SystemProc.php 13 KB

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  1. <?php
  2. namespace loyalsoft;
  3. // <editor-fold defaultstate="collapsed" desc=" 定义 ">
  4. /**
  5. * 约定好的消息类型
  6. */
  7. class SysMessageType extends Enum {
  8. /** (1)XXX(玩家名称)解锁英雄XXX(紫色橙色英雄) */
  9. const GetHero = 1;
  10. /** (2)XXX(玩家名称)的英雄XXX(紫色橙色英雄)神血升值40%+(40%都有) */
  11. const Hero_purification = 2;
  12. /** (3)XXX 获得XXX(紫色橙色装备) */
  13. const GetEquip = 3;
  14. /** (4)XXX(玩家名称)购买公会钻石礼包 */
  15. const BuyGuild_CashPack = 4;
  16. /** (5)XXX(玩家名称)升到XX级别(20级以上) */
  17. const UserLevelUp = 5;
  18. /** (6)XXX(玩家名称)达到XX段位(黄金以上) */
  19. const PVP_League = 6;
  20. /** (7) XXX(玩家名称)打败噩梦关八岐大蛇,获得铂金宝箱,可喜可贺!
  21. * 通过副本
  22. * */
  23. const Pass_carbon = 7;
  24. /** (4)装备-强化 */
  25. const Weapon_Promote = 4000;
  26. /**
  27. * (99)玩家自己购买的全服消息(本分区)
  28. */
  29. const UserSendMessage = 99;
  30. }
  31. /**
  32. * 系统消息对象
  33. */
  34. class SysMessageModel extends Object_ext {
  35. /** @var SysMessageType */
  36. public $type;
  37. /** @var array 消息数据 */
  38. public $datas;
  39. /** @var int */
  40. public $ts;
  41. }
  42. //
  43. // </editor-fold>
  44. /**
  45. * 系统消息逻辑处理流程
  46. * @author gwang
  47. */
  48. class SystemProc {
  49. /**
  50. * 系统消息的过期时间(秒)
  51. * @var int
  52. */
  53. const SYS_MSG_OUTTS = 3600;
  54. /**
  55. * 主逻辑分发
  56. * @param type $req
  57. * @return type
  58. */
  59. static function procMain($req) {
  60. switch ($req->cmd) {
  61. case CmdCode::cmd_system_userSendsysmessage: # 6904 玩家发送系统广播
  62. return self::userPushSysMessage($req);
  63. case CmdCode::cmd_system_getsysmessage: # 6901 拉取系统消息
  64. return self::getSysMessage($req);
  65. case CmdCode::cmd_system_logreport: # 6902 客户端上报日志
  66. return self::logReport($req);
  67. case CmdCode::cmd_system_clienttick: # 6903 客户端心跳包
  68. return self::clientTick($req);
  69. default :
  70. return Resp::err(ErrCode::cmd_err);
  71. }
  72. }
  73. //
  74. // <editor-fold defaultstate="collapsed" desc=" 暂时不管 ">
  75. //
  76. /**
  77. * 客户端心跳包
  78. * @param Req $req
  79. */
  80. static function clientTick($req) {
  81. $timespan = now() - $req->userInfo->game->baseInfo->lastSaveTs;
  82. if ($timespan < 300) { # 间隔超过5分钟的不算
  83. if ($timespan < 30) { # 心跳包固定30秒1次
  84. $timespan = 30;
  85. }
  86. $req->userInfo->game->privateState->onlineGiftts += $timespan;
  87. UserProc::updateUserInfo();
  88. }
  89. return Resp::ok();
  90. }
  91. /**
  92. * 客户端日志上报
  93. * @param Req $req
  94. * @return type
  95. */
  96. static function logReport($req) {
  97. $openId = $req->oid; //fromoid
  98. $log = $req->paras[0]; # 客户端参数解析: 消息列表有效时间戳
  99. $logList = gMem()->get("report-log"); # 读记录
  100. if ($logList == null) { # 初始化
  101. $logList = ArrayInit();
  102. }
  103. if (StlUtil::count($logList) >= 300) { # 错误记录上限300条
  104. StlUtil::arrayRemoveAt($logList, 0); #
  105. }
  106. $logItem = ObjectInit();
  107. $logItem->oid = $openId;
  108. $logItem->log = $log;
  109. $logItem->ts = CommUtil::tsCurrent();
  110. $logList[] = $logItem;
  111. gMem()->set("report-log", $logList); # 回写记录
  112. $resp = Resp::myRetResponse($req, "copy!");
  113. return $resp;
  114. }
  115. //
  116. //
  117. // </editor-fold>
  118. //
  119. /**
  120. * 玩家通过xx副本消息
  121. * @param type $zoneid
  122. * @param UserGameModel $user
  123. * @param int $carbonID
  124. * */
  125. static function Carbon_Win($zoneid, $user, $carbonID, $hardLevel) {
  126. if (512001 == $carbonID) {
  127. self::pushSysMessage($zoneid, SysMessageType::Pass_carbon, array(
  128. $user->name, $carbonID, $hardLevel
  129. ));
  130. }
  131. }
  132. /**
  133. * 玩家pvp段位消息
  134. * @param type $zoneid
  135. * @param UserGameModel $user
  136. * @param int $leagueID
  137. * */
  138. static function PVP_league($zoneid, $user, $leagueID) {
  139. if ($leagueID > 10) {
  140. self::pushSysMessage($zoneid, SysMessageType::PVP_League, array(
  141. $user->name, GameConfig::pvp_leaguescore_getItem($leagueID)->leagueName
  142. ));
  143. }
  144. }
  145. /**
  146. * [6901]获取系统广播消息列表
  147. * @param Req $req
  148. */
  149. static function getSysMessage($req) {
  150. //客户端参数解析
  151. $ts = $req->paras[0]; # 消息列表有效时间戳
  152. $defaultwaitcont = 60; # 暂时使用60秒作为频率,若是有压力就调大些. 若是没有问题,可以调小些.
  153. $itemDisplayTime = 7; # 7秒显示完一条消息
  154. $sysMessage = self::mem_getSysMsg_zset($req->zoneid, $ts);
  155. $count = count($sysMessage) * $itemDisplayTime; # 计算下次取消息的时间
  156. if ($count < $defaultwaitcont) { # 最低刷新时间
  157. $count = $defaultwaitcont;
  158. }
  159. $ret = array(
  160. 'sysMessage' => $sysMessage,
  161. 'nextFetchTime' => $count
  162. );
  163. return Resp::ok($ret); # 返回信息
  164. }
  165. /**
  166. * [6904]玩家发送系统广播消息
  167. * @param Req $req
  168. */
  169. static function userPushSysMessage($req) {
  170. list($msg, $type) = $req->paras; # 提取参数: 消息内容, 消耗道具类型,1:钻石,2:xx
  171. $user = $req->userInfo->game;
  172. $uid = $req->uid;
  173. $cost = 0; // 花费
  174. switch ($type) {
  175. case 1: # 钻石
  176. $cost = glc()->SystemMessage_UserSendToMyZone_Cost;
  177. my_Assert($cost, ErrCode::err_msg_usersnedmsg_errorcost);
  178. my_Assert(UserGameModel::Consume_Cash($user, $cost), ErrCode::notenough_cash_msg);
  179. break;
  180. default :
  181. Err(ErrCode::paras_err); // 其他类型:参数非法
  182. }
  183. self::pushSysMessage($req->zoneid, #
  184. SysMessageType::UserSendMessage, array($uid, $user->name, $msg));
  185. UserProc::updateUserInfo(); // 回存账号数据
  186. return Resp::ok(array('ret' => "succeed")); # 返回值
  187. }
  188. // -----------------辅助方法---------------------
  189. //
  190. /**
  191. * 玩家升级消息
  192. * @param type $zoneid
  193. * @param UserGameModel $user
  194. * @param int $newLevel
  195. * */
  196. static function UserLevelUp($zoneid, $user, $newLevel) {
  197. if ($newLevel > 20) {
  198. self::pushSysMessage($zoneid, SysMessageType::UserLevelUp, array(
  199. $user->name, $newLevel
  200. ));
  201. }
  202. }
  203. /**
  204. * 插入英雄升阶消息
  205. * @param int $zoneid
  206. * @param string $uid
  207. * @param string $name
  208. * @param string $heroname
  209. * @param int $level
  210. */
  211. static function insertHero_StageUp($zoneid, $uid, $name, $heroname, $level) {
  212. // if ($level >= glc()->SystemMessage_HeroStage_Limit_Min) {
  213. // self::pushSysMessage($zoneid, SysMessageType::GetEquip, array(
  214. // $uid, $name, $heroname, $level
  215. // ));
  216. // }
  217. }
  218. /**
  219. * 添加购买公会钻石礼包消息
  220. * @param type $zoneid
  221. * @param UserGameModel $user
  222. * */
  223. static function BuyGuildCashPack($zoneid, $user) {
  224. self::pushSysMessage($zoneid, SysMessageType::BuyGuild_CashPack, array(
  225. $user->name
  226. ));
  227. }
  228. /**
  229. * 添加获得装备消息
  230. * @param type $zoneid
  231. * @param UserGameModel $user
  232. * @param int $equipModelId
  233. * @deprecated since version 0 待维修 --王刚2020年1月2日21:07:04
  234. * */
  235. static function GetEquip($zoneid, $user, $equipModelId) {
  236. $equipModel = GameConfig::item_getItem($equipModelId);
  237. if ($equipModel && $equipModel->quailty > 3) { # 紫色橙色装备
  238. self::pushSysMessage($zoneid, SysMessageType::GetEquip, array(
  239. $user->name, $equipModel->name
  240. ));
  241. }
  242. }
  243. /**
  244. * 插入装备强化消息
  245. * @deprecated since version 1.0 装备强化暂不支持了
  246. * @param type $zoneid
  247. * @param type $uid
  248. * @param type $name
  249. * @param type $weaponname
  250. * @param type $level
  251. */
  252. static function insertWeapon_promoteUp($zoneid, $uid, $name, $weaponname, $level) {
  253. // if ($level >= glc()->SystemMessage_WeaponLevel_Limit_Min) {
  254. // self::pushSysMessage($zoneid, SysMessageType::Weapon_Promote, array(
  255. // $uid, $name, $weaponname, $level
  256. // ));
  257. // }
  258. }
  259. ////=================////
  260. /**
  261. * 添加获得英雄消息
  262. * @param type $zoneid
  263. * @param UserGameModel $user
  264. * @param int $heroId
  265. * @return int $err
  266. * */
  267. static function GetHero($zoneid, $user, $heroId) {
  268. $heroModel = GameConfig::hero_getItem($heroId);
  269. if ($heroModel && $heroModel->zhenxidu > 3) {
  270. self::pushSysMessage($zoneid, SysMessageType::GetHero, array(
  271. $user->name, $heroModel->name
  272. ));
  273. }
  274. }
  275. /**
  276. * 添加英雄血脉提纯消息
  277. * @param type $zoneid
  278. * @param UserGameModel $user
  279. * @param int $heroId
  280. * @return int $err
  281. * */
  282. static function Hero_purification($zoneid, $user, $heroId) {
  283. $heroModel = GameConfig::hero_getItem($heroId);
  284. if ($heroModel && $heroModel->zhenxidu > 3) {
  285. self::pushSysMessage($zoneid, SysMessageType::Hero_purification, array(
  286. $user->name, $heroModel->name
  287. ));
  288. }
  289. }
  290. //
  291. // <editor-fold defaultstate="collapsed" desc=" 读写memdb ">
  292. /**
  293. * 取数据
  294. * @param int $zoneid
  295. * @return array
  296. */
  297. private static function mem_getSysMsg_zset($zoneid, $ts) {
  298. $ret = gMem()->zrangebyscore(MemKey_GameRun::Game_SysMsgByZone_zset($zoneid), $ts, now(+1));
  299. //todo:目前是在这里手动解码的, 应该移动到CRedisUtil里面去.
  300. $arr = ArrayInit();
  301. if ($ret) {
  302. foreach ($ret as $msg) {
  303. $arr[] = JsonUtil::decode($msg);
  304. }
  305. }
  306. return $arr;
  307. }
  308. /**
  309. * 回写数据
  310. * @param int $zoneid
  311. * @param SysMessageModel $value
  312. */
  313. private static function mem_addSysMsg_zset($zoneid, $value) {
  314. $ts = $value->ts;
  315. $key = MemKey_GameRun::Game_SysMsgByZone_zset($zoneid);
  316. gMem()->zadd($key, array(json_encode($value) => $ts)); # 插入消息
  317. gMem()->zremrangebyscore($key, 0, $ts - self::SYS_MSG_OUTTS); # 清理过期数据
  318. }
  319. // </editor-fold>
  320. //
  321. /**
  322. * 推送系统消息
  323. * @param int $zoneid 分区
  324. * @param SysMessageType $type enum
  325. * @param array $datas
  326. */
  327. static function pushSysMessage($zoneid, $type, $datas) {
  328. $newMsg = new SysMessageModel(array(# # 添加新系统消息
  329. 'type' => $type,
  330. 'datas' => $datas,
  331. 'ts' => now()
  332. ));
  333. self::mem_addSysMsg_zset($zoneid, $newMsg); # 写入mem
  334. }
  335. // <editor-fold defaultstate="collapsed" desc=" 备用 需修改">
  336. /**
  337. * 添加中奖消息
  338. * @param type $mem
  339. * @param UserModel $user
  340. * @param int $itemId
  341. * @param string $src 来源: 砸木桶,砸金蛋,公会抽奖,开宝箱,蛋蛋忧伤,...
  342. * @return int $err
  343. * */
  344. static function insertLotterySysMessage($zoneid, $mem, $user, $itemId, $src) {
  345. throw new \Exception("need reimplement");
  346. $err = ErrCode::ok;
  347. // 向系统消息区域发送中奖消息.
  348. $broadCastIDs = glc()->broadCastIDs;
  349. if ($broadCastIDs == null) { # 需要广播的道具ID
  350. $err = ErrCode::err_msg_buildrewardnoconst;
  351. } else {
  352. $broadItemArray = JsonUtil::decode($broadCastIDs->content);
  353. if (!GAME_ONLINE || CommUtil::isPropertyExists($broadItemArray, $itemId)) {# 如果是测试的话,将所有中奖物品加入到系统消息中
  354. self::pushSysMessage($zoneid, SysMessageType::GetHero, #
  355. array($user->oid, $user->name, $itemId, $src));
  356. }
  357. }
  358. return $err;
  359. }
  360. // </editor-fold>
  361. }