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. $max = 300;
  98. $once = 30;
  99. $key = "report-log";
  100. $log = $req->paras[0]; # 客户端参数解析: 本地日志
  101. $logItem = array(# # 组装对象
  102. 'uid' => $req->uid,
  103. 'log' => $log,
  104. 'ts' => TimeUtil::dtCurrent()
  105. );
  106. gMem()->lpush($key, array($logItem)); # 推送日志
  107. if (gMem()->llen($key) > $max + $once) { # 达到清理条件
  108. gMem()->ltrim($key, 0, -$once); # 缩减记录
  109. }
  110. return Resp::ok("copy!");
  111. }
  112. //
  113. //
  114. // </editor-fold>
  115. //
  116. /**
  117. * 玩家通过xx副本消息
  118. * @param type $zoneid
  119. * @param Data_UserGame $user
  120. * @param int $carbonID
  121. * */
  122. static function Carbon_Win($zoneid, $user, $carbonID, $hardLevel) {
  123. if (512001 == $carbonID) {
  124. self::pushSysMessage($zoneid, SysMessageType::Pass_carbon, array(
  125. $user->name, $carbonID, $hardLevel
  126. ));
  127. }
  128. }
  129. /**
  130. * 玩家pvp段位消息
  131. * @param type $zoneid
  132. * @param Data_UserGame $user
  133. * @param int $leagueID
  134. * */
  135. static function PVP_league($zoneid, $user, $leagueID) {
  136. if ($leagueID > 10) {
  137. self::pushSysMessage($zoneid, SysMessageType::PVP_League, array(
  138. $user->name, GameConfig::pvp_leaguescore_getItem($leagueID)->leagueName
  139. ));
  140. }
  141. }
  142. /**
  143. * [6901]获取系统广播消息列表
  144. * @param Req $req
  145. */
  146. static function getSysMessage($req) {
  147. //客户端参数解析
  148. $ts = $req->paras[0]; # 消息列表有效时间戳
  149. $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.
  150. $itemDisplayTime = 7; # 7秒显示完一条消息
  151. $sysMessage = self::mem_getSysMsg_zset($req->zoneid, $ts);
  152. $count = count($sysMessage) * $itemDisplayTime; # 计算下次取消息的时间
  153. if ($count < $defaultwaitcont) { # 最低刷新时间
  154. $count = $defaultwaitcont;
  155. }
  156. $ret = array(
  157. 'sysMessage' => $sysMessage,
  158. 'nextFetchTime' => $count
  159. );
  160. return Resp::ok($ret); # 返回信息
  161. }
  162. /**
  163. * [6904]玩家发送系统广播消息
  164. * @param Req $req
  165. */
  166. static function userPushSysMessage($req) {
  167. list($msg, $type) = $req->paras; # 提取参数: 消息内容, 消耗道具类型,1:钻石,2:xx
  168. $user = $req->userInfo->game;
  169. $uid = $req->uid;
  170. $cost = 0; // 花费
  171. switch ($type) {
  172. case 1: # 钻石
  173. $cost = glc()->SystemMessage_UserSendToMyZone_Cost;
  174. my_Assert($cost, ErrCode::err_msg_usersnedmsg_errorcost);
  175. my_Assert(Data_UserGame::Consume_Cash($user, $cost), ErrCode::notenough_cash_msg);
  176. break;
  177. default :
  178. Err(ErrCode::paras_err); // 其他类型:参数非法
  179. }
  180. self::pushSysMessage($req->zoneid, #
  181. SysMessageType::UserSendMessage, array($uid, $user->name, $msg));
  182. UserProc::updateUserInfo(); // 回存账号数据
  183. return Resp::ok(array('ret' => "succeed")); # 返回值
  184. }
  185. // -----------------辅助方法---------------------
  186. //
  187. /**
  188. * 玩家升级消息
  189. * @param type $zoneid
  190. * @param Data_UserGame $user
  191. * @param int $newLevel
  192. * */
  193. static function UserLevelUp($zoneid, $user, $newLevel) {
  194. if ($newLevel > 20) {
  195. self::pushSysMessage($zoneid, SysMessageType::UserLevelUp, array(
  196. $user->name, $newLevel
  197. ));
  198. }
  199. }
  200. /**
  201. * 插入英雄升阶消息
  202. * @param int $zoneid
  203. * @param string $uid
  204. * @param string $name
  205. * @param string $heroname
  206. * @param int $level
  207. */
  208. static function insertHero_StageUp($zoneid, $uid, $name, $heroname, $level) {
  209. // if ($level >= glc()->SystemMessage_HeroStage_Limit_Min) {
  210. // self::pushSysMessage($zoneid, SysMessageType::GetEquip, array(
  211. // $uid, $name, $heroname, $level
  212. // ));
  213. // }
  214. }
  215. /**
  216. * 添加购买公会钻石礼包消息
  217. * @param type $zoneid
  218. * @param Data_UserGame $user
  219. * */
  220. static function BuyGuildCashPack($zoneid, $user) {
  221. self::pushSysMessage($zoneid, SysMessageType::BuyGuild_CashPack, array(
  222. $user->name
  223. ));
  224. }
  225. /**
  226. * 添加获得装备消息
  227. * @param type $zoneid
  228. * @param Data_UserGame $user
  229. * @param int $equipModelId
  230. * @deprecated since version 0 待维修 --王刚2020年1月2日21:07:04
  231. * */
  232. static function GetEquip($zoneid, $user, $equipModelId) {
  233. $equipModel = GameConfig::item_getItem($equipModelId);
  234. if ($equipModel && $equipModel->quailty > 3) { # 紫色橙色装备
  235. self::pushSysMessage($zoneid, SysMessageType::GetEquip, array(
  236. $user->name, $equipModel->name
  237. ));
  238. }
  239. }
  240. /**
  241. * 插入装备强化消息
  242. * @deprecated since version 1.0 装备强化暂不支持了
  243. * @param type $zoneid
  244. * @param type $uid
  245. * @param type $name
  246. * @param type $weaponname
  247. * @param type $level
  248. */
  249. static function insertWeapon_promoteUp($zoneid, $uid, $name, $weaponname, $level) {
  250. // if ($level >= glc()->SystemMessage_WeaponLevel_Limit_Min) {
  251. // self::pushSysMessage($zoneid, SysMessageType::Weapon_Promote, array(
  252. // $uid, $name, $weaponname, $level
  253. // ));
  254. // }
  255. }
  256. ////=================////
  257. /**
  258. * 添加获得英雄消息
  259. * @param type $zoneid
  260. * @param Data_UserGame $user
  261. * @param int $heroId
  262. * @return int $err
  263. * */
  264. static function GetHero($zoneid, $user, $heroId) {
  265. $heroModel = GameConfig::hero_getItem($heroId);
  266. if ($heroModel && $heroModel->zhenxidu > 3) {
  267. self::pushSysMessage($zoneid, SysMessageType::GetHero, array(
  268. $user->name, $heroModel->name
  269. ));
  270. }
  271. }
  272. /**
  273. * 添加英雄血脉提纯消息
  274. * @param type $zoneid
  275. * @param Data_UserGame $user
  276. * @param int $heroId
  277. * @return int $err
  278. * */
  279. static function Hero_purification($zoneid, $user, $heroId) {
  280. $heroModel = GameConfig::hero_getItem($heroId);
  281. if ($heroModel && $heroModel->zhenxidu > 3) {
  282. self::pushSysMessage($zoneid, SysMessageType::Hero_purification, array(
  283. $user->name, $heroModel->name
  284. ));
  285. }
  286. }
  287. //
  288. // <editor-fold defaultstate="collapsed" desc=" 读写memdb ">
  289. /**
  290. * 取数据
  291. * @param int $zoneid
  292. * @return array
  293. */
  294. private static function mem_getSysMsg_zset($zoneid, $ts) {
  295. $ret = gMem()->zrangebyscore(MemKey_GameRun::Game_SysMsgByZone_zset($zoneid), $ts, now(+1));
  296. //todo:目前是在这里手动解码的, 应该移动到CRedisUtil里面去.
  297. $arr = ArrayInit();
  298. if ($ret) {
  299. foreach ($ret as $msg) {
  300. $arr[] = JsonUtil::decode($msg);
  301. }
  302. }
  303. return $arr;
  304. }
  305. /**
  306. * 回写数据
  307. * @param int $zoneid
  308. * @param SysMessageModel $value
  309. */
  310. private static function mem_addSysMsg_zset($zoneid, $value) {
  311. $ts = $value->ts;
  312. $key = MemKey_GameRun::Game_SysMsgByZone_zset($zoneid);
  313. gMem()->zadd($key, array(json_encode($value) => $ts)); # 插入消息
  314. gMem()->zremrangebyscore($key, 0, $ts - self::SYS_MSG_OUTTS); # 清理过期数据
  315. }
  316. // </editor-fold>
  317. //
  318. /**
  319. * 推送系统消息
  320. * @param int $zoneid 分区
  321. * @param SysMessageType $type enum
  322. * @param array $datas
  323. */
  324. static function pushSysMessage($zoneid, $type, $datas) {
  325. $newMsg = new SysMessageModel(array(# # 添加新系统消息
  326. 'type' => $type,
  327. 'datas' => $datas,
  328. 'ts' => now()
  329. ));
  330. self::mem_addSysMsg_zset($zoneid, $newMsg); # 写入mem
  331. }
  332. // <editor-fold defaultstate="collapsed" desc=" 备用 需修改">
  333. /**
  334. * 添加中奖消息
  335. * @param type $mem
  336. * @param UserModel $user
  337. * @param int $itemId
  338. * @param string $src 来源: 砸木桶,砸金蛋,公会抽奖,开宝箱,蛋蛋忧伤,...
  339. * @return int $err
  340. * */
  341. static function insertLotterySysMessage($zoneid, $mem, $user, $itemId, $src) {
  342. throw new \Exception("need reimplement");
  343. $err = ErrCode::ok;
  344. // 向系统消息区域发送中奖消息.
  345. $broadCastIDs = glc()->broadCastIDs;
  346. if ($broadCastIDs == null) { # 需要广播的道具ID
  347. $err = ErrCode::err_msg_buildrewardnoconst;
  348. } else {
  349. $broadItemArray = JsonUtil::decode($broadCastIDs->content);
  350. if (!GAME_ONLINE || CommUtil::isPropertyExists($broadItemArray, $itemId)) {# 如果是测试的话,将所有中奖物品加入到系统消息中
  351. self::pushSysMessage($zoneid, SysMessageType::GetHero, #
  352. array($user->oid, $user->name, $itemId, $src));
  353. }
  354. }
  355. return $err;
  356. }
  357. // </editor-fold>
  358. }