package buried import ( "fmt" "go_dreamfactory/comm" "go_dreamfactory/lego/base" "go_dreamfactory/lego/core" "go_dreamfactory/lego/sys/log" "go_dreamfactory/modules" "go_dreamfactory/pb" cfg "go_dreamfactory/sys/configure/structs" "time" ) /* 模块名:用户埋点完成条件触发系统 模块描述:用户埋点数据中心管理模块 开发人员:李伟 */ type Buried struct { modules.ModuleBase service base.IRPCXService configure *configureComp modelBuried *modelBuried } func NewModule() core.IModule { return &Buried{} } func (this *Buried) GetType() core.M_Modules { return comm.ModuleBuried } func (this *Buried) Init(service core.IService, module core.IModule, options core.IModuleOptions) (err error) { err = this.ModuleBase.Init(service, module, options) this.service = service.(base.IRPCXService) return } func (this *Buried) Start() (err error) { err = this.ModuleBase.Start() return } //装备组件 func (this *Buried) OnInstallComp() { this.ModuleBase.OnInstallComp() this.configure = this.RegisterComp(new(configureComp)).(*configureComp) this.modelBuried = this.RegisterComp(new(modelBuried)).(*modelBuried) } //激活数据采集点 func (this *Buried) ActivationBuried(uid string, conids ...int32) (err error) { return } //触发埋点 func (this *Buried) TriggerBuried(uid string, burieds ...*comm.BuriedParam) { var ( pass map[*comm.BuriedParam][]*cfg.GameBuriedCondiData = make(map[*comm.BuriedParam][]*cfg.GameBuriedCondiData) model *buriedModel bdatas map[int32]*pb.DBBuried bdata *pb.DBBuried ok bool complete bool completeConIds []int32 //完成id列表 err error ) if model, err = this.modelBuried.getburiedModel(uid); err != nil { this.Error("获取用户埋点数据模型对象失败!", log.Field{Key: "err", Value: err.Error()}) return } for _, buried := range burieds { conds := this.configure.getCondiDatas(buried.Btype) for _, cond := range conds { if checkburied(buried, cond) { //判断此埋点数据是否有效 if _, ok := pass[buried]; !ok { pass[buried] = make([]*cfg.GameBuriedCondiData, 0) } pass[buried] = append(pass[buried], cond) } } } if len(pass) > 0 { if bdatas, err = model.getUserBurieds(uid); err != nil { return } } completeConIds = make([]int32, 0) //处理校验通过埋点数据 for buried, conds := range pass { if bdata, ok = bdatas[bdata.Btype]; !ok { bdatas[bdata.Btype] = &pb.DBBuried{ Uid: uid, Btype: bdata.Btype, Items: make(map[int32]*pb.DBBuriedItem), } } for _, cond := range conds { if cond.Rtype == rtype1 { //创号后入录 if complete, err = this.updateAndCheckBuried(bdata, buried, cond, true); complete { completeConIds = append(completeConIds, cond.Id) } } else if cond.Rtype == rtype2 { //任务接取后才会录入 判断用户埋点数据是否存在 不存在等待任务系统调用接口 ActivationBuried 激活 if complete, err = this.updateAndCheckBuried(bdata, buried, cond, false); complete { completeConIds = append(completeConIds, cond.Id) } } } } //通知事件 if len(completeConIds) > 0 { } } //更新并校验完成 func (this *Buried) updateAndCheckBuried(bdata *pb.DBBuried, burie *comm.BuriedParam, cond *cfg.GameBuriedCondiData, autoActivated bool) (complete bool, err error) { var ( ok bool bitem *pb.DBBuriedItem ) if bitem, ok = bdata.Items[int32(cond.Id)]; !ok { if autoActivated { //自动激活 bitem = &pb.DBBuriedItem{ Conid: cond.Id, State: pb.BuriedItemState_Activated, Value: 0, Timestamp: time.Now().Unix(), } } else { return } } if bitem.State == pb.BuriedItemState_Inactivated || bitem.State == pb.BuriedItemState_Freeze { //未激活和冻结 不在处理 return } switch cond.Vtype { //数据接入方式 case overlay: //累加数据 bitem.Value += burie.Value case cover: bitem.Value = burie.Value default: err = fmt.Errorf("未知的埋点数据处理类型:%d", cond.Vtype) return } if bitem.Value >= cond.Value { //完成进度 complete = true } return }