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); } // }