上传装备强化奔溃修复
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@ -155,7 +155,6 @@ func (this *Buried) CheckCondition(uid string, condiIds ...int32) (condis []*pb.
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if v1.Conid == v {
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ok = true
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//状态等于休眠
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if v1.State == pb.BuriedItemState_Sleep {
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if conf.Ctype == ctype_daily { //日常
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if !utils.IsToday(v1.Timestamp) { //不是同一天 可以重置数据
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v1.State = pb.BuriedItemState_Activated
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@ -169,7 +168,6 @@ func (this *Buried) CheckCondition(uid string, condiIds ...int32) (condis []*pb.
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v1.Finish = pb.BuriedItemFinishState_buried_unfinish
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}
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}
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}
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condis = append(condis, &pb.ConIProgress{
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Btype: conf.Type,
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Conid: v1.Conid,
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@ -282,7 +280,6 @@ func (this *Buried) FinishConditionAndCheck(uid string, finishcondiIds []int32,
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if v1.Conid == v {
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ok = true
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//状态等于休眠
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if v1.State == pb.BuriedItemState_Sleep {
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if conf.Ctype == ctype_daily { //日常
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if !utils.IsToday(v1.Timestamp) { //不是同一天 可以重置数据
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v1.State = pb.BuriedItemState_Activated
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@ -296,7 +293,6 @@ func (this *Buried) FinishConditionAndCheck(uid string, finishcondiIds []int32,
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v1.Finish = pb.BuriedItemFinishState_buried_unfinish
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}
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}
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}
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condis = append(condis, &pb.ConIProgress{
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Btype: conf.Type,
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Conid: v1.Conid,
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@ -523,13 +519,13 @@ func (this *Buried) updateAndCheckBuried(bconf *cfg.GameBuriedTypeData, bdata *p
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return
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}
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//状态等于休眠
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if bitem.State == pb.BuriedItemState_Sleep {
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if cond.Ctype == ctype_repeat { //完成后自动锁定
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if bitem.State == pb.BuriedItemState_Sleep && cond.Ctype == ctype_repeat { //完成后自动锁定
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bitem.State = pb.BuriedItemState_Activated
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bitem.Value = 0
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bitem.Finish = pb.BuriedItemFinishState_buried_unfinish
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} else if cond.Ctype == ctype_daily { //日常
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}
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if cond.Ctype == ctype_daily { //日常
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if !utils.IsToday(bitem.Timestamp) { //不是同一天 可以重置数据
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bitem.State = pb.BuriedItemState_Activated
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bitem.Value = 0
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@ -542,7 +538,6 @@ func (this *Buried) updateAndCheckBuried(bconf *cfg.GameBuriedTypeData, bdata *p
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bitem.Finish = pb.BuriedItemFinishState_buried_unfinish
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}
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}
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}
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//非激活状态不写入输出
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if bitem.State != pb.BuriedItemState_Activated {
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@ -575,7 +570,7 @@ func (this *Buried) updateAndCheckBuried(bconf *cfg.GameBuriedTypeData, bdata *p
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this.Error("未知的埋点数据处理类型!", log.Field{Key: "Insert", Value: bconf.Insert})
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return
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}
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bitem.Timestamp = configure.Now().Unix() //记录最后一次操作时间
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if bitem.Value >= cond.Value { //完成进度
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bitem.Finish = pb.BuriedItemFinishState_buried_finish
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if cond.Ctype == ctype_once { //完成后自动锁定
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@ -587,7 +582,6 @@ func (this *Buried) updateAndCheckBuried(bconf *cfg.GameBuriedTypeData, bdata *p
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} else if cond.Ctype == ctype_weekly {
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bitem.State = pb.BuriedItemState_Sleep
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}
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bitem.Timestamp = configure.Now().Unix() //记录最后一次操作时间
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} else {
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this.Debug("完成条件未达成!", log.Field{Key: "埋点Id", Value: bdata.Btype}, log.Field{Key: "条件Id", Value: bitem.Conid}, log.Field{Key: "当前进度", Value: bitem.Value}, log.Field{Key: "目标进度", Value: cond.Value})
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}
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@ -419,7 +419,6 @@ func (this *modelEquipmentComp) upgradeEquipment(equipment *pb.DB_Equipment, equ
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return
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}
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}
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}
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return
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}
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@ -441,5 +440,6 @@ func (this *modelEquipmentComp) upgradeEquipment(equipment *pb.DB_Equipment, equ
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index := comm.RandShuffle(len(equipment.Adverbskill))[0]
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equipment.Adverbskill[index].Lv++
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}
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}
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return
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}
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