修复了 Player 结构体在调用 Service.Info.Save 方法时传入的是指针而非实际值的问题, 同时修改 InfoService.Save 方法以接受值类型参数而不是指针,并更新内部数据赋值逻辑。
96 lines
1.7 KiB
Go
96 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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"context"
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"time"
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"github.com/gogf/gf/v2/os/glog"
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)
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// 是否注册,如果注册过,那么就会产生用户player信息
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func (s *InfoService) IsReg() bool {
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m := s.GModel(s.Model)
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record, err := m.One()
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if err != nil {
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return false
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}
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if record != nil {
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return true
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}
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return false
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}
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// 实现注册,id+昵称+颜色
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func (s *InfoService) Reg(nick string, color uint32) {
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if s.IsReg() {
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return
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}
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t := model.NewPlayer()
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t.PlayerID = uint64(s.userid)
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//设置用户信息
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t.Data = model.NewPlayerInfo()
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t.Data.Nick = nick
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t.Data.TaskList[3] = 3 //新手任务
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for i := 0; i < 80; i++ { //超NO芯片填充
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t.Data.NonoChipList[i] = 255
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}
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t.Data.Color = color
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t.Data.RegisterTime = uint32(time.Now().Unix()) //写入注册时间
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_, err := cool.DBM(s.Model).Data(t).FieldsEx("id").Insert()
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if err != nil {
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glog.Error(context.Background(), err)
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return
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}
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//go s.InitTask()
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}
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func (s *InfoService) Person(userid uint32) *model.PlayerInfo {
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m := cool.GDBM(s.Model).Where("player_id", userid)
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var tt model.PlayerEX
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err := m.Scan(&tt)
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if err != nil {
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return nil
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}
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ret := tt.Data
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return &ret
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}
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func (s *InfoService) Save(data model.PlayerInfo) {
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m := s.GModel(s.Model)
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var tt model.PlayerEX
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m.Scan(&tt)
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tt.Data = data
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_, err := m.Save(tt)
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if err != nil {
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panic(err)
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}
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}
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type InfoService struct {
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BaseService
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}
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func NewInfoService(id uint32) *InfoService {
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return &InfoService{
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BaseService: BaseService{userid: id,
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Service: &cool.Service{Model: model.NewPlayer(), UniqueKey: map[string]string{
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"player_id": "角色名称不能重复",
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}},
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},
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}
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}
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