From 00f4a55d20b44485efb11172bf61263e8cfb57fa Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 12 三月 2025 15:09:14 +0800
Subject: [PATCH] 10416 【英文】【bt】【GM】【砍树】登录基金和幻境基金 完成后可以重置购买(重置关联的充值ID)
---
ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerPackData.py | 204 +++++++++++++++++++-------------------------------
1 files changed, 79 insertions(+), 125 deletions(-)
diff --git a/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerPackData.py b/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerPackData.py
index 11fb6b1..8775a48 100644
--- a/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerPackData.py
+++ b/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerPackData.py
@@ -24,11 +24,12 @@
# 如切磋一下,玩家可以在任意场景对任意本服或跨服玩家发起切磋,与其镜像进行一场友谊PK,纯娱乐
# 这种为被动式,即目标玩家可能不存在打包数据表中,需要取拉取
#
+# 由于打包数据较大,影响开关服及备档的速度,还会导致内存不足,故改为db直接管理打包数据获取及入库
+# GameServer仅保留单次启动后有同步/获取的玩家数据,一般比db少,只保留打包数据信息,玩家基本信息改为从ViewCahce中获取
#-------------------------------------------------------------------------------
#"""Version = 2024-10-17 15:00"""
#-------------------------------------------------------------------------------
-import CommFunc
import GameWorld
import PyDataManager
import PlayerViewCache
@@ -39,113 +40,69 @@
import PyGameData
import ChConfig
-import time
+import base64
+Def_CahceCountMax = 100 # 最大缓存个数,注:GameServer缓不缓存这个数据都无所谓(改为在db缓存),保留原取数据逻辑不变,暂时缓存个x条,方便本服的直接取
+TempDBPlayer = PyGameDataStruct.tagDBPlayer()
+
+def GetDBPlayerByPackData(packData):
+ ## 根据 curPlayer.GetPackData() 打包返回的数据获取DBPlayer数据
+ TempDBPlayer.clear()
+ if packData:
+ TempDBPlayer.readData(base64.b64decode(packData))
+ return TempDBPlayer
+
class DBPlayerPackDataManager():
- ## 玩家打包数据管理
+ ## 玩家打包数据管理 - 这里仅管理本次启动后的热数据缓存,不入库
def __init__(self):
self.Clear()
return
def Clear(self):
- self.playerPackDataDict = {} # {playerID:tagDBPlayerPackData, ...}
+ self.__packDataDcit = {} # {playerID:packData, ...}
+ self.__packDataPlayerIDList = [] # [playerID, ...] # 限制缓存数,先进先出
return
+
+ def IsPlayerIn(self, playerID):
+ return playerID in self.__packDataDcit
- def GetPlayerPackObj(self, playerID, isAddNew=False):
- packDataObj = None
- if playerID in self.playerPackDataDict:
- packDataObj = self.playerPackDataDict[playerID]
- elif isAddNew:
- packDataObj = PyGameDataStruct.tagDBPlayerPackData()
- packDataObj.PlayerID = playerID
- self.playerPackDataDict[playerID] = packDataObj
- return packDataObj
+ def GetCount(self): return len(self.__packDataDcit)
+
+ def GetPlayerPackdata(self, playerID):
+ if playerID not in self.__packDataDcit:
+ return ""
+ # 恢复数据热度
+ if playerID in self.__packDataPlayerIDList:
+ self.__packDataPlayerIDList.remove(playerID)
+ self.__packDataPlayerIDList.append(playerID)
+ GameWorld.DebugLog("获取打包数据缓存数更新: %s,%s" % (len(self.__packDataPlayerIDList), self.__packDataPlayerIDList))
+ return self.__packDataDcit[playerID]
def UpdPlayerPackData(self, playerID, packData):
if not packData:
return
- packObj = self.GetPlayerPackObj(playerID, True)
- packObj.UpdTime = int(time.time())
- packObj.PackData = packData
- packObj.PackDataSize = len(packObj.PackData)
+ self.__packDataDcit[playerID] = packData
+ if playerID in self.__packDataPlayerIDList:
+ # 添加热度,重复更新的不影响热度
+ self.__packDataPlayerIDList.append(playerID)
+ if len(self.__packDataPlayerIDList) > Def_CahceCountMax:
+ delPlayerID = self.__packDataPlayerIDList.pop(0)
+ if delPlayerID in self.__packDataDcit:
+ del self.__packDataDcit[delPlayerID]
+ GameWorld.DebugLog("删除打包数据缓存: delPlayerID=%s" % delPlayerID)
+ GameWorld.DebugLog("添加打包数据缓存数更新: %s,%s" % (len(self.__packDataPlayerIDList), self.__packDataPlayerIDList))
return
-
- # 保存数据 存数据库和realtimebackup
- def GetSaveData(self):
- savaData = ""
- cntData = ""
- cnt = 0
-
- for dbData in self.playerPackDataDict.values():
- cnt += 1
- savaData += dbData.getBuffer()
-
- GameWorld.Log("Save DBPlayerPackData count :%s len=%s" % (cnt, len(savaData)))
- return CommFunc.WriteDWORD(cntData, cnt) + savaData
-
- # 从数据库载入数据
- def LoadPyGameData(self, datas, pos, dataslen):
- cnt, pos = CommFunc.ReadDWORD(datas, pos)
- GameWorld.Log("Load DBPlayerPackData count :%s" % cnt)
-
- self.Clear()
-
- for _ in xrange(cnt):
- dbData = PyGameDataStruct.tagDBPlayerPackData()
- pos += dbData.readData(datas, pos, dataslen)
-
- self.playerPackDataDict[dbData.PlayerID] = dbData
-
- return pos
-
-def IsSaveDB(packDataObj):
- ## 是否入库
- if not packDataObj:
- return False
-
- # 功能固定需要的
- # ...
-
- maxDays = 7 # 默认7天
- MaxTime = maxDays * 3600 * 24
- curTime = int(time.time())
- passTime = curTime - packDataObj.UpdTime
- if passTime < MaxTime:
- return True
-
- return False
-
-def DelOutofTimePackData():
- ## 删除过期
-
- packDataMgr = PyDataManager.GetDBPlayerPackDataManager()
- playerPackDataDict = packDataMgr.playerPackDataDict
- for playerID, packDataObj in playerPackDataDict.items():
- if IsSaveDB(packDataObj):
- continue
- playerPackDataDict.pop(playerID)
-
- return
def IsPackDataPlayer(playerID):
- return playerID in PyDataManager.GetDBPlayerPackDataManager().playerPackDataDict
+ return PyDataManager.GetDBPlayerPackDataManager().IsPlayerIn(playerID)
def OnPlayerLogin(curPlayer):
## 本服登录逻辑
playerID = curPlayer.GetPlayerID()
packDataMgr = PyDataManager.GetDBPlayerPackDataManager()
- if playerID in packDataMgr.playerPackDataDict:
- isCross, isNeed = 0, 1
- QueryPlayerResult_PlayerMirror(curPlayer, "PackDataSyncState", [isCross, isNeed])
- return
-
-def OnPlayerLogin_CrossLogic(serverGroupID, serverID, playerID):
- ## 跨服登录逻辑
- packDataMgr = PyDataManager.GetDBPlayerPackDataManager()
- if playerID in packDataMgr.playerPackDataDict:
- dataMsg = {"playerID":playerID}
- CrossRealmMsg.SendMsgToClientServer(ShareDefine.CrossServerMsg_PlayerPackDataState, dataMsg, [serverGroupID])
+ if packDataMgr.IsPlayerIn(playerID):
+ QueryPlayerResult_PlayerMirror(curPlayer, "PackDataSyncState", {"PackData":1})
return
def SetNeedPackData(playerIDList):
@@ -157,7 +114,7 @@
pullPlayerIDList = []
packDataMgr = PyDataManager.GetDBPlayerPackDataManager()
for playerID in playerIDList:
- if playerID in packDataMgr.playerPackDataDict:
+ if packDataMgr.IsPlayerIn(playerID):
continue
pullPlayerIDList.append(playerID)
@@ -183,6 +140,7 @@
# pullFrom 0-跨服拉子服; >0-子服通过跨服拉子服
if GameWorld.IsCrossServer():
+ PlayerViewCache.SetNeedViewCache(pullPlayerIDList) # 拉打包数据的时候默认需要缓存数据
# 广播给子服拉数据
msgInfo["pullFrom"] = 0
dataMsg = {"pullPlayerIDList":pullPlayerIDList, "msgInfo":msgInfo}
@@ -213,7 +171,7 @@
if not curPlayer:
GameWorld.DebugLog("玩家不在线的调用打包db数据! playerID=%s" % (playerID), playerID)
data = str(msgInfo)
- GameWorld.GetGameWorld().SendDBLogic(ChConfig.gstDBLogic_PlayerPackData, playerID, data, len(data))
+ GameWorld.GetGameWorld().SendDBLogic(ChConfig.gstDBLogic_PlayerPackDataReq, playerID, data, len(data))
return
GameWorld.DebugLog("玩家在线的发给地图打包数据! playerID=%s" % (playerID), playerID)
# 在线的转发给地图
@@ -256,22 +214,23 @@
msgType = msgInfo.get("msgType")
# 镜像战斗
if msgType == "MirrorBattle":
+ sceneMapID = msgInfo.get("sceneMapID", 0)
playerID = msgInfo.get("playerID", 0)
- # 玩家发起的
- if playerID:
- playerID = msgInfo["playerID"]
- curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
- if not curPlayer:
- return
- tagMapID = GameWorld.GetQueryPlayerMapID(curPlayer)
- routeIndex = curPlayer.GetRouteServerIndex()
- else:
- tagMapID = msgInfo.get("requestMapID", 0)
- routeIndex = -1
+ routeIndex = -1
+# # 玩家发起的
+# if playerID:
+# playerID = msgInfo["playerID"]
+# curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
+# if not curPlayer:
+# return
+# sceneMapID = GameWorld.GetQueryPlayerMapID(curPlayer)
+# routeIndex = curPlayer.GetRouteServerIndex()
+# else:
+# routeIndex = -1
sendMsg = str([msgInfo, packDataDict])
- GameWorld.DebugLog("MapServer_QueryPlayer tagMapID=%s,len=%s" % (tagMapID, len(sendMsg)), playerID)
- GameWorld.GetPlayerManager().MapServer_QueryPlayer(0, 0, playerID, tagMapID, "PlayerMirror", sendMsg, len(sendMsg), routeIndex)
+ GameWorld.DebugLog("MapServer_QueryPlayer sceneMapID=%s,len=%s" % (sceneMapID, len(sendMsg)), playerID)
+ GameWorld.GetPlayerManager().MapServer_QueryPlayer(0, 0, playerID, sceneMapID, "PlayerMirror", sendMsg, len(sendMsg), routeIndex)
# 其他功能可再扩展
else:
@@ -283,9 +242,6 @@
## 收到子服同步的玩家打包数据
playerID = msgData["playerID"]
packData = msgData["packData"]
- cacheBase = msgData.get("cacheBase", {})
- if cacheBase:
- PlayerViewCache.UpdCrossCacheBase(playerID, cacheBase)
PyDataManager.GetDBPlayerPackDataManager().UpdPlayerPackData(playerID, packData)
msgInfo = msgData.get("msgInfo", {})
@@ -310,23 +266,23 @@
msgInfo = msgData["msgInfo"]
pullPlayerIDList = msgData["pullPlayerIDList"]
+ dbPackDataIDList = msgData.get("dbPackDataIDList", []) # db标记的有打包数据的玩家ID
otherServerPlayerIDList = []
- packDataDict = {}
packDataMgr = PyDataManager.GetDBPlayerPackDataManager()
for playerID in pullPlayerIDList:
- packObj = packDataMgr.GetPlayerPackObj(playerID)
+ packData = packDataMgr.GetPlayerPackdata(playerID)
# 已经有的数据先推送回去
- if packObj:
- GameWorld.DebugLog("跨服有缓存玩家打包数据,直接推给子服! playerID=%s" % playerID)
- packDataDict[playerID] = packObj.PackData
- dataMsg = {"playerID":playerID, "packData":packObj.PackData, "msgInfo":msgInfo}
+ if packData or playerID in dbPackDataIDList:
+ GameWorld.DebugLog("跨服GameServer或db有缓存玩家打包数据,直接推给子服! playerID=%s" % playerID)
+ dataMsg = {"playerID":playerID, "packData":packData, "msgInfo":msgInfo}
CrossRealmMsg.SendMsgToClientServer(ShareDefine.CrossServerMsg_PushPlayerPackData, dataMsg, [serverGroupID])
else:
otherServerPlayerIDList.append(playerID)
# 还没有数据的,广播给其他子服拉数据
if otherServerPlayerIDList:
+ PlayerViewCache.SetNeedViewCache(otherServerPlayerIDList) # 拉打包数据的时候默认需要缓存数据
dataMsg = {"pullPlayerIDList":otherServerPlayerIDList, "msgInfo":msgInfo}
CrossRealmMsg.SendMsgToClientServer(ShareDefine.CrossServerMsg_PullPlayerPackData, dataMsg)
@@ -340,8 +296,7 @@
curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
if not curPlayer:
return
- isCross, isNeed = 1, 1
- QueryPlayerResult_PlayerMirror(curPlayer, "PackDataSyncState", [isCross, isNeed])
+ QueryPlayerResult_PlayerMirror(curPlayer, "PackDataSyncState", msgData)
return
def CrossServerMsg_PullPlayerPackData(msgData):
@@ -352,10 +307,10 @@
packDataMgr = PyDataManager.GetDBPlayerPackDataManager()
for playerID in pullPlayerIDList:
- packObj = packDataMgr.GetPlayerPackObj(playerID)
- if packObj:
+ packData = packDataMgr.GetPlayerPackdata(playerID)
+ if packData:
GameWorld.DebugLog("本服有缓存玩家打包数据,直接推给跨服! playerID=%s" % playerID)
- dataMsg = {"playerID":playerID, "packData":packObj.PackData, "msgInfo":msgInfo}
+ dataMsg = {"playerID":playerID, "packData":packData, "msgInfo":msgInfo}
CrossRealmMsg.SendMsgToCrossServer(ShareDefine.ClientServerMsg_PlayerPackData, dataMsg)
else:
DoPullPlayerPackData(playerID, msgInfo)
@@ -375,7 +330,7 @@
curPlayer.MapServer_QueryPlayerResult(0, 0, "PlayerMirror", sysMsg, len(sysMsg))
return
-def OnMGUpdatePlayerPackData(curPlayer, curPackData):
+def OnMGUpdatePlayerPackData(curPlayer, curPackData, msgInfo):
## 地图同步更新的玩家打包数据
if GameWorld.IsCrossServer():
return
@@ -384,16 +339,15 @@
packData = curPackData.PackData
if not packDataSyncState or not packData:
return
- msgInfo = eval(curPackData.PackMsg) if curPackData.PackMsg else {} # 打包数据附带的信息
- # 本服需要,先更新数据
- if packDataSyncState % 10:
+ # 本服需要,先更新数据;跨服需要则也默认本服需要
+ if packDataSyncState&pow(2, 0) or packDataSyncState&pow(2, 1):
PyDataManager.GetDBPlayerPackDataManager().UpdPlayerPackData(playerID, packData)
+ GameWorld.GetGameWorld().SendDBLogic(ChConfig.gstDBLogic_PlayerPackDataUpd, playerID, packData, len(packData))
# 跨服需要,同步给跨服,由跨服服务器再进一步处理
- if packDataSyncState / 10:
- cacheBase = PlayerViewCache.GetSyncCrossCacheBase(curPlayer) if curPlayer else {}
- dataMsg = {"playerID":playerID, "packData":packData, "cacheBase":cacheBase, "msgInfo":msgInfo}
+ if packDataSyncState&pow(2, 1):
+ dataMsg = {"playerID":playerID, "packData":packData, "msgInfo":msgInfo}
CrossRealmMsg.SendMsgToCrossServer(ShareDefine.ClientServerMsg_PlayerPackData, dataMsg)
# 本服需要的功能
@@ -430,9 +384,9 @@
requestID = msgInfo["requestID"]
mirrorIDList = msgInfo["mirrorIDList"]
for mirrorID in mirrorIDList:
- packObj = packDataMgr.GetPlayerPackObj(mirrorID)
- if packObj:
- packDataDict[mirrorID] = packObj.PackData
+ packData = packDataMgr.GetPlayerPackdata(mirrorID)
+ if packData:
+ packDataDict[mirrorID] = packData
continue
pullPlayerIDList.append(mirrorID)
--
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