上传装备强化奔溃修复

This commit is contained in:
liwei1dao 2023-06-12 16:58:30 +08:00
parent ee0bc82fbd
commit 4d4ab2f40c
2 changed files with 56 additions and 62 deletions

View File

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

View File

@ -419,7 +419,6 @@ func (this *modelEquipmentComp) upgradeEquipment(equipment *pb.DB_Equipment, equ
return
}
}
}
return
}
@ -441,5 +440,6 @@ func (this *modelEquipmentComp) upgradeEquipment(equipment *pb.DB_Equipment, equ
index := comm.RandShuffle(len(equipment.Adverbskill))[0]
equipment.Adverbskill[index].Lv++
}
}
return
}