211 lines
10 KiB
Lua
211 lines
10 KiB
Lua
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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Redeem.ExchangeType_First = 1 --初次兑换
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Redeem.ExchangeType_Error = 2 --兑换异常再次尝试
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Redeem.RedeemQueue={} --兑换码缓存队列
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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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local upperRedeemCode = string.upper(redeemCode) --将小写转化未大写
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local hasHistory = false
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--此处可以先遍历历史兑换码,省去数据库查询
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for k,v in pairs(player.gameData.redeem.redeemList) do
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if v.redeemCode == upperRedeemCode then
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hasHistory = true
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break
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end
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end
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if hasHistory then
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s2cData.code = errorInfo.ErrorCode.AlreadyGetRedeem
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s2cData.desc = errorInfo.ErrorMsg[s2cData.code]
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else
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--判断是否有过兑换异常的记录
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local exchangeStatus = self.ExchangeType_First
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if next(player.gameData.redeem.redeemRequestList) ~= nil then
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for k,v in pairs(player.gameData.redeem.redeemRequestList) do
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if v.redeemCode == upperRedeemCode then
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exchangeStatus = v.status
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table.remove(player.gameData.redeem.redeemRequestList,k)
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break
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end
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end
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end
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data.redeemCode = upperRedeemCode
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local cgi = player.basicInfo.gameCgi
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local channel = player.basicInfo.channel
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local appVersion = player.basicInfo.appVersion
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--向后端请求
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local param = { giftId = upperRedeemCode, playerId = player.account, gameId = cgi, useChannel = channel , minVersion = appVersion , status = exchangeStatus }
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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,isSuc = skynet.server.httpClient:PostJson( web , url , json:encode(param),"http")
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if isSuc then
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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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--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
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if newbody.data.giftArticles ~= nil and next(newbody.data.giftArticles) ~= nil then
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self:Bonus( player , upperRedeemCode , newbody.data.giftArticles , data)
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--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)
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if newbody.data.redeemCodeModel.specialTag == 1 then
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if not self.RedeemQueue[upperRedeemCode] then
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self.RedeemQueue[upperRedeemCode] = newbody.data.giftArticles
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end
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end
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else
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self:Bonus( player , upperRedeemCode , newbody.data , data)
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end
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else
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if 607 == newbody.code then
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s2cData.code = errorInfo.ErrorCode.RedeemNoStart
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s2cData.desc = errorInfo.ErrorMsg[s2cData.code]
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elseif 605 == newbody.code then
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s2cData.code = errorInfo.ErrorCode.AlreadyGetRedeem
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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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else
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--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
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if next(self.RedeemQueue)~=nil and self.RedeemQueue[upperRedeemCode]~=nil then
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self:Bonus( player , upperRedeemCode , self.RedeemQueue[upperRedeemCode] , data)
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else
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--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
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if #upperRedeemCode ~= 12 then
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s2cData.code = errorInfo.ErrorCode.RedeemFullUse
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s2cData.desc = errorInfo.ErrorMsg[s2cData.code]
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else
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s2cData.code = errorInfo.ErrorCode.RedeemFailed
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s2cData.desc = errorInfo.ErrorMsg[s2cData.code]
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table.insert(player.gameData.redeem.redeemRequestList,{ redeemCode = upperRedeemCode , status = self.ExchangeType_Error })
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end
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end
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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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--货币直接发放相应数量就行
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if goodsType == dataType.GoodsType_Init or goodsType == dataType.GoodsType_RewardId then
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if dataType.GoodsType_Coin == v.articlesId then
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local eventId = pb.enum("EnumMoneyChangeEventID","EventID_38")
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player:MoneyChange( pb.enum("EnumGoodsType","Coin") , v.articlesNumber , eventId)
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elseif dataType.GoodsType_Clovers == v.articlesId then
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local eventId = pb.enum("EnumMoneyChangeEventID","EventID_38")
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player:MoneyChange( pb.enum("EnumGoodsType","Clovers") , v.articlesNumber , eventId )
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elseif dataType.GoodsType_Volute == v.articlesId then
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local eventId = pb.enum("EnumMoneyChangeEventID","EventID_38")
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player:MoneyChange( pb.enum("EnumGoodsType","VoluteCoin") , v.articlesNumber , eventId )
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elseif dataType.GoodsType_Fragment == v.articlesId then
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local eventId = pb.enum("EnumMoneyChangeEventID","EventID_38")
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player:MoneyChange( pb.enum("EnumGoodsType","Fragment") , v.articlesNumber , eventId )
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elseif dataType.GoodsType_RewardId == goodsType then
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local eventId = pb.enum("EnumMoneyChangeEventID", "EventID_38")
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player:GiveReward( v.articlesId , eventId )
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end
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elseif goodsType >= dataType.GoodsType_Furniture and goodsType <= dataType.GoodsType_End then
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skynet.server.bag:AddGoods( player , goodsType , v.articlesId, v.articlesNumber )
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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.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))
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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150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 >= 150 then
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player.gameData.redeem.curIndex = 1
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end
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end
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--修复扩容兑换码游标问题
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function Redeem:FixRedeemCursor( player )
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if player.gameData.redeem.redeemList ~= nil and next(player.gameData.redeem.redeemList) ~= nil then
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if #player.gameData.redeem.redeemList >= 30 then
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player.gameData.redeem.curIndex = #player.gameData.redeem.redeemList + 1
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end
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end
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end
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skynet.server.redeem = Redeem
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return Redeem |