local skynet = require "skynet" local oo = require "Class" local log = require "Log" local pb = require "pb" local redisKeyUrl = require "RedisKeyUrl" local sqlUrl = require "SqlUrl" local dataType = require "DataType" local json =require "json" local errorInfo = require "ErrorInfo" local Redeem = oo.class() Redeem.RedeemOpType_1 = 1 --获取兑换列表 Redeem.RedeemOpType_2 = 2 --查阅/领取奖品 Redeem.ExchangeType_First = 1 --初次兑换 Redeem.ExchangeType_Error = 2 --兑换异常再次尝试 Redeem.RedeemQueue={} --兑换码缓存队列 --[[ 后台code SUCCESS(200,"操作成功"), REDEEM_CODE_NOT_NULL(601,"礼包ID或玩家ID不能为空"), REDEEM_CODE_NOT_USE(602,"兑换码已停止使用"), REDEEM_CODE_FULL_USE(603,"兑换码已全部兑换"), REDEEM_CODE_TIME_FAILURE(604,"兑换码时间失效"), REDEEM_CODE_PLAYER_USED(605,"该玩家已兑换"), ]] function Redeem:Init() end --获取兑换历史 function Redeem:History( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SRedeemHistory", c2sData.data )) local data = {} data.historyInfo = {} for k,v in pairs(player.gameData.redeem.redeemList) do table.insert(data.historyInfo , { redeemCode = v.redeemCode , award = v.award , gainTime = v.gainTime}) end s2cData.cmd = pb.enum("MsgType","CMD_S2C_RedeemHistory") s2cData.data = assert(pb.encode("S2CRedeemHistory", data)) end --兑换码领取奖励 function Redeem:Award( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SRedeemAward", c2sData.data )) local data = {} local redeemCode = c2sData.data.redeemCode if not redeemCode then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else local upperRedeemCode = string.upper(redeemCode) --将小写转化未大写 local hasHistory = false --此处可以先遍历历史兑换码,省去数据库查询 for k,v in pairs(player.gameData.redeem.redeemList) do if v.redeemCode == upperRedeemCode then hasHistory = true break end end if hasHistory then s2cData.code = errorInfo.ErrorCode.AlreadyGetRedeem s2cData.desc = errorInfo.ErrorMsg[s2cData.code] else --判断是否有过兑换异常的记录 local exchangeStatus = self.ExchangeType_First if next(player.gameData.redeem.redeemRequestList) ~= nil then for k,v in pairs(player.gameData.redeem.redeemRequestList) do if v.redeemCode == upperRedeemCode then exchangeStatus = v.status table.remove(player.gameData.redeem.redeemRequestList,k) break end end end data.redeemCode = upperRedeemCode local cgi = player.basicInfo.gameCgi local channel = player.basicInfo.channel local appVersion = player.basicInfo.appVersion --向后端请求 local param = { giftId = upperRedeemCode, playerId = player.account, gameId = cgi, useChannel = channel , minVersion = appVersion , status = exchangeStatus } local web = skynet.server.gameConfig.WebConfig.host .. ":" .. skynet.server.gameConfig.WebConfig.port local url = skynet.server.common.redeemUrl local status,body,isSuc = skynet.server.httpClient:PostJson( web , url , json:encode(param),"http") if isSuc then local newbody = json:decode(body) if 200 == status and 200 == newbody.code then --判断返回结果如果包含了兑换码信息则说明是特殊兑换码,特殊处理 if newbody.data.giftArticles ~= nil and next(newbody.data.giftArticles) ~= nil then self:Bonus( player , upperRedeemCode , newbody.data.giftArticles , data) --请求成功的时候将传回来的兑换码奖励信息存进缓存里,用作请求失败玩家的兑换补发依据(暂时只补偿特殊兑换码,可以保证一码对多,普通兑换码可能是一对一) if newbody.data.redeemCodeModel.specialTag == 1 then if not self.RedeemQueue[upperRedeemCode] then self.RedeemQueue[upperRedeemCode] = newbody.data.giftArticles end end else self:Bonus( player , upperRedeemCode , newbody.data , data) end else if 607 == newbody.code then s2cData.code = errorInfo.ErrorCode.RedeemNoStart s2cData.desc = errorInfo.ErrorMsg[s2cData.code] elseif 605 == newbody.code then s2cData.code = errorInfo.ErrorCode.AlreadyGetRedeem s2cData.desc = errorInfo.ErrorMsg[s2cData.code] elseif 604 == newbody.code then s2cData.code = errorInfo.ErrorCode.RedeemOutDate s2cData.desc = errorInfo.ErrorMsg[s2cData.code] elseif 603 == newbody.code then s2cData.code = errorInfo.ErrorCode.RedeemFullUse s2cData.desc = errorInfo.ErrorMsg[s2cData.code] elseif 602 == newbody.code then s2cData.code = errorInfo.ErrorCode.NoRedeemID s2cData.desc = errorInfo.ErrorMsg[s2cData.code] end end else --处理请求失败时的异常,从特殊兑换码缓存中取奖励内容,有的话直接发放对应奖励 if next(self.RedeemQueue)~=nil and self.RedeemQueue[upperRedeemCode]~=nil then self:Bonus( player , upperRedeemCode , self.RedeemQueue[upperRedeemCode] , data) else --没有的话判断兑换码长度,小于12时一般是特殊兑换码,则返回兑换失败稍后重试 if #upperRedeemCode ~= 12 then s2cData.code = errorInfo.ErrorCode.RedeemFullUse s2cData.desc = errorInfo.ErrorMsg[s2cData.code] else s2cData.code = errorInfo.ErrorCode.RedeemFailed s2cData.desc = errorInfo.ErrorMsg[s2cData.code] table.insert(player.gameData.redeem.redeemRequestList,{ redeemCode = upperRedeemCode , status = self.ExchangeType_Error }) end end end end end s2cData.cmd = pb.enum("MsgType","CMD_S2C_RedeemAward") s2cData.data = assert(pb.encode("S2CRedeemAward", data)) end --发放兑换奖励 function Redeem:Bonus( player , redeemCode , bonus , data ) data.award = {} for k, v in pairs(bonus) do local goodsType = skynet.server.common:AwardTypeStrToInt(v.articlesType) --货币直接发放相应数量就行 if goodsType == dataType.GoodsType_Init or goodsType == dataType.GoodsType_RewardId then if dataType.GoodsType_Coin == v.articlesId then local eventId = pb.enum("EnumMoneyChangeEventID","EventID_38") player:MoneyChange( pb.enum("EnumGoodsType","Coin") , v.articlesNumber , eventId) elseif dataType.GoodsType_Clovers == v.articlesId then local eventId = pb.enum("EnumMoneyChangeEventID","EventID_38") player:MoneyChange( pb.enum("EnumGoodsType","Clovers") , v.articlesNumber , eventId ) elseif dataType.GoodsType_Volute == v.articlesId then local eventId = pb.enum("EnumMoneyChangeEventID","EventID_38") player:MoneyChange( pb.enum("EnumGoodsType","VoluteCoin") , v.articlesNumber , eventId ) elseif dataType.GoodsType_Fragment == v.articlesId then local eventId = pb.enum("EnumMoneyChangeEventID","EventID_38") player:MoneyChange( pb.enum("EnumGoodsType","Fragment") , v.articlesNumber , eventId ) elseif dataType.GoodsType_RewardId == goodsType then local eventId = pb.enum("EnumMoneyChangeEventID", "EventID_38") player:GiveReward( v.articlesId , eventId ) end elseif goodsType >= dataType.GoodsType_Furniture and goodsType <= dataType.GoodsType_End then skynet.server.bag:AddGoods( player , goodsType , v.articlesId, v.articlesNumber ) end if goodsType == dataType.GoodsType_Init then table.insert( data.award , { type = v.articlesId , count = v.articlesNumber } ) else table.insert( data.award , { type = goodsType , id = v.articlesId , count = v.articlesNumber } ) end log.debug(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)) end self:AddHistory( player , redeemCode , data.award ) end --添加兑换码历史 function Redeem:AddHistory( player , redeemCode , award ) --插入到玩家兑换列表中 local curIndex = player.gameData.redeem.curIndex player.gameData.redeem.redeemList[ curIndex ] = {} player.gameData.redeem.redeemList[ curIndex ].redeemCode = redeemCode player.gameData.redeem.redeemList[ curIndex ].award = award player.gameData.redeem.redeemList[ curIndex ].gainTime = skynet.GetTime() -- skynet.server.common:GetStrTime(skynet.GetTime()) --玩家最多150条最近的兑换码记录 player.gameData.redeem.curIndex = player.gameData.redeem.curIndex + 1 if player.gameData.redeem.curIndex >= 150 then player.gameData.redeem.curIndex = 1 end end --修复扩容兑换码游标问题 function Redeem:FixRedeemCursor( player ) if player.gameData.redeem.redeemList ~= nil and next(player.gameData.redeem.redeemList) ~= nil then if #player.gameData.redeem.redeemList >= 30 then player.gameData.redeem.curIndex = #player.gameData.redeem.redeemList + 1 end end end skynet.server.redeem = Redeem return Redeem