修改聊天和登录信息的数据库结构

This commit is contained in:
flswld
2023-02-12 16:08:56 +08:00
parent 15199d31e8
commit 36a150c9bb
17 changed files with 171 additions and 118 deletions

View File

@@ -279,3 +279,24 @@ func (d *Dao) QueryChatMsgListByUid(uid uint32) ([]*model.ChatMsg, error) {
}
return result, nil
}
func (d *Dao) ReadAndUpdateChatMsgByUid(uid uint32, targetUid uint32) error {
db := d.db.Collection("chat_msg")
_, err := db.UpdateOne(
context.TODO(),
bson.D{{"ToUid", uid}, {"Uid", targetUid}},
bson.D{{"$set", bson.D{{"IsRead", true}}}},
)
if err != nil {
return err
}
_, err = db.UpdateOne(
context.TODO(),
bson.D{{"Uid", uid}, {"ToUid", targetUid}},
bson.D{{"$set", bson.D{{"IsRead", true}}}},
)
if err != nil {
return err
}
return nil
}

View File

@@ -24,12 +24,14 @@ import (
)
const (
AiBaseUid = 10000
AiName = "GM"
AiSign = "快捷指令"
BigWorldAiUid = 100
BigWorldAiName = "小可爱"
BigWorldAiSign = "UnKownOwO"
PlayerBaseUid = 100000000
MaxPlayerBaseUid = 200000000
AiBaseUid = 10000
AiName = "GM"
AiSign = "快捷指令"
BigWorldAiUid = 100
BigWorldAiName = "小可爱"
BigWorldAiSign = "UnKownOwO"
)
var GAME_MANAGER *GameManager = nil
@@ -271,7 +273,7 @@ func (g *GameManager) Close() {
// SendMsgToGate 发送消息给客户端 指定网关
func (g *GameManager) SendMsgToGate(cmdId uint16, userId uint32, clientSeq uint32, gateAppId string, payloadMsg pb.Message) {
if userId < 100000000 {
if userId < PlayerBaseUid {
return
}
if payloadMsg == nil {
@@ -293,7 +295,7 @@ func (g *GameManager) SendMsgToGate(cmdId uint16, userId uint32, clientSeq uint3
// SendMsg 发送消息给客户端
func (g *GameManager) SendMsg(cmdId uint16, userId uint32, clientSeq uint32, payloadMsg pb.Message) {
if userId < 100000000 {
if userId < PlayerBaseUid {
return
}
if payloadMsg == nil {

View File

@@ -74,7 +74,7 @@ func (l *LocalEventManager) LocalEventHandle(localEvent *LocalEvent) {
startTime := time.Now().UnixNano()
playerList := make(PlayerLastSaveTimeSortList, 0)
for _, player := range USER_MANAGER.playerMap {
if player.PlayerID < 100000000 {
if player.PlayerID < PlayerBaseUid {
continue
}
playerList = append(playerList, player)

View File

@@ -13,7 +13,7 @@ import (
)
const (
MaxMsgListLen = 1000 // 与某人的最大聊天记录条数
MaxMsgListLen = 100 // 与某人的最大聊天记录条数
)
func (g *GameManager) PullRecentChatReq(player *model.Player, payloadMsg pb.Message) {
@@ -84,9 +84,9 @@ func (g *GameManager) PullPrivateChatReq(player *model.Player, payloadMsg pb.Mes
// SendPrivateChat 发送私聊文本消息给玩家
func (g *GameManager) SendPrivateChat(player *model.Player, targetUid uint32, content any) {
chatInfo := &proto.ChatInfo{
chatMsg := &model.ChatMsg{
Sequence: 0,
Time: uint32(time.Now().Unix()),
Sequence: 101,
ToUid: targetUid,
Uid: player.PlayerID,
IsRead: false,
@@ -95,24 +95,25 @@ func (g *GameManager) SendPrivateChat(player *model.Player, targetUid uint32, co
switch content.(type) {
case string:
// 文本消息
chatInfo.Content = &proto.ChatInfo_Text{
Text: content.(string),
}
chatMsg.MsgType = model.ChatMsgTypeText
chatMsg.Text = content.(string)
case uint32:
// 图标消息
chatInfo.Content = &proto.ChatInfo_Icon{
Icon: content.(uint32),
}
chatMsg.MsgType = model.ChatMsgTypeIcon
chatMsg.Icon = content.(uint32)
}
chatMsg := g.ConvChatInfoToChatMsg(chatInfo)
// 写入db
go USER_MANAGER.SaveUserChatMsgToDbSync(chatMsg)
// 消息加入自己的队列
msgList, exist := player.ChatMsgMap[targetUid]
// 处理序号
if !exist {
msgList = make([]*model.ChatMsg, 0)
chatMsg.Sequence = 101
} else {
chatMsg.Sequence = uint32(len(msgList)) + 101
}
if len(msgList) > MaxMsgListLen {
msgList = msgList[1:]
@@ -120,6 +121,8 @@ func (g *GameManager) SendPrivateChat(player *model.Player, targetUid uint32, co
msgList = append(msgList, chatMsg)
player.ChatMsgMap[targetUid] = msgList
chatInfo := g.ConvChatMsgToChatInfo(chatMsg)
privateChatNotify := &proto.PrivateChatNotify{
ChatInfo: chatInfo,
}
@@ -213,6 +216,9 @@ func (g *GameManager) ReadPrivateChatReq(player *model.Player, payloadMsg pb.Mes
}
player.ChatMsgMap[targetUid] = msgList
// 更新db
go USER_MANAGER.ReadAndUpdateUserChatMsgToDbSync(player.PlayerID, targetUid)
g.SendMsg(cmd.ReadPrivateChatRsp, player.PlayerID, player.ClientSeq, new(proto.ReadPrivateChatRsp))
}
@@ -261,13 +267,14 @@ func (g *GameManager) PlayerChatReq(player *model.Player, payloadMsg pb.Message)
func (g *GameManager) ConvChatInfoToChatMsg(chatInfo *proto.ChatInfo) (chatMsg *model.ChatMsg) {
chatMsg = &model.ChatMsg{
Time: chatInfo.Time,
ToUid: chatInfo.ToUid,
Uid: chatInfo.Uid,
IsRead: chatInfo.IsRead,
MsgType: 0,
Text: "",
Icon: 0,
Sequence: chatInfo.Sequence,
Time: chatInfo.Time,
ToUid: chatInfo.ToUid,
Uid: chatInfo.Uid,
IsRead: chatInfo.IsRead,
MsgType: 0,
Text: "",
Icon: 0,
}
switch chatInfo.Content.(type) {
case *proto.ChatInfo_Text:
@@ -284,7 +291,7 @@ func (g *GameManager) ConvChatInfoToChatMsg(chatInfo *proto.ChatInfo) (chatMsg *
func (g *GameManager) ConvChatMsgToChatInfo(chatMsg *model.ChatMsg) (chatInfo *proto.ChatInfo) {
chatInfo = &proto.ChatInfo{
Time: chatMsg.Time,
Sequence: 0,
Sequence: chatMsg.Sequence,
ToUid: chatMsg.ToUid,
Uid: chatMsg.Uid,
IsRead: chatMsg.IsRead,

View File

@@ -26,13 +26,17 @@ func (g *GameManager) SetPlayerBornDataReq(userId uint32, clientSeq uint32, gate
logger.Info("user reg req, uid: %v, gateAppId: %v", userId, gateAppId)
req := payloadMsg.(*proto.SetPlayerBornDataReq)
logger.Debug("reg data: %v", req)
if userId < PlayerBaseUid {
logger.Error("uid can not less than player base uid, reg req uid: %v", userId)
return
}
g.OnReg(userId, clientSeq, gateAppId, req)
}
func (g *GameManager) OnLogin(userId uint32, clientSeq uint32, gateAppId string) {
logger.Info("user login, uid: %v", userId)
player, asyncWait := USER_MANAGER.OnlineUser(userId, clientSeq, gateAppId)
if !asyncWait {
player, isRobot := USER_MANAGER.OnlineUser(userId, clientSeq, gateAppId)
if isRobot {
g.OnLoginOk(userId, player, clientSeq, gateAppId)
}
}
@@ -64,7 +68,7 @@ func (g *GameManager) OnLoginOk(userId uint32, player *model.Player, clientSeq u
player.CombatInvokeHandler = model.NewInvokeHandler[proto.CombatInvokeEntry]()
player.AbilityInvokeHandler = model.NewInvokeHandler[proto.AbilityInvokeEntry]()
if userId < 100000000 {
if userId < PlayerBaseUid {
return
}
@@ -98,7 +102,7 @@ func (g *GameManager) OnReg(userId uint32, clientSeq uint32, gateAppId string, p
func (g *GameManager) OnRegOk(exist bool, req *proto.SetPlayerBornDataReq, userId uint32, clientSeq uint32, gateAppId string) {
if exist {
logger.Error("recv reg req, but user is already exist, userId: %v", userId)
logger.Error("recv reg req, but user is already exist, uid: %v", userId)
return
}
@@ -124,7 +128,7 @@ func (g *GameManager) OnUserOffline(userId uint32, changeGsInfo *ChangeGsInfo) {
logger.Info("user offline, uid: %v", userId)
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, userId: %v", userId)
logger.Error("player is nil, uid: %v", userId)
return
}
TICK_MANAGER.DestroyUserGlobalTick(userId)

View File

@@ -132,12 +132,13 @@ type PlayerLoginInfo struct {
// OnlineUser 玩家上线
func (u *UserManager) OnlineUser(userId uint32, clientSeq uint32, gateAppId string) (*model.Player, bool) {
player, exist := u.playerMap[userId]
if exist {
u.ChangeUserDbState(player, model.DbNormal)
return player, false
} else {
if userId > PlayerBaseUid {
// 每次玩家上线必须从数据库加载最新的档 如果之前存在于内存则删掉
if exist {
u.DeleteUser(userId)
}
go func() {
player = u.LoadUserFromDbSync(userId)
player := u.LoadUserFromDbSync(userId)
if player != nil {
u.SaveUserToRedisSync(player)
u.ChangeUserDbState(player, model.DbNormal)
@@ -155,7 +156,9 @@ func (u *UserManager) OnlineUser(userId uint32, clientSeq uint32, gateAppId stri
},
}
}()
return nil, true
return nil, false
} else {
return player, true
}
}
@@ -325,8 +328,8 @@ func (u *UserManager) LoadTempOfflineUser(userId uint32) *model.Player {
if player == nil {
// 玩家可能不存在于redis 尝试从db查询出来然后写入redis
// 大多数情况下活跃玩家都在redis 所以不会走到下面
// TODO 布隆过滤器防止恶意攻击造成redis缓存穿透
if userId < 100000000 || userId > 200000000 {
// TODO 防止恶意攻击造成redis缓存穿透
if userId < PlayerBaseUid || userId > MaxPlayerBaseUid {
logger.Error("try to load a not exist uid, uid: %v", userId)
return nil
}
@@ -487,8 +490,12 @@ func (u *UserManager) LoadUserChatMsgFromDbSync(userId uint32) map[uint32][]*mod
}
for otherUid, msgList := range chatMsgMap {
if len(msgList) > MaxMsgListLen {
chatMsgMap[otherUid] = msgList[len(msgList)-MaxMsgListLen:]
msgList = msgList[len(msgList)-MaxMsgListLen:]
}
for index, chatMsg := range msgList {
chatMsg.Sequence = uint32(index) + 101
}
chatMsgMap[otherUid] = msgList
}
return chatMsgMap
}
@@ -501,6 +508,14 @@ func (u *UserManager) SaveUserChatMsgToDbSync(chatMsg *model.ChatMsg) {
}
}
func (u *UserManager) ReadAndUpdateUserChatMsgToDbSync(uid uint32, targetUid uint32) {
err := u.dao.ReadAndUpdateChatMsgByUid(uid, targetUid)
if err != nil {
logger.Error("read chat msg error: %v", err)
return
}
}
func (u *UserManager) LoadUserFromRedisSync(userId uint32) *model.Player {
player := u.dao.GetRedisPlayer(userId)
return player

View File

@@ -203,7 +203,7 @@ func (w *WorldManager) IsAiWorld(world *World) bool {
}
func (w *WorldManager) IsRobotWorld(world *World) bool {
return world.owner.PlayerID < 100000000
return world.owner.PlayerID < PlayerBaseUid
}
func (w *WorldManager) IsBigWorld(world *World) bool {

View File

@@ -10,12 +10,13 @@ const (
)
type ChatMsg struct {
ID primitive.ObjectID `bson:"_id,omitempty"`
Time uint32 `bson:"Time"`
ToUid uint32 `bson:"ToUid"`
Uid uint32 `bson:"Uid"`
IsRead bool `bson:"IsRead"`
MsgType uint8 `bson:"MsgType"`
Text string `bson:"Text"`
Icon uint32 `bson:"Icon"`
ID primitive.ObjectID `bson:"_id,omitempty"`
Sequence uint32 `bson:"-"`
Time uint32 `bson:"Time"`
ToUid uint32 `bson:"ToUid"`
Uid uint32 `bson:"Uid"`
IsRead bool `bson:"IsRead"`
MsgType uint8 `bson:"MsgType"`
Text string `bson:"Text"`
Icon uint32 `bson:"Icon"`
}