军团活动:排行榜&军功上报
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import { ServerlistModel } from "../db/Serverlist";
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import { RoleModel } from "../db/Role";
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import { reduceCe } from "../pubUtils/util";
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import { GUILDACTIVITY } from "../pubUtils/dicParam";
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import { gameData } from "../pubUtils/data";
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import { getCurHourPoint, getCutDay, nowSeconds } from "../pubUtils/timeUtil";
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import { GUILD_ACTIVITY_STATUS } from "../consts";
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import { Record } from "../db/UserGuildActivityRec";
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/**
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* 定时任务,获得前一天的活跃玩家中位数武将战力
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*/
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export async function setMedianCe() {
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let servers = await ServerlistModel.getAllServerList();
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for(let server of servers) {
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if(server.serverType == 'official') {
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let medianRole = await RoleModel.getMedianRole(server.id);
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if(!medianRole) {
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await ServerlistModel.updateByServerId(server.id, { medianCe: GUILDACTIVITY.GATEACTIVITY_ENEMYCE });
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} else {
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let { topLineup } = medianRole;
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let topHero = topLineup.sort((a, b) => b.ce - a.ce);
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let medianCe = reduceCe(topHero[0].ce);
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await ServerlistModel.updateByServerId(server.id, { medianCe });
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}
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}
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}
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return servers;
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}
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/**
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* 获得本服前一天活跃玩家中位数玩家的最强武将战力
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* @param serverId
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*/
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export async function getMedianCe(serverId: number) {
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let server = await ServerlistModel.findByServerId(serverId);
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if(server) {
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return server.medianCe;
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}
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return GUILDACTIVITY.GATEACTIVITY_ENEMYCE;
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}
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/**
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* 根据当前时间判断军团活动倒计时
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* @param id 军团活动id
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*/
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export function getGuildActivityStatus(id: number) {
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let dicGuildActivity = gameData.guildActivity.get(id);
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if(!dicGuildActivity) return false;
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let startTime = getCurHourPoint(dicGuildActivity.startTime);
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let countdownTime = getCurHourPoint(dicGuildActivity.countDown);
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let { duringTime, openDay } = dicGuildActivity;
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let endTime = startTime + duringTime;
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let status = 0, time = 0;
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let now = nowSeconds();
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if(now >= countdownTime && now < startTime) {
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status = GUILD_ACTIVITY_STATUS.WAITING;
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time = startTime - now;
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} else if (now >= startTime && now < endTime) {
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status = GUILD_ACTIVITY_STATUS.START;
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time = endTime - now;
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} else {
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status = GUILD_ACTIVITY_STATUS.END;
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}
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let day = getCutDay();
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let isOpen = openDay.includes(day);
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return {
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status, time, isOpen
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}
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}
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export function getRecordScore(aid: number, record: { round: number, dataId: number }[]) {
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let dicGuildActivity = gameData.guildActivity.get(aid);
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console.log('xxxx', dicGuildActivity.warid)
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if(!dicGuildActivity) return false;
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let dicWarJson = gameData.warJson.get(dicGuildActivity.warid);
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if(!dicWarJson) return false;
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let curRound = record[0]?.round;
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let sum = 0, newRecords = new Array<Record>()
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for(let {round, dataId} of record) {
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let enemy = dicWarJson.find(cur => cur.dataId == dataId);
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console.log('yyyy', enemy.enemyType);
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let enemyType = enemy.enemyType;
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let score = gameData.gateActivityPoint.get(enemyType);
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newRecords.push({ round, dataId, score});
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sum += score;
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console.log('***%*****', sum, score)
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if(round != curRound) { // 每回合开始得10分
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sum += gameData.gateActivityPoint.get(1);
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console.log('***%%*****', sum)
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curRound = round;
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}
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}
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console.log('***&**', sum)
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return { score: sum, newRecords }
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}
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@@ -10,7 +10,7 @@ import { SystemConfigModel } from '../db/SystemConfig';
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import { GuildRankParam, GuildLeader, RankParam } from '../domain/rank';
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import { GuildModel } from '../db/Guild';
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import { comBtlRanges } from '../pubUtils/gamedata';
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import { stringify } from 'querystring';
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import { getNextHourPoint } from '../pubUtils/timeUtil';
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/**
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* 在服务重新启动时,将信息存入redis
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*/
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@@ -103,14 +103,28 @@ export async function existsRank(key: string, serverId: number) {
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return result;
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}
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export function getKeyName(key: string, serverId?: number) {
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/**
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* 获得redis key的名字
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* @param key REDIS_KEY中配置的key
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* @param serverId 服务器id
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* @param plus 后面再加
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*/
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export function getKeyName(key: string, serverId?: number, plus: string = '') {
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let newKey = '';
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if(serverId) {
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return `${key}:${serverId}`;
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newKey = `${key}:${serverId}`;
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} else {
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return key;
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newKey = key;
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}
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if(plus) {
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newKey += `:${plus}`;
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}
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return newKey;
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}
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// 更新玩家信息
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export async function redisUserInfoUpdate(key: string, roleId: string, arr: Array<{field: string, value:(string|number|GuildLeader)}>) {
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let params = await redisClient().hgetAsync(key, roleId);
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@@ -129,16 +143,31 @@ export async function redisUserInfoAdd(key: string, roleId: string, params: Rank
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return await redisClient().hsetAsync(key, roleId, value);
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}
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// 更新排行榜, 如pvp这样跨服的,serverId传0
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export async function setRank(key: string, serverId: number, myId: string, score: number, timestamp: number, params: RankParam|GuildRankParam, limit = 100) {
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/**
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* 更新排行榜
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* @param key 配置在REDIS_KEY中的key
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* @param serverId 区服id 如pvp这样跨服的,serverId传0
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* @param myId 玩家roleId或军团code
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* @param score 得分
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* @param timestamp 时间 13位时间戳
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* @param params 玩家数据
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* @param isAtom 是否是原子性的更新
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* @param limit
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*/
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export async function setRank(key: string, serverId: number, myId: string, score: number, timestamp: number, params: RankParam|GuildRankParam, isAtom = false, limit = 100) {
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// 更新分数
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const _score = encodeScoreWithTime(score, timestamp);
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await redisClient().zaddAsync(getKeyName(key, serverId), _score, myId);
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let newScore = score;
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if(isAtom) {
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newScore = await updateRankAtom(key, serverId, myId, score, timestamp);
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} else {
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const _score = encodeScoreWithTime(score, timestamp);
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await redisClient().zaddAsync(getKeyName(key, serverId), _score, myId);
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}
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// 移除100名以外
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await redisClient().zremrangebyrankAsync(getKeyName(key, serverId), limit, 10000);
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let infoKey = REDIS_RANK_TO_INFO.get(key);
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let infoKey = REDIS_RANK_TO_INFO.get(key)||REDIS_KEY.USER_INFO;
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// 如果没有信息,更新玩家信息
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const hasCurUser = await redisClient().hexistsAsync(infoKey, myId);
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if(!hasCurUser) {
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@@ -148,12 +177,12 @@ export async function setRank(key: string, serverId: number, myId: string, score
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}
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// 获取排行榜
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export async function getRank(key: string, serverId: number, roleId: string) {
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export async function getRank(key: string, serverId: number, roleId: string, limit = 100) {
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let ranks = [], myRank = null;
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const rankFromDb = await redisClient().zrevrangebyscoreAsync(getKeyName(key, serverId), '+inf', '-inf', "WITHSCORES", "LIMIT", 0, 100);
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const rankFromDb = await redisClient().zrevrangebyscoreAsync(getKeyName(key, serverId), '+inf', '-inf', "WITHSCORES", "LIMIT", 0, limit);
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let infoKey = REDIS_RANK_TO_INFO.get(key);
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let infoKey = REDIS_RANK_TO_INFO.get(key)||REDIS_KEY.USER_INFO;
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for(let ii = 0; ii < rankFromDb.length; ii+=2) {
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const _roleId = rankFromDb[ii];
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@@ -496,6 +525,20 @@ async function setServerList() {
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}
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}
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export async function getAllServers() {
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let servers = await redisClient().hgetallAsync(REDIS_KEY.DB_GAME);
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let serverlist = new Array<number>();
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for(let serverStr in servers) {
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let arr = serverStr.split('_');
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let serverId = parseInt(arr[1]);
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if(!isNaN(serverId) && !serverlist.includes(serverId)) {
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serverlist.push(serverId);
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}
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}
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return serverlist;
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}
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export async function getServerName(serverType: string, serverId: number) {
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let name = await redisClient().hgetAsync(REDIS_KEY.DB_GAME, `${serverType}_${serverId}`);
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return name
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@@ -506,4 +549,96 @@ function redisClient() {
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return client;
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}
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/**************** 数据库表end */
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/**************** 数据库表end */
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/**************** 军团活动排行 */
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/**
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* 更新排行榜(将得分和时间拆分开)
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* @param key 配置在REDIS_KEY中的key
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* @param serverId 区服id
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* @param field 玩家id/军团id
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* @param score 得分
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* @param time 事件
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*/
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async function updateRankAtom(key: string, serverId: number, field: string, score: number, timestamp: number) {
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let originKey = getKeyName(key, serverId);
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let timeKey = getKeyName(key, serverId, 'time');
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await redisClient().expireatAsync(originKey, getNextHourPoint(5));
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await redisClient().expireatAsync(timeKey, getNextHourPoint(5));
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let timelen = 10;
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let pow = Math.pow(10, timelen + 1);
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let newScore = await redisClient().zincrbyAsync(originKey, score, field);
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await redisClient().zaddAsync(timeKey, pow - 1 - Math.floor(timestamp/1000), field);
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return newScore;
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}
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async function generateUnionRank(key: string, serverId: number) {
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let unionKey = getKeyName(key, serverId, 'union'); // 联合的key
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let existsKey = await redisClient().existsAsync(unionKey);
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if(!existsKey) {
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await redisClient().expireatAsync(unionKey, 10); // 10秒更新一次
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let originKey = getKeyName(key, serverId);
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let timeKey = getKeyName(key, serverId, 'time');
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let timelen = 10;
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let pow = Math.pow(10, timelen + 1);
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await redisClient().zunionstoreAsync(unionKey, 2, originKey, timeKey, 'WEIGHTS', pow, 1);
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}
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return unionKey;
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}
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/**
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* 使用updateRankAtom更新的排行榜,使用这个方法获取列表
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* @param key 配置在REDIS_KEY中的key
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* @param serverId 区服id
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* @param roleId 自己的id
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*/
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export async function getUnionRank(key: string, serverId: number, roleId: string, limit = 100) {
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let ranks = [], myRank = null;
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let unionKey = await generateUnionRank(key, serverId);
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const rankFromDb = await redisClient().zrevrangebyscoreAsync(unionKey, '+inf', '-inf', "WITHSCORES", "LIMIT", 0, limit);
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let infoKey = REDIS_RANK_TO_INFO.get(key)||REDIS_KEY.USER_INFO;
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for(let ii = 0; ii < rankFromDb.length; ii+=2) {
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const _roleId = rankFromDb[ii];
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const _score = decodeScoreWithTime(rankFromDb[ii + 1]);
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const info = await redisClient().hgetAsync(infoKey, _roleId);
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const _userInfo = JSON.parse(info);
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const tmp = {..._userInfo, num: _score, rank: Math.floor(ii/2)+1};
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if(infoKey == REDIS_KEY.USER_INFO) {
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tmp["roleId"] = _roleId;
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} else if(infoKey == REDIS_KEY.GUILD_INFO) {
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tmp["code"] = _roleId;
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}
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ranks.push(tmp);
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if(roleId == _roleId) myRank = tmp;
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}
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return {ranks, myRank}
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}
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// 获取我的排名
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export async function getMyUnionRank(key: string, serverId: number, roleId: string) {
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let unionKey = await generateUnionRank(key, serverId);
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let myRank = await redisClient().zrevrankAsync(unionKey, roleId);
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return myRank + 1;
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}
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export async function getRankScore(key: string, serverId: number, field: string) {
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let score = await redisClient().zscoreAsync(getKeyName(key, serverId), field);
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return score;
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}
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/**
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* 按军团名拼接key
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* @param key
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* @param guildCode 军团编号
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*/
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export function getGuildKeyName(key: string, guildCode: string) {
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return `${key}:${guildCode}`;
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}
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/**************** 军团活动排行end */
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