Bladeren bron

东南亚sdk事件上报

lt 4 maanden geleden
bovenliggende
commit
b4a121b872

+ 13 - 14
RO_Server_Trunk-branch_0.1.39/roserver/game/model/role_equip.go

@@ -28,7 +28,6 @@ func newRoleEquip(r *Role) *RoleEquip {
 	roleEquip.equipList = make(map[int32]*serverproto.EquipData)
 	roleEquip.equipTypeList = make(map[int32]set.Interface)
 
-
 	return roleEquip
 }
 
@@ -139,7 +138,7 @@ func (this *RoleEquip) AddEquip(configId int32, num int32) (interface{}, bool) {
 		equipData.Num += num
 		TaskMagCheck(this.role, serverproto.TaskType_Equip_Quality_Num, 0)
 
-		util.InfoF("uid=%v AddEquip configId=%v addNum=%v oldNum=%v curNum=%v", this.role.GetUUid(), configId, num, oldNum, equipData.Num)
+		util.ErrorF("uid=%v AddEquip configId=%v addNum=%v oldNum=%v curNum=%v", this.role.GetUUid(), configId, num, oldNum, equipData.Num)
 		return equipData, false
 	} else {
 		this.equipList[configId] = &serverproto.EquipData{
@@ -149,7 +148,7 @@ func (this *RoleEquip) AddEquip(configId int32, num int32) (interface{}, bool) {
 		this.equipTypeListAdd(cfgData.Type, configId)
 		TaskMagCheck(this.role, serverproto.TaskType_Equip_Quality_Num, 0)
 
-		util.InfoF("uid=%v AddEquip configId=%v addNum=%v oldNum=%v curNum=%v", this.role.GetUUid(), configId, num, oldNum, num)
+		util.ErrorF("uid=%v AddEquip configId=%v addNum=%v oldNum=%v curNum=%v", this.role.GetUUid(), configId, num, oldNum, num)
 		return this.equipList[configId], true
 	}
 }
@@ -173,7 +172,7 @@ func (this *RoleEquip) ReduceEquipNum(configId int32, reduceNum int32, notify bo
 		equipData.Num -= reduceNum
 		if equipData.Num <= 0 {
 			equipData.Num = 0
-			util.InfoF("uid=%v ReduceEquipNum equip num configId=%v old=%v new=%v reducenum=%v", this.role.uuid, configId, oldNum, equipData.Num, reduceNum)
+			util.ErrorF("uid=%v ReduceEquipNum equip num configId=%v old=%v new=%v reducenum=%v", this.role.uuid, configId, oldNum, equipData.Num, reduceNum)
 			this.RemoveEquip(configId)
 		}
 
@@ -212,7 +211,7 @@ func (this *RoleEquip) EquipForge(equipConfigId int32, once int32, equipType, su
 	this.role.ReplayGate(ackMsg, true)
 }
 
-//合成该装备到下一个装备,根据给定limit是合成多次还是合成一次
+// 合成该装备到下一个装备,根据给定limit是合成多次还是合成一次
 func (this *RoleEquip) equipSameForge(equipConfigId int32, limit int32, ackMsg *serverproto.SCEquipForgeAck) serverproto.ErrorCode {
 	globalData, ok1 := serverproto.GlobalCfgLoader[int32(serverproto.GlobalType_Global_Equip_Forging_Num)]
 	cfgData, ok2 := serverproto.EquipCfgLoader[equipConfigId]
@@ -273,7 +272,7 @@ func (this *RoleEquip) equipSameForge(equipConfigId int32, limit int32, ackMsg *
 	return serverproto.ErrorCode_ERROR_OK
 }
 
-//根据装备部件进行锻造
+// 根据装备部件进行锻造
 func (this *RoleEquip) equipForgeAll(equipType, subEquipType int32) serverproto.ErrorCode {
 	if equipType <= Equip_Type_None || equipType >= Equip_Type_Max {
 		return serverproto.ErrorCode_ERROR_FAIL
@@ -345,7 +344,7 @@ func (this *RoleEquip) getEquipListByType(equipType, subEquipType int32, idList
 	}
 }
 
-//不考虑消耗获得能够合成的最大装备ID
+// 不考虑消耗获得能够合成的最大装备ID
 func (this *RoleEquip) equipForgeEndCheck(equipConfigId int32, baseNum int32, checkData map[int32]int32, maxEquipCfgId *int32) {
 	cfgData, ok := serverproto.EquipCfgLoader[equipConfigId]
 	equipData := this.GetEquip(equipConfigId)
@@ -378,7 +377,7 @@ func (this *RoleEquip) equipForgeEndCheck(equipConfigId int32, baseNum int32, ch
 	this.equipForgeEndCheck(cfgData.Forge, baseNum, checkData, maxEquipCfgId)
 }
 
-//给定装备合成到不能合成为止
+// 给定装备合成到不能合成为止
 func (this *RoleEquip) equipForgeEnd(equipConfigId int32, baseNum int32, changIdList set.Interface) {
 	cfgData, ok := serverproto.EquipCfgLoader[equipConfigId]
 	equipData := this.GetEquip(equipConfigId)
@@ -421,7 +420,7 @@ func (this *RoleEquip) equipForgeEnd(equipConfigId int32, baseNum int32, changId
 	TaskMagCheck(this.role, serverproto.TaskType_Equip_Quality_Num, 0)
 }
 
-//获得最高阶装备
+// 获得最高阶装备
 func (this *RoleEquip) GetBeastEquip(equipType int32, jobType int32, detail *serverproto.SlotDetailData) int32 {
 	if jobType < 0 {
 		return 0
@@ -478,7 +477,7 @@ func (this *RoleEquip) GetBeastEquip(equipType int32, jobType int32, detail *ser
 	return equipId
 }
 
-//一键装备
+// 一键装备
 func (this *RoleEquip) EquipUpAll(heroId int32, slotData *serverproto.SlotData) {
 	var changIdList = set.New(set.NonThreadSafe)
 
@@ -804,7 +803,7 @@ func (this *RoleEquip) onEquipLevelUpAll(heroId int32) {
 		})
 }
 
-//对应槽位进行升级
+// 对应槽位进行升级
 func (this *RoleEquip) SlotLevelUp(slotData *serverproto.SlotData, heroId int32, subSlotIndex int32) serverproto.ErrorCode {
 	if subSlotIndex > int32(len(slotData.SlotList)) || subSlotIndex <= 0 {
 		return serverproto.ErrorCode_ERROR_FAIL
@@ -897,7 +896,7 @@ func (this *RoleEquip) onSlotLevelUp(heroId int32) {
 		})
 }
 
-//对槽位中的装备升级
+// 对槽位中的装备升级
 func (this *RoleEquip) slotEquipLevelUp(detail *serverproto.SlotDetailData, changeList set.Interface, totalCostMoney *uint64) bool {
 	globalData, ok1 := serverproto.GlobalCfgLoader[int32(serverproto.GlobalType_Global_Equip_Forging_Num)]
 	cfgData, ok2 := serverproto.EquipCfgLoader[detail.EquipId]
@@ -1033,7 +1032,7 @@ func (this *RoleEquip) consumeNeedEquip(equipConfigId int32, checkNum int32, bas
 	return this.consumeNeedEquip(cfgData.ForgeOld, needNum, baseNum, changList)
 }
 
-///Task
+// /Task
 func (this *RoleEquip) GetQualityEquipNum(quality int32) int32 {
 	var retNum int32 = 0
 
@@ -1055,7 +1054,7 @@ func (this *RoleEquip) GetQualityEquipNum(quality int32) int32 {
 	return retNum
 }
 
-///Task
+// /Task
 func (this *RoleEquip) GetQualityEquipNumAll(quality int32) bool {
 	//var retNum int32 = 0
 	//玩家身上的装备

+ 10 - 0
RO_Server_Trunk-branch_0.1.39/roserver/gmweb/msg/web_paymsg.go

@@ -233,6 +233,14 @@ type ExtrasDn struct {
 	GoodsType int32  `json:"goodsType"`
 }
 
+type ExtrasDnIos struct {
+	OrderNo   string `json:"biwb"`
+	Uid       string `json:"uid"`
+	Platform  string `json:"bivz"`
+	GoodsId   int32  `json:"goodsId"`
+	GoodsType int32  `json:"goodsType"`
+}
+
 // 海外版quick回调
 func WebPayHwQuickNotify(c *gin.Context) {
 	//util.DebugF("支付回调信息:%v", c.Request.PostForm)
@@ -431,6 +439,7 @@ func WebPayHwDn2Notify(c *gin.Context) {
 	if err != nil {
 		util.ErrorF("支付回调参数解析错误:%v", err)
 	}
+	//cpOrderId := extras.OrderNo
 	util.ErrorF("支付回调信息东南亚2:orderId:%v,payAmount:%v,sign:%v,extra:%v,username:%v,server:%v,sandbox:%v,timestamp:%v", orderId, payAmount, sign, extra, username, server, sandbox, timestamp)
 	if extras.Platform == "XUAN_YOU_Google_Android" {
 		if sign != getMd5DnSign("e81c2bd2ffb7feb7f0df477dc02b0bbd", username, orderId, server, payAmount, extra, sandbox, timestamp) {
@@ -442,6 +451,7 @@ func WebPayHwDn2Notify(c *gin.Context) {
 			c.JSON(http.StatusOK, gin.H{"status": 1, "msg": "sign error"})
 			return
 		}
+
 	} else {
 		if sign != getMd5DnSign("cee1b45a9aa02a75f9d720d6b9e7b7d4", username, orderId, server, payAmount, extra, sandbox, timestamp) {
 			c.JSON(http.StatusOK, gin.H{"status": 1, "msg": "sign error"})

+ 29 - 0
RO_Server_Trunk-branch_0.1.39/roserver/serverproto/common.proto

@@ -622,6 +622,35 @@ enum Nature {
     NatureType_Dark			= 7; //暗
 }
 
+enum DnySdk{
+    DnySdk_Iota = 0;
+    Activate 					=1;//			--激活					Activate
+    Register					=2;//			--注册	````			Register
+    login						=3;//			--登录					login
+    Create_character			=4;//			--创角					Create_character
+    Share						=5;//			--分享					Share
+    Complete_guide				=6;//			--完成新手引导			Complete_guide
+    Invite_friend				=7;//			--邀请好友				Invite_friend
+    level_5						=8;//			--升到5级				level_5
+    level_10					=9;//			--升到10级				level_10
+    level_20					=10;//		--升到20级				level_20
+    First_payment				=11;//		--首次支付				First_payment
+    Pay							=12;//		--支付					Pay
+    Cumulative_99				=13;//		--累计充值$9.9			Cumulative_99
+    Cumulative_199				=14;//		--累计充值$19.9			Cumulative_199
+    Join_guild					=15;//		--加入公会				Join_guild
+    days_2_activity				=16;//		--次日活跃				days_2_activity
+    days_3_activity				=17;//		--3日活跃				days_3_activity
+    days_7_activity				=18;//		--7日活跃				days_7_activity
+    days_14_activity			=19;//		--14日活跃				days_14_activity
+    days_30_activity			=20;//		--30日活跃				days_30_activity
+    Achieve_80_weekly_activity	=21;//		--周活跃达到80			Achieve_80_weekly_activity
+    Receive_2days_bonus			=22;//		--领取2日签到奖励		Receive_2days_bonus
+    Receive_3days_bonus			=23;//		--领取3日签到奖励		Receive_3days_bonus
+    Receive_8days_bonus			=24;//		--领取8日签到奖励		Receive_8days_bonus
+    Receive_30days_bonus		=25;//		--领取30日签到奖励		Receive_30days_bonus
+}
+
 //key value 类型
 message BattleAttrType {
     int32       key             = 1;

+ 4 - 0
RO_Server_Trunk-branch_0.1.39/roserver/serverproto/login.proto

@@ -1560,6 +1560,10 @@ message SCClimbingTowerWjBossNtf {
     int32 reward_level =8;//已领取奖励的层数
 }
 
+message SCDnySdkNtf {
+    int32       type =1;//类型
+}
+
 message CSClimbingTowerWjBuffReq{
     int32 buff1 =1;//祝福1
     int32 buff2 =2;//祝福2

+ 1 - 0
RO_Server_Trunk-branch_0.1.39/roserver/serverproto/messagedef.proto

@@ -1050,4 +1050,5 @@ enum protoMsgId{
 	SC_PAY_ORDER_COMPLETE_ACK         = 6073;		//	SCPayOrderCompleteAck **SCPayOrderCompleteAck **login.proto **game [SSPayOrderCompleteAck]
 	SS_PAY_ORDER_DB_REQ         = 6074;		//	SSPayOrderDbReq **SSPayOrderDbReq **logic.proto **db [SSPayOrderDbReq]
 	SS_PAY_ORDER_DB_ACK         = 6075;		//	SSPayOrderDbAck **SSPayOrderDbAck **logic.proto **game [SSPayOrderDbAck]
+	SC_DNY_SDK_NTF       = 6076;		//	SCDnySdkNtf **SCDnySdkNtf **login.proto ** [SCDnySdkNtf]
 }