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utility_go/internal/logic/gameAct/gameAct.go

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package gameAct
import (
"context"
"fmt"
"github.com/ayflying/utility_go/internal/model/do"
"github.com/ayflying/utility_go/internal/model/entity"
"github.com/ayflying/utility_go/pkg"
service2 "github.com/ayflying/utility_go/service"
"github.com/ayflying/utility_go/tools"
"github.com/gogf/gf/v2/container/gset"
"github.com/gogf/gf/v2/container/gvar"
"github.com/gogf/gf/v2/frame/g"
"github.com/gogf/gf/v2/os/gctx"
"github.com/gogf/gf/v2/os/gtime"
"github.com/gogf/gf/v2/util/gconv"
"strconv"
"strings"
"time"
)
var (
ctx = gctx.New()
Name = "game_act"
ActList = gset.New(true)
)
type sGameAct struct {
}
func new() *sGameAct {
return &sGameAct{}
}
func init() {
service2.RegisterGameAct(new())
}
// Info 获取活动信息
//
// @Description: 根据用户ID和活动ID获取活动信息
// @receiver s *sGameAct: 代表活动操作的结构体实例
// @param uid int64: 用户ID
// @param actId int: 活动ID
// @return data *v1.Act: 返回活动信息结构体指针
// @return err error: 返回错误信息
func (s *sGameAct) Info(uid int64, actId int) (data *g.Var, err error) {
if uid == 0 || actId == 0 {
g.Log().Error(ctx, "当前参数为空")
return
}
// 构造缓存键名
keyCache := fmt.Sprintf("act:%v:%v", actId, uid)
// 尝试从Redis缓存中获取活动信息
get, err := g.Redis().Get(ctx, keyCache)
if !get.IsEmpty() {
// 如果缓存中存在将数据扫描到data结构体中并返回
data = get
return
}
// 从数据库中查询活动信息
getDb, err := g.Model(Name).Where(do.GameAct{
Uid: uid,
ActId: actId,
}).Fields("action").OrderDesc("updated_at").Value()
//getDb.Scan(&data)
if getDb == nil || getDb.IsEmpty() {
return
}
data = gvar.New(getDb)
if data == nil || data.IsEmpty() {
return
}
// 将查询到的活动信息保存到Redis缓存中
_, err = g.Redis().Set(ctx, keyCache, data)
var CacheKey = fmt.Sprintf("act:update:%d", uid)
pkg.Cache("redis").Set(ctx, CacheKey, uid, time.Hour*24*1)
return
}
// Set 将指定用户的活动信息存储到Redis缓存中。
//
// @Description:
// @receiver s *sGameAct: 表示sGameAct类型的实例。
// @param uid int64: 用户的唯一标识。
// @param actId int: 活动的唯一标识。
// @param data interface{}: 要存储的活动信息数据。
// @return err error: 返回错误信息如果操作成功则返回nil。
func (s *sGameAct) Set(uid int64, actId int, data interface{}) (err error) {
if uid == 0 || actId == 0 {
g.Log().Error(ctx, "当前参数为空")
return
}
// 构造缓存键名
keyCache := fmt.Sprintf("act:%v:%v", actId, uid)
if data == nil {
_, err = g.Redis().Del(ctx, keyCache)
return
}
// 将活动信息保存到Redis缓存并将用户ID添加到活动索引集合中
_, err = g.Redis().Set(ctx, keyCache, data)
//插入集合
ActList.Add(actId)
return
}
func (s *sGameAct) Saves(ctx context.Context) (err error) {
getCache, _ := pkg.Cache("redis").Get(nil, "cron:game_act")
//如果没有执行过,设置时间戳
if getCache.Int64() > 0 {
return
} else {
pkg.Cache("redis").Set(nil, "cron:game_act", gtime.Now().Unix(), time.Hour)
}
//遍历执行
ActList.Iterator(func(i interface{}) bool {
err = s.Save(ctx, i.(int))
return true
})
return
}
func (s *sGameAct) Save(ctx context.Context, actId int) (err error) {
cacheKey := fmt.Sprintf("act:%v:*", actId)
//获取当前用户的key值
//keys, err := utils.RedisScan(cacheKey)
//if len(keys) > 10000 {
// keys = keys[:10000]
//}
//循环获取缓存数据
err = tools.Redis.RedisScanV2(cacheKey, func(keys []string) (err error) {
var add []interface{}
var delKey []string
for _, cacheKey = range keys {
result := strings.Split(cacheKey, ":")
actId, err = strconv.Atoi(result[1])
var uid int64
uid = gconv.Int64(result[2])
//uid, err = strconv.ParseInt(result[2], 10, 64)
if err != nil {
continue
}
cacheGet, _ := g.Redis().Get(ctx, cacheKey)
if uid == 0 {
//跳过为空的用户缓存
continue
}
if cacheGet.IsEmpty() {
//空数据也不保存
continue
}
//如果有活跃,跳过持久化
if getBool, _ := pkg.Cache("redis").
Contains(ctx, fmt.Sprintf("act:update:%d", uid)); getBool {
continue
}
//获取数据库数据
var data *entity.GameAct
// 从数据库中查询活动信息
err = g.Model(Name).Where(do.GameAct{
Uid: uid,
ActId: actId,
}).Fields("uid,act_id").Scan(&data)
if err != nil {
g.Log().Debugf(ctx, "当前数据错误: %v", cacheKey)
continue
}
actionData := cacheGet.String()
if data == nil {
//data =
add = append(add, &do.GameAct{
ActId: actId,
Uid: uid,
Action: actionData,
})
} else {
//覆盖数据
data.Action = actionData
add = append(add, data)
}
//最后删除key
delKey = append(delKey, cacheKey)
}
//批量写入数据库
if len(add) > 0 {
dbRes, err2 := g.Model(Name).Batch(30).Data(add).Save()
add = make([]interface{}, 0)
if err2 != nil {
g.Log().Error(ctx, err2)
return
}
for _, v := range delKey {
_, err2 = g.Redis().Del(ctx, v)
if err2 != nil {
g.Log().Error(ctx, err2)
return
}
}
delKey = make([]string, 0)
count, _ := dbRes.RowsAffected()
g.Log().Debugf(ctx, "当前 %v 写入数据库: %v 条", actId, count)
}
if err != nil {
g.Log().Error(ctx, "当前临时数据入库失败: %v", err)
}
return err
})
return
}
// 清空GetRedDot缓存
func (s *sGameAct) RefreshGetRedDotCache(uid int64) {
cacheKey := fmt.Sprintf("gameAct:GetRedDot:%s:%d", gtime.Now().Format("d"), uid)
_, err := pkg.Cache("redis").Remove(gctx.New(), cacheKey)
if err != nil {
g.Log().Error(ctx, err)
g.Dump(err)
}
}
func (s *sGameAct) Del(uid int64, actId int) {
if uid == 0 || actId == 0 {
g.Log().Error(ctx, "当前参数为空")
return
}
// 构造缓存键名
keyCache := fmt.Sprintf("act:%v:%v", actId, uid)
//删除活动缓存
g.Redis().Del(ctx, keyCache)
//删除当前活动储存
g.Model(Name).Where(do.GameAct{
Uid: uid,
ActId: actId,
}).Delete()
}