优化数据库操作,批量更新角色资源、武将体力、战报和建筑,使用事务提升性能
This commit is contained in:
11
.claude/settings.local.json
Normal file
11
.claude/settings.local.json
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@@ -0,0 +1,11 @@
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{
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"permissions": {
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"allow": [
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"Bash(nul)",
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"Bash(go build:*)",
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"Bash(gofmt:*)"
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],
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"deny": [],
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"ask": []
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}
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}
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2
.gitattributes
vendored
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2
.gitattributes
vendored
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@@ -0,0 +1,2 @@
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* text=auto eol=lf
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*.go text eol=lf
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@@ -14,7 +14,6 @@ import (
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var DefaultWar = War{}
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type War struct {
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}
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func (this *War) InitRouter(r *net.Router) {
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@@ -65,14 +64,37 @@ func (this*War) read(req *net.WsMsgReq, rsp *net.WsMsgRsp) {
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role := r.(*model.Role)
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if reqObj.Id == 0 {
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// 批量标记所有战报为已读 - 使用事务优化
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m := model.WarReport{AttackIsRead: true, DefenseIsRead: true}
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_, err := db.MasterDB.Table(model.WarReport{}).Where("a_rid=?", role.RId).Cols("a_is_read").Update(m)
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if err != nil {
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slog.Error("db error", "error", err)
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sess := db.MasterDB.NewSession()
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defer sess.Close()
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if err := sess.Begin(); err != nil {
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slog.Error("begin transaction error", "error", err)
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rsp.Body.Code = constant.DBError
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return
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}
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_, err = db.MasterDB.Table(model.WarReport{}).Where("d_rid=?", role.RId).Cols("d_is_read").Update(m)
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if err != nil {
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slog.Error("db error", "error", err)
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// 更新攻击方战报
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if _, err := sess.Table(model.WarReport{}).Where("a_rid=?", role.RId).Cols("a_is_read").Update(m); err != nil {
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slog.Error("update attack reports error", "error", err)
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sess.Rollback()
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rsp.Body.Code = constant.DBError
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return
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}
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// 更新防守方战报
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if _, err := sess.Table(model.WarReport{}).Where("d_rid=?", role.RId).Cols("d_is_read").Update(m); err != nil {
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slog.Error("update defense reports error", "error", err)
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sess.Rollback()
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rsp.Body.Code = constant.DBError
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return
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}
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if err := sess.Commit(); err != nil {
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slog.Error("commit transaction error", "error", err)
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rsp.Body.Code = constant.DBError
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return
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}
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} else {
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wr := &model.WarReport{}
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@@ -29,13 +29,42 @@ func (this*generalMgr) updatePhysicalPower() {
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for true {
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time.Sleep(1 * time.Hour)
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this.mutex.RLock()
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// 收集需要更新的武将ID和体力值
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updateList := make([]*model.General, 0)
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for _, g := range this.genByGId {
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if g.PhysicalPower < limit {
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g.PhysicalPower = util.MinInt(limit, g.PhysicalPower+recoverCnt)
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g.SyncExecute()
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updateList = append(updateList, g)
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}
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}
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this.mutex.RUnlock()
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// 批量更新数据库 - 使用事务提升性能
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if len(updateList) > 0 {
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sess := db.MasterDB.NewSession()
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defer sess.Close()
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if err := sess.Begin(); err != nil {
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slog.Warn("begin transaction error", "error", err)
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continue
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}
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for _, g := range updateList {
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if _, err := sess.ID(g.Id).Cols("physical_power").Update(g); err != nil {
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slog.Warn("update general physical power error", "gid", g.Id, "error", err)
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sess.Rollback()
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goto CONTINUE
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}
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}
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if err := sess.Commit(); err != nil {
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slog.Warn("commit transaction error", "error", err)
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} else {
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slog.Debug("batch update general physical power", "count", len(updateList))
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}
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}
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CONTINUE:
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}
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}
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@@ -81,8 +110,6 @@ func (this*generalMgr) add(g *model.General) {
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this.mutex.Unlock()
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}
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func (this *generalMgr) Load() {
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err := db.MasterDB.Table(model.General{}).Where("state=?",
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@@ -248,7 +275,6 @@ func (this*generalMgr) GetOrCreateByRId(rid int) ([]*model.General, bool){
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}
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}
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/*
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随机创建一个
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*/
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@@ -275,7 +301,6 @@ func (this*generalMgr) RandCreateGeneral(rid int, nums int) ([]*model.General, b
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}
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}
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// 获取npc武将
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func (this *generalMgr) GetNPCGenerals(cnt int, star int8, level int8) ([]model.General, bool) {
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gs, ok := this.GetByRId(0)
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@@ -341,12 +366,50 @@ func (this *generalMgr) TryUsePhysicalPower(army *model.Army, cost int) bool{
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return false
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}
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// 收集需要更新的武将
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updateList := make([]*model.General, 0, len(army.Gens))
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for _, g := range army.Gens {
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if g == nil {
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continue
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}
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g.PhysicalPower -= cost
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g.SyncExecute()
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updateList = append(updateList, g)
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}
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// 批量更新数据库 - 使用事务
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if len(updateList) > 0 {
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sess := db.MasterDB.NewSession()
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defer sess.Close()
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if err := sess.Begin(); err != nil {
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slog.Warn("begin transaction error", "error", err)
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// 回滚内存中的修改
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for _, g := range updateList {
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g.PhysicalPower += cost
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}
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return false
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}
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for _, g := range updateList {
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if _, err := sess.ID(g.Id).Cols("physical_power").Update(g); err != nil {
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slog.Warn("update general physical power error", "gid", g.Id, "error", err)
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sess.Rollback()
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// 回滚内存中的修改
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for _, g := range updateList {
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g.PhysicalPower += cost
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}
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return false
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}
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}
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if err := sess.Commit(); err != nil {
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slog.Warn("commit transaction error", "error", err)
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// 回滚内存中的修改
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for _, g := range updateList {
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g.PhysicalPower += cost
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}
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return false
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}
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}
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return true
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@@ -30,21 +30,35 @@ func (this*roleAttributeMgr) Load() {
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}
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l := UnionMgr.List()
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// 收集需要创建的角色属性
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needCreate := make([]*model.RoleAttribute, 0)
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for _, c := range l {
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for _, rid := range c.MemberArray {
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attr, ok := this.attribute[rid]
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if ok {
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attr.UnionId = c.Id
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} else {
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attr := this.create(rid)
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if attr != nil{
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attr.UnionId = c.Id
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}
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}
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// 批量收集需要创建的属性
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newAttr := &model.RoleAttribute{RId: rid, ParentId: 0, UnionId: c.Id}
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needCreate = append(needCreate, newAttr)
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this.attribute[rid] = newAttr
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}
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}
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}
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// 批量插入缺失的角色属性
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if len(needCreate) > 0 {
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if _, err := db.MasterDB.Insert(&needCreate); err != nil {
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slog.Error("batch insert role attributes error", "error", err)
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// 回滚内存中的修改
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for _, attr := range needCreate {
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delete(this.attribute, attr.RId)
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}
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} else {
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slog.Info("batch inserted role attributes", "count", len(needCreate))
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}
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}
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}
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func (this *roleAttributeMgr) Get(rid int) (*model.RoleAttribute, bool) {
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@@ -82,7 +96,6 @@ func (this*roleAttributeMgr) create(rid int) *model.RoleAttribute {
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}
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}
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func (this *roleAttributeMgr) IsHasUnion(rid int) bool {
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this.mutex.RLock()
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@@ -118,4 +131,3 @@ func (this*roleAttributeMgr) List() []*model.RoleAttribute {
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}
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return ret
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}
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@@ -45,8 +45,11 @@ func (this *roleBuildMgr) Load() {
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db.MasterDB.Where("type = ? or type = ?",
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model.MapBuildSysCity,
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model.MapBuildSysFortress).Delete(new(model.MapRoleBuild))
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for _, sysBuild := range NMMgr.sysBuild {
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// 批量插入系统建筑
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if len(NMMgr.sysBuild) > 0 {
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builds := make([]model.MapRoleBuild, 0, len(NMMgr.sysBuild))
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for _, sysBuild := range NMMgr.sysBuild {
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build := model.MapRoleBuild{
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RId: 0,
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Type: sysBuild.Type,
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@@ -55,7 +58,15 @@ func (this *roleBuildMgr) Load() {
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Y: sysBuild.Y,
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}
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build.Init()
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db.MasterDB.InsertOne(&build)
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builds = append(builds, build)
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}
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// 批量插入
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if _, err := db.MasterDB.Insert(&builds); err != nil {
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slog.Error("batch insert system builds error", "error", err)
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panic("batch insert error: " + err.Error())
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} else {
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slog.Info("batch inserted system builds", "count", len(builds))
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}
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}
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}
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}
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@@ -129,8 +140,32 @@ func (this *roleBuildMgr) CheckGiveUp() []int {
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}
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this.giveUpMutex.Unlock()
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// 批量处理放弃的土地 - 使用事务
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if len(builds) > 0 {
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sess := db.MasterDB.NewSession()
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defer sess.Close()
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if err := sess.Begin(); err != nil {
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slog.Warn("begin transaction error", "error", err)
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return ret
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}
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for _, build := range builds {
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this.RemoveFromRole(build)
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build.Reset()
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if _, err := sess.ID(build.Id).Update(build); err != nil {
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slog.Warn("update giveup build error", "id", build.Id, "error", err)
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sess.Rollback()
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return ret
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}
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// 从角色列表移除(仅内存操作)
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this.removeFromRoleMemory(build)
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}
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if err := sess.Commit(); err != nil {
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slog.Warn("commit transaction error", "error", err)
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} else {
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slog.Debug("batch process giveup builds", "count", len(builds))
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}
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}
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return ret
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@@ -154,13 +189,65 @@ func (this *roleBuildMgr) CheckDestroy() []int {
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}
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this.destroyMutex.Unlock()
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// 批量处理拆除的建筑 - 使用事务
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if len(builds) > 0 {
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sess := db.MasterDB.NewSession()
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defer sess.Close()
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if err := sess.Begin(); err != nil {
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slog.Warn("begin transaction error", "error", err)
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return ret
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}
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for _, build := range builds {
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build.ConvertToRes()
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build.SyncExecute()
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if _, err := sess.ID(build.Id).Update(build); err != nil {
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slog.Warn("update destroy build error", "id", build.Id, "error", err)
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sess.Rollback()
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return ret
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}
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}
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if err := sess.Commit(); err != nil {
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slog.Warn("commit transaction error", "error", err)
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} else {
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slog.Debug("batch process destroy builds", "count", len(builds))
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}
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}
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return ret
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}
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// 辅助函数:从角色内存列表中移除建筑(不涉及数据库)
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func (this *roleBuildMgr) removeFromRoleMemory(build *model.MapRoleBuild) {
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this.baseMutex.Lock()
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rb, ok := this.roleRB[build.RId]
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if ok {
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for i, v := range rb {
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if v.Id == build.Id {
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this.roleRB[build.RId] = append(rb[:i], rb[i+1:]...)
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break
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}
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}
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}
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this.baseMutex.Unlock()
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//移除放弃事件
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t := build.GiveUpTime
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this.giveUpMutex.Lock()
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if ms, ok := this.giveUpRB[t]; ok {
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delete(ms, build.Id)
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}
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this.giveUpMutex.Unlock()
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//移除拆除事件
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t = build.EndTime.Unix()
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this.destroyMutex.Lock()
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if ms, ok := this.destroyRB[t]; ok {
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delete(ms, build.Id)
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}
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this.destroyMutex.Unlock()
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}
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/*
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该位置是否被角色占领
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*/
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@@ -57,7 +57,6 @@ func (this*roleResMgr) Load() {
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}
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func (this *roleResMgr) Get(rid int) (*model.RoleRes, bool) {
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this.mutex.RLock()
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@@ -88,7 +87,7 @@ func (this*roleResMgr) Get(rid int) (*model.RoleRes, bool){
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}
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}
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func (this*roleResMgr) Add(res *model.RoleRes) (){
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func (this *roleResMgr) Add(res *model.RoleRes) {
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this.mutex.Lock()
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this.rolesRes[res.RId] = res
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@@ -163,8 +162,6 @@ func (this*roleResMgr) TryUseDecree(rid int, decree int) bool{
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}
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}
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//金币是否足够
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func (this *roleResMgr) GoldIsEnough(rid int, cost int) bool {
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@@ -183,7 +180,6 @@ func (this*roleResMgr) GoldIsEnough(rid int, cost int) bool {
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}
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}
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func (this *roleResMgr) TryUseGold(rid int, gold int) bool {
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this.mutex.RLock()
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@@ -203,46 +199,84 @@ func (this*roleResMgr) TryUseGold(rid int, gold int) bool{
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}
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}
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func (this *roleResMgr) produce() {
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index := 1
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for true {
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t := static_conf.Basic.Role.RecoveryTime
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time.Sleep(time.Duration(t) * time.Second)
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this.mutex.RLock()
|
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// 收集需要更新的角色资源
|
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updateList := make([]*model.RoleRes, 0, len(this.rolesRes))
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for _, v := range this.rolesRes {
|
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//加判断是因为爆仓了,资源不无故减少
|
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capacity := GetDepotCapacity(v.RId)
|
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yield := GetYield(v.RId)
|
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needUpdate := false
|
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if v.Wood < capacity {
|
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v.Wood += util.MinInt(yield.Wood/6, capacity)
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needUpdate = true
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}
|
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if v.Iron < capacity {
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v.Iron += util.MinInt(yield.Iron/6, capacity)
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needUpdate = true
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}
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|
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if v.Stone < capacity {
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v.Stone += util.MinInt(yield.Stone/6, capacity)
|
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needUpdate = true
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}
|
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if v.Grain < capacity {
|
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v.Grain += util.MinInt(yield.Grain/6, capacity)
|
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needUpdate = true
|
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}
|
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|
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if v.Gold < capacity {
|
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v.Grain += util.MinInt(yield.Grain/6, capacity)
|
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v.Gold += util.MinInt(yield.Gold/6, capacity)
|
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needUpdate = true
|
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}
|
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|
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if index%6 == 0 {
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if v.Decree < static_conf.Basic.Role.DecreeLimit {
|
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v.Decree += 1
|
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}
|
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}
|
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v.SyncExecute()
|
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}
|
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index++
|
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this.mutex.RUnlock()
|
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needUpdate = true
|
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}
|
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}
|
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|
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if needUpdate {
|
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updateList = append(updateList, v)
|
||||
}
|
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}
|
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index++
|
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this.mutex.RUnlock()
|
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|
||||
// 批量更新数据库 - 使用事务
|
||||
if len(updateList) > 0 {
|
||||
sess := db.MasterDB.NewSession()
|
||||
defer sess.Close()
|
||||
|
||||
if err := sess.Begin(); err != nil {
|
||||
slog.Warn("begin transaction error", "error", err)
|
||||
continue
|
||||
}
|
||||
|
||||
for _, v := range updateList {
|
||||
if _, err := sess.ID(v.RId).Cols("wood", "iron", "stone", "grain", "gold", "decree").Update(v); err != nil {
|
||||
slog.Warn("update role res error", "rid", v.RId, "error", err)
|
||||
sess.Rollback()
|
||||
goto CONTINUE
|
||||
}
|
||||
}
|
||||
|
||||
if err := sess.Commit(); err != nil {
|
||||
slog.Warn("commit transaction error", "error", err)
|
||||
} else {
|
||||
slog.Debug("batch update role resources", "count", len(updateList))
|
||||
}
|
||||
}
|
||||
CONTINUE:
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user