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995cabbea6
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@ -486,14 +486,6 @@ func init() {
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p := base.PlayerMgrSington.GetPlayerBySnId(wgSetPlayerBlackLevel.GetSnId())
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p := base.PlayerMgrSington.GetPlayerBySnId(wgSetPlayerBlackLevel.GetSnId())
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if p != nil {
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if p != nil {
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p.WBLevel = wgSetPlayerBlackLevel.GetWBLevel()
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p.WBLevel = wgSetPlayerBlackLevel.GetWBLevel()
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if p.WBLevel > 0 {
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p.WhiteLevel = p.WBLevel
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} else if p.WBLevel < 0 {
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p.BlackLevel = -p.WBLevel
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} else {
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p.WhiteLevel = 0
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p.BlackLevel = 0
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}
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p.WBCoinLimit = wgSetPlayerBlackLevel.GetWBCoinLimit()
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p.WBCoinLimit = wgSetPlayerBlackLevel.GetWBCoinLimit()
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p.WBMaxNum = wgSetPlayerBlackLevel.GetMaxNum()
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p.WBMaxNum = wgSetPlayerBlackLevel.GetMaxNum()
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p.WBState = wgSetPlayerBlackLevel.GetState()
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p.WBState = wgSetPlayerBlackLevel.GetState()
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@ -125,12 +125,12 @@ func (this *AvengersPlayerData) SavePlayerGameData(gameFreeId string) {
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// 黑白名单的限制是否生效
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// 黑白名单的限制是否生效
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func (this *AvengersPlayerData) CheckBlackWriteList(isWin bool) bool {
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func (this *AvengersPlayerData) CheckBlackWriteList(isWin bool) bool {
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if isWin && this.BlackLevel > 0 && this.BlackLevel <= 10 {
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if isWin && -this.WBLevel > 0 && -this.WBLevel <= 10 {
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if rand.Int31n(100) < this.BlackLevel*10 {
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if rand.Int31n(100) < -this.WBLevel*10 {
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return true
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return true
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}
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}
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} else if !isWin && this.WhiteLevel > 0 && this.WhiteLevel <= 10 {
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} else if !isWin && this.WBLevel > 0 && this.WBLevel <= 10 {
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if rand.Int31n(100) < this.WhiteLevel*10 {
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if rand.Int31n(100) < this.WBLevel*10 {
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return true
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return true
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}
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}
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}
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}
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@ -547,7 +547,7 @@ func (this *SceneStateAvengersStart) OnPlayerOp(s *base.Scene, p *base.Player, o
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writeBlackTryTimes++
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writeBlackTryTimes++
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goto WriteBlack
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goto WriteBlack
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} else if writeBlackTryTimes >= 100 && writeBlackTryTimes != 999 {
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} else if writeBlackTryTimes >= 100 && writeBlackTryTimes != 999 {
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logger.Logger.Warnf("AvengersWriteBlackTryTimesOver [%v][%v][%v][%v][%v]", sceneEx.GetGameFreeId(), playerEx.SnId, gamePoolCoin, playerEx.BlackLevel, playerEx.WhiteLevel)
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logger.Logger.Warnf("AvengersWriteBlackTryTimesOver [%v][%v][%v][%v]", sceneEx.GetGameFreeId(), playerEx.SnId, gamePoolCoin, playerEx.WBLevel)
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}
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}
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//if playerEx.DebugGame && sceneEx.SceneType == 1 {
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//if playerEx.DebugGame && sceneEx.SceneType == 1 {
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@ -113,9 +113,6 @@ type Player struct {
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cparams map[string]string //平台登陆数据
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cparams map[string]string //平台登陆数据
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Iparams map[int]int64 //整形参数
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Iparams map[int]int64 //整形参数
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sparams map[int]string //字符参数
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sparams map[int]string //字符参数
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WhiteLevel int32 //todo 使用WBLevel
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BlackLevel int32 //todo 使用WBLevel
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SingleAdjust *model.PlayerSingleAdjust
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IsLocal bool //是否本地player
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IsLocal bool //是否本地player
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Items map[int32]int64 //背包数据
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Items map[int32]int64 //背包数据
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MatchParams []int32 //比赛参数 排名、段位、假snid、假角色
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MatchParams []int32 //比赛参数 排名、段位、假snid、假角色
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@ -175,11 +172,6 @@ func (this *Player) init(data []byte) bool {
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if this.GDatas == nil {
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if this.GDatas == nil {
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this.GDatas = make(map[string]*model.PlayerGameInfo)
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this.GDatas = make(map[string]*model.PlayerGameInfo)
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}
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}
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if this.WBLevel > 0 {
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this.WhiteLevel = this.WBLevel
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} else if this.WBLevel < 0 {
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this.BlackLevel = -this.WBLevel
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}
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return true
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return true
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}
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}
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@ -561,7 +561,7 @@ func (this *Scene) PlayerEnter(p *Player, isLoaded bool) {
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//避免游戏接口异常
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//避免游戏接口异常
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utils.RunPanicless(func() { this.sp.OnPlayerEnter(this, p) })
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utils.RunPanicless(func() { this.sp.OnPlayerEnter(this, p) })
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if p.BlackLevel > 0 {
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if p.WBLevel < 0 {
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WarningBlackPlayer(p.SnId, this.DbGameFree.Id)
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WarningBlackPlayer(p.SnId, this.DbGameFree.Id)
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}
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}
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@ -2336,10 +2336,6 @@ func (this *Scene) SyncPlayerDatas(param *PlayerDataParam) int64 {
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if v.WBGain != 0 {
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if v.WBGain != 0 {
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if p := this.GetPlayer(v.SnId); p != nil {
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if p := this.GetPlayer(v.SnId); p != nil {
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n = p.WBUpdate(v.WBGain)
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n = p.WBUpdate(v.WBGain)
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if p.WBLevel == 0 {
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p.BlackLevel = 0
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p.WhiteLevel = 0
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}
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}
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}
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}
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}
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}
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}
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@ -125,12 +125,12 @@ func (this *CaiShenPlayerData) SavePlayerGameData(gameFreeId string) {
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// 黑白名单的限制是否生效
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// 黑白名单的限制是否生效
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func (this *CaiShenPlayerData) CheckBlackWriteList(isWin bool) bool {
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func (this *CaiShenPlayerData) CheckBlackWriteList(isWin bool) bool {
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if isWin && this.BlackLevel > 0 && this.BlackLevel <= 10 {
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if isWin && -this.WBLevel > 0 && -this.WBLevel <= 10 {
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if rand.Int31n(100) < this.BlackLevel*10 {
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if rand.Int31n(100) < -this.WBLevel*10 {
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return true
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return true
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}
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}
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} else if !isWin && this.WhiteLevel > 0 && this.WhiteLevel <= 10 {
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} else if !isWin && this.WBLevel > 0 && this.WBLevel <= 10 {
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if rand.Int31n(100) < this.WhiteLevel*10 {
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if rand.Int31n(100) < this.WBLevel*10 {
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return true
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return true
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}
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}
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}
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}
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@ -543,7 +543,7 @@ func (this *SceneStateCaiShenStart) OnPlayerOp(s *base.Scene, p *base.Player, op
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writeBlackTryTimes++
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writeBlackTryTimes++
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goto WriteBlack
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goto WriteBlack
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} else if writeBlackTryTimes >= 100 && writeBlackTryTimes != 999 {
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} else if writeBlackTryTimes >= 100 && writeBlackTryTimes != 999 {
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logger.Logger.Warnf("CaiShenWriteBlackTryTimesOver [%v][%v][%v][%v][%v]", sceneEx.GetGameFreeId(), playerEx.SnId, gamePoolCoin, playerEx.BlackLevel, playerEx.WhiteLevel)
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logger.Logger.Warnf("CaiShenWriteBlackTryTimesOver [%v][%v][%v][%v]", sceneEx.GetGameFreeId(), playerEx.SnId, gamePoolCoin, playerEx.WBLevel)
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}
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}
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// 奖池水池处理
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// 奖池水池处理
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if spinRes.IsJackpot {
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if spinRes.IsJackpot {
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@ -124,12 +124,12 @@ func (this *EasterIslandPlayerData) SavePlayerGameData(gameFreeId string) {
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// 黑白名单的限制是否生效
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// 黑白名单的限制是否生效
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func (this *EasterIslandPlayerData) CheckBlackWriteList(isWin bool) bool {
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func (this *EasterIslandPlayerData) CheckBlackWriteList(isWin bool) bool {
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if isWin && this.BlackLevel > 0 && this.BlackLevel <= 10 {
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if isWin && -this.WBLevel > 0 && -this.WBLevel <= 10 {
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if rand.Int31n(100) < this.BlackLevel*10 {
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if rand.Int31n(100) < -this.WBLevel*10 {
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return true
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return true
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}
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}
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} else if !isWin && this.WhiteLevel > 0 && this.WhiteLevel <= 10 {
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} else if !isWin && this.WBLevel > 0 && this.WBLevel <= 10 {
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if rand.Int31n(100) < this.WhiteLevel*10 {
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if rand.Int31n(100) < this.WBLevel*10 {
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return true
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return true
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}
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}
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}
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}
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@ -523,7 +523,7 @@ func (this *SceneStateEasterIslandStart) OnPlayerOp(s *base.Scene, p *base.Playe
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writeBlackTryTimes++
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writeBlackTryTimes++
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goto WriteBlack
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goto WriteBlack
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} else if writeBlackTryTimes >= 100 && writeBlackTryTimes != 999 {
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} else if writeBlackTryTimes >= 100 && writeBlackTryTimes != 999 {
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logger.Logger.Warnf("EasterIslandWriteBlackTryTimesOver [%v][%v][%v][%v][%v]", sceneEx.GetGameFreeId(), playerEx.SnId, gamePoolCoin, playerEx.BlackLevel, playerEx.WhiteLevel)
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logger.Logger.Warnf("EasterIslandWriteBlackTryTimesOver [%v][%v][%v][%v]", sceneEx.GetGameFreeId(), playerEx.SnId, gamePoolCoin, playerEx.WBLevel)
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}
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}
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// 奖池水池处理
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// 奖池水池处理
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if spinRes.IsJackpot {
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if spinRes.IsJackpot {
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@ -358,7 +358,7 @@ func (this *FishingPlayerData) NewStatics(betCoin, gain int64) {
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// end
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// end
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//黑白名单不参与投入产出统计,影响自己和他人体验
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//黑白名单不参与投入产出统计,影响自己和他人体验
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if this.WhiteLevel != 0 || this.WhiteFlag != 0 || this.BlackLevel != 0 || this.GMLevel > 0 {
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if this.WBLevel != 0 || this.WhiteFlag != 0 || this.GMLevel > 0 {
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return
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return
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}
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}
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@ -123,12 +123,12 @@ func (this *IceAgePlayerData) SavePlayerGameData(gameFreeId string) {
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// 黑白名单的限制是否生效
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// 黑白名单的限制是否生效
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func (this *IceAgePlayerData) CheckBlackWriteList(isWin bool) bool {
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func (this *IceAgePlayerData) CheckBlackWriteList(isWin bool) bool {
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if isWin && this.BlackLevel > 0 && this.BlackLevel <= 10 {
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if isWin && -this.WBLevel > 0 && -this.WBLevel <= 10 {
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if rand.Int31n(100) < this.BlackLevel*10 {
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if rand.Int31n(100) < -this.WBLevel*10 {
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return true
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return true
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}
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}
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} else if !isWin && this.WhiteLevel > 0 && this.WhiteLevel <= 10 {
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} else if !isWin && this.WBLevel > 0 && this.WBLevel <= 10 {
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if rand.Int31n(100) < this.WhiteLevel*10 {
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if rand.Int31n(100) < this.WBLevel*10 {
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return true
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return true
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}
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}
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}
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}
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@ -543,7 +543,7 @@ func (this *SceneStateIceAgeStart) OnPlayerOp(s *base.Scene, p *base.Player, opc
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writeBlackTryTimes++
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writeBlackTryTimes++
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goto WriteBlack
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goto WriteBlack
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} else if writeBlackTryTimes >= 100 && writeBlackTryTimes != 999 {
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} else if writeBlackTryTimes >= 100 && writeBlackTryTimes != 999 {
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logger.Logger.Warnf("IceAgeWriteBlackTryTimesOver [%v][%v][%v][%v][%v]", sceneEx.GetGameFreeId(), playerEx.SnId, gamePoolCoin, playerEx.BlackLevel, playerEx.WhiteLevel)
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logger.Logger.Warnf("IceAgeWriteBlackTryTimesOver [%v][%v][%v][%v]", sceneEx.GetGameFreeId(), playerEx.SnId, gamePoolCoin, playerEx.WBLevel)
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}
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}
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///////////测试游戏数据 开始//////////
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///////////测试游戏数据 开始//////////
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@ -121,12 +121,12 @@ func (this *TamQuocPlayerData) SavePlayerGameData(gameFreeId string) {
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// 黑白名单的限制是否生效
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// 黑白名单的限制是否生效
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func (this *TamQuocPlayerData) CheckBlackWriteList(isWin bool) bool {
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func (this *TamQuocPlayerData) CheckBlackWriteList(isWin bool) bool {
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if isWin && this.BlackLevel > 0 && this.BlackLevel <= 10 {
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if isWin && -this.WBLevel > 0 && -this.WBLevel <= 10 {
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if rand.Int31n(100) < this.BlackLevel*10 {
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if rand.Int31n(100) < -this.WBLevel*10 {
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return true
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return true
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}
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}
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} else if !isWin && this.WhiteLevel > 0 && this.WhiteLevel <= 10 {
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} else if !isWin && this.WBLevel > 0 && this.WBLevel <= 10 {
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if rand.Int31n(100) < this.WhiteLevel*10 {
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if rand.Int31n(100) < this.WBLevel*10 {
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return true
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return true
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}
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}
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}
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}
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@ -526,7 +526,7 @@ func (this *SceneStateTamQuocStart) OnPlayerOp(s *base.Scene, p *base.Player, op
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writeBlackTryTimes++
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writeBlackTryTimes++
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goto WriteBlack
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goto WriteBlack
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} else if writeBlackTryTimes >= 100 && writeBlackTryTimes != 999 {
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} else if writeBlackTryTimes >= 100 && writeBlackTryTimes != 999 {
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logger.Logger.Warnf("TamquocWriteBlackTryTimesOver [%v][%v][%v][%v][%v]", sceneEx.GetGameFreeId(), playerEx.SnId, gamePoolCoin, playerEx.BlackLevel, playerEx.WhiteLevel)
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logger.Logger.Warnf("TamquocWriteBlackTryTimesOver [%v][%v][%v][%v]", sceneEx.GetGameFreeId(), playerEx.SnId, gamePoolCoin, playerEx.WBLevel)
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}
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}
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// 奖池水池处理
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// 奖池水池处理
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