logic.go
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package roomrank
import (
"apigame/configs/confroomrank"
"apigame/service-common/svconst"
"apigame/util/util-lx/lxtime"
"apigame/util/utstring"
"apigame/util/ztime"
"fmt"
"time"
)
func getLockKey(gameId string, topType int, activityId int64) string {
return fmt.Sprintf("%s:lock:roomrank:%s:%d:%d", svconst.REDIS_CACHEP_REFIX, gameId, topType, activityId)
}
// GetActivityTime 根据当前时间获取当前次的结算时间戳
func GetActivityTime(config *confroomrank.ActivityConfig) int64 {
dtNow := time.Now()
nowYear, nowMonth, nowDay := dtNow.Date()
hour, min, sec := ztime.TimeClock(config.ReleaseTime)
dt := time.Date(nowYear, nowMonth, nowDay, hour, min, sec, 0, time.Local)
if dtNow.After(dt) {
dt = dt.AddDate(0, 0, 1)
}
dtYear, dtMonth, dtDay := dt.Date()
activityTime := int64(dtYear)*1_0000 + int64(dtMonth)*100 + int64(dtDay)
return activityTime
}
func ActivityTimeToDate(activityTime int64) (year int, month time.Month, day int) {
year = int(activityTime / 1_0000)
month = time.Month((activityTime % 1_0000) / 100)
day = int(activityTime % 100)
return
}
// TrySettle 尝试判断结算
func TrySettle(gameId string, topType int, player *Player, config *confroomrank.ActivityConfig, activityTime int64) (hasChange bool) {
hasChange = false
if player.ActivityId == 0 {
return
}
if player.SettleActivityId == config.Id && player.SettleActivityTime == activityTime {
return
}
//if player.ActivityId == config.Id && player.ActivityTime == activityTime {
// return
//}
//if player.ActivityId == 0 {
// return
//}
//if player.ActivityId == config.Id {
// return
//}
//fmt.Println(zjson.Str(player))
// 查找玩家所在的房间
room, hasRoom := LoadRoom(gameId, topType, player.ActivityId, player.RoomUid)
if !hasRoom {
return
}
// 已经结算过的不结算
if room.HasSettle {
return
}
confActivity, hasConfActivity := confroomrank.GetConfig(gameId, room.ActivityId)
if !hasConfActivity {
return
}
// 活动切换或者时间到 触发结算
needSettle := false
if player.ActivityId != config.Id {
needSettle = true
} else {
dtYear, dtMonth, dtDay := ActivityTimeToDate(room.ActivityTime)
hour, min, sec := ztime.TimeClock(confActivity.ReleaseTime)
dt := time.Date(dtYear, dtMonth, dtDay, hour, min, sec, 0, time.Local)
dtNow := lxtime.NowUninx()
if dtNow >= dt.Unix() {
needSettle = true
}
}
if !needSettle {
return
}
TrySettleRoom(gameId, room, confActivity)
// 找到玩家在房间里的名次
// rankIndex = 0-49 rank = 1-50
rankIndex, rankScore := room.FindPlayer(player.Uid)
if rankIndex < 0 {
return
}
player.SettleRank = rankIndex + 1
player.SettleScore = rankScore
// 设置玩家奖励等数据
hasChange = true
player.SettleActivityId = config.Id
player.SettleActivityTime = activityTime
confRoom, hasConfRoom := confActivity.Room[room.ConfigId]
if !hasConfRoom {
return
}
if confAward, hasConfAward := confRoom.Awards[utstring.IntToString(player.SettleRank)]; hasConfAward {
player.SettleAward = confAward
}
if len(confRoom.SettleScores) > rankIndex {
player.AddUserScore(confRoom.SettleScores[rankIndex])
player.SettleUserClass = player.UserClass
}
if len(confRoom.SettleUserType) > rankIndex {
player.UserType = confRoom.SettleUserType[rankIndex]
}
return
}
// UpdatePlayerScore 房间排行更新积分
func UpdatePlayerScore(room *Room, player *Player) {
for i := 0; i < len(room.Details.Players); i++ {
p := room.Details.Players[i]
if player.Uid == p.Uid {
p.Name = player.Name
p.Icon = player.Icon
p.Score = player.Score
return
}
}
}