Files
bl/modules/config/service/pet_fusion_material_service.go
昔念 b25f033939
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```
refactor(socket): 移除重复保存锁并优化panic错误处理

移除了ServerEvent.go中的sync.Once保存锁,因为可能存在重复保存问题,
同时将panic错误处理从fmt.Println改为使用cool.Logger.Error进行统一日志记录

feat(player): 优化踢人功能并添加超时机制

移除kick.go中的复杂异步超时逻辑
2026-02-02 23:11:14 +08:00

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package service
import (
"blazing/cool"
"blazing/modules/config/model"
"blazing/modules/dict/service"
"github.com/gogf/gf/v2/frame/g"
"github.com/gogf/gf/v2/util/grand"
)
// PetFusionMaterialService 宠物融合材料子表Service对应pet_fusion_material表
type PetFusionMaterialService struct {
*cool.Service // 嵌入通用Service继承基础CRUD方法
}
// NewPetFusionMaterialService 创建PetFusionMaterialService实例
func NewPetFusionMaterialService() *PetFusionMaterialService {
return &PetFusionMaterialService{
&cool.Service{
Model: model.NewPetFusionMaterial(), // 绑定PetFusionMaterial模型默认参数占位
//Cache: gcache.New(),
// PageQueryOp: &cool.QueryOp{KeyWordField: []string{"material1", "material2", "material3", "material4"}},
},
}
}
// 获取融合材料的特性,返回两个值,一个是指定的特性,另一个是如果配方没找到的情况下,默认的配置
func (s *PetFusionMaterialService) Data(Material1 [4]uint32) int32 {
fusions := service.NewDictInfoService().GetData("fusion")
for _, v := range Material1 {
// if v < 10000 {
// //使用过小的道具
// return 0
// }
_, ok := fusions[v]
if !ok {
//todo使用了非法材料
return 0
}
}
m := dbm(s.Model)
var effect *model.PetFusionMaterial //一个特性应该是唯一的,但是我们要获取默认随机特性
condition := g.Map{
"material1": Material1[0],
"material2": Material1[1],
"material3": Material1[2],
"material4": Material1[3],
"is_enable": 1,
}
m.Where(condition).Scan(&effect)
if effect != nil {
r := grand.Intn(4)
switch r {
case 0:
return int32(effect.Trait1Idx)
case 1:
return int32(effect.Trait2Idx)
case 2:
return int32(effect.Trait3Idx)
case 3:
return int32(effect.Trait4Idx)
}
}
return -1
}