go_dreamfactory/modules/buried/module.go
2023-06-19 21:18:46 +08:00

669 lines
19 KiB
Go

package buried
import (
"context"
"fmt"
"go_dreamfactory/comm"
"go_dreamfactory/lego/base"
"go_dreamfactory/lego/core"
"go_dreamfactory/lego/sys/event"
"go_dreamfactory/lego/sys/log"
"go_dreamfactory/modules"
"go_dreamfactory/pb"
"go_dreamfactory/sys/configure"
cfg "go_dreamfactory/sys/configure/structs"
"go_dreamfactory/sys/db"
"go_dreamfactory/utils"
"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
*/
const moduleName = "埋点统计中心"
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()
this.service.RegisterFunctionName(string(comm.Rpc_ModuleBuriedTrigger), this.Rpc_ModuleBuriedTrigger)
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)
}
// 跨服埋点触发
func (this *Buried) Rpc_ModuleBuriedTrigger(ctx context.Context, args *pb.Rpc_ModuleBuriedTriggerReq, reply *pb.Rpc_ModuleBuriedTriggerResp) (err error) {
this.Debug("跨服埋点触发!", log.Field{Key: "uid", Value: args.Uid}, log.Field{Key: "burieds", Value: args.Burieds})
this.trigger(args.Uid, args.Burieds...)
return
}
// 激活数据采集点
func (this *Buried) ActiveCondition(uid string, condiIds ...int32) (err error) {
var (
conf *cfg.GameBuriedCondiData
bdatas *pb.DBBuried
model *buriedModel
bdata *pb.DBBuriedItem
ok bool
chanage bool
)
if model, err = this.modelBuried.getburiedModel(uid); err != nil {
return
}
this.Debug("激活埋点!", log.Field{Key: "condiIds", Value: condiIds})
lock, _ := this.modelBuried.userlock(uid)
err = lock.Lock()
if err != nil {
this.Error("埋点分布式锁失效 err!", log.Field{Key: "uid", Value: uid}, log.Field{Key: "err", Value: err.Error()})
return
}
defer lock.Unlock()
for _, v := range condiIds {
if v == 0 {
continue
}
if conf, err = this.configure.getburiedcondidata(v); err != nil {
return
}
if conf.Rtype != rtype2 { //非接取任务 不处理
continue
}
if bdatas == nil { //放在后面 可以减少网络io
if bdatas, err = model.getUserBurieds(uid); err != nil {
return
}
}
if bdata, ok = bdatas.Items[conf.Type]; ok {
ok = false
for _, v1 := range bdata.Condi {
if v1.Conid == v {
ok = true
v1.Value = 0
v1.Statistics = make([]string, 0)
v1.Timestamp = time.Now().Unix()
v1.State = pb.BuriedItemState_Activated
chanage = true
break
}
}
} else {
bdata = &pb.DBBuriedItem{
Btype: conf.Type,
Condi: make([]*pb.DBBuriedConItem, 0),
}
bdatas.Items[conf.Type] = bdata
}
if !ok {
bdata.Condi = append(bdata.Condi, &pb.DBBuriedConItem{
Conid: v,
State: pb.BuriedItemState_Activated,
Value: 0,
Statistics: make([]string, 0),
Finish: pb.BuriedItemFinishState_buried_unfinish,
Timestamp: time.Now().Unix(),
})
chanage = true
}
}
if chanage {
err = model.updateUserBurieds(uid, bdatas)
}
return
}
// 激活数据采集点
func (this *Buried) CheckCondition(uid string, condiIds ...int32) (condis []*pb.ConIProgress, err error) {
var (
model *buriedModel
bdatas *pb.DBBuried
conf *cfg.GameBuriedCondiData
bdata *pb.DBBuriedItem
ok bool
)
if model, err = this.modelBuried.getburiedModel(uid); err != nil {
return
}
if bdatas, err = model.getUserBurieds(uid); err != nil {
return
}
condis = make([]*pb.ConIProgress, 0)
for _, v := range condiIds {
if v == 0 {
continue
}
if conf, err = this.configure.getburiedcondidata(v); err != nil {
return
}
if bdata, ok = bdatas.Items[conf.Type]; ok {
ok = false
for _, v1 := range bdata.Condi {
if v1.Conid == v {
ok = true
//状态等于休眠
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
v1.Value = 0
v1.Finish = pb.BuriedItemFinishState_buried_unfinish
}
} else if conf.Ctype == ctype_weekly { //周常
if !utils.IsSameWeek(v1.Timestamp) { //不是同一周
v1.State = pb.BuriedItemState_Activated
v1.Value = 0
v1.Finish = pb.BuriedItemFinishState_buried_unfinish
}
}
condis = append(condis, &pb.ConIProgress{
Btype: conf.Type,
Conid: v1.Conid,
Value: v1.Value,
Target: conf.Value,
State: v1.Finish,
})
}
}
}
if !ok { //未找到 初始化一个
condis = append(condis, &pb.ConIProgress{
Btype: conf.Type,
Conid: v,
Value: 0,
Target: conf.Value,
State: pb.BuriedItemFinishState_buried_unfinish,
})
}
}
return
}
// 设置任务完成状态并校验
func (this *Buried) FinishConditionAndCheck(uid string, finishcondiIds []int32, condiIds ...int32) (condis []*pb.ConIProgress, err error) {
var (
model *buriedModel
bdatas *pb.DBBuried
bitem *pb.DBBuriedConItem
conf *cfg.GameBuriedCondiData
ok bool
chanage bool
bdata *pb.DBBuriedItem
)
if model, err = this.modelBuried.getburiedModel(uid); err != nil {
return
}
if bdatas, err = model.getUserBurieds(uid); err != nil {
return
}
this.Debug("完成埋点!", log.Field{Key: "finishcondiIds", Value: finishcondiIds})
lock, _ := this.modelBuried.userlock(uid)
err = lock.Lock()
if err != nil {
this.Error("埋点分布式锁失效 err!", log.Field{Key: "uid", Value: uid}, log.Field{Key: "err", Value: err.Error()})
return
}
defer lock.Unlock()
condis = make([]*pb.ConIProgress, 0)
for _, v := range finishcondiIds {
if v == 0 {
continue
}
if conf, err = this.configure.getburiedcondidata(v); err != nil {
return
}
if bdata, ok = bdatas.Items[conf.Type]; ok {
ok = false
for _, v1 := range bdata.Condi {
if v1.Conid == v {
ok = true
if v1.Finish != pb.BuriedItemFinishState_buried_finish {
if conf.Ctype == ctype_once { //完成后自动锁定
v1.State = pb.BuriedItemState_Freeze
} else if conf.Ctype == ctype_repeat {
v1.State = pb.BuriedItemState_Sleep
} else if conf.Ctype == ctype_daily {
v1.State = pb.BuriedItemState_Sleep
} else if conf.Ctype == ctype_weekly {
v1.State = pb.BuriedItemState_Sleep
}
v1.Value = conf.Value
v1.Finish = pb.BuriedItemFinishState_buried_finish
chanage = true
}
}
}
} else {
bdata = &pb.DBBuriedItem{
Btype: conf.Type,
Condi: make([]*pb.DBBuriedConItem, 0),
}
bdatas.Items[conf.Type] = bdata
}
if !ok { //未找到 初始化一个
bitem = &pb.DBBuriedConItem{
Conid: v,
State: pb.BuriedItemState_Activated,
Value: conf.Value,
Statistics: make([]string, 0),
Timestamp: time.Now().Unix(),
Finish: pb.BuriedItemFinishState_buried_finish,
}
if conf.Ctype == ctype_once { //完成后自动锁定
bitem.State = pb.BuriedItemState_Freeze
} else if conf.Ctype == ctype_repeat {
bitem.State = pb.BuriedItemState_Sleep
} else if conf.Ctype == ctype_daily {
bitem.State = pb.BuriedItemState_Sleep
} else if conf.Ctype == ctype_weekly {
bitem.State = pb.BuriedItemState_Sleep
}
bdata.Condi = append(bdata.Condi, bitem)
chanage = true
}
}
for _, v := range condiIds {
if v == 0 {
continue
}
if conf, err = this.configure.getburiedcondidata(v); err != nil {
return
}
if bdata, ok := bdatas.Items[conf.Type]; ok {
ok = false
for _, v1 := range bdata.Condi {
if v1.Conid == v {
ok = true
//状态等于休眠
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
v1.Value = 0
v1.Finish = pb.BuriedItemFinishState_buried_unfinish
}
} else if conf.Ctype == ctype_weekly { //周常
if !utils.IsSameWeek(v1.Timestamp) { //不是同一周
v1.State = pb.BuriedItemState_Activated
v1.Value = 0
v1.Finish = pb.BuriedItemFinishState_buried_unfinish
}
}
condis = append(condis, &pb.ConIProgress{
Btype: conf.Type,
Conid: v1.Conid,
Value: v1.Value,
Target: conf.Value,
State: v1.Finish,
})
}
}
if !ok { //未找到 初始化一个
condis = append(condis, &pb.ConIProgress{
Btype: conf.Type,
Conid: v,
Value: 0,
Target: conf.Value,
State: pb.BuriedItemFinishState_buried_unfinish,
})
}
} else { //未找到 初始化一个
condis = append(condis, &pb.ConIProgress{
Btype: conf.Type,
Conid: v,
Value: 0,
Target: conf.Value,
State: pb.BuriedItemFinishState_buried_unfinish,
})
}
}
if chanage {
if err = model.updateUserBurieds(uid, bdatas); err != nil {
this.Error("更新用户埋点数据错误!", log.Field{Key: "err", Value: err.Error()})
return
}
}
return
}
// 触发埋点
func (this *Buried) TriggerBuried(uid string, burieds ...*pb.BuriedParam) {
if db.IsCross() {
var (
stag string
err error
)
if stag, err = comm.UidToSTag(uid); err != nil {
this.Error("远程触发埋点错误!", log.Field{Key: "uid", Value: uid}, log.Field{Key: "err", Value: err.Error()})
return
}
if _, err = this.service.AcrossClusterRpcGo(
context.Background(),
stag,
comm.Service_Worker,
string(comm.Rpc_ModuleBuriedTrigger),
pb.Rpc_ModuleBuriedTriggerReq{
Uid: uid,
Burieds: burieds,
},
nil); err != nil {
this.Error("远程触发埋点错误!", log.Field{Key: "burieds", Value: burieds}, log.Field{Key: "err", Value: err.Error()})
return
}
} else {
this.trigger(uid, burieds...)
}
}
func (this *Buried) trigger(uid string, burieds ...*pb.BuriedParam) {
var (
pass map[*pb.BuriedParam][]*cfg.GameBuriedCondiData = make(map[*pb.BuriedParam][]*cfg.GameBuriedCondiData)
bconf *cfg.GameBuriedTypeData
bdatas *pb.DBBuried
bdata *pb.DBBuriedItem
bitem *pb.DBBuriedConItem
ok bool
change bool
changes []*pb.ConIProgress
notify map[string][]*pb.ConIProgress
module core.IModule
nmodule comm.IBuriedUpdateNotify
err error
)
this.Debug("触发埋点!", log.Field{Key: "burieds", Value: burieds})
lock, _ := this.modelBuried.userlock(uid)
err = lock.Lock()
if err != nil {
this.Error("埋点分布式锁失效 err!", log.Field{Key: "uid", Value: uid}, log.Field{Key: "err", Value: err.Error()})
return
}
defer lock.Unlock()
for _, buried := range burieds {
conds := this.configure.getCondiDatas(buried.TaskType)
if bconf, err = this.configure.getburiedtypedata(buried.TaskType); err != nil {
this.Error("未找到目标埋点类型配置", log.Field{Key: "type", Value: buried.TaskType})
continue
}
for _, cond := range conds {
if this.checkburied(buried, bconf, 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)
this.Debug("校验通过埋点条件!", log.Field{Key: "埋点id", Value: buried.TaskType}, log.Field{Key: "条件id", Value: cond.Id})
}
}
}
if len(pass) > 0 {
if bdatas, err = this.modelBuried.getUserBurieds(uid); err != nil {
return
}
}
notify = make(map[string][]*pb.ConIProgress)
changes = make([]*pb.ConIProgress, 0)
//处理校验通过埋点数据
for buried, conds := range pass {
this.Debug("更新埋点数据", log.Field{Key: "埋点类型", Value: buried.TaskType})
if bconf, err = this.configure.getburiedtypedata(buried.TaskType); err != nil {
this.Error("未找到目标埋点类型配置", log.Field{Key: "type", Value: buried.TaskType})
continue
}
if bdata, ok = bdatas.Items[int32(buried.TaskType)]; !ok {
bdatas.Items[int32(buried.TaskType)] = &pb.DBBuriedItem{
Btype: int32(buried.TaskType),
Condi: make([]*pb.DBBuriedConItem, 0),
}
bdata = bdatas.Items[int32(buried.TaskType)]
}
for _, cond := range conds {
this.Debug("更新埋点数据", log.Field{Key: "埋点类型", Value: buried.TaskType}, log.Field{Key: "条件类型", Value: cond.Id})
autoActivated := false
if cond.Rtype == rtype1 { //创号后入录
autoActivated = true
} 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
autoActivated = false
} else {
this.Error("未知的任务类型", log.Field{Key: "埋点类型", Value: buried.TaskType}, log.Field{Key: "条件Id", Value: cond.Id}, log.Field{Key: "条件类型", Value: cond.Rtype})
continue
}
if change, bitem, err = this.updateAndCheckBuried(bconf, bdata, buried, cond, autoActivated); change {
cp := &pb.ConIProgress{
Btype: bdata.Btype,
Conid: cond.Id,
Value: bitem.Value,
Target: cond.Value,
State: bitem.Finish,
}
changes = append(changes, cp)
if len(cond.Notify) > 0 {
for _, mname := range cond.Notify {
if _, ok = notify[mname]; !ok {
notify[mname] = make([]*pb.ConIProgress, 0)
}
notify[mname] = append(notify[mname], cp)
}
}
}
}
}
if len(changes) > 0 { //同步数据
if err = this.modelBuried.updateUserBurieds(uid, bdatas); err != nil {
this.Error("更新用户埋点数据错误!", log.Field{Key: "err", Value: err.Error()})
return
}
}
if len(notify) > 0 {
for k, v := range notify {
if module, err = this.service.GetModule(core.M_Modules(k)); err != nil {
this.Error("通知条件变化异常 目标模块未找到!", log.Field{Key: "module", Value: k}, log.Field{Key: "err", Value: err.Error()})
continue
}
if nmodule, ok = module.(comm.IBuriedUpdateNotify); !ok {
this.Error("通知条件变化异常 目标模块未实现 IBuriedUpdateNotify 接口 !", log.Field{Key: "module", Value: k})
continue
}
//异步通知指定模块
go nmodule.BuriedsNotify(uid, v)
}
}
//通知事件
if len(changes) > 0 {
this.Debug("条件变化通知", log.Field{Key: "ConIds", Value: changes})
event.TriggerEvent(comm.EventBuriedComplete, uid, changes)
}
}
// 更新并校验完成
func (this *Buried) updateAndCheckBuried(bconf *cfg.GameBuriedTypeData, bdata *pb.DBBuriedItem, collec *pb.BuriedParam, cond *cfg.GameBuriedCondiData, autoActivated bool) (chanage bool, bitem *pb.DBBuriedConItem, err error) {
var (
ok bool
)
for _, v := range bdata.Condi {
if v.Conid == cond.Id {
bitem = v
ok = true
break
}
}
if !ok {
if autoActivated { //自动激活
bitem = &pb.DBBuriedConItem{
Conid: cond.Id,
State: pb.BuriedItemState_Activated,
Value: 0,
Statistics: make([]string, 0),
Timestamp: time.Now().Unix(),
}
bdata.Condi = append(bdata.Condi, bitem)
} else {
this.Debug("任务需激活才可写入!", log.Field{Key: "埋点Id", Value: bdata.Btype}, log.Field{Key: "条件Id", Value: cond.Id})
return
}
}
if bitem.State == pb.BuriedItemState_Inactivated || bitem.State == pb.BuriedItemState_Freeze { //未激活和冻结 不在处理
this.Debug("检测到任务状态不可写入!", log.Field{Key: "埋点Id", Value: bdata.Btype}, log.Field{Key: "条件Id", Value: bitem.Conid}, log.Field{Key: "State", Value: bitem.State})
return
}
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
}
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
bitem.Finish = pb.BuriedItemFinishState_buried_unfinish
}
} else if cond.Ctype == ctype_weekly { //周常
if !utils.IsSameWeek(bitem.Timestamp) { //不是同一周
bitem.State = pb.BuriedItemState_Activated
bitem.Value = 0
bitem.Finish = pb.BuriedItemFinishState_buried_unfinish
}
}
//非激活状态不写入输出
if bitem.State != pb.BuriedItemState_Activated {
return
}
switch bconf.Insert { //数据接入方式
case overlay: //累加数据
bitem.Value += collec.Value
chanage = true
case cover:
if bitem.Value != collec.Value {
chanage = true
}
bitem.Value = collec.Value
case statistics:
ok = true
for _, v := range bitem.Statistics {
if v == collec.Statistics { //已统计过
ok = false
}
}
if ok {
bitem.Statistics = append(bitem.Statistics, collec.Statistics)
bitem.Value = int32(len(bitem.Statistics))
chanage = true
}
default:
err = fmt.Errorf("未知的埋点数据处理类型:%d", bconf.Insert)
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
bitem.State = pb.BuriedItemState_Freeze
} else if cond.Ctype == ctype_repeat {
bitem.State = pb.BuriedItemState_Sleep
} else if cond.Ctype == ctype_daily {
bitem.State = pb.BuriedItemState_Sleep
} else if cond.Ctype == ctype_weekly {
bitem.State = pb.BuriedItemState_Sleep
}
} 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})
}
return
}
// 判断埋点数据的有效性
func (this *Buried) checkburied(buried *pb.BuriedParam, bconf *cfg.GameBuriedTypeData, conf *cfg.GameBuriedCondiData) (efficient bool) {
if !(len(buried.Filter) == len(conf.Filter) && len(bconf.Filter) == len(conf.Filter)) {
this.Error("校验埋点错误!", log.Field{Key: "buried", Value: buried}, log.Field{Key: "conf", Value: conf})
return
}
for i, v := range conf.Filter {
efficient = false
value := buried.Filter[i]
symbol := bconf.Filter[i]
target := conf.Filter[i]
switch symbol {
case eq: //==
if value == target {
efficient = true
}
case gt: //>
if value > target {
efficient = true
}
case gte: //>=
if value >= target {
efficient = true
}
case lt: //<
if value < target {
efficient = true
}
case lte: //<=
if value <= target {
efficient = true
}
case ne: //!=
if value != target {
efficient = true
}
default:
this.Error("校验埋点配置错误!", log.Field{Key: "不存在的比较符号", Value: v}, log.Field{Key: "buried", Value: buried}, log.Field{Key: "conf", Value: conf})
return
}
if !efficient { //校验不过
this.Debug("校验不通!", log.Field{Key: "埋点id", Value: buried.TaskType}, log.Field{Key: "条件id", Value: conf.Id}, log.Field{Key: "判断公式", Value: fmt.Sprintf("%d %s %d", value, symbol, target)})
return
}
}
efficient = true
return
}