军团活动:修复粮草先行重启问题,诸侯混战宣战问题
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@@ -1,6 +1,6 @@
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import { Application, ChannelService, BackendSession, pinus, HandlerService, } from "pinus";
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import { GUILD_ACTIVITY_TYPE, STATUS, REDIS_KEY, CITY_STATUS, TASK_TYPE, ITEM_CHANGE_REASON, PUSH_ROUTE, GUILD_ACTIVITY_STATUS } from "../../../consts";
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import { resResult } from "../../../pubUtils/util";
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import { genCode, resResult } from "../../../pubUtils/util";
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import { getGuildActivityStatus, getCityActivityObj, getCityStatus as pubGetCityStatus, getCities, getCityActivityRank, sendSingleCityActEndMsg, declareCity, autoDeclareMyCity, getGAIndexInPinus, getDeclareIndex } from "../../../services/guildActivity/guildActivityService";
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import { GuildActivityCityModel } from "../../../db/GuildActivityCity";
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import { gameData } from "../../../pubUtils/data";
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@@ -18,6 +18,7 @@ import { ServerRecordModel } from "../../../db/ServerRecords";
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import { sendMessageToCityWithSuc } from "../../../services/pushService";
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import { isDebugTime } from "../../../pubUtils/sdkUtil";
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import { GuildActivityCityDeclareModel } from "../../../db/GuildActivityCityDeclare";
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import { GuildModel } from "../../../db/Guild";
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export default function (app: Application) {
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new HandlerService(app, {});
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@@ -353,4 +354,53 @@ export class CityActivityHandler {
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challengeTime: myGuildActivityRec.challengeTime
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});
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}
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async debugTestAutoDeclare(msg: { }, session: BackendSession) {
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let serverId = session.get('serverId');
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let roleId = session.get('roleId');
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let guildCode = session.get('guildCode');
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let declareIndex = getDeclareIndex();
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for(let i = 0; i < 1000; i++) {
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autoDeclareMyCity(serverId, roleId, guildCode, declareIndex);
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}
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return resResult(STATUS.SUCCESS)
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}
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private interval: NodeJS.Timer;
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async debugStartHitGate(msg: { param: number }, session: BackendSession) {
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const roleId = session.get('roleId');
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const serverId = session.get('serverId');
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let { param = 1000 } = msg;
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let statusResult = getGuildActivityStatus(this.aid);
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if (!statusResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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if(!statusResult.isOpen) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
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if(statusResult.status != GUILD_ACTIVITY_STATUS.START) return resResult(STATUS.GUILD_ACTIVITY_NOT_OPEN);
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if(this.interval) {
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clearInterval(this.interval);
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}
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let fun = async () => {
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for(let [cityId] of gameData.cityActivity) {
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let guilds = pinus.app.getServersByType('guild');
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let guild = dispatch(`${cityId}`, guilds);
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await pinus.app.rpc.guild.guildActivityRemote.debugSendGateHp.toServer(guild.id, serverId, cityId);
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}
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await pinus.app.rpc.guild.guildActivityRemote.sendRankToGuilds.broadcast(this.aid);
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};
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await fun();
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this.interval = setInterval(fun, param)
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return resResult(STATUS.SUCCESS)
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}
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async debugStopHitGate(msg: { magicWord: string }, session: BackendSession) {
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if(this.interval) {
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clearInterval(this.interval);
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}
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return resResult(STATUS.SUCCESS);
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}
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}
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