refactor: 重构 PVP 匹配逻辑使用模型结构体
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@@ -82,7 +82,8 @@ func ListenFunc(ctx g.Ctx) {
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continue
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}
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cool.Logger.Info(ctx, "成功订阅 Redis 主题", "topic", subscribeTopic)
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_, err = conn.Do(ctx, "subscribe", "sun:join:2458") //加入队列
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_, err = conn.Do(ctx, "subscribe", "sun:join") //加入队列
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_, err = conn.Do(ctx, "subscribe", "sun:cancel") //退出队列
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// 4. 循环接收消息
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connError := false
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@@ -118,7 +119,7 @@ func ListenFunc(ctx g.Ctx) {
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cool.Logger.Error(ctx, "执行函数失败", "payload", dataMap.Payload, "error", err)
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}
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}
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if dataMap.Channel == "sun:join:2458" {
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if dataMap.Channel == "sun:join" {
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fightmap.ADD(dataMap.Payload)
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//universalClient, _ := g.Redis("cool").Client().(goredis.UniversalClient)
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@@ -2,7 +2,10 @@ package rpc
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import (
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"blazing/logic/service/common"
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"blazing/logic/service/fight/info"
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"blazing/modules/player/model"
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"blazing/modules/player/service"
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"encoding/json"
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"errors"
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"strings"
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"time"
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@@ -14,7 +17,7 @@ import (
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type RPCfight struct {
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fightmap *csmap.CsMap[int, common.FightI]
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zs *zset.ZSet[uint32, User]
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zs *zset.ZSet[uint32, *model.PVP]
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}
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// ExtractBetweenBrackets 提取字符串中第一个 [] 中间的文本
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@@ -47,44 +50,37 @@ func ExtractBetweenBrackets(s string) (string, bool, error) {
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}
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func (r *RPCfight) ADD(s string) {
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println("收到sun:join:2458", s)
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println("收到sun:join", s)
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var pvp info.RPCFightinfo
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json.Unmarshal([]byte(s), &pvp)
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t, _, _ := ExtractBetweenBrackets(s)
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ret := service.NewPVPService(gconv.Uint32(t)).Get(gconv.Uint32(t))
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score := 1000
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if ret == nil {
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if ret != nil {
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score = int(ret.RankInfo.Score)
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}
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r.zs.Add(gconv.Uint32(t), User{ID: gconv.Uint32(t), JoinTime: time.Now().Unix(), Score: score})
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r.zs.Add(gconv.Uint32(t),
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ret)
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if r.zs.Length() > 2 {
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r.zs.FindPrev(func(i User) bool { return i.Score > score })
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//找到上一个,如果区间分数少于一定,
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//直接进行匹配
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u, s := r.zs.FindPrev(func(i *model.PVP) bool { return i.RankInfo.Score > score })
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diff := s - score
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// 等待越久,允许区间越大
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wait := time.Now().Sub(u.RankInfo.LastMatchTime.Time).Seconds()
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maxAllow := 100 + int(wait)*10
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if diff < maxAllow {
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//找到上一个,如果区间分数少于一定,
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//直接进行匹配
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}
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}
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}
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type User struct {
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JoinTime int64
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ID uint32
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Score int
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}
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func (u User) Key() uint32 {
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return uint32(u.ID)
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}
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// 如果分数不对的话,就按时间排序
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func (u User) Less(than User) bool {
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if u.Score == than.Score {
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return u.JoinTime < than.JoinTime
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}
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return u.Score < than.Score
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}
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///定义map,存储用户对战斗容器的映射,便于外部传入时候进行直接操作
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var fightmap = RPCfight{
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fightmap: csmap.New[int, common.FightI](),
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zs: zset.New[uint32, User](func(a, b User) bool {
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zs: zset.New[uint32, *model.PVP](func(a, b *model.PVP) bool {
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return a.Less(b)
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}),
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}
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@@ -5,6 +5,7 @@ import (
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"blazing/cool"
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"blazing/logic/service/common"
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"blazing/logic/service/fight"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/player"
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"context"
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)
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@@ -17,7 +18,10 @@ type PetTOPLEVELnboundInfo struct {
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}
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func (h Controller) JoINtop(data *PetTOPLEVELnboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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cool.RedisDo(context.TODO(), "sun:join:2458", data.Head.UserID)
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cool.RedisDo(context.TODO(), "sun:join", info.RPCFightinfo{
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PlayerID: c.Info.UserID,
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Mode: data.Mode,
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})
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// // 类型断言为 UniversalClient
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// universalClient, _ := client.(goredis.UniversalClient)
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@@ -51,6 +51,15 @@ type Fightinfo struct {
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Status uint32
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FightType uint32
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}
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type RPCFightinfo struct {
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PlayerID uint32
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// 战斗模式 1 = 1v1 2 = 6v6 3大乱斗 0 什么都不做
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Mode uint32
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//Type uint32 //战斗类型
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Status uint32
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// FightType uint32
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}
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// FightPetInfo 战斗精灵信息结构体,FightPetInfo类
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type FightPetInfo struct {
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@@ -4,6 +4,7 @@ import (
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"blazing/common/data"
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"blazing/cool"
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"github.com/gogf/gf/v2/os/gtime"
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"github.com/tnnmigga/enum"
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)
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@@ -20,6 +21,17 @@ type PVP struct {
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RankInfo PVPRankInfo `gorm:"type:jsonb;not null;comment:'本赛季排名信息'" json:"rank_info"`
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}
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func (u *PVP) Key() uint32 {
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return uint32(u.ID)
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}
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// 如果分数不对的话,就按时间排序
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func (u *PVP) Less(than *PVP) bool {
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if u.RankInfo.Score == than.RankInfo.Score {
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return u.RankInfo.LastMatchTime.Unix() < than.RankInfo.LastMatchTime.Unix()
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}
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return u.RankInfo.Score < than.RankInfo.Score
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}
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func NewPVP() *PVP {
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return &PVP{
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Model: cool.NewModel(),
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@@ -29,16 +41,16 @@ func NewPVP() *PVP {
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// PVPSeasonData PVP赛季核心统计数据
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// 聚合维度:总场次、胜负、积分、胜率等
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type PVPRankInfo struct {
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Rank uint32 `json:"rank"` // 本赛季全服排名(0=未上榜)
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Score int32 `json:"score"` // 当前积分
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TotalMatch uint32 `json:"total_match"` // 本赛季总场次
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WinMatch uint32 `json:"win_match"` // 本赛季胜利场次
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LoseMatch uint32 `json:"lose_match"` // 本赛季失败场次
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DrawMatch uint32 `json:"draw_match"` // 本赛季平局场次
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TotalScore int32 `json:"total_score"` // 本赛季总积分(胜加负减)
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HighestScore int32 `json:"highest_score"` // 本赛季最高积分
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ContinuousWin uint32 `json:"continuous_win"` // 本赛季最高连胜次数
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LastMatchTime uint64 `json:"last_match_time"` // 最后一场PVP时间(时间戳)
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Rank uint32 `json:"rank"` // 本赛季全服排名(0=未上榜)
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Score int `json:"score"` // 当前积分
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TotalMatch uint32 `json:"total_match"` // 本赛季总场次
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WinMatch uint32 `json:"win_match"` // 本赛季胜利场次
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LoseMatch uint32 `json:"lose_match"` // 本赛季失败场次
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DrawMatch uint32 `json:"draw_match"` // 本赛季平局场次
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TotalScore int32 `json:"total_score"` // 本赛季总积分(胜加负减)
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HighestScore int32 `json:"highest_score"` // 本赛季最高积分
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ContinuousWin uint32 `json:"continuous_win"` // 本赛季最高连胜次数
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LastMatchTime *gtime.Time `json:"last_match_time"` // 最后一场PVP时间(时间戳)
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}
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// NoteReadyToFightInfo 战斗准备就绪消息结构体,NoteReadyToFightInfo
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