示例#1
0
    def _pack_update_arena_response(self, proxy, data, arena, arena_matcher,
                                    mails, last_battle_win, req, timer):
        """构造返回
        args:
        Returns:
            res[protobuf]: 向客户端的返回的响应
        """
        res = arena_pb2.QueryArenaInfoRes()
        res.status = 0

        pack.pack_arena_info(data.user.get(True), arena, res.arena_info,
                             timer.now, arena_matcher.rank)
        if arena.is_arena_active(timer.now):
            #胜场奖励
            if arena.is_able_to_get_win_num_reward():
                pack.pack_arena_reward_info(arena,
                                            res.arena_info.win_num_reward)

        #if last_battle_win:
        #    #对手信息
        #    rivals_id = arena.generate_arena_rivals_id()
        #    for rival_id in rivals_id:
        #        rival = data.rival_list.get(rival_id, True)
        #        if rival is not None:
        #            pack.pack_arena_player(rival, res.arena_info.rivals.add())

        for mail in mails:
            pack.pack_mail_info(mail, res.mails.add(), timer.now)

        defer = DataBase().commit(data)
        defer.addCallback(self._update_arena_succeed, req, res, timer)
        return defer
示例#2
0
    def _pack_refresh_arena_response(self, proxy, data, arena, arena_matcher,
                                     req, timer):
        """构造返回
        args:
        Returns:
            res[protobuf]: 向客户端的返回的响应
        """
        res = arena_pb2.QueryArenaInfoRes()
        res.status = 0

        pack.pack_arena_info(data.user.get(True), arena, res.arena_info,
                             timer.now, arena_matcher.rank)
        #对手信息
        rivals_id = arena.generate_arena_rivals_id()
        for rival_id in rivals_id:
            rival = data.rival_list.get(rival_id, True)
            pack.pack_arena_player(rival, res.arena_info.rivals.add())
        #系统选定的对战对手
        choose_rival_id = arena.get_choose_rival_id()
        choose_rival = data.rival_list.get(choose_rival_id, True)
        res.arena_info.choosed_user_id = choose_rival.rival_id

        resource = data.resource.get(True)
        pack.pack_resource_info(resource, res.resource)

        defer = DataBase().commit(data)
        defer.addCallback(self._refresh_arena_succeed, req, res, timer)
        return defer
示例#3
0
    def _push_record(self, data, user, arena, ranking, record, timer):
        """向客户端推送对战记录,如果用户不在线,则推送失败
        """
        res = arena_pb2.QueryArenaInfoRes()
        res.status = 0

        pack.pack_arena_info(user, arena, res.arena_info, timer.now, ranking)
        #对战记录
        pack.pack_arena_record(record, res.arena_info.records.add())

        response = res.SerializeToString()
        return GlobalObject().root.callChild("portal", "push_arena_record",
                                             data.id, response)
示例#4
0
    def _pack_query_arena_response(self, proxy, data, arena, arena_matcher,
                                   mails, req, timer):
        """构造返回
        args:
            mails : list(MailInfo)
        Returns:
            res[protobuf]: 向客户端的返回的响应
        """
        res = arena_pb2.QueryArenaInfoRes()
        res.status = 0

        pack.pack_arena_info(data.user.get(True), arena, res.arena_info,
                             timer.now, arena_matcher.rank)
        if arena.is_arena_active(timer.now):
            #胜场奖励
            if arena.is_able_to_get_win_num_reward():
                pack.pack_arena_reward_info(arena,
                                            res.arena_info.win_num_reward)
            #对手信息
            rivals_id = arena.generate_arena_rivals_id()
            for rival_id in rivals_id:
                rival = data.rival_list.get(rival_id, True)
                pack.pack_arena_player(rival, res.arena_info.rivals.add())
            #系统选定的对战对手
            choose_rival_id = arena.get_choose_rival_id()
            choose_rival = data.rival_list.get(choose_rival_id, True)
            res.arena_info.choosed_user_id = choose_rival.rival_id
            #对战记录
            record_list = data.arena_record_list.get_all(True)
            for record in record_list:
                pack.pack_arena_record(record, res.arena_info.records.add())

        for mail in mails:
            pack.pack_mail_info(mail, res.mails.add(), timer.now)

        defer = DataBase().commit(data)
        defer.addCallback(self._query_arena_succeed, req, res, timer)
        return defer
示例#5
0
    def _pack_get_arena_win_num_reward_response(self, proxy, data, arena,
                                                arena_matcher, req, timer):
        """构造返回
        args:
        Returns:
            res[protobuf]: 向客户端的返回的响应
        """
        res = arena_pb2.QueryArenaInfoRes()
        res.status = 0

        pack.pack_arena_info(data.user.get(True), arena, res.arena_info,
                             timer.now, arena_matcher.rank)
        #胜场奖励
        if arena.is_able_to_get_win_num_reward():
            pack.pack_arena_reward_info(arena, res.arena_info.win_num_reward)

        resource = data.resource.get(True)
        pack.pack_resource_info(resource, res.resource)

        defer = DataBase().commit(data)
        defer.addCallback(self._get_arena_win_num_reward_succeed, req, res,
                          timer)
        return defer
示例#6
0
    def _pack_query_arena_ranking_response(self, proxy, data, arena,
                                           arena_matcher, users, req, timer):
        """构造返回
        args:
        Returns:
            res[protobuf]: 向客户端的返回的响应
        """
        res = arena_pb2.QueryArenaInfoRes()
        res.status = 0

        pack.pack_arena_info(data.user.get(True), arena, res.arena_info,
                             timer.now, arena_matcher.rank)
        res.arena_info.own.ranking_index = arena_matcher.rank
        if arena.is_arena_active(timer.now):
            #胜场奖励
            if arena.is_able_to_get_win_num_reward():
                pack.pack_arena_reward_info(arena,
                                            res.arena_info.win_num_reward)

        #榜单信息
        for user in users:
            message = res.arena_info.player_rankings.add()
            message.user_id = user[0]
            message.name = user[1]
            message.level = user[2]
            message.icon_id = user[3]
            message.title_level = user[4]
            message.score = user[5]
            message.ranking_index = user[6]

        response = res.SerializeToString()
        log = log_formater.output(data, "Query arena ranking succeed", req,
                                  res, timer.count_ms())
        logger.notice(log)

        return response
示例#7
0
    def _pack_user_info(self,
                        data,
                        basic_data,
                        req,
                        timer,
                        first_init,
                        arena_matcher=None,
                        melee_matcher=None):
        """打包所有用户数据
        Args:
            data[UserData]: 用户数据
            req[protobuf]: 请求
        Returns:
            res[protobuf]
        """
        res = init_pb2.InitRes()
        res.status = 0
        res.first_init = first_init
        info = res.info

        user = data.user.get(True)
        pay = data.pay.get(True)
        pack.pack_monarch_info(user, info.monarch)
        union = data.union.get(True)
        resource = data.resource.get(True)
        if union.is_belong_to_union():
            info.monarch.union_id = union.union_id
            info.union_battle_stage = UnionBattleStagePatcher().patch(
                union.union_id)

        pack.pack_resource_info(data.resource.get(True), info.resource)
        for item in data.item_list.get_all(True):
            pack.pack_item_info(item, info.items.add())
        for hero in data.hero_list.get_all(True):
            pack.pack_hero_info(hero, info.heroes.add(), timer.now)
        for team in data.team_list.get_all(True):
            pack.pack_team_info(team, info.teams.add())

        pack.pack_map_info(data, data.map.get(True), info.map, timer.now)

        for city in data.city_list.get_all(True):
            pack.pack_city_info(city, info.cities.add())
        for building in data.building_list.get_all(True):
            pack.pack_building_info(building, info.buildings.add(), timer.now)
        for technology in data.technology_list.get_all(True):
            pack.pack_technology_info(technology, info.techs.add(), timer.now)
        for conscript in data.conscript_list.get_all(True):
            pack.pack_conscript_info(conscript, info.conscripts.add(),
                                     timer.now)
        assert len(data.defense_list) == 1

        pack.pack_money_draw_info(data.draw.get(True), info.money_draw,
                                  timer.now)
        pack.pack_gold_draw_info(data.draw.get(True), info.gold_draw,
                                 timer.now)

        for mission in data.mission_list:
            pack.pack_mission_info(mission.get(True), info.missions.add())

        #邮件看产生时间顺序给出
        # data.mail.sort(cmp = None, key=lambda x:x.time, reverse = False)
        for mail in data.mail_list.get_all(True):
            pack.pack_mail_info(mail, info.mails.add(), timer.now)

        pack.pack_sign_info(data.sign.get(True), info.sign_in)

        #演武场
        arena = data.arena.get(True)
        arena_ranking = 0
        if arena_matcher is not None:
            arena_ranking = arena_matcher.rank
        pack.pack_arena_info(user, arena, info.arena, timer.now, arena_ranking)
        #if user.allow_pvp_arena and arena.is_arena_active(timer.now):
        #    #胜场奖励
        #    if arena.is_able_to_get_win_num_reward():
        #        pack.pack_arena_reward_info(arena, info.arena.win_num_reward)
        #    #对手信息
        #    if arena.rivals_user_id != '':
        #        rivals_id = arena.generate_arena_rivals_id()
        #        for rival_id in rivals_id:
        #            rival = data.rival_list.get(rival_id, True)
        #            pack.pack_arena_player(rival, info.arena.rivals.add())
        #        #系统选定的对战对手
        #        choose_rival_id = arena.get_choose_rival_id()
        #        choose_rival = data.rival_list.get(choose_rival_id, True)
        #        info.arena.choosed_user_id = choose_rival.rival_id

        #    #对战记录
        #    record_list = data.arena_record_list.get_all(True)
        #    for record in record_list:
        #        pack.pack_arena_record(record, info.arena.records.add())

        flags = account_business.get_flags()
        if 'is_open_melee' in flags:
            #乱斗场
            melee = data.melee.get(True)
            melee_ranking = 0
            if melee_matcher is not None:
                melee_ranking = melee_matcher.rank
            pack.pack_melee_info(user, melee, info.melee_arena, timer.now,
                                 melee_ranking)
            #if melee.is_able_to_unlock(user) and melee.is_arena_active(timer.now):
            #    #胜场奖励
            #    if melee.is_able_to_get_win_num_reward():
            #        pack.pack_arena_reward_info(melee, info.melee_arena.win_num_reward)
            #    #对手信息
            #    if melee.rivals_user_id != '':
            #        rivals_id = melee.generate_arena_rivals_id()
            #        for rival_id in rivals_id:
            #            rival = data.rival_list.get(rival_id, True)
            #            pack.pack_melee_player(rival, info.melee_arena.rivals.add())

            #    #对战记录
            #    record_list = data.melee_record_list.get_all(True)
            #    for record in record_list:
            #        pack.pack_arena_record(record, info.melee_arena.records.add())
            ##乱斗场阵容
            #(heroes_list, positions_list) = melee.get_heroes_position()
            #if len(heroes_list) > 0:
            #    info.melee_team.index = 0
            #for hero_basic_id in heroes_list:
            #    (info.melee_team.heroes.add()).basic_id = hero_basic_id
            #for position in positions_list:
            #    info.melee_team.hero_positions.append(position)

        #政令
        energy = data.energy.get(True)
        pack.pack_energy_info(energy, info.energy_info, timer.now)

        #祈福
        pray = data.pray.get(True)
        pack.pack_pray_info(pray, info.pray, timer.now)

        #红包
        chest = data.chest.get(True)
        pack.pack_chest_info(chest, info.chest, timer.now)

        #试炼场
        anneal = data.anneal.get(True)
        pack.pack_anneal_info(data, anneal, info.anneal, timer.now)

        #打包新手引导进度信息
        pack.pack_guide_info(data.user.get(True), info.guide)

        #将星盘
        herostar_list = data.herostar_list.get_all(True)
        for herostar in herostar_list:
            info.hero_star.append(herostar.star_id)

        #世界boss
        #pack.pack_worldboss_info(data.worldboss.get(True), user, info.world_boss, timer.now)

        #功能开关
        #flags = account_business.get_flags()
        pack.pack_flag_info(flags, info.flags)

        #扩展副本
        dungeons = data.expand_dungeon_list.get_all()
        for dungeon in dungeons:
            dungeon.daily_update(timer.now)
            pack.pack_expand_dungeon_info(dungeon,
                                          user,
                                          info.expand_dungeons.add(),
                                          0,
                                          timer.now,
                                          brief=True)

        #主界面的按钮提示
        pack.pack_button_tips(basic_data, data, info, timer.now)

        #lua
        #pack.pack_luas(info.luas)

        logger.notice(
            "Submit Role[user_id=%d][level=%d][name=%s][vip=%d][status=LOGIN][create_time=%d][last_login_time=%d][money=%d][food=%d][gold=%d][pay_count=%d][pay_amount=%.2f]"
            % (user.id, user.level, user.name, user.vip_level,
               user.create_time, user.last_login_time, resource.money,
               resource.food, resource.gold, pay.pay_count, pay.pay_amount))

        #log = log_formater.output_gold(data, 0, log_formater.INIT_RESOURCE_GOLD,
        #       "Gain gold from init resource", before_gold = data.resource.get(True).gold)
        #logger.notice(log)

        return self._init_succeed(data, req, res, timer)