RoleAction.lua
15.6 KB
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local ipairs = ipairs
local table = table
local math = math
local next = next
local string = string
local redisproxy = redisproxy
local MsgPack = MsgPack
local getRandomName = getRandomName
local mcast_util = mcast_util
local string_format = string.format
local tonumber = tonumber
local require = require
local table_insert = table.insert
local tconcat = table.concat
local httpc = require("http.httpc")
local WAVE_HERO_NUMS = 150
local WAVE_RUNE_NUMS = 150
local function validName(name)
name = string.upper(name)
local exist = redisproxy:exists(string_format("user:%s", name))
if exist then return "existed" end
local SERV = string_format("NAMED%d", math.random(1, 5))
local legal = skynet.call(SERV, "lua", "check", name)
return legal and "ok" or "illegal"
end
-- 随机玩家名
local function randomRoleName()
-- 过滤已经存在的名字
local name
repeat
name = getRandomName()
until validName(name) == "ok"
return name
end
local function setRoleName(uid, roleId)
local result
local name
local dbName
repeat
name = randomRoleName()
dbName = string.upper(name)
result = redisproxy:setnx(string_format("user:%s", dbName), roleId)
until result == 1
redisproxy:set(string_format("uid:%s", uid), dbName)
return name
end
local _M = {}
function _M.loginRpc( agent, data )
local msg = MsgPack.unpack(data)
local response = {}
-- if msg.version ~= globalCsv.version then
-- response.result = "UPDATE_TIP"
-- SendPacket(actionCodes.Role_loginRpc, MsgPack.pack(response))
-- return true
-- end
-- 1.
local roleId = redisproxy:get(string_format("user:%s", string.upper(msg.name)))
if not roleId then
response.result = "NOT_EXIST"
SendPacket(actionCodes.Role_loginRpc, MsgPack.pack(response))
return true
end
roleId = tonumber(roleId)
--维护不能登录
local maintain = tonumber(redisproxy:hget("autoincrement_set", "maintain"))
if maintain and maintain > 0 then
if tonumber(redisproxy:hget(string_format("role:%d", roleId), "ignoreMt")) ~= 1 then
response.result = "MAINTAIN_TIP"
SendPacket(actionCodes.Role_loginRpc, MsgPack.pack(response))
return true
end
end
local now = skynet.timex()
local role = agent.role
-- 2
if not role then
local roleKey = string_format("role:%d", roleId)
if not redisproxy:exists(roleKey) then
response.result = "DB_ERROR"
SendPacket(actionCodes.Role_loginRpc, MsgPack.pack(response))
return true
end
-- 2a
role = require("models.Role").new({key = roleKey})
role:load()
role:loadAll()
else
role:reloadWhenLogin()
end
if not msg.isGMlogin then
local banTime = role:getProperty("banTime")
if banTime > now then
response.result = "BAN_TIP"
response.banTime = banTime
response.banType = role:getProperty("banType")
response.roleId = roleId
SendPacket(actionCodes.Role_loginRpc, MsgPack.pack(response))
return true
end
if banTime ~= 0 then
-- 清除封号状态
role:setBan(0)
end
end
SERV_OPEN = redisproxy:hget("autoincrement_set", "server_start")
role:changeStructVersion() -- 数据结构 版本更新
role:advEndlessSeasonCheck() -- 冒险赛季更新检查
-- 跨天登陆事件
role:onCrossDay(now)
role:onResetRank(now)
role:setProperty("ltime", now)
for _, name in ipairs({"dailyData", "dinerData"}) do
response[name] = role[name]:data()
end
response.role = role:data()
response.result = "SUCCESS"
response.serverTime = now
local modules = {}
local heroIds = {}
for heroId, _ in pairs(role.heros) do
table.insert(heroIds, heroId)
end
local heroWave = math.ceil(#heroIds / WAVE_HERO_NUMS)
if #heroIds <= 50 then
heroWave = 0
table_insert(modules, "heros")
end
local runeIds = {}
for id ,_ in pairs(role.runeBag) do
table.insert(runeIds, id)
end
local runeWave = math.ceil(#runeIds / WAVE_RUNE_NUMS)
if #runeIds <= 50 then
runeWave = 0
table_insert(modules, "runeBag")
end
for _, name in ipairs(modules) do
response[name] = {}
for id, unit in pairs(role[name]) do
response[name][id] = unit:data()
end
end
response.wave = 1 + heroWave + runeWave
SendPacket(actionCodes.Role_loginRpc, MsgPack.pack(response))
local curWave = 1
local runeIndex = 1
for index = curWave + 1, curWave + runeWave do
local runeResponse = {runeBag = {}}
for i = runeIndex, runeIndex + WAVE_RUNE_NUMS do
local runeId = runeIds[i]
if not runeId then
break
end
local rune = role.runeBag[runeId]
table.insert(runeResponse.runeBag, rune:data())
runeIndex = runeIndex + 1
end
runeResponse.runeWave = index
SendPacket(actionCodes.Role_loginRpc, MsgPack.pack(runeResponse))
end
curWave = curWave + runeWave
local heroIndex = 1
for index = curWave + 1, curWave + heroWave do
local heroResponse = {heros = {}}
for i = heroIndex, heroIndex + WAVE_HERO_NUMS do
local heroId = heroIds[i]
if not heroId then
break
end
local hero = role.heros[heroId]
table_insert(heroResponse.heros, hero:data())
heroIndex = heroIndex + 1
end
heroResponse.heroWave = index
SendPacket(actionCodes.Role_loginRpc, MsgPack.pack(heroResponse))
end
curWave = curWave + heroWave
-- role:log("login", { ip = agent.ip, diamond = role:getProperty("diamond"), reDiamond = role:getProperty("reDiamond")})
datacenter.set("agent", roleId, {
serv = skynet.self(),
fd = agent.client_fd,
gate_serv = agent.gate_serv,
})
agent.role = role
start_agent_timer()
-- 注册全服广播
local channel = math.randomInt(1, 1)
local w_channel = datacenter.get( ("MC_W_CHANNEL" .. channel) )
if w_channel then
mcast_util.sub_world(w_channel)
end
return true
end
function _M.createRpc(agent, data)
local msg = MsgPack.unpack(data)
local response = {}
-- 再次检查uid
local uid = tostring(msg.uid)
local user = redisproxy:get(string_format("uid:%s", uid))
if user then
response.result = "SUCCESS"
response.roleName = user
SendPacket(actionCodes.Role_createRpc, MsgPack.pack(response))
return true
end
local roleId = getNextRoleId()
if not roleId then
response.result = "DB_FULL"
SendPacket(actionCodes.Role_createRpc, MsgPack.pack(response))
return true
end
local roleName = setRoleName(msg.uid, roleId)
local newRole = require("models.Role").new({
key = string_format("role:%d", roleId),
id = roleId,
uid = tostring(msg.uid),
subId = msg.subId or 0,
name = roleName,
uname = msg.uname or "",
device = tostring(msg.device)
})
if newRole:create() then
--更新USER表
response.result = "SUCCESS"
response.roleId = roleId
response.roleName = string.upper(roleName)
else
response.result = "DB_ERROR"
SendPacket(actionCodes.Role_createRpc, MsgPack.pack(response))
return true
end
-- 欢迎邮件
-- redisproxy:insertEmail({roleId = roleId, emailId = 1})
-- redisproxy:insertEmail({roleId = roleId, emailId = 2})
newRole:log("create", { ip = agent.ip, ucode = ucode})
SendPacket(actionCodes.Role_createRpc, MsgPack.pack(response))
return true
end
function _M.syncTimeRpc(agent, data)
SendPacket(actionCodes.Role_syncTimeRpc, MsgPack.pack({nowTime = skynet.timex()}))
return true
end
function _M.saleItemRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local backs = msg.backs
if not backs then return end
local reward = {}
local fragCount = 0
for itemId, count in pairs(backs) do
if math.illegalNum(count, 1, role:getItemCount(itemId)) then return end
local itemData = csvdb["itemCsv"][itemId]
if itemData.sell_effect == "" then return end
if itemData.type == ItemType.HeroFragment or itemData.type == ItemType.HeroFCommon then
fragCount = fragCount + count
end
local sellEffect = itemData.sell_effect:toArray(true, "=")
reward[sellEffect[1]] = (reward[sellEffect[1]] or 0) + sellEffect[2] * count
end
role:costItems(backs)
local reward = role:award(reward)
role:checkTaskEnter("DecoFrag", {count = fragCount})
SendPacket(actionCodes.Role_saleItemRpc, MsgPack.pack({reward = reward}))
return true
end
function _M.openItemRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local itemId = msg.itemId
local count = msg.count
if math.illegalNum(count, 1, role:getItemCount(itemId)) then return end
local itemData = csvdb["itemCsv"][itemId]
if itemData.use_type ~= 2 then return end
local randomData = csvdb["item_randomCsv"][tonumber(itemData.use_effect)]
if not randomData or randomData.openTime > 0 then return end
local reward = randomData.gift:toNumMap()
for _id, _count in pairs(reward) do
reward[_id] = _count * count
end
if randomData.random_num > 0 and randomData.random_gift ~= "" then
for i = 1, count do
local pool = {}
for _, temp in ipairs(randomData.random_gift:toArray()) do
table.insert(pool, temp:toArray(true, "="))
end
local needCount = math.min(#pool, randomData.random_num)
for j = 1, needCount do
local idx = math.randWeight(pool, 3)
reward[pool[idx][1]] = (reward[pool[idx][1]] or 0) + pool[idx][2]
table.remove(pool, idx)
end
end
end
role:costItems({[itemId] = count})
reward = role:award(reward)
SendPacket(actionCodes.Role_openItemRpc, MsgPack.pack({reward = reward}))
return true
end
function _M.openTimeBoxRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local oper = msg.oper -- 操作 1 - 3
local slot = msg.slot -- 位置 1 - 6
if math.illegalNum(slot, 1, globalCsv.box_timeOpen_maxNum) then return end
local boxL = role:getProperty("boxL")
local reward
if oper == 1 then -- 打开
local itemId = msg.itemId
if role:getItemCount(itemId) < 1 then return end
local itemData = csvdb["itemCsv"][itemId]
local randomData = csvdb["item_randomCsv"][tonumber(itemData.use_effect)]
if not randomData or randomData.openTime <= 0 then return end
if boxL[slot] then return end
role:costItems({[itemId] = 1})
boxL[slot] = {id = itemId, time = skynet.timex() + randomData.openTime}
elseif oper == 2 then -- 上宝石
local gemId = msg.gem or 0
if not boxL[slot] then return end
if boxL[slot].gem or boxL[slot].time <= skynet.timex() then return end
local itemData = csvdb["itemCsv"][boxL[slot].id]
local randomData = csvdb["item_randomCsv"][tonumber(itemData.use_effect)]
local num = randomData[gemId .. "_gem_num"]
if not num then return end
if not role:checkItemEnough({[gemId] = 1}) then return end
role:costItems({[gemId] = 1})
boxL[slot].gem = gemId
elseif oper == 3 then -- 领取
local quick = msg.quick
if not boxL[slot] then return end
if boxL[slot].time > skynet.timex() then -- 没开完
if not quick then return end
local cost_pre = globalCsv.box_timeOpen_diamond:toArray(true, "=")
local costD = math.ceil((boxL[slot].time - skynet.timex()) / (cost_pre[1] * 60)) * cost_pre[2]
if not role:checkItemEnough({[ItemId.Diamond] = costD}) then return end
role:costItems({[ItemId.Diamond] = costD})
end
local itemData = csvdb["itemCsv"][boxL[slot].id]
local randomData = csvdb["item_randomCsv"][tonumber(itemData.use_effect)]
reward = randomData.gift:toNumMap() -- 固定奖励
-- 随机奖励
local randomGift = randomData.random_gift
local randomNum = randomData.random_num
if boxL[slot].gem then
randomNum = randomData[boxL[slot].gem .. "_gem_num"]
randomGift = randomData[boxL[slot].gem .. "_gem_gift"]
end
if randomNum > 0 and randomGift and randomGift ~= "" then
local pool = {}
for _, temp in ipairs(randomGift:toArray()) do
table.insert(pool, temp:toArray(true, "="))
end
local needCount = math.min(#pool, randomNum)
for j = 1, needCount do
local idx = math.randWeight(pool, 3)
reward[pool[idx][1]] = (reward[pool[idx][1]] or 0) + pool[idx][2]
table.remove(pool, idx)
end
end
boxL[slot] = nil
reward = role:award(reward)
role:checkTaskEnter("OpenBox")
else
return
end
role:setProperty("boxL") --刷新
role:changeUpdates({{type = "boxL", field = slot, value = boxL[slot], isOnlyToC = true}}) -- 通知客户端
SendPacket(actionCodes.Role_openTimeBoxRpc, MsgPack.pack({reward = reward}))
return true
end
function _M.storyBookRewardRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local storyId = msg.id
local storyBookData = csvdb["story_bookCsv"][storyId]
if not storyBookData then return end
local storyStatus = role:getProperty("storyB")
if not storyStatus[storyId] or not storyStatus[storyId].s or storyStatus[storyId].s ~= 1 then
return
end
-- 获取奖励
storyStatus[storyId].s = -1
role:changeUpdates({{ type = "storyB", field = storyId, value = storyStatus[storyId] }})
local reward = role:award(storyBookData.gift)
SendPacket(actionCodes.Role_storyBookRewardRpc, MsgPack.pack({reward = reward}))
return true
end
function _M.unLockStoryBookRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local storyId = msg.id
local storyBookData = csvdb["story_bookCsv"][storyId]
if not storyBookData or storyBookData.lockItem == "" then return end -- 不能解锁
local storyStatus = role:getProperty("storyB")
if storyStatus[storyId] and storyStatus[storyId].s then return end --不需要解锁
local cost = storyBookData.lockItem:toNumMap()
if not cost or not next(cost) then return end
if not role:checkItemEnough(cost) then return end -- 消耗品不足
role:costItems(cost)
-- 解锁
storyStatus[storyId] = storyStatus[storyId] or {}
table.clear(storyStatus[storyId])
storyStatus[storyId].s = 1
role:changeUpdates({{ type = "storyB", field = storyId, value = storyStatus[storyId] }})
SendPacket(actionCodes.Role_unLockStoryBookRpc, '')
return true
end
function _M.taskRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local taskType = msg.type -- 1 日常 2 周长
local taskId = msg.id --任务id
local roleField = {"dTask", "wTask"}
if not roleField[taskType] then return 1 end
local taskData = csvdb["task_loopCsv"][taskType][taskId]
if not taskData then return 2 end
local taskStatus = role:getProperty(roleField[taskType])
local tStatus = taskStatus["t"] or {}
if (tStatus[taskId] or 0) < taskData.condition1 then
return 3
end
local reward = role:award(taskData.reward)
local active = (taskStatus["a"] or 0) + taskData.active
role:changeUpdates({
{ type = roleField[taskType], field = {"t", taskId}, value = -1 },
{ type = roleField[taskType], field = "a", value = active}
})
SendPacket(actionCodes.Role_taskRpc, MsgPack.pack({reward = reward}))
return true
end
function _M.taskActiveRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local taskType = msg.type -- 1 日常 2 周长
local taskId = msg.id --任务id
local roleField = {"dTask", "wTask"}
if not roleField[taskType] then return end
local taskData = csvdb["task_activeCsv"][taskType][taskId]
if not taskData then return end
local taskStatus = role:getProperty(roleField[taskType])
local tStatus = taskStatus["at"] or {}
if tStatus[taskId] == -1 or (taskStatus["a"] or 0) < taskData.active then
return
end
local reward = role:award(taskData.reward)
role:changeUpdates({
{ type = roleField[taskType], field = {"at", taskId}, value = -1 }
})
SendPacket(actionCodes.Role_taskActiveRpc, MsgPack.pack({reward = reward}))
return true
end
function _M.achiveRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local taskId = msg.id --任务id
local achiveTask = csvdb["achievementCsv"][taskId]
if not achiveTask then return end
local achiveT = role:getProperty("achiveT")
local achiveV = role:getProperty("achiveV")
if achiveV[taskId] then return end
local curStatus = achiveT[achiveTask.type] or 0
local maxc = achiveTask.condition1
if maxc > curStatus then
return
end
local reward = role:award(achiveTask.reward)
role:changeUpdates({
{ type = "achiveV", field = taskId, value = skynet.timex() }
})
SendPacket(actionCodes.Role_achiveRpc, MsgPack.pack({reward = reward}))
return true
end
return _M