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Published: Dec 25, 2020 License: Apache-2.0 Imports: 29 Imported by: 0

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Index

Constants

View Source
const (
	OperatorSetValue    = 1
	OperatorAddValue    = 2
	OperatorIfGraterSet = 3
)

事件操作类型

View Source
const (
	JZSJEvent       = 1  //建筑升级
	LJJZEvent       = 2  //累计建造
	LJZCEvent       = 3  //累计侦查
	LJGJWJHSEvent   = 4  //累计攻击玩家获胜
	LJJSSBEvent     = 5  //累计击杀兵
	LJDPCQLJEvent   = 6  //累计打破城墙耐久点
	LJFLYXSLEvent   = 7  //累计俘虏英雄数量
	LJJJYXSLEvent   = 8  //累计解决英雄数量
	LJCJYXSLEvent   = 9  //累计处决英雄数量
	LSMWDJEvent     = 10 //猎杀魔物等级数量
	LJLSMWCSEvent   = 11 //累计猎杀魔物次数
	LJMWSHDEvent    = 12 //累计魔物伤害点
	ZLZMDDJEvent    = 13 //占领殖民地等级
	XLEvent         = 14 //训练
	LJXLEvent       = 15 //累计训练
	LJYLEvent       = 16 //累计医疗
	KYEvent         = 17 //科研
	WJDJEvent       = 18 //玩家等级
	WJZLEvent       = 19 //玩家战力
	JJCHSEvent      = 20 //竞技场获胜
	LJYXSLEvent     = 21 //累计英雄数量
	YXDJEvent       = 22 //英雄升级数量
	YXSJEvent       = 23 //英雄升星数量  1
	YXJJEvent       = 24 //英雄进阶数量  1
	KCCLEvent       = 25 //矿产产量
	LJCJCSEvent     = 26 //累计采集次数
	LJCJSLEvent     = 27 //累计采集数量
	LMQDEvent       = 28 //联盟签到
	LJWCLMRWCSEvent = 29 //联盟完成任务
	LJLMBZSLEvent   = 30 //累计联盟帮助数量
	LJLMYSCSEvent   = 31 //累计联盟运输次数
	LJLMYUZYZLEvent = 32 //累计联盟运输资源总量
	LJLMGXDEvent    = 33 //累计联盟贡献点
	LJZXSCEvent     = 34 //累计在线时长
	LJMFXYCSEvent   = 35 //累计免费许愿次数
	LJSYZYBCSEvent  = 36 //累计使用资源包次数
	LJJZJSCSEvent   = 37 //累计建造加速次数
	AtkMonEvent     = 38 //怪物攻打计数
	DrawCardEvent   = 39 //抽卡
	MainCityEvent   = 40 //地块解锁
	LZZBEvent       = 41 //领主装备计数
	YXJNEvent       = 42 //英雄技能
	SetAirShipEvent = 43 //通关
	AddAirShipEvent = 44 //累计通关次数
	//40000-10000之间大类型
	NewTask1 = 4001 //杀怪(type,lv,num)
	NewTask2 = 4002 //联盟任务(lv,num)
	NewTask3 = 4003 //开始训练(type,lv,num)
	NewTask4 = 4004 //完成训练(type,lv,num)
	NewTask5 = 4005 //科研(type,lv,num)
)

所有成就事件类型

View Source
const (
	JDSJType            = 1   //基地升级-2
	CFZXSJType          = 2   //城防中心升级-2
	BYSJType            = 3   //兵营升级-2
	JJGCSJType          = 4   //机甲工厂升级-2
	FJGCSJType          = 5   //飞机工厂升级-2
	TKGCSJType          = 6   //坦克工厂升级-2
	LDSJType            = 7   //雷达升级-2
	CKSJType            = 8   //仓库升级-2
	KYZXSJType          = 9   //科研中心升级-2
	WXZSJType           = 10  //维修站升级-2
	ZZGCSJType          = 11  //战争广场升级-2
	LMZXSJType          = 12  //联盟中心升级-2
	QXZHSSJType         = 13  //前线指挥所升级-2
	SCSJType            = 14  //市场升级-2
	DZCJSJType          = 15  //锻造车间升级-2
	JJSSJType           = 16  //监禁所升级-2
	JSKSJType           = 17  //金属矿升级-2
	JTKSJType           = 18  //晶体矿升级-2
	WSHCQSJType         = 19  //瓦斯合成器升级-2
	ZQHCQSJType         = 20  //重氢合成器升级-2
	KLGCSJType          = 21  //可乐工厂升级-2
	JJZXSJType          = 22  //急救中心升级-2
	PJGCSJType          = 23  //配件工厂升级-2
	JZJSKSLType         = 24  //建造金属矿数量-2
	JZWSKSLType         = 25  //建造瓦斯矿数量-2
	JZJTKSLType         = 26  //建造晶体矿数量-2
	JZZQKSLType         = 27  //建造重氢矿数量-2
	JZKLKSLType         = 28  //建造可乐矿数量-2
	ZCWJSLType          = 29  //侦查玩家数量-1
	JGWJHSType          = 30  //进攻玩家获胜-1
	JST1SBType          = 31  //击杀T1士兵-2
	JST2SBType          = 32  //击杀T2士兵-2
	JST3SBType          = 33  //击杀T3士兵-2
	JST4SBType          = 34  //击杀T4士兵-2
	JST5SBType          = 35  //击杀T5士兵-2
	LJDPCQLJZType       = 36  //累计打破城墙耐久值-1
	LJFLYXSLType        = 37  //累计俘虏英雄数量-1
	LJJJYXSLType        = 38  //累计解决英雄数量-1
	LJCJYXSLType        = 39  //累计处决英雄数量-1
	LSMWDJType          = 40  //猎杀魔物等级-1
	LJLSMWCSType        = 41  //累计猎杀魔物次数-1
	LJMUSHDType         = 42  //累计魔物伤害点-1
	ZLZMDDJType         = 43  //占领殖民地等级-1
	XLT1BBSLType        = 44  //训练T1步兵-3
	XLT2BBSLType        = 45  //训练T2步兵-3
	XLT3BBSLType        = 46  //训练T3步兵-3
	XLT4BBSLType        = 47  //训练T4步兵-3
	XLT1TKSLType        = 48  //训练T1坦克-3
	XLT2TKSLType        = 49  //训练T2坦克-3
	XLT3TKSLType        = 50  //训练T3坦克-3
	XLT4TKSLType        = 51  //训练T4坦克-3
	XLT1JJSLType        = 52  //训练T1机甲-3
	XLT2JJSLType        = 53  //训练T2机甲-3
	XLT3JJSLType        = 54  //训练T3机甲-3
	XLT4JJSLType        = 55  //训练T4机甲-3
	XLT1FJSLType        = 56  //训练T1飞机-3
	XLT2FJSLType        = 57  //训练T2飞机-3
	XLT3FJSLType        = 58  //训练T3飞机-3
	XLT4FJSLType        = 59  //训练T4飞机-3
	LJXLTKSLType        = 60  //累计训练坦克-2
	LJXLBBSLType        = 96  //累计训练步兵-2
	LJXLJJSLType        = 97  //累计训练机甲-2
	LJXLFJSLType        = 98  //累计训练飞机-2
	LJYLDXType          = 61  //累计医疗对象-1
	JSJZXQType          = 62  //减少假造需求-2
	WSSCSLType          = 63  //瓦斯生产速率-2
	JZJZSLVType         = 64  //建筑建造速率-2
	CZDLSLType          = 65  //出征队列数量-2
	XJSDType            = 66  //行军速度-2
	XJRLType            = 67  //陷阱容量-2
	WJDJType            = 68  //玩家等级-1
	WJZLType            = 69  //玩家战力-1
	LJJJCHSSLType       = 70  //累计竞技场获胜数量-1
	LJYXSLType          = 71  //累计英雄数量-1
	YXDJType            = 72  //英雄等级-1
	YXPZType            = 73  //英雄升星-1
	YXSLType            = 74  //英雄升阶-1
	JTKXSCLType         = 75  //晶体矿小时产量-2
	JSKXSCLType         = 76  //金属矿小时产量-2
	ZQKXSCLType         = 77  //重氢矿小时产量-2
	KLKXSCLType         = 78  //可乐矿小时产量-2
	WSKXSCLType         = 79  //瓦斯矿小时产量-2
	LJCJCSType          = 80  //累计采集次数-1
	LJCJJTKSLType       = 81  //累计采集晶体矿数量-2
	LJCJJSKSLType       = 82  //累计采集金属矿数量-2
	LJCJWSKSLType       = 83  //累计采集瓦斯矿数量-2
	LJCJZQKSLType       = 84  //累计采集重氢矿数量-2
	LJCJKLKSLType       = 85  //累计采集可乐矿数量-2
	LJLMQDCSType        = 86  //累计联盟签到次数-1
	LJWCLMRWSLType      = 87  //累计完成联盟次数-1
	LJLMBZSLType        = 88  //累计联盟帮助次数-1
	LJLMYSCSType        = 89  //累计联盟运输次数-1
	LJLMYSSLType        = 90  //累计联盟运输数量-1
	LJHDLMGXDType       = 91  //累计获得联盟贡献点-1
	LJZXSCType          = 92  //累计在线时长-1
	LJXYCSType          = 93  //累计许愿次数-1
	LJZYBSYCSType       = 94  //累计资源包使用次数-1
	LJJZJSType          = 95  //累计建造加速-1
	MarchTime1          = 101 //行军速度1 -2
	AttackBubing        = 102 //步兵攻击 -2
	AttackTank          = 103 //坦克攻击 -2
	AttackJijia         = 104 //火炮攻击 -2
	AttackFeiji         = 105 //飞机攻击 -2
	DefenseBubing       = 106 //步兵防御 -2
	DefenseTank         = 107 //坦克防御 -2
	DefenseJijia        = 108 //火炮防御 -2
	DefenseFeiji        = 109 //飞机防御 -2
	BuBingT2            = 110 //BuBingT2 -2
	TankT2              = 111 //TankT2 -2
	JiJiaT2             = 112 //JiJiaT2 -2
	FeiJiT2             = 113 //FeiJiT2 -2
	RideCount1          = 114 //RideCount1 -2
	UnitCount1          = 115 //造兵上限1 -2
	HPBubing            = 116 //步兵生命 -2
	HPTank              = 117 //坦克生命 -2
	HPJijia             = 118 //火炮生命 -2
	HPFeiji             = 119 //飞机生命 -2
	BuBingT3            = 120 //BuBingT3 -2
	TankT3              = 121 //TankT3 -2
	JiJiaT3             = 122 //JiJiaT3 -2
	FeiJiT3             = 123 //FeiJiT3 -2
	ArmyCount           = 124 //部队出征上限 -2
	GroupHP1            = 125 //军团生命1 -2
	GroupDefense1       = 126 //军团防御1 -2
	GroupAttack1        = 127 //军团攻击1 -2
	BuBingT4            = 128 //BuBingT4 -2
	TankT4              = 129 //TankT4 -2
	JiJiaT4             = 130 //JiJiaT4 -2
	FeiJiT4             = 131 //FeiJiT4 -2
	BuildSpeed          = 132 //建造速度 -2
	PSCash5             = 133 //可乐生产速度 -2
	CSCash5             = 134 //可乐采集速度 -2
	PSCash3             = 135 //瓦斯生产速度 -2
	PSCash1             = 136 //金属生产速度 -2
	PSCash4             = 137 //重氢生产速度 -2
	ResSpeed            = 138 //研发速度 -2
	PTSource1           = 139 //提高仓库保护资源1 -2
	Weight1             = 140 //军团负重1 -2
	CSCash3             = 141 //瓦斯采集速度 -2
	CSCash1             = 142 //金属采集速度 -2
	CSCash4             = 143 //重氢采集速度 -2
	TrapSpeed1          = 144 //陷阱生产速度1 -2
	ShieldDurable1      = 145 //增加城防值1 -2
	DefenderAttack1     = 146 //守军攻击力1 -2
	DefenderDefense1    = 147 //守军防御力1 -2
	DefenderHP1         = 148 //守军生命力1 -2
	DiaobaoT2           = 149 //2阶碉堡解锁 -2
	FanTankT2           = 150 //2阶反坦克炮解锁 -2
	CibaoT2             = 151 //2阶磁暴线圈解锁 -2
	FangkongT2          = 152 //2阶防空导弹解锁 -2
	WallDef1            = 153 //城墙防御1 -2
	DiaobaoT3           = 154 //3阶碉堡解锁 -2
	FanTankT3           = 155 //3阶反坦克炮解锁 -2
	CibaoT3             = 156 //3阶磁暴线圈解锁 -2
	FangkongT3          = 157 //3阶防空导弹解锁 -2
	DefenderAttack2     = 158 //守军攻击力2 -2
	DefenderDefense2    = 159 //守军防御力2 -2
	DefenderHP2         = 160 //守军生命力2 -2
	DiaobaoT4           = 161 //4阶碉堡解锁 -2
	FanTankT4           = 162 //4阶反坦克炮解锁 -2
	CibaoT4             = 163 //4阶磁暴线圈解锁 -2
	FangkongT4          = 164 //4阶防空导弹解锁 -2
	AttMonsLevel1       = 165 //怪物猎杀1级 -2
	Power1              = 166 //体力恢复速度1 -2
	PowerLimit1         = 167 //体力上限1 -2
	PowerReduce1        = 168 //体力消耗降低1 -2
	AttMonsLevel2       = 169 //怪物猎杀2级 -2
	AttMonsCount1       = 170 //猎杀连击1 -2
	MonMarchTime1       = 171 //猎杀行军速度1 -2
	HunterMonsDemage1   = 172 //猎杀伤害1 -2
	HunterMonsAtk1      = 173 //猎杀攻击1 -2
	HunterMonsDef1      = 174 //猎杀防御1 -2
	HunterMonsLife1     = 175 //猎杀生命1 -2
	AttMonsLevel3       = 176 //怪物猎杀3级 -2
	AttMonsCount2       = 177 //猎杀连击2 -2
	HunterMonsDemage2   = 178 //猎杀伤害2 -2
	HunterMonsAtk2      = 179 //猎杀攻击2 -2
	HunterMonsDef2      = 180 //猎杀防御2 -2
	HunterMonsLife2     = 181 //猎杀生命2 -2
	AttMonsLevel4       = 182 //怪物猎杀4级 -2
	HunterMonsDemage3   = 183 //猎杀伤害3 -2
	Power2              = 184 //体力恢复速度2 -2
	PowerLimit2         = 185 //体力上限2 -2
	PowerReduce2        = 186 //体力消耗降低2 -2
	AttMonsLevel5       = 187 //怪物猎杀5级 -2
	TrapNumber2         = 188 //陷阱容量(百分比) -2
	ShieldDurable2      = 189 //增加城防值2 -2
	WallDef2            = 190 //城墙防御2 -2
	DiaobaoT2Reduce     = 191 //二阶机枪碉堡成本降低 -2
	FanTankT2Reduce     = 192 //二阶反坦克炮成本降低 -2
	CibaoT2Reduce       = 193 //二阶磁暴线圈成本降低 -2
	FangkongT2Reduce    = 194 //二阶防空导弹成本降低 -2
	AttackTrap1         = 195 //陷阱攻击1 -2
	TrapHP1             = 196 //陷阱耐久1 -2
	DiaobaoT3Reduce     = 197 //三阶机枪碉堡成本降低 -2
	FanTankT3Reduce     = 198 //三阶反坦克炮成本降低 -2
	CibaoT3Reduce       = 199 //三阶磁暴线圈成本降低 -2
	FangkongT3Reduce    = 200 //三阶防空导弹成本降低 -2
	TrapSpeed2          = 201 //陷阱生产速度2 -2
	ShieldDurable3      = 202 //增加城防值3 -2
	WallDef3            = 203 //城墙防御3 -2
	AttackTrap2         = 204 //陷阱攻击2 -2
	TrapHP2             = 205 //陷阱耐久2 -2
	DiaobaoT4Reduce     = 206 //四阶机枪碉堡成本降低 -2
	FanTankT4Reduce     = 207 //四阶反坦克炮成本降低 -2
	CibaoT4Reduce       = 208 //四阶磁暴线圈成本降低 -2
	FangkongT4Reduce    = 209 //四阶防空导弹成本降低 -2
	Weight2             = 210 //军团负重2 -2
	ResourceCS          = 211 //资源采集速度 -2
	CollectionMarchTime = 212 //采集行军速度 -2
	UnitSpeed1          = 213 //训练速度1 -2
	TankGroup           = 214 //坦克方阵 -2
	JijiaGroup          = 215 //火炮方阵 -2
	PTSource2           = 216 //提高仓库保护资源2 -2
	CSCash2             = 217 //晶体采集速度 -2
	PSCash2             = 218 //晶体生产速度 -2
	BubingAttGroup      = 219 //步兵冲锋阵 -2
	TankAttGroup        = 220 //坦克冲锋阵 -2
	JijiaAttGroup       = 221 //火炮冲锋阵 -2
	GroupAttack2        = 222 //军团攻击2 -2
	GroupDefense2       = 223 //军团防御2 -2
	GroupHP2            = 224 //军团生命2 -2
	RideCount2          = 225 //RideCount2 -2
	CureSpeed           = 226 //治疗速度 -2
	BubingT2Reduce      = 227 //二阶步兵成本降低 -2
	TankT2Reduce        = 228 //二阶坦克成本降低 -2
	JijiaT2Reduce       = 229 //二阶火炮成本降低 -2
	FeijiT2Reduce       = 230 //二阶飞机成本降低 -2
	UnitCount2          = 231 //造兵上限2 -2
	UnitSpeed2          = 232 //训练速度2 -2
	MarchTime2          = 233 //行军速度2 -2
	BubingT3Reduce      = 234 //三阶步兵成本降低 -2
	TankT3Reduce        = 235 //三阶坦克成本降低 -2
	JijiaT3Reduce       = 236 //三阶火炮成本降低 -2
	FeijiT3Reduce       = 237 //三阶飞机成本降低 -2
	WoundedCount2       = 238 //伤兵上限(百分比) -2
	BubingT4Reduce      = 239 //四阶步兵成本降低 -2
	TankT4Reduce        = 240 //四阶坦克成本降低 -2
	JijiaT4Reduce       = 241 //四阶火炮成本降低 -2
	FeijiT4Reduce       = 242 //四阶飞机成本降低 -2
	RideCount3          = 243 //RideCount3 -2
	MonAttackType       = 244 //攻打怪物 -1
	DrawCardType        = 245 //抽卡 -2
	MainCityType        = 246 //地块解锁 -2
	CommanderEquipType  = 247 //领主装备 -1
	YXJNTYPE            = 248 //英雄技能等级 -1
	TYPE249             = 249 //累计通关
	TYPE250             = 250 //通关

	//1000-1999 等于事件类型,一个参数
	Src1000 = 1000 //黑市次数
	Src1001 = 1001 //后勤补给
	Src1002 = 1002 //解锁装备
	Src1003 = 1003 //地块数量

	//2000-2999 等于事件类型,两个参数
	Src2001 = 2001 //神庙
	Src2003 = 2003 //获得装备
	Src2004 = 2004 //累计资源
	Src2005 = 2005 //累计加速
	Src2006 = 2006 //指挥官
	Src2007 = 2007 //英雄通用
	Src2008 = 2008 //联盟通用
	Src2009 = 2009 //多人怪
	Src2010 = 2010 //活动
	//3000-3999 等于事件类型,3个参数
	Src3000 = 3000 //训练(0,resid,num)

)

所有任务类型

View Source
const (
	EventTypeLockedLandBattle       = 300
	EventTypeLockedLandClean        = 301
	EventTypeLockedLandCollect      = 302
	EventTypeLockedLandExplore      = 303
	EventTypeLockedLandHideEvent    = 310
	EventTypeLockedLandHideBuilding = 400
)
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const (
	WorldChatTimeoutMax = 1800
	WorldChatMax        = 10000
	NewWorldChatMax     = 500
	WorldChatHotMax     = 100
	RefreshHotInterval  = 600
	HotDayMax           = 7
	GLOBALMESSAGEMAX    = 20
)
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const (
	PrepareForWarRankInterval = 5 * time.Second
	PrepareForWarRankMaxSize  = 1000
	RankTypePFWScore          = 1
	RankTypePFWSubScore       = 2
)
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const (
	StrongestCommanderRankInterval = 5 * time.Second
	StrongestCommanderRankMaxSize  = 1000
	RankTypeScore                  = 1
	RankTypeSubScore               = 2
)
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const (
	TransferBattleRankInterval      = 5 * time.Second
	TransferBattleUserRankMaxSize   = 100
	TransferBattleLeagueRankMaxSize = 20
	RankTypeTBUserScore             = 1
	RankTypeTBUserSubScore          = 2
	RankTypeTBLeagueScore           = 3
	RankTypeTBLeagueSubScore        = 4
)
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const (
	RankingListSize = 1000
	RankingInterval = 1 * time.Hour
)
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const (
	DropActivityRankMaxSize = 100
)
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const (
	LeagueListPageCount int32 = 10
)
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const (
	OneDayTotalSeconds = 24 * 60 * 60
)
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const SessionTimeout = 60 * 60 /*Session超时(s)*/

Variables

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var (
	PraiseHotValue      int32  = 1
	ReplyHotValue       int32  = 2
	UserHotValueMax     int32  = 10
	HotValueMin         uint64 = 50
	ReplyMax            uint32 = 500
	LeagueChatMaxCount         = CSV.GetGameConfigValueUint32("AllianceChatOffLineNumber")
	WorldChatWXMaxCount        = CSV.GetGameConfigValueUint32("AllianceChatOffLineNumber")
	NeteaseAccid_SYS           = "system"
)
View Source
var (
	WorldMapData *proto.ST_WorldMapData_PB

	WorldTileCitys   map[int32][]uint32
	WorldCityTile    map[uint32]int32
	WorldCityLevel   map[uint32]uint32
	WorldCityDataid  map[uint32]uint64
	WorldCityDataid2 = make(map[uint32]uint64, 0)

	WildMonsterList    *ST_WildMonsterList
	WorldMainCityCount int32
)
View Source
var (
	UserIDPowerRankingList          *UserPowerRankingListImpl
	LeagueIDPowerRankingList        *LeaguePowerRankingListImpl
	LeagueKilledRankingList         *LeagueKilledRankingListImpl
	CommanderKilledRankingList      *CommanderKilledRankingListImpl
	CommanderLevelRankingList       *CommanderLevelRankingListImpl
	MainCityLevelRankingList        *MainCityLevelRankingListImpl
	BountyRankingList               *BountyRankingListImpl
	CommanderAirShipStarRankingList *CommanderAirShipStarRankingListImpl
	WorldSituationLeagueRankingList *WorldSituationLeagueRankingListImpl
	HeroKilledRankingList           *HeroKilledRankingListImpl
	GatherRankingList               *GatherRankingListImpl
	MacPlayerRankingList            *MacPlayerRankingListImpl
	MacLeagueRankingList            *MacLeagueRankingListImpl

	RankList = make(map[string]*RankingListImpl, 0)
)
View Source
var (
	Instance_BattleInfoListCache *BattleInfoListCache

	INTERVAL_TIME_SAVE   = 1 * time.Minute  //存储至DB的间隔时间(分)
	INTERVAL_TIME_CHECK  = uint64(300)      //客户端请求信息的间隔时间(秒)
	INTERVAL_TIME_CLEAN  = 10 * time.Minute //清除缓存的间隔时间(分)
	INTERVAL_TIME_DELETE = 10 * time.Minute //从DB中删除的间隔时间(分)

)
View Source
var (
	ServerInitTime uint64
	SaveGolbal     map[string]string
	TotalCharCount int32
)
View Source
var (
	SvrTimeInfo        = &ServerTime{}
	UserCapPouseAddMap sync.Map
)
View Source
var (
	GlobalRanking sync.Map
)
View Source
var (
	GlobalReadOnlyTypeIDMap map[int64][]int64 //>>>{主城事件类型:主城事件ID}
)
View Source
var (
	GlobalReadonlyStatue map[uint32]map[uint32][]int64 //>>>{类别:{等级:id列表}}
)
View Source
var PayMaxDay = uint64(30)
View Source
var WorldDataPool sync.Pool

Functions

func ActivityRankUpdate_100012

func ActivityRankUpdate_100012(d *proto.ST_ActivityRank_PB, reward bool)

func AddOfflineEventUser

func AddOfflineEventUser(eventType uint32, uid uint64)

func AddRefreshWorldData

func AddRefreshWorldData(unitType int64, chunkIdx int, landLevel uint32)

func CalcRewardByRank

func CalcRewardByRank(od uint32, rews []*RankLevel) uint32

func CalcScoreLevel

func CalcScoreLevel(score uint32, confContent *ActivityContentConfig) uint32

func CalcUserCapTime

func CalcUserCapTime(user *Info)

func Chat_Netease

func Chat_Netease(Url, Body string) *proto.ST_Chat_NeteaseRes

func CheckTileCanUse

func CheckTileCanUse(userData *Info, x, y, width, height uint32) bool

* @brief 检查地块是否可用

func CheckWorldTileCanUse

func CheckWorldTileCanUse(tileid int32, contantMainCity bool, width, height int32) bool

func ConvertServerInfo2Doc

func ConvertServerInfo2Doc(info *proto.ST_Server_PB) *GameDB.ServerListDocument

func ConvertServerInfoDoc2PB

func ConvertServerInfoDoc2PB(doc *GameDB.ServerListDocument) *proto.ST_Server_PB

func CreateSimpleUserData

func CreateSimpleUserData(uid uint64, info *proto.ST_CharSimple_Server_PB)

func CreateUserData

func CreateUserData(uid uint64)

func CreateWorldData

func CreateWorldData(uid, leagueid uint64, location, entryID, entryLv, w int32, datadetail *proto.ST_WorldDataDetailInfo_PB) (*proto.ST_WorldDataEntry_PB, uint64)

func DeleteCharinfo

func DeleteCharinfo(key uint64)

func DeleteSimpleCharinfo

func DeleteSimpleCharinfo(key uint64)

func Exit

func Exit()

func FirstGetGlobalRanking

func FirstGetGlobalRanking()

func ForeachOnline

func ForeachOnline(callback func(userData *Info) bool)

func ForeachUser

func ForeachUser(callback func(userData *Info) bool)

func GO_UpdateOfflineEvent

func GO_UpdateOfflineEvent()

func GO_cleartimeoutcharinfo

func GO_cleartimeoutcharinfo()

func GO_updateData

func GO_updateData()

func GO_updateSimpleData

func GO_updateSimpleData()

func GetActivityContentID

func GetActivityContentID(userData *Info, activity *ActivityData) (int32, uint32)

func GetAutoCampHero

func GetAutoCampHero(userData *Info, num int) []uint32

func GetBoonDetailsGM

func GetBoonDetailsGM(id int64) *proto.ST_GM_BoonActivityOper

func GetBoonRewardConfig

func GetBoonRewardConfig(tp int64) *proto.ST_BoonRewardConfig_PB

func GetBoonRewardConfig2

func GetBoonRewardConfig2(id int64) *proto.ST_BoonRewardConfig_PB

func GetBoonWorking

func GetBoonWorking(id int64) (bool, *proto.ST_BoonRewardConfig_PB)

func GetDirtyData

func GetDirtyData(uid uint64) map[string]interface{}

func GetHeroAutoCampInfo

func GetHeroAutoCampInfo(userData *Info) (leaveIds, campIds []uint32)

func GetHeroCount

func GetHeroCount(userData *Info, countType int32, countLimit uint32) uint32

func GetInCacheCharCount

func GetInCacheCharCount() int32

func GetLeagueCityActivityConf

func GetLeagueCityActivityConf() (uint64, uint64)

func GetMainCityCountInChunkByTitleLevels

func GetMainCityCountInChunkByTitleLevels(tileIDList []int32, levels []int32) uint32

func GetMonsterUnitsInfo

func GetMonsterUnitsInfo(monsterid int64) *proto.ST_UnitAsset_PB

func GetRefreshWorldData

func GetRefreshWorldData(unitType int64) map[int]map[uint32]int32

func GetTaskNeedNum

func GetTaskNeedNum(id int64) uint64

func GetTileIDListByArea

func GetTileIDListByArea(iTileStartX, iTileStartY, iTileEndX, iTileEndY int32) []int32

func GetTileInChunkByLevel

func GetTileInChunkByLevel(tileIDList []int32, level uint32, width, height int32) []int32

func GetTileLevelInChunk

func GetTileLevelInChunk(tileIDList []int32, level uint32) uint32

func Getattributeid

func Getattributeid(attributetype, attributesource uint32) uint64

func GiveLeagueRankingRewards

func GiveLeagueRankingRewards(aid, cid int64, from int32)

func GivePlayerRankingRewards

func GivePlayerRankingRewards(aid, cid int64, from int32)

func InitAchievement

func InitAchievement()

func InitUserAttributeMap

func InitUserAttributeMap(userData *Info)

* @brief 初始化用户属性

func Initialize

func Initialize()

func IsTaskTypeArgumentsLength1

func IsTaskTypeArgumentsLength1(eventSource uint32) bool

* @brief 任务类型只有1个参数有效

func IsTaskTypeArgumentsLength2

func IsTaskTypeArgumentsLength2(eventSource uint32) bool

* @brief 任务类型只有2个参数有效

func IsTaskTypeArgumentsLength3

func IsTaskTypeArgumentsLength3(eventSource uint32) bool

* @brief 任务类型只有3个参数有效

func IsTileIDRange

func IsTileIDRange(TileID, TileID1, rx, ry int32) bool

func IsTileIDRange2

func IsTileIDRange2(TileID, x, y, rx, ry int32) bool

func NewOss

func NewOss(userData *Info, arg ...string)

func NewOssAddCash

func NewOssAddCash(userData *Info, srcType, cashType uint32, count, totalCount uint64)

func NewOssAddItem

func NewOssAddItem(userData *Info, srcType, cashType uint32, count, totalCount uint64)

func NewOssCommanderEvent

func NewOssCommanderEvent(userData *Info, rewardType, stage, subStage, point, rank uint32)

func NewOssCrossingEvent

func NewOssCrossingEvent(userData *Info, stage, opType, taskId, score, rank uint32, itemList []*Protocol.ST_Vector4Int_PB)

func NewOssDailyActive

func NewOssDailyActive(userData *Info, conf *CSV.CF_Activity_DataEntry, activeID int, Type uint32, tmpItems string)

func NewOssHero

func NewOssHero(userData *Info, heroId, opType, skillId, beforeLv, afterLv uint32, heroList []uint32)

func NewOssLeagueCupActivity

func NewOssLeagueCupActivity(userData *Info, group, opType, taskType, taskSubType, rewardType, timeLimit, needNum, taskScore, userTotalScore, LTotalScore,
	finishTaskNum, lRank uint32, itemList []*Protocol.ST_Vector4Int_PB)

func NewOssReduceCash

func NewOssReduceCash(userData *Info, srcType, cashType uint32, count, totalCount uint64)

func NewOssRemoveItem

func NewOssRemoveItem(userData *Info, srcType, cashType uint32, count, totalCount uint64)

func NewOssTaskFinish

func NewOssTaskFinish(userData *Info, taskType, taskId uint32, itemList []*Protocol.ST_Vector4Int_PB)

func NewOssUserSign

func NewOssUserSign(userData *Info, opType, id, times uint32, ItemList []*Protocol.ST_Vector4Int_PB)

func NewOssVip

func NewOssVip(userData *Info, point, leftPoint, opType, itemId, itemType uint32)

func NewWiner

func NewWiner(uid uint64) *proto.ST_Asset_LuckyDog

func NotifyGiftToMembers

func NotifyGiftToMembers(leagueid uint64, giftid, itemid uint32, isadd bool, buyer string, packName uint64)

func PBToBytes

func PBToBytes(in Asset_Basic) []byte

func PkgUserCityDefenceHero

func PkgUserCityDefenceHero(user *Info) *proto.ST_ArmyHerosDetail

func PkgUserOutsideCityHero

func PkgUserOutsideCityHero(user *Info, ids []uint32) *proto.ST_ArmyHerosDetail

func ProcessTBUserLScore

func ProcessTBUserLScore(info *proto.ST_Prepare_League_Info)

func RankList_Clear

func RankList_Clear(arg ...string)

func RankList_Exit

func RankList_Exit(table string)

func RankList_Init

func RankList_Init()

func ReCalcCommanderEquipAttribute

func ReCalcCommanderEquipAttribute(userData *Info)

func ReCalcCommanderTalentAttribute

func ReCalcCommanderTalentAttribute(userData *Info)

func ReCalcSubscribeGiftAttribute

func ReCalcSubscribeGiftAttribute(userData *Info)

func ReInit

func ReInit()

热更配置表后重新初始化

func ReduceAttribute

func ReduceAttribute(userData *Info, att string, source uint32)

func ReduceAttributeByMap

func ReduceAttributeByMap(userData *Info, att map[string]string, source uint32)

func RegisterActionHandler

func RegisterActionHandler(actiontype uint32, handler actionhandler)

func RegisterOfflineEventHandler

func RegisterOfflineEventHandler(eventType uint32, handler OfflineEventHandler)

func RegisterWorldDataHandler

func RegisterWorldDataHandler(worlddatatype uint32, handler worlddatahandler)

func RemoveOfflineEventUser

func RemoveOfflineEventUser(eventType uint32, uid uint64)

func ReportRoleInfoChange

func ReportRoleInfoChange(userInfo *Info) *proto.ST_RoleInfo

func SafeCheckTileCanUse

func SafeCheckTileCanUse(userData *Info, x, y, width, height uint32) bool

* @brief 检查地块是否可用

func SetAttribute

func SetAttribute(userData *Info, att string, source uint32)

* @brief 设置属性

func SetAttributeByMap

func SetAttributeByMap(userData *Info, att map[string]string, source uint32)

* @brief 设置属性

func SetBoonRewardConfig

func SetBoonRewardConfig(data *proto.ST_GM_BoonActivityOper) string

func SetBoonRewardConfigTest

func SetBoonRewardConfigTest(tp int64, key uint32)

func SetCharinfo

func SetCharinfo(key uint64, value *Info)

func SetSimpleCharinfo

func SetSimpleCharinfo(key uint64, value *SimpleInfo)

func SetWorldDataPrisonCount

func SetWorldDataPrisonCount(userData *Info, count uint32)

func ShieldPauseBySvrInter

func ShieldPauseBySvrInter(shieldStartTime uint64) uint64

func TileIDByArea

func TileIDByArea(x, y, rx, ry int32, callback func(int32) bool) bool

func TileIDByArea2

func TileIDByArea2(x, y, rx, ry int32, callback func(int32) bool) bool

func TryOfferLeagueRankReward

func TryOfferLeagueRankReward(data *ActivityData)

func TryOfferTransferBattlePrepareStageReward

func TryOfferTransferBattlePrepareStageReward(stage, rankType, taskId, isWin, subStage uint32)

func TryOfferUserPrepareForWarRankReward

func TryOfferUserPrepareForWarRankReward(rankType uint32, taskId, subStage uint32)

func TryOfferUserRankReward

func TryOfferUserRankReward(data *ActivityData, reward bool)

func TryOfferUserStrongestCommanderRankReward

func TryOfferUserStrongestCommanderRankReward(rankType uint32, taskId, subStage uint32)

func TryOfferUserTransferBattleRankReward

func TryOfferUserTransferBattleRankReward(stage, rankType uint32, taskId, subStage uint32)

func TryRefreshTaskList

func TryRefreshTaskList(class uint32, taskBox ...*proto.ST_ActivityLeague_Task)

func UpdateSimpleBubble

func UpdateSimpleBubble(user *Info, bubbleId uint32)

func UpdateSimpleCurrentSid

func UpdateSimpleCurrentSid(uid uint64, currentSid uint32)

func With

func With() *proto.ST_LuckyStarShop_PB

Types

type AchievementParam

type AchievementParam struct {
	UserData     *Info
	EventSource  uint32
	OperatorType uint32
	Data         interface{}
}

* @brief 成就参数

type AchievementSystem

type AchievementSystem struct {
	AchievementConditionMap map[uint32][]interface{} //>>>起始任务类型条件集合
	// contains filtered or unexported fields
}

成就系统

var AchievementSystemObject *AchievementSystem

* @brief 初始化

func NewAchievementSystem

func NewAchievementSystem() *AchievementSystem

实例化成就系统

type ActivityConfig

type ActivityConfig struct {
	GroupRateList []*GroupRate // 活动组别概率
	StageTime     []uint64     // 活动每个阶段时长
	ContentConfig map[uint32]*ActivityContentConfig
	Params        map[string]interface{}
}

type ActivityContentConfig

type ActivityContentConfig struct {
	LevelLimit   []uint32 /// level|num
	ScoreID      []int64
	ScoreRewards []*ScoreLevel //map[int64/*level*/]int64
	RankRewards  []*RankLevel  //map[uint32/*rank*/]int32
}

type ActivityData

type ActivityData struct {
	Config  *ActivityConfig //任务目标
	CSVdata *csv.CF_Activity_DataEntry
	BaData  *proto.ST_Activity_PB //活动阶段
	DeData  sync.Map              //map[uint32/*cID*/]*proto.ST_ActivityContent_PB
	ScUser  sync.Map              //map[uint64/*uID*/]*proto.ST_ActivityScore_User

	RankUser   map[uint32][]*proto.ST_ActivityScore_User  //跨服玩家排行
	RankLeague map[uint32][]*proto.ST_ActivityRank_League //跨服联盟排行
	NextFresh  uint64

	Ver uint64
	// contains filtered or unexported fields
}

func (*ActivityData) ActivityJoinTry

func (o *ActivityData) ActivityJoinTry(userData *Info) bool

func (*ActivityData) CheckDataVer

func (this *ActivityData) CheckDataVer(ver uint64) bool

func (*ActivityData) MakeActivityScore

func (data *ActivityData) MakeActivityScore(userData *Info, cID uint32) *proto.ST_ActivityScore_User

func (*ActivityData) SyncUserScore

func (data *ActivityData) SyncUserScore(res []*proto.ST_ActivityScore_User)

func (*ActivityData) UpdateUserScoreLevel

func (data *ActivityData) UpdateUserScoreLevel(uid uint64, oldLv, newLv uint32)

type ActivityScoreRankingListImpl

type ActivityScoreRankingListImpl struct {
	UInt64KeyUInt64ValueRankingListImpl
}

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> * @brief 玩家活动积分排行榜

type AirChanllangePassInfo

type AirChanllangePassInfo struct {
	Star  uint32
	Level uint32
}

type Asset_Account

type Asset_Account struct {
	Basic
	AssetData *proto.ST_Asset_Account_PB
}

func (*Asset_Account) FromString

func (this *Asset_Account) FromString(pb []byte)

func (*Asset_Account) IsAccountBound

func (this *Asset_Account) IsAccountBound() bool

* @brief 账户是否绑定过

func (*Asset_Account) ReUse

func (this *Asset_Account) ReUse()

func (*Asset_Account) SetFBName

func (this *Asset_Account) SetFBName(name string)

* @brief 设置FaceBook账号名

func (*Asset_Account) SetGCName

func (this *Asset_Account) SetGCName(name string)

* @brief 设置GameCenter账号名

func (*Asset_Account) SetGGName

func (this *Asset_Account) SetGGName(name string)

* @brief 设置谷歌账号名

func (*Asset_Account) SetTTName

func (this *Asset_Account) SetTTName(name string)

* @brief 设置Twitter账号名

func (*Asset_Account) ToClientString

func (this *Asset_Account) ToClientString() []byte

func (*Asset_Account) ToServerString

func (this *Asset_Account) ToServerString() []byte

type Asset_Achievement

type Asset_Achievement struct {
	Basic
	AssetData *proto.ST_AchievementAsset_PB //>>>成就资产组装
}

* @brief 成就资产

func (*Asset_Achievement) FromString

func (object *Asset_Achievement) FromString(pb []byte)

* @brief 从String加载

func (*Asset_Achievement) IsTaskFinished

func (object *Asset_Achievement) IsTaskFinished(entryId uint64) bool

* @brief 该类型的任务是否完成

func (*Asset_Achievement) ReUse

func (object *Asset_Achievement) ReUse()

* @brief 重用

func (*Asset_Achievement) ToClientString

func (object *Asset_Achievement) ToClientString() []byte

* @brief 转换为PB字符串

func (*Asset_Achievement) ToServerString

func (object *Asset_Achievement) ToServerString() []byte

* @brief 转换为PB字符串

func (*Asset_Achievement) UpdateHistory

func (object *Asset_Achievement) UpdateHistory(param *AchievementParam) bool

* @brief 更新历史 删除了CSV_DiscardTasks任务

type Asset_Activity

type Asset_Activity struct {
	Basic
	ActivityMap map[uint32]*proto.ST_Asset_Activity_Item_PB
	// contains filtered or unexported fields
}

func (*Asset_Activity) AddActivity

func (this *Asset_Activity) AddActivity(activityType, contentID, number, stage, aID, classID uint32, startTime, endTime uint64, time string) *proto.ST_Asset_Activity_Item_PB

func (*Asset_Activity) FromString

func (this *Asset_Activity) FromString(pb []byte)

func (*Asset_Activity) GetUserActivityInfo

func (this *Asset_Activity) GetUserActivityInfo(id, number uint32) (bool, uint32)

func (*Asset_Activity) ReUse

func (this *Asset_Activity) ReUse()

func (*Asset_Activity) StoreNexResetTime

func (this *Asset_Activity) StoreNexResetTime(tm int64)

func (*Asset_Activity) ToClientPB

func (this *Asset_Activity) ToClientPB() proto.Message

func (*Asset_Activity) ToClientString

func (this *Asset_Activity) ToClientString() []byte

func (*Asset_Activity) ToServerPB

func (this *Asset_Activity) ToServerPB() proto.Message

func (*Asset_Activity) ToServerString

func (this *Asset_Activity) ToServerString() []byte

type Asset_ActivityTask

type Asset_ActivityTask struct {
	Basic
	ActivityTask *proto.ST_Asset_ActivityTask_PB
}

func (*Asset_ActivityTask) FromString

func (this *Asset_ActivityTask) FromString(pb []byte)

func (*Asset_ActivityTask) ReUse

func (this *Asset_ActivityTask) ReUse()

func (*Asset_ActivityTask) ToClientPB

func (this *Asset_ActivityTask) ToClientPB() proto.Message

func (*Asset_ActivityTask) ToClientString

func (this *Asset_ActivityTask) ToClientString() []byte

func (*Asset_ActivityTask) ToServerPB

func (this *Asset_ActivityTask) ToServerPB() proto.Message

func (*Asset_ActivityTask) ToServerString

func (this *Asset_ActivityTask) ToServerString() []byte

type Asset_AirShipChanllange

type Asset_AirShipChanllange struct {
	Basic
	CurMaxPassLevel uint32
	PassedDetail    map[uint32]*AirChanllangePassInfo
}

func (*Asset_AirShipChanllange) FromString

func (this *Asset_AirShipChanllange) FromString(pb []byte)

func (*Asset_AirShipChanllange) ReUse

func (this *Asset_AirShipChanllange) ReUse()

func (*Asset_AirShipChanllange) ToClientPB

func (this *Asset_AirShipChanllange) ToClientPB() proto.Message

func (*Asset_AirShipChanllange) ToClientString

func (this *Asset_AirShipChanllange) ToClientString() []byte

func (*Asset_AirShipChanllange) ToServerPB

func (this *Asset_AirShipChanllange) ToServerPB() proto.Message

func (*Asset_AirShipChanllange) ToServerString

func (this *Asset_AirShipChanllange) ToServerString() []byte

type Asset_Attribute

type Asset_Attribute struct {
	Basic
	AssetData map[uint64]uint32
}

func (*Asset_Attribute) ReUse

func (this *Asset_Attribute) ReUse()

func (*Asset_Attribute) ToClientString

func (object *Asset_Attribute) ToClientString() []byte

* @brief 转换为PB字符串

func (*Asset_Attribute) ToServerPB

func (this *Asset_Attribute) ToServerPB() proto.Message

func (*Asset_Attribute) ToServerString

func (object *Asset_Attribute) ToServerString() []byte

* @brief 转换为PB字符串

type Asset_Basic

type Asset_Basic interface {
	ToClientString() []byte
	ToServerString() []byte
}

type Asset_BattleNotice

type Asset_BattleNotice struct {
	Basic
	AssetData map[int64]*proto.ST_BattleNotice_PB
}

战斗通知(右下角提示框)

func (*Asset_BattleNotice) ReUse

func (this *Asset_BattleNotice) ReUse()

func (*Asset_BattleNotice) ToClientString

func (this *Asset_BattleNotice) ToClientString() []byte

func (*Asset_BattleNotice) ToServerPB

func (this *Asset_BattleNotice) ToServerPB() proto.Message

func (*Asset_BattleNotice) ToServerString

func (this *Asset_BattleNotice) ToServerString() []byte

type Asset_BeginnerTutorial

type Asset_BeginnerTutorial struct {
	Basic
	AssetData *proto.ST_BeginnerTutorialAsset_PB
}

func (*Asset_BeginnerTutorial) FromString

func (object *Asset_BeginnerTutorial) FromString(pb []byte)

* @brief 数据库字符串反序列化

func (*Asset_BeginnerTutorial) ReUse

func (object *Asset_BeginnerTutorial) ReUse()

* @brief 重用

func (*Asset_BeginnerTutorial) ToClientString

func (object *Asset_BeginnerTutorial) ToClientString() []byte

* @brief 转换为客户端字符串

func (*Asset_BeginnerTutorial) ToServerString

func (object *Asset_BeginnerTutorial) ToServerString() []byte

* @brief 转换为服务器器字符串

type Asset_BlackMarket

type Asset_BlackMarket struct {
	Basic

	Market *proto.ST_Asset_BlackMarket_PB
	// contains filtered or unexported fields
}

func (*Asset_BlackMarket) FromString

func (this *Asset_BlackMarket) FromString(pb []byte)

func (*Asset_BlackMarket) ReUse

func (this *Asset_BlackMarket) ReUse()

func (*Asset_BlackMarket) ToClientPB

func (this *Asset_BlackMarket) ToClientPB() proto.Message

func (*Asset_BlackMarket) ToClientString

func (this *Asset_BlackMarket) ToClientString() []byte

func (*Asset_BlackMarket) ToServerPB

func (this *Asset_BlackMarket) ToServerPB() proto.Message

func (*Asset_BlackMarket) ToServerString

func (this *Asset_BlackMarket) ToServerString() []byte

type Asset_Bookmark

type Asset_Bookmark struct {
	Basic
	AssetData *proto.ST_Asset_Bookmark_PB
}

func (*Asset_Bookmark) FromString

func (this *Asset_Bookmark) FromString(str []byte)

func (*Asset_Bookmark) ReUse

func (obj *Asset_Bookmark) ReUse()

func (*Asset_Bookmark) ToClientString

func (obj *Asset_Bookmark) ToClientString() []byte

func (*Asset_Bookmark) ToServerString

func (obj *Asset_Bookmark) ToServerString() []byte

type Asset_Buff

type Asset_Buff struct {
	Basic
	AssetData map[uint64]*buffinfo
}

func (*Asset_Buff) FromString

func (this *Asset_Buff) FromString(pb []byte)

func (*Asset_Buff) ReUse

func (this *Asset_Buff) ReUse()

func (*Asset_Buff) ToClientString

func (this *Asset_Buff) ToClientString() []byte

func (*Asset_Buff) ToServerPB

func (this *Asset_Buff) ToServerPB() proto.Message

func (*Asset_Buff) ToServerString

func (this *Asset_Buff) ToServerString() []byte

type Asset_Building

type Asset_Building struct {
	Basic

	AssetData map[uint32]*buildingInfo
	// contains filtered or unexported fields
}

func (*Asset_Building) AddResource

func (this *Asset_Building) AddResource(buildingId uint32, resource *proto.ST_CashAsset_PB) bool

* @brief 建筑直接加资源(GM)

func (*Asset_Building) CountBuildingNumByTypeUnsafe

func (asset *Asset_Building) CountBuildingNumByTypeUnsafe(btype uint32) uint32

* @brief 获取某种建筑的数量(非安全

func (*Asset_Building) FromString

func (this *Asset_Building) FromString(pb []byte)

func (*Asset_Building) Init

func (this *Asset_Building) Init()

func (*Asset_Building) ReInitBuildingPos

func (this *Asset_Building) ReInitBuildingPos()

func (*Asset_Building) ReUse

func (this *Asset_Building) ReUse()

func (*Asset_Building) ReUseNoInit

func (this *Asset_Building) ReUseNoInit()

func (*Asset_Building) ToClientPB

func (this *Asset_Building) ToClientPB() proto.Message

func (*Asset_Building) ToClientString

func (this *Asset_Building) ToClientString() []byte

func (*Asset_Building) ToServerPB

func (this *Asset_Building) ToServerPB() proto.Message

func (*Asset_Building) ToServerString

func (this *Asset_Building) ToServerString() []byte

type Asset_Chapters

type Asset_Chapters struct {
	Basic
	ChaptersData *proto.ST_Asset_Chapters_PB
}

func (*Asset_Chapters) FromString

func (this *Asset_Chapters) FromString(pb []byte)

func (*Asset_Chapters) ReUse

func (this *Asset_Chapters) ReUse()

func (*Asset_Chapters) ToClientString

func (this *Asset_Chapters) ToClientString() []byte

func (*Asset_Chapters) ToServerString

func (this *Asset_Chapters) ToServerString() []byte

type Asset_CharBasic

type Asset_CharBasic struct {
	Basic
	AssetData *proto.ST_CharBasic_Server_PB
	IsForce   bool
}

func (*Asset_CharBasic) FromString

func (this *Asset_CharBasic) FromString(pb []byte, uid uint64, language uint32)

func (*Asset_CharBasic) ReUse

func (this *Asset_CharBasic) ReUse(uid uint64, language uint32)

func (*Asset_CharBasic) ToClientString

func (this *Asset_CharBasic) ToClientString() []byte

func (*Asset_CharBasic) ToServerPB

func (this *Asset_CharBasic) ToServerPB() proto.Message

func (*Asset_CharBasic) ToServerString

func (this *Asset_CharBasic) ToServerString() []byte

type Asset_CharExp

type Asset_CharExp struct {
	Basic
	AssetData *proto.ST_CharExp_PB
}

func (*Asset_CharExp) FromString

func (this *Asset_CharExp) FromString(pb []byte)

func (*Asset_CharExp) ReUse

func (this *Asset_CharExp) ReUse()

func (*Asset_CharExp) ToClientString

func (this *Asset_CharExp) ToClientString() []byte

func (*Asset_CharExp) ToServerString

func (this *Asset_CharExp) ToServerString() []byte

type Asset_Chat

type Asset_Chat struct {
	Basic
	// contains filtered or unexported fields
}

func (*Asset_Chat) AddDayChatCount

func (this *Asset_Chat) AddDayChatCount()

func (*Asset_Chat) AddFollow

func (this *Asset_Chat) AddFollow(titleID uint64, timestamp uint64, replyCount uint32)

添加关注

func (*Asset_Chat) AddMyChat

func (this *Asset_Chat) AddMyChat(titleID uint64, timestamp uint64)

添加我的话题

func (*Asset_Chat) AddPrivateChat

func (this *Asset_Chat) AddPrivateChat(targetUserData *Info, chatData *proto.ST_PrivateChat_Content_PB) bool

func (*Asset_Chat) CheckCanPrivateChat

func (this *Asset_Chat) CheckCanPrivateChat(targetUid uint64) bool

func (*Asset_Chat) FromString

func (this *Asset_Chat) FromString(pb []byte)

func (*Asset_Chat) GetDayChatCount

func (this *Asset_Chat) GetDayChatCount() uint32

func (*Asset_Chat) GetFollow

func (this *Asset_Chat) GetFollow(titleID uint64) *proto.ST_Asset_Chat_Item_PB

获取关注

func (*Asset_Chat) GetFollowChatList

func (this *Asset_Chat) GetFollowChatList(startIdx uint32, count uint32) []uint64

func (*Asset_Chat) GetFollowChatReplyCount

func (this *Asset_Chat) GetFollowChatReplyCount(titleID uint64) uint32

获取关注话题的回复数

func (*Asset_Chat) GetFollowTitleIDs

func (this *Asset_Chat) GetFollowTitleIDs() map[uint64]uint64

func (*Asset_Chat) GetForbidChat

func (this *Asset_Chat) GetForbidChat(forbiddenType uint32) *proto.ST_ForbiddenChat_PB

func (*Asset_Chat) GetForbidChatInfo

func (this *Asset_Chat) GetForbidChatInfo() []*proto.ST_ForbiddenChat_PB

func (*Asset_Chat) GetGlobalMessageVersion

func (this *Asset_Chat) GetGlobalMessageVersion() uint64

func (*Asset_Chat) GetLastChatTime

func (this *Asset_Chat) GetLastChatTime() uint64

func (*Asset_Chat) GetLeagueChatTime

func (this *Asset_Chat) GetLeagueChatTime() uint64

func (*Asset_Chat) GetMyChat

func (this *Asset_Chat) GetMyChat(titleID uint64) *proto.ST_Asset_Chat_Item_PB

获取我的话题

func (*Asset_Chat) GetMyChatCount

func (this *Asset_Chat) GetMyChatCount() int

获取我的话题的数量

func (*Asset_Chat) GetMyChatList

func (this *Asset_Chat) GetMyChatList(startIdx uint32, count uint32) []uint64

func (*Asset_Chat) GetMyChatReplyCount

func (this *Asset_Chat) GetMyChatReplyCount(titleID uint64) uint32

获取我的话题的回复数

func (*Asset_Chat) GetMyTitleIDs

func (this *Asset_Chat) GetMyTitleIDs() map[uint64]uint64

func (*Asset_Chat) GetNewFollowList

func (this *Asset_Chat) GetNewFollowList() []uint64

func (*Asset_Chat) GetNewFollowListCount

func (this *Asset_Chat) GetNewFollowListCount() uint64

func (*Asset_Chat) GetNewMyList

func (this *Asset_Chat) GetNewMyList() []uint64

func (*Asset_Chat) GetNewMyListVersion

func (this *Asset_Chat) GetNewMyListVersion() uint64

func (*Asset_Chat) GetNewPrivateChat

func (this *Asset_Chat) GetNewPrivateChat(targetUid uint64) []*proto.ST_PrivateChat_Content_PB

func (*Asset_Chat) GetPrivateChatList

func (this *Asset_Chat) GetPrivateChatList(targetUid uint64, startIdx uint64, maxCount uint32) (bool, []*proto.ST_PrivateChat_Content_PB)

func (*Asset_Chat) ReUse

func (this *Asset_Chat) ReUse()

func (*Asset_Chat) ReadAllPrivateChat

func (this *Asset_Chat) ReadAllPrivateChat() bool

func (*Asset_Chat) RemoveFollow

func (this *Asset_Chat) RemoveFollow(titleID uint64)

删除关注

func (*Asset_Chat) RemoveMyChat

func (this *Asset_Chat) RemoveMyChat(titleID uint64)

删除我的话题

func (*Asset_Chat) RemoveNewFollow

func (this *Asset_Chat) RemoveNewFollow(titleID uint64)

删除关注new

func (*Asset_Chat) RemoveNewMy

func (this *Asset_Chat) RemoveNewMy(titleID uint64)

删除我的new

func (*Asset_Chat) RemovePrivateChat

func (this *Asset_Chat) RemovePrivateChat(ids []uint64)

func (*Asset_Chat) SetChatIds

func (this *Asset_Chat) SetChatIds(followIds, myIDs map[uint64]uint32)

玩家上线处理清理已经删除的话题

func (*Asset_Chat) SetFollowChatReplyCount

func (this *Asset_Chat) SetFollowChatReplyCount(titleID uint64, replyCount uint32)

设置关注话题的回复数

func (*Asset_Chat) SetFollowNew

func (this *Asset_Chat) SetFollowNew(titleID uint64)

设置关注话题new

func (*Asset_Chat) SetForbidChat

func (this *Asset_Chat) SetForbidChat(forbiddenType uint32, duration uint64, msg string)

func (*Asset_Chat) SetGlobalMessageVersion

func (this *Asset_Chat) SetGlobalMessageVersion(version uint64)

func (*Asset_Chat) SetLastChatTime

func (this *Asset_Chat) SetLastChatTime(time uint64)

func (*Asset_Chat) SetLeagueChatTime

func (this *Asset_Chat) SetLeagueChatTime()

func (*Asset_Chat) SetMyChatReplyCount

func (this *Asset_Chat) SetMyChatReplyCount(titleID uint64, replyCount uint32)

设置我的话题的回复数

func (*Asset_Chat) SetMyNew

func (this *Asset_Chat) SetMyNew(titleID uint64)

设置我的话题new

func (*Asset_Chat) ToClientPB

func (this *Asset_Chat) ToClientPB() proto.Message

func (*Asset_Chat) ToClientString

func (this *Asset_Chat) ToClientString() []byte

func (*Asset_Chat) ToServerPB

func (this *Asset_Chat) ToServerPB() proto.Message

func (*Asset_Chat) ToServerString

func (this *Asset_Chat) ToServerString() []byte

type Asset_CommanderEquip

type Asset_CommanderEquip struct {
	Basic
	AssetData_WearEquip map[uint32]*proto.ST_WearEquip
	AssetData_unLockPos []uint32
}

func (*Asset_CommanderEquip) FromString

func (this *Asset_CommanderEquip) FromString(pb []byte)

func (*Asset_CommanderEquip) ReUse

func (this *Asset_CommanderEquip) ReUse()

func (*Asset_CommanderEquip) ToClientString

func (this *Asset_CommanderEquip) ToClientString() []byte

func (*Asset_CommanderEquip) ToServerPB

func (this *Asset_CommanderEquip) ToServerPB() proto.Message

func (*Asset_CommanderEquip) ToServerString

func (this *Asset_CommanderEquip) ToServerString() []byte

type Asset_CommanderFashion

type Asset_CommanderFashion struct {
	Basic
	CommanderFashion *proto.ST_Asset_CommanderFashion_PB
}

func (*Asset_CommanderFashion) FromString

func (this *Asset_CommanderFashion) FromString(pb []byte)

func (*Asset_CommanderFashion) ReUse

func (this *Asset_CommanderFashion) ReUse()

func (*Asset_CommanderFashion) ToClientPB

func (this *Asset_CommanderFashion) ToClientPB() proto.Message

func (*Asset_CommanderFashion) ToClientString

func (this *Asset_CommanderFashion) ToClientString() []byte

func (*Asset_CommanderFashion) ToServerPB

func (this *Asset_CommanderFashion) ToServerPB() proto.Message

func (*Asset_CommanderFashion) ToServerString

func (this *Asset_CommanderFashion) ToServerString() []byte

type Asset_Defense

type Asset_Defense struct {
	Basic
	AssetData *proto.ST_DefenseAsset_PB
}

func (*Asset_Defense) FromString

func (this *Asset_Defense) FromString(pb []byte)

func (*Asset_Defense) ReUse

func (this *Asset_Defense) ReUse()

func (*Asset_Defense) ToClientString

func (this *Asset_Defense) ToClientString() []byte

func (*Asset_Defense) ToServerString

func (this *Asset_Defense) ToServerString() []byte

type Asset_DispatchTask

type Asset_DispatchTask struct {
	Basic
	AssetData *proto.ST_DispatchTaskAsset_PB
	// contains filtered or unexported fields
}

func (*Asset_DispatchTask) FromString

func (object *Asset_DispatchTask) FromString(pb []byte)

func (*Asset_DispatchTask) GetRefreshSecondsFromConfig

func (object *Asset_DispatchTask) GetRefreshSecondsFromConfig() uint64

* @brief 从配置中读取刷新时间

func (*Asset_DispatchTask) LevelToIDArray

func (object *Asset_DispatchTask) LevelToIDArray(level uint32) []int64

* @brief 通过等级获取ID列表

func (*Asset_DispatchTask) ReUse

func (object *Asset_DispatchTask) ReUse()

func (*Asset_DispatchTask) SafeFillDispatchTask

func (object *Asset_DispatchTask) SafeFillDispatchTask(mainCityLevel uint32, nextTaskId func() (bool, uint32)) bool

* @brief 填充事件

func (*Asset_DispatchTask) SafeRefreshTask

func (object *Asset_DispatchTask) SafeRefreshTask() bool

* @brief 处理完成的任务

func (*Asset_DispatchTask) SafeResetLastRefreshTime

func (object *Asset_DispatchTask) SafeResetLastRefreshTime() *Asset_DispatchTask

* @brief 设置最后刷新时间

func (*Asset_DispatchTask) ToClientString

func (this *Asset_DispatchTask) ToClientString() []byte

func (*Asset_DispatchTask) ToServerString

func (this *Asset_DispatchTask) ToServerString() []byte

type Asset_EveryoneMail

type Asset_EveryoneMail struct {
	Data                map[uint64]*EveryoneMailCacheInfo
	LatestMailTimestamp uint64
}

全员邮件资产

type Asset_ExpeditionShop

type Asset_ExpeditionShop struct {
	Basic
	ExpeditionShop *proto.ST_Asset_ExpeditionShop_PB
}

func (*Asset_ExpeditionShop) FromString

func (this *Asset_ExpeditionShop) FromString(pb []byte)

func (*Asset_ExpeditionShop) ReUse

func (this *Asset_ExpeditionShop) ReUse()

func (*Asset_ExpeditionShop) ToClientPB

func (this *Asset_ExpeditionShop) ToClientPB() proto.Message

func (*Asset_ExpeditionShop) ToClientString

func (this *Asset_ExpeditionShop) ToClientString() []byte

func (*Asset_ExpeditionShop) ToServerPB

func (this *Asset_ExpeditionShop) ToServerPB() proto.Message

func (*Asset_ExpeditionShop) ToServerString

func (this *Asset_ExpeditionShop) ToServerString() []byte

type Asset_FactoryPackage

type Asset_FactoryPackage struct {
	Basic
	EquipVarID         uint64
	AssetData_Equip    map[uint64]*proto.ST_EquipBasic
	AssetData_Material map[uint32]*proto.ST_MaterialBase
}

func (*Asset_FactoryPackage) FromString

func (this *Asset_FactoryPackage) FromString(pb []byte)

func (*Asset_FactoryPackage) ReUse

func (this *Asset_FactoryPackage) ReUse()

func (*Asset_FactoryPackage) ToClientString

func (this *Asset_FactoryPackage) ToClientString() []byte

func (*Asset_FactoryPackage) ToServerPB

func (this *Asset_FactoryPackage) ToServerPB() proto.Message

func (*Asset_FactoryPackage) ToServerString

func (this *Asset_FactoryPackage) ToServerString() []byte

type Asset_GiftPack

type Asset_GiftPack struct {
	Basic
	AssetData *proto.ST_Asset_GiftPack
}

func (*Asset_GiftPack) FromString

func (object *Asset_GiftPack) FromString(pb []byte)

* @brief 从字符串转换

func (*Asset_GiftPack) ReUse

func (object *Asset_GiftPack) ReUse()

* @brief 重置

func (*Asset_GiftPack) ResetGiftPack

func (object *Asset_GiftPack) ResetGiftPack(userData *Info, giftPackEntry *csv.CF_GiftPackList_DataEntry, randomID int64, ossEndTime uint64) bool

* @brief 重置系列礼包 @param userData 用户数据 @parm giftPackEntry 礼包系列的配置数据 @parm randomID 礼包系列的随机ID

func (*Asset_GiftPack) ToClientString

func (object *Asset_GiftPack) ToClientString() []byte

* @brief 转换为PB字符串

func (*Asset_GiftPack) ToServerString

func (object *Asset_GiftPack) ToServerString() []byte

* @brief 转换为PB字符串

func (*Asset_GiftPack) UnsafeRefreshOnSale

func (object *Asset_GiftPack) UnsafeRefreshOnSale()

func (*Asset_GiftPack) UpdateGiftPackAsset

func (object *Asset_GiftPack) UpdateGiftPackAsset()

type Asset_GlobalAction

type Asset_GlobalAction struct {
	Basic
	AssetData *proto.ST_GlobalActionAsset_PB
}

func (*Asset_GlobalAction) FromString

func (this *Asset_GlobalAction) FromString(pb []byte)

func (*Asset_GlobalAction) ReUse

func (this *Asset_GlobalAction) ReUse()

func (*Asset_GlobalAction) ToClientString

func (this *Asset_GlobalAction) ToClientString() []byte

func (*Asset_GlobalAction) ToServerString

func (this *Asset_GlobalAction) ToServerString() []byte

type Asset_GlobalLeagueBusinessHistory

type Asset_GlobalLeagueBusinessHistory struct {
	AssetData_IncomeHistory  *HistoryAsset
	AssetData_OutcomeHistory *HistoryAsset
}

* @brief 全局资产

var (
	GlobalLeagueBusinessHistoryAsset *Asset_GlobalLeagueBusinessHistory = nil
)

type Asset_Hero

type Asset_Hero struct {
	Basic
	AssetData       map[uint32]*proto.ST_HeroEntry_PB
	LevelUpHeroList []uint32
}

func (*Asset_Hero) FromString

func (this *Asset_Hero) FromString(pb []byte)

func (*Asset_Hero) ReUse

func (this *Asset_Hero) ReUse()

func (*Asset_Hero) ToClientString

func (this *Asset_Hero) ToClientString() []byte

func (*Asset_Hero) ToServerPB

func (this *Asset_Hero) ToServerPB() proto.Message

func (*Asset_Hero) ToServerString

func (this *Asset_Hero) ToServerString() []byte

type Asset_Hospital

type Asset_Hospital struct {
	Basic
	AssetData *proto.ST_UnitAsset_PB
}

func (*Asset_Hospital) FromString

func (this *Asset_Hospital) FromString(pb []byte)

func (*Asset_Hospital) ReUse

func (this *Asset_Hospital) ReUse()

func (*Asset_Hospital) ToClientString

func (this *Asset_Hospital) ToClientString() []byte

func (*Asset_Hospital) ToServerString

func (this *Asset_Hospital) ToServerString() []byte

type Asset_ItemPack

type Asset_ItemPack struct {
	Basic
	AssetData map[uint32]uint32
}

func (*Asset_ItemPack) FromString

func (this *Asset_ItemPack) FromString(pb []byte)

func (*Asset_ItemPack) ReUse

func (this *Asset_ItemPack) ReUse()

func (*Asset_ItemPack) ToClientString

func (this *Asset_ItemPack) ToClientString() []byte

func (*Asset_ItemPack) ToServerPB

func (this *Asset_ItemPack) ToServerPB() proto.Message

func (*Asset_ItemPack) ToServerString

func (this *Asset_ItemPack) ToServerString() []byte

type Asset_KillWildMonster

type Asset_KillWildMonster struct {
	Basic
	Dataid uint64
	Number uint32
	Time   uint64
}

func (*Asset_KillWildMonster) FromString

func (this *Asset_KillWildMonster) FromString(pb []byte)

func (*Asset_KillWildMonster) ReUse

func (this *Asset_KillWildMonster) ReUse()

func (*Asset_KillWildMonster) ToClientPB

func (this *Asset_KillWildMonster) ToClientPB() proto.Message

func (*Asset_KillWildMonster) ToClientString

func (this *Asset_KillWildMonster) ToClientString() []byte

func (*Asset_KillWildMonster) ToServerPB

func (this *Asset_KillWildMonster) ToServerPB() proto.Message

func (*Asset_KillWildMonster) ToServerString

func (this *Asset_KillWildMonster) ToServerString() []byte

type Asset_League

type Asset_League struct {
	Basic
	AssetData *proto.ST_LeagueAsset_PB
}

func (*Asset_League) ClearLeagueData

func (this *Asset_League) ClearLeagueData()

func (*Asset_League) FromString

func (this *Asset_League) FromString(pb []byte)

func (*Asset_League) GetLeagueMoveCityCDTime

func (this *Asset_League) GetLeagueMoveCityCDTime() uint64

func (*Asset_League) GetLeagueMoveCityTime

func (this *Asset_League) GetLeagueMoveCityTime() uint64

func (*Asset_League) IsLeagueLeader

func (this *Asset_League) IsLeagueLeader() bool

func (*Asset_League) ReUse

func (this *Asset_League) ReUse()

--------------------------------- Asset_League --------

func (*Asset_League) SecondUse

func (this *Asset_League) SecondUse()

func (*Asset_League) SetLeagueMoveCityTime

func (this *Asset_League) SetLeagueMoveCityTime(moveTime, cdTime uint64)

func (*Asset_League) ToClientString

func (this *Asset_League) ToClientString() []byte

func (*Asset_League) ToServerString

func (this *Asset_League) ToServerString() []byte

type Asset_LeagueBox

type Asset_LeagueBox struct {
	Basic
	Boxes *proto.ST_Asset_LeagueBox_PB
}

func (*Asset_LeagueBox) FromString

func (this *Asset_LeagueBox) FromString(pb []byte)

func (*Asset_LeagueBox) ReUse

func (this *Asset_LeagueBox) ReUse()

func (*Asset_LeagueBox) ToClientPB

func (this *Asset_LeagueBox) ToClientPB() proto.Message

func (*Asset_LeagueBox) ToClientString

func (this *Asset_LeagueBox) ToClientString() []byte

func (*Asset_LeagueBox) ToServerPB

func (this *Asset_LeagueBox) ToServerPB() proto.Message

func (*Asset_LeagueBox) ToServerString

func (this *Asset_LeagueBox) ToServerString() []byte

type Asset_LeagueExtra

type Asset_LeagueExtra struct {
	Basic
	AssetData *proto.ST_LeagueExtra_PB
}

func (*Asset_LeagueExtra) FromString

func (this *Asset_LeagueExtra) FromString(pb []byte)

func (*Asset_LeagueExtra) ReUse

func (this *Asset_LeagueExtra) ReUse()

func (*Asset_LeagueExtra) ToClientString

func (this *Asset_LeagueExtra) ToClientString() []byte

func (*Asset_LeagueExtra) ToServerString

func (this *Asset_LeagueExtra) ToServerString() []byte

type Asset_LeagueTask

type Asset_LeagueTask struct {
	Basic
	LeagueTask *proto.ST_Asset_LeagueTask_PB
}

func (*Asset_LeagueTask) FromString

func (this *Asset_LeagueTask) FromString(pb []byte)

func (*Asset_LeagueTask) ReUse

func (this *Asset_LeagueTask) ReUse()

func (*Asset_LeagueTask) ToClientPB

func (this *Asset_LeagueTask) ToClientPB() proto.Message

func (*Asset_LeagueTask) ToClientString

func (this *Asset_LeagueTask) ToClientString() []byte

func (*Asset_LeagueTask) ToServerPB

func (this *Asset_LeagueTask) ToServerPB() proto.Message

func (*Asset_LeagueTask) ToServerString

func (this *Asset_LeagueTask) ToServerString() []byte

type Asset_LeagueVersion

type Asset_LeagueVersion struct {
	Basic
	AssetData *proto.ST_League_IndependData_Version_PB
}

func (*Asset_LeagueVersion) FromString

func (this *Asset_LeagueVersion) FromString(str []byte)

func (*Asset_LeagueVersion) ReUse

func (this *Asset_LeagueVersion) ReUse()

func (*Asset_LeagueVersion) ToClientString

func (this *Asset_LeagueVersion) ToClientString() []byte

func (*Asset_LeagueVersion) ToServerString

func (this *Asset_LeagueVersion) ToServerString() []byte

type Asset_LocalAction

type Asset_LocalAction struct {
	Basic
	AssetData *proto.ST_LocalActionAsset_PB
}

func (*Asset_LocalAction) FromString

func (this *Asset_LocalAction) FromString(pb []byte)

func (*Asset_LocalAction) ReUse

func (this *Asset_LocalAction) ReUse()

func (*Asset_LocalAction) ToClientString

func (this *Asset_LocalAction) ToClientString() []byte

func (*Asset_LocalAction) ToServerString

func (this *Asset_LocalAction) ToServerString() []byte

type Asset_LoginGift

type Asset_LoginGift struct {
	Basic
	AssetData *proto.ST_Asset_LoginGift_PB
}

func (*Asset_LoginGift) FromString

func (this *Asset_LoginGift) FromString(pb []byte)

func (*Asset_LoginGift) ReUse

func (this *Asset_LoginGift) ReUse()

func (*Asset_LoginGift) ToClientPB

func (this *Asset_LoginGift) ToClientPB() proto.Message

func (*Asset_LoginGift) ToClientString

func (this *Asset_LoginGift) ToClientString() []byte

func (*Asset_LoginGift) ToServerPB

func (this *Asset_LoginGift) ToServerPB() proto.Message

func (*Asset_LoginGift) ToServerString

func (this *Asset_LoginGift) ToServerString() []byte

type Asset_LuckyStar

type Asset_LuckyStar struct {
	Basic
	LuckyStarMap map[uint32]*proto.ST_LuckyStar_Server_PB
}

func (*Asset_LuckyStar) FromString

func (this *Asset_LuckyStar) FromString(pb []byte)

func (*Asset_LuckyStar) ReUse

func (this *Asset_LuckyStar) ReUse()

func (*Asset_LuckyStar) ToClientPB

func (this *Asset_LuckyStar) ToClientPB() proto.Message

func (*Asset_LuckyStar) ToClientString

func (this *Asset_LuckyStar) ToClientString() []byte

func (*Asset_LuckyStar) ToServerPB

func (this *Asset_LuckyStar) ToServerPB() proto.Message

func (*Asset_LuckyStar) ToServerString

func (this *Asset_LuckyStar) ToServerString() []byte

type Asset_Mail

type Asset_Mail struct {
	Basic
	AssetData *proto.ST_MailStorage_PB
}

邮件存储

func (*Asset_Mail) FromString

func (object *Asset_Mail) FromString(languageId uint32, str []byte)

从字符串转换

func (*Asset_Mail) ReUse

func (object *Asset_Mail) ReUse(languageId uint32)

重用

func (*Asset_Mail) ToClientString

func (object *Asset_Mail) ToClientString() []byte

转换为客户端资产

func (*Asset_Mail) ToServerString

func (object *Asset_Mail) ToServerString() []byte

转换为服务端资产

func (*Asset_Mail) UnsafeGetMailReward

func (object *Asset_Mail) UnsafeGetMailReward(userData *Info, mailId uint64) (bool, *proto.ST_MailRewardList_PB)

领邮件奖励

func (*Asset_Mail) UnsafeGetRewardByType

func (object *Asset_Mail) UnsafeGetRewardByType(userData *Info, mailType uint32) (bool, *proto.ST_MailRewardList_PB)

通过类型获取邮件奖励

func (*Asset_Mail) UnsafeRemoveMail

func (object *Asset_Mail) UnsafeRemoveMail(userData *Info, mailId uint64) (bool, *proto.ST_MailRewardList_PB)

删除邮件

func (*Asset_Mail) UnsafeRemoveMailByType

func (object *Asset_Mail) UnsafeRemoveMailByType(userData *Info, mailType uint32) ([]uint64, *proto.ST_MailRewardList_PB)

删除邮件按类型

type Asset_MainCityEvent

type Asset_MainCityEvent struct {
	Basic
	AssetData      *proto.ST_MainCityEvent_Server_Asset_PB
	AllLockedLand  map[uint64][]*proto.ST_Vector4Int_PB
	TapableIdArray []int64
}

func (*Asset_MainCityEvent) FromString

func (object *Asset_MainCityEvent) FromString(pb []byte)

func (*Asset_MainCityEvent) ReUse

func (object *Asset_MainCityEvent) ReUse()

func (*Asset_MainCityEvent) SafeUnlockAllLand

func (object *Asset_MainCityEvent) SafeUnlockAllLand(userData *Info) [][]*proto.ST_Vector4Int_PB

* @brief 地块全解锁

func (*Asset_MainCityEvent) SafeUpdateStaticEventProgress

func (object *Asset_MainCityEvent) SafeUpdateStaticEventProgress(userData *Info, eventID uint64, progressValue float64) *proto.ST_CashAsset_PB

* @wumouren 地块进度更新

func (*Asset_MainCityEvent) ToClientString

func (this *Asset_MainCityEvent) ToClientString() []byte

func (*Asset_MainCityEvent) ToServerString

func (this *Asset_MainCityEvent) ToServerString() []byte

func (*Asset_MainCityEvent) UnSafeAddUnlockedLandEventId

func (object *Asset_MainCityEvent) UnSafeAddUnlockedLandEventId(landEventId uint64)

* @brief 添加解锁地块

func (*Asset_MainCityEvent) UnSafeGetMaxEventNumber

func (object *Asset_MainCityEvent) UnSafeGetMaxEventNumber() uint32

* @brief 获取最大解锁地块个数

func (*Asset_MainCityEvent) UnSafeInit

func (object *Asset_MainCityEvent) UnSafeInit()

func (*Asset_MainCityEvent) UnSafeIsIdInTapable

func (object *Asset_MainCityEvent) UnSafeIsIdInTapable(id int64) bool

* @brief 地块是否可视

func (*Asset_MainCityEvent) UnSafeIsLandUnlocked

func (object *Asset_MainCityEvent) UnSafeIsLandUnlocked(landId uint64) bool

* @brief 地块是否已经解锁

func (*Asset_MainCityEvent) UnSafeIsPointLocked

func (object *Asset_MainCityEvent) UnSafeIsPointLocked(x, y uint32) bool

* @brief 坐标是否锁定

func (*Asset_MainCityEvent) UnSafeLoadLockedLand

func (object *Asset_MainCityEvent) UnSafeLoadLockedLand()

* @brief 加载锁定地块

func (*Asset_MainCityEvent) UnSafeLoadTapable

func (object *Asset_MainCityEvent) UnSafeLoadTapable()

* @brief 加载可是地块

func (*Asset_MainCityEvent) UnSafeLoadTapableByConfigEntry

func (object *Asset_MainCityEvent) UnSafeLoadTapableByConfigEntry(entry *CSV.CF_Initialization_DataEntry)

* @brief 加载可是地块

func (*Asset_MainCityEvent) UnSafeRefreshLockedLandMap

func (object *Asset_MainCityEvent) UnSafeRefreshLockedLandMap()

* @brief 刷新锁定地块

func (*Asset_MainCityEvent) UnSafeUpdateStaticEventProgress

func (object *Asset_MainCityEvent) UnSafeUpdateStaticEventProgress(userData *Info, eventID uint64, progressValue float64) *proto.ST_CashAsset_PB

type Asset_MainCitySkin

type Asset_MainCitySkin struct {
	Basic
	MainCitySkin *proto.ST_Asset_MainCitySkin_PB
}

func (*Asset_MainCitySkin) FromString

func (this *Asset_MainCitySkin) FromString(pb []byte)

func (*Asset_MainCitySkin) ReUse

func (this *Asset_MainCitySkin) ReUse()

func (*Asset_MainCitySkin) ToClientPB

func (this *Asset_MainCitySkin) ToClientPB() proto.Message

func (*Asset_MainCitySkin) ToClientString

func (this *Asset_MainCitySkin) ToClientString() []byte

func (*Asset_MainCitySkin) ToServerPB

func (this *Asset_MainCitySkin) ToServerPB() proto.Message

func (*Asset_MainCitySkin) ToServerString

func (this *Asset_MainCitySkin) ToServerString() []byte

type Asset_MapList

type Asset_MapList struct {
	Basic
	MapList *proto.ST_Asset_MapList_PB
}

func (*Asset_MapList) FromString

func (this *Asset_MapList) FromString(pb []byte)

func (*Asset_MapList) ReUse

func (this *Asset_MapList) ReUse()

func (*Asset_MapList) ToClientPB

func (this *Asset_MapList) ToClientPB() proto.Message

func (*Asset_MapList) ToClientString

func (this *Asset_MapList) ToClientString() []byte

func (*Asset_MapList) ToServerPB

func (this *Asset_MapList) ToServerPB() proto.Message

func (*Asset_MapList) ToServerString

func (this *Asset_MapList) ToServerString() []byte

type Asset_Market

type Asset_Market struct {
	Basic
	AssetData *proto.ST_MarketAsset_PB
}

func (*Asset_Market) FromString

func (this *Asset_Market) FromString(pb []byte)

func (*Asset_Market) ReUse

func (this *Asset_Market) ReUse()

func (*Asset_Market) ToClientString

func (this *Asset_Market) ToClientString() []byte

func (*Asset_Market) ToServerString

func (this *Asset_Market) ToServerString() []byte

type Asset_MiracleWar

type Asset_MiracleWar struct {
	Basic
	AssetData *proto.ST_Asset_MiracleWar_PB
}

func (*Asset_MiracleWar) FromString

func (this *Asset_MiracleWar) FromString(pb []byte)

func (*Asset_MiracleWar) ReUse

func (this *Asset_MiracleWar) ReUse()

func (*Asset_MiracleWar) ToClientString

func (this *Asset_MiracleWar) ToClientString() []byte

func (*Asset_MiracleWar) ToServerString

func (this *Asset_MiracleWar) ToServerString() []byte

type Asset_NoviceTask

type Asset_NoviceTask struct {
	Basic
	ActivityTasks map[uint32]*proto.ST_SevenDayTask_Item
	GetRewards    bool
	Score         uint32
	StartTime     uint64
}

func (*Asset_NoviceTask) AddScore

func (this *Asset_NoviceTask) AddScore(id, score uint32) (bool, *proto.ST_SevenDayTask_Item)

func (*Asset_NoviceTask) FromString

func (this *Asset_NoviceTask) FromString(pb []byte)

func (*Asset_NoviceTask) ReUse

func (this *Asset_NoviceTask) ReUse()

func (*Asset_NoviceTask) ToClientPB

func (this *Asset_NoviceTask) ToClientPB() proto.Message

func (*Asset_NoviceTask) ToClientString

func (this *Asset_NoviceTask) ToClientString() []byte

func (*Asset_NoviceTask) ToServerPB

func (this *Asset_NoviceTask) ToServerPB() proto.Message

func (*Asset_NoviceTask) ToServerString

func (this *Asset_NoviceTask) ToServerString() []byte

type Asset_OfferGift

type Asset_OfferGift struct {
	Basic
	AssetData *proto.ST_Asset_OfferGift
}

func (*Asset_OfferGift) FromString

func (object *Asset_OfferGift) FromString(pb []byte)

func (*Asset_OfferGift) ReUse

func (object *Asset_OfferGift) ReUse()

func (*Asset_OfferGift) ToClientString

func (object *Asset_OfferGift) ToClientString() []byte

func (*Asset_OfferGift) ToServerString

func (object *Asset_OfferGift) ToServerString() []byte

type Asset_PopUp

type Asset_PopUp struct {
	Basic
	AssetData *proto.ST_PopUpAsset_PB
}

func (*Asset_PopUp) ReUse

func (this *Asset_PopUp) ReUse()

func (*Asset_PopUp) ToClientString

func (this *Asset_PopUp) ToClientString() []byte

func (*Asset_PopUp) ToServerString

func (this *Asset_PopUp) ToServerString() []byte

func (*Asset_PopUp) UnDirty

func (this *Asset_PopUp) UnDirty()

type Asset_PrepareForWar

type Asset_PrepareForWar struct {
	Basic
	AssetData *proto.ST_Asset_PrepareForWar_PB
}

func (*Asset_PrepareForWar) FromString

func (this *Asset_PrepareForWar) FromString(pb []byte)

func (*Asset_PrepareForWar) ReUse

func (this *Asset_PrepareForWar) ReUse()

func (*Asset_PrepareForWar) ToClientPB

func (this *Asset_PrepareForWar) ToClientPB() proto.Message

func (*Asset_PrepareForWar) ToClientString

func (this *Asset_PrepareForWar) ToClientString() []byte

func (*Asset_PrepareForWar) ToServerPB

func (this *Asset_PrepareForWar) ToServerPB() proto.Message

func (*Asset_PrepareForWar) ToServerString

func (this *Asset_PrepareForWar) ToServerString() []byte

type Asset_Prison

type Asset_Prison struct {
	Basic
	AssetData *proto.ST_PrisonAsset_PB
}

func (*Asset_Prison) FromString

func (this *Asset_Prison) FromString(pb []byte)

func (*Asset_Prison) ReUse

func (this *Asset_Prison) ReUse()

func (*Asset_Prison) ToClientString

func (this *Asset_Prison) ToClientString() []byte

func (*Asset_Prison) ToServerString

func (this *Asset_Prison) ToServerString() []byte

type Asset_Radar

type Asset_Radar struct {
	Basic
	AssetData   map[uint64]*proto.ST_BaseEarlyWarningReport_PB
	WarningType uint32
}

func (*Asset_Radar) FromString

func (this *Asset_Radar) FromString(pb []byte)

func (*Asset_Radar) ReUse

func (this *Asset_Radar) ReUse()

func (*Asset_Radar) ToClientString

func (this *Asset_Radar) ToClientString() []byte

func (*Asset_Radar) ToServerPB

func (this *Asset_Radar) ToServerPB() proto.Message

func (*Asset_Radar) ToServerString

func (this *Asset_Radar) ToServerString() []byte

type Asset_Research

type Asset_Research struct {
	Basic
	AssetData map[uint32]uint32
}

func (*Asset_Research) FromString

func (this *Asset_Research) FromString(pb []byte)

func (*Asset_Research) ReUse

func (this *Asset_Research) ReUse()

func (*Asset_Research) ToClientString

func (this *Asset_Research) ToClientString() []byte

func (*Asset_Research) ToServerPB

func (this *Asset_Research) ToServerPB() proto.Message

func (*Asset_Research) ToServerString

func (this *Asset_Research) ToServerString() []byte

type Asset_Resource

type Asset_Resource struct {
	Basic
	AssetData *proto.ST_CashAsset_PB
}

func (*Asset_Resource) FromString

func (this *Asset_Resource) FromString(pb []byte)

func (*Asset_Resource) ReUse

func (this *Asset_Resource) ReUse()

func (*Asset_Resource) ToClientString

func (this *Asset_Resource) ToClientString() []byte

func (*Asset_Resource) ToServerString

func (this *Asset_Resource) ToServerString() []byte

type Asset_Settings

type Asset_Settings struct {
	Basic
	AssetData *proto.ST_SettingAsset_PB
}

设置结构

func (*Asset_Settings) FromString

func (object *Asset_Settings) FromString(str []byte)

从数据库加载

func (*Asset_Settings) ReUse

func (object *Asset_Settings) ReUse()

重用

func (*Asset_Settings) ToClientString

func (object *Asset_Settings) ToClientString() []byte

转换为客户端消息结构

func (*Asset_Settings) ToServerString

func (object *Asset_Settings) ToServerString() []byte

转换为服务器消息结构

type Asset_SevenDayTask

type Asset_SevenDayTask struct {
	Basic
	ActivityTasks map[uint32]*proto.ST_SevenDayTask_Item
	GetRewards    bool
	Score         uint32
	Number        uint32
	MainCityLevel uint32
}

func (*Asset_SevenDayTask) FromString

func (this *Asset_SevenDayTask) FromString(pb []byte)

func (*Asset_SevenDayTask) ReUse

func (this *Asset_SevenDayTask) ReUse()

func (*Asset_SevenDayTask) ToClientPB

func (this *Asset_SevenDayTask) ToClientPB() proto.Message

func (*Asset_SevenDayTask) ToClientString

func (this *Asset_SevenDayTask) ToClientString() []byte

func (*Asset_SevenDayTask) ToServerPB

func (this *Asset_SevenDayTask) ToServerPB() proto.Message

func (*Asset_SevenDayTask) ToServerString

func (this *Asset_SevenDayTask) ToServerString() []byte

type Asset_SignIn

type Asset_SignIn struct {
	Basic
	AssetData *proto.ST_SignInAsset_PB
}

func (*Asset_SignIn) FromString

func (object *Asset_SignIn) FromString(pb []byte)

func (*Asset_SignIn) ReUse

func (object *Asset_SignIn) ReUse()

func (*Asset_SignIn) ResetOnlineReward

func (object *Asset_SignIn) ResetOnlineReward(userData *Info)

func (*Asset_SignIn) SignInSafeGetReward

func (object *Asset_SignIn) SignInSafeGetReward(userData *Info) (bool, []*proto.ST_Vector4Int_PB)

* @brief 签到奖励activityend

func (*Asset_SignIn) ToClientString

func (this *Asset_SignIn) ToClientString() []byte

func (*Asset_SignIn) ToServerString

func (this *Asset_SignIn) ToServerString() []byte

type Asset_Skill

type Asset_Skill struct {
	Basic
	AssetData *proto.ST_SkillAsset_PB
}

func (*Asset_Skill) FromString

func (this *Asset_Skill) FromString(pb []byte)

func (*Asset_Skill) ReUse

func (this *Asset_Skill) ReUse()

func (*Asset_Skill) ToClientString

func (this *Asset_Skill) ToClientString() []byte

func (*Asset_Skill) ToServerString

func (this *Asset_Skill) ToServerString() []byte

type Asset_Statistics

type Asset_Statistics struct {
	Basic
	AssetData *proto.ST_Statistics_PB
}

func (*Asset_Statistics) FirstBindAccount

func (object *Asset_Statistics) FirstBindAccount(callback func())

* @brief 第一次绑定

func (*Asset_Statistics) FromString

func (this *Asset_Statistics) FromString(pb []byte)

func (*Asset_Statistics) GetFirstUploadAvatar

func (object *Asset_Statistics) GetFirstUploadAvatar() bool

* @brief 获取第一次上传头像

func (*Asset_Statistics) GetKillUnitCount

func (object *Asset_Statistics) GetKillUnitCount() uint64

获取杀敌数量

func (*Asset_Statistics) GetReportedAvatarTimes

func (object *Asset_Statistics) GetReportedAvatarTimes() uint32

* @brief 获取被举报头像次数

func (*Asset_Statistics) ReUse

func (this *Asset_Statistics) ReUse()

func (*Asset_Statistics) SetFirstUploadAvatar

func (object *Asset_Statistics) SetFirstUploadAvatar(first bool)

* @brief 设置第一次上传头像

func (*Asset_Statistics) SetReportedAvatarTimes

func (object *Asset_Statistics) SetReportedAvatarTimes(times uint32)

* @brief 设置被举报头像次数

func (*Asset_Statistics) ToClientString

func (this *Asset_Statistics) ToClientString() []byte

func (*Asset_Statistics) ToServerString

func (this *Asset_Statistics) ToServerString() []byte

func (*Asset_Statistics) UpdateArrestHeroNumber

func (object *Asset_Statistics) UpdateArrestHeroNumber(number uint32)

更新抓捕英雄次数

func (*Asset_Statistics) UpdateAttackFail

func (object *Asset_Statistics) UpdateAttackFail(value uint32)

func (*Asset_Statistics) UpdateAttackWin

func (object *Asset_Statistics) UpdateAttackWin(value uint32)

func (*Asset_Statistics) UpdateCaptiveTimes

func (object *Asset_Statistics) UpdateCaptiveTimes()

跟新被俘次数

func (*Asset_Statistics) UpdateCollectResource

func (object *Asset_Statistics) UpdateCollectResource(resource *proto.ST_CashAsset_PB)

更新采集获取总量

func (*Asset_Statistics) UpdateContinueLoginTimes

func (object *Asset_Statistics) UpdateContinueLoginTimes(loginTimestamp uint64, isLogin bool) bool

func (*Asset_Statistics) UpdateDefenceFail

func (object *Asset_Statistics) UpdateDefenceFail(value uint32)

func (*Asset_Statistics) UpdateDefenceWin

func (object *Asset_Statistics) UpdateDefenceWin(value uint32)

func (*Asset_Statistics) UpdateEscapeTimes

func (object *Asset_Statistics) UpdateEscapeTimes()

更新逃脱次数

func (*Asset_Statistics) UpdateExecutedTimes

func (object *Asset_Statistics) UpdateExecutedTimes()

更新被处决次数

func (*Asset_Statistics) UpdateGetRewardNumber

func (object *Asset_Statistics) UpdateGetRewardNumber(number uint64)

更新获得赏金数量(2018-01-18游戏功能暂不支持)

func (*Asset_Statistics) UpdateKillHeroTimes

func (object *Asset_Statistics) UpdateKillHeroTimes()

更新处决英雄次数

func (*Asset_Statistics) UpdateKillUnit

func (object *Asset_Statistics) UpdateKillUnit(unit *proto.ST_UnitAsset_PB)

更新击杀部队数量

func (*Asset_Statistics) UpdateLeagueHelpTimes

func (object *Asset_Statistics) UpdateLeagueHelpTimes()

更新联盟帮助次数

func (*Asset_Statistics) UpdateLossUnit

func (object *Asset_Statistics) UpdateLossUnit(unit *proto.ST_UnitAsset_PB)

更新损失部队数量

func (*Asset_Statistics) UpdateMassLimit

func (object *Asset_Statistics) UpdateMassLimit(limit uint64)

更新集结兵力上限

func (*Asset_Statistics) UpdateRepairUnit

func (object *Asset_Statistics) UpdateRepairUnit(unit *proto.ST_UnitAsset_PB)

更新维修部队数量

func (*Asset_Statistics) UpdateSpyTimes

func (object *Asset_Statistics) UpdateSpyTimes()

更新侦查次数

func (*Asset_Statistics) UpdateTransformResource

func (object *Asset_Statistics) UpdateTransformResource(resource *proto.ST_CashAsset_PB)

更新资源运输总量

func (*Asset_Statistics) UpdateUnitLoss

func (object *Asset_Statistics) UpdateUnitLoss(value uint64)

type Asset_Statue

type Asset_Statue struct {
	Basic
	AssetData *proto.ST_StatueAsset_PB
	// contains filtered or unexported fields
}

func (*Asset_Statue) CreateStatue

func (object *Asset_Statue) CreateStatue(entry *CSV.CF_Statue_DataEntry,
	actionID, buildingId uint32,
	cost []*proto.ST_Vector4Int_PB) *proto.ST_Statue_PB

* @brief 创建雕像

func (*Asset_Statue) FromString

func (object *Asset_Statue) FromString(pb []byte)

func (*Asset_Statue) ReUse

func (this *Asset_Statue) ReUse()

func (*Asset_Statue) SafeAddStatue

func (object *Asset_Statue) SafeAddStatue(statue *proto.ST_Statue_PB)

* @brief 添加雕像

func (*Asset_Statue) SafeGetStatueCount

func (object *Asset_Statue) SafeGetStatueCount() (uint32, uint32, uint32)

* @brief 获取建造中和完成的雕像数量

func (*Asset_Statue) SafeGetStatueEntry

func (object *Asset_Statue) SafeGetStatueEntry(actionID uint32, callback func(*proto.ST_Statue_PB, *CSV.CF_Statue_DataEntry))

* @brief 获取雕像入口

func (*Asset_Statue) SafeUpdateStatue

func (object *Asset_Statue) SafeUpdateStatue(userData *Info, actionID uint32)

* @brief 更新雕像状态

func (*Asset_Statue) ToClientString

func (this *Asset_Statue) ToClientString() []byte

func (*Asset_Statue) ToServerString

func (this *Asset_Statue) ToServerString() []byte

func (*Asset_Statue) UnSafeGetStatueAsset

func (object *Asset_Statue) UnSafeGetStatueAsset(actionID uint32) *proto.ST_Statue_PB

* @brief 获取雕像资产

func (*Asset_Statue) UnSafeGetStatueEntry

func (object *Asset_Statue) UnSafeGetStatueEntry(actionID uint32) (*proto.ST_Statue_PB, *CSV.CF_Statue_DataEntry)

* @brief 获取雕像入口

func (*Asset_Statue) UnSafeRemoveFinishedStatue

func (object *Asset_Statue) UnSafeRemoveFinishedStatue(actionID uint32) bool

* @brief 删除完成后的雕像

func (*Asset_Statue) UnSafeRemoveStatue

func (object *Asset_Statue) UnSafeRemoveStatue(actionID uint32) *proto.ST_Statue_PB

* @brief 删除雕像

func (*Asset_Statue) UnSafeSetLocation

func (object *Asset_Statue) UnSafeSetLocation(actionID, x, y uint32) bool

* @brief 更改雕像位置

func (*Asset_Statue) UnSafeUpdateStatue

func (object *Asset_Statue) UnSafeUpdateStatue(userData *Info, actionID uint32)

* @brief 更新雕像状态

func (*Asset_Statue) UnsafeCancelStatue

func (object *Asset_Statue) UnsafeCancelStatue(actionID uint32) []*proto.ST_Vector4Int_PB

* @brief 撤销雕像建造

func (*Asset_Statue) UnsafeCheckSameEffectTypeStaue

func (object *Asset_Statue) UnsafeCheckSameEffectTypeStaue(statueConfig *CSV.CF_Statue_DataEntry, actionID uint32) bool

* @brief 检查是否有同类型buff的雕像已经放置

type Asset_StrongestCommander

type Asset_StrongestCommander struct {
	Basic
	AssetData *proto.ST_Asset_StrongestCommander_PB
}

func (*Asset_StrongestCommander) FromString

func (this *Asset_StrongestCommander) FromString(pb []byte)

func (*Asset_StrongestCommander) ReUse

func (this *Asset_StrongestCommander) ReUse()

func (*Asset_StrongestCommander) ToClientPB

func (this *Asset_StrongestCommander) ToClientPB() proto.Message

func (*Asset_StrongestCommander) ToClientString

func (this *Asset_StrongestCommander) ToClientString() []byte

func (*Asset_StrongestCommander) ToServerPB

func (this *Asset_StrongestCommander) ToServerPB() proto.Message

func (*Asset_StrongestCommander) ToServerString

func (this *Asset_StrongestCommander) ToServerString() []byte

type Asset_Supply

type Asset_Supply struct {
	Basic
	AssetData *proto.ST_Asset_Supply_PB
}

func (*Asset_Supply) FromString

func (object *Asset_Supply) FromString(pb []byte)

func (*Asset_Supply) ReUse

func (object *Asset_Supply) ReUse(mainCityLevel uint32)

func (*Asset_Supply) ToClientString

func (this *Asset_Supply) ToClientString() []byte

func (*Asset_Supply) ToServerString

func (this *Asset_Supply) ToServerString() []byte

type Asset_Sync

type Asset_Sync struct {
	Basic
	AssetData *proto.ST_SyncAsset_PB
}

func (*Asset_Sync) ReUse

func (this *Asset_Sync) ReUse()

func (*Asset_Sync) ToClientString

func (this *Asset_Sync) ToClientString() []byte

func (*Asset_Sync) ToServerString

func (this *Asset_Sync) ToServerString() []byte

type Asset_TakeCard

type Asset_TakeCard struct {
	Basic
	AssetData *proto.ST_Asset_TakeCard
}

func (*Asset_TakeCard) FromString

func (this *Asset_TakeCard) FromString(pb []byte)

func (*Asset_TakeCard) ReUse

func (this *Asset_TakeCard) ReUse()

func (*Asset_TakeCard) ToClientString

func (this *Asset_TakeCard) ToClientString() []byte

func (*Asset_TakeCard) ToServerString

func (this *Asset_TakeCard) ToServerString() []byte

type Asset_TeamConf

type Asset_TeamConf struct {
	Basic
	AssetData *proto.ST_TeamConfList_PB
}

func (*Asset_TeamConf) FromString

func (this *Asset_TeamConf) FromString(pb []byte)

func (*Asset_TeamConf) ReUse

func (this *Asset_TeamConf) ReUse()

func (*Asset_TeamConf) ToClientString

func (this *Asset_TeamConf) ToClientString() []byte

func (*Asset_TeamConf) ToServerString

func (this *Asset_TeamConf) ToServerString() []byte

type Asset_Telent

type Asset_Telent struct {
	Basic
	AssetData *talent
}

func (*Asset_Telent) FromString

func (this *Asset_Telent) FromString(pb []byte)

func (*Asset_Telent) ReUse

func (this *Asset_Telent) ReUse()

func (*Asset_Telent) ToClientString

func (this *Asset_Telent) ToClientString() []byte

func (*Asset_Telent) ToServerPB

func (this *Asset_Telent) ToServerPB() proto.Message

func (*Asset_Telent) ToServerString

func (this *Asset_Telent) ToServerString() []byte

type Asset_Tips

type Asset_Tips struct {
	Basic
	AssetData *proto.ST_TipsAsset_PB
}

func (*Asset_Tips) ReUse

func (this *Asset_Tips) ReUse()

func (*Asset_Tips) ToClientString

func (this *Asset_Tips) ToClientString() []byte

func (*Asset_Tips) ToServerString

func (this *Asset_Tips) ToServerString() []byte

type Asset_TransferBattle

type Asset_TransferBattle struct {
	Basic
	AssetData *proto.ST_Asset_TransferBattle_PB
}

func (*Asset_TransferBattle) FromString

func (this *Asset_TransferBattle) FromString(pb []byte)

func (*Asset_TransferBattle) ReUse

func (this *Asset_TransferBattle) ReUse()

func (*Asset_TransferBattle) ToClientPB

func (this *Asset_TransferBattle) ToClientPB() proto.Message

func (*Asset_TransferBattle) ToClientString

func (this *Asset_TransferBattle) ToClientString() []byte

func (*Asset_TransferBattle) ToServerPB

func (this *Asset_TransferBattle) ToServerPB() proto.Message

func (*Asset_TransferBattle) ToServerString

func (this *Asset_TransferBattle) ToServerString() []byte

type Asset_Unit

type Asset_Unit struct {
	Basic
	AssetData    map[uint32]uint64
	CapacityItem *proto.ST_Vector2Int_PB
}

func (*Asset_Unit) FromString

func (this *Asset_Unit) FromString(pb []byte)

func (*Asset_Unit) FromString2

func (this *Asset_Unit) FromString2(pb []byte)

func (*Asset_Unit) ReUse

func (this *Asset_Unit) ReUse()

func (*Asset_Unit) ReUse2

func (this *Asset_Unit) ReUse2()

func (*Asset_Unit) ToClientString

func (this *Asset_Unit) ToClientString() []byte

func (*Asset_Unit) ToServerPB

func (this *Asset_Unit) ToServerPB() proto.Message

func (*Asset_Unit) ToServerString

func (this *Asset_Unit) ToServerString() []byte

type Asset_UserBoons

type Asset_UserBoons struct {
	Basic
	BoonInfos *proto.ST_Asset_BoonCenter_PB
}

func (*Asset_UserBoons) FromString

func (this *Asset_UserBoons) FromString(pb []byte)

func (*Asset_UserBoons) ReUse

func (this *Asset_UserBoons) ReUse()

func (*Asset_UserBoons) ToClientString

func (this *Asset_UserBoons) ToClientString() []byte

func (*Asset_UserBoons) ToServerString

func (this *Asset_UserBoons) ToServerString() []byte

type Asset_UserServer

type Asset_UserServer struct {
	Basic
	AssetData *proto.ST_UserServer_PB
}

func (*Asset_UserServer) FromString

func (object *Asset_UserServer) FromString(pb []byte)

func (*Asset_UserServer) ReUse

func (object *Asset_UserServer) ReUse()

func (*Asset_UserServer) ToServerString

func (object *Asset_UserServer) ToServerString() []byte

type Asset_Vip

type Asset_Vip struct {
	Basic
	AssetData *proto.ST_Vip_PB
}

func (*Asset_Vip) CalculateVIPLevel

func (this *Asset_Vip) CalculateVIPLevel() uint32

func (*Asset_Vip) FromString

func (this *Asset_Vip) FromString(pb []byte)

func (*Asset_Vip) ReUse

func (this *Asset_Vip) ReUse()

func (*Asset_Vip) ToClientString

func (this *Asset_Vip) ToClientString() []byte

func (*Asset_Vip) ToServerString

func (this *Asset_Vip) ToServerString() []byte

type Asset_WorldSituation

type Asset_WorldSituation struct {
	Basic
	WorldSituation *proto.ST_Asset_WorldSituation_PB
	// contains filtered or unexported fields
}

func (*Asset_WorldSituation) FromString

func (this *Asset_WorldSituation) FromString(pb []byte)

func (*Asset_WorldSituation) GetGlobalWorldSituationRankSnapshotVersion

func (this *Asset_WorldSituation) GetGlobalWorldSituationRankSnapshotVersion() uint64

func (*Asset_WorldSituation) GetGlobalWorldSituationVersion

func (this *Asset_WorldSituation) GetGlobalWorldSituationVersion() uint64

func (*Asset_WorldSituation) ReUse

func (this *Asset_WorldSituation) ReUse()

func (*Asset_WorldSituation) SetGlobalWorldSituationRankSnapshotVersion

func (this *Asset_WorldSituation) SetGlobalWorldSituationRankSnapshotVersion(version uint64)

func (*Asset_WorldSituation) SetGlobalWorldSituationVersion

func (this *Asset_WorldSituation) SetGlobalWorldSituationVersion(version uint64)

func (*Asset_WorldSituation) ToClientPB

func (this *Asset_WorldSituation) ToClientPB() proto.Message

func (*Asset_WorldSituation) ToClientString

func (this *Asset_WorldSituation) ToClientString() []byte

func (*Asset_WorldSituation) ToServerPB

func (this *Asset_WorldSituation) ToServerPB() proto.Message

func (*Asset_WorldSituation) ToServerString

func (this *Asset_WorldSituation) ToServerString() []byte

type Basic

type Basic struct {
	//deadlock.RWMutex
	sync.RWMutex
	// contains filtered or unexported fields
}

func (*Basic) ClientDirty

func (this *Basic) ClientDirty()

func (*Basic) ClientUnDirty

func (this *Basic) ClientUnDirty()

func (*Basic) Dirty

func (this *Basic) Dirty()

func (*Basic) IsClientDirty

func (this *Basic) IsClientDirty() bool

func (*Basic) IsDirty

func (this *Basic) IsDirty() bool

func (*Basic) ServerDirty

func (this *Basic) ServerDirty()

func (*Basic) UnDirty

func (this *Basic) UnDirty()

type BattleInfo

type BattleInfo struct {
	BIUID   int64
	Content *string //序列化后的ST_BattleInfo_PB
	// contains filtered or unexported fields
}

type BattleInfoListCache

type BattleInfoListCache struct {
	sync.RWMutex
	// contains filtered or unexported fields
}

func (*BattleInfoListCache) AddBattleInfo

func (object *BattleInfoListCache) AddBattleInfo(BIUID int64, strInfo *string)

* @brief 添加战斗信息到缓存

func (*BattleInfoListCache) DeleteBattleInfoByBIUID

func (object *BattleInfoListCache) DeleteBattleInfoByBIUID(BIUID int64)

* @brief 从数据库和缓存中删除指定的战斗信息 战斗信息的BIUID和多封邮件绑定,但是战斗信息没有绑定邮件ID, 问题:如何在所有邮件都删除完毕后再删除战斗信息?

func (*BattleInfoListCache) Exit

func (this *BattleInfoListCache) Exit()

func (*BattleInfoListCache) GO_ExecuteOp

func (object *BattleInfoListCache) GO_ExecuteOp()

* @brief 定时存放标脏的战斗信息到数据库

func (*BattleInfoListCache) GetBattleInfoByID

func (object *BattleInfoListCache) GetBattleInfoByID(BIUID int64) (bool, *string)

* @brief 读取战斗信息

type BoonCenter_Asset

type BoonCenter_Asset struct {
	Basic

	BoonInfos map[int64]*BoonInstance
	// contains filtered or unexported fields
}
var (
	Instance_GlobalBoonCenter *BoonCenter_Asset
)

type BoonInstance

type BoonInstance struct {
	ID        int64 // boonID
	Type      proto.BoonLogicType
	Rewards   *proto.ST_BoonRewardConfig_PB
	StartTime int64
	EndTime   int64
	Number    int64
}

type BountyRankingListImpl

type BountyRankingListImpl struct {
	UInt64KeyUInt64ValueRankingListImpl
}

* @brief 赏金排行榜

type CacheCharInfo

type CacheCharInfo struct {
	ObserverHandlerParam         *observer.ObserverHandlerParam
	AssetData_Charbasic          *Asset_CharBasic
	AssetData_Charexp            *Asset_CharExp
	AssetData_Resource           *Asset_Resource
	AssetData_Building           *Asset_Building
	AssetData_LocalAction        *Asset_LocalAction
	AssetData_GlobalAction       *Asset_GlobalAction
	AssetData_Unit               *Asset_Unit
	AssetData_UnitCount          *Asset_Unit
	AssetData_Teamconf           *Asset_TeamConf
	AssetData_Research           *Asset_Research
	AssetData_Mail               *Asset_Mail
	AssetData_ItemPack           *Asset_ItemPack
	AssetData_Hospital           *Asset_Hospital
	AssetData_League             *Asset_League
	AssetData_Chat               *Asset_Chat
	AssetData_Hero               *Asset_Hero
	AssetData_Buff               *Asset_Buff
	AssetData_Attribute          *Asset_Attribute
	AssetData_Prison             *Asset_Prison
	AssetData_LeagueExtra        *Asset_LeagueExtra
	AssetData_Tips               *Asset_Tips
	AssetData_BattleNotice       *Asset_BattleNotice
	AssetData_Vip                *Asset_Vip
	AssetData_Statistics         *Asset_Statistics
	AssetData_Radar              *Asset_Radar
	AssetData_GiftPack           *Asset_GiftPack
	AssetData_OfferGift          *Asset_OfferGift
	AssetData_UserServer         *Asset_UserServer
	AssetData_PopUp              *Asset_PopUp
	AssetData_Achievement        *Asset_Achievement
	AssetData_Defense            *Asset_Defense
	AssetData_Market             *Asset_Market
	AssetData_MainCityEvent      *Asset_MainCityEvent
	AssetData_Telent             *Asset_Telent
	AssetData_Skill              *Asset_Skill
	AssetData_DispatchTask       *Asset_DispatchTask
	AssetData_Statue             *Asset_Statue
	AssetData_SignIn             *Asset_SignIn
	AssetData_Settings           *Asset_Settings
	AssetData_BeginnerTutorial   *Asset_BeginnerTutorial
	AssetData_Activity           *Asset_Activity
	AssetData_Bookmark           *Asset_Bookmark
	AssetData_MiracleWar         *Asset_MiracleWar
	AssetData_Account            *Asset_Account
	AssetData_LeagueVersion      *Asset_LeagueVersion
	AssetData_LeagueBox          *Asset_LeagueBox
	AssetData_BlackMarket        *Asset_BlackMarket
	AssetData_Supply             *Asset_Supply
	AssetData_MapList            *Asset_MapList
	AssetData_ActivityTask       *Asset_ActivityTask
	AssetData_MainCitySkin       *Asset_MainCitySkin
	AssetData_UserBoons          *Asset_UserBoons
	AssetData_CommanderEquip     *Asset_CommanderEquip
	AssetData_FactoryPackage     *Asset_FactoryPackage
	AssetData_TakeCard           *Asset_TakeCard
	AssetData_Chapters           *Asset_Chapters
	AssetData_CommanderFashion   *Asset_CommanderFashion
	AssetData_SevenDayTask       *Asset_SevenDayTask
	AssetData_KillWildMonster    *Asset_KillWildMonster
	AssetData_NoviceTask         *Asset_NoviceTask
	AssetData_StrongestCommander *Asset_StrongestCommander
	AssetData_LeagueTask         *Asset_LeagueTask
	AssetData_WorldSituation     *Asset_WorldSituation
	AssetData_ExpeditionShop     *Asset_ExpeditionShop
	AssetData_LoginGift          *Asset_LoginGift
	AssetData_LuckyStar          *Asset_LuckyStar
	AssetData_TransferBattle     *Asset_TransferBattle
	AssetData_Sync               *Asset_Sync
	AssetData_PrepareForWar      *Asset_PrepareForWar
}

func ConvertToCacheInfo

func ConvertToCacheInfo(doc *GameDB.CharacteristicDocument, language uint32) *CacheCharInfo

type ChatDataBase

type ChatDataBase struct {
	// contains filtered or unexported fields
}

聊天消息基类

type ChatList

type ChatList struct {
	Basic
	List []*proto.ST_Asset_Chat_Item_PB
}

type ClientInfo

type ClientInfo struct {
	IP                   string
	Platform             uint32
	Version              string
	DeviceIDFA           string
	DeviceIDFV           string
	CountryCode          string
	MAC                  string
	DeviceID             string
	DeviceMode           string
	DeviceName           string
	DeviceType           string
	DeviceVersion        string
	SystemVersion        string
	SystemName           string
	NSFileSystemSize     uint64
	NSFileSystemFreeSize uint64
	JailBroken           uint32
	Channel              string
	Network              string
	Resolution           string
	TimeRegion           string
	LocalTime            uint64
}

* @brief 客户端统计信息

type CommanderAirShipStarRankingListImpl

type CommanderAirShipStarRankingListImpl struct {
	UInt64KeyUInt64ValueRankingListImpl
}

* @brief 指挥官AirShip star 排行榜

type CommanderKilledRankingListImpl

type CommanderKilledRankingListImpl struct {
	UInt64KeyUInt64ValueRankingListImpl
}

* @brief 指挥官杀敌排行榜

type CommanderLevelRankingListImpl

type CommanderLevelRankingListImpl struct {
	UInt64KeyUInt64ValueRankingListImpl
}

* @brief 指挥官等级排行榜

type DropActivityRank

type DropActivityRank struct {
	Basic

	RankMap  map[uint64]uint64
	Number   uint32
	Id       uint32
	IsReward bool
	// contains filtered or unexported fields
}

type EveryoneMailCacheInfo

type EveryoneMailCacheInfo struct {
	Id       uint64
	MailType uint32
	Time     uint64
	Sender   uint64
	Reward   string
	Removed  bool
	Dirty    bool
	Detail   *proto.ST_EveryoneMailContent
}

全员邮件存储结构

func (*EveryoneMailCacheInfo) ConvertToDocument

func (object *EveryoneMailCacheInfo) ConvertToDocument() *GameDB.MailDocument

全员邮件转换为数据库文档

type EveryoneMailObject

type EveryoneMailObject struct {
	Basic

	AssetData *Asset_EveryoneMail
	// contains filtered or unexported fields
}

全员邮件对象

var (
	EveryoneMail *EveryoneMailObject
)

func (*EveryoneMailObject) AddEveryoneMailAsset

func (object *EveryoneMailObject) AddEveryoneMailAsset(reward string, detail *proto.ST_EveryoneMailContent)

添加

func (*EveryoneMailObject) Exit

func (object *EveryoneMailObject) Exit()

退出

func (*EveryoneMailObject) ForeachData

func (object *EveryoneMailObject) ForeachData(readOrWrite bool, callback func(data *EveryoneMailCacheInfo) bool)

遍历

func (*EveryoneMailObject) RemoveEveryoneMailAsset

func (object *EveryoneMailObject) RemoveEveryoneMailAsset(mailId string)

删除

func (*EveryoneMailObject) WithEveryoneMailAsset

func (object *EveryoneMailObject) WithEveryoneMailAsset(readOrWrite bool, callback func(asset *Asset_EveryoneMail))

获取

type GatherRankingListImpl

type GatherRankingListImpl struct {
	UInt64KeyUInt64ValueRankingListImpl
}

* @brief 采集排行榜

type GlobalActionEntry

type GlobalActionEntry struct {
	Basic
	Actiondata *proto.ST_GlobalActionEntry_PB
}

func (*GlobalActionEntry) AddChildren

func (this *GlobalActionEntry) AddChildren(id, unitNum uint64)

func (*GlobalActionEntry) DeleteChildren

func (this *GlobalActionEntry) DeleteChildren(id, unitNum uint64)

func (*GlobalActionEntry) Dirty

func (this *GlobalActionEntry) Dirty()

func (*GlobalActionEntry) DirtyNoVersion

func (this *GlobalActionEntry) DirtyNoVersion()

func (*GlobalActionEntry) GetActionOwner

func (this *GlobalActionEntry) GetActionOwner() *Info

func (*GlobalActionEntry) SetActionType

func (this *GlobalActionEntry) SetActionType(actionType uint32)

func (*GlobalActionEntry) SetAppedData

func (this *GlobalActionEntry) SetAppedData(in string)

func (*GlobalActionEntry) UpdateRemaintime

func (this *GlobalActionEntry) UpdateRemaintime(remaintime uint64)

func (*GlobalActionEntry) UpdateStage

func (this *GlobalActionEntry) UpdateStage(starttime, remaintime uint64, stage uint32)

func (*GlobalActionEntry) UpdateUnitAsset

func (this *GlobalActionEntry) UpdateUnitAsset(units *proto.ST_UnitAsset_PB)

func (*GlobalActionEntry) UpdateWorldDataID

func (this *GlobalActionEntry) UpdateWorldDataID(wdataid uint64)

type GlobalActivity_Asset

type GlobalActivity_Asset struct {
	sync.RWMutex

	ActivityMap map[uint32]*ActivityData
	// contains filtered or unexported fields
}
var (
	Instance_GlobalActivityAsset *GlobalActivity_Asset
)

func (*GlobalActivity_Asset) ForeachActivityWorking

func (this *GlobalActivity_Asset) ForeachActivityWorking(onlyRead bool, callback func(data *ActivityData) bool)

func (*GlobalActivity_Asset) GetActivityStage

func (this *GlobalActivity_Asset) GetActivityStage(activityID uint32) uint32

func (*GlobalActivity_Asset) HasActivity

func (this *GlobalActivity_Asset) HasActivity(activityId uint32) bool

func (*GlobalActivity_Asset) LeagueJion

func (this *GlobalActivity_Asset) LeagueJion(aID uint32, fuData *proto.ST_ActivityInfo_PB, ver uint64)

func (*GlobalActivity_Asset) LoadActivityAsset

func (this *GlobalActivity_Asset) LoadActivityAsset(aid uint32, fuData *proto.ST_ActivityInfo_PB) *ActivityData

func (*GlobalActivity_Asset) MacActivityDo

func (this *GlobalActivity_Asset) MacActivityDo(aid uint32, fuData *proto.ST_ActivityInfo_PB, ver uint64) (newStage uint32)

怪物攻城活动清理排行榜、发排行榜奖励

func (*GlobalActivity_Asset) SetDataVer

func (this *GlobalActivity_Asset) SetDataVer(ver uint64)

func (*GlobalActivity_Asset) StartActivity

func (this *GlobalActivity_Asset) StartActivity(aid uint32, fuData *proto.ST_ActivityInfo_PB, ver uint64)

func (*GlobalActivity_Asset) UpdateScoreUsers

func (this *GlobalActivity_Asset) UpdateScoreUsers(aID uint32, fuData *proto.ST_ActivityInfo_PB, ver uint64)

func (*GlobalActivity_Asset) UpdateStage

func (this *GlobalActivity_Asset) UpdateStage(aid uint32, fuData *proto.ST_ActivityInfo_PB, fullData bool, ver uint64)

func (*GlobalActivity_Asset) UpdateStage_10

func (this *GlobalActivity_Asset) UpdateStage_10(aid uint32, fuData *proto.ST_ActivityInfo_PB, ver uint64)

func (*GlobalActivity_Asset) UpdateStage_100012

func (this *GlobalActivity_Asset) UpdateStage_100012(aid uint32, fuData *proto.ST_ActivityInfo_PB, ver uint64)

func (*GlobalActivity_Asset) UpdateStage_10_Global

func (this *GlobalActivity_Asset) UpdateStage_10_Global(aid uint32, fuData *proto.ST_ActivityInfo_PB, ver uint64)

跨服排行榜

func (*GlobalActivity_Asset) UpdateStage_11

func (this *GlobalActivity_Asset) UpdateStage_11(aid uint32, fuData *proto.ST_ActivityInfo_PB, ver uint64)

func (*GlobalActivity_Asset) WithActivityAsset

func (this *GlobalActivity_Asset) WithActivityAsset(onlyRead bool, activityID uint32, callback func(asset *ActivityData)) bool

type GlobalAirdrop_Asset

type GlobalAirdrop_Asset struct {
	Basic

	AssetData *proto.ST_Asset_AirdropInfo
	// contains filtered or unexported fields
}
var (
	Instance_GlobalAirdropAsset *GlobalAirdrop_Asset
)

func (*GlobalAirdrop_Asset) AddCashToBonusPool

func (this *GlobalAirdrop_Asset) AddCashToBonusPool(cash int32)

func (*GlobalAirdrop_Asset) Dirty

func (this *GlobalAirdrop_Asset) Dirty()

func (*GlobalAirdrop_Asset) GetPB

func (*GlobalAirdrop_Asset) WinBonus

func (this *GlobalAirdrop_Asset) WinBonus(uid uint64) int64

type GlobalAsset_Chat

type GlobalAsset_Chat struct {
	WorldChannelId string
	// contains filtered or unexported fields
}
var (
	Instance_GlobalAssetChat *GlobalAsset_Chat
)

func (*GlobalAsset_Chat) AddChatPraise

func (this *GlobalAsset_Chat) AddChatPraise(channel int32, titleID uint64, userID uint64) (bool, uint32)

添加点赞

func (*GlobalAsset_Chat) AddChatReply

func (this *GlobalAsset_Chat) AddChatReply(channel int32, titleID uint64, replyData *proto.ST_Chat_Entry_PB) bool

添加回复

func (*GlobalAsset_Chat) AddChatTitle

func (this *GlobalAsset_Chat) AddChatTitle(channel int32, leagueID uint64, titleData *proto.ST_Chat_Title_PB) bool

增加聊天消息

func (*GlobalAsset_Chat) AddFollow

func (this *GlobalAsset_Chat) AddFollow(channel int32, titleID uint64, uid uint64) bool

添加关注

func (*GlobalAsset_Chat) AddGlobalMessage

func (this *GlobalAsset_Chat) AddGlobalMessage(msg *proto.ST_GlobalMessage_PB)

func (*GlobalAsset_Chat) AddLanguageIdGlobalMessage

func (this *GlobalAsset_Chat) AddLanguageIdGlobalMessage(tipsContent *proto.ST_Tips_PB)

添加跑马灯消息

func (*GlobalAsset_Chat) AddSystemChat

func (this *GlobalAsset_Chat) AddSystemChat(channel int32, leagueID uint64, content string)

添加系统聊天消息

func (*GlobalAsset_Chat) CancelFollow

func (this *GlobalAsset_Chat) CancelFollow(channel int32, titleID uint64, uid uint64) bool

取消关注

func (*GlobalAsset_Chat) GetChatReplyList

func (this *GlobalAsset_Chat) GetChatReplyList(channel int32, titleID uint64, startIndex, maxcount uint32) (*proto.ST_Chat_EntryList_PB, uint32)

获取回复列表

func (*GlobalAsset_Chat) GetChatTitleList

func (this *GlobalAsset_Chat) GetChatTitleList(uid uint64, channel int32, subChannel int32, leagueID uint64, starttitleid uint32, maxcount uint32, chatVersionId int32) *proto.ST_Chat_TitleList_PB

获取最新话题列表

func (*GlobalAsset_Chat) GetCopyTitleData

func (this *GlobalAsset_Chat) GetCopyTitleData(titleid uint64) *proto.ST_Chat_Title_PB

获取聊天title数据

func (*GlobalAsset_Chat) GetGlobalMessage

func (this *GlobalAsset_Chat) GetGlobalMessage(version uint64, userData *Info) (uint64, *proto.ST_GlobalMessageList_PB)

func (*GlobalAsset_Chat) GetGlobalMessageVersion

func (this *GlobalAsset_Chat) GetGlobalMessageVersion() uint64

func (*GlobalAsset_Chat) GetHotChatList

func (this *GlobalAsset_Chat) GetHotChatList(uid uint64, startidx, maxcount uint32) *proto.ST_Chat_TitleList_PB

获取热门话题

func (*GlobalAsset_Chat) GetHotChatVersion

func (this *GlobalAsset_Chat) GetHotChatVersion() uint64

获取热门话题版本

func (*GlobalAsset_Chat) GetLeagueChatVersion

func (this *GlobalAsset_Chat) GetLeagueChatVersion(leagueID uint64) (uint64, uint64)

获取联盟聊天版本

func (*GlobalAsset_Chat) GetNewWorldChatVersion

func (this *GlobalAsset_Chat) GetNewWorldChatVersion() (uint64, uint64, uint64)

获取最新话题的版本号

func (*GlobalAsset_Chat) GetWorldChatWXVersion

func (this *GlobalAsset_Chat) GetWorldChatWXVersion() (uint64, uint64)

func (*GlobalAsset_Chat) GetWorldChatsByIds

func (this *GlobalAsset_Chat) GetWorldChatsByIds(uid uint64, ids []uint64) *proto.ST_Chat_TitleList_PB

根据id列表获取世界聊天

func (*GlobalAsset_Chat) Go_ProcessUserChats

func (this *GlobalAsset_Chat) Go_ProcessUserChats()

func (*GlobalAsset_Chat) Go_checkWorldChatDirtyData

func (this *GlobalAsset_Chat) Go_checkWorldChatDirtyData()

检查脏数据 和timeout的数据

func (*GlobalAsset_Chat) Go_loadWorldChatDataFromDB

func (this *GlobalAsset_Chat) Go_loadWorldChatDataFromDB()

启服预加载世界频道聊天消息

func (*GlobalAsset_Chat) Go_saveChatDataToDB

func (this *GlobalAsset_Chat) Go_saveChatDataToDB()

消息入库

func (*GlobalAsset_Chat) HasPraise

func (this *GlobalAsset_Chat) HasPraise(uid, titleId uint64) bool

func (*GlobalAsset_Chat) Init

func (this *GlobalAsset_Chat) Init()

func (*GlobalAsset_Chat) LoadWorldChatWXFromDB

func (this *GlobalAsset_Chat) LoadWorldChatWXFromDB()

从数据库加载世界微信聊天消息

func (*GlobalAsset_Chat) ProcessUserChats

func (this *GlobalAsset_Chat) ProcessUserChats(followIDs, myIDs map[uint64]uint64, userID uint64)

预加载玩家关注和自己的发的消息

func (*GlobalAsset_Chat) RemoveReply

func (this *GlobalAsset_Chat) RemoveReply(uid, titleid uint64, replyId uint32) bool

删除回复

func (*GlobalAsset_Chat) RemoveSelfChat

func (this *GlobalAsset_Chat) RemoveSelfChat(uid, titleId uint64) bool

删除自己聊天

type GlobalAsset_GlobalAction

type GlobalAsset_GlobalAction struct {
	// contains filtered or unexported fields
}

TODO action类型切换的时候要切换对应的队列

var (
	Instance_GlobalAssetGlobalAction *GlobalAsset_GlobalAction
)

func (*GlobalAsset_GlobalAction) AddGlobalAction

func (this *GlobalAsset_GlobalAction) AddGlobalAction(globalActionID uint64, actionData *proto.ST_GlobalActionEntry_PB, isnew bool)

func (*GlobalAsset_GlobalAction) AllocGlobalActionId

func (this *GlobalAsset_GlobalAction) AllocGlobalActionId() uint64

func (*GlobalAsset_GlobalAction) ChangeAtk2DefaultIndex

func (this *GlobalAsset_GlobalAction) ChangeAtk2DefaultIndex(gaction *GlobalActionEntry)

func (*GlobalAsset_GlobalAction) DeleteGlobalAction

func (this *GlobalAsset_GlobalAction) DeleteGlobalAction(globalActionID uint64)

func (*GlobalAsset_GlobalAction) Exit

func (this *GlobalAsset_GlobalAction) Exit()

func (*GlobalAsset_GlobalAction) FilterGlobalAction

func (this *GlobalAsset_GlobalAction) FilterGlobalAction(idMap map[uint64]struct{}, uid uint64) *proto.ST_Uint64List_PB

func (*GlobalAsset_GlobalAction) GetActionListByTileID

func (this *GlobalAsset_GlobalAction) GetActionListByTileID(tileid int32) []*GlobalActionEntry

func (*GlobalAsset_GlobalAction) GetActionListByWorldDataID

func (this *GlobalAsset_GlobalAction) GetActionListByWorldDataID(wdataid uint64) []*GlobalActionEntry

func (*GlobalAsset_GlobalAction) GetCrossTileAction

func (this *GlobalAsset_GlobalAction) GetCrossTileAction(tileid int32) []uint64

func (*GlobalAsset_GlobalAction) GetFovGlobalActionIdList

func (this *GlobalAsset_GlobalAction) GetFovGlobalActionIdList(starttileid, endtileid int32, uid uint64) *proto.ST_Uint64List_PB

func (*GlobalAsset_GlobalAction) GetGlobalActionAsset

func (this *GlobalAsset_GlobalAction) GetGlobalActionAsset(globalActionID uint64) *GlobalActionEntry

func (*GlobalAsset_GlobalAction) GetTileidActionIDList

func (this *GlobalAsset_GlobalAction) GetTileidActionIDList(tileid int32) []uint64

func (*GlobalAsset_GlobalAction) Go_UpdateGlobalActionPer2second

func (this *GlobalAsset_GlobalAction) Go_UpdateGlobalActionPer2second()

func (*GlobalAsset_GlobalAction) Go_WriteDirtyDataToDB

func (this *GlobalAsset_GlobalAction) Go_WriteDirtyDataToDB()

func (*GlobalAsset_GlobalAction) Init

func (this *GlobalAsset_GlobalAction) Init()

func (*GlobalAsset_GlobalAction) UpdateAttackGlobalAction

func (this *GlobalAsset_GlobalAction) UpdateAttackGlobalAction()

func (*GlobalAsset_GlobalAction) UpdateDefaultGlobalAction

func (this *GlobalAsset_GlobalAction) UpdateDefaultGlobalAction()

func (*GlobalAsset_GlobalAction) WriteDirtyDataToDB

func (this *GlobalAsset_GlobalAction) WriteDirtyDataToDB()

type GlobalAsset_League

type GlobalAsset_League struct {
	// contains filtered or unexported fields
}
var (
	Instance_GlobalAssetLeague *GlobalAsset_League
)

func (*GlobalAsset_League) AddLeagueBuilding

func (this *GlobalAsset_League) AddLeagueBuilding(lid uint64, callback func(building *proto.ST_List_Uint64) bool)

func (*GlobalAsset_League) AddLeagueData

func (this *GlobalAsset_League) AddLeagueData(pbdata *proto.ST_League_Detail_Info, isnew bool)

func (*GlobalAsset_League) AddLeagueOwnCity

func (this *GlobalAsset_League) AddLeagueOwnCity(lid uint64, cityid uint32)

func (*GlobalAsset_League) AddLeaguePackExp

func (this *GlobalAsset_League) AddLeaguePackExp(lid uint64, exp uint64)

func (*GlobalAsset_League) AddLeagueScore

func (this *GlobalAsset_League) AddLeagueScore(lid, uid, score uint64)

func (*GlobalAsset_League) AddLeagueShopItem

func (this *GlobalAsset_League) AddLeagueShopItem(lid uint64, item *proto.ST_ItemEntry_PB)

func (*GlobalAsset_League) AddLeagueStatus

func (this *GlobalAsset_League) AddLeagueStatus(lid uint64, pb *proto.ST_LeagueStatusEntry_PB)

func (*GlobalAsset_League) AddMember

func (this *GlobalAsset_League) AddMember(lid uint64, pb *proto.ST_League_Member_Info, capacity uint32) bool

func (*GlobalAsset_League) AddRequestJoin

func (this *GlobalAsset_League) AddRequestJoin(lid, uid uint64) bool

func (*GlobalAsset_League) AddSpecialGiftExp

func (this *GlobalAsset_League) AddSpecialGiftExp(lid uint64, exp, key uint64) int32

func (*GlobalAsset_League) AddTechnologyExp

func (this *GlobalAsset_League) AddTechnologyExp(lid uint64, rid, exp uint32) (int64, uint32)

* @brief 添加联盟经验并处理联盟升级

func (*GlobalAsset_League) ChangeCampLeader

func (this *GlobalAsset_League) ChangeCampLeader(lid, did, uid uint64) bool

func (*GlobalAsset_League) CheckAbbrevitionNotExist

func (this *GlobalAsset_League) CheckAbbrevitionNotExist(name string) bool

func (*GlobalAsset_League) CheckNameNotExist

func (this *GlobalAsset_League) CheckNameNotExist(name string) bool

内部调用

func (*GlobalAsset_League) ClearLeagueHelp

func (this *GlobalAsset_League) ClearLeagueHelp(lid uint64) []*proto.ST_League_Help_Info_PB

func (*GlobalAsset_League) CopyLeagueAsset

func (this *GlobalAsset_League) CopyLeagueAsset(lid uint64) *proto.ST_League_Detail_Info

func (*GlobalAsset_League) CopyLeagueGift

func (this *GlobalAsset_League) CopyLeagueGift(lid uint64) []*proto.ST_LeagueGift_PB

func (*GlobalAsset_League) CopyLeagueHelpAsset

func (this *GlobalAsset_League) CopyLeagueHelpAsset(lid uint64) *proto.ST_League_Help_Asset_PB

func (*GlobalAsset_League) CopyLeagueSimpleInfo

func (this *GlobalAsset_League) CopyLeagueSimpleInfo(lid uint64) *proto.ST_League_Simple_Info

func (*GlobalAsset_League) CopyRequestJoinList

func (this *GlobalAsset_League) CopyRequestJoinList(lid uint64) []uint64

func (*GlobalAsset_League) CopySpecialGiftAsset

func (this *GlobalAsset_League) CopySpecialGiftAsset(lid uint64) *proto.ST_LeagueGiftSpecial_PB

func (*GlobalAsset_League) CreateLeague

func (this *GlobalAsset_League) CreateLeague(userData *Info, name string, shortName string, slogan string, needreview uint32,
	maxpower, minpower uint64) proto.LeagueResult

CreateLeague 返回0 表示创建成功,返回1

func (*GlobalAsset_League) DelLeagueBuilding

func (this *GlobalAsset_League) DelLeagueBuilding(lid uint64, did uint64)

func (*GlobalAsset_League) DeleteAllRequestJoin

func (this *GlobalAsset_League) DeleteAllRequestJoin(lid uint64)

func (*GlobalAsset_League) DeleteHelpByUid

func (this *GlobalAsset_League) DeleteHelpByUid(lid, uid uint64)

func (*GlobalAsset_League) DeleteLeague

func (this *GlobalAsset_League) DeleteLeague(lid uint64)

func (*GlobalAsset_League) DeleteLeagueBox

func (this *GlobalAsset_League) DeleteLeagueBox(lid, uid, boxId uint64) bool

func (*GlobalAsset_League) DeleteLeagueOwnCity

func (this *GlobalAsset_League) DeleteLeagueOwnCity(lid uint64, cityid uint32)

func (*GlobalAsset_League) DeleteLeaueDovoteRank

func (this *GlobalAsset_League) DeleteLeaueDovoteRank(lid, uid uint64)

func (*GlobalAsset_League) DeleteMember

func (this *GlobalAsset_League) DeleteMember(lid, uid uint64) bool

func (*GlobalAsset_League) DeleteRequestJoin

func (this *GlobalAsset_League) DeleteRequestJoin(uid, lid uint64)

func (*GlobalAsset_League) Exit

func (this *GlobalAsset_League) Exit()

func (*GlobalAsset_League) FindByKey

func (this *GlobalAsset_League) FindByKey(key string, max int32) *proto.ST_League_Simple_Info_List

func (*GlobalAsset_League) Foreach

func (this *GlobalAsset_League) Foreach(callback func(leagueData *GlobalLeagueEntry))

遍历联盟

func (*GlobalAsset_League) GO_RebuildRecommedList

func (this *GlobalAsset_League) GO_RebuildRecommedList()

func (*GlobalAsset_League) GO_writeLeagueInfoToDB

func (this *GlobalAsset_League) GO_writeLeagueInfoToDB()

func (*GlobalAsset_League) GetChatChannelId

func (this *GlobalAsset_League) GetChatChannelId(lid uint64) string

func (*GlobalAsset_League) GetIndexData

func (this *GlobalAsset_League) GetIndexData(userData *Info, index int32) []*proto.ST_League_Simple_Info

func (*GlobalAsset_League) GetLeagueBoxList

func (this *GlobalAsset_League) GetLeagueBoxList(lid, uid uint64) *proto.ST_LeagueBox_List_PB

func (*GlobalAsset_League) GetLeagueBuilding

func (this *GlobalAsset_League) GetLeagueBuilding(lid uint64) []uint64

func (*GlobalAsset_League) GetLeagueCities

func (this *GlobalAsset_League) GetLeagueCities(lid uint64) []uint32

func (*GlobalAsset_League) GetLeagueCitysTileid

func (this *GlobalAsset_League) GetLeagueCitysTileid(lid uint64) []int32

func (*GlobalAsset_League) GetLeagueData

func (this *GlobalAsset_League) GetLeagueData(id uint64) *GlobalLeagueEntry

--------------GlobalAsset_League----

func (*GlobalAsset_League) GetLeagueGiftItemId

func (this *GlobalAsset_League) GetLeagueGiftItemId(lid uint64, giftid uint32) int64

func (*GlobalAsset_League) GetLeagueGiftLevel

func (this *GlobalAsset_League) GetLeagueGiftLevel(lid uint64) uint32

func (*GlobalAsset_League) GetLeagueLanguage

func (this *GlobalAsset_League) GetLeagueLanguage(lid uint64) uint32

func (*GlobalAsset_League) GetLeagueList

func (this *GlobalAsset_League) GetLeagueList() []uint64

func (*GlobalAsset_League) GetLeagueMemberCount

func (this *GlobalAsset_League) GetLeagueMemberCount(lid uint64) uint32

func (*GlobalAsset_League) GetLeagueMemberIds

func (this *GlobalAsset_League) GetLeagueMemberIds(lid uint64) []uint64

func (*GlobalAsset_League) GetLeagueMessage

func (this *GlobalAsset_League) GetLeagueMessage(lid uint64) *proto.ST_League_Message_List_PB

func (*GlobalAsset_League) GetLeagueName

func (this *GlobalAsset_League) GetLeagueName(lid uint64) string

func (*GlobalAsset_League) GetLeaguePackExp

func (this *GlobalAsset_League) GetLeaguePackExp(lid uint64) uint32

func (*GlobalAsset_League) GetLeaguePackLevel

func (this *GlobalAsset_League) GetLeaguePackLevel(lid uint64) uint32

func (*GlobalAsset_League) GetLeaguePower

func (this *GlobalAsset_League) GetLeaguePower(lid uint64) uint64

func (*GlobalAsset_League) GetLeagueScore

func (this *GlobalAsset_League) GetLeagueScore(lid uint64) uint64

func (*GlobalAsset_League) GetLeagueShortName

func (this *GlobalAsset_League) GetLeagueShortName(lid uint64) string

func (*GlobalAsset_League) GetLeagueStatus

func (this *GlobalAsset_League) GetLeagueStatus(lid uint64) *proto.ST_LeagueStatus_PB

func (*GlobalAsset_League) GetLeagueTechnologyIds

func (this *GlobalAsset_League) GetLeagueTechnologyIds(lid uint64) []uint32

func (*GlobalAsset_League) GetLeagueVersion

func (this *GlobalAsset_League) GetLeagueVersion(lid uint64) uint32

func (*GlobalAsset_League) GetMemberCapacity

func (this *GlobalAsset_League) GetMemberCapacity(lid uint64) uint32

func (*GlobalAsset_League) GetMemberLastRefreshTimestamp

func (this *GlobalAsset_League) GetMemberLastRefreshTimestamp(lid, uid uint64) uint64

func (*GlobalAsset_League) GetMemberLevel

func (this *GlobalAsset_League) GetMemberLevel(lid, uid uint64) int32

func (*GlobalAsset_League) GetOwnerUid

func (this *GlobalAsset_League) GetOwnerUid(lid uint64) uint64

func (*GlobalAsset_League) GetSystemRecommendListByLanguageID

func (this *GlobalAsset_League) GetSystemRecommendListByLanguageID(lanId uint32) []uint64

func (*GlobalAsset_League) GetTechnologyExp

func (this *GlobalAsset_League) GetTechnologyExp(lid uint64, rid uint32) uint32

* @brief 添加联盟经验并处理联盟升级

func (*GlobalAsset_League) Init

func (this *GlobalAsset_League) Init()

func (*GlobalAsset_League) OpenLeagueBox

func (this *GlobalAsset_League) OpenLeagueBox(lid, uid uint64, box *proto.ST_LeagueBox_Item_PB) bool

func (*GlobalAsset_League) ProcessTBLeagueDateSync

func (this *GlobalAsset_League) ProcessTBLeagueDateSync(lAsset *proto.ST_League_Detail_Info)

联盟成员处理:处理新加入的联盟成员

func (*GlobalAsset_League) Range

func (this *GlobalAsset_League) Range(f func(key, value interface{}) bool)

func (*GlobalAsset_League) ReduceLeagueScore

func (this *GlobalAsset_League) ReduceLeagueScore(lid uint64, score uint64)

func (*GlobalAsset_League) ReduceLeagueShopItem

func (this *GlobalAsset_League) ReduceLeagueShopItem(lid uint64, itemid, itemnum uint32)

func (*GlobalAsset_League) RemoveCampLeader

func (this *GlobalAsset_League) RemoveCampLeader(lid, did uint64) bool

func (*GlobalAsset_League) SetChannelId

func (this *GlobalAsset_League) SetChannelId(lid uint64)

func (*GlobalAsset_League) SetLeagueTechLevel

func (this *GlobalAsset_League) SetLeagueTechLevel(lid uint64, formId, toId int64)

func (*GlobalAsset_League) SetMemTitle

func (this *GlobalAsset_League) SetMemTitle(lid, uid uint64, Title uint64) proto.LeagueResult

func (*GlobalAsset_League) SetMemberKillNum

func (this *GlobalAsset_League) SetMemberKillNum(lid, uid uint64, num uint64) bool

func (*GlobalAsset_League) SetMemberLastOnlineTime

func (this *GlobalAsset_League) SetMemberLastOnlineTime(lid, uid, time uint64)

func (*GlobalAsset_League) SetMemberLevel

func (this *GlobalAsset_League) SetMemberLevel(lid, uid uint64, level int32) proto.LeagueResult

func (*GlobalAsset_League) SetMemberPower

func (this *GlobalAsset_League) SetMemberPower(lid, uid uint64, power uint64) bool

func (*GlobalAsset_League) SetRecommendLeagueTech

func (this *GlobalAsset_League) SetRecommendLeagueTech(lid uint64, oldTechId, newTechId uint32) bool

func (*GlobalAsset_League) SyncLeagueAsset

func (this *GlobalAsset_League) SyncLeagueAsset(lid uint64, syncType proto.SyncType, pb proto.Message)

func (*GlobalAsset_League) UnsafeAddLeagueHelp

func (this *GlobalAsset_League) UnsafeAddLeagueHelp(lid uint64, help *proto.ST_League_Help_Info_PB)

func (*GlobalAsset_League) UnsafeDeleteLeagueHelp

func (this *GlobalAsset_League) UnsafeDeleteLeagueHelp(lid, uid uint64, actionid uint32)

func (*GlobalAsset_League) UnsafeGetLeagueMemberIds

func (this *GlobalAsset_League) UnsafeGetLeagueMemberIds(lid uint64) []uint64

func (*GlobalAsset_League) UnsafeGetLeagueShortName

func (this *GlobalAsset_League) UnsafeGetLeagueShortName(lid uint64) string

func (*GlobalAsset_League) UpdateLeagueNameMap

func (this *GlobalAsset_League) UpdateLeagueNameMap(lid uint64, leaguename, shortname, o_leaguename, o_shortname string)

type GlobalAsset_Mail

type GlobalAsset_Mail struct {
	// contains filtered or unexported fields
}
var (
	Instance_GlobalAssetMail *GlobalAsset_Mail
)

func (*GlobalAsset_Mail) AddGiftPackMailAsset

func (this *GlobalAsset_Mail) AddGiftPackMailAsset(mailId uint64, mailType uint32, senderId uint64, targetId int32, title, content *proto.ST_Tips_PB,
	giftPackId int32, locked bool)

func (*GlobalAsset_Mail) AddLanguageIDMailInfo

func (this *GlobalAsset_Mail) AddLanguageIDMailInfo(mailId uint64, mailType uint32, senderId, receiverId, otherId, npcId uint64, targetId, mailSource, titleId int32, title, content *proto.ST_Tips_PB,
	detail, battle string, locked bool)

* @brief 添加语言ID邮件

func (*GlobalAsset_Mail) AddLeagueTransportMailAsset

func (this *GlobalAsset_Mail) AddLeagueTransportMailAsset(mailId, from, to, receiverId uint64, resources *proto.ST_CashAsset_PB, content *proto.ST_Tips_PB, locked bool)

func (*GlobalAsset_Mail) AddRewardLanguageIDMailInfo

func (this *GlobalAsset_Mail) AddRewardLanguageIDMailInfo(mailId uint64, mailType uint32, senderId, receiverId, otherId, npcId uint64, targetId, mailSource int32, title, content *proto.ST_Tips_PB,
	detail, battle, reward string, locked, isMiracleWarGift bool, giftID, rewardSource int32)

* @brief 添加语言ID邮件

func (*GlobalAsset_Mail) AddTextMailInfo

func (this *GlobalAsset_Mail) AddTextMailInfo(mailId uint64, mailType uint32, senderId, receiverId, otherId uint64, targetId int32,
	title, content, reward, detail, battle string, locked bool, titleId int32)

* @brief 添加文本邮件信息

func (*GlobalAsset_Mail) AddTextMailInfoWithTimestamp

func (this *GlobalAsset_Mail) AddTextMailInfoWithTimestamp(mailId uint64, mailType uint32, senderId, receiverId, otherId uint64, targetId, mailSource int32,
	title, content, reward, detail, battle string, locked bool, timestamp int64, titleId int32)

* @brief 添加文本邮件信息

func (*GlobalAsset_Mail) DeleteMailInfo

func (this *GlobalAsset_Mail) DeleteMailInfo(mailid uint64)

func (*GlobalAsset_Mail) Exit

func (this *GlobalAsset_Mail) Exit()

func (*GlobalAsset_Mail) GO_updateMailToDB

func (this *GlobalAsset_Mail) GO_updateMailToDB()

func (*GlobalAsset_Mail) GetGlobalMailId

func (this *GlobalAsset_Mail) GetGlobalMailId() uint64

func (*GlobalAsset_Mail) GetMailCache

func (this *GlobalAsset_Mail) GetMailCache(mailid uint64) *MailCacheAsset

func (*GlobalAsset_Mail) Init

func (this *GlobalAsset_Mail) Init()

func (*GlobalAsset_Mail) SetMailCacheInfo

func (this *GlobalAsset_Mail) SetMailCacheInfo(key uint64, value *MailCacheInfo, isDirty bool)

type GlobalAsset_WorldData

type GlobalAsset_WorldData struct {
	// contains filtered or unexported fields
}
var (
	Instance_GlobalAssetWorldData *GlobalAsset_WorldData
)

func (*GlobalAsset_WorldData) AddWorldData

func (this *GlobalAsset_WorldData) AddWorldData(dataentry *proto.ST_WorldDataEntry_PB, isnew bool) bool

func (*GlobalAsset_WorldData) AllocWorldDataID

func (this *GlobalAsset_WorldData) AllocWorldDataID() uint64

func (*GlobalAsset_WorldData) CheckSpecialLogic

func (this *GlobalAsset_WorldData) CheckSpecialLogic(wData *WorldDataEntry)

func (*GlobalAsset_WorldData) CheckTIleCanUse

func (this *GlobalAsset_WorldData) CheckTIleCanUse(tileid, width, height int32) bool

func (*GlobalAsset_WorldData) DeleteDataEntry

func (this *GlobalAsset_WorldData) DeleteDataEntry(dataid uint64, needRefresh bool)

func (*GlobalAsset_WorldData) Exit

func (this *GlobalAsset_WorldData) Exit()

func (*GlobalAsset_WorldData) FindTargetWorldDataIds

func (this *GlobalAsset_WorldData) FindTargetWorldDataIds(targetType uint32, filter func(entry *WorldDataEntry) uint32) []uint64

func (*GlobalAsset_WorldData) GetWorldData

func (this *GlobalAsset_WorldData) GetWorldData(dataid uint64) *WorldDataEntry

func (*GlobalAsset_WorldData) GetWorldDataByTileId

func (this *GlobalAsset_WorldData) GetWorldDataByTileId(tileid int32) *WorldDataEntry

func (*GlobalAsset_WorldData) GetWorldDataIDsInArea

func (this *GlobalAsset_WorldData) GetWorldDataIDsInArea(list []int32) []uint64

获得多个Tile中包含的WorldEntryID

func (*GlobalAsset_WorldData) GetWorldDataIdByTileId

func (this *GlobalAsset_WorldData) GetWorldDataIdByTileId(tileid int32) uint64

func (*GlobalAsset_WorldData) GetWorldDatasByEntry

func (this *GlobalAsset_WorldData) GetWorldDatasByEntry(entryType int64) []*WorldDataEntry

func (*GlobalAsset_WorldData) Go_UpdateWorldData

func (this *GlobalAsset_WorldData) Go_UpdateWorldData()

func (*GlobalAsset_WorldData) Go_WriteDirtyDataToDB

func (this *GlobalAsset_WorldData) Go_WriteDirtyDataToDB()

func (*GlobalAsset_WorldData) Init

func (this *GlobalAsset_WorldData) Init()

func (*GlobalAsset_WorldData) UpdateLocation

func (this *GlobalAsset_WorldData) UpdateLocation(dataid uint64, location, width, height int32) bool

func (*GlobalAsset_WorldData) UpdateWorldData

func (this *GlobalAsset_WorldData) UpdateWorldData()

func (*GlobalAsset_WorldData) WithWildMonsterListAsset

func (this *GlobalAsset_WorldData) WithWildMonsterListAsset(readOrWrite bool, callback func(asset *ST_WildMonsterList) bool) bool

func (*GlobalAsset_WorldData) WriteDirtyDataToDB

func (this *GlobalAsset_WorldData) WriteDirtyDataToDB()

type GlobalDropActivityRankAsset

type GlobalDropActivityRankAsset struct {
	DropActivityRankMap sync.Map
	// contains filtered or unexported fields
}
var (
	InstanceGlobalAssetDropActivityRank *GlobalDropActivityRankAsset
)

func (*GlobalDropActivityRankAsset) Exit

func (this *GlobalDropActivityRankAsset) Exit()

func (*GlobalDropActivityRankAsset) GO_UpdateGlobalDropActivityRank

func (this *GlobalDropActivityRankAsset) GO_UpdateGlobalDropActivityRank()

func (*GlobalDropActivityRankAsset) GetRank

func (this *GlobalDropActivityRankAsset) GetRank(activityId uint32) wsort.MapSorter

func (*GlobalDropActivityRankAsset) RefreshDropActivityRank

func (this *GlobalDropActivityRankAsset) RefreshDropActivityRank(activityData *ActivityData)

func (*GlobalDropActivityRankAsset) Set

func (this *GlobalDropActivityRankAsset) Set(activityId, number uint32, uid, score uint64)

type GlobalExpeditionShop

type GlobalExpeditionShop struct {
	Basic
	AssetData *proto.ST_ExpeditionShop_PB
}
var Instance_GlobalExpeditionShop *GlobalExpeditionShop

func (*GlobalExpeditionShop) WithExpeditionShop

func (this *GlobalExpeditionShop) WithExpeditionShop(readOrWrite bool, callback func(asset *proto.ST_ExpeditionShop_PB) bool)

type GlobalLeagueBattleLogAsset

type GlobalLeagueBattleLogAsset struct {
	LeagueBattleLogMap sync.Map
	// contains filtered or unexported fields
}
var (
	InstanceGlobalAssetLeagueBattleLog *GlobalLeagueBattleLogAsset
)

func (*GlobalLeagueBattleLogAsset) AddLeagueBattleLog

func (this *GlobalLeagueBattleLogAsset) AddLeagueBattleLog(lid uint64, battleLog *proto.ST_LeagueBattle_Log_Entry) bool

func (*GlobalLeagueBattleLogAsset) CopyLeagueBattleLog

func (this *GlobalLeagueBattleLogAsset) CopyLeagueBattleLog(lid uint64) []*proto.ST_LeagueBattle_Log_Entry

func (*GlobalLeagueBattleLogAsset) Exit

func (this *GlobalLeagueBattleLogAsset) Exit()

func (*GlobalLeagueBattleLogAsset) GO_UpdateGlobalLeagueBattleLog

func (this *GlobalLeagueBattleLogAsset) GO_UpdateGlobalLeagueBattleLog()

func (*GlobalLeagueBattleLogAsset) GetLeagueBattleLogList

func (this *GlobalLeagueBattleLogAsset) GetLeagueBattleLogList(lid uint64, startId, count int32) ([]*proto.ST_LeagueBattle_Log_Entry, int32)

type GlobalLeagueEntry

type GlobalLeagueEntry struct {
	Basic
	// contains filtered or unexported fields
}

func ConverToGlobalLeagueEntry

func ConverToGlobalLeagueEntry(v interface{}) *GlobalLeagueEntry

func (*GlobalLeagueEntry) AddLeagueGift

func (this *GlobalLeagueEntry) AddLeagueGift(itemid uint32) uint32

func (*GlobalLeagueEntry) AddLeagueMessage

func (this *GlobalLeagueEntry) AddLeagueMessage(msg *proto.ST_LeagueMessageEntry_PB)

func (*GlobalLeagueEntry) CheckItem

func (this *GlobalLeagueEntry) CheckItem(itemId, count uint32) bool

func (*GlobalLeagueEntry) CheckTimeOutLeagueBox

func (this *GlobalLeagueEntry) CheckTimeOutLeagueBox() bool

func (*GlobalLeagueEntry) CopyGiftList

func (this *GlobalLeagueEntry) CopyGiftList() []*proto.ST_LeagueGift_PB

func (*GlobalLeagueEntry) CopyLeagueBattleList

func (this *GlobalLeagueEntry) CopyLeagueBattleList() []*proto.ST_LeagueBattle_PB

func (*GlobalLeagueEntry) CopyLeagueBattleNotJoinList

func (this *GlobalLeagueEntry) CopyLeagueBattleNotJoinList() []*proto.ST_LeagueBattleNOTJoin_PB

func (*GlobalLeagueEntry) CopyLeagueTechnology

func (this *GlobalLeagueEntry) CopyLeagueTechnology(techId uint32) *proto.ST_LeagueTechnology_PB

func (*GlobalLeagueEntry) DeleteGift

func (this *GlobalLeagueEntry) DeleteGift(giftid uint32)

func (*GlobalLeagueEntry) DeleteLeagueBattle

func (this *GlobalLeagueEntry) DeleteLeagueBattle(wdataid, leagueid, actionid uint64)

func (*GlobalLeagueEntry) DeleteLeagueBattleNotJoin

func (this *GlobalLeagueEntry) DeleteLeagueBattleNotJoin(actionid uint64)

func (*GlobalLeagueEntry) DeleteLeagueMessage

func (this *GlobalLeagueEntry) DeleteLeagueMessage(senderUid, msgTime uint64) bool

func (*GlobalLeagueEntry) Dirty

func (this *GlobalLeagueEntry) Dirty()

func (*GlobalLeagueEntry) DirtyNoVersion

func (this *GlobalLeagueEntry) DirtyNoVersion()

func (*GlobalLeagueEntry) ForeachLeagueHelp

func (this *GlobalLeagueEntry) ForeachLeagueHelp(readOrWrite bool, callback func(pb *proto.ST_League_Help_Info_PB) bool)

func (*GlobalLeagueEntry) GetAutoDismissTime

func (this *GlobalLeagueEntry) GetAutoDismissTime() uint64

func (*GlobalLeagueEntry) GetCityIds

func (this *GlobalLeagueEntry) GetCityIds() []uint32

func (*GlobalLeagueEntry) GetLeagueBattle

func (this *GlobalLeagueEntry) GetLeagueBattle(wdataid, leagueid uint64) *proto.ST_LeagueBattle_PB

func (*GlobalLeagueEntry) GetLeagueBattleList

func (this *GlobalLeagueEntry) GetLeagueBattleList(wdataid uint64) []*proto.ST_LeagueBattle_PB

func (*GlobalLeagueEntry) GetLeagueBattleNotJoin

func (this *GlobalLeagueEntry) GetLeagueBattleNotJoin(wdataid, actionid uint64) *proto.ST_LeagueBattleNOTJoin_PB

func (*GlobalLeagueEntry) GetLeagueBattleNotJoinList

func (this *GlobalLeagueEntry) GetLeagueBattleNotJoinList(wdataid uint64) []*proto.ST_LeagueBattleNOTJoin_PB

func (*GlobalLeagueEntry) GetLeagueIDUnSafe

func (this *GlobalLeagueEntry) GetLeagueIDUnSafe() uint64

--------------GlobalLeagueEntry---

func (*GlobalLeagueEntry) GetLeagueOwnerId

func (this *GlobalLeagueEntry) GetLeagueOwnerId() uint64

func (*GlobalLeagueEntry) GetLeagueSid

func (this *GlobalLeagueEntry) GetLeagueSid() uint32

func (*GlobalLeagueEntry) GetMaxMemberLastRefreshTimestamp

func (leagueData *GlobalLeagueEntry) GetMaxMemberLastRefreshTimestamp() (int, uint64)

func (*GlobalLeagueEntry) GetMemberList

func (this *GlobalLeagueEntry) GetMemberList() []uint64

func (*GlobalLeagueEntry) HasMember

func (this *GlobalLeagueEntry) HasMember(uid uint64) bool

func (*GlobalLeagueEntry) SafeForeachMemberUserData

func (this *GlobalLeagueEntry) SafeForeachMemberUserData(callback func(userData *Info))

func (*GlobalLeagueEntry) SetFlag

func (this *GlobalLeagueEntry) SetFlag(color, background, icon uint32)

func (*GlobalLeagueEntry) SetLeague

func (this *GlobalLeagueEntry) SetLeague(leaguename, outSlogan, shortname string, language uint32, needreview bool, max, min uint64)

func (*GlobalLeagueEntry) SetLeagueBattle

func (this *GlobalLeagueEntry) SetLeagueBattle(pb *proto.ST_LeagueBattle_PB)

func (*GlobalLeagueEntry) SetLeagueBattleNotJoin

func (this *GlobalLeagueEntry) SetLeagueBattleNotJoin(pb *proto.ST_LeagueBattleNOTJoin_PB)

func (*GlobalLeagueEntry) SetLeagueSlogan

func (this *GlobalLeagueEntry) SetLeagueSlogan(slogan string)

func (*GlobalLeagueEntry) SetMemberTitle

func (this *GlobalLeagueEntry) SetMemberTitle(level uint32, name string)

func (*GlobalLeagueEntry) SetOwnerName

func (this *GlobalLeagueEntry) SetOwnerName(name string)

func (*GlobalLeagueEntry) SetOwnerUid

func (this *GlobalLeagueEntry) SetOwnerUid(uid uint64)

func (*GlobalLeagueEntry) UnSafeSyncLeagueAsset

func (this *GlobalLeagueEntry) UnSafeSyncLeagueAsset(syncType proto.SyncType, pb proto.Message)

同步部分联盟资产

func (*GlobalLeagueEntry) UnsafeAddLeagueScore

func (this *GlobalLeagueEntry) UnsafeAddLeagueScore(score uint64)

func (*GlobalLeagueEntry) UnsafeGetLeagueScore

func (this *GlobalLeagueEntry) UnsafeGetLeagueScore() uint64

func (*GlobalLeagueEntry) UnsafeUpdateDevoteRank

func (this *GlobalLeagueEntry) UnsafeUpdateDevoteRank(uid, score uint64)

type GlobalLuckyStar

type GlobalLuckyStar struct {
	sync.RWMutex
	// contains filtered or unexported fields
}
var Instance_GlobalAssetLuckyStar *GlobalLuckyStar

func (*GlobalLuckyStar) GetCurLuckyStar

func (this *GlobalLuckyStar) GetCurLuckyStar() *proto.ST_LuckyStar_PB

func (*GlobalLuckyStar) LoadLuckyStar

func (this *GlobalLuckyStar) LoadLuckyStar(luckStars *proto.ST_CS2GS_GetLuckyStar_Response)

从GMServer拉取幸运星配置,并且更新当前的幸运星

func (*GlobalLuckyStar) Update

func (this *GlobalLuckyStar) Update(luckStars *Protocol.ST_LuckyStar_PB)

GMServer 发布幸运星, 且更新当前的幸运星

func (*GlobalLuckyStar) WithGlobalLuckyStarAsset

func (this *GlobalLuckyStar) WithGlobalLuckyStarAsset(readOrWrite bool, callback func(luckyStar *GlobalLuckyStar))

type GlobalMessageChannel

type GlobalMessageChannel struct {
	Basic
	// contains filtered or unexported fields
}

跑马灯消息

func (*GlobalMessageChannel) AddGlobalMessage

func (this *GlobalMessageChannel) AddGlobalMessage(msg *proto.ST_GlobalMessage_PB)

func (*GlobalMessageChannel) AddLanguageIdGlobalMessage

func (this *GlobalMessageChannel) AddLanguageIdGlobalMessage(tips *proto.ST_Tips_PB, condition []*proto.ST_EveryoneMailCondition)

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// GlobalMessageChannel

func (*GlobalMessageChannel) GetGlobalMessage

func (this *GlobalMessageChannel) GetGlobalMessage(version uint64, userData *Info) (uint64, *proto.ST_GlobalMessageList_PB)

func (*GlobalMessageChannel) GetGlobalMessageVersion

func (this *GlobalMessageChannel) GetGlobalMessageVersion() uint64

type GlobalMiracleWar_Asset

type GlobalMiracleWar_Asset struct {
	Basic

	AssetData *proto.ST_MiracleWar_PB
	City1     *proto.ST_MiracleWar_PB
	City2     *proto.ST_MiracleWar_PB
	City3     *proto.ST_MiracleWar_PB
	City4     *proto.ST_MiracleWar_PB
	// contains filtered or unexported fields
}
var (
	Instance_GlobalMiracleWarAsset *GlobalMiracleWar_Asset
)

func (*GlobalMiracleWar_Asset) AddHistoryArchon

func (this *GlobalMiracleWar_Asset) AddHistoryArchon(uid, t uint64, flag *proto.ST_LeagueCustomFlag_PB, shortName, uName string)

func (*GlobalMiracleWar_Asset) AddWarRecord

func (this *GlobalMiracleWar_Asset) AddWarRecord(tips *proto.ST_Tips_PB, t uint64)

func (*GlobalMiracleWar_Asset) CopyMiracleWarAsset

func (this *GlobalMiracleWar_Asset) CopyMiracleWarAsset(cid int32) *proto.ST_MiracleWar_PB

func (*GlobalMiracleWar_Asset) Dirty

func (this *GlobalMiracleWar_Asset) Dirty(cid int)

func (*GlobalMiracleWar_Asset) GetAssert

func (this *GlobalMiracleWar_Asset) GetAssert(cid int) *proto.ST_MiracleWar_PB

func (*GlobalMiracleWar_Asset) GetBuff

func (this *GlobalMiracleWar_Asset) GetBuff(buffId int32) *proto.ST_MiracleWarBuff_PB

func (*GlobalMiracleWar_Asset) GetNotice

func (this *GlobalMiracleWar_Asset) GetNotice() string

func (*GlobalMiracleWar_Asset) GetOccupyLid

func (this *GlobalMiracleWar_Asset) GetOccupyLid(cid int) uint64

func (*GlobalMiracleWar_Asset) GetOwnerLid

func (this *GlobalMiracleWar_Asset) GetOwnerLid() uint64

func (*GlobalMiracleWar_Asset) GetOwnerUid

func (this *GlobalMiracleWar_Asset) GetOwnerUid() uint64

func (*GlobalMiracleWar_Asset) GetPowerLimit

func (this *GlobalMiracleWar_Asset) GetPowerLimit() int32

func (*GlobalMiracleWar_Asset) GetStage

func (this *GlobalMiracleWar_Asset) GetStage(cid int) int32

func (*GlobalMiracleWar_Asset) GetTitle

func (this *GlobalMiracleWar_Asset) GetTitle(titleId int32) *proto.ST_Title_PB

func (*GlobalMiracleWar_Asset) GetTitleCD

func (this *GlobalMiracleWar_Asset) GetTitleCD(titleId int32) uint64

func (*GlobalMiracleWar_Asset) GetTitleUid

func (this *GlobalMiracleWar_Asset) GetTitleUid(titleId int32) uint64

func (*GlobalMiracleWar_Asset) REStage

func (this *GlobalMiracleWar_Asset) REStage(cid int)

func (*GlobalMiracleWar_Asset) RemoveTitle

func (this *GlobalMiracleWar_Asset) RemoveTitle(titleId int32)

func (*GlobalMiracleWar_Asset) SetOwnerUid

func (this *GlobalMiracleWar_Asset) SetOwnerUid(uid uint64)

func (*GlobalMiracleWar_Asset) SetTitle

func (this *GlobalMiracleWar_Asset) SetTitle(titleId int32, uid uint64, cd uint64)

func (*GlobalMiracleWar_Asset) UnsafeAddHistoryArchon

func (this *GlobalMiracleWar_Asset) UnsafeAddHistoryArchon(uid, t uint64, flag *proto.ST_LeagueCustomFlag_PB, shortName, uName string)

func (*GlobalMiracleWar_Asset) UnsafeGetBuffs

func (this *GlobalMiracleWar_Asset) UnsafeGetBuffs(cid int) []*proto.ST_MiracleWarBuff_PB

func (*GlobalMiracleWar_Asset) UnsafeSetTitle

func (this *GlobalMiracleWar_Asset) UnsafeSetTitle(titleId int32, uid uint64, cd uint64)

func (*GlobalMiracleWar_Asset) UnsafeStartStage

func (this *GlobalMiracleWar_Asset) UnsafeStartStage(cid int, stage int32, stageStartTime, stageEndTime, subStageStartTime, subStageEndTime uint64)

func (*GlobalMiracleWar_Asset) WithMiracleWarAsset

func (this *GlobalMiracleWar_Asset) WithMiracleWarAsset(readOrWrite bool, cid int, callback func(asset *proto.ST_MiracleWar_PB) bool) bool

type GlobalPrepareForWar

type GlobalPrepareForWar struct {
	Basic
	AssetData *proto.ST_PrepareForWar_PB
}
var Instance_GlobalPrepareForWar *GlobalPrepareForWar

func (*GlobalPrepareForWar) GetPrepareForWarInfo

func (this *GlobalPrepareForWar) GetPrepareForWarInfo() (uint32, uint32, uint64, uint64, uint32, []*proto.ST_SubTask, uint64)

func (*GlobalPrepareForWar) WithPrepareForWar

func (this *GlobalPrepareForWar) WithPrepareForWar(readOrWrite bool, callback func(asset *proto.ST_PrepareForWar_PB) bool)

type GlobalPrepareForWarRankAsset

type GlobalPrepareForWarRankAsset struct {
	PrepareForWarRankMap sync.Map
	// contains filtered or unexported fields
}
var (
	InstanceGlobalAssetPrepareForWarRank *GlobalPrepareForWarRankAsset
)

func (*GlobalPrepareForWarRankAsset) Exit

func (this *GlobalPrepareForWarRankAsset) Exit()

func (*GlobalPrepareForWarRankAsset) GO_UpdateGlobalPrepareForWarRank

func (this *GlobalPrepareForWarRankAsset) GO_UpdateGlobalPrepareForWarRank()

func (*GlobalPrepareForWarRankAsset) GetRank

func (this *GlobalPrepareForWarRankAsset) GetRank(rankType uint32) wsort.MapSorter

func (*GlobalPrepareForWarRankAsset) Reset

func (this *GlobalPrepareForWarRankAsset) Reset(rankType uint32)

func (*GlobalPrepareForWarRankAsset) Set

func (this *GlobalPrepareForWarRankAsset) Set(rankType uint32, uid, score uint64)

type GlobalPrisonMessageBoardAsset

type GlobalPrisonMessageBoardAsset struct {
	PrisonMessageMap sync.Map
	// contains filtered or unexported fields
}
var (
	InstanceGlobalAssetPrisonMessageBoard *GlobalPrisonMessageBoardAsset
)

func (*GlobalPrisonMessageBoardAsset) AddPrisonMessage

func (this *GlobalPrisonMessageBoardAsset) AddPrisonMessage(targetUid, uid uint64, content string) *proto.ST_PrisonMessage_PB

func (*GlobalPrisonMessageBoardAsset) Exit

func (this *GlobalPrisonMessageBoardAsset) Exit()

func (*GlobalPrisonMessageBoardAsset) GO_UpdateGlobalPrisonMessage

func (this *GlobalPrisonMessageBoardAsset) GO_UpdateGlobalPrisonMessage()

func (*GlobalPrisonMessageBoardAsset) GetPrisonMessageList

func (this *GlobalPrisonMessageBoardAsset) GetPrisonMessageList(targetUid uint64, startId, count int32) ([]*proto.ST_PrisonMessage_PB, uint32)

type GlobalStrongestCommander

type GlobalStrongestCommander struct {
	Basic
	AssetData *proto.ST_StrongestCommander_PB
}
var Instance_GlobalStrongestCommander *GlobalStrongestCommander

func (*GlobalStrongestCommander) GetStrongestCommanderInfo

func (this *GlobalStrongestCommander) GetStrongestCommanderInfo() (uint32, uint32, uint64, uint64, uint32, []*proto.ST_SubTask, uint64)

func (*GlobalStrongestCommander) WithStrongestCommander

func (this *GlobalStrongestCommander) WithStrongestCommander(readOrWrite bool, callback func(asset *proto.ST_StrongestCommander_PB) bool)

type GlobalStrongestCommanderRankAsset

type GlobalStrongestCommanderRankAsset struct {
	StrongestCommanderRankMap sync.Map
	// contains filtered or unexported fields
}
var (
	InstanceGlobalAssetStrongestCommanderRank *GlobalStrongestCommanderRankAsset
	RankTime                                  = []*proto.ST_Vector2Int_PB{{X: proto.SetInt32(501), Y: proto.SetInt32(1200)},
		{X: proto.SetInt32(101), Y: proto.SetInt32(600)},
		{X: proto.SetInt32(11), Y: proto.SetInt32(300)},
		{X: proto.SetInt32(0), Y: proto.SetInt32(5)}}
)

func (*GlobalStrongestCommanderRankAsset) Exit

func (this *GlobalStrongestCommanderRankAsset) Exit()

func (*GlobalStrongestCommanderRankAsset) GO_UpdateGlobalStrongestCommanderRank

func (this *GlobalStrongestCommanderRankAsset) GO_UpdateGlobalStrongestCommanderRank()

func (*GlobalStrongestCommanderRankAsset) GetRank

func (this *GlobalStrongestCommanderRankAsset) GetRank(rankType uint32) wsort.MapSorter

func (*GlobalStrongestCommanderRankAsset) Reset

func (this *GlobalStrongestCommanderRankAsset) Reset(rankType uint32)

func (*GlobalStrongestCommanderRankAsset) Set

func (this *GlobalStrongestCommanderRankAsset) Set(rankType uint32, uid, score uint64)

type GlobalTransferBattle

type GlobalTransferBattle struct {
	Basic
	AssetData *proto.ST_Transfer_Battle_PB
}
var Instance_GlobalTransferBattle *GlobalTransferBattle

func (*GlobalTransferBattle) GetTransferBattleInfo

func (this *GlobalTransferBattle) GetTransferBattleInfo() *proto.ST_Transfer_Battle_PB

func (*GlobalTransferBattle) UnSafeGetBuffs

func (this *GlobalTransferBattle) UnSafeGetBuffs(sid uint32) []*proto.ST_Buff_PB

func (*GlobalTransferBattle) UnSafeGetWorldChatChannelId

func (this *GlobalTransferBattle) UnSafeGetWorldChatChannelId() string

func (*GlobalTransferBattle) UnSafeSetWorldChatChannelId

func (this *GlobalTransferBattle) UnSafeSetWorldChatChannelId(id string)

func (*GlobalTransferBattle) WithTransferBattle

func (this *GlobalTransferBattle) WithTransferBattle(readOrWrite bool, callback func(asset *proto.ST_Transfer_Battle_PB) bool)

type GlobalTransferBattleRankAsset

type GlobalTransferBattleRankAsset struct {
	TransferBattleRankMap sync.Map
	// contains filtered or unexported fields
}
var (
	InstanceGlobalAssetTransferBattleRank *GlobalTransferBattleRankAsset
	/*RankTime                                  = []*proto.ST_Vector2Int_PB{{X: proto.SetInt32(501), Y: proto.SetInt32(1200)},
	{X: proto.SetInt32(101), Y: proto.SetInt32(600)},
	{X: proto.SetInt32(11), Y: proto.SetInt32(300)},
	{X: proto.SetInt32(0), Y: proto.SetInt32(5)}}*/
	TbGroupInfo *proto.ST_TransferBattle_Group_Entry
)

func (*GlobalTransferBattleRankAsset) Add

func (this *GlobalTransferBattleRankAsset) Add(stage, subStage uint32, userData *Info, score uint64)

func (*GlobalTransferBattleRankAsset) Exit

func (this *GlobalTransferBattleRankAsset) Exit()

func (*GlobalTransferBattleRankAsset) GO_UpdateGlobalTransferBattleRank

func (this *GlobalTransferBattleRankAsset) GO_UpdateGlobalTransferBattleRank()

func (*GlobalTransferBattleRankAsset) GetRank

func (this *GlobalTransferBattleRankAsset) GetRank(rankType uint32) wsort.MapSorter

func (*GlobalTransferBattleRankAsset) GetRankItem

func (*GlobalTransferBattleRankAsset) ProcessingStageAdd

func (this *GlobalTransferBattleRankAsset) ProcessingStageAdd(stage, subStage uint32, userData *Info, score uint64)

func (*GlobalTransferBattleRankAsset) Reset

func (this *GlobalTransferBattleRankAsset) Reset(rankType uint32)

func (*GlobalTransferBattleRankAsset) SetSubStage

func (this *GlobalTransferBattleRankAsset) SetSubStage(subStage uint32)

func (*GlobalTransferBattleRankAsset) SyncData

type GlobalWarCity_Asset

type GlobalWarCity_Asset struct {
	Basic

	WarCityList map[uint32]uint32 //加快遍历速度
	// contains filtered or unexported fields
}
var (
	Instance_GlobalWarCityAsset *GlobalWarCity_Asset
)

func (*GlobalWarCity_Asset) Clone

func (this *GlobalWarCity_Asset) Clone(cityid uint32) *proto.ST_CityWar_PB

func (*GlobalWarCity_Asset) Del

func (this *GlobalWarCity_Asset) Del(cid uint32)

func (*GlobalWarCity_Asset) Dirty

func (this *GlobalWarCity_Asset) Dirty(cityid uint32)

func (*GlobalWarCity_Asset) GetOneWarCity

func (this *GlobalWarCity_Asset) GetOneWarCity() uint32

func (*GlobalWarCity_Asset) GetStage

func (this *GlobalWarCity_Asset) GetStage(cityid uint32) int32

func (*GlobalWarCity_Asset) GetVersion

func (this *GlobalWarCity_Asset) GetVersion(cityid uint32) uint32

func (*GlobalWarCity_Asset) UnsafeStartStage

func (this *GlobalWarCity_Asset) UnsafeStartStage(cityid uint32) bool

func (*GlobalWarCity_Asset) UserHasWarCityData

func (this *GlobalWarCity_Asset) UserHasWarCityData(uid uint64) bool

func (*GlobalWarCity_Asset) WithAsset

func (this *GlobalWarCity_Asset) WithAsset(cityid uint32, readOrWrite bool, callback func(asset *proto.ST_CityWar_PB) bool) bool

type GlobalWorldSituation

type GlobalWorldSituation struct {
	Basic
	AssetData *proto.ST_WorldSituation_PB

	UnlockUnitLevel sync.Map
	// contains filtered or unexported fields
}
var Instance_GlobalWorldSituation *GlobalWorldSituation

func (*GlobalWorldSituation) GetGlobalWorldSituationVersion

func (this *GlobalWorldSituation) GetGlobalWorldSituationVersion() uint64

func (*GlobalWorldSituation) GetStrongestCommanderInfo

func (this *GlobalWorldSituation) GetStrongestCommanderInfo() (uint32, uint32, uint64, uint64, uint32, []*proto.ST_SubTask, uint64)

func (*GlobalWorldSituation) WithWorldSituation

func (this *GlobalWorldSituation) WithWorldSituation(readOrWrite bool, callback func(asset *proto.ST_WorldSituation_PB) bool)

type GlobalWorldSituationRankSnapshot

type GlobalWorldSituationRankSnapshot struct {
	Basic
	AssetData *proto.ST_WorldSituationRankSnapshot_PB
	RankInfos map[int64]map[uint64]uint64
	// contains filtered or unexported fields
}
var Instance_GlobalWorldSituationRankSnapshot *GlobalWorldSituationRankSnapshot

func (*GlobalWorldSituationRankSnapshot) GetGlobalWorldSituationRankSnapshotVersion

func (this *GlobalWorldSituationRankSnapshot) GetGlobalWorldSituationRankSnapshotVersion() uint64

func (*GlobalWorldSituationRankSnapshot) GetStrongestCommanderInfo

func (this *GlobalWorldSituationRankSnapshot) GetStrongestCommanderInfo() (uint32, uint32, uint64, uint64, uint32, []*proto.ST_SubTask, uint64)

func (*GlobalWorldSituationRankSnapshot) WithWorldSituationRankSnapshot

func (this *GlobalWorldSituationRankSnapshot) WithWorldSituationRankSnapshot(readOrWrite bool, callback func(asset *GlobalWorldSituationRankSnapshot) (bool, *proto.ST_WorldSituationRankSnapshot_Entry_PB))

type GroupRate

type GroupRate struct {
	Id   uint32
	Rate uint32
}

/ 从ActivityServer复制过来的结构

type HeroKilledRankingListImpl

type HeroKilledRankingListImpl struct {
	UInt64KeyUInt64ValueRankingListImpl
}

* @brief 英雄杀敌排行榜

type HistoryAsset

type HistoryAsset struct {
	AssetData map[uint64]*proto.ST_LeagueShopRecordList_PB
	// contains filtered or unexported fields
}

func (*HistoryAsset) Add

func (object *HistoryAsset) Add(id uint64, pb *proto.ST_LeagueShopRecord_PB)

* @brief 添加

func (*HistoryAsset) Get

func (object *HistoryAsset) Get(id uint64, start, limit uint32) *proto.ST_LeagueShopRecordList_PB

* @brief 获取

type Info

type Info struct {
	CInfo              *ClientInfo
	MessageCache       *MessageCacheType
	ChatChannelInfoMap sync.Map

	LsRole *proto.ST_RoleInfo //缓存登陆服的角色信息
	// contains filtered or unexported fields
}

func CreateToInfo

func CreateToInfo(doc *GameDB.CharacteristicDocument, language uint32) *Info

func GetCharinfo

func GetCharinfo(key uint64) *Info

func ToInfo

func ToInfo(doc *GameDB.CharacteristicDocument, language uint32) *Info

func UserCreate

func UserCreate(key uint64, language uint32) *Info

func (*Info) AcceptOrRejectInvitationMail

func (userData *Info) AcceptOrRejectInvitationMail(mailId uint64, accept bool)

拒绝邮件

func (*Info) ActivateBuilding

func (userData *Info) ActivateBuilding(buildingID uint32) bool

* @brief 激活建筑

func (*Info) ActivityCrossDayCall

func (userData *Info) ActivityCrossDayCall()

func (*Info) AddAttribute

func (userData *Info) AddAttribute(attributetype, attributesource, value uint32)

func (*Info) AddAttributeByBuff

func (userData *Info) AddAttributeByBuff(buffId uint64, value uint32)

func (*Info) AddAttributeByID

func (userData *Info) AddAttributeByID(attid uint64, value uint32)

func (*Info) AddBookmark

func (userData *Info) AddBookmark(entry *proto.ST_BookmarkEntry_PB) int32

func (*Info) AddBuff

func (userData *Info) AddBuff(attributeType, attributeSource uint32, remaintime uint64, value uint32)

func (*Info) AddBuildingWithLevel

func (userData *Info) AddBuildingWithLevel(tileid, buildingid, buildingtype, buildinglevel uint32)

* @brief 添加建筑

func (*Info) AddBuildingWithLevelAndActivated

func (userData *Info) AddBuildingWithLevelAndActivated(tileId, buildingId, buildingType, buildingLevel uint32, activated bool)

* @brief 添加建筑

func (*Info) AddCash

func (userData *Info) AddCash(cashType uint32, cashCount uint64, ossAddCashType uint32)

func (*Info) AddCashAsset

func (userData *Info) AddCashAsset(cash *proto.ST_CashAsset_PB, ossAddCashType uint32)

func (*Info) AddCommanderItem

func (userData *Info) AddCommanderItem(itemCSVID uint32, itemNum uint64, ossAddType uint32)

* @brief 添加指挥官道具

func (*Info) AddDayChatCount

func (userData *Info) AddDayChatCount()

func (*Info) AddDefeatRecoupMailAsset

func (userData *Info) AddDefeatRecoupMailAsset(mailType uint32, title, content *proto.ST_Tips_PB, cashes *proto.ST_CashAsset_PB)

func (*Info) AddDevoetCount

func (userData *Info) AddDevoetCount(in uint32)

func (*Info) AddEquipCSVIDToBuilding

func (userData *Info) AddEquipCSVIDToBuilding(buildingid uint32, equipCSVID uint32)

func (*Info) AddExp

func (userData *Info) AddExp(in uint64) uint64

func (*Info) AddFirstTutorialTimes

func (userData *Info) AddFirstTutorialTimes(firstTutorialType uint32)

func (*Info) AddFollow

func (userData *Info) AddFollow(id uint64, timestamp uint64, replyCount uint32)

添加关注

func (*Info) AddGarrison

func (userData *Info) AddGarrison(in uint64)

func (*Info) AddGiftPackMailAsset

func (userData *Info) AddGiftPackMailAsset(mailType uint32, sender uint64, targetId int32, title, content *proto.ST_Tips_PB, giftPackId int32)

func (*Info) AddGlobalActionID

func (userData *Info) AddGlobalActionID(actionid uint64)

func (*Info) AddGoldDevoteCount

func (userData *Info) AddGoldDevoteCount()

func (*Info) AddHelpMemberCount

func (userData *Info) AddHelpMemberCount()

func (*Info) AddHero

func (userData *Info) AddHero(heroid uint32, heroAsset *proto.ST_HeroEntry_PB)

func (*Info) AddHeroExp

func (userData *Info) AddHeroExp(heroID uint32, exp uint64) (*proto.ST_HeroEntry_PB, bool)

func (*Info) AddHospitalUnitAsset

func (userData *Info) AddHospitalUnitAsset(units *proto.ST_UnitAsset_PB)

func (*Info) AddItem

func (userData *Info) AddItem(itemid, itemnum uint32, ossAddItemType uint32)

func (*Info) AddKeepNoPayDay

func (userData *Info) AddKeepNoPayDay(noPayDay uint32) int64

* @brief 持续不付费天数+1

func (*Info) AddKeepPayDay

func (userData *Info) AddKeepPayDay() int64

* @brief 持续付费天数+1,持续不付费天数清空

func (Info) AddKillCommanderBuff

func (userData Info) AddKillCommanderBuff()

func (*Info) AddLanguageIDMailAsset

func (userData *Info) AddLanguageIDMailAsset(mailType uint32, sender uint64, targetId, mailSource int32, title, content *proto.ST_Tips_PB, detail, battle string) (bool, uint64)

添加语系ID邮件

func (*Info) AddLeagueApply

func (userData *Info) AddLeagueApply(in uint64)

func (*Info) AddLeagueBattleLogCount

func (userData *Info) AddLeagueBattleLogCount()

func (*Info) AddLeagueDevote

func (userData *Info) AddLeagueDevote(in uint32)

func (*Info) AddLeagueGift

func (userData *Info) AddLeagueGift(gift *proto.ST_Gift_PB)

func (*Info) AddLeagueGiftScore

func (userData *Info) AddLeagueGiftScore(num uint64)

func (*Info) AddLeagueHelp

func (userData *Info) AddLeagueHelp(uid uint64, actionid uint32)

func (*Info) AddLeagueInvatation

func (userData *Info) AddLeagueInvatation(pb *proto.ST_InvitationLeague_Info)

func (*Info) AddLeagueTransportMailAsset

func (userData *Info) AddLeagueTransportMailAsset(from, to uint64, resources *proto.ST_CashAsset_PB, content *proto.ST_Tips_PB)

添加联盟运输邮件

func (*Info) AddLevelUpHeroList

func (userData *Info) AddLevelUpHeroList(heroList []uint32)

func (*Info) AddMassID

func (userData *Info) AddMassID(massid uint64)

func (*Info) AddMiracleWarGiftMailAsset

func (userData *Info) AddMiracleWarGiftMailAsset(mailType uint32, sender uint64, targetId, mailSource int32, title, content *proto.ST_Tips_PB, detail, battle, reward string)

func (*Info) AddMiracleWarTitleMailAsset

func (userData *Info) AddMiracleWarTitleMailAsset(mailType uint32, sender uint64, targetId, mailSource, titleId int32, title, content *proto.ST_Tips_PB)

func (*Info) AddMoney

func (userData *Info) AddMoney(in uint64, ossAddCashType uint32)

func (*Info) AddMyChat

func (userData *Info) AddMyChat(id uint64, timestamp uint64)

添加我的聊天

func (*Info) AddNeedReceive

func (userData *Info) AddNeedReceive(uid uint64, resource *proto.ST_CashAsset_PB)

func (*Info) AddPayHistory

func (userData *Info) AddPayHistory(payNum uint64, name uint64)

func (*Info) AddPrisonAsset

func (userData *Info) AddPrisonAsset(pb *proto.ST_Prison_PB)

func (*Info) AddPrivateChat

func (userData *Info) AddPrivateChat(targetUserData *Info, chatData *proto.ST_PrivateChat_Content_PB) bool

添加私聊

func (*Info) AddRadarAsset

func (userData *Info) AddRadarAsset(input string)

func (*Info) AddReceiveResource

func (userData *Info) AddReceiveResource(in uint64)

func (*Info) AddReportedAvatarTimes

func (userData *Info) AddReportedAvatarTimes()

func (*Info) AddResearchAsset

func (userData *Info) AddResearchAsset(rtype, rid uint32)

func (*Info) AddRewardLanguageIDMailAsset

func (userData *Info) AddRewardLanguageIDMailAsset(mailType uint32, sender uint64, targetId, mailSource, rewardSource int32, title, content *proto.ST_Tips_PB, detail, battle, reward string)

带奖励的语系ID邮件

func (*Info) AddSendMarket

func (userData *Info) AddSendMarket(uid uint64, resource *proto.ST_CashAsset_PB)

func (*Info) AddSendResource

func (userData *Info) AddSendResource(in uint64)

func (*Info) AddSkill

func (userData *Info) AddSkill(skillid uint32)

func (*Info) AddSpyLanguageIDMailAsset

func (userData *Info) AddSpyLanguageIDMailAsset(mailType uint32, senderId, otherId, npcId uint64, targetId int32, title, content *proto.ST_Tips_PB, detail string) uint64

添加侦查语系ID邮件

func (*Info) AddSpyRewardLanguageIDMailAsset

func (userData *Info) AddSpyRewardLanguageIDMailAsset(mailType uint32, senderID, npcID uint64, targetID, mailSource int32, title, content *proto.ST_Tips_PB, detail, reward string)

func (*Info) AddStatueToBuilding

func (userData *Info) AddStatueToBuilding(x, y, id, width, height, buildingid uint32)

func (*Info) AddSupplyBuyTimes

func (userData *Info) AddSupplyBuyTimes(cashType uint32)

func (*Info) AddSupplyFreeTimes

func (userData *Info) AddSupplyFreeTimes(in uint32)

func (*Info) AddSupplyTotalTimes

func (userData *Info) AddSupplyTotalTimes(cashType uint32)

func (*Info) AddSyncAsset

func (userData *Info) AddSyncAsset(syncType proto.SyncType, msg proto.Message)

---------------------------------------------------------------------------------------------

func (*Info) AddSyncAssetByte

func (userData *Info) AddSyncAssetByte(syncType proto.SyncType, msg []byte)

func (*Info) AddTalentAsset

func (userData *Info) AddTalentAsset(rtype, rid uint32)

func (*Info) AddTalentPoint

func (userData *Info) AddTalentPoint(in uint32)

func (*Info) AddTextMailAsset

func (userData *Info) AddTextMailAsset(mailType uint32, senderId, otherId uint64, targetId, mailSource int32, title, content, reward, detail, battle string, titleId int32)

添加文本邮件

func (*Info) AddTextMailAssetWithTimestamp

func (userData *Info) AddTextMailAssetWithTimestamp(mailType uint32,
	senderId, otherId uint64,
	targetId, mailSource int32,
	title, content, reward, detail, battle string,
	timestamp int64, titleId int32)

添加文本邮件

func (*Info) AddTips

func (userData *Info) AddTips(languageid uint32, para ...interface{})

func (*Info) AddTotalPay

func (userData *Info) AddTotalPay(payNum uint32)

func (*Info) AddTutorialId

func (userData *Info) AddTutorialId(id uint32)

* @brief 添加已经完成引导的id

func (*Info) AddUnitAsset

func (userData *Info) AddUnitAsset(unitid uint32, unitnum uint64)

func (*Info) AddUnitAssets

func (userData *Info) AddUnitAssets(pb *proto.ST_UnitAsset_PB)

func (*Info) AddUnitCountAssets

func (userData *Info) AddUnitCountAssets(pb *proto.ST_UnitAsset_PB)

func (*Info) AddUnitItemCapacity

func (userData *Info) AddUnitItemCapacity(itemId int64, count int32)

func (*Info) AddUnitToBuilding

func (userData *Info) AddUnitToBuilding(buildingid uint32, pb *proto.ST_UnitAsset_PB)

func (*Info) AddVec4Resource

func (this *Info) AddVec4Resource(resourceList []*proto.ST_Vector4Int_PB, loopCount uint32, ossAddCashType uint32, packName uint64) []*proto.ST_Vector4Int_PB

func (*Info) AddVec4ResourceList

func (this *Info) AddVec4ResourceList(resourceList []*proto.ST_Vector4Int_PB, loopCount uint32, ossAddCashType uint32) []*proto.ST_Vector4Int_PB

func (*Info) AddVec4ResourceListWithSource

func (this *Info) AddVec4ResourceListWithSource(resourceList []*proto.ST_Vector4Int_PB, loopCount uint32, ossAddCashType uint32, packName uint64) []*proto.ST_Vector4Int_PB

func (Info) AddWarHappeningBuff

func (userData Info) AddWarHappeningBuff()

战争狂热

func (*Info) AddleagueHelpCount

func (userData *Info) AddleagueHelpCount()

func (*Info) AllocBuildingID

func (userData *Info) AllocBuildingID() uint32

func (*Info) AlterBookmark

func (userData *Info) AlterBookmark(entry *proto.ST_BookmarkEntry_PB) proto.RetActionType

func (*Info) AssetWorldSituation_Clear

func (m *Info) AssetWorldSituation_Clear()

func (*Info) BuyOfferGift

func (userData *Info) BuyOfferGift(gmid, gid int64) (int64, uint64)

func (*Info) CalcAllHeroPower

func (userData *Info) CalcAllHeroPower() uint64

* @brief 累加所有英雄战斗力

func (*Info) CalcBuildingPower

func (userData *Info) CalcBuildingPower() uint64

func (*Info) CalcHeroPower

func (userData *Info) CalcHeroPower(heroID uint32, showTips bool)

* @brief 重新计算英雄战斗力

func (*Info) CalcHeroSkillAttribute

func (userData *Info) CalcHeroSkillAttribute(heroAsset *proto.ST_HeroEntry_PB, skillType proto.SkillSubType) map[uint32]uint64

* @brief 计算英雄全局加成并返回加成(万分比)

func (*Info) CalcLordPower

func (userData *Info) CalcLordPower() uint64

func (*Info) CalcPower

func (userData *Info) CalcPower() uint64

func (*Info) CalcResearchPower

func (userData *Info) CalcResearchPower() uint64

func (*Info) CalcTelentPower

func (userData *Info) CalcTelentPower() uint64

func (*Info) CalcUnitPower

func (userData *Info) CalcUnitPower() uint64

func (*Info) CalcUserCmdEquipAttr

func (userData *Info) CalcUserCmdEquipAttr() []*proto.ST_Attribute_PB

func (*Info) CanAddHeroExp

func (userData *Info) CanAddHeroExp(heroID uint32, exp uint64) (bool, uint64)

func (*Info) CancelFollow

func (userData *Info) CancelFollow(titleID uint64)

取消关注

func (*Info) CancelKeepMailByIdList

func (userData *Info) CancelKeepMailByIdList(mailIdList []uint64)

通过ID取消收藏邮件

func (*Info) ChangeCommanderEquipState

func (userData *Info) ChangeCommanderEquipState(equipUID uint64, state proto.CommanderEquipState, equipPos uint32) proto.RetActionType

* @brief 改变装备脱/穿状态

func (*Info) ChangeLocalActionRemainTime

func (userData *Info) ChangeLocalActionRemainTime(actionId uint32, remainTime uint64)

func (*Info) ChangeLocalActionRemainTime2

func (userData *Info) ChangeLocalActionRemainTime2(bid, actype uint32, remainTime uint64)

func (*Info) ChangeTalentTotalPoint

func (userData *Info) ChangeTalentTotalPoint()

func (*Info) ChapterDataIncrease

func (userData *Info) ChapterDataIncrease(cID, tID int64, prog, need uint32) *proto.ST_ChapterInfo_PB

/ 升级数据

func (*Info) ChapterDataReplace

func (userData *Info) ChapterDataReplace(cID, tID int64, prog, need uint32) *proto.ST_ChapterInfo_PB

/ 刷新数据

func (*Info) CheckAutoDeleteMail

func (userData *Info) CheckAutoDeleteMail(mailType uint32)

* 每种邮件类型数量超过上限,删除老邮件

func (*Info) CheckBuildingAsset

func (userData *Info) CheckBuildingAsset(buildingtype uint32, buildinglevel uint32) bool

* @brief 检查某类型的建筑等级是否达到

func (*Info) CheckBuildingAssetByBuildingType

func (userData *Info) CheckBuildingAssetByBuildingType(btype uint32) bool

* @brief 检查某种类型的建筑是否存在

func (*Info) CheckBuildingIndex

func (userData *Info) CheckBuildingIndex(tileid, width, height uint32) bool

* @brief 检查制定位置是否有建筑

func (*Info) CheckBuildingIndexWithID

func (userData *Info) CheckBuildingIndexWithID(tileid, width, height, buildingid uint32) bool

* @brief 检查位置是否有指定建筑

func (*Info) CheckCanPrivateChat

func (userData *Info) CheckCanPrivateChat(targetUid uint64) bool

func (*Info) CheckCash

func (userData *Info) CheckCash(cashType uint32, cashCount uint64) bool

* @brief 检查金币

func (*Info) CheckCashAsset

func (userData *Info) CheckCashAsset(cash *proto.ST_CashAsset_PB) bool

func (*Info) CheckCommanderEquip

func (userData *Info) CheckCommanderEquip(equipUID uint64) proto.RetActionType

* @brief 检查指定的装备是否存在

func (*Info) CheckCommanderEquipState

func (userData *Info) CheckCommanderEquipState(euqipUID uint64, state proto.CommanderEquipState) proto.RetActionType

* @brief 检查指定装备状态

func (*Info) CheckCommanderItem

func (userData *Info) CheckCommanderItem(itemID uint32, itemNum uint64) bool

* @brief 检查指定的指挥官道具数量

func (*Info) CheckEnergy

func (userData *Info) CheckEnergy(in uint32) bool

func (*Info) CheckGMGiftCondition

func (userData *Info) CheckGMGiftCondition(giftPackId int64) (*csv.OssGiftPack, bool)

func (*Info) CheckGarrisonUser

func (userData *Info) CheckGarrisonUser(uid uint64) bool

func (*Info) CheckGiftIndex

func (userData *Info) CheckGiftIndex(entry *csv.CF_GiftList_DataEntry) (proto.RetActionType, int)

* @brief 检查是否存在礼包并返回index

func (*Info) CheckHospitalAsset

func (userData *Info) CheckHospitalAsset(units *proto.ST_UnitAsset_PB) bool

func (*Info) CheckIsKeepPayDay

func (userData *Info) CheckIsKeepPayDay() uint32

* @brief 检查是否连续付费,返回未连续付费天数

func (*Info) CheckItem

func (userData *Info) CheckItem(itemid, itemnum uint32) bool

* @brief 检查背包

func (*Info) CheckLocationInWorldMap

func (userData *Info) CheckLocationInWorldMap() bool

func (*Info) CheckMoney

func (userData *Info) CheckMoney(in uint64) bool

func (*Info) CheckOfferGift

func (object *Info) CheckOfferGift(gmid, gid int64) proto.RetActionType

func (*Info) CheckPayLabel

func (userData *Info) CheckPayLabel()

func (*Info) CheckPosIsUnlock

func (userData *Info) CheckPosIsUnlock(pos uint32) bool

* @brief 检查指定部位是否已解锁

func (*Info) CheckRepairCity

func (userData *Info) CheckRepairCity(cityid uint32) bool

func (*Info) CheckResetDiayActivityOnline

func (userData *Info) CheckResetDiayActivityOnline()

func (*Info) CheckSTA

func (userData *Info) CheckSTA(in uint32) bool

func (*Info) CheckTalentPoint

func (userData *Info) CheckTalentPoint(in uint32) bool

func (*Info) CheckUnitAsset

func (userData *Info) CheckUnitAsset(units *proto.ST_UnitAsset_PB) bool

func (*Info) CheckUnitCountAsset

func (userData *Info) CheckUnitCountAsset(units *proto.ST_UnitAsset_PB) bool

func (*Info) CheckVec4ResourceList

func (this *Info) CheckVec4ResourceList(resourceList []*proto.ST_Vector4Int_PB, loopCount uint32) bool

* @brief 检查资源是否充足

func (*Info) CleanUnlockPos

func (userData *Info) CleanUnlockPos()

func (*Info) ClearAllLeagueGift

func (userData *Info) ClearAllLeagueGift()

func (*Info) ClearItem_GM

func (userData *Info) ClearItem_GM(itemID uint32)

@brief GM命令,用于清除背包道具

func (*Info) ClearLeagueApply

func (userData *Info) ClearLeagueApply()

func (*Info) ClearLeagueData

func (userData *Info) ClearLeagueData()

func (*Info) ClearLeagueGift

func (userData *Info) ClearLeagueGift()

func (*Info) ClearLeagueHelp

func (userData *Info) ClearLeagueHelp()

func (*Info) ClearRadarAsset

func (userData *Info) ClearRadarAsset()

func (*Info) ClientDirty

func (m *Info) ClientDirty()

func (*Info) ClientUnDirty

func (m *Info) ClientUnDirty()

func (*Info) ConverToCharInfo

func (this *Info) ConverToCharInfo() map[string]interface{}

func (*Info) ConvertStatueToMaterial

func (userData *Info) ConvertStatueToMaterial()

* @brief 删除4,5级雕像并转化成对应消耗的4级材料

func (*Info) ConvertToDocument

func (m *Info) ConvertToDocument() *GameDB.CharacteristicDocument

func (*Info) CopyAllAttribute

func (userData *Info) CopyAllAttribute() map[uint64]uint64

func (*Info) CopyGarrisonList

func (userData *Info) CopyGarrisonList() []uint64

func (*Info) CopyLeagyueGiftData

func (userData *Info) CopyLeagyueGiftData() []*proto.ST_Gift_PB

func (*Info) CopyPrisonAsset

func (userData *Info) CopyPrisonAsset() *proto.ST_PrisonAsset_PB

func (*Info) CopyStatisticsAsset

func (userData *Info) CopyStatisticsAsset() *proto.ST_Statistics_PB

func (*Info) CountAdditionalFloatWithValue

func (userData *Info) CountAdditionalFloatWithValue(oridata float64, value uint32, atttibuteType ...proto.AtttibuteType) float64

func (*Info) CountMergedAllBuildingAttr

func (userData *Info) CountMergedAllBuildingAttr() *proto.ST_AttributeList_PB

func (*Info) CountUnitNum

func (userData *Info) CountUnitNum(unitid uint32) uint64

func (*Info) CreateBattleNotice

func (userData *Info) CreateBattleNotice(BIUID int64, battleNotice *proto.ST_BattleNotice_PB)

* @brief 创建战斗通知

func (*Info) CumulativeGiftPage

func (userData *Info) CumulativeGiftPage(conf *csv.CF_GiftList_DataEntry)

func (*Info) CumulativeGiftPage2

func (userData *Info) CumulativeGiftPage2(num int64)

func (*Info) CumulativeGiftPage3

func (userData *Info) CumulativeGiftPage3(num int64)

func (*Info) DeleUserChapters

func (userData *Info) DeleUserChapters()

func (*Info) DeleteActivity

func (userData *Info) DeleteActivity(id uint32)

func (*Info) DeleteBuildingAsset

func (userData *Info) DeleteBuildingAsset(buildingid uint32)

* @brief 删除建筑资产

func (*Info) DeleteEquipFromBuilding

func (userData *Info) DeleteEquipFromBuilding(buildingid uint32)

func (*Info) DeleteGarrison

func (userData *Info) DeleteGarrison(in uint64)

func (*Info) DeleteHero

func (userData *Info) DeleteHero(heroID uint32)

func (*Info) DeleteHospitalAsset

func (userData *Info) DeleteHospitalAsset(unitid uint32, unitnum uint64) bool

func (*Info) DeleteLeagueGift

func (userData *Info) DeleteLeagueGift(giftId uint32)

func (*Info) DeleteLeagueHelp

func (userData *Info) DeleteLeagueHelp(uid uint64, actionid uint32)

func (*Info) DeleteLocalAction

func (userData *Info) DeleteLocalAction(actionid uint32)

func (*Info) DeleteLocalActionList

func (userData *Info) DeleteLocalActionList(actionIdList []uint32)

func (*Info) DeleteMailByIdList

func (userData *Info) DeleteMailByIdList(mailIdList []uint64) ([]uint64, *proto.ST_MailRewardList_PB)

通过ID删除邮件

func (*Info) DeleteMassID

func (userData *Info) DeleteMassID(massid uint64) bool

func (*Info) DeletePrisonAsset

func (userData *Info) DeletePrisonAsset(ownerid uint64)

func (*Info) DeleteRadarAsset

func (userData *Info) DeleteRadarAsset(gactionid uint64)

* @brief 在UnBindGlobalActionId前调用删除才行,否则会出现预警残留

func (*Info) DeleteSkill

func (userData *Info) DeleteSkill(skillid uint32)

func (*Info) DeleteUnitAsset

func (userData *Info) DeleteUnitAsset(unitid uint32, unitnum uint64) bool

func (*Info) DeleteUnitAssets

func (userData *Info) DeleteUnitAssets(units *proto.ST_UnitAsset_PB) bool

func (*Info) DeleteUnitFromBuilding

func (userData *Info) DeleteUnitFromBuilding(buildingid uint32, units *proto.ST_UnitAsset_PB)

func (*Info) DirtyAll

func (m *Info) DirtyAll()

func (*Info) DirtyLeagueHelp

func (userData *Info) DirtyLeagueHelp()

func (*Info) ForeachActivityAsset

func (userData *Info) ForeachActivityAsset(readOrWrite bool, callback func(asset *proto.ST_Asset_Activity_Item_PB) bool)

func (*Info) ForeachHero

func (userData *Info) ForeachHero(readOrWrite bool, callback func(asset *proto.ST_HeroEntry_PB) bool)

func (*Info) ForeachLocalAction

func (userData *Info) ForeachLocalAction(callback func(entry *proto.ST_LocalActionEntry_PB) bool)

func (*Info) ForeachPrison

func (userData *Info) ForeachPrison(readOrWrite bool, callback func(pb *proto.ST_Prison_PB) bool)

func (*Info) ForeachTalentAsset

func (userData *Info) ForeachTalentAsset(readOrWrite bool, callback func(rid uint32) bool)

func (*Info) ForeachVec4ResourceList

func (this *Info) ForeachVec4ResourceList(resourceList []*proto.ST_Vector4Int_PB, callback func(cashOrItem bool, resType uint32, resCount uint64))

* @brief 遍历资产

func (*Info) FullLevelExp

func (userData *Info) FullLevelExp() uint64

@brief 满级需要的最大经验值

func (*Info) GMReduceCash

func (userData *Info) GMReduceCash(cashType uint32, cashCount uint64) bool

func (*Info) GMReduceMoney

func (userData *Info) GMReduceMoney(in uint64)

func (*Info) GMRefreshBlackMarket

func (userData *Info) GMRefreshBlackMarket()

func (*Info) GetAccountAsset

func (userData *Info) GetAccountAsset() *Asset_Account

* @brief 获取账户资产

func (*Info) GetAccountId

func (userData *Info) GetAccountId() uint64

func (*Info) GetAchievementAsset

func (userData *Info) GetAchievementAsset() *Asset_Achievement

* @brief 获取成就

func (*Info) GetAchievementAssetData

func (userData *Info) GetAchievementAssetData() *proto.ST_AchievementAsset_PB

* @brief 获取成就数据

func (*Info) GetActivityBaseInfo

func (userData *Info) GetActivityBaseInfo(taskType uint32) *proto.ST_Asset_Activity_Item_PB

func (*Info) GetActivityBaseInfoByLogicType

func (userData *Info) GetActivityBaseInfoByLogicType(logicType proto.ActivityLogicType) []*proto.ST_Asset_Activity_Item_PB

更新活动逻辑类型获取活动

func (*Info) GetActivityCurNumber

func (userData *Info) GetActivityCurNumber(activityid uint32) (number uint32)

func (*Info) GetActivityTaskRefreshTime

func (this *Info) GetActivityTaskRefreshTime() uint64

func (*Info) GetAllHero

func (userData *Info) GetAllHero() *proto.ST_HeroAsset_PB

func (*Info) GetAllPrinson

func (userData *Info) GetAllPrinson() []*proto.ST_Prison_PB

func (*Info) GetAttriValue

func (userData *Info) GetAttriValue(heroIdList []uint32, atttibuteType ...proto.AtttibuteType) (int32, int32, bool)

func (*Info) GetAttribute

func (userData *Info) GetAttribute(attributetype, attributesource uint32) uint32

func (*Info) GetAttributeByType

func (userData *Info) GetAttributeByType(attributetype proto.AtttibuteType) uint32

func (*Info) GetAvatar

func (userData *Info) GetAvatar() string

* @brief 获取用户头像

func (*Info) GetAvatarBoxId

func (userData *Info) GetAvatarBoxId() uint32

* @brief 获取用户头像框

func (*Info) GetBlackoutInfo

func (userData *Info) GetBlackoutInfo() (bool, uint64, uint64)

func (*Info) GetBootCapInfo

func (userData *Info) GetBootCapInfo() (bool, uint64, uint64)

func (*Info) GetBuffAsset

func (userData *Info) GetBuffAsset() *proto.ST_BuffAsset_PB

func (*Info) GetBuildingAssetByBuildingId

func (userData *Info) GetBuildingAssetByBuildingId(buildingid uint32) *proto.ST_Building_PB

* @brief 通过building id获取建筑

func (*Info) GetBuildingAssetClientString

func (userData *Info) GetBuildingAssetClientString() []byte

func (*Info) GetBuildingFuctionByBuildingId

func (userData *Info) GetBuildingFuctionByBuildingId(buildingid uint32) map[string]string

* @brief 通过位置id获取建筑功能

func (*Info) GetBuildingFuctionByConfigType

func (userData *Info) GetBuildingFuctionByConfigType(buildingconfigtype int64) map[string]string

* @brief 功过配置获取建筑的功能

func (*Info) GetBuildingIDListByConfigType

func (userData *Info) GetBuildingIDListByConfigType(buildingconfigtype int64) []uint32

func (*Info) GetBuildingInfoByBuildingId

func (userData *Info) GetBuildingInfoByBuildingId(buildingid uint32) (uint32, uint32)

* @brief 返回building id位置建筑类型和等级

func (*Info) GetBuildingLevel

func (userData *Info) GetBuildingLevel(buildingType uint32) uint32

func (*Info) GetBuildingPos

func (userData *Info) GetBuildingPos(buildingId uint32) (uint32, uint32)

func (*Info) GetBuildings

func (userData *Info) GetBuildings() []*proto.ST_Building_PB

* @brief 获取用户建筑信息

func (*Info) GetBurningTime

func (userData *Info) GetBurningTime() uint32

func (*Info) GetCanUseTalentPoint

func (userData *Info) GetCanUseTalentPoint() uint32

func (*Info) GetCashAsset

func (userData *Info) GetCashAsset() *proto.ST_CashAsset_PB

func (*Info) GetCashAssetData

func (userData *Info) GetCashAssetData() *Asset_Resource

func (*Info) GetChangeServerCD

func (userData *Info) GetChangeServerCD() uint64

func (*Info) GetChangedName

func (userData *Info) GetChangedName() bool

@brief 获取是否修改了用户名称

func (*Info) GetChannel

func (userData *Info) GetChannel() string

func (*Info) GetChapterTaskRewards

func (userData *Info) GetChapterTaskRewards(cID, tID uint32) (proto.RetActionType, *proto.ST_Asset_Chapters_PB)

func (*Info) GetCharBasicAsset

func (userData *Info) GetCharBasicAsset() *proto.ST_CharBasic_PB

func (*Info) GetCharBasicServerAsset

func (userData *Info) GetCharBasicServerAsset() *proto.ST_CharBasic_Server_PB

func (*Info) GetCommanderIcon

func (userData *Info) GetCommanderIcon() uint32

func (*Info) GetCommanderItemNumber

func (userData *Info) GetCommanderItemNumber(itemId uint64) uint64

* @brief 获取指定的指挥官道具数量

func (*Info) GetCommanderModel

func (userData *Info) GetCommanderModel() uint32

func (*Info) GetCommanderStatus

func (userData *Info) GetCommanderStatus() uint32

func (*Info) GetCopyPrisonAsset

func (userData *Info) GetCopyPrisonAsset(heroid uint32, ownerid uint64) *proto.ST_Prison_PB

func (*Info) GetCreateTime

func (userData *Info) GetCreateTime() uint64

func (*Info) GetCumulativeReward

func (userData *Info) GetCumulativeReward(tp proto.BoonLogicType, id uint32, rew *proto.ST_BoonRewardConfig_PB) bool

func (*Info) GetCurBubble

func (this *Info) GetCurBubble() (rst *proto.ST_CommanderFashionInfo_PB)

func (*Info) GetCurBubbleId

func (this *Info) GetCurBubbleId() uint32

func (*Info) GetCurHeaderBox

func (this *Info) GetCurHeaderBox() (rst *proto.ST_CommanderFashionInfo_PB)

func (*Info) GetCurLabel

func (userData *Info) GetCurLabel() uint64

func (*Info) GetCurLabelNum

func (userData *Info) GetCurLabelNum() uint64

func (*Info) GetCurrentSid

func (userData *Info) GetCurrentSid() uint32

func (*Info) GetCurrentSkinId

func (this *Info) GetCurrentSkinId() uint32

func (*Info) GetDailyActivityResetTime

func (userData *Info) GetDailyActivityResetTime() int64

func (*Info) GetDayChatCount

func (userData *Info) GetDayChatCount() uint32

func (*Info) GetDenfenseAsset

func (userData *Info) GetDenfenseAsset() *proto.ST_DefenseAsset_PB

func (*Info) GetDevoteCost

func (userData *Info) GetDevoteCost(technologyID int64) uint32

func (*Info) GetDevoteCount

func (userData *Info) GetDevoteCount() (uint32, uint32)

func (*Info) GetDispatchTaskAsset

func (userData *Info) GetDispatchTaskAsset() *Asset_DispatchTask

* @brief 获取派遣任务资产

func (*Info) GetDurable

func (userData *Info) GetDurable() uint32

func (*Info) GetEnergy

func (userData *Info) GetEnergy() uint32

func (*Info) GetExp

func (userData *Info) GetExp() uint64

func (*Info) GetFcmToken

func (userData *Info) GetFcmToken() string

func (*Info) GetFirstBeAttack

func (userData *Info) GetFirstBeAttack() bool

func (*Info) GetFirstEnterWorldMap

func (userData *Info) GetFirstEnterWorldMap() bool

func (*Info) GetFirstPay

func (userData *Info) GetFirstPay() bool

func (*Info) GetFirstProduceUnit

func (userData *Info) GetFirstProduceUnit() bool

func (*Info) GetFirstSpy

func (userData *Info) GetFirstSpy() bool

func (*Info) GetFirstTutorialTimes

func (userData *Info) GetFirstTutorialTimes(firstTutorialType uint32) uint32

func (*Info) GetFollowChatList

func (userData *Info) GetFollowChatList(startIdx uint32, count uint32) []uint64

func (*Info) GetFollowChatReplyCount

func (userData *Info) GetFollowChatReplyCount(titleID uint64) uint32

func (*Info) GetFollowChatTitleIDs

func (userData *Info) GetFollowChatTitleIDs() map[uint64]uint64

func (*Info) GetFollowChatVersion

func (userData *Info) GetFollowChatVersion() uint64

func (*Info) GetFollowCount

func (userData *Info) GetFollowCount() int

获取关注数量

func (*Info) GetForbidChat

func (userData *Info) GetForbidChat(forbiddenType uint32) *proto.ST_ForbiddenChat_PB

func (*Info) GetForbidChatInfo

func (userData *Info) GetForbidChatInfo() []*proto.ST_ForbiddenChat_PB

func (*Info) GetForbidLogin

func (userData *Info) GetForbidLogin() uint64

func (*Info) GetForbidLoginInfo

func (userData *Info) GetForbidLoginInfo() (uint64, uint64, string)

func (*Info) GetGarrisonNum

func (userData *Info) GetGarrisonNum() uint64

func (*Info) GetGiftAsset

func (userData *Info) GetGiftAsset() *Asset_GiftPack

* @brief 获取礼包资产

func (*Info) GetGiftPackLastClearTime

func (userData *Info) GetGiftPackLastClearTime() uint64

func (*Info) GetGlobalActionIDs

func (userData *Info) GetGlobalActionIDs() []uint64

func (*Info) GetGlobalMessageVersion

func (userData *Info) GetGlobalMessageVersion() uint64

func (*Info) GetGlobalWorldSituationRankSnapshotVersion

func (userData *Info) GetGlobalWorldSituationRankSnapshotVersion() uint64

func (*Info) GetGlobalWorldSituationVersion

func (userData *Info) GetGlobalWorldSituationVersion() uint64

func (*Info) GetHeaderBox

func (this *Info) GetHeaderBox(id uint32) (rst *proto.ST_CommanderFashionInfo_PB)

func (*Info) GetHelpMemberCount

func (userData *Info) GetHelpMemberCount() uint32

func (*Info) GetHeroBranchAttribute

func (userData *Info) GetHeroBranchAttribute(heroAsset *proto.ST_HeroEntry_PB) map[uint32]uint64

func (*Info) GetHeroCopy

func (userData *Info) GetHeroCopy(heroID uint32) *proto.ST_HeroEntry_PB

func (*Info) GetHeroNum

func (userData *Info) GetHeroNum() int

func (*Info) GetHistory30

func (userData *Info) GetHistory30() *proto.ST_Vector4UInt64List_PB

func (*Info) GetHospitalAsset

func (userData *Info) GetHospitalAsset() []*proto.ST_Unit_PB

func (*Info) GetIP

func (userData *Info) GetIP() string

func (*Info) GetImprisoneOwner

func (userData *Info) GetImprisoneOwner() *Info

func (*Info) GetItemNumber

func (userData *Info) GetItemNumber(itemId uint32) uint32

* @brief 获取物品数量

func (*Info) GetItemPackAsset

func (userData *Info) GetItemPackAsset() *proto.ST_Asset_ItemPack_PB

func (*Info) GetJoinLeagueCDTime

func (userData *Info) GetJoinLeagueCDTime() uint64

func (*Info) GetKillUnitNum

func (userData *Info) GetKillUnitNum() uint64

func (*Info) GetKilledMonsterLevel

func (userData *Info) GetKilledMonsterLevel() uint32

func (*Info) GetLanguage

func (userData *Info) GetLanguage() uint32

func (*Info) GetLastChatTime

func (userData *Info) GetLastChatTime() uint64

func (*Info) GetLastDailyLoginID

func (userData *Info) GetLastDailyLoginID() uint32

* @brief 获取上次领取登录奖励id

func (*Info) GetLastFeedbackTime

func (userData *Info) GetLastFeedbackTime() uint64

func (*Info) GetLastGetLeagueDevoteCountTime

func (userData *Info) GetLastGetLeagueDevoteCountTime() uint64

func (*Info) GetLastLogoutTime

func (userData *Info) GetLastLogoutTime() uint64

func (*Info) GetLastPower

func (userData *Info) GetLastPower() uint64

func (*Info) GetLastRefreshTimestamp

func (userData *Info) GetLastRefreshTimestamp() uint64

* @brief 获取最后一次刷新的时间戳

func (*Info) GetLastTimeLeagueMessage

func (userData *Info) GetLastTimeLeagueMessage() uint64

func (*Info) GetLastUploadAvatarFileName

func (userData *Info) GetLastUploadAvatarFileName() string

* @brief 获取最后一次上传的头像文件

func (*Info) GetLasttime

func (userData *Info) GetLasttime() uint64

func (*Info) GetLeagueApply

func (userData *Info) GetLeagueApply() []uint64

func (*Info) GetLeagueChatTime

func (userData *Info) GetLeagueChatTime() uint64

获取上次联盟聊天时间

func (*Info) GetLeagueDevote

func (userData *Info) GetLeagueDevote() uint32

func (*Info) GetLeagueGift

func (userData *Info) GetLeagueGift(giftid uint32) *proto.ST_Gift_PB

func (*Info) GetLeagueGiftNum

func (userData *Info) GetLeagueGiftNum() uint32

func (*Info) GetLeagueGiftScore

func (userData *Info) GetLeagueGiftScore() uint64

func (*Info) GetLeagueHelpCount

func (userData *Info) GetLeagueHelpCount() uint32

func (*Info) GetLeagueID

func (userData *Info) GetLeagueID() uint64

func (*Info) GetLeagueJoinedState

func (userData *Info) GetLeagueJoinedState() bool

func (*Info) GetLeagueKeyBox

func (userData *Info) GetLeagueKeyBox() *proto.KeyBoxInfo

func (*Info) GetLeagueLastClearTime

func (userData *Info) GetLeagueLastClearTime() uint64

func (*Info) GetLeagueMoveCityCDTime

func (userData *Info) GetLeagueMoveCityCDTime() uint64

func (*Info) GetLeagueMoveCityTime

func (userData *Info) GetLeagueMoveCityTime() uint64

func (*Info) GetLeagueName

func (userData *Info) GetLeagueName() string

func (*Info) GetLeagueShortName

func (userData *Info) GetLeagueShortName() string

func (*Info) GetLeagueTaskAsset

func (userData *Info) GetLeagueTaskAsset() *Asset_LeagueTask

* @brief 获取任务资产

func (*Info) GetLevel

func (userData *Info) GetLevel() uint32

func (*Info) GetLocation

func (userData *Info) GetLocation() int32

func (*Info) GetLoginDay

func (userData *Info) GetLoginDay() uint64

func (*Info) GetLoginTimestamp

func (userData *Info) GetLoginTimestamp() uint64

* @brief 获取玩家登录时间戳

func (*Info) GetLordIcon

func (userData *Info) GetLordIcon() string

* @brief 获取用户头像

func (*Info) GetMailCacheInfo

func (userData *Info) GetMailCacheInfo(mailId uint64) *MailCacheAsset

获取邮件资产

func (*Info) GetMailData

func (userData *Info) GetMailData(mailId uint64, callback func(asset *proto.ST_MailData_PB))

获取邮件数据

func (*Info) GetMailIdList

func (useData *Info) GetMailIdList(mailType uint32, startIndex, endIndex int) *proto.ST_Uint64List_PB

获取邮件id列表

func (*Info) GetMailList

func (userData *Info) GetMailList(idList []uint64) (*proto.ST_MailAsset_PB, *proto.ST_Uint64List_PB)

获取邮件列表

func (*Info) GetMailStatus

func (userData *Info) GetMailStatus(mailId uint64) (bool, bool)

获取邮件状态

func (*Info) GetMainCityEventAsset

func (userData *Info) GetMainCityEventAsset() *Asset_MainCityEvent

* @brief 获取主城事件资产

func (*Info) GetMainCityLevel

func (userData *Info) GetMainCityLevel() uint32

* @brief 获取玩家主城等级

func (*Info) GetMainCityLevelReward

func (userData *Info) GetMainCityLevelReward() uint32

func (*Info) GetMainCitySkinEndTime

func (this *Info) GetMainCitySkinEndTime() int64

func (*Info) GetMassID

func (userData *Info) GetMassID() []uint64

func (*Info) GetMaxBuildingInfoByBuildingConfigType

func (userData *Info) GetMaxBuildingInfoByBuildingConfigType(buildingconfigtype int64) (uint32, uint32)

* @brief 获取建筑的类型和最大等级

func (*Info) GetMaxLabel

func (userData *Info) GetMaxLabel() uint64

func (*Info) GetMineInfo

func (userData *Info) GetMineInfo(tmpkv map[string]string, buildingid uint32) (uint32, float64, int32)

func (*Info) GetMyChatCount

func (userData *Info) GetMyChatCount() int

获取我的话题数量

func (*Info) GetMyChatList

func (userData *Info) GetMyChatList(startIdx uint32, count uint32) []uint64

func (*Info) GetMyChatReplyCount

func (userData *Info) GetMyChatReplyCount(titleID uint64) uint32

func (*Info) GetMyChatTitleIDs

func (userData *Info) GetMyChatTitleIDs() map[uint64]uint64

func (*Info) GetMyChatVersion

func (userData *Info) GetMyChatVersion() uint64

func (*Info) GetNeedReceiveResource

func (userData *Info) GetNeedReceiveResource() []*proto.ST_Market_PB

func (*Info) GetNeedRecoverSTA

func (userData *Info) GetNeedRecoverSTA() bool

func (*Info) GetNewFollowList

func (userData *Info) GetNewFollowList() []uint64

func (*Info) GetNewMyList

func (userData *Info) GetNewMyList() []uint64

func (*Info) GetNewPrivateChat

func (userData *Info) GetNewPrivateChat(targetUid uint64) []*proto.ST_PrivateChat_Content_PB

func (*Info) GetNextLocalActionId

func (userData *Info) GetNextLocalActionId() uint32

func (*Info) GetNextUploadAvatarTimestamp

func (userData *Info) GetNextUploadAvatarTimestamp() uint64

* @brief 获取下一次可以上传头像最小时间点

func (*Info) GetNickName

func (userData *Info) GetNickName() string

获取用户昵称

func (*Info) GetOSSParam

func (userData *Info) GetOSSParam() *oss.OSSParam

func (*Info) GetObserverHandlerParamParam

func (this *Info) GetObserverHandlerParamParam() *observer.ObserverHandlerParam

* @brief 获取观察者参数

func (*Info) GetOwnedHeroID

func (userData *Info) GetOwnedHeroID() []uint32

* @brief 获取已有的英雄ID

func (*Info) GetPayHistory

func (object *Info) GetPayHistory() map[interface{}]interface{}

func (*Info) GetPayInfo

func (userData *Info) GetPayInfo() *proto.ST_UserServer_PB

func (*Info) GetPlatform

func (userData *Info) GetPlatform() uint32

func (*Info) GetPower

func (userData *Info) GetPower() uint64

* @brief 获取战力

func (*Info) GetPrisonCount

func (userData *Info) GetPrisonCount() int

func (*Info) GetPrivateChatList

func (userData *Info) GetPrivateChatList(targetUid uint64, startIdx uint64, maxCount uint32) []*proto.ST_PrivateChat_Content_PB

获取聊天列表

func (*Info) GetReadLeagueBattleLogTime

func (userData *Info) GetReadLeagueBattleLogTime() uint64

func (*Info) GetReceiveResource

func (userData *Info) GetReceiveResource() uint64

func (*Info) GetReportGlobalTime

func (userData *Info) GetReportGlobalTime() uint64

func (*Info) GetResearchAsset

func (userData *Info) GetResearchAsset() *proto.ST_ResearchEntryList_PB

func (*Info) GetResearchIDByType

func (userData *Info) GetResearchIDByType(rtype uint32) uint32

func (*Info) GetSTA

func (userData *Info) GetSTA() uint32

func (*Info) GetSendResource

func (userData *Info) GetSendResource() uint64

func (*Info) GetSid

func (userData *Info) GetSid() uint32

func (*Info) GetSignInAsset

func (userData *Info) GetSignInAsset() *Asset_SignIn

* @brief 获取签到资产

func (*Info) GetSignature

func (userData *Info) GetSignature() string

* @brief 获取签名

func (*Info) GetSkillAsset

func (userData *Info) GetSkillAsset(skillid uint32) *proto.ST_Skill_PB

func (*Info) GetSkillTotalCD

func (userData *Info) GetSkillTotalCD() uint64

func (*Info) GetSpeExchangeEnd

func (userData *Info) GetSpeExchangeEnd() int64

func (*Info) GetSrcVer

func (userData *Info) GetSrcVer() int64

func (*Info) GetStaRefresh

func (userData *Info) GetStaRefresh() uint64

func (*Info) GetStatisticsAsset

func (userData *Info) GetStatisticsAsset() *Asset_Statistics

func (*Info) GetStatisticsAssetData

func (userData *Info) GetStatisticsAssetData() *proto.ST_Statistics_PB

func (*Info) GetStatisticsInnerAsset

func (userData *Info) GetStatisticsInnerAsset() *Asset_Statistics

func (*Info) GetStatueAsset

func (userData *Info) GetStatueAsset() *Asset_Statue

* @brief 获取雕像资产

func (*Info) GetSubscribeGiftPackEndTime

func (object *Info) GetSubscribeGiftPackEndTime() uint64

func (*Info) GetSupplyAsset

func (userData *Info) GetSupplyAsset() *proto.ST_Asset_Supply_PB

func (*Info) GetSupplyLastClearTime

func (userData *Info) GetSupplyLastClearTime() uint64

func (*Info) GetTalentAsset

func (userData *Info) GetTalentAsset() *proto.ST_TalentAsset_PB

func (*Info) GetTalentIDByType

func (userData *Info) GetTalentIDByType(rtype uint32) uint32

func (*Info) GetTitle

func (userData *Info) GetTitle() int32

func (*Info) GetToken

func (userData *Info) GetToken() string

func (*Info) GetTotalPay

func (userData *Info) GetTotalPay() uint32

func (*Info) GetUid

func (userData *Info) GetUid() uint64

func (*Info) GetUnitAsset

func (userData *Info) GetUnitAsset() *proto.ST_UnitAsset_PB

func (*Info) GetUnitItemCapacity

func (userData *Info) GetUnitItemCapacity() uint32

func (*Info) GetUnitOssStruct

func (userData *Info) GetUnitOssStruct() []*oss.OssNumberPair

func (*Info) GetUserName

func (userData *Info) GetUserName() string

func (*Info) GetVipAsset

func (userData *Info) GetVipAsset() *proto.ST_Vip_PB

func (*Info) GetVipLevel

func (userData *Info) GetVipLevel() uint32

func (*Info) GetWallDefValue

func (userData *Info) GetWallDefValue() uint32

func (*Info) GetWallLevel

func (userData *Info) GetWallLevel() uint32

* @brief 获取城墙等级

func (*Info) GetWarNoticeTime

func (userData *Info) GetWarNoticeTime() uint64

func (*Info) GetWarNumber

func (userData *Info) GetWarNumber() int32

func (*Info) GetWarStage

func (userData *Info) GetWarStage(cid int) int32

func (*Info) GetWearEquipCount

func (userData *Info) GetWearEquipCount() uint32

func (*Info) GetWearEquipUIDAndPosbyCSVID

func (userData *Info) GetWearEquipUIDAndPosbyCSVID(euqipCSVID uint32) (bool, uint64, uint32)

* @brief 获取装备部位的装备UID

func (*Info) GetWorldChatWXTime

func (userData *Info) GetWorldChatWXTime() uint64

func (*Info) GetWorldDataId

func (userData *Info) GetWorldDataId() uint64

func (*Info) GiftActivity_AddScore

func (userData *Info) GiftActivity_AddScore(boonID int32) bool

func (*Info) GiftActivity_GetFreeReward

func (userData *Info) GiftActivity_GetFreeReward(CountNum uint64, BlessingstargiftID int32, rew *proto.ST_BoonRewardConfig_PB) bool

func (*Info) GiftActivity_GetReward

func (userData *Info) GiftActivity_GetReward()

func (*Info) GiftActivity_Login

func (userData *Info) GiftActivity_Login()

func (*Info) HasBuffFromeSource

func (userData *Info) HasBuffFromeSource(attributeSource proto.AttributeSource) bool

func (*Info) HasFollowed

func (userData *Info) HasFollowed(titleID uint64) bool

是否已关注

func (*Info) HasGiftCode

func (userData *Info) HasGiftCode(code string) bool

func (*Info) HasHero

func (userData *Info) HasHero(heroId uint32) bool

func (*Info) HasHeroOnWallDefencePos

func (userData *Info) HasHeroOnWallDefencePos(defpos int32) (heroid uint32)

func (*Info) HaveGlobalActionID

func (userData *Info) HaveGlobalActionID(actionid uint64) bool

func (*Info) HelpedLocalAction

func (userData *Info) HelpedLocalAction(actionid uint32)

func (*Info) HeroAssetDirty

func (userData *Info) HeroAssetDirty()

func (*Info) InitFirstPayBoon

func (userData *Info) InitFirstPayBoon()

func (*Info) InitHeroByParm

func (userData *Info) InitHeroByParm(heroID, level, star uint32)

* @brief 通过ID,等级,星级,阶直接获取一个成品英雄

func (*Info) InitMailData

func (userData *Info) InitMailData(mailList []*proto.ST_MailData_PB, mailIdList []*proto.ST_MailBasicInfo_PB)

数据升级

func (*Info) InitNewChapters

func (userData *Info) InitNewChapters()

/ ---------------------------- 外部接口 ---------------------------- ///

func (*Info) InitialStatueToBuilding

func (userData *Info) InitialStatueToBuilding()

func (*Info) InitializeAchievement

func (userData *Info) InitializeAchievement()

* @brief 初始化

func (*Info) InitializeCommanderFashion

func (this *Info) InitializeCommanderFashion()

func (*Info) IsAirshipActivated

func (userData *Info) IsAirshipActivated() bool

func (*Info) IsBuildingActivated

func (userData *Info) IsBuildingActivated(buildingID uint32) (bool, bool)

* @brief 检查建筑是否激活

func (*Info) IsClientDirty

func (m *Info) IsClientDirty() bool

func (*Info) IsDailyTaskOpen

func (userData *Info) IsDailyTaskOpen() bool

func (*Info) IsFirstUploadAvatar

func (userData *Info) IsFirstUploadAvatar() bool

func (*Info) IsForce

func (userData *Info) IsForce() bool

func (*Info) IsJoinedLeague

func (userData *Info) IsJoinedLeague() bool

func (*Info) IsLeagueLeader

func (userData *Info) IsLeagueLeader() bool

func (*Info) IsLeagueRejected

func (info *Info) IsLeagueRejected(leagueId uint64) bool

* @brief 联盟是否已被拒绝

func (*Info) IsManuCampHero

func (userData *Info) IsManuCampHero(heroid uint32) (manu bool, idx uint32)

func (*Info) IsNotifyOpen

func (userData *Info) IsNotifyOpen(msgType proto.PushMsgType) bool

func (*Info) IsOnline

func (userData *Info) IsOnline() bool

推送专用

func (*Info) IsPosHaveEquip

func (userData *Info) IsPosHaveEquip(pos uint32) (uint64, uint32)

* @brief 检查指定部位是否已有装备

func (*Info) IsPurchasedGift

func (object *Info) IsPurchasedGift(giftEntry *csv.CF_GiftList_DataEntry, packEntry *csv.CF_GiftPackList_DataEntry) bool

* @brief 礼包是否已购买

func (*Info) IsRealOnline

func (userData *Info) IsRealOnline() bool

func (*Info) IsSamePayTime

func (userData *Info) IsSamePayTime() bool

* @brief 检查付费时间

func (*Info) IsServerDirty

func (m *Info) IsServerDirty() bool

func (*Info) JoinActivity

func (userData *Info) JoinActivity(activityType, contentID, aID uint32, config *ActivityConfig, asset *proto.ST_Activity_PB, csvData *CSV.CF_Activity_DataEntry)

func (*Info) JoinActivity2

func (userData *Info) JoinActivity2(activityType, contentID, aID uint32, asset *proto.ST_Activity_PB)

func (*Info) KeepMailByIdList

func (userData *Info) KeepMailByIdList(mailIdList []uint64) proto.RetActionType

通过ID收藏邮件

func (*Info) Lock

func (m *Info) Lock()

func (*Info) LockOrUnlockMailByIdList

func (userData *Info) LockOrUnlockMailByIdList(mailIdList []uint64, lockOrUnlock uint32)

通过ID锁定邮件

func (*Info) LockOrUnlockMailByType

func (userData *Info) LockOrUnlockMailByType(lockedType uint32, lockOrUnlock uint32)

通过类型锁定邮件

func (*Info) MainCityUpgradeEvent

func (userData *Info) MainCityUpgradeEvent(cityLv uint32)

func (*Info) MarketCanRefreshByPoint

func (userData *Info) MarketCanRefreshByPoint(val uint32) bool

func (*Info) MarketCanRefreshByUser

func (userData *Info) MarketCanRefreshByUser() bool

func (*Info) OpEquipPos

func (userData *Info) OpEquipPos(pos uint32, equipUID uint64, state proto.CommanderEquipState) bool

* @brief 指定部位装备进行操作

func (*Info) PayLabel

func (userData *Info) PayLabel(payNum uint64)

func (*Info) ProcessBoonCenter

func (userData *Info) ProcessBoonCenter()

/ ---------------------------- 外部接口 --------------------------- ///

func (*Info) ProcessGiftPacks

func (userData *Info) ProcessGiftPacks()

* @brief 定时检查礼包数据

func (*Info) ProcessSevenDayTask

func (userData *Info) ProcessSevenDayTask()

func (*Info) ReCalcBTBuff

func (this *Info) ReCalcBTBuff(buffs []*proto.ST_Buff_PB)

func (*Info) ReCalcPrisonAttribute

func (userData *Info) ReCalcPrisonAttribute()

func (*Info) ReCountCityBuff

func (userData *Info) ReCountCityBuff()

func (*Info) ReCountLeagueCenterBuff

func (userData *Info) ReCountLeagueCenterBuff()

func (*Info) ReCountLeagueTitleBuff

func (userData *Info) ReCountLeagueTitleBuff()

func (*Info) ReMainCitySkinBuff

func (userData *Info) ReMainCitySkinBuff()

func (*Info) ReadAllPrivateChat

func (userData *Info) ReadAllPrivateChat()

func (*Info) ReadLeagueBattleLog

func (userData *Info) ReadLeagueBattleLog()

func (*Info) ReadMailByIdList

func (userData *Info) ReadMailByIdList(mailIdList []uint64)

按ID阅读邮件

func (*Info) ReadMailByType

func (userData *Info) ReadMailByType(mailType uint32)

通过类型读取邮件

func (*Info) ReadRadarAsset

func (userData *Info) ReadRadarAsset()

func (*Info) ReceiveResource

func (userData *Info) ReceiveResource()

func (*Info) RecruitHeroAddNewFashion

func (this *Info) RecruitHeroAddNewFashion(heroId uint32, quality uint32)

func (*Info) ReduceAttribute

func (userData *Info) ReduceAttribute(attributetype, attributesource, value uint32)

func (*Info) ReduceAttributeByID

func (userData *Info) ReduceAttributeByID(attid uint64, value uint32)

func (*Info) ReduceCash

func (userData *Info) ReduceCash(cashType uint32, cashCount uint64, ossAddCashType uint32) bool

* @brief 扣除现金

func (*Info) ReduceCashAsset

func (userData *Info) ReduceCashAsset(cash *proto.ST_CashAsset_PB, ossAddCashType uint32)

func (*Info) ReduceCommanderItemByCSVID

func (userData *Info) ReduceCommanderItemByCSVID(itemID uint32, itemNum uint64) bool

* @brief 扣除指挥官道具

func (*Info) ReduceDevoteCount

func (userData *Info) ReduceDevoteCount(in uint32)

func (*Info) ReduceItem

func (userData *Info) ReduceItem(itemid, itemnum uint32, ossAddCashType uint32)

* @brief 扣除背包物品

func (*Info) ReduceLeagueDevote

func (userData *Info) ReduceLeagueDevote(in uint32)

func (*Info) ReduceMoney

func (userData *Info) ReduceMoney(in uint64, ossAddCashType uint32)

func (*Info) ReduceReceiveResource

func (userData *Info) ReduceReceiveResource(in uint64)

func (*Info) ReduceSTA

func (userData *Info) ReduceSTA(reduce, full, ossType uint32) bool

func (*Info) ReduceSendResource

func (userData *Info) ReduceSendResource(in uint64)

func (*Info) ReduceSupplyFreeTimes

func (userData *Info) ReduceSupplyFreeTimes(in uint32)

func (*Info) ReduceTalentPoint

func (userData *Info) ReduceTalentPoint(in uint32)

func (*Info) ReduceUnitItemCapacity

func (userData *Info) ReduceUnitItemCapacity()

func (*Info) ReduceVec4ResourceList

func (this *Info) ReduceVec4ResourceList(resourceList []*proto.ST_Vector4Int_PB, loopCount uint32, ossAddCashType uint32)

* @brief 减少用户金钱|资源

func (*Info) RefreshLastQueryTimestamp

func (userData *Info) RefreshLastQueryTimestamp(t uint64)

* @brief 刷新最后查询时间

func (*Info) RefreshOnSale

func (userData *Info) RefreshOnSale()

func (*Info) RejectLeague

func (info *Info) RejectLeague(leagueId uint64)

* @brief 拒绝联盟

func (*Info) RemoveBookmark

func (userData *Info) RemoveBookmark(tileIds *proto.ST_Int64List_PB) bool

func (*Info) RemoveBuffBySource

func (userData *Info) RemoveBuffBySource(attributeSource proto.AttributeSource)

func (*Info) RemoveExpiredBuff

func (userData *Info) RemoveExpiredBuff(attributeSource proto.AttributeSource)

func (*Info) RemoveGlobalActionID

func (userData *Info) RemoveGlobalActionID(actionid uint64)

func (*Info) RemoveLeagueApply

func (userData *Info) RemoveLeagueApply(leagueId uint64)

func (*Info) RemoveMyChat

func (userData *Info) RemoveMyChat(id uint64)

删除自己话题

func (*Info) RemoveNewFollow

func (userData *Info) RemoveNewFollow(titleID uint64)

删除关注new

func (*Info) RemoveNewMy

func (userData *Info) RemoveNewMy(titleID uint64)

删除我的new

func (*Info) RemovePrivateChat

func (userData *Info) RemovePrivateChat(ids []uint64)

删除私聊

func (*Info) RerefreshPoint

func (userData *Info) RerefreshPoint()

func (*Info) ResetAttribute

func (userData *Info) ResetAttribute()

func (*Info) ResetAttributeByID

func (userData *Info) ResetAttributeByID(attid uint64)

func (*Info) ResetAttributeByType

func (userData *Info) ResetAttributeByType(attributeSource proto.AttributeSource)

func (*Info) ResetBoonGiftPack

func (userData *Info) ResetBoonGiftPack(csvPack *csv.CF_GiftPackList_DataEntry, boonType proto.BoonLogicType)

* @brief 重置福利礼包

func (*Info) ResetDailyTask

func (userData *Info) ResetDailyTask(data *ActivityData)

func (*Info) ResetData

func (m *Info) ResetData()

func (*Info) ResetKilledMonsterLevel

func (userData *Info) ResetKilledMonsterLevel()

测试用

func (*Info) ResetLeagueExtraInfo

func (userData *Info) ResetLeagueExtraInfo()

func (*Info) ResetLeagueHelp

func (userData *Info) ResetLeagueHelp()

func (*Info) ResetLeagueInfo

func (userData *Info) ResetLeagueInfo()

func (*Info) ResetLocalActionStartTime

func (userData *Info) ResetLocalActionStartTime(actionId uint32)

func (*Info) ResetReceiveResource

func (userData *Info) ResetReceiveResource()

func (*Info) ResetResearch

func (userData *Info) ResetResearch()

func (*Info) ResetSkill

func (userData *Info) ResetSkill()

func (*Info) ResetSomeData

func (m *Info) ResetSomeData(assetNames []string)

func (*Info) ResetStatistics

func (userData *Info) ResetStatistics()

func (*Info) ResetSupplyData

func (userData *Info) ResetSupplyData()

func (*Info) ResetTalent

func (userData *Info) ResetTalent()

func (*Info) SafeAddBlockUserId

func (userData *Info) SafeAddBlockUserId(userId uint64)

用户id加入黑名单

func (*Info) SafeAddEnergy

func (userData *Info) SafeAddEnergy(num uint64)

func (*Info) SafeAddLocalAction

func (userData *Info) SafeAddLocalAction(actionid, actiontype, buildingid uint32, remaintime uint64, appenddata string, sn int32, details ...int32) bool

func (*Info) SafeAddLocalActionWithCityEvent

func (userData *Info) SafeAddLocalActionWithCityEvent(actionid, actiontype, buildingid uint32, unit *proto.ST_UnitAsset_PB, remaintime uint64, appenddata string, eventID uint64, heroIDList []uint32) bool

func (*Info) SafeAddLocalActionWithUnits

func (userData *Info) SafeAddLocalActionWithUnits(actionid, actiontype, buildingid uint32, unit *proto.ST_UnitAsset_PB, remaintime uint64, appenddata string, details ...int32) bool

func (*Info) SafeAddSTA

func (userData *Info) SafeAddSTA(num uint64)

func (*Info) SafeAddVipPoint

func (userData *Info) SafeAddVipPoint(point uint64, source oss.VIPSource, itemTypeID, itemCount uint32) uint32

func (*Info) SafeAlterAudioSettings

func (userData *Info) SafeAlterAudioSettings(object *proto.ST_AudioSetting_PB)

修改音频设置

func (*Info) SafeAlterNotificationSettings

func (userData *Info) SafeAlterNotificationSettings(object *proto.ST_NotifictionSetting_PB)

修改通知设置

func (*Info) SafeBuildingIdInLocalAction

func (userData *Info) SafeBuildingIdInLocalAction(buildingId uint32) bool

func (*Info) SafeCheckCanChatPower

func (userData *Info) SafeCheckCanChatPower() (bool, uint64)

func (*Info) SafeDeleteLocalAction

func (userData *Info) SafeDeleteLocalAction(actionid uint32)

func (*Info) SafeDeleteLocalActionList

func (userData *Info) SafeDeleteLocalActionList(actionIdList []uint32)

func (*Info) SafeForeachGlobalAction

func (userData *Info) SafeForeachGlobalAction(callback func(*GlobalActionEntry) bool)

func (*Info) SafeForeachLocalAction

func (userData *Info) SafeForeachLocalAction(readOrWrite bool, callback func(entry *proto.ST_LocalActionEntry_PB) bool)

func (*Info) SafeFullLevelNeedExp

func (userData *Info) SafeFullLevelNeedExp() int64

@brief 满级需要的最大经验值

func (*Info) SafeGetDayReportCount

func (userData *Info) SafeGetDayReportCount() uint32

func (*Info) SafeGetLastReportTime

func (userData *Info) SafeGetLastReportTime() uint64

func (*Info) SafeGetLocalAction

func (userData *Info) SafeGetLocalAction(actionid uint32, callback func(entry *proto.ST_LocalActionEntry_PB))

func (*Info) SafeGetLocalActionIDsByBuildingId

func (userData *Info) SafeGetLocalActionIDsByBuildingId(buildingID uint32) []uint32

func (*Info) SafeIsUserIdInBlockList

func (userData *Info) SafeIsUserIdInBlockList(userId uint64) bool

用户id是否在黑名单

func (*Info) SafeReduceEnegry

func (userData *Info) SafeReduceEnegry(num uint64)

func (*Info) SafeReduceSTA

func (userData *Info) SafeReduceSTA(num uint64)

func (*Info) SafeRemoveBlockUserId

func (userData *Info) SafeRemoveBlockUserId(userId uint64)

用户id移除黑名单

func (*Info) SafeResetLocalActionStartTime

func (userData *Info) SafeResetLocalActionStartTime(actionId uint32)

func (*Info) SafeSetDayReportCount

func (userData *Info) SafeSetDayReportCount(count uint32)

func (*Info) SafeSetLastReportTime

func (userData *Info) SafeSetLastReportTime(lastTime uint64)

func (*Info) SafeSetPowerChat

func (userData *Info) SafeSetPowerChat()

func (*Info) SaveGiftCode

func (userData *Info) SaveGiftCode(code string)

func (*Info) SendConfMailAsset

func (userData *Info) SendConfMailAsset(src, mailType uint32, title, content *proto.ST_Tips_PB, rewardStr string, rewardSource int32)

4元组配置奖励的语系ID邮件

func (*Info) SendConfMailAssetEx

func (userData *Info) SendConfMailAssetEx(src, mailType uint32, title, content *proto.ST_Tips_PB, reward string, rewardSource int32)

只有奖励内容,没有领奖按钮

func (*Info) ServerDirty

func (m *Info) ServerDirty()

func (*Info) ServerUnDirty

func (m *Info) ServerUnDirty()

func (*Info) SetAccountId

func (userData *Info) SetAccountId(acid uint64)

func (*Info) SetAllTutorialFinish

func (userData *Info) SetAllTutorialFinish()

func (*Info) SetAvatar

func (userData *Info) SetAvatar(avatar string)

* @brief 设置用户头像

func (*Info) SetAvatarBoxId

func (userData *Info) SetAvatarBoxId(id uint32)

* @brief 设置用户头像框

func (*Info) SetBufdid

func (userData *Info) SetBufdid() uint64

func (*Info) SetBuildingLevel

func (userData *Info) SetBuildingLevel(buildingId, buildingLevel uint32)

* @brief 设置建筑等级

func (*Info) SetChangeServerCD

func (userData *Info) SetChangeServerCD(cd uint64)

func (*Info) SetChangedName

func (userData *Info) SetChangedName()

@brief 设置修改了用户名称

func (*Info) SetChannel

func (userData *Info) SetChannel(channel string)

func (*Info) SetCharName

func (userData *Info) SetCharName(name string)

* @brief 设置玩家名称

func (*Info) SetChatIds

func (userData *Info) SetChatIds(followIds, myIDs map[uint64]uint32)

//////////////////////////////////////////////////////////////////////

func (*Info) SetCommanderIcon

func (userData *Info) SetCommanderIcon(iconId uint32)

func (*Info) SetCommanderModel

func (userData *Info) SetCommanderModel(modelId uint32)

func (*Info) SetCommanderStatus

func (userData *Info) SetCommanderStatus(status uint32, imprisoneOwner, stepStartTime, stepRemainTime uint64)

func (*Info) SetDefaultNotifySetting

func (userData *Info) SetDefaultNotifySetting()

func (*Info) SetDefenseAsset_tip

func (userData *Info) SetDefenseAsset_tip(b bool)

func (*Info) SetFcmToken

func (userData *Info) SetFcmToken(token string)

func (*Info) SetFirstBeAttack

func (userData *Info) SetFirstBeAttack()

func (*Info) SetFirstEnterBigMap

func (userData *Info) SetFirstEnterBigMap(value bool)

* @brief 设置第一次进入大地图

func (*Info) SetFirstEnterGame

func (userData *Info) SetFirstEnterGame(value bool)

* @brief 设置第一次进入游戏

func (*Info) SetFirstLeagueBox

func (userData *Info) SetFirstLeagueBox(value bool)

* @brief 第一次联盟宝箱

func (*Info) SetFirstLordPage

func (userData *Info) SetFirstLordPage(value bool)

* @brief 第一次领主界面

func (*Info) SetFirstPay

func (userData *Info) SetFirstPay(val bool)

func (*Info) SetFirstProduceUnit

func (userData *Info) SetFirstProduceUnit(value bool)

* @brief 第一次造兵

func (*Info) SetFirstSpy

func (userData *Info) SetFirstSpy()

func (*Info) SetFirstTechPage

func (userData *Info) SetFirstTechPage(value bool)

* @brief 第一次科技界面

func (*Info) SetFirstUploadAvatarFalse

func (userData *Info) SetFirstUploadAvatarFalse()

func (*Info) SetFollowChatReplyCount

func (userData *Info) SetFollowChatReplyCount(id uint64, replyCount uint32)

设置我关注话题的回复数

func (*Info) SetFollowNew

func (userData *Info) SetFollowNew(titleID uint64)

设置关注话题new

func (*Info) SetForbidChat

func (userData *Info) SetForbidChat(forbiddenType uint32, duration uint64, msg string)

func (*Info) SetForbidLogin

func (userData *Info) SetForbidLogin(duration uint64, msg string)

设置禁止登陆

func (*Info) SetForce

func (userData *Info) SetForce(force bool)

func (*Info) SetGiftPackLastClearTime

func (userData *Info) SetGiftPackLastClearTime(lastClearTime uint64)

func (*Info) SetGiftPackOrderId

func (object *Info) SetGiftPackOrderId(orderId string)

func (*Info) SetGlobalMessageVersion

func (userData *Info) SetGlobalMessageVersion(version uint64)

func (*Info) SetGlobalWorldSituationRankSnapshotVersion

func (userData *Info) SetGlobalWorldSituationRankSnapshotVersion(version uint64)

func (*Info) SetGlobalWorldSituationVersion

func (userData *Info) SetGlobalWorldSituationVersion(version uint64)

func (*Info) SetIP

func (userData *Info) SetIP(ip string)

func (*Info) SetKilledMonsterLevel

func (userData *Info) SetKilledMonsterLevel(in uint32)

func (*Info) SetLanguage

func (userData *Info) SetLanguage(languageId uint32)

func (*Info) SetLastChatTime

func (userData *Info) SetLastChatTime(time uint64)

func (*Info) SetLastFeedbackTime

func (userData *Info) SetLastFeedbackTime(ltime uint64)

func (*Info) SetLastLeagueDevoteCountTime

func (userData *Info) SetLastLeagueDevoteCountTime(t uint64)

func (*Info) SetLastLogoutTime

func (userData *Info) SetLastLogoutTime(t uint64)

func (*Info) SetLastPower

func (userData *Info) SetLastPower(val uint64)

func (*Info) SetLastUploadAvatarFileName

func (userData *Info) SetLastUploadAvatarFileName(fileName string)

* @brief 设置最后一次上传的头像文件名

func (*Info) SetLeagueChatTime

func (userData *Info) SetLeagueChatTime()

func (*Info) SetLeagueData

func (userData *Info) SetLeagueData(pb *proto.ST_LeagueAsset_PB)

func (*Info) SetLeagueGiftCount

func (userData *Info) SetLeagueGiftCount(in uint32)

func (*Info) SetLeagueHelpCount

func (userData *Info) SetLeagueHelpCount(in uint32)

func (*Info) SetLeagueInfo

func (userData *Info) SetLeagueInfo(lid uint64)

func (*Info) SetLeagueJoinTime

func (userData *Info) SetLeagueJoinTime(sec uint64)

func (*Info) SetLeagueKeyBox

func (userData *Info) SetLeagueKeyBox(boxid uint32, endTime uint64)

func (*Info) SetLeagueMoveCityTime

func (userData *Info) SetLeagueMoveCityTime(moveTime, cdTime uint64)

func (*Info) SetLocation

func (userData *Info) SetLocation(in int32)

func (*Info) SetMainCityLevel

func (userData *Info) SetMainCityLevel(level uint32)

func (*Info) SetMainCityLevelReward

func (userData *Info) SetMainCityLevelReward(level uint32)

func (*Info) SetMyChatReplyCount

func (userData *Info) SetMyChatReplyCount(id uint64, replyCount uint32)

设置我的话题的回复数

func (*Info) SetMyNew

func (userData *Info) SetMyNew(titleID uint64)

设置我的话题new

func (*Info) SetNextLoginGetVIPPoint

func (userData *Info) SetNextLoginGetVIPPoint(point uint32)

func (*Info) SetNextUploadAvatarTimestamp

func (userData *Info) SetNextUploadAvatarTimestamp(next uint64)

* @brief 设置下一次可以上传头像最小时间点

func (*Info) SetNickName

func (userData *Info) SetNickName(nickName string)

设置用户昵称

func (*Info) SetPayHistory

func (object *Info) SetPayHistory(giftPackID uint64)

func (*Info) SetPlatform

func (userData *Info) SetPlatform(platform uint32)

func (*Info) SetReadLeagueBattleLogCount

func (userData *Info) SetReadLeagueBattleLogCount(in uint32)

func (*Info) SetReadLeagueMessage

func (userData *Info) SetReadLeagueMessage()

func (*Info) SetRecommendLeague

func (userData *Info) SetRecommendLeague(lid uint64)

func (*Info) SetReportGlobalTime

func (userData *Info) SetReportGlobalTime(tm uint64)

func (*Info) SetSignature

func (userData *Info) SetSignature(signature string)

* @brief 设置用户签名

func (*Info) SetSkillTotalCD

func (userData *Info) SetSkillTotalCD(in uint64)

func (*Info) SetSpeExchangeEnd

func (userData *Info) SetSpeExchangeEnd(tm int64)

func (*Info) SetTitle

func (userData *Info) SetTitle(titleId int32)

func (*Info) SetToken

func (userData *Info) SetToken()

func (*Info) SetUnreadMessageCount

func (userData *Info) SetUnreadMessageCount(in uint32)

func (*Info) SetWarGift

func (userData *Info) SetWarGift(number int32, giftId int64)

func (*Info) SetWarNotice

func (userData *Info) SetWarNotice(notice *proto.ST_GlobalNotice)

func (*Info) SetWarNoticeTime

func (userData *Info) SetWarNoticeTime(t uint64)

func (*Info) SetWarStage

func (userData *Info) SetWarStage(cid int, stage int32)

func (*Info) SetWorldChatWXTime

func (userData *Info) SetWorldChatWXTime()

func (*Info) SetWorldDataId

func (userData *Info) SetWorldDataId(in uint64)

func (*Info) ShowDailyActivityTime

func (userData *Info) ShowDailyActivityTime()

func (*Info) ShowHeader_Bubble

func (this *Info) ShowHeader_Bubble()

func (*Info) StatisticsBuildingInfo

func (userData *Info) StatisticsBuildingInfo() map[uint32]uint32

* @brief 统计各类建筑的最高等级

func (*Info) StatisticsUnitByteType

func (userData *Info) StatisticsUnitByteType() map[int64]map[int64]uint64

func (*Info) StoreDailyActivityResetTime

func (userData *Info) StoreDailyActivityResetTime(tm int64)

func (*Info) SyncAchievementAdd

func (userData *Info) SyncAchievementAdd(eventSource uint32, data interface{})

* @brief 同步成就累加

func (*Info) SyncAchievementAdd2

func (userData *Info) SyncAchievementAdd2(eventSource uint32, in ...int64)

* @brief 同步成就累加

func (*Info) SyncAchievementIfGraterSet

func (userData *Info) SyncAchievementIfGraterSet(eventSource uint32, data interface{})

* @brief 同步成就大于则设置

func (*Info) SyncAchievementSet

func (userData *Info) SyncAchievementSet(eventSource uint32, data interface{})

* @brief 同步成就设置

func (*Info) SyncBuildingLevelUpAchievement

func (userData *Info) SyncBuildingLevelUpAchievement(buildingTypeID uint32) (int32, uint64)

func (*Info) TickBoonCenter

func (userData *Info) TickBoonCenter(nowDay uint64)

func (*Info) TouchSTA

func (userData *Info) TouchSTA()

func (*Info) UnSafeAddLocalAction

func (userData *Info) UnSafeAddLocalAction(actionid, actiontype, buildingid uint32, remaintime uint64, appenddata string, details ...int32) bool

func (*Info) UnSafeSetCommanderStatus

func (userData *Info) UnSafeSetCommanderStatus(status uint32, imprisoneOwner, stepStartTime, stepRemainTime uint64)

func (*Info) Unlock

func (m *Info) Unlock()

func (*Info) UnlockAllLand

func (userData *Info) UnlockAllLand()

* @brief 清除锁定地块

func (*Info) UnlockEquipPos

func (userData *Info) UnlockEquipPos(pos uint32) bool

* @brief 解锁指定的装备部位

func (*Info) UnsafeAddActivityBuff

func (userData *Info) UnsafeAddActivityBuff(buffs []*proto.ST_Vector2Int_PB, remain uint64)

func (*Info) UnsafeGetBoonsAsset

func (userData *Info) UnsafeGetBoonsAsset() *Asset_UserBoons

func (*Info) UnsafeGetCommanderEquipIDByUID

func (userData *Info) UnsafeGetCommanderEquipIDByUID(equipUID uint64) uint32

* @brief 通过equipUID获取它的csvID

func (*Info) UnsafeReCalcPrisonAttribute

func (userData *Info) UnsafeReCalcPrisonAttribute()

重新计算俘虏指挥官提供的buff属性

func (*Info) UnsafeRefreshOnSale

func (userData *Info) UnsafeRefreshOnSale()

func (*Info) UpdateActivityStage

func (userData *Info) UpdateActivityStage(data *ActivityData)

func (*Info) UpdateAllOfferGiftInfo

func (userData *Info) UpdateAllOfferGiftInfo()

func (*Info) UpdateBoonDataVer

func (userData *Info) UpdateBoonDataVer(data *BoonInstance)

func (*Info) UpdateBoonGiftPack

func (userData *Info) UpdateBoonGiftPack(csvGift *csv.CF_GiftList_DataEntry, boonType proto.BoonLogicType) proto.RetActionType

* @brief 更新福利礼包

func (*Info) UpdateBuff

func (userData *Info) UpdateBuff()

func (*Info) UpdateBuildingLocation

func (userData *Info) UpdateBuildingLocation(buildingid, x, y uint32)

* @brief 更新建筑位置

func (*Info) UpdateCash

func (userData *Info) UpdateCash(attributetype uint32)

func (*Info) UpdateCommonGiftPack

func (object *Info) UpdateCommonGiftPack(entry *csv.CF_GiftList_DataEntry) proto.RetActionType

* @brief 更新礼包 @param entry 礼包entry

func (*Info) UpdateContinueLoginTimes

func (userData *Info) UpdateContinueLoginTimes(isLogin bool)

func (*Info) UpdateCurBubble

func (this *Info) UpdateCurBubble(bubbleid uint32)

func (*Info) UpdateCurHeaderBox

func (this *Info) UpdateCurHeaderBox(boxId uint32)

func (*Info) UpdateFeedback

func (userData *Info) UpdateFeedback(winPlayer bool, heroid, power uint32)

func (*Info) UpdateGetRewardNumber

func (userData *Info) UpdateGetRewardNumber(number uint64)

func (*Info) UpdateGiftActivity

func (userData *Info) UpdateGiftActivity()

func (*Info) UpdateHeroAttribute

func (userData *Info) UpdateHeroAttribute(NewHeroAsset, OldHeroAsset *proto.ST_HeroEntry_PB, showTips bool)

* @brief 更新英雄属性

func (*Info) UpdateHeroBranchValue

func (userData *Info) UpdateHeroBranchValue(heroData *proto.ST_HeroEntry_PB)

* @brief 更新英雄4属性

func (*Info) UpdateHeroSkill

func (userData *Info) UpdateHeroSkill(heroData *proto.ST_HeroEntry_PB)

* @brief 更新英雄技能

func (*Info) UpdateLanguage

func (userData *Info) UpdateLanguage(languageId uint32)

更新语言

func (*Info) UpdateLeagueActivity

func (userData *Info) UpdateLeagueActivity(aAsset *ActivityData, d *proto.ST_ActivityScore_League)

-------------------------------------------------------------------------------------

func (*Info) UpdateLeagueGiftState

func (userData *Info) UpdateLeagueGiftState(giftid, state uint32, item *proto.ST_ItemEntry_PB)

func (*Info) UpdateLoginTimestamp

func (userData *Info) UpdateLoginTimestamp()

* @brief 更新用户登录时间戳

func (*Info) UpdateMassLimit

func (userData *Info) UpdateMassLimit(limit uint64)

func (*Info) UpdateMonthGift

func (object *Info) UpdateMonthGift(entry *csv.CF_GiftList_DataEntry) proto.RetActionType

* @brief 购买月礼包 @param entry 礼包entry

func (*Info) UpdateOfferGiftInfo

func (object *Info) UpdateOfferGiftInfo(v *proto.ST_OfferGiftPack) bool

func (*Info) UpdateOssGiftInfo

func (object *Info) UpdateOssGiftInfo() bool

* @brief 更新oss礼包信息

func (*Info) UpdateSubscribeGiftPack

func (object *Info) UpdateSubscribeGiftPack(entry *csv.CF_GiftList_DataEntry) (proto.RetActionType, *proto.ST_SubscribeGiftPack)

* @brief 更新订阅礼包信息

func (*Info) UpdateTeamConf

func (userData *Info) UpdateTeamConf(team *proto.ST_TeamConf_PB)

func (*Info) UpdateUserPayFirst

func (userData *Info) UpdateUserPayFirst()

func (*Info) Update_1881

func (userData *Info) Update_1881()

func (*Info) UpgradeBuildingAsset

func (userData *Info) UpgradeBuildingAsset(buildingId uint32, buildingType uint32)

* @brief 更新建筑等级(加1)

func (*Info) UseSkill

func (userData *Info) UseSkill(skillid uint32, cd uint64)

func (*Info) UserBoonBuy

func (userData *Info) UserBoonBuy(tp proto.BoonLogicType, id uint32, csvGift *csv.CF_GiftList_DataEntry) proto.RetActionType

func (*Info) UserBoonCanBuy

func (userData *Info) UserBoonCanBuy(tp proto.BoonLogicType, id uint32) bool

@brief GetReward by Money

func (*Info) UserBoonCanGet

func (userData *Info) UserBoonCanGet(tp proto.BoonLogicType, id uint32) (proto.RetActionType, *proto.ST_BoonRewardConfig_PB)

@brief Get reward free

func (*Info) UserBoonGet

func (userData *Info) UserBoonGet(tp proto.BoonLogicType, id uint32, rew *proto.ST_BoonRewardConfig_PB)

func (*Info) UserBuildingAchieveUpdate

func (userData *Info) UserBuildingAchieveUpdate(tp, lv uint32)

func (*Info) WithActivityAsset

func (userData *Info) WithActivityAsset(readOrWrite bool, id uint32, callback func(asset *proto.ST_Asset_Activity_Item_PB) bool) bool

func (*Info) WithActivityTaskAsset

func (this *Info) WithActivityTaskAsset(readOrWrite bool, callback func(asset *proto.ST_Asset_ActivityTask_PB) bool)

---------------------------------------------------------------------------------------------

func (*Info) WithBeginnerTutorialAsset

func (userData *Info) WithBeginnerTutorialAsset(readOrWrite bool, callback func(asset *Asset_BeginnerTutorial))

* @brief 获取新手引导资产

func (*Info) WithBlackMarketAsset

func (this *Info) WithBlackMarketAsset(onlyRead bool, callback func(asset *proto.ST_Asset_BlackMarket_PB) bool)

---------------------------------------------------------------------------------------------

func (*Info) WithBookmarkAsset

func (userData *Info) WithBookmarkAsset(readOrWrite bool, callback func(asset *proto.ST_Asset_Bookmark_PB) bool)

func (*Info) WithBuildingAsset

func (userData *Info) WithBuildingAsset(readOrWrite bool, callback func(asset *Asset_Building))

* @brief 获取用户建筑资产

func (*Info) WithChapterAsset

func (userData *Info) WithChapterAsset(readOrWrite bool, callback func(asset *Asset_Chapters) bool)

func (*Info) WithCharBasicAsset

func (userData *Info) WithCharBasicAsset(readOrWrite bool, callback func(asset *proto.ST_CharBasic_Server_PB) bool)

func (*Info) WithCharExpAsset

func (userData *Info) WithCharExpAsset(readOrWrite bool, callback func(asset *Asset_CharExp) bool)

func (*Info) WithCommanderEquipAsset

func (userData *Info) WithCommanderEquipAsset(readOrWrite bool, callback func(asset *Asset_CommanderEquip))

func (*Info) WithCommanderFashionAsset

func (this *Info) WithCommanderFashionAsset(readOrWrite bool, callback func(asset *proto.ST_Asset_CommanderFashion_PB) bool)

---------------------------------------------------------------------------------------------

func (*Info) WithDefenceAsset

func (userData *Info) WithDefenceAsset(readOrWrite bool, callback func(asset *proto.ST_DefenseAsset_PB) bool)

func (*Info) WithExpeditionShopAsset

func (this *Info) WithExpeditionShopAsset(readOrWrite bool, callback func(asset *proto.ST_Asset_ExpeditionShop_PB) bool)

---------------------------------------------------------------------------------------------

func (*Info) WithHeroAsset

func (userData *Info) WithHeroAsset(read bool, heroID uint32, callback func(heroAsset *proto.ST_HeroEntry_PB) bool)

func (*Info) WithKillWildMonsterAsset

func (this *Info) WithKillWildMonsterAsset(readOrWrite bool, callback func(asset *Asset_KillWildMonster) bool) bool

---------------------------------------------------------------------------------------------

func (*Info) WithLeagueBoxAsset

func (this *Info) WithLeagueBoxAsset(onlyRead bool, callback func(asset *proto.ST_Asset_LeagueBox_PB) bool)

---------------------------------------------------------------------------------------------

func (*Info) WithLeagueTaskAsset

func (this *Info) WithLeagueTaskAsset(readOrWrite bool, callback func(asset *proto.ST_Asset_LeagueTask_PB) bool)

---------------------------------------------------------------------------------------------

func (*Info) WithLocalAction

func (userData *Info) WithLocalAction(onlyRead bool, callback func(asset *Asset_LocalAction))

func (*Info) WithLoginGiftAsset

func (this *Info) WithLoginGiftAsset(readOrWrite bool, callback func(asset *proto.ST_Asset_LoginGift_PB) bool)

---------------------------------------------------------------------------------------------

func (*Info) WithLuckyStarAsset

func (userData *Info) WithLuckyStarAsset(readOrWrite bool, callback func(map[uint32]*proto.ST_LuckyStar_Server_PB) bool)

---------------------------------------------------------------------------------------------

func (*Info) WithMailAsset

func (userData *Info) WithMailAsset(readOrWrite bool, callback func(asset *Asset_Mail))

获取邮件资产

func (*Info) WithMainCitySkinAsset

func (this *Info) WithMainCitySkinAsset(readOrWrite bool, callback func(asset *proto.ST_Asset_MainCitySkin_PB) bool)

---------------------------------------------------------------------------------------------

func (*Info) WithMapListAsset

func (this *Info) WithMapListAsset(readOrWrite bool, callback func(asset *proto.ST_Asset_MapList_PB) bool)

---------------------------------------------------------------------------------------------

func (*Info) WithMiracleWarAsset

func (userData *Info) WithMiracleWarAsset(readOrWrite bool, callback func(asset *proto.ST_Asset_MiracleWar_PB) bool)

func (*Info) WithNoviceTaskAsset

func (this *Info) WithNoviceTaskAsset(readOrWrite bool, callback func(asset *Asset_NoviceTask) bool)

---------------------------------------------------------------------------------------------

func (*Info) WithPrepareForWarAsset

func (this *Info) WithPrepareForWarAsset(readOrWrite bool, callback func(asset *proto.ST_Asset_PrepareForWar_PB) bool)

---------------------------------------------------------------------------------------------

func (*Info) WithPrisonAsset

func (userData *Info) WithPrisonAsset(readOrWrite bool, callback func(asset *proto.ST_PrisonAsset_PB) bool)

func (*Info) WithSettingsAsset

func (userData *Info) WithSettingsAsset(readOrWrite bool, callback func(asset *Asset_Settings))

获取设置资产

func (*Info) WithSevenDayTaskAsset

func (this *Info) WithSevenDayTaskAsset(readOrWrite bool, callback func(asset *Asset_SevenDayTask) bool)

---------------------------------------------------------------------------------------------

func (*Info) WithSignInAsset

func (this *Info) WithSignInAsset(readOrWrite bool, callback func(asset *Asset_SignIn))

func (*Info) WithStatisticsAsset

func (userData *Info) WithStatisticsAsset(readOrWrite bool, callback func(asset *proto.ST_Statistics_PB) bool)

func (*Info) WithStatueAsset

func (userData *Info) WithStatueAsset(readOrWrite bool, callback func(asset *Asset_Statue))

* @brief 获取雕像资产

func (*Info) WithStrongestCommanderAsset

func (this *Info) WithStrongestCommanderAsset(readOrWrite bool, callback func(asset *proto.ST_Asset_StrongestCommander_PB) bool)

---------------------------------------------------------------------------------------------

func (*Info) WithTakeCardAsset

func (userData *Info) WithTakeCardAsset(readOrWrite bool, callback func(*proto.ST_Asset_TakeCard) bool)

func (*Info) WithTransferBattleAsset

func (this *Info) WithTransferBattleAsset(readOrWrite bool, callback func(asset *proto.ST_Asset_TransferBattle_PB) bool)

---------------------------------------------------------------------------------------------

func (*Info) WithVIPAsset

func (userData *Info) WithVIPAsset(readOrWrite bool, callback func(asset *proto.ST_Vip_PB) bool)

func (*Info) WithWorldSituationAsset

func (this *Info) WithWorldSituationAsset(readOrWrite bool, callback func(asset *proto.ST_Asset_WorldSituation_PB) bool)

---------------------------------------------------------------------------------------------

type LeagueBattleLog

type LeagueBattleLog struct {
	Basic

	AssetData *proto.ST_LeagueBattle_Log
	// contains filtered or unexported fields
}

func (*LeagueBattleLog) Dirty

func (this *LeagueBattleLog) Dirty()

type LeagueChat

type LeagueChat struct {
	sync.RWMutex

	LastSenderUid uint64
	// contains filtered or unexported fields
}

联盟聊天

type LeagueChatChannel

type LeagueChatChannel struct {
	Basic
	// contains filtered or unexported fields
}

联盟聊天频道

type LeagueChatData

type LeagueChatData struct {
	ChatDataBase
}

联盟聊天消息

type LeagueCityActivity_Asset

type LeagueCityActivity_Asset struct {
	Basic

	AssetData *proto.ST_WorldDomination_PB
	// contains filtered or unexported fields
}
var (
	Instance_LeagueCityActivityAsset *LeagueCityActivity_Asset
)

func (*LeagueCityActivity_Asset) GetStageRemainTime

func (this *LeagueCityActivity_Asset) GetStageRemainTime() uint64

func (*LeagueCityActivity_Asset) GetWorldDomination

func (this *LeagueCityActivity_Asset) GetWorldDomination() *proto.ST_WorldDomination_PB

func (*LeagueCityActivity_Asset) UnsafeStartStage

func (this *LeagueCityActivity_Asset) UnsafeStartStage(stage uint32, stageRemainTime uint64)

func (*LeagueCityActivity_Asset) WithLeagueCityActivityAsset

func (this *LeagueCityActivity_Asset) WithLeagueCityActivityAsset(readOrWrite bool, callback func(asset *proto.ST_WorldDomination_PB) bool)

type LeagueCup_S

type LeagueCup_S struct {
	Basic

	LeagueCupMap map[uint64]*proto.ST_ActivityScore_League
	// contains filtered or unexported fields
}
var (
	LeagueCup *LeagueCup_S
)

func (*LeagueCup_S) Clear

func (this *LeagueCup_S) Clear()

func (*LeagueCup_S) GetAsset

func (this *LeagueCup_S) GetAsset(lid uint64) *proto.ST_ActivityScore_League

func (*LeagueCup_S) GetNewData

func (this *LeagueCup_S) GetNewData(lid uint64, cupClass uint32) *proto.ST_ActivityScore_League

func (*LeagueCup_S) NewData

func (this *LeagueCup_S) NewData(lid uint64, cupClass uint32)

func (*LeagueCup_S) Range

func (this *LeagueCup_S) Range(readOrWrite bool, callback func(lgScore *proto.ST_ActivityScore_League) bool) bool

func (*LeagueCup_S) ReTask

func (this *LeagueCup_S) ReTask()

func (*LeagueCup_S) WithAsset

func (this *LeagueCup_S) WithAsset(readOrWrite bool, lid uint64, callback func(lgScore *proto.ST_ActivityScore_League) bool) bool

type LeagueEnum

type LeagueEnum uint8

type LeagueKilledRankingListImpl

type LeagueKilledRankingListImpl struct {
	UInt64KeyUInt64ValueRankingListImpl
}

* @brief 联盟杀敌排行榜

type LeaguePowerRankingListImpl

type LeaguePowerRankingListImpl struct {
	UInt64KeyUInt64ValueRankingListImpl
}

* @brief 联盟战力排行榜

type MacLeagueRankingListImpl

type MacLeagueRankingListImpl struct {
	UInt64KeyUInt64ValueRankingListImpl
}

* @brief 怪物攻城联盟排行榜

func (*MacLeagueRankingListImpl) ClearData

func (object *MacLeagueRankingListImpl) ClearData()

type MacPlayerRankingListImpl

type MacPlayerRankingListImpl struct {
	UInt64KeyUInt64ValueRankingListImpl
}

* @brief 怪物攻城玩家排行榜

func (*MacPlayerRankingListImpl) ClearData

func (object *MacPlayerRankingListImpl) ClearData()

type MailCacheAsset

type MailCacheAsset struct {
	Basic
	// contains filtered or unexported fields
}

func (MailCacheAsset) ConvertToDocument

func (this MailCacheAsset) ConvertToDocument() *GameDB.MailDocument

func (*MailCacheAsset) GetBattle

func (this *MailCacheAsset) GetBattle() *proto.ST_BattleInfo_PB

func (*MailCacheAsset) GetDetail

func (this *MailCacheAsset) GetDetail() string

func (*MailCacheAsset) GetDetailPB

func (this *MailCacheAsset) GetDetailPB(languageId uint32) *proto.ST_MailData_PB

type MailCacheInfo

type MailCacheInfo struct {
	Id               uint64
	MailType         uint32
	Time             int64
	Sender           uint64
	ReceiverId       uint64
	SenderName       string
	Title            string
	Content          string
	TitleTips        string
	ContentTips      string
	TargetId         int32
	OtherId          uint64
	OtherName        string
	OtherAvatar      string
	NPCId            uint64
	Reward           string
	Detail           string
	Battle           string
	Kept             bool
	Locked           bool
	Removed          bool
	ServerId         uint32
	GiftPackId       int32
	MailSource       int32
	IsMiracleWarGift bool

	RewardSource int32
	// contains filtered or unexported fields
}

func NewMailCache

func NewMailCache(id uint64,
	mailType uint32,
	sender,
	receiver uint64,
	senderName, title, content, titleTips, contentTips string,
	targetId int32,
	otherId uint64,
	otherName, otherAvatar string,
	npcId uint64,
	reward, detail, battle string, locked, isMiracleWarGift bool, giftPack, mailSource, titleId, rewardSource int32) *MailCacheInfo

* @brief 新建空白邮件缓存

func NewMailCacheWithTimestamp

func NewMailCacheWithTimestamp(id uint64,
	mailType uint32,
	sender,
	receiver uint64,
	senderName, title, content, titleTips, contentTips string,
	targetId int32,
	otherId uint64,
	otherName, otherAvatar string,
	npcId uint64,
	reward, detail, battle string, locked, isMiracleWarGift bool, timestamp int64, giftPackId, mailSource, titleId, rewardSource int32) *MailCacheInfo

* @brief 新建空白邮件缓存

func ToMailCacheInfo

func ToMailCacheInfo(doc *GameDB.MailDocument) *MailCacheInfo

* @brief 转换为MailCacheInfo

func ToMailCacheInfoByPB

func ToMailCacheInfoByPB(pb *proto.ST_MailDB_PB) *MailCacheInfo

func (*MailCacheInfo) ConvertToDocument

func (this *MailCacheInfo) ConvertToDocument() *GameDB.MailDocument

func (*MailCacheInfo) ConvertToPb

func (this *MailCacheInfo) ConvertToPb() *proto.ST_MailDB_PB

type MainCityLevelRankingListImpl

type MainCityLevelRankingListImpl struct {
	UInt64KeyUInt64ValueRankingListImpl
}

* @brief 主城等级排行榜

type MessageCacheType

type MessageCacheType struct {
	// contains filtered or unexported fields
}

@brief 消息缓存

func NewMessageCacheType

func NewMessageCacheType() *MessageCacheType

* @brief 工厂方法

func (*MessageCacheType) GetCache

func (obj *MessageCacheType) GetCache(id uint64) *proto.ST_ResponForm_PB

* @brief 获取缓存

func (*MessageCacheType) GetCacheKeyArray

func (obj *MessageCacheType) GetCacheKeyArray() []uint64

* @brief 获取cache key数组

func (*MessageCacheType) GetNextId

func (obj *MessageCacheType) GetNextId() uint64

* @brief 获取下一个消息id

func (*MessageCacheType) RemoveCache

func (obj *MessageCacheType) RemoveCache(messageIdArray []uint64)

* @brief 删除缓存

func (*MessageCacheType) ResetCache

func (obj *MessageCacheType) ResetCache()

* @brief 重置

func (*MessageCacheType) SetCache

func (obj *MessageCacheType) SetCache(id uint64, form *proto.ST_ResponForm_PB)

* @brief 设置缓存

type MinMaxLevelIDTriple

type MinMaxLevelIDTriple struct {
	// contains filtered or unexported fields
}

type MinMaxLevelIDTripleArray

type MinMaxLevelIDTripleArray []*MinMaxLevelIDTriple

func (MinMaxLevelIDTripleArray) Len

func (object MinMaxLevelIDTripleArray) Len() int

func (MinMaxLevelIDTripleArray) Less

func (object MinMaxLevelIDTripleArray) Less(i, j int) bool

func (MinMaxLevelIDTripleArray) Swap

func (object MinMaxLevelIDTripleArray) Swap(i, j int)

type OfflineEvent

type OfflineEvent struct {
	// contains filtered or unexported fields
}

type OfflineEventHandler

type OfflineEventHandler func(uint64) (bool, int64)

type PrepareForWarRank

type PrepareForWarRank struct {
	Basic

	RankMap  map[uint64]uint64
	RankType uint32
	// contains filtered or unexported fields
}

type PrisonMessageBoard

type PrisonMessageBoard struct {
	Basic
	AssetData *proto.ST_PrisonMessageBoard_PB
}

func (*PrisonMessageBoard) Dirty

func (this *PrisonMessageBoard) Dirty()

type RankChatInfo

type RankChatInfo struct {
	// contains filtered or unexported fields
}

type RankLevel

type RankLevel struct {
	Rank   uint32
	Reward uint32
}

type RankingListImpl

type RankingListImpl struct {
	UInt64KeyUInt64ValueRankingListImpl
}

func (*RankingListImpl) RankList_Save

func (object *RankingListImpl) RankList_Save()

type ST_WildMonsterList

type ST_WildMonsterList struct {
	Basic
	List               map[uint64]uint64 //野怪boss
	WILDMONSTEREX_List map[uint64]uint64 //小野怪删除
}

type ScoreLevel

type ScoreLevel struct {
	Score  uint32
	Reward uint32
}

type ServerListCache

type ServerListCache struct {
	sync.RWMutex
	ServerList               []*proto.ST_Server_PB
	StarPioneerSyncPowerTime uint64
	StarPioneerRankTime      uint64
}
var (
	ServerListCacheInstance *ServerListCache
)

func (*ServerListCache) AddServerInfo

func (this *ServerListCache) AddServerInfo(info *proto.ST_Server_PB)

func (*ServerListCache) GetServerInfo

func (this *ServerListCache) GetServerInfo(sid uint32) *proto.ST_Server_PB

func (*ServerListCache) GetServerListInfo

func (this *ServerListCache) GetServerListInfo() []*proto.ST_Server_PB

func (*ServerListCache) UpdateServerList

func (this *ServerListCache) UpdateServerList(infos []*proto.ST_Server_PB)

type ServerTime

type ServerTime struct {
	// contains filtered or unexported fields
}

func (*ServerTime) GetServerShoutdown

func (this *ServerTime) GetServerShoutdown() uint64

func (*ServerTime) GetServerStartTime

func (this *ServerTime) GetServerStartTime() uint64

func (*ServerTime) GetShieldPauseInterval

func (this *ServerTime) GetShieldPauseInterval(shieldStartTime uint64) uint64

func (*ServerTime) LoadServerShoutdown

func (this *ServerTime) LoadServerShoutdown()

func (*ServerTime) SetServerShoutdown

func (this *ServerTime) SetServerShoutdown()

func (*ServerTime) SetServerStartTime

func (this *ServerTime) SetServerStartTime(t uint64)

type Session

type Session struct {
	// contains filtered or unexported fields
}
var Sessionkey *Session

func (*Session) AddHistory

func (this *Session) AddHistory(uid uint64, sessionKey string)

func (*Session) Count

func (this *Session) Count() uint32

func (*Session) Delete

func (this *Session) Delete(k uint64)

func (*Session) DeleteAll

func (this *Session) DeleteAll()

func (*Session) GO_CheckSessionTimeOut

func (this *Session) GO_CheckSessionTimeOut()

func (*Session) Get

func (this *Session) Get(in uint64) (string, uint64)

func (*Session) GetHistory

func (this *Session) GetHistory(uid uint64) string

func (*Session) GetOnlineCharCount

func (this *Session) GetOnlineCharCount() []uint64

func (*Session) GetUserInSession

func (this *Session) GetUserInSession() []uint64

func (*Session) Has

func (this *Session) Has(in uint64) bool

func (*Session) IsOnline

func (this *Session) IsOnline(in uint64) bool

推送专用

func (*Session) IsRealOnline

func (this *Session) IsRealOnline(in uint64) bool

func (*Session) Set

func (this *Session) Set(k uint64, v string, ftime uint64, isnew bool)

func (*Session) UpdateDatatoDB

func (this *Session) UpdateDatatoDB()

type SimpleInfo

type SimpleInfo struct {
	Info *proto.ST_CharSimple_Server_PB
	// contains filtered or unexported fields
}

角色基础信息

func GetSimpleCharinfo

func GetSimpleCharinfo(key uint64) *SimpleInfo

func ToSimpleInfo

func ToSimpleInfo(doc *GameDB.CharacteristicSimpleDocument, language uint32) *SimpleInfo

func (*SimpleInfo) ClientDirty

func (m *SimpleInfo) ClientDirty()

func (*SimpleInfo) ConvertToSimpleDocument

func (s *SimpleInfo) ConvertToSimpleDocument() *GameDB.CharacteristicSimpleDocument

func (*SimpleInfo) DirtyAll

func (m *SimpleInfo) DirtyAll()

func (*SimpleInfo) GetInfo

func (*SimpleInfo) IsClientDirty

func (m *SimpleInfo) IsClientDirty() bool

func (*SimpleInfo) IsServerDirty

func (m *SimpleInfo) IsServerDirty() bool

func (*SimpleInfo) Lock

func (m *SimpleInfo) Lock()

func (*SimpleInfo) ServerDirty

func (m *SimpleInfo) ServerDirty()

func (*SimpleInfo) ServerUnDirty

func (m *SimpleInfo) ServerUnDirty()

func (*SimpleInfo) Unlock

func (m *SimpleInfo) Unlock()

type StrongestCommanderRank

type StrongestCommanderRank struct {
	Basic

	RankMap  map[uint64]uint64
	RankType uint32
	// contains filtered or unexported fields
}

type TBDirtyData

type TBDirtyData struct {
	// contains filtered or unexported fields
}

type TransferBattleRank

type TransferBattleRank struct {
	Basic
	RankingListItems wsort.MapSorter
	RankMap          sync.Map
	RankType         uint32
	// contains filtered or unexported fields
}

type TypeIdPair

type TypeIdPair struct {
	Type int64
	Id   int64
}

>>>礼包类型-Id

type TypeIdPairArray

type TypeIdPairArray []*TypeIdPair

>>>礼包类型-Id数组

func (TypeIdPairArray) Len

func (object TypeIdPairArray) Len() int

func (TypeIdPairArray) Less

func (object TypeIdPairArray) Less(i, j int) bool

func (TypeIdPairArray) Swap

func (object TypeIdPairArray) Swap(i, j int)

type UInt64Condition

type UInt64Condition struct {
	EntryId uint64
	Value   uint64
}

type UInt64KeyUInt64ValueRankingList

type UInt64KeyUInt64ValueRankingList struct {
	// contains filtered or unexported fields
}

* @brief UInt64键-UInt64值排行榜

func (*UInt64KeyUInt64ValueRankingList) Clone

func (object *UInt64KeyUInt64ValueRankingList) Clone() map[uint64]uint64

* @brief 复制内部存储结构

func (*UInt64KeyUInt64ValueRankingList) Delete

func (object *UInt64KeyUInt64ValueRankingList) Delete(key uint64)

* @brief 删除条目

func (*UInt64KeyUInt64ValueRankingList) Foreach

func (object *UInt64KeyUInt64ValueRankingList) Foreach(callback func(key, value uint64))

* @brief 遍历

func (*UInt64KeyUInt64ValueRankingList) Get

func (object *UInt64KeyUInt64ValueRankingList) Get(key uint64) (bool, uint64)

* @brief 获取

func (*UInt64KeyUInt64ValueRankingList) Set

func (object *UInt64KeyUInt64ValueRankingList) Set(key, value uint64)

* @brief 设置

type UInt64KeyUInt64ValueRankingListImpl

type UInt64KeyUInt64ValueRankingListImpl struct {
	UInt64KeyUInt64ValueRankingList

	SaveSnapshotFunc func() //>>>保存回调
	// contains filtered or unexported fields
}

* @brief UInt64键-UInt64值排行榜实现

func (*UInt64KeyUInt64ValueRankingListImpl) BuildRankingList

func (object *UInt64KeyUInt64ValueRankingListImpl) BuildRankingList(maxListSize int) bool

* @brief 构建排行榜

func (*UInt64KeyUInt64ValueRankingListImpl) BuildRankingList2

func (object *UInt64KeyUInt64ValueRankingListImpl) BuildRankingList2(maxListSize int) bool

func (*UInt64KeyUInt64ValueRankingListImpl) Exit

func (object *UInt64KeyUInt64ValueRankingListImpl) Exit()

* @brief 退出

func (*UInt64KeyUInt64ValueRankingListImpl) GetRankingList

func (object *UInt64KeyUInt64ValueRankingListImpl) GetRankingList() wsort.MapSorter

* @brief 获取用户战力排行榜

type UInt64Triple

type UInt64Triple struct {
	A uint64
	B uint64
	C uint64
}

type UInt64TripleCondition

type UInt64TripleCondition struct {
	EntryId uint64
	Value   *UInt64Triple
}

type UInt64Tuple

type UInt64Tuple struct {
	A uint64
	B uint64
}

type UInt64TupleCondition

type UInt64TupleCondition struct {
	EntryId uint64
	Value   *UInt64Tuple
}

type UserChanIds

type UserChanIds struct {
	// contains filtered or unexported fields
}

type UserPowerRankingListImpl

type UserPowerRankingListImpl struct {
	UInt64KeyUInt64ValueRankingListImpl
}

* @brief 用户战力排行榜

type WarCity

type WarCity struct {
	Basic
	// contains filtered or unexported fields
}

type WorldChatChannel

type WorldChatChannel struct {
	Basic
	// contains filtered or unexported fields
}

世界聊天频道

func (*WorldChatChannel) LoadWorldChatByIds

func (this *WorldChatChannel) LoadWorldChatByIds(ids map[uint64]uint64) map[uint64]uint32

type WorldChatData

type WorldChatData struct {
	ChatDataBase
	// contains filtered or unexported fields
}

世界聊天消息

type WorldChatWXChannel

type WorldChatWXChannel struct {
	Basic
	LastSenderUid uint64
	// contains filtered or unexported fields
}

世界微信聊天频道

type WorldDataEntry

type WorldDataEntry struct {
	Basic
	// contains filtered or unexported fields
}

func ConverToWorldDataEntry

func ConverToWorldDataEntry(v interface{}) *WorldDataEntry

func GetCityWorldData

func GetCityWorldData(cityid uint32) *WorldDataEntry

func (*WorldDataEntry) AddStage

func (this *WorldDataEntry) AddStage(status proto.CityStage)

func (*WorldDataEntry) AddStatus

func (this *WorldDataEntry) AddStatus(status proto.WorldDataStatus)

func (*WorldDataEntry) BindGlobalActionId

func (this *WorldDataEntry) BindGlobalActionId(aid uint64)

func (*WorldDataEntry) CopyGActionList

func (this *WorldDataEntry) CopyGActionList() []uint64

func (*WorldDataEntry) DeleteStage

func (this *WorldDataEntry) DeleteStage(status proto.CityStage)

func (*WorldDataEntry) DeleteStatus

func (this *WorldDataEntry) DeleteStatus(status proto.WorldDataStatus)

func (*WorldDataEntry) Dirty

func (this *WorldDataEntry) Dirty()

func (*WorldDataEntry) GetBeStationedFormation

func (this *WorldDataEntry) GetBeStationedFormation() uint32

func (*WorldDataEntry) GetBeStationedHero

func (this *WorldDataEntry) GetBeStationedHero() []uint32

func (*WorldDataEntry) GetBeStationedUnits

func (this *WorldDataEntry) GetBeStationedUnits() *proto.ST_UnitAsset_PB

func (*WorldDataEntry) GetCityCapability1

func (this *WorldDataEntry) GetCityCapability1() []uint64

func (*WorldDataEntry) GetCityIDList

func (this *WorldDataEntry) GetCityIDList() []uint32

func (*WorldDataEntry) GetDid

func (this *WorldDataEntry) GetDid() uint64

func (*WorldDataEntry) GetGActionList

func (this *WorldDataEntry) GetGActionList() []uint64

func (*WorldDataEntry) GetLeagueOwner

func (this *WorldDataEntry) GetLeagueOwner() uint64

func (*WorldDataEntry) GetMainCitySkinId

func (this *WorldDataEntry) GetMainCitySkinId() uint32

func (*WorldDataEntry) GetMineDetailsInfo

func (this *WorldDataEntry) GetMineDetailsInfo() *proto.ST_WorldDataDetail_Mine_PB

func (*WorldDataEntry) GetOccupyOwner

func (this *WorldDataEntry) GetOccupyOwner() uint64

func (*WorldDataEntry) GetStatus

func (this *WorldDataEntry) GetStatus() uint32

func (*WorldDataEntry) GetWorldData

func (this *WorldDataEntry) GetWorldData() *proto.ST_WorldDataEntry_PB

func (*WorldDataEntry) GetWorldDataEntry

func (this *WorldDataEntry) GetWorldDataEntry() *proto.ST_Vector4Int_PB

func (*WorldDataEntry) GetWorldDataID

func (this *WorldDataEntry) GetWorldDataID() uint64

func (*WorldDataEntry) GetWorldDataOwner

func (this *WorldDataEntry) GetWorldDataOwner() uint64

func (*WorldDataEntry) GetWorldDataTileID

func (this *WorldDataEntry) GetWorldDataTileID() int32

func (*WorldDataEntry) GetWorldEntryConfig

func (this *WorldDataEntry) GetWorldEntryConfig() *csv.CF_WorldEntryConfig_DataEntry

func (*WorldDataEntry) ResetGActionList

func (this *WorldDataEntry) ResetGActionList()

func (*WorldDataEntry) SetMainCityDefence

func (this *WorldDataEntry) SetMainCityDefence(defenceAsset *proto.ST_DefenseAsset_PB)

func (*WorldDataEntry) SetMainCitySkinId

func (this *WorldDataEntry) SetMainCitySkinId(skinId uint32)

func (*WorldDataEntry) SetPrisonCount

func (this *WorldDataEntry) SetPrisonCount(count uint32)

func (*WorldDataEntry) SetStatus

func (this *WorldDataEntry) SetStatus(status uint32)

func (*WorldDataEntry) SetWorldDataEntry

func (this *WorldDataEntry) SetWorldDataEntry(dataentry *proto.ST_Vector4Int_PB)

func (*WorldDataEntry) SwapGActionList

func (this *WorldDataEntry) SwapGActionList(actionid uint64) bool

func (*WorldDataEntry) UnBindGlobalActionId

func (this *WorldDataEntry) UnBindGlobalActionId(aid uint64)

func (*WorldDataEntry) UpdateMineDetailsInfo

func (this *WorldDataEntry) UpdateMineDetailsInfo(leftcount float64)

func (*WorldDataEntry) UpdateOwner

func (this *WorldDataEntry) UpdateOwner(leagueid, uid uint64)

type WorldSituationLeagueRankingListImpl

type WorldSituationLeagueRankingListImpl struct {
	UInt64KeyUInt64ValueRankingListImpl
}

* @brief 天下大势联盟排行榜

func (*WorldSituationLeagueRankingListImpl) ClearData

func (object *WorldSituationLeagueRankingListImpl) ClearData()

* @brief 清空数据

func (*WorldSituationLeagueRankingListImpl) SetValue

func (object *WorldSituationLeagueRankingListImpl) SetValue(key, value uint64)

* @brief 更新star数量

Source Files

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