feat(config): 重构配置结构并添加服务器列表支持 - 重命名PortBL字段为GameOnlineID,改进命名语义 - 添加ServerList结构体用于管理服务器配置 - 移除七牛云配置相关字段 - 更新ID生成器使用GameOnlineID参数 fix(server): 调整服务器启动参数和VIP逻辑 - 将启动参数从-port改为-id,统一参数命名 - 更新服务器启动逻辑,基于GameOnlineID获取服务器信息 - 为VIP服务器启用调试模式 - 优化端口可用性检查逻辑 refactor(model): 统一模型基类结构 - 将各模型中的*cool.Model嵌入改为Base基类 - 移除soul.go
76 lines
1.7 KiB
Go
76 lines
1.7 KiB
Go
package service
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import (
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"blazing/cool"
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"blazing/modules/blazing/model"
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config "blazing/modules/config/service"
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"context"
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)
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type TalkService struct {
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BaseService
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}
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func NewTalkService(id uint32) *TalkService {
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return &TalkService{
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BaseService: BaseService{userid: id,
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Service: &cool.Service{Model: model.NewTalk()},
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},
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}
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}
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//实现挖矿次数确认
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func (s *TalkService) Cheak(mapid uint32, flag int) (int, bool) {
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m1 := s.PModel(s.Model)
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var talks *model.Talk
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m1.Where("talk_id", flag).Scan(&talks)
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if talks == nil {
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talks = model.NewTalk()
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talks.PlayerID = uint64(s.userid)
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talks.TalkID = uint32(flag)
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s.PModel(s.Model).Data(talks).FieldsEx("id").Insert()
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return 0, true //如果表里没有记载数据,那么就可以直接挖矿
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}
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//因为这个是挖一次更新一次,而且是实时更新的,如果更新日期是今天,那么就可以确认不用再重置,否则就需要重置挖矿记录
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if !IsToday(talks.UpdateTime) {
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talks.Count = 0
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m1.Save(talks)
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return int(talks.Count), true
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}
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if uint32(mapid) != config.NewTalkConfigService().GetCache(flag).MapID {
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return 0, false //没在地图
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}
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if talks.Count >= config.NewTalkConfigService().GetCache(flag).DailyCollectCount {
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return 0, false
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}
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return int(talks.Count), true //int(config.MaxDailyCnt - talks.Count)
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}
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func (s *TalkService) Update(flag int) {
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if cool.Config.ServerInfo.IsVip != 0 {
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cool.Logger.Info(context.TODO(), "测试服不消耗物品玩家数据", s.userid)
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return
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}
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m1 := s.PModel(s.Model)
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var talks model.Talk
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m1.Where("talk_id", flag).Scan(&talks)
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//talks.PlayerID = uint64(s.userid)
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//talks.TalkID = uint32(flag)
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talks.Count += 1
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m1.Save(talks)
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}
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