refactor(blazing): 重构任务系统并优化相关功能
- 重构了任务系统的数据结构和执行逻辑 - 优化了地图加载和怪物刷新机制 - 改进了宠物系统的基础架构 - 调整了玩家信息和背包的处理方式 - 统一了数据访问层的接口和实现
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@@ -32,7 +32,10 @@ func (h *Controller) Login(data *login.InInfo, c *socket.Conn) (result *login.Ou
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glog.Debug(context.Background(), "登录成功,初始地图 人数:", space.GetSpace(t.Info.MapID).Len())
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result = login.NewOutInfo() //设置登录消息
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result.PlayerInfo = *t.Info
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//result.TaskList = blservice.NewUserService(t.Info.UserID).GenTask()
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result.PetList = blservice.NewUserService(t.Info.UserID).GetPetList()
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tt := maps.NewOutInfo()
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//copier.Copy(t.Info, tt)
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t1 := handler.NewTomeeHeader(2001, t.Info.UserID)
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@@ -21,14 +21,17 @@ func (h *Controller) MapEnter(data *maps.InInfo, c *socket.Player) (result *maps
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data.Broadcast(c.Info.MapID, *result) //同步广播
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// 如果是无怪地图,直接返回
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if c.StopChan != nil {
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close(c.StopChan)
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c.StopChan = nil
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}
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// 创建新的停止通道
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c.StopChan = make(chan struct{})
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// 启动刷怪协程
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go func(stopChan chan struct{}, currentMap int) {
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time.After(5 * time.Second)
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<-time.After(5 * time.Second)
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// 首次刷新
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if !c.IsFighting && c.Info.MapID != 0 {
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data.SpawnMonsters(c, true)
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@@ -4,38 +4,23 @@ import (
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"blazing/common/data/socket"
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"blazing/common/socket/errorcode"
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"blazing/logic/service/pet"
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"blazing/modules/blazing/model"
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"time"
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)
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func (h *Controller) GetPetInfo(data *pet.InInfo, c *socket.Player) (result *pet.OutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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// 获取精灵信息
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func (h *Controller) GetPetInfo(
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data *pet.InInfo,
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c *socket.Player) (result *pet.OutInfo,
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err errorcode.ErrorCode) { //这个时候player应该是空的
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t := model.PetInfo{
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ID: 300,
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Name: [16]byte{'1'},
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Dv: 1,
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Attack: 1000,
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Defence: 1000,
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SpecialAttack: 1000,
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CatchTime: uint32(time.Now().Unix()),
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Speed: 1000,
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Hp: 1000,
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MaxHp: 1000,
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Level: 1,
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LvExp: 1000,
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NextLvExp: 1000,
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Exp: 1000,
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//SkillList: [4]model.SkillInfo{{ID: 1, Pp: 1}},
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Nature: 1,
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Shiny: 1,
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}
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t.SkillListLen = 1
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for i := 0; i < 4; i++ {
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t.SkillList[i] = model.SkillInfo{ID: 10001, Pp: 10001}
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}
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t.EffectInfo = make([]model.PetEffectInfo, 0)
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t.EffectInfo = append(t.EffectInfo, model.PetEffectInfo{EffectID: 1, ItemID: 1, LeftCount: 1})
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return &pet.OutInfo{
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PetInfo: t,
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}, 0
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return nil, 0
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}
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// 精灵背包仓库切换
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func (h *Controller) PetRelease(
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data *pet.PetReleaseInboundInfo,
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c *socket.Player) (
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result *pet.PetReleaseOutboundInfo,
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err errorcode.ErrorCode) { //这个时候player应该是空的
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return nil, 0
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}
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@@ -6,34 +6,22 @@ import (
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"blazing/logic/service/task"
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"blazing/modules/blazing/model"
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"blazing/modules/blazing/service"
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"time"
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)
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/**
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* 接受任务
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*/
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func (h Controller) AcceptTask(data *task.AcceptTaskInboundInfo, c *socket.Player) (result *task.AcceptTaskOutboundInfo, err errorcode.ErrorCode) {
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isdaliy := false
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//isdaliy := false
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if data.Head.CMD != 2201 { //判断是每日任务
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isdaliy = true
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//isdaliy = true
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}
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service.NewUserService(c.Info.UserID).TaskExec(func(ttt map[uint32]model.TaskInfo) bool {
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ft, ok := ttt[data.TaskId]
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if ok { //如果找到任务
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if ft.Status == 0 { //可以接受
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ft.Status = 1 //接受
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return true
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} else {
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return false
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}
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} else {
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ttt[data.TaskId] = model.TaskInfo{
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Status: 1,
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}
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}
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if c.Info.TaskList[data.TaskId] == 0 {
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c.Info.TaskList[data.TaskId] = 1
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}
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return false
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}, isdaliy)
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result = &task.AcceptTaskOutboundInfo{}
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result.TaskId = data.TaskId
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return result, 0
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@@ -47,14 +35,17 @@ func (h Controller) AddTaskBuf(data *task.AddTaskBufInboundInfo, c *socket.Playe
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if data.Head.CMD != 2204 { //判断是每日任务
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isdaliy = true
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}
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service.NewUserService(c.Info.UserID).TaskExec(func(ttt map[uint32]model.TaskInfo) bool {
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if conditions, ok := ttt[data.TaskId]; ok {
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conditions.TaskInfo = data.TaskList
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ttt[data.TaskId] = conditions
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return true
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service.NewUserService(c.Info.UserID).TaskExec(func(ttt []model.TaskInfo) []model.TaskInfo {
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var ttt2 []model.TaskInfo
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for _, v := range ttt {
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v.TaskInfo = data.TaskList
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ttt2 = append(ttt2, v)
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}
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return false
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return ttt2
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}, isdaliy)
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return &task.AddTaskBufOutboundInfo{}, 0
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@@ -65,25 +56,68 @@ func (h Controller) AddTaskBuf(data *task.AddTaskBufInboundInfo, c *socket.Playe
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*/
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func (h Controller) Complete_Task(data *task.CompleteTaskInboundInfo, c *socket.Player) (result *task.CompleteTaskOutboundInfo, err errorcode.ErrorCode) {
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if data.Head.CMD == 2202 { //判断不是每日任务
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if c.Info.TaskList[data.TaskId] != 1 { //如果任务没有接受或者已经完成Complete_Task
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} else {
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return result, 0
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}
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c.Info.TaskList[data.TaskId] = 3
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result = &task.CompleteTaskOutboundInfo{}
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result.ItemList = make([]task.ItemInfo, 0)
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result.TaskId = data.TaskId
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if data.TaskId == 85 { //新手注册任务
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return &task.CompleteTaskOutboundInfo{}, 0
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result.ItemList = append(result.ItemList, task.ItemInfo{ItemId: 100027, ItemCount: 1})
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result.ItemList = append(result.ItemList, task.ItemInfo{ItemId: 100028, ItemCount: 1})
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result.ItemList = append(result.ItemList, task.ItemInfo{ItemId: 500001, ItemCount: 1})
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result.ItemList = append(result.ItemList, task.ItemInfo{ItemId: 500502, ItemCount: 1})
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result.ItemList = append(result.ItemList, task.ItemInfo{ItemId: 500503, ItemCount: 1})
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}
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if data.TaskId == 86 { //新手注册任务
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result.CaptureTime = uint32(time.Now().Unix())
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result.PetTypeId = 1
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}
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if data.TaskId == 87 { //新手注册任务
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result.ItemList = append(result.ItemList, task.ItemInfo{ItemId: 300001, ItemCount: 10})
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result.ItemList = append(result.ItemList, task.ItemInfo{ItemId: 300011, ItemCount: 5})
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}
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if data.TaskId == 88 { //新手注册任务
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result.ItemList = append(result.ItemList, task.ItemInfo{ItemId: 1, ItemCount: 1000})
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}
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return result, 0
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}
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/**
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* 获取任务状态
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*/
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func (h Controller) Get_Task_Buf(data *task.GetTaskBufInboundInfo, c *socket.Player) (result *task.GetTaskBufOutboundInfo, err errorcode.ErrorCode) {
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// isdaliy := false
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// if data.Head.CMD != 2203 { //判断是每日任务
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// isdaliy = true
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// }
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isdaliy := false
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if data.Head.CMD == 2203 { //判断不是每日任务
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isdaliy = true
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}
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return &task.GetTaskBufOutboundInfo{}, 0
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service.NewUserService(c.Info.UserID).TaskExec(func(ttt []model.TaskInfo) []model.TaskInfo {
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var ttt2 = make([]model.TaskInfo, 500)
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for _, v := range ttt {
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if data.TaskId == v.TaskID {
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result = &task.GetTaskBufOutboundInfo{TaskId: data.TaskId, TaskList: v.TaskInfo}
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}
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return ttt2
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}
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return ttt2
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}, isdaliy)
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return result, 0
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}
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/**
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