handle.go
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package roomrank
import (
"apigame/configs/confroomrank"
"apigame/models"
"apigame/service/code-msg"
"apigame/util/zredislock"
)
// HandleGetConfig 活动配置
func HandleGetConfig(req *models.ReqRoomRankGetConfig) (code string, rsp models.RspRoomRankGetConfig) {
rsp = models.RspRoomRankGetConfig{}
code = code_msg.RECODE_OK
gameId := req.GameID
// 尝试更新配置
configs := confroomrank.GetCurrentConfigs(gameId)
for _, config := range configs {
rsp.Config = append(rsp.Config, config.GenerateConfigClient())
}
return
}
// HandleInfo 房间排行信息
func HandleInfo(req *models.ReqRoomRankInfo) (code string, rsp models.RspRoomRankInfo) {
rsp = models.RspRoomRankInfo{}
code = code_msg.RECODE_OK
gameId := req.GameID
playerUid := req.UID
playerLevel := req.PlayerLevel
// 尝试更新配置
config, hasConfig := confroomrank.GetCurrent(gameId, req.TopType)
if !hasConfig {
config = new(confroomrank.ActivityConfig)
code = code_msg.RECODE_MERGE_ROOMRANK_NOTOPEN_ERROR
return
}
// 读取游戏数据
player := LoadPlayer(gameId, playerUid, req.TopType)
player.Name = req.PlayerName
player.Icon = req.PlayerIcon
// 采用分布式锁
lockKey := getLockKey(gameId, req.TopType, config.Id)
opt := zredislock.GetOptionLimitRetry(RoomLockLinearBackoff, RoomLockMaxCount)
lock := zredislock.Obtain(lockKey, RoomLockMillisecond, opt)
if lock.Err != nil {
code = code_msg.RECODE_CAOZUOPINFAN_ERROR
return
}
defer lock.Release()
// 尝试判断结算
hasSettleChange := TrySettle(gameId, req.TopType, player, config)
if hasSettleChange {
SavePlayer(gameId, player)
}
if player.SettleHas() {
rsp.RoomRankInfo = GetInfoFromSettle(player, config)
return
}
// 判断玩家等级
if req.PlayerLevel < config.OpenLevel {
code = code_msg.RECODE_MERGE_ROOMRANK_LEVEL_ERROR
return
}
// 尝试加入房间
room, hasRoom, firstJoin := TryGetRoom(gameId, req.TopType, player, config, playerLevel)
if !hasRoom {
code = code_msg.RECODE_MERGE_CONFIG_ERROR
return
}
TryReSort(room, config)
SavePlayer(gameId, player)
SaveRoom(gameId, room)
rsp.RoomRankInfo = GetInfoFromRoom(gameId, player, room, config)
rsp.RoomRankInfo.FirstJoin = firstJoin
return
}
// HandleGetSettleAward 领取上期结算奖励
func HandleGetSettleAward(req *models.ReqRoomRankGetSettleAward) (code string, rsp models.RspRoomRankGetSettleAward) {
rsp = models.RspRoomRankGetSettleAward{}
code = code_msg.RECODE_OK
gameId := req.GameID
playerUid := req.UID
// 尝试更新配置
config, hasConfig := confroomrank.GetCurrent(gameId, req.TopType)
if !hasConfig {
config = new(confroomrank.ActivityConfig)
code = code_msg.RECODE_MERGE_ROOMRANK_NOTOPEN_ERROR
return
}
// 读取游戏数据
player := LoadPlayer(gameId, playerUid, req.TopType)
player.Name = req.PlayerName
player.Icon = req.PlayerIcon
// 采用分布式锁
lockKey := getLockKey(gameId, req.TopType, config.Id)
opt := zredislock.GetOptionLimitRetry(RoomLockLinearBackoff, RoomLockMaxCount)
lock := zredislock.Obtain(lockKey, RoomLockMillisecond, opt)
if lock.Err != nil {
code = code_msg.RECODE_CAOZUOPINFAN_ERROR
return
}
defer lock.Release()
// 尝试判断结算
_ = TrySettle(gameId, req.TopType, player, config)
if !player.SettleHas() {
code = code_msg.RECODE_MERGE_ROOMRANK_NOTHASSETTLE_ERROR
return
}
oldActivityId := player.ActivityId
// 领取奖励
rsp.SettleRank = player.SettleRank
rsp.SettleScore = player.SettleScore
rsp.UserClass = player.SettleUserClass
rsp.AwardText = player.SettleAward
player.SettleAward = ""
player.ActivityId = config.Id
player.RoomUid = 0
SavePlayer(gameId, player)
// 记录日志
recordBase := NewRecordBase(player.Uid, req.TopType, oldActivityId)
SaveRecordGetSettleAward(gameId, NewRecordGetSettleAward(recordBase, rsp.AwardText))
return
}
// HandleAddScore 房间排行增加积分
func HandleAddScore(req *models.ReqRoomRankAddScore) (code string, rsp models.RspRoomRankAddScore) {
rsp = models.RspRoomRankAddScore{}
code = code_msg.RECODE_OK
gameId := req.GameID
playerUid := req.UID
playerLevel := req.PlayerLevel
// 尝试更新配置
config, hasConfig := confroomrank.GetCurrent(gameId, req.TopType)
if !hasConfig {
config = new(confroomrank.ActivityConfig)
code = code_msg.RECODE_MERGE_ROOMRANK_NOTOPEN_ERROR
return
}
// 读取游戏数据
player := LoadPlayer(gameId, playerUid, req.TopType)
player.Name = req.PlayerName
player.Icon = req.PlayerIcon
// 采用分布式锁
lockKey := getLockKey(gameId, req.TopType, config.Id)
opt := zredislock.GetOptionLimitRetry(RoomLockLinearBackoff, RoomLockMaxCount)
lock := zredislock.Obtain(lockKey, RoomLockMillisecond, opt)
if lock.Err != nil {
code = code_msg.RECODE_CAOZUOPINFAN_ERROR
return
}
defer lock.Release()
// 尝试判断结算
hasSettleChange := TrySettle(gameId, req.TopType, player, config)
if hasSettleChange {
SavePlayer(gameId, player)
}
if player.SettleHas() {
rsp.RoomRankInfo = GetInfoFromSettle(player, config)
code = code_msg.RECODE_MERGE_ROOMRANK_HASSETTLE_ERROR
return
}
// 判断玩家等级
if req.PlayerLevel < config.OpenLevel {
code = code_msg.RECODE_MERGE_ROOMRANK_LEVEL_ERROR
return
}
// 尝试加入房间
room, hasRoom, firstJoin := TryGetRoom(gameId, req.TopType, player, config, playerLevel)
// 房间排行增加积分
oldScore, newScore := ChangePlayerScore(room, player, req.AddScore)
if !hasRoom {
code = code_msg.RECODE_MERGE_CONFIG_ERROR
return
}
TryReSort(room, config)
SavePlayer(gameId, player)
SaveRoom(gameId, room)
rsp.RoomRankInfo = GetInfoFromRoom(gameId, player, room, config)
rsp.RoomRankInfo.FirstJoin = firstJoin
// 记录日志
recordBase := NewRecordBase(player.Uid, req.TopType, config.Id)
SaveRecordAddScore(gameId, NewRecordAddScore(recordBase, req.AddScore, oldScore, newScore))
return
}