package gameServerMgr import ( "time" . "Framework/managecenterModel" "goutil/timeUtil" "goutil/typeUtil" ) var ( mServerGroupObj *ServerGroup ) //解析服务器组信息 func ParseServerGroupInfo(serverGroupObj *ServerGroup) { mServerGroupObj = serverGroupObj } //获取服务器组对象 func GetServerGroup() (serverGroupObj *ServerGroup) { serverGroupObj = mServerGroupObj return } //检查服务器是否在维护 func CheckMaintainStatus() (maintainMessage string, isMaintaining bool) { serverGroupObj := GetServerGroup() nowTick := time.Now().Unix() if serverGroupObj.GroupState == int32(Con_GroupState_Maintain) || (serverGroupObj.MaintainBeginTimeTick <= nowTick && nowTick <= serverGroupObj.MaintainBeginTimeTick+int64(60*serverGroupObj.MaintainMinutes)) { maintainMessage = serverGroupObj.MaintainMessage isMaintaining = true return } return } //获取服务器维护开始时间时间戳 func GetMaintainBeginTime() (maintainBeginTimeTick int64) { serverGroupObj := GetServerGroup() maintainBeginTimeTick = serverGroupObj.MaintainBeginTimeTick return } //获取服务器维护持续时间 单位分钟 func GetMaintainMinutes() (maintainMinutes int32) { serverGroupObj := GetServerGroup() maintainMinutes = serverGroupObj.MaintainMinutes return } //获取服务器开服日期 时间戳 func GetServerOpenDate() (openTimeTick int64) { serverGroupObj := GetServerGroup() openTimeTick = serverGroupObj.OpenTimeTick return } //当前服务器已开服天数(开服第几天) //当前开服天数 计算公式:(当前日期 - 开服日期)的总天数 + 1 func ServerOpenDays() (days int32) { serverGroupObj := GetServerGroup() if serverGroupObj.IsOpen() == false { return 0 } //(当前日期 - 开服日期)的总天数 + 1 openTimeTick := serverGroupObj.OpenTimeTick openDate, _ := typeUtil.DateTime(openTimeTick) days = int32(timeUtil.SubDay(time.Now(), openDate) + 1) return }