lt 10 ヶ月 前
コミット
4cc780aa41

+ 6 - 6
RO_Server_Trunk-branch_0.1.39/roserver/game/model/arena_manager.go

@@ -66,7 +66,7 @@ func (this *ArenaSeasonManager) initSeasonTime(serviceStartUpTime uint64) {
 			this.curSeasonId = seasonIdx
 			this.seasonStartTime = startTime
 			this.seasonEndTime = endTime
-			util.InfoF("curSeasonId=%v stime=%v etime=%v", seasonIdx, startTime.Unix(), endTime.Unix())
+			util.ErrorF("curSeasonId=%v stime=%v etime=%v", seasonIdx, startTime.Unix(), endTime.Unix())
 			break
 		} else if this.nowTimeDate.Before(startTime) {
 			break
@@ -140,7 +140,7 @@ func (this *ArenaSeasonManager) Update(ms uint64) {
 			//logUtil.InfoF("curSeasonId:%v endTime:%v", this.curSeasonId, this.seasonEndTime)
 			//赛季结算
 			if this.nowTimeDate.After(this.seasonEndTime) {
-				util.InfoF("ServiceStartTimeReward curseasonid=%v seasonendtime=%v", this.curSeasonId, this.seasonEndTime)
+				util.ErrorF("ServiceStartTimeReward curseasonid=%v seasonendtime=%v", this.curSeasonId, this.seasonEndTime)
 				this.lastSeasonId = this.curSeasonId
 				this.DoSeasonReward(this.curSeasonId)
 
@@ -152,7 +152,7 @@ func (this *ArenaSeasonManager) Update(ms uint64) {
 			//开启新赛季
 			//logUtil.InfoF("openNewSeason id:%v s:%v e:%v", this.lastSeasonId+1, sTime, eTime)
 			if this.nowTimeDate.After(sTime) {
-				util.InfoF("ServiceStartTimeNewSeason lastseasonid=%v starttime=%v", this.lastSeasonId, sTime)
+				util.ErrorF("ServiceStartTimeNewSeason lastseasonid=%v starttime=%v", this.lastSeasonId, sTime)
 				this.curSeasonId = this.lastSeasonId + 1
 				this.seasonStartTime = sTime
 				this.seasonEndTime = eTime
@@ -169,7 +169,7 @@ func (this *ArenaSeasonManager) GetSeason() int32 {
 	return this.curSeasonId
 }
 
-//获取对应赛季奖励
+// 获取对应赛季奖励
 func (this *ArenaSeasonManager) GetSeasonReward(role *Role, selfRank, rewardSeasonId int32) {
 	if selfRank <= 0 || role == nil || model.ConvertArenaSeason == nil {
 		return
@@ -196,7 +196,7 @@ func (this *ArenaSeasonManager) GetSeasonReward(role *Role, selfRank, rewardSeas
 	TaskMagCheck(role, serverproto.TaskType_Eve_Arean_First, rewardSeasonId)
 }
 
-//赛季结算
+// 赛季结算
 func (this *ArenaSeasonManager) DoSeasonReward(seasonId int32) {
 	ssMsg := &serverproto.SSArenaRankUpdateReq{
 		LastSeasonId: seasonId,
@@ -227,7 +227,7 @@ func (this *ArenaSeasonManager) DoSeasonReward(seasonId int32) {
 	SendRankService(ssMsg)
 }
 
-//开启新赛季
+// 开启新赛季
 func (this *ArenaSeasonManager) DoSeasonRefresh() {
 	for _, chRole := range RoleMag.channelRoleList {
 		if chRole.GetState() == ROLE_STATE_ONLINE ||

+ 2 - 2
RO_Server_Trunk-branch_0.1.39/roserver/game/model/game_model.go

@@ -39,7 +39,7 @@ func (this *GameUpdate) Init() {
 	ActivitiesMag = newActivitiesMag()
 	RuneShopMag = NewRuneShopExploreManager()
 	CrossMag = newCrossMag()
-	TowerMag = newTowerMag()
+	//TowerMag = newTowerMag()
 
 	updateList = append(updateList,
 		RoleMag,
@@ -48,7 +48,7 @@ func (this *GameUpdate) Init() {
 		ActivitiesMag,
 		RuneShopMag,
 		CrossMag,
-		TowerMag,
+		//	TowerMag,
 	)
 }
 

+ 1 - 1
RO_Server_Trunk-branch_0.1.39/roserver/game/model/role.go

@@ -1219,7 +1219,7 @@ func (this *Role) DailyReset(notify bool) {
 	oldDailyResetTimeStamp := this.GetRoleBase().roleBase.DailyResetTimeStamp
 	this.roleArena.DailyReset(notify)
 
-	this.roleTower.DailyReset(notify)
+	//this.roleTower.DailyReset(notify)
 
 	this.roleBattle.DailyReset(notify)
 

+ 1 - 1
RO_Server_Trunk-branch_0.1.39/roserver/game/model/role_battle.go

@@ -1143,7 +1143,7 @@ func (this *RoleBattle) BossRewardPre() (serverproto.ErrorCode, int32, []*server
 	}
 	//限制噩梦关卡进度
 	if this.role.GetHardFight() == 2 {
-		if this.getLevelId(this.mapIdHard2, this.mapLevelHard2) >= 450100 {
+		if this.getLevelId(this.mapIdHard2, this.mapLevelHard2) >= 580101 {
 			return 289, 0, nil
 		}
 	}

+ 3 - 3
RO_Server_Trunk-branch_0.1.39/roserver/game/model/role_fashion.go

@@ -241,7 +241,7 @@ func (this *RoleFashion) SetFashion() {
 	}
 }
 
-//online 上线时候,不下发数据
+// online 上线时候,不下发数据
 func (this *RoleFashion) AddFashion(fashionCfgId int32, online bool) {
 	_, ok := this.fashionData[fashionCfgId]
 	if ok {
@@ -403,7 +403,7 @@ func (this *RoleFashion) FashionCompose(paperCfgId int32) serverproto.ErrorCode
 	return serverproto.ErrorCode_ERROR_OK
 }
 
-//图纸分解
+// 图纸分解
 func (this *RoleFashion) FashionPaperDecompose(paperCfgId int32) serverproto.ErrorCode {
 	//判断图纸是否存在
 	paperNum := this.role.GetRoleBag().getItemNum(paperCfgId)
@@ -449,7 +449,7 @@ func (this *RoleFashion) GetFashionCount() int32 {
 	return int32(len(this.fashionData))
 }
 
-//转职后时装职业判断
+// 转职后时装职业判断
 func (this *RoleFashion) ChangeJobRefresh(heroId int32) {
 	//notify := false
 	changes := []int32{}

+ 32 - 32
RO_Server_Trunk-branch_0.1.39/roserver/game/model/role_tower.go

@@ -73,15 +73,15 @@ func (this *RoleTower) Load(msg interface{}) bool {
 			this.nowTowerLevel = proRole.RoleTower.NowTowerLevel
 			this.nowTowerPassTime = proRole.RoleTower.NowTowerTime
 			//无尽模式数据
-			this.nowTowerWjLevel = proRole.RoleTower.NowTowerWjLevel
-			this.nowTowerWjPassTime = proRole.RoleTower.NowTowerWjTime
-			this.boss = proRole.RoleTower.Boss
-			this.rewardLevel = proRole.RoleTower.RewardLevel
-			this.buff1 = proRole.RoleTower.Buff1
-			this.buff2 = proRole.RoleTower.Buff2
-			this.buff3 = proRole.RoleTower.Buff3
-			this.duration = proRole.RoleTower.Duration
-			this.refreshTowerWj = proRole.RoleTower.RefreshTowerWj
+			//this.nowTowerWjLevel = proRole.RoleTower.NowTowerWjLevel
+			//this.nowTowerWjPassTime = proRole.RoleTower.NowTowerWjTime
+			//this.boss = proRole.RoleTower.Boss
+			//this.rewardLevel = proRole.RoleTower.RewardLevel
+			//this.buff1 = proRole.RoleTower.Buff1
+			//this.buff2 = proRole.RoleTower.Buff2
+			//this.buff3 = proRole.RoleTower.Buff3
+			//this.duration = proRole.RoleTower.Duration
+			//this.refreshTowerWj = proRole.RoleTower.RefreshTowerWj
 
 			if proRole.RoleTower.RushTower == nil {
 				proRole.RoleTower.RushTower = &serverproto.RushTower{}
@@ -102,13 +102,13 @@ func (this *RoleTower) Load(msg interface{}) bool {
 			this.SetDirty(true)
 		}
 		//无尽模式初始化第一层boss
-		if this.nowTowerWjLevel == 0 {
-			this.nowTowerWjLevel = 1
-			this.duration = TowerMag.day
-			//this.TowerRefreshRankTime()
-			this.TowerBossRandom()
-			this.SetDirty(true)
-		}
+		//if this.nowTowerWjLevel == 0 {
+		//	this.nowTowerWjLevel = 1
+		//	this.duration = TowerMag.day
+		//	//this.TowerRefreshRankTime()
+		//	this.TowerBossRandom()
+		//	this.SetDirty(true)
+		//}
 		this.towerLevelDayRewardTime = proRole.RoleTower.TowerLevelDayRewardTime
 		this.SysRewardTime = proRole.RoleTower.SysRewardTime
 	}
@@ -168,14 +168,14 @@ func (this *RoleTower) Save() {
 	saveMsg.Tower.SysRewardTime = this.SysRewardTime
 	saveMsg.Tower.NowTowerLevel = this.nowTowerLevel
 	saveMsg.Tower.NowTowerTime = this.nowTowerPassTime
-	saveMsg.Tower.NowTowerWjLevel = this.nowTowerWjLevel
-	saveMsg.Tower.NowTowerWjTime = this.nowTowerWjPassTime
-	saveMsg.Tower.Boss = this.boss
-	saveMsg.Tower.RefreshTowerWj = this.refreshTowerWj
-	saveMsg.Tower.Duration = this.duration
-	saveMsg.Tower.Buff1 = this.buff1
-	saveMsg.Tower.Buff2 = this.buff2
-	saveMsg.Tower.Buff3 = this.buff3
+	//saveMsg.Tower.NowTowerWjLevel = this.nowTowerWjLevel
+	//saveMsg.Tower.NowTowerWjTime = this.nowTowerWjPassTime
+	//saveMsg.Tower.Boss = this.boss
+	//saveMsg.Tower.RefreshTowerWj = this.refreshTowerWj
+	//saveMsg.Tower.Duration = this.duration
+	//saveMsg.Tower.Buff1 = this.buff1
+	//saveMsg.Tower.Buff2 = this.buff2
+	//saveMsg.Tower.Buff3 = this.buff3
 	saveMsg.Tower.RushTower = &serverproto.RushTower{
 		RushRound:  this.RushRound,
 		Count:      this.RushFightCount,
@@ -187,15 +187,15 @@ func (this *RoleTower) Save() {
 
 func (this *RoleTower) CopyData(data *serverproto.RoleTower) {
 	data.NowTowerLevel = this.nowTowerLevel
-	data.NowTowerWjLevel = this.nowTowerWjLevel
-	data.Boss = this.boss
-	data.Buff2 = this.buff2
-	data.Buff3 = this.buff3
-	data.Buff1 = this.buff1
-	data.Duration = this.duration
-	data.RewardLevel = this.rewardLevel
+	//data.NowTowerWjLevel = this.nowTowerWjLevel
+	//data.Boss = this.boss
+	//data.Buff2 = this.buff2
+	//data.Buff3 = this.buff3
+	//data.Buff1 = this.buff1
+	//data.Duration = this.duration
+	//data.RewardLevel = this.rewardLevel
 	data.TowerLevelDayRewardTime = this.towerLevelDayRewardTime
-	data.NowTowerWjTime = this.nowTowerWjPassTime
+	//data.NowTowerWjTime = this.nowTowerWjPassTime
 }
 
 func (this *RoleTower) Update(ms uint64) {

+ 25 - 26
RO_Server_Trunk-branch_0.1.39/roserver/game/model/tower_manager.go

@@ -4,7 +4,6 @@ import (
 	"rocommon/util"
 	"roserver/baseserver/model"
 	"roserver/serverproto"
-	"strconv"
 	"time"
 )
 
@@ -121,31 +120,31 @@ func (this *TowerManager) GetRankReward(role uint64, selfRank int32) {
 	}
 
 	//获取排名奖励,发送邮件
-	for _, data := range model.ConvertTowerWjRankInfo[this.day] {
-		if selfRank >= data.Left && selfRank <= data.Right {
-			itemList := make([]*serverproto.KeyValueType, 0)
-			for k, v := range data.RewardList {
-				itemList = append(itemList, &serverproto.KeyValueType{
-					Key:   k,
-					Value: v,
-				})
-			}
-			//发送邮件
-			AddMailOnlineAndOffline([]uint64{role}, model.GlobalMailyuanhangRankAward, int32(serverproto.MailType_MailType_GM),
-				itemList, []int32{int32(util.GetTimeSeconds())}, "无尽爬塔排行榜奖励", "恭喜您在无尽爬塔中獲得了第"+strconv.FormatInt(int64(selfRank), 10)+"名")
-			//判断是否有玩家达到1000层,到了周期难度+1
-			if this.isRefresh {
-				this.day++
-				this.isRefresh = false
-				ssNtfMsg := &serverproto.SSServerCompetitionInfoSaveNtf{
-					TowerInfo: &serverproto.TowerRound{Day: this.day, IsRefresh: this.isRefresh},
-				}
-				SendDb(ssNtfMsg)
-			}
-			util.InfoF("send rank award uid:%v award:%v", role, itemList)
-			break
-		}
-	}
+	//for _, data := range model.ConvertTowerWjRankInfo[this.day] {
+	//	if selfRank >= data.Left && selfRank <= data.Right {
+	//		itemList := make([]*serverproto.KeyValueType, 0)
+	//		for k, v := range data.RewardList {
+	//			itemList = append(itemList, &serverproto.KeyValueType{
+	//				Key:   k,
+	//				Value: v,
+	//			})
+	//		}
+	//		//发送邮件
+	//		AddMailOnlineAndOffline([]uint64{role}, model.GlobalMailyuanhangRankAward, int32(serverproto.MailType_MailType_GM),
+	//			itemList, []int32{int32(util.GetTimeSeconds())}, "无尽爬塔排行榜奖励", "恭喜您在无尽爬塔中獲得了第"+strconv.FormatInt(int64(selfRank), 10)+"名")
+	//		//判断是否有玩家达到1000层,到了周期难度+1
+	//		if this.isRefresh {
+	//			this.day++
+	//			this.isRefresh = false
+	//			ssNtfMsg := &serverproto.SSServerCompetitionInfoSaveNtf{
+	//				TowerInfo: &serverproto.TowerRound{Day: this.day, IsRefresh: this.isRefresh},
+	//			}
+	//			SendDb(ssNtfMsg)
+	//		}
+	//		util.InfoF("send rank award uid:%v award:%v", role, itemList)
+	//		break
+	//	}
+	//}
 	//
 	//// 赛季第一名触发称号事件
 	//var value int32 = 1

+ 14 - 14
RO_Server_Trunk-branch_0.1.39/roserver/game/msg/guild_msg.go

@@ -1312,7 +1312,7 @@ func init() {
 	//发送公会战排名奖励
 	serverproto.Handle_GAME_SSGuildBattleRewardNtf = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
 		msg := ev.Msg().(*serverproto.SSGuildBattleRewardNtf)
-		util.InfoF("uid=%v receive SSGuildBattleRewardNtf msg=%v", cliId.SessID, msg)
+		util.ErrorF("uid=%v receive SSGuildBattleRewardNtf msg=%v", cliId.SessID, msg)
 
 		if msg.GuildPre != 0 {
 			newCliId := &model.ClientID{
@@ -1478,16 +1478,16 @@ func init() {
 			return
 		}
 		util.InfoF("uid=%v receive CSGuildDemonFightReq msg=%v", role.GetUUid(), msg)
-/*
-		ackMsg := &serverproto.SCGuildDemonFightAck{
-			Error: int32(serverproto.ErrorCode_ERROR_FAIL),
-		}
-		role.ReplayGate(ackMsg, true)
-		return
- */
+		/*
+			ackMsg := &serverproto.SCGuildDemonFightAck{
+				Error: int32(serverproto.ErrorCode_ERROR_FAIL),
+			}
+			role.ReplayGate(ackMsg, true)
+			return
+		*/
 
 		//check中直接扣除次数
-		bRet :=  role.(*model2.Role).GetRoleGuild().CheckDemonChallenge()
+		bRet := role.(*model2.Role).GetRoleGuild().CheckDemonChallenge()
 		if bRet != serverproto.ErrorCode_ERROR_OK {
 			ackMsg := &serverproto.SCGuildDemonFightAck{
 				Error: int32(bRet),
@@ -1580,10 +1580,10 @@ func init() {
 		util.InfoF("uid=%v receive SSGuildDemonFightAck msg=%v", role.GetUUid(), msg)
 
 		ackMsg := &serverproto.SCGuildDemonFightAck{
-			Error:msg.Error,
-			DemonId:msg.DemonId,
-			FightCount:msg.FightCount,
-			TotalDamage:msg.TotalDamage,
+			Error:       msg.Error,
+			DemonId:     msg.DemonId,
+			FightCount:  msg.FightCount,
+			TotalDamage: msg.TotalDamage,
 		}
 		//返回包返回到game再重置次数
 		role.(*model2.Role).GetRoleGuild().OnGuildDemonFight(msg.RefreshTime, msg.FreeFightCount, ackMsg)
@@ -1630,7 +1630,7 @@ func init() {
 		if role == nil {
 			return
 		}
-//		return
+		//		return
 		util.InfoF("uid=%v receive SSGuildDemonOnlineGetRewardNtf msg=%v", role.GetUUid(), msg)
 		role.(*model2.Role).GetRoleGuild().OnlineAddGuildDemonReward(msg)
 	})

+ 2 - 2
RO_Server_Trunk-branch_0.1.39/roserver/serverproto/config_csv.go

@@ -475,8 +475,8 @@ func ConfigInit(path string) {
 	WorldBossCfgLoad(path)
 	WorldBossChangePlayCfgLoad(path)
 	YuanHangTrialRankCfgLoad(path)
-	TowerWjBossCfgLoad(path)
-	TowerWjRewardCfgLoad(path)
+	//TowerWjBossCfgLoad(path)
+	//TowerWjRewardCfgLoad(path)
 	//TowerWjRankCfgLoad(path)
 }