fix(socket): 修复TCP连接处理中逻辑取反错误 修复了`handleTcp`函数中对`s.discorse`的判断条件错误,导致CORS配置未正确应用的问题。 feat(player): 增加地图切换标记支持 在`Player`结构体中新增`Changemap`字段,用于标识玩家是否切换过地图,并在相关业务逻辑中进行设置和判断。 feat(pet): 重构精灵生成与经验处理逻辑 将`GenPetInfo`方法从model包迁移至player包,增加个体值、性格、特性等随机生成逻辑,优化技能学习处理方式。 refactor(service): 优化定时任务与连接管理 使用`cool.Cron`替代原生ticker实现刷怪定时任务,优化连接获取方式,确保并发安全。 refactor(model): 移除冗余代码并优化结构 从`pet.go`中移除已迁移至`player`包的函数定义,精简模型结构,提升模块清晰度。 refactor(config): 更新部门及字典名称配置 将`base_sys_department.json`和
67 lines
1.4 KiB
Go
67 lines
1.4 KiB
Go
package service
|
|
|
|
import (
|
|
"blazing/cool"
|
|
"blazing/modules/blazing/model"
|
|
"context"
|
|
)
|
|
|
|
// 获取精灵信息 0是仓库,1是背包,2是放生
|
|
func (s *UserService) PetInfo(flag int) []model.PetEX {
|
|
var tt []model.PetEX
|
|
err := cool.DBM(s.pet.Model).Where("player_id", s.userid).Where("in_bag", flag).Scan(&tt)
|
|
if err != nil {
|
|
return []model.PetEX{}
|
|
}
|
|
return tt
|
|
|
|
}
|
|
|
|
func (s *UserService) PetInfo_One_exec(cachetime uint32, t func(*model.PetEX)) {
|
|
|
|
m := cool.DBM(s.pet.Model).Where("player_id", s.userid).Where("catch_time", cachetime)
|
|
var tt model.PetEX
|
|
m.Scan(&tt)
|
|
t(&tt)
|
|
m.Update(tt)
|
|
}
|
|
func (s *UserService) PetInfo_One(cachetime uint32) model.PetEX {
|
|
|
|
m := cool.DBM(s.pet.Model).Where("player_id", s.userid).Where("catch_time", cachetime)
|
|
var tt model.PetEX
|
|
m.Scan(&tt)
|
|
return tt
|
|
}
|
|
func (s *UserService) PetAdd(y model.PetInfo) {
|
|
|
|
m1 := cool.DBM(s.pet.Model).Where("player_id", s.userid)
|
|
var player model.PetEX
|
|
player.PlayerID = s.userid
|
|
player.Data = y
|
|
player.CatchTime = y.CatchTime
|
|
player.InBag = 0
|
|
|
|
m1.Insert(player)
|
|
|
|
}
|
|
|
|
func NewPetService() *MonsterService {
|
|
return &MonsterService{
|
|
&cool.Service{
|
|
Model: model.NewPet(),
|
|
PageQueryOp: &cool.QueryOp{
|
|
Where: func(ctx context.Context) [][]interface{} {
|
|
var (
|
|
admin = cool.GetAdmin(ctx)
|
|
userId = admin.UserId
|
|
)
|
|
return [][]interface{}{
|
|
{"player_id", userId, true},
|
|
{"in_bag", 0, true},
|
|
}
|
|
},
|
|
},
|
|
},
|
|
}
|
|
}
|