UserProc.php 47 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 = $NewbieGuide;
  257. if ($NewbieGuide->guideStep == 2) {
  258. StatisticsProc::TargetStatistics(Enum_TargetStatistics::comNewGuide_UserNum);
  259. }
  260. ctx($user);
  261. UserProc::updateUserInfo(); # 回写数据
  262. return Resp::ok(array(
  263. "store" => $user->store, # # 目前来看只涉及到items变化
  264. "heros" => $user->heros, # # 英雄数据
  265. ));
  266. }
  267. // </editor-fold>
  268. //
  269. /**
  270. * 6006 注册新角色
  271. */
  272. public static function RegisterNewRole() {
  273. $userID = req()->uid;
  274. list($rolename, $gender, $profile_img) = req()->paras; # 参数: 昵称,性别,头像
  275. $id = gMem()->increment(MemKey_GameRun::Stat_UserCountByZone_int(req()->zoneid)); # 增加玩家数量计数
  276. $rolename = "No." . sprintf("%03d", req()->zoneid) . sprintf("%07d", $id); # 生成编号
  277. if (self::checkRoleNameNotExist($rolename)) { # 记录玩家
  278. $game = self::createUser($rolename, $gender, $profile_img);
  279. self::newFieldSupplement($game);
  280. if (1 == self::regRole(req()->zoneid, $userID, $rolename, $gender, $profile_img, req()->getPlatStr())) {
  281. StatisticsProc::TargetStatistics(Enum_TargetStatistics::registerUserNum); //注册人数统计
  282. StatisticsProc::dailyTaskInit();
  283. $resp = Resp::ok($game);
  284. self::updtateUserZoneInfo();
  285. } else {
  286. $resp = Resp::err(ErrCode::err_db);
  287. }
  288. // StatProc::UserGuidStep($userinfo->user->firstLogOn, $req->zoneid, -2, 1);
  289. } else { # 昵称已存在
  290. $resp = Resp::ok(array('ret' => '用户已存在.'));
  291. }
  292. return $resp;
  293. }
  294. /**
  295. * 6000 【移动端】 获取分区列表
  296. */
  297. public static function GetZoneList() {
  298. $defaultZone = new Ins_ZoneInfo(1, 0, ""); # 新用户默认分区
  299. $bGetRecommended = false;
  300. if (count(req()->paras) > 0) { # 是否只拉取推荐分区
  301. $bGetRecommended = req()->paras[0];
  302. }
  303. $zoneList = array();
  304. $ts = now();
  305. foreach (GameConfig::zonelist() as $zoneid => $zone) {
  306. isEditor() and $zone = new \sm_zonelist();
  307. if ($zone->publicTs > $ts) {
  308. continue;
  309. }
  310. $zone->zoneid = $zoneid; # 把zoneid塞进zone数据结构中
  311. if ($bGetRecommended) {
  312. if ($zone->isRecommended > 0 && $zone->status == 1) {
  313. $zoneList[] = $zone;
  314. } else {
  315. }
  316. } else {
  317. $zoneList[] = $zone;
  318. }
  319. unset($zone->isRecommended);
  320. }
  321. UserProc::_AddTesterZonelist($zoneList); # 添加测试分区
  322. #
  323. // <editor-fold defaultstate="collapsed" desc=" 取玩家分区记录 ">
  324. $userZoneInfo = self::getUserZoneInfo(); # 玩家分区记录
  325. $isNewUser = false;
  326. if ($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
  327. $userZoneInfo = new Data_UserZoneInfo();
  328. $userZoneInfo->lastZone = $defaultZone; # 新用户导向默认分区
  329. $isNewUser = true;
  330. // $err = self::RegisterNewUser($req); # 新用户添加到总表中
  331. // if ($err != ErrCode::succeed) {
  332. // return ResponseVo::myErrResponse($req, $err);
  333. // }
  334. # 统计模块添加记录
  335. // StatProc::UserGuidStep(CommUtil::tsCurrent(), $req->zoneid, -1, 1); // 第一次进入游戏
  336. } else { # 转换一下格式,去掉key,只保留value的集合
  337. // $userZoneInfo->playedZones = ArrayInit();
  338. // array_merge($userZoneInfo->playedZones, array_values((array) $userZoneInfo->playedZones));
  339. }
  340. // </editor-fold>
  341. $ret = array(
  342. 'isNewUser' => $isNewUser,
  343. 'zonelist' => json_decode(json_encode($zoneList)),
  344. 'userZoneInfo' => $userZoneInfo
  345. );
  346. return Resp::ok($ret); # 返回值
  347. }
  348. private static function _AddTesterZonelist(&$zoneList) {
  349. if (config::Inst()->isTester(req()->uid)) { # 添加测试分区
  350. $zoneList[] = array('zoneid' => 999, 'name' => '内测专区', 'status' => 2, 'publicTs' => 0);
  351. }
  352. }
  353. /**
  354. * 6002 客户端下载常量配置信息
  355. * @return type
  356. */
  357. public static function downloadConstInfo() {
  358. list($clientDataVer) = req()->paras; # 客户端数据版本号,程序版本号
  359. $serverVer = GameConfig::ver(); # 最新数据版本号
  360. my_Assert($serverVer, ErrCode::err_const_no); # 找不到常量数据
  361. $url = config::CDN_host() . "/cfg/" . req()->CV . "/Client.bytes?" . $serverVer;
  362. $ret = array(
  363. 'version' => $serverVer,
  364. 'url' => $clientDataVer == $serverVer ? "" : $url, # # 如果版本一致,url传空,只传回版本号
  365. 'data' => null);
  366. return Resp::ok($ret);
  367. // $md5 = md5(json_encode($constInfo)); # 计算MD5值,多余计算md5
  368. // $constInfo = GameConfig::client(); # 取出来的已经是base64过的压缩数据
  369. // my_Assert($constInfo, ErrCode::err_const_no); # 找不到配置数据
  370. }
  371. /**
  372. * 6001 客户端登录并返还玩家信息
  373. * @return Resp
  374. */
  375. public static function loginUserInfo() {
  376. $game = UserProc::getUserGame(req()->zoneid, req()->uid);
  377. if ($game == null) { # 新用户, -> 6006创建账号
  378. $ret = array(
  379. 'isNewUser' => true
  380. );
  381. return Resp::ok($ret);
  382. } else { # 2.如果玩家已存在,则处理普通登录流程
  383. self::newFieldSupplement($game);
  384. MapProc::checkGatePassPositionInfo($game);
  385. req()->game = $game; # 给Req挂载玩家数据
  386. UserProc::checkContidays(); # 连续登录,状态检查
  387. PayProc::m_refreshChargeOrders(); # 刷新订单, 多平台版本
  388. PayProc::checkDeltest(); # 检查内侧充值记录(函数内部会只检查一次)
  389. //PayProc::SuitGiftTsRecord();
  390. ctx()->privateState->bornPlace = 0;
  391. ShopProc::resetDaliySpecialPackages(); #每日特惠领奖每日重置
  392. PayProc::suitGiftCheck();
  393. self::checkMissOrder(); #校验是否有漏单
  394. ActiveProc::ChangeTili(0);
  395. //TaskProc::checkHandOverDailyTask();
  396. ctx()->RegenNewToken();
  397. UserProc::updateUserInfo(); # 这一步回存操作只有在 userInfo正常存在的情况下才进行
  398. $resp = Resp::ok($game); # 设置返回值
  399. // self::backupUserInfo(); # 数据回写
  400. AuctionProc::TriggerSettlement(); #结算流拍信息
  401. self::updtateUserZoneInfo(); # 1. 更新玩家分区记录
  402. }
  403. return $resp;
  404. }
  405. /*
  406. * 上线账号里的任务数据的修改
  407. */
  408. public static function userDataUpdate() {
  409. $dic = GameConfig::taskJianRong();
  410. $arr = (array) $dic;
  411. ksort($arr);
  412. //ctx()->privateState->taskJianRong_index;
  413. if (!StlUtil::dictHasProperty(ctx()->privateState, 'taskJianRong_index')) {
  414. ctx()->privateState->taskJianRong_index = 0;
  415. }
  416. $startIndex = ctx()->privateState->taskJianRong_index;
  417. $taskcards = ctx()->store->taskcards;
  418. foreach ($arr as $index => $val) {
  419. if ($index <= $startIndex) {
  420. continue;
  421. }
  422. $cmd = $val->cmd1;
  423. $tempUId = 999999;
  424. $tag = true;
  425. switch ($cmd) {
  426. case 100://该任务存在即重置,不存在就算了 参数:任务id
  427. $typeId = $val->paras1;
  428. $tag = false;
  429. //$tempUId = 0;
  430. foreach ($taskcards as $taskUid => $task) {
  431. if ($task->typeId == $typeId) {
  432. $tag = true;
  433. //$tempUid = $taskUid;
  434. break;
  435. }
  436. }
  437. // if($tag){
  438. // $task = new Ins_TaskCard($val->taskId_Modified);
  439. // $task->uid = $tempUid;
  440. // $task->state = 2;
  441. // $taskcards->$tempUid = $task;
  442. // }
  443. break;
  444. 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
  445. $list = explode(',', $val->paras1);
  446. $tag = true;
  447. $equip = ctx()->store->equipment;
  448. foreach ($equip as $eUid => $eDic) {
  449. if (in_array($eDic->typeId, $list)) {
  450. $tag = false;
  451. break;
  452. }
  453. }
  454. break;
  455. 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
  456. $list = explode(',', $val->paras1);
  457. $lv = $val->parasCtx1;
  458. $equip = ctx()->store->equipment;
  459. $tag = true;
  460. foreach ($list as $eTypeId) {
  461. foreach ($equip as $eUid => $eDic) {
  462. if ($eTypeId == $eDic->typeId && $eDic->level >= $lv) {
  463. $tag = false;
  464. break 2;
  465. }
  466. }
  467. }
  468. break;
  469. 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
  470. $list = explode(',', $val->paras1);
  471. $starLv = $val->parasCtx1;
  472. $equip = ctx()->store->equipment;
  473. $tag = true;
  474. foreach ($list as $eTypeId) {
  475. foreach ($equip as $eUid => $eDic) {
  476. if ($eTypeId == $eDic->typeId && $eDic->starLevel >= $starLv) {
  477. $tag = false;
  478. break 2;
  479. }
  480. }
  481. }
  482. // if($tag){//一个都没有
  483. // foreach ($taskcards as $uid => $dic) {
  484. // if($dic->typeId == $val->taskId){
  485. // $tempUId = $uid;
  486. // break;
  487. // }
  488. // }
  489. //
  490. // $task = new Ins_TaskCard($val->taskId_Modified);
  491. // $task->uid = $tempUId;
  492. // $task->state = 2;
  493. // $taskcards->$tempUId = $task;
  494. // }
  495. break;
  496. case 300://唤灵师等级升到X级,不满足则重置***
  497. $lv = $val->paras1;
  498. $heros = ctx()->heros->collectHeros;
  499. $tag = true;
  500. foreach ($heros as $heroUid => $val) {
  501. if ($val->level >= $lv) {
  502. $tag = false;
  503. break;
  504. }
  505. }
  506. break;
  507. case 301://唤灵师有过突破,不满足则重置
  508. $sLv = $val->paras1;
  509. $heros = ctx()->heros->collectHeros;
  510. $tag = true;
  511. foreach ($heros as $heroUid => $val) {
  512. if ($val->curStar >= $sLv) {
  513. $tag = false;
  514. break;
  515. }
  516. }
  517. break;
  518. case 302://是否拥有某言灵,有其中一个则不重置,全没有则重置
  519. $list = explode(',', $val->paras1);
  520. $tag = true;
  521. $yanling = ctx()->store->yanling;
  522. foreach ($yanling as $eUid => $eDic) {
  523. if (in_array($eDic->typeId, $list)) {
  524. $tag = false;
  525. break;
  526. }
  527. }
  528. break;
  529. case 303://items 背包里是否有某道具(是否获得召唤卡)
  530. $items = ctx()->store->items;
  531. $itemId = $val->paras1;
  532. $tag = true;
  533. if (StlUtil::dictHasProperty($items, $itemId)) {
  534. $tag = false;
  535. }
  536. break;
  537. case 304://任一言灵等级到20级,都没有则重置
  538. $lv = $val->paras1;
  539. $yanling = ctx()->store->yanling;
  540. $tag = true;
  541. foreach ($yanling as $eUid => $eDic) {
  542. if ($eDic->level >= $lv) {
  543. $tag = false;
  544. break;
  545. }
  546. }
  547. break;
  548. case 305://任一言灵突破到1星,都没有则重置
  549. $slv = $val->paras1;
  550. $yanling = ctx()->store->yanling;
  551. $tag = true;
  552. foreach ($yanling as $eUid => $eDic) {
  553. if ($eDic->starLv >= $slv) {
  554. $tag = false;
  555. break;
  556. }
  557. }
  558. break;
  559. default:
  560. break;
  561. }
  562. if ($tag) {//一个都没有
  563. foreach ($taskcards as $eUid => $eDic) {
  564. if ($eDic->typeId == $val->taskId) {
  565. $tempUId = $eUid;
  566. break;
  567. }
  568. }
  569. if ($tempUId != 999999) {
  570. $task = new Ins_TaskCard($val->taskId_Modified);
  571. $task->uid = $tempUId;
  572. $task->state = 2;
  573. $taskcards->$tempUId = $task;
  574. }
  575. }
  576. ctx()->privateState->taskJianRong_index = $index;
  577. }
  578. ctx()->store->taskcards = $taskcards;
  579. }
  580. public static function newFieldSupplement(&$game) {
  581. // if (!StlUtil::dictHasProperty($game->store, 'weaponRecord')) {
  582. // $game->store->weaponRecord = array();
  583. // }
  584. //
  585. // if (!StlUtil::dictHasProperty($game->store, 'yanlingRecord')) {
  586. // $game->store->yanlingRecord = array();
  587. // }
  588. if (!StlUtil::dictHasProperty($game->shopdata, 'rechargeRecordList')) {
  589. $game->shopdata->rechargeRecordList = array();
  590. }
  591. if (!StlUtil::dictHasProperty($game->shopdata, 'fRechargeTime')) {
  592. $game->shopdata->fRechargeTime = new \stdClass();
  593. }
  594. if (!StlUtil::dictHasProperty($game->shopdata, 'fRechargeRecord')) {
  595. $game->shopdata->fRechargeRecord = new \stdClass();
  596. }
  597. if ($game->shopdata->fRechargeTime == null) {
  598. $game->shopdata->fRechargeTime = new \stdClass();
  599. }
  600. if ($game->shopdata->fRechargeRecord == null) {
  601. $game->shopdata->fRechargeRecord = new \stdClass();
  602. }
  603. if (!StlUtil::dictHasProperty($game->privateState, 'battleReviveNum')) {
  604. $game->privateState->battleReviveNum = 0;
  605. }
  606. $shopdata = $game->shopdata;
  607. if (!StlUtil::dictHasProperty($shopdata, 'suitGiftStartTs')) {
  608. $shopdata->suitGiftStartTs = 0;
  609. }
  610. // if($shopdata->suitGiftStartTs == 0){
  611. // $shopdata->suitGiftStartTs = now();
  612. // }
  613. $game->shopdata = $shopdata;
  614. //$game->privateState->onlineGiftClearTs = now();
  615. // if (!StlUtil::dictHasProperty($game->store, 'storage')) {
  616. // $key = 1;
  617. // $key2 = 2;
  618. //
  619. // $game->store->storage = ObjectInit();
  620. // $game->store->storage->$key = new Ins_storage();
  621. // $game->store->storage->$key2 = new Ins_storage();
  622. // }
  623. //
  624. // if ($game->store->storage == null) {
  625. // $key = 1;
  626. // $key2 = 2;
  627. //
  628. // $game->store->storage = ObjectInit();
  629. // $game->store->storage->$key = new Ins_storage();
  630. // $game->store->storage->$key2 = new Ins_storage();
  631. // }
  632. //
  633. // if (!StlUtil::dictHasProperty($game->store, 'battleItem')) {
  634. // $game->store->battleItem = ObjectInit();
  635. // }
  636. //
  637. // if ($game->store->battleItem == null) {
  638. // $game->store->battleItem = ObjectInit();
  639. // }
  640. //
  641. // if (!StlUtil::dictHasProperty($game->newMap, 'huichengquanRecord')) {
  642. // $game->newMap->huichengquanRecord = ObjectInit();
  643. // }
  644. //
  645. // if (is_array($game->newMap->huichengquanRecord)) {
  646. // $game->newMap->huichengquanRecord = ObjectInit();
  647. // }
  648. //
  649. // $dixiachengId = 503001;
  650. // if (!StlUtil::dictHasProperty($game->newMap->unlockedFootholds, $dixiachengId)) {
  651. // $mo = GameConfig::gate_getItem($dixiachengId);
  652. // $footHold = new Ins_FootHold();
  653. // $footHold->mapId = $mo->gateId;
  654. // $footHold->curMapType = $mo->mapType;
  655. // $game->newMap->unlockedFootholds->$dixiachengId = $footHold;
  656. // }
  657. //
  658. // foreach ($game->newMap->unlockedFootholds as $mapid => $val) {
  659. // if ($val->mapId != $mapid) {
  660. // $game->newMap->unlockedFootholds->$mapid->mapId = $mapid;
  661. // break;
  662. // }
  663. // }
  664. //
  665. // if (!StlUtil::dictHasProperty($game->newMap, 'curFootholdId')) {
  666. // $game->newMap->curFootholdId = $game->newMap->curMapId;
  667. // }
  668. //
  669. // if ($game->newMap->lastMapId == 0) {
  670. // $game->newMap->lastMapId = 503099;
  671. // }
  672. //
  673. // if (!CommUtil::isPropertyExists($game->privateState, "buyTiliNum")) {
  674. // $game->privateState->buyTiliNum = 0;
  675. // }
  676. //
  677. // if (!StlUtil::dictHasProperty($game->store, 'dailyTask_HandOver')) {
  678. // $game->store->dailyTask_HandOver = 0;
  679. // }
  680. }
  681. /**
  682. * 6003 领取连续登录奖励
  683. */
  684. public static function acceptContiDaysGift() {
  685. $resp = Resp::err(ErrCode::err_method_notimplement);
  686. return $resp;
  687. }
  688. //
  689. // <editor-fold defaultstate="collapsed" desc=" 辅助方法 ">
  690. /**
  691. * 检查昵称是否已经存在
  692. * @param string $roleName
  693. * @return boolean
  694. */
  695. static function checkRoleNameNotExist($roleName) {
  696. return true; # 不再检查昵称重复
  697. static $sqlFormat = "SELECT count(*) as rows FROM `tab_rolename` WHERE roleName='%s';";
  698. $sql = sprintf($sqlFormat, $roleName);
  699. $n = daoInst()->query($sql)->fetch();
  700. return $n->rows <= 0;
  701. }
  702. /**
  703. * 插入玩家新角色
  704. *
  705. * @param string $zoneid
  706. * @param string $userID
  707. * @param string $nickname
  708. * @param string $gender
  709. * @param string $profile_img
  710. * @param string $plat
  711. */
  712. static function regRole($zoneid, $userID, $nickname, $gender, $profile_img, $plat) {
  713. return daoInst()->insert('tab_rolename')
  714. ->data(array(
  715. 'zoneid' => $zoneid,
  716. 'userID' => $userID,
  717. 'roleName' => $nickname,
  718. 'gender' => $gender,
  719. 'profile' => $profile_img,
  720. 'plat' => $plat
  721. ))->exec();
  722. }
  723. /**
  724. * 检测连续登录状态,重置必要字段[时间戳自动记录]
  725. */
  726. static function checkContidays($isnew = 0) {
  727. $ret = TimeUtil::totalDays() - TimeUtil::totalDays(ctx()->baseInfo->lastLogin); // 对比登录日期
  728. if ($ret > 0 || $isnew) { # 当天第一次登录
  729. self::OnNewDay($isnew);
  730. } else { # 更新下登录次数记录(任务计数器)
  731. }
  732. if ($ret == 1) { # 连续登录
  733. } else if ($ret >= 2) { # 隔天登录
  734. }
  735. ctx()->baseInfo->lastLogin = now(); # 更新下访问时间
  736. TapDBUtil::SOnUserLogin(); # 向tapdb上报玩家登录 2023.5.10
  737. TaskProc::OnUserLogin();
  738. return $ret;
  739. }
  740. /**
  741. * 处理当天第一次登录
  742. * @param bool $isnew Description
  743. */
  744. static function OnNewDay($isnew) {
  745. self::updatePlatUserRecord($isnew); # 添加到到当天活跃玩家记录集合
  746. ActiveProc::DailyReset(); # 抽奖、每日任务状态,计数器...
  747. FightProc::ClearByDay(); # 战斗相关状态每日清理
  748. ShopProc::DailyCheck();
  749. TaskProc::ResetDailyTaskCards(); # 重置每日任务卡
  750. StoreProc::DailyRefreshWeapon(); # 每日登录刷新武器商店
  751. //RankProc::paihangReward_fPower(); # 战力榜的排名定时发送奖励邮件
  752. //RankProc::paihangReward_level(); # 等级榜的排名定时发送奖励邮件
  753. }
  754. // <editor-fold defaultstate="collapsed" desc="创建新用户">
  755. /**
  756. * 创建用户
  757. * @return Data_UserGame
  758. */
  759. static function createUser($rolename, $gender, $profile_img) {
  760. $game = new Data_UserGame();
  761. req()->game = $game; # 更新Req挂载的玩家数据,
  762. $game->initialize(); # 初始化玩家数据
  763. $game->baseInfo->name = $rolename;
  764. $game->baseInfo->gender = $gender;
  765. $game->baseInfo->headImg = $profile_img;
  766. $game->baseInfo->firstLogin = now();
  767. #Ps 6006是没有获得到Userinfo到Req中的
  768. UserProc::checkContidays(1); # 每日状态检查
  769. UserProc::dataUpdate();
  770. // UserProc::fetchFromInteract($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
  771. UserProc::updateUserInfo(); # 回存用户数据
  772. return $game;
  773. }
  774. /**
  775. * 整理平台玩家记录集
  776. * @param int $isnew
  777. */
  778. private static function updatePlatUserRecord($isnew = 0) {
  779. $zoneid = req()->zoneid;
  780. $uid = req()->uid;
  781. $user = ctx()->baseInfo;
  782. $day = totalDays();
  783. $level = $user->level;
  784. $platUser = ObjectInit();
  785. $platUser->uid = $uid; #
  786. $platUser->name = $user->name; #
  787. $platUser->level = $level;
  788. $platUser->img = $user->headImg; # 头像字段
  789. $platUser->cash = $user->cash;
  790. $platUser->gold = $user->gold;
  791. $platUser->tili = $user->tili;
  792. $platUser->ts = now();
  793. $platUser->isnew = $isnew;
  794. gMem()->delete(MemKey_GameRun::DailyLoginUser_byUID_hash($zoneid, $day - 108));
  795. gMem()->hset(MemKey_GameRun::DailyLoginUser_byUID_hash($zoneid), $uid, $platUser);
  796. gMem()->delete(MemKey_GameRun::DailyLoginUser_byLevel_hash($zoneid, $level, $day - 108));
  797. gMem()->hset(MemKey_GameRun::DailyLoginUser_byLevel_hash($zoneid, $level), $uid, $platUser);
  798. }
  799. private static function dataUpdate() {
  800. ctx()->privateState->bornPlace = 1;
  801. }
  802. // </editor-fold>
  803. //
  804. // <editor-fold defaultstate="collapsed" desc="读写玩家数据">
  805. /**
  806. * 取玩家数据
  807. * @param type $zoneid
  808. * @param type $uid
  809. * @return Data_UserGame
  810. */
  811. public static function getUserGame($zoneid, $uid) {
  812. $key = MemKey_User::Info_hash($zoneid, $uid);
  813. // $pf = req()->getPlatStr();
  814. // if ($pf == "tap") { # taptap平台
  815. // $oldkey = MemKey_User::Info_hash($zoneid, req()->getPlatOid());
  816. // if (gMem()->exists($oldkey)) {
  817. // gMem()->rename($oldkey, $key); # 做下数据迁移
  818. // }
  819. // }
  820. $a = new Data_UserGame();
  821. 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
  822. $collection = "userInfoBack";
  823. $cursor = gMongo()->find($collection, ['key' => $key], ['sort' => array('ts' => -1), 'limit' => 1]); # 提取备份数据
  824. $cursor->rewind();
  825. if ($cursor->valid()) {
  826. $v = $cursor->current();
  827. $a->LoadFrom($v->value); # 加载
  828. $a->updateDataFull($key); # 反向写回redis
  829. } else {
  830. return null;
  831. }
  832. }
  833. return new Data_UserGame($a);
  834. }
  835. /**
  836. * 更新用户数据(设置标志位,最后统一更新-gwang 2017.07.18)
  837. */
  838. public static function updateUserInfo() {
  839. my_Assert(req(), "req()为空");
  840. my_Assert(req()->game, "[" . req()->cmd . "] 玩家数据正在被清空!" . req()->uid);
  841. req()->userInfoChanged = TRUE; # 设置回写标志位
  842. }
  843. /**
  844. * 回写玩家数据
  845. * @param Data_UserGame $game
  846. */
  847. public static function setUserInfo($game) {
  848. $OK = false;
  849. if ($game) {
  850. $zoneid = req()->zoneid;
  851. $uid = req()->uid;
  852. $game->baseInfo->lastSaveTs = now();
  853. $key = MemKey_User::Info_hash($zoneid, $uid);
  854. $OK = $game->updateDataFull($key); # 向Redis回写玩家数据
  855. if ($OK) {
  856. // CLog::info($msg);
  857. self::backupUserInfoMongo(); # 向MongoDB备份数据
  858. gMem()->expire($key, 3600); # 设置过期时间1小时
  859. } else {
  860. // redo Logic
  861. CLog::err("写入数据时版本已过期!!!");
  862. }
  863. }
  864. return $OK;
  865. }
  866. // </editor-fold>
  867. //
  868. // <editor-fold defaultstate="collapsed" desc="玩家分区记录">
  869. /**
  870. * 读取玩家的分区记录
  871. * @return Data_UserZoneInfo Description
  872. */
  873. public static function getUserZoneInfo() {
  874. $ret = gMem()->get(MemKey_User::Union_PlayedZoneInfo_normal(req()->uid));
  875. return $ret;
  876. }
  877. /**
  878. * 更新玩家分区记录
  879. */
  880. public static function updtateUserZoneInfo() {
  881. $req = req();
  882. $userZoneInfo = self::getUserZoneInfo(); # 取玩家分区记录
  883. if (!$userZoneInfo) {
  884. $userZoneInfo = new Data_UserZoneInfo;
  885. }
  886. $level = 0;
  887. $zoneid = $req->zoneid;
  888. $playerName = "";
  889. $headImg = "";
  890. if (null != ctx()) { # 防御确保玩家数据不为空
  891. $level = ctx()->baseInfo->level;
  892. $playerName = ctx()->baseInfo->name;
  893. $headImg = ctx()->baseInfo->headImg;
  894. } else {
  895. Err('玩家数据为空!' . __CLASS__ . '.' . __FUNCTION__);
  896. }
  897. if (is_null($level)) {
  898. $level = 0;
  899. }
  900. $userZoneInfo->lastZone = new Ins_ZoneInfo($zoneid, $level, $playerName, $headImg); # 更新玩家分区记录
  901. $userZoneInfo->playedZones->$zoneid = $userZoneInfo->lastZone; # 玩过的分区集合
  902. gMem()->set(MemKey_User::Union_PlayedZoneInfo_normal($req->uid), $userZoneInfo); # 回写数据
  903. }
  904. // </editor-fold>
  905. // <editor-fold defaultstate="collapsed" desc=" 用户数据备份 ">
  906. /**
  907. * 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
  908. * @history
  909. * version 3.0.13 mysql版备份玩家数据, (性能优化后表现还不错)
  910. * 除非用脚本在redis中实现备份,否则直接写入mysql.
  911. * 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.
  912. * 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
  913. * 因为mysql版本实在是负载太大了, 上百毫秒. 所以改在redis中了.
  914. * 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
  915. */
  916. public static function backupUserInfo() {
  917. $tsday = TimeUtil::totalDays(); # 精确到天,保留10个最近记录.
  918. $value = base64_encode(gzdeflate(JsonUtil::encode(ctx()))); # blob数据,序列化下
  919. $sql = sprintf("call insertUserInfo('%s', %d, %d, '%s');", # # 所以直接将序列化后的结果存进去吧,
  920. req()->uid, req()->zoneid, $tsday, $value); # zoneid, uid, tsday
  921. daoInst()->exec($sql); # 也可以用exec($sql)
  922. }
  923. /**
  924. * 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
  925. * @history
  926. * version 4.0.0 切换到MongoDB存储
  927. * version 3.0.13 mysql版备份玩家数据, (性能优化后表现还不错)
  928. * 除非用脚本在redis中实现备份,否则直接写入mysql.
  929. * 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.
  930. * 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
  931. * 因为mysql版本实在是负载太大了, 上百毫秒. 所以改在redis中了.
  932. * 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
  933. */
  934. public static function backupUserInfoMongo() {
  935. $collectionName = "userInfoBack"; # 表名
  936. $key = MemKey_User::Info_hash(req()->zoneid, req()->uid);
  937. $doc = array('key' => $key, # # 最新文档
  938. 'ts' => TimeUtil::dtCurrent(), # # 更新时间
  939. 'stVer' => ctx()->stVer, # # 增加版本号
  940. 'value' => ctx()); # 玩家数据
  941. $bok = gMongo()->insert($collectionName, $doc); # 插入备份
  942. // CLog::err($collectionName . "备份玩家数据" . req()->uid . ($bok ? "成功" : "失败"));
  943. 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)
  944. $delFilter = array('key' => $key, 'stVer' => ['$lt' => ctx()->stVer - 100]); # 保留最后一百次变更记录
  945. gMongo()->delete($collectionName, $delFilter);
  946. }
  947. // $filter = array('key' => $key); # 指定条件
  948. // gMongo()->update($collectionName, $filter, $doc, true); # 更新
  949. }
  950. // </editor-fold>
  951. //</editor-fold>
  952. //
  953. // <editor-fold defaultstate="collapsed" desc=" 统计信息 ">
  954. /**
  955. * 经验 金币 钻石 统计
  956. * @param type $cmd
  957. * @param type $cmdName
  958. * @param type $type
  959. * @param type $cur
  960. * @param type $change
  961. * @param type $end
  962. * @param type $desc
  963. */
  964. static function CollectUserBaseParam($cmd, $type, $curVal, $changeVal, $endVal, $desc) {
  965. $item = new \stdClass();
  966. $item->uid = req()->uid;
  967. $item->cmd = $cmd;
  968. $item->type = $type;
  969. $item->curVal = $curVal;
  970. $item->changeVal = $changeVal;
  971. $item->endVal = $endVal;
  972. $item->desc = $desc;
  973. $item->ts = time();
  974. $arr = array();
  975. $arr[] = $item;
  976. //$num = gMem()->rpush("userbaseParams-" . req()->uid . "-" . req()->zoneid, $arr);
  977. $num = gMem()->rpush("userbaseParams-" . req()->zoneid, $arr);
  978. }
  979. static function CollectUserLevelParam() {
  980. $uid = req()->uid;
  981. $level = ctx()->baseInfo->level;
  982. if ($level < 20) {
  983. return;
  984. }
  985. $rediskey = "userlevelLimitRecord";
  986. if (!gMem()->exists($rediskey)) {
  987. gMem()->lpush($rediskey, $uid);
  988. }
  989. $length = gMem()->llen($rediskey);
  990. if ($length > 20) {
  991. return;
  992. }
  993. $arr = gMem()->lrange($rediskey, 0, $length - 1);
  994. if (in_array($uid, $arr)) {
  995. return;
  996. }
  997. gMem()->lpush($rediskey, $uid);
  998. }
  999. static function CollectHeroLevelParam() {
  1000. $dic = ctx()->heros->collectHeros;
  1001. $tag = false;
  1002. foreach ($dic as $uid => $val) {
  1003. if ($val->level >= 20) {
  1004. $tag = true;
  1005. break;
  1006. }
  1007. }
  1008. if (!$tag) {
  1009. return;
  1010. }
  1011. $rediskey = "herolevelLimitRecord";
  1012. $userUid = req()->uid;
  1013. if (!gMem()->exists($rediskey)) {
  1014. gMem()->lpush($rediskey, $userUid);
  1015. }
  1016. $length = gMem()->llen($rediskey);
  1017. if ($length > 20) {
  1018. return;
  1019. }
  1020. $arr = gMem()->lrange($rediskey, 0, $length - 1);
  1021. if (in_array($userUid, $arr)) {
  1022. return;
  1023. }
  1024. gMem()->lpush($rediskey, $userUid);
  1025. }
  1026. //</editor-fold>
  1027. }