refactor(channelserver): remove Channels fallbacks, use Registry as sole cross-channel API

main.go always sets both Channels and Registry together, making the
Channels fallback paths dead code. This removes:

- Server.Channels field from the Server struct
- 3 if/else fallback blocks in handlers_session.go (replaced with
  Registry.FindChannelForStage, SearchSessions, SearchStages)
- 1 if/else fallback block in handlers_guild_ops.go (replaced with
  Registry.NotifyMailToCharID)
- 3 method fallbacks in sys_channel_server.go (WorldcastMHF,
  FindSessionByCharID, DisconnectUser now delegate directly)

Updates anti-patterns.md #6 to "accepted design" — Session struct is
appropriate for this game server's handler pattern, and cross-channel
coupling is now fully routed through the ChannelRegistry interface.
This commit is contained in:
Houmgaor
2026-02-22 16:16:44 +01:00
parent cd630a7a58
commit 53b5bb3b96
11 changed files with 113 additions and 252 deletions

View File

@@ -318,28 +318,7 @@ func handleMsgMhfOperateGuildMember(s *Session, p mhfpacket.MHFPacket) {
if err := s.server.mailRepo.SendMail(mail.SenderID, mail.RecipientID, mail.Subject, mail.Body, 0, 0, false, true); err != nil {
s.logger.Warn("Failed to send guild member operation mail", zap.Error(err))
}
if s.server.Registry != nil {
s.server.Registry.NotifyMailToCharID(pkt.CharID, s, &mail)
} else {
// Fallback: find the target session under lock, then notify outside the lock.
var targetSession *Session
for _, channel := range s.server.Channels {
channel.Lock()
for _, session := range channel.sessions {
if session.charID == pkt.CharID {
targetSession = session
break
}
}
channel.Unlock()
if targetSession != nil {
break
}
}
if targetSession != nil {
SendMailNotification(s, &mail, targetSession)
}
}
s.server.Registry.NotifyMailToCharID(pkt.CharID, s, &mail)
doAckSimpleSucceed(s, pkt.AckHandle, make([]byte, 4))
}
}