UserProc.php 46 KB

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  1. <?php
  2. namespace loyalsoft;
  3. require_once __DIR__ . '/../service_call/pay/official/pay_op.php';
  4. /**
  5. * Description of UserProc
  6. * 玩家数据处理流程
  7. *
  8. */
  9. class UserProc {
  10. const role_Table = 'tab_rolename';
  11. /**
  12. * 逻辑分发
  13. * 所有的Proc中必须有这样一个方法
  14. * @param Req $req
  15. */
  16. public static function procMain($req) {
  17. switch ($req->cmd) {
  18. case CmdCode::cmd_user_getzonelist: # 6000 分区列表
  19. return UserProc::GetZoneList();
  20. case CmdCode::cmd_user_loginuserinfo: # 6001 登录
  21. return UserProc::loginUserInfo();
  22. case CmdCode::cmd_user_gameconstinfo: # 6002 下载游戏配置
  23. return UserProc::downloadConstInfo();
  24. case CmdCode::cmd_user_acceptcontidaysgift: # 6003 领取连续登陆奖励
  25. return UserProc::acceptContiDaysGift();
  26. case CmdCode::cmd_user_registerNewRole: # 6006 注册新角色
  27. return UserProc::RegisterNewRole();
  28. case CmdCode::cmd_user_completeNewbieGuide: # 6007 提交新手引导步骤
  29. return UserProc::completeNewbieGuide();
  30. // case CmdCode::cmd_user_setNewbieGuideCards: # 6008 发放新手引导所需卡牌
  31. // return self::SetNewbieGuideCards($req);
  32. // case CmdCode::cmd_user_setNewbieGuideOver: # 6009 跳过新手引导
  33. // return UserProc::setNewbieGuideOver();
  34. case CmdCode::cmd_user_setNickname: # 6010 设置/修改玩家昵称
  35. return self::SetUserNickname();
  36. case CmdCode::cmd_user_SetUserHeadImageBorder: # 6011 修改玩家头像框
  37. return self::SetUserImageBorder();
  38. case CmdCode::cmd_user_setUserImage: # 6012 更换玩家形象
  39. return self::SetUserImage();
  40. case CmdCode::cmd_user_changeUserHeadImg: # 6013 更换玩家头像
  41. return self::SetUserHeadImage();
  42. case CmdCode::cmd_user_ctxBack: # 6015 收集玩家反馈
  43. return self::UserCtxBack();
  44. case CmdCode::cmd_user_other_info: # 6016 拉取其他玩家信息cmd_user_deleteUserUId
  45. return self::UserOtherPlayerInfo();
  46. case CmdCode::cmd_user_deleteUserUId: # 6016 删除角色
  47. return self::deleteUserUId();
  48. default:
  49. Err(ErrCode::cmd_err);
  50. }
  51. }
  52. /*
  53. * 6016 删除角色
  54. */
  55. public static function deleteUserUId() {
  56. $mem = gMem();
  57. $uid = req()->uid;
  58. $zoneid = req()->zoneid;
  59. $list = array();
  60. $zoneKey = MemKey_User::Union_PlayedZoneInfo_normal($uid);
  61. $list[] = $zoneKey;
  62. $publicKey = MemKey_User::Union_PublicState_hash($uid);
  63. $list[] = $publicKey;
  64. $gameInfoKey = MemKey_User::Info_hash($zoneid, $uid);
  65. $list[] = $gameInfoKey;
  66. $interactKey = MemKey_User::Interact($zoneid, $uid);
  67. $list[] = $interactKey;
  68. $OffensiveLogKey = MemKey_User::OffensiveLog_zset($zoneid, $uid);
  69. $list[] = $OffensiveLogKey;
  70. $DefensiveLogKey = MemKey_User::DefensiveLog_zset($zoneid, $uid);
  71. $list[] = $DefensiveLogKey;
  72. $PVP_OffensiveLogKey = MemKey_User::PVP_OffensiveLog_zset($zoneid, $uid);
  73. $list[] = $PVP_OffensiveLogKey;
  74. $PVP_DefensiveLogKey = MemKey_User::PVP_DefensiveLog_zset($zoneid, $uid);
  75. $list[] = $PVP_DefensiveLogKey;
  76. $SigKey = MemKey_User::Sig($zoneid, $uid);
  77. $list[] = $SigKey;
  78. $CurIdKey = MemKey_User::Mail_CurId_int($zoneid, $uid);
  79. $list[] = $CurIdKey;
  80. $SysRecordKey = MemKey_User::Mail_SysRecord_set($zoneid, $uid);
  81. $list[] = $SysRecordKey;
  82. $QueueKey = MemKey_User::Mail_Queue_hash($zoneid, $uid);
  83. $list[] = $QueueKey;
  84. foreach ($list as $key) {
  85. if ($mem->exists($key)) {
  86. $mem->delete($key);
  87. }
  88. }
  89. return Resp::ok();
  90. }
  91. /**
  92. * 检测遗漏订单
  93. */
  94. static function checkMissOrder() {
  95. $tableName = "tpl_order_tab";
  96. if (daoInst()->tableExist($tableName)) {
  97. $arr = daoInst()->select("*")->from($tableName)
  98. ->where('uid')->eq(req()->uid)
  99. ->andWhere('zoneid')->eq(req()->zoneid)
  100. ->andWhere('status')->eq(1)
  101. ->andWhere('drawed_ts')->eq(0)
  102. ->fetchAll();
  103. if (count($arr) != null) {
  104. foreach ($arr as $item) {
  105. $result = pay_op::CheckAndDrawOrder(req()->uid, $item->cpOrderId, array(new PayProc, 'distributePayGoods'));
  106. }
  107. }
  108. }
  109. }
  110. /**
  111. * 6016 拉取其他玩家的信息.
  112. */
  113. public static function UserOtherPlayerInfo() {
  114. $zoneId = req()->zoneid;
  115. list($other_uid) = req()->paras;
  116. $g = UserProc::getUserGame($zoneId, $other_uid);
  117. my_Assert(null != $g, ErrCode::user_no_err); # 找不到指定的玩家数据
  118. return Resp::ok($g);
  119. }
  120. /**
  121. * 6015 收集玩家反馈
  122. */
  123. public static function UserCtxBack() {
  124. $userID = req()->uid;
  125. $zoneid = req()->zoneid;
  126. $name = ctx()->baseInfo->name;
  127. list($ctx, $type, $phoneId) = req()->paras;
  128. $ret = self::insertUserCtxBack($userID, $name, $zoneid, $ctx, $phoneId, $type);
  129. return Resp::ok();
  130. }
  131. /**
  132. * 收集玩家反馈
  133. * @param type $userID
  134. * @param type $zoneid
  135. * @param type $ctx
  136. * @param type $phoneId
  137. * @return type
  138. */
  139. static function insertUserCtxBack($userID, $name, $zoneid, $ctx, $phoneId, $type) {
  140. $paydb = daoInst();
  141. $sql = "INSERT INTO `tab_userctxback` (tid,uid,name,zoneid,ctx,phoneId,type) VALUES (null,'%s','%s',%d,'%s','%s','%s')";
  142. $query = sprintf($sql, $userID, $name, $zoneid, $ctx, $phoneId, $type);
  143. $result = $paydb->exec($query);
  144. return $result;
  145. }
  146. //
  147. // <editor-fold defaultstate="collapsed" desc="玩家信息 修改">
  148. /**
  149. * [6013]修改玩家头像
  150. */
  151. static function SetUserHeadImage() {
  152. list($headImage) = req()->paras; # 参数, 新头像
  153. ctx()->baseInfo->headImg = $headImage;
  154. UserProc::updateUserInfo();
  155. return Resp::ok(array('ret' => 'ok'));
  156. }
  157. /**
  158. * [6012]修改玩家形象
  159. */
  160. static function SetUserImage() {
  161. list($image) = req()->paras; # 参数, 新形象
  162. ctx()->baseInfo->img = $image;
  163. UserProc::updateUserInfo();
  164. return Resp::ok(array('ret' => 'ok'));
  165. }
  166. /**
  167. * [6011]修改玩家头像框
  168. */
  169. static function SetUserImageBorder() {
  170. list($imgborderId) = req()->paras; # 参数, 新头像框ID
  171. ctx()->baseInfo->imgBorderId = $imgborderId;
  172. UserProc::updateUserInfo();
  173. return Resp::ok(array('ret' => 'ok'));
  174. }
  175. /**
  176. * [6010] 设置/修改玩家昵称
  177. */
  178. static function SetUserNickname() {
  179. list($newname) = req()->paras; # 参数: 新昵称, 头像
  180. 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.
  181. 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");
  182. $amt = glc()->User_SetNickname_Cost; # 改名需要消耗钻石
  183. $ok = ctx()->base()->Consume_Cash($amt); # 扣除钻石
  184. my_Assert($ok, ErrCode::notenough_cash_msg);
  185. my_Assert(self::checkRoleNameNotExist($newname), ErrCode::user_nicknameexist); # 昵称已存在
  186. ctx()->baseInfo->name = $newname;
  187. daoInst()->update(self::role_Table)
  188. ->data(array('roleName' => $newname))
  189. ->where('userID')->eq(req()->uid)
  190. ->andWhere('zoneid')->eq(req()->zoneid)
  191. ->exec();
  192. UserProc::updateUserInfo();
  193. return Resp::ok(array('ret' => 'ok'));
  194. }
  195. // </editor-fold>
  196. //
  197. // <editor-fold defaultstate="collapsed" desc="新手引导">
  198. // /**
  199. // * [6009] 新手引导 发送n张碎片到玩家身上
  200. // */
  201. // static function SetNewbieGuideCards() {
  202. // Err(ErrCode::function_notopen_msg); # 功能已经废弃 -wg
  203. // $private = ctx()->privateState;
  204. // if (!property_exists($private, 'newbieguideCards')) { # 逻辑检查, 是否已经发放过
  205. // $private->newbieguideCards = true;
  206. // ctx()->privateState = $private; # 回写私有数据
  207. // $sp = explode(';', glc()->User_SetNewbieGuideCards); # 碎片
  208. // foreach ($sp as $cardinfo) {
  209. // $arr = explode(',', $cardinfo);
  210. // $itemid = $arr[0];
  211. // $num = $arr[1];
  212. // StoreProc::addSegmentIntoStore(ctx()->store, $itemid, $num);
  213. // }
  214. // $exp = explode(';', glc()->User_SetNewbieGuideExps); # 经验卡
  215. // foreach ($exp as $expinfo) {
  216. // $arr = explode(',', $expinfo);
  217. // $itemid = $arr[0];
  218. // $num = $arr[1];
  219. // StoreProc::PutOverlyingItemInStore($itemid, $num);
  220. // }
  221. // UserProc::updateUserInfo(); # 回存玩家数据
  222. // return Resp::ok(array('store' => ctx()->store));
  223. // }
  224. // return Resp::err(ErrCode::active_hasgetted);
  225. // }
  226. /**
  227. * [6009] 增加 设置引导结束的标志位
  228. */
  229. public static function setNewbieGuideOver() {
  230. Err(ErrCode::function_notopen_msg); # 功能已经废弃 -wg
  231. // $user = new Data_UserGame(ctx()); # user
  232. // if (!CommUtil::isPropertyExists($user, "NewbieGuideOver")) { # 防御: 变量未初始化
  233. // $user->NewbieGuideOver = 1;
  234. // }
  235. // $user->NewbieGuideOver = 1;
  236. // ctx($user);
  237. // UserProc::updateUserInfo(); # 回写数据
  238. // return Resp::ok(array(# # 返回值
  239. // 'result' => "succeed"
  240. // ));
  241. }
  242. /**
  243. * [6007] 更新初始的强制的新手引导阶段步骤
  244. * 第一阶段的引导
  245. */
  246. public static function completeNewbieGuide() {
  247. $guideIndex = req()->paras[0]; # 参数: 新手引导步骤
  248. $user = new Data_UserGame(ctx()); # user
  249. my_default_Obj($user->NewbieGuide); # 防御: 变量未初始化
  250. $NewbieGuide = $user->NewbieGuide;
  251. if (!CommUtil::isPropertyExists($NewbieGuide, "guideStep")) { # 防御: 变量未初始化
  252. $NewbieGuide->guideStep = 0;
  253. }
  254. // my_Assert($guideIndex >= $NewbieGuide->guideStep, ErrCode::user_settutorialscompletedfail_err);
  255. $NewbieGuide->guideStep = $guideIndex;
  256. $user->NewbieGuide = $NewbieGuide;
  257. ctx($user);
  258. UserProc::updateUserInfo(); # 回写数据
  259. return Resp::ok(array(
  260. "store" => $user->store, # # 目前来看只涉及到items变化
  261. "heros" => $user->heros, # # 英雄数据
  262. ));
  263. }
  264. // </editor-fold>
  265. //
  266. /**
  267. * 6006 注册新角色
  268. */
  269. public static function RegisterNewRole() {
  270. $userID = req()->uid;
  271. list($rolename, $gender, $profile_img) = req()->paras; # 参数: 昵称,性别,头像
  272. $id = gMem()->increment(MemKey_GameRun::Stat_UserCountByZone_int(req()->zoneid)); # 增加玩家数量计数
  273. $rolename = "No." . sprintf("%03d", req()->zoneid) . sprintf("%07d", $id); # 生成编号
  274. if (self::checkRoleNameNotExist($rolename)) { # 记录玩家
  275. $game = self::createUser($rolename, $gender, $profile_img);
  276. self::newFieldSupplement($game);
  277. if (1 == self::regRole(req()->zoneid, $userID, $rolename, $gender, $profile_img, req()->getPlatStr())) {
  278. $resp = Resp::ok($game);
  279. self::updtateUserZoneInfo();
  280. } else {
  281. $resp = Resp::err(ErrCode::err_db);
  282. }
  283. // StatProc::UserGuidStep($userinfo->user->firstLogOn, $req->zoneid, -2, 1);
  284. } else { # 昵称已存在
  285. $resp = Resp::ok(array('ret' => '用户已存在.'));
  286. }
  287. return $resp;
  288. }
  289. /**
  290. * 6000 【移动端】 获取分区列表
  291. */
  292. public static function GetZoneList() {
  293. $defaultZone = new Ins_ZoneInfo(1, 0, ""); # 新用户默认分区
  294. $bGetRecommended = false;
  295. if (count(req()->paras) > 0) { # 是否只拉取推荐分区
  296. $bGetRecommended = req()->paras[0];
  297. }
  298. $zoneList = array();
  299. $ts = now();
  300. foreach (GameConfig::zonelist() as $zoneid => $zone) {
  301. isEditor() and $zone = new \sm_zonelist();
  302. if ($zone->publicTs > $ts) {
  303. continue;
  304. }
  305. $zone->zoneid = $zoneid; # 把zoneid塞进zone数据结构中
  306. if ($bGetRecommended) {
  307. if ($zone->isRecommended > 0 && $zone->status == 1) {
  308. $zoneList[] = $zone;
  309. } else {
  310. }
  311. } else {
  312. $zoneList[] = $zone;
  313. }
  314. unset($zone->isRecommended);
  315. }
  316. UserProc::_AddTesterZonelist($zoneList); # 添加测试分区
  317. #
  318. // <editor-fold defaultstate="collapsed" desc=" 取玩家分区记录 ">
  319. $userZoneInfo = self::getUserZoneInfo(); # 玩家分区记录
  320. $isNewUser = false;
  321. if ($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
  322. $userZoneInfo = new Data_UserZoneInfo();
  323. $userZoneInfo->lastZone = $defaultZone; # 新用户导向默认分区
  324. $isNewUser = true;
  325. // $err = self::RegisterNewUser($req); # 新用户添加到总表中
  326. // if ($err != ErrCode::succeed) {
  327. // return ResponseVo::myErrResponse($req, $err);
  328. // }
  329. # 统计模块添加记录
  330. // StatProc::UserGuidStep(CommUtil::tsCurrent(), $req->zoneid, -1, 1); // 第一次进入游戏
  331. } else { # 转换一下格式,去掉key,只保留value的集合
  332. // $userZoneInfo->playedZones = ArrayInit();
  333. // array_merge($userZoneInfo->playedZones, array_values((array) $userZoneInfo->playedZones));
  334. }
  335. // </editor-fold>
  336. $ret = array(
  337. 'isNewUser' => $isNewUser,
  338. 'zonelist' => json_decode(json_encode($zoneList)),
  339. 'userZoneInfo' => $userZoneInfo
  340. );
  341. return Resp::ok($ret); # 返回值
  342. }
  343. private static function _AddTesterZonelist(&$zoneList) {
  344. if (config::Inst()->isTester(req()->uid)) { # 添加测试分区
  345. $zoneList[] = array('zoneid' => 999, 'name' => '内测专区', 'status' => 2, 'publicTs' => 0);
  346. }
  347. }
  348. /**
  349. * 6002 客户端下载常量配置信息
  350. * @return type
  351. */
  352. public static function downloadConstInfo() {
  353. list($clientDataVer) = req()->paras; # 客户端数据版本号,程序版本号
  354. $serverVer = GameConfig::ver(); # 最新数据版本号
  355. my_Assert($serverVer, ErrCode::err_const_no); # 找不到常量数据
  356. $url = config::CDN_host() . "/cfg/" . req()->CV . "/Client.bytes?" . $serverVer;
  357. $ret = array(
  358. 'version' => $serverVer,
  359. 'url' => $clientDataVer == $serverVer ? "" : $url, # # 如果版本一致,url传空,只传回版本号
  360. 'data' => null);
  361. return Resp::ok($ret);
  362. // $md5 = md5(json_encode($constInfo)); # 计算MD5值,多余计算md5
  363. // $constInfo = GameConfig::client(); # 取出来的已经是base64过的压缩数据
  364. // my_Assert($constInfo, ErrCode::err_const_no); # 找不到配置数据
  365. }
  366. /**
  367. * 6001 客户端登录并返还玩家信息
  368. * @return Resp
  369. */
  370. public static function loginUserInfo() {
  371. $game = UserProc::getUserGame(req()->zoneid, req()->uid);
  372. if ($game == null) { # 新用户, -> 6006创建账号
  373. $ret = array(
  374. 'isNewUser' => true
  375. );
  376. return Resp::ok($ret);
  377. } else { # 2.如果玩家已存在,则处理普通登录流程
  378. self::newFieldSupplement($game);
  379. MapProc::checkGatePassPositionInfo($game);
  380. req()->game = $game; # 给Req挂载玩家数据
  381. UserProc::checkContidays(); # 连续登录,状态检查
  382. PayProc::m_refreshChargeOrders(); # 刷新订单, 多平台版本
  383. PayProc::checkDeltest(); # 检查内侧充值记录(函数内部会只检查一次)
  384. //PayProc::SuitGiftTsRecord();
  385. ctx()->privateState->bornPlace = 0;
  386. ShopProc::resetDaliySpecialPackages(); #每日特惠领奖每日重置
  387. PayProc::suitGiftCheck();
  388. self::checkMissOrder(); #校验是否有漏单
  389. ActiveProc::ChangeTili(0);
  390. //TaskProc::checkHandOverDailyTask();
  391. ctx()->RegenNewToken();
  392. UserProc::updateUserInfo(); # 这一步回存操作只有在 userInfo正常存在的情况下才进行
  393. $resp = Resp::ok($game); # 设置返回值
  394. // self::backupUserInfo(); # 数据回写
  395. AuctionProc::TriggerSettlement(); #结算流拍信息
  396. self::updtateUserZoneInfo(); # 1. 更新玩家分区记录
  397. }
  398. return $resp;
  399. }
  400. /*
  401. * 上线账号里的任务数据的修改
  402. */
  403. public static function userDataUpdate() {
  404. $dic = GameConfig::taskJianRong();
  405. $arr = (array) $dic;
  406. ksort($arr);
  407. //ctx()->privateState->taskJianRong_index;
  408. if (!StlUtil::dictHasProperty(ctx()->privateState, 'taskJianRong_index')) {
  409. ctx()->privateState->taskJianRong_index = 0;
  410. }
  411. $startIndex = ctx()->privateState->taskJianRong_index;
  412. $taskcards = ctx()->store->taskcards;
  413. foreach ($arr as $index => $val) {
  414. if ($index <= $startIndex) {
  415. continue;
  416. }
  417. $cmd = $val->cmd1;
  418. $tempUId = 999999;
  419. $tag = true;
  420. switch ($cmd) {
  421. case 100://该任务存在即重置,不存在就算了 参数:任务id
  422. $typeId = $val->paras1;
  423. $tag = false;
  424. //$tempUId = 0;
  425. foreach ($taskcards as $taskUid => $task) {
  426. if ($task->typeId == $typeId) {
  427. $tag = true;
  428. //$tempUid = $taskUid;
  429. break;
  430. }
  431. }
  432. // if($tag){
  433. // $task = new Ins_TaskCard($val->taskId_Modified);
  434. // $task->uid = $tempUid;
  435. // $task->state = 2;
  436. // $taskcards->$tempUid = $task;
  437. // }
  438. break;
  439. 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
  440. $list = explode(',', $val->paras1);
  441. $tag = true;
  442. $equip = ctx()->store->equipment;
  443. foreach ($equip as $eUid => $eDic) {
  444. if (in_array($eDic->typeId, $list)) {
  445. $tag = false;
  446. break;
  447. }
  448. }
  449. break;
  450. 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
  451. $list = explode(',', $val->paras1);
  452. $lv = $val->parasCtx1;
  453. $equip = ctx()->store->equipment;
  454. $tag = true;
  455. foreach ($list as $eTypeId) {
  456. foreach ($equip as $eUid => $eDic) {
  457. if ($eTypeId == $eDic->typeId && $eDic->level >= $lv) {
  458. $tag = false;
  459. break 2;
  460. }
  461. }
  462. }
  463. break;
  464. 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
  465. $list = explode(',', $val->paras1);
  466. $starLv = $val->parasCtx1;
  467. $equip = ctx()->store->equipment;
  468. $tag = true;
  469. foreach ($list as $eTypeId) {
  470. foreach ($equip as $eUid => $eDic) {
  471. if ($eTypeId == $eDic->typeId && $eDic->starLevel >= $starLv) {
  472. $tag = false;
  473. break 2;
  474. }
  475. }
  476. }
  477. // if($tag){//一个都没有
  478. // foreach ($taskcards as $uid => $dic) {
  479. // if($dic->typeId == $val->taskId){
  480. // $tempUId = $uid;
  481. // break;
  482. // }
  483. // }
  484. //
  485. // $task = new Ins_TaskCard($val->taskId_Modified);
  486. // $task->uid = $tempUId;
  487. // $task->state = 2;
  488. // $taskcards->$tempUId = $task;
  489. // }
  490. break;
  491. case 300://唤灵师等级升到X级,不满足则重置***
  492. $lv = $val->paras1;
  493. $heros = ctx()->heros->collectHeros;
  494. $tag = true;
  495. foreach ($heros as $heroUid => $val) {
  496. if ($val->level >= $lv) {
  497. $tag = false;
  498. break;
  499. }
  500. }
  501. break;
  502. case 301://唤灵师有过突破,不满足则重置
  503. $sLv = $val->paras1;
  504. $heros = ctx()->heros->collectHeros;
  505. $tag = true;
  506. foreach ($heros as $heroUid => $val) {
  507. if ($val->curStar >= $sLv) {
  508. $tag = false;
  509. break;
  510. }
  511. }
  512. break;
  513. case 302://是否拥有某言灵,有其中一个则不重置,全没有则重置
  514. $list = explode(',', $val->paras1);
  515. $tag = true;
  516. $yanling = ctx()->store->yanling;
  517. foreach ($yanling as $eUid => $eDic) {
  518. if (in_array($eDic->typeId, $list)) {
  519. $tag = false;
  520. break;
  521. }
  522. }
  523. break;
  524. case 303://items 背包里是否有某道具(是否获得召唤卡)
  525. $items = ctx()->store->items;
  526. $itemId = $val->paras1;
  527. $tag = true;
  528. if (StlUtil::dictHasProperty($items, $itemId)) {
  529. $tag = false;
  530. }
  531. break;
  532. case 304://任一言灵等级到20级,都没有则重置
  533. $lv = $val->paras1;
  534. $yanling = ctx()->store->yanling;
  535. $tag = true;
  536. foreach ($yanling as $eUid => $eDic) {
  537. if ($eDic->level >= $lv) {
  538. $tag = false;
  539. break;
  540. }
  541. }
  542. break;
  543. case 305://任一言灵突破到1星,都没有则重置
  544. $slv = $val->paras1;
  545. $yanling = ctx()->store->yanling;
  546. $tag = true;
  547. foreach ($yanling as $eUid => $eDic) {
  548. if ($eDic->starLv >= $slv) {
  549. $tag = false;
  550. break;
  551. }
  552. }
  553. break;
  554. default:
  555. break;
  556. }
  557. if ($tag) {//一个都没有
  558. foreach ($taskcards as $eUid => $eDic) {
  559. if ($eDic->typeId == $val->taskId) {
  560. $tempUId = $eUid;
  561. break;
  562. }
  563. }
  564. if ($tempUId != 999999) {
  565. $task = new Ins_TaskCard($val->taskId_Modified);
  566. $task->uid = $tempUId;
  567. $task->state = 2;
  568. $taskcards->$tempUId = $task;
  569. }
  570. }
  571. ctx()->privateState->taskJianRong_index = $index;
  572. }
  573. ctx()->store->taskcards = $taskcards;
  574. }
  575. public static function newFieldSupplement(&$game) {
  576. // if (!StlUtil::dictHasProperty($game->store, 'weaponRecord')) {
  577. // $game->store->weaponRecord = array();
  578. // }
  579. //
  580. // if (!StlUtil::dictHasProperty($game->store, 'yanlingRecord')) {
  581. // $game->store->yanlingRecord = array();
  582. // }
  583. if (!StlUtil::dictHasProperty($game->shopdata, 'rechargeRecordList')) {
  584. $game->shopdata->rechargeRecordList = array();
  585. }
  586. if (!StlUtil::dictHasProperty($game->shopdata, 'fRechargeTime')) {
  587. $game->shopdata->fRechargeTime = new \stdClass();
  588. }
  589. if (!StlUtil::dictHasProperty($game->shopdata, 'fRechargeRecord')) {
  590. $game->shopdata->fRechargeRecord = new \stdClass();
  591. }
  592. if ($game->shopdata->fRechargeTime == null) {
  593. $game->shopdata->fRechargeTime = new \stdClass();
  594. }
  595. if ($game->shopdata->fRechargeRecord == null) {
  596. $game->shopdata->fRechargeRecord = new \stdClass();
  597. }
  598. if (!StlUtil::dictHasProperty($game->privateState, 'battleReviveNum')) {
  599. $game->privateState->battleReviveNum = 0;
  600. }
  601. $shopdata = $game->shopdata;
  602. if (!StlUtil::dictHasProperty($shopdata, 'suitGiftStartTs')) {
  603. $shopdata->suitGiftStartTs = 0;
  604. }
  605. // if($shopdata->suitGiftStartTs == 0){
  606. // $shopdata->suitGiftStartTs = now();
  607. // }
  608. $game->shopdata = $shopdata;
  609. //$game->privateState->onlineGiftClearTs = now();
  610. // if (!StlUtil::dictHasProperty($game->store, 'storage')) {
  611. // $key = 1;
  612. // $key2 = 2;
  613. //
  614. // $game->store->storage = ObjectInit();
  615. // $game->store->storage->$key = new Ins_storage();
  616. // $game->store->storage->$key2 = new Ins_storage();
  617. // }
  618. //
  619. // if ($game->store->storage == null) {
  620. // $key = 1;
  621. // $key2 = 2;
  622. //
  623. // $game->store->storage = ObjectInit();
  624. // $game->store->storage->$key = new Ins_storage();
  625. // $game->store->storage->$key2 = new Ins_storage();
  626. // }
  627. //
  628. // if (!StlUtil::dictHasProperty($game->store, 'battleItem')) {
  629. // $game->store->battleItem = ObjectInit();
  630. // }
  631. //
  632. // if ($game->store->battleItem == null) {
  633. // $game->store->battleItem = ObjectInit();
  634. // }
  635. //
  636. // if (!StlUtil::dictHasProperty($game->newMap, 'huichengquanRecord')) {
  637. // $game->newMap->huichengquanRecord = ObjectInit();
  638. // }
  639. //
  640. // if (is_array($game->newMap->huichengquanRecord)) {
  641. // $game->newMap->huichengquanRecord = ObjectInit();
  642. // }
  643. //
  644. // $dixiachengId = 503001;
  645. // if (!StlUtil::dictHasProperty($game->newMap->unlockedFootholds, $dixiachengId)) {
  646. // $mo = GameConfig::gate_getItem($dixiachengId);
  647. // $footHold = new Ins_FootHold();
  648. // $footHold->mapId = $mo->gateId;
  649. // $footHold->curMapType = $mo->mapType;
  650. // $game->newMap->unlockedFootholds->$dixiachengId = $footHold;
  651. // }
  652. //
  653. // foreach ($game->newMap->unlockedFootholds as $mapid => $val) {
  654. // if ($val->mapId != $mapid) {
  655. // $game->newMap->unlockedFootholds->$mapid->mapId = $mapid;
  656. // break;
  657. // }
  658. // }
  659. //
  660. // if (!StlUtil::dictHasProperty($game->newMap, 'curFootholdId')) {
  661. // $game->newMap->curFootholdId = $game->newMap->curMapId;
  662. // }
  663. //
  664. // if ($game->newMap->lastMapId == 0) {
  665. // $game->newMap->lastMapId = 503099;
  666. // }
  667. //
  668. // if (!CommUtil::isPropertyExists($game->privateState, "buyTiliNum")) {
  669. // $game->privateState->buyTiliNum = 0;
  670. // }
  671. //
  672. // if (!StlUtil::dictHasProperty($game->store, 'dailyTask_HandOver')) {
  673. // $game->store->dailyTask_HandOver = 0;
  674. // }
  675. }
  676. /**
  677. * 6003 领取连续登录奖励
  678. */
  679. public static function acceptContiDaysGift() {
  680. $resp = Resp::err(ErrCode::err_method_notimplement);
  681. return $resp;
  682. }
  683. //
  684. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  685. /**
  686. * 检查昵称是否已经存在
  687. * @param string $roleName
  688. * @return boolean
  689. */
  690. static function checkRoleNameNotExist($roleName) {
  691. return true; # 不再检查昵称重复
  692. static $sqlFormat = "SELECT count(*) as rows FROM `tab_rolename` WHERE roleName='%s';";
  693. $sql = sprintf($sqlFormat, $roleName);
  694. $n = daoInst()->query($sql)->fetch();
  695. return $n->rows <= 0;
  696. }
  697. /**
  698. * 插入玩家新角色
  699. *
  700. * @param string $zoneid
  701. * @param string $userID
  702. * @param string $nickname
  703. * @param string $gender
  704. * @param string $profile_img
  705. * @param string $plat
  706. */
  707. static function regRole($zoneid, $userID, $nickname, $gender, $profile_img, $plat) {
  708. return daoInst()->insert('tab_rolename')
  709. ->data(array(
  710. 'zoneid' => $zoneid,
  711. 'userID' => $userID,
  712. 'roleName' => $nickname,
  713. 'gender' => $gender,
  714. 'profile' => $profile_img,
  715. 'plat' => $plat
  716. ))->exec();
  717. }
  718. /**
  719. * 检测连续登录状态,重置必要字段[时间戳自动记录]
  720. */
  721. static function checkContidays($isnew = 0) {
  722. $ret = TimeUtil::totalDays() - TimeUtil::totalDays(ctx()->baseInfo->lastLogin); // 对比登录日期
  723. if ($ret > 0 || $isnew) { # 当天第一次登录
  724. self::OnNewDay($isnew);
  725. } else { # 更新下登录次数记录(任务计数器)
  726. }
  727. if ($ret == 1) { # 连续登录
  728. } else if ($ret >= 2) { # 隔天登录
  729. }
  730. ctx()->baseInfo->lastLogin = now(); # 更新下访问时间
  731. TapDBUtil::SOnUserLogin(); # 向tapdb上报玩家登录 2023.5.10
  732. TaskProc::OnUserLogin();
  733. return $ret;
  734. }
  735. /**
  736. * 处理当天第一次登录
  737. * @param bool $isnew Description
  738. */
  739. static function OnNewDay($isnew) {
  740. self::updatePlatUserRecord($isnew); # 添加到到当天活跃玩家记录集合
  741. ActiveProc::DailyReset(); # 抽奖、每日任务状态,计数器...
  742. FightProc::ClearByDay(); # 战斗相关状态每日清理
  743. ShopProc::DailyCheck();
  744. TaskProc::ResetDailyTaskCards(); # 重置每日任务卡
  745. StoreProc::DailyRefreshWeapon(); # 每日登录刷新武器商店
  746. //RankProc::paihangReward_fPower(); # 战力榜的排名定时发送奖励邮件
  747. //RankProc::paihangReward_level(); # 等级榜的排名定时发送奖励邮件
  748. }
  749. // <editor-fold defaultstate="collapsed" desc="创建新用户">
  750. /**
  751. * 创建用户
  752. * @return Data_UserGame
  753. */
  754. static function createUser($rolename, $gender, $profile_img) {
  755. $game = new Data_UserGame();
  756. req()->game = $game; # 更新Req挂载的玩家数据,
  757. $game->initialize(); # 初始化玩家数据
  758. $game->baseInfo->name = $rolename;
  759. $game->baseInfo->gender = $gender;
  760. $game->baseInfo->headImg = $profile_img;
  761. $game->baseInfo->firstLogin = now();
  762. #Ps 6006是没有获得到Userinfo到Req中的
  763. UserProc::checkContidays(1); # 每日状态检查
  764. UserProc::dataUpdate();
  765. // UserProc::fetchFromInteract($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
  766. UserProc::updateUserInfo(); # 回存用户数据
  767. return $game;
  768. }
  769. /**
  770. * 整理平台玩家记录集
  771. * @param int $isnew
  772. */
  773. private static function updatePlatUserRecord($isnew = 0) {
  774. $zoneid = req()->zoneid;
  775. $uid = req()->uid;
  776. $user = ctx()->baseInfo;
  777. $day = totalDays();
  778. $level = $user->level;
  779. $platUser = ObjectInit();
  780. $platUser->uid = $uid; #
  781. $platUser->name = $user->name; #
  782. $platUser->level = $level;
  783. $platUser->img = $user->headImg; # 头像字段
  784. $platUser->cash = $user->cash;
  785. $platUser->gold = $user->gold;
  786. $platUser->tili = $user->tili;
  787. $platUser->ts = now();
  788. $platUser->isnew = $isnew;
  789. gMem()->delete(MemKey_GameRun::DailyLoginUser_byUID_hash($zoneid, $day - 108));
  790. gMem()->hset(MemKey_GameRun::DailyLoginUser_byUID_hash($zoneid), $uid, $platUser);
  791. gMem()->delete(MemKey_GameRun::DailyLoginUser_byLevel_hash($zoneid, $level, $day - 108));
  792. gMem()->hset(MemKey_GameRun::DailyLoginUser_byLevel_hash($zoneid, $level), $uid, $platUser);
  793. }
  794. private static function dataUpdate() {
  795. ctx()->privateState->bornPlace = 1;
  796. }
  797. // </editor-fold>
  798. //
  799. // <editor-fold defaultstate="collapsed" desc="读写玩家数据">
  800. /**
  801. * 取玩家数据
  802. * @param type $zoneid
  803. * @param type $uid
  804. * @return Data_UserGame
  805. */
  806. public static function getUserGame($zoneid, $uid) {
  807. $key = MemKey_User::Info_hash($zoneid, $uid);
  808. // $pf = req()->getPlatStr();
  809. // if ($pf == "tap") { # taptap平台
  810. // $oldkey = MemKey_User::Info_hash($zoneid, req()->getPlatOid());
  811. // if (gMem()->exists($oldkey)) {
  812. // gMem()->rename($oldkey, $key); # 做下数据迁移
  813. // }
  814. // }
  815. $a = new Data_UserGame();
  816. 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
  817. $collection = "userInfoBack";
  818. $cursor = gMongo()->find($collection, ['key' => $key], ['sort' => array('ts' => -1), 'limit' => 1]); # 提取备份数据
  819. $cursor->rewind();
  820. if ($cursor->valid()) {
  821. $v = $cursor->current();
  822. $a->LoadFrom($v->value); # 加载
  823. $a->updateDataFull($key); # 反向写回redis
  824. } else {
  825. return null;
  826. }
  827. }
  828. return new Data_UserGame($a);
  829. }
  830. /**
  831. * 更新用户数据(设置标志位,最后统一更新-gwang 2017.07.18)
  832. */
  833. public static function updateUserInfo() {
  834. my_Assert(req(), "req()为空");
  835. my_Assert(req()->game, "[" . req()->cmd . "] 玩家数据正在被清空!" . req()->uid);
  836. req()->userInfoChanged = TRUE; # 设置回写标志位
  837. }
  838. /**
  839. * 回写玩家数据
  840. * @param Data_UserGame $game
  841. */
  842. public static function setUserInfo($game) {
  843. $OK = false;
  844. if ($game) {
  845. $zoneid = req()->zoneid;
  846. $uid = req()->uid;
  847. $game->baseInfo->lastSaveTs = now();
  848. $key = MemKey_User::Info_hash($zoneid, $uid);
  849. $OK = $game->updateDataFull($key); # 向Redis回写玩家数据
  850. if ($OK) {
  851. // CLog::info($msg);
  852. self::backupUserInfoMongo(); # 向MongoDB备份数据
  853. gMem()->expire($key, 3600); # 设置过期时间1小时
  854. } else {
  855. // redo Logic
  856. CLog::err("写入数据时版本已过期!!!");
  857. }
  858. }
  859. return $OK;
  860. }
  861. // </editor-fold>
  862. //
  863. // <editor-fold defaultstate="collapsed" desc="玩家分区记录">
  864. /**
  865. * 读取玩家的分区记录
  866. * @return Data_UserZoneInfo Description
  867. */
  868. public static function getUserZoneInfo() {
  869. $ret = gMem()->get(MemKey_User::Union_PlayedZoneInfo_normal(req()->uid));
  870. return $ret;
  871. }
  872. /**
  873. * 更新玩家分区记录
  874. */
  875. public static function updtateUserZoneInfo() {
  876. $req = req();
  877. $userZoneInfo = self::getUserZoneInfo(); # 取玩家分区记录
  878. if (!$userZoneInfo) {
  879. $userZoneInfo = new Data_UserZoneInfo;
  880. }
  881. $level = 0;
  882. $zoneid = $req->zoneid;
  883. $playerName = "";
  884. $headImg = "";
  885. if (null != ctx()) { # 防御确保玩家数据不为空
  886. $level = ctx()->baseInfo->level;
  887. $playerName = ctx()->baseInfo->name;
  888. $headImg = ctx()->baseInfo->headImg;
  889. } else {
  890. Err('玩家数据为空!' . __CLASS__ . '.' . __FUNCTION__);
  891. }
  892. if (is_null($level)) {
  893. $level = 0;
  894. }
  895. $userZoneInfo->lastZone = new Ins_ZoneInfo($zoneid, $level, $playerName, $headImg); # 更新玩家分区记录
  896. $userZoneInfo->playedZones->$zoneid = $userZoneInfo->lastZone; # 玩过的分区集合
  897. gMem()->set(MemKey_User::Union_PlayedZoneInfo_normal($req->uid), $userZoneInfo); # 回写数据
  898. }
  899. // </editor-fold>
  900. // <editor-fold defaultstate="collapsed" desc=" 用户数据备份 ">
  901. /**
  902. * 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
  903. * @history
  904. * version 3.0.13 mysql版备份玩家数据, (性能优化后表现还不错)
  905. * 除非用脚本在redis中实现备份,否则直接写入mysql.
  906. * 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.
  907. * 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
  908. * 因为mysql版本实在是负载太大了, 上百毫秒. 所以改在redis中了.
  909. * 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
  910. */
  911. public static function backupUserInfo() {
  912. $tsday = TimeUtil::totalDays(); # 精确到天,保留10个最近记录.
  913. $value = base64_encode(gzdeflate(JsonUtil::encode(ctx()))); # blob数据,序列化下
  914. $sql = sprintf("call insertUserInfo('%s', %d, %d, '%s');", # # 所以直接将序列化后的结果存进去吧,
  915. req()->uid, req()->zoneid, $tsday, $value); # zoneid, uid, tsday
  916. daoInst()->exec($sql); # 也可以用exec($sql)
  917. }
  918. /**
  919. * 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
  920. * @history
  921. * version 4.0.0 切换到MongoDB存储
  922. * version 3.0.13 mysql版备份玩家数据, (性能优化后表现还不错)
  923. * 除非用脚本在redis中实现备份,否则直接写入mysql.
  924. * 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.
  925. * 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
  926. * 因为mysql版本实在是负载太大了, 上百毫秒. 所以改在redis中了.
  927. * 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
  928. */
  929. public static function backupUserInfoMongo() {
  930. $collectionName = "userInfoBack"; # 表名
  931. $key = MemKey_User::Info_hash(req()->zoneid, req()->uid);
  932. $doc = array('key' => $key, # # 最新文档
  933. 'ts' => TimeUtil::dtCurrent(), # # 更新时间
  934. 'stVer' => ctx()->stVer, # # 增加版本号
  935. 'value' => ctx()); # 玩家数据
  936. $bok = gMongo()->insert($collectionName, $doc); # 插入备份
  937. // CLog::err($collectionName . "备份玩家数据" . req()->uid . ($bok ? "成功" : "失败"));
  938. 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)
  939. $delFilter = array('key' => $key, 'stVer' => ['$lt' => ctx()->stVer - 100]); # 保留最后一百次变更记录
  940. gMongo()->delete($collectionName, $delFilter);
  941. }
  942. // $filter = array('key' => $key); # 指定条件
  943. // gMongo()->update($collectionName, $filter, $doc, true); # 更新
  944. }
  945. // </editor-fold>
  946. //</editor-fold>
  947. //
  948. // <editor-fold defaultstate="collapsed" desc=" 统计信息 ">
  949. /**
  950. * 经验 金币 钻石 统计
  951. * @param type $cmd
  952. * @param type $cmdName
  953. * @param type $type
  954. * @param type $cur
  955. * @param type $change
  956. * @param type $end
  957. * @param type $desc
  958. */
  959. static function CollectUserBaseParam($cmd, $type, $curVal, $changeVal, $endVal, $desc) {
  960. $item = new \stdClass();
  961. $item->uid = req()->uid;
  962. $item->cmd = $cmd;
  963. $item->type = $type;
  964. $item->curVal = $curVal;
  965. $item->changeVal = $changeVal;
  966. $item->endVal = $endVal;
  967. $item->desc = $desc;
  968. $item->ts = time();
  969. $arr = array();
  970. $arr[] = $item;
  971. //$num = gMem()->rpush("userbaseParams-" . req()->uid . "-" . req()->zoneid, $arr);
  972. $num = gMem()->rpush("userbaseParams-" . req()->zoneid, $arr);
  973. }
  974. static function CollectUserLevelParam() {
  975. $uid = req()->uid;
  976. $level = ctx()->baseInfo->level;
  977. if ($level < 20) {
  978. return;
  979. }
  980. $rediskey = "userlevelLimitRecord";
  981. if (!gMem()->exists($rediskey)) {
  982. gMem()->lpush($rediskey, $uid);
  983. }
  984. $length = gMem()->llen($rediskey);
  985. if ($length > 20) {
  986. return;
  987. }
  988. $arr = gMem()->lrange($rediskey, 0, $length - 1);
  989. if (in_array($uid, $arr)) {
  990. return;
  991. }
  992. gMem()->lpush($rediskey, $uid);
  993. }
  994. static function CollectHeroLevelParam() {
  995. $dic = ctx()->heros->collectHeros;
  996. $tag = false;
  997. foreach ($dic as $uid => $val) {
  998. if ($val->level >= 20) {
  999. $tag = true;
  1000. break;
  1001. }
  1002. }
  1003. if (!$tag) {
  1004. return;
  1005. }
  1006. $rediskey = "herolevelLimitRecord";
  1007. $userUid = req()->uid;
  1008. if (!gMem()->exists($rediskey)) {
  1009. gMem()->lpush($rediskey, $userUid);
  1010. }
  1011. $length = gMem()->llen($rediskey);
  1012. if ($length > 20) {
  1013. return;
  1014. }
  1015. $arr = gMem()->lrange($rediskey, 0, $length - 1);
  1016. if (in_array($userUid, $arr)) {
  1017. return;
  1018. }
  1019. gMem()->lpush($rediskey, $userUid);
  1020. }
  1021. //</editor-fold>
  1022. }