go_dreamfactory/modules/modulebase.go
2023-08-03 10:39:40 +08:00

758 lines
22 KiB
Go

package modules
import (
"context"
"fmt"
"go_dreamfactory/comm"
"go_dreamfactory/lego/base"
"go_dreamfactory/lego/core"
"go_dreamfactory/lego/core/cbase"
"time"
"go_dreamfactory/lego/sys/log"
"go_dreamfactory/pb"
cfg "go_dreamfactory/sys/configure/structs"
"go_dreamfactory/sys/db"
"google.golang.org/protobuf/proto"
"google.golang.org/protobuf/types/known/anypb"
)
/*
基础业务模块实现 封装一些通用的接口提供给业务模块使用
*/
type ModuleBase struct {
cbase.ModuleBase
module core.IModule
service base.IRPCXService
options IOptions
scomp comm.ISC_GateRouteComp //网关服务组件
//常用的一些通用模块 在底层注册好
ModuleSys comm.ISys //系统
ModuleUser comm.IUser //用户模块
ModuleItems comm.IItems //道具背包模块
ModuleHero comm.IHero //英雄模块
ModuleEquipment comm.IEquipment //装备模块
ModuleTask comm.ITask //任务
ModuleFriend comm.IFriend //好友
ModuleSociaty comm.ISociaty //公会
ModulePrivilege comm.IPrivilege // 月卡
ModuleSmithy comm.ISmithy //铁建普
ModulePractice comm.IPractice //练功房
ModuleParkour comm.IParkour //捕羊大赛
ModuleTools comm.ITools //工具类 获取一些通用配置
ModuleBuried comm.IBuried //触发埋点中心
ModuleMail comm.Imail //邮件
}
// 重构模块配置对象
func (this *ModuleBase) NewOptions() (options core.IModuleOptions) {
return new(Options)
}
// 模块初始化接口
func (this *ModuleBase) Init(service core.IService, module core.IModule, options core.IModuleOptions) (err error) {
this.service = service.(base.IRPCXService)
this.module = module
this.options = options.(IOptions)
this.options.GetLog().SetName("module." + string(module.GetType()))
err = this.ModuleBase.Init(service, module, options)
return
}
// 模块启动接口
func (this *ModuleBase) Start() (err error) {
if err = this.ModuleBase.Start(); err != nil {
return
}
var comp core.IServiceComp
//注册远程路由
if comp, err = this.service.GetComp(comm.SC_ServiceGateRouteComp); err != nil {
return
}
this.scomp = comp.(comm.ISC_GateRouteComp)
var module core.IModule
if module, err = this.service.GetModule(comm.ModuleUser); err != nil {
return
}
this.ModuleUser = module.(comm.IUser)
if module, err = this.service.GetModule(comm.ModuleItems); err != nil {
return
}
this.ModuleItems = module.(comm.IItems)
if module, err = this.service.GetModule(comm.ModuleHero); err != nil {
return
}
this.ModuleHero = module.(comm.IHero)
if module, err = this.service.GetModule(comm.ModuleEquipment); err != nil {
return
}
this.ModuleEquipment = module.(comm.IEquipment)
if module, err = this.service.GetModule(comm.ModuleTask); err != nil {
return
}
this.ModuleTask = module.(comm.ITask)
if module, err = this.service.GetModule(comm.ModuleFriend); err != nil {
return
}
this.ModuleFriend = module.(comm.IFriend)
// if module, err = this.service.GetModule(comm.ModuleRtask); err != nil {
// return
// }
// this.ModuleRtask = module.(comm.IRtask)
if module, err = this.service.GetModule(comm.ModuleSys); err != nil {
return
}
this.ModuleSys = module.(comm.ISys)
if module, err = this.service.GetModule(comm.ModuleSociaty); err != nil {
return
}
this.ModuleSociaty = module.(comm.ISociaty)
if module, err = this.service.GetModule(comm.ModulePrivilege); err != nil {
return
}
this.ModulePrivilege = module.(comm.IPrivilege)
if module, err = this.service.GetModule(comm.ModuleSmithy); err != nil {
return
}
this.ModuleSmithy = module.(comm.ISmithy)
if module, err = this.service.GetModule(comm.ModulePractice); err != nil {
return
}
this.ModulePractice = module.(comm.IPractice)
if module, err = this.service.GetModule(comm.ModuleParkour); err != nil {
return
}
this.ModuleParkour = module.(comm.IParkour)
if module, err = this.service.GetModule(comm.ModuleTools); err != nil {
return
}
this.ModuleTools = module.(comm.ITools)
if module, err = this.service.GetModule(comm.ModuleBuried); err != nil {
return
}
this.ModuleBuried = module.(comm.IBuried)
if module, err = this.service.GetModule(comm.ModuleMail); err != nil {
return
}
this.ModuleMail = module.(comm.Imail)
return
}
// 判断当前环境是本服还还是跨服
func (this *ModuleBase) IsCross() bool {
return db.IsCross()
}
// 获取跨服标签
func (this *ModuleBase) GetCrossTag() string {
return db.CrossTag()
}
func (this *ModuleBase) GetUserSession(uid string) (session comm.IUserSession, ok bool) {
var udata *pb.CacheUser
if udata = this.ModuleUser.GetUserSession(uid); udata == nil {
session = this.scomp.GetUserSession(&pb.CacheUser{Uid: uid})
ok = false
return
}
session = this.scomp.GetUserSession(udata)
ok = true
return
}
func (this *ModuleBase) PutUserSession(session comm.IUserSession) {
session.Reset()
this.scomp.PutUserSession(session)
return
}
// 向指定用户发送消息
func (this *ModuleBase) SendMsgToUser(mainType, subType string, msg proto.Message, uid string) (err error) {
user := this.ModuleUser.GetUserSession(uid)
if user == nil {
err = fmt.Errorf("user:%v on found", uid)
return
}
session := this.scomp.GetUserSession(user)
session.SendMsg(mainType, subType, msg)
err = session.Push()
this.scomp.PutUserSession(session)
return
}
// 向多个用户发送消息
func (this *ModuleBase) SendMsgToUsers(mainType, subType string, msg proto.Message, uids ...string) (err error) {
var (
users []*pb.CacheUser
gateways map[string]map[string][]string = make(map[string]map[string][]string)
cluster map[string][]string = make(map[string][]string)
gateway []string
ok bool
)
users = this.ModuleUser.GetUserSessions(uids)
for _, v := range users {
if cluster, ok = gateways[v.ServiceTag]; !ok {
cluster = make(map[string][]string)
gateways[v.ServiceTag] = cluster
}
if gateway, ok = cluster[v.GatewayServiceId]; !ok {
gateway = make([]string, 0)
cluster[v.GatewayServiceId] = gateway
}
cluster[v.GatewayServiceId] = append(cluster[v.GatewayServiceId], v.SessionId)
}
data, _ := anypb.New(msg)
for k, v := range gateways {
for k1, v1 := range v {
ctx, _ := context.WithTimeout(context.Background(), time.Second*5) //
if _, err = this.service.AcrossClusterRpcGo(ctx, k, fmt.Sprintf("%s/%s", comm.Service_Gateway, k1), string(comm.Rpc_GatewaySendBatchMsg), &pb.BatchMessageReq{
UserSessionIds: v1,
MainType: mainType,
SubType: subType,
Data: data,
}, nil); err != nil {
log.Errorf("SendMsgToUsers:%s.%s->%s.%s err:%v", k1, k, mainType, subType, err)
}
}
}
return
}
// 向多个用户发送消息
func (this *ModuleBase) SendMsgToCUsers(mainType, subType string, msg proto.Message, users ...*pb.CacheUser) (err error) {
var (
gateways map[string]map[string][]string = make(map[string]map[string][]string)
cluster map[string][]string = make(map[string][]string)
gateway []string
ok bool
)
for _, v := range users {
if cluster, ok = gateways[v.ServiceTag]; !ok {
cluster = make(map[string][]string)
gateways[v.ServiceTag] = cluster
}
if gateway, ok = cluster[v.GatewayServiceId]; !ok {
gateway = make([]string, 0)
cluster[v.GatewayServiceId] = gateway
}
cluster[v.GatewayServiceId] = append(cluster[v.GatewayServiceId], v.SessionId)
}
data, _ := anypb.New(msg)
for k, v := range gateways {
for k1, v1 := range v {
ctx, _ := context.WithTimeout(context.Background(), time.Second*5)
if _, err = this.service.AcrossClusterRpcGo(ctx, k, fmt.Sprintf("%s/%s", comm.Service_Gateway, k1), string(comm.Rpc_GatewaySendBatchMsg), &pb.BatchMessageReq{
UserSessionIds: v1,
MainType: mainType,
SubType: subType,
Data: data,
}, nil); err != nil {
log.Errorf("SendMsgToUsers:%s.%s->%s.%s err:%v", k1, k, mainType, subType, err)
}
}
}
return
}
// 向多个用户发送消息
func (this *ModuleBase) SendMsgToSession(mainType, subType string, msg proto.Message, users ...comm.IUserSession) (err error) {
var (
gateways map[string]map[string][]string = make(map[string]map[string][]string)
cluster map[string][]string = make(map[string][]string)
gateway []string
ok bool
)
for _, v := range users {
if cluster, ok = gateways[v.GetServiecTag()]; !ok {
cluster = make(map[string][]string)
gateways[v.GetServiecTag()] = cluster
}
if gateway, ok = cluster[v.GetGatewayServiceId()]; !ok {
gateway = make([]string, 0)
cluster[v.GetGatewayServiceId()] = gateway
}
cluster[v.GetGatewayServiceId()] = append(cluster[v.GetGatewayServiceId()], v.GetSessionId())
}
data, _ := anypb.New(msg)
for k, v := range gateways {
for k1, v1 := range v {
ctx, _ := context.WithTimeout(context.Background(), time.Second*5)
if _, err = this.service.AcrossClusterRpcGo(ctx, k, fmt.Sprintf("%s/%s", comm.Service_Gateway, k1), string(comm.Rpc_GatewaySendBatchMsg), &pb.BatchMessageReq{
UserSessionIds: v1,
MainType: mainType,
SubType: subType,
Data: data,
}, nil); err != nil {
log.Errorf("SendMsgToUsers:%s.%s->%s.%s err:%v", k1, k, mainType, subType, err)
}
}
}
return
}
// 只校验资源 参数 atn格式
func (this *ModuleBase) CheckRes(session comm.IUserSession, res []*cfg.Gameatn) (errdata *pb.ErrorData) {
var (
items map[string]int32 // 道具背包 批量处理
attrs map[string]int32 // 属性
)
items = make(map[string]int32, 0)
attrs = make(map[string]int32, 0)
for _, v := range res {
switch v.A {
case comm.AttrType:
attrs[v.T] = v.N
case comm.ItemType:
items[v.T] = v.N
default:
this.Error("not found res type", log.Field{Key: "Type", Value: v.A}) // 找不到资源类型
}
}
// 校验数量
for k, v := range attrs {
amount := this.ModuleUser.QueryAttributeValue(session.GetUserId(), k)
if amount < int64(v) {
errdata = &pb.ErrorData{
Code: pb.ErrorCode_ResNoEnough,
Title: pb.ErrorCode_ResNoEnough.ToString(),
Atn: &pb.UserAssets{A: comm.AttrType, T: k, N: v},
Message: fmt.Sprintf("资源%v的数量:%v 小于 %v", k, amount, v),
}
// this.Warn("资源不足", log.Field{Key: "uid", Value: session.GetUserId()}, log.Field{Key: "T", Value: k}, log.Field{Key: "N", Value: v})
return
}
}
for k, v := range items { //校验消费资源是否充足
amount := int32(this.ModuleItems.QueryItemAmount(session.GetUserId(), k))
if amount < v {
errdata = &pb.ErrorData{
Code: pb.ErrorCode_ResNoEnough,
Title: pb.ErrorCode_ResNoEnough.ToString(),
Atn: &pb.UserAssets{A: comm.ItemType, T: k, N: v},
Message: fmt.Sprintf("道具%v的数量:%v 小于 %v", k, amount, v),
}
// this.Warn("道具不足", log.Field{Key: "uid", Value: session.GetUserId()}, log.Field{Key: "T", Value: k}, log.Field{Key: "N", Value: v})
return
}
}
return
}
// 消耗资源
func (this *ModuleBase) ConsumeRes(session comm.IUserSession, res []*cfg.Gameatn, bPush bool) (errdata *pb.ErrorData) {
var (
items map[string]int32 // 道具背包 批量处理
attrs map[string]int32 // 属性
)
items = make(map[string]int32, 0)
attrs = make(map[string]int32, 0)
for _, v := range res {
switch v.A {
case comm.AttrType:
attrs[v.T] -= v.N
case comm.ItemType:
items[v.T] -= v.N
default:
this.Error("not found res type", log.Field{Key: "Type", Value: v.A}) // 找不到资源类型
}
}
// 校验数量
for k, v := range attrs {
amount := this.ModuleUser.QueryAttributeValue(session.GetUserId(), k)
if amount < -int64(v) { // -v 负负得正
errdata = &pb.ErrorData{
Code: pb.ErrorCode_ResNoEnough,
Title: pb.ErrorCode_ResNoEnough.ToString(),
Atn: &pb.UserAssets{A: comm.AttrType, T: k, N: v},
Message: fmt.Sprintf("资源%v的数量:%v 小于 %v", k, amount, v),
}
this.Warn("资源不足", log.Field{Key: "uid", Value: session.GetUserId()}, log.Field{Key: "T", Value: k}, log.Field{Key: "N", Value: v})
return
}
}
for k, v := range items {
amount := this.ModuleItems.QueryItemAmount(session.GetUserId(), k)
if int32(amount) < -v {
errdata = &pb.ErrorData{
Code: pb.ErrorCode_ResNoEnough,
Title: pb.ErrorCode_ResNoEnough.ToString(),
Atn: &pb.UserAssets{A: comm.ItemType, T: k, N: v},
Message: fmt.Sprintf("道具%v的数量:%v 小于 %v", k, amount, v),
}
this.Warn("道具不足", log.Field{Key: "uid", Value: session.GetUserId()}, log.Field{Key: "T", Value: k}, log.Field{Key: "N", Value: v})
return
}
}
// 真正消耗
if len(attrs) > 0 {
errdata = this.ModuleUser.AddAttributeValues(session, attrs, bPush)
if errdata != nil {
return
}
this.Debug("消耗玩家资源", log.Field{Key: "uid", Value: session.GetUserId()}, log.Field{Key: "attrs", Value: attrs})
if count, ok := attrs[comm.ResDiamond]; ok {
// this.ModuleBuried.SendToRtask(session, comm.Rtype104, -count)
go this.ModuleBuried.TriggerBuried(session.Clone(), comm.GetBuriedParam(comm.Rtype104, -count))
}
}
if len(items) > 0 {
_, errdata = this.ModuleItems.AddItems(session, items, bPush)
if errdata != nil {
return
}
this.Debug("消耗玩家资源", log.Field{Key: "uid", Value: session.GetUserId()}, log.Field{Key: "items", Value: items})
}
return
}
// 发放资源
func (this *ModuleBase) DispenseRes(session comm.IUserSession, res []*cfg.Gameatn, bPush bool) (errdata *pb.ErrorData) {
var (
items map[string]int32 // 道具背包 批量处理
heros map[string]int32 // 英雄
attrs map[string]int32 // 属性
equips map[string]uint32 // 装备
vip map[string]int32 // vip
atlas map[string]int32 // 铁匠铺资源
panda map[string]int32 // 熊猫武馆资源
mts map[string]int32 // 捕羊大赛资源
per map[string]int32 // 捕羊大赛资源
)
items = make(map[string]int32, 0)
heros = make(map[string]int32, 0)
attrs = make(map[string]int32, 0)
equips = make(map[string]uint32, 0)
vip = make(map[string]int32, 0)
atlas = make(map[string]int32, 0)
panda = make(map[string]int32, 0)
mts = make(map[string]int32, 0)
per = make(map[string]int32, 0)
for _, v := range res {
switch v.A {
case comm.AttrType:
attrs[v.T] += v.N
case comm.ItemType:
items[v.T] += v.N
case comm.HeroType:
heros[v.T] += v.N
case comm.EquipmentType:
if v.N > 0 { // 不允许减少装备
equips[v.T] += uint32(v.N)
}
case comm.VipType:
vip[v.T] += v.N
case comm.AtlasType:
atlas[v.T] = 1
case comm.PandaType:
panda[v.T] = 1
case comm.MountsType:
mts[v.T] = 1
case comm.PerType:
per[v.T] = 1
default:
this.Error("not found res type", log.Field{Key: "Type", Value: v.A}) // 找不到资源类型
}
}
if len(attrs) > 0 { //用户属性资源
errdata = this.ModuleUser.AddAttributeValues(session, attrs, bPush)
this.Debugf("发放用户资源: %v errdata: %v", attrs, errdata)
}
if len(items) > 0 { //道具资源
_, errdata = this.ModuleItems.AddItems(session, items, bPush)
this.Debugf("发放道具资源: %v errdata: %v", items, errdata)
}
if len(heros) > 0 { //卡片资源
_, _, errdata = this.ModuleHero.CreateRepeatHeros(session, heros, bPush)
this.Debugf("发放英雄资源: %v errdata: %v", heros, errdata)
}
if len(equips) > 0 {
_, errdata = this.ModuleEquipment.AddNewEquipments(session, equips, bPush)
this.Debugf("发放装备资源: %v errdata: %v", equips, errdata)
}
if len(vip) > 0 { //卡片资源
for k := range vip {
errdata, _ = this.ModulePrivilege.Delivery(session, k)
this.Debugf("发放月卡资源: %v errdata: %v", k, errdata)
}
}
if len(atlas) > 0 {
for k := range atlas {
this.ModuleSmithy.CheckActivateAtlasCollect(session.GetUserId(), k)
this.Debugf("发放图鉴资源: %v errdata: %v", k, errdata)
}
}
if len(panda) > 0 {
errdata = this.ModulePractice.AddItems(session, panda, bPush)
this.Debugf("发放武馆资源: %v errdata: %v", panda, errdata)
}
if len(mts) > 0 {
errdata = this.ModuleParkour.AddMounts(session, mts, bPush)
this.Debugf("发放捕羊大赛资源: %v errdata: %v", mts, errdata)
}
if len(per) > 0 {
errdata = this.ModuleUser.AddPer(session, per, bPush)
this.Debugf("发放用户皮肤资源资源: %v errdata: %v", mts, errdata)
}
return
}
// 跨服对象获取数据操作对象
func (this *ModuleBase) GetDBNodule(session comm.IUserSession, tableName string, expired time.Duration) (model *db.DBModel, err error) {
var conn *db.DBConn
if session.GetServiecTag() == this.service.GetTag() {
if conn, err = db.Local(); err != nil {
return
}
} else {
if conn, err = db.ServerDBConn(session.GetServiecTag()); err != nil {
return
}
}
model = db.NewDBModel(tableName, expired, conn)
return
}
// 跨服对象获取数据操作对象
func (this *ModuleBase) GetCrossDBModel(tableName string) (model *db.DBModel, err error) {
var (
conn *db.DBConn
)
if this.IsCross() {
if conn, err = db.Local(); err != nil {
return
}
} else {
if conn, err = db.Cross(); err != nil {
return
}
}
model = db.NewDBModel(tableName, time.Hour, conn)
return
}
// 跨服对象获取数据操作对象
func (this *ModuleBase) GetDBModelByUid(uid, tableName string) (model *db.DBModel, err error) {
var (
stag string
conn *db.DBConn
)
if stag, err = comm.UidToSTag(uid); err != nil {
return
}
if stag == this.service.GetTag() {
if conn, err = db.Local(); err != nil {
return
}
} else {
if conn, err = db.ServerDBConn(stag); err != nil {
return
}
}
model = db.NewDBModel(tableName, time.Hour, conn)
return
}
// 日志接口
func (this *ModuleBase) Debug(msg string, args ...log.Field) {
this.options.GetLog().Debug(msg, args...)
}
func (this *ModuleBase) Info(msg string, args ...log.Field) {
this.options.GetLog().Info(msg, args...)
}
func (this *ModuleBase) Print(msg string, args ...log.Field) {
this.options.GetLog().Print(msg, args...)
}
func (this *ModuleBase) Warn(msg string, args ...log.Field) {
this.options.GetLog().Warn(msg, args...)
}
func (this *ModuleBase) Error(msg string, args ...log.Field) {
this.options.GetLog().Error(msg, args...)
}
func (this *ModuleBase) Panic(msg string, args ...log.Field) {
this.options.GetLog().Panic(msg, args...)
}
func (this *ModuleBase) Fatal(msg string, args ...log.Field) {
this.options.GetLog().Fatal(msg, args...)
}
func (this *ModuleBase) Debugf(format string, args ...interface{}) {
this.options.GetLog().Debugf(format, args...)
}
func (this *ModuleBase) Infof(format string, args ...interface{}) {
this.options.GetLog().Infof(format, args...)
}
func (this *ModuleBase) Printf(format string, args ...interface{}) {
this.options.GetLog().Printf(format, args...)
}
func (this *ModuleBase) Warnf(format string, args ...interface{}) {
this.options.GetLog().Warnf(format, args...)
}
func (this *ModuleBase) Errorf(format string, args ...interface{}) {
this.options.GetLog().Errorf(format, args...)
}
func (this *ModuleBase) Fatalf(format string, args ...interface{}) {
this.options.GetLog().Fatalf(format, args...)
}
func (this *ModuleBase) Panicf(format string, args ...interface{}) {
this.options.GetLog().Panicf(format, args...)
}
func (this *ModuleBase) Debugln(args ...interface{}) {
this.options.GetLog().Debugln(args...)
}
func (this *ModuleBase) Infoln(args ...interface{}) {
this.options.GetLog().Infoln(args...)
}
func (this *ModuleBase) Println(args ...interface{}) {
this.options.GetLog().Println(args...)
}
func (this *ModuleBase) Warnln(args ...interface{}) {
this.options.GetLog().Warnln(args...)
}
func (this *ModuleBase) Errorln(args ...interface{}) {
this.options.GetLog().Errorln(args...)
}
func (this *ModuleBase) Fatalln(args ...interface{}) {
this.options.GetLog().Fatalln(args...)
}
func (this *ModuleBase) Panicln(args ...interface{}) {
this.options.GetLog().Panicln(args...)
}
// 发放资源
func (this *ModuleBase) DispenseAtno(session comm.IUserSession, res []*cfg.Gameatn, bPush bool) (errdata *pb.ErrorData, atno []*pb.UserAtno) {
var (
items map[string]int32 // 道具背包 批量处理
heros map[string]int32 // 英雄
attrs map[string]int32 // 属性
equips map[string]uint32 // 装备
vip map[string]int32 // vip
)
items = make(map[string]int32, 0)
heros = make(map[string]int32, 0)
attrs = make(map[string]int32, 0)
equips = make(map[string]uint32, 0)
vip = make(map[string]int32, 0)
for _, v := range res {
switch v.A {
case comm.AttrType:
attrs[v.T] += v.N
case comm.ItemType:
items[v.T] += v.N
case comm.HeroType:
heros[v.T] += v.N
case comm.EquipmentType:
if v.N > 0 { // 不允许减少装备
equips[v.T] += uint32(v.N)
}
case comm.VipType:
vip[v.T] += v.N
default:
this.Error("not found res type", log.Field{Key: "Type", Value: v.A}) // 找不到资源类型
}
}
if len(attrs) > 0 { //用户属性资源
errdata = this.ModuleUser.AddAttributeValues(session, attrs, bPush)
this.Debugf("发放用户资源: %v [%v]", attrs, errdata)
for k, v := range attrs {
atno = append(atno, &pb.UserAtno{
A: "attr",
T: k,
N: v,
O: "",
})
}
}
if len(items) > 0 { //道具资源
_atno, code := this.ModuleItems.AddItems(session, items, bPush)
errdata = code
atno = append(atno, _atno...)
this.Debugf("发放道具资源: %v [%v]", _atno, code)
}
if len(heros) > 0 { //卡片资源
hero, atn, code := this.ModuleHero.CreateRepeatHeros(session, heros, bPush)
this.Debugf("发放英雄资源: %v [%v]", hero, code)
atno = append(atno, atn...)
}
if len(equips) > 0 {
change, code := this.ModuleEquipment.AddNewEquipments(session, equips, bPush)
this.Debugf("发放装备资源: %v [%v]", equips, code)
for _, v := range change {
atno = append(atno, &pb.UserAtno{
A: "equi",
T: v.CId,
N: int32(len(equips)),
O: v.Id,
})
}
}
if len(vip) > 0 { //卡片资源
for k := range vip {
errdata, _ = this.ModulePrivilege.Delivery(session, k)
this.Debugf("发放月卡资源: %v [%v]", k, errdata)
}
}
return
}
// 格式化资源
func (this *ModuleBase) FormatRes(res []*cfg.Gameatn) (ret []*cfg.Gameatn) {
var (
items map[string]int32 // 道具背包 批量处理
attrs map[string]int32 // 属性
)
items = make(map[string]int32, 0)
attrs = make(map[string]int32, 0)
for _, v := range res {
switch v.A {
case comm.AttrType:
attrs[v.T] += v.N
case comm.ItemType:
items[v.T] += v.N
default:
this.Error("not found res type", log.Field{Key: "Type", Value: v.A}) // 找不到资源类型
}
}
for k, v := range attrs {
if v > 0 {
ret = append(ret, &cfg.Gameatn{
A: "attr",
T: k,
N: v,
})
}
}
for k, v := range items {
if v > 0 {
ret = append(ret, &cfg.Gameatn{
A: "item",
T: k,
N: v,
})
}
}
return
}