按照执行中的状态进行删除
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@@ -143,6 +143,9 @@ func (s *sGameAct) Save(ctx context.Context, actId int) (err error) {
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// keys = keys[:10000]
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//}
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var add = make([]*entity.GameAct, 0)
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var update = make([]*entity.GameAct, 0)
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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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//判断是否超时
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@@ -151,9 +154,7 @@ func (s *sGameAct) Save(ctx context.Context, actId int) (err error) {
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err = errors.New("act执行超时了,停止执行!")
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return
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}
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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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actId, err = strconv.Atoi(result[1])
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@@ -206,13 +207,12 @@ func (s *sGameAct) Save(ctx context.Context, actId int) (err error) {
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data.Action = actionData
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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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updateCount := 0
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if len(delKey) > 200 {
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if len(update) > 100 {
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for _, v := range update {
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v.UpdatedAt = gtime.Now()
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updateRes, err2 := g.Model(Name).Where(do.GameAct{
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@@ -227,16 +227,22 @@ func (s *sGameAct) Save(ctx context.Context, actId int) (err error) {
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g.Log().Error(ctx, "本次更新为0,更新数据失败: %v", v)
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return
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}
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//删除缓存
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go s.DelCacheKey(v.ActId, v.Uid)
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updateCount++
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update = make([]*entity.GameAct, 0)
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}
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g.Log().Debugf(ctx, "当前 %v 更新数据库: %v 条", actId, updateCount)
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update = make([]*entity.GameAct, 0)
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}
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var count int64
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if len(add) > 0 {
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if len(add) > 100 {
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dbRes, err2 := g.Model(Name).Data(add).Save()
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add = make([]*entity.GameAct, 0)
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err = err2
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if err != nil {
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g.Log().Error(ctx, err2)
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@@ -251,17 +257,14 @@ func (s *sGameAct) Save(ctx context.Context, actId int) (err error) {
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return
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}
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for _, v2 := range add {
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//删除缓存
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go s.DelCacheKey(v2.ActId, v2.Uid)
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}
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//g.Log().Debugf(ctx, "当前 %v 写入数据库: %v 条", actId, count)
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}
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for _, v := range delKey {
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_, err = g.Redis().Del(ctx, v)
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if err != nil {
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g.Log().Error(ctx, err)
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}
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}
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delKey = make([]string, 0)
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add = make([]*entity.GameAct, 0)
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}
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if err != nil {
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@@ -274,6 +277,15 @@ func (s *sGameAct) Save(ctx context.Context, actId int) (err error) {
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return
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}
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// 删除缓存key
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func (s *sGameAct) DelCacheKey(aid int, uid int64) {
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cacheKey := fmt.Sprintf("act:%v:%v", aid, uid)
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_, err := g.Redis().Del(ctx, cacheKey)
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if err != nil {
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g.Log().Error(ctx, err)
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}
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}
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// 清空GetRedDot缓存
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func (s *sGameAct) RefreshGetRedDotCache(uid int64) {
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cacheKey := fmt.Sprintf("gameAct:GetRedDot:%s:%d", gtime.Now().Format("d"), uid)
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