英雄接口优化
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@ -91,7 +91,7 @@ type (
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QueryHeroByConfId(uId string, heroCfgId string) (hero *pb.DBHero)
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// 批量创建英雄
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CreateRepeatHeros(session IUserSession, heros map[string]int32, bPush bool) (hero *pb.DBHero, atno []*pb.UserAtno, errdata *pb.ErrorData)
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CreateRepeatHeros(session IUserSession, heros map[string]int32, bPush bool) (atno []*pb.UserAtno, errdata *pb.ErrorData)
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// 获取英雄
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// heroId 英雄ID
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GetHeroByObjID(uid, heroId string) (hero *pb.DBHero, errdata *pb.ErrorData)
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@ -273,11 +273,12 @@ func (this *Hero) EventUserOffline(uid, sessionid string) {
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}
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// 批量创建多个英雄
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func (this *Hero) CreateRepeatHeros(session comm.IUserSession, heros map[string]int32, bPush bool) (hero *pb.DBHero, atno []*pb.UserAtno, errdata *pb.ErrorData) {
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func (this *Hero) CreateRepeatHeros(session comm.IUserSession, heros map[string]int32, bPush bool) (atno []*pb.UserAtno, errdata *pb.ErrorData) {
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var (
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changeList []*pb.DBHero
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firstGet []string
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bFirst bool
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hero *pb.DBHero
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)
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for heroCfgId, num := range heros {
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if num == 0 { // 数量为0 不做处理
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@ -486,7 +486,7 @@ func (this *ModuleBase) DispenseRes(session comm.IUserSession, res []*cfg.Gameat
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this.Debugf("发放道具资源: %v errdata: %v", items, errdata)
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}
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if len(heros) > 0 { //卡片资源
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_, _, errdata = this.ModuleHero.CreateRepeatHeros(session, heros, bPush)
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_, errdata = this.ModuleHero.CreateRepeatHeros(session, heros, bPush)
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this.Debugf("发放英雄资源: %v errdata: %v", heros, errdata)
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}
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if len(equips) > 0 {
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@ -718,7 +718,7 @@ func (this *ModuleBase) DispenseAtno(session comm.IUserSession, res []*cfg.Gamea
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this.Debugf("发放道具资源: %v errdata: %v", items, errdata)
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}
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if len(heros) > 0 { //卡片资源
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if _, heroschange, errdata = this.ModuleHero.CreateRepeatHeros(session, heros, bPush); errdata != nil {
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if heroschange, errdata = this.ModuleHero.CreateRepeatHeros(session, heros, bPush); errdata != nil {
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return
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}
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atno = append(atno, heroschange...)
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