增加有优雅的持久化管道,提高上传速度与抗打断机制
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@@ -24,6 +24,8 @@ var (
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Name = "game_act"
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ActList = gset.New(true)
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RunTimeMax *gtime.Time
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addChan chan *entity.GameAct
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updateChan chan *entity.GameAct
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)
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type sGameAct struct {
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@@ -294,19 +296,26 @@ func (s *sGameAct) SavesV2() (err error) {
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RunTimeMax = gtime.Now().Add(time.Minute * 30)
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//cacheKey := fmt.Sprintf("act:%v:*", actId)
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var add = make([]*entity.GameAct, 0)
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var update = make([]*entity.GameAct, 0)
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addChan = make(chan *entity.GameAct, 1000)
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updateChan = make(chan *entity.GameAct, 1000)
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go func() {
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//循环获取缓存数据
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err = tools.Redis.RedisScanV2("act:*", func(keys []string) (err error) {
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for _, key := range keys {
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//格式化数据
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err = s.SaveV2(ctx, key, add, update)
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//持久化数据
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err = s.Cache2Sql(ctx, add, update)
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err = s.SaveV2(ctx, key)
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}
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return err
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})
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//关闭通道
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close(addChan)
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close(updateChan)
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}()
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// 启动缓存数据到数据库通道
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s.Cache2SqlChan(ctx)
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return
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}
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@@ -320,7 +329,7 @@ func (s *sGameAct) SavesV2() (err error) {
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// @param add []*entity.GameAct: 添加数据
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// @param update []*entity.GameAct: 更新数据
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// @return err error: 返回错误信息
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func (s *sGameAct) SaveV2(ctx context.Context, cacheKey string, add, update []*entity.GameAct) (err error) {
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func (s *sGameAct) SaveV2(ctx context.Context, cacheKey string) (err error) {
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result := strings.Split(cacheKey, ":")
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actId := gconv.Int(result[1])
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@@ -359,20 +368,27 @@ func (s *sGameAct) SaveV2(ctx context.Context, cacheKey string, add, update []*e
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g.Log().Errorf(ctx, "当前数据错误: %v", cacheKey)
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return
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}
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//如果没有数据,添加
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actionData := cacheGet.String()
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if data == nil {
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add = append(add, &entity.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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addChan <- &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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}
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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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update = append(update, data)
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//update = append(update, data)
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updateChan <- data
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}
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return
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@@ -385,10 +401,10 @@ func (s *sGameAct) SaveV2(ctx context.Context, cacheKey string, add, update []*e
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// @param add []*entity.GameAct: 添加数据
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// @param update []*entity.GameAct: 更新数据
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// @return err error: 返回错误信息
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func (s *sGameAct) Cache2Sql(ctx context.Context, add, update []*entity.GameAct) (err error) {
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func (s *sGameAct) Cache2Sql(ctx context.Context, add, update []*entity.GameAct) {
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//批量写入数据库
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updateCount := 0
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if len(update) > 100 {
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if len(update) > 0 {
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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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@@ -399,25 +415,20 @@ func (s *sGameAct) Cache2Sql(ctx context.Context, add, update []*entity.GameAct)
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g.Log().Error(ctx, err2)
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continue
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}
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if row, _ := updateRes.RowsAffected(); row == 0 {
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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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continue
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}
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//删除缓存
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go s.DelCacheKey(ctx, v.ActId, v.Uid)
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s.DelCacheKey(ctx, 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, "act当前更新数据库: %v 条", updateCount)
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update = make([]*entity.GameAct, 0)
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update = (update)[:0]
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}
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var addCount int64
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if len(add) > 100 {
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if len(add) > 0 {
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for _, v := range add {
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addRes, err2 := g.Model(Name).Data(v).Insert()
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if err2 != nil {
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@@ -430,14 +441,61 @@ func (s *sGameAct) Cache2Sql(ctx context.Context, add, update []*entity.GameAct)
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}
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addCount++
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//删除缓存
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go s.DelCacheKey(ctx, v.ActId, v.Uid)
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s.DelCacheKey(ctx, v.ActId, v.Uid)
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}
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g.Log().Debugf(ctx, "act当前写入数据库: %v 条", addCount)
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add = make([]*entity.GameAct, 0)
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add = (add)[:0]
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}
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return
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}
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// Cache2SqlChan 缓存持久化到数据库
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// @Description: 缓存持久化到数据库
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// @receiver s *sGameAct: 游戏活动服务结构体指针
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// @param ctx context.Context: 上下文对象
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func (s *sGameAct) Cache2SqlChan(ctx context.Context) {
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//批量写入数据库
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updateCount := 0
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for v := range updateChan {
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v.UpdatedAt = gtime.Now()
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updateRes, 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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}).Data(v).Update()
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if err2 != nil {
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g.Log().Error(ctx, err2)
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continue
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}
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if row, _ := updateRes.RowsAffected(); row == 0 {
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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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continue
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}
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//删除缓存
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s.DelCacheKey(ctx, v.ActId, v.Uid)
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updateCount++
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}
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g.Log().Debugf(ctx, "act当前更新数据库: %v 条", updateCount)
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var addCount int64
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for v := range addChan {
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addRes, err2 := g.Model(Name).Data(v).Insert()
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if err2 != nil {
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g.Log().Error(ctx, err2)
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continue
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}
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if row, _ := addRes.RowsAffected(); row == 0 {
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g.Log().Error(ctx, "本次新增为0,新增数据失败: %v", v)
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continue
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}
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addCount++
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//删除缓存
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s.DelCacheKey(ctx, v.ActId, v.Uid)
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}
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g.Log().Debugf(ctx, "act当前写入数据库: %v 条", addCount)
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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(ctx context.Context, aid int, uid int64) {
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cacheKey := fmt.Sprintf("act:%v:%v", aid, uid)
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@@ -63,7 +63,7 @@ type (
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// @param add []*entity.GameAct: 添加数据
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// @param update []*entity.GameAct: 更新数据
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// @return err error: 返回错误信息
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SaveV2(ctx context.Context, cacheKey string, add []*entity.GameAct, update []*entity.GameAct) (err error)
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SaveV2(ctx context.Context, cacheKey string) (err error)
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// Cache2Sql 缓存持久化到数据库
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// @Description: 缓存持久化到数据库
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// @receiver s *sGameAct: 游戏活动服务结构体指针
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@@ -71,7 +71,7 @@ type (
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// @param add []*entity.GameAct: 添加数据
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// @param update []*entity.GameAct: 更新数据
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// @return err error: 返回错误信息
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Cache2Sql(ctx context.Context, add []*entity.GameAct, update []*entity.GameAct) (err error)
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Cache2Sql(ctx context.Context, add []*entity.GameAct, update []*entity.GameAct)
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// 删除缓存key
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DelCacheKey(ctx context.Context, aid int, uid int64)
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// 清空GetRedDot缓存
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