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