Merge branch 'develop' into release

This commit is contained in:
sk 2024-11-08 11:33:43 +08:00
commit 30714f03a3
24 changed files with 55 additions and 77 deletions

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@ -55,7 +55,7 @@ build-job:
echo "编译 $line"
go build -v
cd ..
done < shell/programs.txt
done < ./programs.txt
save-job:
stage: save
@ -77,7 +77,7 @@ save-job:
do
echo "删除 $line 配置"
rm ./temp/data/$line
done < ./shell/exclude.txt
done < ./exclude.txt
# 拷贝可执行程序
- echo '拷贝可执行程序'
- |
@ -85,7 +85,7 @@ save-job:
do
echo "拷贝 $line"
mv ./$line/$line ./temp/$line
done < ./shell/programs.txt
done < ./programs.txt
sync_job:
stage: sync

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@ -1,7 +1,5 @@
@echo off
call shell/build.bat
if %errorcode% neq 0 (
pause
for /f %%i in (programs.txt) do (
start "%%i" cmd /c "build_sub.bat %%i"
)

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@ -2,10 +2,4 @@ set CGO_ENABLED=0
set GOOS=linux
set GOARCH=amd64
@echo off
call shell/build.bat
if %errorcode% neq 0 (
pause
)
call build.bat

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@ -1,10 +1,11 @@
@echo off
cd %1
echo ========= Build %1 =========
go fmt
go vet
go build -v
if %errorlevel% neq 0 (
echo Build failed %1.
set errorcode=1
)
cd ..
pause
)

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@ -1,6 +1,6 @@
@echo off
for /f "tokens=*" %%a in (shell/programs.txt) do (
for /f "tokens=*" %%a in (programs.txt) do (
if exist "%%a\*.log" del /q "%%a\*.log"
if exist "%%a\*.log.*" del /q "%%a\*.log.*"

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@ -1,6 +1,6 @@
@echo off
for /f %%i in (shell/programs.txt) do (
for /f %%i in (programs.txt) do (
taskkill /F /IM %%i.exe
)

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@ -1,36 +0,0 @@
@echo off
set work_path=%cd%
git checkout develop
call shell/gen_data.bat
call shell/gen_go.bat
call shell/update_public.bat
git add .
git commit -m "update develop"
git checkout release
git merge develop
git add .
git reset public
git commit -m "update release"
set CGO_ENABLED=0
set GOOS=linux
set GOARCH=amd64
go env -w GO111MODULE=off
call shell/build.bat
rem copy
cd %work_path%
call shell/update_deploy.bat
git checkout develop
pause

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@ -393,6 +393,7 @@ func (this *SceneStateStartFortuneDragon) OnPlayerOp(s *base.Scene, p *base.Play
playerEx.BetMode = params[3]
//playerEx.SlotsSession.SetCoin(playerEx.Coin * fortunedragon.NowByte)
//logger.Logger.Trace("=====================init===== playerEx.Coin===", playerEx.Coin)
//get data
Response, err := slots.SlotsMgrSington.Play(playerEx.SlotsSession, &base.SpinReq{
@ -408,6 +409,7 @@ func (this *SceneStateStartFortuneDragon) OnPlayerOp(s *base.Scene, p *base.Play
if err == nil {
data = assemble.DataToCli(Response).(assemble.GameEnd)
if data.Results[0].FreeStatus == 1 || data.Results[0].FreeNumMax == 0 {
//logger.Logger.Trace("=====================AddCoin=====TotalBet===", -data.TotalBet)
//第一次触发或者正常模式
playerEx.AddCoin(int64(-data.TotalBet), common.GainWay_HundredSceneLost, base.SyncFlag_ToClient, "system", s.GetSceneName())
playerEx.totalBet = int64(data.TotalBet)
@ -429,6 +431,7 @@ func (this *SceneStateStartFortuneDragon) OnPlayerOp(s *base.Scene, p *base.Play
gameEndStr = string(pi)
if data.Results[0].FreeStatus == 3 || data.Results[0].FreeNumMax == 0 {
//logger.Logger.Trace("=====================AddCoin=====RoundReward===", data.RoundReward)
playerEx.AddCoin(int64(data.RoundReward), common.GainWay_HundredSceneWin, 0, "system", s.GetSceneName())
//免费游戏结束或者正常模式
sceneEx.StaticsLaba(&base.StaticLabaParam{
@ -448,6 +451,8 @@ func (this *SceneStateStartFortuneDragon) OnPlayerOp(s *base.Scene, p *base.Play
}
playerEx.SlotsSession.SetCoin(int64(data.FinalCoin) * fortunedragon.NowByte)
//logger.Logger.Trace("=====================end===== playerEx.Coin===", playerEx.Coin)
//logger.Logger.Trace("=====================end===== data.FinalCoin===", data.FinalCoin)
pack := &protocol.SCFortuneDragonBilled{
OpRetCode: proto.Int32(0),

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@ -406,7 +406,11 @@ func (this *SceneStateStartFortuneOx) OnPlayerOp(s *base.Scene, p *base.Player,
var data assemble.GameEnd
if err == nil {
data = assemble.DataToCli(Response).(assemble.GameEnd)
if data.Results[0].FreeStatus == 1 || data.Results[0].FreeNumMax == 0 {
var respinStatus int
if data.Results[0].ArrSpins[0].Special != nil {
respinStatus = data.Results[0].ArrSpins[0].Special.(SpinLock).ReSpinStatus
}
if respinStatus == 0 || respinStatus == 1 {
//第一次触发或者正常模式
//logger.Logger.Trace("=============addcoin1111 ", -data.TotalBet)
playerEx.AddCoin(int64(-data.TotalBet), common.GainWay_HundredSceneLost, base.SyncFlag_ToClient, "system", s.GetSceneName())
@ -428,7 +432,6 @@ func (this *SceneStateStartFortuneOx) OnPlayerOp(s *base.Scene, p *base.Player,
}
pi, _ := json.Marshal(data)
gameEndStr = string(pi)
respinStatus := data.Results[0].ArrSpins[0].Special.(SpinLock).ReSpinStatus
if respinStatus == 0 || respinStatus == 3 {
//logger.Logger.Trace("===win==========addcoin222 ", data.RoundReward)
playerEx.AddCoin(int64(data.RoundReward), common.GainWay_HundredSceneWin, 0, "system", s.GetSceneName())

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@ -103,6 +103,7 @@ func response2NodeTree(NodeTree *shared.LiteNodeTree) *shared.Result {
res.TotalRewardBase = ass[0].LineReward ///line_win
res.TotalReward = ass[0].Reward ///total_win
res.FreeStatus = customFortune.FreeStatus
res.FreeNumTrigger = customFortune.FreeNumTrigger
res.FreeNumMax = customFortune.FreeNumMax
res.FreeNum = customFortune.FreeSpinNum

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@ -7,6 +7,7 @@ import (
)
type CustomFortune struct {
FreeStatus int `json:"fss"` //free状态
FreeSpinNum int64 `json:"fsn"` //剩余freespin
FreeNumMax int64 `json:"fnm"` //总次数
FreeNumTrigger int64 `json:"fnt"` //新增freespin

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@ -17,6 +17,7 @@ func (p *PluginSpecial) Theme() string {
// Special
type Special struct {
FreeStatus int `json:"fss,omitempty"` //free状态
FreeSpinNum int64 `json:"fsn,omitempty"` //剩余freespin
FreeNumMax int64 `json:"fnm,omitempty"` //总次数
FreeNumTrigger int64 `json:"fnt,omitempty"` //新增freespin
@ -39,5 +40,12 @@ func (p *PluginSpecial) AfterSpin(m intf.Master) {
sp.FreeSpinNum = Fortune.FreeSpinNum
sp.FreeNumMax = Fortune.FreeNumMax
sp.FreeNumTrigger = Fortune.FreeNumTrigger
if Fortune.FreeNumTrigger > 0 {
sp.FreeStatus = 1
} else if Fortune.FreeSpinNum == 0 {
sp.FreeStatus = 3
} else {
sp.FreeStatus = 0
}
}
}

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@ -9,6 +9,7 @@ const (
)
type CustomFortune struct {
FreeStatus int `json:"fss"`
FreeSpinNum int64 `json:"fsn"` //剩余freespin
FreeNumMax int64 `json:"fnm"` //总次数
FreeNumTrigger int64 `json:"fnt"` //新增freespin

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@ -17,6 +17,7 @@ func (p *PluginSpecial) Theme() string {
// Special
type Special struct {
FreeStatus int `json:"fss,omitempty"` //free状态
FreeSpinNum int64 `json:"fsn,omitempty"` //剩余freespin
FreeNumMax int64 `json:"fnm,omitempty"` //总次数
FreeNumTrigger int64 `json:"fnt,omitempty"` //新增freespin
@ -50,5 +51,12 @@ func (p *PluginSpecial) AfterSpin(m intf.Master) {
sp.FreeSpinNum = Fortune.FreeSpinNum
sp.FreeNumMax = Fortune.FreeNumMax
sp.FreeNumTrigger = Fortune.FreeNumTrigger
if Fortune.FreeNumTrigger > 0 {
sp.FreeStatus = 1
} else if Fortune.FreeSpinNum == 0 {
sp.FreeStatus = 3
} else {
sp.FreeStatus = 0
}
}
}

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@ -10,7 +10,7 @@ go build
xlsx2proto.exe
cd ../../
%protoc% --proto_path=./protocol/server --plugin=protoc-gen-go=%protoc-gen-go-plugin-path% --go_out=../../ pbdata.proto
%protoc% --proto_path=. --plugin=protoc-gen-go=%protoc-gen-go-plugin-path% --go_out=../../ protocol/server/pbdata.proto
cd ./tools/xlsx2binary
go build

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@ -101,6 +101,7 @@ func (TagCode) EnumDescriptor() ([]byte, []int) {
return file_protocol_webapi_webapi_proto_rawDescGZIP(), []int{0}
}
// 保持和 shop.proto 中的 OpResultCode 一样
type ExchangeCreateCode int32
const (

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@ -1,7 +0,0 @@
@echo off
for /f %%i in (shell/programs.txt) do (
call shell/build_sub.bat %%i
)
echo "build complete!"

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@ -2,7 +2,7 @@ set GODEBUG=gctrace=1
@echo off
setlocal enabledelayedexpansion
for /f "tokens=*" %%a in (shell/programs.txt) do (
for /f "tokens=*" %%a in (programs.txt) do (
set program=%%a/%%a.exe
if exist "!program!" (

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@ -4,12 +4,12 @@ set deployDir=".\deploy"
xcopy .\data\* %deployDir%\data\ /s /e /y
for /f "tokens=*" %%a in (shell/programs.txt) do (
for /f "tokens=*" %%a in (programs.txt) do (
xcopy .\%%a\%%a %deployDir% /y
del .\%%a\%%a
)
for /f "tokens=*" %%f in (shell/exclude.txt) do (
for /f "tokens=*" %%f in (exclude.txt) do (
if exist "%deployDir%\data\%%f" (del "%deployDir%\data\%%f")
)

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@ -117,14 +117,14 @@ func init() {
}
}
//更新玩家等级排行榜
mq.Write(&model.PlayerLevelInfo{
SnId: p.SnId,
Name: p.Name,
Level: p.Level,
Exp: p.Exp,
ModId: p.PlayerData.GetRoleId(),
Platform: p.Platform,
})
//mq.Write(&model.PlayerLevelInfo{
// SnId: p.SnId,
// Name: p.Name,
// Level: p.Level,
// Exp: p.Exp,
// ModId: p.PlayerData.GetRoleId(),
// Platform: p.Platform,
//})
//比赛场不处理下面的内容
if !scene.IsMatchScene() && !scene.IsCustom() {
// 破产检测