133 lines
5.2 KiB
Lua
133 lines
5.2 KiB
Lua
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local skynet = require "skynet"
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local oo = require "Class"
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local log = require "Log"
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local pb = require "pb"
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local redisKeyUrl = require "RedisKeyUrl"
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local sqlUrl = require "SqlUrl"
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local dataType = require "DataType"
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local json =require "json"
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local errorInfo = require "ErrorInfo"
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local Redeem = oo.class()
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Redeem.RedeemOpType_1 = 1 --获取兑换列表
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Redeem.RedeemOpType_2 = 2 --查阅/领取奖品
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--[[
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后台code
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SUCCESS(200,"操作成功"),
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REDEEM_CODE_NOT_NULL(601,"礼包ID或玩家ID不能为空"),
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REDEEM_CODE_NOT_USE(602,"兑换码已停止使用"),
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REDEEM_CODE_FULL_USE(603,"兑换码已全部兑换"),
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REDEEM_CODE_TIME_FAILURE(604,"兑换码时间失效"),
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REDEEM_CODE_PLAYER_USED(605,"该玩家已兑换"),
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]]
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function Redeem:Init()
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end
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--获取兑换历史
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function Redeem:History( player , c2sData , s2cData )
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c2sData.data = assert(pb.decode("C2SRedeemHistory", c2sData.data ))
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local data = {}
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data.historyInfo = {}
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for k,v in pairs(player.gameData.redeem.redeemList) do
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table.insert(data.historyInfo , { redeemCode = v.redeemCode , award = v.award , gainTime = v.gainTime})
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end
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s2cData.cmd = pb.enum("MsgType","CMD_S2C_RedeemHistory")
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s2cData.data = assert(pb.encode("S2CRedeemHistory", data))
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end
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--兑换码领取奖励
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function Redeem:Award( player , c2sData , s2cData )
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c2sData.data = assert(pb.decode("C2SRedeemAward", c2sData.data ))
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local data = {}
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local redeemCode = c2sData.data.redeemCode
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if not redeemCode then
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s2cData.code = errorInfo.ErrorCode.ErrRequestParam
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else
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data.redeemCode = redeemCode
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--向后端请求
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local param = { giftId = redeemCode ,playerId = player.userId }
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local web = skynet.server.gameConfig.WebConfig.host .. ":" .. skynet.server.gameConfig.WebConfig.port
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local url = skynet.server.common.redeemUrl
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local status,body = skynet.server.httpClient:PostJson( web , url , json:encode(param),"http")
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local newbody = json:decode(body)
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if 200 == status and 200 == newbody.code then
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self:Bonus( player , redeemCode , newbody.data , data)
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else
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if 605 == newbody.code then
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s2cData.code = errorInfo.ErrorCode.AlreadyGet
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s2cData.desc = errorInfo.ErrorMsg[s2cData.code]
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elseif 604 == newbody.code then
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s2cData.code = errorInfo.ErrorCode.RedeemOutDate
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s2cData.desc = errorInfo.ErrorMsg[s2cData.code]
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elseif 603 == newbody.code then
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s2cData.code = errorInfo.ErrorCode.RedeemFullUse
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s2cData.desc = errorInfo.ErrorMsg[s2cData.code]
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elseif 602 == newbody.code then
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s2cData.code = errorInfo.ErrorCode.NoRedeemID
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s2cData.desc = errorInfo.ErrorMsg[s2cData.code]
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end
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end
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end
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s2cData.cmd = pb.enum("MsgType","CMD_S2C_RedeemAward")
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s2cData.data = assert(pb.encode("S2CRedeemAward", data))
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end
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--发放兑换奖励
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function Redeem:Bonus( player , redeemCode , bonus , data )
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data.award = {}
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for k, v in pairs(bonus) do
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local goodsType = skynet.server.common:AwardTypeStrToInt(v.articlesType)
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if goodsType >= dataType.GoodsType_Furniture and goodsType <= dataType.GoodsType_PetClothes then
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skynet.server.bag:AddGoods( player , goodsType , v.articlesId, v.articlesNumber )
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end
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--货币直接发放相应数量就行
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if goodsType == dataType.GoodsType_Init then
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if dataType.GoodsType_Coin == v.articlesId then
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player:MoneyChange( pb.enum("EnumGoodsType","Coin") , v.articlesNumber )
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elseif dataType.GoodsType_Clovers == v.articlesId then
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player:MoneyChange( pb.enum("EnumGoodsType","Clovers") , v.articlesNumber )
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elseif dataType.GoodsType_Volute == v.articlesId then
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player:MoneyChange( pb.enum("EnumGoodsType","VoluteCoin") , v.articlesNumber )
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end
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end
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if goodsType == dataType.GoodsType_Init then
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table.insert( data.award , { type = v.articlesId , count = v.articlesNumber } )
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else
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table.insert( data.award , { type = goodsType , id = v.articlesId , count = v.articlesNumber } )
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end
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log.info(string.format("玩家 %d 兑换码 %s 领取奖励 类型 %d ID %d 数量 %d" , player.userId , redeemCode , goodsType , v.articlesId , v.articlesNumber))
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end
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self:AddHistory( player , redeemCode , data.award )
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end
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--添加兑换码历史
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function Redeem:AddHistory( player , redeemCode , award )
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--插入到玩家兑换列表中
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local curIndex = player.gameData.redeem.curIndex
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player.gameData.redeem.redeemList[ curIndex ] = {}
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player.gameData.redeem.redeemList[ curIndex ].redeemCode = redeemCode
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player.gameData.redeem.redeemList[ curIndex ].award = award
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player.gameData.redeem.redeemList[ curIndex ].gainTime = skynet.GetTime() -- skynet.server.common:GetStrTime(skynet.GetTime())
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--玩家最多30条最近的兑换码记录
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player.gameData.redeem.curIndex = player.gameData.redeem.curIndex + 1
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if player.gameData.redeem.curIndex >= 30 then
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player.gameData.redeem.curIndex = 1
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end
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end
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skynet.server.redeem = Redeem
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return Redeem
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