cmd) {
case CmdCode::cmd_user_getzonelist: # 6000 分区列表
return UserProc::GetZoneList();
case CmdCode::cmd_user_loginuserinfo: # 6001 登录/新玩家直接注册并登录
return UserProc::loginUserInfo();
case CmdCode::cmd_user_gameconstinfo: # 6002 下载游戏配置
return UserProc::downloadConstInfo();
case CmdCode::cmd_user_setAnimation: # 6004 片头播放记录
return UserProc::setAnimation();
case CmdCode::cmd_user_replaceHeadImg: # 6005 替换头像
return UserProc::replaceHeadImg();
case CmdCode::cmd_user_delUserUid: # 6006 删除账号
return UserProc::delUserUid();
case CmdCode::cmd_user_removeNewHeadImgTip: # 6007 移除新头像标志
return UserProc::removeNewHeadImgTip();
case CmdCode::cmd_user_readAnnouncement: # 6008 读公告记录
return UserProc::readAnnouncement();
case CmdCode::cmd_user_clearFunUnlockInfo: # 6009 重置功能解锁记录信息
return UserProc::clearFunUnlockInfo();
case CmdCode::user_rename: # 6010 改名
return self::ReName();
case CmdCode::cmd_user_completeNewbieGuide: # 6011 新手引导更新
return self::completeNewbieGuide();
case CmdCode::cmd_user_clearGuideInfo: # 6012 清理引导记录
return self::clearGuideInfo();
default:
Err(ErrCode::cmd_err);
}
}
public static function clearGuideInfo() {
list($id) = req()->paras; # 参数:引导模块
// if(in_array($id,ctx()->privateState->funUnlockRecord_3)){
// StlUtil::arrayRemove(ctx()->privateState->funUnlockRecord_3, $id);
// }
UserProc::updateUserInfo(); # 回写数据
return Resp::ok(array());
}
/**
* 更新新手引导阶段步骤
*/
public static function completeNewbieGuide() {
list($guideType, $guide_type_forceSave) = req()->paras; # 参数: 新手引导步骤
ctx()->base(true)->guide_type = $guideType;
$forceSave = $guide_type_forceSave == true ? 1 : 0;
ctx()->base(true)->guide_type_forceSave = $forceSave;
if (in_array($guideType, ctx()->privateState->funUnlockRecord_3) && $guide_type_forceSave == true) {
StlUtil::arrayRemove(ctx()->privateState->funUnlockRecord_3, $guideType);
}
UserProc::updateUserInfo(); # 回写数据
return Resp::ok(array());
}
/**
* 6010 玩家改名
*/
public static function ReName() {
list($newName) = req()->paras;
$historyNames = ctx()->privateData()->HistoryNames;
$n = count($historyNames);
$arr = explode(',', glc()->Rename_Cost); # 花费数组
$cost = ($n >= count($arr)) ? $arr[count($arr) - 1] : $arr[$n]; # 本次改名花费
my_Assert((ctx()->privateData()->lastRenameTs + glc()->Rename_Cooldown) < now(), "改名功能冷却中");
my_Assert(ctx()->base(true)->Consume_Cash($cost), "元宝不足!");
my_Assert(self::checkRoleNameNotExist($newName), "昵称已存在, 请重新命名.");
if (1 == self::regRole(req()->zoneid, req()->uid, $newName, "", "", "")) {
$historyNames[] = ctx()->base()->name;
ctx()->privateData(true)->HistoryNames = $historyNames;
ctx()->privateState->lastRenameTs = now();
ctx()->base()->name = $newName;
self::updateUserInfo(); # 回存数据
FightProc::UpdateRankUserName(req()->uid, $newName); # 刷新排行榜上的昵称
TaskProc::OnReName();
return Resp::ok(array("task" => ctx()->task));
}
return Resp::err(ErrCode::err_db);
}
/**
* 6009 重置功能解锁记录信息
*/
public static function clearFunUnlockInfo() {
list($type, $id) = req()->paras;
if ($type == 1 && in_array($id, ctx()->privateState->funUnlockRecord)) {
StlUtil::arrayRemove(ctx()->privateState->funUnlockRecord, $id);
} elseif ($type == 2) {
$mo = GameConfig::skills_getItem($id);
if (in_array($mo->typeId, ctx()->privateState->skillUnlockRecord)) {
StlUtil::arrayRemove(ctx()->privateState->skillUnlockRecord, $mo->typeId);
}
} elseif ($type == 3) {
ctx()->privateState->oldLevel = 0;
ctx()->privateState->upLevel = 0;
}
UserProc::updateUserInfo();
return Resp::ok(array());
}
/**
* 6008 读公告记录
*/
public static function readAnnouncement() {
list($id) = req()->paras;
if (!in_array($id, ctx()->privateState->announcement_drawed)) {
ctx()->privateState->announcement_drawed[] = $id;
}
UserProc::updateUserInfo();
return Resp::ok(array());
}
/**
* 6007 移除新头像标志
*/
public static function removeNewHeadImgTip() {
//list($gateId) = req()->paras;
$dic = ctx()->heros->Dic;
foreach ($dic as $heroId => $ins_Hero) {
if ($ins_Hero->isUnlock == 1 && $ins_Hero->isNewHeadImgTip == 1) {
ctx()->heros->Dic->$heroId->isNewHeadImgTip = 0;
}
}
UserProc::updateUserInfo();
return Resp::ok(array());
}
/**
* 6006 删除账号
* @return type
*/
public static function delUserUid() {
$mem = gMem();
$list = self::GetUserDataKeys(req()->uid, req()->zoneid); # 玩家数据key
foreach ($list as $key) {
if ($mem->exists($key)) {
$mem->delete($key);
}
}
//
self::deleteUserMapData(req()->uid, req()->zoneid);
//
FightProc::DeleteRankInvalidUser(req()->uid);
self::delRegRole(req()->zoneid, req()->uid, ctx()->baseInfo->name);
$ret = array();
return Resp::ok($ret);
}
private static function GetUserDataKeys($uid, $zoneid) {
$list = array();
$zoneKey = MemKey_User::Union_PlayedZoneInfo_normal($uid); # 分区信息
$list[] = $zoneKey;
$publicKey = MemKey_User::Union_PublicState_hash($uid); # 公共信息
$list[] = $publicKey;
$gameInfoKey = MemKey_User::Info_hash($zoneid, $uid); # 游戏数据主体
$list[] = $gameInfoKey;
$CurIdKey = MemKey_User::Mail_CurId_int($zoneid, $uid); # 当前邮件编号
$list[] = $CurIdKey;
$SysRecordKey = MemKey_User::Mail_SysRecord_set($zoneid, $uid); # 当前已经领取过的系统邮件记录
$list[] = $SysRecordKey;
$QueueKey = MemKey_User::Mail_Queue_hash($zoneid, $uid); # 邮件列表
$list[] = $QueueKey;
return $list;
}
/**
* 删除账号-区别内外网
* @param type $uid
* @param type $type
*/
static public function deleteUserMapData($uid, $zoneid) {
gMongo()->delete("playerMapInfo", array('Uid' => $uid, 'ZoneId' => intval($zoneid))); # 地图
gMongo()->delete("PlayerInfo", array('Uid' => $uid, 'ZoneId' => intval($zoneid)));
gMongo()->delete("userInfoBack", array('key' => MemKey_User::Info_hash($zoneid, $uid)));
}
/**
* 6005 替换头像
* @return type
*/
public static function replaceHeadImg() {
list($img) = req()->paras;
ctx()->baseInfo->headImg = $img;
FightProc::UpdateRankUserHeadImg(req()->uid, $img);
UserProc::updateUserInfo();
$ret = array();
return Resp::ok($ret);
}
/**
* 6004 设置片头播放记录
* @return type
*/
public static function setAnimation() {
list($tag) = req()->paras;
if (ctx()->baseInfo->animation == 0 && $tag > 0) {
ctx()->baseInfo->animation = $tag;
}
UserProc::updateUserInfo();
$ret = array();
return Resp::ok($ret);
}
/**
* 检测遗漏订单
*/
static function checkMissOrder() {
$tableName = "tpl_order_tab";
if (daoInst()->tableExist($tableName)) {
$arr = daoInst()->select("*")->from($tableName)
->where('uid')->eq(req()->uid)
->andWhere('zoneid')->eq(req()->zoneid)
->andWhere('status')->eq(1)
->andWhere('drawed_ts')->eq(0)
->fetchAll();
if (count($arr) != null) {
foreach ($arr as $item) {
$result = pay_op::CheckAndDrawOrder(req()->uid, $item->cpOrderId, array(new PayProc, 'distributePayGoods'));
}
}
}
}
/**
* 6016 拉取其他玩家的信息.
*/
public static function UserOtherPlayerInfo() {
$zoneId = req()->zoneid;
list($other_uid) = req()->paras;
$g = UserProc::getUserGame($zoneId, $other_uid);
my_Assert(null != $g, ErrCode::user_no_err); # 找不到指定的玩家数据
return Resp::ok($g);
}
/**
* 6000 【移动端】 获取分区列表
*/
public static function GetZoneList() {
$defaultZone = new Ins_ZoneInfo(1, 0, ""); # 新用户默认分区
$bGetRecommended = false;
if (count(req()->paras) > 0) { # 是否只拉取推荐分区
$bGetRecommended = req()->paras[0];
}
$zoneList = array();
$ts = now();
// foreach (GameConfig::zonelist() as $zoneid => $zone) {
// isEditor() and $zone = new \sm_zonelist();
// if ($zone->publicTs > $ts) {
// continue;
// }
// $zone->zoneid = $zoneid; # 把zoneid塞进zone数据结构中
// if ($bGetRecommended) {
// if ($zone->isRecommended > 0 && $zone->status == 1) {
// $zoneList[] = $zone;
// } else {
//
// }
// } else {
// $zoneList[] = $zone;
// }
// unset($zone->isRecommended);
// }
// UserProc::_AddTesterZonelist($zoneList); # 添加测试分区
#
//
$userZoneInfo = self::getUserZoneInfo(); # 玩家分区记录
$isNewUser = false;
if ($userZoneInfo == null) { // 这里使用推荐分区的数据,推荐分区信息,在后台编辑,编辑器可用
$userZoneInfo = new Data_UserZoneInfo();
$userZoneInfo->lastZone = $defaultZone; # 新用户导向默认分区
$isNewUser = true;
} else { # 转换一下格式,去掉key,只保留value的集合
// $userZoneInfo->playedZones = ArrayInit();
// array_merge($userZoneInfo->playedZones, array_values((array) $userZoneInfo->playedZones));
}
//
$ret = array(
'isNewUser' => $isNewUser,
'zonelist' => json_decode(json_encode($zoneList)),
'userZoneInfo' => $userZoneInfo
);
return Resp::ok($ret); # 返回值
}
private static function _AddTesterZonelist(&$zoneList) {
if (config::Inst()->isTester(req()->uid)) { # 添加测试分区
$zoneList[] = array('zoneid' => 999, 'name' => '内测专区', 'status' => 2, 'publicTs' => 0);
}
}
/**
* 6002 客户端下载常量配置信息
* @return type
*/
public static function downloadConstInfo() {
list($clientDataVer) = req()->paras; # 客户端数据版本号,程序版本号
$serverVer = GameConfig::ver(); # 最新数据版本号
my_Assert($serverVer, ErrCode::err_const_no); # 找不到常量数据
$url = config::CDN_host() . "/cfg/" . req()->CV . "/Client.bytes?" . $serverVer;
$ret = array(
'version' => $serverVer,
'url' => $clientDataVer == $serverVer ? "" : $url, # # 如果版本一致,url传空,只传回版本号
'data' => null);
return Resp::ok($ret);
// $md5 = md5(json_encode($constInfo)); # 计算MD5值,多余计算md5
// $constInfo = GameConfig::client(); # 取出来的已经是base64过的压缩数据
// my_Assert($constInfo, ErrCode::err_const_no); # 找不到配置数据
}
/**
* 6001 客户端登录并返还玩家信息
* @return Resp
*/
public static function loginUserInfo() {
$game = UserProc::getUserGame(req()->zoneid, req()->uid);
if ($game == null) { # 新用户, -> 6006创建账号
$userID = req()->uid;
list($nickName) = req()->paras;
$id = gMem()->increment(MemKey_GameRun::Stat_UserCountByZone_int(req()->zoneid)); # 增加玩家数量计数
$rolename = "No." . sprintf("%03d", req()->zoneid) . sprintf("%07d", $id); # 生成编号
$rolename = $nickName; # 采用客户端传过来的值创建账号, 2024.6.24
if (self::checkRoleNameNotExist($rolename)) { # 记录玩家
$game = self::createUser($rolename);
if (1 == self::regRole(req()->zoneid, $userID, $rolename, "", "", "")) {
$resp = Resp::ok($game);
self::updtateUserZoneInfo();
} else {
$resp = Resp::err(ErrCode::err_db);
}
} else { # 昵称已存在
$resp = Resp::ok(array('ret' => '用户已存在.'));
}
$game->RegenNewToken();
$game->baseInfo->Reset_tilits();
self::OnLogin_DateDeal();
UserProc::updateUserInfo(); # 这一步回存操作只有在 userInfo正常存在的情况下才进行
return $resp;
} else { # 2.如果玩家已存在,则处理普通登录流程
req()->game = $game; # 给Req挂载玩家数据
$game->base(true)->Reset_tilits(); # 修正体力ts
ctx()->store->initExploreArea();
UserProc::checkContidays(); # 连续登录,状态检查
//PayProc::m_refreshChargeOrders(); # 刷新订单, 多平台版本
PayProc::selfhelpCheckOrders();
// PayProc::checkDeltest(); # 检查内侧充值记录(函数内部会只检查一次)
// self::checkMissOrder(); #校验是否有漏单
$game->RegenNewToken();
UserProc::updateUserInfo(); # 这一步回存操作只有在 userInfo正常存在的情况下才进行
self::OnLogin_DateDeal();
//ctx()->privateState->firstRechargeUI_OpenTip = 1;
if (ctx()->baseInfo->charge_amt == 0) {
ctx()->privateState->firstRechargeUI_OpenTip = 1;
} else {
$num = ctx()->privateState->firstRecharge_receiveTag;
if (!in_array($num, ctx()->privateState->firstRechargeRewardRecord)) {
ctx()->privateState->firstRechargeUI_OpenTip = 1;
}
}
$resp = Resp::ok($game); # 设置返回值
self::updtateUserZoneInfo(); # 1. 更新玩家分区记录
}
return $resp;
}
//
//
/**
* 检查昵称是否已经存在
* @param string $roleName
* @return boolean
*/
static function checkRoleNameNotExist($roleName) {
// return true; # 不再检查昵称重复
static $sqlFormat = "SELECT count(*) as cnt FROM `tab_rolename` WHERE roleName='%s';";
$sql = sprintf($sqlFormat, $roleName);
$n = daoInst()->query($sql)->fetch();
// var_dump($n);
return $n->cnt <= 0;
}
/**
* 插入玩家新角色
*
* @param string $zoneid
* @param string $userID
* @param string $nickname
* @param string $gender
* @param string $profile_img
* @param string $plat
*/
static function regRole($zoneid, $userID, $nickname, $gender, $profile_img, $plat) {
return daoInst()->insert('tab_rolename')
->data(array(
'zoneid' => $zoneid,
'userID' => $userID,
'roleName' => $nickname,
'gender' => $gender,
'profile' => $profile_img,
'plat' => $plat
))->exec();
}
/**
*
* @param type $zoneid
* @param type $userID
* @param type $nickname
* @param type $gender
* @param type $profile_img
* @param type $plat
* @return type
*/
static function delRegRole($zoneid, $userID, $nickname) {
return daoInst()->del('tab_rolename')
->where('`zoneid` = ' . $zoneid)
->andWhere('`userID` = ' . $userID)
->andWhere('`roleName` = ' . $nickname)
->exec();
}
/**
* 检测连续登录状态,重置必要字段[时间戳自动记录]
*/
static function checkContidays($isnew = 0) {
$ret = TimeUtil::totalDays() - TimeUtil::totalDays(ctx()->baseInfo->lastLogin); // 对比登录日期
if ($ret > 0 || $isnew) { # 当天第一次登录
self::OnNewDay($isnew);
} else { # 更新下登录次数记录(任务计数器)
}
if ($ret == 1) { # 连续登录
} else if ($ret >= 2) { # 隔天登录
}
ctx()->baseInfo->lastLogin = now(); # 更新下访问时间
//TapDBUtil::SOnUserLogin(); # 向tapdb上报玩家登录 2023.5.10
return $ret;
}
/**
* 处理当天第一次登录
* @param bool $isnew Description
*/
static function OnNewDay($isnew) {
ShopProc::DailyShopItemRand();
ShopProc::ShopDailyClear();
//self::clear();
FightProc::FightDailyClear();
//TaskProc::initAchieveData();
TaskProc::ResetTask();
PayProc::setFirstRechargeLoginTag();
self::ActiveRefershTsDeal();
ActiveProc::ResetActiveInfos();
TaskProc::OnLogin_Accumulate();
TaskProc::OnLogin_Accumulate_FlipCard();
ActiveProc::ClearFlipCardInfo();
FightProc::ResetWorldBossRank_StartTs();
}
static function ActiveRefershTsDeal() {
//一天一刷
TaskProc::DailyTaskReset();
TaskProc::ClearDay7Task();
//一周一刷
$weekNum = TimeUtil::totalWeeks();
$lastWeekNum = TimeUtil::totalWeeks(ctx()->baseInfo->lastLogin);
if ($weekNum - $lastWeekNum >= 1) {
TaskProc::WeekTaskReset();
}
//两周一刷
if ($weekNum - $lastWeekNum >= 2) {//暂时还没有对应活动
}
//2天一刷
$curDay = TimeUtil::totalDays();
$nextDay = TimeUtil::totalDays(ctx()->privateState->nextDayLogin);
$limitTsSaleMo = GameConfig::subfun_unlock_getItem(Enum_SubFunType::LimitTsSale);
$day = $limitTsSaleMo->ts;
if (ctx()->privateState->nextDayLogin > 0 && $curDay - $nextDay >= $day) {
ActiveProc::ResetLimitTsBuy();
}
$activePoint_BattlePassMo = GameConfig::subfun_unlock_getItem(Enum_SubFunType::ActivePoint_BattlePass);
$activePoint_BattlePass_day = $activePoint_BattlePassMo->ts;
$activePoint_refersh_tsDay = TimeUtil::totalDays(ctx()->privateState->battlePass_activePoint_refersh_ts);
if (ctx()->privateState->battlePass_activePoint_refersh_ts > 0 && $curDay - $activePoint_refersh_tsDay >= $activePoint_BattlePass_day) {
ctx()->privateState->battlePass_activePoint_refersh_ts = TimeUtil::getNextDayTs($activePoint_BattlePassMo->startTs, $activePoint_BattlePass_day);
ctx()->privateData(true)->battlePass_activePoint_cost_ts = 0;
ctx()->privateData(true)->battlePass_taskPoint = 0;
ActiveProc::ResetBattlePassReward(Enum_SubFunType::ActivePoint_BattlePass);
}
$tili_BattleBassMo = GameConfig::subfun_unlock_getItem(Enum_SubFunType::Tili_BattleBass);
$tili_BattleBass_day = $tili_BattleBassMo->ts;
$tili_BattleBass_refershDay = TimeUtil::totalDays(ctx()->privateState->battlePass_tili_refersh_ts);
if (ctx()->privateState->battlePass_tili_refersh_ts > 0 && $curDay - $tili_BattleBass_refershDay >= $tili_BattleBass_day) {
ctx()->privateState->battlePass_tili_refersh_ts = TimeUtil::getNextDayTs($tili_BattleBassMo->startTs, $tili_BattleBass_day);
ctx()->privateData(true)->battlePass_tili_cost_ts = 0;
ctx()->privateData(true)->battlePass_tili = 0;
ActiveProc::ResetBattlePassReward(Enum_SubFunType::Tili_BattleBass);
}
}
static function OnLogin_DateDeal() {
EmailProc::refreshSysMail(req()->zoneid, req()->uid);
EmailProc::IsExistRedTip();
FightProc::isExistNoDrawed_FightPower();
FightProc::isExistNoDrawed_MainGate();
FightProc::Ranking_FightPower();
TaskProc::OnLogin_Daily();
TaskProc::OnLogin_day7();
TaskProc::checkMainTask();
FightProc::SubFunDateInit_Config();
FightProc::ResetTurnNum();
}
// static function clear() {
// $dic = GameConfig::announcement();
// foreach ($dic as $mo) {
// if(now() > $mo->endTs && in_array($mo->id,ctx()->privateState->announcement)){
// StlUtil::arrayRemove(ctx()->privateState->announcement, $mo->id);
// }
// }
//
// }
//
/**
* 创建用户
* @return Data_UserGame
*/
static function createUser($rolename) {
$game = new Data_UserGame();
req()->game = $game; # 更新Req挂载的玩家数据,
$game->initialize(); # 初始化玩家数据
$game->baseInfo->name = $rolename;
//$game->baseInfo->headImg = "";
$game->baseInfo->firstLogin = now();
#Ps 6006是没有获得到Userinfo到Req中的
UserProc::checkContidays(1); # 每日状态检查
// UserProc::fetchFromInteract($mem, $req); # 从interact拉取数据,Ps.初始化的过程应该还拉取不到什么有效数据
UserProc::updateUserInfo(); # 回存用户数据
return $game;
}
/**
* 整理平台玩家记录集
* @param int $isnew
*/
private static function updatePlatUserRecord($isnew = 0) {
$zoneid = req()->zoneid;
$uid = req()->uid;
$user = ctx()->baseInfo;
$day = totalDays();
$level = $user->level;
$platUser = ObjectInit();
$platUser->uid = $uid; #
$platUser->name = $user->name; #
$platUser->level = $level;
$platUser->img = $user->headImg; # 头像字段
$platUser->cash = $user->cash;
$platUser->gold = $user->gold;
$platUser->tili = $user->tili;
$platUser->ts = now();
$platUser->isnew = $isnew;
gMem()->delete(MemKey_GameRun::DailyLoginUser_byUID_hash($zoneid, $day - 108));
gMem()->hset(MemKey_GameRun::DailyLoginUser_byUID_hash($zoneid), $uid, $platUser);
gMem()->delete(MemKey_GameRun::DailyLoginUser_byLevel_hash($zoneid, $level, $day - 108));
gMem()->hset(MemKey_GameRun::DailyLoginUser_byLevel_hash($zoneid, $level), $uid, $platUser);
}
//
//
//
/**
* 取玩家数据
* @param type $zoneid
* @param type $uid
* @return Data_UserGame
*/
public static function getUserGame($zoneid, $uid) {
$key = MemKey_User::Info_hash($zoneid, $uid);
// $pf = req()->getPlatStr();
// if ($pf == "tap") { # taptap平台
// $oldkey = MemKey_User::Info_hash($zoneid, req()->getPlatOid());
// if (gMem()->exists($oldkey)) {
// gMem()->rename($oldkey, $key); # 做下数据迁移
// }
// }
$a = new Data_UserGame();
if (null == $a->readDataFromMem($key)) { # ps.下面这一段代码和经常删号会有冲突,因此关闭了 --gwang 2022.2.28
$collection = "userInfoBack";
$cursor = gMongo()->find($collection, ['key' => $key], ['sort' => array('ts' => -1), 'limit' => 1]); # 提取备份数据
$cursor->rewind();
if ($cursor->valid()) {
$v = $cursor->current();
$a->LoadFrom($v->value); # 加载
$a->updateDataFull($key); # 反向写回redis
} else {
return null;
}
}
return new Data_UserGame($a);
}
/**
* 更新用户数据(设置标志位,最后统一更新-gwang 2017.07.18)
*/
public static function updateUserInfo() {
my_Assert(req(), "req()为空");
my_Assert(req()->game, "[" . req()->cmd . "] 玩家数据正在被清空!" . req()->uid);
req()->userInfoChanged = TRUE; # 设置回写标志位
}
/**
* 回写玩家数据
* @param Data_UserGame $game
*/
public static function setUserInfo($game) {
$OK = false;
if ($game) {
$zoneid = req()->zoneid;
$uid = req()->uid;
$game->baseInfo->lastSaveTs = now();
$key = MemKey_User::Info_hash($zoneid, $uid);
// $OK = $game->updateDataByTag($key); # 向Redis回写玩家数据
$OK = $game->updateDataFull($key); # 向Redis回写玩家数据
if ($OK) {
// CLog::info($msg);
self::backupUserInfoMongo(); # 向MongoDB备份数据
gMem()->expire($key, 3600); # 设置过期时间1小时
} else {
// redo Logic
CLog::err("写入数据时版本已过期!!!");
}
}
return $OK;
}
//
//
//
/**
* 读取玩家的分区记录
* @return Data_UserZoneInfo Description
*/
public static function getUserZoneInfo() {
$ret = gMem()->get(MemKey_User::Union_PlayedZoneInfo_normal(req()->uid));
return $ret;
}
/**
* 更新玩家分区记录
*/
public static function updtateUserZoneInfo() {
$req = req();
$userZoneInfo = self::getUserZoneInfo(); # 取玩家分区记录
if (!$userZoneInfo) {
$userZoneInfo = new Data_UserZoneInfo;
}
$level = 0;
$zoneid = $req->zoneid;
$playerName = "";
$headImg = "";
if (null != ctx()) { # 防御确保玩家数据不为空
$level = ctx()->baseInfo->level;
$playerName = ctx()->baseInfo->name;
$headImg = ctx()->baseInfo->headImg;
} else {
Err('玩家数据为空!' . __CLASS__ . '.' . __FUNCTION__);
}
if (is_null($level)) {
$level = 0;
}
$userZoneInfo->lastZone = new Ins_ZoneInfo($zoneid, $level, $playerName, $headImg); # 更新玩家分区记录
$userZoneInfo->playedZones->$zoneid = $userZoneInfo->lastZone; # 玩过的分区集合
gMem()->set(MemKey_User::Union_PlayedZoneInfo_normal($req->uid), $userZoneInfo); # 回写数据
}
//
//
/**
* 备份玩家数据,(玩家数据落地),一天一份,当天记为最后一次登录时的状态而非最后一次操作的状态
* @history
* version 3.0.13 mysql版备份玩家数据, (性能优化后表现还不错)
* 除非用脚本在redis中实现备份,否则直接写入mysql.
* 主要是mysql版本利用存储过程之后性能已经和redis版相差不多.
* version 2.0.0 Redis storage 从MySQL转到Redis中存储. 这个备份数据没有大规模导出硬盘的需求
* 因为mysql版本实在是负载太大了, 上百毫秒. 所以改在redis中了.
* version 1.0.0 Mysql storagef 1. 分表不做了, 2. 存储过程不用了 3. 先能用再说
*/
public static function backupUserInfo() {
$tsday = TimeUtil::totalDays(); # 精确到天,保留10个最近记录.
$value = base64_encode(gzdeflate(JsonUtil::encode(ctx()))); # blob数据,序列化下
$sql = sprintf("call insertUserInfo('%s', %d, %d, '%s');", # # 所以直接将序列化后的结果存进去吧,
req()->uid, req()->zoneid, $tsday, $value); # zoneid, uid, tsday
daoInst()->exec($sql); # 也可以用exec($sql)
}
/**
* 备份玩家数据,(玩家数据落地),一天一份,当天记为最后一次登录时的状态而非最后一次操作的状态
* @history
* version 4.0.0 切换到MongoDB存储
* version 3.0.13 mysql版备份玩家数据, (性能优化后表现还不错)
* 除非用脚本在redis中实现备份,否则直接写入mysql.
* 主要是mysql版本利用存储过程之后性能已经和redis版相差不多.
* version 2.0.0 Redis storage 从MySQL转到Redis中存储. 这个备份数据没有大规模导出硬盘的需求
* 因为mysql版本实在是负载太大了, 上百毫秒. 所以改在redis中了.
* version 1.0.0 Mysql storagef 1. 分表不做了, 2. 存储过程不用了 3. 先能用再说
*/
public static function backupUserInfoMongo() {
$collectionName = "userInfoBack"; # 表名
$key = MemKey_User::Info_hash(req()->zoneid, req()->uid);
$doc = array('key' => $key, # # 最新文档
'ts' => TimeUtil::dtCurrent(), # # 更新时间
'stVer' => ctx()->stVer, # # 增加版本号
'value' => ctx()); # 玩家数据
$bok = gMongo()->insert($collectionName, $doc); # 插入备份
// CLog::err($collectionName . "备份玩家数据" . req()->uid . ($bok ? "成功" : "失败"));
if (ctx()->stVer % 100 == 1) { # 每100条记录清理一次(delete耗时比较长-gwang.2023年3月10日)
$delFilter = array('key' => $key, 'stVer' => ['$lt' => ctx()->stVer - 100]); # 保留最后一百次变更记录
gMongo()->delete($collectionName, $delFilter);
}
// $filter = array('key' => $key); # 指定条件
// gMongo()->update($collectionName, $filter, $doc, true); # 更新
}
//
//
//
}