Compare commits
5 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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26763c04e3 | ||
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8c60a1f6c7 | ||
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62b0e429b3 | ||
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e1f1bea0e7 | ||
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299ba0b93e |
@@ -6,6 +6,7 @@ import (
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"fmt"
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"strconv"
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"strings"
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"sync"
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"time"
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"github.com/ayflying/utility_go/internal/model/do"
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@@ -14,6 +15,7 @@ import (
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service2 "github.com/ayflying/utility_go/service"
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"github.com/ayflying/utility_go/tools"
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"github.com/gogf/gf/v2/container/gset"
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"github.com/gogf/gf/v2/errors/gerror"
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"github.com/gogf/gf/v2/frame/g"
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"github.com/gogf/gf/v2/os/gctx"
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"github.com/gogf/gf/v2/os/gtime"
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@@ -286,28 +288,54 @@ func (s *sGameAct) Save(ctx context.Context, actId int) (err error) {
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// @Description: 保存游戏活动数据
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// @receiver s *sGameAct: 游戏活动服务结构体指针
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// @return err error: 返回错误信息
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// SavesV2 保存游戏活动数据
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func (s *sGameAct) SavesV2() (err error) {
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var ctx = gctx.New()
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g.Log().Debug(ctx, "开始执行游戏act数据保存了")
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//如果没有执行过,设置时间戳
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// 最大允许执行时间
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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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// 使用局部通道替代包级通道,避免并发冲突
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addChan := make(chan *entity.GameAct, 1000)
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updateChan := make(chan *entity.GameAct, 1000)
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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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errChan := make(chan error, 1)
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var wg sync.WaitGroup
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wg.Add(1) // 仅需添加1次(对应Cache2SqlChan协程)
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// wg.Add(1) // 移除多余的Add调用,避免计数不平衡
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go func() {
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defer wg.Done() // Cache2SqlChan协程完成后减1
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s.Cache2SqlChan(ctx, addChan, updateChan)
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}()
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go func() {
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scanErr := tools.Redis.RedisScanV2("act:*", func(keys []string) error {
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if gtime.Now().After(RunTimeMax) {
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return errors.New("Redis扫描超时")
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}
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for _, key := range keys {
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if keyErr := s.SaveV2(ctx, key, addChan, updateChan); keyErr != nil {
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g.Log().Errorf(ctx, "处理key %s失败: %v", key, keyErr)
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}
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}
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return nil
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})
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close(addChan)
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close(updateChan)
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errChan <- scanErr
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}()
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// 等待扫描和处理完成,同时监听上下文取消
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select {
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case scanErr := <-errChan:
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wg.Wait() // 等待Cache2SqlChan处理完剩余数据
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if scanErr != nil {
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return gerror.New(fmt.Sprintf("Redis扫描失败: %v", scanErr))
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}
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return err
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})
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case <-ctx.Done():
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wg.Wait()
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return ctx.Err() // 返回上下文取消原因
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}
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return
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}
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@@ -320,7 +348,7 @@ 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, addChan, updateChan chan *entity.GameAct) (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 +387,27 @@ 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 +420,10 @@ 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 +434,20 @@ 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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//updateCount++
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update = make([]*entity.GameAct, 0)
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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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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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@@ -430,16 +460,94 @@ 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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// Cache2AddChan 批量添加数据库
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func (s *sGameAct) Cache2SqlChan(ctx context.Context, addChan, updateChan chan *entity.GameAct) {
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//批量写入数据库计数
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var addCount int
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//批量更新数据库计数
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var updateCount int
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//通道关闭标志
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addClosed := false
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updateClosed := false
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// 使用链式安全模式
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var db = g.Model(Name).Safe()
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for {
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//检查是否两个通道都已关闭且为空
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if addClosed && updateClosed {
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break
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}
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select {
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case v, ok := <-addChan:
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if !ok {
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addClosed = true // 仅标记关闭,不立即日志
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continue
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}
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addRes, err2 := db.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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case v, ok := <-updateChan:
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if !ok {
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updateClosed = true // 仅标记关闭,不立即日志
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continue
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}
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v.UpdatedAt = gtime.Now()
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updateRes, err2 := db.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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case <-ctx.Done():
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g.Log().Debug(ctx, "act协程被上下文取消")
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return
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}
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}
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// 仅在所有通道处理完毕后打印最终计数(移除中间冗余日志)
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g.Log().Debugf(ctx, "act当前写入数据库: %v 条", addCount)
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g.Log().Debugf(ctx, "act当前更新数据库: %v 条", updateCount)
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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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//如果有活跃,跳过删除
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if getBool, _ := pkg.Cache("redis").
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Contains(ctx, fmt.Sprintf("act:update:%d", uid)); getBool {
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return
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}
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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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@@ -4,7 +4,6 @@ import (
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"context"
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"errors"
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"fmt"
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"strconv"
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"strings"
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"sync"
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"time"
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@@ -15,6 +14,7 @@ import (
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"github.com/gogf/gf/v2/frame/g"
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"github.com/gogf/gf/v2/os/gctx"
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"github.com/gogf/gf/v2/os/gtime"
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"github.com/gogf/gf/v2/util/gconv"
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)
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var (
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@@ -72,19 +72,17 @@ func (s *sGameKv) SavesV1() (err error) {
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//uid := v.Int64()
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//cacheKey = "user:kv:" + strconv.FormatInt(uid, 10)
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result := strings.Split(cacheKey, ":")
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var uid int64
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uid, err = strconv.ParseInt(result[2], 10, 64)
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var uid = gconv.Int64(result[2])
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if uid == 0 {
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continue
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}
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//uid, err = strconv.ParseInt(result[2], 10, 64)
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if err != nil {
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g.Log().Error(ctx, err)
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g.Redis().Del(ctx, cacheKey)
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continue
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}
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////如果1天没有活跃,跳过
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//user, _ := service.MemberUser().Info(uid)
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//if user.UpdatedAt.Seconds < gtime.Now().Add(consts.ActSaveTime).Unix() {
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// continue
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//}
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//如果有活跃,跳过持久化
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if getBool, _ := pkg.Cache("redis").
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Contains(ctx, fmt.Sprintf("act:update:%d", uid)); getBool {
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@@ -94,6 +92,9 @@ func (s *sGameKv) SavesV1() (err error) {
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get, _ := g.Redis().Get(ctx, cacheKey)
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var data interface{}
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get.Scan(&data)
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if data == nil {
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continue
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}
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list = append(list, &ListData{
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Uid: uid,
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Kv: data,
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@@ -103,21 +104,17 @@ func (s *sGameKv) SavesV1() (err error) {
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// 将列表数据保存到数据库
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if len(list) > 100 {
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_, err2 := g.Model("game_kv").Data(list).Save()
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if err2 != nil {
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g.Log().Error(ctx, err2)
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g.Log().Error(ctx, "当前kv数据入库失败: %v", err2)
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err = err2
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return
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}
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//删除当前key
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for _, v := range list {
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go s.DelCacheKey(ctx, v.Uid)
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s.DelCacheKey(ctx, v.Uid)
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}
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list = make([]*ListData, 0)
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}
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if err != nil {
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g.Log().Error(ctx, "当前kv数据入库失败: %v", err)
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}
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return
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})
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@@ -126,6 +123,12 @@ func (s *sGameKv) SavesV1() (err error) {
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// 删除缓存key
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func (s *sGameKv) DelCacheKey(ctx context.Context, uid int64) {
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//如果有活跃,跳过删除
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if getBool, _ := pkg.Cache("redis").
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Contains(ctx, fmt.Sprintf("act:update:%d", uid)); getBool {
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return
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}
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cacheKey := fmt.Sprintf("user:kv:%v", uid)
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_, err := g.Redis().Del(ctx, cacheKey)
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if err != nil {
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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, addChan chan *entity.GameAct, updateChan chan *entity.GameAct) (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 +71,9 @@ 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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// Cache2AddChan 批量添加数据库
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Cache2SqlChan(ctx context.Context, addChan chan *entity.GameAct, updateChan chan *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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Reference in New Issue
Block a user