Optimize live play handler

- Extract shared live setting, notes, and rank helpers
- Move constant leader skill and museum buff queries out of the per-unit loop
- Batch load deck unit data, accessories, and removable skill metadata
- Fix cool attribute removable skill effect type handling

Signed-off-by: Sean Du <do4suki@gmail.com>
This commit is contained in:
2026-06-06 15:12:05 +08:00
parent 45eef9566a
commit 2e72bd4da5
4 changed files with 413 additions and 292 deletions
+120 -229
View File
@@ -1,14 +1,12 @@
package live
import (
"encoding/json"
"errors"
"honoka-chan/internal/middleware"
unitmodel "honoka-chan/internal/model/unit"
"honoka-chan/internal/router"
liveschema "honoka-chan/internal/schema/live"
"honoka-chan/internal/session"
honokautils "honoka-chan/internal/utils"
"honoka-chan/pkg/utils"
"math"
"strconv"
"time"
@@ -29,73 +27,22 @@ func play(ctx *gin.Context) {
ss.RegisterLiveInProgress(playReq.UnitDeckID)
difficultyID, _ := strconv.Atoi(playReq.LiveDifficultyID)
// 歌曲类型: normal / special
// sqlite3 不支持 FULL OUTER JOIN 所以这里使用 UNION ALL
var liveSetting struct {
NotesSettingAsset string `xorm:"notes_setting_asset"`
ARankScore int `xorm:"a_rank_score"`
BRankScore int `xorm:"b_rank_score"`
CRankScore int `xorm:"c_rank_score"`
SRankScore int `xorm:"s_rank_score"`
AcFlag int `xorm:"ac_flag"`
SwingFlag int `xorm:"swing_flag"`
}
sql := `
SELECT notes_setting_asset,
a_rank_score,
b_rank_score,
c_rank_score,
s_rank_score,
ac_flag,
swing_flag
FROM live_setting_m
WHERE live_setting_id IN (
SELECT live_setting_id
FROM normal_live_m
WHERE live_difficulty_id = ?
UNION ALL
SELECT live_setting_id
FROM special_live_m
WHERE live_difficulty_id = ?
)
`
_, err = ss.MainEng.SQL(sql, difficultyID, difficultyID).Get(&liveSetting)
if ss.CheckErr(err) {
return
}
// fmt.Println("liveSetting", liveSetting)
notes := []liveschema.NotesList{}
notes_list := utils.ReadAllText("./assets/serverdata/beatmaps/" + liveSetting.NotesSettingAsset)
err = json.Unmarshal([]byte(notes_list), &notes)
difficultyID, err := strconv.Atoi(playReq.LiveDifficultyID)
if ss.CheckErr(err) {
return
}
ranks := []liveschema.RankInfo{}
ranks = append(ranks, liveschema.RankInfo{
Rank: 5,
RankMin: 0,
RankMax: liveSetting.CRankScore,
}, liveschema.RankInfo{
Rank: 4,
RankMin: liveSetting.CRankScore + 1,
RankMax: liveSetting.BRankScore,
}, liveschema.RankInfo{
Rank: 3,
RankMin: liveSetting.BRankScore + 1,
RankMax: liveSetting.ARankScore,
}, liveschema.RankInfo{
Rank: 2,
RankMin: liveSetting.ARankScore + 1,
RankMax: liveSetting.SRankScore,
}, liveschema.RankInfo{
Rank: 1,
RankMin: liveSetting.SRankScore + 1,
RankMax: 0,
})
liveSetting, err := loadLiveSetting(ss, difficultyID)
if ss.CheckErr(err) {
return
}
notes, err := loadLiveNotes(liveSetting.NotesSettingAsset)
if ss.CheckErr(err) {
return
}
ranks := buildRankInfo(liveSetting)
owningIdList := []int{}
err = ss.UserEng.Table("user_deck_unit").
@@ -105,16 +52,65 @@ func play(ctx *gin.Context) {
if ss.CheckErr(err) {
return
}
if len(owningIdList) == 0 {
ss.CheckErr(errors.New("deck has no units"))
return
}
unitList := []liveschema.UnitList{}
museumBuff, err := getMuseumBuff(ss)
if ss.CheckErr(err) {
return
}
myCenterUnitID, err := getDeckCenterUnitID(ss, playReq.UnitDeckID)
if ss.CheckErr(err) {
return
}
myLeaderSkill, err := getLeaderSkillData(ss, myCenterUnitID)
if ss.CheckErr(err) {
return
}
tomoUnitID, err := getSupportCenterUnitID(ss, int(playReq.PartyUserID), myCenterUnitID)
if ss.CheckErr(err) {
return
}
tomoLeaderSkill, err := getLeaderSkillData(ss, tomoUnitID)
if ss.CheckErr(err) {
return
}
memberTagCache := map[memberTagMatchKey]bool{}
unitDataMap, err := loadDeckUnitDataMap(ss, owningIdList)
if ss.CheckErr(err) {
return
}
accessoryBonusMap, err := loadAccessoryBonusMap(ss, ss.UserID, owningIdList)
if ss.CheckErr(err) {
return
}
removableSkillMap, err := loadDeckRemovableSkillMap(ss, ss.UserID, owningIdList)
if ss.CheckErr(err) {
return
}
allRemovableSkillIDs := make([]int, 0)
for _, skillIDs := range removableSkillMap {
allRemovableSkillIDs = append(allRemovableSkillIDs, skillIDs...)
}
removableSkillMetaMap, err := loadRemovableSkillMetaMap(ss, allRemovableSkillIDs)
if ss.CheckErr(err) {
return
}
unitList := make([]liveschema.UnitList, 0, len(owningIdList))
var totalSmile, totalPure, totalCool float64
var totalHp int
for _, owningId := range owningIdList {
// 卡片基础属性
var baseSmile, basePure, baseCool, smileMax, pureMax, coolMax float64
var unitData unitmodel.UnitDataMap
_, err = ss.GetBasicUnitInfo().Where("unit_owning_user_id = ?", owningId).Get(&unitData)
if ss.CheckErr(err) {
unitData, ok := unitDataMap[owningId]
if !ok {
ss.CheckErr(errors.New("unit data not found in deck"))
return
}
baseSmile = float64(unitData.Smile)
@@ -124,42 +120,19 @@ func play(ctx *gin.Context) {
// fmt.Println("基础属性:", baseSmile, basePure, baseCool)
// 饰品属性加成(满级)
var accessoryOwningId int
exists, err := ss.UserEng.Table("user_accessory_wear").
Where("unit_owning_user_id = ?", owningId).
Cols("accessory_owning_user_id").Get(&accessoryOwningId)
if ss.CheckErr(err) {
return
}
if exists {
var smileAccessory, pureAccessory, coolAccessory float64
_, err = ss.MainEng.Table("common_accessory_m").
Join("LEFT", "accessory_m", "common_accessory_m.accessory_id = accessory_m.accessory_id").
Where("accessory_owning_user_id = ?", accessoryOwningId).Cols("smile_max,pure_max,cool_max").
Get(&smileAccessory, &pureAccessory, &coolAccessory)
if ss.CheckErr(err) {
return
}
if bonus, ok := accessoryBonusMap[owningId]; ok {
// 饰品属性加成(该加成会影响个宝等百分比宝石属性加成的计算,故先计算。)
baseSmile += smileAccessory
basePure += pureAccessory
baseCool += coolAccessory
baseSmile += bonus.Smile
basePure += bonus.Pure
baseCool += bonus.Cool
// fmt.Println("饰品属性加成:", smileAccessory, pureAccessory, coolAccessory)
// fmt.Println("饰品属性加成后的基础属性:", baseSmile, basePure, baseCool)
}
// 回忆画廊属性加成(该加成会影响个宝等百分比宝石属性加成的计算,故先计算。)
var smileBuff, pureBuff, coolBuff float64
_, err = ss.MainEng.Table("museum_contents_m").
Select("SUM(smile_buff),SUM(pure_buff),SUM(cool_buff)").
Get(&smileBuff, &pureBuff, &coolBuff)
if ss.CheckErr(err) {
return
}
baseSmile += smileBuff
basePure += pureBuff
baseCool += coolBuff
baseSmile += museumBuff.Smile
basePure += museumBuff.Pure
baseCool += museumBuff.Cool
// fmt.Println("回忆画廊属性加成:", smileBuff, pureBuff, coolBuff)
// fmt.Println("回忆画廊属性加成后的基础属性:", baseSmile, basePure, baseCool)
@@ -180,62 +153,53 @@ func play(ctx *gin.Context) {
var skillSmile, skillPure, skillCool float64
// 宝石加成(满级)
removableSkillIds := []int{}
err = ss.UserEng.Table("user_unit_skill_equip").
Where("unit_owning_user_id = ?", owningId).
Cols("unit_removable_skill_id").Find(&removableSkillIds)
if ss.CheckErr(err) {
return
}
removableSkillIds := removableSkillMap[owningId]
for _, sk := range removableSkillIds {
// 判断宝石效果类型(效果范围、效果类型、效果值、是否固定数值)
var effectRange, effectType, fixedValueFlag, refType int
var effectValue float64
_, err = ss.MainEng.Table("unit_removable_skill_m").
Where("unit_removable_skill_id = ?", sk).
Cols("effect_range,effect_type,effect_value,fixed_value_flag,target_reference_type").
Get(&effectRange, &effectType, &effectValue, &fixedValueFlag, &refType)
if ss.CheckErr(err) {
meta, ok := removableSkillMetaMap[sk]
if !ok {
ss.CheckErr(errors.New("removable skill meta not found"))
return
}
if fixedValueFlag == 1 {
if meta.FixedValueFlag == 1 {
// 吻、眼神属性加成(固定数值)
switch effectType {
switch meta.EffectType {
case 1:
kissSmile += effectValue
kissSmile += meta.EffectValue
case 2:
kissPure += effectValue
kissPure += meta.EffectValue
case 3:
kissCool += effectValue
kissCool += meta.EffectValue
}
// fmt.Println("吻、眼神属性加成:", kissSmile, kissPure, kissCool)
} else {
// 仅效果类型为1、2、3的有属性加成
if effectType == 1 || effectType == 2 || effectType == 3 {
if meta.EffectType == 1 || meta.EffectType == 2 || meta.EffectType == 3 {
// 加成范围:2:全员 1:非全员
if effectRange == 2 {
switch effectType {
if meta.EffectRange == 2 {
switch meta.EffectType {
case 1:
skillSmile += math.Ceil(baseSmile * (effectValue / 100))
skillSmile += math.Ceil(baseSmile * (meta.EffectValue / 100))
case 2:
skillPure += math.Ceil(basePure * (effectValue / 100))
skillPure += math.Ceil(basePure * (meta.EffectValue / 100))
case 3:
skillCool += math.Ceil(baseCool * (effectValue / 100))
skillCool += math.Ceil(baseCool * (meta.EffectValue / 100))
}
// fmt.Println("全员类宝石属性加成:", skillSmile, skillPure, skillCool)
} else {
// refType: 1 -> 年级类加成, target_type -> 指定年级(这里不需要使用,因为能装上宝石肯定是符合的)
// refType: 2 -> 个宝
// refType: 3 -> 爆分、奶、判宝石, 0 -> 竞技场宝石
if refType == 1 || refType == 2 { // 年级类和个宝都是百分比加成
if effectType == 1 {
skillSmile += math.Ceil(baseSmile * (effectValue / 100))
} else if effectType == 2 {
skillPure += math.Ceil(basePure * (effectValue / 100))
} else if effectValue == 3 {
skillCool += math.Ceil(baseCool * (effectValue / 100))
if meta.TargetReferenceType == 1 || meta.TargetReferenceType == 2 { // 年级类和个宝都是百分比加成
switch meta.EffectType {
case 1:
skillSmile += math.Ceil(baseSmile * (meta.EffectValue / 100))
case 2:
skillPure += math.Ceil(basePure * (meta.EffectValue / 100))
case 3:
skillCool += math.Ceil(baseCool * (meta.EffectValue / 100))
}
// fmt.Println("年级类宝石、个宝属性加成:", skillSmile, skillPure, skillCool)
}
@@ -249,123 +213,50 @@ func play(ctx *gin.Context) {
pureMax = basePure + kissPure + skillPure
coolMax = baseCool + kissCool + skillCool
// 主唱技能加成
var myCenterUnitId int
_, err = ss.UserEng.Table("user_deck_unit").
Join("LEFT", "user_deck", "user_deck_unit.user_deck_id = user_deck.id").
Where("user_deck.deck_id = ? AND user_deck.user_id = ? AND user_deck_unit.position = 5", playReq.UnitDeckID, ss.UserID).
Cols("user_deck_unit.unit_id").Get(&myCenterUnitId)
if ss.CheckErr(err) {
return
}
// 主唱技能加成:主C技能(这里不使用新C技能,即以某属性的百分比提升另一属性)
var myAttrId int
var myEffectValue float64
_, err = ss.MainEng.Table("unit_m").
Join("LEFT", "unit_leader_skill_m", "unit_m.default_leader_skill_id = unit_leader_skill_m.unit_leader_skill_id").
Where("unit_m.unit_id = ?", myCenterUnitId).
Cols("unit_m.attribute_id,unit_leader_skill_m.effect_value").Get(&myAttrId, &myEffectValue)
if ss.CheckErr(err) {
return
}
var myCenterSmile, myCenterPure, myCenterCool float64
switch myAttrId {
case 1:
myCenterSmile = math.Ceil(smileMax * (myEffectValue / 100))
case 2:
myCenterPure = math.Ceil(pureMax * (myEffectValue / 100))
case 3:
myCenterCool = math.Ceil(coolMax * (myEffectValue / 100))
}
myCenterSmile, myCenterPure, myCenterCool := applyAttributeBonus(
myLeaderSkill.AttributeID,
myLeaderSkill.MainEffectValue,
smileMax, pureMax, coolMax,
)
// fmt.Println("主C技能属性加成:", myCenterSmile, myCenterPure, myCenterCool)
// 主唱技能加成:副C技能
var mySubEffectValue float64
var myMemberTagId int
_, err = ss.MainEng.Table("unit_m").
Join("LEFT", "unit_leader_skill_extra_m", "unit_m.default_leader_skill_id = unit_leader_skill_extra_m.unit_leader_skill_id").
Where("unit_m.unit_id = ?", myCenterUnitId).
Cols("unit_leader_skill_extra_m.effect_value,unit_leader_skill_extra_m.member_tag_id").
Get(&mySubEffectValue, &myMemberTagId)
if ss.CheckErr(err) {
return
}
exists, err = ss.MainEng.Table("unit_type_member_tag_m").
Where("unit_type_id = ? AND member_tag_id = ?", unitData.UnitTypeID, myMemberTagId).Exist()
matched, err := matchMemberTag(ss, memberTagCache, unitData.UnitTypeID, myLeaderSkill.MemberTagID)
if ss.CheckErr(err) {
return
}
var mySubSmile, mySubPure, mySubCool float64
if exists {
switch myAttrId {
case 1:
mySubSmile = math.Ceil(smileMax * (mySubEffectValue / 100))
case 2:
mySubPure = math.Ceil(pureMax * (mySubEffectValue / 100))
case 3:
mySubCool = math.Ceil(coolMax * (mySubEffectValue / 100))
}
if matched {
mySubSmile, mySubPure, mySubCool = applyAttributeBonus(
myLeaderSkill.AttributeID,
myLeaderSkill.ExtraEffectValue,
smileMax, pureMax, coolMax,
)
// fmt.Println("副C技能属性加成:", mySubSmile, mySubPure, mySubCool)
}
// 好友主唱技能加成
tomoUnitId, err := getSupportCenterUnitID(ss, int(playReq.PartyUserID), myCenterUnitId)
if ss.CheckErr(err) {
return
}
// fmt.Println("好友UnitID:", tomoUnitId)
// 好友主唱技能加成:主C技能(这里不使用新C技能,即以某属性的百分比提升另一属性)
var tomoEffectValue float64
_, err = ss.MainEng.Table("unit_m").
Join("LEFT", "unit_leader_skill_m", "unit_m.default_leader_skill_id = unit_leader_skill_m.unit_leader_skill_id").
Where("unit_m.unit_id = ?", tomoUnitId).
Cols("unit_leader_skill_m.effect_value").
Get(&tomoEffectValue)
if ss.CheckErr(err) {
return
}
var tomoCenterSmile, tomoCenterPure, tomoCenterCool float64
switch myAttrId {
case 1:
tomoCenterSmile = math.Ceil(smileMax * (tomoEffectValue / 100))
case 2:
tomoCenterPure = math.Ceil(pureMax * (tomoEffectValue / 100))
case 3:
tomoCenterCool = math.Ceil(coolMax * (tomoEffectValue / 100))
}
tomoCenterSmile, tomoCenterPure, tomoCenterCool := applyAttributeBonus(
myLeaderSkill.AttributeID,
tomoLeaderSkill.MainEffectValue,
smileMax, pureMax, coolMax,
)
// fmt.Println("好友主C技能属性加成:", tomoCenterSmile, tomoCenterPure, tomoCenterCool)
// 好友主唱技能加成:副C技能
var tomoSubEffectValue float64
var tomoMemberTagId int
_, err = ss.MainEng.Table("unit_m").
Join("LEFT", "unit_leader_skill_extra_m", "unit_m.default_leader_skill_id = unit_leader_skill_extra_m.unit_leader_skill_id").
Where("unit_m.unit_id = ?", tomoUnitId).
Cols("unit_leader_skill_extra_m.effect_value,unit_leader_skill_extra_m.member_tag_id").
Get(&tomoSubEffectValue, &tomoMemberTagId)
if ss.CheckErr(err) {
return
}
exists, err = ss.MainEng.Table("unit_type_member_tag_m").
Where("unit_type_id = ? AND member_tag_id = ?", unitData.UnitTypeID, tomoMemberTagId).Exist()
matched, err = matchMemberTag(ss, memberTagCache, unitData.UnitTypeID, tomoLeaderSkill.MemberTagID)
if ss.CheckErr(err) {
return
}
var tomoSubSmile, tomoSubPure, tomoSubCool float64
if exists {
switch myAttrId {
case 1:
tomoSubSmile = math.Ceil(smileMax * (tomoSubEffectValue / 100))
case 2:
tomoSubPure = math.Ceil(pureMax * (tomoSubEffectValue / 100))
case 3:
tomoSubCool = math.Ceil(coolMax * (tomoSubEffectValue / 100))
}
if matched {
tomoSubSmile, tomoSubPure, tomoSubCool = applyAttributeBonus(
myLeaderSkill.AttributeID,
tomoLeaderSkill.ExtraEffectValue,
smileMax, pureMax, coolMax,
)
// fmt.Println("好友副C技能属性加成:", tomoSubSmile, tomoSubPure, tomoSubCool)
}