コード例 #1
0
ファイル: base.py プロジェクト: hw233/python_3dkserver
def new(self, need_load=True, **dict_data):#Return { fn: value }
    if need_load:
        yield self.load(need_value=False)

    _attr = Attribute(self._table)
    _attrib_id = yield _attr.new(**dict_data)
    '''
    try:
        _attrib_id = yield _attr.new(**dict_data)
    except Exception, e:
        raise AttribManagerException("[ %s ]new failed. table:%s, data: %s, error:%s." % ( self.__class__, self._table, dict_data, e))
    '''

    if self._multirow:
        if not isinstance(self.dict_attribs, dict):
            log.warn('[ %s.new ]property dict_attribs is not dict. %s' % ( self.__class__, self.dict_attribs ))
            self.dict_attribs = {}
        self.dict_attribs[_attrib_id] = _attr
    else:
        self.dict_attribs = _attr

    #returnValue( _attr.value )
    returnValue( _attr.new_value() )
コード例 #2
0
class Character(object):
    # 玩家下线时需要删除的对象list
    _del_attr = []

    def __init__(self, uid=None, machine_code=None, nickname=None):
        self.uid = uid if uid else 0
        self.machine_code = machine_code if machine_code else ''
        self.nickname = nickname if nickname else ''
        self._table = 'character'
        self._where = {'machine_code': machine_code}
        self._multirow = False
        self.attrib = None
        self._loading = False
        self._futures = list()

    @property
    def coin(self):
        return self.attrib.coin

    def get_attr(self, name):
        if hasattr(self.attrib, name):
            return getattr(self.attrib, name)
        return 0

    def info(self):
        log.debug("value:{0}".format(self.attrib.value))
        return self.attrib.value

    @defer.inlineCallbacks
    def load(self):
        if not self.attrib:
            if self._loading is False:
                self._loading = True
                self.attrib = yield Attribute.load(self._table, self._where,
                                                   self._multirow)
                # no other data to load

                for _f in self._futures:
                    _f.set_result(True)

                self._loading = False
                self._futures = list()
            else:
                _f = Future()
                self._futures.append(_f)
                yield _f

    @defer.inlineCallbacks
    def new(self, machine_code, nickname):
        self.attrib = Attribute(self._table)
        yield self.attrib.new(machine_code=machine_code, nickname=nickname, max_weight=0, \
                play_num=0, eat_num=0, be_eated_num=0)
        self.uid = self.attrib.attrib_id
        self.nickname = nickname
        self.machine_code = machine_code

    def logout(self):
        LOG.info("user(%s) logout." % self.uid)
        for _mgr in Character._del_attr:
            if hasattr(self, _mgr) and _mgr in self.__dict__:
                del self.__dict__[_mgr]

    def add_coin(self, coin):
        self.attrib.coin += abs(coin)

    def use_coin(self, coin):
        self.attrib.coin -= abs(coin)
コード例 #3
0
ファイル: character.py プロジェクト: Hengle/twsited-server
class Character(object):
    # 玩家下线时需要删除的对象list
    _del_attr = []
    def __init__(self, uid=None, machine_code=None, nickname=None):
        self.uid = uid if uid else 0
        self.machine_code = machine_code if machine_code else ''
        self.nickname = nickname if nickname else ''
        self._table = 'character'
        self._where = {'machine_code': machine_code}
        self._multirow = False
        self.attrib = None
        self._loading = False
        self._futures = list()

    @property
    def coin(self):
        return self.attrib.coin
 
    def get_attr(self, name):
        if hasattr(self.attrib, name):
            return getattr(self.attrib, name)
        return 0

    def info(self):
        log.debug("value:{0}".format(self.attrib.value))
        return self.attrib.value

    @defer.inlineCallbacks
    def load(self):
        if not self.attrib:
            if self._loading is False:
                self._loading = True
                self.attrib = yield Attribute.load(self._table, self._where, self._multirow)
                # no other data to load

                for _f in self._futures:
                    _f.set_result(True)

                self._loading = False
                self._futures = list()
            else:
                _f = Future()
                self._futures.append(_f)
                yield _f
 
    @defer.inlineCallbacks
    def new(self, machine_code, nickname):
        self.attrib = Attribute(self._table)
        yield self.attrib.new(machine_code=machine_code, nickname=nickname, max_weight=0, \
                play_num=0, eat_num=0, be_eated_num=0)
        self.uid = self.attrib.attrib_id
        self.nickname = nickname
        self.machine_code = machine_code

    def logout(self):
        LOG.info("user(%s) logout." % self.uid)
        for _mgr in Character._del_attr:
            if hasattr(self, _mgr) and _mgr in self.__dict__:
                del self.__dict__[_mgr]

    def add_coin(self, coin):
        self.attrib.coin += abs(coin)

    def use_coin(self, coin):
        self.attrib.coin -= abs(coin)