feat(防破解): 防加速和防跳过

This commit is contained in:
luying
2023-08-03 16:54:31 +08:00
parent 8c2be216dd
commit 34c5f4b2ce
9 changed files with 124 additions and 16 deletions
@@ -591,4 +591,63 @@ export class NormalBattleHandler {
return;
}
// 是否可以跳过
async checkSkip(msg: { battleCode: string }, session: BackendSession) {
const { battleCode } = msg;
let roleId = session.get('roleId');
let role = await RoleModel.findByRoleId(roleId, 'warStar vipStartTime');
if(!role) return resResult(STATUS.ROLE_NOT_FOUND);
let { warStar, vipStartTime } = role;
if(!vipStartTime || vipStartTime == 0) {
return resResult(STATUS.SUCCESS, {
battleCode,
canSkip: false
});
}
let battleRecord = await BattleRecordModel.getBattleRecordByCode(battleCode);
if(!battleRecord || battleRecord.roleId != roleId) return resResult(STATUS.BATTLE_NOT_FOUND);
let battleId = battleRecord.battleId;
let dicWar = gameData.war.get(battleId);
if(!dicWar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let hasPass = warStar.findIndex(cur => cur.id == battleId) != -1; // 是否首通过
let canSkip = false;
switch (dicWar.warType) {
case WAR_TYPE.VESTIGE:
case WAR_TYPE.BRANCH_ELITE:
case WAR_TYPE.ACT_DAILY_GK:
case WAR_TYPE.ACT_NEW_HERO_GK:
canSkip = false;
break;
case WAR_TYPE.NORMAL:
canSkip = dicWar.chapter != 0 && hasPass;
break;
case WAR_TYPE.MAIN_ELITE:
case WAR_TYPE.MYSTERY:
canSkip = hasPass;
break;
case WAR_TYPE.ACT_TREASURE_HUNT:
case WAR_TYPE.ACT_SELF_SHOP:
case WAR_TYPE.TOWER:
case WAR_TYPE.LADDER:
case WAR_TYPE.GUILD_TRAIN:
case WAR_TYPE.PVP:
case WAR_TYPE.DAILY:
case WAR_TYPE.EVENT:
case WAR_TYPE.EXPEDITION:
case WAR_TYPE.GVG_VESTIGE:
case WAR_TYPE.GVG_BATTLE:
canSkip = true;
break;
}
return resResult(STATUS.SUCCESS, {
battleCode, canSkip
});
}
}
@@ -449,10 +449,10 @@ export class ComBattleHandler {
* @returns
* @memberof ComBattleHandler
*/
async action(msg: {teamCode: string, bossHurts: Array<{hid: number, dataId: number, hurtHp: number}>, killed: number[], curRnd: number}, session: BackendSession) {
async action(msg: {teamCode: string, bossHurts: Array<{hid: number, dataId: number, hurtHp: number}>, killed: number[], curRnd: number, timegap: number }, session: BackendSession) {
let roleId = session.get('roleId');
let sid = session.get('sid');
let { teamCode, killed, bossHurts, curRnd } = msg;
let { teamCode, killed, bossHurts, curRnd, timegap = 0 } = msg;
let teamStatus = getComTeamByCode(teamCode);
if (!teamStatus || !teamStatus.roleIds || teamStatus.roleIds.indexOf(roleId) === -1) {
checkTeamStatusAndSend(teamCode, roleId, sid);
@@ -469,6 +469,17 @@ export class ComBattleHandler {
}
// 重置总血量,计算真实伤害
const roleSt = teamStatus.findMemberByRoleId(roleId);
if(!roleSt) return resResult(STATUS.SUCCESS);
if(!roleSt.startActionTime || roleSt.startActionTime == 0) { // 第一次调用设置初始
roleSt.startActionTime = nowSeconds();
}
if(Math.abs(nowSeconds() - roleSt.startActionTime - timegap) > 5) { // 前后端误差超过5秒拦截
return resResult(STATUS.SUCCESS, {
isError: true,
timegap: nowSeconds() - roleSt.startActionTime
});
}
let actBossHurts: {dataId: number, hurtHp: number}[] = [];
let totalHurtHp = 0;
teamStatus.bossHpArr.forEach(boss => {
@@ -504,7 +515,10 @@ export class ComBattleHandler {
sendMessageToTeam(teamCode, PUSH_ROUTE.TEAMMATE_ACT, { teamCode, bossCurHp: teamStatus.bossCurHp, bossHpArr: teamStatus.bossHpArr, roleStatus, actRoleId: roleId, actBossHurts });
const result = await handleComBtlProgress(teamStatus);
if (result && result.code !== 0) return result;
return resResult(STATUS.SUCCESS);
return resResult(STATUS.SUCCESS, {
isError: false,
timegap: nowSeconds() - roleSt.startActionTime
});
}
// /**
@@ -245,18 +245,31 @@ export class CityActivityHandler {
// 上报城门受到伤害
async hitGate(msg: { cityId: number, code: string, damage: number, hid: number, round: number }, session: BackendSession) {
async hitGate(msg: { cityId: number, code: string, damage: number, hid: number, round: number, timegap: number }, session: BackendSession) {
const roleId = session.get('roleId');
const roleName = session.get('roleName');
const serverId = session.get('serverId');
const guildCode = session.get('guildCode');
const sid = session.get('sid');
let { cityId, code, damage, hid, round } = msg;
let { cityId, code, damage, hid, round, timegap = 0 } = msg;
let obj = getCityActivityObj();
let { gateHp, maxHp } = await obj.getGateHpAndInc(serverId, cityId);
if (gateHp <= 0) return resResult(STATUS.GATE_HP_IS_ZERO);
let member = obj.getMember(guildCode, roleId);
if(!member) return resResult(STATUS.NOT_CHECK_BATTLE);
if(!member.startActionTime || member.startActionTime == 0) {
member.startActionTime = nowSeconds();
}
if(Math.abs(nowSeconds() - member.startActionTime - timegap) > 5) { // 前后端误差超过5秒拦截
return resResult(STATUS.SUCCESS, {
isError: true,
timegap: nowSeconds() - member.startActionTime
});
}
let hero = await HeroModel.findBySeqIdAndRole(hid, roleId);
if(!hero && (damage/maxHp > 0.01)) damage = 0;
@@ -266,7 +279,9 @@ export class CityActivityHandler {
if(statusResult.status != GUILD_ACTIVITY_STATUS.START) {
return resResult(STATUS.SUCCESS, {
code,
...statusResult
...statusResult,
isError: false,
timegap: nowSeconds() - member.startActionTime,
})
}
@@ -306,7 +321,9 @@ export class CityActivityHandler {
...statusResult,
guildScore,
myScore,
gateHp
gateHp,
isError: false,
timegap: nowSeconds() - member.startActionTime,
})
}