feat: 新增游戏活动功能支持

允许创建具有开始结束时间的活动,支持通过事件的方式针对活动开始、活动结束、新的一天、玩家新的一天的情况进行处理
This commit is contained in:
kercylan98 2023-06-26 20:09:33 +08:00
parent 77e7d46883
commit 83531b65c6
3 changed files with 293 additions and 0 deletions

223
game/activity/activity.go Normal file
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package activity
import (
"fmt"
"github.com/kercylan98/minotaur/utils/hash"
"github.com/kercylan98/minotaur/utils/offset"
"github.com/kercylan98/minotaur/utils/timer"
"github.com/kercylan98/minotaur/utils/times"
"time"
)
func New[PlayerID comparable, Data any, PlayerData any](id int64, startTime, endTime time.Time, data Data, generatePlayerDataHandle func() PlayerData, options ...Option[PlayerID, Data, PlayerData]) *Activity[PlayerID, Data, PlayerData] {
activity := &Activity[PlayerID, Data, PlayerData]{
id: id,
playerData: make(map[PlayerID]PlayerData),
newDay: map[PlayerID]int64{},
online: map[PlayerID]struct{}{},
data: data,
generatePlayerDataHandle: generatePlayerDataHandle,
}
for _, option := range options {
option(activity)
}
if activity.offset == nil {
activity.offset = offset.NewTime(0)
}
if activity.ticker == nil {
activity.ticker = timer.GetTicker(5)
}
activity.SetTime(startTime, endTime)
return activity
}
type Activity[PlayerID comparable, Data any, PlayerData any] struct {
id int64
ticker *timer.Ticker
offset *offset.Time
startTime time.Time
endTime time.Time
data Data
playerData map[PlayerID]PlayerData
newDay map[PlayerID]int64
online map[PlayerID]struct{}
generatePlayerDataHandle func() PlayerData
startEventHandles []StartEventHandle[PlayerID, Data, PlayerData]
finishEventHandles []FinishEventHandle[PlayerID, Data, PlayerData]
newDayEventHandles []NewDayEventHandle[PlayerID, Data, PlayerData]
playerNewDayEventHandles []PlayerNewDayEventHandle[PlayerID, Data, PlayerData]
}
// GetId 获取活动 ID
func (slf *Activity[PlayerID, Data, PlayerData]) GetId() int64 {
return slf.id
}
// Join 设置玩家加入活动
func (slf *Activity[PlayerID, Data, PlayerData]) Join(playerId PlayerID) {
if !hash.Exist(slf.playerData, playerId) {
slf.playerData[playerId] = slf.generatePlayerDataHandle()
}
if slf.IsFirstDay() || !hash.Exist(slf.online, playerId) {
return
}
nd := slf.newDay[playerId]
if nd > 0 {
ndt := time.Unix(nd, 0)
now := slf.offset.Now()
if !times.IsSameDay(ndt, now) {
slf.onPlayerNewDayEvent(playerId)
slf.newDay[playerId] = now.Unix()
}
}
}
// Leave 设置玩家离开活动
func (slf *Activity[PlayerID, Data, PlayerData]) Leave(playerId PlayerID) {
delete(slf.online, playerId)
}
// SetTime 设置活动开始时间和结束时间
func (slf *Activity[PlayerID, Data, PlayerData]) SetTime(startTime, endTime time.Time) {
// 如果结束时间小于开始时间
if endTime.Before(startTime) {
return
}
slf.startTime, slf.endTime = startTime, endTime
if !slf.IsOpen() {
slf.ticker.StopTimer(fmt.Sprintf("ACTIVITY_%d_END", slf.id))
slf.ticker.StopTimer(fmt.Sprintf("ACTIVITY_%d_NEW_DAY", slf.id))
} else {
slf.ticker.After(fmt.Sprintf("ACTIVITY_%d_END", slf.id), slf.endTime.Sub(slf.startTime), func() {
slf.onFinishEvent()
})
now := slf.offset.Now()
next := times.GetToday(now).AddDate(0, 0, 1).Sub(now)
slf.nd(next)
}
}
// IsFirstDay 检查是否是活动第一天
func (slf *Activity[PlayerID, Data, PlayerData]) IsFirstDay() bool {
return times.IsSameDay(slf.startTime, slf.offset.Now())
}
// IsLastDay 检查是否是活动最后一天
func (slf *Activity[PlayerID, Data, PlayerData]) IsLastDay() bool {
return times.IsSameDay(slf.endTime, slf.offset.Now())
}
// IsOpen 检查活动是否开放
func (slf *Activity[PlayerID, Data, PlayerData]) IsOpen() bool {
now := slf.offset.Now()
return now.After(slf.startTime) && now.Before(slf.endTime)
}
// GetData 获取活动数据
func (slf *Activity[PlayerID, Data, PlayerData]) GetData() Data {
return slf.data
}
// GetPlayerData 获取活动玩家数据
func (slf *Activity[PlayerID, Data, PlayerData]) GetPlayerData(playerId PlayerID) PlayerData {
return slf.playerData[playerId]
}
// GetLastNewDayTime 获取玩家最后触发新一天的时间
func (slf *Activity[PlayerID, Data, PlayerData]) GetLastNewDayTime(playerId PlayerID) int64 {
return slf.newDay[playerId]
}
// GetAllLastNewDayTime 获取所有玩家最后触发新一天的时间
func (slf *Activity[PlayerID, Data, PlayerData]) GetAllLastNewDayTime() map[PlayerID]int64 {
return slf.newDay
}
// GetAllPlayerData 获取所有玩家的活动数据
func (slf *Activity[PlayerID, Data, PlayerData]) GetAllPlayerData() map[PlayerID]PlayerData {
return slf.playerData
}
// GetStartTime 获取活动开始时间
func (slf *Activity[PlayerID, Data, PlayerData]) GetStartTime() time.Time {
return slf.startTime
}
// GetEndTime 获取活动结束时间
func (slf *Activity[PlayerID, Data, PlayerData]) GetEndTime() time.Time {
return slf.endTime
}
// GetEndOfDistanceTime 获取活动距离结束的时间
// - 如果活动已经结束,将返回 <= 0 的数值
func (slf *Activity[PlayerID, Data, PlayerData]) GetEndOfDistanceTime() time.Duration {
now := slf.offset.Now()
return slf.endTime.Sub(now)
}
// GetPlayerCount 获取活动玩家数量
func (slf *Activity[PlayerID, Data, PlayerData]) GetPlayerCount() int {
return len(slf.playerData)
}
// DeletePlayerData 删除特定玩家的活动数据
func (slf *Activity[PlayerID, Data, PlayerData]) DeletePlayerData(playerId PlayerID) {
delete(slf.playerData, playerId)
}
// HasPlayer 检查活动中是否存在特定玩家
func (slf *Activity[PlayerID, Data, PlayerData]) HasPlayer(playerId PlayerID) bool {
return hash.Exist(slf.playerData, playerId)
}
// RegStartEvent 活动开始时将立即执行被注册的事件处理函数
func (slf *Activity[PlayerID, Data, PlayerData]) RegStartEvent(handle StartEventHandle[PlayerID, Data, PlayerData]) {
slf.startEventHandles = append(slf.startEventHandles, handle)
}
func (slf *Activity[PlayerID, Data, PlayerData]) onStartEvent() {
for _, handle := range slf.startEventHandles {
handle(slf)
}
}
// RegFinishEvent 活动结束时将立即执行被注册的事件处理函数
func (slf *Activity[PlayerID, Data, PlayerData]) RegFinishEvent(handle FinishEventHandle[PlayerID, Data, PlayerData]) {
slf.finishEventHandles = append(slf.finishEventHandles, handle)
}
func (slf *Activity[PlayerID, Data, PlayerData]) onFinishEvent() {
for _, handle := range slf.finishEventHandles {
handle(slf)
}
}
// RegNewDayEvent 活动到达新的一天时将立即执行被注册的事件处理函数
func (slf *Activity[PlayerID, Data, PlayerData]) RegNewDayEvent(handle NewDayEventHandle[PlayerID, Data, PlayerData]) {
slf.newDayEventHandles = append(slf.newDayEventHandles, handle)
}
func (slf *Activity[PlayerID, Data, PlayerData]) onNewDayEvent() {
for _, handle := range slf.newDayEventHandles {
handle(slf)
}
}
// RegPlayerNewDayEvent 活动玩家到达新的一天时将立即执行被注册的事件处理函数
func (slf *Activity[PlayerID, Data, PlayerData]) RegPlayerNewDayEvent(handle PlayerNewDayEventHandle[PlayerID, Data, PlayerData]) {
slf.playerNewDayEventHandles = append(slf.playerNewDayEventHandles, handle)
}
func (slf *Activity[PlayerID, Data, PlayerData]) onPlayerNewDayEvent(playerId PlayerID) {
for _, handle := range slf.playerNewDayEventHandles {
handle(slf, playerId)
}
}
func (slf *Activity[PlayerID, Data, PlayerData]) nd(next time.Duration) {
slf.ticker.After(fmt.Sprintf("ACTIVITY_%d_NEW_DAY", slf.id), next, func() {
slf.onNewDayEvent()
slf.nd(times.Day)
})
}

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package activity
type StartEventHandle[PlayerID comparable, Data any, PlayerData any] func(activity *Activity[PlayerID, Data, PlayerData])
type FinishEventHandle[PlayerID comparable, Data any, PlayerData any] func(activity *Activity[PlayerID, Data, PlayerData])
type NewDayEventHandle[PlayerID comparable, Data any, PlayerData any] func(activity *Activity[PlayerID, Data, PlayerData])
type PlayerNewDayEventHandle[PlayerID comparable, Data any, PlayerData any] func(activity *Activity[PlayerID, Data, PlayerData], playerId PlayerID)

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package activity
import (
"github.com/kercylan98/minotaur/utils/offset"
"github.com/kercylan98/minotaur/utils/timer"
)
type Option[PlayerID comparable, Data any, PlayerData any] func(activity *Activity[PlayerID, Data, PlayerData])
// WithOffsetTime 通过活动时间使用偏移时间的方式创建活动
func WithOffsetTime[PlayerID comparable, Data any, PlayerData any](offsetTime *offset.Time) Option[PlayerID, Data, PlayerData] {
return func(activity *Activity[PlayerID, Data, PlayerData]) {
activity.offset = offsetTime
}
}
// WithGlobalOffsetTime 通过活动时间使用全局偏移时间的方式创建活动
func WithGlobalOffsetTime[PlayerID comparable, Data any, PlayerData any]() Option[PlayerID, Data, PlayerData] {
return func(activity *Activity[PlayerID, Data, PlayerData]) {
activity.offset = offset.GetGlobal()
}
}
// WithTicker 通过使用特定的定时器创建活动
func WithTicker[PlayerID comparable, Data any, PlayerData any](ticker *timer.Ticker) Option[PlayerID, Data, PlayerData] {
return func(activity *Activity[PlayerID, Data, PlayerData]) {
activity.ticker = ticker
}
}
// WithData 通过使用特定的活动数据创建活动
func WithData[PlayerID comparable, Data any, PlayerData any](data Data) Option[PlayerID, Data, PlayerData] {
return func(activity *Activity[PlayerID, Data, PlayerData]) {
activity.data = data
}
}
// WithPlayerData 通过使用特定的玩家活动数据创建活动
func WithPlayerData[PlayerID comparable, Data any, PlayerData any](playerId PlayerID, playerData PlayerData) Option[PlayerID, Data, PlayerData] {
return func(activity *Activity[PlayerID, Data, PlayerData]) {
activity.playerData[playerId] = playerData
}
}
// WithPlayerDataFromMap 通过使用 map 中的玩家活动数据创建活动
func WithPlayerDataFromMap[PlayerID comparable, Data any, PlayerData any](playerData map[PlayerID]PlayerData) Option[PlayerID, Data, PlayerData] {
return func(activity *Activity[PlayerID, Data, PlayerData]) {
activity.playerData = playerData
}
}
// WithLastNewDayTime 通过使用特定的玩家最后触发新一天的时间数据创建活动
func WithLastNewDayTime[PlayerID comparable, Data any, PlayerData any](playerId PlayerID, newDayTime int64) Option[PlayerID, Data, PlayerData] {
return func(activity *Activity[PlayerID, Data, PlayerData]) {
activity.newDay[playerId] = newDayTime
}
}
// WithLastNewDayTimeFromMap 通过使用 map 中的玩家最后触发新一天的时间数据创建活动
func WithLastNewDayTimeFromMap[PlayerID comparable, Data any, PlayerData any](newDayTime map[PlayerID]int64) Option[PlayerID, Data, PlayerData] {
return func(activity *Activity[PlayerID, Data, PlayerData]) {
activity.newDay = newDayTime
}
}