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:
ytc1012
2025-11-19 11:59:51 +08:00
parent de90ad79ea
commit 8f9476e4d7
7 changed files with 412 additions and 181 deletions

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@@ -0,0 +1,11 @@
{
"permissions": {
"allow": [
"Bash(nul)",
"Bash(go build:*)",
"Bash(gofmt:*)"
],
"deny": [],
"ask": []
}
}

2
.gitattributes vendored Normal file
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@@ -0,0 +1,2 @@
* text=auto eol=lf
*.go text eol=lf

View File

@@ -14,17 +14,16 @@ import (
var DefaultWar = War{}
type War struct {
}
func (this*War) InitRouter(r *net.Router) {
func (this *War) InitRouter(r *net.Router) {
g := r.Group("war").Use(middleware.ElapsedTime(),
middleware.Log(), middleware.CheckRole())
g.AddRouter("report", this.report)
g.AddRouter("read", this.read)
}
func (this*War) report(req *net.WsMsgReq, rsp *net.WsMsgRsp) {
func (this *War) report(req *net.WsMsgReq, rsp *net.WsMsgRsp) {
reqObj := &proto.WarReportReq{}
rspObj := &proto.WarReportRsp{}
@@ -40,7 +39,7 @@ func (this*War) report(req *net.WsMsgReq, rsp *net.WsMsgRsp) {
err := db.MasterDB.Table(model.WarReport{}).Where("a_rid=? or d_rid=?",
role.RId, role.RId).Desc("ctime").Limit(100, 0).Find(&l)
if err != nil{
if err != nil {
slog.Warn("db error", "error", err)
rsp.Body.Code = constant.DBError
return
@@ -52,7 +51,7 @@ func (this*War) report(req *net.WsMsgReq, rsp *net.WsMsgRsp) {
}
}
func (this*War) read(req *net.WsMsgReq, rsp *net.WsMsgRsp) {
func (this *War) read(req *net.WsMsgReq, rsp *net.WsMsgRsp) {
reqObj := &proto.WarReadReq{}
rspObj := &proto.WarReadRsp{}
@@ -65,16 +64,39 @@ func (this*War) read(req *net.WsMsgReq, rsp *net.WsMsgRsp) {
role := r.(*model.Role)
if reqObj.Id == 0 {
// 批量标记所有战报为已读 - 使用事务优化
m := model.WarReport{AttackIsRead: true, DefenseIsRead: true}
_, err := db.MasterDB.Table(model.WarReport{}).Where("a_rid=?", role.RId).Cols("a_is_read").Update(m)
if err != nil {
slog.Error("db error", "error", err)
sess := db.MasterDB.NewSession()
defer sess.Close()
if err := sess.Begin(); err != nil {
slog.Error("begin transaction error", "error", err)
rsp.Body.Code = constant.DBError
return
}
_, err = db.MasterDB.Table(model.WarReport{}).Where("d_rid=?", role.RId).Cols("d_is_read").Update(m)
if err != nil {
slog.Error("db error", "error", err)
// 更新攻击方战报
if _, err := sess.Table(model.WarReport{}).Where("a_rid=?", role.RId).Cols("a_is_read").Update(m); err != nil {
slog.Error("update attack reports error", "error", err)
sess.Rollback()
rsp.Body.Code = constant.DBError
return
}
}else{
// 更新防守方战报
if _, err := sess.Table(model.WarReport{}).Where("d_rid=?", role.RId).Cols("d_is_read").Update(m); err != nil {
slog.Error("update defense reports error", "error", err)
sess.Rollback()
rsp.Body.Code = constant.DBError
return
}
if err := sess.Commit(); err != nil {
slog.Error("commit transaction error", "error", err)
rsp.Body.Code = constant.DBError
return
}
} else {
wr := &model.WarReport{}
ok, err := db.MasterDB.Table(model.WarReport{}).Where("id=?",
reqObj.Id).Get(wr)
@@ -90,11 +112,11 @@ func (this*War) read(req *net.WsMsgReq, rsp *net.WsMsgRsp) {
wr.AttackIsRead = true
db.MasterDB.Table(wr).ID(wr.Id).Cols("a_is_read").Update(wr)
rsp.Body.Code = constant.OK
}else if wr.DefenseRid == role.RId {
} else if wr.DefenseRid == role.RId {
wr.DefenseIsRead = true
db.MasterDB.Table(wr).ID(wr.Id).Cols("d_is_read").Update(wr)
rsp.Body.Code = constant.OK
}else{
} else {
rsp.Body.Code = constant.InvalidParam
}
}

View File

@@ -20,36 +20,65 @@ type generalMgr struct {
var GMgr = &generalMgr{
genByRole: make(map[int][]*model.General),
genByGId: make(map[int]*model.General),
genByGId: make(map[int]*model.General),
}
func (this*generalMgr) updatePhysicalPower() {
func (this *generalMgr) updatePhysicalPower() {
limit := static_conf.Basic.General.PhysicalPowerLimit
recoverCnt := static_conf.Basic.General.RecoveryPhysicalPower
for true {
time.Sleep(1*time.Hour)
time.Sleep(1 * time.Hour)
this.mutex.RLock()
// 收集需要更新的武将ID和体力值
updateList := make([]*model.General, 0)
for _, g := range this.genByGId {
if g.PhysicalPower < limit{
if g.PhysicalPower < limit {
g.PhysicalPower = util.MinInt(limit, g.PhysicalPower+recoverCnt)
g.SyncExecute()
updateList = append(updateList, g)
}
}
this.mutex.RUnlock()
// 批量更新数据库 - 使用事务提升性能
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 _, g := range updateList {
if _, err := sess.ID(g.Id).Cols("physical_power").Update(g); err != nil {
slog.Warn("update general physical power error", "gid", g.Id, "error", err)
sess.Rollback()
goto CONTINUE
}
}
if err := sess.Commit(); err != nil {
slog.Warn("commit transaction error", "error", err)
} else {
slog.Debug("batch update general physical power", "count", len(updateList))
}
}
CONTINUE:
}
}
//创建npc
func (this*generalMgr) createNPC() ([]*model.General, bool){
// 创建npc
func (this *generalMgr) createNPC() ([]*model.General, bool) {
gs := make([]*model.General, 0)
sess := db.MasterDB.NewSession()
sess.Begin()
for _, v := range general.General.GMap {
if v.Star >= 3{
arr := []int8{1,5,10,20}
for _, level := range arr{
if v.Star >= 3 {
arr := []int8{1, 5, 10, 20}
for _, level := range arr {
r, ok := this.NewGeneral(v.CfgId, 0, level)
if ok == false {
sess.Rollback()
@@ -61,18 +90,18 @@ func (this*generalMgr) createNPC() ([]*model.General, bool){
}
}
if err := sess.Commit(); err != nil{
if err := sess.Commit(); err != nil {
slog.Warn("db error", "error", err)
return nil, false
}else{
} else {
return gs, true
}
}
func (this*generalMgr) add(g *model.General) {
func (this *generalMgr) add(g *model.General) {
this.mutex.Lock()
if _,ok := this.genByRole[g.RId]; ok == false{
if _, ok := this.genByRole[g.RId]; ok == false {
this.genByRole[g.RId] = make([]*model.General, 0)
}
this.genByRole[g.RId] = append(this.genByRole[g.RId], g)
@@ -81,9 +110,7 @@ func (this*generalMgr) add(g *model.General) {
this.mutex.Unlock()
}
func (this*generalMgr) Load(){
func (this *generalMgr) Load() {
err := db.MasterDB.Table(model.General{}).Where("state=?",
model.GeneralNormal).Find(this.genByGId)
@@ -94,20 +121,20 @@ func (this*generalMgr) Load(){
}
for _, v := range this.genByGId {
if _, ok := this.genByRole[v.RId]; ok==false {
if _, ok := this.genByRole[v.RId]; ok == false {
this.genByRole[v.RId] = make([]*model.General, 0)
}
this.genByRole[v.RId] = append(this.genByRole[v.RId], v)
}
if len(this.genByGId) == 0{
if len(this.genByGId) == 0 {
this.createNPC()
}
go this.updatePhysicalPower()
}
func (this*generalMgr) GetByRId(rid int) ([]*model.General, bool){
func (this *generalMgr) GetByRId(rid int) ([]*model.General, bool) {
this.mutex.Lock()
r, ok := this.genByRole[rid]
this.mutex.Unlock()
@@ -115,7 +142,7 @@ func (this*generalMgr) GetByRId(rid int) ([]*model.General, bool){
if ok {
out := make([]*model.General, 0)
for _, g := range r {
if g.IsActive(){
if g.IsActive() {
out = append(out, g)
}
}
@@ -132,86 +159,86 @@ func (this*generalMgr) GetByRId(rid int) ([]*model.General, bool){
this.add(g)
}
return gs, true
}else{
} else {
slog.Warn("general not fount", "rid", rid)
return nil, false
}
}else{
} else {
slog.Warn("db error", "error", err)
return nil, false
}
}
//查找将领
func (this*generalMgr) GetByGId(gid int) (*model.General, bool){
// 查找将领
func (this *generalMgr) GetByGId(gid int) (*model.General, bool) {
this.mutex.RLock()
g, ok := this.genByGId[gid]
this.mutex.RUnlock()
if ok {
if g.IsActive(){
if g.IsActive() {
return g, true
}else{
} else {
return nil, false
}
}else{
} else {
g := &model.General{}
r, err := db.MasterDB.Table(new(model.General)).Where(
"id=? and state=?", gid, model.GeneralNormal).Get(g)
if err == nil{
if err == nil {
if r {
this.add(g)
return g, true
}else{
} else {
slog.Warn("general gid not found", "gid", gid)
return nil, false
}
}else{
} else {
slog.Warn("general gid not found", "gid", gid)
return nil, false
}
}
}
//这个角色是否有这个武将
func (this*generalMgr) HasGeneral(rid int ,gid int) (*model.General,bool){
// 这个角色是否有这个武将
func (this *generalMgr) HasGeneral(rid int, gid int) (*model.General, bool) {
r, ok := this.GetByRId(rid)
if ok {
for _, v := range r {
t := v
if t.Id == gid {
return t,true
return t, true
}
}
}
return nil,false
return nil, false
}
func (this*generalMgr) HasGenerals(rid int, gIds []int) ([]*model.General,bool){
func (this *generalMgr) HasGenerals(rid int, gIds []int) ([]*model.General, bool) {
gs := make([]*model.General, 0)
for i := 0; i < len(gIds); i++ {
g,ok := this.HasGeneral(rid, gIds[i])
if ok{
gs = append(gs,g)
}else{
return gs,false
g, ok := this.HasGeneral(rid, gIds[i])
if ok {
gs = append(gs, g)
} else {
return gs, false
}
}
return gs,true
return gs, true
}
func (this*generalMgr) Count(rid int) int{
func (this *generalMgr) Count(rid int) int {
gs, ok := this.GetByRId(rid)
if ok {
return len(gs)
}else{
} else {
return 0
}
}
func (this*generalMgr) NewGeneral(cfgId int, rid int, level int8) (*model.General, bool) {
func (this *generalMgr) NewGeneral(cfgId int, rid int, level int8) (*model.General, bool) {
g, ok := model.NewGeneral(cfgId, rid, level)
if ok {
this.add(g)
@@ -222,37 +249,36 @@ func (this*generalMgr) NewGeneral(cfgId int, rid int, level int8) (*model.Genera
/*
如果不存在则去创建
*/
func (this*generalMgr) GetOrCreateByRId(rid int) ([]*model.General, bool){
func (this *generalMgr) GetOrCreateByRId(rid int) ([]*model.General, bool) {
r, ok := this.GetByRId(rid)
if ok {
return r, true
}else{
} else {
//创建
gs := make([]*model.General, 0)
sess := db.MasterDB.NewSession()
sess.Begin()
g, ok := this.RandCreateGeneral(rid,3)
if ok == false{
g, ok := this.RandCreateGeneral(rid, 3)
if ok == false {
sess.Rollback()
return nil, false
}
gs = g
if err := sess.Commit(); err != nil{
if err := sess.Commit(); err != nil {
slog.Warn("db error", "error", err)
return nil, false
}else{
} else {
return gs, true
}
}
}
/*
随机创建一个
*/
func (this*generalMgr) RandCreateGeneral(rid int, nums int) ([]*model.General, bool){
func (this *generalMgr) RandCreateGeneral(rid int, nums int) ([]*model.General, bool) {
gs := make([]*model.General, 0)
sess := db.MasterDB.NewSession()
sess.Begin()
@@ -260,43 +286,42 @@ func (this*generalMgr) RandCreateGeneral(rid int, nums int) ([]*model.General, b
for i := 0; i < nums; i++ {
cfgId := general.General.Draw()
g, ok := this.NewGeneral(cfgId, rid, 1)
if ok == false{
if ok == false {
sess.Rollback()
return nil, false
}
gs = append(gs, g)
}
if err := sess.Commit(); err != nil{
if err := sess.Commit(); err != nil {
slog.Warn("db error", "error", err)
return nil, false
}else{
} else {
return gs, true
}
}
//获取npc武将
func (this*generalMgr) GetNPCGenerals(cnt int, star int8, level int8) ([]model.General, bool) {
// 获取npc武将
func (this *generalMgr) GetNPCGenerals(cnt int, star int8, level int8) ([]model.General, bool) {
gs, ok := this.GetByRId(0)
if ok == false {
return make([]model.General, 0), false
}else{
} else {
target := make([]model.General, 0)
for _, g := range gs {
if g.Level == level && g.Star == star{
if g.Level == level && g.Star == star {
target = append(target, *g)
}
}
if len(target) < cnt{
if len(target) < cnt {
return make([]model.General, 0), false
}else{
} else {
m := make(map[int]int)
for true {
r := rand.Intn(len(target))
m[r] = r
if len(m) == cnt{
if len(m) == cnt {
break
}
}
@@ -311,7 +336,7 @@ func (this*generalMgr) GetNPCGenerals(cnt int, star int8, level int8) ([]model.G
}
}
func (this *generalMgr) GetDestroy(army *model.Army) int{
func (this *generalMgr) GetDestroy(army *model.Army) int {
destroy := 0
for _, g := range army.Gens {
if g != nil {
@@ -321,32 +346,70 @@ func (this *generalMgr) GetDestroy(army *model.Army) int{
return destroy
}
//体力是否足够
func (this*generalMgr) PhysicalPowerIsEnough(army *model.Army, cost int) bool{
// 体力是否足够
func (this *generalMgr) PhysicalPowerIsEnough(army *model.Army, cost int) bool {
for _, g := range army.Gens {
if g == nil{
if g == nil {
continue
}
if g.PhysicalPower < cost{
if g.PhysicalPower < cost {
return false
}
}
return true
}
//尝试使用体力
func (this *generalMgr) TryUsePhysicalPower(army *model.Army, cost int) bool{
// 尝试使用体力
func (this *generalMgr) TryUsePhysicalPower(army *model.Army, cost int) bool {
if this.PhysicalPowerIsEnough(army, cost) == false{
if this.PhysicalPowerIsEnough(army, cost) == false {
return false
}
// 收集需要更新的武将
updateList := make([]*model.General, 0, len(army.Gens))
for _, g := range army.Gens {
if g == nil{
if g == nil {
continue
}
g.PhysicalPower -= cost
g.SyncExecute()
updateList = append(updateList, g)
}
// 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)
// 回滚内存中的修改
for _, g := range updateList {
g.PhysicalPower += cost
}
return false
}
for _, g := range updateList {
if _, err := sess.ID(g.Id).Cols("physical_power").Update(g); err != nil {
slog.Warn("update general physical power error", "gid", g.Id, "error", err)
sess.Rollback()
// 回滚内存中的修改
for _, g := range updateList {
g.PhysicalPower += cost
}
return false
}
}
if err := sess.Commit(); err != nil {
slog.Warn("commit transaction error", "error", err)
// 回滚内存中的修改
for _, g := range updateList {
g.PhysicalPower += cost
}
return false
}
}
return true

View File

@@ -8,7 +8,7 @@ import (
)
type roleAttributeMgr struct {
mutex sync.RWMutex
mutex sync.RWMutex
attribute map[int]*model.RoleAttribute //key:rid
}
@@ -16,7 +16,7 @@ var RAttrMgr = &roleAttributeMgr{
attribute: make(map[int]*model.RoleAttribute),
}
func (this*roleAttributeMgr) Load() {
func (this *roleAttributeMgr) Load() {
//加载
t := make(map[int]*model.RoleAttribute)
err := db.MasterDB.Find(t)
@@ -25,28 +25,42 @@ func (this*roleAttributeMgr) Load() {
}
//获取联盟id
for _, v:= range t {
for _, v := range t {
this.attribute[v.RId] = v
}
l := UnionMgr.List()
// 收集需要创建的角色属性
needCreate := make([]*model.RoleAttribute, 0)
for _, c := range l {
for _, rid := range c.MemberArray {
attr, ok := this.attribute[rid]
if ok {
attr.UnionId = c.Id
}else{
attr := this.create(rid)
if attr != nil{
attr.UnionId = c.Id
}
} else {
// 批量收集需要创建的属性
newAttr := &model.RoleAttribute{RId: rid, ParentId: 0, UnionId: c.Id}
needCreate = append(needCreate, newAttr)
this.attribute[rid] = newAttr
}
}
}
// 批量插入缺失的角色属性
if len(needCreate) > 0 {
if _, err := db.MasterDB.Insert(&needCreate); err != nil {
slog.Error("batch insert role attributes error", "error", err)
// 回滚内存中的修改
for _, attr := range needCreate {
delete(this.attribute, attr.RId)
}
} else {
slog.Info("batch inserted role attributes", "count", len(needCreate))
}
}
}
func (this*roleAttributeMgr) Get(rid int) (*model.RoleAttribute, bool){
func (this *roleAttributeMgr) Get(rid int) (*model.RoleAttribute, bool) {
this.mutex.RLock()
r, ok := this.attribute[rid]
@@ -54,16 +68,16 @@ func (this*roleAttributeMgr) Get(rid int) (*model.RoleAttribute, bool){
if ok {
return r, true
}else {
} else {
return nil, false
}
}
func (this*roleAttributeMgr) TryCreate(rid int) (*model.RoleAttribute, bool){
func (this *roleAttributeMgr) TryCreate(rid int) (*model.RoleAttribute, bool) {
attr, ok := this.Get(rid)
if ok {
return attr, true
}else{
} else {
this.mutex.Lock()
defer this.mutex.Unlock()
attr := this.create(rid)
@@ -71,19 +85,18 @@ func (this*roleAttributeMgr) TryCreate(rid int) (*model.RoleAttribute, bool){
}
}
func (this*roleAttributeMgr) create(rid int) *model.RoleAttribute {
func (this *roleAttributeMgr) create(rid int) *model.RoleAttribute {
roleAttr := &model.RoleAttribute{RId: rid, ParentId: 0, UnionId: 0}
if _ , err := db.MasterDB.Insert(roleAttr); err != nil {
if _, err := db.MasterDB.Insert(roleAttr); err != nil {
slog.Error("insert RoleAttribute error", "error", err)
return nil
}else{
} else {
this.attribute[rid] = roleAttr
return roleAttr
}
}
func (this*roleAttributeMgr) IsHasUnion(rid int) bool{
func (this *roleAttributeMgr) IsHasUnion(rid int) bool {
this.mutex.RLock()
r, ok := this.attribute[rid]
@@ -91,12 +104,12 @@ func (this*roleAttributeMgr) IsHasUnion(rid int) bool{
if ok {
return r.UnionId != 0
}else {
return false
} else {
return false
}
}
func (this*roleAttributeMgr) UnionId(rid int) int{
func (this *roleAttributeMgr) UnionId(rid int) int {
this.mutex.RLock()
r, ok := this.attribute[rid]
@@ -104,12 +117,12 @@ func (this*roleAttributeMgr) UnionId(rid int) int{
if ok {
return r.UnionId
}else {
return 0
} else {
return 0
}
}
func (this*roleAttributeMgr) List() []*model.RoleAttribute {
func (this *roleAttributeMgr) List() []*model.RoleAttribute {
this.mutex.RLock()
defer this.mutex.RUnlock()
ret := make([]*model.RoleAttribute, 0)
@@ -118,4 +131,3 @@ func (this*roleAttributeMgr) List() []*model.RoleAttribute {
}
return ret
}

View File

@@ -45,17 +45,28 @@ func (this *roleBuildMgr) Load() {
db.MasterDB.Where("type = ? or type = ?",
model.MapBuildSysCity,
model.MapBuildSysFortress).Delete(new(model.MapRoleBuild))
for _, sysBuild := range NMMgr.sysBuild {
build := model.MapRoleBuild{
RId: 0,
Type: sysBuild.Type,
Level: sysBuild.Level,
X: sysBuild.X,
Y: sysBuild.Y,
// 批量插入系统建筑
if len(NMMgr.sysBuild) > 0 {
builds := make([]model.MapRoleBuild, 0, len(NMMgr.sysBuild))
for _, sysBuild := range NMMgr.sysBuild {
build := model.MapRoleBuild{
RId: 0,
Type: sysBuild.Type,
Level: sysBuild.Level,
X: sysBuild.X,
Y: sysBuild.Y,
}
build.Init()
builds = append(builds, build)
}
// 批量插入
if _, err := db.MasterDB.Insert(&builds); err != nil {
slog.Error("batch insert system builds error", "error", err)
panic("batch insert error: " + err.Error())
} else {
slog.Info("batch inserted system builds", "count", len(builds))
}
build.Init()
db.MasterDB.InsertOne(&build)
}
}
}
@@ -129,8 +140,32 @@ func (this *roleBuildMgr) CheckGiveUp() []int {
}
this.giveUpMutex.Unlock()
for _, build := range builds {
this.RemoveFromRole(build)
// 批量处理放弃的土地 - 使用事务
if len(builds) > 0 {
sess := db.MasterDB.NewSession()
defer sess.Close()
if err := sess.Begin(); err != nil {
slog.Warn("begin transaction error", "error", err)
return ret
}
for _, build := range builds {
build.Reset()
if _, err := sess.ID(build.Id).Update(build); err != nil {
slog.Warn("update giveup build error", "id", build.Id, "error", err)
sess.Rollback()
return ret
}
// 从角色列表移除(仅内存操作)
this.removeFromRoleMemory(build)
}
if err := sess.Commit(); err != nil {
slog.Warn("commit transaction error", "error", err)
} else {
slog.Debug("batch process giveup builds", "count", len(builds))
}
}
return ret
@@ -154,13 +189,65 @@ func (this *roleBuildMgr) CheckDestroy() []int {
}
this.destroyMutex.Unlock()
for _, build := range builds {
build.ConvertToRes()
build.SyncExecute()
// 批量处理拆除的建筑 - 使用事务
if len(builds) > 0 {
sess := db.MasterDB.NewSession()
defer sess.Close()
if err := sess.Begin(); err != nil {
slog.Warn("begin transaction error", "error", err)
return ret
}
for _, build := range builds {
build.ConvertToRes()
if _, err := sess.ID(build.Id).Update(build); err != nil {
slog.Warn("update destroy build error", "id", build.Id, "error", err)
sess.Rollback()
return ret
}
}
if err := sess.Commit(); err != nil {
slog.Warn("commit transaction error", "error", err)
} else {
slog.Debug("batch process destroy builds", "count", len(builds))
}
}
return ret
}
// 辅助函数:从角色内存列表中移除建筑(不涉及数据库)
func (this *roleBuildMgr) removeFromRoleMemory(build *model.MapRoleBuild) {
this.baseMutex.Lock()
rb, ok := this.roleRB[build.RId]
if ok {
for i, v := range rb {
if v.Id == build.Id {
this.roleRB[build.RId] = append(rb[:i], rb[i+1:]...)
break
}
}
}
this.baseMutex.Unlock()
//移除放弃事件
t := build.GiveUpTime
this.giveUpMutex.Lock()
if ms, ok := this.giveUpRB[t]; ok {
delete(ms, build.Id)
}
this.giveUpMutex.Unlock()
//移除拆除事件
t = build.EndTime.Unix()
this.destroyMutex.Lock()
if ms, ok := this.destroyRB[t]; ok {
delete(ms, build.Id)
}
this.destroyMutex.Unlock()
}
/*
该位置是否被角色占领
*/

View File

@@ -13,7 +13,7 @@ import (
)
type roleResMgr struct {
mutex sync.RWMutex
mutex sync.RWMutex
rolesRes map[int]*model.RoleRes
}
@@ -31,7 +31,7 @@ func GetYield(rid int) model.Yield {
y.Stone = by.Stone + cy.Stone + static_conf.Basic.Role.StoneYield
y.Iron = by.Iron + cy.Iron + static_conf.Basic.Role.IronYield
y.Grain = by.Grain + cy.Grain + static_conf.Basic.Role.GrainYield
y.Wood = by.Wood + cy.Wood + static_conf.Basic.Role.WoodYield
y.Wood = by.Wood + cy.Wood + static_conf.Basic.Role.WoodYield
return y
}
@@ -41,7 +41,7 @@ func GetDepotCapacity(rid int) int {
return RFMgr.GetDepotCapacity(rid) + static_conf.Basic.Role.DepotCapacity
}
func (this*roleResMgr) Load() {
func (this *roleResMgr) Load() {
rr := make([]*model.RoleRes, 0)
err := db.MasterDB.Find(&rr)
@@ -57,8 +57,7 @@ func (this*roleResMgr) Load() {
}
func (this*roleResMgr) Get(rid int) (*model.RoleRes, bool){
func (this *roleResMgr) Get(rid int) (*model.RoleRes, bool) {
this.mutex.RLock()
r, ok := this.rolesRes[rid]
@@ -77,25 +76,25 @@ func (this*roleResMgr) Get(rid int) (*model.RoleRes, bool){
this.mutex.Unlock()
return m, true
}else{
if err == nil{
} else {
if err == nil {
slog.Warn("RoleRes not found", "rid", rid)
return nil, false
}else{
} else {
slog.Warn("db error", "error", err)
return nil, false
}
}
}
func (this*roleResMgr) Add(res *model.RoleRes) (){
func (this *roleResMgr) Add(res *model.RoleRes) {
this.mutex.Lock()
this.rolesRes[res.RId] = res
this.mutex.Unlock()
}
func (this*roleResMgr) TryUseNeed(rid int, need facility.NeedRes) int{
func (this *roleResMgr) TryUseNeed(rid int, need facility.NeedRes) int {
this.mutex.RLock()
rr, ok := this.rolesRes[rid]
@@ -114,20 +113,20 @@ func (this*roleResMgr) TryUseNeed(rid int, need facility.NeedRes) int{
rr.SyncExecute()
return constant.OK
}else{
if need.Decree > rr.Decree{
} else {
if need.Decree > rr.Decree {
return constant.DecreeNotEnough
}else{
} else {
return constant.ResNotEnough
}
}
}else {
} else {
return constant.RoleNotExist
}
}
//政令是否足够
func (this*roleResMgr) DecreeIsEnough(rid int, cost int) bool {
func (this *roleResMgr) DecreeIsEnough(rid int, cost int) bool {
this.mutex.RLock()
rr, ok := this.rolesRes[rid]
@@ -136,15 +135,15 @@ func (this*roleResMgr) DecreeIsEnough(rid int, cost int) bool {
if ok {
if rr.Decree >= cost {
return true
}else{
} else {
return false
}
}else{
} else {
return false
}
}
func (this*roleResMgr) TryUseDecree(rid int, decree int) bool{
func (this *roleResMgr) TryUseDecree(rid int, decree int) bool {
this.mutex.RLock()
rr, ok := this.rolesRes[rid]
@@ -155,18 +154,16 @@ func (this*roleResMgr) TryUseDecree(rid int, decree int) bool{
rr.Decree -= decree
rr.SyncExecute()
return true
}else{
} else {
return false
}
}else{
} else {
return false
}
}
//金币是否足够
func (this*roleResMgr) GoldIsEnough(rid int, cost int) bool {
func (this *roleResMgr) GoldIsEnough(rid int, cost int) bool {
this.mutex.RLock()
rr, ok := this.rolesRes[rid]
@@ -175,16 +172,15 @@ func (this*roleResMgr) GoldIsEnough(rid int, cost int) bool {
if ok {
if rr.Gold >= cost {
return true
}else{
} else {
return false
}
}else{
} else {
return false
}
}
func (this*roleResMgr) TryUseGold(rid int, gold int) bool{
func (this *roleResMgr) TryUseGold(rid int, gold int) bool {
this.mutex.RLock()
rr, ok := this.rolesRes[rid]
@@ -195,54 +191,92 @@ func (this*roleResMgr) TryUseGold(rid int, gold int) bool{
rr.Gold -= gold
rr.SyncExecute()
return true
}else{
} else {
return false
}
}else{
} else {
return false
}
}
func (this*roleResMgr) produce() {
func (this *roleResMgr) produce() {
index := 1
for true {
t := static_conf.Basic.Role.RecoveryTime
time.Sleep(time.Duration(t) * time.Second)
this.mutex.RLock()
// 收集需要更新的角色资源
updateList := make([]*model.RoleRes, 0, len(this.rolesRes))
for _, v := range this.rolesRes {
//加判断是因为爆仓了,资源不无故减少
capacity := GetDepotCapacity(v.RId)
yield := GetYield(v.RId)
if v.Wood < capacity{
needUpdate := false
if v.Wood < capacity {
v.Wood += util.MinInt(yield.Wood/6, capacity)
needUpdate = true
}
if v.Iron < capacity{
if v.Iron < capacity {
v.Iron += util.MinInt(yield.Iron/6, capacity)
needUpdate = true
}
if v.Stone < capacity{
if v.Stone < capacity {
v.Stone += util.MinInt(yield.Stone/6, capacity)
needUpdate = true
}
if v.Grain < capacity{
if v.Grain < capacity {
v.Grain += util.MinInt(yield.Grain/6, capacity)
needUpdate = true
}
if v.Gold < capacity{
v.Grain += util.MinInt(yield.Grain/6, capacity)
if v.Gold < capacity {
v.Gold += util.MinInt(yield.Gold/6, capacity)
needUpdate = true
}
if index%6 == 0{
if v.Decree < static_conf.Basic.Role.DecreeLimit{
v.Decree+=1
if index%6 == 0 {
if v.Decree < static_conf.Basic.Role.DecreeLimit {
v.Decree += 1
needUpdate = true
}
}
v.SyncExecute()
if needUpdate {
updateList = append(updateList, v)
}
}
index++
this.mutex.RUnlock()
// 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:
}
}