SystemProc.php 14 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 ResponseVo::ErrResponse($req, ErrCode::err_msg_methodobsoleted);
  69. return self::mock($req); # 模拟方法s
  70. // return self::clientTick($req);
  71. default :
  72. return Resp::err(ErrCode::cmd_err);
  73. }
  74. }
  75. /**
  76. * 模拟
  77. * @param Req $req
  78. */
  79. static function mock($req) {
  80. if (GAME_ONLINE) {
  81. return;
  82. }
  83. self::insertHero_Star($req->zoneid, $req->uid, $req->userInfo->game->baseInfo->name, "王小刚", 100);
  84. self::insertHero_StageUp($req->zoneid, $req->uid, $req->userInfo->game->baseInfo->name, "王小刚", 100);
  85. self::insertWeapon_promoteUp($req->zoneid, $req->uid, $req->userInfo->game->baseInfo->name, "小小刚", 100);
  86. return Resp::ok(array('ret' => '你懂的!'));
  87. }
  88. //
  89. // <editor-fold defaultstate="collapsed" desc=" 暂时不管 ">
  90. //
  91. /**
  92. * 客户端心跳包
  93. * @param Req $req
  94. */
  95. static function clientTick($req) {
  96. Err(ErrCode::err_method_obsoleted);
  97. $Tmem = $req->mem;
  98. $user = $req->userInfo->game;
  99. if (!CommUtil::isPropertyExists($user, "tick")) {
  100. $user->tick = 0;
  101. }
  102. $user->tick += 1; // 玩家在线时长字段
  103. $tickList = $Tmem->get("client-tick");
  104. if ($tickList == null) {
  105. $tickList = "";
  106. } else {
  107. $tickList .= ",";
  108. }
  109. $tickList .= "(\"" . $req->uid . "\",\"" . $user->baseInfo->name . "\",\"" . CommUtil::dtCurrent()->toString() . "\",\"" . "1" . "\")";
  110. $Tmem->set("client-tick", $tickList);
  111. // self::serialStatData($Tmem);
  112. $resp = Resp::myRetResponse($req, "succeed!");
  113. UserProc::updateUserInfo();
  114. return $resp;
  115. }
  116. /**
  117. * 客户端日志上报
  118. * @param Req $req
  119. * @return type
  120. */
  121. static function logReport($req) {
  122. $mem = $req->mem;
  123. //客户端参数解析
  124. $openId = $req->oid; //fromoid
  125. $log = $req->paras[0]; //消息列表有效时间戳
  126. $logList = $mem->get("report-log"); # 读记录
  127. if ($logList == null) {
  128. $logList = ArrayInit();
  129. }
  130. # 错误记录上限300条
  131. if (StlUtil::count($logList) >= 300) {
  132. StlUtil::arrayRemoveAt($logList, 0);
  133. }
  134. $logItem = ObjectInit();
  135. $logItem->oid = $openId;
  136. $logItem->log = $log;
  137. $logItem->ts = CommUtil::tsCurrent();
  138. $logList[] = $logItem;
  139. $mem->set("report-log", $logList); # 回写记录
  140. $resp = Resp::myRetResponse($req, "copy!");
  141. return $resp;
  142. }
  143. //
  144. //
  145. // </editor-fold>
  146. //
  147. /**
  148. * 玩家通过xx副本消息
  149. * @param type $zoneid
  150. * @param UserGameModel $user
  151. * @param int $carbonID
  152. * */
  153. static function Carbon_Win($zoneid, $user, $carbonID, $hardLevel) {
  154. if (512001 == $carbonID) {
  155. self::pushSysMessage($zoneid, SysMessageType::Pass_carbon, array(
  156. $user->name, $carbonID, $hardLevel
  157. ));
  158. }
  159. }
  160. /**
  161. * 玩家pvp段位消息
  162. * @param type $zoneid
  163. * @param UserGameModel $user
  164. * @param int $leagueID
  165. * */
  166. static function PVP_league($zoneid, $user, $leagueID) {
  167. if ($leagueID > 10) {
  168. self::pushSysMessage($zoneid, SysMessageType::PVP_League, array(
  169. $user->name, GameConfig::pvp_leaguescore_getItem($leagueID)->leagueName
  170. ));
  171. }
  172. }
  173. /**
  174. * [6901]获取系统广播消息列表
  175. * @param Req $req
  176. */
  177. static function getSysMessage($req) {
  178. //客户端参数解析
  179. $ts = $req->paras[0]; # 消息列表有效时间戳
  180. $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.
  181. $itemDisplayTime = 7; # 7秒显示完一条消息
  182. $sysMessage = self::mem_getSysMsg_zset($req->zoneid, $ts);
  183. $count = count($sysMessage) * $itemDisplayTime; # 计算下次取消息的时间
  184. if ($count < $defaultwaitcont) { # 最低刷新时间
  185. $count = $defaultwaitcont;
  186. }
  187. $ret = array(
  188. 'sysMessage' => $sysMessage,
  189. 'nextFetchTime' => $count
  190. );
  191. return Resp::ok($ret); # 返回信息
  192. }
  193. /**
  194. * [6904]玩家发送系统广播消息
  195. * @param Req $req
  196. */
  197. static function userPushSysMessage($req) {
  198. list($msg, $type) = $req->paras; # 提取参数: 消息内容, 消耗道具类型,1:钻石,2:xx
  199. $user = $req->userInfo->game;
  200. $uid = $req->uid;
  201. $cost = 0; // 花费
  202. switch ($type) {
  203. case 1: # 钻石
  204. $cost = glc()->SystemMessage_UserSendToMyZone_Cost;
  205. my_Assert($cost, ErrCode::err_msg_usersnedmsg_errorcost);
  206. my_Assert(UserGameModel::Consume_Cash($user, $cost), ErrCode::notenough_cash_msg);
  207. break;
  208. default :
  209. Err(ErrCode::paras_err); // 其他类型:参数非法
  210. }
  211. self::pushSysMessage($req->zoneid, #
  212. SysMessageType::UserSendMessage, array($uid, $user->name, $msg));
  213. UserProc::updateUserInfo(); // 回存账号数据
  214. return Resp::ok(array('ret' => "succeed")); # 返回值
  215. }
  216. // -----------------辅助方法---------------------
  217. //
  218. /**
  219. * 玩家升级消息
  220. * @param type $zoneid
  221. * @param UserGameModel $user
  222. * @param int $newLevel
  223. * */
  224. static function UserLevelUp($zoneid, $user, $newLevel) {
  225. if ($newLevel > 20) {
  226. self::pushSysMessage($zoneid, SysMessageType::UserLevelUp, array(
  227. $user->name, $newLevel
  228. ));
  229. }
  230. }
  231. /**
  232. * 插入英雄升阶消息
  233. * @param int $zoneid
  234. * @param string $uid
  235. * @param string $name
  236. * @param string $heroname
  237. * @param int $level
  238. */
  239. static function insertHero_StageUp($zoneid, $uid, $name, $heroname, $level) {
  240. // if ($level >= glc()->SystemMessage_HeroStage_Limit_Min) {
  241. // self::pushSysMessage($zoneid, SysMessageType::GetEquip, array(
  242. // $uid, $name, $heroname, $level
  243. // ));
  244. // }
  245. }
  246. /**
  247. * 添加购买公会钻石礼包消息
  248. * @param type $zoneid
  249. * @param UserGameModel $user
  250. * */
  251. static function BuyGuildCashPack($zoneid, $user) {
  252. self::pushSysMessage($zoneid, SysMessageType::BuyGuild_CashPack, array(
  253. $user->name
  254. ));
  255. }
  256. /**
  257. * 添加获得装备消息
  258. * @param type $zoneid
  259. * @param UserGameModel $user
  260. * @param int $equipModelId
  261. * @deprecated since version 0 待维修 --王刚2020年1月2日21:07:04
  262. * */
  263. static function GetEquip($zoneid, $user, $equipModelId) {
  264. $equipModel = GameConfig::item_getItem($equipModelId);
  265. if ($equipModel && $equipModel->quailty > 3) { # 紫色橙色装备
  266. self::pushSysMessage($zoneid, SysMessageType::GetEquip, array(
  267. $user->name, $equipModel->name
  268. ));
  269. }
  270. }
  271. /**
  272. * 插入装备强化消息
  273. * @deprecated since version 1.0 装备强化暂不支持了
  274. * @param type $zoneid
  275. * @param type $uid
  276. * @param type $name
  277. * @param type $weaponname
  278. * @param type $level
  279. */
  280. static function insertWeapon_promoteUp($zoneid, $uid, $name, $weaponname, $level) {
  281. // if ($level >= glc()->SystemMessage_WeaponLevel_Limit_Min) {
  282. // self::pushSysMessage($zoneid, SysMessageType::Weapon_Promote, array(
  283. // $uid, $name, $weaponname, $level
  284. // ));
  285. // }
  286. }
  287. ////=================////
  288. /**
  289. * 添加获得英雄消息
  290. * @param type $zoneid
  291. * @param UserGameModel $user
  292. * @param int $heroId
  293. * @return int $err
  294. * */
  295. static function GetHero($zoneid, $user, $heroId) {
  296. $heroModel = GameConfig::hero_getItem($heroId);
  297. if ($heroModel && $heroModel->zhenxidu > 3) {
  298. self::pushSysMessage($zoneid, SysMessageType::GetHero, array(
  299. $user->name, $heroModel->name
  300. ));
  301. }
  302. }
  303. /**
  304. * 添加英雄血脉提纯消息
  305. * @param type $zoneid
  306. * @param UserGameModel $user
  307. * @param int $heroId
  308. * @return int $err
  309. * */
  310. static function Hero_purification($zoneid, $user, $heroId) {
  311. $heroModel = GameConfig::hero_getItem($heroId);
  312. if ($heroModel && $heroModel->zhenxidu > 3) {
  313. self::pushSysMessage($zoneid, SysMessageType::Hero_purification, array(
  314. $user->name, $heroModel->name
  315. ));
  316. }
  317. }
  318. //
  319. // <editor-fold defaultstate="collapsed" desc=" 读写memdb ">
  320. /**
  321. * 取数据
  322. * @param int $zoneid
  323. * @return array
  324. */
  325. private static function mem_getSysMsg_zset($zoneid, $ts) {
  326. $ret = gMem()->zrangebyscore(MemKey_GameRun::Game_SysMsgByZone_zset($zoneid), $ts, now(+1));
  327. //todo:目前是在这里手动解码的, 应该移动到CRedisUtil里面去.
  328. $arr = ArrayInit();
  329. if ($ret) {
  330. foreach ($ret as $msg) {
  331. $arr[] = JsonUtil::decode($msg);
  332. }
  333. }
  334. return $arr;
  335. }
  336. /**
  337. * 回写数据
  338. * @param int $zoneid
  339. * @param SysMessageModel $value
  340. */
  341. private static function mem_addSysMsg_zset($zoneid, $value) {
  342. $ts = $value->ts;
  343. $key = MemKey_GameRun::Game_SysMsgByZone_zset($zoneid);
  344. gMem()->zadd($key, array(json_encode($value) => $ts)); # 插入消息
  345. gMem()->zremrangebyscore($key, 0, $ts - self::SYS_MSG_OUTTS); # 清理过期数据
  346. }
  347. // </editor-fold>
  348. //
  349. /**
  350. * 推送系统消息
  351. * @param int $zoneid 分区
  352. * @param SysMessageType $type enum
  353. * @param array $datas
  354. */
  355. static function pushSysMessage($zoneid, $type, $datas) {
  356. $newMsg = new SysMessageModel(array(# # 添加新系统消息
  357. 'type' => $type,
  358. 'datas' => $datas,
  359. 'ts' => now()
  360. ));
  361. self::mem_addSysMsg_zset($zoneid, $newMsg); # 写入mem
  362. }
  363. // <editor-fold defaultstate="collapsed" desc=" 备用 需修改">
  364. /**
  365. * 添加中奖消息
  366. * @param type $mem
  367. * @param UserModel $user
  368. * @param int $itemId
  369. * @param string $src 来源: 砸木桶,砸金蛋,公会抽奖,开宝箱,蛋蛋忧伤,...
  370. * @return int $err
  371. * */
  372. static function insertLotterySysMessage($zoneid, $mem, $user, $itemId, $src) {
  373. throw new \Exception("need reimplement");
  374. $err = ErrCode::ok;
  375. // 向系统消息区域发送中奖消息.
  376. $broadCastIDs = glc()->broadCastIDs;
  377. if ($broadCastIDs == null) { # 需要广播的道具ID
  378. $err = ErrCode::err_msg_buildrewardnoconst;
  379. } else {
  380. $broadItemArray = JsonUtil::decode($broadCastIDs->content);
  381. if (!GAME_ONLINE || CommUtil::isPropertyExists($broadItemArray, $itemId)) {# 如果是测试的话,将所有中奖物品加入到系统消息中
  382. self::pushSysMessage($zoneid, SysMessageType::GetHero, #
  383. array($user->oid, $user->name, $itemId, $src));
  384. }
  385. }
  386. return $err;
  387. }
  388. // </editor-fold>
  389. }