cmd) { case CmdCode::rank_fpower_getRank: # 6601 拉取战斗力榜单信息 return self::GetFpowerRank(); case CmdCode::rank_fpower_drawReward: # 6602 领取战斗力榜单突破奖励 return self::DrawFpowerBreakThrougReward(); case CmdCode::rank_fpower_getRanking: # 6603 查询玩家战斗力排名 return self::GetRankingOfUserFightPower(); case CmdCode::rank_fpower_breachLog: # 6607 查询战力榜突破记录 return self::GetFpowerBreachLog(); case CmdCode::rank_getTop1: # 6604 查询top1信息 return self::RankGetAllTop1(); case CmdCode::rank_passgate_getrank: # 6605 查询通关榜榜单信息 return self::GetPassgateRank(); case CmdCode::rank_passgate_drawReward: # 6606 领取通关榜突破奖励 return self::DrawPassgateReward(); case CmdCode::rank_passgate_breachLog: # 6608 查询通关帮突破记录 return self::GetPassgateBreachLog(); default: return Resp::err(ErrCode::cmd_err); } } /** * 查询指定榜单的top1 * @param type $key * @return type */ static function _RankGetTop1($key) { $no1 = gMem()->zrevrange($key, 0, 0, true); # 取第一名信息 if (count($no1) > 0) { foreach ($no1 as $uid => $score) { # 即使只有一行也用的遍历 $uinfo = UserProc::getUserInfo(req()->zoneid, $uid); # 读取玩家信息 return array(# # 拼装玩家信息 'uid' => $uid, 'name' => my_null_default($uinfo->game->baseInfo->name, ""), 'level' => my_null_default($uinfo->game->baseInfo->level, 1), 'score' => my_null_default($score, 0), 'headImg' => my_null_default($uinfo->game->baseInfo->headImg, "") ); } } return null; # 未找到 } // // /** * [6607] 排行榜 - 查询战力榜突破记录 */ static function GetFpowerBreachLog() { $key = MemKey_GameRun::Game_Rank_FPowerBreakLog_hash(req()->zoneid); # redis key 战力榜突破记录 $kv = gMem()->hgetall($key); $ret = array(); foreach ($kv as $condition => $uid) { $uinfo = UserProc::getUserInfo(req()->zoneid, $uid); # 读取玩家信息 if (empty($uinfo)) { CLog::err("未找到战力突破榜玩家$uid"); continue; } $ret[$condition] = array(# # 拼装玩家信息 'uid' => $uid, 'name' => my_null_default($uinfo->game->baseInfo->name, ""), 'level' => my_null_default($uinfo->game->baseInfo->level, 1), 'score' => my_null_default($score, 0), 'headImg' => my_null_default($uinfo->game->baseInfo->headImg, "") ); } return Resp::ok($ret); } /** * [6601]拉取战斗力榜单数据 */ static function GetFpowerRank() { $RowsPerPage = 10; # 常量:每页数据条数10条 $MaxRankId = 100; # 常量:最大上榜人数. $pageId = req()->paras[0]; # 参数:页码, 从零开始. $key = MemKey_GameRun::Game_FightPowerRank_zset(req()->zoneid); # redis key $startid = 0 + $RowsPerPage * ($pageId - 1); # 起始id $endId = $startid + $RowsPerPage - 1; # 结束id if ($endId > $MaxRankId) { # 榜单长度 $endId = $MaxRankId; } $uids = gMem()->zrevrange($key, $startid, $endId, true); # 取上榜玩家 $userInfos = array(); # 玩家信息 foreach ($uids as $uid => $score) { $uinfo = UserProc::getUserInfo(req()->zoneid, $uid); # 读取玩家信息 if (empty($uinfo)) { CLog::err("未找到战力榜玩家$uid"); continue; } $userInfos[] = array(# # 拼装玩家信息 'uid' => $uid, 'name' => my_null_default($uinfo->game->baseInfo->name, ""), 'level' => my_null_default($uinfo->game->baseInfo->level, 1), 'score' => my_null_default($score, 0), 'headImg' => my_null_default($uinfo->game->baseInfo->headImg, "") ); } $user_ranking = gMem()->zrevrank($key, req()->uid); # 查询玩家排名 $user_score = gMem()->zscore($key, req()->uid); # 查询积分 return Resp::ok(array(# # 返回值 'rankInfo' => $userInfos, 'ranking' => my_null_default($user_ranking, 100) + 1, # # 修正下排名(zset中是从零开始的) 'score' => my_null_default($user_score, 0) )); } /** * [6602]领取战斗力突破奖励 */ static function DrawFpowerBreakThrougReward() { $rewardCondition = req()->paras[0]; # 领取奖励的档次条件(战斗力数值) $key = MemKey_GameRun::Game_FightPowerRank_zset(req()->zoneid); # redis key $no1 = gMem()->zrevrange($key, 0, 0, true); # 取第一名信息 $_power = 0; foreach ($no1 as $uid => $power) { # $_power = $power; # 状元的站立值 break; } if ($_power < $rewardCondition) { # 不满足领取条件 return Resp::err(ErrCode::rank_fpower_unlocked); } if (in_array($rewardCondition, req()->userInfo->game->privateState->RankFpowerRewardRec)) { # 检查是否已经领取过了 return Resp::err(ErrCode::rank_reward_hasgetted); } req()->userInfo->game->privateState->RankFpowerRewardRec[] = $rewardCondition; # 添加领取记录 $rewardMo = GameConfig::rankreward_fpower_getItem($rewardCondition); # 奖励mo StoreProc::AddMultiItemInStore($rewardMo->reward, req()->userInfo->game); # 发放奖励字符串. UserProc::updateUserInfo(); # 流程结束,回写玩家数据 return Resp::ok(); } /** * [6603]查询玩家战斗力排名 */ static function GetRankingOfUserFightPower() { $key = MemKey_GameRun::Game_FightPowerRank_zset(req()->zoneid); # redis key $ranking = gMem()->zrevrank($key, req()->uid); # 查询排名 $power = gMem()->zscore($key, req()->uid); # 查询战斗力 $ret = array( 'ranking' => $ranking + 1, # # 修正下排名(zset中是从零开始的) 'power' => intval($power) ); return Resp::ok($ret); # 返回 } /** * [6604] 排行榜查询战斗力最高值 */ static function RankGetAllTop1() { $key_fPower = MemKey_GameRun::Game_FightPowerRank_zset(req()->zoneid); # redis key 战力榜 $key_passgate = MemKey_GameRun::Game_Rank_passgate_zset(req()->zoneid); # redis key 通关榜 // $key_yanling =""; $ret = array( "FightPower" => self::_RankGetTop1($key_fPower), "PassGate" => self::_RankGetTop1($key_passgate), "Yanling" => null ); return Resp::ok($ret); } // // // /** * [6608]排行榜 - 查询通关榜突破记录 */ static function GetPassgateBreachLog() { $key = MemKey_GameRun::Game_Rank_passage_BreachLog_hash(req()->zoneid); # redis key 战力榜突破记录 $kv = gMem()->hgetall($key); $ret = array(); foreach ($kv as $condition => $uid) { $uinfo = UserProc::getUserInfo(req()->zoneid, $uid); # 读取玩家信息 $ret[$condition] = array(# # 拼装玩家信息 'uid' => $uid, 'name' => my_null_default($uinfo->game->baseInfo->name, ""), 'level' => my_null_default($uinfo->game->baseInfo->level, 1), 'score' => my_null_default($score, 0), 'headImg' => my_null_default($uinfo->game->baseInfo->headImg, "") ); } if (count($ret) < 1) { $ret = ObjectInit(); } return Resp::ok($ret); } /** * [6606] 领取通关榜突破奖励 */ static function DrawPassgateReward() { $rewardCondition = req()->paras[0]; # 领取奖励的档次条件(战斗力数值) $privateState = req()->userInfo->game->privateState; $key = MemKey_GameRun::Game_Rank_passgate_zset(req()->zoneid); # redis key $no1 = gMem()->zrevrange($key, 0, 0, true); # 取第一名信息 $score = 0; foreach ($no1 as $uid => $_score) { # $score = $_score; # 状元的通关记录 break; } if ($score < $rewardCondition) { # 不满足领取条件 return Resp::err(ErrCode::rank_passsgate_unlocked); } if (in_array($rewardCondition, $privateState->RankPassGateRewardRec)) { # 检查是否已经领取过了 return Resp::err(ErrCode::rank_reward_hasgetted); } $privateState->RankPassGateRewardRec[] = $rewardCondition; # 添加领取记录 $rewardMo = GameConfig::rankreward_passgate_getItem($rewardCondition); # 奖励mo StoreProc::AddMultiItemInStore($rewardMo->reward, req()->userInfo->game); # 发放奖励字符串. UserProc::updateUserInfo(); # 流程结束,回写玩家数据 return Resp::ok(); } /** * [6605] 查询通关榜榜单信息 * @return type */ static function GetPassgateRank() { $RowsPerPage = 10; # 常量:每页数据条数10条 $MaxRankId = 100; # 常量:最大上榜人数. $pageId = req()->paras[0]; # 参数:页码, 从零开始. $key = MemKey_GameRun::Game_Rank_passgate_zset(req()->zoneid); # redis key $startid = 0 + $RowsPerPage * ($pageId - 1); # 起始id $endId = $startid + $RowsPerPage - 1; # 结束id if ($endId > $MaxRankId) { # 榜单长度 $endId = $MaxRankId; } $uids = gMem()->zrevrange($key, $startid, $endId, true); # 取上榜玩家 $userInfos = array(); # 玩家信息 foreach ($uids as $uid => $score) { $uinfo = UserProc::getUserInfo(req()->zoneid, $uid); # 读取玩家信息 $userInfos[] = array(# # 拼装玩家信息 'uid' => $uid, 'name' => my_null_default($uinfo->game->baseInfo->name, ""), 'level' => my_null_default($uinfo->game->baseInfo->level, 1), 'score' => my_null_default($score, 0), 'headImg' => my_null_default($uinfo->game->baseInfo->headImg, "") ); } $user_ranking = gMem()->zrevrank($key, req()->uid); # 查询玩家排名 $user_score = gMem()->zscore($key, req()->uid); # 查询积分 return Resp::ok(array(# # 返回值 'rankInfo' => $userInfos, 'ranking' => my_null_default($user_ranking, 100) + 1, # # 修正下排名(zset中是从零开始的), 如果是null => 榜单之外 'score' => my_null_default($user_score, 0) )); } /** * [6603]查询玩家通关榜排名 * @param req $req */ static function GetRankingOfUserPassGate($req) { $key = MemKey_GameRun::Game_Rank_passgate_zset($req->zoneid); # redis key $ranking = gMem()->zrevrank($key, $req->uid); # 查询排名 $power = gMem()->zscore($key, $req->uid); # 查询通关记录 $ret = array( 'ranking' => $ranking + 1, # # 修正下排名(zset中是从零开始的) 'power' => $power # # 通关记录 ); return Resp::ok($ret); # 返回 } // // // /** * 常量: 最大玩家人数100W(假设单服人数不会超过这个数字) */ const MaxUserCount = 1000000; /** * 辅助方法: 添加玩家通关记录 * @param type $uid * @param type $gateId */ public static function recordNewPassGateInfo($uid, $gateId) { $key_rank = MemKey_GameRun::Game_Rank_passgate_zset(req()->zoneid); # redis key 通关榜 $key_count = MemKey_GameRun::Game_Rank_passgate_count_hash(req()->zoneid); # redis key 通关玩家计数 $key_log = MemKey_GameRun::Game_Rank_passage_BreachLog_hash(req()->zoneid); # redis key 通关榜突破记录 $ranking = gMem()->hincrby($key_count, $gateId, 1); # 添加通关计数 $score = $gateId . (self::MaxUserCount - $ranking); # 计算通关记录的积分值 gMem()->zadd($key_rank, array("$uid" => $score)); # 更新玩家的通关记录 foreach (GameConfig::rankreward_passgate() as $condition => $reward) { # 遍历突破奖励数据 if ($gateId >= $condition && !gMem()->hexists($key_log, $condition)) { # 判断是否达成突破奖励标准 gMem()->hset($key_log, $condition, $uid); # 添加突破记录 CornerSignEventProc::OnRanking_GageReward_new(); } } } // }