEnter); ok {
sceneId := int(msg.GetSceneId())
sid := msg.GetSid()
data := msg.GetPlayerData()
gateSid := msg.GetGateSid()
isload := msg.GetIsLoaded()
IsQM := msg.GetIsQM()
sendLeave := func(reason int) {
pack := &server.GWPlayerLeave{
RoomId: msg.SceneId,
PlayerId: msg.SnId,
ReturnCoin: msg.TakeCoin,
Reason: proto.Int(reason),
}
proto.SetDefaults(pack)
s.Send(int(server.SSPacketID_PACKET_GW_PLAYERLEAVE), pack)
}
scene := base.SceneMgrSington.GetScene(sceneId)
p := base.NewPlayer(sid, data, nil, nil)
if p == nil && !scene.IsMatchScene() {
sendLeave(common.PlayerLeaveReason_OnDestroy)
return nil
}
p.UnmarshalIParam(msg.GetIParams())
p.UnmarshalSParam(msg.GetSParams())
p.UnmarshalCParam(msg.GetCParams())
p.AgentCode = msg.GetAgentCode()
p.Coin = msg.GetTakeCoin()
p.Pos = int(msg.GetPos())
p.MatchParams = msg.GetMatchParams()
for id, num := range msg.Items {
p.Items[id] = num
}
for k, v := range msg.RankScore {
p.RankScore[k] = v
}
p.SetTakeCoin(msg.GetTakeCoin())
//p.StartCoin = msg.GetTakeCoin()
//机器人用
p.ExpectGameTime = msg.GetExpectGameTimes()
p.ExpectLeaveCoin = msg.GetExpectLeaveCoin()
//当局游戏结束后剩余金额 起始设置
p.SetCurrentCoin(msg.GetTakeCoin())
p.LastSyncCoin = p.Coin
p.IsQM = IsQM
if sid == 0 && (scene != nil && !scene.IsMatchScene()) {
logger.Logger.Warnf("when WGPlayerEnter (sid == 0)")
//进入房间失败
sendLeave(common.PlayerLeaveReason_OnDestroy)
return nil
}
if scene == nil {
logger.Logger.Warn("when WGPlayerEnter (scene == nil)")
//进入房间失败
sendLeave(common.PlayerLeaveReason_OnDestroy)
return nil
}
isQuit := p.GetIParam(common.PlayerIParam_IsQuit)
logger.Logger.Tracef("WGPlayerEnter scene.IsMatchScene()=%v p.GetIParam(common.PlayerIParam_IsQuit)=%v", scene.IsMatchScene(), isQuit)
if scene.IsMatchScene() && isQuit == 1 { //比赛场退赛
p.MarkFlag(base.PlayerState_MatchQuit)
p.MarkFlag(base.PlayerState_Auto)
p.MarkFlag(base.PlayerState_Leave)
}
var sessionId srvlib.SessionId
sessionId.Set(gateSid)
gateSess := srvlib.ServerSessionMgrSington.GetSession(int(sessionId.AreaId()), int(sessionId.SrvType()), int(sessionId.SrvId()))
logger.Logger.Tracef("WGPlayerEnter, AreaId=%v, SrvType=%v, SrvId=%v, GateSess=%v", int(sessionId.AreaId()), int(sessionId.SrvType()), int(sessionId.SrvId()), gateSess)
if gateSess == nil && !scene.IsMatchScene() {
logger.Logger.Warnf("WGPlayerEnter, AreaId=%v, SrvType=%v, SrvId=%v, GateSess=<nil>", int(sessionId.AreaId()), int(sessionId.SrvType()), int(sessionId.SrvId()))
//进入房间失败
sendLeave(common.PlayerLeaveReason_OnDestroy)
return nil
}
p.SetGateSess(gateSess)
p.SetWorldSess(s)
if gateSess != nil {
pack := &server.GGPlayerSessionBind{
Sid: proto.Int64(sid),
}
if !p.IsRob {
pack.SnId = proto.Int32(p.SnId)
pack.Vip = proto.Int32(p.VIP)
pack.CoinPayTotal = proto.Int64(p.CoinPayTotal)
pack.Ip = proto.String(p.Ip)
pack.Platform = proto.String(p.Platform)
}
proto.SetDefaults(pack)
gateSess.Send(int(server.SSPacketID_PACKET_GG_PLAYERSESSIONBIND), pack)
}
if scene.Testing {
p.Coin = int64(scene.GetDBGameFree().GetTestTakeCoin())
}
base.PlayerMgrSington.ManagePlayer(p)
scene.PlayerEnter(p, isload)
//进场失败
if p.IsMarkFlag(base.PlayerState_EnterSceneFailed) {
scene.PlayerLeave(p, common.PlayerLeaveReason_Normal, true)
} else {
// 进入成功
if !p.IsRobot() && !scene.Testing && !scene.IsMatchScene() {
//base.LogChannelSingleton.WriteMQData(model.GenerateEnterEvent(scene.GetRecordId(), p.SnId, p.Platform,
// p.DeviceOS, scene.GameId, scene.GameMode, scene.GetGameFreeId()))
}
}
}
return nil
}))
//观众进入
netlib.RegisterFactory(int(server.SSPacketID_PACKET_WG_AUDIENCEENTER), netlib.PacketFactoryWrapper(func() interface{} {
return &server.WGPlayerEnter{}
}))
netlib.RegisterHandler(int(server.SSPacketID_PACKET_WG_AUDIENCEENTER), netlib.HandlerWrapper(func(s *netlib.Session, packetid int, pack interface{}) error {
logger.Logger.Trace("receive PACKET_WG_AUDIENCEENTER WGPlayerEnter")
if msg, ok := pack.(*server.WGPlayerEnter); ok {
sceneId := int(msg.GetSceneId())
sid := msg.GetSid()
data := msg.GetPlayerData()
gateSid := msg.GetGateSid()
isload := msg.GetIsLoaded()
IsQM := msg.GetIsQM()
var sessionId srvlib.SessionId
sessionId.Set(gateSid)
sendLeave := func(reason int) {
pack := &server.GWPlayerLeave{
RoomId: msg.SceneId,
PlayerId: msg.SnId,
ReturnCoin: msg.TakeCoin,
Reason: proto.Int(reason),
}
proto.SetDefaults(pack)
s.Send(int(server.SSPacketID_PACKET_GW_AUDIENCELEAVE), pack)
}
scene := base.SceneMgrSington.GetScene(sceneId)
if scene == nil || sid == 0 {
if sid == 0 {
logger.Logger.Warnf("when WGAUPlayerEnter (sid == 0)")
}
//进入房间失败
sendLeave(common.PlayerLeaveReason_OnDestroy)
return nil
}
gateSess := srvlib.ServerSessionMgrSington.GetSession(int(sessionId.AreaId()), int(sessionId.SrvType()), int(sessionId.SrvId()))
logger.Logger.Tracef("PACKET_WG_AUDIENCEENTER WGPlayerEnter, AreaId=%v, SrvType=%v, SrvId=%v, GateSess=%v", int(sessionId.AreaId()), int(sessionId.SrvType()), int(sessionId.SrvId()), gateSess)
if gateSess != nil {
pack := &server.GGPlayerSessionBind{
Sid: proto.Int64(sid),
}
proto.SetDefaults(pack)
gateSess.Send(int(server.SSPacketID_PACKET_GG_PLAYERSESSIONBIND), pack)
} else {
//进入房间失败
logger.Logger.Warnf("PACKET_WG_AUDIENCEENTER WGPlayerEnter, AreaId=%v, SrvType=%v, SrvId=%v, GateSess=<nil>", int(sessionId.AreaId()), int(sessionId.SrvType()), int(sessionId.SrvId()))
sendLeave(common.PlayerLeaveReason_OnDestroy)
return nil
}
// 自建房检查观众人数上限
if scene.IsPreCreateScene() {
if len(scene.GetAudiences()) >= model.GameParamData.MaxAudienceNum {
sendLeave(common.PlayerLeaveReason_RoomFull)
return nil
}
}
p := base.PlayerMgrSington.AddPlayer(sid, data, s, gateSess)
if p == nil {
//进入房间失败
sendLeave(common.PlayerLeaveReason_OnDestroy)
return nil
}
p.UnmarshalIParam(msg.GetIParams())
p.UnmarshalSParam(msg.GetSParams())
p.UnmarshalCParam(msg.GetCParams())
p.Coin = msg.GetTakeCoin()
p.SetTakeCoin(msg.GetTakeCoin())
p.LastSyncCoin = p.Coin
p.IsQM = IsQM
if scene != nil {
scene.AudienceEnter(p, isload)
if !p.IsRobot() && !scene.Testing {
//base.LogChannelSingleton.WriteMQData(model.GenerateEnterEvent(scene.GetRecordId(), p.SnId, p.Platform,
// p.DeviceOS, scene.GameId, scene.GameMode, scene.GetGameFreeId()))
}
}
}
return nil
}))
//观众坐下
netlib.RegisterFactory(int(server.SSPacketID_PACKET_WG_AUDIENCESIT), netlib.PacketFactoryWrapper(func() interface{} {
return &server.WGAudienceSit{}
}))
netlib.RegisterHandler(int(server.SSPacketID_PACKET_WG_AUDIENCESIT), netlib.HandlerWrapper(func(s *netlib.Session, packetid int, pack interface{}) error {
logger.Logger.Trace("receive PACKET_WG_AUDIENCESIT WGAudienceSit", pack)
if msg, ok := pack.(*server.WGAudienceSit); ok {
p := base.PlayerMgrSington.GetPlayerBySnId(msg.GetSnId())
if p != nil {
scene := p.GetScene()
if scene != nil {
p.Pos = int(msg.GetPos())
//p.coin = msg.GetTakeCoin()
//p.takeCoin = msg.GetTakeCoin()
if scene.Testing {
p.Coin = int64(scene.GetDBGameFree().GetTestTakeCoin())
}
p.LastSyncCoin = p.Coin
scene.AudienceSit(p)
}
} else {
leavePack := &server.GWPlayerLeave{
RoomId: msg.SceneId,
PlayerId: msg.SnId,
Reason: proto.Int(common.PlayerLeaveReason_Bekickout),
ReturnCoin: msg.TakeCoin,
}
proto.SetDefaults(leavePack)
s.Send(int(server.SSPacketID_PACKET_GW_AUDIENCELEAVE), leavePack)
}
}
return nil
}))
//玩家返回房间
netlib.RegisterFactory(int(server.SSPacketID_PACKET_WG_PLAYERRETURN), netlib.PacketFactoryWrapper(func() interface{} {
return &server.WGPlayerReturn{}
}))
netlib.RegisterHandler(int(server.SSPacketID_PACKET_WG_PLAYERRETURN), netlib.HandlerWrapper(func(s *netlib.Session, packetid int, pack interface{}) error {
logger.Logger.Trace("receive WGPlayerReturn")
if msg, ok := pack.(*server.WGPlayerReturn); ok {
playerId := msg.GetPlayerId()
p := base.PlayerMgrSington.GetPlayerBySnId(playerId)
if p != nil {
oldFlag := p.GetFlag()
if !p.IsOnLine() {
p.MarkFlag(base.PlayerState_Online)
}
if p.IsMarkFlag(base.PlayerState_Leave) {
p.UnmarkFlag(base.PlayerState_Leave)
}
if p.GetFlag() != oldFlag {
p.SyncFlag()
}
if p.GetScene() != nil {
p.GetScene().PlayerReturn(p, msg.GetIsLoaded())
} else {
logger.Logger.Warnf("whern (%v) WGPlayerReturn p.scene == nil", playerId)
}
} else {
logger.Logger.Warnf("WGPlayerReturn found player:%v not exist", playerId)
scene := base.SceneMgrSington.GetScene(int(msg.GetRoomId()))
if scene != nil {
p := scene.GetPlayer(msg.GetPlayerId())
if p != nil {
logger.Logger.Warnf("WGPlayerReturn found player:%v not exist but in scene:%v gameid:%v", playerId, scene.SceneId, scene.GameId)
}
}
//TODO try leave from room
pack := &server.GWPlayerForceLeave{
RoomId: msg.RoomId,
PlayerId: msg.PlayerId,
Reason: proto.Int(common.PlayerLeaveReason_Bekickout),
EnterTs: msg.EnterTs,
}
proto.SetDefaults(pack)
s.Send(int(server.SSPacketID_PACKET_GW_PLAYERFORCELEAVE), pack)
}
}
return nil
}))
//玩家掉线
netlib.RegisterFactory(int(server.SSPacketID_PACKET_WG_PLAYERDROPLINE), netlib.PacketFactoryWrapper(func() interface{} {
return &server.WGPlayerDropLine{}
}))
netlib.RegisterHandler(int(server.SSPacketID_PACKET_WG_PLAYERDROPLINE), netlib.HandlerWrapper(func(s *netlib.Session, packetid int, pack interface{}) error {
logger.Logger.Trace("receive WGPlayerDropLine:", pack)
if msg, ok := pack.(*server.WGPlayerDropLine); ok {
sceneId := int(msg.GetSceneId())
scene := base.SceneMgrSington.GetScene(sceneId)
if scene != nil {
scene.PlayerDropLine(msg.GetId())
}
}
return nil
}))
//玩家重连
netlib.RegisterFactory(int(server.SSPacketID_PACKET_WG_PLAYERREHOLD), netlib.PacketFactoryWrapper(func() interface{} {
return &server.WGPlayerRehold{}
}))
netlib.RegisterHandler(int(server.SSPacketID_PACKET_WG_PLAYERREHOLD), netlib.HandlerWrapper(func(s *netlib.Session, packetid int, pack interface{}) error {
logger.Logger.Trace("receive WGPlayerRehold")
if msg, ok := pack.(*server.WGPlayerRehold); ok {
sceneId := int(msg.GetSceneId())
scene := base.SceneMgrSington.GetScene(sceneId)
if scene != nil {
var sessionId srvlib.SessionId
sessionId.Set(msg.GetGateSid())
gateSess := srvlib.ServerSessionMgrSington.GetSession(int(sessionId.AreaId()), int(sessionId.SrvType()), int(sessionId.SrvId()))
logger.Logger.Tracef("WGPlayerRehold, AreaId=%v, SrvType=%v, SrvId=%v, SessionId=%v", int(sessionId.AreaId()), int(sessionId.SrvType()), int(sessionId.SrvId()), int64(sessionId))
if gateSess != nil {
pack := &server.GGPlayerSessionBind{
Sid: msg.Sid,
}
proto.SetDefaults(pack)
gateSess.Send(int(server.SSPacketID_PACKET_GG_PLAYERSESSIONBIND), pack)
}
p := base.PlayerMgrSington.GetPlayerBySnId(msg.GetId())
if p != nil {
base.PlayerMgrSington.ReholdPlayer(p.GetSid(), msg.GetSid(), gateSess)
scene.PlayerRehold(msg.GetId(), msg.GetSid(), gateSess)
}
}
}
return nil
}))
//同步水池设置
netlib.RegisterFactory(int(server.SSPacketID_PACKET_WG_COINPOOLSETTING), netlib.PacketFactoryWrapper(func() interface{} {
return &webapi.CoinPoolSetting{}
}))
netlib.RegisterHandler(int(server.SSPacketID_PACKET_WG_COINPOOLSETTING), netlib.HandlerWrapper(func(s *netlib.Session, packetid int, pack interface{}) error {
logger.Logger.Trace("CoinPoolSetting Process recv ", pack)
if wgCoinPoolSetting, ok := pack.(*webapi.CoinPoolSetting); ok {
base.CoinPoolMgr.UpdateCoinPoolSetting(wgCoinPoolSetting)
return nil
}
return nil
}))
// 重置或修改水池水位
netlib.RegisterFactory(int(server.SSPacketID_PACKET_WG_RESETCOINPOOL), netlib.PacketFactoryWrapper(func() interface{} {
return &server.WGResetCoinPool{}
}))
netlib.RegisterHandler(int(server.SSPacketID_PACKET_WG_RESETCOINPOOL), netlib.HandlerWrapper(func(s *netlib.Session, packetid int, pack interface{}) error {
logger.Logger.Trace("WGResetCoinPool Process recv ", pack)
if wgResetCoinPool, ok := pack.(*server.WGResetCoinPool); ok {
base.CoinPoolMgr.ResetCoinPool(wgResetCoinPool)
return nil
}
return nil
}))
//设置玩家黑白名单
netlib.RegisterFactory(int(server.SSPacketID_PACKET_WG_SETPLAYERBLACKLEVEL), netlib.PacketFactoryWrapper(func() interface{} {
return &server.WGSetPlayerBlackLevel{}
}))
netlib.RegisterHandler(int(server.SSPacketID_PACKET_WG_SETPLAYERBLACKLEVEL), netlib.HandlerWrapper(func(s *netlib.Session, packetid int, pack interface{}) error {
logger.Logger.Trace("WGSetPlayerBlackLevel Process recv ", pack)
if wgSetPlayerBlackLevel, ok := pack.(*server.WGSetPlayerBlackLevel); ok {
p := base.PlayerMgrSington.GetPlayerBySnId(wgSetPlayerBlackLevel.GetSnId())
if p != nil {
p.WBLevel = wgSetPlayerBlackLevel.GetWBLevel()
p.WBCoinLimit = wgSetPlayerBlackLevel.GetWBCoinLimit()
p.WBMaxNum = wgSetPlayerBlackLevel.GetMaxNum()
p.WBState = wgSetPlayerBlackLevel.GetState()
if wgSetPlayerBlackLevel.GetResetTotalCoin() {
p.WBCoinTotalIn = 0
p.WBCoinTotalOut = 0
}
}
return nil
}
return nil
}))
// 修改服务状态
netlib.RegisterFactory(int(server.SSPacketID_PACKET_WG_SERVER_STATE), netlib.PacketFactoryWrapper(func() interface{} {
return &server.ServerState{}
}))
netlib.RegisterHandler(int(server.SSPacketID_PACKET_WG_SERVER_STATE), netlib.HandlerWrapper(func(s *netlib.Session, packetid int, pack interface{}) error {
logger.Logger.Trace("PACKET_WG_SERVER_STATE Process recv ", pack)
if srvState, ok := pack.(*server.ServerState); ok {
base.ServerStateMgr.SetState(common.GameSessState(srvState.GetSrvState()))
return nil
}
return nil
}))
//邀请机器人进比赛
netlib.RegisterFactory(int(server.SSPacketID_PACKET_WG_INVITEMATCHROB), netlib.PacketFactoryWrapper(func() interface{} {
return &server.WGInviteMatchRob{}
}))
netlib.RegisterHandler(int(server.SSPacketID_PACKET_WG_INVITEMATCHROB), netlib.HandlerWrapper(func(s *netlib.Session, packetid int, pack interface{}) error {
logger.Logger.Trace("receive WGInviteMatchRob:", pack)
if msg, ok := pack.(*server.WGInviteMatchRob); ok {
base.NpcServerAgentSingleton.MatchInvite(msg.GetRoomId(), msg.GetMatchId(), msg.GetPlatform(), msg.GetRobNum(), msg.GetNeedAwait())
}
return nil
}))
//玩家中转消息
netlib.RegisterFactory(int(server.SSPacketID_PACKET_SS_REDIRECTTOPLAYER), netlib.PacketFactoryWrapper(func() interface{} {
return &server.SSRedirectToPlayer{}
}))
netlib.RegisterHandler(int(server.SSPacketID_PACKET_SS_REDIRECTTOPLAYER), netlib.HandlerWrapper(func(s *netlib.Session, packetid int, pack interface{}) error {
logger.Logger.Trace("SSRedirectToPlayer Process recv ", pack)
if msg, ok := pack.(*server.SSRedirectToPlayer); ok {
p := base.PlayerMgrSington.GetPlayerBySnId(msg.GetSnId())
if p == nil {
logger.Logger.Trace("SSRedirectToPlayer Process recv p == nil ", msg.GetSnId())
return nil
}
p.SendToClient(int(msg.GetPacketId()), msg.GetData())
}
return nil
}))
common.RegisterMulticastHandler()
// 玩家离开
//netlib.Register(int(server.SSPacketID_PACKET_WG_PlayerLEAVE), server.WGPlayerLeave{}, HandleWGPlayerLeave)
// 同步记牌器过期时间
netlib.Register(int(server.SSPacketID_PACKET_WG_BUYRECTIMEITEM), server.WGBuyRecTimeItem{}, HandleWGBuyRecTimeItem)
// 修改皮肤
netlib.Register(int(server.SSPacketID_PACKET_WG_UpdateSkin), server.WGUpdateSkin{}, HandleWGUpdateSkin)
// 同步道具数量
//netlib.Register(int(server.SSPacketID_PACKET_PlayerChangeItems), server.PlayerChangeItems{}, HandlePlayerChangeItems)
}