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- local Msg = require("core.Msg")
- local Timer = require("core.Timer")
- local DB = require("common.DB")
- local CommonDB = require("common.CommonDB")
- local Log = require("common.Log")
- local LuaMongo = _G.lua_mongo
- local Util = require("common.Util")
- local Grid = require("bag.Grid")
- local OpenAct = require("present.OpenAct")
- local RoleDBLogic = require("role.RoleDBLogic")
- local YunYingLogic = require("yunying.YunYingLogic")
- local MailManager = require("mail.MailManager")
- local MailExcel = require("excel.mail")
- local OpenActExcel = require("excel.openAct")
- --[[
- 开服活动排行DB操作,封装了一些公共处理方法
- db字段只是缓存排名好的数据(只是内存数据)
- db = {
- [rankType] = { -- 排名类型
- rankType = xxx, -- 排名类型
- uuid2rank = { -- 根据UUID获取名次
- [uuid] = rank, -- 玩家uuid = 排行名次
- ...
- },
- sendUuid2rank = { -- 根据UUID获取发送名次
- [uuid] = rank, -- 玩家uuid = 真实发送的排行名次
- ...
- },
- rank2data = { -- 根据名次获取DATA
- [rank] = { -- 排行名次 = 玩家排名数据
- uuid = xxx, -- 玩家uuid
- rankType = xxx, -- 排名类型
- value = xxx, -- 排名值
- time = xxx, -- 排名值更新时间
- _id = xxx, -- db记录中的uuid
- },
- ...
- },
- sendRank2data = { -- 根据名次获取发送DATA
- [rank] = { -- 排行名次 = 真实发送玩家排名数据
- uuid = xxx, -- 玩家uuid
- rankType = xxx, -- 排名类型
- value = xxx, -- 排名值
- time = xxx, -- 排名值更新时间
- _id = xxx, -- db记录中的uuid
- },
- ...
- }
- },
- ...
- }
- DB:
- db_openServer_billboard = { -- 开服排行类活动
- [uuid] = {
- uuid = xxx, -- 玩家uuid
- rankType= xxx, -- 排名类型
- value = xxx, -- 排行值
- time = xxx, -- 排行值更新时间
- }
- }
- local:
- getOpenActConfig() -- 得到指定排名类型的活动配置
- getMinRankValue() -- 得到排行榜中最低上榜条件数
- getMaxRank() -- 得到活动最多排名名次
- getRankNeedValue() -- 得到排行榜中名次对应需要达到的条件数
- getRankInfo() -- 得到指定排行榜指定名次的配置信息
- getBoard() -- 获取指定排名类型DB数据
- getRank() -- 获取指定排名类型、指定用户的排名
- getSendRank() -- 获取指定排名类型、指定用户的发送排名
- cmpRank() -- 排名算法
- updateRank() -- 更新排名
- updateData() -- 更新数据
- loadBoard() -- 加载排行榜
- resertBoard() -- 重置排行数据
- initBoard() -- 初始排行榜
- getDBData() -- 根据类型+uuid从db中取data
- updateDBData() -- 更新DB数据
- billboardSet() -- 设置排名数据
- getMailID() -- 获取发送奖励的邮件ID
- getRewardInfoByInfo() -- 得到指定排行榜指定配置信息的奖励信息
- rewardSend() -- 奖励发送
- wrapOpenServerRankRewardList -- 包装档位奖励详情数据
- public:
- initAfterStart() -- 启动就初始化
- getMaxSendRank() -- 得到最大发送排行名次数据
- wrapOpenServerRankList() -- 包装档位名次数据
- wrapOwnerData() -- 包装自己名次数据
- rewardQuery() -- 发送奖励详情
- onValueAdd() -- 排行值增加回调
- onValueSet() -- 排行值设置回调
- onRewardSend() -- 奖励发送回调
- --]]
- RANK_TYPE_DAY_TOPUP = 1 -- 开服充值每日排名类型
- RANK_TYPE_TOTAL_TOPUP = 2 -- 开服充值累计排名类型
- RANK_TYPE_DAY_DRAW_CARD = 3 -- 开服招募每日排名类型
- RANK_TYPE_TOTAL_DRAW_CARD = 4 -- 开服招募累计排名类型
- RANK_TYPE_TOTAL_TOWER = 5 -- 开服爬塔累计排名类型
- MAX_SEND_RANK = 10 -- 最大发送排名数
- db = db or {} -- [rankType] = board
- QueryForData = {rankType = 1, uuid = 1} -- 通过排名类型和玩家uuid查找DB数据
- QueryByUuid = {_id = 1} -- 通过DB的uuid更新DB数据
- QueryByRankType = {rankType = 1} -- 通过排名类型查找DB数据
- local function getOpenActConfig(rankType)
- if rankType == RANK_TYPE_DAY_TOPUP or rankType == RANK_TYPE_TOTAL_TOPUP then
- return OpenActExcel.topupRank
- end
- if rankType == RANK_TYPE_DAY_DRAW_CARD or rankType == RANK_TYPE_TOTAL_DRAW_CARD then
- return OpenActExcel.drawCardRank
- end
- if rankType == RANK_TYPE_TOTAL_TOWER then
- return OpenActExcel.towerRank
- end
- end
- local MIN_RANK_VALUES
- local function getMinRankValue(rankType)
- MIN_RANK_VALUES = MIN_RANK_VALUES or {}
- if MIN_RANK_VALUES[rankType] then return MIN_RANK_VALUES[rankType] end
- local openActConfig = getOpenActConfig(rankType)
- if not openActConfig then return end
- local minRankValue
- for _,info in ipairs(openActConfig) do
- if rankType == RANK_TYPE_DAY_TOPUP or rankType == RANK_TYPE_DAY_DRAW_CARD then
- if not minRankValue or minRankValue > info.dayNeedValue then
- minRankValue = info.dayNeedValue
- end
- elseif rankType == RANK_TYPE_TOTAL_TOPUP or rankType == RANK_TYPE_TOTAL_DRAW_CARD or
- rankType == RANK_TYPE_TOTAL_TOWER then
- if not minRankValue or minRankValue > info.totalNeedValue then
- minRankValue = info.totalNeedValue
- end
- end
- end
- MIN_RANK_VALUES[rankType] = minRankValue
- return MIN_RANK_VALUES[rankType]
- end
- --local MAX_RANKS
- local function getMaxRank(rankType)
- return 200
- --[[
- MAX_RANKS = MAX_RANKS or {}
- if MAX_RANKS[rankType] then return MAX_RANKS[rankType] end
- local openActConfig = getOpenActConfig(rankType)
- if not openActConfig then return end
- local maxRank
- for _,info in ipairs(openActConfig) do
- if not maxRank or maxRank <= info.ranks[2] then
- maxRank = info.ranks[2]
- end
- end
-
- MAX_RANKS[rankType] = maxRank
- return maxRank
- --]]
- end
- local RANK_NEED_VALUES
- local function getRankNeedValue(rankType, rank)
- RANK_NEED_VALUES = RANK_NEED_VALUES or {}
- local minRankValue = getMinRankValue(rankType)
- if RANK_NEED_VALUES[rankType] then
- return RANK_NEED_VALUES[rankType][rank] or minRankValue
- end
- local openActConfig = getOpenActConfig(rankType)
- if not openActConfig then return end
- RANK_NEED_VALUES[rankType] = {}
- for _,info in ipairs(openActConfig) do
- if rankType == RANK_TYPE_DAY_TOPUP or rankType == RANK_TYPE_DAY_DRAW_CARD then
- if minRankValue < info.dayNeedValue then
- for i = info.ranks[1],info.ranks[2] do
- RANK_NEED_VALUES[rankType][i] = info.dayNeedValue
- end
- else
- break
- end
- elseif rankType == RANK_TYPE_TOTAL_TOPUP or rankType == RANK_TYPE_TOTAL_DRAW_CARD or
- rankType == RANK_TYPE_TOTAL_TOWER then
- if minRankValue < info.totalNeedValue then
- for i = info.ranks[1],info.ranks[2] do
- RANK_NEED_VALUES[rankType][i] = info.totalNeedValue
- end
- else
- break
- end
- end
- end
-
- return RANK_NEED_VALUES[rankType][rank] or minRankValue
- end
- local function getRankInfo(rankType, rank)
- local openActConfig = getOpenActConfig(rankType)
- if not openActConfig then return end
- local rankInfo
- for _,info in ipairs(openActConfig) do
- if rank >= info.ranks[1] and rank <= info.ranks[2] then
- rankInfo = info
- break
- end
- end
-
- return rankInfo
- end
- local function getRewardInfoByRank(rankType, rank)
- local openActConfig = getOpenActConfig(rankType)
- if not openActConfig then return end
- local rewardInfo
- for _,info in ipairs(openActConfig) do
- if rankType == RANK_TYPE_DAY_TOPUP or rankType == RANK_TYPE_DAY_DRAW_CARD then
- if rank >= info.ranks[1] and rank <= info.ranks[2] then
- rewardInfo = info.dayRewards
- break
- end
- elseif rankType == RANK_TYPE_TOTAL_TOPUP or rankType == RANK_TYPE_TOTAL_DRAW_CARD or
- rankType == RANK_TYPE_TOTAL_TOWER then
- if rank >= info.ranks[1] and rank <= info.ranks[2] then
- rewardInfo = info.totalRewards
- break
- end
- end
- end
- return rewardInfo
- end
- local function getBoard(rankType)
- return db[rankType]
- end
- local function getRank(rankType, uuid)
- local board = getBoard(rankType)
- if not board then return end
- return board.uuid2rank[uuid]
- end
- local function getSendRank(rankType, uuid)
- local board = getBoard(rankType)
- if not board then return end
- return board.sendUuid2rank[uuid]
- end
- local function cmpRank(rankType, data1, data2)
- if data1.value ~= data2.value then
- return data1.value > data2.value
- end
- return data1.time < data2.time
- end
- local function updateRank(board)
- if not board then return end
- -- 清空普通排名和发送排名玩家数据
- for uuid in pairs(board.uuid2rank) do
- board.uuid2rank[uuid] = nil
- board.sendUuid2rank[uuid] = nil
- end
- -- 设置普通排名
- for rank, data in ipairs(board.rank2data) do
- board.uuid2rank[data.uuid] = rank
- end
- -- 清空发送排名
- for rank in ipairs(board.sendRank2data) do
- board.sendRank2data[rank] = nil
- end
- local minRankValue = getMinRankValue(board.rankType) -- 排名最小需要的排名值
- local aleadyRankCnt = 0 -- 已经排好的玩家数
- local maxRank = getMaxRank(board.rankType) -- 最多排名玩家数量
- for rank = 1, maxRank do
- local rankNeedValue = getRankNeedValue(board.rankType, rank) -- 取当前排名需要的排名值
- local rank2data = board.rank2data[aleadyRankCnt + 1] -- 当前排的玩家
- if rank2data then -- 还有玩家需要排
- if rank2data.value >= rankNeedValue then -- 达到排名值,可以排名
- board.sendUuid2rank[rank2data.uuid] = rank -- 设置玩家发送排名
- board.sendRank2data[rank] = rank2data -- 设置发送排名数据
- aleadyRankCnt = aleadyRankCnt + 1 -- 排名玩家数量+1
- elseif rankNeedValue <= minRankValue then -- 未达到排名值 且 当前排名值 小于等于 最小需要的排名值了,则后面的玩家都不需要排了
- break
- else -- 未到达最低排名值,当前名次未有玩家达到
- board.sendRank2data[rank] = -1
- end
- else -- 没玩家排了直接停止
- break
- end
- end
- end
- local function updateData(rankType, data)
- local board = getBoard(rankType)
- if not board then return end
- local uuid = data.uuid
- local oldRank = getRank(rankType, uuid) or (#board.rank2data + 1)
- board.rank2data[oldRank] = data
- -- 向后比较(data.value 减少时),往排名低方向->
- for i = oldRank + 1, #board.rank2data do
- local data1 = board.rank2data[i - 1]
- local data2 = board.rank2data[i]
- if cmpRank(rankType, data1, data2) then
- break
- end
- board.rank2data[i - 1] = data2
- board.rank2data[i] = data1
- end
- -- 向前比较(data.value 增加时),往排名高方向<-
- for i = oldRank - 1, 1, -1 do
- local data1 = board.rank2data[i]
- local data2 = board.rank2data[i + 1]
- if cmpRank(rankType, data1, data2) then
- break
- end
- board.rank2data[i] = data2
- board.rank2data[i + 1] = data1
- end
- local maxRank = getMaxRank(rankType)
- board.rank2data[maxRank + 1] = nil
- return true
- end
- local function loadBoard()
- local cnt = 0
- LuaMongo.find(DB.db_openServer_billboard, nil)
- while true do
- local data = {}
- if not LuaMongo.next(data) then
- break
- end
- cnt = cnt + 1
- if cnt % 1000 == 0 then
- _G.collectgarbage("step", 100000)
- end
- updateData(data.rankType, data)
- end
- for _, board in pairs(db) do
- updateRank(board)
- end
- end
- local function resertBoard(board)
- board.uuid2rank = {} -- 根据UUID获取名次
- board.sendUuid2rank = {} -- 根据UUID获取发送名次
- board.rank2data = {} -- 根据名次获取DATA
- board.sendRank2data = {} -- 根据名次获取发送DATA
- end
- local function initBoard(rankType)
- local board = {}
- resertBoard(board)
- board.rankType = rankType
- db[rankType] = board
- end
- local function getDBData(rankType, uuid)
- QueryForData.rankType = rankType
- QueryForData.uuid = uuid
- local data = {}
- LuaMongo.find(DB.db_openServer_billboard, QueryForData)
- return LuaMongo.next(data) and data
- end
- local function updateDBData(data)
- local oldData = getDBData(data.rankType, data.uuid)
- if oldData then
- QueryByUuid._id = oldData._id
- LuaMongo.update(DB.db_openServer_billboard, QueryByUuid, data)
- else
- LuaMongo.insert(DB.db_openServer_billboard, data)
- end
- end
- local function billboardSet(data)
- local board = getBoard(data.rankType)
- if not board then return end
- updateData(data.rankType, data)
- updateRank(board)
- updateDBData(data)
- end
- local function getMailID(rankType, rankInfo)
- if rankType == RANK_TYPE_DAY_TOPUP or rankType == RANK_TYPE_DAY_DRAW_CARD then
- return rankInfo.dayMailID
- elseif rankType == RANK_TYPE_TOTAL_TOPUP or rankType == RANK_TYPE_TOTAL_DRAW_CARD or
- rankType == RANK_TYPE_TOTAL_TOWER then
- return rankInfo.totalMailID
- end
- end
- local function getRewardInfoByInfo(rankType, rankInfo)
- if rankType == RANK_TYPE_DAY_TOPUP or rankType == RANK_TYPE_DAY_DRAW_CARD then
- return rankInfo.dayRewards
- elseif rankType == RANK_TYPE_TOTAL_TOPUP or rankType == RANK_TYPE_TOTAL_DRAW_CARD or
- rankType == RANK_TYPE_TOTAL_TOWER then
- return rankInfo.totalRewards
- end
- end
- MAIL_SEND_CACHE = MAIL_SEND_CACHE or nil
- local function rewardSend(rankType)
- local board = getBoard(rankType)
- if not board then return end
- MAIL_SEND_CACHE = MAIL_SEND_CACHE or {}
- MAIL_SEND_CACHE[rankType] = {}
- local mailID
- for rank, rankData in ipairs(board.sendRank2data) do
- if rankData and rankData ~= -1 then
- local rankInfo = getRankInfo(rankType, rank)
- if rankInfo then
- MAIL_SEND_CACHE[rankType][rank] = rankData.uuid
- mailID = getMailID(rankType, rankInfo)
- --[[
- local mailID = getMailID(rankType, rankInfo)
- local rewardInfo = getRewardInfoByInfo(rankType, rankInfo)
-
- local mailConfig = MailExcel.mail[mailID]
- local title = mailConfig.title
- local senderName = mailConfig.senderName
- local content = mailConfig.content
-
- MailManager.add(MailManager.SYSTEM, rankData.uuid,
- title, Util.format(content, rank), rewardInfo, senderName) --]]
- end
- end
- end
- Timer.addLater(10, boardReward, mailID, rankType)
- -- 把内存中的数据重置,并移除DB中数据
- resertBoard(board)
- QueryByRankType.rankType = rankType
- LuaMongo.remove(DB.db_openServer_billboard, QueryByRankType)
- end
- local function wrapOpenServerRankRewardList(rankType, net, info)
- net.minRank = info.ranks[1]
- net.maxRank = info.ranks[2]
- local rewardInfo
- if rankType == RANK_TYPE_DAY_TOPUP or rankType == RANK_TYPE_DAY_DRAW_CARD then
- net.rankNeedValue = info.dayNeedValue
- rewardInfo = info.dayRewards
- elseif rankType == RANK_TYPE_TOTAL_TOPUP or rankType == RANK_TYPE_TOTAL_DRAW_CARD or
- rankType == RANK_TYPE_TOTAL_TOWER then
- net.rankNeedValue = info.totalNeedValue
- rewardInfo = info.totalRewards
- end
- local len = 0
- for index,itemInfo in ipairs(rewardInfo) do
- len = len + 1
- Grid.makeItem(net.items[index], itemInfo[1], itemInfo[2])
- end
- net.items[0] = len
- end
- function initAfterStart()
- if _G.is_middle == true then return end
- initBoard(RANK_TYPE_DAY_TOPUP)
- initBoard(RANK_TYPE_TOTAL_TOPUP)
- initBoard(RANK_TYPE_DAY_DRAW_CARD)
- initBoard(RANK_TYPE_TOTAL_DRAW_CARD)
- initBoard(RANK_TYPE_TOTAL_TOWER)
- loadBoard()
- end
-
- function getMaxSendRank(rankType)
- return MAX_SEND_RANK
- end
- function wrapOpenServerRankList(rankType, net, rank)
- local board = getBoard(rankType)
- local sendRankData = board.sendRank2data[rank]
- net.rank = rank
- net.rankNeedValue = getRankNeedValue(rankType, rank)
- if sendRankData and sendRankData ~= -1 then
- local userDB = RoleDBLogic.getDb(sendRankData.uuid)
- net.uid = sendRankData.uuid
- net.name = userDB.name
- net.head = userDB.head
- net.rankValue = sendRankData.value
- net.headFrame = userDB.headFrame
- else
- net.uid = "-1"
- net.name = ""
- net.head = -1
- net.rankValue = 0
- net.headFrame = -1
- end
-
- local rewardInfo = getRewardInfoByRank(rankType, rank)
- local len = 0
- if rewardInfo then
- for index,itemInfo in ipairs(rewardInfo) do
- len = len + 1
- Grid.makeItem(net.items[index], itemInfo[1], itemInfo[2])
- end
- end
- net.items[0] = len
- end
- function wrapOwnerData(rankType, net, uuid)
- local maxRank = getMaxRank(rankType)
- local sendRank = getSendRank(rankType, uuid)
- local board = getBoard(rankType)
- local rankData
- if sendRank then
- rankData = board.sendRank2data[sendRank]
- else
- local rank = getRank(rankType, uuid)
- rankData = rank and board.rank2data[rank]
- end
- net.rank = sendRank or -1
- net.rankValue = rankData and rankData.value or 0
- local len = 0
- if sendRank then
- local rewardInfo = getRewardInfoByRank(rankType, sendRank)
- for index,itemInfo in ipairs(rewardInfo) do
- len = len + 1
- Grid.makeItem(net.items[index], itemInfo[1], itemInfo[2])
- end
- end
- net.items[0] = len
- end
- function rewardQuery(human, rankType)
- local openActConfig = getOpenActConfig(rankType)
-
- local msgRet = Msg.gc.GC_OPEN_SERVER_RANK_REWARD_QUERY
- msgRet.type = rankType
- local len = 0
- for _,info in ipairs(openActConfig) do
- len = len + 1
- wrapOpenServerRankRewardList(rankType, msgRet.list[len], info)
- end
- msgRet.list[0] = len
- Msg.send(msgRet, human.fd)
- end
- function onValueAdd(human, rankType, value)
- local dbData = getDBData(rankType, human.db._id) or {}
- local tValue = (dbData.value or 0) + value
- onValueSet(human, rankType, tValue)
- end
- function onValueSet(human, rankType, tValue)
- local dbData = getDBData(rankType, human.db._id) or {}
- dbData.value = tValue
- dbData.time = os.time()
- dbData.rankType = rankType
- dbData.uuid = human.db._id
- billboardSet(dbData)
- end
- function onRewardSend(funcID)
- local funcConfig = YunYingLogic.getFuncConfig(funcID)
- if not funcConfig then return end
- local config = OpenActExcel.openAct[funcConfig.param]
- if not config then return end
- local openDay = CommonDB.getServerOpenDay()
- if not openDay then return end
- if openDay > (config.eDay + 1) then return end
- if funcConfig.param == OpenAct.OPEN_ACT_TOPUP_RANK then
- rewardSend(RANK_TYPE_DAY_TOPUP)
- if openDay == (config.eDay + 1) then
- rewardSend(RANK_TYPE_TOTAL_TOPUP)
- end
- elseif funcConfig.param == OpenAct.OPEN_ACT_DRAW_CARD_RANK then
- rewardSend(RANK_TYPE_DAY_DRAW_CARD)
- if openDay == (config.eDay + 1) then
- rewardSend(RANK_TYPE_TOTAL_DRAW_CARD)
- end
- elseif funcConfig.param == OpenAct.OPEN_ACT_TOWER_RANK then
- if openDay == (config.eDay + 1) then
- rewardSend(RANK_TYPE_TOTAL_TOWER)
- end
- end
- end
- -- 定时器 邮件分开发,预防崩溃
- function boardReward(mailID, rankType)
- if mailID and MAIL_SEND_CACHE and MAIL_SEND_CACHE[rankType] then
- local mailConfig = MailExcel.mail[mailID]
- local title = mailConfig.title
- local senderName = mailConfig.senderName
- local content = mailConfig.content
- local mailSends = MAIL_SEND_CACHE[rankType]
- for rank,uuid in pairs(mailSends) do
- local rankInfo = getRankInfo(rankType, rank)
- if rankInfo then
- local rewardInfo = getRewardInfoByInfo(rankType, rankInfo)
- if rewardInfo then
- MailManager.add(MailManager.SYSTEM, uuid,
- title, Util.format(content, rank), rewardInfo, senderName)
- end
- end
- end
- MAIL_SEND_CACHE[rankType] = nil
- end
- --[[
- -- 发完奖励后,把内存中的数据重置,并移除DB中数据
- local board = getBoard(rankType)
- if board then
- resertBoard(board)
- QueryByRankType.rankType = rankType
- LuaMongo.remove(DB.db_openServer_billboard, QueryByRankType)
- end--]]
- end
- --[[
- function gmSendReward()
- print("OpenServerRankDB gmSendReward start")
- local rankType = RANK_TYPE_DAY_TOPUP
- local board = getBoard(rankType)
- if not board then return end
- MAIL_SEND_CACHE = MAIL_SEND_CACHE or {}
- MAIL_SEND_CACHE[rankType] = {}
- local mailID
- for rank, rankData in ipairs(board.sendRank2data) do
- if rankData and rankData ~= -1 then
- local rankInfo = getRankInfo(rankType, rank)
- if rankInfo then
- MAIL_SEND_CACHE[rankType][rank] = rankData.uuid
- mailID = getMailID(rankType, rankInfo)
- end
- end
- end
- Timer.addLater(10, boardReward, mailID, rankType)
- -- 日志
- Log.write(Log.LOGID_DEBUG, "OpenServerRank", rankType)
- print("OpenServerRankDB gmSendReward end")
- end--]]
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