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
$game = UserProc::getUserGame(req()->zoneid, $uid); # 读取玩家信息
return array(# # 拼装玩家信息
'uid' => $uid,
'name' => my_null_default($game->baseInfo->name, ""),
'level' => my_null_default($game->baseInfo->level, 1),
'score' => my_null_default($score, 0),
'headImg' => my_null_default($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) {
$game = UserProc::getUserGame(req()->zoneid, $uid); # 读取玩家信息
if (empty($game)) {
CLog::err("未找到战力突破榜玩家$uid");
continue;
}
$ret[$condition] = array(# # 拼装玩家信息
'uid' => $uid,
'name' => my_null_default($game->baseInfo->name, ""),
'level' => my_null_default($game->baseInfo->level, 1),
'score' => my_null_default($score, 0),
'headImg' => my_null_default($game->baseInfo->headImg, "")
);
}
return Resp::ok($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) {
$game = UserProc::getUserGame(req()->zoneid, $uid); # 读取玩家信息
if (empty($game)) {
CLog::err("未找到战力榜玩家$uid");
continue;
}
$userInfos[] = array(# # 拼装玩家信息
'uid' => $uid,
'name' => my_null_default($game->baseInfo->name, ""),
'level' => my_null_default($game->baseInfo->level, 1),
'score' => my_null_default($score, 0),
'headImg' => my_null_default($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, ctx()->privateState->RankFpowerRewardRec)) { # 检查是否已经领取过了
return Resp::err(ErrCode::rank_reward_hasgetted);
}
ctx()->privateState->RankFpowerRewardRec[] = $rewardCondition; # 添加领取记录
$rewardMo = GameConfig::rankreward_fpower_getItem($rewardCondition); # 奖励mo
StoreProc::AddMultiItemInStore($rewardMo->reward, ctx()); # 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) {
$game = UserProc::getUserGame(req()->zoneid, $uid); # 读取玩家信息
$ret[$condition] = array(# # 拼装玩家信息
'uid' => $uid,
'name' => my_null_default($game->baseInfo->name, ""),
'level' => my_null_default($game->baseInfo->level, 1),
'score' => my_null_default($score, 0),
'headImg' => my_null_default($game->baseInfo->headImg, "")
);
}
if (count($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 = ctx()->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, ctx()); # 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) {
$game = UserProc::getUserGame(req()->zoneid, $uid); # 读取玩家信息
$userInfos[] = array(# # 拼装玩家信息
'uid' => $uid,
'name' => my_null_default($game->baseInfo->name, ""),
'level' => my_null_default($game->baseInfo->level, 1),
'score' => my_null_default($score, 0),
'headImg' => my_null_default($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();
}
}
}
//
}