移除测试代码
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@ -278,7 +278,7 @@ func (this *Activity) HDCelebration(session comm.IUserSession, systemtype int32,
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// 天数
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var idays int32
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for i, v1 := range conf.Bosstype {
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if v1 == systemtype || v1 == 0 { // bosstype 为0 表示所有的boss 类型都算
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if v1 == bosstype || v1 == 0 { // bosstype 为0 表示所有的boss 类型都算
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idays = conf.Num[i]
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break
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}
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@ -45,10 +45,15 @@ func (this *apiComp) ChallengeRace(session comm.IUserSession, req *pb.PagodaChal
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if curWeekDay == 0 {
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curWeekDay = 7
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}
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for _, v := range conf.Openingtime {
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if v == curWeekDay {
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timeCheckOk = true
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break
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if len(conf.Openingtime) == 0 {
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timeCheckOk = true
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} else {
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for _, v := range conf.Openingtime {
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if v == curWeekDay {
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timeCheckOk = true
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break
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}
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}
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}
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if !timeCheckOk {
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@ -223,7 +223,8 @@ func (this *configureComp) GetEventGroupDataByLottery(lotterys ...int32) (event
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}
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}
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} else if this.BtypeE[lotteryId] == 2 { // 该大组中的小组为概率掉落,每个小组都会随机一次是否会掉落(单位为千分比)
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}
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if this.BtypeE[lotteryId] == 2 { // 该大组中的小组为概率掉落,每个小组都会随机一次是否会掉落(单位为千分比)
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// 每个小组id 都随机取一次
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var szGroupID []int32 // 获得的权重数组
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gourp := make([]*cfg.GameEventlotteryData, 0) // key 小组ID value 权重
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@ -405,7 +406,8 @@ func (this *configureComp) GetRoomGroupDataByLottery(lotteryId int32) (rooms []i
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}
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return
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}
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} else if this.BtypeR[lotteryId] == 2 { // 该大组中的小组为概率掉落,每个小组都会随机一次是否会掉落(单位为千分比)
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}
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if this.BtypeR[lotteryId] == 2 { // 该大组中的小组为概率掉落,每个小组都会随机一次是否会掉落(单位为千分比)
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// 每个小组id 都随机取一次
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var szGroupID []int32 // 获得的权重数组
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gourp := make([]*cfg.GameRoomlotteryData, 0) // key 小组ID value 权重
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@ -89,7 +89,6 @@ func (this *MCompConfigure) Init(service core.IService, module core.IModule, com
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this.SNum = make(map[int64]int32, 0)
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configure.RegisterConfigure(game_lottery, cfg.NewGameLottery, this.LoadGroupData)
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this.GetGroupDataByLottery(30020, 0, 1)
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return
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}
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@ -106,6 +105,7 @@ func (this *MCompConfigure) LoadGroupData() {
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this.Btype = make(map[int32]int32, 0)
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this.Stype = make(map[int64]int32, 0)
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this.SNum = make(map[int64]int32, 0)
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var tmp int64
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for _, value := range configure.GetDataList() {
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key := int64(value.Lotteryid)<<31 + int64(value.Groupid)
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this._group[key] = append(this._group[key], value.Id)
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@ -135,9 +135,15 @@ func (this *MCompConfigure) LoadGroupData() {
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this.SNum[key] = value.Groupnum
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}
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if this.Btype[value.Lotteryid] == 1 {
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this._lotteryType1[value.Lotteryid] = append(this._lotteryType1[value.Lotteryid], value.Id)
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if tmp != key {
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this._lotteryType1[value.Lotteryid] = append(this._lotteryType1[value.Lotteryid], value.Id)
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tmp = key
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}
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} else if this.Btype[value.Lotteryid] == 2 {
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this._lotteryType2[value.Lotteryid] = append(this._lotteryType2[value.Lotteryid], value.Id)
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if tmp != key {
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this._lotteryType2[value.Lotteryid] = append(this._lotteryType2[value.Lotteryid], value.Id)
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tmp = key
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}
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}
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if this.Stype[key] == 1 { // 小组ID为1
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@ -234,7 +240,8 @@ func (this *MCompConfigure) GetGroupDataByLottery(lotteryId int32, vipLv int32,
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}
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return
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}
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} else if this.Btype[lotteryId] == 2 { // 该大组中的小组为概率掉落,每个小组都会随机一次是否会掉落(单位为千分比)
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}
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if this.Btype[lotteryId] == 2 { // 该大组中的小组为概率掉落,每个小组都会随机一次是否会掉落(单位为千分比)
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// 每个小组id 都随机取一次
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var szGroupID []int32 // 获得的权重数组
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gourp := make([]*cfg.GameLotteryData, 0) // key 小组ID value 权重
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