Documentation
¶
Index ¶
- Constants
- Variables
- func BroadcastMsg2SClient(msg interface{})
- func GetBServerLock()
- func GetBServerRLock()
- func GetBServerRUnLock()
- func GetBServerUnLock()
- func GetConnServerLock()
- func GetConnServerRLock()
- func GetConnServerRUnLock()
- func GetConnServerUnLock()
- func GetPlayerLock()
- func GetPlayerRLock()
- func GetPlayerRUnLock()
- func GetPlayerUnLock()
- func GetReqHandlerLock()
- func GetReqHandlerRLock()
- func GetReqHandlerRUnLock()
- func GetReqHandlerUnLock()
- func OperatorUserDayGift(playernode *base.ClientNode, propid int32, propnum int32, sourceid int32)
- func SavePlayerProp2DB(userid int64, propinfo msg.UserPropChange, writesource int32, actID int32, ...)
- func SelectGameData(userid int64, gameid int32) model.GameDataRecord
- func SendExchangeMQMsg(msgTag string, mqmsg msg.BulletinNotice)
- func SendGameMQMsg(msgTag string, mqmsg msg.BulletinNotice)
- func SendMsg2MiddlePlat(userID int64, route string, middleMsg interface{}) error
- func SendUpLoadMQMsg(msgTag string, mqmsg msg.BulletinNotice)
- func WriteAttributionLog(bRobot bool, attrlog *model.AttributeChangelog)
- func WriteDBLog(eventName string, dblog interface{})
- func WriteGiftLog(giftlog interface{})
- func WriteLaveLobbyLog(loginlog interface{})
- func WriteLeaveRoomLog(leavelog interface{})
- func WriteLoginLobbyLog(loginlog interface{})
- func WriteLoginRoomLog(loginlog *model.Logingamelog)
- func WriteTableRoundLog(bRobot bool, playlog *model.Playgamelog)
- type ActGiftInfo
- type ActivityFirstRechargeRes
- type FactoryGameLogic
- func (f *FactoryGameLogic) AppMsgCallBackInit(map[string]base.MsgHandler)
- func (f *FactoryGameLogic) ApplyRobot(robot model.ApplyRobotInfo, msghandler base.MsgHandler) (base.IPlayerNode, error)
- func (f *FactoryGameLogic) ArrangePlayerSitDownReq(player *base.ClientNode, req msg.SitDownReq)
- func (f *FactoryGameLogic) AutoPlay(player base.IPlayerNode)
- func (f *FactoryGameLogic) AutoSearchTable(playernode *base.ClientNode) (base.ITable, int32, int32, error)
- func (f *FactoryGameLogic) CallBackEtcdConf(action string, key string, value string)
- func (f *FactoryGameLogic) CallBackGameStart(table base.ITable)
- func (f *FactoryGameLogic) CallBackHandUp(player base.IPlayerNode, table base.ITable)
- func (f *FactoryGameLogic) CallBackLeaveTable(player base.IPlayerNode, table base.ITable)
- func (f *FactoryGameLogic) CallBackLogOut(player base.IPlayerNode)
- func (f *FactoryGameLogic) CallBackLoginAgain(player base.IPlayerNode)
- func (f *FactoryGameLogic) CallBackLoginAgainExtInfo(player base.IPlayerNode, loginAgainres *msg.LoginAgainRes)
- func (f *FactoryGameLogic) CallBackOffline(player base.IPlayerNode)
- func (f *FactoryGameLogic) CallBackPlayerJoinExtInfo(player base.IPlayerNode, joinres *msg.TableJoinPlayer)
- func (f *FactoryGameLogic) CallBackRechargeBulletinNotice(args []interface{})
- func (f *FactoryGameLogic) CallBackSendRoomInfo(player base.IPlayerNode)
- func (f *FactoryGameLogic) CallBackSitDown(player base.IPlayerNode, table base.ITable)
- func (f *FactoryGameLogic) CallBackSitDownExtInfo(player base.IPlayerNode, sitdownres *msg.SitDownRes)
- func (f *FactoryGameLogic) CallLoginSuccess(player base.IPlayerNode)
- func (f *FactoryGameLogic) CallLoginSuccessExtInfo(player base.IPlayerNode, clientLoginRsp *msg.ClientUserRes)
- func (f *FactoryGameLogic) ChangeAiInfo(playernode *base.ClientNode)
- func (f *FactoryGameLogic) CheckIsNewPlayer(player base.IPlayerNode) bool
- func (f *FactoryGameLogic) CheckNeedPeiPai(player base.IPlayerNode, TableLevel int32) bool
- func (f *FactoryGameLogic) ClosePlayer(player base.IPlayerNode)
- func (f *FactoryGameLogic) CreateClientPlayer(player base.IPlayerNode)
- func (f *FactoryGameLogic) CreateRoom() error
- func (f *FactoryGameLogic) CreateTable(base.ITable)
- func (f *FactoryGameLogic) DealAdGetRewardReq(playernode *base.ClientNode, msgreq msg.AD_GetRewardReq, isDealAbnormal bool)
- func (f *FactoryGameLogic) FixSearchTable(playernode *base.ClientNode, tableid int32, chairid int32) (base.ITable, int32, int32, error)
- func (f *FactoryGameLogic) Gamestart(table base.ITable)
- func (f *FactoryGameLogic) GetDailyRedPacket(player base.IPlayerNode) [2]int32
- func (f *FactoryGameLogic) GetPlayerAd(playernode *base.ClientNode, dayplaytimes int32) []int32
- func (f *FactoryGameLogic) GetTable(tableid int32) (base.ITable, error)
- func (f *FactoryGameLogic) GetTaskReward(playernode *base.ClientNode)
- func (f *FactoryGameLogic) HandleActiveRes(args []interface{})
- func (f *FactoryGameLogic) HandleActivityReqMsg(args []interface{})
- func (f *FactoryGameLogic) HandleAdGetRewardReq(args []interface{})
- func (f *FactoryGameLogic) HandleAutoGame(player base.IPlayerNode)
- func (f *FactoryGameLogic) HandleGameGuide(player base.IPlayerNode)
- func (f *FactoryGameLogic) HandleTaskGetRewardReq(args []interface{})
- func (f *FactoryGameLogic) HandleUserIntervalAdReq(args []interface{})
- func (f *FactoryGameLogic) HandleUserLookAdSucReq(args []interface{})
- func (f *FactoryGameLogic) InitAppMain(appMain base.IGameLogic)
- func (f *FactoryGameLogic) InitBoot(appMain base.IGameLogic)
- func (f *FactoryGameLogic) IsFrontend() bool
- func (f *FactoryGameLogic) JudgeIsOpenAd(playernode *base.ClientNode, resultid []int32) (int8, bool)
- func (f *FactoryGameLogic) JudgeIsOpenChaPingAD(playernode *base.ClientNode, resultadid []int32) bool
- func (f *FactoryGameLogic) JudgeIsOpenIntervalAd(playernode *base.ClientNode) bool
- func (f *FactoryGameLogic) ListenEtcdConf()
- func (f *FactoryGameLogic) OnCreatePlayer(addr string) base.IPlayerNode
- func (f *FactoryGameLogic) OnCreateTable() base.ITable
- func (f *FactoryGameLogic) OnDestroy()
- func (f *FactoryGameLogic) OnPlayerClose(player base.IPlayerNode)
- func (f *FactoryGameLogic) OnPlayerConnect(player base.IPlayerNode)
- func (f *FactoryGameLogic) OnTableLeave(player *base.ClientNode)
- func (f *FactoryGameLogic) OperatePlayerProp(player base.IPlayerNode, proplist []msg.UserPropChange)
- func (f *FactoryGameLogic) ReceiveSkyRedPack(playernode *base.ClientNode)
- func (f *FactoryGameLogic) RecoverRobot(userid int64, player base.IPlayerNode)
- func (f *FactoryGameLogic) RecoverTableStatus(table base.ITable)
- func (f *FactoryGameLogic) RecvDayTask(playernode *base.ClientNode)
- func (f *FactoryGameLogic) RegisteGameMsgCallback(skeleton *module.Skeleton)
- func (f *FactoryGameLogic) RegisteLoginMsgCallback(skeleton *module.Skeleton)
- func (f *FactoryGameLogic) SavePlayerGameEnd(player base.IPlayerNode, datachanged base.Userplaygamedata)
- func (f *FactoryGameLogic) SavePlayerMJBHongBao(player base.IPlayerNode, mjbhb int32, writesource int32)
- func (f *FactoryGameLogic) SavePlayerProp(player base.IPlayerNode, propinfo msg.UserPropChange, writesource int32, ...)
- func (f *FactoryGameLogic) SaveTableGameEnd(table base.ITable)
- func (f *FactoryGameLogic) SaveTaskRewardInfo(player base.IPlayerNode, begintime time.Time, taskid int32, rewardid int32, ...)
- func (f *FactoryGameLogic) SelectUserDayProperty(playernode *base.ClientNode)
- func (f *FactoryGameLogic) SendActiveReqMsg(player *base.ClientNode, route string, clientmsg string, huresult int32)
- func (f *FactoryGameLogic) SendActiveReqMsgs(player *base.ClientNode, routemsg msg.RouteMsg, blast bool)
- func (f *FactoryGameLogic) SendActivitySubsidyReq(player *base.ClientNode)
- func (f *FactoryGameLogic) SendActivityUpDownRoomReq(player *base.ClientNode)
- func (f *FactoryGameLogic) SendClientTaskInfo(player base.IPlayerNode)
- func (f *FactoryGameLogic) SendMsg2Client(playerNode base.IPlayerNode, clientmsg interface{}) error
- func (f *FactoryGameLogic) SendRoomInfo(player base.IPlayerNode)
- func (f *FactoryGameLogic) Start(netgate *gate.Gate) error
- func (f *FactoryGameLogic) SyncOldPlayerData(oldplayer base.IPlayerNode, newplayer base.IPlayerNode)
- func (f *FactoryGameLogic) UpdatePlayerDayTask(playernode *base.ClientNode)
Constants ¶
const ( //活动管理的ID AdActivityID_DayTask = 11 //小日常任务 AdActivityID_RealDoubleLimit = 14 //真双倍红包 AdActivityID_ExRedRoundNum = 16 //天降红包 AdActivityID_InsertAd = 20 //插屏广告活动id AdActivityID_Banner = 21 //banner广告 AdActivityID_Power = 24 //体力广告id AdActivityID_CurRoundBaoPei = 25 //本局包赔 AdActivityID_GameGuide = 27 //游戏引导 //全局参数管理表的ID ParameterID_LookADLimitUpDay = 3 //玩家每日看广告上限 ParameterID_ChaPingADLimit = 23 //玩家插屏广告限制次数配置 ParameterID_AdCDLimit = 24 //广告CD配置,完成看一次激励视频后,N局之内不再看激励视频 //来源id SourceId_Double = 20001050 SourceId_SkyRedPack = 20001052 )
Variables ¶
var ( MapReqHandler map[string]base.MsgHandler LockReqHandler sync.RWMutex LockConnServer sync.RWMutex )
var (
NeedCheckMap map[string]bool
)
Functions ¶
func BroadcastMsg2SClient ¶
func BroadcastMsg2SClient(msg interface{})
BroadcastMsg2SClient 广播消息到前端服务器
func GetBServerLock ¶
func GetBServerLock()
func GetBServerRLock ¶
func GetBServerRLock()
func GetBServerRUnLock ¶
func GetBServerRUnLock()
func GetBServerUnLock ¶
func GetBServerUnLock()
func GetConnServerLock ¶
func GetConnServerLock()
func GetConnServerRLock ¶
func GetConnServerRLock()
func GetConnServerRUnLock ¶
func GetConnServerRUnLock()
func GetConnServerUnLock ¶
func GetConnServerUnLock()
func GetPlayerLock ¶
func GetPlayerLock()
func GetPlayerRLock ¶
func GetPlayerRLock()
func GetPlayerRUnLock ¶
func GetPlayerRUnLock()
func GetPlayerUnLock ¶
func GetPlayerUnLock()
func GetReqHandlerLock ¶
func GetReqHandlerLock()
func GetReqHandlerRLock ¶
func GetReqHandlerRLock()
func GetReqHandlerRUnLock ¶
func GetReqHandlerRUnLock()
func GetReqHandlerUnLock ¶
func GetReqHandlerUnLock()
func OperatorUserDayGift ¶
func OperatorUserDayGift(playernode *base.ClientNode, propid int32, propnum int32, sourceid int32)
消费对局游戏消耗道具
func SavePlayerProp2DB ¶
func SavePlayerProp2DB(userid int64, propinfo msg.UserPropChange, writesource int32, actID int32, giftID int32)
Playerprop 游戏结束调用,用户游戏过程中产生的道具变化更新
func SelectGameData ¶
func SelectGameData(userid int64, gameid int32) model.GameDataRecord
func SendExchangeMQMsg ¶
func SendExchangeMQMsg(msgTag string, mqmsg msg.BulletinNotice)
SendGameMQMsg 投递MQ消息到兑换业务方
func SendGameMQMsg ¶
func SendGameMQMsg(msgTag string, mqmsg msg.BulletinNotice)
SendGameMQMsg 投递MQ消息到游戏业务方
func SendMsg2MiddlePlat ¶
SendMsg2MiddlePlat 前台服务器与中台服务器之间通信
func SendUpLoadMQMsg ¶
func SendUpLoadMQMsg(msgTag string, mqmsg msg.BulletinNotice)
SendUpLoadMQMsg 数据上报
func WriteAttributionLog ¶
func WriteAttributionLog(bRobot bool, attrlog *model.AttributeChangelog)
func WriteDBLog ¶
func WriteDBLog(eventName string, dblog interface{})
WriteDBLog 日志写入数据库
eventName:日志事件名,对应配置中心LogEvent中的某条配置 dblog:对应的日志对象 例如Leavegamelog
func WriteLaveLobbyLog ¶
func WriteLaveLobbyLog(loginlog interface{})
func WriteLeaveRoomLog ¶
func WriteLeaveRoomLog(leavelog interface{})
func WriteLoginLobbyLog ¶
func WriteLoginLobbyLog(loginlog interface{})
func WriteLoginRoomLog ¶
func WriteLoginRoomLog(loginlog *model.Logingamelog)
func WriteTableRoundLog ¶
func WriteTableRoundLog(bRobot bool, playlog *model.Playgamelog)
Types ¶
type ActGiftInfo ¶
type ActivityFirstRechargeRes ¶
type ActivityFirstRechargeRes struct { IsOpen bool //是否开启 Icon string //图标 Pic string //图片 ShowLv int32 //显示等级 GiftA ActGiftInfo GiftB ActGiftInfo QuOpen bool //趣提示开关 IsMk bool //是否触发过首次进入商城 Event string //触发事件 主动触发为空字符 }
type FactoryGameLogic ¶
type FactoryGameLogic struct { AppLogic base.IGameLogic GameTables []base.ITable MapLevelTable map[int32][]base.ITable }
FactoryGameLogic 业务框架
func (*FactoryGameLogic) AppMsgCallBackInit ¶
func (f *FactoryGameLogic) AppMsgCallBackInit(map[string]base.MsgHandler)
func (*FactoryGameLogic) ApplyRobot ¶
func (f *FactoryGameLogic) ApplyRobot(robot model.ApplyRobotInfo, msghandler base.MsgHandler) (base.IPlayerNode, error)
func (*FactoryGameLogic) ArrangePlayerSitDownReq ¶
func (f *FactoryGameLogic) ArrangePlayerSitDownReq(player *base.ClientNode, req msg.SitDownReq)
func (*FactoryGameLogic) AutoPlay ¶
func (f *FactoryGameLogic) AutoPlay(player base.IPlayerNode)
func (*FactoryGameLogic) AutoSearchTable ¶
func (f *FactoryGameLogic) AutoSearchTable(playernode *base.ClientNode) (base.ITable, int32, int32, error)
func (*FactoryGameLogic) CallBackEtcdConf ¶
func (f *FactoryGameLogic) CallBackEtcdConf(action string, key string, value string)
func (*FactoryGameLogic) CallBackGameStart ¶
func (f *FactoryGameLogic) CallBackGameStart(table base.ITable)
func (*FactoryGameLogic) CallBackHandUp ¶
func (f *FactoryGameLogic) CallBackHandUp(player base.IPlayerNode, table base.ITable)
func (*FactoryGameLogic) CallBackLeaveTable ¶
func (f *FactoryGameLogic) CallBackLeaveTable(player base.IPlayerNode, table base.ITable)
func (*FactoryGameLogic) CallBackLogOut ¶
func (f *FactoryGameLogic) CallBackLogOut(player base.IPlayerNode)
func (*FactoryGameLogic) CallBackLoginAgain ¶
func (f *FactoryGameLogic) CallBackLoginAgain(player base.IPlayerNode)
func (*FactoryGameLogic) CallBackLoginAgainExtInfo ¶
func (f *FactoryGameLogic) CallBackLoginAgainExtInfo(player base.IPlayerNode, loginAgainres *msg.LoginAgainRes)
func (*FactoryGameLogic) CallBackOffline ¶
func (f *FactoryGameLogic) CallBackOffline(player base.IPlayerNode)
func (*FactoryGameLogic) CallBackPlayerJoinExtInfo ¶
func (f *FactoryGameLogic) CallBackPlayerJoinExtInfo(player base.IPlayerNode, joinres *msg.TableJoinPlayer)
func (*FactoryGameLogic) CallBackRechargeBulletinNotice ¶
func (f *FactoryGameLogic) CallBackRechargeBulletinNotice(args []interface{})
func (*FactoryGameLogic) CallBackSendRoomInfo ¶
func (f *FactoryGameLogic) CallBackSendRoomInfo(player base.IPlayerNode)
func (*FactoryGameLogic) CallBackSitDown ¶
func (f *FactoryGameLogic) CallBackSitDown(player base.IPlayerNode, table base.ITable)
func (*FactoryGameLogic) CallBackSitDownExtInfo ¶
func (f *FactoryGameLogic) CallBackSitDownExtInfo(player base.IPlayerNode, sitdownres *msg.SitDownRes)
func (*FactoryGameLogic) CallLoginSuccess ¶
func (f *FactoryGameLogic) CallLoginSuccess(player base.IPlayerNode)
func (*FactoryGameLogic) CallLoginSuccessExtInfo ¶
func (f *FactoryGameLogic) CallLoginSuccessExtInfo(player base.IPlayerNode, clientLoginRsp *msg.ClientUserRes)
func (*FactoryGameLogic) ChangeAiInfo ¶
func (f *FactoryGameLogic) ChangeAiInfo(playernode *base.ClientNode)
func (*FactoryGameLogic) CheckIsNewPlayer ¶
func (f *FactoryGameLogic) CheckIsNewPlayer(player base.IPlayerNode) bool
func (*FactoryGameLogic) CheckNeedPeiPai ¶
func (f *FactoryGameLogic) CheckNeedPeiPai(player base.IPlayerNode, TableLevel int32) bool
func (*FactoryGameLogic) ClosePlayer ¶
func (f *FactoryGameLogic) ClosePlayer(player base.IPlayerNode)
func (*FactoryGameLogic) CreateClientPlayer ¶
func (f *FactoryGameLogic) CreateClientPlayer(player base.IPlayerNode)
func (*FactoryGameLogic) CreateRoom ¶
func (f *FactoryGameLogic) CreateRoom() error
func (*FactoryGameLogic) CreateTable ¶
func (f *FactoryGameLogic) CreateTable(base.ITable)
func (*FactoryGameLogic) DealAdGetRewardReq ¶
func (f *FactoryGameLogic) DealAdGetRewardReq(playernode *base.ClientNode, msgreq msg.AD_GetRewardReq, isDealAbnormal bool)
func (*FactoryGameLogic) FixSearchTable ¶
func (f *FactoryGameLogic) FixSearchTable(playernode *base.ClientNode, tableid int32, chairid int32) (base.ITable, int32, int32, error)
func (*FactoryGameLogic) Gamestart ¶
func (f *FactoryGameLogic) Gamestart(table base.ITable)
GameStart 游戏对局开始处理,不要重写
func (*FactoryGameLogic) GetDailyRedPacket ¶
func (f *FactoryGameLogic) GetDailyRedPacket(player base.IPlayerNode) [2]int32
func (*FactoryGameLogic) GetPlayerAd ¶
func (f *FactoryGameLogic) GetPlayerAd(playernode *base.ClientNode, dayplaytimes int32) []int32
lookexcadplaytimes 玩家看完CD之后和剩余局数,dayplaytimes 玩家当前玩的局数 money 玩法当前身上携带金币,返回活动id
func (*FactoryGameLogic) GetTable ¶
func (f *FactoryGameLogic) GetTable(tableid int32) (base.ITable, error)
func (*FactoryGameLogic) GetTaskReward ¶
func (f *FactoryGameLogic) GetTaskReward(playernode *base.ClientNode)
领取任务奖励
func (*FactoryGameLogic) HandleActiveRes ¶
func (f *FactoryGameLogic) HandleActiveRes(args []interface{})
func (*FactoryGameLogic) HandleActivityReqMsg ¶
func (f *FactoryGameLogic) HandleActivityReqMsg(args []interface{})
func (*FactoryGameLogic) HandleAdGetRewardReq ¶
func (f *FactoryGameLogic) HandleAdGetRewardReq(args []interface{})
兼容老的真双倍消息
func (*FactoryGameLogic) HandleAutoGame ¶
func (f *FactoryGameLogic) HandleAutoGame(player base.IPlayerNode)
func (*FactoryGameLogic) HandleGameGuide ¶
func (f *FactoryGameLogic) HandleGameGuide(player base.IPlayerNode)
func (*FactoryGameLogic) HandleTaskGetRewardReq ¶
func (f *FactoryGameLogic) HandleTaskGetRewardReq(args []interface{})
func (*FactoryGameLogic) HandleUserIntervalAdReq ¶
func (f *FactoryGameLogic) HandleUserIntervalAdReq(args []interface{})
兼容老的其他广告请求消息
func (*FactoryGameLogic) HandleUserLookAdSucReq ¶
func (f *FactoryGameLogic) HandleUserLookAdSucReq(args []interface{})
新的看广告成功,获取奖励
func (*FactoryGameLogic) InitAppMain ¶
func (f *FactoryGameLogic) InitAppMain(appMain base.IGameLogic)
func (*FactoryGameLogic) InitBoot ¶
func (f *FactoryGameLogic) InitBoot(appMain base.IGameLogic)
func (*FactoryGameLogic) IsFrontend ¶
func (f *FactoryGameLogic) IsFrontend() bool
IsFrontend 是否是前端服务器
func (*FactoryGameLogic) JudgeIsOpenAd ¶
func (f *FactoryGameLogic) JudgeIsOpenAd(playernode *base.ClientNode, resultid []int32) (int8, bool)
***************************************** 判断广告是否开启,返回 1 开启 -1未达到开放局数 -2每日开广告到达上限 isAdStage 是否广告阶段 lookadsuctimes 成功看广告次数 resultid 活动id *****************************************
func (*FactoryGameLogic) JudgeIsOpenChaPingAD ¶
func (f *FactoryGameLogic) JudgeIsOpenChaPingAD(playernode *base.ClientNode, resultadid []int32) bool
func (*FactoryGameLogic) JudgeIsOpenIntervalAd ¶
func (f *FactoryGameLogic) JudgeIsOpenIntervalAd(playernode *base.ClientNode) bool
func (*FactoryGameLogic) ListenEtcdConf ¶
func (f *FactoryGameLogic) ListenEtcdConf()
listenEtcdConf 监听所有配置更新
func (*FactoryGameLogic) OnCreatePlayer ¶
func (f *FactoryGameLogic) OnCreatePlayer(addr string) base.IPlayerNode
func (*FactoryGameLogic) OnCreateTable ¶
func (f *FactoryGameLogic) OnCreateTable() base.ITable
func (*FactoryGameLogic) OnDestroy ¶
func (f *FactoryGameLogic) OnDestroy()
func (*FactoryGameLogic) OnPlayerClose ¶
func (f *FactoryGameLogic) OnPlayerClose(player base.IPlayerNode)
func (*FactoryGameLogic) OnPlayerConnect ¶
func (f *FactoryGameLogic) OnPlayerConnect(player base.IPlayerNode)
func (*FactoryGameLogic) OnTableLeave ¶
func (f *FactoryGameLogic) OnTableLeave(player *base.ClientNode)
func (*FactoryGameLogic) OperatePlayerProp ¶
func (f *FactoryGameLogic) OperatePlayerProp(player base.IPlayerNode, proplist []msg.UserPropChange)
OperatePlayerProp 操作用户内存道具数量,不具备数据库效应
func (*FactoryGameLogic) ReceiveSkyRedPack ¶
func (f *FactoryGameLogic) ReceiveSkyRedPack(playernode *base.ClientNode)
func (*FactoryGameLogic) RecoverRobot ¶
func (f *FactoryGameLogic) RecoverRobot(userid int64, player base.IPlayerNode)
func (*FactoryGameLogic) RecoverTableStatus ¶
func (f *FactoryGameLogic) RecoverTableStatus(table base.ITable)
func (*FactoryGameLogic) RecvDayTask ¶
func (f *FactoryGameLogic) RecvDayTask(playernode *base.ClientNode)
获取每日任务,如果跨天,则重置每日任务
func (*FactoryGameLogic) RegisteGameMsgCallback ¶
func (f *FactoryGameLogic) RegisteGameMsgCallback(skeleton *module.Skeleton)
func (*FactoryGameLogic) RegisteLoginMsgCallback ¶
func (f *FactoryGameLogic) RegisteLoginMsgCallback(skeleton *module.Skeleton)
func (*FactoryGameLogic) SavePlayerGameEnd ¶
func (f *FactoryGameLogic) SavePlayerGameEnd(player base.IPlayerNode, datachanged base.Userplaygamedata)
SavePlayergameend 游戏结束调用,用户游戏过程中产生的金豆变化更新
func (*FactoryGameLogic) SavePlayerMJBHongBao ¶
func (f *FactoryGameLogic) SavePlayerMJBHongBao(player base.IPlayerNode, mjbhb int32, writesource int32)
func (*FactoryGameLogic) SavePlayerProp ¶
func (f *FactoryGameLogic) SavePlayerProp(player base.IPlayerNode, propinfo msg.UserPropChange, writesource int32, bwritedb bool)
SavePlayerprop 游戏结束调用,用户游戏过程中产生的道具变化更新
func (*FactoryGameLogic) SaveTableGameEnd ¶
func (f *FactoryGameLogic) SaveTableGameEnd(table base.ITable)
SaveTableGameEnd 结束桌子所有对局状态,在SavePlayerGameEnd、WriteTableRoundLog完成后调用
func (*FactoryGameLogic) SaveTaskRewardInfo ¶
func (f *FactoryGameLogic) SaveTaskRewardInfo(player base.IPlayerNode, begintime time.Time, taskid int32, rewardid int32, rewardnum int32, sourceid int32)
func (*FactoryGameLogic) SelectUserDayProperty ¶
func (f *FactoryGameLogic) SelectUserDayProperty(playernode *base.ClientNode)
func (*FactoryGameLogic) SendActiveReqMsg ¶
func (f *FactoryGameLogic) SendActiveReqMsg(player *base.ClientNode, route string, clientmsg string, huresult int32)
func (*FactoryGameLogic) SendActiveReqMsgs ¶
func (f *FactoryGameLogic) SendActiveReqMsgs(player *base.ClientNode, routemsg msg.RouteMsg, blast bool)
func (*FactoryGameLogic) SendActivitySubsidyReq ¶
func (f *FactoryGameLogic) SendActivitySubsidyReq(player *base.ClientNode)
救济金
func (*FactoryGameLogic) SendActivityUpDownRoomReq ¶
func (f *FactoryGameLogic) SendActivityUpDownRoomReq(player *base.ClientNode)
func (*FactoryGameLogic) SendClientTaskInfo ¶
func (f *FactoryGameLogic) SendClientTaskInfo(player base.IPlayerNode)
func (*FactoryGameLogic) SendMsg2Client ¶
func (f *FactoryGameLogic) SendMsg2Client(playerNode base.IPlayerNode, clientmsg interface{}) error
SendMsg2Client 发送消息到客户端
func (*FactoryGameLogic) SendRoomInfo ¶
func (f *FactoryGameLogic) SendRoomInfo(player base.IPlayerNode)
SendRoomInfo 同步房间通用信息到c端,不要重写
func (*FactoryGameLogic) SyncOldPlayerData ¶
func (f *FactoryGameLogic) SyncOldPlayerData(oldplayer base.IPlayerNode, newplayer base.IPlayerNode)
func (*FactoryGameLogic) UpdatePlayerDayTask ¶
func (f *FactoryGameLogic) UpdatePlayerDayTask(playernode *base.ClientNode)
更新任务进度