```
feat(config): 更新服务器配置字段注释并修复VIP标识逻辑 - 修改config.go中IsVip字段注释,明确其表示测试服状态 - 添加isdebug字段注释说明本地服标识 - 从.gitignore添加login-login-linux-amd64到忽略列表 - 移除已废弃的coolconfig.SetTest函数 fix(item_buy): 注释掉金币购买功能代码 - 将BuyGoldItem方法注释掉,暂时禁用金币购买商品功能 - 移除未使用的gconv导入包 fix(server): 修正调试模式判断条件 - 将server.go中的IsVip判断改为IsDebug,确保调试模式正确启用 refactor(item_service): 优化模型调用并添加VIP标识 - 修复ItemService.UPDATE方法中模型调用的一致性问题 - 添加is_vip字段到数据记录中用于区分服务器类型 feat(pet_service): 为宠物数据添加VIP标识 - 在宠物服务中为新捕捉的宠物添加IsVip字段设置 ```
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@@ -6,8 +6,6 @@ import (
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"blazing/logic/service/item"
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"blazing/logic/service/player"
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"github.com/gogf/gf/v2/util/gconv"
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)
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// 防止封包通过领取来获取道具
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@@ -92,34 +90,34 @@ func (h Controller) BuyMultipleItems(data *item.BuyMultiInboundInfo, player *pla
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// data: 包含金豆购买商品信息的输入数据
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// player: 当前玩家对象
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// 返回: 金豆购买结果和错误码
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func (h Controller) BuyGoldItem(data *item.C2S_GOLD_BUY_PRODUCT, player *player.Player) (result *item.S2C_GoldBuyProductInfo, err errorcode.ErrorCode) {
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product, exists := xmlres.GoldProductMap[int(data.ProductID)]
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if !exists {
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return nil, errorcode.ErrorCodes.ErrSystemError
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}
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// func (h Controller) BuyGoldItem(data *item.C2S_GOLD_BUY_PRODUCT, player *player.Player) (result *item.S2C_GoldBuyProductInfo, err errorcode.ErrorCode) {
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// product, exists := xmlres.GoldProductMap[int(data.ProductID)]
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// if !exists {
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// return nil, errorcode.ErrorCodes.ErrSystemError
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// }
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useGold := uint32(data.Count) * uint32(gconv.Float64(product.Price)*100)
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if !player.UseGold(useGold) {
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return &item.S2C_GoldBuyProductInfo{
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Gold: player.User.GetGold(uint(player.Info.UserID)),
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PayGold: 0,
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Reserved: 0,
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}, errorcode.ErrorCodes.ErrXinDouInsufficient
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}
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// useGold := uint32(data.Count) * uint32(gconv.Float64(product.Price)*100)
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// if !player.UseGold(useGold) {
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// return &item.S2C_GoldBuyProductInfo{
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// Gold: player.User.GetGold(uint(player.Info.UserID)),
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// PayGold: 0,
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// Reserved: 0,
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// }, errorcode.ErrorCodes.ErrXinDouInsufficient
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// }
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addSuccess := player.ItemAdd(uint32(gconv.Uint32(product.ItemID)), uint32(data.Count))
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if addSuccess {
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player.User.UpdateGold(player.Info.UserID, -int64(useGold))
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return &item.S2C_GoldBuyProductInfo{
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Gold: player.User.GetGold(uint(player.Info.UserID)),
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PayGold: useGold,
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Reserved: 0,
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}, 0
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}
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// addSuccess := player.ItemAdd(uint32(gconv.Uint32(product.ItemID)), uint32(data.Count))
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// if addSuccess {
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// player.User.UpdateGold(player.Info.UserID, -int64(useGold))
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// return &item.S2C_GoldBuyProductInfo{
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// Gold: player.User.GetGold(uint(player.Info.UserID)),
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// PayGold: useGold,
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// Reserved: 0,
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// }, 0
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// }
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return &item.S2C_GoldBuyProductInfo{
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Gold: player.User.GetGold(uint(player.Info.UserID)),
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PayGold: 0,
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Reserved: 0,
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}, errorcode.ErrorCodes.ErrSystemError
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}
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// return &item.S2C_GoldBuyProductInfo{
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// Gold: player.User.GetGold(uint(player.Info.UserID)),
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// PayGold: 0,
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// Reserved: 0,
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// }, errorcode.ErrorCodes.ErrSystemError
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// }
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