437 lines
13 KiB
Go
437 lines
13 KiB
Go
package buried
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import (
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"context"
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"fmt"
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"go_dreamfactory/comm"
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"go_dreamfactory/lego/base"
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"go_dreamfactory/lego/core"
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"go_dreamfactory/lego/sys/event"
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"go_dreamfactory/lego/sys/log"
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"go_dreamfactory/modules"
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"go_dreamfactory/pb"
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cfg "go_dreamfactory/sys/configure/structs"
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"go_dreamfactory/sys/db"
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"time"
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)
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/*
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模块名:用户埋点完成条件触发系统
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模块描述:用户埋点数据中心管理模块
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开发人员:李伟
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*/
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const moduleName = "埋点统计中心"
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type Buried struct {
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modules.ModuleBase
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service base.IRPCXService
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configure *configureComp
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modelBuried *modelBuried
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}
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func NewModule() core.IModule {
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return &Buried{}
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}
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func (this *Buried) GetType() core.M_Modules {
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return comm.ModuleBuried
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}
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func (this *Buried) Init(service core.IService, module core.IModule, options core.IModuleOptions) (err error) {
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err = this.ModuleBase.Init(service, module, options)
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this.service = service.(base.IRPCXService)
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return
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}
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func (this *Buried) Start() (err error) {
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err = this.ModuleBase.Start()
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this.service.RegisterFunctionName(string(comm.Rpc_ModuleBuriedTrigger), this.Rpc_ModuleBuriedTrigger)
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return
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}
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//装备组件
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func (this *Buried) OnInstallComp() {
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this.ModuleBase.OnInstallComp()
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this.configure = this.RegisterComp(new(configureComp)).(*configureComp)
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this.modelBuried = this.RegisterComp(new(modelBuried)).(*modelBuried)
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}
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// 跨服埋点触发
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func (this *Buried) Rpc_ModuleBuriedTrigger(ctx context.Context, args *pb.Rpc_ModuleBuriedTriggerReq, reply *pb.Rpc_ModuleBuriedTriggerResp) (err error) {
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this.Debug("跨服埋点触发!", log.Field{Key: "uid", Value: args.Uid}, log.Field{Key: "burieds", Value: args.Burieds})
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this.trigger(args.Uid, args.Burieds...)
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return
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}
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//激活数据采集点
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func (this *Buried) ActiveCondition(uid string, condiIds ...int32) (err error) {
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var (
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conf *cfg.GameBuriedCondiData
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bdatas *pb.DBBuried
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chanage bool
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)
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if bdatas, err = this.modelBuried.getUserBurieds(uid); err != nil {
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return
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}
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for _, v := range condiIds {
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if conf, err = this.configure.getburiedcondidata(v); err != nil {
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return
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}
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if bdata, ok := bdatas.Items[conf.Type]; ok {
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if conf.Rtype == rtype2 {
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ok = false
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for _, v1 := range bdata.Condi {
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if v1.Conid == v {
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ok = true
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v1.Value = 0
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v1.Statistics = make([]string, 0)
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v1.Timestamp = time.Now().Unix()
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v1.State = pb.BuriedItemState_Activated
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break
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}
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}
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if !ok {
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bdata.Condi = append(bdata.Condi, &pb.DBBuriedConItem{
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Conid: v,
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State: pb.BuriedItemState_Activated,
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Value: 0,
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Statistics: make([]string, 0),
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Timestamp: time.Now().Unix(),
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})
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}
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chanage = true
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}
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}
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}
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if chanage {
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err = this.modelBuried.updateUserBurieds(uid, bdatas)
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}
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return
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}
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//激活数据采集点
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func (this *Buried) CheckCondition(uid string, condiIds ...int32) (complete []int32, incomplete []*pb.ConIProgress, err error) {
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var (
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bdatas *pb.DBBuried
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conf *cfg.GameBuriedCondiData
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)
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if bdatas, err = this.modelBuried.getUserBurieds(uid); err != nil {
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return
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}
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complete = make([]int32, 0)
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incomplete = make([]*pb.ConIProgress, 0)
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for _, v := range condiIds {
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if conf, err = this.configure.getburiedcondidata(v); err != nil {
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return
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}
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if bdata, ok := bdatas.Items[conf.Type]; ok {
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for _, v1 := range bdata.Condi {
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if v1.Conid == v {
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if v1.Value < conf.Value {
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incomplete = append(incomplete, &pb.ConIProgress{
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Btype: conf.Type,
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Conid: v1.Conid,
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Value: v1.Value,
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Target: conf.Value,
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})
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} else {
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complete = append(complete, v)
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}
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}
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}
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}
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}
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return
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}
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//校验同时激活
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// func (this *Buried) CheckAndActiveCondition(uid string, condiIds ...int32) (condIds []int32, err error) {
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// var (
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// bdatas *pb.DBBuried
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// conf *cfg.GameBuriedCondiData
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// chanage bool //变化埋点
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// )
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// if bdatas, err = this.modelBuried.getUserBurieds(uid); err != nil {
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// return
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// }
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// condIds = make([]int32, 0)
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// for _, v := range condiIds {
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// if conf, err = this.configure.getburiedcondidata(v); err != nil {
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// return
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// }
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// if bdata, ok := bdatas.Items[conf.Type]; ok {
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// ok = false
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// for _, v1 := range bdata.Condi {
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// if v1.Conid == v {
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// ok = true
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// if v1.Value >= conf.Value {
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// condIds = append(condIds, v)
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// }
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// if conf.Rtype == rtype2 {
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// chanage = true
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// v1.Value = 0
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// v1.Statistics = make([]string, 0)
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// v1.Timestamp = time.Now().Unix()
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// v1.State = pb.BuriedItemState_Activated
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// }
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// }
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// }
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// if conf.Rtype == rtype2 {
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// chanage = true
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// if !ok {
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// bdata.Condi = append(bdata.Condi, &pb.DBBuriedConItem{
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// Conid: v,
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// State: pb.BuriedItemState_Activated,
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// Value: 0,
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// Statistics: make([]string, 0),
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// Timestamp: time.Now().Unix(),
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// })
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// }
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// }
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// }
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// }
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// if chanage {
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// err = this.modelBuried.updateUserBurieds(uid, bdatas)
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// }
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// return
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// }
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//触发埋点
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func (this *Buried) TriggerBuried(uid string, burieds ...*pb.BuriedParam) {
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if db.IsCross() {
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var (
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stag string
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err error
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)
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if stag, err = comm.UidToSTag(uid); err != nil {
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this.Error("远程触发埋点错误!", log.Field{Key: "uid", Value: uid}, log.Field{Key: "err", Value: err.Error()})
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return
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}
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if _, err = this.service.AcrossClusterRpcGo(
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context.Background(),
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stag,
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comm.Service_Worker,
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string(comm.Rpc_ModuleBuriedTrigger),
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pb.Rpc_ModuleBuriedTriggerReq{
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Uid: uid,
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Burieds: burieds,
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},
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nil); err != nil {
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this.Error("远程触发埋点错误!", log.Field{Key: "burieds", Value: burieds}, log.Field{Key: "err", Value: err.Error()})
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return
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}
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} else {
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this.trigger(uid, burieds...)
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}
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}
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func (this *Buried) trigger(uid string, burieds ...*pb.BuriedParam) {
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var (
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pass map[*pb.BuriedParam][]*cfg.GameBuriedCondiData = make(map[*pb.BuriedParam][]*cfg.GameBuriedCondiData)
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bconf *cfg.GameBuriedTypeData
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bdatas *pb.DBBuried
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bdata *pb.DBBuriedItem
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ok bool
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complete bool
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change bool
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completeConIds []int32 //完成id列表
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err error
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)
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this.Debug("触发埋点!", log.Field{Key: "burieds", Value: burieds})
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lock, _ := this.modelBuried.userlock(uid)
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err = lock.Lock()
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if err != nil {
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this.Error("埋点分布式锁失效 err!", log.Field{Key: "uid", Value: uid}, log.Field{Key: "err", Value: err.Error()})
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return
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}
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defer lock.Unlock()
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for _, buried := range burieds {
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conds := this.configure.getCondiDatas(buried.TaskType)
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if bconf, err = this.configure.getburiedtypedata(buried.TaskType); err != nil {
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this.Error("未找到目标埋点类型配置", log.Field{Key: "type", Value: buried.TaskType})
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continue
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}
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for _, cond := range conds {
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if this.checkburied(buried, bconf, cond) { //判断此埋点数据是否有效
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if _, ok := pass[buried]; !ok {
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pass[buried] = make([]*cfg.GameBuriedCondiData, 0)
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}
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pass[buried] = append(pass[buried], cond)
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log.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})
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}
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}
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}
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if len(pass) > 0 {
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if bdatas, err = this.modelBuried.getUserBurieds(uid); err != nil {
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return
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}
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}
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completeConIds = make([]int32, 0)
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//处理校验通过埋点数据
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for buried, conds := range pass {
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this.Debug("更新埋点数据", log.Field{Key: "埋点类型", Value: buried.TaskType})
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if bconf, err = this.configure.getburiedtypedata(buried.TaskType); err != nil {
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this.Error("未找到目标埋点类型配置", log.Field{Key: "type", Value: buried.TaskType})
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continue
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}
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if bdata, ok = bdatas.Items[int32(buried.TaskType)]; !ok {
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bdatas.Items[int32(buried.TaskType)] = &pb.DBBuriedItem{
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Btype: int32(buried.TaskType),
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Condi: make([]*pb.DBBuriedConItem, 0),
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}
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bdata = bdatas.Items[int32(buried.TaskType)]
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}
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for _, cond := range conds {
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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})
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if cond.Rtype == rtype1 { //创号后入录
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if complete, err = this.updateAndCheckBuried(bconf, bdata, buried, cond, true); complete {
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completeConIds = append(completeConIds, cond.Id)
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}
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} 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
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if complete, err = this.updateAndCheckBuried(bconf, bdata, buried, cond, false); complete {
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completeConIds = append(completeConIds, cond.Id)
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}
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} else {
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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})
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}
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}
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change = true
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}
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if change { //同步数据
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if err = this.modelBuried.updateUserBurieds(uid, bdatas); err != nil {
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this.Error("更新用户埋点数据错误!", log.Field{Key: "err", Value: err.Error()})
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return
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}
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}
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//通知事件
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if len(completeConIds) > 0 {
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this.Debug("条件达成通知", log.Field{Key: "ConIds", Value: completeConIds})
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event.TriggerEvent(comm.EventBuriedComplete, uid, completeConIds)
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}
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}
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//更新并校验完成
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func (this *Buried) updateAndCheckBuried(bconf *cfg.GameBuriedTypeData, bdata *pb.DBBuriedItem, collec *pb.BuriedParam, cond *cfg.GameBuriedCondiData, autoActivated bool) (complete bool, err error) {
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var (
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ok bool
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bitem *pb.DBBuriedConItem
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)
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for _, v := range bdata.Condi {
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if v.Conid == cond.Id {
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bitem = v
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ok = true
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break
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}
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}
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if !ok {
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if autoActivated { //自动激活
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bitem = &pb.DBBuriedConItem{
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Conid: cond.Id,
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State: pb.BuriedItemState_Activated,
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Value: 0,
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Statistics: make([]string, 0),
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Timestamp: time.Now().Unix(),
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}
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bdata.Condi = append(bdata.Condi, bitem)
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} else {
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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})
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return
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}
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}
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if bitem.State == pb.BuriedItemState_Inactivated || bitem.State == pb.BuriedItemState_Freeze { //未激活和冻结 不在处理
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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})
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return
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}
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switch bconf.Insert { //数据接入方式
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case overlay: //累加数据
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bitem.Value += collec.Value
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case cover:
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bitem.Value = collec.Value
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case statistics:
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ok = true
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for _, v := range bitem.Statistics {
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if v == collec.Statistics { //已统计过
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ok = false
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}
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}
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if ok {
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bitem.Statistics = append(bitem.Statistics, "")
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bitem.Value = int32(len(bitem.Statistics))
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}
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default:
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err = fmt.Errorf("未知的埋点数据处理类型:%d", bconf.Insert)
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this.Error("未知的埋点数据处理类型!", log.Field{Key: "Insert", Value: bconf.Insert})
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return
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}
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if bitem.Value >= cond.Value { //完成进度
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complete = true
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} else {
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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})
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}
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return
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}
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//判断埋点数据的有效性
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func (this *Buried) checkburied(buried *pb.BuriedParam, bconf *cfg.GameBuriedTypeData, conf *cfg.GameBuriedCondiData) (efficient bool) {
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if !(len(buried.Filter) == len(conf.Filter) && len(bconf.Filter) == len(conf.Filter)) {
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this.Error("校验埋点错误!", log.Field{Key: "buried", Value: buried}, log.Field{Key: "conf", Value: conf})
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return
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}
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for i, v := range conf.Filter {
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efficient = false
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value := buried.Filter[i]
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symbol := bconf.Filter[i]
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target := conf.Filter[i]
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switch symbol {
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case eq: //==
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if value == target {
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efficient = true
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}
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case gt: //>
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if value > target {
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efficient = true
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}
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case gte: //>=
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if value >= target {
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efficient = true
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}
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case lt: //<
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if value < target {
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efficient = true
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}
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case lte: //<=
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if value <= target {
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efficient = true
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}
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case ne: //!=
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if value != target {
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efficient = true
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}
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default:
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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})
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return
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}
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if !efficient { //校验不过
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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)})
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return
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}
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}
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efficient = true
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return
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}
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