Merge branch 'develop' into release
This commit is contained in:
commit
30714f03a3
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@ -55,7 +55,7 @@ build-job:
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echo "编译 $line"
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go build -v
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cd ..
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done < shell/programs.txt
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done < ./programs.txt
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save-job:
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stage: save
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@ -77,7 +77,7 @@ save-job:
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do
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echo "删除 $line 配置"
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rm ./temp/data/$line
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done < ./shell/exclude.txt
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done < ./exclude.txt
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# 拷贝可执行程序
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- echo '拷贝可执行程序'
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- |
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@ -85,7 +85,7 @@ save-job:
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do
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echo "拷贝 $line"
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mv ./$line/$line ./temp/$line
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done < ./shell/programs.txt
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done < ./programs.txt
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sync_job:
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stage: sync
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@ -1,7 +1,5 @@
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@echo off
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call shell/build.bat
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if %errorcode% neq 0 (
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pause
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for /f %%i in (programs.txt) do (
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start "%%i" cmd /c "build_sub.bat %%i"
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)
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@ -2,10 +2,4 @@ set CGO_ENABLED=0
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set GOOS=linux
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set GOARCH=amd64
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@echo off
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call shell/build.bat
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if %errorcode% neq 0 (
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pause
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)
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call build.bat
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@ -1,10 +1,11 @@
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@echo off
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cd %1
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echo ========= Build %1 =========
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go fmt
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go vet
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go build -v
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if %errorlevel% neq 0 (
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echo Build failed %1.
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set errorcode=1
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)
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cd ..
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pause
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)
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@ -1,6 +1,6 @@
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@echo off
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for /f "tokens=*" %%a in (shell/programs.txt) do (
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for /f "tokens=*" %%a in (programs.txt) do (
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if exist "%%a\*.log" del /q "%%a\*.log"
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if exist "%%a\*.log.*" del /q "%%a\*.log.*"
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@ -1,6 +1,6 @@
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@echo off
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for /f %%i in (shell/programs.txt) do (
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for /f %%i in (programs.txt) do (
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taskkill /F /IM %%i.exe
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)
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Binary file not shown.
BIN
data/DB_Task.dat
BIN
data/DB_Task.dat
Binary file not shown.
36
deploy.bat
36
deploy.bat
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@ -1,36 +0,0 @@
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@echo off
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set work_path=%cd%
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git checkout develop
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call shell/gen_data.bat
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call shell/gen_go.bat
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call shell/update_public.bat
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git add .
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git commit -m "update develop"
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git checkout release
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git merge develop
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git add .
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git reset public
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git commit -m "update release"
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set CGO_ENABLED=0
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set GOOS=linux
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set GOARCH=amd64
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go env -w GO111MODULE=off
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call shell/build.bat
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rem copy
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cd %work_path%
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call shell/update_deploy.bat
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git checkout develop
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pause
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@ -393,6 +393,7 @@ func (this *SceneStateStartFortuneDragon) OnPlayerOp(s *base.Scene, p *base.Play
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playerEx.BetMode = params[3]
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//playerEx.SlotsSession.SetCoin(playerEx.Coin * fortunedragon.NowByte)
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//logger.Logger.Trace("=====================init===== playerEx.Coin===", playerEx.Coin)
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//get data
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Response, err := slots.SlotsMgrSington.Play(playerEx.SlotsSession, &base.SpinReq{
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@ -408,6 +409,7 @@ func (this *SceneStateStartFortuneDragon) OnPlayerOp(s *base.Scene, p *base.Play
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if err == nil {
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data = assemble.DataToCli(Response).(assemble.GameEnd)
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if data.Results[0].FreeStatus == 1 || data.Results[0].FreeNumMax == 0 {
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//logger.Logger.Trace("=====================AddCoin=====TotalBet===", -data.TotalBet)
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//第一次触发或者正常模式
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playerEx.AddCoin(int64(-data.TotalBet), common.GainWay_HundredSceneLost, base.SyncFlag_ToClient, "system", s.GetSceneName())
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playerEx.totalBet = int64(data.TotalBet)
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@ -429,6 +431,7 @@ func (this *SceneStateStartFortuneDragon) OnPlayerOp(s *base.Scene, p *base.Play
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gameEndStr = string(pi)
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if data.Results[0].FreeStatus == 3 || data.Results[0].FreeNumMax == 0 {
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//logger.Logger.Trace("=====================AddCoin=====RoundReward===", data.RoundReward)
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playerEx.AddCoin(int64(data.RoundReward), common.GainWay_HundredSceneWin, 0, "system", s.GetSceneName())
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//免费游戏结束或者正常模式
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sceneEx.StaticsLaba(&base.StaticLabaParam{
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@ -448,6 +451,8 @@ func (this *SceneStateStartFortuneDragon) OnPlayerOp(s *base.Scene, p *base.Play
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}
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playerEx.SlotsSession.SetCoin(int64(data.FinalCoin) * fortunedragon.NowByte)
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//logger.Logger.Trace("=====================end===== playerEx.Coin===", playerEx.Coin)
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//logger.Logger.Trace("=====================end===== data.FinalCoin===", data.FinalCoin)
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pack := &protocol.SCFortuneDragonBilled{
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OpRetCode: proto.Int32(0),
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@ -406,7 +406,11 @@ func (this *SceneStateStartFortuneOx) OnPlayerOp(s *base.Scene, p *base.Player,
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var data assemble.GameEnd
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if err == nil {
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data = assemble.DataToCli(Response).(assemble.GameEnd)
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if data.Results[0].FreeStatus == 1 || data.Results[0].FreeNumMax == 0 {
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var respinStatus int
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if data.Results[0].ArrSpins[0].Special != nil {
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respinStatus = data.Results[0].ArrSpins[0].Special.(SpinLock).ReSpinStatus
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}
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if respinStatus == 0 || respinStatus == 1 {
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//第一次触发或者正常模式
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//logger.Logger.Trace("=============addcoin1111 ", -data.TotalBet)
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playerEx.AddCoin(int64(-data.TotalBet), common.GainWay_HundredSceneLost, base.SyncFlag_ToClient, "system", s.GetSceneName())
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@ -428,7 +432,6 @@ func (this *SceneStateStartFortuneOx) OnPlayerOp(s *base.Scene, p *base.Player,
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}
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pi, _ := json.Marshal(data)
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gameEndStr = string(pi)
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respinStatus := data.Results[0].ArrSpins[0].Special.(SpinLock).ReSpinStatus
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if respinStatus == 0 || respinStatus == 3 {
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//logger.Logger.Trace("===win==========addcoin222 ", data.RoundReward)
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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 {
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res.TotalRewardBase = ass[0].LineReward ///line_win
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res.TotalReward = ass[0].Reward ///total_win
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res.FreeStatus = customFortune.FreeStatus
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res.FreeNumTrigger = customFortune.FreeNumTrigger
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res.FreeNumMax = customFortune.FreeNumMax
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res.FreeNum = customFortune.FreeSpinNum
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@ -7,6 +7,7 @@ import (
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)
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type CustomFortune struct {
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FreeStatus int `json:"fss"` //free状态
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FreeSpinNum int64 `json:"fsn"` //剩余freespin
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FreeNumMax int64 `json:"fnm"` //总次数
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FreeNumTrigger int64 `json:"fnt"` //新增freespin
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@ -17,6 +17,7 @@ func (p *PluginSpecial) Theme() string {
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// Special
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type Special struct {
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FreeStatus int `json:"fss,omitempty"` //free状态
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FreeSpinNum int64 `json:"fsn,omitempty"` //剩余freespin
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FreeNumMax int64 `json:"fnm,omitempty"` //总次数
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FreeNumTrigger int64 `json:"fnt,omitempty"` //新增freespin
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@ -39,5 +40,12 @@ func (p *PluginSpecial) AfterSpin(m intf.Master) {
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sp.FreeSpinNum = Fortune.FreeSpinNum
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sp.FreeNumMax = Fortune.FreeNumMax
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sp.FreeNumTrigger = Fortune.FreeNumTrigger
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if Fortune.FreeNumTrigger > 0 {
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sp.FreeStatus = 1
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} else if Fortune.FreeSpinNum == 0 {
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sp.FreeStatus = 3
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} else {
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sp.FreeStatus = 0
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}
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}
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}
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@ -9,6 +9,7 @@ const (
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)
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type CustomFortune struct {
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FreeStatus int `json:"fss"`
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FreeSpinNum int64 `json:"fsn"` //剩余freespin
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FreeNumMax int64 `json:"fnm"` //总次数
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FreeNumTrigger int64 `json:"fnt"` //新增freespin
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@ -17,6 +17,7 @@ func (p *PluginSpecial) Theme() string {
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// Special
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type Special struct {
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FreeStatus int `json:"fss,omitempty"` //free状态
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FreeSpinNum int64 `json:"fsn,omitempty"` //剩余freespin
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FreeNumMax int64 `json:"fnm,omitempty"` //总次数
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FreeNumTrigger int64 `json:"fnt,omitempty"` //新增freespin
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@ -50,5 +51,12 @@ func (p *PluginSpecial) AfterSpin(m intf.Master) {
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sp.FreeSpinNum = Fortune.FreeSpinNum
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sp.FreeNumMax = Fortune.FreeNumMax
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sp.FreeNumTrigger = Fortune.FreeNumTrigger
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if Fortune.FreeNumTrigger > 0 {
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sp.FreeStatus = 1
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} else if Fortune.FreeSpinNum == 0 {
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sp.FreeStatus = 3
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} else {
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sp.FreeStatus = 0
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}
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}
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}
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|
|
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@ -10,7 +10,7 @@ go build
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xlsx2proto.exe
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cd ../../
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%protoc% --proto_path=./protocol/server --plugin=protoc-gen-go=%protoc-gen-go-plugin-path% --go_out=../../ pbdata.proto
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%protoc% --proto_path=. --plugin=protoc-gen-go=%protoc-gen-go-plugin-path% --go_out=../../ protocol/server/pbdata.proto
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cd ./tools/xlsx2binary
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go build
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|
|
|
@ -101,6 +101,7 @@ func (TagCode) EnumDescriptor() ([]byte, []int) {
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return file_protocol_webapi_webapi_proto_rawDescGZIP(), []int{0}
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}
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// 保持和 shop.proto 中的 OpResultCode 一样
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type ExchangeCreateCode int32
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const (
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|
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|
@ -1,7 +0,0 @@
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@echo off
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for /f %%i in (shell/programs.txt) do (
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call shell/build_sub.bat %%i
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)
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echo "build complete!"
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@ -2,7 +2,7 @@ set GODEBUG=gctrace=1
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@echo off
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setlocal enabledelayedexpansion
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for /f "tokens=*" %%a in (shell/programs.txt) do (
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for /f "tokens=*" %%a in (programs.txt) do (
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set program=%%a/%%a.exe
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if exist "!program!" (
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|
|
|
@ -4,12 +4,12 @@ set deployDir=".\deploy"
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xcopy .\data\* %deployDir%\data\ /s /e /y
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for /f "tokens=*" %%a in (shell/programs.txt) do (
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for /f "tokens=*" %%a in (programs.txt) do (
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xcopy .\%%a\%%a %deployDir% /y
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del .\%%a\%%a
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)
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for /f "tokens=*" %%f in (shell/exclude.txt) do (
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for /f "tokens=*" %%f in (exclude.txt) do (
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if exist "%deployDir%\data\%%f" (del "%deployDir%\data\%%f")
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)
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||||
|
|
|
@ -117,14 +117,14 @@ func init() {
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|||
}
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||||
}
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||||
//更新玩家等级排行榜
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mq.Write(&model.PlayerLevelInfo{
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SnId: p.SnId,
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Name: p.Name,
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Level: p.Level,
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Exp: p.Exp,
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ModId: p.PlayerData.GetRoleId(),
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Platform: p.Platform,
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})
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//mq.Write(&model.PlayerLevelInfo{
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// SnId: p.SnId,
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// Name: p.Name,
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// Level: p.Level,
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// Exp: p.Exp,
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// ModId: p.PlayerData.GetRoleId(),
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// Platform: p.Platform,
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//})
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//比赛场不处理下面的内容
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||||
if !scene.IsMatchScene() && !scene.IsCustom() {
|
||||
// 破产检测
|
||||
|
|
Loading…
Reference in New Issue