cmd) {
case CmdCode::cmd_user_getzonelist: # 6000 分区列表
return UserProc::GetZoneList();
case CmdCode::cmd_user_loginuserinfo: # 6001 登录
return UserProc::loginUserInfo();
case CmdCode::cmd_user_gameconstinfo: # 6002 下载游戏配置
return UserProc::downloadConstInfo();
case CmdCode::cmd_user_acceptcontidaysgift: # 6003 领取连续登陆奖励
return UserProc::acceptContiDaysGift();
case CmdCode::cmd_user_registerNewRole: # 6006 注册新角色
return UserProc::RegisterNewRole();
case CmdCode::cmd_user_completeNewbieGuide: # 6007 提交新手引导步骤
return UserProc::completeNewbieGuide();
// case CmdCode::cmd_user_setNewbieGuideCards: # 6008 发放新手引导所需卡牌
// return self::SetNewbieGuideCards($req);
// case CmdCode::cmd_user_setNewbieGuideOver: # 6009 跳过新手引导
// return UserProc::setNewbieGuideOver();
case CmdCode::cmd_user_setNickname: # 6010 设置/修改玩家昵称
return self::SetUserNickname();
case CmdCode::cmd_user_SetUserHeadImageBorder: # 6011 修改玩家头像框
return self::SetUserImageBorder();
case CmdCode::cmd_user_setUserImage: # 6012 更换玩家形象
return self::SetUserImage();
case CmdCode::cmd_user_changeUserHeadImg: # 6013 更换玩家头像
return self::SetUserHeadImage();
case CmdCode::cmd_user_ctxBack: # 6015 收集玩家反馈
return self::UserCtxBack();
case CmdCode::cmd_user_other_info: # 6016 拉取其他玩家信息cmd_user_deleteUserUId
return self::UserOtherPlayerInfo();
case CmdCode::cmd_user_deleteUserUId: # 6016 删除角色
return self::deleteUserUId();
default:
Err(ErrCode::cmd_err);
}
}
/*
* 6016 删除角色
*/
public static function deleteUserUId() {
$mem = gMem();
$uid = req()->uid;
$zoneid = req()->zoneid;
$list = array();
$zoneKey = MemKey_User::Union_PlayedZoneInfo_normal($uid);
$list[] = $zoneKey;
$publicKey = MemKey_User::Union_PublicState_hash($uid);
$list[] = $publicKey;
$gameInfoKey = MemKey_User::Info_hash($zoneid, $uid);
$list[] = $gameInfoKey;
$interactKey = MemKey_User::Interact($zoneid, $uid);
$list[] = $interactKey;
$OffensiveLogKey = MemKey_User::OffensiveLog_zset($zoneid, $uid);
$list[] = $OffensiveLogKey;
$DefensiveLogKey = MemKey_User::DefensiveLog_zset($zoneid, $uid);
$list[] = $DefensiveLogKey;
$PVP_OffensiveLogKey = MemKey_User::PVP_OffensiveLog_zset($zoneid, $uid);
$list[] = $PVP_OffensiveLogKey;
$PVP_DefensiveLogKey = MemKey_User::PVP_DefensiveLog_zset($zoneid, $uid);
$list[] = $PVP_DefensiveLogKey;
$SigKey = MemKey_User::Sig($zoneid, $uid);
$list[] = $SigKey;
$CurIdKey = MemKey_User::Mail_CurId_int($zoneid, $uid);
$list[] = $CurIdKey;
$SysRecordKey = MemKey_User::Mail_SysRecord_set($zoneid, $uid);
$list[] = $SysRecordKey;
$QueueKey = MemKey_User::Mail_Queue_hash($zoneid, $uid);
$list[] = $QueueKey;
foreach ($list as $key) {
if ($mem->exists($key)) {
$mem->delete($key);
}
}
return Resp::ok();
}
/**
* 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);
}
/**
* 6015 收集玩家反馈
*/
public static function UserCtxBack() {
$userID = req()->uid;
$zoneid = req()->zoneid;
$name = ctx()->baseInfo->name;
list($ctx, $type, $phoneId) = req()->paras;
$ret = self::insertUserCtxBack($userID, $name, $zoneid, $ctx, $phoneId, $type);
return Resp::ok();
}
/**
* 收集玩家反馈
* @param type $userID
* @param type $zoneid
* @param type $ctx
* @param type $phoneId
* @return type
*/
static function insertUserCtxBack($userID, $name, $zoneid, $ctx, $phoneId, $type) {
$paydb = daoInst();
$sql = "INSERT INTO `tab_userctxback` (tid,uid,name,zoneid,ctx,phoneId,type) VALUES (null,'%s','%s',%d,'%s','%s','%s')";
$query = sprintf($sql, $userID, $name, $zoneid, $ctx, $phoneId, $type);
$result = $paydb->exec($query);
return $result;
}
//
//
/**
* [6013]修改玩家头像
*/
static function SetUserHeadImage() {
list($headImage) = req()->paras; # 参数, 新头像
ctx()->baseInfo->headImg = $headImage;
UserProc::updateUserInfo();
return Resp::ok(array('ret' => 'ok'));
}
/**
* [6012]修改玩家形象
*/
static function SetUserImage() {
list($image) = req()->paras; # 参数, 新形象
ctx()->baseInfo->img = $image;
UserProc::updateUserInfo();
return Resp::ok(array('ret' => 'ok'));
}
/**
* [6011]修改玩家头像框
*/
static function SetUserImageBorder() {
list($imgborderId) = req()->paras; # 参数, 新头像框ID
ctx()->baseInfo->imgBorderId = $imgborderId;
UserProc::updateUserInfo();
return Resp::ok(array('ret' => 'ok'));
}
/**
* [6010] 设置/修改玩家昵称
*/
static function SetUserNickname() {
list($newname) = req()->paras; # 参数: 新昵称, 头像
my_Assert(strlen($newname) >= 3, "名字太短了, 换个长点的吧!"); # 防御字符串长度太短.
my_Assert(isset(glc()->User_SetNickname_Cost), "全局变量中未找到改名消耗钻石数量的配置字段");
$amt = glc()->User_SetNickname_Cost; # 改名需要消耗钻石
$ok = ctx()->base()->Consume_Cash($amt); # 扣除钻石
my_Assert($ok, ErrCode::notenough_cash_msg);
my_Assert(self::checkRoleNameNotExist($newname), ErrCode::user_nicknameexist); # 昵称已存在
ctx()->baseInfo->name = $newname;
daoInst()->update(self::role_Table)
->data(array('roleName' => $newname))
->where('userID')->eq(req()->uid)
->andWhere('zoneid')->eq(req()->zoneid)
->exec();
UserProc::updateUserInfo();
return Resp::ok(array('ret' => 'ok'));
}
//
//
//
// /**
// * [6009] 新手引导 发送n张碎片到玩家身上
// */
// static function SetNewbieGuideCards() {
// Err(ErrCode::function_notopen_msg); # 功能已经废弃 -wg
// $private = ctx()->privateState;
// if (!property_exists($private, 'newbieguideCards')) { # 逻辑检查, 是否已经发放过
// $private->newbieguideCards = true;
// ctx()->privateState = $private; # 回写私有数据
// $sp = explode(';', glc()->User_SetNewbieGuideCards); # 碎片
// foreach ($sp as $cardinfo) {
// $arr = explode(',', $cardinfo);
// $itemid = $arr[0];
// $num = $arr[1];
// StoreProc::addSegmentIntoStore(ctx()->store, $itemid, $num);
// }
// $exp = explode(';', glc()->User_SetNewbieGuideExps); # 经验卡
// foreach ($exp as $expinfo) {
// $arr = explode(',', $expinfo);
// $itemid = $arr[0];
// $num = $arr[1];
// StoreProc::PutOverlyingItemInStore($itemid, $num);
// }
// UserProc::updateUserInfo(); # 回存玩家数据
// return Resp::ok(array('store' => ctx()->store));
// }
// return Resp::err(ErrCode::active_hasgetted);
// }
/**
* [6009] 增加 设置引导结束的标志位
*/
public static function setNewbieGuideOver() {
Err(ErrCode::function_notopen_msg); # 功能已经废弃 -wg
// $user = new Data_UserGame(ctx()); # user
// if (!CommUtil::isPropertyExists($user, "NewbieGuideOver")) { # 防御: 变量未初始化
// $user->NewbieGuideOver = 1;
// }
// $user->NewbieGuideOver = 1;
// ctx($user);
// UserProc::updateUserInfo(); # 回写数据
// return Resp::ok(array(# # 返回值
// 'result' => "succeed"
// ));
}
/**
* [6007] 更新初始的强制的新手引导阶段步骤
* 第一阶段的引导
*/
public static function completeNewbieGuide() {
$guideIndex = req()->paras[0]; # 参数: 新手引导步骤
$user = new Data_UserGame(ctx()); # user
my_default_Obj($user->NewbieGuide); # 防御: 变量未初始化
$NewbieGuide = $user->NewbieGuide;
if (!CommUtil::isPropertyExists($NewbieGuide, "guideStep")) { # 防御: 变量未初始化
$NewbieGuide->guideStep = 0;
}
// my_Assert($guideIndex >= $NewbieGuide->guideStep, ErrCode::user_settutorialscompletedfail_err);
$NewbieGuide->guideStep = $guideIndex;
$user->NewbieGuide = $NewbieGuide;
if ($NewbieGuide->guideStep == 2) {
StatisticsProc::TargetStatistics(Enum_TargetStatistics::comNewGuide_UserNum);
}
ctx($user);
UserProc::updateUserInfo(); # 回写数据
return Resp::ok(array(
"store" => $user->store, # # 目前来看只涉及到items变化
"heros" => $user->heros, # # 英雄数据
));
}
//
//
/**
* 6006 注册新角色
*/
public static function RegisterNewRole() {
$userID = req()->uid;
list($rolename, $gender, $profile_img) = req()->paras; # 参数: 昵称,性别,头像
$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", $id); # 生成编号
if (self::checkRoleNameNotExist($rolename)) { # 记录玩家
$game = self::createUser($rolename, $gender, $profile_img);
self::newFieldSupplement($game);
if (1 == self::regRole(req()->zoneid, $userID, $rolename, $gender, $profile_img, req()->getPlatStr())) {
StatisticsProc::TargetStatistics(Enum_TargetStatistics::registerUserNum); //注册人数统计
StatisticsProc::dailyTaskInit();
$resp = Resp::ok($game);
self::updtateUserZoneInfo();
} else {
$resp = Resp::err(ErrCode::err_db);
}
// StatProc::UserGuidStep($userinfo->user->firstLogOn, $req->zoneid, -2, 1);
} else { # 昵称已存在
$resp = Resp::ok(array('ret' => '用户已存在.'));
}
return $resp;
}
/**
* 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;
// $err = self::RegisterNewUser($req); # 新用户添加到总表中
// if ($err != ErrCode::succeed) {
// return ResponseVo::myErrResponse($req, $err);
// }
# 统计模块添加记录
// StatProc::UserGuidStep(CommUtil::tsCurrent(), $req->zoneid, -1, 1); // 第一次进入游戏
} 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
$ret = array(
'isNewUser' => true
);
return Resp::ok($ret);
} else { # 2.如果玩家已存在,则处理普通登录流程
self::newFieldSupplement($game);
MapProc::checkGatePassPositionInfo($game);
req()->game = $game; # 给Req挂载玩家数据
UserProc::checkContidays(); # 连续登录,状态检查
PayProc::m_refreshChargeOrders(); # 刷新订单, 多平台版本
PayProc::checkDeltest(); # 检查内侧充值记录(函数内部会只检查一次)
//PayProc::SuitGiftTsRecord();
ctx()->privateState->bornPlace = 0;
ShopProc::resetDaliySpecialPackages(); #每日特惠领奖每日重置
PayProc::suitGiftCheck();
self::checkMissOrder(); #校验是否有漏单
ActiveProc::ChangeTili(0);
//TaskProc::checkHandOverDailyTask();
ctx()->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
$resp = Resp::ok($game); # 设置返回值
// self::backupUserInfo(); # 数据回写
AuctionProc::TriggerSettlement(); #结算流拍信息
self::updtateUserZoneInfo(); # 1. 更新玩家分区记录
}
return $resp;
}
/*
* 上线账号里的任务数据的修改
*/
public static function userDataUpdate() {
$dic = GameConfig::taskJianRong();
$arr = (array) $dic;
ksort($arr);
//ctx()->privateState->taskJianRong_index;
if (!StlUtil::dictHasProperty(ctx()->privateState, 'taskJianRong_index')) {
ctx()->privateState->taskJianRong_index = 0;
}
$startIndex = ctx()->privateState->taskJianRong_index;
$taskcards = ctx()->store->taskcards;
foreach ($arr as $index => $val) {
if ($index <= $startIndex) {
continue;
}
$cmd = $val->cmd1;
$tempUId = 999999;
$tag = true;
switch ($cmd) {
case 100://该任务存在即重置,不存在就算了 参数:任务id
$typeId = $val->paras1;
$tag = false;
//$tempUId = 0;
foreach ($taskcards as $taskUid => $task) {
if ($task->typeId == $typeId) {
$tag = true;
//$tempUid = $taskUid;
break;
}
}
// if($tag){
// $task = new Ins_TaskCard($val->taskId_Modified);
// $task->uid = $tempUid;
// $task->state = 2;
// $taskcards->$tempUid = $task;
// }
break;
case 200://多个武器拥有其中一个即不需要重置,都没有要重置 参数:多个武器id,号分开
$list = explode(',', $val->paras1);
$tag = true;
$equip = ctx()->store->equipment;
foreach ($equip as $eUid => $eDic) {
if (in_array($eDic->typeId, $list)) {
$tag = false;
break;
}
}
break;
case 201://多个武器任一一个等级到10级即不重置,都没有则重置
$list = explode(',', $val->paras1);
$lv = $val->parasCtx1;
$equip = ctx()->store->equipment;
$tag = true;
foreach ($list as $eTypeId) {
foreach ($equip as $eUid => $eDic) {
if ($eTypeId == $eDic->typeId && $eDic->level >= $lv) {
$tag = false;
break 2;
}
}
}
break;
case 202://多个武器任一一个突破到1星即不重置,都没有则重置
$list = explode(',', $val->paras1);
$starLv = $val->parasCtx1;
$equip = ctx()->store->equipment;
$tag = true;
foreach ($list as $eTypeId) {
foreach ($equip as $eUid => $eDic) {
if ($eTypeId == $eDic->typeId && $eDic->starLevel >= $starLv) {
$tag = false;
break 2;
}
}
}
// if($tag){//一个都没有
// foreach ($taskcards as $uid => $dic) {
// if($dic->typeId == $val->taskId){
// $tempUId = $uid;
// break;
// }
// }
//
// $task = new Ins_TaskCard($val->taskId_Modified);
// $task->uid = $tempUId;
// $task->state = 2;
// $taskcards->$tempUId = $task;
// }
break;
case 300://唤灵师等级升到X级,不满足则重置***
$lv = $val->paras1;
$heros = ctx()->heros->collectHeros;
$tag = true;
foreach ($heros as $heroUid => $val) {
if ($val->level >= $lv) {
$tag = false;
break;
}
}
break;
case 301://唤灵师有过突破,不满足则重置
$sLv = $val->paras1;
$heros = ctx()->heros->collectHeros;
$tag = true;
foreach ($heros as $heroUid => $val) {
if ($val->curStar >= $sLv) {
$tag = false;
break;
}
}
break;
case 302://是否拥有某言灵,有其中一个则不重置,全没有则重置
$list = explode(',', $val->paras1);
$tag = true;
$yanling = ctx()->store->yanling;
foreach ($yanling as $eUid => $eDic) {
if (in_array($eDic->typeId, $list)) {
$tag = false;
break;
}
}
break;
case 303://items 背包里是否有某道具(是否获得召唤卡)
$items = ctx()->store->items;
$itemId = $val->paras1;
$tag = true;
if (StlUtil::dictHasProperty($items, $itemId)) {
$tag = false;
}
break;
case 304://任一言灵等级到20级,都没有则重置
$lv = $val->paras1;
$yanling = ctx()->store->yanling;
$tag = true;
foreach ($yanling as $eUid => $eDic) {
if ($eDic->level >= $lv) {
$tag = false;
break;
}
}
break;
case 305://任一言灵突破到1星,都没有则重置
$slv = $val->paras1;
$yanling = ctx()->store->yanling;
$tag = true;
foreach ($yanling as $eUid => $eDic) {
if ($eDic->starLv >= $slv) {
$tag = false;
break;
}
}
break;
default:
break;
}
if ($tag) {//一个都没有
foreach ($taskcards as $eUid => $eDic) {
if ($eDic->typeId == $val->taskId) {
$tempUId = $eUid;
break;
}
}
if ($tempUId != 999999) {
$task = new Ins_TaskCard($val->taskId_Modified);
$task->uid = $tempUId;
$task->state = 2;
$taskcards->$tempUId = $task;
}
}
ctx()->privateState->taskJianRong_index = $index;
}
ctx()->store->taskcards = $taskcards;
}
public static function newFieldSupplement(&$game) {
// if (!StlUtil::dictHasProperty($game->store, 'weaponRecord')) {
// $game->store->weaponRecord = array();
// }
//
// if (!StlUtil::dictHasProperty($game->store, 'yanlingRecord')) {
// $game->store->yanlingRecord = array();
// }
if (!StlUtil::dictHasProperty($game->shopdata, 'rechargeRecordList')) {
$game->shopdata->rechargeRecordList = array();
}
if (!StlUtil::dictHasProperty($game->shopdata, 'fRechargeTime')) {
$game->shopdata->fRechargeTime = new \stdClass();
}
if (!StlUtil::dictHasProperty($game->shopdata, 'fRechargeRecord')) {
$game->shopdata->fRechargeRecord = new \stdClass();
}
if ($game->shopdata->fRechargeTime == null) {
$game->shopdata->fRechargeTime = new \stdClass();
}
if ($game->shopdata->fRechargeRecord == null) {
$game->shopdata->fRechargeRecord = new \stdClass();
}
if (!StlUtil::dictHasProperty($game->privateState, 'battleReviveNum')) {
$game->privateState->battleReviveNum = 0;
}
$shopdata = $game->shopdata;
if (!StlUtil::dictHasProperty($shopdata, 'suitGiftStartTs')) {
$shopdata->suitGiftStartTs = 0;
}
// if($shopdata->suitGiftStartTs == 0){
// $shopdata->suitGiftStartTs = now();
// }
$game->shopdata = $shopdata;
//$game->privateState->onlineGiftClearTs = now();
// if (!StlUtil::dictHasProperty($game->store, 'storage')) {
// $key = 1;
// $key2 = 2;
//
// $game->store->storage = ObjectInit();
// $game->store->storage->$key = new Ins_storage();
// $game->store->storage->$key2 = new Ins_storage();
// }
//
// if ($game->store->storage == null) {
// $key = 1;
// $key2 = 2;
//
// $game->store->storage = ObjectInit();
// $game->store->storage->$key = new Ins_storage();
// $game->store->storage->$key2 = new Ins_storage();
// }
//
// if (!StlUtil::dictHasProperty($game->store, 'battleItem')) {
// $game->store->battleItem = ObjectInit();
// }
//
// if ($game->store->battleItem == null) {
// $game->store->battleItem = ObjectInit();
// }
//
// if (!StlUtil::dictHasProperty($game->newMap, 'huichengquanRecord')) {
// $game->newMap->huichengquanRecord = ObjectInit();
// }
//
// if (is_array($game->newMap->huichengquanRecord)) {
// $game->newMap->huichengquanRecord = ObjectInit();
// }
//
// $dixiachengId = 503001;
// if (!StlUtil::dictHasProperty($game->newMap->unlockedFootholds, $dixiachengId)) {
// $mo = GameConfig::gate_getItem($dixiachengId);
// $footHold = new Ins_FootHold();
// $footHold->mapId = $mo->gateId;
// $footHold->curMapType = $mo->mapType;
// $game->newMap->unlockedFootholds->$dixiachengId = $footHold;
// }
//
// foreach ($game->newMap->unlockedFootholds as $mapid => $val) {
// if ($val->mapId != $mapid) {
// $game->newMap->unlockedFootholds->$mapid->mapId = $mapid;
// break;
// }
// }
//
// if (!StlUtil::dictHasProperty($game->newMap, 'curFootholdId')) {
// $game->newMap->curFootholdId = $game->newMap->curMapId;
// }
//
// if ($game->newMap->lastMapId == 0) {
// $game->newMap->lastMapId = 503099;
// }
//
// if (!CommUtil::isPropertyExists($game->privateState, "buyTiliNum")) {
// $game->privateState->buyTiliNum = 0;
// }
//
// if (!StlUtil::dictHasProperty($game->store, 'dailyTask_HandOver')) {
// $game->store->dailyTask_HandOver = 0;
// }
}
/**
* 6003 领取连续登录奖励
*/
public static function acceptContiDaysGift() {
$resp = Resp::err(ErrCode::err_method_notimplement);
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 rows FROM `tab_rolename` WHERE roleName='%s';";
$sql = sprintf($sqlFormat, $roleName);
$n = daoInst()->query($sql)->fetch();
return $n->rows <= 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' => $plat
))->exec();
}
/**
* 检测连续登录状态,重置必要字段[时间戳自动记录]
*/
static function checkContidays($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
TaskProc::OnUserLogin();
return $ret;
}
/**
* 处理当天第一次登录
* @param bool $isnew Description
*/
static function OnNewDay($isnew) {
self::updatePlatUserRecord($isnew); # 添加到到当天活跃玩家记录集合
ActiveProc::DailyReset(); # 抽奖、每日任务状态,计数器...
FightProc::ClearByDay(); # 战斗相关状态每日清理
ShopProc::DailyCheck();
TaskProc::ResetDailyTaskCards(); # 重置每日任务卡
StoreProc::DailyRefreshWeapon(); # 每日登录刷新武器商店
//RankProc::paihangReward_fPower(); # 战力榜的排名定时发送奖励邮件
//RankProc::paihangReward_level(); # 等级榜的排名定时发送奖励邮件
}
//
/**
* 创建用户
* @return Data_UserGame
*/
static function createUser($rolename, $gender, $profile_img) {
$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->gender = $gender;
$game->baseInfo->headImg = $profile_img;
$game->baseInfo->firstLogin = now();
#Ps 6006是没有获得到Userinfo到Req中的
UserProc::checkContidays(1); # 每日状态检查
UserProc::dataUpdate();
// UserProc::fetchFromInteract($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);
}
private static function dataUpdate() {
ctx()->privateState->bornPlace = 1;
}
//
//
//
/**
* 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 = $game->updateDataFull($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
}
//
//
//
//
/**
* 经验 金币 钻石 统计
* @param type $cmd
* @param type $cmdName
* @param type $type
* @param type $cur
* @param type $change
* @param type $end
* @param type $desc
*/
static function CollectUserBaseParam($cmd, $type, $curVal, $changeVal, $endVal, $desc) {
$item = new \stdClass();
$item->uid = req()->uid;
$item->cmd = $cmd;
$item->type = $type;
$item->curVal = $curVal;
$item->changeVal = $changeVal;
$item->endVal = $endVal;
$item->desc = $desc;
$item->ts = time();
$arr = array();
$arr[] = $item;
//$num = gMem()->rpush("userbaseParams-" . req()->uid . "-" . req()->zoneid, $arr);
$num = gMem()->rpush("userbaseParams-" . req()->zoneid, $arr);
}
static function CollectUserLevelParam() {
$uid = req()->uid;
$level = ctx()->baseInfo->level;
if ($level < 20) {
return;
}
$rediskey = "userlevelLimitRecord";
if (!gMem()->exists($rediskey)) {
gMem()->lpush($rediskey, $uid);
}
$length = gMem()->llen($rediskey);
if ($length > 20) {
return;
}
$arr = gMem()->lrange($rediskey, 0, $length - 1);
if (in_array($uid, $arr)) {
return;
}
gMem()->lpush($rediskey, $uid);
}
static function CollectHeroLevelParam() {
$dic = ctx()->heros->collectHeros;
$tag = false;
foreach ($dic as $uid => $val) {
if ($val->level >= 20) {
$tag = true;
break;
}
}
if (!$tag) {
return;
}
$rediskey = "herolevelLimitRecord";
$userUid = req()->uid;
if (!gMem()->exists($rediskey)) {
gMem()->lpush($rediskey, $userUid);
}
$length = gMem()->llen($rediskey);
if ($length > 20) {
return;
}
$arr = gMem()->lrange($rediskey, 0, $length - 1);
if (in_array($userUid, $arr)) {
return;
}
gMem()->lpush($rediskey, $userUid);
}
//
}