gameact持久化保存区分跟新与添加
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@@ -134,7 +134,8 @@ func (s *sGameAct) Save(ctx context.Context, actId int) (err error) {
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//循环获取缓存数据
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err = tools.Redis.RedisScanV2(cacheKey, func(keys []string) (err error) {
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var add []interface{}
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var add = make([]*entity.GameAct, 0)
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var update = make([]*entity.GameAct, 0)
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var delKey []string
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for _, cacheKey = range keys {
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result := strings.Split(cacheKey, ":")
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@@ -176,25 +177,51 @@ func (s *sGameAct) Save(ctx context.Context, actId int) (err error) {
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}
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actionData := cacheGet.String()
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if data == nil {
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//data =
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add = append(add, &do.GameAct{
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add = append(add, &entity.GameAct{
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ActId: actId,
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Uid: uid,
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Action: actionData,
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})
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} else {
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//覆盖数据
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data.ActId = actId
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data.Uid = uid
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data.Action = actionData
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add = append(add, data)
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update = append(update, data)
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}
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//最后删除key
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delKey = append(delKey, cacheKey)
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}
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//批量写入数据库
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if len(add) > 0 {
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dbRes, err2 := g.Model(Name).Batch(30).Data(add).Save()
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add = make([]interface{}, 0)
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if len(delKey) > 0 {
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for _, v := range update {
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v.UpdatedAt = gtime.Now()
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_, err2 := g.Model(Name).Where(do.GameAct{
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Uid: v.Uid,
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ActId: v.ActId,
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UpdatedAt: v.UpdatedAt,
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}).Data(v).Update()
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if err2 != nil {
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g.Log().Error(ctx, err2)
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return
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}
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////获取多少个数据,删除不是当前修改的数据
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//count, _ := g.Model(Name).Where(do.GameAct{
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// Uid: v.Uid,
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// ActId: v.ActId,
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//}).Count()
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//if count > 1 {
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// g.Model(Name).Where(do.GameAct{
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// Uid: v.Uid,
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// ActId: v.ActId,
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// }).WhereNot("updated_at", v.UpdatedAt).Delete()
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//}
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}
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//dbRes, err2 := g.Model(Name).Batch(50).Data(add).Update()
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update = make([]*entity.GameAct, 0)
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dbRes, err2 := g.Model(Name).Batch(50).Data(add).Save()
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add = make([]*entity.GameAct, 0)
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if err2 != nil {
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g.Log().Error(ctx, err2)
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return
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